Judo – Daktronics All Sport 4000 Series User Manual

Page 69

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Judo

18-1

Section 18: Judo

Refer to the information in Section 3 to start up the console and use the sport insert. Read Section 3
carefully to fully understand the following operator instructions and for MENU KEY operations.

The Osaekomi timer will continue to count up after the match time reaches zero. It will continue to count
until the maximum time is reached, or the <

SONO-MAMA

> key or <

TOKETA

> key is pressed. The

Osaekomi timer will resume by pressing the <

YOSHI

> key if the timer was stopped by the <

SONO-

MAMA

> key.

18.1 Sports Insert LL-2346

Reference Drawing:

Insert, Judo Code 281 . . . . . . . . . . . . . . . . . . . . . Drawing A-96891

The code for Judo is 281.

<

RED OSAEKOMI

>

Pressing this key will start the Osaekomi timer and display it on the Red side of the scoreboard.
As the Osaekomi timer counts up, it will check to see if the Red opponent has been awarded a
Wazaari and/or the White opponent has been assessed a Keikoku penalty. If one or both of
these conditions occur, the Osaekomi timer will stop at twenty (20) seconds and sound the
horn. If neither of these conditions occur, the Osaekomi timer will stop at twenty-five (25)
seconds and sound the horn. If this key is pressed while the Osaekomi timer is running and
displayed on the White side of the scoreboard, the Osaekomi timer value will be copied to the
Red opponent’s side of the scoreboard.

<

SET RED OSAEKOMI

!>

Pressing this key when the Osaekomi and Match timers are stopped allows you to enter a new
Osaekomi time for the Red competitor. Enter the new time in minutes and seconds on the
number pad and press the <

ENTER

> key.

<

WHITE OSAEKOMI

>

Pressing this key will start the Osaekomi timer and display it on the White side of the
scoreboard. As the Osaekomi timer counts up, it will check to see if the White opponent has
been awarded a Wazaari and/or the Red opponent has been assessed a Keikoku penalty. If one
or both of these conditions occur, the Osaekomi timer will stop at twenty (20) seconds and
sound the horn. If neither of these conditions occur, the Osaekomi timer will stop at twenty-
five (25) seconds and sound the horn. If this key is pressed while the Osaekomi timer is
running and displayed on the Red side of the scoreboard, the Osaekomi timer value will be
copied to the White opponent’s side of the scoreboard.

<

SET WHITE OSAEKOMI

!

>

Pressing this key when the Osaekomi and Match timers are stopped will allow you to enter a
new Osaekomi time for the White competitor. Enter the new time in minutes and seconds on
the number pad and press the <

ENTER

> key.

<

YOSHI

>

Pressing this key will restart the Osaekomi and Match timers if they were previously running
and then stopped by the <

SONO-MAMA

> key. They will resume counting from the previous

values displayed on the scoreboard when both timers stopped.

<

SONO-MAMA

>

Pressing this key will stop the Osaekomi and Match timers, but will not allow the <

RED

OSAEKOMI

> or <

WHITE OSAEKOMI

> keys to restart the Osaekomi timer from zero (0). The

Osaekomi and Match timers will hold their values until they are resumed by pressing the

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