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Owner’s Guide

To contact our

Customer Service Department

please call

1-800-445-9353

(USA and Canada)

(215) 639-4700

(outside USA and Canada)

Call us! Your phone is the most powerful

troubleshooting tool

at your disposal. For the best and quickest

service possible,

please provide us with the model #, serial #

and program #

of your game, when you call.

PM0015-0B

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COPYRIGHT © 1996 MERIT INDUSTRIES, INC.

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SCORPION™ 9000 MANUAL

1

SITE PREPARATION

In determining the location for your SCORPION™

9000 dart game, consideration must be given to the

location of a suitable electrical outlet. Since the

game is a computerized device, it should have a

separate circuit, if at all possible. If a circuit is not

available, care should be taken to provide a clean

and constant voltage. As a basic guideline, never

connect the unit to a circuit that also supplies power

to freezers, coolers or other high power-consuming

and electrical-noise-making equipment.

The game should be prominently located to attract

attention, but not where games will be interrupted by

people walking through the playing area. The play

area must extend approximately 8’ from the front of

the machine to accommodate the throw line.

SET-UP AND INSTALLATION

Floor Model Installation

1.

Locate and remove the plastic bag stapled to

the top of the base section. This bag

contains the game keys.

2.

Pull up on the target section until the Velcro

latch on the target section door separates

from the Velcro hook on the base section.

Continue pulling the target section up until it

locks into its upright position. Refer to Figure

7.

3.

Use a #564 key to unlock the target door. On

the upper, right corner of the target door you

will see a safety hook holding the door in its

closed position. Push the hook upward to

release the target door. Inside, stapled to the

floor of the target section, you will find a

plastic bag with three threaded knobs. Place

the knobs and washers in the holes provided

as shown in Figure 9.

4.

Close the target section door.

5.

Using the key provided, open the coin box

door.

6.

Remove the line cord from the coin box and

attach it to the receptacle on the back of the

cabinet. See Figure 7.

7.

Locate and remove the bag of hardware

inside the coin box. This hardware is used to

secure the game to the wall. Refer to the

instructions contained within the bag to

properly install the hook needed for your

application.

8.

Move the game into position. Adjust the

levelers until the game does not rock and is

stable. Attach the safety chain from the

game to the wall hook installed in step 7.

9.

Set the floor mark for the throw line. In the

U.S.A., the throw line should be placed 8

feet from the face of the target. In some

European countries, the throw line distance

is placed 2.44 meters or 2.37 meters from

the face of the target. Consult your local

rules for throw line distances. The throw line

decal can be found in the coin box.

10.

Plug the power cord into the wall outlet.

Power up the game.

Disassembly of Target from Base

If you decide to move the game to a different location

and you do not have access to a large van or

vehicle, you may need to disassemble the target

from the base. In those circumstances, follow the

steps below.

1.

Unplug and remove the power cord from the

back of the game. Store the power cord for

future use.

2.

With the game in the upright position, open

the control panel door. Disconnect the target

lamp power cord from the power supply.

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Unhook the light power cord from the clips

holding it in place to the back of the cabinet.

Also disconnect the main wiring harness or

harnesses that may connect between the

target and base sections. Close and lock the

control panel door.

3.

Unlock and open the target section door.

Carefully pull the target lamp power cord and

other wiring harnesses up into the target

compartment. Next, remove the large black

assembly knobs and washers. Store the

knobs outside of the target section for future

use. Carefully close and lock the target

section door. Remove all keys from the

target door lock.

4.

Locate the anti-tip bracket on the rear of the

cabinet (see Figure 7). Pull upwards on the

bracket while folding the top section down.

Make sure that the top unit is resting on the

metal support bracket and that the Velcro

latch on the target section securely aligns

with the Velcro hook on the base section.

5.

Standing at the back facing the folded down

target section, place one hand on the target

section and apply a small amount of force

forward to hold the section in place. With

your other hand, take the hinge pin that is

bent to form a handle and pull outward. (See

Figure 8.) Make sure that the hinge pin is

fully removed. Repeat the same procedure

for the other hinge pin.

6.

You are now ready to remove the target

section. Lift the target section upward slightly

and position it over the safety base hook.

Place the target section, HINGE END ONLY,

on the floor.

NOTE:

DO NOT REST THE TARGET SECTION ON HOOD
END. REST IT ON THE HINGE END ONLY. FAILURE
TO DO SO COULD DAMAGE CABLES OR
OVERHEAD DISPLAY.

Reassembly of Target to Base

1.

The reassembly of the target section is very

similar to that of disassembly. Position the

target section so that it is resting on the

metal bracket of the base. Align the hinges

of the target section with the base section

hinge pins. Install the hinge pins, locking

them into position. Refer to Figure 8.

NOTE: 

YOU MAY HAVE TO LIFT THE TARGET SECTION
SLIGHTLY TO ALLOW THE HINGE PINS TO MOVE
FREELY INTO THE LOCKED POSITION.

2.

Open the base control panel door.

3.

Make sure that the hinge pins are in the

locked position. Next swing the target

section up into its upright position.

4.

Very carefully open the target section front

door. Place the large black assembly knobs

and washers into the hole that they were

removed from during disassembly. (Refer to

“Floor Model Installation”, step 3.)

5.

Locate the overhead light power cable in the

control panel section. Feed your overhead

light power cable down into the base and

reconnect it to the power supply. Also

reconnect the main harness or harnesses

that interconnect between the sections.

6.

Close all doors and reconnect the power

cord to the back of the game. Reposition the

game to the wall and reconnect the safety

chain to the wall. Plug your power cord into

the wall outlet and turn on the power.

Wall Mount Installation

Your dart game is designed for permanent mounting

to any wall constructed in accordance with standard

building codes. Installing your dart cabinet is not

difficult but the following steps must be followed.

Your game comes equipped with a mounting bracket

which attaches to the wall. The complete assembled

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SCORPION™ 9000 MANUAL

3

cabinet weighs 85 pounds and is supported by the

mounting bracket. The unit attaches to the bracket

by means of four carriage bolt spacers, extending

from the back of the cabinet.

If you aren't familiar with how to locate wall studs or if

you run into a questionable type of wall construction -

GET HELP!!

The following instructions are recommended as one

method of installing your dart game. If you have a

special situation , or a different method, we remind

you that the cabinet will only be as stable as the wall

is and the way that the bracket attaches to the wall.

NOTE:

BE SURE THAT THE AREA BEHIND THE WALL
DOES NOT CONTAIN WIRES OR PIPES THAT MAY
BE DAMAGED BY THE BRACKET FASTENERS.

There must be a minimum 9 1/2" clearance on both

sides of the game to allow for door opening and

access to the coin mech.

REFER TO FIGURES 10, 11 and 12 FOR STEPS 1

THROUGH 8.

1.

Find the location of a wall stud by using a

stud finder, a joint in the wall board or

paneling or by measuring in multiples of 16"

from any known stud. Once you think you've

found it, a good way to make sure is to tap in

a small finishing nail about 2" above the

floor. If the stud is there, you should hit it

after putting the nail in about 1/2" to 3/4".

2.

Measure up 68" from the floor on the

mounting stud and mark the wall with a

pencil.

3.

Using the nail that you used before, drive it

in just to make sure that you're still lined up

on the stud. If you aren't, go 1/2" either way

until you hit it.

