Practice controlled movement in both directions and understand Bounce-specific targets and scoring.
Bounce measures repeated cycles with controlled movement in both directions. It differs from Repetition chiefly in the expected return motion, so use it only after you can stop and reverse smoothly.
Configure
- Add one Bounce segment.
- Select the installed toy.
- Choose a low repetition count, comfortable range, pace, and target window.
- Save, activate, fetch, and calibrate.
Run
Follow the displayed target through both directions of each cycle. Keep enough margin to slow, reverse, and move away. Stop instead of trying to “catch up” with a target that has moved beyond comfortable control.
Bounce versus Repetition
| Aspect | Repetition | Bounce |
|---|---|---|
| Emphasis | repeated target movement with a simpler return | controlled target tracking in both directions |
| Best first use | learning a consistent cycle | refining coordination after Repetition |
| Current base points | repetitions × 2 × accuracy factor | repetitions × 2 × accuracy factor |
The current API derives repetitions as ceil(strokes ÷ 2). Its accuracy factor is time in the target window divided by total play time, clamped from 0 to 1. A toy multiplier can apply after base points, and the server rounds upward.
Troubleshooting
| Symptom | Action |
|---|---|
| reversal is abrupt | lower pace and reduce range |
| repeatedly behind target | stop trying to catch up; lower template difficulty |
| count looks wrong | verify full controlled cycles and report the session details if repeatable |
| result missing | use Check session results |
Return to the mode comparison.