All rights reserved. While every precaution has
been taken in the preparation of this manual,
the publisher assumes no responsibility for
errors or omissions. No part of this book
covered by the copyrights hereon may be
reproduced or copied in any form or by any
means - graphic, electronic, or mechanical,
including photocopying, taping, or information
storage and retrieval systems - without written
permission of the publisher.
Appendix C: Sport Inserts ....................................................C-1
Table Of Contents
v
Section 1:Introduction
1.1How To Use This Manual
This manual explains the operation of the All Sport 4000 Series control console. For questions
regarding the safety, installation, operation or service of this system, please refer to the telephone
numbers listed on the cover page of this manual.
Important Safeguards:
1. Read and understand these instructions before installing.
2. Do not drop the control console or allow it to get wet.
3. Do not let any power cord touch hot surfaces or hang over the edge of a table which
would damage or cut the cord.
4. If an extension cord is necessary, use a three-pronged, polarized cord. Arrange the cord
with care so it is not tripped over or pulled out.
5. Always turn off and/or unplug the control equipment when not using it. Never yank the
power cord to pull the plug from the outlet. Grasp the plug and pull to disconnect.
6. To avoid electrical shock, do not disassemble the control equipment or the driver modules.
Incorrect reassembly can cause electric shock, faulty operation, or permanent damage to
the circuits.
1.2Console Overview
The All Sport 4000 Series console is a state-of-the-art scoring
and timing system. The console’s Liquid Crystal Display
(LCD) will guide you through the operation of the system.
®
Model #Description
4100120 Volt, Standard Programming
T
h
e
r
e
a
re four console models in the All Sport 4000 Series that
differ by voltage and/or programming. This table lists
these consoles:
As a safety feature, this product has a 3-wire ground type plug equipped with a third (grounding)
pin. This plug only fits into a grounding-type power outlet.
Note: If you are unable to insert the plug into the outlet, contact a qualified electrician to replace the
obsolete outlet.
When opening the packages, inspect for shipping damage such as rattles and dents. See that all
equipment is included as shown on the packing slip. Immediately report any deficiencies to
Introduction
4120230 Volt, Standard Programming
4900120 Volt, Custom Programming
4920230 Volt, Custom Programming
1-1
Daktronics. Save all packing materials for shipping if warranty repair or exchange is needed.
1.3Using the Console
An uppercase word in brackets (such as [OK]) represents a button on the screen. The names or
letters of keys on the keyboard will be given enclosed in arrows (such as <ENTER>) to differentiate
between the screen commands.
1.4Revision History
Version 1.0Release Date: 1 November 1996
Initial software release.
Version 1.1Release Date: 11 March 1997
Added Baseball Code for the new standard Baseball Scoreboards. (Code 38)
Version 1.2Release Date: 15 July 1997
1. New Soccer Code: Added saves for new soccer scoreboard models. (Code 69)
2. Speed Pitch: Program used to register and display speed and type of pitch to a
message display. Two codes were added where one displays the speed automatically
and the other requires user input for display. (Code 191: manual, and Code 192:
automatic)
3. One Console Basketball Score/Player Foul Operation: Eliminates the need for two
consoles to control player foul panels and scoring. (Code 7: BB18’s, Code 8: BB18A,
Code 17: BB17, Code 18: BB17A)
4. InfoSport Message Center Controller: Controls the new single line InfoSport
Message Center designed for indoor sporting applications. (Code 101)
5. Smart Clock: Provides remote game time control with DOG/Shot Clock control.
Used in conjunction with the ProSport 6000. This provides a RTD output with game
time and shot time/delay of game. (Code 111: indoor, Code 112: outdoor)
6. Test Codes: Added to help test the individual model of scoreboard, in both
manufacturing and field testing. Currently test codes are in place for a majority of
standard Basketball, Hockey, Baseball and Football boards. This is a menu option in
the standard code for the particular board being tested.
7. Time of Day: In earlier versions when running the time-of-day code, the time was
sent to more than one output. Time was displayed on other digits besides the normal
clock digits on multiple driver boards. This has now been corrected by sending the
time-of-day to output 1 only.
8. 1/10 Second Status: In previous versions, the 1/10 second prompt was not always
thth
displayed after resuming a game, depending on the position remote start/stop switch.
This has now been corrected. Count up/down status is also now saved. In earlier
versions this always defaulted to count down on power up.
