This device complies with Part 15 of the FCC Rules and with RSS-210 of
Industry Canada.
Operation is subject to the following two conditions:
1. This device may not cause harmful interference, and
2. This device must accept any interference received, including interference
that may cause undesired operation.
The term “IC” before the certification/registration number only signifies that the
Industry Canada technical specifications were met.
Warning
Changes or modifications not expressly approved by the party responsible for
compliance could void the user’s authority to operate the equipment.
RF Exposure
To comply with FCC RF exposure requirements for mobile transmitting devices,
this transmitter should only be used or installed at locations where there is at
least 20 cm separation distance between the antenna and all persons.
This manual describes the use of six (6) Trans-Lux/Fair-Play scoreboard
controls:
MP-70 Wired Control
MP-50 Wired Control
MP-72 G2 Wireless Control (August 2008)
MP-52 G2 Wireless Control (August 2008)
MP-73 G3 Wireless Control (January 2011)
MP-53 G3 Wireless Control (January 2011)
The MP-72/73 and MP-52/53 can run Trans-Lux/Fair-Play scoreboards remotely.
Our controls allow you to keep up with sports timing and scoring demands that
require quickness and accuracy. Each controller’s versatility makes it effective in
a wide variety of sports. Some common features of the MP-70/50 Series include:
Storage for up to six different sports and scoreboard configurations for
ease of operation and flexibility.
Hour countdown clock function allows some baseball scoreboards to
count down hours, not just minutes.
Jumping clock feature that allows 1/10th of a second to be displayed on
scoreboards in the last minute of the game. At that time, the seconds
“jump” to the left and the 1/10th seconds display on the right.
A memory circuit that retains game information in case of loss of power.
Easy-to-read, two-line LCD information display on the control that shows
time and other data by instant recall.
Changeable, sport-specific color-coded inserts that can be used for
various specific sports.
Automatic horn, to signify end of period or game, which can be turned on
or off.
Multiple time-out times offered for basketball.
Scoreboard lamp TEST mode for ease of scoreboard service.
Both the MP-70 and MP-50 are operated in identical fashion, but the MP-70
includes more features than the MP-50. The differences between the two
products are discussed in more detail in the following section.
The MP-70 is the most popular Trans-Lux/Fair-Play scoreboard controller. It can
operate all standard Trans-Lux/Fair-Play scoreboards. It includes the following
features:
The wireless versions are MP-70 Wireless, MP-72 G2 Wireless and MP-
73 G3 Wireless.
Optional remote, hand-held control switches, which plug directly into the
MP-70/72/73, which are available for game clock, shot clock and field
timer control. (For more information on hand switches, see OPTIONAL
HAND SWITCHES (MP-70 ONLY) on page 11.
Capability to operate multiple scoreboards and shot timers
simultaneously. Electronic foul/point memory for basketball allows the
operator to enter up to the fouls and points for up to 15 players per team.
Team name data tracking (for more information, see TEAM NAMES on page 82).
THE MP-50,MP-52 AND MP-53
The MP-50 is a less expensive but easy-to-use controller which can run basic
Trans-Lux/Fair-Play scoreboards that display a limited amount of information.
The wireless versions are MP-50 Wireless, MP-52 G2 Wireless and MP-53 G3
Wireless.
Unlike the MP-70, the MP-50 cannot run basketball shot clocks, football field
timers, or a hand switch connector that can be used for any sports. Because of
these limitations, the MP-50 is most frequently used for baseball scoreboards;
however, it can be used for other sports as well.
WIRELESS AND BATTERY FEATURES
Both the MP-70 and MP-50 are capable of wireless and battery options.
BATTERY OPTION
The battery-powered versions of the MP-70 and MP-50 provide flexibility, as you
can use them indoors and outdoors in areas with limited electrical connections.
Additional information can be found in Battery Option on page 135.
Controls with the wireless option are versatile and secure, without the need for
wiring and cable conduit that is necessary for direct wired controls. The wireless
controls are a good option for scoring on established playing fields when
trenching for a direct wire connection is undesirable. Wireless also provides
flexible control for indoor situations.
Trans-Lux/Fair-Play’s wireless controls use spread-spectrum technology to avoid
interference with other electronic devices. The radio signal travels over a longer
range - important for open playing fields - and the radio signal remains consistent
to ensure game clock accuracy.
Some common wireless features include the following:
Factory-installed and tested transmitter (receiver and antenna).
Can run synchronized operation of two or more scoreboards from one
control, operating on the same channel.
Does not interfere with wireless LANs and personal computing devices
that use the 2.4GHz ISM band.
Operates normally, even in the presence of cellular telephones, pagers
and transmission towers.
Transmission range of at least 500 feet indoors, and 1,500 feet outdoors.
You can find more information on wireless controls at the chapter titled:
MP-70/50WIRELESS OPTION on page 85.
MP-72/52G2WIRELESS OPTION on page 102.
MP-73/53G3WIRELESS OPTION on page 118.
This User Guide will acquaint you with the MP-70/50 scoreboard controls. It
includes chapters on:
Common Functions, such as updating the score, and tracking time
periods, on page 13
Setting up your control, on page 9
Sport-specific settings:
o Basketball on page 22
o Football on page 36
o Hockey on page 41
o Wrestling on page 51
o Soccer on page 55
o Volleyball on page 61
o Track on page 65
o Baseball on page 70
o Lacrosse on page 77
Entering team names on page 82
Wireless settings on page 102
Battery options and maintenance, on page 135
Programming and changing system settings, on page 142
Selecting and changing sports, on page 151
Troubleshooting, on page 172
Operating a control in TEST mode to test lamp circuits, on page 170
Loading configurations, on page 163
This User Guide can also be found at the Fair-Play product website. The
following URL (website address) will take you to the online user guide:
http://www.fair-play.com.
If you experience trouble with your Trans-Lux/Fair-Play equipment and controller
after reviewing this manual and following our installation information, you may
want to consult a Trans-Lux/Fair-Play service representative in your TransLux/Fair-Play dealer organization or call the Trans-Lux Help Desk for further
assistance.
The Trans-Lux/Fair-Play Web site, www.fair-play.com, can help you find the
dealer nearest to your location. The Trans-Lux Help Desk can be reached at
(800) 462-2716.
CONTACTING THE HELP DESK
The Help Desk provides technical support and product assistance for all TransLux and Fair-Play manufactured products during regular business hours. The
Help Desk is organized to assist with all types of questions and issues, including:
Requests for Return Material Authorization of equipment to be repaired
Requests for Warranty Parts Exchange
Product selection and upgrade assistance.
When you call the Help Desk, you can expedite your calls by having the following
information immediately available:
Sales order number.
Model number of sign.
Firmware version that you are running.
ORDERING ITEMS
Fair-Play always recommends that our customers retain an inventory of spare
parts for “game day” emergency purposes. If you would like to order additional
scoreboard components or controllers, please contact the Fair-Play Service
Department at (800) 462-2716.
When contacting the Fair-Play Service Department, it is always helpful to have
your scoreboard model number and sales order number information handy.
Before contacting Trans-Lux Fair-Play, please write down the information
requested in the following spaces. This will help you answer questions your
service representative may ask. In addition, locate the warranty information
packaged with the MP-70/50 before calling.
Note: Power cord references throughout this manual are not applicable to
battery models unless the battery charger is connected.
Read this manual thoroughly before setting up or operating the MP-
70/50.
Do not drop the MP-70/50
Avoid exposing the MP-70/50 to liquids or moisture.
Be sure the power cord is protected from hot surfaces, sharp edges and
anything else that could damage it.
For your safety, the MP-70/50 features a three-pronged, grounded power
cord. Connect this cord only to a standard 120-volt grounded outlet. If a
120-volt grounded outlet for a three-pronged plug is unavailable, have
one installed by a qualified electrician.
Unplug the MP-70/50 when it is not in use. To unplug it, grasp the plug at
the outlet; do not pull on the cord.
The MP-70/50 contains no user-serviceable parts. To avoid personal
injury or damage to the MP-70/50’s components, do not disassemble the
controller. Refer any repairs to a qualified technician.
When an extension cord is necessary, use only a three-pronged cord
with grounded, polarized connectors. Avoid placing the cord where
someone may trip over it or unplug it accidentally.
Do not expose the MP-70/50 to direct sunlight or extreme temperatures
for extended periods.
The MP-70/50 is not meant to operate in complete darkness. You will
need to have some ambient light to see the LCD screen.
The figure below acquaints you with the control’s major components.
(Wireless control is shown).
Connect scoreboards, hand switches, and other devices to the MP-70/50
controller as shown on the following pages.
Hardware
SETTING UP THE MP-70/50
It is vitally important to correctly connect the scoreboard, hand switch or other
devices to the MP-70/50. Improperly connected equipment will not work as
expected.
If you are using a controller equipped with the wireless option, refer to MP-72/52
Fair-Play offers the following optional hand switches for use with the MP-70/72
only.
When connecting a wired hand switch, refer to the drawing MP-70 AND MP-50
BACK PANEL VIEWS on page 10. In some cases, you can connect more than one
hand switch to the MP-70/72 to at a time. The HC-70 and HH-70 hand switches
listed above include a nine-pin adaptor, allowing you to connect another hand
switch in a daisy-chain configuration.
TO ENABLE OR DISABLE MICLOCK™REMOTE SWITCH
MiClock™ Wireless G2 Game Clock Remote model MC-10 is compatible only to
MP-72-2211 or MP-72-2213 (firmware version 2.25 or greater).
Note: Older wireless MP-70 or MP-72 models can be exchanged or upgraded at
the factory. Compatibility with MiClock requires wiring modifications and
firmware upgrades to the MP-72 (version 2.25+) and firmware upgrade to
the Wireless G2 transmitter.
1. The MP-72, MiClock™ and the scoreboard receiver must be set to the
same RF channel.
a. For MP-72 refer to SCOREBOARD OPERATION (G2) on page 104.
b. For MiClock refer toFACTORYSETTINGS of the MICLOCK QUICK
REFERENCE Guide PN 98-2008-02.
2. Turn ON the MP-72.
3. Set the TIME IN-OUT switch to TIME OUT position.
4. Hold down the Shift key while pressing the 1 key. The bottom line of the
LCD displays “MiClock ON? Y/N”.
a. Press 4 (Y) to use only the MiClock Remote Switch and disable MP-
72 TIME IN-OUT Switch, or
b. Press 6 (N) to use only the MP-72 TIME IN-OUT switch.
5. To reset the Game Clock, refer toCLOCKSETKEY on page 14.
Before turning on the MP-70/50, verify that it is connected to a standard 120-volt
grounded outlet. See IMPORTANT PRECAUTIONS on page 8.
The controller’s ON/OFF switch is located at the rear of the console. Move this
switch to the ON position. The MP-70/50 displays the
start-up message. (The version number may be
different from the one shown here.)
PROGRAMMING THE MP-70/50
The MP-70/50 control’s system settings must be properly programmed
(configured) or it will not operate correctly!
Before turning on your control, carefully read and understand the instructions in
PROGRAMMING THE SYSTEM SETTINGS on page 142 and in SELECTING AND
Certain functions of the MP-70/50 are common to all sports. You should become
familiar with these functions before proceeding to the chapters discussing
specific sports applications.
Operating the clock
TIMEINSWITCH
The TIME IN switch allows you to start and stop the clock. You can also start
and stop the clock with an optional hand switch.
When the clock is stopped, the Time Out
symbol appears on the LCD display.
When the clock is running (TIME IN), an up or down
arrow on the LCD display indicates the direction in
which the clock is counting. In the example shown, the
clock is counting up.
If you want to change the clock direction, follow these steps:
1. With the clock stopped, press and hold SHIFT while
pressing CLK. UP/DN .
2. At the COUNT UP or COUNT DOWN prompt, press and
hold SHIFT while pressing YES .
Page 24
Common Functions
BB 10.0 20:00.
SET CLK.20:00.0
BB 10.0 00:00
SET O.T. 5:00
BB 10.0 20:00.
SET BRK.15:00.0
CLOCKSETKEY
The CLOCK SET key allows you to set the clock for game, break, and
overtime periods. This key is unavailable while the clock is running; stop the
clock before pressing it. With the clock stopped, follow
these steps:
1. Press CLOCK SET repeatedly to cycle
through the screens shown on the following
pages:
2. After selecting the period for which you are
setting the clock, verify the duration shown is
correct. If you need to change the duration,
enter a new time on the numeric keypad.
3. Press ENTER to set the clock to the period
type and duration indicated on the LCD display.
The first two characters on the top line of the LCD display indicate which period
type is currently selected (BK for break, OT for overtime, HT for halftime, and the
two-character sport code for regular game periods). Letters will flash for PG,
(pre-game) HT (halftime) and BK (break) periods.
Note: If you are operating the clock with hand switch, the TIME IN switch on
the MP-70/50 must be in the time out position. Before attempting to reset
the clock with the hand switch, be sure the TIME IN switches on both
the MP-70/50 and hand switch are in the time out position.
When HOURS mode is ON: Enter hours and minutes in CLOCK SET.
When HOURS mode is OFF: Enter minutes and seconds in CLOCK SET.
Note: On Baseball scoreboards that feature game clock, you have the option of
operating the clock in HOURS mode. This must be enabled in the
CHANGE SPORT settings. See SELECTING AND CHANGING SPORTS on
page 151 and BASEBALL on page 70 for more information on baseball
settings.
