6 page manual

Match Play Timer User's Manual Page 1
FCC Information
NOTE: This equipment has been tested and found to comply with the limits for
a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are
designed to provide reasonable protection against harmful interference when
the equipment is operated in a residential installation. This equipment gener-
ates, uses, and can radiate radio frequency energy and, if not installed and used
in accordance with the instruction manual, may cause harmful interference to
radio communications. However, there is no guarantee that interference will
not occur in a particular installation. If this equipment does cause harmful in-
terference to radio or television reception, which can be determined by turning
the equipment off and on, the user is encouraged to try to correct the interfer-
ence by one or more of the following measures: (1) Reorient or relocate the re-
ceiving antenna. (2) Increase the separation between the equipment and the re-
ceiver. (3) Consult the dealer or an experienced radio/TV technician for help.
CAUTION: Changes made or modifications not expressly approved by the
party responsible for FCC compliance of this equipment could void the user’s
authority to operate the equipment.
Introduction
The Match Play Electronic Timer makes timing of track events quick
and easy! The timer is best suited for sprint events which start at point
“A” and finish at point “B.” A photosensor pair (“electric eye”) is used
at the starting point to automatically start timing when a runner crosses
the starting line. A second photosensor pair is used at the finish line to
automatically stop timing when the runner crosses the finish line. A
separate timing unit displays the time on a four digit display which is
large enough to be easily read from 20 to 30 feet in indoor and outdoor
lighting conditions. To make setup and operation simple, all units oper-
ate from internal batteries, and a wireless link is used from the photo-
sensor to the timing unit to signal the timer to start or stop. The Match
Play Electronic Timer consists of the following major components:
Quantity Description
2 Photo-transmitter (light source)
2 Photo-receiver (light detector)
4 Adjustable stands (to mount photo-transmitters
and receivers)
1 Timing unit (four digit timing/display unit)
1 Hand-held start/stop push-button with 25 foot
cord to connect to the timing unit.
Match Play Timer User's Manual Page 2
Preparation For Use
1) Attach each of the four electric eyes to the yellow stands by screw-
ing the electric eye onto the top of the stand – tighten gently! Loos-
ening the knob at the top of the stand just ½ turn allows the electric
eye to be positioned at any angle as required for alignment
2) Place the electric eyes about 10 feet apart and across from each
other as shown in the illustration to form the start line and the finish
line. The electric eyes with the green dot form the start line. The
electric eyes with the red dot form the finish line.
3) Turn on each electric eye by pressing the On/Off button. The red
Power light illuminates when the unit is on.
4) Align each pair of electric eyes so they face each other squarely
(alignment is not very critical). Adjust the stand height so the run-
ners’ hips and/or torso break the beam.
5) Place the time display where it is easily seen by the record-keeper
and the runners as they finish the course. Make sure the time display
is at least 10 feet away from the closest Photo-Receiver (electric eye
with the antenna). Turn on the time display by pressing the On/Off
button. A time of “0.00” is displayed when the unit is first turned on.
6) If needed, connect the hand switch to the time display by plugging
the 25 foot cable into the Hand Switch jack on the side of the time
display. The hand switch is required to manually start and stop the
timer if the electric eyes are not used. The hand switch can also be
used to clear the timer when required.

