User’s Guide for
Talking Electronic Darts
Model No. PL13-2
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GAME/
PLAYER/
DELETE
ADAPTOR
JACK
DOUBLE RING
(X2)
SEGMENT NUMBERS
TRIPLE 20
TOP SCORE
(60 POINTS)
OUTER
BULL’S-
EYE
(25 POINTS)
TRIPLE
RING
(X3)
OPTION/
HOLD/
SOUND
Figure 2
CHANGE/
RE-START
What’s Included
Adapter (optional, but not included)
Output: 9V DC 100 mA (+-)
INNER
BULL’S-EYE
(50 POINTS)
Figure 3
Figure 4
Figure 5
SINGLE
RINGS (X1)
CATCHER
(0 POINTS)
Figure 6
Figure 1
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LCD Display
Installing Batteries
Your Talking Electronic
Install three AA batteries,
Darts requires three AA batter- making sure to match the
ies. To install batteries, care- polarity (+ and -) with the
fully open the battery compart- diagram inside the battery
ment located on the bottom of compartment. Press the battery
the front-side of the dartboard. compartment lid back into the
Use your thumbs to press dartboard. It will snap in place
down on both sides of the bat- once it’s properly closed.
tery compartment lid and slide
it down.
Function of Buttons
scroll through the players’ scores;
press to review the current game;
press to delete the current score list.
CHANGE: Press to confirm the
set up when setting up a game; press
to confirm the next player in a game
or to begin a new game.
Figure 7
The LCD display is divided player’s score or the target
into three portions; each number for the current player.
OPTION/HOLD: Press to select a
Double In, Triple In or Normal game
settings. Press to turn the sound on
or off. Press to pause during a game.
GAME/PLAYER: Press to scroll
through game and player options
when setting up a game; press to
portion can mean one of the
L or H followed by a number
following depending on which means the leader’s score for
game is played, as shown on the games Over and Under.
Figure 7.
Pit followed by a number
means it’s the pitcher’s turn.
bA followed by a number
A.
The A section of the LCD means it’s the batter’s turn in
display is located on the top some games.
center of the LCD display.
P#F# or t#F# will show
Numbers means the current which player won the game.
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Numbers means the target
number for the current player.
R-# means the number of
rounds.
bottom left of the LCD display.
The middle mark lights to
For instance, P4F1 means
Player 4 won. t5F1 means
Team 5 won.
Numbers means the next indicate the current player has
player’s score or the next no dart on the number.
player’s target number.
The lower three marks
Numbers two through
seven when playing Snook
means the target number is
any number between two
through seven.
db or bE when playing
Soccer means the player
should hit a double ring (db )
or the Bull’s Eye (bE).
##DT when playing Free
means residual darts.
#L means the current indicate the current close status.
player’s Lives (marks).
bE-# when
The upper left marks lights
playing up to indicate a player has
English Cricket means the closed the number.
residual Bull’s Eye is to be hit
by the pitcher.
The top mark lights up to
B.
indicate the number has been
closed by all other players and
The B section of the LCD
display is located on the
bottom right of the LCD dis-
play.
B & C:
The close status of each the current player cannot get
C.
The C section of the LCD
number is displayed on the bot- points from this number after
Display is located on the
tom rows for each player.
he or she closed the number.
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How to Use
The two fixed screws should be no longer
than 0.24 inches (or six millimeters)
in length to prevent screwing into
electrical wiring inside of your walls
and to securely hang your dartboard.
According to the inter-
Installing Your Talking
national standard, the center
of the Bull’s Eye should be
located five feet eight inches
(or 173 centimeters). The
throwing line should be seven
feet nine inches (or 237 cm).
Electronic Darts
To install your dartboard,
choose a suitable and safe
location. Be sure to choose a
location that is close to an
electrical wall outlet, if you
choose to use an adapter.
Excalibur recommends fol-
lowing the international stan-
dard for your dartboard’s
height and distance, as shown
use an adapter (not included)
to plug your dartboard into an
electrical socket.
To hang your dartboard in
this height, drill the upper
screw at a height of six feet
three and seven-eighth inches
(or 193 cm) from the floor.
