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Summary of Contents for Compumatic MINIDART v3
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MINIDART v3 MINIDART v3 Technical Manual Technical Manual Rev. 090506 P. PLA DEL MAS, NAVE 4-08650 PONT DE CARIANES SALLENT BARCELONA (SPAIN) TEL.34-93-837.49.49 FAX.34-93-396.08.25 EMAIL compumatic@compumatic.es WEB www.compumatic.net...
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This manual, and the software described in it, can only be reproduced under officially written license and following the license terms. All the information in this manual is for reference only, can be changed at any moment without authorisation and Compumatic Netsearch Sociedad Limitada takes no responsibility for errors or wrong explanations.
INDEX 1- I ............................... 5 MPORTANT RECOMMENDATIONS 1.1- COMPUMATIC AND THE ENVIRONMENT ................ 5 1.2- RECYCLING ......................... 5 2- I ............................6 NTRODUCTION AND OBSERVATIONS 2.1- THE MINIDART SYSTEM ....................6 2.2- CHANGE TARGET TYPE ....................7 -2.2.1- REMOVING THE TARGET ..................... 7 2.3- HOW TO FIX THE MACHINE TO THE WALL AND THROW LINE .........
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3.68- H MIN STOP ........................40 3.69- H DAY ACTIVE ......................... 40 3.70- REV KEYBOARD ......................41 3.71- TEAM CRICKET ....................... 41 3.72- PARCHIS MODE ......................41 3.73- PPD ON ..........................42 3.74- ROUND BULMAS ......................42 3.75- CRAZY MODE ........................42 3.76- CUT THROAT TEAM MODE ...................
Please check this battery at least once a month. If any kind of leakage is observed, replace the battery for a brand new one, of the same model and manufacturer. The defect battery should be sent back to Compumatic or delivered to a proper company for recycling. NEVER dispose off by yourself.
NTRODUCTION AND BSERVATIONS Dear customer, all the team at COMPUMATIC want to thank you very much for purchasing this electronic dart machine. With it you have purchased a superb Dart Machine with all the 'state of the art' innovations. We recommend you to read carefully all the instructions contained in this manual, in order to operate the electronic system correctly and to get the maximum profit from it.
INTRODUCTION AND 2.2- CHANGE TYPE OF TARGET OBSERVATIONS 2.2.1- REMOVING THE TARGET 2.2- C HANGE TARGET TYPE Minidart machine has two types of target: -The small target, also known as "European". -The big target, also known as "American" Please follow enclosed instructions step by step how to change the target: 2.2.1- R EMOVING THE TARGET 1- Take out 4 wing nuts which are marked with letter B.
INTRODUCTION AND 2.3- HOW TO FIX MACHINE TO WALL AND THROW LINE OBSERVATIONS 2.3- HOW TO FIX THE MACHINE TO THE WALL AND THROW LINE M i n i d a r t m a c h i n e c a n b e f i x e d t o t h e w a l l u s i n g t h e s e c u r i t y m a c h i n e h a n g e r (Part number 00-000-116).
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INTRODUCTION AND 2.3- HOW TO FIX MACHINE TO WALL AND THROW LINE OBSERVATIONS 7- Put the extracted target again on its place, following the inverse procedure already described ( see paragraph 2.2.1 ). 8- Measure the 2,93 m. / 115,3" from center of the target X to the edge of throw line Y. See figure 3.
INTRODUCTION AND OBSERVATIONS 2.4- ASSEMBLE OF THE METALLIC STAND 2.4- ASSEMBLE OF THE METALLIC STAND Minidart machine can be mounted in the optional metallic stand. The procedure of assembling is detailed below. See figure 4. 1 . - I n s e r t t h e m e t a l l i c c y l i n d e r s i n t h e 2.- Fix the upper base to the metallic base and fix it with the screws A.
INTRODUCTION AND OBSERVATIONS 2.5- MULTI COIN ACCEPTOR 2.5.2- SPECIFICATIONS 2.5-AUTO PROGRAMMABLE MULTI COIN ACCEPTOR 2.5.1-FEATURES -Standard front plate measures. -The microprocessor identifies the coin. -Identifies 3 different kind of coins. Up to 15 coins must be programmed to complete the self learning routine.
