@DATABASE "NOTATION"

@NODE MAIN "NOTATION"

            NOTATION USED BY THE J2 PATTERN GENERATING PROGRAM
            --------------------------------------------------
               Jack Boyce (jboyce@tybalt.caltech.edu), 12/91

This file describes the system used by the program @{"J2" Link "j2.guide/MAIN"} for notating  juggling
patterns.  For a solo asynchronous juggler, this just reduces to the popular
'site swap' notation; if you are familiar with this you can skip down to the
MULTIPLEXING section below. If not, just read on.

This documentation was originally written from Jack Boyce. It was  converted
to  notation.guide  by  Werner  Riebesel in 5/96 with no changes in the text
except for the added links.

                @{" TABLE OF CONTENTS                   " Link Table_Of_Contents}

                @{" GENERAL IDEA                        " Link 1.}
                @{" SOLO ASYNCHRONOUS JUGGLING          " Link 2.}
                @{" GROUND STATE/EXCITED STATE PATTERNS " Link 3.}
                @{" MULTIPLEXING                        " Link 4.}
                @{" SOLO SYNCHRONOUS JUGGLER            " Link 5.}
                @{" TWO PERSON PASSING                  " Link 6.}
                @{" LEARNING PATTERNS                   " Link 7.}
@ENDNODE

@NODE Table_Of_Contents " TABLE OF CONTENTS "



             MAIN@{" NOTATION " Link MAIN}

               1.@{" GENERAL IDEA " Link 1.}

               2.@{" SOLO ASYNCHRONOUS JUGGLING " Link 2.}

               3.@{" GROUND STATE/EXCITED STATE PATTERNS " Link 3.}

               4.@{" MULTIPLEXING " Link 4.}

               5.@{" SOLO SYNCHRONOUS JUGGLER " Link 5.}

               6.@{" TWO PERSON PASSING " Link 6.}

               7.@{" LEARNING PATTERNS " Link 7.}
@ENDNODE

@NODE 1. "GENERAL IDEA"
A lot of freedom exists in choosing a  notation  to  use  for  juggling.  In
particular,  there  are  always  tradeoffs  between expressiveness (how many
weird patterns like Mills' Mess can you uniquely describe?) and compactness.
This program uses a very 'compact' system, for two reasons: (1) it makes the
notation more amenable to computer analysis, and (2) with less "superfluous"
information  in  the notation it is easier for a person to look at a pattern
and figure out how to do it.

The main limitation of the  notation  used  here  is  that  it  ignores  all
information  concerning  throwing  and  catching  positions,  as well as any
characteristics about the objects being juggled (number of spins  on  clubs,
etc.). When an object is thrown, the ONLY things this notation tells you are
which hand to throw to, and the amount of time until the  object  is  caught
and  thrown  again.  You  have complete freedom in choosing how these should
come about: Make a standard throw, throw behind the  back,  bounce  off  the
floor, do a helicopter spin on your head, or whatever, so long as the object
winds up at the right place in the right  amount  of  time.  The  notation's
ignorance of these throwing styles means that tricks like the 3 ball cascade
and Mills' Mess are lumped together, but if you apply some creativity to the
output  of the program you can get most tricks that people do, and many that
have never been done before.


Next item: @{"SOLO ASYNCHRONOUS JUGGLING" Link 2.}

@ENDNODE

@NODE 2. "SOLO ASYNCHRONOUS JUGGLING"
('site swap' notation)

The simplest case is that of a single juggler throwing alternately with both
hands  in  a  R-L-R-L  kind of way (called 'asynchronous' juggling). This is
what you do in the standard cascade pattern. Each throw in our notation  can
then  be  described  by  a single number, namely the number of throws in the
future when the object is thrown again. In a 3 ball cascade each throw is  a
'3',  for  example.  Note  that  our  notation  doesn't  need to specify the
destination hand, since odd numbers always go to  the  opposite  hand,  even
numbers  to  the  same hand (a result of constraining ourselves to a R-L-R-L
throwing rhythm). Another way of thinking about it is this: When  you  do  a
throw 'n' (n is the throw number), throw just as you would if you were doing
a cascade or fountain with n objects, at the same handspeed. A 3 is a  short
toss across, a 4 is higher and into the same hand, and so on.

