ShotAnalyzer offers 7 different games in the training area (5 of the 7 games are explained in detail):
train the final course of a competition
win your individual competition within the league systems of the German Schützenbund
train effectively the decimal rating for every series
try to stay above a threshold value as long as possible
reach the defined desired overall result with the defined number of shots
game, set and match – play according to the general rules of “shooting” tennis
build a pyramid, consisting of 5 levels and 15 shot values, with a maximum of 30 shots
The game simulates an individual competition in the ligue system of the Deutscher Schützenbund. The shooter does neither know against who he or she is competing nor which result the opponent has attained nor the time it took him or her. The opponent is selected randomly.
This game offers the shooter the opportunity to compete against an opponent who shot a real Bundesliga or regional competition program in the past. The opponent data is loaded from an encrypted file (neither the name of the shooter nor the result are visible). The individual shots are played in the time intervals in which they were fired during the match.
Maximal time for practice shots is 15:00 minutes (if desired, practice time can be shortened or skipped entirely). When the practice time has run out, there is a pause of 1 minute (simulating the changing of the control target) after which the competition is started automatically. The maximum time the competition can take is 50:00 minutes. If desired, the game can be interrupted any time and continued later on.
Note: The length of the practice and the competition time can be reduced or increased. The 15 minutes for the practice shot and the 50 minutes for the competition are set as a default.
If the shooter finishes before his or her opponent does, the opponent’s shots are shown in a 1-second intervall.
The Decimal game has been developed especially to train the new decimal mode. This training method no longer concentrates on the single 10 series but on the overall result attained in a competition or a practice session. Before the session, the shooter defines the desired overall result and the software calculates a random hit combination.
With 40 shots, the overall result of 412.00 should be reached.
The software calculates a random combination that could be as follows:
- value 10,6 => hit 4 times
- value 10,4 => hit 20 times
- value 10,3 => hit 8 times
- value 10,0 => hit 4 times
- value 9,8 => hit 4 times
Now the shooter only has to concentrate on hitting the individual scores as many times as indicated. If the shooter succeeds, he or she can be sure that the desired overall result has been attained or even beaten (when the group has been better than expected).
Psychology: The shooter should not think from series to series but rather count every hit he or she can cross off the list a success. The shooter does not get obsessed with the thought of having to attain e.g. a 103.0 in every series. You will see quickly that emotional stress is lifting. This method helps some shooters in competitions (Subject: Problems after the practice shots when starting the program).
In this game, the shooter is challenged to stay as long as possible above a threshold value that is set beforehand. If he or she does not make the threshold, the next hit has to be above the rescue value set beforehand. If the shooter does not reach the rescue value, the game is over.
There is not only one high score: For every combination of threshold, rescue value and number of shots, the corresponding high score is saved. This way, everyone can improve the high score step by step according to their performance level.
With this game, you can practice the new decimal scoring that is now used internationally. You get a feeling for the new counting mode because you are presented the decimal sum of a series at one glance.
What is the aim of this game?
To win a match by winning a preset amount of sets. In this game, the same counting rules as in tennis apply. If for example the preset number of sets to be won is 3 and both players have won 2 sets, a tie-break is played until one of the players wins the match.
How to score points?
A player scores a point when the other player cannot return the “ball”. The ball is returned when the players attains the same score or a higher score than his or her opponent.
Example: The shooter serves. The first hit is a 10.2. The opponent now has to attain a 10.2 to return the ball and to stay in the game. If the opponent attains a 10.5, the shooter has to hit a 10.5 or higher with his next shot. If the opponent attains less than a 10.2, the shooter scores a point.
How to win a set?
The first point scored during a set counts 15, the second 30 and the third 40. The fourth point wins the set as long as the player has an advantage of 2 points. When both players have 40 (deuce) it is played until one of the player has “advantage” and he or she can make the next point.
During one set, only one player serves. The shooter always starts serving. In the next set, it is the computer’s or the other players turn.
How does a tie-break work?
During tie-break, every mistake is counted as 1 point, it is no longer counted 15, 30, 40. A player wins the tie-break when he or she has at least seven points and an advantage of two points. Serving right changes after two serves.
A 5-level pyramid is built with a total of 15 stones (hit values). The first level consists of 5 stones with the same value to be hit, the second of 4, the third of 3, the fourth of 2 and the fifth level of 1 stone. The value increases or decreases – depending on the setting – by 0.1.
What is the aim of this game?
To remove all stones of the pyramid. The shooter has a maximum of 30 shots to remove all the stones. If a part of the pyramid is still standing after 30 shots, the shooter loses the game.
How do you remove a stone from the pyramid?
- When the shooter scores one of the values on the pyramid stones, one of the stones with this value is removed randomly and the pellet is marked in green.
- When the shooter scores a value that is lower than the lowest value of the stones still standing, no pyramid stone is removed and the pellet is marked in red.
- When the shooter scores a value that is higher than the highest value of the remaining stones, the stone with the highest value is removed and the pellet is marked in green.
Example: The shooter scores a 10.7. Among the pyramid stones still standing, there is no 10.7 or higher. The highest remaining value is 10.5 – therefore, this stone is removed from the pyramid.
For every possible pyramid setting, there is a high score. For every minimal value, the high score is saved. It is also taken into account whether the pyramid was built in inverse order (highest value at the bottom). This way, everyone can improve the high score step by step according to their performance level.