Drill the lower screw exactly
one foot three and three-
fourths inches (or 40 cm)
below the upper screw. This
will be five feet one and one-
fifth inches (or 153 cm), as
shown on Figure 9.
Then, make sure your
dartboard is properly hung on
the wall.
Press any button to stop
the LCD auto-test scanning.
Press the GAME button to
select a desired game series,
and press the OPTION button to
select a desire game option.
Please refer to the Game
Name Chart on page 11. Once
you’ve found your desired
game series and game option,
press the CHANGE button to
confirm.
After you’ve drilled the
screws into the walls at the
appropriate heights, carefully
hang your dartboard securely
on the two screws. Lightly
pull down on the dartboard to
insure it is securely in place
before letting go.
Figure 9
Setting Up
Your Game
First, make sure your
dartboard is powered; you can
install batteries as explained
in the “Installing Batteries”
section on page 3 or you can
Press the OPTION button
to select a single, double, or
triple IN game and press the
CHANGE button to confirm.
Figure 8
on Figure 8.
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If you’re playing an ’01
game, press the OPTION button
to select a single, double or
triple OUT game and press the
CHANGE button to confirm.
to start the game. After each
player finishes their round,
press the CHANGE button to
move on to the next player.
How to Play
triple, it is worth triple the
General
Dart Rules
number of points as the
segment. If you throw the outer
bull, it is worth 25 points. If
you throw the inner bull, it is
worth 50 points.
When you are finished
playing a game, press and
hold the CHANGE button for
two seconds to restart a new
game.
These general dart rules
apply to most all of the dart
games. Exceptions will be
noted in each individual game
description.
Press the GAME button to
select the number of players
or two teams.
Press the CHANGE button
Dart Games
Each player will be given
three darts for each round. Any
dart that bounces off or falls
off of the dartboard shall not be
re-thrown. After a player has
finished his or her round, the
player has to remove his or her
darts from the dartboard.
’01 GAMES: 301, 501, 601,
701, 801, 901, A01
The object of the game is
to reduce your score to zero.
Players begin their game with a
score equal to the game option
number. For example, when
playing a 501 game, all players
begin their game with a score
of 501.
All players will throw in
sequence. Players can deter-
mine throwing sequence by
throwing the Bull. This means,
the player that throws closest
to the Bull’s Eye shall throw
first.
The round is bust
(displayed as buSt) if a player
goes over the amount and can
not reach exactly zero. If the
round goes bust, then the
player’s score will return to the
score from the previous round.
For example, you are playing
501 and your score is 498. If
If you throw a single, it is
worth the same number of
points as the segment. If you
throw a double, it is worth
double the number of points as
the segment. If you throw a
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To begin, preset a number
of rounds in the dartboard.
You can select 6 through 15
rounds. The winner will have
the highest total score after
the preset number of rounds.
the right to re-issue a new
leader’s score and not lose
any lives even though the new
leader’s score may be higher
than the previous leader’s
score.
you throw a 15, then that
round is bust and your score
stays at 498.
A SINGLE is worth one
point.
A DOUBLE is worth two
points.
A TRIPLE is worth three
points.
An OUTER BULL is worth
3 points.
An INNER BULL is worth 5
points.
You can also choose to
play DOUBLE/TRIPLE IN or
DOUBLE/TRIPLE OUT with any
of the ’01 Games.
Every missed dart is
worth 60 points.
COUNT UP: 100, 200, 300,
400, 500, 600, 700, 800, 900
DOUBLE/TRIPLE IN means
the player must hit a number
in the double or triple ring or
the inner Bull’s Eye to begin
the game.
If you’re not playing the
Leader (LDR) option, the
leader will also lose a life
when he or she has a score
that is over the leader’s score
(which is his or her own
score). The leader’s score can
only be changed to a lower
score.
The object of the game is
to reach the preset total score
first.
You can select 6through
15 rounds. The player with
the highest final score wins.
DOUBLE / TRIPLE OUT
means the player must hit a
number in the double or triple
ring or the inner bull to reach
the final score of zero to com-
plete the game. The round
will be bust if the player’s
score falls to one point under
the double out option status.
Each player begins their
game with zero points.
To begin, preset a final
total score. You can choose
100 through 900 (in incre-
ments of 100).