9. Time-out Time on Clock Digits: This change now displays the time-out time on the
clock digits on the main scoreboard for basketball only.
10. LCD Usage: In previous versions, the second line of the LCD displayed command
entry information only. It has now been revised to show limited game-in-progress
information. On the majority of the sports, it will now show Home/Guest scores.
With baseball, where score was already displayed on the top line, the second line
displays Ball, Strike, and Out status.
1-2
Introduction
11. Hour-Minute-Second Counter: Added to control simple 2,4, or 6-digit displays.
On the smaller displays, the hours, minutes, and seconds will shift as time expires or
increases. (Code 95: 2-digit, Code 96: 4-digit, Code 97: 6-digit)
12. Shot Clock Time: This update now blanks the shot time when it is greater than or
equal to the game time. The blanking of the shot time can be enabled/disabled from the
menu.
13. Football Delay-of-Game: Delay-of-game time can now be run independently from
game time. In earlier versions, the delay-of-game time would stop if the game time
was stopped and wouldn’t start unless game time was running.
Version 1.3Release Date: 2 October 1997
1. New Judo Code: Code for new Standard Judo Scoreboards. (Code 281)
2. New Karate Code: Code for new Standard Karate Scoreboards. (Code 282)
3. New Tae Kwon Do: Code for new Standard Tae Kwon Do Scoreboards. (Code
283)
4. New Boxing Code: Code for boxing on Game/Shot Clock Displays. (Code 291)
5. New GP99 Code: Code for GP99 include Multi Sport and segment timer. (Code
271, Code 272, & Code 274)
6. New Finish Lynx Interface Code: Code for interfacing to the Finish Lynx Photo
Finish System. (Code 241)
7. New Soccer RTD Code: Code for Soccer with RTD output. (Code 242)
8. New Volleyball Code: Code for volleyball on standard BA-5 and BA-7. (Code 74)
9. New Smart Console Code: Code for Smart Clock Time of Day. (Code 113 &
Code 114)
Version 1.4Release Date: 16 March 98
1. Reverse keyboard layout for Judo, Karate, Tae Kwon Do: Codes with the
keyboard reversed (white and red swapped) were added. (Code 284, Code 285, &
Code 286)
2. New Event Counter Codes: Codes for event countdown, time based counter and
external input counter with RTD output have been added. (Code 371 thru Code 376)
3. New Football RTD Codes: Code for football with RTD output. (Code 243)
4. New Swim Multi line Code: Code for Swim Score, Event, and Heat. (Code 244)
5. New Wrestling Code: Code for new Wrestling board with Blood and Injury Time.
(Code 57)
6. Time Out Time Selection: Menu option added in basketball for display of time out
time.
7. Relay Control Selection: Selection in Hockey menu for relay output being active on
clock stop or clock equals zero.
8. Time of Day added to RTD Data: Soccer code 242 has Time of Day data added to
RTD output.
9. Osaekomi Timer limits changed: The Judo Osaekomi timer has been changed due
to rule changes. It is now 20 or 25 seconds instead of 25 and 30.
10. Selection of Heat & Event number input: The track codes 41, 42, and 43 have an
added selection for displaying Heat and Event from the OmniSport input or from
keyboard input.
11.Analog Clock Control: Soccer code 242 has had analog clock control added.
Version 1.5Release Date: 15 July 98
1. Dimming for Basketball: Added a menu option in standard basketball and hockey
codes to allow for dimming.
2. Lengths added to Multi-line Swim Output: Lengths were added to the output.
Introduction
1-3
(Code 244)
3. Day/Event Counter Output added for TI-413: An additional output was added to
handle reverse configuration of Day/Time to Time/Day.
1-4
Introduction
4. Speed Pitch Output added for TI-413: An additional output was added to shift digits
to accommodate the TI-413 layout.
5. Power Time Interface: Added an interface for power time information to be
displayed on Football and Track scoreboards.
6. New Tennis Code: Added a new tennis code to operate the new standard tennis
8. Modified Baseball Codes 36, 38, & 40: Modified so inning runs scores now
increments 0 to 9 instead of 1 to 9.
9. Added TK-69 Output to Track Codes : Added output for TK-69 displays on output
3 to track codes 41, 42, 43, 45, 46, and 47.
