Arachnid GALAXY Series User manual

6421 Material Ave., P.0. Box 2901
Rockford, IL 61132-2901
lrts 815-654-0212 or 800-435-8319

Table of Contents
INTRODUCTION
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..*....................................
1
SECTION 1: GENERAL DESCRIPTION
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..*............................
1
SECTION 2: FEATURES OF THE GALAXY DART GAME ................................................
1
2.1 UNIQUE FEATURES ..........................................................................................
1
2.2 THE GAMES: OLD FAVORITES, NEW CHALLENGES ...................................
2
SECTION 3: UNPACKING/ASSEMBLY..............................................................................
4
Test Mode Function Chart ...............................................................................
6
Spider Writer Instructions ...............................................................................
6
SECTION 4: OPERATION ...................................................................................................
8
4.1 POWER UP, INITIAL SETUP
&
DIAGNOSTIC TESTS ......................................
8
4.2 TEST/SETUP MODE AND REPORT SCREENS ...............................................
8
Darthead
Debug Mode Charts ........................................................................
9
4.3 LEAGUE/TOURNAMENT PLAY MODE
&
TEAM/OPERATOR CARDS.. .......
.12
Collecting League Data with the Operator Card ..........................................
13
Collecting League Statistics Through Phone Lines with a Modem ...........
13
Making a Setup Card .....................................................................................
13
SECTION 5: TECHNICAL DESCRIPTION .......................................................................
14
5.1 GENERAL INFORMATION ...............................................................................
14
5.2 MAIN P.C. BOARD
............................................................................................
14
5.3 VIDEO AND MONITOR .....................................................................................
15
5.4 SMART TARGET INTERFACE BOARD ...........................................................
16
5.5 TARGET ILLUMINATION ..................................................................................
16
5.6 POWER SUPPLY..............................................................................................
16
5.7
DARTHEAD
......................................................................................................
16
5.8
DARTHEAD
DISASSEMBLY/REASSEMBLY..................................................
16
5.9 ARACHNID WEB AND MISSED DART DETECTOR ......................................
17
SECTION 6; PARTS LISTING 11..,1...,.......,.......................................................,,,.,.,,,...,,,,,.
19
SECTION 7: TROUBLESHOOTING GUIDE
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
25

INTRODUCTION
This manual contains assembly, operation and troubleshoot-
ing information for Arachnid, Inc’s English Mark Darts Gal-
axy Series dart game.
If you should encounter a problem that is not covered in this
manual, or if you have any questions, call Arachnid, Inc. us-
ing our toll free number: l-800-435-8319 from 8 a.m. to 5
p.m. CST.
SECTION 1
GENERAL DESCRIPTION
The Galaxy Series English Mark Darts machine is a patented
microprocessor controlled dart game (patents 4057251,
4561660, 4793618, 4824121; other patents pending). It is a
coin operated unit offering players a wide variety of game
choices to challenge all skill levels. The more challenging or
longer playing games require more credits per play. It will
accumulate, store, and transfer dart league data and statis-
tics. This information is kept in battery backed up memory,
so a power failure will not cause data loss. The unit occupies
only 3.6 square feet (25
l/2”
x 16”) of floor space.
The Galaxy uses a sealed switch matrix scoring system be-
hind the dart face. As the darts strike the target, the machine’s
computerized scoring system instantly displays the score.
Wi
;
1
Figure 1: Side view of the Galaxy play field
SECTION 2
FEATURES OF THE GALAXY DART GAME
There are several features on the Galaxy Series game which
make it unique from any other dart game that Arachnid, Inc.
has ever built. These features are listed in this section.
NOTE: See Section 4.2 for information on how to select the
options described in entries A thru E. All selections made are
retained in battery backed memory, so they need only be set
once.
2.1 UNIQUE FEATURES
A. Automatic Player Change
The Galaxy is equipped with automatic player change,
which is operator selectable in the test/setup mode. If
this option is used, the game will change players auto-
matically. The remove and throw darts delay time is also
operator selectable.
6. No DIP switches for number of coins per credit. All
coinages
are “software selectable”. Free play is also
available
A selection of coins (l-20) can give 1 thru 20 credits. The
number of coins-per-credit, credits-per-coin, meter
clicks-
per-coin, or free play is selectable through the test/setup
mode.
C. Credits required per game is now “software select-
able” for each individual game on the menu
The number of credits required to play each game is pre-
set at the factory, but can be changed as desired for any
game through the test/setup mode.
D. No DIP switches for game options; all features are
software selectable
All selectable options are set in the test/setup mode
(Cricket 200, double bullseye, etc.).
E. Sounds for Triple Scores
If a triple that scores more than 50 points (triple 17,18,19
or 20) is hit, the game plays a set of sounds during 301,
501,701 and Count Up games. This option can be turned
off in test/setup mode if not desired.
F. Tic Tat Darts beeps the same as Cricket on doubles
and triples (three beeps for triples, two beeps for
doubles)
This option can be turned on or off through the test/setup
mode.
G. Target Lamps
Two standard 40 watt bulbs above the target head area
provide illumination. The bulbs can be dimmed to dis-
courage practice play when not in use.
H. External Video
A standard TV can be connected to the game to display
the scores to large crowds at tournaments or to attract
other players. See Section 5.3 for further instructions.
Galaxy Series Operator’s Manual
1

I. Stuck Segment Indication every game (see Section 4.3 for a list of statistics dis-
played).
The number of a stuck segment will flash on the screen to
immediately let the player know there is a problem. The
darthead may then be examined for broken tips or other
foreign matter, or the bar owner can be alerted that the
game needs to be serviced.
J. Redesigned
darthead
is controlled by a separate mi-
croprocessor (Smart Target)
This is a more efficient and reliable way of monitoring dart
hits. The switch matrix has also been redesigned to allow
for more versatility and easier troubleshooting. Segments
are electrically isolated, and there is a single connector on
the end to minimize edge connection problems.
K. Special “Throw Darts” Sound
Tones play as the THROW DARTS light comes on to indi-
cate that it is time to throw.
L. Missed Dart Detector
Arachnid’s exclusive dart catching front (web) will detect
a dart hit, and count it as a dart thrown, without giving a
score.
M. Three Spider Writer Screens
Use for messages, advertising, league information, etc!
See the spider writer section in this manual for details.
Screens can be transferred from game to game with the
use of an “operator card” (see Section 4.3 E for details).
Ft.
League Mode
Uses team card (see Section 4.3 A). Holds league data
until transferred via modem, or until collected with an op-
erator card (see Section 4.3 B). Statistics are displayed
at the end of the game the same as non-league mode.
R. League Handicapping
When this option is used, the team card defines spot darts
allowed for each player(see Section 4.3 A). The Galaxy
then automatically runs handicap rounds at the beginning
of league play. Handicapping wil not affect dart outs or
other feats, as the game counts actual darts thrown.
S. Cricket and Tic Tat Darts
-
Now shows number of
darts out on screen
Tic Tat Darts shows 6, 7, 8, 9 darts out at end of game.
Cricket shows 8 and 9 darts out at end of game (an 8 dart
out is possible in Cricket if double bull is used).
T. Credit Retention Capability
Beginning with EPROM version 3.2, the game will retain
any remaining credits if power is turned off, or a power
outage occurs. These credits can be removed when the
game is powered up again by pressing SELECT during
the test/setup mode screen (see Section 4.1, Figure 7).
N. Cricket Variations 2.2 THE GAMES: OLD FAVORITES,
NEW CHALLENGES
Single player Cricket will allow players to practice indi-
vidually and sharpen their playing skills. Lowball Cricket Th
e
G l
sharpens skills on the low numbers, and gives the game a axy Series game will play all the old favorite games,
exciting new strategies. Wild Card Cricket provides a ran- and also some new, challenging games. Coins needed per
dom challenge; numbers change until they are marked. credit, round limits, as well as credits needed per game, are
preset at the factory to standard settings; but they can be
0. Top Gun Challenge changed in the test/setup mode (see Section 4.2).
A competitive dart ladder which displays the top 10 play- The games and their descriptions are listed below:
ers’ names
on
the .meen. ~~~~otes dart
Play
before and
after leagues as the players try to work their way to the A.
381
Open In/Open
out
-
20 Rounds (default
setting)
top of the ladder (see Section 2.2 H for more information). A count-down game for one to four players where each
P. League Slot
player starts with 301 points. The first person to reach
exactly zero, or the lowest score after 20 rounds, is the
winner.
A league money slot is provided so that league captains
may deposit their money envelopes into the safety of the
game cabinet for operators to collect later. B. Count Up
-
8 Rounds (default setting)
Q. Normal Game Play Statistics A 24 dart game for one to four players where each player
tries to score the most points in 8 rounds (three darts per
The Galaxy displays statistics on the screen at the end of round).
2Galaxy Series Operator’s Manual