Match Play Timer User's Manual Page 3
Timer Operation
Operation of the timer is hands-free. Crossing the start line automati-
cally starts timing for a runner. Crossing the finish line stops timing for
the runner and displays the runner’s time. Up to 16 runners can be on
the course at the same time. Multiple runners on course must be spaced
far enough apart so they do not pass each other and so they finish at
least one second apart.
If the timer gets out of sequence for any reason (a runner is passed, an
extra beam break, etc), the times of all runners on course become inva-
lid. Have all runners exit the course and then clear the timer. The sim-
plest way to clear the timer is to:
a) Press and hold down the hand switch button until the display clears
to 0.00, or…
b) Turn the time display unit off and back on.
Time Display
The timer displays either the running time of the lead runner on the
course, or the final time of the most recent runner. A runner’s final time
is displayed immediately when the finish line is crossed. After five sec-
onds without finish line activity, the running time of the lead runner is
again displayed. If no runners are on course, then the most recent finish
time remains displayed.
Times are displayed to the finest resolution possible on the four digit
display:
Elapsed Time Resolution Display
Less than 1 min. .01 sec. 00.00 to 59.99
1 to 10 minutes .1 sec. 1.00.0 to 9.59.9
10 to 60 minutes 1 sec. 10.00 to 59.59
1 to 10 hours 10 sec. 1.00.0 to 9.59.5
Hand Switch Operation
Stopwatch Operation
The timer can be used as a stopwatch without using the electric eyes.
Connect the hand switch to the time display by plugging the 25 foot ca-
ble into the Hand Switch jack on the right side of the time display.
Press the hand switch to start timing from zero (no reset required), then
press it again to stop the timer.
Match Play Timer User's Manual Page 4
Hand Switch with Electric Eyes
If required, the timer can be operated with one pair of electric eyes of
instead of two pairs. Place the electric eyes across the start line as nor-
mal. Stand at the finish line and use the hand switch to stop the timer as
each runner crosses the line. Stopping the timer with the hand switch
performs the same function as stopping the timer with the electric eyes.
Clearing the Timer
If the timer gets out of sequence for any reason (a runner is passed, an
extra beam break, etc), the times of all runners on course become inva-
lid. Have all runners exit the course and then clear the timer by pressing
and holding down the hand switch button until the display clears to 0.00
(about 1 second).
Batteries
Battery Type / Life
All units operate from standard 9 volt alkaline batteries. New batteries
provide about 80 hours of operation. The timing unit operates from two
9 volt batteries. (Never mix new and old batteries in the timing unit –
replace both batteries with fresh batteries at the same time.)
Low Battery Indication
The red light on the front of the electric eye flashes when the battery is
low. The right-most decimal point on the timing unit flashes when its
battery is low. All units operate about 8 hours after the first indication
of low battery. However, it is best to replace the batteries as soon as
possible after low battery indication.
Trouble Shooting
Indoor Use
When used indoors, the infrared light beam emitted by the electric eye
can “bounce” off nearby walls and clothing causing the unit to occa-
sionally miss a runner. To avoid this problem, orient the photo-receiver
(the electric eye with the antenna) so it faces away from any nearby
wall (have it face into the room).
Radio Link Problems
The radio link between the electric eye and the time display has a typi-
cal operating range of about 500 feet. However, actual range can vary
significantly based on environmental conditions including line-of-sight
obstructions, nearby radio interference, temperature, etc.

Match Play Timer User's Manual Page 5
If the electric eyes don’t reliably start and stop the timer, it is possible
the radio signal is not reaching from the electric eye to the time display.
Since the start line electric eye is usually the furthest away from the
time display, problems are typically experienced with the start line.
To improve reception, move the time display so that there are no ob-
structions between the electric eye and the time display. Also, moving
the time display away from nearby large objects, walls, crowds, etc.,
may also improve reception distance. If problems are still experienced,
position the time display closer to the start line (i.e., move the unit fur-
ther from the finish line and closer to the start line).
If a particular electric eye never trips the timer, try re-setting the ID
code for the electric eye in the time display (see below).
Advanced Features
Two small push buttons on the side of the time display allow you to
view and set several timer parameters. Each time the MENU button is
pressed, the timer displays a different option from which you can
choose. The ENTER button is used to perform the option that is dis-
played. Following are some of the parameters you may wish to change.
Setting ID Codes for the Electric Eyes
The electric eyes transmit an ID code to the time display whenever the
beam is broken. The timer has to “know” the ID code for the start line
and the ID code for the finish line. If you receive a new or replacement
electric eye, you must “teach” the time display the ID code for the new
electric eye. You may also want to reset the ID codes if you are experi-
encing problems with the start or finish line electric eyes. To teach the
time display a new electric eye ID code:
1) Set up and align the electric eyes as outlined in the Preparation For
Use section.
2) Press the MENU button until “ID S” (for the Start line) or “ID F”
(for the Finish line) is displayed, then press ENTER. The display
shows dashes “----” to indicate it is waiting for a transmission from
an electric eye.
3) Walk through the beam of the electric eye pair for which you are
setting the ID code. As soon as the beam is broken, the timer unit
displays and memorizes the four digit ID code. After a few seconds,
the ID code is removed from the display and normal time display is
restored.
NOTE: If an ID code is not received from the electric eye, the dashes
remain on the display – try walking through the beam again.
Match Play Timer User's Manual Page 6
Changing the Hold Time
The hold time parameter determines how long a runner’s finish time
remains on the display before the running time of the next runner on
course is displayed. The default hold time is five seconds.
To change the hold time, press the MENU button until “Hold” is dis-
played, then press ENTER. The current hold time setting is displayed.
Press the MENU button again to cycle through the different hold times
available. When the desired hold time is displayed, press ENTER to ac-
tivate the new hold time.
Other Control Button Functions
Pressing ENTER when the “Clr” (clear) option is displayed clears the
timer in the same manner as holding down the hand held switch.
The “rEAL” (real time) option is for factory use only.