Version 1.6 Release Date: 21 December 98
1. Speed Pitch: Added KPH and cycle KPH/MHP to speed pitch code.
2. Baseball RTD Output: Added Code 138 for baseball with RTD Output.
3. Time Event Counter: Revised Codes 373 & 374 for timed event counter to correct
occasional lock up problem.
4. Segment Timer: Segment timer now has up to 99 segments, added a copy of
segment times, and added saving of segment times if resume code is used.
5. Football Menu: Added a menu selection in football for reset/no reset on stop of
the delay of game.
6. Segment Timer: Added codes 275 & 276 for segment timer to work on basketball,
football, and wrestling WR-2024.
7. Basketball: Added code 161 for basketball on H-2023 with plyr/fls/points.
8. Auto Racing: Added codes 333 & 433 for new auto racing boards with AMB
timers.
9. Auto Racing: Added code 995 for new auto racing boards with manual posting and
timing.
Version 1.7Release Date: 2 April 99
1. Wrestling Advantage Timer: Code 57 for wrestling will show advantage time on the
team score digits when the advantage time is on.
2. Baseball Timing: Codes 30, 31, 32 and 44 have the ability to time out to hours.
3. Auto Racing: Added codes 334, 335, 434 and 435 for positions 16-30 and 31-45 for
the AMB interface to the new AR model boards.
4. Pitch and Speed: Added codes 193 and 194 for the STALKER radar gun.
Version 1.8Release Date: 18 November 99
1. Wrestling Advantage Timer: Added a blinking Bonus Light to show blood/injury
time in codes 51-54.
2. Delay of Game: Added a option of having the clock not reset on the stop position of
the switch--just on the reset button only. This is on code 82, 112.
3. Delay of Game and Shot Clock operations: Changed these functions so the last
entered set reset time is displayed at the start of each new game on all standard
Basketball and Football codes.
4. Judo: Modified the -1/+1 functions to show 0-9 and 0-3 on Waza Ari. These digits
will immediately go to 0. The Ippon will now stop the clock when pressed. The
Keikoku, Chui, Shido will do the proper increment and decrement of the digits.
5. Tennis: Added code 221 which is a 6 court tennis scoreboard.
6. Basketball: Changed the Stats codes 15, 16 to only update player-foul-points
information on the main scoreboard when the Foul button is pressed.
Introduction
1-5
Version 2.0 Release Date: 15 October 00
1. AMB Interface: Enabled AMB Interface to handle up to 8 characters in get competitor
number.
2. +2 and +3 Points: Corrected the +2 and +3 point problem in basketball of only one point
being added. This problem only happened afer team fouls +1 was pressed followed
immediately by score +2 or +3.
3. Code 502: Added code 502 for compulink interface to 2 line scoreboards.
4. TI-418 Outputs: Added outputs for TI-418 for event counter codes 373, 374, 375, and 376.
5. Code 001: Added digit ID and walking dot test to test code 001.
1-6
Introduction
Section 2:Console Connectors
J1 & J2: Scoreboard outputs
J3: Remote start/stop and the horn
J4: Main output and input port
J5: Shot clock or delay-of-game control
S1: Power switch
There are two ways to connect signal, depending on the type of installation.
!One type of signal cable has a 25-pin connector on one end and a 16-pin circular plug on the
other. The 25-pin connector goes into J4 of the console, and the 16-pin plug goes into the
scoreboard junction box (j-box).
!The second type has a / " headphone plug at both ends. One end goes into J1 or J2 of the
console, and the other end into the scoreboard j-box.
For more information concerning various types of installations, refer to Appendix A.
The console face consists of a liquid crystal display (LCD), sport-specific insert, numeric keypad and
additional keys. In most cases, the top line of the LCD shows game time, the direction the clock is
counting, and whether the horn is set to automatic. The bottom line of the LCD generally shows
HOME and GUEST score. Some baseball modes display BALL, STRIKE, and OUT data on the bottom
line of the LCD.
Additional keys on the console include:
<CLEAR>: Clears the LCD of numerical information. Serves as [NO] for input prompts.
<ENTER>: Completes an action. The asterisk is a reminder that this key is to be pressed when
an asterisk appears on the LCD. Serves as [YES] for input prompts.
<MENU>: Invokes sport-specific menu options (refer to Section 3.4 for additional
information)
<AUTO HORN! >: Turns the automatic horn on or off. If the horn is on, an H appears on the
LCD
<HORN>: Sounds the horn as long as this key is pressed
<COUNT UP/DOWN!>: Sets the clock to count up or down. Press <ENTER> to toggle
between count modes. UP is displayed on the LCD if the clock is counting up and DN if the
clock is counting down.