C. Tic Tat Darts
-
20 Rounds (default setting)
A game for two players where dart numbers selected by
the game at random will fill the squares (the bull is always
in the center square). To mark an X or an 0 a player must
hit a number 4 times. Additional hits on a“closed”number
will score points for that player. Singles score as 1 hit,
doubles score as 2 hits, and triples score as 3 hits. The
bull scores 1 hit each time. When one player gets three
X’s or three O’s in a row, he wins. In the case of a tie or
“cat” game where it is not possible to have three in a row,
the high score wins. New!! The game can be set up to
beep on hits similar to Cricket: 1 beep for singles, two
beeps for doubles, three beeps for triples (see Section
4.2 F for details).
D. 301 Double In/Double Out
-
or Masters Out
35 Rounds/20 Rounds (default setting)
These games are for more experienced players (one to
four players) and are played the same as 301, except the
player must start and end the game by hitting a number in
the outer “doubles” score ring, or by hitting the bullseye
(inner bull if double bull is active). In the Masters game,
the doubles, triples, or bullseye may be used to end the
game, and the default rounds of play are shortened to 20.
E. 501 Team Doubles, Open In/Open Out or Double In/
Double Out
-
35 Rounds (default settings)
One to four players or teams; played the same as 301
(usually with two-person teams). The players select Open
In/Open Out, or Double In/Double Out.
F. 701 Open In/Double Out
-
35 Rounds (default setting)
One to four teams or players; played the same as 301
except to go out a double or bullseye must be thrown (in-
ner bull if double bull is active). Usually played with 3 or 4
person teams.
G. Cricket, One to Four Players
-
35 Rounds (25 Rounds
for Low Ball
-
default settings)
Cricket is played with the numbers 15 through 20 (except
Low Ball) and the bullseye. Each player must hit a num-
ber three times before the number is “closed” by an oppo-
nent (except in single-player mode). Points scored by
players may be governed by spread limits in some games
(see the following game descriptions). Section 4.2 C de-
scribes how to activate the spread limits.
There are four types of Cricket games to choose from:
1. Original Cricket
-
one to four players
The highest or equal score with all the numbers closed
wins. A 200 point spread limit can be activated for two or
more players (Cricket 200). In the single player mode, it
acts as a practice game.
2. Cut-Throat Cricket
-
two to four players
Close a number and give points to your opponents. In
this game, the lowest or equal score with all the numbers
closed wins. There is no point spread limit option for Cut
Throat Cricket.
3.Team
Cricket
-
four players compete as two teams
Both team partners must close a number before the team
can score on that number. The highest or equal score
with all the numbers closed wins. A 400 point spread limit
can be activated for Team Cricket (Cricket 400).
4. Low Ball Cricket
-
played the same as original Cricket,
with the following exceptions:
A Bullseye scores 8 points (4 and 8 if the double bull is
used), and a player can win the game by scoring a “Wicket”
(closing the previously unmarked triple
1,
2, and 3 all in
the same round). Low Ball Cricket uses a 20 point spread
limit which cannot be deactivated.
5. Wild Card Cricket
-
plays like original Cricket, except the
numbers change!
A “wild card” number can be any number between 7 and
20 (a single or double bullseye is always present on the
screen). Any unmarked number will become wild and
change between players. What was a 20, might now be a
12, or even a
7!
This number will stay wild and continue to
change until it is marked. Wild Card Cricket can be set
(by turning the Cricket spread limit ON) to never score
more than 200 points over an opponent’s score, eliminat-
ing point run-up. There is a 35 round limit on the game.
H. Top Gun Challenge
-
For 301, 301 Double In/Double
Out, or original Cricket
Be the best on the board with the Top Gun Challenge!
Players select the game they wish to play, enter their name
on the ladder if it is not already there, then challenge any
one of three opponents above their name. The game is
preset to a best out of 3 series, but the operator may
change this to a best out of 5 or 7 series. Their name will
appear under their score throughout the match; for game
#l the challenger will shoot first, after that whoever loses
a game will shoot first the next time. Individual statistics
(as well as average scores for the first three rounds in 01
games) will be displayed after each game. If a challenger
wins the match, that person’s name will replace the oppo-
nent and vice versa on the ladder. If a player doesn’t
return to defend their position, their name will drop off the
ladder after a number of days, as specified by the opera-
tor in the test/setup mode. The ladder can also be modi-
fied in the test/setup mode.
Galaxy Series Operator’s Manual 3

