Casio 1456 Owner's Manual

2. OPERATION CHART: QW-1456
CHANGING BETWEEN MODES
Press the C button to change from mode to mode.
The watch automatically returns to the Timekeeping Mode if you do not perform any button operation for two or three minutes in any other mode.
Timekeeping Mode
BB
B Button
BB
Hold down to display the time setting screen.
XX
X Button
XX
Illuminates the display.
CC
C Button
CC
Advances to the Meter Mode.
TIME
TIME
P
10:58
Hour
35
Seconds
Minutes
EL backlight
Turns on the EL backlight to illuminate the display for about three seconds.
AA
A Button
AA
Switches between 12 and 24-hour format.
Alarm Mode
A
7:30
Hour
ALARM
ALARM
Minutes
AA
A Button
AA
Turns the alarm and hourly time signal on and off. Holding down this button sounds the alarm.
BB
B Button
BB
Hold down to display the alarm setting screen.
XX
X Button
XX
Illuminates the display.
CC
C Button
CC
Advances to the Timekeeping Mode.
Use this mode to set an alarm time.
It can also be used to turn the hourly time signal (which sounds at
the top of each hour) on and off.
Holding down the A button sounds the alarm.
Game Mode
12
Wins
GAME
GAME
9
Losses
RANK
20
Sound on indicator
RANK
AA
A Button
AA
Displays the number of KOs.
BB
B Button
BB
Turns sound on and off.
XX
X Button
XX
Starts the game.
CC
C Button
CC
Advances to the Alarm Mode.
This game is a virtual boxing match where you test your punch power and reaction in a battle against the watch’s built-in computer. You start out ranked 30th, and try to work your way up to the top where you are crowned the Champion of the World.
Holding down the A button displays the number of KO wins and KO losses.
21
Meter Mode (Memory P-1)
BB
B Button
BB
Hold down to display the personal data setting screen.
XX
X Button
XX
Starts measurement operation.
CC
C Button
CC
Advances to P-2, P-3, and the Game Mode.
A built-in shock sensor can be used to measure the power (destruc­tive force) and speed of a punch, kick, throw, swing, or other action.
Meter Mode
POWER
POWER
2 98
POWER SPEED
Power
53
Speed
AA
A Button
AA
Displays the maximum measured value screen.
(Memory P-2)
POWER
0
0
POWER SPEED
The Meter Mode can be used to measure the power and speed of a punch or kick.
The Meter Mode has three mem­ories, named P-1, P-2, and P-3. Measured data is automatically saved to the memory whose in­dicator is on the display when the measurement is performed.
45
Meter Mode (Memory P-3)
POWER
3 65
POWER SPEED
POWER
6 06
POWER SPEED
MAX
59
MAX
76
When you press the C button to change to another Meter Mode memory, any power and speed data already stored in that mem­ory appears on the display.
Whenever you display a Meter Mode memory’s contents, a wave graph moves across the display. The height of the wave is according to the size of the measurement data stored in the memory.
Holding down the A button while in the Meter Mode displays the maximum measured power val­ue.
Pressing the A and B buttons at the same time while in the Meter Mode clears the measured data from the memory whose screen is displayed (P-1, P-2, P-3), and the maximum measured power value.
— 2 —
USING THE METER MODE
The built-in sensor used to measure power and speed is preset to measure in the direction of a punch motion. This means that the values produced in the Meter Mode cannot be used to compare the relative power and speed between two different motions (between punching and kicking, for example).
Select a Meter Mode memory.
POWER
0
0
CC
C
CC
Punch, Kick
POWER SPEED
Start a measurement operation.
XX
X
XX
2
1
43
Look at the display.
POWER
Countdown
POWER
4 16
POWER SPEED
Power Speed
3
63
To perform a measurement in the Meter Mode
In the Timekeeping Mode, press the
1
twice (P-2) or three times (P-3) to display the Meter Mode memory screen you want to use.
Press the
2
down, with each second indicated by a beep and the num­bers 3, 2, 1, 0 appearing successively on the display. After the fourth beep, perform a punching or kicking motion.
Measurement is performed for about two seconds after the
Be sure to read the “SAFETY PRECAUTIONS” and “Impor-
3
tant!” before performing a punching or kicking motion. Measured power and speed values are expressed in special
4
units defined by CASIO.
If you want to compare your power with a friend’s,
XX
X button and the watch performs a 4-second count-
XX
fourth beep.
you need to input some personal data. See “To Input Personal Data”.
