Asahiscore
Welcome to the AsahiScore download page.
This judo score board software has been designed to incorporate "Fair-Play" scoring rules.
Installation
- To install AsahiScore, begin by removing any previous version of the program which may be installed on your computer. If AsahiScore has not been installed previously on the computer, then this step will not be required.
a. Select Control Panel on the Window’s start menu, and then selecting Add or Remove Programs.
b. Select AsahiClock from the list of installed programs and then click on the Change/Remove button. - Download AsahiScore to your Windows desktop.
- Open the zip file (double click) and extract the files. This can be done by clicking on the Extract All Files command in the window that opens. This will open the Compresses Folders Extraction Wizard. When extraction is complete, make sure that the Show Extracted Files box is checked on the Wizard Menu.
- Open (double-click) the AsahiScore setup .exe file that has been extracted and follow the instructions in the setup wizard. In most cases you will simply take the default settings, so click on next. On completion of the setup wizard, AsahiScore will be opened (Note: sometimes this may take a few seconds). Once installed, an AsahiScore Icon will be placed on your desktop.
Installation Notes:
Monitor display resolutions should be set to 1280 x 800 (or close to that).
Asahi Fair Play Rules
This is the recommended format for all U9 and U11 divisions. It is recommended that the AsahiScore program be used at all tournaments.
- Match time: 2 minutes
- No Golden Score
- Stop time employed
- Round robin format with a maximum of 5 players per draw sheet. Draw sheets can be downloaded from judoontario.ca/codes-of-conduct.
As the match progresses the referee scores the points as normal. The computer gives a numeric value to the traditional judo scoring as follows. These points are tallied on the screen automatically.
Ippon | 10 points |
Waza-ari | 7 points |
Yuko | 3 points |
The player with the highest numeric total is the winner.
A player may win the match by accumulating a higher numeric point total with lesser traditional scores.
I | W | Y |
0 | 3 | 0 |
21 |
I | W | Y |
1 | 0 | 0 |
10 |
I | W | Y |
0 | 3 | 0 |
21 |
I | W | Y |
1 | 0 | 0 |
10 |
- If at the end of the match the numeric scores are tied, Hantai (flags).
- An automatic matte, is called after an ippon throw. Players are stood up, returned to their starting positions and hajime is called. Ippon throws cannot be followed with osae komi.
- In the case of osae waza, a tap-out is awarded an ippon. Players are stood up, returned to their starting positions and hajime is called.
- Osae waza at the end of a match is allowed to continue beyond the 2 minute match time until either ippon is declared, the mercy rule comes in to effect, or the osae waza is broken.
- Waza-ari awasete ippon will not be used. It will just be counted as two waza-aris.
- When recording the wins on the draw sheet, the numeric scores are not recorded; only the wins are counted.
- The winner of the round robin pool will be determined by number of wins. If two competitors are tied in wins, the winner of their match will receive the higher placing. If there are three or more competitors with the same number of wins, a new round robin pool will be created with these competitors only.
Mercy Rule: Play stops and a winner awarded when one competitor achieves a 30 point lead over his/her opponent. PLEASE NOTE that this does NOT mean that the first player to reach 30 points is the winner.
Clear and profound mismatch in abilities: Should the refereeing team decide there is a clear and profound mismatch in abilities between the competitors, the referee may, after consulting with the judges, stop the match with less than a 30 point spread and award the match to the competitor with the highest score at that point.
Application of penalties: Shidos will be applied as normal. For shidos 1 to 3, the applicable traditional and numeric scores will be awarded to the other player. At shido 4, hansoku make, the match ends and the other player is announced the winner.
Fair Play Ne Waza Rules
In addition to the Fair Play rules listed above, the following rules will be implemented for ne waza only competitions.
- Competitors will begin in the centre of the mat in a high-kneel position.
- Competitors will take a neutral grip on their opponent.
- No Kata Gatame allowed.
- No chokes or armlocks allowed.
- Upon an “Ippon” score, matte is called and the competitors are returned to their starting positions and “Hajime,” is called.
For All Fair Play Divisions it is recommended that the “Judo Ontario Round Robin Pools (Fair Play Draw)” be used. This can be found at www.judoontario.ca/codes-of-conduct.
SCOREBOARD
AsahiScore Main Screen
The AsahiScore main screen is divided into three sections and has the controls required for the timekeeper. In addition, drop-down menu items allow customization of some features.
![AsahiScore Main](/media/1sxpliq3/asahiscore-main.png)
AsahiScore Modes
Scoring formats for AsahiScore can be selected using the Match Format menu.
The default format for AsahiScore is "Fair Play" mode. This assigns points for Ippon (10), WazaAri (7) and Yuko (3). The total points for each player is displayed in the bottom right of each colour. In Fair Play mode, a match continues until either one player is ahead by 30 points or Match time is over. This mode is usually intended for competitions at the U13, U11 and U9 levels.
By default, AsahiScore is set up to "Stop the clock on Ippon". This can be turned of by clicking on that menu item, in which case the clock will run until the referee calls Matte.
"Golden Rule" is not set by default and must be selected prior to the match.
To select "Standard" match format, click on standard in the menu. In this mode, points are not assigned and the match stops at Ippon.
![AsahiScore Mode](/media/31zlbkzs/asahiscore-mode.png)
Scoring Points
Points are added for each player by placing the mouse cursor on the desired score and "Left Click" the mouse. Points can be removed by placing the cursor over the desired score and then "Right Click" the mouse.
![Scoring Points 1](/media/dtxp0cnw/asahiscore-fairplay.png)
In the example above, the White Judoka has scored a Yuko, while the Blue player has been given an Ippon. This case is in "Fair Play" mode, which displays the points awarded in the bottom right corner of each players score area. In this case, White has 3 points for the Yuko while Blue has 10 points for the Ippon. Fair Play format is the default setting for AsahiScore and can be selected/deselected from the Match Format menu.
![Scoring Points 2](/media/kt3ff0wy/asahiscore-standard.png)
In the example above, the match is in Standard format and as a result the Fair Play scores are not displayed. Standard mode is selected from the Match Format menu.
SLAVE SCREEN
AsahiScore is intended to run with multiple screens. The main screen has the functions necessary for the time and score management. The Slave screen is set up for display to the referees and Judoka.
If it is set up so that the display is the same on both monitors (clone mode) then you will see the same display as the laptop on the second monitor and will not be able to use the slave monitor screen.
To use the slave screen, you need to be configured to that the two monitors are independent. This will let you have the main screen on the laptop and the slave screen on the second monitor. This can be done from the monitor control panel – usually right click when on the monitor screen will get you there.
Resolution – the best resolution for the monitors when using AsahiScore is 1280 x 800 (or close to that).