Arachnid Galaxy II Series Operator's Manual
Introduction
This manual contains assembly, operation, and troubleshooting information for Arachnid's Galaxy II dart machine. For problems not covered or for questions, contact Arachnid at 800-435-8319 from 8 a.m. to 5 p.m. CST.
Section 1: General Description
The Galaxy II is a coin-operated dart machine offering various game choices for all skill levels. It occupies approximately 3.9 square feet (27" x 21") of floor space. The machine uses a sealed matrix scoring system behind the dart face, with scores displayed instantly on a color monitor. Power requirements are 120VAC at 60Hz with 1.20A max or 240VAC at 50Hz with 0.70A max.
Section 2: Features of the Machine
This section details the features and games available on the machine.
2.1 Features
- A. Automatic Player Change: Operator-selectable between manual and auto. The game changes players automatically at the end of each turn. Delay times for removing darts are also operator-selectable.
- B. All coin and credit settings are "software selectable." Free Play is also available: Operators can select the number of coins (1-20) and credits (1-50) per game. The 'Free Play' option, once toggled off in test/setup mode, is persistent unless factory defaults are reset.
- C. All Game Credits are Software Selectable: The number of credits required per game can be adjusted in the test/setup mode.
- D. Happy Hour Reduced Pricing: Allows for editable pricing and time settings for 'Happy Hour' periods.
- E. League Pricing: Allows for editable pricing for League Play.
- F. All Features are Software Selectable: Options like Spread Limits, Round Limits, and Single/Double Bullseye are set in the test/setup mode.
- G. Sounds for Player Feats: Individual sounds play for player achievements like triples, hat tricks, and wins.
- H. LCD Flat Screen Monitor: Features color graphics and can be mounted in the middle or top of the game.
- I. Missed Dart Detector: An exclusive Arachnid feature that detects darts hitting the catch web, counting them as thrown darts without scoring.
- J. Normal Game Play Statistics: Displays player statistics after each game.
- K. Operator Reports: Provides game popularity and coin slot reports accessible via the test/setup mode.
- L. Hours of Operation: Allows setting operating hours to automatically dim lights and blank the monitor when the location is closed.
- M. League Mode: Automated league mode with two-way communication, no team cards required, and statistics stored for modem retrieval.
- N. Casual Mode Handicapping: Players can use handicaps in casual X01 and Cricket games, adjusting points or providing free marks. This option requires enabling in setup mode.
2.2 Available Games
The machine offers classic and new challenging 'speed' games.
A. 01 Games
Count-down games for 1 to 8 players. Players start with 301, 501, or 701 points. The winner reaches exactly zero or has the lowest score when the round limit is reached. Options include 'Open In', 'Double In', and 'Master In' for starting, and 'Open Out', 'Double Out', and 'Master Out' for finishing.
Note: Specific variations like '501 Open In/Open Out Quickie' and '501 Open In/Master Out Quickie' have a round limit of 10.
B. Cricket Games
A skill and strategy game using numbers 15-20 and the bullseye. Players 'mark' each number three times to 'close' it. Points are scored on closed numbers. Maximum points can be controlled by a 'spread limit'. Cricket has six variations:
- Cricket: Basic version, 1 to 8 players, default 200 point spread limit.
- Hammer Cricket: Count-up game, 2 to 4 players, with 'Wild' rounds. Scoring increases with each dart (1x, 2x, 3x). Missing all three darts incurs a penalty. Final round scoring is multiplied. Tie-breaker rounds are available. Can be configured for Masters (Triples only) or Open (Singles, Doubles, Triples).
- Team Hammer: Similar to Hammer Cricket, but four players compete as two teams. Team scores are combined. Missing darts penalizes the team score. Can be configured for Masters or Open.
- Cut-throat Cricket: 2 to 8 players. Objective is to close all numbers with the lowest score. Closing a number scores points for opponents who haven't closed it. No point spread limit.
