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 |
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Meter Mode (Memory P-1) |
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B Button |
TIME |
EL backlight |
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B Button |
POWER |
Turns on the EL |
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Hold down to |
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Hold down to |
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backlight to |
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display the |
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display the time |
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illuminate the |
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personal data |
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setting screen. |
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display for about |
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setting screen. |
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TIME |
three seconds. |
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POWER |
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X Button |
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X Button |
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Starts |
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A Button |
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Illuminates |
P 10:58 35 |
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2 98 53 |
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measurement |
Displays the |
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the display. |
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A Button |
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operation. |
POWER |
SPEED |
maximum |
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Switches |
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C Button |
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measured |
C Button |
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between 12 and |
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value screen. |
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Advances to P-2, |
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24-hour format. |
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Advances to the |
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P-3, and the |
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Hour |
Seconds |
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Meter Mode. |
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Power |
Speed |
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Minutes |
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Game Mode. |
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A built-in shock sensor can be used to measure the power (destruc- |
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tive force) and speed of a punch, kick, throw, swing, or other action. |
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Alarm Mode |
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6 |
3 |
Meter Mode |
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B Button |
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ALARM |
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(Memory P-2) |
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Hold down to |
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display the |
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alarm setting |
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screen. |
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ALARM |
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POWER |
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X Button |
A 7:30 |
A Button |
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Illuminates the |
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Turns the alarm |
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0 0 |
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display. |
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and hourly time |
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POWER |
SPEED |
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C Button |
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signal on and |
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off. Holding |
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∙ The Meter Mode can be used to |
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Advances to the |
Hour Minutes |
down this button |
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measure the power and speed of |
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Timekeeping |
sounds the |
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a punch or kick. |
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Mode. |
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alarm. |
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∙ The Meter Mode has three mem- |
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∙ Use this mode to set an alarm time. |
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ories, named P-1, P-2, and P-3. |
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Measured data is automatically |
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∙ It can also be used to turn the hourly time signal (which sounds at |
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saved to the memory whose in- |
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the top of each hour) on and off. |
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dicator is on the display when the |
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∙ Holding down the A button sounds the alarm. |
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measurement is performed. |
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5 |
4 |
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∙ When you press the C button to |
Game Mode |
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Meter Mode |
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change to another Meter Mode |
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(Memory P-3) |
memory, any power and speed |
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GAME |
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data already stored in that mem- |
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B Button |
Sound on indicator |
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ory appears on the display. |
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Turns sound on |
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∙ Whenever you display a Meter |
and off. |
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Mode memory’s contents, a |
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wave graph moves across the |
X Button |
GAME |
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display. The height of the wave |
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RANK |
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is according to the size of the |
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Starts the |
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measurement data stored in the |
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game. |
12– |
RANK |
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9 20 |
A Button |
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3 6559 |
memory. |
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C Button |
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Displays the |
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∙ Holding down the Abutton while |
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POWER |
SPEED |
in the Meter Mode displays the |
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number of KOs. |
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Advances to the |
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maximum measured power val- |
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Alarm Mode. |
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ue. |
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Wins |
Losses |
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∙ Pressing the A and B buttons at |
This game is a virtual boxing match where you test your punch power |
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MAX |
the same time while in the Meter |
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Mode clears the measured data |
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and reaction in a battle against the watch’s built-in computer. You |
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from the memory whose screen |
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start out ranked 30th, and try to work your way up to the top where |
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POWER |
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is displayed (P-1, P-2, P-3), and |
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you are crowned the Champion of the World. |
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the maximum measured power |
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∙ Holding down the A button displays the number of KO wins and |
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6 06 |
76 |
value. |
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KO losses. |
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POWER SPEED |
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— 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. |
Start a measurement operation. |
POWER |
X |
POWER |
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0 0 |
3 |
POWER |
SPEED |
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C |
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Countdown
1 2
Punch, Kick |
3 |
4 |
Look at the display. |
POWER
4 1663 |
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POWER |
SPEED |
Power |
Speed |
To perform a measurement in the Meter Mode
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In the Timekeeping Mode, press the C button once (for P-1), |
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1 |
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twice (P-2) or three times (P-3) to display the Meter Mode |
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memory screen you want to use. |
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Press the Xbutton and the watch performs a 4-second count- |
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down, with each second indicated by a beep and the num- |
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bers 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 fourth beep.
