Echowell GC 120A Handleiding


Lees hieronder de 📖 handleiding in het Nederlandse voor Echowell GC 120A (2 pagina's) in de categorie Fietscomputer. Deze handleiding was nuttig voor 38 personen en werd door 2 gebruikers gemiddeld met 4.5 sterren beoordeeld

Pagina 1/2
40 cm
(1' 3
3/4"
)
193 cm (6 '3
3/4"
)
173 cm (5' 8")
237 cm(7'9
1/4"
)
INTRODUCTION
Thank you for purchasing electronic dart game. Read this manual
carefully and familiarize yourself with the dart game before you use it.
This user’s manual is printed for Model , The 88/100/120/120A
Model has 25 game series, Model has 20 game 120/120A 100
series, and Model has 16 game series.88
Model games: 301 to 1001, High Score, Count up, Random 88
Shot, Under, Over, Clock 1, 9 Lives, Best Ten, Cricket, Cut-Throat
Cricket, Halve It, Follow the Leader, Scram, Soccer and Free.
Model games: Model pluses Count Down, Clock 2, Killer 100 88
and Billiards (9 ball).
Model games: Model pluses Clock 3, English 120/120A 100
Cricket, All 51 by 5, Shanghai and Snooker.
2. Press any button to stop the LCD auto-test scanning.
3. Press Game button to select a desired game series, and press
Option to select a desired game option.
4. Press Change button to confirm the game and option setting and
change to the next setting panel.
5. Press Option button to choose single, double or triple IN option,
press Change button to confirm the IN option. Press Option
button to select single, double or triple OUT then press Change
button to confirm OUT options for ’01 games only.
6. Press Player button to choose 1 to 8 players or 2 teams.
7. Press Change button to start the game.
8. Press Change button after each round for player change.
9. Press and hold >RE-START button for 2 seconds to re-start a
new game.
S
AFETY NOTICE
1. This game is designed for soft-tipped darts only, the steel-tipped
dart will damage the dartboard.
2. Darts are an adult game. Includes functional sharp points/edge,
children should play with adult supervision.
3. Always pay attention to the game; never throw a dart without first
looking to make sure the playing area is clear.
4. This device includes small parts and is not intended for children
under 3 years old.
5. This device can be used either batteries or a transformer, the
optional transformer shall be with 9V DC/500mA output.
6. The attached transformer is not a toy.
7. Disconnected the device from the transformer before cleaning.
P
HYSICAL DESCRIPTIONS
I
NSTALLATION
1. Select a suitable location that complies the international standard
for height and distance shown in the figure, and be sure the
cable length of the adapter is long enough to extend from the
dartboard to an electrical outlet.
2. Drill the upper screw hole at a height of 6
' 3 7/8" (193cm) from
the floor, and the lower screw is 1
' 3 3/4" (40cm) below the upper
screw vertically.
3. Hang the dartboard securely on the 2 screws. Pull on the
dartboard to be sure that it is hung securely before letting go of
the dartboard.
4. The 2 fixed screws should be no longer than 6mm in length from
screw gaps to the wall to avoid damaging the inner circuit, and to
fix the dartboard firmly.
ELECTRONIC DART BOARD
88/
100/
120/
120A/
88/
100/
120/
120A/
Games 88 100 120
120A
‘01
High score
Count Up
Random shoot
Under
Over
Count Down
Clock 1
Clock 2
Clock 3
lives
Best ten
Cricket
English Cricket
Cut-Throat
Halve it
All 51 by 5
Follow the Leader
Shanghai
Scram
Killer
Soccer
Billiard 9 ball
Snooker
Free
Adapter
6 darts
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2.
3.
4.
5.
6.
7.
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10.
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16.
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18.
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20.
21.
22.
23.
24.
25.
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Q
UICK SET UP INSTRUCTIONS
1. Install 3 AA batteries to the battery holder or Insert an adapter
into an electric outlet then insert the Plug into the jack on the
right side of the dartboard.
