SMART Trainer User manual

SMART Multisensory Brain-Body Fitness
Training for the Trainer and ProTrainer
Getting Started User Manual Rev 2.2
2015


Unlike other fitness equipment which may require additional insurance, SMART ProTrainer and
SMART Trainer have been approved by the Fitness Insurance Industry for use under general liability
insurance. Please check with your insurer to confirm insurance laws in your state.
PARTICIPANTS SHOULD CONSULT A DOCTOR BEFORE STARTING ANY EXERCISE PROGRAM.
The content of this workout program is made available with the understanding that Multisensory
Fitness, Inc. disclaims all responsibility for any injury incurred as a consequence of engaging in this
program without first consulting a physician or otherwise qualified health care professional.
Thank You. Enjoy your new SMART system!
Multisensory Fitness, Inc.
www.multisensoryfitness.com

Table of Contents
Table of Contents............................................................................................................................... 2
Chapter 1...........................................................................................................................................................4
Welcome to SMART Brain-Body Fitness Training .............................................................................. 4
Introduction ................................................................................................................................... 4
SMART System Manual.................................................................................................................. 4
Assessment .................................................................................................................................... 5
Setting Your SMART Trainer/ProTrainer System Game Times and Playing Distances for a Specific
Concept or Skill Emphasis .............................................................................................................. 6
How to Organize Your Group for a Class on SMART System ......................................................... 7
SMART Conditioning for the Mind and Body: How It Works ........................................................ 7
Chapter 2...........................................................................................................................................................9
Getting To Know Your SMART Trainer and ProTrainer...................................................................... 9
Recommended Floor Markings: see video instruction .................................................................. 9
Chapter 3........................................................................................................................................................ 10
System Settings on Your SMART System ......................................................................................... 10
Setting Your SMART Trainer/ProTrainer To Perform as Desired................................................. 10
Game button: View in video format at: ....................................................................................... 10
Level button: ................................................................................................................................ 11
Time button: ................................................................................................................................ 11
Volume button:............................................................................................................................ 11
Adjusting Sensitivity of the Panel to Match the Power of the Player.......................................... 12
Chapter 4........................................................................................................................................................ 12
Recommended Equipment for SMART System ............................................................................... 12
What Equipment NOT to use on your SMART System ................................................................ 13
Chapter 5........................................................................................................................................................ 13
Group Training Drills on Your SMART System ................................................................................. 13
Group Training Format................................................................................................................. 13
Suggested Group Fitness Class Formats ...................................................................................... 14
Modes of Play............................................................................................................................... 14
Chapter 6........................................................................................................................................................ 16
Designing a Lesson Plan ................................................................................................................... 16
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 2

TEMPLATE — DESIGN YOUR OWN CLASS .................................................................................... 16
Chapter 7........................................................................................................................................................ 17
Chart Displaying Activated Games ...................................................................................................17
Chapter 8........................................................................................................................................................ 19
Game Rules....................................................................................................................................... 19
Game Category 0-9: Rallywall....................................................................................................19
Game Category 100- 109: Rallywall for SMART ProTrainer in Performance Mode ..................24
Game Category 200-231: Chase the Target...............................................................................28
Game Category 600-623: Lights Out.......................................................................................... 34
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 3