Bermuda Triangle
-
one to eight players. An exciting
variation of a game popular in England for years.
Players aim at a new darthead segment type each round.
The segments used are 12, 13, 14, DOUBLES, 15, 16,
17, TRIPLES, 18, 19, 20, BULL and DOUBLE BULL (if
selected). Points are accumulated by hitting any part of
the current segment. For example: The first segment is
12. A single 12 will give 12 points, a double 24 points, and
a triple 36 points. When DOUBLES is the current seg-
ment, any double (except the double bull) is acceptable.
The same applies to TRIPLES, when triples is the current
segment type. When a player misses the desired number
with all three darts, a spinning triangle explodes and re-
leases a lightning bolt that slices the player’s score in half!
The highest score at the end of the game wins. In the
event of a tie for high score, the player with the fewest
halves wins.
BermudaTriangle is particularly exciting as it often comes
down to the very last dart thrown to determine the winner.
Gotcha!
-
two to four players, 35 round maximum, our
newest strategy game.
The object of the game is to be the first to get from 0 to
301 points, without going over. Players try to match the
score of their opponent(s) with each dart thrown. Every
time there is a match, a bomb is detonated which destroys
their opponent’s score and puts it back to zero (up to 3
bombs may be detonated per round). If as you approach
301 points, you go over, the amount exceeded will be de-
ducted from your original score, and no matching bomb, if
earned, will be detonated for that throw. For an additional
challenge, there is also an expert’s game, which requires
players to reach their final score of 301 with doubles, triples,
or the bullseye only for the winning shot.
K. Automated Dart League Play
During automated league play (using team cards), games
must be selected through the League Play menu, and re-
sults of the match will be retained in memory for collection
with an operator card or modem. Bullseye options are
set by the team cards. There are no game round lim-
its during league play. Statistics are displayed at the
end of all games (see Section 4.3 for more information).
SECTION 3
UNPACKING/ASSEMBLY
3.1 UNPACKING
Unpack the game per the instructions listed on the carton.
3.2 ASSEMBLY
A. Grasp the upper cabinet and lift to an upright position on
the lower base( see Figure 2A). Bolt the upper cabinet to
the lower cabinet using l/4
-
20x2” bolts and l/4” flat wash-
ers provided (see Figure 2B).
4
Gnlusy
Series Operator’s Manual
Figure 2A Figure 2B
B. Remove the shroud assembly from inside the upper cabi-
net (in back, see Figure 3).
C. Mount the shroud assembly to top of the game using l/4-
20x1
”
bolts provided (Figure 2B). Plug lamp connectors
from shroud into the main harness of the game.
Assembled aame can be folded for easy transportation.
Figure 3 Figure 4: Harness Connection
D. Feed the coin door harness connector up through the large
hole to the left of the monitor. Attach it to the matching
main harness connector, as shown in Figure 4.
E. Attach the competitor strip (if provided) directly above the
coin door. A black triangular wood piece and wood screws
are provided for this purpose. Position it behind
the competitor strip and secure both to the game front
using the wood screws.
F. Plug the power cord into a 11 OVAC (or proper line voltage
for your country) GROUNDED wall outlet. The game is
now ready to be powered up.
IMPORTANT : Proper out/et wiring is essential for the memory
retaining features of this game. The wall out/et used must be
properly grounded, and hot/neutral should not be reversed.
Have it checked electrically for proper wiring and grounding,
even if it does have a three prong receptacle.
Do not cut or alter the power cord plug on the game.
Do not use an extension cord unless it is the heavy-duty
grounded type.

BACK TO A7TRACT
SELECTION 2RETURN TO MAIN
TEST MODE
HARDWARE TEST MENU
CROSS~TCH
-
VlDtOTEST
-
PATTERNS-N
FOR SCREEN BACK TO MENU 2
ADJUSTMENT
FUNCTION CHART
PLAYER SELECT
LAMPTEST
-
AND PUYER
-
PRESS ENTER
CHANOE LAMPS ON BACK TO MENU 2
PLAYS SOUND,
-
SOUNDTEST
-
THENMITSTO
-
BACKTO
MENU2
MENU 2
-
DARTHEAD
TEST
TAP SEGMENTS TO
TEST
-
PRESSENTER
BACK TO MENU 2
DARTHEAD
DIAGNOSTICS DARTHEADDEBUG SEE CODES IN RESET GAME TO
ON/OFF MODE Ob#OFF DISABLE
MWE
BACK TO MENU 2
SELECnON 3
MMMUNICATIONS
MODEM SETUP BACK TO MENU 3
SET MODEM
_
MODEM ANSWER
-
ANSWERTIMES
-
SETUP AND RINGS
_
MODEMCONFIG
-
SHOWSMODEM
-
TEST CONFIG BACK TO MENU 3
_
MODEM STATUS
-
SHOWS STATUS OF
-
REGISTER MODEM
ARACHNET SETUP
1
FETURN
TO COMM
MEMl VIEW DATA OR
2 SET MACHNE TO NODE
_
-
FOLLOW SCREEN
SACK TO MENU 3
3
FIM
A FREE NODE DIRECTIONS
4ARACHNET XMIT TEST
5 ARACHNET RECV TEST
6 ARACHNET DIAGNOSTIC DATA
I
7 COLLECT LEAGUE STATlSTiC
6 RESET LEAGUE VARlABLES
I
1
1 RETURN TO MAIN TEST MENU
1
SELECTION 6
SETUP MODE
2 DOUBLE BULL SELECTION
3 INPUT MACHINE NAME
4 RESET TO FACTORY DEFAULTS
6
TIME/DATE
SETUP
6 COIN SLOT ASSIGNMENT MEMJ
(COIN METER ASSIGNMENT A?#J
FREE
PUY)
7 GAME CREDITS SETUP MENU
II
I
I
‘UNDER GAME SETUP MENU
I
1 RETURN TO SETUP MEMJ
-
2 CRICKET SPREAD LIMIT Is ONlOFF
3 LEAOUE PASSWORD ENTRY
4 WFUTE GAME SETUP TO CARD
6 PLAYER CHANGE SETUP
CHANGE AS BACK TO MENU
6
DIRECTED
6 GAME SETUP MENU-
I
SELECnON
6
SPIDER WRITER
I
RETURN TO MAIN
MENU
SPIDER WRITER
-
MAKE SCREEN AS
ON SPIDER WRITER
-
PRESS
BuLL
To
SCREEN ENTRY PAGE EXIT
I
LOAD BCFIEEN
LOAD SPIDER
-
CARD IS READ BACK TO MAIN
FROM CARD WRlTER SCREENS
LOAD GAME SETUP
SELECTION 6
TOP GUN SETUP
1 RETURN TO SETUP MENU
2 BEST
_
OUT OF
_
GAMES
3 FORFEIT PUYER IN
_
DAYS
4 PUYER ID
oPTlO+,
ONlOFF
6 EDIT TOP GUN PLAYERS LIST
6 CLEAR TOP GUN PLAYERS LIST
CHANGE AS BACK TO MAIN
DIRECTED MENU
Galaxy Series Operator’s Manual 5

MANUAL ENTRY
INSTRUCTIONS
1. Put the game into test/setup mode by turning the game
off, then back on, or by pressing the reset button on the
main PC board. When the message PRESS TEST
SWITCH NOW appears on the monitor, press and release
the test switch on the main PC board. See Figure 6 on
page 7 for the locations of these switches. A menu will
appear on the screen; Option 6 says SPIDER WRITER.
Select this option. The next menu has three options: EXIT,
SPIDER WRITER SCREEN ENTRY, and LOAD A
SCREEN FROM CARD (see the next section for informa-
tion on loading a screen from a card). Select SPIDER
WRITER SCREEN ENTRY.
2. A spider cursor will appear on the top left corner of the
screen. Use the darthead as a keyboard to move the
cursor around, and to enter the message or drawing de-
sired. The diagram to the right illustrates which symbols
are represented by segments in the single, double, and
triple rings. NOTE: Since the Galaxy darthead can differ-
entiate between dart hits and finger touches, the segments
must be tapped sharply and quickly for the characters to
appear. This can be mastered with a little practice.
3. The spider writer feature has three available screens for
your custom text. Print your message on the first screen,
then press SELECT to go to screen 2. When this screen
is finished, press SELECT again to go to screen 3. If
SELECT is continually pressed, the screens will scroll one
after the other so you can view all of them. Press the
bullseye when satisfied with the screen(s) created. If the
bullseye is not pressed, or the dat-thead is not touched for
ten minutes, the game will automatically exit the test mode,
and any unfinished screens will be lost.
HELPFUL HINTS:
Use the 32 x 16 grid provided to create the screen on paper
before entering it in the game. It will save time in deciding
where to place words or graphics. Make copies of this origi-
nal and draw on the copies, saving the original to make addi-
tional copies.
Be careful of the single 5! It clears the screen completely
and should only be pressed when clearing or changing an
entire screen. See the instructions for entering the spider
writer screen(s) using an operator card. This is a much more
efficient way to do them, and screens can be saved on the
cards and used to program several games with the same
messages.
NOTE: A game that is not properly grounded may get strange
characters in the spider writer screens due to static discharge
from the players. If this happens, simply enter the spider
writer mode and hit the single 5 to clear the screen(s), or
erase each bad character separately using the triple 5
seg-
6
Galaxy Series Operator’s Manual
ment (to salvage an existing design). Hit the bullseye to exit.
Make sure the ground plug on the wall receptacle is properly
connected. This will greatly minimize static that can cause
garbage to foul the screen.
USING A SPIDER WRITER CARD TO MAKE SPIDER
WRITER SCREENS
With the use of a card programmer kit and an IBM PC com-
patible computer, an operator can now make spider writer
screens ahead of time, save them on a spider writer card,
and quickly transfer them to the games! Follow the instruc-
tions included with the kit on how to program the cards.
NOTE:
Spider writer cards are made from operator cards (see
Dartman II manual).
Loading Spider Writer Screens from the Attract Mode
This
isthe
easiest way to load a spider writer card: Insert
a programmed card into the slot on the front of the game
at any time while the game is in its attract mode. Wait 5
to 30 seconds, the game will automatically sense that the
card is there. Select A: “Load SpiderWriter Screens”; the
game will record all the screens. Remove card and press
ENTER when prompted to return to normal operation.
Loading Spider Writer Screens form the Test Mode
Another way to read the cards is to enter the spider writer
mode as described above, then when the second menu is
brought up, select LOAD A SCREEN FROM CARD. In-
sert the card in the slot on the front of the game; the game
will read the card, and load the screen(s) automatically.
The program will then return to the menu, where the op-
erator may remove the card and exit spider writer.
NOTE: The same card can be used on several games to
write the same screens, and can be reprogrammed over and
over on the computer to make new screens.
Keyboard Legend
Each Segment in the Singles, Doubles, and
Triples rings correspond to the letter, num-
ber or graphic represented on the diagram
above. Use “Move” segments to position
the cursor on the screen. Be careful of the
single 5
-
It clears the screen completely.