- Team Cricket: 4 players, played as two teams. Players mark individually, but score as a team. Both partners must close a number before scoring on it. Traditional rules require both teammates to close all numbers and have a higher score. New rules require only one player to close all numbers. Default 400 point spread limit.
- Wild Card Cricket: 1 to 8 players. Uses a random selection of six numbers (7-20 plus bullseye) each turn. Marked numbers remain fixed. Default 200 point spread limit.
- Cricket Quickie: 1 to 8 players. Similar to Cricket but with a round limit of 10. No spread limit.
C. Other Games
- Count Up: 1 to 8 players. Players start at zero and aim for the highest score by the end of 8 rounds. All segments score points. Good for developing throwing technique.
- Tic Tac Darts: 2 players. A variation of Tic Tac Toe using a 9-square grid. Machine places the bullseye in the center. Players claim squares by marking a number four times (singles=1, doubles=2, triples=3). The first player to get three squares in a row wins. A 'Cats' game results in no winner unless point scoring is enabled.
- Bermuda Triangle: 1 to 8 players. Players shoot at a new number each round (12-20, Doubles, Bull, Double Bull). Scoring is based on the number and type of hit. Missing all three darts halves the current score. Highest score wins.
- Gotcha!: 2 to 8 players. Objective is to reach exactly 301 points. Players can match an opponent's score to detonate a 'bomb' and reset the opponent's score to zero. Exceeding 301 deducts from the current turn's score. A 'Master Out' option requires a double, triple, or bull to reach 301.
- BS Golf: 1 to 4 players. Objective is to get the ball into the hole in as few 'strokes' as possible, guided by a power bar. Timing is critical to avoid a 'whiff'. Ball direction is determined by the segment hit.
- Speed Games: Two single-player games against the clock.
- Count Down: Times how long it takes to go from 901 to zero. Fastest times are added to a Top Ten List.
- Quick Cricket: Times how long it takes to close numbers 15-20 and the bullseye. Fastest times are added to a Top Ten List.
Section 3: Unpacking/Assembly
3.1 Unpacking
Unpack the machine following the instructions on the carton. Note: Requires lifting up to 50 lbs.
3.2 Assembly
- Insert four set screws into the top of the lower cabinet.
- Place the upper cabinet assembly onto the lower cabinet.
- Open the upper cabinet door and flip down the monitor bezel.
- Secure the upper cabinet to the lower cabinet using the four provided wing nuts.
- Feed the wiring harness and connector through the hole in the upper cabinet to the lower cabinet and connect to the coin door harness.
- Close and secure the monitor bezel. Close the door to secure the bezel.
- Install the rubber bumper on the back of the Galaxy II using the tiny screw hole on the right side of the opening for the phone cord. This bumper helps square the Galaxy II with the wall.
- Place the throw line eight feet (96") from the center of the bullseye. (See Figure 1: Side view of play field).
Diagram Description (Figure 1: Side view of play field): This diagram illustrates the recommended placement of the Galaxy II machine relative to a wall and the throw line. It shows dimensions for the wall, the machine's height (83 1/2" and 93 1/2"), and the throw line distance (96 inches or 8 feet) from the center of the bullseye. It also indicates the 'Front edge of throw line to toe line mark on right side of cabinet'.
IMPORTANT: The Galaxy II should not be operated until it is placed with its back against a wall in an area where bystanders will not get struck by a dart.
Section 4: Operation
4.1 Power Up
Connect the power cord to a wall outlet with proper grounding and polarity. The incoming line voltage is applied directly to the mainboard. The monitor and target lights are controlled by a switch on the back of the machine.
4.2 Game Play
After power-up, players use the up/down buttons to navigate menus and the enter button to make selections. On-screen instructions guide the player.
4.3 Test/Setup Mode
Press the test button on the main PC board to enter Test/Setup Mode. This mode allows access to all game options and hardware tests. Descriptions of options are provided on-screen.
A. Machine Setup Menu
- Language Setup: Sets the display language.