2.5.3- PROGRAMMING MULTI COIN INTRODUCTION AND OBSERVATIONS 2.5.5- SWITCH OPTIONS 2.5.3-. PROGRAMMING The programming mode shows in display the diferent registers of memory. Every register match with the number of pulses given. So if we program register number 2 means the coin introduced will give 2 pulses.
2.6- CARD READER INTRODUCTION AND 2.7- NETWORKING MACHINES OBSERVATIONS 2.6- CARD READER The IC Card can be used in this machine to identify players, payment, bonus, etc. A Computer and its software must be connected in order to use all this features. 2.7- NETWORKING MACHINES Up to 32 machines can be connected to play in RS485 network.
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PROGRAMMING 3.1- HOW TO PROGRAM THE CPU 3- P ROGRAMMING IN 4 PULSE IN 5 PULSE IN 6 PULSE P r o g r a m m i n g y o u r C P U c o r r e c t l y w i l l m a k e y o u r m a c h i n e o p e r a t e p e r f e c t l y KEY PULSE forever.
PROGRAMMING 3.2- PRICE ADJUST MINUTE ADJUST TEAM DAY ADJUST 3.2- PRICE ADJUST MONTH ADJUST YEAR ADJUST H HOUR START H MIN START H HOUR STOP H MIN STOP H DAY ACTIVE When we see the submenu name we have to press the button REV KEYBOARD TEAM...
PROGRAMMING 3.3- TIME LIMIT 3.5- CREDIT IN 1 to enter into this submenu, where we are and return to root menu (see page 15). able to change and fix the type of acceptor 3.3- TIME LIMIT used. With Press and display will show we change the acceptor type between PARALLEL SERIAL PIN 7...
PROGRAMMING 3.6- CREDIT IN 2 3.16- IN 3 PULSE to enter into this submenu, where we are able to 3.13- BONUS ABS change and fix the number of credits and bonus per Not used in this model. every pulse received in the coin input 1 pin. With 3.14- IN 1 PULSE we change the number of credits per pulse between...
PROGRAMMING 3.17- IN 4 PULSE 3.22- LOTER PERCEN (The payout percentage can be adjusted in 3.17- IN 4 PULSE 'LOTER PERCEN' test menu item) Not used in this model. The equivalent 0, or 1 are also shown in the temp score displays. 3.18- IN 5 PULSE Once we are finished with the lottery Not used in this model.
PROGRAMMING 3.23- TEST TARGET 3.24- TEST LEDS 3.23- TEST TARGET PLAYERS and with Press we move up and down between and display will show LED BY LED TEST where we test the led's one by one. When we see the submenu name, we have to press the button TEAM to enter into this submenu, where we are able...
PROGRAMMING 3.25- ROUND HI-SCORE 3.27- ROUND 301 When we see the submenu name, we have to press the button Press TEAM to enter into this submenu, where we are able to decide if we want an extra round limit for and display will show the 180 games of this machine.
PROGRAMMING 3.28- ROUND 501 3.29- ROUND 501 FIVE With in increments of 5 rounds. The value is also shown in the temp score displays. The value '0' means that the rounds are unlimited. In the case that we we change the option between set a number, this number is the round NO ROUND LIMIT limit for all the game's options and variations...
PROGRAMMING 3.30- ROUND 701 3.32- PLAYER CHANGE When we see the submenu name, we have to 3.30- ROUND 701 press the button TEAM Press to enter into this submenu, where we are and display will show able to decide if we want an extra round limit for the CRICKET games of this machine.
PROGRAMMING 3.33- DELAY TIME 3.34- ATTRACT With Player change is produced 6 seconds after last TIME 6 SECONDS dart of previous player reaches the target. we choose between Player change is produced 7 seconds after last TIME 7 SECONDS dart of previous player reaches the target. MANUAL The automatic player change option is can- celled (manual change by pushing the play-...