Dart
x 6
Sets
Triple 20
Top Score
(60 points)
Segment Numbers
Outer
Bull's-eye
(25 points)
Double
Ring (X 2)
Single Rings
(x1)
Triple
Ring
(X 3)
Catcher
(0 points)
Inner
Bull's-eye
(50 points)
SCORE REVIEW
GAME/PLAYER
button
Adapter Jack
OPTION/HOLD
button
CHANGE button
Adapter (optional)
Pluge
Screws X 2 pcs
Spare Tips x 14 pcs
Shaft
Soft tip Barrel Flight
International Standard Screws Fixed Positions
B
UTTON OPERATIONS
The dartboard has 3 buttons with different functions as following:
REMARK:
Without >: Press the Button.
> Game REVIEW: Hold the button after score review.
With >: Press and hold for 3 seconds.
LCD DISPLAY:
The LCD display is divided into
3 portions, each portion has
different means for different
games. The mark “##” means
a number for score, lives or
marks.
A.
1. ##: Current player’s score.
2. -##-: Target number for the current player.
3. L or H ##: Leader’s score for OVER & UNDER.
4. Pit# or bAt#: Pitcher turn or Batter’s turn.
5. P#F# or t#F#: P4F1 means Player 4 wins the game. “t” for Team.
6. 2 to 7 (for snook): Target number is any one of 2, 3 4, 5, 6 or 7
numbers.
7. 15-E, niCE, #bAS, HonE (for Baseball):
Target number is among 15 to 20 and bull’s-eye; Nice, Base
number, Home run.
B.
1. -##-: The target number for the current player.
2. ##H# (Ludo game): The current player hits ## can kill player #.
3. ##H (21 POINTS): The highest score (below 21 points) in the
round.
4. r-#: The number(#) of round(r).
5. db or bE(Soccer): Instruct the player shall hit double ring or
bull’s-eye for Soccer.
6. 1 to 5 (Bingo): Target number is any one of 1, 2, 3, 4, or 5.
7. ##: The team’s score for Baseball and Penny.
8. Ho # or #H: Hole 1, 2...etc. 1, 2, 3…etc. Hole for Golf.
9. ##dt (for Free): Residual darts.
C.
1. ##: Next players score.
2. -##: Next players target number.
3. #L: Current player’s Lives (marks).
4. I, and #P: Indication of the runners on the bases,” for 1
st
base, “ ” for 2
nd base and “ ” for 3rd base, and the residual
players of the batter team.
5. bE-#: The residual bulls-eye to be hit by the pitcher (English
Cricket).
B+C:
1. SCORE CRICKET & CUT-THROAT
CRICKET:
The close status of each number is
displayed on the bottom rows displays
for the current player.
The middle mark lights to indicate the
current player has no dart on the number.
The lower 3 marks indicate the current close status.
The upper left mark lights to indicate a player has closed the
number at least.
The top mark lights to indicate the number has been closed by
all other players, and the current player cannot get points from
this number after he/she closed the number.
2. NO SCORE CRICKET, SCRAM (7t), PENNY:
: One mark
: 2 marks.
: 3 marks.
3. SCRAM 21 Target:
G
AME RULES
SOME GENERAL DART RULES
1. A round (turn) shall consist of 3 darts. Any dart bouncing off, or
falling out of the dartboard shall not be re-thrown. The current
player has to remove the darts from the dartboard.
2.All players throw in sequence. To decide the throwing sequence
by throwing the Bull, the player throwing closest the bull’s-eye
shall throw first.
3.The singles shall score as the face number of the segment, the
double (or triple) rings shall score double (or triple) the segment
number, the outer bull shall score 25 points and the inner bull
shall score 50 points (double 25).
’01 GAMES: 301, 501… to 1001 (A01)
1. Each player starts at a beginning score of 301, 501…901 or
1001. The object of the game is to reduce each rounds score
from the beginning score. When the player reaches zero exactly,
they finish the game.
2.The round is a BUST (display buSt) when a player throws a dart
resulting a score higher than the residual score that can not
reach a zero score exactly. It will stop the current round and
return the player’s score to the last round’s score of the current
player.