- Time Settings Menu: Accesses current date/time, Happy Hour, and Hours of Operation settings.
- Set Time/Date: Sets the machine's clock and internal calendar.
- Set Happy Hour Times: Configures reduced pricing periods and credits for 'Happy Hour'.
- Set Hours of Operation Times: Sets operating hours to enable 'Sleep Mode' (dim lights, blank monitor) outside business hours. Inserting a coin or pressing a button returns the machine to Normal Mode.
- Coin Slot Assignment: Sets coins per credit and credits per coin.
- Give This Machine A Name: Assigns a user-friendly name.
- Input Modem Password: Sets a password for modem security (1-8 characters).
- Free Play: Toggles Free Play mode on or off.
- Fantasee Games: Accesses Fantasee Game files. Displays current game and lists/deletes available files.
- More Machine Setup: Includes options like Reset Menu (Reset All, Factory Defaults, Top Ten Lists, Counters, Credits, League Stats) and League Attract Menu (List/View/Delete League/Attract Files, Send Info to Network, Setup League/Tournament Announcements, View Collect/Recollect Stats, Adjust Volume).
- HotButton Menu: Allows creation, erasure, viewing, deletion, writing, and reading of HotButtons.
B. Game Setup Menu
- Price Settings: Sets credits required per player for normal and happy hour modes.
- Bull Setting: Sets single or double bull for each game.
- Round Limit Setting: Sets round limits for individual games.
- Spread Limit Setting: Toggles Spread Limits on/off for Cricket games.
- Out Option Setting: Sets 'Out Option' for games with special winning requirements.
- More Game Setup: Includes options like Auto Player Change, Player Change Delay, Cheater Alarm, Team Fees, Casual Freeze Rule, Freeze Rule Bust, Backup Dart, Casual Mode Handicap, Max Cricket Scores, Tic Tac Toe Scores, Show 'Up Next' Stats, League Round Limits, and League Freeze Display.
C. Communications Menu
- Modem Menu: Provides Modem Information, Modem Receive Test, Give This Machine A Name, Input Modem Password, Modem Call Window, and Modem Call-Out Menu (Call-Out Type, View Settings, Edit DartComm Phone Number, Edit Internet Settings, Edit WIFI Settings, Access Point, Security Type, Security Key, Auto/Manual, IP Address, IP Subnet, Gateway, DNS Server 1/2, Call Now).
- Network Menu: Includes Reconfigure Network, View Network Configuration, Adjust Network Speed, and Network Monitor.
Section 5: Technical Description
5.1 Power Supply
The machine uses a switching power supply with a universal input (85 VAC to 264 VAC, 50/60 HZ). Inputs connect to J1, and outputs are on J2.
5.2 Main PC Board
The main PC board is controlled by a Motorola ColdFire 5206e microprocessor and associated ICs. Key components include the microprocessor, input/output FPGA, boot flash ROM, video memory, RAM, and main program flash ROM.
Diagram Description (Figure B1 - Mainboard Detail): This image shows a close-up of the main PC board, highlighting IC chips like U4 (BOOT FLASH), U6, U3 (Timekeeping RAM), and others related to memory, clock, and programming. It indicates the location of EPROM chips and the Xilinx Spartan chip.
5.3 Video and Monitor
Video is generated by the XiLinx IC, buffered by transistors, and output via a standard PC-style VGA connector (J13). The monitor is a 19" flatscreen VGA monitor.
5.4 Target Illumination
Two standard 40-watt bulbs illuminate the target. They are dimmed during attract mode to discourage free play.
5.5 Darthead
The darthead assembly consists of the spider, segments, matrix cushion, and switch matrix. It connects to the main PC board via a 19-pin ribbon cable.
A. Darthead Disassembly/Reassembly
Instructions are provided for cleaning or replacing parts in the darthead, involving removing retaining screws, the catch web, disconnecting the switch matrix cable, and carefully separating the components. It is recommended to mark components before disassembly for easier reassembly. Regular cleaning is advised to prevent scoring issues.
