Daktronics All Sport 5000 Fitness Electronics User Manual


 
22 Basic Operations
(Continued form previous page)
Sport Insert Number Number Code
Judo 0G-96891, 0G-98376
Karate 0G-96890, 0G-98374
Pitch and Speed LL-2482
Segment Timer LL-2475 Not applicable
Soccer LL-2440
Strikeout 0G-163409
Tae kwon do 0G-96889, 0G-98375
Tennis LL-2483
Track LL-2439
Team Name (TNMC) LL-2441
Volleyball LL-2434
Water Polo 0G-178439
Wrestling LL-2435
2.3 Sport Insert Operation Concepts
A sport insert identifies the actions keys required in the normal course of operation for that
specific sport. In most cases, pressing a key immediately changes the scoreboard. Sometimes
a sequence of keys must be pressed before a change is noticed on the scoreboard. Keys that
require entry of additional information are marked by a dot. This additional information
usually is a number followed by the <ENTER> key.
Keys with arrows activate an indicator (possession, bonus, etc.) on the scoreboard. The
direction of the arrow selects the appropriate team (home or guest).
Some keys have a +1, +2 or +3. By pressing one of these keys once, the corresponding field
on the scoreboard (such as team score or period) increments (increases) by the amount
printed on the key. A key with a -1 decrements (decreases) by one and a key with a +1
increments (increases) by one.
On most inserts, certain keys have been grouped together under the heading Home or Guest.
These keys are team keys and work the same for both teams. They affect the statistics for that
one team. Keys not under one of these headings are game keys. They are general keys for
the progress of the game (such as period or quarter). Other keys have been blocked together
to emphasize that these keys work together.