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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).