Page 25
Common Functions
UPDATING THE SCORE
Follow these steps to enter or update the score:
1. Press HOME SCORE or VISITOR SCORE .
2. Press one of the following keys to adjust the score by the increment
indicated: +1 , +2 , +3 , -1 .
Or
1. Press HOME SCORE or VISITOR SCORE .
2. On the numeric keypad, enter the new score and then press ENTER .
Note: When you are using the foul memory and points memory features in
basketball, the process of updating the score is slightly different. See
UPDATING SCORE/TRACKING PLAYER POINTS (MP-70 ONLY)on page
33. If hockey is the selected sport and your installation is equipped with
goal indicator lights, the corresponding indicator will automatically
illuminate for 15 seconds if the +1 key is used to advance either the
home or visitor score.
Note: If the sport you are running is hockey, and you are using the numeric
keypad to manually adjust your hockey scores, then the goal lights must
be turned on and off manually (see MANUALLY CONTROLLING GOAL
Follow these steps to enter or update the period number:
1. Press PERIOD .
2. Press one of the following keys to adjust the period number by increment
indicated +1 , +2 , +3 or -1 .
Or
1. Press PERIOD .
2. On the numeric keypad, enter the period number and then
press ENTER .
SOUNDING THE HORN
You can sound the horn at any time by pressing the HORN button.
You can also set the horn to AUTO HORN mode. In this mode, the horn
automatically sounds for five seconds at the end of each period. Press
the AUTO HORN key to turn this feature on or off.
The AUTO HORN light to the right of the LCD display indicates that this mode is
active.
Note: If you wish to shut off the horn before it finishes its five-second sounding,
put the control in TIME OUT mode. The horn will then turn off instantly.
OPERATING THE SHOT/FIELD TIMER HAND SWITCH
(MP-70 ONLY)
Unless stated otherwise, this section of the instructions refer only to the use of
the hand switch for operating the shot/field timer feature of the MP-70. You
must have an HS-70 hand switch to start, stop and reset the shot/field timer. The
time remaining appears on the top line of the MP-70 LCD display next to the two
digit sport code.
Note: For basketball operation, the shot/field timer is interlocked to the game
clock and will not count down when the game clock is stopped.
2. Press and hold down the RESET button to reset the shot timer.
3. Release the RESET button to start the shot timer.
For NCAA Football 25 Sec Timer operation:
1. Turn off the TIME IN switch.
2. Press twice on the RESET button. The display should show 25
seconds.
3. Turn on the TIME IN switch to start timer countdown.
Note: The 25 second timer feature is only available on football and versions
V2.23d and above only. It can be used when a media timeout is called
during a televised NCAA football game.
For NCAA Basketball 15 Sec Timer operation:
1. Turn off the TIME IN switch.
2. Press twice on the RESET button. The display should show 15
seconds.
3. Turn on the TIME IN switch to start timer countdown.
Common Functions
Note: The 15 second timer feature is only available on basketball and version
V2.26 and above only. It is intended for use when there is an intentionally
kicked or fisted ball with 14 seconds or less on the shot/field timer.
To set a different timer value from the default timer settings:
1. Turn off the TIME IN switch.
2. On the MP-70 keypad, press SET TIMER/T.O.D.
3. On the MP-70 numeric keypad, enter a two-digit time and then
press ENTER .
4. Turn on the TIME IN switch to start the timer countdown.
Note: The preceding steps can change the reset time only for a single reset
event and does not change the default timer setting held in permanent
memory. To change the default setting, refer to the sport-specific setting
for the appropriate sport.
Note: The alternate timeout is used in basketball.
3. Press -1 to start the timeout timer and subtract a timeout from the
timeouts (T.O.L.) counter.
If it is necessary to stop the timeout timer, press -1 again.
4. Press the TIME IN switch to Time In position to resume the game
clock.
Page 29
Common Functions
BB 28.0 0:00.
T.O.D.CLOCK? Y/N
BB 28.0 0:00.
-TOD CLOCK- 12HR
BB 28.0 0:00.
SET TOD 00:00:00
BB 28.0 0:00.
SET TOD 09:27:00
BB TOD 9:27
CORRECTING A MISTAKE
If you make a mistake while entering a number on the numeric keypad,
press CLR . Then enter the number again and press ENTER .
Note: If you press ENTER before correcting the mistake, the incorrect value
takes effect. You must enter the information again as instructed in the
appropriate section of this manual.
USING THE SHIFTED FUNCTIONS
A green background on the keypads denotes the shifted functions. You must
press and hold the SHIFT key to use these functions. The shifted functions
include the following:
T.O.D.
This function allows you to display or hide the time of day on the scoreboard
game clock.
On most scoreboard models, if you use the Time of Day function, the
Time of Day will show in the clock area, and the remaining scoreboard
digits will blank.
However, beginning with firmware version 2.15, the Time of Day function
can simultaneously run during a game for scoreboard types 27 and 28.
This is also true for scoreboard type 31 - but only if used with scoreboard
model number BA-7200.
To display the time of day,
press SHIFT + T.O.D. and respond with YES to
the prompt T.O.D. CLOCK? Y/N. The display will then
show SET TOD CLK, and either 12HR or 24HR,
whichever has been selected in the SYSTEM level of
programming.
Next, press the CLOCK SET key. A six-digit entry
field will appear on the bottom half of the LCD. Use the
numeric keypad to set the correct hours, minutes and
seconds then press the ENTER key to conclude this
process and send time of day to the scoreboard. T.O.D.
is not dependent upon the TIME IN switch setting. To
resume display of the game clock,
press SHIFT + T.O.D. and respond with NO .
The MP-70/50 retains the data from the last game it was used for in memory.
This is a precaution in case of power failure.
To clear that data and reset the controller to the default values you have
specified for the selected sport, follow one of the following two procedures.
1. Press SHIFT + NEW GAME .
2. At the NEW GAME prompt, press YES
or
3. Hold down the CLR key while turning on the control.
CLK.UP/DN
This key lets you change the direction of the game clock. See OPERATING THE
CLOCK on page 13 for further information.
BLANK
The BLANK key allows you to blank selected digits on the scoreboard. Follow
these steps:
1. Press the key corresponding to the value you want to blank. For
example, if you want to blank the region of the scoreboard displaying the
home team’s score, press HOME SCORE .
2. Press SHIFT + BLANK .
YES AND NO
The YES and NO keys allow you to respond to prompts on the LCK display.
In system settings, you do not need to press SHIFT to use these keys. In
normal operating mode, however, you must press and hold SHIFT while
pressing YES or NO .
NEXT
In system settings, the NEXT key lets you skip the current prompt without
changing the corresponding value.
ESC
If you enter system settings by mistake, press ESC to skip directly to the QUIT
prompt. This prevents inadvertent changes to the MP-70/50’s system or sportspecific settings.
This key is available only on the hockey keypad insert with the MP-70/50
programmed to operate a hockey scoreboard. Press this key while
holding SHIFT to turn the hockey interval timer on or off. If you want to change
the duration of the interval timer, press this key without holding SHIFT .
See INTERVAL timer on on page 42 for additional information on the interval timer.
1ST&10
This key is available only on the football keypad insert with the MP-70
programmed to operate a football scoreboard. Pressing this key while
holding SHIFT automatically sets the DOWN and YARDS TO GO values to the
1st & 10 in first down situations. Follow these steps:
1. Press SHIFT + 1st&10 .
2. At the BALL ON prompt, type in which yard line the ball is on and
press ENTER .
BAT/RF
Press the BAT/RF key to display the radio transmitter settings. See MP-70/50
WIRELESS OPTION on page 85 or MP-72/52G2WIRELESS OPTION on page 102
and BATTERY OPTION on page 135 for additional details.
DIMMING THE SCOREBOARD
Note: This function is not available with indoor sports.
Outdoor scoreboards are easier to read if they are bright in the daylight and dim
at night. The MP-70/50 offer four brightness levels; press BRI.DIM to cycle
through them.
Note: If scoreboard outputs 1 and 2 are both set to transmit MP-69 data, only
If basketball is not the sport currently selected on the MP-70/50, or if you want to
change the controller’s settings for basketball, seeSELECTING AND CHANGING
SPORTS on page 151.
You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING THE
SYSTEM SETTINGS on page 142.
SPORT-SPECIFIC SETTINGS FOR BASKETBALL
When you select basketball as instructed on see SELECTING AND CHANGING
SPORTS on page 151, the MP-70/50 presents you with the sport-specific setting
options in the sequence outlined on the following pages. When you adjust these
settings, the MP-70/50 stores your selections in permanent memory. Your
settings become active each time you select basketball in the future.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected,
and your scoreboard model, or whether your basketball game is taking
place according to FIBA or North American rules. Hence, not all of the options outlined in this chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
The first prompt you will see is one for FIBA basketball
rules, which are used by the International Basketball
Federation. North American users of the MP-70/50
control who are not using FIBA rules should
answer NO to this prompt. Further information on FIBA basketball rules are
described FIBA RULES EXPLAINED on page 27.
Note: If you choose the FIBA rules options, the prompts you see on your LCD
screen will vary from the list of all prompts shown in this chapter.
AUTO PERIOD ADVANCE (FIBA RULES-ONLY QUESTION)
If you have chosen FIBA rules, you will see the AUTO
PERIOD ADVANCE prompt next. The AUTO PERIOD
ADVANCE feature includes a series of pre-set period
and break times that the MP-70/50 controller will run
automatically. You can read more on this option at FIBAAUTO PER.ADVANCE
SEQUENCE on page 28.
COUNTDOWN CLOCK
Press YES if you want the clock to count down
or NO if you want the clock to count up.
TENTHS OF SECONDS CLOCK
To display tenths of seconds in the last minute of play,
press YES . This setting is unavailable if the clock is
counting up.
AUTO HORN
If you press YES to select AUTO HORN, this mode is
active each time you select basketball as the sport. You
can still use the AUTOHORN key to turn this feature
on and off as instructed on SOUNDING THE HORN on page
Note: On a four-digit game clock (MM:SS), the seconds will display in minutes
area and the tenths of seconds will display after the colon.
Page 34
Basketball
- CHANGE SPORT -
CLOCK SET TO? 00
- CHANGE SPORT -
BREAK SET TO? 00
- CHANGE SPORT -
O.T. SET TO? 00
- CHANGE SPORT -
BONUS FLS 1TO9?
- CHANGE SPORT -
MAX. T.FOULS? __
- CHANGE SPORT -
T.O.TO SCBD? Y/N
- CHANGE SPORT -
T.O.TIMER TO? 00
CLOCK SET TO
On the numeric keypad, enter the duration of the game
period in minutes and then press ENTER .
BREAK SET TO
On the numeric keypad, enter the duration of the break
period (half time) in minutes and then press ENTER .
OVERTIME SET TO
On the numeric keypad, enter the duration of the
overtime period in minutes and then press ENTER .
BONUS FOULS
On the numeric keypad, enter the number of team fouls
(between one and nine) needed to initiate a bonus
situation, then press ENTER .
MAXIMUM TEAM FOULS
Enter the maximum number of team fouls that you want
to display on the scoreboard. Normally, this is the
number of fouls required for the two-shot rule to take
effect at the free throw line. If you don’t want to limit the
number of team fouls displayed, enter 99.
TIMEOUT TO SCOREBOARD
If you want the timeout timer to appear on the
scoreboard, press YES . If you press NO , the timer
appears only on the MP-70/50’S LCD display.
TIMEOUT TIMER TO
On the numeric keypad, enter the number of seconds
for a primary (“full”) timeout and then press ENTER .
If the basketball rules you are using call for two different
timeout durations - one shorter timeout and one longer
timeout - enter the second (shorter) timeout duration (in
seconds) and then press ENTER . Otherwise,
press NEXT .
ALTERNATE 2ND TIMEOUT WARNING HORN
During the alternate 2nd timeout, the horn sounds for 1
second as a warning that the timeout is about to end.
Choose between 10 seconds remaining or 15 seconds
remaining.
NUMBER OF TIMEOUTS LEFT
Enter the number of timeouts allowed, either per game
or per half. When you press SHIFT + NEW GAME ,
this value resets automatically. If you are tracking
timeouts by half, you must manually reset the number of
timeouts left at halftime.
TRANSPARENT TIMER
Basketball
Answer yes if equipped with the Transparent Shot Clock
Timer.
TENTHS OF A SECOND TRANSPARENT TIMER
Answer yes for the tenths of a second to display on the
transparent shot clock.
TIMER 1ACLOCK TIMER (MP-70 ONLY)
On the numeric keypad, enter the duration of the shot
timer #1A clock in seconds and then press ENTER .
For example: 35 seconds (NCAA Men).
TIMER 1BCLOCK TIMER (MP-70 ONLY)
On the numeric keypad, enter the duration of the shot
timer #1B clock in seconds and then press ENTER .
For example: 30 seconds (NCAA Women).
On the numeric keypad, enter the duration of the shot
timer #2 clock in seconds and then press ENTER . For
example: 15 seconds (NCAA intentionally kicked or
fisted ball).
FOUL MEMORY
The foul memory feature allows you track fouls or fouls
and points by player number. You can display these
statistics for up to 15 players per team. To activate this
feature, press YES at the FOUL MEMORY prompt.
Otherwise, press NO .
If an SP-70 statistics panel controller is interfaced with the MP-70, foul and points
tracking capabilities of the MP-70 are automatically de-activated.
POINTS MEMORY (MP-70 ONLY)
The POINTS MEMORY prompt appears only if you
pressed YES at the FOUL MEMORY prompt. If you
want to track both fouls and points by player number,
press YES at the POINTS MEMORY prompt. To track only player fouls,
press NO .
