                               JUGGLE COMMANDS
                               ---------------

Following is a list of the commands used to control the EASY JUGGLE program :


G       Get a juggling pattern (you have to get a pattern before you can 
        play it). Only the patterns for the number of balls presently 
        selected will be shown. Use the up and down arrows to select the 
        required one and then press any key to load the pattern.

P       Play the juggling pattern presently loaded.

E       Step through the juggling pattern. This is good for learning how a 
        particular pattern works. Press "N" to advance one step. Press "C" 
        to play continuously (as normal).

B       Select the number of balls to juggle. Press "B" then the number of 
        balls (2 to 9)

V       Select the velocity (speed) for the pattern to be played. Press 
        "V" followed by the speed required (1 to 9). 

N       Display any hints on how to perform the present juggling pattern.

U       Run the Tutorial. This teaches how to perform various types of 
        juggling as well as how to use the more advances features of the 
        EASY JUGGLE program.

O       Set the Options (see the section on Setting the Options)

T       Trace the paths of the balls. This is useful for some of the more 
        complicated patterns so that you can see where the balls are going.

X       Exit the EASY JUGGLE program.



                            ADVANCED FEATURES
                            -----------------

If you wish to create your own juggling patterns, the tutorial gives help
on how to do so. Basically, you control the movement of the hands (including 
throwing the balls) and the computer looks after the trajectories of the 
balls and catching the balls (a hand automatically catches a ball landing 
in it). 

Following is a list of the programming commands :

Z       Create a Site Swap pattern (see the section on Site Swap Notation).

/       Enable and display the editing commands. Pressing again will disable 
        and hide the editing commands.

I       Initialise (erases the existing juggling pattern and puts the hands
        at the starting position)

L       Perform an action with the left hand. The next key pressed determines 
        the action :
          L - move left
          R - move right
          U - move up
          D - move down
          T - throw one ball

R       Perform an action with the right hand. The next key pressed determines 
        the action (as for the left hand).

H       Set the height of the next ball to be thrown. Press "H" followed by a 
        number (0 to 7). The height is arbitrary (unlike with site swaps)
        with 0 being straight across and 7 being the top of the screen.

W       Set the width of the next ball to be thrown. Press "W" followed by a 
        number (0 to 6).

D       Change direction of throw. Balls are normally thrown to the left from 
        the right hand and vice versa.

1       Advance 1 time interval. The balls will move slightly.

5       Advance 5 time intervals. This is the same as pressing "1" five times.

M       Mark the start of a "loop". Most juggling patterns follow a pattern 
        which is repeated. This command marks the start of the repeated part 
        of the pattern.

A       Play the repeated part of the pattern (Again) from where it was 
        "marked".

C       Play the repeated part of the pattern (Continuously) from where it 
        was "marked". It will continue to play until a key is pressed.

S       Save the pattern that you have created (this should be done 
        regularly as you are creating a pattern in case you make a mistake 
        and need to go back to where you were before).



                            SETTING THE OPTIONS
                            -------------------

Various options to control how the software runs can be set to your preference. 
To set the options, press 'O'. To select which of the options you want to 
change, use the up and down arrows. When the one you want to change is 
highlighted, press the spacebar to change between the various possibilities. 
When completed, press ESC to quit, or press the up and down arrows to change 
another option. Once changed, the options will be saved and will be the same 
each time EASY JUGGLE is run until they are changed again.

Computer Speed

The speed of your computer is measured the first time that the EASY JUGGLE
software is run. A speed of 1 corresponds approximately to a 16MHz 386SX. A
speed of 4 means that your computer is four times as fast as this.

Some fast computers (especially with video accelerator boards) can not be 
measured accurately. If the juggling is a bit slow (with the Velocity set to 
7) then you may have to decrease the value of the computer speed (press the 
spacebar until the number comes around to the required value).