B. Missed Dart Detector
A vibration-sensitive piezoelectric switch circuit board detects darts hitting the catch web. Adjustments can be made to sensitivity. Incorrect plugging can damage the main board or detector.
Diagram Description (Figure 9a): This image shows a close-up of the Missed Dart Detector assembly, highlighting the 'Touch Positive Lead' and a sensitivity adjustment pot. It also shows a portion of the main PC board with an IC labeled 'U13'.
5.6 Technical Information
Specification | Details |
---|---|
Packed Weight | 150 lbs |
Unpacked Weight | 118 lbs |
Packed Dimensions | 39"x32"x46" |
Unpacked Dimensions | 27"x21"x831/2" |
Unpacked Dimensions (Top Monitor) | 27"x21"x931/2" |
Monitor | 100 - 240 VAC, 1.5 - 0.7A, 50/60 Hz |
Power Supply | 85 - 264 VAC, 1.32A Surge @ 264 VAC, 50/60 Hz |
Light Bulbs | 240V, 40W, 410 Lumens; 130V, 40W, 490 Lumens |
Operation Conditions at 120VAC | 0.11A - W/O Lights and Monitor 0.77A - Attract Mode, Lights Dim 1.01A - Maximum, Lights Bright W/O Bill Acceptor |
Section 6: Parts Listing
Arachnid part numbers are listed. Use these numbers when ordering.
6.1 Lower Cabinet
Part# | Ref# | Description |
---|---|---|
41651 | 1 | Lower Cabinet |
42416 | 2 | Leveler (4) |
41685 | 3 | Coin Door-Dual $0.25 Mechs |
41883 | 3 | Coin Door-Single $0.25 Mech w/opening for BA |
41804 | 3 | Coin Door Harness For dual Mechs |
41884 | 3 | Coin Door Harness For BA |
40384 | 3 | Mars Bill Acceptor - Model 2451 |
41790 | 4 | League Chute |
6.2 Upper Cabinet
Part# | Ref# | Description |
---|---|---|
41676 | 5 | Push Button - Up/Down (black/yellow) (2) |
GE 658 Bulb | ||
19131 | 6 | Push Button - Player Change (black/red) |
GE 658 Bulb | ||
Warning: Do not use GE161 bulbs in the push buttons. | ||
41971 | 7 | Lamp Reflector (2) |
41970 | 7 | Lamp Socket (2) |
37024 | 7 | Light Bulb 40 watt (2) |
21484 | Speaker | |
42710 | 8 | Color Flat Screen Monitor 19" |
42749 | 8 | Monitor Mounting Bracket |
42643 | 8 | Monitor Quick Mount Brkt, Lower |
42644 | 8 | Monitor Quick Mount Latch (2) |
41570 | 9 | Lock Assembly |
42599 | 10 | Upper Cabinet LCD |
41944 | 11 | Door Assembly-No Mainboard |
42037 | 11 | Catch Web Kit |
42747 | 12 | Hinged Bezel 19" LCD |
42716 | 12 | Bezel Insert 19" LCD |
41857 | 13 | Hinge Bottom Leaf Cabinet Side (2) |
42018 | 13 | Hinge Upper\ Top Leaf |
41859 | 13 | Hinge Lower\ Top Leaf |
42120 | 14 | HotButton Kit |
41924 | 15 | Modem (optional) |
42987 | 15 | WiFi Modem (optional) |
42043 | 17 | Main PC Board, Complete |
41801 | Missed Dart Detector Kit | |
Main Harness; Power Supply/ Main Board/ Coindoor | ||
42129 | Main Harness Power Switch Kit | |
41965 | Power Supply Kit | |
39267 | 18 | Power Supply Board |
41679 | 19 | Socket, Power Inlet |
41680 | 20 | Socket, Power Outlet (2) |
42331 | 21 | Lamp Dimmer Board |
42023 | 21 | Fuse 3.15 AMP (5X20mm) |
6.3 Darthead Assembly - 41944
Part# | Ref# | Description |
---|---|---|