UNDER: Ldr, bot
The object of the game is
to shoot a three-dart score that
is equal to or less than the
“Leader’s Score.” Each player
starts with seven “lives” and
the last player “alive” wins.
OVER: Ldr, toP
The first player to reach
or go over this final score
wins.
The object of the game is
to shoot a three-dart score that
is more than or equal to the
“Leader’s Score.” Each player
starts with seven “lives” and
the last player “alive” wins.
HIGH SCORE: 6rd, 7rd,
8rd, 9rd, 10rd, 11rd, 12rd,
13rd, 14rd, 15rd
Your score will become
the new leader’s score and
you will not lose a life when
your score is equal to or lower
than the previous leader’s
score. If it is not, you will lose
a life.
RANDOM SHOT: 6rd, 7rd,
8rd, 9rd, 10rd, 11rd, 12rd,
13rd, 14rd, 15rd
Your score will become
the new leader’s score and
you will not lose a life when
your score is equal to or
greater than the previous
The object of the game is
to reach the highest total score
within a preset number of
rounds.
The object of the game is
to hit the same segment as the
number that is displayed on C
section of the LCD Display.
The previous leader has
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leader’s score. If it is not, you
will lose a life.
The first player to reach
zero or below zero wins.
Each player starts with 20 and
ends with five. The sequence
is as follows: 20, 1, 18, 4, 13,
6, 10, 15, 2, 17, 3, 19, 7, 16, 8,
11, 14, 9, 12, 5, and the Bull’s
Eye.
9-LIVES: 3LF, 4LF, 5LF,
6LF, 7LF, 8LF, 9LF
The previous leader has
the right to re-issue a new
leader’s score and not lose
any lives even though the new
leader’s score may be less
than the previous leader’s
score.
The object of the game is
to throw numbers one through
twenty followed by the Bull’s
Eye in sequence within the
preset number of “lives.”
CLOCK 1: —-, -2-, -3-
The object of the game is
to hit each number once in
sequence followed by the
Bull’s Eye.
After hitting each number,
the player may proceed to the
following number. The first
player to complete the
sequence in order and hit the
Bull’s Eye wins.
Each player begins with a
preset number of “lives.” You
can choose three through
nine. In each round, the players
will hit the target number with
one of their darts. If a player
misses the target with all three
darts, he or she will lose a life.
Every player must first hit
the number one, then two, etc.
If you’re not playing the
Leader (LDR) option, the
leader will also lose a life
when he or she has a score
that is less than the leader’s
score (which is his or her own
score). The leader’s score can
only be changed to a greater
score.
You can select one of the
following options for the
game.
CLOCK 3: —-, -2-, -3-
If you choose the —-
option, all doubles and triples
will count as singles.
The object of the game is
to hit each number once
counter-clockwise on the
dartboard followed by the
Bull’s Eye. Each player starts
with 20 and ends with one.
The sequence is as follows:
20, 5, 12, 9, 14, 11, 8, 16, 7,
19, 3, 17, 2, 15, 10, 6, 13, 4,
18, 1, and the Bull’s Eye.
The last player remaining
alive or the first player to
complete the sequence wins.
If you choose the -2-
option, each player must hit
each double once.
COUNT DOWN: 100, 200,
300, 400, 500, 600, 700, 800,
900
BEST TEN: —-, -2-, -3-, -E-
If you choose the -3-
option, each player must hit
each triple once.
The object of the game is
to track the ten best darts
based on the number shown
on the LCD Display.
The object of the game is
to reduce your score to zero.
Each player will begin with
the preset number of points
(100 through 900). The points
they earn for their shots will
be deducted from their total
score.
After hitting each number,
the player may proceed to the
following number. The first
player to complete the
sequence in order and hit the
Bull’s Eye wins.
CLOCK 2: —-, -2-, -3-
Select either a —-, -2-,
-3-, or -E- game first. —-
means whole segments; -2-
means doubles; -3- means
triples; and -E- means the
Bull’s Eye.
The object of the game is
to hit each number once
clockwise on the dartboard
followed by the Bull’s Eye.
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The dartboard issues a
random number at the begin-
ning of the game. All players
needs to throw 10 darts in a
round at the target number.
Depending on the option you
chose, doubles, triple and
Bull’s Eye may or may not
count.
specific number, that player
can continue to accrue points
on that number every time he
or she throws that number
until all of the other player’s
close on that number too.
