SMARTfit ProTrainer User manual

SMARTfit™High Intensity Cognitive Training for
9 Target SMARTfit™Trainer and ProTrainer
Getting Started User Manual Rev 3.8
Revision 1.7.2
2015


Unlike other fitness equipment which may require additional insurance, SMARTfit™ ProTrainer and
SMARTfit™ 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 SMARTfit™ system!
Multisensory Fitness, Inc.
www.multisensoryfitness.com

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 2
Table of Contents
Table of Contents............................................................................................................................... 2
Chapter 1...........................................................................................................................................................4
Welcome to SMARTfit™ High Intensity Cognitive Training................................................................ 4
Introduction ................................................................................................................................... 4
SMARTfit™ System Manual............................................................................................................ 4
Assessment .................................................................................................................................... 5
Setting Your SMARTfit™ 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 SMARTfit™ System................................................... 7
SMARTfit™ Conditioning for the Mind and Body: How It Works.................................................. 8
Chapter 2...........................................................................................................................................................9
Getting To Know Your SMARTfit™ Trainer and ProTrainer................................................................ 9
Recommended Floor Markings:..................................................................................................... 9
Chapter 3........................................................................................................................................................ 10
System Settings on Your SMARTfit™ System................................................................................... 10
Setting Your SMARTfit™ 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........................................................................................................................................................ 13
Recommended Equipment for SMARTfit™ System ......................................................................... 13
What Equipment NOT to use on your SMARTfit™ System .......................................................... 13
Chapter 5........................................................................................................................................................ 14
Group Training Drills on Your SMARTfit™ System ........................................................................... 14
Group Training Format................................................................................................................. 14
Suggested Group Fitness Class Formats ...................................................................................... 14
Modes of Play............................................................................................................................... 14
Chapter 6........................................................................................................................................................ 16
Designing a Lesson Plan ................................................................................................................... 16

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TEMPLATE —DESIGN YOUR OWN CLASS .................................................................................... 16
ADVANCED TEMPLATE —DESIGN YOUR OWN CLASS .................................................................17
Chapter 7........................................................................................................................................................ 18
Chart Displaying Activated Games ...................................................................................................18
Chapter 8........................................................................................................................................................ 21
Game Rules....................................................................................................................................... 21
Game Category 1-11: Rallywall.................................................................................................. 21
Game Category 100- 111: Rallywall for SMARTfit™ ProTrainer in Performance Mode ............26
Game Category 200-233: Chase the Target...............................................................................31
Game Category 300-307: Chase the Target in ProTrainer Mode ..............................................41
Game Category 600-623: Lights Out..........................................................................................44
Game Category 700-723: Lights Out on the ProTrainer ............................................................54
Game Category 800-899: Memory –Pairing and Pattern Recognition .....................................56

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 4
Chapter 1
Welcome to SMARTfit™ High Intensity Cognitive 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. SMARTfit™ High Intensity Cognitive Training™ merges
cognitive and fitness training with gameplay providing a fun and engaging multifunctional
workout for SGT, Group X and personal training.
SMARTfit™ works for all ages and abilities. Using sophisticated interactive computer technology,
SMARTfit™ 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.
SMARTfit’s diverse programming is designed to make fitness and sports training more fun,
engaging, challenging, and inclusive than traditional forms of training. Following are tips to assist
you in understanding your SMARTfit™ and making it successful in your facility.
SMARTfit™ 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 SMARTfit™ Trainer and the SMARTfit™
ProTrainer with 9 targets per panel:
The SMARTfit™ Trainer is a system with 1 to 6
separated panels, each forming a separate station
with its own scoreboard and 9 targets. 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 SMARTfit™ ProTrainer is a system comprised of
2 to 6 panels joined together and each