42568 | 22 | Spider Resting Screw (2) |
42569 | 23 | Latch Assembly (5) |
41658 | 24 | Target Back (Door) |
14617 | 25 | Darthead Assembly (spider and segments) |
40081 | 25 | International Darthead Assembly |
29268 | 25 | Spider |
37738 | 25 | Spider - International |
12575 | 26 | Switch Matrix |
28258 | 27 | Matrix Cushion |
41590 | 28 | Alignment Pin (2) |
42036 | 28 | Alignment Pin Screw (2) |
18069 | 29 | Segment, Double Red (10) |
19079 | 29 | Segment, Double Black (10) |
21408 | 30 | Segment, Outer Single Red (10) |
22518 | 30 | Segment, Outer Single Black (10) |
23628 | 31 | Segment, Triple Red (10) |
24738 | 31 | Segment, Triple Black (10) |
25848 | 32 | Segment, Inner Single Red (10) |
26958 | 32 | Segment, Inner Single Black (10) |
29078 | 33 | Segment, Outer Bull Red |
27148 | 34 | Segment, Inner Bull Black |
35845 | 35 | Spring, Inner Bull |
6.4 Main Board - 41784
Part# | Ref# | Description |
---|---|---|
11465 | 36 | Test/Reset Button, Push Button 6mm (2) |
13653 | 37 | IC, Logic, Bus Transceiver, 75176B, 8 Pin |
17031 | 38 | Red LED, 5mm, T- 1 3/4 (8) |
19113 | 39 | Resistor, 10K OHM, Pot |
22588 | 40 | Conn, Modular, 6 Pin, Top (5) |
30513 | 41 | Transistor, Network, ULN2003A (3) |
33681 | 42 | 4 Position Dip Switch |
39266 | 43 | Crystal, 4Mhz, Cer, Resonator W/Caps |
41609 | 44 | IC, 3.3V Reg, LT1086CT - 3.3 |
41612 | 45 | Crystal, 50.000Mhz oscillator, 3.3V |
41646 | 46 | IC, Audio Amplifier TDA2003H |
41733 | 47 | IC, boot, Program, GI/ GII, V2.0 |
41850 | 48 | IC, Memory Flash |
41862 | 49 | IC, Smartwatch, DS1746W 128KX8, 3.3V |
41874 | 50 | Configuration Chip |
41887 | 51 | Fuse, Resetable, Polyswitch, TR600-150 |
42133 | 52 | Diode, MBD301, Low VF |
42134 | 53 | IC, Power Monitor, MC3416P |
Diagram Description (Mainboard): A detailed diagram of the main PC board (Part# 41784) is provided, with numbered components corresponding to the table above. Key components include the reset button (36), logic transceiver (37), LEDs (38), potentiometer (39), modular connectors (40), network transistor (41), dip switch (42), crystals (43, 45), voltage regulator (44), audio amplifier (46), boot/program IC (47), memory flash IC (48), smartwatch IC (49), configuration chip (50), polyswitch fuse (51), diode (52), and power monitor IC (53).
Appendix
Updating Memory in the Machine
Overview of Memory on the Galaxy II
Memory on the Galaxy II machine includes: 1. PROGRAM FLASH memory (U5), 2. BOOT FLASH memory (U4), 3. Battery backed RAM (U3). Both BOOT FLASH and PROGRAM FLASH must be programmed for the machine to work. A programmed BOOT FLASH is required; if one is missing, it can be copied from another Galaxy II mainboard.
Duplicating the Boot Flash IC (from another programmed Boot Flash IC)
- Remove power from the machine.
- Insert a blank FLASH IC into IC socket U6. Ensure pin 1 is in the proper position.
- Restore power.
- Press the TEST switch.
- Select HARDWARE TEST/SOFTWARE UPDATE MENU.