The batter can throw any
single, double or triple until
the pitcher accumulates nine
wickets. The score counts
only when the total score per
round are over 40 points. For
example, if the batter’s score
is 46, subtract 40 and the
batter’s final score is 6.
HALVE IT: 12rd, rAn
The object of the game is
to throw the random number
displayed on the LCD display.
The target number will not
change within one round; all
players will need to hit this
number with at least one of
their darts within the round.
Doubles and triples count for
the target number.
If you choose to play “No
Score” Cricket, the object of
the game is to close numbers
15 through 20 plus the Bull’s
Eye. There are no additional
points.
The player with the highest
points wins after all player’s
have thrown their 10 darts.
The game is over after the
second scored round is
finished.
If a player does not hit the
target number with at least
one of his or her three darts,
that player’s score will be
automatically cut in half.
CRICKET: Sco, no
ENGLISH CRICKET
CUT-THROAT CRICKET
The object of the game is
to throw numbers 15 through
20 plus the Bull’s Eye. The
target number can be hit in
any order. The first player to
throw all numbers plus the
Bull’s Eye wins.
English Cricket is a two-
player game only. One player
acts as the pitcher, the other
player acts as the batter. The
pitcher’s object is to accumu-
late nine wickets as soon as
possible. The batter’s object is
to accumulate as many points
as possible before the pitcher
accumulates nine wickets.
The object of the game is
to throw numbers 15 through
20 plus the Bull’s Eye. It’s
essentially the same game as
Cricket, except that when a
player closes a number, every
time that player hits that
number, the score is given to
the opponents that have that
same number open.
The LCD display will
display a new target number
for each round.
If you chose to play the
random (RAN) version, the
game will progress until all
players have thrown three
darts for seven rounds.
A player closes on a spe-
cific number by hitting one
triple, or one double plus one
single, or three singles. In
regards to the Bull’s Eye, the
outer bull is considered a
single and the inner bull is
considered a double.
The pitcher’s target is the
Bull’s-Eye. The outer bull
counts as one wicket; the
inner bull counts as two
wickets. If the pitcher hits
another number, it does not
count.
The first player to throw
all numbers plus the Bull’s
Eye and has the lowest score
wins.
If you chose to play the
12 Round (12RD) version, the
game will continue for 12
rounds.
After a player “closes” a
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by the leader. The single,
double and triple numbers are
different.
the Change button if a player
hits the target number can
becomes the leader, even if he
or she missed all residual
darts during his or her round.
the seventh round.
ALL 51 BY 5: 31, 41, 51,
61, 71, 81, 91
To play Shanghai II,
follow the same rules as
Shanghai I except a player
can win instantly in any three
darts rounds by hitting a
single, double and triple in
any order during play.
The object of the game is
to reduce each round’s score
from the preset score of 31
through 91; however, the total
points for each round must be
divisible by five to receive
any score. For example, if a
player gets 25 points on a
round, his or her score is 5 (25
÷ 5 = 5).
Any score that is not
divisible by 5 is not counted.
If a player misses any of the
three darts, his or her score is
not counted too.
Each player will start
with seven lives and the last
person “alive” wins.
If you choose to play the
Continue option, the game is
played the same except the
leader also has to hit the target
number if all other players do
not. If not, he or she will lose
a life. The game always “con-
tinues” on the same target
number until one player hits
this target number, then a new
target number can be chosen.
The LCD display will
show a target number. The
first person to hit the target
number is the leader.
To play Shanghai III,
players take turns throwing at
numbers one through 20 in
sequence. A player can win
instantly by hitting a single,
double, and triple in any order
during a round. The player
with the highest score after
the last player throws the third
dart in the seventh round or
the player to reach and hit 20
wins.
The leader will issue a
target number for each round.
Each player must hit the
target number with one of his
or her three darts or else lose
a life.
A new player can become
the leader if he or she hits the
target number and hitting the
score area again.
SHANGHAI: I, II, III
The round is bust when a
player reaches a score higher
than the residual score. The
winner must finish with
exactly zero.