Chapter 1
Welcome to SMART Brain-Body Fitness Training
Introduction
The fundamental goal of any fitness program is to help prepare individuals for the challenges of
the twenty-first century by providing the core skills and knowledge for them to be physically
active as part of a healthy lifestyle. SMART programs assist in accomplishing these goals by
applying the key principal that, while developing their skills and increasing their competence,
individuals are more motivated and successful the more they derive enjoyment and satisfaction
from movement. Using sophisticated interactive computer technology, SMART training sessions
are based on games that naturally promote fun, social interaction, and exercise in a venue that
requires active participation and develops successful team play.
SMART’s diverse programming is designed to make fitness and sports training more fun,
engaging, challenging, and inclusive than traditional forms of exercise and sports training.
Following are tips to assist you in understanding your interactive training on the SMART
Trainer and making it successful.
SMART System Manual
This manual is designed for use by both trainers wishing to design their own workouts and
those seeking single session classes or boot camps. To see drills in action, please view our
web site on: http://multisensoryfitness.com/customer-resources/
If you come up with a drill that is NOT posted on the channel, please capture it via smart
phone and send it to us so that we can post it. We are aiming to build a library of ideas to
share with teachers and trainers from all sectors.
This manual addresses games available for the SMART Trainer and the SMART ProTrainer:
The SMART Trainer is a system with 1 to 6 single panels, each forming a separate station.
They only operate in Training Station mode which are addressed in game series 0-99, 200-
299, 400-499, 600-699, 800-899, 1000-1099, 1200-1299, 1400-1499, and 1600-1699.
The SMART ProTrainer is a system comprised of 2 to 6 panels joined together. It operates in
several modes: Training Station mode where every panel can also be a Training Station (for
games played at the station), Training Station mode where every second panel can operate
as a Training Station (for running and round-the-world games), and in Performance Trainer
mode where all the joined panels operate as a single integrated game for one player or 2
competing players/teams (for sports performance training). All games in this manual can
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 4

be played on the SMART ProTrainer. Specific sports performance training games can be
found in games 1800-1899.
Each drill has a specific purpose and numerous skill benefits. We suggest each drill be repeated
three times:
First, to LEARN the drill and get used to working together as a team.
Second, to PRACTICE to improve both individually and as a team.
Third, to CHALLENGE participants to achieve their best score, and to compare their
scores with previous best scores or competitors.
Number of participants:
Drills are designed to engage up to eight participants per station. Smaller groups may be
advisable to make drills faster and more challenging for those with greater ability
levels. Some of the drill variations may also be used to accomplish the same.
For larger groups, we suggest fast moving relays involving running or ball throwing and
catching round-the-world style. For slower moving drills such as those that require
a player to spend up to twenty seconds at the station, we recommend that players
toward the back of the line be involved in a simple physical activity to keep them
active while still rooting for their team. Examples include running in place, jumping
in place, jumping jacks, push-ups, skipping, and sit-ups.
Assessment
The SMART Trainer and ProTrainer allow an individual’s performance to be tracked, showing
progress and measurable results over a period of time. Instructors can use trends in scores to
show individual progress and the amount of improvement which has taken place. This is an
excellent tool to show participants that they are improving. More specific on-line performance
tracking will become available when our Android upgrade is released.
We recommend having a “personal best day” at scheduled intervals. Instructors can record
scores over time, and use the results as an assessment tool. Using the scores from specific
games for specific skills, instructors will be able to evaluate the progress of skill attainment
within a group. For example, the group could use activities in any one of the Chase or Rally Wall
games at 4 minutes to record a beginning level of cardio fitness. After a month of physical
activity, the players can record a second score in the same game at 4 minutes to determine how
much progress they have achieved. An increase in points scored within the 4 minute time limit
will show how much a player’s cardio fitness has improved.
For throwing and accuracy skills, the Lights Out and Play Tune Games could be played for 45
seconds, recording an initial score. After a period of time, the players would record a new score
in the same game to determine how much their accuracy has improved. Be creative! People love
to see their scores “up in lights” and will want to participate. If competition is the goal, SMART
games encourage people to compete with themselves, other groups, and even other clubs. An
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 5