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 5
incorporating 9 targets. It operates in several
modes: Training Station mode where every
panel can also be a Training Station (where
the stations operate in competitive mode),
and in Performance Trainer mode where all
the joined panels operate as a single
integrated target wall incorporating all of the
targets. There are games for a single
player/team and games for 2 competing
players/teams where the scores of each team are tracked on the outside panels but game play
involves alternating play similar to the way racquetball, squash, and handball are played. All
games in this manual can be played on the SMARTfit™ ProTrainer. Specific sports
performance training games can be found in games 1800-1899 which are planned for release
in late 2015.
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 ten 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
http://multisensoryfitness.com/wp-content/uploads/2013/08/SMART-Fit-Combine-
Training-1.3.pdf
Please refer to our SMARTfit™ Combine manual for doing assessments. It includes drills
and assessment tracking sheets for each demographic group. Tracking scores over 4
weeks will supply the data to plot participants’progress over time.

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 6
This is an excellent tool to show participants that they are improving. More specific on-line
performance tracking will become available when our on-line assessment tracking upgrade is
released.
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, SMARTfit™ games encourage people to compete with themselves, other
groups, and even other clubs. An 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 SMARTfit™ 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

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 7
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
Cognitive
Chase the Target Challenge Games
Counting Games
Word Games
Math Games
Pairing Games
Simon Says Games
Lights Out Games - Color Chase, Number Chase, etc.
How to Organize Your Group for a Class on SMARTfit™ 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.
SMARTfit™ 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 SMARTfit™ 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, and so 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 SMARTfit™ 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

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 8
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.
SMARTfit™ Conditioning for the Mind and Body: How It Works
SMARTfit™ 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 SMARTfit™ 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)
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
SMARTfit’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 9
Chapter 2
Getting To Know Your SMARTfit™ Trainer and
ProTrainer
Groups who want teamwork and fun with as much movement and
participation as possible will appreciate and enjoy the SMARTfit™ 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. SMARTfit™ 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 SMARTfit™ 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 SMARTfit™ panels 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
SMARTfit™ system. 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 Station. Place
start lines at 5,’ 10,’ 15’ and 20.’

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 10
Chapter 3
System Settings on Your SMARTfit™ System
Setting Your SMARTfit™ Trainer/ProTrainer To Perform as Desired
http://multisensoryfitness.com/customer-resources/getting-started-and-settings/
Power On/Off:
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 SMARTfit™ 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/customer-resources/getting-started-and-settings/
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.

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 11
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:
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:
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:
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 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.

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 12
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 SMARTfit™ 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. (The top two targets are for
adjusting levels in some of the games)
4. The range is 1-5 and the recommended default setting is 3. Medicine balls and weights
should be 1 or 2, playground balls 3, and hands and noodles should be 4 or 5 depending on
how hard the person hits.
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 “3”.
For high impact: a medicine ball, or air-filled sports balls start with “1”.
For Advanced Training where greater precision is required, decrease the sensitivity level to 1.

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 13
Chapter 4
Recommended Equipment for SMARTfit™ System
Your SMARTfit™ system 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.)
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 SMARTfit™ 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.

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 14
Chapter 5
Group Training Drills on Your SMARTfit™ System
Group Training Format
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 SMARTfit™ 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 SMARTfit™ system:
Individual: First player plays the entire game to time completion. Next player in line begins a
new game with a new time.

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 15
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.
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 16
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!
TEMPLATE —DESIGN YOUR OWN CLASS
Date: _________________ Time: ________________
WARM-UP: Equipment______________ Game ___ Start Line ___ Mode____________ Seconds_____
•
•
CARDIO: Equipment__________________ Game ___ Start Line ___ Mode____________ Seconds____
•
•
•
SKILL: Equipment___________________ Game ___ Start Line ___ Mode____________ Seconds_____
•
•
•
COGNITIVE: Equipment______________ Game ___ Start Line ___ Mode__________ Seconds_____
•
•
•
COOL-DOWN: Equipment______________ Game ___ Start Line ___ Mode__________ Seconds_____
•

