MACGREGOR MSBBS3 LED User manual


CONTROLLER DEFINITIONS
Before continuing, take a few moments and familiarize yourself with the following terms as
they apply to the controller. They are referenced frequently throughout this manual.
1. POWER Switch:
The POWER switch is used to turn the controller ON and OFF.
2. LCD Display:
The controller’s LCD displays all scoring information and option settings. Even though your
scoreboard may not be equipped to display all scoring information discussed in this manual, all of
this information will appear on the controller’s LCD.
3. CLOCK Controls:
The CLOCK controls are used to set, start, and stop both the game clock and timeout clock. The
horn button is also located in this section of the controller’s keypad.
4. CONTRAST Knob:
The CONTRAST knob is used to change the brightness of the text in the LCD Display.
5. CLOCK Start/Stop Switch:
The CLOCK Start/Stop Switch is used to start and stop the game clock.
6. HOME SCORE Keypad:
The HOME SCORE keypad is used to enter scoring information for the HOME team.
7. RESET Key:
The RESET key is used to begin a new game. Using this key will clear out the status of an existing
game and reset the scoreboard to the default startup values. When pressed and held for three
seconds, the RESET key clears all scoring information while saving all option settings. This key is
also used in combination with the OPTION key to enter the option menu.
8. NUMERIC Keypad:
The NUMERIC keypad is used to enter values when setting options and editing scoring information.
The Numeric keypad section contains the RESET and UNDO keys.
9. UNDO Key:
The UNDO key is used to undo the last controller entry.
10. GUEST SCORE Keypad:
The GUEST SCORE keypad is used to enter scoring information for the GUEST team.
11. GAME Keypad:
The GAME keypad is used to enter values related to game play.
12. OPTION Key:
Pressing RESET, quickly followed by the OPTION key enters the option menu.
13. ENTER Key:
The ENTER key is used to accept any entry while in the option menu and to continue the last
game scored when the controller is first turned ON.

COMMUNICATION CABLES
Connecting a Hard Wired Cable
Using the supplied 20-ft. DIN cable, connect one end to either of the DIN sockets
on back of the controller and the other end to the junction box receptacle.
Connect the AC Adapter to the power jack on the back of the controller and into a
standard 120V power source. If you are not using a wall receptacle, make sure the
connection is stable. A power strip serves as a better power source than an
extension cord. Extension cords do not always provide a stable power source.
Connecting a Wireless Transmitter
Connect the transmitter to the controller by plugging one end of the transmitter’s
attached interface cable into the transmitter and the other end to either of the
controller’s DIN sockets on back of the controller. Place the transmitter into the
supplied clip on back of the controller.
Connect the AC Adapter to the power jack on the back of the controller and into a
standard 120V power source. If you are not using a wall receptacle, make sure the
connection it stable. An outlet bar serves as a better power source than an
extension cord. Extension cords do not always provide a stable power source.
Cable Connection
Wireless Connection

GETTING STARTED
Begin by making sure the Game Inserts that came with your scoreboard are in the proper
location on the controller, as in the image below.
A Note about the LCD Display:
The LCD display provides the scorer with any information that the scoreboard will
display. Some features are not automatically displayed and must be enabled. Take a look
at your scoreboard and determine which features you want to use and which you do not.
Example: Your scoreboard has an AT BAT feature, which can be disabled without
changing the ability of the scoreboard to function. If it is disabled, the information will not
show on the LCD display, and you will not go through the steps required to use the
feature. However; if it is enabled, a few simple keystrokes are all that is required to use the
feature.
The Up/ Down Arrows on the GAME Keypad are used to scroll the information on
the LCD Display. There are two lines of text. Pressing either arrow will cycle those lines of
text.
When the POWER switch is turned ON the controller’s LCD will show the following:
To Continue Last Game Press ENTER, To Start New Game Press RESET
Pressing ENTER will recall information from the last game that was played and display
it on the controller and scoreboard. At this time game play can resume.
Pressing RESET will begin a new game. The scoreboard and controller will display the
default start up information with zeros in BALL, STRIKE, OUT, HOME/GUEST 1st
INNING scores, TOTAL RUNS, TOTAL HITS, H/E, E.