ENTER LINEUP (MP-70 ONLY)
This prompt appears only if you have activated the foul
memory feature as instructed at FOUL MEMORY above.
If you press YES at the ENTER LINEUP prompt, the
MP-70 prompts you to enter player numbers for the home and visiting teams
each time you press SHIFT + NEW GAME (see NEWGAME on page 20). If
you press NO , the MP-70 automatically records player numbers as you track
player fouls or points during the game.
If you choose to enter player numbers manually, the MP-70 retains these
numbers in memory when you press SHIFT + NEW GAME . (It clears the
player fouls and points values.) IF you choose to have the MP-70 record player
numbers automatically, all player information, including player numbers, is
cleared from memory when you start a new game.
If FIBA RULES was previously selected, then only one
shot timer is prompted. On the numeric keypad, enter
the duration of the shot timer clock in seconds and then
press ENTER .
Note: MP-70 controls can hold three different default shot timer clock durations
in permanent memory.
• For information about selecting and programming default shot timer
durations prior to starting a game, refer to SETTING THE SHOT TIMER
(MP-70only) on page 29.
• For hand switch information, refer to OPERATING THE SHOT/FIELD
TIMER HAND SWITCH (MP-70 only) on page 16.
FIBA RULES EXPLAINED
The following sections describe features of FIBA rules. They are only applicable
if you chose FIBA rules at the first prompt, which was mentioned in FIBA RULES
(FOR INTERNATIONAL BASKETBALL) Error! Bookmark not defined..
Instead of counting timeouts remaining, as is done in North American
basketball rules), FIBA rules counts the number of timeouts used.
Hence, FIBA rules counts the number of time outs used, instead of time
outs remaining.
Extra periods (known as overtime according to North American rules),
are shown on the scoreboard with the letter “E”, if that scoreboard is
operating according to FIBA rules.
The shot timer hand switch sold by Fair-Play to FIBA rules users (HS-70-
FIBA) has an additional BLANK switch.
Period and break times for FIBA rules basketball games are described in
If you chose the AUTO PERIOD ADVANCE feature that is an option under FIBA
rules, the MP-70/50 control will run a sequence of FIBA basketball game periods
and their time values, which are described below. (This prompt was previously
discussed in AUTO PERIOD ADVANCE (FIBA RULES-ONLY QUESTION)on page 23).
Pre-game warmup period - 20 minutes.
First period - 10 minutes.
Two-minute break between first and second periods.
Second period - 10 minutes.
Halftime break - 15 minutes.
Third period - 10 minutes.
Two-minute break between third and fourth periods..
Fourth period - 10 minutes.
If the score is tied:
First extra period - 5 minutes.
Second extra period - 5 minutes.
Third extra period - 5 minutes.
Note: The AUTO PERIOD ADVANCE feature differs from regular
basketball operations in one important respect: In order to start a period,
you MUST press the TIME IN/TIME OUT button twice: the first time to
bring the control into TIME OUT, and the second time to bring it back into
TIME IN again. This is required so that the control will not automatically
start the next period without the operator’s consent. (Break periods start
automatically).
OPERATING THE CONTROL IN A BASKETBALL GAME
Before continuing with this chapter, be sure the letters BB appear in the upperleft corner of the LCD display. This indicates that basketball is the sport currently
selected. If you see a different code, select basketball as instructed on
SELECTING AND CHANGING SPORTS on page 151. You may want to adjust the sport-
specific settings for basketball as instructed earlier in this chapter.
You should also be familiar with the information in COMMON FUNCTIONS on page
13 before continuing with this chapter. That chapter discusses several functions
of the MP-70/50 that are important to its operation in a basketball game, such as
operating the clock and updating the score.
ENTERING TEAM LINEUPS (MP-70 ONLY)
If you have activated the foul memory feature as instructed on FOUL MEMORY on
page 26, enter player numbers in one of the ways discussed below.
If you pressed YES at the ENTER LINEUP prompt in the sport-specific
settings for basketball, the MP-70 prompts you to enter player numbers at the
beginning of each new game. (See ENTER LINEUP (MP-70 ONLY) on page 26) If
you have entered player numbers for a previous game and will be using the
same numbers again, press NO at the ENT.H.LINEUP and ENT.V.LINEUP
prompts. Otherwise, press YES at these prompts. Then enter up to 15 player
numbers per team, pressing ENTER after each.
Note: The scoreboard blanks while you enter team lineups at the start of a new
game. When you have finished entering player numbers, scoring data is
again visible.
If you pressed NO at the ENTER LINEUP prompt, the MP-70 automatically
records up to fifteen player numbers per team as you track player fouls or points
during the game.
CONTROLLING THE POSSESSION LIGHTS
Press the NEXT.POSS. key to alternate between the
home and visitor possession lights. If you want to turn
both lights off, press NEXT.POSS. and then
press SHIFT + BLANK .
CONTROLLING THE BONUS LIGHTS
The HOME BONUS and VISITOR BONUS keys
each provide these three options: BONUS ON,
DOUBLE BONUS, or BONUS OFF. Press these keys
repeatedly to cycle through the three options.
SETTING THE SHOT TIMER (MP-70 ONLY)
You can program and store two different default shot timer clock durations (reset
times) in permanent memory. This is especially useful when games requiring
different timer clock reset values are played back to back, for example, a junior
varsity girls’ contest followed by a varsity boys’ game.
Shot timer default reset values can be set into the control’s permanent memory
either while entering sport specific settings for basketball , or when selecting the
shot timer reset value as detailed in the following instructions.
1. Press SHIFT + PERIOD/NEW GAME , then
press YES . The shot timer reset value is
selectable only when the game clock seconds =
00, home and visitor score = 0, and the game
clock is not counting. In other words, after the
control is set for a new game (see NEWGAME
on page 20) and before a new game has
started.
2. Press the SET TIMER/T.O.D. key twice and
the LCD screen will appear as shown.
Press YES to select or program a different
shot clock reset time.
3. The bottom half of the LCD screen will display
the current values for both clocks. The currently
selected reset value is highlighted with dark
brackets. In the example shown, the current
shot timer reset value is 30 seconds.
4. To keep the currently selected reset time, press
the ENTER key.
To select the other time,
press SHIFT + NEXT to highlight it then
press the ENTER key.
If you want to change either reset value, highlight the desired value with
the SHIFT + NEXT keys then use the numeric keypad to enter a
new two-digit time. Press the ENTER key to keep it as your new
default reset time.
The bottom half of the LCD screen will confirm
your selection by displaying TIMER RESET
value (in seconds). Once the game has started,
the shot timer displays will reset to the selected value whenever the HS70 hand switch reset button is activated.
Note: For more information on how to use the HS-70 hand switch during a
basketball game, refer to OPERATING THE SHOT/FIELD TIMER HAND
SWITCH (MP-70 only) on page 16.
Page 41
Basketball
BB 10.0 20:00.
GAME CLK: YELLOW
BB 10.0 20:00.
SHOT CLK: YELLOW
BB 10.0 20:00.
GOAL LIT: YELLOW
SETTING THE TRANSPARENT TIMER COLOR
Use this feature if your scoreboard is equipped and configured with the
Transparent Timer; which displays the game clock time, shot clock time, and goal
light indicator. To configure the Transparent Timer, please refer to page 25.
Follow instructions below to change the color.
SET GAME CLOCK COLOR
A. Press GAME SHOT GOAL COLOR button
repeatedly until GAME CLK: displays.
B. Press the +1 or -1 key to set a different
color. The following display colors are available: yellow, blue, magenta,
cyan, white, red, and green.
SET SHOT CLOCK COLOR
A. Press GAME SHOT GOAL COLOR button
repeatedly until SHOT CLK: displays.
B. Press the +1 or -1 key to set a different
color. The following display colors are available: yellow, blue, magenta,
cyan, white, red, and green.
SET GOAL LIGHT COLOR
A. Press GAME SHOT GOAL COLOR button
repeatedly until GOAL CLK: displays.
B. Press the +1 or -1 key to set a different
color. The following display colors are available: yellow, blue, magenta,
cyan, white, red, and green.
DISPLAYING PLAYER STATISTICS (MP-70 ONLY)
Follow these steps to place a player in the game and display that player’s
statistics on scoreboards equipped with five or six player (per team) statistics
panels.
Note: Beginning with version 3.04, player statistics are displayed in player
number numerical order on the statistics panels.
1. Press HOME FOULS or VISITOR FOULS .
2. Press +2 IN/OUT .
3. At the PLAYER NO prompt, type the player number and then
press ENTER . The player’s statistics will appear in the first open
position of the home or visitor statistics panel.
Page 42
Basketball
Or
1. Press HOME FOULS or VISITOR FOULS or HOME SCORE or
VISITOR SCORE .
2. Press one of the following keys to adjust the player fouls or score by the
increment indicated: +1 , +2 or +3 .
3. At the PLAYER NO. prompt, type the player number and then
press ENTER . The player’s statistics will flash 10 times in the first open
position or the home or visitor statistics panel, and also appear for 15
seconds in the player foul regions of the scoreboard.
REMOVING A PLAYER FROM THE GAME
Follow these steps to remove a player from the game and exclude that player’s
statistics from displaying on the statistics panels:
1. Press HOME FOULS or VISITOR FOULS .
2. Press +2 IN/OUT .
3. At the PLAYER NO prompt, type the player number and then
press ENTER . They player’s statistical information will be removed
from the statistics panel display, but remains in memory.
MASS PLAYER SUBSTITUTION
Follow these steps to remove all of the players from either team for a mass
player substitution. This action will take all players out of the game who had been
marked as being in the game.
1. Press HOME FOULS or VISITOR FOULS .
2. Press +2 IN/OUT .
3. Press the CLR key.
The home or visitor statistics panel will go blank. You may now display statistics
for the new players by placing them in the games as outlined earlier in this
section.
UPDATING SCORE/TRACKING PLAYER POINTS (MP-70 ONLY)
When you are using the points memory option (see POINTS MEMORY (MP-70
ONLY)on page 26), the process of updating the score is slightly different from the
steps in UPDATING THE SCORE on page 15. Update the score as follows:
1. Press HOME SCORE or VISITOR SCORE .
2. Press +1 , +2 or +3 to increase the score
by the increment indicated. The prompt
ENTER PLY # appears on the LCD display.
3. On the numeric keypad, type the number of the scoring player and then
press ENTER .
After you enter the player number, the player’s statistics appear in the player
fouls region of the scoreboard (on some models, this region of the scoreboard
also displays player points). The player statistics blank automatically after 15
seconds but remain in memory. On scoreboards equipped with statistics panels,
the player’s statistics will flash 10 times on the appropriate panel.
TRACKING FOULS (MP-70 ONLY)
Follow these steps to update team and player fouls.
1. Press HOME FOULS or VISITOR FOULS .
If you need to correct the team fouls value, follow these steps:
2. Press +1 . The team fouls count increases by
one.
3. If the foul memory feature is active, the prompt
ENTER PLY # appears on the LCD display.
4. On the numeric keypad, type the player number and then
press ENTER . The player’s statistics appear for fifteen seconds in the
player fouls region of the scoreboard and flash 10 times on statistics
panels if the scoreboard is so equipped.
1. Press HOME FOULS or VISITOR FOULS .
2. On the numeric keypad, enter the total number of fouls and then
press ENTER .
Note: When you use the +1 key to update team fouls, the number of team
fouls stops increasing when it reaches the maximum number of team fouls
allowed. This is the value you have specified at the MAX.T.FOULS prompt
in the sport-specific settings for basketball on MAXIMUM TEAM FOULS ON
PAGE 24.
Page 44
Basketball
BB 10.0 10:55.
ENTER PLY. #
BB 10.0 10:55.
ENTER FOULS
BB 10.0 10:55.
ENTER PTS.
BB 10.0 10:55.
V.TEAM FOULS 3
BB 10.0 10:55.
PLAYER FOULS
BB 10.0 10:55.
PLAYER NO.
CORRECTING PLAYER STATISTICS (MP-70 ONLY)
If the points memory feature is active (see POINTS MEMORY (MP-70 ONLY)on page
26), follow the steps below to correct player fouls or points as needed.
1. Press HOME FOULS or VISITOR FOULS .
2. Press FOULS/PLAYER .
3. When the prompt ENTER PLY # appears, type
the player number and then press ENTER .
4. At the ENTER FOULS prompt, type the number
of player fouls and then press ENTER .
5. At the ENTER PTS prompt, type the number of
player points and then press ENTER .
The player’s statistics appear for fifteen
seconds in the player fouls region of the scoreboard and flash 10 times
on statistics panels if the scoreboard is so equipped.
If the points memory feature is not active, follow these steps to correct player
fouls:
1. Press HOME FOULS or VISITOR FOULS .
2. Press FOULS/PLAYER .
In situations where you wish to display information for two players on the team
fouls panel, use the above key sequence to enter both player’s statistics in the
order you want them displayed. This input is double buffered which means that
the first players information will display for 15 seconds followed immediately by
the second player’s information, also for 15 seconds.
You can also use the FOULS/PLAYER key to cycle through records in the
team lineups. This allows you to verify player statistics and make corrections as
necessary. Follow these steps:
3. When the prompt PLAYER FOULS appears,
enter the number of player fouls on the numeric
keypad.
4. At the PLAYER NO. prompt, type the player
number and then press ENTER . The player’s
statistics appear for 15 seconds in the player
fouls region of the scoreboard.
Note: These steps do not alter the team fouls or total score; if those values
require correction, you must adjust them separately.