<SET MAIN CLOCK!>: Sets the time on the main clock
<START>: Starts the main clock
<STOP>: Stops the main clock
Refer to Drawing A-54698 in Appendix A for additional information.
3.2Sport Inserts
Various inserts are available depending on the sport and the type of scoreboard. For safekeeping,
store any unused inserts in the pocket available on the bottom of the console.
To remove a sport insert, pull on the tab that extends from the left side of the console. The insert
will easily slide out. To insert a sport insert, slide it under the protective covering until it stops.
Note: On each tab is a number (ex. LL-2261). This number is used as part of the section headings
in this manual. For example, the operation instructions for LL-2261 are under Section5.1.
Each insert has a list of code numbers and scoreboard models. The code numbers configure the
console to control the scoreboard specified by the model number. For example, code 40 enables
the console to control a BA-3718 scoreboard. Code numbers also configure the console for a
specific sport mode as shown on the sport insert. This enables the console to control the
scoreboard as specified by keys on the insert. Codes are entered during startup. Refer to Section
3.5 for more information on starting up the console.
Basic Operation
3-1
Note: Daktronics recommends that a permanent marker is used to rewrite the code number on the
insert. This is a precaution in case the model number is made illegible due to extensive use (that is,
rubbed away, scratched, etc.).
3.3Sport Insert Operation Concepts
A sport insert identifies the action keys required in the normal course of the insert’s specific sport.
In most cases, pressing a key immediately changes the scoreboard. Sometimes additional keys
must be pressed. Keys that require additional information are marked by a !. This additional
information usually is a number followed by the <ENTER> key.
Keys with arrows (') activate an indicator (possession, bonus, etc.) on the scoreboard. The
direction of the arrow selects the appropriate team (HOME or GUEST).
Some keys have a +1, +2 or +3. By pressing one of these keys once, the value of the
corresponding field on the scoreboard (such as score or period) increments (increases) by the
corresponding number on the key. A key with a -1 decrements (decreases) by one.
On most inserts, certain keys have been grouped together under the heading HOME or GUEST.
These keys are team keys and work the same for both teams. They affect the statistics for that
one team. Keys not under one of these headings are game keys. They are general keys for the
progress of the game (such as period or quarter).
Other keys have been blocked together to emphasize that these keys work together.
Examples
Example 1: Change the HOME score from 3 to 4.
KeyLCD
<SCORE +1> (Home)H. Score ••4
Example 2: Change the GUEST score from 21 to 12.
KeyLCD
<SCORE !> (Guest)G. Score •21
1
2
<ENTER>G. Score •12
Note: The guest score can also changed by repeatedly pressing the <SCORE-1> key if it is
available.
3.4Menu Key
G. Score ••1
G. Score •12
The <MENU> key allows the user to select from a list of options specific for each sport. The up
and down arrow keys allow the user to scroll through the menu list. All menu options require
either yes or no. Pressing <YES> or <NO> will select the action and exit from the menu. Pressing
any key other than <YES>, <NO> or the arrow keys will exit the menu function.
Basic Operation
3-2
Note: Not all prompts must be answered. The following menu functions may be available:
1. RESTART GAME Y/N
Yes - Restarts the present sport with default settings
No - Exits menu
2. NEW CODE Y/N
Yes - Prompts Resume Game?, as if power to the console had interrupted (refer to
Section 3.5)
No - Exits menu
3. TEAM NAME Y/N
Yes - Prompts the user to enter team names (refer to Section 13)
No - Exits menu
4. SELECT 24HR Y/N (time of day only)
Yes - Selects 24 hour mode for time of day
No - Selects 12 hour mode for time of day
5. SYNC SHOT CL Y/N (Basketball)
Yes - Synchronizes the shot clock with the game clock
No - Allows the shot clock to run independently of the game clock
Note: When set to “Yes” (synchronous), the shot clock always stops when the game
clock stops. The shot clock starts when the game clock starts (if the shot clock start
switch is ON). When set to “No” (non-synchronous), the shot clock is not affected by the
game clock. It starts or stops only from its own switches.
6. BLNK SHOT CL Y/N (Basketball)
Yes - Shot clock time will blank when greater or equal to game time
No - Shot clock time will display at all times
7. SET MAX FOUL Y/N (Basketball)
Yes - Sets the maximum number of team fouls that will be displayed on the scoreboard.