4.

Open the front door of the cabinet and

remove the locking bolt from the mounting

bracket. Close and lock the front door.

5.

Remove the mounting bracket from the back

of the cabinet. Place the bracket against the

wall with the center (threaded) hole directly

over the mark you made in step 2. Now

mark the upper hole with a pencil.

6.

Remove the nail and  place the bracket on

the wall. Put a lag screw through the top hole

and into the wall. Tighten the screw far

enough so that the bracket swings slightly.

7.

With the bracket not moving and level, mark

the holes shown in Figure 12. Swing the

bracket to the side and install (4)  Molly bolts

into the outer holes. Then, install and tighten

all remaining screws.

8.

Slide the cabinet onto the wall bracket. Make

sure it is secure and won't fall down.

9.

Install the Ultrasonic Transducer assembly

(Player Change Sensor) as shown in

Figure 5:

(a)  Route the transducer cable through the 

large hole in the center of the hood 

assembly.

(b)  Secure the Ultrasonic Transducer 

assembly to the lamp hood using the (2) 

#10 - 24 wing nuts (HW3253) provided.

(c)  Connect the transducer cable to J9 on 

the STG01 board.

10.

Mount the left and right expansion brackets

and the wood filler as shown in Figure 5:

(a)  Mount the left bracket (MW4028) to the 

hood using (2) carriage bolts and wing 

nuts.

(b)  Slide the wood filler into place between 

the left and right brackets on top of the 

game.

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(c)  Mount the right bracket (MW4029) to 

the hood using (2) carriage bolts and 

wing nuts.

11.

Using (4) #10-24 wing nuts (HW3253),

mount the overhead display to the brackets

installed in step 10.

12.

Route the overhead display wire up through

the hole in the wood filler and down through

the slot on the left, top of the machine.

Connect the wire to the 3-pin female

connector on the power supply.

13.

Route the ribbon cable from J7 on the

STG01 board up through the overhead

display and over the top of the game.

Connect the other end to the connector on

the top, left side of the game.

14.

On games equipped with the linear power

supply, attach the line cord to the AC power

supply at the base of the cabinet. Tighten the

cable lock assembly so that the cord is

secured to the game.

15.

Attach the price decal above the control

panel, as shown in Figure 13.

16.

Proceed to Section 3 - Testing Your Game.

Disconnecting the Cancel Game Feature

If the Cancel Game feature is not needed, you may

disable the option by following the steps given below.

1.

Open the target section door.

2.

Locate the cancel game switch assembly on

the left side of the cabinet.

3.

Disconnect one or both of the wires attached

to the Cancel Game switch. This will disable

the cancel game feature.

4.

Close the target section door.

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SCORPION™ 9000 MANUAL

5

GAME OPERATION

Target Alarm

If darts are thrown while the game is in idle mode, the

target alarm will sound and the overhead light will go

off (for a few minutes). This feature can be disabled

by turning off DIP switch 1-8.

Clearing Credits

To clear credits, first power off the game. Next, press

and hold the PLAYER CHANGE button while turning

the game back on. When the “STUC BUTTON”

message appears on the overhead, release the

PLAYER CHANGE button and the credits will be

cleared.

Free Play

A 2-pin connector is provided on the main harness to

allow you to enable free play. See Figures 1 and 2 for

the location of the connector.

If you wish to enable free play, you will need (2) .062

male molex pins, a connector housing and .18 gauge

wire. Insert the molex pins into the connector housing

and attach it to the existing 2-pin connector on the

main harness. Loop the wire as seen in Figure 3.

Free play mode is enabled as long as the connection

is made.

If you want the ability to enable/disable free play

without having to connect and disconnect the wires,

Merit suggests you insert a switch. To do this, simply

cut the looped wire and solder the ends to the switch

(see Figure 3).

Figure 1 - LOCATION OF "FREE PLAY"

CONNECTOR ON MAIN HARNESS

(UPRIGHT MODEL)

Figure 2 - LOCATION OF "FREE PLAY"

CONNECTOR ON MAIN HARNESS

(WALL MOUNT MODEL)

Figure 3 - "FREE PLAY" CONNECTION

CONNECTOR & .22

GAUGE WIRE

STG01 CPU BOARD

MAIN HARNESS 2-PIN CONNECTOR

STG01 CPU

BOARD

MAIN HARNESS  2-PIN
CONNECTOR

CONNECTOR & .22
GAUGE WIRE

MOLEX 2-PIN HOUSING

.18 GAUGE WIRE

WITH MOLEX PINS

SWITCH

MOLEX 2-PIN HOUSING

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TESTING YOUR GAME

Merit’s Scorpion

 9000 has built-in tests to allow you

to individually test all aspects of the game’s operation,

without actually playing all the games.

Power Up Tests

On power-up, the game performs internal tests on the

ROM and RAM. If the ROM fails, the lamps and

displays will flash slowly; if the RAM fails the lamps

and displays will flash quickly.

 

If a button is stuck, “STUC BUTTON” will flash in

the score display.

 

A jammed coin mech will flash “COIN#” for the

mech that is jammed.

 

If a target segment is stuck, the segment number

will be shown in the temporary score display and

“TARGET” will be flashed in the player score

display.

These problems must be corrected before the

machine will continue.

Operator-selectable Tests

To enter test mode the game must be in the Idle

Mode or Game Select Mode. Start the test mode by

pressing the “TEST” button on the main CPU board

or on the inside of the coin mech door.

Upon entering Test Mode, the temporary score

display will proceed with a numeric cycle test from

“111” to “999.” When it’s finished, “cnA” will appear in

the display. “cnA” indicates the first sub-test under

Test 00; this test will begin unless the PLAYER

SELECT button is used to select a different test.

TEST DESCRIPTIONS

Test 00 - Custom Coin Setup/Books Display

This test allows the operator to change coin

mech/coin credit settings, change game price settings

and review the bookkeeping information. Press the

Solo Challenger® button to select a sub-test.

Custom Coin Setup/Books Sub-Tests

 

A - Mechanical Mech Coin/Credit Setup

 

B - Electronic Mech Coin/Credit Setup

 

C - Custom Counter Setup

 

D - Game Pricing Setup

 

E  - Alternate Pricing (Happy Hour)

 

F - ‘01 Option Pricing

 

G - Current Books Count*

 

H - Lifetime Books Count*

 

I - Game 

Popularity

 

J - Solo 

Challenger® Popularity

 

K  - Set Player Change Delay

 

L - Bonus Credits Awarded

 

M - Promotional Credits Awarded

 

N - Free Play Credits

 

O - ‘01/Cricket Round Limits Setup

 

P - Hi-Score/Lo-Score Round Limits Setup

 

Q

321 Round Limits

 

R - 3-Dart Out Display

 

S

Lo-Score On/Off

 

T

NDA Stats

 

U - Date Setup**

 

V - Clock Setup**

 

W - Happy Hour Setup**

*The books are shown two at a time, to step through them,

press the “TEAM” button.

**An NV RAM clock is required for these sub-tests to be

active.

Sub-Test A - Mechanical Mech Coin/Credit Setup

When the test button is pressed, the temporary score

display will show “cnA.” and the Player 1 and 2

displays will show the coin/credit ratio for mechs 1

and 2. The 100’s digit of the display shows the

number of coins; the 10’s and 1’s digits show  the

number of corresponding credits. To change the coin

values, pressing a single segment will add 1 to the

count. To change the credit values, pressing a single

segment will add 1 to the count; pressing a double

segment will subtract 1 from the count; pressing a

triple segment will add 10 to the count.