The patterns that the program generates are just sequences of these  numbers
--  the  first  number describes the first throw made, the second number the
second throw (opposite hand as the first), and so on.  At  the  end  of  the
pattern you loop back to the beginning and continue.

Valid 3 ball tricks include:
                 3      =    standard cascade
                 51     =    shower (that's 5 and 1, not fifty-one)
                 42     =    two in one hand, hold with the other
                 441    =    an interesting box-like pattern
                 531
                 55500  =    a 3-high flash

The '0', '1', and '2' throws need some explanation. A '2'  throw  is  thrown
again  2 throws in the future, in other words the next throw out of the same
hand. Since the hand does nothing before throwing the object again,  we  are
free  to  interpret  a '2' as just a hold for one count. A '1' is a fast zip
across from hand to hand, as in the shower. Finally, a '0' is  no  throw  at
all;  the  hand  is  empty  (the pattern 60 is 3 in one hand, the other hand
empty).

Notice that if you average the throws in each  of  the  above  patterns  you
always  get  3, the number of objects being juggled. This is one of the ways
you can tell whether or not a string of  throw  numbers  comprises  a  valid
pattern.  '76'  doesn't  work,  but '75' is a valid 6 ball pattern (commonly
known as the 6 ball half-shower).  Not  all  strings  of  numbers  with  the
correct average are valid patterns, however.


Next item: @{"GROUND STATE/EXCITED STATE PATTERNS" Link 3.}

@ENDNODE

@NODE 3. "GROUND STATE/EXCITED STATE PATTERNS"
The site swap patterns described in the previous section can be grouped into
two  categories. Any pattern that can be started directly from the middle of
a cascade (or fountain,  for  even  numbers)  is  called  a  'ground  state'
pattern.  One which does not have this property is termed an 'excited state'
pattern. In the list of 3 ball tricks above, all of them  are  ground  state
patterns  with  the  exception of 51, the shower. To switch from the cascade
into the shower you have to go through a series of  intermediate  throws  in
order  to avoid getting two balls in a hand at once. For the shower, a valid
starting sequence of  throws  is  '52'  (note  that  this  is  not  a  valid
repeatable  pattern, by the average rule). Switching from the cascade to the
shower and back again we could go:

          ...33333333 52 515151...5151 2 3333333...

We say that '52' is a valid starting sequence for  the  excited  state  site
swap  51,  and  '2' is a valid ending sequence (gets you back into cascade).
The starting and ending sequences are in general not unique.


Next item: @{"MULTIPLEXING" Link 4.}

@ENDNODE

@NODE 4. "MULTIPLEXING"
If we allow 2 or more throws to be made at the same time by a  single  hand,
the  simplest  way to notate it is to group together with brackets the throw
numbers of the multiplexed throws.  For  example,  a  5  ball  ground  state
multiplexed  pattern  is:  24[54]. From the middle of a cascade (no starting
sequence is needed, since this is a ground state pattern),  we  first  do  a
hold with our right hand, throw a shorter toss from the left hand to itself,
and then simultaneously throw a 5 and 4 with the right (the hand had 2 balls
in it, since it did the hold first). Then we can either switch back into the
cascade, or repeat the trick  with  a  left-handed  hold,  etc.  (since  the
pattern  is  of odd length it switches hands each repetition). [This, by the
way, is a trick that Anthony Gatto does in his act, except that he  does  it
all while juggling over his head. He can also do 26[76] with 7 balls.]


Next item: @{"SOLO SYNCHRONOUS JUGGLER" Link 5.}

@ENDNODE

@NODE 5. "SOLO SYNCHRONOUS JUGGLER"
If both hands are throwing at the same time, the notation is very much  like
site  swap  notation  above,  but  with  two differences: (1) group together
throws made simultaneously with parenthesis, and (2) now we need to  specify
a  destination  hand  for  each  throw,  so  put an 'x' after any throw that
crosses over into the other hand (a throw without the 'x' is assumed  to  be
directed  to the same hand that threw it). A '2' is still a hold, but a '2x'
is similar to the '1' in the site swap notation above:  a  short  pass  from
hand  to hand. A '0' is still no throw, and a '0x' is not allowed. ALL throw
numbers now must be even.