3. There are variety In/Out options in each ’01 game:
a). DOUBLE/TRIPLE IN
The player must hit a number in the double/triple ring or the
inner bull’s-eye to start the game.
b). DOUBLE/TRIPLE OUT
The player must hit a number in the double/triple ring or the
inner bull to get the score to zero exactly and finish the game.
It will be a bust round when the player’s score falls to 1 point
under the double out option status.
HIGH SCORE: 6-15rd
1.The object of this game is to get highest total score.
2. First, preset a round number. The dartboard will compare result
of the player in a loop automatically after the last player throws
the 3rd dart in the final preset round.
COUNT UP (C-Up): 100, 200 …to 900
1.Each player starts the game with 0 points and adds to their score
with each scored dart.
2.The first player to reach or go over the preset target score wins
the game.
Buttons Set Up A Game Plays A Game
CHANGE
>RE-START
GAME/PLAYER
Score Review
>Game Review
>DELETE
OPTION/HOLD
>SOUND
Change to next player.
Restart a new game.
-
Auto-scrolling players’ scores.
Game review,
Delete the current dart’s score.
To freeze/unfreeze the
dartboard Sound On/Off.
Confirm the setup.
-
Game/Player options.
-
-
-
Double/Triple In/Out
Sound On/Off.
A
BC
Center of
Bull’s-eye
Throwing Line
Electronic
Outlet
Fixed Screw
Wall
*About 1/4"(6mm)
Dart Board
user’s manual is printed for Model 88/100/120/120A
B
15
16
17
18
19
20
8 9 10 11 12 13 14
1
2 3 4 5 6 7
B
15
16
17
18
19
20
B
15
16
17
18
19
20
4403002662_20110406_n3_EN
SEGMENT SINGLE DOUBLE TRIPLE E25 E50
POINTS 1 2 3 3 5
Re-install it again.
Pull the plug from the jack
and wait for about 2
seconds, then insert the
plug into the jack again.
Remove the darts from the
dartboard.
Open the bottom cover of
the dartboard with a screw
driver, push out the broken
tips from the back side of
the target segment. Never
attempt to open electronic
circuits. (Illustration below)
Does the plug insert into the
j
ack and the adapter insert into
the electrical outlet securely?
No power or
displays
Irregular
Displays “Stuc” and
sounds “Stuck
Broken dart tips
PROBLEMS CHECK ITEMS REMEDY
Unscrew the bottom case of
the dartboard and open it.
FRONT SIDE
Take the segment
BACK SIDE
Clamp the broken tip with a needle-nose
players, then push the tip out from the
back side to the front side.
ELECTRONIC DART BOARD
RANDOM SHOOT: 6-15 Round
1. The object of Random Shoot is to hit the segment that the
dartboard issues automatically. It will score points as follows when
the player hits the issued number:
2. The player with the highest score wins the game.
Under (Ldr): Leader option
1. The object of this game is for players to take turns shooting for a
3-dart score that is equal to or lower than the “Leader’s Score”. Each
player starts with 7 lives, and the last player alive wins the game.
2. Your score will become the new leader’s score and you do not
lose a life when your score after a round is equal to or lower than
the previous leader’s score. If it is not, you will lose a life.
3. The previous leader has the right to re-issue a new leader’s score
and does not lose any lives, although the new leader’s score is
higher than the previous leaders score.
4. Each missed dart counts as the top score of 60 points.
Under: Con (Continue)
At the Continue option of the under game, the leader will also lose a
life when he/she has a score in a round that is over the leader’s
score (it is scored by himself), and the leader’s score remains at the
lowest value. It can be changed to a lower score only.
Over: Ldr (Leader)
1. The object of this game is for players to take turns shooting for a
3-dart score that is equal or higher than the “Leader’s Score”.
2. Each player starts with 7 lives, and the last player alive wins the game.
3. Your score will become the new leader’s score and you do not
lose a life when your score of a round is equal or higher than the
previous leader’s score. Otherwise, you will lose a life.
4. The previous leader has the right to re-issue a new leader’s score
and does not lose any lives, although the new leaders score is
lower than the previous leader’s score.
Over: Con (Continue)
With the “Con” option of the Over game, the leader will also lose a
life when he/she has a score in a round that is lower than the
leader’s score (it is scored by himself), and the leader’s score is kept
at the Highest value always. The score can only be increased.