Incrementing the team fouls will not go beyond this setting.
No - Exits Menu
8. SET PER END Y/N (Hockey, Soccer)
Yes - Sets the period end time when clock is in count up mode
No - Exits menu
9. SHOW TIMEOUT Y/N (Basketball)
Yes - Sets to show time out time on scoreboard.
No - Time out time will not show on scoreboard
10. RLY CLK STOP Y/N (Hockey)
Yes - Sets relay to activate on clock stop.
No - Selects relay to activate on main clock = 0:00
11. SHOW EVENT Y/N (Track)
Yes - Selects display of Event/Heat Data from OmniSport Input.
No - Selects display of Event/Heat Data from keyboard entry.
Basic Operation
3-3
12.BRIGHT Y/N
Yes - Sets the display to bright
No - Sets the display to dim
13.STOP/RES DG Y/N (Football)
Yes - Sets for reset of delay of game on stop
No - Sets for no reset of delay of game on stop.
14. PRO & SPORT Y/N (Pitch & Speed)
Yes- Selects Stalker Pro Radar Gun
No- Selects Stalker Sport Radar Gun
15.SHOW ADV TIME Y/N (Wrestling)
Yes - Show advantage time on the scoreboard
No - Show team score on the scoreboard
16.TEST DISPLAY Y/N
Yes - Enters a test mode for testing display digits
No - Exits menu
Note: This is a production test option for some scoreboard models. When this option is
selected the console cycles through number patterns on each group of scoreboard digits
and cycles through the different digit groups on the scoreboard. Pressing the <START> key
turns all digits on, and <STOP> turns all digits off. The <SET MAIN CLOCK> key starts the
CYCLE ALL pattern and the <COUNT UP/DOWN> key starts the CYCLE GROUP
pattern. The <HORN> key puts it in single step mode and can be used to step it through
the test. The keys on the insert (starting in the upper left corner and from left to right) are
used to select the group of digits being tested. The remote start/stop console can be used
to control the test also. The <HORN> switch single steps through the test, the <START>
position selects STEP ALL and the <STOP> position selects STEP GROUP.
3.5Startup
When the console is turned on, it cycles through a self test, after which the LCD prompts
Resume Game? Press <YES> to resume the last game stored in memory. This is useful when
power to the console is lost during a game. Pressing <NO> will then prompt Enter Code.
The last code used will be displayed. To accept the code shown, press <ENTER>. If this is not the
desired code, enter a new code and press <ENTER>.
3.6Time Of Day Operation
Note: This operation is only available on scoreboards equipped with a game clock. No sport insert
is required for this operation. If this code is entered while another code is running, any
information entered during the first code will be lost.
To have the game clock on the scoreboard display the time of day, enter code 99 (refer to Section
3.4 or 3.5 to enter a code). Use the <SET MAIN CLOCK> key to enter the correct time of day. The
menu choice Select 24Hr can be used to select either a 12 or 24-hour time format.
Basic Operation
3-4
3.7Multi-Purpose Timer Operation
This operation is available for clocks with 2, 4, or 6-digit displays. The timer counts up or down in
hours, minutes, and seconds. The timer can display up to 99 hours, 59 minutes and 59 seconds.
On 4-digit clocks, the display shows hours and minutes if the hours value is not zero; otherwise, it
shows minutes and seconds. On 2-digit clocks, the display shows hours if not zero, shift to show
minutes when hours are zero, and shift to show seconds when minutes are zero. To select the
multi-purpose timer, enter one of the codes below.
Refer to the information in Section 3 to start up the console and use the sport insert. Read Section 3
carefully to fully understand the following operation instructions and for MENU KEY operations.
4.1Sport Insert LL-2266
Reference Drawing: Sport Insert, Baseball Codes 36;38;40&138 .... Drawing A-86105
Team Keys
<ERRORS!>
Edits the team’s number of errors
<ERRORS +1>
Increments the team’s number of errors by one
<HITS!>
Edits the team’s number of hits
<HITS +1>
Increments the team’s number of hits by one
<GAME RUNS!>
Edits the number of total game runs
<INNING RUNS!>
Edits the number of inning runs in the inning specified by <INNING !>. This will not affect the
total game runs. Refer to Example 4.1a at the end of this section.