For punching, affix the watch securely to either your left or right wrist. The watch should be high enough on your
Wrist
Side
Front
arm and tightened snug enough so it does not ride down to the back of your hand when you punch.
For kicking, affix the watch securely to either your left or right ankle. The body of the watch should be located so it is either at the front or side of your leg. The watch should be high enough on your leg and tightened snug enough so it does not ride down to the top of your foot when you kick.
CC
C button once (for P-1),
CC
Important!
Note the following important precautions before performing any operations in the Meter Mode or before using the Game Mode.
Always warm up for about five minutes before punching, kick­ing, or any other strenuous ac­tivity. Punching or kicking with­out warming up can result in in­jury. Take special care to warm up and stretch your shoulders, arms, and back. Do not overdo punching and kicking, and avoid performing too many punches or kicks during the same session.
When punching and kicking, take care to avoid hitting any people, animals, or objects nearby. Hitting another person or object can result in personal injury to you or another person.
Remember those around you.....
Fully extending your arm or leg when punching or kicking can produce pain in your joints, bones, and muscles. To avoid this, you should stop your punch or kick just of full exten­sion so your arm or leg joints are still relaxed and slightly
Slightly bent
When using the Meter Mode or Game Mode, never hit or kick another person, an animal, or an object, and never throw an object or this watch.
bent.
Should you experience any pain when performing a mea­surement, immediately stop the activity you are performing and consult a physician.
Whenever performing a mea­surement with the watch affixed to your ankle, take particular care that you do not lose your balance and fall over, possibly injuring yourself or others. Do not try to raise your leg too high when kicking.
— 3 —
Rules
USING THE GAME MODE /1
Each game has three rounds.
1 2
About 4 seconds
Start
Respond to the attack signals and block signals the watch emits during the fight time with an attack movement or block movement. Anywhere from three to six signals are produced during each round.
During the rest time between rounds, the result of the last round is indicated by an animated figure on the display.
When you hear the block signal, block. The result of the game is determined by stamina.
3 4
The block signal is a two-beep sound. De­fend by pulling back on your arm where you are wearing the watch. The speed that you pull back your arm determines how many stamina points you lose.
At the end of the round, a series of animat­ed displays appear on the screen to shows you whether each of your block motions were winners or losers.
Fight time
(10 to 15 seconds)
Repeats 3 times.
Rest time
(about 5 seconds)
Losing block animation
When you hear the attack signal, punch.
The attack signal is a short beep. The amount of power produced by your punch determines how many stamina points the computer loses.
The power of your punch is not affected by the body weight you set for your personal data settings.
At the end of the round, a series of animat­ed displays appear on the screen to shows you whether each of your punch motions were hit or misses.
A game ends with a graph that shows how much stamina you and the com­puter have left. The winner of the game is the one with more stamina remaining.
Each side starts out with 50 stamina points.
Computer wins
You win
Winning punch animation
GAME
25–15
Computer’s staminaYour stamina
To play the game
Enter the Game Mode.
CC
C
CC
Punch and block.
12
GAME
9
RANK
20
Start the game.
2
1
4
3
XX
X
XX
- 1 -
Game over display
GAME
25–15
Computer’s staminaYour stamina
GAME
Round
Win indicator
3
In the Timekeeping Mode, press the C button four times.
1
Press the X button to start the game. The first round starts
2
about four seconds after you press the X button. Be sure to read the “SAFETY PRECAUTIONS” and “Impor-
3
tant!” before performing a punching or blocking motion.
Whenever your ranking is in the top ten in the world, the computer will start to use feints. The signals that indicate a feint are lower pitch than normal, so watch out so you don’t get fooled.
Be sure to perform the procedure under “To Input Personal Data” to tell the watch whether you will wear the watch on your left wrist or right wrist before playing the game. Otherwise, the sensor will not be able to detect your punch and block motions correctly.
After three rounds are done, the display shows how much
4
stamina you and the computer have remaining, and who is the winner.
Knockouts
A knockout (KO) is scored whenever the other party’s stamina becomes zero. A run­ning count of KOs is stored in memory.
World Champion
Your rank is indicated by “C” (champion) on the display when you reach the World Champion ranking. The number of times you have defended your title is also indicated by stars as shown below.
* : 1 to 10
** : 11 to 20
*** : 21 or more
Example: KO
— 4 —
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