SPIDER WRITER WORKSHEET The Originator of Electronic Darts
Use this grid to design your custom screen P.O. Box 2901
Rockford, lL 61132-2901
5C0435-8319 (lL)815-654-0212
1 2 3 4 5 6 7
8
910 11 12 13 14 15 16
17
18 19 20 21 22 23 24 25 26 27
20
23
30 31 32
,
6
a
Galaxy Series Operator’s Manual
7

SECTION 4
OPERATION
4.1 POWER UP, INITIAL SETUP
81
DIAGNOSTIC TESTS
A. Turn on the dart game using the on/off switch on the back
of the cabinet. There is also a switch on the side of the
cabinet which should be ON. It controls the target lamps
and the bottom half of the outlet powering the monitor (the
upper half is unswitched and allows external modem
hookup). The side switch is used for automated league
play (see Section 4.3). After a few seconds, the monitor
displays the test/setup mode screen (see Figure 6).
B. Immediately press and release the test switch located at
the lower left corner of the main PC board (see Figure 7)
to put the game into test/setup mode. The screen will
then show a selection menu that lists all the test and setup
options available. This menu will hereafter be referred to
as the main menu for the test/setup mode. The chart in
Figure 5 shows the function of each option. The screens
themselves are easy to follow; select the test or setup
option desired, and follow the screen directions. Refer to
this chart as necessary to determine which option is needed
to perform the test or function desired.
NOTE: The test/setup mode switch will only work immedi-
ately after power-up, or after reset is pushed (during the time
that the test screen is displayed). It will not operate at any
other time. The reset switch is located at the right/center of
the main PC board (see Figure 7).
RESET SWITCH
I
TEST/SETUP SWITCH
~
q
-- (SW31
p---
-,
Figure 6: Depress Test
Mode switch during
this screen.
Figure 7:Test Mode and
Reset Switches
4.2 TEST/SETUP MODE AND REPORT SCREENS
All game options (various sounds, Cricket 200, double bull,
and coinages/credits) are selectable through software via the
test/setup mode. The chart in Figure 5 shows functions of
the test/setup mode, and where to access them. The follow-
ing are descriptions of the various options available in the
test/setup mode. Use the chart and these descriptions as
references, and follow the instructions on the screen to make
changes or move from one screen to another.
A. Hardware Tests
There are seven categories for hardware tests: Video Test,
Lamp Test, Sound Test, RAM Integrity Test, Segment Test,
Darthead Test, and Darthead Diagnostics. The first six (with
the exception of RAM
IntegrityTest)
are simple one-step tests,
but Darthead Diagnostics is a feature in which the technician
can verify specific dart hits. Each darthead segment dis-
plays a number when hit that should match the ones listed in
Tables 2A and 28. If a number appears that does not corre-
spond to the table, the technician can determine which seg-
ment the number actually does correspond to, and use that
information to troubleshoot the problem. NOTE: The screen
displays numbers from right to left. A stuck dart will first dis-
play the code number 0”, then will display the code number
for the segment that is stuck.
The RAM Integrity test runs a check on several sectors of
RAM, to insure that information is being stored properly. It is
recommended that league stats be collected before running
this diagnostic. Also, at initialization of the game, there is a
RAM Clock Status Indicator which automaically tests the
game’s clock, resets it if it has been corrupted, and notifies
you of the change. It disables Happy Hour and League pric-
ing times if it needs to reset the clock, until the operator can
put in the correct time. Also, modem answer times are set to
the highest ring until the clock is reset, to prevent the modem
from answering at the wrong times.
B. Communications
This section is for setting up Galaxy games to download sta-
tistics through a modem to a computer at the operator’s loca-
tion.
Modem Setup Menu
-
Set up answer times under the mo-
dem setup menu, and check the modem’s configuration and
status registers.
Arachnet Setup Menu -This section covers setting up a net-
work of games, testing the network functions, and diagnos-
ing information transmitting problems. See the Dartman
Manual for detailed information on setting up the Arachnet
modem networks.
SET MACHINE TO NODE
-
gives each machine a unique
node number in the network.
FIND A FREE NODE
-
is used to examine the entire network
of games to find an unused node number, or determine which
games are assigned to which number. This procedure also
provides a functional test of the communications
inmsend
and receive modes.
ARACHNETTRANSMITTEST
-
tests the ability of the games
in the network to transmit information to the modem game.

Table 2A:
Darthead
Debug Mode Codes listed in numerical order
BULL INNER
02
BULL OUTER
81
FINGER TOUCH
MISSED DART
E
STUCK DART
0
Table 2B:
Darthead
Debug Mode Codes listed in the order they
appear on the
darthead
(counterclockwise from the bottom)
BULL INNER
82
BULL OUTER 81
FINGER TOUCH 97
MISSED DART 96
STUCK DART
0
Galaxy Series Operator’s Manual
9

