Batak Pro Game Hire

Batak Pro Game Hire
juego batak pro

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Main features of the Batak Pro

Power supply standard socket for 220v.

Overall size 210 x 95 x 200 ( Width x Length x Height )

Branding size: 150x150cm ( Width x Height)

Branding material: 3mm Eurolight PVC

A minimum playing space of 1 metre in front of the machine is needed

Weight: 45kg.

32 Game Modes

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Batak Pro game description


Batak Pro game hire is an innovative new piece of equipment, ideal for trade fairs and conferences.
It is played on a highly polished stainless steel structure designed specifically with a glossy white finish and electronic activated targets, and it scores automatically when you hit the illuminated targets with your hand.

The Batak Pro machine is easy to use: one or more participants can play competitively or individually and then view the result.
This fantastic reflex game needs only a small space so it is ideal for placing at stands or in tight spaces.

A selection of different training modes, programmes and speed levels makes this new equipment ideal for all ages, genders and skill levels.

Structure and game components


The Batak Pro machine consists of 12 translucent polycarbonate LED buttons carefully arranged in a "maximum stretch" pattern and fixed to a highly polished stainless steel tube.

Each button houses a bright cluster of solid-state LED lights and a special electronic switch connected to the control computer. A dedicated microcomputer controls the sequence and the speed of the lighting.

It displays the scores on the upper LED screens, one for the remaining game time and the other for the score.

The support structure is also made of stainless steel like the rest of the structure and its dimensions are compact; the base has protectors so the floor surface is not damaged.

How to start a game on the Batak Pro at trade fairs


To start the game, press the game code shown on the central LCD screen; at that moment the target will light up.

When you press the (E) key, the target will start playing the chosen routine, normally beginning with the audio prompt 'Get Ready'. All score and time information is shown on the upper screens during the game.

If a mistake is made or a wrong routine is started, press the RESET button on the back of the front plate and start again.  Most routines can be replayed simply by hitting (E) again.

This does not work for programmes 9, 11, 23, 28, 29, 30 or 31. In that case, touching (E) simply returns to normal programme selection.

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Possible timing programmes


1 ACCUMULATOR (60 seconds) - Senior

This programme consists of random targets lasting 60 seconds. The targets stay lit until the player presses them. The final score is shown on the upper LED 'SCORE' display.

Ideal for a quick turn for each player.

2 BATAKATHON (5 minutes) - Senior

This programme consists of random targets lasting 300 seconds (5 minutes).
The targets stay active until the player presses them. The score is recorded on the upper display as you go.

3 50 TARGET RACE - Senior

The user must press 50 random targets as fast as possible. The number of presses is shown on the 'SCORE' LED display together with the elapsed time on the 'TIME' LED display. If it takes more than 100 seconds the game ends.

4 CORNER TO CORNER - 100 Targets - Senior

In this programme, only the corner targets light up at random and stay lit for 1 second. The 'SCORE' LED display shows successful presses. If a wrong target is pressed, the whole routine speeds up!

5 EVASION - 1 Second targets - Senior

In this programme there are 100 timed targets lit; the targets count down from 100 to zero and the 'SCORE' LED display shows each successful one.

9 MATHS REACTION

The player is given 8 very simple sums verbally in English and must press the answer.

If the wrong target is hit or the press is "out of time", a beep sounds to show an incorrect answer.

The score (out of 8 questions) is shown on the displays, and if 8 out of 8 are correct, a congratulations message is shown and rewards and applause are heard.

Tip: all the even numbers are on the left of the machine and all the odd numbers on the right.

10 COACHING PROGRAMME

This programme allows a Trainer or Coach to enter a sequence of up to 100 Targets

in any order to train different parts of a player's body (for example, weak on the left side, etc.).

11 SPEED MULTIPLICATION TABLES (2 - 9)

The machine verbally quizzes the user for an answer (e.g. 2 x 2, 2 x 5, etc.). The questions are in English and cannot be translated into another language.

In this version of the programme the user can take as long as needed to answer. At the end of the test (12 sums) the machine shows the total time taken and the number of correct answers on the upper displays.

 The aim of this game is to reduce the time needed to complete a table in successive attempts.

A score of 12 results in a verbal reward!

12 4 CORNER TO CORNER - 25 targets

In this programme, only the corner targets light up at random and stay lit for 1 second. The 'TIME' LED display counts the targets from 25 down to zero and the 'SCORE' LED display shows successful presses.

If a wrong target is hit or the press is "out of time", the whole routine speeds up!

13 4 CORNER TO CORNER - 50 Targets

In this programme, only the corner targets, 50 in all, light up at random and stay lit for 1 second. The 'TIME' LED display counts the targets from 100 down to zero and the 'SCORE' LED display shows successful presses. The time window for pressing is 1 second.

If the wrong target is hit or the press is out of time, the whole routine speeds up!

14 25 TIMED TARGETS - 1 second Targets - Junior

In this programme, 25 timed targets light up successively and at random; the 'TIME' LED display counts them down from 50 to zero and the 'SCORE' LED display shows each one with a successful press. The time window for pressing is 1 second.