Mech 1 coins - Use target segment “1”
Mech 1 credits - Use target segment “11”
Mech 2 coins - Use target segment “2”
Mech 2 credits - Use target segment “12”

Sub-Test B - Electronic Mech Coin/Credit Setup

The temporary score display will show “cnE” to

indicate the electronic mech setup. This test works

the same way as Sub-Test A. The target segment list

below shows which segment to press for each input:

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Input 1 coins - target segment “1”

Input 1 credits - target segment “11”

Input 2 coins - target segment “2”

Input 2 credits - target segment “12”

Input 3 coins - target segment “3”

Input 3 credits - target segment “13”

Input 4 coins - target segment “4”

Input 4 credits - target segment “14”

Special Coin/Credit Setting (US version only)

The coin input value can be set to 0 for the special 3

credits for $1 input. This setting will force the  credit

value to 1 and it cannot be changed as long as the

coins are set to 0. With this setting, the first and

second coins entered will each give 1/2 credit and the

third and fourth coins will each give a full credit,

making the base credit cost 33 cents.

Sub-Test C - Custom Setup for Counter

The Custom Counter Setup allows the mechanical

meter to count up to 10 base units (of money) per

coin entered, or 20 base units (you cannot set the

counter to a number between 10 and 20). The

number “10” is represented on the display as “ 1.”

And the number “20” is represented as “ 2.” Setting

the counter to “0” turns off the meter.

For example, assume that a game has 2 mechs, a

quarter and a half dollar. The quarter would be the

base unit. For each quarter entered, the meter should

be incremented once; for each half dollar, the meter

should be incremented two times.

The temporary score display will show “cnt” to

indicate the counter setup. The following lists the

display and which counter assignment is being

displayed.

Player 1 

Mechanical Mech 1

Player 2

Mechanical Mech 2

Player 3  100’s

Electronic Mech input 1

Player 3  1’s

Electronic Mech input 2

Player 4  100’s

Electronic Mech input 3

Player 4  1’s

Electronic Mech input 4

You can increment the counter for each mech by

pressing one of the following associated single target

segments:

Segment 1

Mechanical Mech 1

Segment 2

Mechanical Mech 2

Segment 3

Electronic Mech input 1

Segment 13Electronic Mech input 2

Segment 4

Electronic Mech input 3

Segment 14Electronic Mech input 4

Sub-Test D - Game Pricing Setup

The temporary score display will show “Cr”. To select

the game to be priced, press that game’s button. The

current game price, in credits per player, will appear

in the Player 1 display. Pressing the single “1”

segment will increase the cost by 1 (up to 9). Pricing

defaults are as follows:

301

1CR

501

2CR

701

2CR

801

3CR

901

3CR

1001

3CR

Hi-Score

1CR

321 Zap

2CR

Burma Road

2CR

Shanghai

1CR

Baseball

1CR

Cricket

2CR

Pick-It Cricket

2CR

Crazy Cricket

2CR

No-Score Cricket

Always 1 credit less than 
Cricket

Sub-Test E - Alternate Pricing (Happy Hour)

The temporary score display will show “HHP” to

indicate the alternate pricing setup mode. You may

now program a second set of game prices, which can

be used at designated times, like “happy hour.” This

sub-test works the same as Sub-Test D, except the

secondary tables are used. These prices will become

active at designated times (see

Sub-Test Q).

NOTE:

IF YOUR GAME IS NOT EQUIPPED WITH A RAM
CLOCK, THIS FEATURE WILL NOT FUNCTION.

Sub-Test F - ‘01 Option Pricing

The temporary score display will show “‘01,” the

Player 1 and 2 displays will show “OPt””IOn” and the

Player 3 and 4 displays will show “cOS””t 0” to

indicate that you are in the ‘01 options pricing sub-

test. Press the TEAM button to toggle the cost

between 0 and 1.

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Sub-Test G - Current Books Count

The temporary score display will show “cr1” to

indicate current coin counts mode. The coin mech 1

count is shown in the Player 1 and 2 displays; the

coin mech 2 count is shown in the Player 3 and 4

displays. Press the “TEAM” button to show the next

set of counts, for electronic mechs 1 and 2, indicated

by “cr2” on the display. Press the “TEAM” button

again to get counts for electronic mechs 3 and 4,

indicated by “cr3” on the display.

Sub-Test H - Lifetime Books Counts

This sub-test works the same as Sub-Test G, except

the coin counts are for the lifetime of the game, not

just the current books. The temporary score display

will show “LF1,” indicating that you are in lifetime coin

counts mode. The display will change to “LF2” and

“LF3” for lifetime counts on electronic mechs.

NOTE:

THE CURRENT, LIFETIME AND GAME POPULARITY
COUNTERS ARE MONITORED BY ERROR
CORRECTION SOFTWARE. IF THE COUNTERS ARE
CORRUPTED FOR ANY REASON, THE SOFTWARE
WILL DETECT AND STORE THE ERROR. IF THE
“CURRENT” AND “LIFETIME” COIN COUNTS ARE
FLASHING, AN ERROR WAS DETECTED. ALL THE
COUNTERS ARE RESTARTED FROM THE POINT OF
THE ERROR.

Sub-Test I - Game Popularity

The TEMPORARY SCORE display will show “POP”

to indicate the game popularity counts mode. The

game popularity displays the number of times each

game was played. You select each game by pressing

that game’s button.

Sub-Test J - Solo Challenger® Popularity

The temporary score display will show “SOL” to

indicate Solo Challenger® popularity counts mode. To

see the popularity of Solo Challenger® for each

game, press that game’s button.

Sub-Test K - Set Player Change Delay

This sub-test allows you to set the delay for all player

changes (button press (btn) and Automatic Player

Change (APC)). The temporary score display will

show “Set,” the Player 1 and 2 displays will show

“dELAy,” and the Player 3 and 4 displays will show

“btn x “ (“x” being the number of seconds for which

the delay is set) indicating you are in set delay mode.

The delay for the button press player change can

range from 2 to 8 seconds, with the default being 4

seconds. The delay for the APC player change can

be set to 1 second or 2 to 8 seconds, with the default

being 4 seconds To change the delay length press the

single 1 target segment. The delay will increase 2

seconds for each segment press. Pressing the Equal

button will switch to the APC delay.

Sub-Test L - Bonus Credits Awarded

This provides a random match feature at the end of

each game. A randomly selected number is

compared to the 1’s digit of all players’ scores.

Credits equal to the cost of the game are awarded for

each matching digit.

The temporary score display will show “bon” and the

Player 1 and 2 displays will show “cREdIt,” indicating

you are in the bonus spin feature mode. A bonus

credit awarded while the Bonus Spin feature was

activated is shown in the Player 4 display. DIP switch

S2-3 controls this feature.

Sub-Test M - Promotional Credits Awarded

This feature automatically supplies a free credit after

the machine has been in idle mode for approximately

30 minutes. The operator can remove the credit by

pressing the cancel button or disable the promotional

credit feature by toggling DIP switch S2-4.