PROGRAMMING 3.35- BUST LIMIT If the option is activated, the music will play after some minutes without credits in the machine. With When we see the submenu name, we have to press the button TEAM we choose between to enter into this submenu, where we are able to activate the possibility of a player being out of the game (only for '01 type games) when he produces the fifth bust.
PROGRAMMING 3.36- TYPE TARGET 3.37- PLAY-OFF Once we are finished with the target setting, to confirm and store the values we have to press the button TEAM We have to press the button TEAM 3.37- PLAY-OFF where we are able to set the sensor matrix ori- entation in 90 degrees increments for 16x4 (20 pins) Press sensor models.
PROGRAMMING 3.38- LANGUAGE 3.39- PUBLICITY and display will show and display will show When we see the submenu name, we have to When we see the submenu name, we have to press the button press the button TEAM TEAM to enter into this submenu, where we are able to set the language for the information sent to to enter into this submenu where we are a b l e the player with the cricket led’s.
PROGRAMMING 3.40- SOUND TYPE 3.41- RETURN DART When we see the submenu name, we have to press the button When we see the submenu name, we have to press the button TEAM TEAM to enter into this submenu, where we are able to activate or cancel the return dart option.
PROGRAMMING 3.42- FIRST DART 3.43- TYPE DIGIT When we see the submenu name, we have to press the button When we see the submenu name, we have to press the button TEAM TEAM to enter into this submenu, where we are able to activate or cancel the leading zeros suppression to enter into this submenu, where we are on the player meters.
PROGRAMMING 3.44- END PLAY 3.45- CLASSIFY When we see the submenu name, we have to press the button TEAM When we see the submenu name, we have to press the button to enter into this submenu, where we are able to change and fix the number of m i n u t e s TEAM o f t o t a l m a c h i n e i n a c t i v i t y needed for the...
PROGRAMMING 3.46- BLINK PLAYER 3.47- AVERAGE TEAM to enter into this submenu, where we are able to show the average points of the three darts of the player at the end of every turn. When we see the submenu name, we have to If the option is activated, the average is press the button s h o w n i n t h e t e m p o r a r y s c o r e d i s p l a y s...
PROGRAMMING 3.48- ROUND WINNER 3.50- GAME ON LED to enter into this submenu, where we are able displayed or not on the cricket Led's, in the to show the provisional winner of every specified language. With round. This menu point is totally different from the 'Classify' option.
PROGRAMMING 3.51- ALARM VOL 3.52- LOTTO VOL to cancel the 'game on leds' option, or Once we are finished with the adjustment, to confirm and store the values we have to press the button TEAM activate the 'game on leds' option. HIGH The equivalent 0 or 1 is shown in the temp score displays.
RETURN DART about his RESET CODE. PLAY OFF With the code '5 - 8 - 9 - 5' the machine is FIRST DART reset to 'Compumatic' original reset values, which are the following: DELAY TIME TYPE DIGIT PRICE ADJUST: END PLAY Pub and all 180's = half credit.
PROGRAMMING 3.54- INFO SPEED 3.55- RESET BAR INFO SPEED RESET BAR When we see the submenu name, we have to EQUAL ALL press the button LAMP MODE TEAM SINGLE BULL DISPLAY TYPE to enter into this submenu, where we de- HOUR ADJUST NO CHANGE cide if we allow the bar tender to cancel the...
PROGRAMMING 3.56- EQUAL ALL 3.57- TARGET ILUMINATION and display will show When we see the submenu name, we have to press the button Press TEAM and display will show to enter into this submenu, where we de- cide if the EQUAL option is offered to the player automatically when selecting any '01 game (301, 501,701).
PROGRAMMING 3.59- DISPLAY TYPE 3.60- HOUR ADJUST TEAM shortly after the game starts the cricket to enter into this submenu, where we decide the be- display will show how is the Bull programmed. haviour of the double bull system on the target. We change the value with 50-50 The bull is offered initially as 'single 50...