Page 45
Basketball
BB 10.0 10:55.
H.TEAM FOULS 3
BB 10.0 10:55.
PLAYER FOULS
BB 10.0 10:55.
HOME # 1-2 FOULS
1. Press HOME FOULS or VISITOR FOULS .
2. Press FOULS/PLAYER , the prompt
PLAYER FOULS appears.
3. Press FOULS/PLAYER again. The statistics
for the first player in the selected team lineup
appear on the LCD display. (Player points
appear only if the points memory feature is active.)
4. Press FOULS/PLAYER repeatedly to cycle
through the statistics for each player.
You can correct a player’s statistics as you cycle through the player records. If
the points memory feature is active, type the player number on the numeric
keypad and then press ENTER . Type the new values at the ENTER FOULS
and ENTER PTS. prompts, pressing ENTER after each.
If the points memory feature is not active, enter the number of player fouls. At the
PLAYER NO. prompt type the player number and press ENTER .
Again, correcting an individual player’s statistics does not alter the team fouls or
total score; if those values require correction, you must adjust them separately.
If football is not the sport currently selected on the MP-70/50, or if you want to
change the controller’s settings for football, see SELECTING AND CHANGING SPORTS
on page 151.
You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING THE
SYSTEM SETTINGS on page 142.
SPORT-SPECIFIC SETTINGS FOR FOOTBALL
When you select football as instructed on SELECTING AND CHANGING SPORTS on
page 151, the MP-70/50 offers the sport-specific settings discussed below. When
you adjust these settings, the MP-70/50 stores your selections in permanent
memory. Your settings become active each time you select football in the future.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected, or
your scoreboard model. Hence, not all of the options outlined in this
chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
If you respond YES to the prompt shown, the yardage
values you enter using the DOWN PLACE , TO GO ,
and BALL ON EVENT keys appear on the
scoreboard automatically. Selecting YES deactivates
the DISPLAY D , TG , BO key. If you press NO , you can display or blank
the yardage values simultaneously using the DISPLAY D , TG , BO key.
MINUTES TENS TO CONNECTOR 2
This setting is exclusive to the FB-8218TK scoreboard,
which supports football soccer and track. It is available
only when you have programmed the MP-70/50 for use
with the FB-8218TK (scoreboard type number 26). See
PROGRAMMING THE SYSTEM SETTINGS on page 142 for more information on
scoreboard types.
When you are using the FB-8218TK scoreboard for football or soccer,
press YES at this prompt. If you are using a scoreboard other than
model FB-8218TK always press YES at this prompt.
Press NO only when you are using the FB-8218TK scoreboard for a
track and field event. When you press NO , the MP-70/50 transmit
tenths of seconds data to connector 2 of the scoreboard processor pack.
You must also redirect the writing at the scoreboard to complete this
change.
COUNTDOWN CLOCK
Press YES if you want the clock to count down
or NO if you want the clock to count up.
TENTHS OF SECONDS CLOCK
To display tenths of seconds in the last minute play,
press YES . This setting is unavailable if the clock is
counting up.
Note: On a four-digit game clock (MM:SS), the seconds will display in minutes
area and the tenths of seconds will display after the colon.
Page 48
Football
- CHANGE SPORT -
AUTO HORN? Y/N
- CHANGE SPORT -
CLOCK SET TO? 00
- CHANGE SPORT -
O.T. SET TO? 00
- CHANGE SPORT -
BREAK SET TO? 00
- CHANGE SPORT -
T.O.TO SCBD? Y/N
- CHANGE SPORT -
T.O.TIMER TO? 00
- CHANGE SPORT -
TIMER SET #2? 25
- CHANGE SPORT -
TIMER SET #1? 40
AUTO HORN
If you press YES to select auto horn, this mode is
active each time you select football as the sport. You
can still use the AUTO HORN key to turn this feature
on and off as instructed at SOUNDING THE HORN on page
16.
TIMEOUT TO SCOREBOARD
If you want the timeout timer to appear on the
scoreboard, press YES . If you press NO , the timer
appears only on the MP-70/50’s LCD display.
TIMER SET #1 AND #2(MP-70 ONLY)
On the numeric keypad, enter the duration of the field
timer #1 in seconds and then press ENTER . For
example: 40 seconds (NCAA 40 sec play clock). Next,
enter the duration of field timer #2 and then
press ENTER . For example: 25 seconds (media
timeout or administrative stoppage).
CLOCK SET TO
On the numeric keypad, enter the duration of the game
period in minutes and then press ENTER .
BREAK SET TO
On the numeric keypad, enter the duration of the break
period (half time) in minutes and then press ENTER .
OVERTIME SET TO
On the numeric keypad, enter the duration of the
overtime period in minutes and then press ENTER .
TIMEOUT TIMER SET TO
On the numeric keypad, enter the number of seconds
per time out and then press ENTER .
Enter the number of timeouts allowed, either per game
or per half. When you press SHIFT + NEW GAME ,
this value resets automatically. If you are tracking
timeouts by half, you must manually reset the number of timeouts left at halftime.
VIDEO CHARACTER GENERATOR
Enter YES to enable data out on the RS-232
connector for use with the VideoStamp+ character
generator. Responding NO will default to ProLine
data on the RS-232 connector for most sports.
OPERATING THE CONTROL IN A FOOTBALL GAME
Before continuing with this chapter, be sure the letters FB appear in the upperleft corner of the LCD display. This indicates that football is the sport currently
selected. If you see a different code, select football as instructed at SELECTING
AND CHANGING SPORTS on page 151. You may want to adjust the sport-specific
settings for football as instructed earlier in this chapter.
See COMMON FUNCTIONS on page 13 for a discussion of several functions of the
MP-70/50 that are important to its operation in a football game, such as operating
the clock and updating the score.
OPERATING THE POSSESSION LIGHTS
Press POSS. to alternate between the home and
guest possession lights. To turn both lights off,
press POSS. ; then press SHIFT + BLANK .
2. Press one of following keys to adjust the down
number by the increment indicated +1 , +2 ,
+3 or -1 .
Or, on the numeric keypad, enter the new down number and then
press ENTER .
UPDATE YARDS TO GO
1. Press TO GO .
2. Press one of the following keys to adjust the
yardage by the increment indicated: +1 ,
+2 , +3 , or -1 .
Or, on the numeric keypad, enter the new yardage and then
press ENTER .
FIRST DOWN
You can immediately set first down and ten yards to go by
pressing SHIFT + 1 & 10 . See 1ST&10 on page 21 for further information.
Follow these steps to enter or update the ball on value:
If you pressed YES at the UPDATE YARD prompt in
the sport-specific settings for football, the yardage
values you enter, using the DOWN PLACE , TO GO ,
and BALL ON EVENT keys appear on the
scoreboard automatically, if you pressed NO , you can
display or blank these values on the scoreboard
simultaneously by pressing DISPLAY D,TG,BO at
any time.
2. Press one of the following keys to adjust the
yardage by the increment indicated: +1 ,
+2 , +3 or -1 .
Or, on the numeric keypad, enter the new yardage and then
press ENTER .
Page 51
Hockey
- CHANGE SPORT -
ENT.PEN.TIMESY/N
HOCKEY
If hockey is not the sport currently selected on the MP-70/50 or if you want to
change the controller’s settings for hockey, see SELECTING AND CHANGING SPORTS
on page 151.
You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING THE
SYSTEM SETTINGS on page 142.
SPORT-SPECIFIC SETTINGS FOR HOCKEY
When you select hockey as instructed on SELECTING AND CHANGING SPORTS on
page 151, the MP-70/50 offers the sport-specific settings discussed below. When
you adjust these settings, the MP-70/50 stores your selections in permanent
memory. Your settings become active each time you select hockey in the future.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected, or
your scoreboard model. Hence, not all of the options outlined in this
chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
ENTER PENALTY TIMES
By default, the MP-70/50 allows you start penalty timers
in two-minute, five-minute, and ten-minute increments
using the +1, +2 and +3 keys respectively. If necessary,
you can change these increments by pressing YES at the ENT.PEN.TIMES
prompt. If you want to use the default increments, press NO.
If you press YES, the MP-70/50 prompts you to enter the penalty times for the
+1, +2 and +3 keys, pressing ENTER after each one.
INTERVAL TIMER ON
The interval timer is essentially a clock within a clock, allowing you to divide the
game period into shorter segments as necessary. For example, you might use
this function when the hockey teams consist of multiple squads; when the horn
sounds at the end of an interval, one squad replaces another in the rink.
The horn sounds when the interval timer expires, but the game clock is
unaffected. After the horn sounds, the interval timer automatically resets to the
amount of time you have specified.
To turn this timer on, press YES at the prompt shown
below. To turn the timer off, press NO .
If you press YES , the MP-70/50 prompts you to enter
the duration of the interval clock. Enter the duration
using the numeric keypad and then press ENTER .
If you choose the Interval Timer, a lower-case “i”
appears in the middle of the upper line of the LCD
screen.
10’ PENALTY SPOTS
If you choose YES for this option, then players who
receive a 10-minute penalty will automatically have
those penalties shown on the two 10-minute penalty
indicator lights used on European hockey scoreboards.
Thus, that penalty will not appear in the usual player/penalty digits. (However, the
penalty clock will count down the 10 minutes even though it is not displayed in
the player/penalty digits). When the penalty clock has counted to 0, the penalty
indicator light will turn off.
COUNTDOWN CLOCK
Press YES if you want the clock to count down
or NO if you want the clock to count up.
Note: The following option is intended for use with European hockey rules.
Page 53
TENTHS OF SECONDS CLOCK
- CHANGE SPORT -
O.T. SET TO? 00
- CHANGE SPORT -
BREAK SET TO? 00
- CHANGE SPORT -
CLOCK SET TO? 00
- CHANGE SPORT -
T.O.TO SCBD? Y/N
- CHANGE SPORT -
1/10SEC CLK? Y/N
- CHANGE SPORT -
AUTO HORN? Y/N
- CHANGE SPORT -
TIMER SET TO? 00
To display tenths of seconds in the last minute of play,
press YES . This setting is unavailable if the clock is
counting up.
Note: On a four-digit game clock (MM:SS), the seconds will display in minutes
area and the tenths of seconds will display after the colon.
AUTO HORN
If you press YES to select auto horn, this mode is
active each time you select soccer as the sport. You
can still use the AUTO HORN key to turn this feature
on and off as instructed SOUNDING THE HORN on page
16.
TIMER SET TO (MP-70 ONLY)
On the numeric keypad, enter the duration of the field
timer in seconds and then press ENTER .
TIMEOUT TO SCOREBOARD
If you want the timeout timer to appear on the
scoreboard, press YES . If you press NO , the timer
appears only on the MP-70/50’s LCD display.
Hockey
CLOCK SET TO
On the numeric keypad, enter the duration of the game
period in minutes and then press ENTER .
BREAK SET TO
On the numeric keypad, enter the duration of the break
period (half time) in minutes and then press ENTER .
OVERTIME SET TO
On the numeric keypad, enter the duration of the
overtime period in minutes and then press ENTER .
On the numeric keypad, enter the number of seconds
per timeout and then press ENTER .
NUMBER OF TIMEOUTS LEFT
Enter the number of timeouts allowed, either per game
or per half. When you press SHIFT + NEW GAME ,
this value resets automatically. If you are tracking timeouts by half, you must
manually reset the number of timeouts left at half time.
GOAL LIGHTS
Enter YES if you want the goal lights operated from
outputs 3 & 4. If NO , outputs 3 & 4 defaults to the usual timer data output.
VIDEO CHARACTER GENERATOR
Enter YES to enable data out on the RS-232
connector for use with the VideoStamp+ character generator.
Responding NO will default to ProLine data on the RS-232 connector for most
sports.
OPERATING THE CONTROL IN A HOCKEY GAME
Before continuing with this chapter, be sure the letters HK appear in the upperleft corner of the LCD display. This indicates that hockey is the sport currently
selected. If you see a different code, select hockey as instructed at SELECTING
AND CHANGING SPORTS on page 151. You may want to adjust the sport-specific
settings for hockey as instructed earlier in this chapter.
You should also be familiar with the information in the chapter titled COMMON
FUNCTIONS on page 13 before continuing with this chapter. This chapter
discusses several functions of the MP-70/50 that are important to its operation in
a hockey game, such as operating the clock and updating the score.
DISPLAYING SHOTS ON GOAL
The HOME S.O.G. or VISITOR S.O.G. keys work much like the SCORE keys.
Follow these steps to use them.
2. Press one of the following keys to adjust the
shots on goal value by the increment
indicated: +1 , +2 , +3 or -1 .
Page 55
Hockey
Or
1. Press HOME S.O.G. or VISITOR S.O.G. .
2. On the numeric keypad, enter the new shots on goal value and then
press ENTER .
MANUALLY CONTROLLING GOAL INDICATORS
The HOME GOAL and VISITOR GOAL keys provide manual control of the
goal indicator lights. Pressing either of these keys will turn the corresponding
goal indicators on or off.
ENTERING PENALTIES
By default, the MP-70/50 allows you enter penalty times in two-minute fiveminute, and 10-minute increments using the +1 , +2 and +3 keys
respectively.
ENTERING SINGLE PENALTIES
Follow these steps to enter a penalty time for single penalties:
1. Press HOME PENALTY or VISITOR PENALTY
2. Press +1 , +2 or +3 keys to assign a penalty time for a single
player. These keys will assign penalties according to the following preset times:
If you hit the ENTER key before you enter in the player number, the control will
not accept the penalty. Instead, you will see a screen
similar to the one shown, stating “NO PENALTY FOUND.” Re-enter the penalty and player number using
the correct sequence.