<RUNS -1>
Decrements the number of inning runs and total game runs by one
<RUNS +1>
Increments the number of inning runs and total game runs by one
Game Keys
<INNING!>
Edits the inning number
<INNING +1>
Increments the inning number by one
<PLAYER AT BAT!>
Displays the number of the player currently at bat
<AVERAGE!>
Displays the average of a player
<DIM>
Dims the scoreboard for night viewing. Pressing this key a second time returns the scoreboard
digits to full brightness.
<OUT +1>
Increments the number of outs by one
<CLEAR HIT AND ERROR>
Clears the H/E digit or indicator on the scoreboard
<HIT>
Indicates a hit. An “H” will appear on the H/E digit on the scoreboard or an indicator will light
up.
Baseball Operation
4-1
<ERROR>
Indicates an error. An “E” will appear on the H/E digit on the scoreboard or an indicator will
light up
<CLEAR BALL AND STRIKE>
Sets the Ball and Strike (on the scoreboard) to zero
<BALL +1>
Increments the number of balls by one
<STRIKE +1>
Increments the number of strikes by one
Example 4.1a: The game is in the fifth inning, the home team has eight runs. Because of an
error in the fourth inning, we need to go back and change the inning runs from
five to six.
KeyLCD
1
<INNING !>INNING •5
2
<4>INNING •4
3
<ENTER>INNING •4
4
<INNING RUNS !> (Home)H IN RUNS
•5
5
<6>H IN RUNS
•6
6
<ENTER>H IN RUNS
•6
7
<INNING !>INNING •4
8
<5>INNING •5
9
<ENTER>INNING •5
10
<GAME RUNS !> (Home)H GM RUNS
•8
11
<9>H GM RUNS
•9
12
<ENTER>H GM RUNS
•9
Steps 1-3 change the inning from five to three. Steps 4-6 change the number of runs in
the third inning. Steps 7-9 change the inning number back to five. Steps 10-12 change the
total game runs.
4.2Sport Inserts LL-2264 & LL-2265
Reference Drawings:
Sport Insert, Baseball Codes 30-34, 39 ...........................Drawing A-86103
Sport Insert, Baseball Codes 35, 37, 44 .......Drawing A-86104
Note: Both inserts are identical, except the HOME and GUEST labels are on different sides.
The codes with timing (30, 31, 32 and 44) allow for times to be entered in hours, minutes and
seconds.
Team Keys
<AT BAT !>
Baseball Operation
4-2
Indicates the team currently at bat
<ERRORS !>
Edits the team’s number of errors
<ERRORS +1>
Increments the team’s number of errors by one
<HITS !>
Edits the team’s number of hits
<HITS +1>
Increments the team’s number of hits by one
<RUNS !>
Edits the total number of runs
<RUNS +1>
Increments the total number of runs by one
Game Keys
<INNING !>
Edits the inning number
<INNING +1>
Increments the inning number by one
<PLAYER AT BAT !>
Displays the number of the player currently at bat
<AVERAGE !>
Displays the average of a player
<DIM>
Dims the scoreboard for night viewing. Pressing this key a second time will return the
scoreboard digits to full brightness.
<OUT +1>
Increments the number of outs by one
<CLEAR HIT AND ERROR>
Clears the H/E digit or indicator on the scoreboard
<HIT>
Indicates a hit. An “H” will appear on the H/E digit on the scoreboard or an indicator will light
up.
<ERROR>
Indicates an error. An “E” will appear on the H/E digit on the scoreboard or an indicator will
light up.
<CLEAR BAL LAND STRIKE>
Sets the Ball and Strike (on the scoreboard) to zero
<BALL +1>
Increments the number of balls by one
<STRIKE +1>
Increments the number of strikes by one
Baseball Operation
4-3
4.3Code 138 Standard RTD Item Numbers
Port configuration: 9,600 Baud Rate, 8 Data Bits, and Even Parity.