PROGRAMMING 3.61- MINUTE ADJUST 3.63- MONTH ADJUST The equivalent numerical value (0,23) is shown When we see the submenu name, we have to in the temp score displays. press the button Once we are finished with the adjustment, to TEAM confirm and store the values we have to to enter in this submenu, where we set the press the button...
PROGRAMMING 3.64- YEAR ADJUST 3.66- H MIN START as follows: 3.64- YEAR ADJUST MONTH ADJUST 1 Press MONTH ADJUST 12 and display will show The equivalent numerical value (0,23) is shown in the temp score displays. Once we are finished with the adjustment, to confirm and store the values we have to press the button TEAM...
PROGRAMMING 3.67- H HOUR STOP 3.69- H DAY ACTIVE and display will show We have to press the button TEAM to enter in this submenu, where we set the stop hour of the Happy Hour. We change the value with We have to press the button TEAM as follows:...
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PROGRAMMING 3.70- REV KEYBOARD 3.72- PARCHIS MODE Press as follows: MON-FRI and display will show Once we finished with the adjustment, to confirm and store the values we have to press TEAM 3.72- PARCHIS MODE We have to press the button TEAM to enter into this submenu, where we are able to Press...
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PROGRAMMING 3.73- PPD ON 3.75- CRAZY MODE Once we finished with the adjustment, to confirm and store the values we have to press TEAM When we see the submenu name, we have to press the button 3.75- CRAZY MODE TEAM to enter in this submenu, where we can ad- Press just the digit view of the temp score display...
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PROGRAMMING 3.76- CUT THROAT TEAM MODE 3.77- FREE PLAY When we see the submenu name, we have to 3.77- FREE PLAY press the button TEAM to enter in this submenu, where we can choose that it happends when player of a team hits on one of the numbers of cricket having closed it.
PROGRAMMING 3.78- LED RING 3.79- NUM MACHINE 3.78- LED RING 3.79- NUM MACHINE Press and display will show When we see the submenu name we have to press the button TEAM to enter into this submenu, where we w i l l s e e When we see the submenu name, we have to press the button TEAM...
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ELECTRONIC BOOKKEEPING 4.1 -CODE 1-2-3-4 4.2 -CODE 6-7-8-9 4- E LECTRONIC OOKEEPING This electronic system includes a safety battery free, double accounting system for a permanent control of the machine incomes. After, and only after connecting the test switch, a four digit code must be introduced sequentially t h r o u g h t h e t a r g e t .
DART ADVANCE HOW TO ADJUST THE DATE AND THE HOUR PLAYERS shortly at any time of the play except for three seconds after the throw dart indica- tion appears. will blink quickly. 7- H OW TO ABORT THE GAME 2.- Keeping the button pressed, you have to introduce the next code: Triple 20 - Triple 5 - Triple 12 pressing To abort the current game turn on and off the test...
COMPETITION MANAGEMENT SYSTEM 12.1- DESCRIPTION 12.3- MESSAGE TYPES 12- C OMPETITION ANAGEMENT YSTEM 12.1- DESCRIPTION PC of the data they generate, how the The system is based on the control and darts are thrown and the winners of each management of 32 Minidart machines in game.
COMPETITION MANAGEMENT SYSTEM 12.4- MESSAGE FORMAT 12.5- COMMANDS TO MACHINE A S S I G N M E N T M E S S A G E S 12.5- COMMANDS TO MACHINE The PC can send the following assignment messages to the machine: Message that the PC sends and that obligates -Information with the name of player 1 the machines to respond, serves as a presence...
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COMPETITION MANAGEMENT SYSTEM 12.5- COMMANDS TO MACHINE -SEC: Current seconds. -MIN: Current minutes. NPLH NPLL COUNTRY NAME -HOUR: Current hour. Message that send information to player 1. -DAY: Current day. -MONTH: Current month. -NPLH: Digit superior number of player in ASCII. -YEAR: Last two digits of the current year.