When you enter a penalty, the penalty indication arrow for the appropriate time
lights for 12 seconds.
Note: Depending upon the type of scoreboard, penalty indication arrows may
not be present.
There are two penalty clocks per team, and the MP-70/50 can store up to three
additional penalties per team in memory. This means only the first two penalties
in memory for each team will count down. When there are three or more
penalties in memory at once, the third penalty begins to count down when one of
the first two expires.
Penalty timers count down only when the game clock is running during a regular
game period; they do not count down during break periods.
If you correct the game clock during a game period
when penalty times are entered, the above prompt
appears.
Press SHIFT + NO to accept the current times.
Press SHIFT + YES if you want to correct the penalties that are
actively counting. If you press SHIFT + YES , the MP-70/50 prompts
you to enter new times for each counting penalty. Enter the new time for
each penalty as prompted, pressing ENTER after each.
ENTERING MULTIPLE PENALTIES
If a player receives more than one penalty time, such as two 2-minute penalties,
or a 2-minute plus a 5-minute penalty, these multiple penalty times can be
entered into the control by two different methods, explained on the following
pages.
In the first method, ENTERING TWO PENALTIES WITH PLUS KEYS on page 47,
you can hit a sequence of two different plus (+) keys which automatically
enter penalties according to a pre-set time. These two penalties will then
be added up and displayed as one totaled penalty time.
In the second method, ENTERING OTHER PENALTIES on page 47, you can
use the OTHER key to enter a pre-set combination of two (or in one
case, three) penalty times. These two (or three) penalties then will be
timed in sequence by the penalty clock.
Page 57
Note: If, after entering the player penalties, you decide to cancel a player
HK 30 10:02.
V.# 23 7:00
HK 30 10:02.
NO PENALTY FOUND
penalty (see CANCEL INDIVIDUAL PENALTIES on page 48), it is possible to
cancel the penalties you entered using the plus + keys. However, it is
NOT possible to cancel a multiple penalty that was entered using the
OTHER key. You can only cancel penalties in the queue that are to be
counted by the penalty clock.
ENTERING TWO PENALTIES WITH PLUS KEYS
1. Press the HOME PENALTY or VISITOR PENALTY keys.
2. Press +1 , +2 or +3 keys to assign a penalty time for a single
player. Each of these three keys automatically enters the amount of
penalty time(s) you specified in Program Mode’s sport-specific settings
for hockey (see SPORT-SPECIFIC SETTINGS FOR HOCKEY on page 41). (This
first penalty time will not display on the LCD until you enter in the player
number in Step 4).
3. Press the +1 , +2 or +3 keys to assign a second penalty time for
that single player. The penalty clock will then automatically add up these
two penalty times. (Likewise, this second penalty time also will not
display on the LCD until you enter in the player number in Step 4).
4. At the ENTER PLY.NO. prompt, enter the player number on the numeric
keypad and then press ENTER .
5. The player number and tallied penalty time now appears on the LCD.
Player #23 receives a two-minute plus a five-minute penalty. The MP70/50 user presses the +1 and +2 keys on the control, then enters
in 23 for the player number, thus giving player
#23 a total of seven (2+5) minutes in penalties.
This tally of seven minutes is displayed on the
LCD.
If you hit the ENTER key before you enter in
the player number, the control will not accept
the penalty. Instead, you will see a screen
similar stating “NO PENALTY FOUND.” Reenter the penalty and player number using the correct sequence.
1. Press HOME PENALTY or VISITOR PENALTY .
Page 58
Hockey
2 mins + 2 min
5 min + 2 min
5 min + 5 min
2 min + 10 min
5 min + 10 min
2 min + 2 min + 10 min
1 minute
3 min
HK 30 10:02.
PEN= 2:+ 2:
HK 30 10:02.
H.#36 2:+2:
2. Press the OTHER key, which is located on the top right-hand side of
your Hockey overlay keypad of the Rev. A keypad version.
(This OTHER key does not appear on hockey keypads issued earlier
than April 3, 2006).
3. A screen appears, as shown. The bottom row of
text represents the penalty times that a player
will be assigned. If you choose the first prompt,
as shown below, the player will be given two 2minute penalties, which will be timed in sequence by the penalty clock.
You can scroll through several different penalty combinations by
pressing the OTHER key multiple times. Other penalty time options
are listed in the following sequence:
4. After selecting the correct other penalty times, enter the player number,
and then press ENTER .
Note: When using the OTHER key to enter a penalty, you will not be prompted
to enter a player number. However, you must enter a player number after
selecting the penalty time in order to enter the penalty in the control.
5. The player’s number and that player’s current penalty in memory
appears on the LCD display, as shown. In this
instance, the Home Team Player #36 has
received two 2-minute penalties, which will be
counted down separately, in sequence, by the
penalty clock.
Note: As explained in the note in ENTERING MULTIPLE PENALTIES on page 46,
CANCEL INDIVIDUAL PENALTIES
Follow these steps to correct or cancel an individual penalty:
1. Press HOME PENALTY or VISITOR PENALTY .
2. Enter the player number, and then press ENTER .
3. The current penalty in memory appears on the LCD display.
it is NOT possible to cancel a multiple penalty that was entered using the
OTHER key. You can only cancel penalties in the queue that are to be
counted by the penalty clock.
Page 59
Hockey
HK 30 10:02.
H#14 2:+ 2:+10:
HK 30 10:02.
H#14 2:+ 2:+10:
4. Press ENTER to cancel the penalty. To correct the penalty time, enter
the new time on the numeric key pad and then press ENTER .
EDIT OR CLEAR PENALTIES
1. Press HOME PENALTY or VISITOR PENALTY .
2. Press the CLR key and the control prompts you for a player number.
3. Enter the player number and press ENTER . The control then displays
the time of penalty in memory.
4. To clear the penalty, press ENTER .
To edit the penalty, use the numeric keypad to key in a different amount
of time, then press ENTER .
TRACKING PENALTIES
To view, or track existing team penalties, hold down the SHIFT key and hit
the HOME PENALTY or VISITOR PENALTY keys.
This will show the player number and the initial penalty
assigned that player.
Scroll through all home team or visitor team penalties by pressing
the HOME PENALTY or VISITOR PENALTY keys while continuing to press
down on the SHIFT key at the same time.
The tracking penalties feature only shows the total penalty times
assessed to an individual player. It does not show the player’s remaining
penalty times on the MP-70/50 LCD screen. Refer to the scoreboard for
the players’ remaining penalty time information.
Players appearing in the 10-minute penalty spots indicator lights (see 10’
Penalty Spots on page 42), will appear on the LCD screen with other
players appearing in the player/penalty digits. Similar to above, the total
penalty time (in this case, 10 minutes) of the player indicated by the 10minute penalty lights appears as you scroll through the LCD screen.
Although the penalty clock is counting down that
player’s 10-minute penalty, you will not be able
to view the amount of time remaining for that
player’s 10-minute penalty.
Page 60
Hockey
HK 30 10:02.
INT.TIMER ON?Y/N
USING THE INTERVAL TIMER
While the interval timer settings are usually adjusted in PROGRAM mode, you
can also start, stop or change the duration of the interval timer during a hockey
game if necessary. For more information on the interval timer setting available in
PROGRAM mode, see INTERVAL TIMER ON on page 42.
Follow these steps to start or stop the interval timer during a game:
1. With the game clock stopped
press SHIFT + SET INTERVAL ON/OFF .
One of the prompts shown above will appear on
the LCD display.
If wrestling is not the sport currently selected on the MP-70/50, or if you want to
change the controller’s settings for wrestling, see SELECTING AND CHANGING
SPORTS on page 151.
You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING THE
SYSTEM SETTINGS on page 142.
SPORT-SPECIFIC SETTINGS FOR WRESTLING
When you select wrestling as instructed at SELECTING AND CHANGING SPORTS on
page 151 the MP-70/50 offers the sport-specific settings discussed below. When
you adjust these settings, the MP-70/50 stores your selections in permanent
memory. Your settings become active each time you select wrestling in the
future.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected, or
your scoreboard model. Hence, not all of the options outlined in this
chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
Press YES if you want the clock to count down
or NO if you want the clock to count up.
TENTHS OF SECONDS CLOCK
To display tenths of seconds in the last minute of play,
press YES . This setting is unavailable if the clock is
counting up.
Note: On a four-digit game clock (MM:SS), the seconds will display in minutes
area and the tenths of seconds will display after the colon.
AUTO HORN
If you press YES to select auto horn, this mode is
active each time you select wrestling as the sport. You
can still use the AUTO HORN key to turn this feature
on and off as instructed at SOUNDING THE HORN on page
16.
TIMEOUT TO SCOREBOARD
If you want the timeout timer to appear on the
scoreboard, press YES. If you press NO , the timer
appears only on the MP-70/50’s LCD display.
CLOCK SET TO
On the numeric keypad, enter the duration of the game
period in minutes and then press ENTER .
BREAK SET TO
On the numeric keypad, enter the duration of the break
period (half time) in minutes and then press ENTER .
OVERTIME SET TO
On the numeric keypad, enter the duration of the
overtime period in minutes and then press ENTER .
TIMEOUT TIMER SET TO
On the numeric keypad, enter the number of seconds
per timeout and then press ENTER .
On the numeric keypad, enter the number of minutes
and seconds for the injury timer and then
press ENTER .
NUMBER OF TIMEOUTS LEFT
Enter the number of timeouts allowed. When you
press SHIFT + NEW GAME , this value resets
automatically.
OPERATING THE CONTROL IN A WRESTLING MATCH
Before continuing with this chapter, be sure the letters WR appear in the upperleft corner of the LCD display. This indicates that wrestling is the sport currently
selected. If you see a different code, selected wrestling as instructed at
SELECTING AND CHANGING SPORTS on page 151. You may want to adjust the
sport-specific settings for wrestling as instructed earlier in this chapter.
You should also be familiar with the information in COMMON FUNCTIONS on page
13, which discusses several functions of the MP-70/50 that are important to its
operation in a wrestling match.
DISPLAYING MATCH WEIGHT
The match weight appears in the player fouls area of the scoreboard. Follow
these steps to display match weight:
If you are using the BB-6620TA scoreboard, the WEIGHT GAME key lets you
alternate between the time-advantage clock and match weight on the
scoreboard.
CONTROLLING THE TIME-ADVANTAGE CLOCK
Follow these steps to set the time-advantage clock
You must use a hand switch to control the time-advantage clock.
2. Enter the match weight on the numeric keypad and then press ENTER .
1. Press SET TIMER .
2. Enter the time on the numeric keypad and then press ENTER .
Page 64
Wrestling
WR 15:00.
NEW MATCH? H/V
DISPLAYING PREVIOUS MATCH SCORES
Up to ten previous match scores can be displayed on scoreboards that have five
or six player stat panels.
Note: If your scoreboard does not have stat panels this procedure will not work.
At the end of a match, follow these steps to display the team points awarded and
the weight class:
1. Press SHIFT + NEW MATCH key.
2. When prompted with NEW MATCH?, press
the HOME SCORE or VISITOR SCORE key to indicate which team
is to be awarded the points. Any other key will abort the procedure.
3. Use the numeric keypad to enter the points awarded (one digit). Then,
press the ENTER key.
Note: The scoreboard stat panel can only display a single digit for points for
each team. Points entered with this procedure will not affect the total team
points displayed on the team score digits of the scoreboard. A separate
procedure is required for that.
4. When the ENTER key is pressed (as described in step 3) the match
weight and the winning team’s points will be displayed on the next
available line of the stat panels. At this time the home and visitor match
score digits will be set to zero (0). The weight class will not be changed.
DISPLAYING MATCH POINTS
Follow these steps to enter or update the number of match points:
1. Press one of the MATCH PTS keys (HOME FOULS or VISITOR
FOULS).
2. Press one of the following keys to adjust the number by the increment
indicated: +1 , +2 , +3 or –1 .
or
1. Press one of the MATCH PTS keys (HOME FOULS or VISITOR
FOULS).
2. On the numeric keypad, enter the new number and then press ENTER .
Page 65
Soccer
SOCCER
If soccer is not the sport currently selected on the MP-70/50, or if you want to
change the controller’s settings for soccer, see SELECTING AND CHANGING SPORTS
on page 151.
You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING THE
SYSTEM SETTINGS on page 142.
SPORT-SPECIFIC SETTINGS FOR SOCCER
When you select soccer, the MP-70/50 offers the sport-specific settings
discussed below. When you adjust these settings the MP-70/50 stores your
selections in permanent memory. Your settings become active each time you
select soccer in the future.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected, or
your scoreboard model. Hence, not all of the options outlined in this
chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
Note: If you are using a scoreboard other than model FB-8218TK, and you see
this prompt, always press YES.
This setting is exclusive to the FB-8218TK scoreboard
(which uses Board Type 26), and which supports three
sports: soccer, football, and track. It is available only
when you have programmed the MP-70/50 for use with
the FB-8218TK (scoreboard type number 26). See PROGRAMMING THE SYSTEM
SETTINGS on page 142 for more information on scoreboard types.
If you are using the FB-8218TK for football, and you answer YES to
this question, the control will display data in the minutes tens digits of the
scoreboard.
If you are using the FB-8218TK for track and field events, and you
answer NO to this question, the control will display results in the tenths
of seconds digits on the scoreboard.
Note: To complete this change, you will need to connect the appropriate digits in
the scoreboard to connector 2 of your digit driver pack.