If you hit the wrong target or run out of time, the routine speeds up

15 50 TIMED TARGETS - 1 second Targets - Junior

In this programme, 50 timed targets light up successively and at random; the 'TIME' LED

display counts down from 50 to zero and the 'SCORE' LED display shows each of the successful presses.
If you hit a wrong target or hit out of time, the routine speeds up!

16 ACCUMULATOR - Junior

This programme consists of random targets lasting 30 seconds.

17 ACCUMULATOR - Junior

Like programme 16 above but lasting 60 seconds

18 25 TARGET RACE - Junior

The user must hit 25 random targets as fast as possible.

19 50 TARGET RACE - Junior

The user must hit 50 random targets as fast as possible. The number of presses is shown on the 'SCORE' LED display together with the time on the 'TIME' LED display.

20 BATAKATHON (3 Minutes) - Junior

This programme consists of random targets lasting 180 seconds (3 minutes).

The targets stay active until the user sets the pace: slow and fast. The cumulative score is shown on the 'SCORE' LED display.

This routine is ideal for aerobic exercise.

21 SPRING MATS - Junior

This programme consists of 100 random targets. The targets stay lit until they are hit.

22 SPRINT mats - Senior

This programme consists of 100 random targets. The targets stay lit until they are hit.

23 BATAK SIMPLE SIMON - Sequence of 20 - 17 levels

This programme is based on the well-known game Simon, so popular some years ago. The aim of this game is to reproduce a sequence of Target Lamps after they have been given by the machine without making mistakes.

First you set the sequence you want to include, and then the player has to repeat the sequence.

If successful, the next level is given, in which the same targets light up plus one

more (i.e. 5 in this case), again followed by a double beep for the Player's turn.

The progression continues until a mistake is made or the sequence is finished. .

24 BATAK MIRROR RACE - Senior - 50 targets

This programme is unusual. The user must hit 50 random targets as fast as

possible. The presses, however, must be the mirror image of the lit target to be

successful.

25 TARGET LOCK: reject a specific target from the game

This programme allows the user to set a target so that it is not selected during play

26 ACCUMULATOR - Senior - 30 seconds

This programme consists of random targets lasting 30 seconds. The targets stay lit until the user sets the pace to slow, fast or accelerated.

27 ACCUMULATOR - Kids

This programme consists of random targets lasting 30 seconds. The targets stay lit until the user sets the pace to slow, fast or accelerated. The four Targets 6, 7, 8, 9 are not in play.

28 flash programme

This programme lights up a selected number of random targets (up to 6) for a user-selected

display time of 0.5 to 9 seconds. The player must correctly hit the targets that were lit (in any order) after the "double beep" prompt sounds.

29 ANTI FLASH PROGRAMME - Remember the 6 targets that are off!

This programme lights up 6 random targets for a user-selected display time of 1 to 8 seconds. The player must correctly hit the targets that were not lit (in any order) after the "double beep" prompt sounds.

30 SNAP REACTION - 10 FRAMES

This programme measures pure reaction time. The user starts by hitting the '#' Target and then selecting the Targets to be put into play (up to 11), finishing with the '#' target that is clearly not in play. The programme now randomly lights one of the chosen targets and starts the clock. The target stays lit until it is hit, and the time taken is shown on the 'SCORE B' LED display. This is repeated for ten frames shown.

31 TOTAL RECALL - 10 FRAMES

This programme is also based on the well-known game Simon as shown above. The aim of this game is to reproduce a sequence of target lights after they have been given, without making mistakes. This programme differs from 23 above in that the user now selects the number of Targets, 2 - 9, put into play. Random targets are initially lit and then spoken, followed by two beeps. Now it is the Player's turn to repeat this sequence.
If successful, the next level is given and in this programme different targets light up again, followed by a double beep for the Player's turn. This process continues for ten
frames until a mistake is made or the frames are finished.

32 EXHIBITION MODE (EM)

This programme allows the player to start a game by hitting a single target labelled

Kids, Junior or Senior on the vertical uprights. A random 30-second game is played.

Except for game number 1, which gives 60 seconds. If EM is selected this way and the machine is RESET at any time, the machine will then return to the selection mode for all games.

EM can be set permanently by setting RED DIL

To set it, switch SW2 to EXM and then restart. To return to normal, put the switch back to OFF and then RESET.

Technical specifications


Power supply 90-240 volts. (so a conventional 220v plug is needed)

Direct 12 V battery input with a special adapter.

The game interface runs on 12 volts DC for total player safety.

Structure material: High-gloss stainless steel.

Overall size 210 x 95 x 200 ( Width x Length x Height )

Branding size: 150x150cm ( Width x Height)

Branding material: 3mm PVC Eurolight

A minimum playing space of 1 metre in front of the machine is required

Weight: 45KG

12 LED high-impact polycarbonate and high-intensity targets.

Central LCD screen plus two high-intensity 3-digit LED displays for score and time

32 Game Modes

A Strike Back Beam (SBB) infrared beam

Batak Pro machine video

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