effective idea to incentivize play is to post weekly high scores on Facebook or other social
media, along with video clips of play. The players will get an excellent workout while having
fun, and posting scores promotes retention of their skills. There is no limit to how your system
can be used!
Setting Your SMART Trainer/ProTrainer System Game Times and
Playing Distances for a Specific Concept or Skill Emphasis
Cardio Respiratory
Longer time periods of play: 60 seconds to 240 seconds depending on the size of the group
Move start line farther back: 10’ or more up to 30.'
Have team relays for longer periods of time: 120 seconds to 240 seconds
Have players in line to perform exercises while waiting for their turn
Speed/Agility
Shorter time periods of play: 60 seconds or less
Include changes in speeds and directions when travelling to the stations: fast to slow and
forward to backward, lateral to the right one direction and to the left the other
Use bean bags and have players sprint up to retrieve the beanbag and sprint back to start line
Move start line closer to station for quick returns and reaction times for ball games
Establish multiple start lines; “suicide” drills
Use speed ladders or poly spots in pathway to the stations
Skill/Accuracy
Chase games using one triangle of active targets: intermediate
Chase games using one active target: advanced
All activities in Games: Knock the Lights Out
Ball games with or without a bounce on the return
Activities that deduct points for misses or hits below the line
All games in the 1800 game series
Activities that activate only the top or bottom lines (useful for sports training)
Core Strength
Replace playground balls with a 2 lb. medicine ball
Have players stand on BOSU ball or balance board to throw
Have players perform sit-ups while tossing medicine ball to targets
Brain Body Connectivity
Chase the Target Challenge Games
Counting Games
Word Games
Math Games
Pairing Games
Simon Says Games
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 6

Lights Out Games - Color Chase, Number Chase, etc.
How to Organize Your Group for a Class on SMART System
The workouts in this manual are designed for both individual and group trainers. For group
training, it is essential to plan and organize the group quickly in order to get players into action
as soon as the lesson starts.
SMART Trainer can be used in a fitness class for up to 8 players per station. It is preferable to
match groups of similar ages in the same class while maintaining a mix of skill levels on each
team. Choose a team for each station available on the SMART Trainer. To organize teams, get
the whole group to stand in a line ranging in height from shortest to tallest. Then count off the
players, depending on the number of stations. If 4 stations, count off from the front to back: 1, 2,
3, 4, 1, 2, 3, 4, andso on. Then send all the 1’s to stand at the 20’ marker of station 1, 2’s to
station 2, and so on. With this method trainers typically end up with fairly diverse skill levels
on each team.
Additional Tips
The equipment list for each drill is per station. You can substitute as desired, using equipment
on hand to complement the ball kit shipped with each SMART Trainer system.
When more than one line is called for, position the lines with adequate distance between each
line so players do NOT run into each other.
We strongly recommend reading the operating instructions in Chapter 2 of this manual to
familiarize yourself with the system before you begin. We have provided both individual lesson
plans to create your own workouts, and complete workout programs that include lesson plans
grouped for specific outcomes. All activities can be adapted for any age and any skill level.
SMART Conditioning for the Mind and Body: How It Works
SMART Training is a functional training and fitness program appropriate for all ages and fitness
levels. The brain and body connection is the key element that differentiates a functional training
program from a general conditioning program, and SMART programs are specifically designed
to stimulate the body and the brain concurrently. This is accomplished by:
•Attracting participation and engaging sustained focus with short attention-grabbing
computer games, played sequentially in the pursuit of score and mastery of skills
•Providing full body exercise by stimulating the hands, feet, eyes, ears and vestibular
system in playing real games with real tactile equipment (NOT simulated)
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 7

•Requiring high levels of attention and focus for success (staying consciously in-the-
now)
•Engaging in cognitive decision-making under pressure
•Delivering a cardiovascular workout in a game format
SMART’s programming improves functional abilities (flexibility, balance, power, strength) while
concurrently developing high levels of neuromuscular efficiency. This process of engaging the
hands, feet, ears, and eyes develops visual-perceptual motor skills. The added element of
integration of the right and left brain hemispheres has been well-documented to enhance brain
plasticity as well as whole brain thinking, cognition, attention and focus for learning.
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 8