FIFACLOCK
At the prompt shown, press YES if you plan to use
FIFA standards. The FIFA Clock allows the clock count
from zero to 45 minutes for the first half and 45 to 90
minutes for the second half. Overtimes are from zero to
15 minutes and from 15 to 30 minutes.
If you respond YES to the FIFA Clock prompt, the next question you will be
asked is the “T.O. to SCBD? Y/N” question on page 62.
COUNTDOWN CLOCK
Press YES if you want the clock to count down
or NO if you want the clock to count up.
Note: FIFA stands for Fédération Internationale de Football Association
If you choose to play under FIFA standards, the count up clock function is
turned on and the auto horn function is turned off by default. Press the
AUTOHORN key to activate the autohorn function if desired.
Page 67
TENTHS OF SECONDS CLOCK
- CHANGE SPORT -
T.O.TIMER TO? 00
- CHANGE SPORT -
O.T. SET TO? 00
- CHANGE SPORT -
1/10SEC CLK? Y/N
- CHANGE SPORT -
AUTO HORN? Y/N
- CHANGE SPORT -
T.O.TO SCBD? Y/N
- CHANGE SPORT -
CLOCK SET TO? 00
- CHANGE SPORT -
BREAK SET TO? 00
To display tenths of seconds in the last minute of play,
press YES . This setting is unavailable if the clock is
counting up.
Note: On a four-digit game clock (MM:SS), the seconds will display in minutes
area and the tenths of seconds will display after the colon.
AUTO HORN
If you press YES to select auto horn, this mode is
active each time you select soccer as the sport. You
can still use the AUTO HORN key to turn this feature
on and off as instructed on SOUNDING THE HORN on page 16.
TIMEOUT TO SCOREBOARD
If you want the timeout timer to appear on the
scoreboard, press YES . If you press NO , the timer
appears only on the MP-70/50’S LCD display.
CLOCK SET TO
On the numeric keypad, enter the duration of the game
period in minutes and then press ENTER .
Soccer
BREAK SET TO
On the numeric keypad, enter the duration of the break
period (half time) in minutes and then press ENTER .
OVERTIME SET TO
On the numeric keypad, enter the duration of the
overtime period in minutes and then press ENTER .
TIMEOUT TIMER SET TO
On the numeric keypad, enter the number of seconds
per timeout and then press ENTER .
Enter the number of timeouts allowed either per game
or per half. When you press SHIFT + NEW GAME ,
this value resets automatically. If you are tracking
timeouts by half, you must manually reset the number of
timeouts left at the half time.
VIDEO CHARACTER GENERATOR
Enter YES to enable data out on the RS-232
connector for use with the VideoStamp+ character
generator. Responding NO will default to ProLine
data on the RS-232 connector for most sports.
OPERATING THE CONTROL IN A SOCCER GAME
Before continuing with this chapter, be sure the letters SC appear in the upperleft corner of the LCD display. This indicates that soccer is the sport currently
selected. If you see a different code, select soccer as instructed at SELECTING
AND CHANGING SPORTS on page 151. You may want to adjust the sport-specific
settings for soccer as instructed earlier in this chapter.
You should also be familiar with the information in COMMON FUNCTIONS on page
13, which discusses several functions of the MP-70/50 that are important to its
operation in a soccer game, such as operating the clock and updating the score.
CORNER KICKS
The HOME CORNER KICK and VISITOR CORNER KICK key works much like
the SCORE key. Follow these steps to use them.
If volleyball is not the sport currently selected on the MP-70/50, or if you want to
change the controller’s settings for volleyball, SELECTING AND CHANGING SPORTS
on page 151.
You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING THE
SYSTEM SETTINGS on page 142.
SPORT-SPECIFIC SETTINGS FOR VOLLEYBALL
When you select volleyball, the MP-70/50 offers the sport-specific settings
discussed below. When you adjust these settings, the MP-70/50 stores your
selections in permanent memory. Your settings become active each time you
select volleyball in the future.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected, or
your scoreboard model. Hence, not all of the options outlined in this
chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
COUNTDOWN CLOCK
Press YES if you want the clock to count down
or NO if you want the clock to count up.
To display tenths of seconds in the last minute of play,
press YES . This setting is unavailable if the clock is
counting up.
Note: On a four-digit game clock (MM:SS), the seconds will display in minutes
area and the tenths of seconds will display after the colon.
AUTO HORN
If you press YES to select auto horn, this mode is
active each time you select soccer as the sport. You
can still use the AUTO HORN key to turn this feature on
and off as instructed on page 16.
TIMEOUT TO SCOREBOARD
If you want the timeout timer to appear on the
scoreboard, press YES . If you press NO , the timer
appears only on the MP-70/50’s LCD display.
CLOCK SET TO
On the numeric keypad, enter the duration of the game
period in minutes and then press ENTER .
BREAK SET TO
On the numeric keypad, enter the duration of the break
period (half time) in minutes and then press ENTER .
OVERTIME SET TO
On the numeric keypad, enter the duration of the
overtime period in minutes and then press ENTER .
TIMEOUT TIMER SET TO
On the numeric keypad, enter the number of seconds
per timeout and then press ENTER .
NUMBER OF TIMEOUTS LEFT
Enter the number of timeouts allowed, either per game
or per half. When you press SHIFT + NEW GAME ,
this value resets automatically. If you are tracking
timeouts by half, you must manually reset the number of timeouts left at half time.
Enter YES to enable data out on the RS-232
connector for use with the VideoStamp+ character
generator. Responding NO will default to ProLine
data on the RS-232 connector for most sports.
OPERATING THE CONTROL IN A VOLLEYBALL GAME
Before continuing with this chapter, be sure the letters VB appear in the upperleft corner of the LCD display. This indicates that volleyball is the sport currently
selected. If you see a different code, select volleyball, as instructed at SELECTING
AND CHANGING SPORTS on page 151. You may want to adjust the sport-specific
settings for volleyball as instructed earlier in this chapter.
You should also be familiar with the information in the chapter titled COMMON
FUNCTIONS on page 13, which discusses several functions of the MP-70/50 that
are important to its operation in a volleyball game, such as operating the clock
and updating the score.
CONTROLLING THE SERVICE INDICATORS
Press the NEXT POSS key to alternate between the home and guest service
indicators. To blank both service indicators, press NEXT POSS . Then
press SHIFT + BLANK .
DISPLAYING GAMES WON
Follow these steps to enter or update the number of games won:
DISPLAYING THE GAME NUMBER
Follow these steps to enter or update the game number:
1. Press one of the GAMES WON keys (HOME FOULS or VISITOR
FOULS).
2. Press one of the following keys to adjust the number by the increment
indicated: +1 , +2 , +3 or –1 .
or
1. Press one of the GAMES WON keys (HOME FOULS or VISITOR
FOULS).
2. On the numeric keypad, enter the new number and then press ENTER .
1. Press WEIGHT GAME.
2. Press one of the following keys to adjust the game number by the
increment indicated: +1 , +2 , +3 or –1 .
Page 74
Volleyball
Or
1. Press WEIGHT GAME.
2. On the numeric keypad, enter the new game number and then
press ENTER .
MOVING PREVIOUS VOLLEYBALL SET SCORES DOWN TO LOWER
SCOREBOARD PANEL
The following instructions apply only if you have scoreboard type 04. Board type
04 can display up to four previous volleyball set scores on the lower portion of
the scoreboard.
To move your present volleyball set score to one of the open previous score
areas:
1. Press NEW SET.
2. At the NEW SET prompt, press YES.
EDITING THE PREVIOUS SET SCORES
The following instructions apply only if you have scoreboard type 04. Board type
04 can display up to four previous volleyball set scores on the lower portion of
the scoreboard.
To edit previous set scores:
1. Press SHIFT + EDIT PREV. GAME SCORES.
2. At the prompt “WHICH, 1to4?” Select which score to edit, 1 to 4.
3. Enter the home score and then enter the visitor score using the numeric
keypad.
If track is not the sport currently selected on the MP-70/50, see SELECTING AND
CHANGING SPORTS on page 151.
You should also verify that the controller has been programmed to the correct
scoreboard type and data format as instructed in PROGRAMMING THE SYSTEM
SETTINGS on page 142.
SPORT-SPECIFIC SETTINGS FOR TRACK
When you select track the MP-70/50 offer the sport-specific settings discussed
below. When you adjust these settings, the MP-70/50 stores your selections in
permanent memory. Your settings become active each time you select track in
the future.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected, or
your scoreboard model. Hence, not all of the options outlined in this
chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
This setting is exclusive to the to the FB-8218TK
scoreboard, which support football soccer and track. It
is available only when you have programmed the MP70/50 for use with the FB-8218TK (scoreboard type number 26). See
PROGRAMMING THE SYSTEM SETTINGS on page 142 for more information on
scoreboard types.
When you are using the FB-8218TK scoreboard for football or soccer
press YES at this prompt. If you are using a scoreboard other than
model FB-8218TK, always press YES at this prompt.
Press NO only when you are using the FB-8218TK scoreboard for a
track and field event. When you press NO , the MP-70/50 transmits
tenths of seconds data to connector 2 of the scoreboard processor pack.
You must also redirect the wiring at the scoreboard to complete this
change.
OMEGA POWERTIME
Omega PowerTime is a hand-held, multi-functional
timer used for track and field events. It is an add-on
feature that can be purchased from your Fair-Play
dealer, and is available for scoreboard types 23, 24,
and 37.
Select YES if you wish for your MP-70 control to receive data from the Omega
PowerTime product.
Note: If you have selected the Omega PowerTime product, you cannot select
FinishLynx, which is the next prompt you will see. For more information on
Omega Power Time, please request the Power Time Manual. Ask for
Trans-Lux Fair-Play part number 98-0130-02.
Page 77
Track
- CHANGE SPORT -
FINISHLYNX? Y/N
TK 0:00.00
EVENT 4
FINISHLYNX
FinishLynx is a versitile digital photofinish and track timing system that can be
connected to an MP-70 control, and is available for scoreboard types 15, 23, 24
and 37.
Note: For additional information on FinishLynx, contact your Fair-Play dealer.
Select YES if you want your MP-70 control to receive
data from the FinishLynx product.
Note: If you have selected Finish Lynx, you cannot select Omega Power Time.
OPERATING IN MANUAL MODE
Before continuing with this chapter, be sure the letters TK appear in the upperleft corner of the LCD display. This indicates that track is the sport currently
selected. If you see a different code, select track as instructed at SELECTING AND
CHANGING SPORTS on page 151.
You should also be familiar with the information in COMMON FUNCTIONS on page
13, which discusses several functions of the MP-70/50 that are important to its
operation in a track and field event, such as operating the clock updating score.
DISPLAYING THE EVENT NUMBER
Follow these steps to enter or update the event number:
2. On the numeric keypad, enter the event number
and then press ENTER . The number of digits
allowed can vary with scoreboard model. Most
allow two digits, some allow three digits.
Page 78
Track
TK 0:00.00
EVENT 4
TK 0:00.00
HEAT 4
TK 0:00.00
L2 P1 3:59.30
DISPLAYING THE HEAT NUMBER
Follow these steps to enter or update the heat number:
1. Press QTR HEAT .
Note: Some scoreboard models do not display HEAT, only EVENT.
2. On the numeric keypad, enter the heat number
and then press ENTER .
Or
Press the +1 , +2 , +3 or -1 keys to
update the number.
ENTERING LANE AND PLACE INFORMATION
Follow these steps to enter lane and place information for up to eight
contestants:
1. Press DOWN PLACE .
2. On the numeric keypad, type one digit for lane,
one digit for place, and the contestant’s time.
Then press ENTER .
3. Repeat steps 1 and 2 to enter information for additional contestants. A
maximum of eight contestants are allowed.
DISPLAYING EVENT RESULTS
Press the DISPLAY CLOCK/RESULTS key to alternate between the event
clock and event results on the scoreboard.
You must enter lane and place information as instructed above before you can
display event results.
When displaying event results, press the LANE PLACE ORDER key to
alternate between lane and place information on the scoreboard. Press the up
and down arrow keys to navigate between the lane/place entries for the various
contestants. Use the two arrow keys to displays the contestant results on the
scoreboard.
If you have selected the FinishLynx option, as explained in FINISHLYNX on page
67, your running time and results displayed on the scoreboard are sent to the
MP-70 control from the FinishLynx computer over a serial cable supplied by
Trans-Lux/Fair-Play.
FINISHLYNX INSTALLATION
The FinishLynx product is connected to the MP-70 control via a null modem
cable that attaches to the RS-232 port on the back of the MP-70.
Note: Please refer to the FinishLynx manual
at www.finishlynx.com for other
questions concerning connections
and hardware.
FINISHLYNX SETUP
Note: The following procedure is not a
complete explanation of how to install
and operated FinishLynx software.
For more information, please consult
the FinishLynx manual at
www.finishlynx.com.
Open the FinishLynx software on your PC, and set up FinishLynx by using the
following procedure.
1. The Options box appears, as shown at right. Choose the Scoreboards tab,
located at the top of the Options box.
2. Choose the following options settings:
In the Script box, choose Dak.lss.
In the Name box, choose the name of your scoreboard configuration.
In the Code Set box, choose Single Byte.
In the Serial Port box, choose COM1.
In the Baud box, choose 9600.
In the Pause Time box, choose the number of seconds that you wish to
leave the split time on the scoreboard before it returns to displaying the
running time.
Check the Always send place checkbox.
Check the Paging checkbox.