Standard RTD
Item#Data
1Player at bat x 10
2Player at bat x 1
3Average x 100
4Average x 10
5Average x 1
6Ball x 1
7Strike x 1
8Out x 1
9(H)it or (E)rror
10Err Position x 1
11Inning x 10
12Inning x 1
13Guest Runs x 10
14Guest Runs x 1
15Guest Hits x 10
16Guest Hits x 1
17Guest Errors x 10
18Guest Errors x 1
19Guest Ing 1 Runs x 1
20Guest Ing 2 Runs x 1
21Guest Ing 3 Runs x 1
22Guest Ing 4 Runs x 1
23Guest Ing 5 Runs x 1
24Guest Ing 6 Runs x 1
25Guest Ing 7 Runs x 1
26Guest Ing 8 Runs x 1
27Guest Ing 9 Runs x 1
28Guest Ing 10 Runs x 1
29Guest Ing 11 Runs x 1
30Guest Ing 12 Runs x 1
31Home Runs x 10
32Hone Runs x 1
33Home Hits x 10
34Home Hits x 1
35Home Errors x 10
36Home Errors x 1
37Home Ing 1 Runs x 1
38Home Ing 2 Runs x 1
39Home Ing 3 Runs x 1
40Home Ing 4 Runs x 1
41Home Ing 5 Runs x 1
42Home Ing 6 Runs x 1
43Home Ing 7 Runs x 1
44Home Ing 8 Runs x 1
4-4
BaseballOperation
45Home Ing 9 Runs x 1
46Home Ing 10 Runs x 1
47Home Ing 11 Runs x 1
48Home Ing 12 Runs x 1
49Guest Ing 1 Runs x 10
50Guest Ing 2 Runs x 10
51Guest Ing 3 Runs x 10
52Guest Ing 4 Runs x 10
53Guest Ing 5 Runs x 10
54Guest Ing 6 Runs x 10
55Guest Ing 7 Runs x 10
56Guest Ing 8 Runs x 10
57Guest Ing 9 Runs x 10
58Guest Ing 10 Runs x 10
59Guest Ing 11 Runs x 10
60Guest Ing 12 Runs x 10
61Home Ing 1 Runs x 10
62Home Ing 2 Runs x 10
63Home Ing 3 Runs x 10
64Home Ing 4 Runs x 10
65Home Ing 5 Runs x 10
66Home Ing 6 Runs x 10
67Home Ing 7 Runs x 10
68Home Ing 8 Runs x 10
69Home Ing 9 Runs x 10
70Home Ing 10 Runs x 10
71Home Ing 11 Runs x 10
72Home Ing 12 Runs x 10
Baseball Operation
4-5
Section 5:Basketball Operation
Refer to the information in Section 3 to start up the console and use the sport insert. Read Section 3
carefully to fully understand the following operation instructions and for MENU KEY operations.
Indicates which team has the next possession of the ball
<BONUS>
Indicates that a team gets a bonus
<PLAYER!>
Used to enter the player’s number to select the player’s foul memory. The player’s numbers must
be entered before the game so that the <TEAM FOULS +1> key can be used. There are 20 playe r
positions in memory to save player’s foul data. Selecting a player’s number shows the number
of fouls and allows this number to be edited. Pressing the up/down arrow keys scrolls through
the players while in the editing mode (refer to Example 5.1a at the end of this section).
<TEAM FOULS!>
Edits the number of team fouls
<TEAM FOULS +1>
Increments the number of team fouls by one. The console prompts for the number of the
player who fouled. After the player’s number is entered, the player’s number and fouls are
shown on the scoreboard (refer to Example 5.1b at the end of this section).
<SCORE!>
Edits the team score
Note: When using code 161 for H-2023 boards. The console will prompt for the player
number of who made the points for score +1, +2, and +3 keys. After the player number is
entered, the players number, fouls, and points are shown on the scoreboard. If individual points
scoring is not desired, the players number does not have to be entered and then the <ENTER> key
can be pressed.
<SCORE +1>
Increments the team score by one
<SCORE +2>
Increments the team score by two
<SCORE +3>
Increments the team score by three
<SCORE -1>
Decrements the team score by one
Basketball Operation
5-1
Game Keys
<SET TIME OUT!>
<TIME OUT ON/OFF>
<SET RESET TIME!>
<SET SHOT TIME!>
<DELETE PLAYER>
<BLANK PLAYER FOUL>
<PERIOD!>
<PERIOD +1>
Example 5.1a: Add players 21, 34 and 35 to the home roster.
Sets the length of the time out. The time out cannot be set while the clock is running.
Starts and stops the time-out clock
Sets the shot timer reset time
Sets the shot timer time
Deletes a player from memory. The player must first be selected using the <PLAYER !> key.
Refer to Example 5.1c at the end of this section.
Blanks the digits of the Player-Foul field on the scoreboard