Chapter 2
Getting To Know Your SMART Trainer and
ProTrainer
Groups who want teamwork and fun with as much movement and
participation as possible will appreciate and enjoy the SMART Trainer. Up to 8
people can play at each station with minimum wait time. Each player will be
“in action” for the majority of playing time. All targets can display colors,
numbers, letters, symbols, shapes and more. This is essential in games that are
designed to require players to seek out individual images in order to increase
cognitive demand during the game as well as to force decisions under
pressure. SMART Trainer also includes optional Voice Instruction, which
announces each game while scrolling through the options.
•The middle display board will show the time set for each game and will
then default to the time chosen, counting down seconds as the game is
played.
•The first station on the left (facing the system)is station 1.
•Each SMART station will keep track of its own individual score.
Recommended Floor Markings: see video instruction
http://multisensoryfitness.com/recommended-floor-markings/
Use of the space in front of your SMART Trainer can add options to your
program. Many of our lesson plans include the use of speed/agility ladders,
poly spots, cones, and pre-taped lines set at specific distances in front of the
SMART Trainer. We recommend taping, painting or incorporating into the
existing floor the following: Ladder a minimum of 16’ long and 2’ wide, divided
into 2’ squares. Center each ladder at the base of each Training Station. Place
start lines at 5,’ 10,’ 15’ and 20.’
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 9

Chapter 3
System Settings on Your SMART System
Setting Your SMART Trainer/ProTrainer To Perform as Desired
http://multisensoryfitness.com/customer-resources/getting-started-and-settings/
Power On/Off:
http://multisensoryfitness.com/power-on-your-device/
The on/off switch is located on the Time-Display Box near the power connect cord. When
powering on, the system will take 3 seconds to check that all components are working properly.
Please DO NOT TOUCH it during this check or your system will display an error message. If this
occurs, simply turn the system off, wait for 3 seconds, then restart.
Remote Control
The remote control is your tool to select game, level, time, volume, and
system settings. By pressing the indicated button you can sequentially
scroll through the available choices. Your SMART system can be
programmed for a variety of functions. The option descriptions are as
follows:
Game button: View in video format at:
http://multisensoryfitness.com/selecting-a-game-on-your-smart-trainer-or-protrainer/
•When the Game button is pressed, it will interrupt the system from
attract mode, or it will interrupt a game that is currently being
played, and take the system into set-up mode. Pressing Game
again will increase the game number to the next one.
•When the Game button is pressed, all stations in the system will
turn on the targets to allow for game selection. This will hold for 2
seconds. If there is no input given it will set up the game ready for
play. Press the Game button once after this two seconds and the
system will go first to the setting mode, while another press will
move the system on to the next game.
•Top Left Target (Target 1) is a toggle to turn the auto-reset feature
of the system on and off. When the toggle is on it will display a
green “1” and games will automatically restart after the end of a
game. When off it will display a red “0.” This will require the
trainer to reset each game using the remote control.
•Center Target (Target 3) is lit with the “#” symbol to indicate game
number. A hit to this target will count the games up by 100’s. The
system will remember the last game number played in that suite and change only by the
hundreds. For instance, if one is game 112, and the center target is hit, it will change to
the game last played in suite 400, 500, 600… back to 000. Upon return to the suite of
100’s it will again go to 112.
+
-
1
#
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 10

•Lower Left target is lit with a minus (“-“) symbol. Hits to this target will decrease the
game number by 1, including decreasing over game suites. If you are at game 200,
pressing this button will take you to the highest game in the 100 suite.
•Lower Right target is lit with a plus (“+”) symbol. Hits to this target will increase the
game number by 1.
Level button:
http://multisensoryfitness.com/changing-the-game-level/
•When the Level button is pressed during the play of a game nothing will happen and the
game will continue to play.
•When the game is set and ready to begin, a press to the Level button will change the
level only when applicable.
•Level Button is used to adjust levels in the Chase the Target games to adjust the timing
of the color change in the targets. Each press of the level button will increase the level
by one.
•Lower Left and Right targets will light up with + and – arrows to adjust the levels up and
down.
Time button:
http://multisensoryfitness.com/setting-the-time-on-your-smart-trainer-and-protrainer/
•When the Time button is pressed during the play of a game nothing will happen and the
game will continue to play.
•When the game is set and ready to begin, a press to the Time button will increase the
time to the next time interval.
•When the Time button is pressed after a game has been selected the time will be shifted
to the next segment of time. Also each station will light up with inputs ready as follows:
•Lower Left target will be lit with a minus symbol or a down arrow. Hits to this
target will decrease time to the next lower choice.
•Lower Right target will be lit with a plus symbol or an up arrow. Hits to this target
will increase time to the next higher choice.
Volume button:
http://multisensoryfitness.com/changing-the-volume-on-your-smart-devices/
•When the Volume button is pressed during the play of a game, the volume on the station
speakers will change, increasing by one setting for every
push.
•When the Volume button is pressed during the set-up of
games, the station will light up for 3 seconds with the
commands described below, and will look for a response
from the targets to determine if any settings are to be
adjusted:
•Top Left Target – will be lit as a green “1” to indicate that
the voice instruction is on, or a red “0” to indicate that it is
off. Hits to this target will toggle voice instruction on and
off.
•Top Right Target will be lit as a green “1” ” to indicate that
the Attract Mode is on, or a red “0” to indicate that the
+
-
-
+
0
1
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 11

