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5.
Hit Delay determines the time the
target will delay before listening for
another strike. This is used to
eliminate false strikes in targets that
may continue to shake or vibrate
after being struck. An example is
when Strike Pods on stands are struck
and shake after contact.
6.
Level determines the difficulty of the
game. Each category gives level a
different meaning. Level will control
the speed the targets change color
(track categories) or how long a
target stays lit (memory categories).