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Batak Pro Games

                    S – Senior J - Junior

1. Accumulator - S & J – How many random targets you can hit in 60 or 30 seconds?

2. Batakathon – S & J – Same as above lasting for 300 seconds for Seniors & 180 seconds for Juniors.

3. 50 Target Race – S & J - How many seconds do you need? Juniors also have a 25 target option as well.

4. Corner Stretch – Choice of:100, 50 or 25 targets – Only corner targets light up at random and stay on for 1 second. If wrong target is struck or out of time – whole routine speeds up. How many will you hit in time?

5. Evasion – 100 targets same as above but using all the targets. ALSO when a player sees a flashing target – simulating a foul shot in real life – this must be left. Hitting this target will result in a verbal ‘foul’ and 5 points lost. Similarly if all the central targets light at once then Batak Pro is making an infra red beam strike. You must take evasive action or lose 5 more points – 1 second to dodge the beam.

6. Batak Test Senior – Based on the ‘BLEEP TEST’ commonly used to measure total fitness in athletes.

The test has 10 levels (30 targets per level). Target times at 1.4 seconds at level 1 down to 0.5 seconds at level 10. The increased levels are shown & points scored on LED display. The user is timed out if they fail to strike 3 correct targets in succession. 1 warning beep is given for 1 target missed. 2 warning beeps for 2 successive targets missed. If a good strike follows 1 or 2 beeps then any previous warnings are cancelled.

User needs to pace himself as the speed of the targets gradually increase.

 7. 50 Timed Targets - S & J – 50 targets illuminate in succession at random. Strike opportunity is 1 second. Strike wrong target or 1 out of time, routine speeds up. How many will you hit? Juniors can also select 25 Timed targets.

8. Relay – 4 Players – 120 seconds – (30 seconds each) LED counts upto 120 seconds, whilst LED score shows successful strikes.

 9. Reaction Math Addition – Player selects first the time in seconds 2-9 he is allowed to answer each sum. The player is then given verbally 8 very simple addition sums. The player has the chosen time to strike the correct answer a get a point. At the end total score (out of 8) is shown and if 8 out of 8 are correct then a verbal reward & clapping are heard.

10. Coaching Program – Up to 100 targets in any sequence can be entered to work out different parts of the body. The target sequence will then be played back every time the coaching program is used or until a new one is entered.

11. Speed Multiplication Tables – (2-9) A player selects which times table he wants to be tested on. Then he is given 12 verbal sums which he answers as quick as possible. At the end of the test time taken & score is displayed. The object is to lower the time taken on successive attempts.

12. Sprint Mats – S & J – 100 random targets. When a mat command is required (black/white etc.) any unlit target should be struck. When the player returns from the sprint to Mat(s) then the routine continues.

The mats should be placed at least 2 metres from the machine. Final score shown on both LED displays

13. Batak Simple Simon – Sequence of 20 – 17 Levels. Based on the well known Simon Game. Object to reproduce a sequence of target lamps after they have been given by the machine without making any mistakes. 4 Random targets are initially illuminated and then spoken followed by 2 beeps. It is now the players turn to reproduce the sequence. If successful the next level is given, where same targets are illuminated plus 1 more. Again followed by a double bleep for the players turn. This progression continues until a mistake is made or the sequence finishes. Score & level are both displayed.

14. Batak Mirror Race – S - 50 Targets – The player must strike out 50 targets as quickly as possible. The strikes however must be the mirror image of the one illuminated to be successful. Max time allowed 100 seconds.

15. Flash Program – The program illuminates a user selected number of random targets (up to 6) for a user selected display time of 1 to 9 seconds. The user needs to strike the illuminated targets in any order after the “double bleep” sounds. The are 5 target frames in this program. Max score are shown and 1 point for each correct strike.

16. Anti Flash Program – As above but strike targets are not lit.

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