COUNT DOWN (C-dn): 100, 200 … to 900
1. Each player starts the game with the preset target points (100 to
900) and deduces from their score with each scored dart.
2. The first player reaches zero or below zero points wins the game.
CLOCK 1 (AROUND THE CLOCK): ---, -2-, -3-
1. The object of this game is to hit each number one time from 1
through 20 in sequence, then the bull’s-eye. After hitting the
number in play, the player may proceed to the next number. The
first player to reach the bull’s-eye wins the game.
2. There are 3 options for this game:
a). “---”: All doubles and triples count as singles.
b). “-2-”: Each player must hit each double number one time.
c). “-3-”: Each player must hit each triple number one time.
CLOCK 2: ---, -2-, -3-
The object of this game is to hit each number from 20 through 5 one
time in clockwise in sequence, then the bull’s-eye. The player
numbers in sequence are 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7,
16, 8, 11, 14, 9, 12, 5 and Bull’s-eyes, after hitting the number in
play, the player may proceed to the next number. The first player to
reach the number 5 and then hit the bull’s-eye wins the game.
CLOCK 3: ---, -2-, -3-
The object of this game is to hit each number one time from 20
through 1 one time in revise-clockwise in sequence, then the
bull’s-eye. The player numbers in sequence are 20, 5, 12, 9, 14, 11, 8,
16, 7, 19, 3, 17, 2, 15, 10, 6, 13, 4, 18, 1 and the BE, after hitting the
number in play, the player may proceed to the next number. The first
player to reach the number 1 and then hit the bull’s-eye wins the
game.
9 LIVES: 3-9LF (lives) Options
1. The game plays numbers 1 through 20 and bulls-eye in a
sequence loop.
2. Each player starts with the preset lives (3 to 9).
3. Each player shall hit the target number one dart in each round.
The player will lose a life if all 3 darts missed.
4. The last player remaining alive is the winner.
Follow the Leader (Ldr: Leader option)
1. The object of this game is to hit on a “Target Number” which is
issued by the “leader”. The single, double and triple are
differenttarget numbers.
2. Each player starts with 7 lives, and the last player alive wins the game.
3. Establishing the leader and starting the game:
a). The dartboard will issue a random number as the first target number.
b). Each player shoots a dart in sequence until one hits on the
random number and becomes the first leader.
4. The player shall hit on the target number with at least one of the 3
darts per round, otherwise the player will lose one life.
5. You will become a new leader, and without losing a life, if you hit
on the target number, and you have to issue a new target number
by hitting a dart on the score area again.
6. The previous leader has the right to re-issue a new leader’s target
number and does not lose any lives, although the new leader’s
target number is different from the previous leader’s score.
7. The dartboard also displays “1-3” target number automatically after
pressing the Change button if a layer hits on the target number and
becomes a leader, but misses all residual darts during his/her round.
Follow the Leader: Con (Continue)
The game is played with the same format as the Leader option,
except the leader also has to hit on the target number if all other
players do not hit on the target number after a round, otherwise
he/she will also lose a life. The game always “Continues” on the
same target number until one player hits on this target number, then
it can be changed to a new target number.
Shanghai I
1. This game plays numbers of 1 through 7 in sequence.
2. Players take turns throwing in 1 at the 1st round, then 2 in the 2nd
round, and so on to 7 in the 7th round.
3. The player with the highest score wins the game after the last
player throws the 3rd dart in the 7th round.
Shanghai II
The game plays by the same format as Shanghai I, except that a
player can win instantly in any three dart round by hitting a single,
double and triple, in any order, during play.
Shanghai III
1. Players take throwing at numbers 1 through 20 in sequence.
2. Each player starts on number 1. After hitting number 1, then shoot
for number 2, and so on.
3. A player can win instantly by hitting a single, double and triple, in
any number order, during a round.
4. The player with the highest score after the last player throws the
3rd dart in the 7th round, or the first player to reach and hit 20 wins.