To indicate that you are in the promotional credit

mode, the temporary score display will show “IdL” and

the Player 3 and 4 displays will show “CREdIt.” The

number of idle credits awarded while the feature was

enabled is shown in the Player 4 display.

Sub-Test N - Free Play Credits

The temporary score display will show “FP “ and the

Player 1 and 2 displays will show “CRE””dIt” to

indicate that you are in the Free Play Credits sub-test.

The number of credits used while the game was in

free play mode are shown in the Player 4 display.

Sub-Test O - ‘01 and Cricket Round Limit Setup

This sub-test allows you to adjust the round limits for

all ‘01 and Cricket games. The temporary score

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display will show “rnd” and the Player 1 and 2 displays

will show “tAbLE” and the Player 3 and 4 displays will

show “NONE” indicating you are in round limits mode,

table “NONE.”

You now have access to 4 tables: NONE ( no round

limit for ‘01 and Cricket games), CRIC (round limits

for Cricket games, but not ‘01 games), ALL (round

limits for both ‘01 and Cricket games) and LONG

(round limits for Cricket and ‘01 games are

extended). To change tables, press the single 1 target

segment. The next table name will appear in the

Player 3 and 4 displays.

Sub-Test P - Hi-Score Round Limits Setup

The temporary score display will show “HI-,” the

Player 1 and 2 displays will show “SCORE” and the

Player 3 and 4 displays will show “RND” to indicate

Hi-Score round limit setup mode. The round limit

value will be shown in the Player 3 display. Press the

single 1 segment to change the round limit (it can

range from 7 to 10 rounds, with the default being 8

rounds).

Sub-Test Q - 321 Round Limits

The temporary score display will show “321,” the

Player 1 and 2 displays will show “hAS 1x “ (where “x”

= 0 or 5) and the Player 3 and 4 displays will show

“roundS,” indicating that you are in the 321 Round

Limits sub-test. This feature will display the number of

rounds for the game 321. Pressing the TEAM button

will toggle the rounds between 10 and 15.

Sub-Test R - 3-Dart Out Display

The temporary score display will show “On,” the

Player 1 and 2 displays will show “3-d””ARt” and the

Player 3 and 4 displays will show “ Ou””tS” to indicate

that you are in the 3 Dart Out display sub-test. This

feature will display suggested 3-dart out shots once a

player’s score is under 181. Use the TEAM button to

toggle this feature on and off.

Sub-Test S - Lo-Score On/Off

The temporary score will display “On” or “Off,” the

Player 1 and 2 displays will show “Lo- SCR” and the

Player 3 and 4 displays will show “PLAYEd” indicating

that you are in the Lo-Score On/Off sub-test. When

DIP switch 2-1 is OFF, this feature allows you to

remove the Lo-Score game from the game menu.

Pressing the TEAM button toggles the Lo-Score

game on and off.

Sub-Test T - NDA Stats

The temporary score display will show “SEt”  and the

Player 1 and 2 displays will show “StAtS.” The Player

3 display will show either “TPS” or “OFF” and the

Player 4 display will show “ALL,”  “NDA” or “Std” to

indicate the NDA stats setup mode. (Default setting is

“TPS” and “Std.”)

If the Player 3 display shows “TPS,” the game will

display the total points scored during the post game

stats; if the Player 3 display shows “OFF,” the total

points scored will not be displayed. If the Player 4

display shows “Std,” the game will display all of the

standard dart feats; if the Player 4 display shows

“NDA,” the game will only display the new NDA feat

information; if the Player 4 display shows “ALL,” the

game will display all of the stats after a game. Press

the DOUBLE IN/WILD & CRAZY button to toggle the

Total Points Scored display on and off. Press the

TEAM button to step between Standard stats, NDA

stats and All stats. The charst below show which stats

are displayed in the order in which they appear.

’01 Stats Display (’01 Games/Hi-Score/Lo-Score

STD

NDA

ALL

ENDING SCORE

ENDING SCORE

ENDING SCORE

Points-Per-Dart

(PPD)

Total Darts Thrown

(TDT)

Total Darts Thrown

(TDT)

Points-Per-Round

(PPR)

Total Points

Scored* (TPS)

Total Points

Scored* (TPS)

Total Darts Thrown

(TDT)

Points-Per-Dart

(PPD)

Total Points

Scored* (TPS)

Points-Per-Round

(PPR)

HAT TRICKS

HAT TRICKS

TONS

TONS

*Total Points Scored can be turned On/Off by toggling

the DOUBLE IN/WILD & CRAZY button

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Cricket Stats Display

STD

NDA

ALL

ENDING SCORE

ENDING SCORE

ENDING SCORE

Hits-Per-Round

(HPR)

Total Hits Thorwn

(THT)

Total Hits Thorwn

(THT)

HAT TRICKS

Total Darts Thrown

(TDT)

Total Darts Thrown

(TDT)

WHITE HORSES

Hits-Per-Round

(HPR)

9 MARK ROUND

WHITE HORSES

8 MARK ROUND

9 MARK ROUND

7 MARK ROUND

8 MARK ROUND

6 MARK ROUND

7 MARK ROUND

5 MARK ROUND

6 MARK ROUND

5 MARK ROUND

Sub-Test U - Date Setup

The temporary score display will show “dAt” to

indicate the date setup mode. The date, month and

year are shown in the Player 1, 2 and 4 displays.

Use the ‘01 game button to select the “date” field, the

‘01 Equal button to select the “month” field and the

321/Shanghai/Baseball button to select the “year”

field. When one of these buttons is pressed, an

indicator (a raised “c”) is displayed in the active field

and the corresponding player lamp is lit. Use the

Double In button to increment the value of the

selected field; use the Double Out button to

decrement the selected field.

Sub-Test V - Clock Setup

The temporary score display will show “CLC” to

indicate clock setup mode. The hour, minutes and

day of the week are shown in the Player 1, 2 and 4

displays, respectively.

Use the ‘01 game button to select the “hour” field, the

‘01 Equal button to select the “minutes” field and the

321/Shanghai/Baseball button to select the “day”

field. When one of these buttons is pressed an

indicator will appear in the active field and the

corresponding player lamp is lit. Use Double

In/Double Out to increment/decrement the selected

field. (For the day of the week, 1=Sunday and

7=Saturday.)

NOTE: 

IF A RAM CLOCK IS NOT INSTALLED THIS
FEATURE WILL NOT FUNCTION.

Sub-Test W - Happy Hour Setup

The temporary score display will show “HHx.” The “x”

indicates the day of the week (1-7). The default setup

for the happy hour timer is 17:00 (5 PM). The starting

time appears in the Player 1 and 2 displays and the

ending time appears in the Player 3 and 4 displays. If

the starting time is greater than, or equal to the

ending time, the feature is considered inactive.

Use the “TEAM” button to step through the timers for

each day of the week. Use the ‘01 game button to

select the “starting time hours” field, the ‘01 Equal

button to select the “starting time minutes” field, the

321/Shanghai/Baseball button to select the “stopping

time hours” field and the Hi-Score/Lo-Score button to

select the “stopping time minutes” field.

Use the Double In button to increment the value in the

selected field and the Double Out button to

decrement the value.

NOTE: 

IF A RAM CLOCK IS NOT INSTALLED THIS
FEATURE WILL NOT FUNCTION.