- Select DUPLICATE BOOT FLASH (To EPROM 1). The screen will show 'FLASH COPY – BYTES COPIED XXX K' and then 'SUCCESS! DONE COPYING FLASH'.
- Remove power from the machine.
- Remove the FLASH IC from socket U6.
- The machine used for programming can now be returned to service.
- Take the programmed FLASH IC and insert it into socket U4 of the machine needing the new BOOT FLASH (with power OFF), ensuring pin 1 is in the proper position.
- Restore power. The machine should boot properly. If the PROGRAM FLASH (U5) is not programmed or corrupted, software may need updating. If issues occur with PROGRAM FLASH, the BOOT FLASH should still allow loading or copying software.
Updating the Galaxy II from Another Galaxy II (Networked)
Software updates can be transferred between networked Galaxy II machines.
- Update the software on the first machine from a PC.
- Ensure machines are networked and communicating.
- Put both machines in test mode by pressing the test switch.
- On the machine to receive the update: Select HARDWARE TEST/SOFTWARE UPDATE MENU, then select HARDWARE TEST/SOFTWARE UPDATE MENU again. Select RECEIVE RS-485 UPDATE and set the speed.
- On the machine to send the update: Select HARDWARE TEST/SOFTWARE UPDATE MENU, then select HARDWARE TEST/SOFTWARE UPDATE MENU again. Select SEND RS-485 SOFTWARE and match the speed. Reboot the receiving machine and press the test button. If a BOOT FLASH update was sent, confirm the update.
- Repeat steps 3-9 for other machines on the network. Reboot all machines to resume normal operation. Note: Only one machine can be updated at a time.
Port-A-Flash
Information on Port-A-Flash updates is available in the Dartman for Windows manual or the Port-A-Flash manual.
Configuring the Galaxy II to Work With LeagueLeader
Arachnid provides unique ISP and FTP settings that must be entered into the Galaxy II modem settings. Ensure the screen ID and modem password match those in LeagueLeader.
- Enter the setup menu.
- Select the Communications menu.
- Select the Modem menu.
- Select the Modem Call-Out menu.
- Change Call-Out type to Internet.
- Select View Settings.
- Enable Call-Out.
- Select Edit Internet Settings: Enter ISP phone number, ISP username/password, FTP username/password.
- Return to the main menu.
If completed correctly, the Galaxy II is ready to access the server.
Converting a Middle Mounted LCD Monitor to a Top Mounted LCD Monitor
Arachnid offers a conversion to mount the LCD monitor underneath the darthead or on top. Follow these instructions:
- Unplug the Galaxy II.5 from the wall.
- Open the darthead door.
- Swing down the monitor bezel.
- Remove the video cable from the main board and pull it out of the machine.
- Remove the monitor power cable from the power supply.
- Press down both latches at the bottom of the monitor bracket.
- Remove the monitor from its mid-mount position: Lift up from the bottom, swing out, and unhook from the cabinet.
- Remove the video and power cables from the monitor.
- Lay the monitor on a flat surface.
- Loosen the four thumb screws on the monitor bracket.
- Move the monitor bracket to the top mount position.
- Tighten the thumb screws.
- Insert monitor cables into the top of the cabinet, ensuring correct sides for video and power.
- Insert the monitor bracket into the narrow slot at the top of the cabinet. Note: When installed correctly, the bracket will be visible sticking through the top of the machine.
- Attach the hairpin cotter to the right side of the monitor bracket inside the upper cabinet.
- Attach the video and power cables to the monitor.
- Plug the monitor power cable into the right side of the power supply.
- Plug the video cable into the mainboard.
- Remove the bezel insert from the inside back wall of the upper cabinet.
- Install the bezel insert to the inside of the bezel using the four thumb nuts.
- Replace the bezel and close the darthead door.
- Plug the Galaxy II.5 back into the wall.
General Operation Instructions for the Monitor
These instructions are from the monitor's operation manual.