D. Setup ModeARACHNET RECEIVE TEST
-
tests the ability of the game
with the modem to receive information from the other games
in the network.
ARACHNET DIAGNOSTIC DATA
-
is a window to the data
transmitted from the games. It can be used to determine
whether a game is transmitting good or bad information. This
data should only be analyzed with the assistance of an Arach-
nid service technician. The following six fields can be checked:
1. BAD PACKETS
-
This counts sets of information (called
packets) that have been sent by a game which contained
a flaw of some kind. This count will help indicate the over-
all accuracy of the game network.
2. CHBRCVERROR -This counts the number of characters
(bits of information) transmitted from game to game which
contained errors. This count can give an indication of the
integrity of the communications system within a location.
Electrical noise, poor wiring, other devices connected to
phone lines, etc. can cause these types of errors.
3. CHARCVERROR -This counts the number of characters
transmitted from the modem which contained errors. A
bad modem, or a modem which is making a bad connec-
tion on the main board or to the cables could cause these
types of errors.
4. PKTCOUNTER
-
This counts all packets (defined above)
transferred on the network. This can be used to deter-
mine how many times the network is called, to analyze
failure rates.
5. TOTALRETRIES
-
The ARACHNET will retry sending in-
formation from game to game if not sent properly the first
time. This counter keeps a record of these retries.
6. STATE
-
This displays variables which are used by Arach-
nid to monitor the internal state of the system.
C. Stats/Popularity
This section contains counters which indicate the number of
times games have been played, total number of coins in-
serted, and how often segments are hit. All counters can be
cleared (except coin counters). Stats/Popularity also con-
tains a field where league statistics can be collected (though
this is usually done while the game is in attract mode), and a
function which clears all old league statistics from memory.
This latter field is called reset league variables.
League variables should only be reset prior to the start of a
new league season, or when new EPROMS or RAM chips
are installed in the game. Always make sure that league
stats are collected from the game before resetting, as they
will be permanently erased from the game’s memory.
Options accessed in this mode are the double bullseye, set-
ting the machine name and the time/date (for stats collection
purposes), setting up the game for factory defaults, assign-
ing coin slot credits and game credits, setting the Cricket
spread limit, entering the league password, auto player change
setup, rounds setup, and matching setup. Also, the game
setup can be written to a spider writer card in this mode.
These options are described below:
Double Bullseye Setup
-
Used to choose between a single
50 point bullseye, and a double 25/50 point bullseye for each
game. The double bullseye can be made player selectable
for any game. IMPORTANT! If the double bullseye is cho-
sen, the double bullsegment must be installed in the darthead.
Either the solid or double segment may be used with the
single bullseye setting. To change the segment, see Section
5.8 (Dart Head Disassembly Instructions).
Last Chance Setup
-
Used to set the option of allowing play-
ers in the X01 games to match the winning score of the player
with the first win in a game. This is used often in Europe.
Input Machine Name
-
Each game within a location should
have a unique name to make it easier to track problems with
stats should they occur.
Reset to Factory Defaults
-
These defaults are the
factory recommended settings for all functions. Operators
can customize each selection to their liking, but this provides
a base to start from.
Time/Date Setup
-
This area is for setting various times for
various functions. These functions are listed below:
Set Happy HourTimes -This option provides the opera-
tor with the ability to set a specific time aside each day
(one or more days) for reduced game prices. The time
can vary from day to day.
Set League Training Times
-
This option is similar to
Happy Hour, except it is only for league members. The
operator sets specific times (on one or more days)in which
league members can play casual darts for a reduced price.
During the specified time, a league member can insert his
team card into the galaxy game, and while in the game
selection screen, watch the credits change to the reduced
prices. The card may either be left in the slot or rein-
serted prior to the selection of each game. Many opera-
tors use this feature as an incentive for players to
arrive early on league night to practice.
NOTE: The reduced prices cannot be activated during
league play, even if the times overlap. If league play is
selected, the prices will return to normal, and if neccesary,
the game will notify the players that additional credits are
required to begin league play.
Set Game Clock
-
This clock must be set correctly for
modem collection to take place properly,
forTop
Gun main-
tenance, and for proper function of Happy Hour and League
Training times.
10
Gal:~sy
Sel-ies
Operator’s Manual

Coin Slot Assignment Menu
-
The screen will display the
factory setup for your country (U.S.A. = 1 coin/l credit). To
change the preset setup, follow the screen prompts closely
(see Figure 8A). It will provide the means to select
#
of coins
per # of credits for up to three coin slots
(slots
one, two, and
three). Slot three is used
with a bill acceptor. The
SELECT button is always
used to increment the
number, the Test button
resets the number to one,
and the ENTER button
advances to the next
screen. The game can
also be set here for Free
Play.
Coin/Meter Assignments
-
This option is found under the
Coin Slot Assignment Menu. A mechanical counter is lo-
cated inside the coin door. It counts credits given in all three
coin slots, from which the total amount of cash collected can
be determined. The coin/meter assignment option allows the
operator to assign how many coin meter clicks are registered
when a coin has been dropped (to aid in counting total money
collected). For most applications, this is normally set to 1 .OO,
which would cause the meter to count once for each coin. An
electronic counter is also provided under Option 4 which
counts actual coins (or bills) run through each slot.
Game Credits Setup
Menu
-
The game cred-
its are preset at the fac-
tory, but can be changed
in the setup mode. From
the Game Credits Setup
Menu, standard game
play, Happy Hour pricing,
and League Practice pric-
ing can be accessed for
all game types (see Fig-
ure 88).
NORMAL credits are the # of credits that each game
will1
require during normal operation, and during league play.
HAPPY credits are the # of credits that each game will
require during Happy Hour times.
LEAGUE credits are the # of credits each game requires
if a team card is inserted during League Practice times.
The functions of these times are described previously under
Time/Date Setup.
Cricket Spread Limit -This option prevents one player from
scoring more than a given number of points over his
opponent’s score (regular Cricket = 200 points; Team Cricket
=
400 points; Low Ball Cricket = 20 points). This helps pre-
vent players from using Cricket for practice by not closing all
the numbers and rolling over the score. The Low Ball Cricket
spread limit will remain ON even when this option is deacti-
vated.
League Password Entry -This is a safeguard for collecting
league stats. If the password on the game does not match
the password on the Operator Cards or modem settings, stats
cannot be collected.
Write Game Setup to Card
-
For writing all of the test/setup
mode settings to a spider writer card. See next section for
more information.
Player Change Setup
-
Automatic player change and the
remove darts delay are activated here.
E. Spider Writer Mode
Select Option 6 on the main menu. There will be a blinking
spider cursor in the top left-hand corner of the screen. See
the spider writer page included in this manual for details on
using this feature.
F. Sounds Setup
Triple Sounds for the
“01”
games and Count Up
-
When
enabled, the game will emit a sound whenever a triple 17, 18,
19, or 20 segment is hit.
Hit Sounds for Tic Tat Darts
-
This option will allow the
game to produce a sound whenever a correct number is
thrown in Tic
Tat
Darts. If a double is hit, it will sound twice;
if a triple is hit, it will sound three times (similar to marks in
Cricket).
Hat Trick Sound
-
The game will emit a sound whenever
a hat trick is thrown.
Free Dart Sound
-
Causes the game to emit a sound when-
ever a dart is thrown at the board when no coins have been
inserted.
G. Top Gun Setup
Top Gun Editing
-
In the Setup mode, theTop Gun players list
can be edited (see Figure 8C). Names can be added or de-
leted as desired. The operator can also select the number of
games per match that Top Gun will play (best out of 3, 5, or
7) and the length of time that a player’s name will be retained
on theTop Gun list if they are not challenged (1 thru 99 days).
All screen options
listed in this section will
be retained when the
power is turned off.
Turning the power off
and on will always can-
cel any mode the game
is in. Otherwise, follow
these written instruc-
tions or screen instruc-
tions to change modes
or exit.
Figure 8C
Galaxy Series Operator’s Manual
11