3 |
Be sure to read the “SAFETY PRECAUTIONS” and “Impor- |
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tant!” before performing a punching or kicking motion. |
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Measured power and speed values are expressed in special |
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units defined by CASIO. |
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∙ If you want to compare your power with a friend’s, |
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you need to input some personal data. See “To |
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Input Personal Data”. |
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∙For punching, affix the watch securely to either your left or right wrist. The watch should be high enough on your
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Wrist |
arm and tightened snug enough so it |
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does not ride down to the back of your |
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hand when you punch. |
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∙ For kicking, affix the watch securely |
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to either your left or right ankle. The |
Side |
body of the watch should be located |
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so it is either at the front or side of |
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Front |
your leg. The watch should be high |
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enough on your leg and tightened |
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snug enough so it does not ride down |
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to the top of your foot when you kick. |
Important! |
Note the following important precautions before performing any operations in the Meter Mode or |
before using the Game Mode. |
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∙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.
∙ 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
bent.
Slightly 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.
Remember those around you.....
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.
— 3 —
USING THE GAME MODE /1
Rules
1 |
Each game has three rounds. |
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2 |
When you hear the attack signal, punch. |
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About 4 |
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∙ The attack signal is a short beep. The |
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seconds |
Fight time |
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Rest time |
amount of power produced by your punch |
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Start |
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(10 to 15 seconds) |
(about 5 seconds) |
determines how many stamina points the |
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computer loses. |
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∙ The power of your punch is not affected by |
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the body weight you set for your personal |
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Repeats 3 times. |
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data settings. |
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∙ Respond to the attack signals and block signals the watch emits |
∙ At the end of the round, a series of animat- |
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during the fight time with an attack movement or block movement. |
ed displays appear on the screen to shows |
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you whether each of your punch motions |
Winning punch |
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Anywhere from three to six signals are produced during each round. |
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were hit or misses. |
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animation |
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∙ During the rest time between rounds, the result of the last round is |
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indicated by an animated figure on the display. |
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3 |
When you hear the block signal, block. |
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4 |
The result of the game is determined by stamina. |
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∙ The block signal is a two-beep sound. De- |
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∙ A game ends with a graph |
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fend by pulling back on your arm where you |
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that |
shows how much |
You win |
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are wearing the watch. The speed that you |
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stamina you and the com- |
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pull back your arm determines how many |
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puter have left. The winner |
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GAME |
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stamina points you lose. |
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of the game is the one with |
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∙ At the end of the round, a series of animat- |
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more stamina remaining. |
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25–15 |
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ed displays appear on the screen to shows |
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∙ Each side starts out with 50 |
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you whether each of your block motions |
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stamina points. |
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were winners or losers. |
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Losing block |
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animation |
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Computer wins |
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Your stamina |
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Computer’s stamina |
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To play the game
Enter the Game Mode. |
Start the game. |
GAME |
X |
GAME |
12– 9 |
RANK |
- 1 - 3 |
20 |
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C |
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1 |
Round |
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Punch and block. |
3 |
4 Game over display |
Win indicator
GAME
25–15
Your stamina Computer’s stamina
1 |
In the Timekeeping Mode, press the C button four times. |
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Press the X button to start the game. The first round starts |
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about four seconds after you press the X button. |
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3 |
Be sure to read the “SAFETY PRECAUTIONS” and “Impor- |
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tant!” before performing a punching or blocking motion. |
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∙ Whenever your ranking is in the top ten in the world, the computer |
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will start to use feints. The signals that indicate a feint are lower |
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pitch than normal, so watch out so you don’t get fooled. |
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∙ Be sure to perform the procedure under “To Input Personal Data” to |
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tell the watch whether you will wear the watch on your left wrist or |
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right wrist before playing the game. Otherwise, the sensor will not |
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be able to detect your punch and block motions correctly. |
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After three rounds are done, the display shows how much |
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stamina you and the computer have remaining, and who is |
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the winner. |
Knockouts |
Example: KO |
A knockout (KO) is scored whenever the |
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other party’s stamina becomes zero. A run- |
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ning count of KOs is stored in memory. |
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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
— 4 —