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 17
ADVANCED TEMPLATE —DESIGN YOUR OWN CLASS
Class: _______________________________________________________________________________
Date: _________________ Time: ________________
WARM-UP: Equipment______________ Game ___ Start Line ___ Mode____________ Seconds_____
•
•
CARDIO: Equipment__________________ Game ___ Start Line ___ Mode____________ Seconds____
•
•
•
SKILL: Equipment___________________ Game ___ Start Line ___ Mode____________ Seconds_____
•
•
•
CORE: Equipment______________ Game ___ Start Line ___ Mode__________ Seconds_____
•
•
•
COGNITIVE: Equipment______________ Game ___ Start Line ___ Mode__________ Seconds_____
•
•
•
COOL-DOWN: Equipment______________ Game ___ Start Line ___ Mode__________ Seconds_____
•

© 2015 Multisensory Fitness, Inc. • www.multisensoryfitness.com 18
Chapter 7
Chart Displaying Activated Games
#
RALLYWALL “Zones”
1
Rallywall Zones –All Targets - 5 points for each hit to the lit targets
2
Rallywall Zones –Upper 3 rows - 5 points for each hit to the lit targets
3
Rallywall Zones –Upper 3 rows with penalty - Penalty for hitting outside lit region
4
Rallywall Zones - Lower 4 rows - 5 points for each hit to the lit targets
5
Rallywall Zones - Lower 4 rows with penalty - Penalty for hitting outside lit region
6
Rallywall Zones –Top row –5 points for each hit to the lit targets
7
Rallywall Zones –Top row with penalty - Penalty for hitting outside the lit region
8
Rallywall Zones –Bottom row –5 points for each hit to the lit targets
9
Rallywall Zones –Bottom row with penalty –Penalty for hitting outside the lit region
10
Rallywall Zones –Middle 3 rows –5 points for each hit to the lit targets
11
Rallywall Zones –Middle 3 rows - Penalty for hitting outside the lit region
#
RALLYWALL “Zones” – SMARTfit ProTrainer only (Multi-panel games)
101
Rallywall Zones –All Targets - 5 points for each hit to the lit targets
102
Rallywall Zones –Upper 3 rows - 5 points for each hit to the lit targets
103
Rallywall Zones –Upper 3 rows with penalty - Penalty for hitting outside lit region
104
Rallywall Zones - Lower 4 rows - 5 points for each hit to the lit targets
105
Rallywall Zones - Lower 4 rows with penalty - Penalty for hitting outside lit region
106
Rallywall Zones –Top row –5 points for each hit to the lit targets
107
Rallywall Zones –Top row with penalty - Penalty for hitting outside the lit region
108
Rallywall Zones –Bottom row –5 points for each hit to the lit targets
109
Rallywall Zones –Bottom row with penalty –Penalty for hitting outside the lit region
110
Rallywall Zones –Middle 3 rows –5 points for each hit to the lit targets
111
Rallywall Zones –Middle 3 rows - Penalty for hitting outside the lit region
CHASE THE TARGET - Multi-station systems
Note Games 201 –207 are for multi-station systems and operate as a single game with 1 score.
Target score value is as follows for all Chase the Target Games: 10-Blue, 8-Green, 6-yellow, 4-White,
2-Red
201
Chase the Station –(all targets) chase the lit area across each station
202
Chase the Station –(upper 3 rows) chase the lit area across each station
203
Chase the Station –(lower 4 rows) chase the lit area across each station
204
Chase the Station –(top row) chase the lit area across each station
205
Chase the Station –(bottom row) chase the lit area across each station
206
Chase the Station –(lower 2 rows) chase the lit area across each station
207
Chase the Station –(center target only) chase the lit area across each station
CHASE THE TARGET
Target score value is as follows for all Chase the Target Games: 10-Blue, 8-Green, 6-yellow, 4-White,
2-Red
216
Chase the Single Target –(middle 3 rows) chase the lit target
217
Chase the Single Target –(middle 3 rows) chase the lit target as it goes from A to Z
218
Chase the Single Target –(middle 3 rows) chase the lit target as it counts from 0 to 19
This manual suits for next models
1
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