4.3 USING LEAGUE/TOURNAMENT PLAY MODE AND 4.Type of games being played
TEAM/OPERATOR CARDS 5. Shooting order of players for up to 30 matches
The Dartman Software Program and the Stat Card Program-
ming Kit must be purchased to use the automatic league play
6. Whether or not the double bull is active
features. Dartman provides faster, more efficient league man-
agement than anything else currently on the market. Con- 7. Whether to follow shooting order as programmed on the
tact your distributor or Arachnid, Inc. for more details. card, have the winner of the last game go first, or have the
loser of the last game go first.
The Galaxy will display the following statistics at the end of
every game: 8. Handicapping information when applicable
01 GAMES
&
COUNT-UP
6 DART OUT
7 DART OUT
8 DART OUT
9 DART OUT
3 IN A BED
#
OF TON
80’S
#
OF HIGH TONS
#
OF LOW TONS
# OF HAT TRICKS
WINNER
POINTS PER DART
CRICKET
8 DART OUT (If double
bull is active)
9 DART OUT
# OF WHITE HORSES
5 MARK ROUND
6 MARK ROUND
7 MARK ROUND
8 MARK ROUND
9 MARK ROUND
# OF HAT TRICKS
#
OF WINS/ASSISTS
#OF MARKS PER ROUND
These and other statistics may be collected from league/tour-
nament play using the methods described below.
A. League Team Cards
The team card keeps the players’ names and shooting or-
ders, and other league information for league night ( see be-
low). The Galaxy game will store other types of league infor-
mation: games played, handicapping information, wins, feats
and ranking information achieved by each player.
The team captain inserts the card at the start of the match,
and the game does the rest. The players will no longer have
to fill in score sheets. All they have to do is play darts. Select
“League/Tournament Play” on the game menu, then select
“Use Cards
-
Automatic”, and follow the instructions on the
screen for using the cards. After the match is over, the op-
erator will retrieve the night’s scores and feats (see Section
4.3 D).
Team cards are capable of storing the following:
B. League/Tournament Play using Scoresheets
The Galaxy game also makes it possible to track feats and
perform accurate Points Per Dart and Marks Per Round cal-
culations without the use of team cards. From League/Tour-
nament Play, select “League Play
-
Scoresheet”. After the
game type is selected, the players enter other league infor-
mation into the Galaxy, such as how many players are shoot-
ing, whether they will be sharing a score, and which team
shoots first
-
as defined by the league coordinator.
During league play, the Galaxy will keep track of each indi-
vidual, and display their statistics at the end of each game,
with totals displaying at the end of each set and/or match.
These will include all feats listed in the beginning of Section
4.3, as well as final score, total points, and total darts/marks
for each individual. The statistics may then be copied to a
scoresheet for manual entry into Dartman by the league co-
ordinator.
Another Selection in the Leagueflournament Play menu is
calledTournament
-
Scoresheet. It operates similar to League
Play
-
Scoresheet. It is to be used for tournament play where
tracking of feats and/or MPR (Marks Per Round) or PPD
(Points Per Dart) information is required.
C. League Operator Cards
Another tool designed for use with the Galaxy game is the
Operator Card. It can be used for the following:
1. Collecting league statistics when team cards are used
for league play, as described in Section 4.3 A. They can
also be collected via telephone lines through a master
game (see Section 4.3 E).
1. Names of up to four team members and four substitutes 2. Transferring Spider Writer screens and test/setup mode
information. (For these uses, it is often referred to as a
2. Nicknames for all players Spider Writer Card or Setup Card.)
3. Number of games being played
12 Galaxy Series Operator’s Manual

D: Collecting League Data with the Operator Card SETUPTO CARD. The entire game setup will be transferred
to the card.
To collect automatic league data, the operator transfers the
data from the game to the operator card by inserting the card
into the game during the attract mode, and following the screen
directions. Then he takes the card(s) back to his home of-
fice, inserts them into the stat card programmer box attached
to his computer, and weekly league statistics are automati-
cally compiled from the card information. Reports generated
from the information collected on the cardscan contain such
information as player feats,
S.P.R.E.
and/or points per dart/
marks per round ranking, team statistics, etc. Reports can
be customized to meet many needs. Additional user infor-
mation is provided with the purchase of a League Master
System.
To use the programmed setup card in another Galaxy game,
insert the card into the new game during its attract mode.
After a few moments, a menu will appear. Select LOAD GAME
SETUP The setup information will transfer to the new game
in a few seconds.
Note: In order to load a setup card in the attract mode, the
card must contain the same league password as the game
being written to. If this is not the case, the card may still be
used by going into theTest Mode and choosing SpiderWriter
(option 6). From here, the card can transfer setup and/or
spider writer screens, regardless of the password. However,
if game setup is loaded, the password used on the card will
transfer to the new game.
E: Collecting League Statistics Through Phone Lines The following list describes what does and does not transfer
with a Modem
from a Setup Card to a Galaxy game:
If a location has set up one of its games to be a “modem
game” (See Section 5.2 G for details on how this is done),
automatic league information can be transferred through
phone lines from the other games at that location to the mo-
dem game, and then to an IBM AT (or compatible) at the
league operator’s location. The statistics collected from the
Operator Cards, or transferred from the modem game, are
then manipulated by Dartman and used to generate the de-
sired reports. Please refer to Arachnid’s Dartman manual for
more information on running leagues using this software,
modem installation and usage, the team/operator cards, and
other league capabilities of the Galaxy Series dart games.
NOTE: The operator should use the on/off switch on the
side of the game at the end of the night if modem collection is
used. This way power is still available for the modem to op-
erate during the night.
F: Using Preprogrammed Cards toTransfer SpiderWriter
Screens and Test/Setup Mode Information
This feature requires the Dartman League Program, the STAT
Card Programmer Kit, and an IBM PC compatible computer.
The Dartman manual will provide instructions on how to pro-
gram Spider Writer cards and use them with the game. The
spider writer page included in this manual also contains infor-
mation on using the card with the Galaxy game.
SETUP CARDS are made from spider writer cards. One
card can hold 3 full spider writer screens, along with all setup
information. if this is desired.
PROGRAMMING A SETUP CARD
-
Take a spider writer
card to a Galaxy game. The card may have as little as one
blank screen, or as much as three full screens programmed
on it. Program all game setup features as desired on the dart
game, then go back to the Setup Mode main menu (option
5). Insert the card into the card slot on the front of the game.
Select GAME SETUP MENU, then select WRITE GAME
The card will transfer the following:
League password
Sound options
X01 triple sound
Tic Tat sound
Hattrick
sound
Free dart sound
Number of credits required to play each game
Top Gun parameters
Number of games to play
Number of games to win
Player I.D. option
Number of days to forfeit players
Cricket 200 spread limit option
Remove Dart delay time
Auto Player Change option and parameters
Coins per credit settings for all coin inputs
Mechanical coin counter assignment settings
Bullseye options
Modem parameters
Number of rings to answer
Answer times
The card will NOT transfer the following:
Machine name
Node number of machine
Top Gun players list
I.D.
#‘s
of players
All counters
League statistics
Time/Date
Darthead Debug Mode on/off
PLEASE NOTE: Setup cards will not work between games
which have different EPROM revisions. For
consistancy,
make
sure all your games have the same revision EPROMS (UlO
on the main board).
Galaxy Series Operator’s
Manual
13