Examples of simultaneous patterns:
            (4,4)          = 4 ball simultaneous fountain
            (4x,4x)        = a common crossing version of the 4
ball fountain
            (4x,2x)        = 3 ball shower with synchronous throws
            (4,2x)(2x,4)   = the 3 ball "box" or "see-saw" pattern
            (6,6)(6x,2x)   = a 5 ball trick
            (6x,6x)(2x,2x) = a 4 ball trick
            (4,4)(4,0)     = 3 balls in 4 ball fountain (1 missing)

You are free  to  choose  which  hand  corresponds  to  which  slot  in  the
parenthesis,  but  your  choice  must  remain  consistent throughout a given
pattern. Lastly, multiplexing can be notated exactly as above;  for  example
the 4 ball pattern (4,2)(2x,[44x]) has a multiplexed '4' and '4x'.


Next item: @{"TWO PERSON PASSING" Link 6.}

@ENDNODE

@NODE 6. "TWO PERSON PASSING"
Imagine two people juggling, each person  asynchronously,  but  synchronized
with  respect  to each other (person 1 throws with his/her right hand at the
same time person 2 does). This is the  situation  in  6  club  passing,  for
example.  Now  our  notation has to tell BOTH people what to do, which might
sound complicated but actually isn't too bad. Divide a "throw" into 2 parts,
the throwing instructions for each person. A self-throw is written just as a
number, exactly as we did for site swap notation (a 2 is a hold, a  3  is  a
toss  to  the  other  hand,  etc.).  Attach a 'p' to a number to represent a
passed throw. To figure out which of your partner's hands to  pass  to,  use
this rule: If without the 'p' the throw would go to your left hand, throw at
your partner's left, and so on.

Some example patterns should help clarify this:

        <3p|3p><3|3>      = ordinary  6  object  passing.  Notice  how   the
                            instructions for each person are  sectioned  off
                            Each person  starts t hrowing  with  his  right.
        <3p|3p>           = "ultimate" passing,  where all throws are passes
        <3|3>             = two people doing 3 ball cascades (boring)
        <4p|3><2|3p>      = a  left-handed  double,  if  done  once from the
                            middle of a "cascade" (in this case <3p|3p><3|3>
                            qualifies).  This is a ground state trick, so no
                            starting sequence is needed.
        <2|3p><2p|3><[3p2]|3p>
                          = a multiplexed pattern,  the  left-handed  single
                            (a good way to fake out your  partner).  Do  the
                            first hold with your right hand, since  that  is
                            when your partner is doing a '3p'.
                            The '2p' is from your left to his left, and then
                            you resume.


Next item: @{"LEARNING PATTERNS" Link 7.}

@ENDNODE

@NODE 7. "LEARNING PATTERNS"
The ability to pick up site swaps quickly is very much an acquired skill. At
first  stick to ground state tricks, since you can do a single repetition of
these from within a cascade/fountain. When you get good at this you can  try
to  "run" a trick, that is, do it continuously without switching back to the
cascade/fountain. After a while you figure out which  kinds  of  tricks  are
easy  and  which are hard (a lot of high throws, for example, are tough). To
practice excited state tricks you usually just have to "go for it"  and  try
to  run it. At any rate, after some practice it becomes substantially easier
to learn new patterns, and this is when it becomes really fun.

Multiplexing tricks are fun because many of them don't involve high  throws,
which  makes  them  easier  to  do.  Hence you can learn a lot of tricks and
variations without a ton of work. The important thing here  is  to  practice
the  combination  throws;  for example when you learn '24[54]' you will find
that your weak point is the combination  '[54]'.  Some  combination  throws,
especially  those  involving both very high and very low throws (except when
the low throws are holds), can be really tough. '[71]' or '[93]' are extreme
examples.



@ENDNODE

