Shootout
Terms, Decision Guides & Quick Reference
Terminology, setting decisions, and key specifications.
Glossary: Shootout Terms Explained
Shootout
The product family name for a series of six sport-themed shooting game activations. Clients purchase individual sub-engagements within the Shootout series.
Sub-engagement
One of the six individual sport-themed games within the Shootout series. Each instance is created for a specific sub-engagement. The six sub-engagements are: Football (QB Toss), Hockey (Slapshot), Basketball (Swish), Carnival, Baseball (Grand Slam), and Soccer (Goal).
Instance
A complete, self-contained configuration for one Shootout sub-engagement. Holds the sub-engagement type, event planning settings, Control tab configuration, design settings, and prizing. Multiple instances can exist for different events or configurations.
Sync mode
An operation mode where all players play simultaneously during one shared session. Each player gets one attempt. The gameplay timer limits total play duration. The mainboard shows real-time 3D gameplay animation. Best for live events with a defined shared moment.
Async mode
An operation mode where players participate on their own schedule within the activation window. Each player gets one attempt unless Free Play is enabled. The mainboard shows an active leaderboard. Best for extended activations.
Free Play
An Async-mode option that allows players to play the game repeatedly rather than being limited to one attempt per session.
Event planning
The Control tab settings that determine how the activation is timed. Three modes: Off (manual), Duration (auto-stops after set time), Schedule (auto-starts and stops at set dates and times).
Automatic reset
A Schedule mode option that resets the instance within the scheduled window, enabling multiple play cycles with separate analytics sessions and prize cycles.
Gameplay duration timer
The amount of time players have to shoot after the countdown completes. Set in the Control tab.
Countdown timer
The 5-4-3-2-1 timer that runs before gameplay begins. Set in the Control tab.
Touch to Start screen
A screen that prompts players to tap before gameplay begins. Primarily exists to enable sound on iPhone devices — iOS requires a user touch to activate audio.
Tutorial
An optional introduction that plays at the beginning of the game showing players how to play. Can be enabled or disabled in the Control tab.
On fire
A visual effect triggered by three consecutive successful shots. Color is configurable in the Design tab.
HORSE mechanic
An optional gameplay mode in Basketball (Swish). Players receive a letter for each missed shot. Spelling the complete word ends their game. The word is customizable up to six characters. Separate from and unaffected by the on fire mechanic.
Distance mechanic
A Basketball (Swish) control option that gradually moves the shooting position further from the basket as the game progresses, increasing difficulty over time.
Static positioning
A Basketball (Swish) control option. When enabled, the ball stays centered. When disabled, the ball moves left and right toward the end of the game.
Target transition timer
A Hockey (Slapshot) control setting that determines how quickly targets cycle in and out of the goal during gameplay.
Jersey text editor
A built-in design tool in Baseball (Grand Slam) for customizing the name and number on the player's jersey. Configurable settings include text, font size, spacing, X/Y position, and color.
Stadium background
In Baseball (Grand Slam), a full 2D backdrop image placed behind all other game elements — from the sky to the ground.
Participation prize
A prize awarded to any player who plays the game, regardless of score or rank.
Consolation prize
A prize awarded to players who play but do not receive any other prize (Points, Rank, or Participation).
Points prize
A prize awarded when a player's score reaches or exceeds a configured threshold.
Rank prize
A prize awarded when a player's final rank falls within a configured range.
Manual distribution
A prize distribution setting where prizes are held until the operator manually distributes them. Recommended for Points, Rank, and Consolation prizes in Async mode.
Automatic distribution
A prize distribution setting where prizes are distributed immediately when a player meets the condition. Appropriate for all prize types in Sync mode; use with caution in Async.
Layered virtual view
The unique design interface for Carnival that shows a visual representation of the game with all uploadable layers visible. Hovering highlights the specific layer each upload controls.
Meter display
A UI element in Soccer (Goal) that shows players their current time remaining and on fire streak progress at a glance.
Decision Guides: Choosing the Right Setting
Sync or Async mode?
All players will be in the same place at the same time and I want everyone playing together
→ Sync mode — everyone plays simultaneously, the mainboard shows live gameplay.
Players will participate at different times or over an extended period
→ Async mode — players join and play on their own schedule.
I want a lobby or multi-day activation
→ Async mode.
I want a halftime show or live event moment
→ Sync mode.
I want players to be able to play more than once
→ Async mode with Free Play enabled.