SECTION 5
TECHNICAL DESCRIPTION
5.1 GENERAL INFORMATION
Figures 9 and 10 show the main components of the game:
1) Lamp/Monitor Switch
6)
2) Lamp Fuse
12
7
3) Main PC Board
4+
2
4) Power Supply
5) 12” Monitor
(El
0~
I*
R
6) SmartTarget Darthead k
i_
-~--/
Interface
7) Darthead Assembly
View from side of cabinet
Figure 9
The Galaxy game is totally serviceable from the front. All
major game components are accessed by unlocking the front
panel and swinging it open. The darthead is completely ex-
posed, and easily removable. Four thumb-nuts hold it in place,
and the assembly slides out for service. The main board and
power supply are easily accessible. The target lamps pro-
vide light for servicing, and are controlled by the side switch
(figure 9). There is an outlet inside the cabinet (120 VAC, 4
amps max.) that is fused separately from the rest of the game.
The monitor is plugged into the lower half of this outlet, which
is controlled by the side switch. The top half is unswitched,
and can be used as a service outlet, or for hooking up a
modem. With the side switch, the operator can power down
the monitor and lights without removing power from the main
board. This is important for automated league play (see Sec-
tion 4.3).
0
6
Figure 10
5.2 MAIN P.C. BOARD
0
3
0
4
0
5
74LSO4
Hex lnverter
-
U18
74LS74 Dual D Flip Flop
-
U8
74LS244 Octal Buffer
-
U13
74LS245 Tri-State Bus Transceiver
-
U27
74LS541
Octal Buffer
-
U28, U29
556 Dual Timer
-
U3
DS1232 MicroMonitor
-
U31
6821 Peripheral Interface Adapter(3)
-
Ul 1, U15, U17
75176 Bus Transceiver
-
U24
1990C.JED
2OV8
GAL
-
U16
LM383T Audio Amplifier
-
U4
ULN2003 Transistor Network(4)
-
Ul , U2, U19, U30
MAX4391 +12V to -12V Converter for Modem
-
U25
MC1488 +5V to +/-12V RS232 Modem Driver
-
U23
MC1 489 +/-12V to +5V RS232 Modem Receiver
-
U21, U22
MM2400 Optional Modem
-
U26
A: Reset Circuit
The microprocessor can be reset either by shutting the power
off to the main board (switch on back) for a few seconds, and
then turning the game back on; or by activating the reset
switch on the main board. The reset switch retriggers the
556 timer (U3). When the switch is closed, the reset line
goes low. C9 is used to prevent electrical noise from trigger-
ing a reset.
6: Low Voltage Circuit
The DS1232 MicroMonitor chip detects out-of-tolerance power
supply conditions, and along with the 556 timer protects the
Galaxy system from impending power failure. When VCC
falls below 4.75 volts, the output pin 6 goes low and resets
the Galaxy hardware. The DS1232 is located at U31 on the
Rev. I (or later) main PC board, or on a daughter board at U3
on earlier revisions.
C: Player Change Select Circuits
The PLAYER CHANGE/ENTER and SELECT push buttons
are located on the front panel. When the PLAYER CHANGE/
ENTER button is closed, it grounds pin 3 of
Ull.
When
SELECT is closed, it grounds pin 2 of
Ul
1. When the switches
are open, the inputs are held high. NOTE: Use only type
GE658 lamps in these pushbuttons. Use of any other lamp
type may cause excessive heat build-up inside the switch
housing, which may keep the switch from closing completely.
The Main P.C. Board (Figure 20) is controlled by a 6809
D’
‘Ound Circuit
microprocessor and associated
IC’s
consisting of: Sound is generated through the 6821 (U17), and governed
TMS4464 (71 C464 ),64K x 4 Dynamic Memory (2)
-
U6, U7 by the main program by sending out a digital sound signal
TMS9118 Video Generator
-
U5 when required, for each of the sounds that the game makes.
DS1244 Battery backed up RAM with Clock
-
U12 The sound is output at pin 19, and is fed through the volume
27CO20
(or 27COlO) 128K EPROM
-
UlO control potentiometer
R9,
accessed from the top of the PC.
8749 Target Scan Microprocessor
-
U14 board. U4 (LM383T) is an 8 watt audio power amplifier whose
SCN2681 Dual Asynchronous Receiverflransmitter
-
U20 gain is controlled by the ratio of R20 and R21. The voltage
for U4 is +12VDC from the power supply.
14 Galaxy Series Operator’s Manual

E: Interrupts
The microprocessor is interrupted by coin inputs
1,
2,
&
3;
the darthead; the UART (game to game communication); the
10 Hz clock; the low voltage circuit; and the reset button.
The coin switches will reset the game back to the game se-
lection screen at any time, except during the test/setup mode.
The darthead affects game operation only during a game, by
displaying a score or a dart hit, and is active during the
darthead test portion of the test/setup mode, or when in spi-
der writer mode. It will also trigger the free dart sound when
enabled during the attract mode. The UART does not affect
the game operation in a visable way, but if a game is being
played during a modem collection , a short hesitation may be
visible on the screen. The 10 Hz clock provides a counter for
the
IO
minute time-out feature. With the 10 minute time-out,
any activity prior to the interrupt will reset the timer back to
10 minutes. Example: If a game is started, and then left
unattended for 10 minutes, it will automatically return to its
attract mode, ending the previous game and the credits used
to start that game. Any extra credits will still be available for
use. If the game is played within the 10 minute span, the
timer starts over at 10 minutes from the time the activity was
detected. In the event of a low voltage condition, the low
voltage circuit will reset the Galaxy as if it were just turned
on. The reset button will do the same any time it is pressed.
F: Memory
The 27COlO (or
27CO20)
EPROM (UlO) contains the main
program. The window on this IC should always be covered
with our adhesive label, as EPROMs are erasable when ex-
posed to ultraviolet light for a period of time. The RAM in this
system is a DS1244 (U12) with internal lithium batteries. It
contains 32K of memory. The batteries provide data reten-
tion when power is off for the popularity screen, option set-
ups, and league statistics (see Section 4.2). The 8749 (U14)
receives serial data from the smart target board, and inter-
rupts the microprocessor. See Section 5.4 for further infor-
mation on this part of the system.
G: Address Decoding
Address decoding is done with U16, a programmed GAL
(GAL20V8). This IC determines whether the microprocessor
is addressing memory, one of the peripheral interface adapt-
ers, or the video IC.
H: Optional Modem Feature
Figure 11: Main P.C. Board with modem installed
the league operator’s home location. The modem is a 2400
baud, available in a kit from Arachnid. It requires a -12VDC
supply, provided by U25 (MAX4391), which converts the +12V
to -12V. The modem is commanded by U23 (SCN2681)
through an MC1488 (RS232 driver). Modem signals are re-
ceived and converted by U21 and U22, (RS232 receivers).
Newer revision main boards also contain an external RS232
connector, which allows the operator to install an external
2400 baud modem. For more information consult the
Dartman
manual.
5.3 VIDEO AND MONITOR
The video signal is generated by a TMS9118 (U5), which
also provides the clock signal for the timing circuit, from a
10.738635 MHz crystal
(Yl).
TheTMS9118 internally divides
the crystal signal by three, so that a separate crystal is not
necessary to run the rest of the system. Two TMS4464’s
(U6, U7) provide memory for the video section. The output
signal is generated on pin 36 of theTMS9118, and the output
is buffered by Ql and Q4.
There is one RCA style phono jack on the main board (see
Figure 20, item 66) which is used for the internal monitor. If
a second external TV or monitor is desired, this line can be
split with a
“Y”
splitter. If a monitor is used, it must have a
composite input. If
aTV
is used, a coaxial cable must be run
from the RCA splitter to an RF modulator, or the video input
of a VCR. The output of the modulator or the VCR is usually
on channel 3 or 4, and should be connected appropriately to
the TV. This arrangement can be useful for displaying
matches at tournaments, or to create interest at locations.
See the monitor manual included in the accessory kit for de-
tails on monitor operation, adjustments, and troubleshooting
information.
A modem that plugs directly into the main PC board is avail-
able for use with the Galaxy. It is used in conjunction with the
League Master System and Dartman for automated league
management. The modem game, when connected to other
Galaxy games at a given location, will be able to transfer
league statistics directly to an IBM or compatible computer at
Galaxy Series Operator’s
Manual 15