Attract Mode is off. Hits to this target will toggle Attract Mode on and off.
•Center Target will be lit with a sound symbol. Hits to this target will automatically set
all system speakers to mute.
•Middle Left Target will be lit with a minus symbol or a down arrow. Hits to this target
will decrease the volume on the system speakers by one level.
•Middle Right Target will be lit with a plus symbol or an up arrow. Hits to this target will
increase the volume on the system speakers by one level.
•Lower Left Target will be lit with a minus symbol or a down arrow. Hits to this target
will decrease the volume on the station speakers by one level.
•Lower Right Target will be lit with a plus symbol or an up arrow. Hits to this target will
increase the volume on all of the station speakers by one level.
Adjusting Sensitivity of the Panel to Match the Power of the Player
The sensitivity of the sensors in your SMART Trainer/Pro Trainer will determine whether your
strike will be registered in the game and will need to be adjusted for different uses. Training
with a medicine ball will require less sensitivity than using hands or a noodle. The same applies
to different populations i.e. training an adult will require less sensitivity than training a senior
or a toddler. If you find that the sensitivity needs to be adjusted for your desired use, refer to
directions below:
1. Press the Game (Red) button to put the systems into set-up mode.
2. Press the Level (Yellow) button to access the sensitivity adjustment mode.
3. The “-” and “+“ symbols will appear on the bottom two targets.
4. The recommended default setting is 40 for the Trainer, 20 for the ProTrainer.
5. The “+” sign will adjust your sensitivity for higher impact games and the “-” sign will adjust
your sensitivity for lower impact/touch games.
6. Choose your desired sensitivity level by tapping the "+" or "-" until it is reached.
7. After a 2 second pause the system will save the setting and the game will start.
Use the list below for as a guide on where to select the best sensitivity:
For low impact: a noodle, or a light touch start with “5”.
For medium impact: a playground balls or firm touch, start with “15”.
For high impact: a medicine ball, or air-filled sports balls start with “40”.
For Advanced Training where greater precision is required, increase the sensitivity level to
between 25 and higher (max 50). This can reduce the target size down to as small as the lens
making it more challenging for advanced players.
Chapter 4
Recommended Equipment for SMART System
Your SMART Trainer is tough, durable and designed to take a beating. However, because it is a
computer, the following equipment list will be helpful in preserving its longevity. Following is
the recommended equipment list:
•Air-filled regulation athletic balls (tennis, basketball, football, volleyball, soccer, etc.)
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 12

