3 sport insert operation concepts – Daktronics All Sport 5000 User Manual

Page 39

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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.

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