5.4 SMART TARGET INTERFACE BOARD
Along with our new switch matrix design, we also have a new
target interface PC board called the smart target interface. It
contains its own 8749 microprocessor, which is used to con-
tinuously scan the darthead. Since this
IC
is totally dedi-
cated to the darthead, hits should not be missed and feather-
ing will be minimized, thus making game scoring more accu-
rate. The static shield, a foil-backed PVC barrier, prevents
static discharge from the darthead from discharging into the
smart target board. When a hit is detected, the score is sent
serially to the 8749 (U14) on the main board. This 8749 then
interrupts the 6809 (main program IC,
U9)
which transfers
the score to be displayed on the monitor. The smart target
interface board reads the 19 conductors from the switch matrix
and transfers it serially to the main board. For troubleshoot-
ing purposes it is important to know which pins on the target
interface board will give a particular score. This information
is listed in Table
1,
and shown in Figure 13. With the game in
test/setup mode (go into hardware test, then
dat-thead
test)
or in game mode, pairs of pins can be shorted and opened
(quickly, less than 60 ms.) with a jumper to simulate a dart hit
(see Figure 12). This procedure can help determine whether
a scoring problem is in the switch matrix or the game
elec-
tronics.
Figure 12
SWITCH MATRIX TEST CHART
TO test,
remwe
the
switch
‘S = INNER S’NGLE mamx lead ,rom JPB
3s
= OUTER SINGLE
D = DOUBLE ShOti two
pm
together
T = TRIPLE and release The LED
IS
=
INNER BULL should flash and the game
30
=
OUTER BULL should score as
tf
the
segment was hlt
Table 1
Figure 13
The score will not register until the jumper wire is removed
from one of the pins. If a game has a stuck segment, it can
be opened electrically by disconnecting the 19-pin ribbon.
The stuck segment’s score will then register, and the
darthead
can be checked for the cause of the problem.
5.5 TARGET ILLUMINATION
The target on a standard Galaxy cabinet (not conversion kits)
is illuminated by two standard 40 watt bulbs mounted in re-
flecting boxes above the darthead. During the attract mode,
the intensity of these bulbs can be adjusted down to discour-
age free play. This is done by means of a potentiometer on
the dimmer PC board, mounted below the power supply chas-
sis.
5.6 POWER SUPPLY
The Galaxy is equipped with a switching power supply. This
power supply has a universal 85 VAC to 264 VAC 50/60 HZ
input. The inputs connect to
Jl,
and the outputs are on J2:
Jl
Pin 1 AC Line
Pin 3 AC Neutral
J2
Pin 1 +12V
Pin 2 +5V
Pin 3 +5V
Pin 4 Logic Ground
Pin 5 Logic Ground
Pin 6 Unused
5.7 DARTHEAD
The Galaxy darthead assembly is somewhat different from
Arachnid’s previous assemblies. The darthead is removable
from the front of the game by means of a hinged front door. A
single 19-pin ribbon brings the signals to the smart target
interface board, which in turn transmits the signals to the
main board through a 6-conductor phone cable . Two long
screws hold the darthead assembly together. It is mounted
to the game by 4 screws behind the dart catcher (web).
5.8 DARTHEAD DISASSEMBLY/REASSEMBLY
To clean or replace parts in the darthead, first disconnect the
modular connector from the smart target PC board. Then
remove the entire assembly by removing the four thumb nuts
that hold it in place, and gently pulling it off the game front.
Lay the darthead face down, and remove the two screws that
hold the assembly together. Now disassemble and assemble
the darthead as follows (also see Figures 14 and 15):
16 Gahxy Series Operator’s Manual

HINT: You may wish to mark the target back, switch matrix, NOTE: It is important to keep dirt and foreign material out of
and yellow spider with a magic marker before disassembly to the area between the spider and segments, as non-scoring
make reassembly easier. or improper scoring can result. On a heavily played game it
is a good idea to disassemble and clean the darthead regu-
a) Gently lift off the wood target back.
larly,
which will help prevent service calls between scheduled
visits.
b) Lift off the switch matrix, and then lift off the matrix cushion
to expose the segments. 5.9 ARACHNID WEB AND MISSED DART DETECTOR
c) Check for dirt and broken tips or other foreign matter be-
tween the spider, segments, matrix and cushion, etc.
d) Replace any worn or broken segments.
Replace the single or double bullseye at this time if desired.
e) There is a small locating hole on the outer edge of the
yellow spider. It is smaller and closer to the edge than
any other hole. Position this hole at “12 o’clock’ (top cen-
ter).
f) Clean the matrix cushion and set it back on the spider.
There is a small “U” shaped cutout on this cushion. Posi-
tion it at about “8 o’clock” on the spider. It will line up with
a similar cutout on the switch matrix in the next step.
g) Place the switch matrix with the tail at “6 o’clock’ (on the
bottom), lining up its “U” shaped cutout over the one on
the matrix cushion. Adjust the matrix cushion if neces-
sary.
h) Reinstall the two screws that hold the matrix assembly to
the wood back. One screw goes into the first hole directly
below the “U” shaped cutout on the switch matrix. The
other screw goes into the fourth hole to the right of the top
locating hole. When inserted, the 2 screws should be di-
rectly across from each other (diagonally).
i) Position the assembly on the four bolts in the game front so
that the tails face down and the locating hole is on top.
j) Double check the positioning of the darthead, then tighten
the four thumb nuts to hold everything in place.
The web (or dart catcher) will snag darts that miss the target,
and it now has the ability to detect when a dart has hit it by
means of an impact sensitive, piezoelectric switch circuit
mounted behind the darthead (see Figure 16). The connec-
tor for the switch plugs into the smart target board. It will
detect a hit anywhere on the web face, and the game will
record it as a dart thrown, with no score given. This will
cause the PLAYER CHANGE switch to light after 3 darts are
thrown, no matter where they land on the board. There is a
small sensitivity adjustment pot located on the circuit board
assembly. Turning it clockwise slightly will increase the missed
dart detector’s sensitivity, turning it counterclockwise will de-
crease it. Note: Though this is a single revolution pot, there
are no stops when turning it.
Ideally, the missed dart detector should effectively sense darts
striking anywhere on the web surface, even the aluminum
house darts. However, optimum sensitivity will vary from lo-
cation to location, depending on environmental circumstances.
For instance, if a dart game is in very close proximity to a
loudspeaker which gives off vibrations, or a dance floor, the
sensitivity may have to be decreased to compensate for the
interference. Adjust as needed for each location’s needs.
NOTE: Tighten the (2) darthead nuts and the (4) mounting
nuts so they are snug, but do not over-tighten.
Galaxy Series Operator’s Manual 17

PlZOel6OttiC
\
Missed Dart Detector
Smart Target
F!C.
Board
//“%P
/
<
\
*
\
/I\
“&;)q;
*
&
View of all
Darthead
Layers Complete Assembly from Back
Figure 14 Figure 16
Darthead
with back removed Matrix Cushion
Switch Matrix
Matrix Cushion
-L
Spider & Segments
Spider and Segments
Figure 15
18 Galaxy Series Operator’s Manual
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