Once all of the sub-tests of the Custom Coin

Setup/Books display test have been performed, press

the “PLAYER CHANGE” button to select the

remaining tests. Each press of the button will initiate a

different test, starting with test 01 and ending with test

17.

Test 01 through Test 10 - 7 Segment Display, 

LED and Lamp Tests

Run tests 01 through 10 to check each of the game’s

displays/LEDs/lamps. Each numbered test will light a

different row/display. If a bulb is out, directions for

changing it can be found in the maintenance section

of the manual.

Test 11 - Target Test

Test the target by pressing each of the segments.

The target test will display the value of each segment

pressed in the Player 2 display (the ‘01 lamp indicates

single; the Equal lamp indicates double; the

321/Shanghai/Baseball lamp indicates triple). When a

closure is detected a tone will sound. Another tone

will sound when the segment is released. The Player

3 and 4 displays will show “target”.

Test 12 - Button/Lamp Test

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11

The button/lamp test will illuminate the lamp

corresponding to each button pressed. The Player

displays will show “button tESt.”

NOTE:

THE START/PLAYER CHANGE BUTTON WILL
ALWAYS ILLUMINATE AND SOUND A TONE WHEN
PRESSED.

Test 13 - Missed Dart/Auto Player Change Test

The missed dart detector test will illuminate the ‘01

lamp and the Player 1 lamp when a missed dart is

detected. The automatic player change will flash the

‘01 Equal and Player 2 lamps when a person is

detected in front of the machine. The Player 1 display

will show “tap,” the Player 3 display will show “a.p.c.”

and the Player 4 display will show “-hi” or

“-lo” if the missed dart detector/automatic player

change feature is enabled. The display will show “NU”

if the feature is disabled.

NOTE: 

THE PLAYER 4 DISPLAY WILL SHOW “-HI” WHEN
THE ULTRASONIC UNIT IS TURNED “OFF” DURING
A PLAYER’S TURN, AND “-LO” WHEN THE UNIT IS
TURNED “ON.”

Test 14 - DIP Switch Test

The temporary score display will show “DIP” to

indicate the test. The DIP switch settings will be

shown with vertical bars on the Player score displays.

Switch bank 1 is shown in the Player 1 and 2 displays

(with switch 1 to the left) and switch bank 2 will be in

the Player 3 and 4 displays (switch 1 on the left). A

vertical bar on top indicates the switch is on; a vertical

line on the bottom indicates the switch is off.

Test 15 - Program Version Display

“Pro” will be displayed in the temporary score display

indicating program version and the program version

number will appear in the Player 1 display. The

current revision level will be shown in the Player 2

display. The actual program number will be shown in

the Player 3 and 4 displays.

Test 16 - Coin Mechs Test

This allows the operator to test the coin mechs

without adding credits. When a coin is deposited the

coin song is played and the mech number is

displayed on the overhead, but no credits are added.

CLEARING BOOKS/RESET MODE

Contact Merit Customer Service, at 1-800-445-9353,

for information concerning “Clearing Books/Reset

Mode.”

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SCORPION™ 9000 MANUAL

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MAINTENANCE

Bulb Replacement

To replace the light bulbs for REMOVE DARTS and

THROW DARTS:

1.  Unlock and open the target section door.

2.  Locate the defective bulb.

3.  Pull the bulb to remove it.

4.  Replace with a GE #161 bulb.

To replace the light bulbs for the Push-button Switch

or Coin Lamp:

1.  Unlock and open the control panel or coin mech

door.

2.  Locate and remove the defective bulb.

3.  Replace with a GE #161 BULB.

To replace the bulbs in the overhead display:

1.  Loosen the 6 screws that secure the bezel to the

frame and slide it off the chassis.

2.  Locate the defective bulb.

3.  Pull the bulb to remove it.

4.  Replace with a GE #79 bulb.

5.  Replace the bezel and secure with screws.

Target Maintenance

REMOVING BROKEN TIPS

Broken tips can sometimes be pushed into the cavity

behind a segment and cause the segment to stick. If

this happens you will have to remove the target matrix

switch assembly to remove the tip.

1.  Open the target door section.

2.  Carefully remove the backboard and clean out all

broken tips.

3.  Reassemble the backboard assembly, making

sure the latches are secure.

CLEANING THE CABINET

The cabinet, Lexan display and front base panel

should all be cleaned with a damp cloth and mild

detergent. The Lexan can be cleaned with a solution

for Plexiglas or acrylic surfaces.

NOTE:

NEVER SUBMERGE THE TARGET OR SEGMENTS
IN WATER.

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Figure 4 - OVERHEAD AND TARGET SECTIONS - INTERNAL VIEW (FLOOR MODEL)

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Figure 5 - OVERHEAD AND TARGET SECTIONS - INTERNAL VIEW (WALL MOUNT MODEL)

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Figure 6 - CONTROL PANEL SECTION - INTERNAL VIEW (FLOOR MODEL)

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17

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Figure 7 - REAR VIEW (FLOOR MODEL)

Figure 8 - TARGET SECTION HINGE IN LOCKED & UNLOCKED POSITIONS

(FLOOR MODEL)

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Figure 9 - INTERNAL VIEW - TARGET SECTION

(FLOOR MODEL)

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SCORPION™ 9000 MANUAL

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Figure 10- FRONT VIEW (FLOOR MODEL)

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21

 WOOD STUDDED WALLS

 BRICK/CONCRETE WALLS

 METAL STUDDED WALLS

CINDER BLOCK
                WALLS

Figure 11 - WALL STUDS

Figure 12 - MOLLY BOLTS

Figure 13 - WALL BRACKET

Figure 14 - LOCATION OF PRICE DECAL

68”

FROM

FLOOR

FLOOR

CENTER LINE OF
STUD

SEE FIGURE 12
FOR MOUNTING
HARDWARE.

SEE FIGURE 11 FOR MOUNTING
HARDWARE TO BE USED WITH THE
TYPE OF WALL ON WHICH YOUR
GAME IS TO BE MOUNTED.

SEE FIGURE 12 FOR MOUNTING
HARDWARE TO BE USED WITH
THE TYPE OF WALL ON WHICH
YOUR GAME IS TO BE MOUNTED.
PLEASE NOTE HARDWARE IS TO
BE INSTALLED ON THE TOP AND
BOTTOM OF THIS BRACKET.

INSTRUCTIONS FOR PLASTIC OR
LEAD EXPANSION ANCHORS:

1.  

DRILL AS REQUIRED

2.  

HAMMER ANCHOR FLUSH TO
WALL (STEP 1)

3.  

USE A #10x 1” LONG SHEET
METAL SCREW W/WASHER (if
needed). PUT THROUGH HOLE
IN WALL BRACKET &
TIGHTEN (STEP 2)

INSTRUCTIONS FOR HOLLOW
WALL ANCHORS:

1.  

DRILL A 5/16” HOLE

2.  

INSERT ANCHOR AND
TIGHTEN (STEPS 1 & 2)

3.  