Scram: 21t (21 Targets)
1. The game plays all the numbers, 1 through 20 and the bull’s-eye.
2. The task for the Scorer is to score as many points as possible by
hitting any one of the numbers. The stoppers task is to hit each
number 1-20 and the bull’s-eye one time in any order.
3. The Scorer round is finished when all numbers are erased.
4. The one with the highest score wins the game.
Scram Cricket: 7t (7 targets)
1. The game plays the same as Scram, except that the game uses
the cricket numbers 15 to 20 and the bull’s-eye. Each must be hit
three times to erase the number.
2. Stoppers erase a specific number by hitting 1 triple, 1 double plus
1 single, or 3 singles. The outer bull is considered a single and the
inner bull is a double.
Killer: 3-7LF (Lives)
1. The object of the game as the name suggests is to “kill” the
opponents’ lives before your own is eliminated. The last player
remaining “alive” is the winner.
2. At the beginning of the game, each player should throw one dart
with the opposite hand to select his/her own number. Every player
must have a different number except bulls-eye.
3. Each player has to hit his/her own number to add 1 life each hit. A
player may add one life to another player by throwing another
player’s number.
4. Every player must make himself/herself a killer by cumulating the
preset lives (3 to 7) firstly, then he/she can kill the opponents. The
symbol of “ ## ” displayed to indicate that this player is a killer.
5. A killer may lose the title of killer if other killers hit his/her number,
but he/she can become a killer again if he/she can reach the
preset number of lives.
Killer: dbL (double ring)
1. A player must hit the “double ring” of his/her own number once,
and then he/she becomes a killer.
2. The killer also must hit the “double ring” of the opponents numbers
to kill their lives. The killer may kill himself/herself by accident and
lose one life if a player hits his/her own number.
3. A killer is always a killer unless he/she loses all lives and is out.
You can help protect the environment! Please remember to
respect the local regulations: hand in the non-working
electrical equipments to an appropriate waste disposal center.
Take out the batteries before scrapping the product.
4403002662_20110406_n3_EN
Best Ten: ---, -2-, -3-, -E- Options
1. The object of the game is to keep track of the best of 10 darts at
a number issued by the dartboard.
2. Select a ---, -2-, -3- or -E- first, the symbol of “---”, “-2-” or “-3-”
indicates whole segments, double ring or triple ring of the issued
number to be thrown by all players through the round. You can
have a practice of the bull’s-eye when you select “-E-”.
3. The dartboard issues a random number at the beginning of the
game. All players must continue to throw 10 darts in a round on
the target segment of this number.
4. The player with highest points wins the game after all players
have thrown 10 darts.
SCORE CRICKET (SUPER CRICKET)
1. The object of Score Cricket is for each player/team to “close
each number from 15 through 20 plus the bull’s-eye. The target
number can be hit in any order. The first player/team to “CLOSE”
all numbers and the bull’s-eye, and to be even or ahead on
points wins.
2. A player closes a specific number or the bull’s-eye by hitting 1
triple, 1 double plus 1 single, or 3 singles. The outer bull is
considered a single and the inner bull is a double.
3. The player to “close” a specific number “owns” the number and
can score points on this number until all of the players also close it.
NO SCORE CRICKET
The game of No Score Cricket is simpler than Score Cricket. The
object of this game is to only “Close” the numbers 15 through 20,
plus the bull’s-eye. The first player to close all the target numbers
wins the game. There is no need to compare the scores.
Cut-Throat Cricket
1. The game plays the same as Score Cricket, except that when a
player closes a number, the score for all further hits to that
number are given to the opponents with that same number open.
The first player with all his/her numbers closed and lowest scores
wins.
2. All the displays for Cut-Throat are the same as the Score Cricket
game.
ENGLISH CRICKET: (---, 2 PLAYERS OPTION )
1. This game is for 2 players only, one player acts as the pitcher
and another one is the batter. The pitcher’s object is to cumulate
9 wickets as soon as possible to stop the batter from getting
more scores and the batter’s object is to get as many scores as
possible before the pitcher accumulates 9 wickets.
2. The pitcher’s (Pit 1 or 2) target is the bull’s-eye. Each hit of the
outer bull counts as 1 wicket, the inner bull’s-eye counts as 2
wickets, other numbers are in-effect.
