In general, in the following procedures, pressing a function key by itself increments or decrements the corresponding field by 1.
To set a field to some specific number, use the following key-sequence:
To increment the field by some number, use the following key-sequence:
To decrement the field by some number, use the following key-sequence:
The digits are displayed in the staging area as they are pressed. Digits are prompted by a flashing block [] character in the leftmost character of the staging area. New digits appear at the flashing block and the flashing block moves one character to the right. If a + or - key is pressed before the digits, a + or - appears as the rightmost character in the staging area.
When the maximum number of digits is entered, the flashing [] no longer appears to prompt for a new key. Instead, all the entered digits flash. This indicates that no more digits may be entered. Only the “CLEAR” key or a valid function key may be pressed. Any other key causes the “INVALID KEY” error message to appear.
In the event that setting, adding to, or subtracting from a field caused it to grow too large or too small, the operation will terminate and the “TOO LARGE” or “TOO SMALL” error message flashes on the first line of the display. After a few seconds, if no further key is pressed, the display returns to showing the game status.
If an invalid key is pressed at any time in one of these operations or while the display is simply showing the status, then the message “INVALID KEY” or a more descriptive message flashes on the first line of the control display. This message alternates with the normal status display on that line. After a few seconds, if no further key is pressed, the display returns to showing the status.
At any time, the “CLEAR” key may be pressed. This key cancels any digits entered in the staging area and returns the console display to simply showing game status. 7
A) The correct time of day in the 12 hour mode is entered as follows: (Example time is 10:45)
B) The correct time of day in the 24 hour mode is entered as follows: (Example time is 15:42)
You can enter any time span from one second to 99 minutes 59 seconds.
Example #1: You want to enter a 20:00 minute period. You do not have to enter the : or the 00 seconds.
Example #2: You want to enter a 19:36 minute period.
Note: The scoreboard must always be in the “STOP” mode, when entering or correcting time.
Example: You want to start timing at :00 and count up to 20 minutes. When entering whole minutes, you do not have to enter the : or the 00 seconds.
The scoreboard is now ready to run.
To start or stop the running time, press the “Run” and “Stop” keys as required.
Scoreboard must always be in “Stop” mode, when entering or correcting time.
All data can be cleared off the board by holding the “Clear” key down for 5 seconds (with the board in “Stop” mode).
In order to activate the intermission timer, the game clock must be in stop or zero position.
When the “INTERMISSION” key is pressed, 15 minutes is loaded into the intermission timer, and the timer begins counting down.
Both the control - display and the time section on the scoreboard will show the intermission time.
The horn blows for three seconds when the timer reaches zero.
Intermission of a different length can be performed by pressing “ENTER’, the required time length and the “INTERMISSION” key. The time - length will be loaded into the intermission timer and the time will start counting down.
If the “INTERMISSION” key is pressed while the intermission is running, the intermission is cancelled; the game time is put back into the control display and scoreboard, and the system returns to “GAME MODE”.
In the game of hockey, the time counts down from 20 minutes, but the game time for registering penalty times and time of goals scored counts up from zero.
The person recording this data must constantly be subtracting the time - clock value from 20 minutes, in order to be able to record the correct data.
Scoretec has designed a new feature called “TIME ELAPSED”
When pressing the “TIME ELAPSED” key on the control board, the running time on the display of the control will temporarily display the elapsed time, followed by an “E”, to indicate elapsed time.
The keyboard display returns to normal game after approximately three seconds.
The normal “GAME TIME” shown on the scoreboard is not affected by pressing the “TIME ELAPSED” key.
Example: You want to run a period of 15 minutes with the horn sounding every 1:30 minutes (one minute, 30 seconds).
The interval time has now been entered. Now we enter the 15-minute period.
The 15 minutes have now been entered and will show on the display and scoreboard.
To start and stop the timing, use the “RUN” and “STOP” keys as required.
Scoreboard must always be in “Stop” mode, when entering or correcting time.