•Rubber practice baseballs, softballs, lacrosse, cricket or T-Balls (need to bounce).
•PassBack Footballs
•Playground balls of all diameters
•Beanbags or dead balls for single directional
play
•Swim Noodles or foam bats for striking the
targets
•2 lb. or 1 kilo medicine ball (maximum weight)
•BOSU balls or other balance devices for standing, sitting or lying
•Implements for striking the balls (hockey sticks, paddles, padded bats, rackets, etc.)
•Cones to provide barriers or direction
•Padded 2, 5, or ten pound hand weights (protect the panel from developing strike
marks)
The following equipment is supplied with your system when it is purchased. See spec sheets for
quantity details.
•5” red playground balls
•7” yellow playground balls
•8.5” blue playground balls
•2 lb. medicine ball
•Beanbag set
•Foam noodles
•Single handled 2lb weights
What Equipment NOT to use on your SMART System
•Regulation baseball. It will NOT return properly because there is no bounce. Over time it
will damage the electronic connectors.
•Regulation lacrosse balls. Over time they may scuff the stations and damage the electronics.
•Regulation cricket balls.
•3 pounds and greater medicine balls for throwing at the system. (Okay to use a heavier
medicine ball to touch the targets while holding the medicine ball with hands).
•Any hard solid plastic implement such as a stick or bat for hitting targets.
Chapter 5
Group Training Drills on Your SMART System
Group Training Format
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 13

Group classes run 20 to 50 minutes in length depending on the number of repetitions applied to
each exercise. Each station can accommodate up to 8 participants of all ages and skill levels.
Suggested Group Fitness Class Formats
Warm-up: The Warm-Up should run for 5 minutes within a 50 minute program. The main
objective of the warm-up is to loosen the muscles and prepare the participants for some
fast-paced movement. A good warm-up will prepare individuals for instruction, reduce the
chance of injury, and set a fun mood for SMART Training.
Skill: The Skill Development section should run for about 10 minutes within a 50 minute
program. The main focus here is the connection between the brain and body. Categories
include speed, agility, balance, hand-eye coordination, and reaction time. Skill development
transfers into the successful completion of life’s every day activities.
Cardio: The Cardio Respiratory Endurance section should run for about 15 minutes within a 50
minute program. The main focus is cardio endurance, stamina, and calorie expenditure.
Core: The Core section should run for about 5 minutes within a 50 minute program. The main
focus is on strengthening the torso with sit-ups, overhead passes, etc.
Speed and Agility: The Speed and Agility section should run for about 10 minutes within a 50
minute program. The main focus is hand-eye speed and navigating agility using ladders or
dots with hopping, side steps, and bending.
Cool-Down: The cool-down should last 5 to 10 minutes within a 50 minute program. This
allows the participants to bring their heartbeat nearer to resting level. For this section use
brain games such as Pairing, Math, or Word games which involve more thinking and less
movement.
Modes of Play
There are five ways to run drills on the SMART system:
Individual: First player plays the entire game to time completion. Next player in line begins a
new game with a new time.
Partners: Two players are partners and play the game together, to time completion. Next pair
of players steps up to start new game with a new time.
Team: First player plays a turn, retrieves ball, returns to the start line and hands/passes the
ball to the next player in line.
Around-the-World: First player takes a turn and peels off to the end of the line. The next
player in line plays off of the first player’s throw and peels off to the end of the line.
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 14

Snake: Entire class stands in front of station 1 on the left at a starting line distance of 12’, 20’, or
30’ from the system. Each player runs in turn to station 1, performs a task and runs back to the
starting line in front of the center station, turning towards the system in front of station 2 on the
right. Each player then runs in turn to station 2, performs a task, and peels off to the right,
returning to the starting line in front of station 1 and repeating the task at station 1.
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 15

Chapter 6
Designing a Lesson Plan
The following menus will help you to design your own Training Program. Using an empty training template, fill in the blanks
with activities from the menus. Choose your equipment and time based upon the objective for that training period. The
possibilities are endless! Refer to the rest of this manual for examples of how to design lesson plans for your system.
TEMPLATE — DESIGN YOUR OWN CLASS
Date: _________________ Time: ________________
WARM-UP: Equipment______________ Game ___ Start Line ___ Mode____________ Seconds_____
•
•
•
SKILL: Equipment___________________ Game ___ Start Line ___ Mode____________ Seconds_____
•
•
•
•
CARDIO: Equipment__________________ Game ___ Start Line ___ Mode____________ Seconds____
•
•
•
•
COOL-DOWN: Equipment______________ Game ___ Start Line ___ Mode__________ Seconds_____
•
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 16