3. The batter (bAt 1 or 2) can throw any number (doubles and triples
count). The score counts only when the total score per round is
over 40 points; for example 46-40=6 points, the total score is less
than 40 counts as 0 points.
4. The score round is finished when the pitcher cumulates 9
wickets.
5. The game ends when 2nd score round is finished.
Halve It (HALF): rAn (Random)
1. The dartboard issues a random number automatically at the
beginning of each round.
2. The issued number does not change during the entire round. All
players can continue to hit their 3 darts on this segment to
cumulate their score. Doubles and triples count.
3. A player’s score will be automatically cut in half if he/she does not
hit the issued number with at least one of the 3 darts per round.
But if one or more dart(s) hit the catcher, the player must press
the CHANGE button, the score will be cut in half.
4. The dartboard will re-issue a random number for each round, and
the game progresses until the last player throws the 3rd dart in
the 7th round.
Halve It (HALF): 12 Round
The game is played with the same format as random Halve It,
except that the dartboard issues fixed numbers of 12, 13, 14, db,
15, 16, 17, tr, 18, 19, 20, and -bE- for each round in sequence, for a
total of 12 rounds.
ALL 51 BY 5: 31, 41 … to 91
1. The object of the game is to reduce each round’s score from the
preset score of 31, 41, 51…or 91.
2. The total points for each round must be divisible by 5 to receive
any score. For example, if a player gets 25 points on a round, the
score is 5 (25 5=5).
3. Any round score not divisible by 5 is not counted. If any one of
the 3 darts miss it is counted as a no score.
4. The round is a “buSt” when a player gets a score higher than the
residual score that can not reach a zero score exactly.
5. The first player that reaches zero exactly is the winner.
SOCCER: 6-15rd (Round)
1. The object of the SOCCER game is to take possession of the ball
by a hit of the bull’s-eye (bE) firstly, then take a kick for a goal by
hitting any double segment except the inner bull’s-eye to get as
many as possible to accumulate a high score.
2. The player can continue to hit any double segment to get a score
until another player takes possession of the ball by hitting the
bull’s-eye. Each hit of a double segment scores 1 point.
3. The player with the most scores wins the game after the game is over.
Billiards (9 Ball): 4-13 points Option
1. The object of this game is to hit as many “No. 9 balls” as possible
to accumulate a score to the preset points.
2. All players throw numbers 1 through 9 in sequence in a loop.
Each hit of the number moves to the next number. Nos. 1, 2,…, 8
are 0 points, only a hit of the No. 9 results in 1 point, then hit from
No. 1 again in loop.
3. The game is not limited to 3 darts per round. The current player
can continue to throw darts if he/she can hit each target number
in play with each dart.
4. The current player’s round will end and change to the next player
when the player suspends a hit of the number in play after his/her
1st hit.
SNOOKER: (---, 2-8 PLAYER OPTION)
1. The game of this object is to cross hit one red ball in order then
any one of the 6 color balls and so on to get score. The color
balls from 2 to 7 shall be hit in sequence after the player hited the
last red ball (bull’s-eye) and a color ball. The player with highest
points wins the game when game ends.
2. Red Balls: 8, 9, 10…20 & Bull’s-eye. It shall be hit in order, each
hit of a red ball in play gets 1 point.
3. Color Balls: 2, 3, 4, 5, 6 and 7. Each hit of color ball counts the
same face value of the ball.
4. The game does not limit 3 dart per round, the current player can
continue to throw darts as many as if he/she can continue to hit
the number in play.
5. It will stop the current player’s round and change to the next
player in the following status:
a). The player misses all 3 darts at the beginning of the round.
b). The player suspends a hit of the number in play after his/her
1st hit.
Free
1. This game allows players to throw 10, 20 or 30 darts per round
and to get the highest scores.
2. This game plays all the numbers, and the bull’s-eye, doubles and
triples count.
3. The player has the highest score wins the game.
T
ROUBLE SHOOTING
Check the following before taking the unit in for repairs:


Product specificaties

Merk: Echowell
Categorie: Fietscomputer
Model: GC 120A

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