PLACE SCREW AND WASHER
THROUGH HOLE IN WALL
BRACKET AND TIGHTEN
(STEP 3)

FOR USE WITH

HOLLOW WALLS

ONLY

FOR USE WITH

CINDER BLOCK,

BRICK OR

CONCRETE

WALLS ONLY

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FACTORY DIP SWITCH SETTINGS - PROGRAM 4978-XX

DIP SWITCH #1

OFF

ON

CRICKET - NORMAL GAME

1

×

INCREASE CRICKET COST BY 1 CREDIT, ADD
10 ROUNDS

NO STATS DISPLAYED IN WIN MODE

2

×

STATS DISPLAYED IN WIN MODE

MISSED DART DETECTOR/AUTO PLAYER
CHANGE INACTIVE

3

×

MISSED DART DETECTOR/AUTO PLAYER
CHANGE ACTIVE

SOLID BULLSEYE IN ALL CRICKET
GAMES

4

×

SPLIT BULLSEYE IN ALL CRICKET GAMES

SOLID CRICKET BULLSEYE 25 POINTS

5

×

SOLID CRICKET BULLSEYE 50 POINTS

SOLID BULLSEYE ALL GAMES BUT
CRICKET

6

×

SPLIT BULLSEYE ALL GAMES BUT CRICKET

SOLID BULLSEYE NOT VALID FOR ‘01
DOUBLE IN/DOUBLE OUT

7

×

SOLID BULLSEYE VALID FOR ‘01 DOUBLE
IN/DOUBLE OUT

TARGET ALARM OFF

8

×

TARGET ALARM ON

DIP SWITCH #2

OFF

ON

SET FOR FIXED OVERHEAD DISPLAY

1

×

SET FOR VARIABLE OVERHEAD DISPLAY

SET WILD & CRAZY CRICKET SEGMENT
RANGE TO 7 THROUGH 20

2

×

SET WILD & CRAZY CRICKET SEGMENT
RANGE TO 1 THROUGH 20

BONUS MATCH FEATURE DISABLED

3

×

BONUS MATCH FEATURE ENABLED

IDLE MODE PROMOTIONAL CREDIT
(FREE PLAY) DISABLED

4

×

IDLE MODE PROMOTIONAL CREDIT (FREE
PLAY) ENABLED

TEAM GAME COSTS ARE DEFAULTED

5

×

TEAM 301 AND 501 GAMES COST 1 CREDIT
PER PLAYER

SOLO CHALLNEGER® NO EXTRA
CREDIT

6

×

SOLO CHALLENGER® ADDS 1 CREDIT

FROZEN PLAYER GOING OUT -
OPPOSING TEAM WINS (NDA RULES)

7

×

FROZEN PLAYER GOING OUT - TEAM BUSTS,
PLAYER LOSES 1 TURN (EUROPEAN RULES)

TEAM CRICKET - EITHER PLAYER
CLOSES TO WIN

8

×

TEAM CRICKET - BOTH PLAYERS CLOSE TO
WIN

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23

GAME OPTIONS AND ROUND LIMITS TABLES

Games and Options

*All ‘01 options can be combined except Masters Out cannot be combined with Double In or Double Out.

All Cricket options can be combined except No-Score cannot be combined with either the Cut Throat or Team

options.

Round Limits Tables

ROUND LIMITS TABLE 1

PROGRAM 4978-XX

NONE

CRIC

ALL

LONG

301

NONE

NONE

10

15

501

NONE

NONE

15

20

701

NONE

NONE

20

25

801

NONE

NONE

25

30

901

NONE

NONE

25

30

1001

NONE

NONE

25

30

Hi-Score

7-10

7-10

7-10

7-10

321 Zap

15

15

15

15

Burma Road

9

9

9

9

Shanghai

7

7

7

7

Baseball

9

9

9

9

Cricket*

NONE

20/30

20/30

25/35

Crazy Cricket*

NONE

20/30

20/30

25/35

Pick-It Cricket*

NONE

20/30

20/30

25/35

No-Score
Cricket*

NONE

10/20

10/20

15/25

*DIP Switch 1-1 Off/On

GAMES

301/501/701/
801/901/1001

Hi

Score

Burma

Road

321
Zap

Shanghai

Baseball

Cricket

Crazy Cricket

Pick-It Cricket

POSSIBLE
OPTIONS

Open In/Out*
Double In/Out*
Masters Out*
Team*
‘01 Equal Darts™*

NONE

Wild

and

Crazy

Double In/Out

Masters Zap

Team

NONE

NONE

Cut Throat

Team

No Score

Wild & Crazy

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PARTS LIST - SCORPION™ 9000 - USA

Floor Model

CABINET AND HARDWARE PARTS

1

WD2836-01

CABINET, U/R D2, BASE

2

MW1728

CONTROL PANEL, U/R D2

3

WD2831-01

CABINET, U/R D2, TARGET

4

HW8991

HINGE, U/R D2

5

HW8992

HINGE PIN SCORPION FOLD-DOWN

6

HW8960

LEG LEVELER, 3/8-16”

7

HW8716

LOCK, FLAT, STR, #564, 1-7/16

8

HW8986

FACE PLATE LEAGUE SLOT ABS

9

HW8198

COIN HOLDER GENERIC BLACK W/YL

10

HW8933

STANDOFF, BLIND HOLE, 1/4”

11

SB1958-04

OVERHEAD, SCORPION 9000

12

HW8985

ENCLOSURE, OVERHEAD, PLASTIC

13

MW1723

BRACKET, ANTI-FOLD

HARNESSES AND CABLES

14

EC2185

CABLE, RIBBON, CPU TO MATRIX, 27”

15

SA1554

CABLE, RIBBON, CPU TO OVERHEAD, 2X20 59”

16

SB1596-01

HARNESS, TARGET SECTION

ACCESSORIES

x

SB1646-01

BAR DART PACK W/ WHITE TIPS

x

SB3000

KIT, SAFETY CHAIN HARDWARE

17

SB1830

321 ZAP® PROMOTION KIT

TARGET PARTS

18

HW8012

TARGET MAT, RUBBER, NEOPRENE 093

19

SA8704

MATRIX/WOOD ASSEMBLY, LGTGT-S

20

SB1484

SPIDER W/SEGMENTS, LGTGT-S, BLACK-4 COLORS

x

DS2001

CATCH RING SEGMENT, LGTGT-XS, BLACK

x

DS2009

CATCH RING CAP, BLACK

x

DS0073

SPIDER, LGTGT-S, BLACK

21

HW6366

MATRIX MOUNTING POST, KNURLED

22

HW5250

TARGET SPACER, FLATWASHER

SEGMENT KITS FOR BLACK SPIDERS

x

DS5078

SEGMENT KIT SINGLE, LGTGT-S, CREAM (10 EACH)

x

DS5079

SEGMENT KIT DOUBLE/TRIPLE, LGTGT-S, GREEN (10 EACH)

x

DS5085

SEGMENT KIT DB/TP/OB, LGTGT-S, RED (10 EACH DOUBLE, TRIPLE; 1 OUTER BULL)

x

DS5087

SEGMENT KIT SGL/IB, LGTGT-S, BLACK (10 EACH DOUBLE, TRIPLE; 1 OUTER BULL)

DECALS AND DISPLAYS

23

GL1700-01

DECAL, BASE, SCORPION, U/R D2, GRAY

24

GL1734-22

DECAL, INSTR., 9000/321, ENG

25

GL1701-01

DECAL, TARGET, SCORPION, U/R D2, GRAY

26

GL1708

DECAL, FOOT RAMP, U/R D2

27

GL1703-01

DECAL, CONTROL PANEL, U/R D2, SCORPION

28

GL2779

PLEXI, DISPLAY, OVERHEAD, 9000, SCORPION

29

GL1004-01

DECAL, 321 ZAP PLAYED HERE

57

GL1725

DECAL, CANCEL GAME INSTRUCTIONS, ENG

58

GL1706

DECAL, CANCEL GAME BUTTOIN, ENG

manuals/manuals_Support_Center_Darts_manuals_Scorpion9000_manual_pm0015_pdf-html.html
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COPYRIGHT

 1996 MERIT INDUSTRIES, INC.

PM0015-0B

SCORPION™ 9000 MANUAL

25

59

GL1745-05

INSTRDCL, EQUALIZER/PPD/HPR, ENG

COIN MECHS (WITHOUT HARNESSING)

30

HW8230

COIN DOOR DBL-5/8” DUAL 25C

ELECTRICAL/ELECTRONIC COMPONENTS

31

EC2001

CORD, POWER, U.S.A.