Chapter 7
Chart Displaying Activated Games
# RALLYWALL
LOCKED/
UNLOCKED
1
Rallywall - 7 targets
Unlocked
2
Rallywall – Upper 3 rows
Unlocked
3
Rallywall – Upper 3 rows, with penalty
Unlocked
4
Rallywall - Lower 3 Rows
Unlocked
5
Rallywall - Lower 3 Rows, with penalty
Unlocked
6
Rallywall - Upper Row
Unlocked
7
Rallywall - Upper Row, with penalty
Unlocked
8
Rallywall - Bottom row
Unlocked
9
Rallywall – Bottom row, with penalty
Unlocked
# RALLYWALL - On the SMART ProTrainer in Performance Mode
101
Rallywall - 7 targets
Unlocked
102
Rallywall – Upper 3 rows
Unlocked
103
Rallywall – Upper 3 rows, with penalty
Unlocked
104
Rallywall - Lower 3 Rows
Unlocked
105
Rallywall - Lower 3 Rows, with penalty
Unlocked
106
Rallywall - Upper Row
Unlocked
107
Rallywall - Upper Row, with penalty
Unlocked
108
Rallywall - Bottom row
Unlocked
109
Rallywall – Bottom row, with penalty
Unlocked
#
Chase The Target
219 Chase the Single Target - Entire Station -5-blue; 4-green; 3-orange; 2-yellow; 1-red
Unlocked
220
Chase the Single Target - Upper 5 - 5-blue; 4-green; 3-orange; 2-yellow; 1-red
Unlocked
221
Chase the Single Target - Lower 2 -5-blue; 4-green; 3-orange; 2-yellow; 1-red
Unlocked
222 Chase the Single Target - Lower 4, - Scoring same as above-slower levels
Unlocked
223
Chase the Single Target, (Lower 5) Scoring the same as above-slower levels
Unlocked
224
Chase the Single Target, (Upper 3) Scoring the same as above
Unlocked
225
Chase the Single Number, (Entire Station) Scoring the same as above
Unlocked
226
Chase the Single Number, Counting - Lower 5 - Scoring same as above
Unlocked
227
Chase the Single Number, Counting by 2’s - Entire Station - Scoring same as above
Unlocked
228
Chase the Single Number, Counting by 3’s - All targets, - Scoring same as above
Unlocked
229
Chase the Single Letter, Alphabet - Entire Station - Scoring same as above
Unlocked
230
Chase the Single Letter, Alphabet - Lower 5, - Scoring same as above
Unlocked
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 17

231
Chase the Single Target - All targets, Left-R, Right-L, Center-C, Both-B - Scoring same as
above
Unlocked
LIGHTS OUT - Attention, focus, accuracy, memory
600
Lights Out - Race - All Targets - Race to see to get all the targets out - 1st ends game
Unlocked
601
Lights Out – Race - Lower 5 - Race to see who gets all the targets out
Unlocked
602
Lights Out – Classic - Race - Race but game ends when all stations are done
Unlocked
603
Lights Out – Classic - Race - Lower 5
Unlocked
606
Lights Out (7 Targets) – Timed, Keep 3 on - game continues until time is up
Unlocked
608
Lights Out (7 Targets) – Counting up by 1 - Timed game.
Unlocked
610
Lights Out (7 Targets) – Counting back by 1 - Timed game
Unlocked
612
Lights Out (7 Targets) – Counting up and back by 1 - Timed game.
Unlocked
618
Lights Out (7 Targets) – A to Z - Timed game. Track targets from A to Z
Unlocked
620
Lights Out (7 Targets) – Color Chase - Timed = Center targets shows color to chase
Unlocked
622
Lights Out (7 Targets) – Chase Smiley - Timed game - keep tracking smiley.
Unlocked
623
Lights Out (5 Targets) – Chase Smiley - Timed game- bottom 5.
Unlocked
© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 18
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