In the Size box, choose 8.
In the Time box, choose the pause time between the contestants.
In the Time Precision box, choose Hundredths.
3. Click OK .
4. Restart FinishLynx to finalize the configuration.
If baseball is not the sport currently selected on the MP-70/50, or if you want to
change the controller’s settings for baseball, see SELECTING AND CHANGING
SPORTS on page 151.
You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING THE
SYSTEM SETTINGS on page 142.
The MP-70/50 offers two keypad inserts for baseball, labeled “Baseball”
and “Baseball Multi-Purpose.” Use the first if you will be tracking the
score by inning, as with the BA-7136 scoreboard. Use the second with
more basic baseball scoreboards, such as the BA-7100 or BA-7109, or
with multi-purpose scoreboards such as the MP-7114. Be sure the insert
you are using is appropriate for the scoreboard type you have selected.
See PROGRAMMING THE SYSTEM SETTINGS on page 142 for more
information on scoreboard types.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected, or
your scoreboard model. Hence, not all of the options outlined in this
chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
When you select baseball, the MP-70/50 offers the sport-specific settings
discussed below. When you adjust these settings the MP-70/50 stores your
selections in permanent memory. Your settings become active each time you
select baseball in the future.
SINGLE-PRESS BALLS, STRIKES, OUTS
This feature allows you to increase the ball, strike and
out values with a single press of the corresponding key.
If you press NO at the 1 PRESS BSO prompt, you
must press +1 or -1 after pressing BALL , STRIKE or OUT .
AUTOMATIC SCORE TOTALING
If board types 34, 35 or 38 were selected in the
SYSTEM SETTINGS level of programming, the prompt
AUTO SC.TOTAL? will appear. Press YES if you
want the total runs to automatically increase when the
score by inning increases or NO if you prefer to manually track the total runs.
Note: Some baseball scoreboards do not offer full game clock functionality. Your
MP-70/50 will only give you prompts for the functions your scoreboard
type offers. This qualification applies to the following six items.
COUNTDOWN CLOCK
Press YES if you want the clock to count down
or NO if you want the clock to count up.
AUTO HORN
If you press YES to select auto horn, this mode is
active each time you select baseball as the sport. You
can still use the AUTO HORN key to turn this feature on
and off as instructed at SOUNDING THE HORN on page 16.
To time a game or event for a period of hours,
respond YES to the HOUR CLOCK? Y/N prompt.
Then enter the duration of the time period in hours and
minutes and then press ENTER . You may set the time
up to nine hours and 99 minutes in this mode.
If you respond NO to the HOUR CLOCK prompt, the
CLOCK SET TO? prompt will appear. Enter the duration
of the game period in minutes and then press ENTER .
You may set the time up to 99 minutes.
PITCH TIMER
Answer yes if you want to use a pitch timer or between
innings timer.
TIMER SET #1 AND #2(MP-70 ONLY)
On the numeric keypad, enter the duration of the field
timer #1 in seconds and then press ENTER . For
example: 20 seconds (20 sec pitch clock). Next, enter
the duration of field timer #2 and then press ENTER .
For example: 90 seconds (90 sec limit between
innings).
PITCH SPEED SENSOR
These prompts only appear if the PITCH SPEED has been enabled. Refer to
SETTINGS FOR BASEBALL BOARD TYPES 34,35&39 on page 145.
Answer YES to JUGS GUN if using a Jug’s Speed
Gun Model HTRCR-1K.
Answer YES to STALKER GUN if using a Stalker Pro
II Speed Sensor.
Before continuing with this chapter, be sure the letters BA appear in the upperleft corner of the LCD display. This indicates that baseball is the sport currently
selected. If you see a different code, select baseball as instructed at SELECTING
AND CHANGING SPORTS on page 151 on page 199.
You should also be familiar with the information in PROGRAMMING THE SYSTEM
SETTINGS on page 142, which discusses several functions of the MP-70/50 that
are important to its operation in a baseball game.
UPDATING THE INNING NUMBER
Follow these steps to update the inning number
1. Press INNING .
2. Press +1 to advance to the next inning or
on the numeric keypad, enter the new inning number and then
press ENTER .
ALTERNATING DISPLAY OF INNINGS/GAME CLOCK
Some baseball scoreboards allow you to toggle between displaying the innings
and the game clock in the same digit window. Simply pressing the INNING key
twice does this.
TRACKING THE SCORE BY INNING
If the MP-70/50 is programmed for use with the BA-7127 or BA-7136 (scoreboard
type number 34) you can track score by inning through 20 innings of game play.
In extra innings situations when the inning number increases from 10 to 11, the
home and visitor score by inning display windows of the scoreboard will be
cleared. Eleventh-inning scores will then be displayed in the first-inning position,
twelfth-inning scores in position 2, and so on, through the twentieth inning. Score
information for the first 10 innings is retained in memory and can be retrieved for
display at any time by entering an inning number from one to 10. (See UPDATING
THE INNING NUMBER above) The selected inning number appears on the top line,
right-hand side of the LCD window unless the hit or error indicator is on.
The BA-7120 scoreboard (type 35) works similarly but has only nine score-by-
inning windows instead of 10. Therefore the tenth-inning scores are displayed in
the first-inning position, eleventh-inning scores in position 2, and so on, through
the eighteenth inning.
If your scoreboard model allows you to display the score by inning, follow the
steps below to enter or update the score. If you need to correct a scoring mistake
in a previous inning, follow the same steps.
2. Press HOME SCORE BY INN or VISITOR SCORE BY INN .
3. Press one of the following keys to adjust the score by the increment
indicated: +1 , +2 , +3 or -1 .
Or
1. Select the inning as instructed above.
2. Press HOME SCORE BY INN or VISITOR SCORE BY INN .
3. On the numeric keypad, enter the new score and then press ENTER .
If the automatic runs totaling feature is active, up to 19 runs per inning can be
displayed. If more than nine runs come across in any inning, the display window
for that particular inning will flash the number “1” for one second out of every 11
seconds for the remainder of the game to indicate more than 10 runs. For
example, if there were 13 runs in the fifth inning, that window would display “3”
for 10 seconds, “1” for one second, “3” for 10 seconds and so on.
BALLS, STRIKES, AND OUTS
The 1 PRESS BSO feature (see SINGLE-PRESS BALLS, STRIKES, OUTS on page 71)
allows you to increase the ball, strike and out values with a single press of the
corresponding key. If this feature is not active, press +1 or -1 after
pressing BALL , STRIKE or OUT .
TRACKING PITCH COUNT
Note: Pitch count feature is available only for board types 31 and 32 with
firmware version starting at 2.19 and board type 34 with firmware version
starting at 2.20.
This feature keeps track of the number of pitches by the home or visitor pitcher.
Perform the following after each pitch:
1. Press HOME PITCH COUNT or VISITOR PITCH COUNT button.
2. Press +1 button. The total number of pitches for home or visitor will
then be updated and displayed on the corresponding 2-digit display of
the scoreboard.
CLEAR PITCH COUNT
To clear the pitch count when there is a pitcher change,
1. Press HOME PITCH COUNT for a home team pitcher change or
press VISITOR PITCH COUNT for a visitor team pitcher change.
2. Press SHIFT + -1/ BLANK button. The
corresponding pitch count display will be
blanked (cleared).
INDICATING THE TEAM AND PLAYER AT BAT
Press TOP BOTTOM OF INNING to alternate
between the home team and visiting team. To blank
both indicators, press TOP BOTTOM OF INNING
and then press SHIFT + BLANK .
If you are using a multi-purpose scoreboard such as the MP-7114,
press HOME SPOT or VISITOR SPOT to control the possession indicators.
Follow these steps to display the batter’s player number if your scoreboard type
supports this option:
1. Press AT-BAT .
2. On the numeric keypad, enter the player number and then
press ENTER .
CLEARING BALL, STRIKE AND AT BAT
Press CLEAR BALL STRIKE AT BAT to clear the
ball, strike, out and at bat fields at once.
UPDATING HITS
Press HIT to turn the hit indicator on and off.
If your scoreboard type allows you to tally hits for each
team, follow these steps.
UPDATING RUNS
If your scoreboard type allows you to tally runs for each team, follow these steps:
2. Press one of the following keys to adjust the hit
count by the increment indicated: +1 , +2 , +3 or -1 or
On the numeric keypad, enter the new hit count and then
press ENTER .
Page 86
Baseball
BA 0:00.00
H. RUNS 0
BA 0:00.00
POSITION NO. ?
BA 0:00.00
H. ERRORS 0
1. Press HOME RUNS TOTAL or
VISITOR RUNS TOTAL .
2. Press one of the following keys to adjust the hit
count by the increment indicated +1 , +2 , +3 or -1 or
On the numeric keypad, enter the new number of runs and then
press ENTER .
TRACKING ERRORS
Press ERROR to turn the error indicator on or off.
With some scoreboard types, the prompt appears when
you turn the error indicator on. Enter the position
number of the player committing the error; then
press ENTER .
If your scoreboard type allows you tally errors for each team follow these steps:
1. Press HOME ERRORS or VISITOR ERRORS .
2. Press one of the following keys to adjust the
error count by the increment indicated +1 ,
+2 , +3 or -1 or on the numeric keypad,
enter the new error count and then
press ENTER .
READING BASEBALL SCOREBOARD CLOCKS
On baseball scoreboards there are two types of clock available.
1. Standard four-digit clock is programmable for display of either
minutes/seconds or hours/minutes. Cadence of seconds or minutes
indicates which mode this clock is in.
2. Two-digit “jump” clock with colons on either sides of digits.
Right-colon lit: Minutes are displayed
Left-colon lit: Seconds are displayed
Both colons lit: Hours are displayed until last hour when right colon is lit
to indicate minutes.
Note: Some two-digit models are capable of displaying the inning number on the
clock. If this feature is activated, neither colon will be lit while the inning
number is displayed.
Page 87
Lacrosse
LACROSSE
Lacrosse is a selection only for scoreboard type 21. Your scoreboard must
be set for scoreboard type 21 in order for you to see the prompt for Lacrosse
when you are in Program Mode. (If your scoreboard is for Lacrosse, it will be the
next question after responding NO to the SOCCER Y/N prompt).
If lacrosse is not the sport currently selected on the MP-70/50, or if you want to
change the controller’s settings for lacrosse, see SELECTING AND CHANGING
SPORTS on page 151.
You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING THE
SYSTEM SETTINGS on page 142.
SPORT-SPECIFIC SETTINGS FOR LACROSSE
When you select Lacrosse, the MP-70/50 offers the sport-specific settings
discussed below. When you adjust these settings the MP-70/50 stores your
selections in permanent memory. Your settings become active each time you
select lacrosse in the future.
The sequence shown on the following pages presents you with all of the
options you could encounter while programming sports-specific settings.
However, these options presented to you may vary, depending upon the
type of your control (MP-70 or MP-50), the version number of the
firmware in your control, the two-digit board type that you’ve selected, or
your scoreboard model. Hence, not all of the options outlined in this
chapter may appear on your control.
As you run through the following programming sequence, and you find
the need to back up to a previous programming option earlier in the
sequence, you can back up by selecting SHIFT + 8 .
You may skip a prompt by pressing the NEXT key. This will advance
you to the next prompt, but will save the existing settings of your current
prompt without making any changes. However, Fair-Play advises that
you respond YES or NO to all prompts, so that you have made all of
the appropriate selections for your sports event.
You may exit the programming sequence at any time by pressing
the ESC key. This will take you to the Quit prompt.
Press YES if you want the clock to count down
or NO if you want the clock to count up.
TENTHS OF SECONDS CLOCK
To display tenths of seconds in the last minute of play,
press YES . This setting is unavailable if the clock is
counting up.
Note: On a four-digit game clock (MM:SS), the seconds will display in minutes
area and the tenths of seconds will display after the colon.
AUTO HORN
If you press YES to select auto horn, this mode is
active each time you select lacrosse as the sport. You
can still use the AUTO HORN key to turn this feature on
and off as instructed on SOUNDING THE HORN on page
16.
TIMEOUT TO SCOREBOARD
If you want the timeout timer to appear on the
scoreboard, press YES . If you press NO , the timer
appears only on the MP-70/50’S LCD display.
TIMER SET TO (MP-70 ONLY)
On the numeric keypad, enter the duration of the field
timer in seconds and then press ENTER .
CLOCK SET TO
On the numeric keypad, enter the duration of the game
period in minutes and then press ENTER .
BREAK SET TO
On the numeric keypad, enter the duration of the break
period (half time) in minutes and then press ENTER .
On the numeric keypad, enter the duration of the
overtime period in minutes and then press ENTER .
TIMEOUT TIMER SET TO
On the numeric keypad, enter the number of seconds
per timeout and then press ENTER .
NUMBER OF TIMEOUTS LEFT
Enter the number of timeouts allowed either per game
or per half. When you press SHIFT + NEW GAME ,
this value resets automatically. If you are tracking
timeouts by half, you must manually reset the number of
timeouts left at the half time.
OPERATING THE CONTROL IN A LACROSSE GAME
Before continuing with this chapter, be sure the letters LC appear in the upperleft corner of the LCD display. This indicates that lacrosse is the sport currently
selected. If you see a different code, select lacrosse as instructed at SELECTING
AND CHANGING SPORTS on page 151. You may want to adjust the sport-specific
settings for lacrosse as instructed earlier in this chapter.
You should also be familiar with the information in COMMON FUNCTIONS on page
13, which discusses several functions of the MP-70/50 that are important to its
operation in a lacrosse game, such as operating the clock and updating the
score.