The object of the game is
to throw specific numbers in
sequence
rounds.
within
seven
The previous leader has
the right to reissue a new
leader’s target number and no
lose any lives even if the new
leader’s target numbers are
different from the previous
leader’s score.
SCRAM: 7t, 21t
The first player to reach
zero wins.
To play Shanghai I,
players target one in round
one, two in round two and
continue until they target
seven in round seven. The
player with the highest score
wins the game after the final
player throws the third dart in
If you choose to play 21
Target Scram (21t), the object
of the game is to throw all the
numbers, 1 through 20, plus
the Bull’s Eye. One player
acts as the Scorer, whose goal
is to score as many points as
possible by hitting any one of
FOLLOW THE LEADER:
Ldr, Con
The dartboard will also
display “1-3” target number
automatically after pressing
The object of the game is
to hit “target number” issued
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the numbers. Another player
acts as the Stopper, whose
goal is to hit each of the
numbers 1 through 20 once
and the Bull’s Eye in any
order.
To start the game, each
player throws one dart with
the opposite hand (if you’re
right handed, throw with your
left hand; if you’re left handed,
throw with your right hand).
Every player needs a different
number from one another.
player hits his or her number.
A killer will remain a killer
throughout the game unless
he or she loses all of his or her
lives.
balls” you hit, the higher your
score.
All players throw number
one through nine in order. To
get to nine, one must hit one
through eight. Only the nine
is worth points. Once you’ve
hit nine, then throw the
sequence again.
The Scorer round is
finished when all numbers are
erased. The person with the
highest score wins the game.
SOCCER: 6rd, 7rd, 8rd, 9rd,
10rd, 11rd, 12rd, 13rd, 14rd,
15rd
Each player needs to hit
his or her own number to add
one life to each hit. A player
may add one life to another
player by throwing his or her
number.
Players in this game are
not limited to three darts per
round. The current player can
continue to throw darts until
he or she misses his or her
target.
The object of the game is
to take possession of the ball
by hitting the Bull’s Eye first,
then kicking for the goal by
hitting as many double
segments as possible.
If you choose to play 7
Target Scram (7t), the object
of the game is to throw 15
through 20 plus the Bull’s
Eye. Each must be hit three
times to close that number.
Stoppers erase a specific
number by hitting one triple,
one double plus one single or
three singles. The outer bull is
considered a single and the
inner bull is considered one
double.
Every player can become
a killer by throwing the preset
target number (i.e. lives three
through seven). The LCD dis-
Before the game, select
the winning score from four
through 13. The first player to
reach this score wins.
Another player can take
possession of the ball by
hitting the Bull’s Eye.
play will show “
# #
”
Each double will count as
one point.
when a player becomes a
killer.
SNOOKER
The player with the
highest score wins.
If you choose to play with
the double option, a player
must hit the “DOUBLE RING”
of his or her number once and
then he or she becomes a
killer. The killer must also hit
the “DOUBLE RING” of his or
her opponents’ numbers to
kill them. A killer may acci-
dentally commit suicide if a
The object of this game is
to cross hit one red ball
followed by one colored ball.
The colored balls, 2 through
7, shall be hit after the player
hits the final red ball (Bull’s
Eye) and colored ball. The
player with the highest points
wins.
KILLER: 3LF, 4LF, 5LF,
6LF, 7LF, dbl
BILLIARD 9 BALL:
4-13 option
The object of the game is
to kill your opponent before
he or she can kill you. The last
person alive wins.
The object of the game is
to hit as many “nine balls” as
possible. The more “nine
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The red balls are
8through 20 plus the Bull’s
Eye. These need to be hit in
sequential order. Each hit is
worth one point.
FREE
The object of the game is
Special Care & Handling
• Avoid rough handling such as bumping or dropping.
to throw 10, 20, or 30 darts
per round and get the highest
score. This game players all
singles, doubles, triples and
Bull’s Eye. The player with
the highest score wins.
• Avoid moisture and extreme temperatures. For best results,
use between the temperatures of 39ºF and 100ºF (4º C and 38º C).
• Clean using only a slightly damp cloth. Do not use cleaners with
chemical agents.
The colored balls are two
through seven. Each colored
ball is worth the same as its
segment number.
Battery Information
•
•
•
Batteries should be installed and replaced only by an adult.