Button | Function |
---|---|
1 | Power Indicator |
2 | Power Button |
3 | |
4 | |
5 | Select |
6 | Menu |
7 | Auto |
8 | Power Light |
Notes:
- Do not install the monitor near heat sources, air ducts, direct sunlight, or in places subject to dust, vibration, or shock.
- To keep the monitor clean, use a soft cloth. Stubborn stains can be removed with a cloth lightly dampened with a mild detergent solution. Avoid strong solvents like thinner, benzene, or abrasive cleaners, as they can damage the cabinet. Always unplug the monitor before cleaning.
Section 7: Troubleshooting
WARNING: UNPLUG POWER TO THE GALAXY II BEFORE WORKING ON THE MACHINE
Problem | Probable Cause | Procedure |
---|---|---|
Target Lamps not on | a. Blown fuse for the Dimmer Board. b. Power switch in the back is not on (if monitor is also off). c. Bulbs burned out. | a. Replace the fuse with a 3.15A Slo-Blo. b. Make sure the power switch in the back is on. c. Replace with standard 40-watt bulbs. Unplug the machine before replacing lamps; a loose filament may short out the dimmer board. |
Target Lamps are dim all the time | a. The Triac on the Dimmer Board is blown open. | a. Replace the Triac chip. Schematic and part numbers for the Dimmer Board are available at www.arachnidinc.com. |
Target Lamps are bright and then shut off instead of dimming. | a. The diode on the dimmerboard is bad. | a. Replace diode (Arachnid P/N 16065, 1N4007). |
No video display | a. If target lamps are not on, power switch in the back may be off. b. Galaxy II is locked up. | a. Make sure the power switch is on. b. Open the darthead, check the four LEDs on the left side of the mainboard. All lights should be on with the Status light blinking. If only power is lit, the Galaxy II is locked up. Try rebooting the Galaxy II. Clean the J1 header on the mainboard with isopropyl alcohol and a nylon toothbrush. |
Intermittent Resets | a. Contaminated J1 header on the mainboard. b. Bad crimps along the wire harness. | a. Clean the J1 header on the mainboard with isopropyl alcohol and a nylon toothbrush. See bulletin on www.arachnidinc.com. b. Measure resistance along the wire harness. See bulletin on www.arachnidinc.com. |
Not coining | a. Contaminated J1, J3, or J16 headers on the mainboard. b. Loose or bad connection along the wire harness. | a. Clean headers J1, J3, and J16 with 91% or better isopropyl alcohol and a toothbrush. See bulletin on www.arachnidinc.com. b. Use a multimeter to test resistance along the wire harness. Fix bad crimps. |
Not Scoring | a. Foreign material or broken dart tip in the darthead holding a switch on the matrix. | a. Clean out foreign material or broken dart tips with pliers and/or a tip remover. Disassemble the darthead and clean segments, matrix, and rubber mat thoroughly. Reassemble carefully to align segments and layers. |
Skipping Darts or Cheater sound going off randomly | a. Missed Dart Detector is too sensitive. b. Defective Missed Dart Detector. c. Stuck segment. | a. Adjust the Missed Dart Detector sensitivity using the adjustment pot in the center. b. Replace the Missed Dart Detector. c. Clean the darthead removing any foreign matter. |
Modem not answering | a. Modem not seated properly. b. Jumper not on the 5 Volt pins. c. Phone line running to the wall is in the "Phone" jack on the main board. d. Phone line is not plugged into the wall. e. Quitting after a few rings. | a. Ensure modem is seated properly in socket, with no pins outside. b. Ensure jumper is on the 5 Volt pins below the modem. c. It needs to be in the "Line" jack. d. Make sure the line is good and plugged into a working wall jack. e. Limit the number of rings. Try setting it to one ring. |
If you encounter problems with these instructions, call 1-800-435-8319 for technical support. More troubleshooting tips are available on the website www.arachnidinc.com.
Contact Information
Arachnid
www.bullshooter.com | www.arachnidinc.com
Phone: 800.435.8319 | 815.654.0212
Fax: 815.654.0447