Morse Runner
Gates come towards you. Key the character before you get there.
Morse Runner
Gates come towards you, each asking for one character. Key it before you reach the gate and you pass through. Three collisions ends the run.
This is the sending game. The telegraph waits for you forever, and a key that waits forever never teaches anyone to commit to a character — here the gate arrives whether you are ready or not.
Tap for a dot, hold for a dash — same key as the telegraph. How patient the key is comes from your settings, so if characters are landing before you finish them, loosen it there.
Why sending needs a clock
The telegraph waits for you forever, and so does the sending drill. That is the right way to learn a character — and it is why neither of them ever teaches you to commit to one. Hesitating costs nothing there. On the air it costs the contact.
Here the gate arrives whether you are ready or not, which is the only honest way to find out whether you can send a character or merely work one out.
If gates keep landing
How long a pause ends your character is a separate setting from speed, and the default is deliberately patient. If characters are committing before you have finished them — or not committing at all — adjust the keyer insettings rather than fighting it.
The other one is Signal Defender, which is the same idea for listening.