COMPETITION MANAGEMENT SYSTEM 12.5- COMMANDS TO MACHINE 12.6- RESPONSES TO THE PC 12.6- RESPONSES TO THE PC Message that unassigns a Match to a machine. The general format is After the receipt of the message, the machine is available to be assigned. ID (COMMAND+DATA) -PA: Points that the PC has for player A in the Match played.
COMPETITION MANAGEMENT SYSTEM 12.6- RESPONSES TO THE PC 12.7- TABLE OF COUNTRY CODES 12.7- TABLE OF COUNTRY CODES HHLL ROUND Informs the PC the darts thrown by a player. The function of these codes is to inform the machine of the nationality of the player so that the message “THROW PLAYER”...
CARD INITIALIZATION 13.1- DESCRIPTION 13.2- HOW TO INITIALIZE CARDS 13- C NITIALIZATION 13.1- DESCRIPTION The mechanism for the initialization of cards, to be used in competition mode, consists in running a program in a standard PC, which has connected an adaptor programmer card to a parallel port.
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1 – PUB 2 – Whenever we touch this key, we’ll change between: HI-SCORE LO-SCORE SUP-SCORE 3- BULL MASTERS 4 - Whenever we touch this key, we’ll change between: 501 OUT 301 OUT 180 OUT 701 OUT 5- SHANGHAI 6- SCRAM 7 - Whenever we touch this key, we’ll change between: PARCHIS PARCHIS PRO...
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APPENDIX A -DESCRIPTION OF THE GAMES 1- PUB GAME 7 - SHANGAI A- D PPENDIX ESCRIPTION OF THE AMES 1 - PUB GAME * Game for 2 to 8 players. * Each player throws three darts in only one round. * A discounting number, beginning by ten, appears in the cricket led’s.
APPENDIX A -DESCRIPTION OF THE GAMES 8 - ROULETTE 11 - 180 * Game for 1 to 8 players. * Each player has three darts every round. * The leds ring starts moving and stops on a number between 1 and 20 or in the Bull. The players must hit the number where the roulette stops * A single hit counts 1 point, a double counts 2 points and a triple counts 3 points.
APPENDIX A -DESCRIPTION OF THE GAMES 11 - 180 17 - CRICKET CUT THROAT 180 MASTER OUT * Same as 180 but the discount must be finished with a double, triple or bull. 180 DOUBLE IN - MASTER OUT * Same as 180 double in, but the discount must be finished with a double, triple or bull. 180 DOUBLE IN - OUT * Same as 180 but the subtraction begins when one dart hits double and the discount to zero must finish with a double.
APPENDIX A -DESCRIPTION OF THE GAMES 18 - BLACK OUT JOE 19 - SOLO 301 * If one player has the current number closed, all points made by hitting this number, are entered to ALL the other player that have the current number not closed yet. * If one player hits any number other then the current, the points are entered to his point me- ter.
APPENDIX B- HOW TO MAKE MINIDART V2 DARTBOARD COMPATIBLE WITH THE MINIDART V3 B- H PPENDIX OW TO MAKE MINIDART V DARTBOARD COMPATIBLE WITH THE MINIDART V 1- Unscrew the nuts from the back cover and separate from the dartboard.
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APPENDIX B- HOW TO MAKE MINIDART V2 DARTBOARD COMPATIBLE WITH THE MINIDART V3 4- Close the cover and screw back the nuts 5- Connect the other end of the cable with the 1st PIN (red line) upper side. 6- Place the dartboard on the machine.
ACCESS TO COMPUMATIC P. PLA DEL MAS NAVE 4 PONT DE CABRIANES 08650 SALLENT BARCELONA (SPAIN) Telf. 34-93-837.49.49 Fax. 34-93-396.08.25 -76-...
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ACCESS TO COMPUMATIC WEB: http://www.compumatic.net compumatic@compumatic.es :E-MAIL ACCESS TO COMPUMATIC: FROM BARCELONA CENTRE Take C58 highwat Terrasa-Manresa. Take 36B out. C25 to Manresa-Lleida and take out to Navarcles. ARRIVING FROM FRANCE Take AP7 highway. Out to C25 Manresa-Lleida and take out to Navarcles.
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