Which event planning mode?
I want to start and stop the event manually
→ Off — full manual control.
I want the event to run for a set amount of time and stop itself
→ Duration — set the length and it stops automatically.
I want to run the activation at a specific time or date without being there to start it
→ Schedule — set start and end dates and times.
I want multiple play cycles with separate analytics within one campaign window
→ Schedule with automatic reset enabled.
Automatic or Manual prize distribution?
Sync mode, any prize type
→ Either Automatic or Manual works.
Async mode, Points prize
→ Manual — award after all players have competed.
Async mode, Rank prize
→ Manual — rankings change as more players finish; award at the end.
Async mode, Consolation prize
→ Manual — depends on other prizes; award when all decisions are made.
Async mode, Participation prize
→ Either works — less timing-sensitive than competitive prizes.
Which sub-engagement should I choose?
American football event or NFL partnership
→ Football (QB Toss) — players throw at point-value target players.
Ice hockey event or NHL partnership
→ Hockey (Slapshot) — players shoot at cycling targets in a goal.
Basketball event or NBA partnership
→ Basketball (Swish) — players shoot baskets with optional HORSE and distance mechanics.
Family-friendly or general entertainment event
→ Carnival — players aim at carnival-style targets - accessible to all audiences.
Baseball event or MLB partnership
→ Baseball (Grand Slam) — players hit the pitched balls with custom jersey personalization.
Soccer event or MLS/international partnership
→ Soccer (Goal) — players kick at targets; newest and most polished UI.
Should I enable the HORSE mechanic in Basketball (Swish)?
I want a simple scoring experience
→ Leave HORSE off — players just shoot for points.
I want an elimination-style game where players can be knocked out
→ Enable HORSE — players accumulate letters on misses and are eliminated when they spell the word.
I want to tie the HORSE word to a brand or sponsor
→ Enable HORSE and customize the word — up to six characters.
Should I use Free Play in Async mode?
I want each player to have one meaningful attempt
→ Leave Free Play off.
I want guests to keep engaging over a long activation period
→ Enable Free Play — players can return and play again.
I am using rank-based prizes
→ Use Manual distribution and consider whether repeated play affects your intended prize structure.
Quick Reference Tables
Sub-engagement comparison
Sub-engagement | Also known as | Scoring method | Unique control mechanics | Design highlights |
Football | QB Toss | Targets (20/40/60/250 pts + field goal) | None | Banner, ad boards, stadium colors, target colors |
Hockey | Slapshot | Targets in cycling goal | Stick visibility; target transition timer | Ice logo, puck logo, mainboard images |
Basketball | Swish | Baskets | Distance; static positioning; HORSE | Court key, partition, line logo, HORSE display |
Carnival | Carnival | Targets | None | Unique layered virtual view interface |
Baseball | Grand Slam | Targets | None | Jersey text editor; full stadium backdrop; extensive color pickers |
Soccer | Goal | Targets | None | Meter display; team flags; media behind goal |
Operation mode comparison
Sync | Async | |
Players play simultaneously | Yes | No — individual schedule |
Attempts per session | One | One (or unlimited with Free Play) |
Mainboard shows | Real-time 3D gameplay animation | Active leaderboard with 3D scene |
Leaderboard format | 1st/2nd/3rd prominent; 4th–10th below | Standard leaderboard |
Recommended prize distribution | Auto or Manual for all types | Manual for Points, Rank, Consolation |
Best for | Live events, halftime shows | Lobby, multi-day, sponsor activations |
Common language and what it means in the platform
If you say or hear... | In the platform, this means... |
"QB Toss" | Football sub-engagement |
"Slapshot" | Hockey sub-engagement |
"Swish" | Basketball sub-engagement |
"Grand Slam" | Baseball sub-engagement |
"Goal" | Soccer sub-engagement |
"everyone plays at once" | Sync mode |
"play anytime" / "on your own time" | Async mode |
"play as many times as you want" | Async mode with Free to Play enabled |
"the leaderboard screen" | End-of-session leaderboard (Sync) or active leaderboard on mainboard (Async) |
"the countdown" | The countdown timer — the 5-4-3-2-1 before gameplay begins |
"the game timer" | The gameplay duration timer — how long players have to shoot |
"on fire" | Visual effect triggered by 3 consecutive successful shots |
"the letters game" / "HORSE" | HORSE mechanic — Basketball (Swish) only |