GAMEPLAY
OVERVIEW:
Scoring a game with the 3328LED scoreboard and the LCD controller begins
with the first batter’s number being entered if AT BAT scoring is enabled. Press the
NEW BAT/AT BAT key on the appropriate team’s keypad and notice that the LCD
display has a flashing cursor. At this time, enter the player’s number on the numeric
keypad and press ENTER. The batter’s number should show on the scoreboard and
beside AB on the bottom line of the LCD display.
NOTE: If AT BAT scoring is NOT enabled, scoring a game begins with the following:
As the batter’s pitches are thrown, enter the balls and strikes as they occur on
the GAME keypad. When the batter has a hit, error or out, use the respective key on the
appropriate team’s keypad to enter the results.
Follow this process with each batter until the teams change field positions and
then do the same for the opposing team.
As the Inning ends, press the INNING key on the GAME Keypad to advance to
the next inning.
Repeat this process for the remainder of the game.
As the game is played and as HITS, RUNS, ERRORS are added, their totals are
reflected on the scoreboard and on the controller’s LCD display.
NEW BAT/AT BAT: This feature is used to display a player’s number as they take their
turn at bat and to clear BALLS and STRIKES for the next batter.
HIT: Used to represent a hit by the batter.
ERROR: Used to represent an error by a fielder. Press ERROR on the respective team
and enter the field position that committed the error. Example: The short stop commits
an error and is displayed in the H/E section of the scoreboard and on the LCD display of
the controller as follows: E6

EDIT: To use this feature, press EDIT and then press the item you wish to edit, such as;
HOME Team HITS. You will notice a flashing cursor on the LCD display. Key in
the correct value on the numeric keypad and press ENTER.
HOME SCORE:
To increase the HOME score by one press the +1 key on the HOME SCORE
keypad. To decrease the HOME score by one press the -1 key on the HOME
SCORE keypad.
GUEST SCORE:
To increase the GUEST score by one press the +1 key on the GUEST SCORE
keypad. To decrease the GUEST score by one press the -1 key on the GUEST
SCORE keypad.
GAME KEYPAD:
To increase INNING by one press the INNING key
To increase BALL by one press the BALL key
To increase STRIKE by one press the STRIKE key
To increase OUT by one press the OUT key
To clear all balls and strikes for the next batter press the NEW BATTER key
ADDITIONAL INFORMATION
If at the end of a game the scoreboard is to be used to score another game press
and hold the RESET key for three seconds. All scoring information on both the
controller’s LCD and the scoreboard will be cleared, while all option settings will be
saved.
After the last game simply turn the controller’s POWER switch OFF. All scoring
information and option settings will be saved and may be retrieved when the controller
is turned back on by pressing ENTER.
Shortly after the controller is turned off the, PERIOD/INNING digit on the
scoreboard will begin to flash and will continue to do so until power to the scoreboard
has been shut off at the scoreboard's power disconnect switch or circuit breaker.
After each use the controller and all accessories should be stored in a secure, dry
location.
NOTE: AFTER EACH USE POWER TO THE SCOREBOARD MUST BE TURNED
OFF AT THE SCOREBOARD'S POWER DISCONNECT SWITCH OR CIRCUIT
BREAKER. FAILURE TO DO SO WILL RESULT IN UNNECESSARY POWER
CONSUMPTION, SHORTEN THE LIFE OF THE DISPLAYS AND OTHER
ELECTRONIC COMPONENTS.
NOTICE: This equipment has been tested and found to comply with the limits for a
Class A 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 commercial environment. This equipment generates, 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. Operation
of this equipment in a residential area is likely to cause harmful interference in which
case the user will be required to correct the interference at their expense.
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