32

SB1637

SPEAKER ASSEMBLY, 6”, U/R D2

33

SB1441-02

TRANSDUCER ASSY, PIEZO, 7.0”LEADS (MICROPHONE ASSEMBLY)

34

SB1905

TRANSDUCER ASSY, ULTRASONIC (PLAYER CHANGE SENSOR)

35

SB1796-0A

LAMP ASSY, F15T8CW, 120V, CL79

36

TA10005-01

PRINTED CIRCUIT ASSEMBLY, OVHD, LED, RNDM, CRKT

37

SA1787-21

PRINTED CIRCUIT ASSEMBLY, MAIN CIRCUIT BOARD (STG01)

38

SA1786

PRINTED CIRCUIT ASSEMBLY, TARGET MICROPHONE INTERFACE (RDP28 BOARD)

39

EC7533

SWITCH MODE P/S, DART

40

SB1573-02

FILTER ASSEMBLY, POWER ENTRY, #10 LUG

LAMPS AND SWITCHES

41

LB1150

BULB T 3-1/4”,14V, GE #161 (10 PACK - SWITCHES & COIN MECHS)

42

LB2100

LAMP, FLUORESCENT, 15”, F15T8CW

43

SW3044

PB ASSY, SMRD, BLK, BLANK

44

SW1565

*PBBODY, RECTANGULAR, RED, 301-1001

45

SW1581-02

*PBBODY, RECTANGULAR, GREEN, EQUAL DARTS™/SPOT CRICKET

46

SW0003-02

*PBBODY, RECTANGULAR, RED 321/SHANGHAI/BSAEBALL

47

SW0002-02

*PBBODY, RECTANGULAR, RED, HI-SCORE/BRMA

48

SW1582-02

*PBBODY, RECTANGULAR, RED, CRICKET/CRAZY CRICKET/PICK-IT CRICKET

49

SW1583-02

*PBBODY, SMALL SQUARE, AMBER, DOUBLE IN/WILD & CRAZY CRICKET

50

SW1984-01

*PBBODY, SMALL SQUARE, AMBER, DOUBLE OUT/NO SCORE CRICKET

51

SW1985-01

*PBBODY, SMALL SQUARE, AMBER, MASTER/CUT THROAT CRICKET

52

SW1608-01

*PBBODY, SMALL SQUARE, AMBER, TEAM

53

SW1591

*PBBODY, RECT, AMBER, SOLO

54

SW1623

*PBBODY, FLUSH MOUNT, LARGE SQUARE, RED, PLAYER CHANGE

55

SW1609

*PBBODY, SMALL SQUARE, AMBER, SPLIT BULL

56

SW4024

SWITCH, ROCKER, DPST, 250V (ON/OFF SWITCH)

                    *PBBODY = PUSH-BUTTON BODY

manuals/manuals_Support_Center_Darts_manuals_Scorpion9000_manual_pm0015_pdf-html.html
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COPYRIGHT

 1996 MERIT INDUSTRIES, INC.

26

SCORPION™ 9000 MANUAL

PM0015-0B

SCORPION™ 9000 SPARE PARTS LIST

Wall Mount Model

CABINET AND HARDWARE PARTS

1

HW8716

LOCK, FLAT, STR, #564, 1-7/16”

2

MW4028

BRACKET, HOOD, LEFT, WD2

3

MW4029

BRACKET, HOOD, RIGHT, WD2

4

WD2821

COVER, HOOD EXTENSION

5

HW8985

OVERHEAD ENCLOSURE

HARNESSES AND CABLES

6

EC2184

CABLE, RIBBON, 2 x 12, 39”

7

SA1555

CABLE, RIBBON, 2 x 20, 38”

8

SB1939-01

HARNESS, MAIN, WD3

ACCESSORIES

x

GL4075

DECAL, “BULL STARTS HERE”

x

SB1646-01

BAR DART PACK W/ WHITE TIPS

x

SB1893-01

HARDWARE ASSEMBLY PACK

9

SB1830-01

321 ZAP® PROMOTION KIT

TARGET PARTS

10

HW8012

TARGET MAT, RUBBER, NEOPRENE 093

11

SA8704

MATRIX/WOOD ASSEMBLY, LGTGT-S

12

HW6366

MATRIX MOUNTING POST, KNURLED

13

HW5250

TARGET SPACER, FLATWASHER

14

SB1484

SPIDER W/SEGMENTS, LGTGT-S, BALCK-4 COLORS

x

DS2001

CATCH RING SEGMENT, LGTGT-XS, BLACK

x

DS2009

CATCH RING CAP, BLACK

x

DS0073

SPIDER, LGTGT-S, BLACK

SEGMENT KITS

x

DS5078

SEGMENT KIT SINGLE, LGTGT-S, CREAM (10 EACH)

x

DS5079

SEGMENT KIT DOUBLE/TRIPLE, LGTGT-S, GREEN (10 EACH)

x

DS5085

SEGMENT KIT DB/TP/OB, LGTGT-S, RED (10 EACH DOUBLE, TRIPLE; 1 OUTER
BULL)

x

DS5087

SEGMENT KIT SGL/IB, LGTGT-S, BLACK (10 EACH DOUBLE, TRIPLE; 1 INNER BULL)

DECALS AND DISPLAYS

15

GL1725

DECAL, CANCEL GAME INSTRUCTIONS

16

GL1004-01

DECAL, 321 ZAP PLAYED HERE

17

GL1003-08

INSTR, SOLO/SPOT/HC/PPD, GRY, ENG

19

GL1706

DECAL, CANCEL GAME BUTTON

20

GL2700

DECAL, TARGET, SCORPION WD2

21

GL2730-18

DECAL, INSTR, BULL, ENG

22

GL2779

PLEXI, DISPLAY, OVERHEAD, 9000, SCORPION

COIN MECH PARTS

23

HW8248

COIN MECH, BLACK, SINGLE/25C CCI

24

MW4022

COIN BOX, PT2W

25

MW4023

COVER, COIN BOX, MECHANICAL COIN REJECTOR, WD2

LAMPS AND SWITCHES

26

LB2100

LAMP, FLUORESCENT, 15” F15T8CW

27

SW3044

PB ASSEMBLY, SMALL ROUND, BLACK, BLANK

manuals/manuals_Support_Center_Darts_manuals_Scorpion9000_manual_pm0015_pdf-html.html
background image

COPYRIGHT

 1996 MERIT INDUSTRIES, INC.

PM0015-0B

SCORPION™ 9000 MANUAL

27

28

SW1623

*PBBODY, FLUSH MOUNT, LARGE SQUARE, RED, PLAYER CHANGE

                    *PBBODY = PUSH-BUTTON BODY

ELECTRICAL/ELECTRONIC COMPONENTS

29

EC2001

CORD, POWER, U.S.A.