Talking Electronic Darts uses three AA batteries, not included.
Do not mix alkaline, standard (carbon-zinc) or rechargeable
(nickel-cadmium) batteries.
The game does not limit
three darts per round. A
player can continue to throw
until he or she misses the
target.
• Do not mix old and new batteries.
• Do not use rechargeable batteries.
• Remove exhausted batteries from the unit.
• Do not short circuit battery terminals.
Players will take turns
when the player misses all
three darts at the beginning of
the round or the player misses.
• Remove batteries and store them in a cool, dry place when not in use.
• To avoid explosion or leakage, do not dispose of batteries in a fire or
attempt to recharge alkaline or other non-rechargeable batteries.
• Install batteries so that the polarity (+ and -) matches the diagrams in
the battery compartment.
• Use only batteries of the same type and equivalency.
.
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This device complies with Part 15 of the FCC Rules. Operation is subject to
the following two conditions: (1) this device may not cause harmful interfer-
ence, and (2) this device must accept any interference received, including
interference that may cause undesired operation.
LIMITED 90-DAY WARRANTY
EXCALIBUR
ELECTRONICS,
do not allow limitations on the dura-
INC., warrants to the original con-
sumer that its products are free from
any electrical or mechanical defects
for a period of 90 DAYS from the
date of purchase. If any such defect is
discovered within the warranty peri-
od, EXCALIBUR ELECTRONICS,
INC., will repair or replace the unit
free of charge upon receipt of the
unit, shipped postage prepaid and
insured to the factory address shown
at right.
tion of implied warranties and do not
allow exclusion of incidental or con-
sequential damages, so the above lim-
itations and exclusions in these
instances may not apply. The only
authorized service center in the
United States is:
NOTE: This equipment has been tested and found to comply with the limits
for a Class B digital device, pursuant to Part 15 of the FCC Rules. These lim-
its are designed to provide reasonable protection against harmful interference
in a residential installation. This equipment generates, uses and can radiate
radio frequency energy and, if not installed and used in accordance with
the instructions, may cause harmful interference to radio communications.
However, there is no guarantee that interference will not occur in a particular
installation. If this equipment does cause harmful interference to radio or tele-
vision reception, which can be determined by turning the equipment off and
on, the user is encouraged to try to correct the interference by one or more
of the following measures:
Excalibur Electronics, Inc.
13755 SW 119th Ave
Miami, Florida 33186 U.S.A.
Phone: 305.477.8080
Fax: 305.477.9516
The warranty covers normal con-
sumer use and does not cover damage
that occurs in shipment or failure that
results from alterations, accident,
misuse, abuse, neglect, wear and tear,
inadequate maintenance, commercial
use, or unreasonable use of the unit.
Removal of the top panel voids all
warranties. This warranty does not
cover cost of repairs made or attempt-
ed outside of the factory.
•
•
•
Reorient or relocate the receiving antenna.
Ship the unit carefully packed, prefer-
ably in the original carton, and send it
prepaid, and adequately insured.
Include a letter, detailing the com-
plaint and including your daytime
telephone number, inside the shipping
carton. If your warranty has expired
and you want an estimated fee for
service, write to the above address,
specifying the model and the prob-
lem.
Increase the separation between the equipment and receiver.
Connect the equipment into an outlet on a circuit different from that
to which the receiver is connected.
•
Consult the dealer or an experienced radio/TV technician for help.
Any applicable implied war-
ranties, including warranties of
merchantability and fitness, are
hereby limited to 90
DAYS from the date of
purchase. Conse-quential
PLEASE DO NOT SEND
YOUR UNIT WITHOUT
RECEIVING
AN ESTIMATE
FOR SERVIC-
ING.
or incidental damages
resulting
from
a
WE CANNOT
STORE YOUR
UNIT!
breach of any appli-
cable express or
implied warranties
are hereby exclud-
ed. Some states
Excalibur Electronics reserves the right to make technical changes
without notice in the interest of progress.
We make
you think!
27
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EXCALIBUR ELECTRONICS, INC.
13755 SW 119TH AVENUE
MIAMI, FLORIDA 33186 U.S.A.
PHONE: 305.477.8080
FAX: 305.477.9516
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PL13-2 (MA) TalkElecDarts 061006 V7
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