All data can be cleared off the board by holding the “CLEAR” key down for 5 seconds (with the board in stop position).
Example: You want to run a period of 15 minutes, with the horn sounding every 1:30 minutes. (One minute 30 seconds).
The interval period has now been entered. Now we enter the 15-minute period.
The “Up limit” or period has now been entered.
To start and stop timing, use the “RUN” and “STOP” keys.
All data can be cleared off the board by holding the “CLEAR” key down for 5 seconds (with the board in “Stop” position).
Before starting your practice period, you may want to check if you entered the correct data. It is done as follows:
You are now back in game mode and ready to start your practice.
To correct or enter a specific score, for example, we want to show 37 in the Home score section.
For corrections, use the same procedure.
Scoretec uses 2 ways of showing periods.
1. Four period lights.
These can simple be switched on by pressing the “PERIOD” key one, two, three or four times.
2. Larger boards have a digital period display.
The entry and/or correction procedure is exactly the same as explained under “SCORE”.
Our larger hockey board (Model 770 and up), are equipped with light indicators to show “Time Out” for each side.
To activate the “Time Out” light, simply press the “Time Out” key.
To de-activate the light, press the same key again.
Shots on goal are displayed on hockey scoreboards model 770, 770A, 781 SOG, and 782 SOG.
Two digits are displayed for each Home and Guest side.
Entry and/or correction procedures are exactly as explained under the section “SCORES”.
Example 1. Home team get their first penalty, 2:00 minutes
Running time must be in “STOP” mode.
Penalty 1 will now be displayed as such on the scoreboard and also on your control display, and will start timing when the “RUN” switch is pressed.
Example 2. Home team get their second penalty, 2:00 minutes
Play at that time is stopped, and the running time is in “STOP” mode.
Penalty 1 and 2 will now be displayed on the scoreboard and also on your control display.
When the “RUN” key is pressed, the scoreboard will display penalty 1 and 2, but the control console will go back to showing penalty 1, as it is capable of showing one penalty timer per team only.
Example 3. Home team get their third penalty, 2:00 minutes and penalty 1 and 2 have not yet expired.
Penalty 1 and 2 are still displayed on the scoreboard and will start running when the “RUN” key is pressed. Penalty 3, however, will be stored in memory until either penalty 1 or 2 have elapsed or are cancelled.
Example 4. Penalty 1 expires or is cancelled
Scoretec scoreboard model 782 SOG is equipped with penalty timers plus the corresponding player numbers.
Entering these numbers with the penalty is done in the same manner as entering penalties only.
Example:
Home team player number 99 gets a 2:00 minute penalty.
Running time must be in “STOP” mode.
As a timekeeper becomes familiar with, and fast enough on the control, he can always enter the player number with the penalty.
Even if the scoreboard is not capable of showing the number, the control is always equipped to show this information, and it may be a lot of help to the timekeeper in keeping track of the penalties.
Scoretec has included this feature, as it is very much in demand by minor hockey leagues. The idea, of course, to stop/go the penalty timers while the main timer keeps running.
To enable this feature, make sure that the main running time is in the “STOP” mode Now press the “STOP/GO PENALTY” key for 5 seconds. You will see an “S” come up on the control console display in the corresponding field. This means that the feature is enabled.
When the control is in this mode, the penalties can be entered while the main timer is running.
To stop the penalty timer, press the “STOP/GO PENALTY” key once. Press it again to start the penalty timer again.
Of course, regardless of the state of this key, the penalty timers will also stop, when the running time “STOP” key is activated and will resume when the “RUN” key is pressed.
To disable this feature, again press the “STOP/GO PENALTY” key for 5 seconds If you watch your control display, you will see the “S” disappear.
You are now back in the regular game mode.
When two games follow one another, the scoreboard can be cleared, simply by holding the “CLEAR” key down for 5 seconds.
The “CLEAR” can also be used when incorrect information is entered in the staging area on the control, and a function key has NOT yet been pressed. In this case, do NOT hold the “CLEAR” key for 5 seconds, but simply press once.