30

EC2005

LATCH, POWER CORD

31

SA4084

SPEAKER ASSEMBLY, 4”

32

SB1441-02

TRANSDUCER ASSY, PIEZO, 7.0” LEADS (MICROPHONE ASSEMBLY)

33

SB1905

TRANSDUCER ASSY, ULTRASONIC (PLAYER CHANGE SENSOR)

34

TA10005-01

PRINTED CIRCUIT ASSY, OVERHEAD, SCORPION 9000

35

SB1509

LAMP ASSY, F15T8CW, 120V, CL79 (OVERHEAD LIGHT ASSEMBLY)

36

SB1958-05

OVERHEAD ASSEMBLY 120V, WD3

37

EC7533

POWER SUPPLY, SW, 110V, +5/+12

38

SB1588-03

POWER ENTRY ASSEMBLY, WD3, 120V, SW P/S

39

SA1787-21

PRINTED CIRCUIT ASSY, CPU/SONIC, LED DART

40

SA1786

PRINTED CIRCUIT ASSY, TARGET/MICROPHONE INTERFACE (RDP28 BOARD)

41

SA1808-01

PRINTED CIRCUIT ASSY, PUSH-BUTTON CONTROL PANEL, WD3 (RDP31 BOARD)

44

SW4024

SWITCH, ROCKER, DPST, 250V (ON/OFF SWITCH)

manuals/manuals_Support_Center_Darts_manuals_Scorpion9000_manual_pm0015_pdf-html.html
background image

COPYRIGHT

 1996 MERIT INDUSTRIES, INC.

28

SCORPION™ 9000 MANUAL

PM0015-0B

TROUBLESHOOTING

 (MERIT CUSTOMER SERVICE 1-800-445-9353)

PROBLEM

ACTION

No sound, overhead display or overhead

light.

Check AC outlet  for power.
Check for blown fuse.

Sound and overhead display function, but

no overhead light.

Check fluorescent tube.
Check lamp starter

No power up sound or overhead display,

but overhead lamp turns on.

Check all connectors to power supply, AC input, +5V, and +12V

outputs. +5V output must be >5.2V

Check power connections to J1 on the STG01 board.

Power-up sound & overhead lamp

function, but no overhead display.

Check 40-wire ribbon cable from STG01 to the overhead PC board

for proper fit.
Replace the overhead unit as necessary.

No sound.

Adjust volume control R25 on STG01 board.
Check the connections to the speaker.
Check for the presence of +12V on the power supply.
Replace STG01 board or the speaker as necessary.

RAM reset on every power-up.

Replace the RAM
Replace the STG01 board as necessary.

No push-button lamps light.

Check proper connection of lamp connector J4 on STG01.
Check black common wire loop to each lamp.
Check for presence of +12V.
Replace the STG01 board as necessary.

Individual overhead LEDs do not light.

Check the LED. Use a multimeter.
Replace the driver IC as necessary.

Some or no buttons or coin inputs work on

the STG01 board.

Check proper connection of switch connector J3.
Check green common wire loop to each switch.
Check each switch for functionality.
Replace STG01 board as necessary.

Coin jam display.

Check the coin switch mechanism for a possible jammed coin.
Check the actual coin switch for jammed lever.
Ensure that the switch wiring connects the normally open contacts.

Stuck segment display.,

Check that the nuts holding the target back board are finger tight.
Check for broken tips wedged between a segment and the spider.
Check for broken tips stuck behind a segment.

No missed darts detected, auto player

change not working.

Switch position 3 on DIP switch 1 must be ON; check for correct

DIP switch settings.

RDP28 has not been properly connected to STG01 for missed

darts; also check microphone connection.

Check ultrasonic cable connection to J9 of STG01.

Player change works but no missed darts

are detected.

Check the microphone connections to the RDP28 board.
Check for correct DIP switch settings.

Automatic player change does not work.

Check for correct DIP switch settings.
Is the cable from the ultrasonic transducer connected correctly to J9

on STG01?

Replace the ultrasonic transducer.
Replace the STG01 board.

Only some missed darts are detected.

Replace the RDP28 board.

manuals/manuals_Support_Center_Darts_manuals_Scorpion9000_manual_pm0015_pdf-html.html
background image

COPYRIGHT

 1996 MERIT INDUSTRIES, INC.

PM0015-0B

SCORPION™ 9000 MANUAL

29

Merit Limited Warranty for
Coin-Operated Dart Machines

Merit Industries, Inc., warrants the Scorpion

TM

 9000

dart machines to be free from defects in material and

workmanship for a period of twenty-four months from

the date of delivery or twenty-five months from the

date of shipment from its facilities, whichever occurs

first. The warranty covers all major components

except the coin mechanism, which is governed by

the original manufacturer's warranty.

Consumables such as fuses, light bulbs, switches,

line cords and target rubber mats are warranted for a

period of six months from the date of delivery or

seven months from date of shipment, whichever

comes first

Failure or damage due to misuse, vandalism,

excessive or intentional abuse, operation outside

specified conditions (including but not limited to

improper electrical power source), normal wear and

tear, fire, water damage, acts of God, acts of war

and civil unrest, are specifically excluded. Damage

resulting from improper servicing by unqualified

personnel is also excluded. Cabinet damage

resulting from normal wear and tear or

customer/user abuse is not included

Merit products are carefully inspected and thoroughly

tested prior to packing and shipment. Any damage

discovered upon receipt of goods, whether obvious

or concealed, must be reported immediately to the

delivering carrier and claims made directly to them.

Merit assumes no responsibility for damages once

the product has left its facilities, and any disputes

regarding transportation damage must be resolved

with the shipping company(s).

Merit will repair or replace, at its option, any

component, part or subassembly that fails under

warranty, provided that the failed item is returned,

shipping charges prepaid, to Merit's repair facility

and Merit is notified of the failure within the warranty

period. Merit reserves the right to request the serial

numbers of the item and/or game which has failed,

and copies of sales invoices, bills of lading or other

documents as required to determine the validity of

the warranty coverage.

Merit's obligation shall be limited to repair or

replacement, as stated above, and shall specifically

exclude any liability for consequential damage or

loss of earnings.

Merit may, at its discretion, provide replacement

parts under warranty prior to receiving defective

items without incurring any ongoing obligation to

extend such accommodations.

The above terms and conditions constitute the sole

obligation, written or implied, of Merit Industries

under its warranty coverage.

FCC WARNING:

THIS EQUIPMENT COMPLIES WITH THE

REQUIREMENTS IN PART 15 OF FCC RULES

FOR A CLASS "A" COMPUTING DEVICE.

OPERATION OF THIS EQUIPMENT IN A

RESIDENTIAL AREA MAY CAUSE

INTERFERENCE TO RADIO AND TV RECEPTION

REQUIRING THE OPERATOR TO TAKE

WHATEVER STEPS ARE NECESSARY TO

CORRECT THE INTERFERENCE.