OPERATING THE POSSESSION LIGHTS
Press POSS. to alternate between the home and
visitor possession lights. To turn both lights off,
press POSS. ; then press SHIFT + BLANK .
SHOTS ON GOAL
The HOME S.O.G. or VISITOR S.O.G. keys work much
like the SCORE key. Follow these steps to use them.
If a player receives two back-to-back penalties, you can press another of
the + keys to add more time.
In lacrosse, there are three penalty clocks per team, and the MP-70/50 can store
up to five penalties per team in memory. This means only the first three penalties
in memory for each team will count down. When there are four or more penalties
in memory at once, the fourth penalty begins to count down when one of the first
three expires.
Penalty timers count down only when the game clock is running during a regular
game period; they do not count down during break periods.
If you correct the game clock during a game period
when penalty timers are running, the prompt below
appears. Press SHIFT + YES if you want to correct
the penalties that are actually counting.
2. Press one of the following keys to adjust the
shots on goal value by the increment
indicated: +1 , +2 , +3 and -1 .
Page 92
Team Names
ABCDEFGHIJKLMNOP
ENTER HOME T.N.
QRSTUVWXYZ&.,’”ENTER HOME T.N.
0123456789 NF
ENTER HOME T.N.
TEAM NAMES
TEAM NAME DISPLAYS (MP-70 ONLY)
If your scoreboard is equipped with SpectraLens or LED technology electronic
team names displays, the MP-70 control can transmit team name data to them
through either wired or wireless transmission.
To enter the home team name, follow the steps below.
1. While pressing and holding the SHIFT key,
press HOME SCORE . The LCD will display
the prompt shown. The top line of the LCD
holds the first 16 letters of the alphabet, with a highlighting cursor
centered under the letter “I.” The bottom line prompts you to enter the
home or visitor team name.
2. Use the 4/YES and 6/NO keys of the numeric key pad to position
the cursor under the letter you want to select. The 4/YES key
advances the cursor to the left, and the 6/NO key moves it to the right.
Note: The UP and DOWN arrow keys ( 8 and 2 keys of the numeric
keypad) serve the same purpose, UP= cursor direction right and DOWN =
cursor direction left. Only the 4/YES and 6/NO keys are referenced in
this portion of the manual text.
To scroll through the letters more easily, press and hold
either key. After about a second the cursor will begin a
rapid succession through the LCD top line characters.
Lift your finger to stop the cursor at the desired letter.
This quick scroll feature can also be used to alternate
LCD screens, which contain the remaining letters of the
alphabet, some punctuation, numbers, space and font indicator. To view the two
additional screens shown, press and hold either the 4 or 6 keys and wait for
the cursor to move beyond either end of the top line of the LCD. As the cursor
moves off the end of each screen the top line changes to the next screen in
sequence.
Note: For software versions 3.08d and keypads with corresponding
alphabet letters only: Press the keypad letter that corresponds to the
home or visitor team name.
Page 93
Team Names
0123456789 WF
ENTER HOME T.N.
ABCDEFGHIJKLMNOP
H.TN=B
ABCDEFGHIJKLMNOP
H.TN=BRON
QRSTUVWXYZ&.,’”H.TN=BRONCOS
FB 15:00.
H.TN=BRONCOS
The font indicator, which appears in the third screen’s
upper right hand corner, displays one of two possible
font settings: either NF for narrow font or WF for wide
font. To change from one font style to the other, position the cursor under either
letter of the font indicator then press the NEXT key (the 5 key of the numeric
keypad). The result is illustrated below.
1. To select the first letter of the team name, use
the 4/YES or 6/NO keys to position the
cursor under the required letter. Then press
the NEXT key. The selected letter will be
displayed on the bottom line of the LCD.
Continue this process until the remaining letters
of the team name have been chosen.
The CLR key of the numeric keypad provides
backspace capability. Press it to delete any
letter or letters selected in error.
2. Once all the required letters have been chosen,
press the ENTER key to conclude the
process and transmit the team name data to the
scoreboard display. A screen similar to the one
shown will appear on the LCD.
3. To enter visitor team name, repeat steps one through four only
select VISITOR SCORE instead of HOME SCORE while holding
down on the SHIFT key.
4. Once the HOME TEAM name has been entered, it will remain set in the
controller memory even when power is turned off. If you need to change
the HOME TEAM name, repeat steps one through four. The VISITOR
TEAM name is automatically erased when the control is turned off and
will need to be re-entered every time the control is used.
5. Though the control allows entry of up to 11 characters per team name, a
32-pixel width team name window will only display about six narrow font
(NF) characters, and a 48-pixel width team name window will only
display about nine NF characters. If some of the characters are cut off or
not displayed on the scoreboard team name window, repeat the entry
procedure and try one of the following:
Select the narrow font (NF) as explained in Step 2.
Eliminate spaces if they were previously used.
Abbreviate the team name.
6. Verify the correct team name appearance on the scoreboard display.
Page 94
Team Names
Note: You should also verify that the controller has been programmed to use the
correct scoreboard type and data format as instructed in PROGRAMMING
Note: This chapter contains information is for the MP-70/50 Wireless Option.
The MP-70/50 Wireless was used until August 2008.
• MP-72/52G2WIRELESS OPTION can be found on page 102.
• MP-73/53G3WIRELESS OPTION can be found on page 118.
The wireless option available with the MP-70/50 allows you to control most
indoor scoreboards and shot clocks, or most outdoor scoreboards and field
timers from any location in the gym or on the field - without the need for wiring
and cable conduit.
The wireless MP-70/50 controls are operated in a similar fashion to the MP-70/50
controls that have a standard cable connection. This chapter describes how the
wireless control can be set up and its features programmed into the control, in
the event that you may need to do this. It also features tips on operating the
wireless control effectively, as well as detailed instructions for how to set up and
run the control during special circumstances.
Note: The MP-70/50 control has been factory tested with your display, and
should be ready to plug and play.
When equipped with the wireless option, the MP-70/50 can still operate the
scoreboards using conventional control wire. It can also simultaneously operate
some devices via the wireless link, and others via control cables. However, if you
are using hand switches, you should know that they require a cable connection to
the control, even when used with a wireless model.
Note: Hand switches cannot be used with the MP-50 control.
SETTING UP THE WIRELESS
CONNECTION
The wireless MP-70/50 and receiving devices must be
located within range of one another. The wireless
system offers an approximate range of 300 feet
indoors and 1,200 feet outdoors.
For optimal transmission:
1. Rotate the MP-70/50 antenna to the full
upright position when using the controller.
(Refer to the figures above.) Placing the
antenna in any other position reduces the
transmission range.
Warning: Never apply power to a wireless MP-70/50 control that
has its antenna removed. This will immediately
destroy the output amplifier on the control’s
transmitter card, and will void any wireless MP-70/50
warranty. If the antenna has been damaged, send the
control to an authorized service center for repair.
2. Locate the MP-70/50 transmitter within a 180-degree arc in front of the
scoreboard to prevent the scoreboard from blocking the signal.
The wireless signal is largely immune to conflicting radio frequency signals from
cordless telephones, cellular telephones, microwave ovens and other radio
frequency devices. For more information on interference, see RADIO FREQUENCY
INTERFERENCE on page 115.
When the scoreboard is properly receiving data from the wireless MP-70/50, the
scoring data (time, score, fouls etc.) appears on the scoreboard. If the
scoreboard or timer loses the signal, or if the signal is intermittent, the
scoreboard or timer will hold its last transmission for up to five seconds. After five
seconds, if the control still cannot detect a signal, it will display a two-digit
number that represents the radio channel that the scoreboard radio receiver is
set to.
Note: If a scoreboard takes longer than 45 seconds to respond to a wireless
transmission, it could indicate an improper equipment setup or component
malfunction.
The wireless MP-70/50 has been programmed to use the correct scoreboard
type and data format as instructed in PROGRAMMING THE SYSTEM SETTINGS on
page 142.
SELECTING TRANSMISSION MODES
Before operating the wireless MP-70/50, you must select a transmission mode.
The wireless data link can operate in one of two modes:
SELECT CHANNEL mode (SEL) - In SEL mode, you can operate more
than one display with more than one control, simultaneously, without
them interfering with one another.
ALL SCOREBOARDS mode (ALL) - In ALL mode, you can synchronize
HIGH POWER mode - In HIGH POWER mode, your control broadcasts
a signal to the display at its maximum available power output. Under
normal circumstances, set your control to HIGH POWER mode.
LOW POWER TRANSMISSION mode - Primarily used for system
testing.
VIEWING YOUR SETTINGS
To view the current radio transmitter setting of your control, hold down
the SHIFT key while pressing the BAT/RF key.
If your control is not battery operated, the first press will display the radio
transmitter settings.
Note: If you have a battery-powered control, the first press of the BAT/RF key
will display the percentage of power remaining in the battery on the
bottom line of the LCD. Press the key a second time to display the radio
transmitter settings.
When displaying the radio transmitter settings, the
bottom line of the LCD will display the following:
LOW or HIGH: LOW or HIGH POWER
TRANSMISSION modes.
ALL or SEL: ALL or SEL CHANNEL mode.
CH# (0-15): Radio channel (SEL CHANNEL mode only).
CHANGING YOUR SETTINGS
HIGH POWER TRANSMIT
To change any or all of these three settings, hold down the SHIFT key and
press the number 9 key. The top line of the LCD will display
HIPOWER XMIT? Y/N.
If you respond YES , the radio transmitter will send the radio signal at
full power.
If you respond NO , then the control transmit range will decrease (this is
Note: If you want the ALL SCBDS feature to be disabled, a lockout jumper (Fair-
Play part number C1452) is available for purchase and installation in
indoor scoreboards. All outdoor scoreboards come with this jumper factory
installed. If you want to activate the ALL SCBDS feature in your outdoor
scoreboard, you will need to have this jumper removed. Consult your
Trans-Lux/Fair-Play Help Desk for assistance.
ALL SCOREBOARDS
The prompt ALL SCBDS? Y/N will appear next. If you respond YES , the radio
transmitter will switch to ALL SCOREBOARDS mode. If your response is NO ,
the transmitter will switch to SEL mode.
SELECT CHANNEL
The final prompt in this series will be SEL.CHANNEL_0. At this prompt, you need
to select your channel. Enter a one or two-digit number for the desired channel.
Press ENTER .
More information on selecting channels is included in the following section.
SELECTING CHANNELS
In SEL mode, you must select the same channel on both the
MP-70/50 and its receiving devices (scoreboards and timers).
Valid channel numbers are 0 to 15. Most of the MP-70/50
controls manufactured by Fair-Play are set up at the factory
to use channel 7 to control outdoor scoreboards, and channel
3 to control indoor scoreboards. You may keep these
selections, or change them, as you prefer.
On the receiving device, the CHANNEL SELECTOR SWITCH is a 16-position
rotary switch with a small arrow indicating its position. The image below shows
this switch, which is located on the receiver card on your scoreboard. This switch
is used to select the SEL mode radio channel. Channels 10 through 15 on M70/50 correspond to the letters A through F on the CHANNEL SWITCH.
Note: Channels 0, 14, and 15 disable the radio transmitter on the MP-70/50
when the radio transmitter is in SEL mode. Likewise, the receiver located
in a wireless scoreboard is disabled when the channel switch is set to 0, E
or F.
The receiver card is located in either the
processor mounting area or the radio
frequency data converter box of
scoreboards equipped with the wireless
option. See the following pictures for
further details.
Receiver card: for indoor displays
Receiver card: for low-voltage outdoor
displays
LOCATING CHANNEL SWITCH ON RECEIVER
CARD
If you are having trouble locating the
channel switch on the scoreboard’s
receiver card, then remove the receiver
card from the scoreboard and hold the
card in your hand. Turn the card around
until you can see the channel switch,
which resembles a dial.
MP-70/50 Wireless Option
Receiver card: high-voltage outdoor
displays
(Also used with Telelite conversions).
On high-voltage outdoor displays
(and Telelite conversions), the
channel switch is located behind
a hole in the side of the receiver
box. (See following picture).
Remove the plastic plug to
access the channel switch.
Assuming your LED
scoreboard is not
receiving any signal from
the control, the receiver
channel number will
display on the scoreboard
for 30 minutes after you
have powered it up. After
that 30-minute period, the
channel number
displayed will dissapear
and a roving segment will
move around the digits of
the scoreboard.
Note: If you do not see either the channel display or the roving segment on your
scoreboard, the scoreboard may have a power failure.
VERIFYING SCOREBOARD SIGNAL LOCK
If you cannot tell what channel your scoreboard is set up to receive, you will need
to find its signal lock. A signal lock takes place when the receiver card in your
display has located the transmission signal from your wireless control.
To determine which operating channel your control is set to, power the control
ON while holding down the SHIFT key, and the 9 key at the same time. The
bottom line of the LCD display will then prompt you first for the power settings,
then the ALL SCOREBOARD question; and finally, the SEL CHANNEL number.
Use the numeric keypad to key in a different channel number. Conclude by
pressing ENTER . If that channel number is not the correct one to operate your
scoreboard, continue using this procedure to try additional channel numbers until
you are successful. Enter all of the possible channel numbers, starting with
channel 1, and working up to channel 13. If the transmitter and receiver cards are
both functioning properly, the scoreboard should work on one of these 13
channels.
TURNING WIRELESS OFF
You will need to turn off the wireless feature if you want to hook up a wirelessequipped scoreboard to run on a conventional data cable. The procedure below
describes how to turn off the wireless settings on your control.