Graphics Quality

The graphics quality determines how the balls and hands are drawn. The low 
quality graphics are intended for slower computers to make the juggles run 
faster (the high quality graphics are much slower to draw). With the low 
quality graphics, the hands are different colours to enable you to keep 
track of which is which in the more complicated juggling patterns.

When EASY JUGGLE first runs, the speed of your computer is measured (see
above). If your computer speed is more that 1, the high quality graphics will 
automatically be selected. If your computer speed is 1, you can still select 
high quality graphics if you wish.

Ball Colours

If you have a preference for a particular ball colour, then that can be 
selected.

Patterns

If you look at a pattern like THE MACHINE, you will notice that this 
pattern is not symmetrical (the hands are doing different things). If you 
change from Right Handed to Left Handed, the pattern will be displayed the 
other way around. This is useful if you are left handed, or you can not 
convince a particular hand to do one part of the pattern.



                             SITE SWAP NOTATION
                             ------------------

Site Swap notation was developed around 1985 by several people to enable 
complicated juggling patterns to be described. What it does is describe 
how the balls are thrown from hand to hand, but it does not describe how
the hands move. The consequence of this is that the three ball cascade
and Mill's Mess both have the same site swap description.

The basic site swap notation for asynchronous juggling (two balls are never
thrown at the same time) is quite simple. It consists of a string of numbers
where each number represents how high a ball is thrown and to which hand.
A number N means that the ball is thrown the same as if you were juggling
N balls. Some examples are :

  3 = A ball thrown the same height as in a 3 ball cascade. The ball goes
      across to the other hand (as in a cascade).

  4 = A ball thrown at the same height as in a 4 ball fountain. The ball
      goes to the same hand as threw it (as in a fountain).

  5 = A higher throw to the opposite hand.

  6 = A higher throw to the same hand.

So an odd number represents a throw to the opposite hand and an even number
represents a throw to the same hand. The higher the number, the higher the 
throw. To create a site swap, just string together the numbers that represent
the throws from each hand, with the numbers written in order of alternating
hands. It makes no difference which hand is done first (say right) then
the next number is the other hand (left) then the first hand again (right) 
etc. So for a cascade, the site swap would be :

  33333333 ...

The repeated part of the pattern does not need to be written, so it just
reduces to "3". Another way of looking at the site swap is that the numbers
represent how long it is before the ball is thrown again. When a ball is
thrown in a cascade, it is thrown again 3 throws later. For a three ball
shower (site swap 51), the first ball is not thrown again for 5 throws, 
but the second ball is thrown twice in a row (low fast throw left to right 
then a high throw from right to left).

A throw of 2 is a small throw to the same hand and the ball is thrown again
on the next throw from that hand. It makes no difference to the pattern
whether the ball is thrown as a small throw or whether it is not thrown at 
all. It is usually taken that a 2 in a site swap means to hold on to the ball 
for one throw. 

A 0 in a site swap is used to indicate that there is no ball in the hand to
throw and so none is thrown. This implies that the other hand does two throws
in a row. Hence the site swap 4040 is two balls being juggled in one hand.

The problem with this notation is that it does not allow for two balls being
thrown at the same time as in synchronous juggling (both hands in time) or
with multiplexes. To get around the problem of synchronous juggling, a slightly
different notation is used. The throws from the left and right hand are
simultaneous and are grouped together in brackets. For example, a 4 from the
left hand at the same time as a six from the right would be written :

  (4,6)

However, it now necessary to state which ball goes where since there is now a 
choice of where they go. An "x" after a number indicates that it is a 
crossing throw (to the opposite hand). So a low throw from left to right at
the same time as a 4 from the right hand to itself is :

  (2x,4)

An example of a synchronous pattern is the synchronous shower where both balls
are thrown together :

  (2x,4x)

The problem of describing multiplexed throws is handled in a similar manner
with the throws that occur together being put in square brackets :

  [23] = a 2 and a 3 thrown at the same time from the same hand.

An example is the site swap 4[43]1 which is like 441 but with one more ball.


                             CREATING SITESWAPS
                             ------------------

The EASY JUGGLE program enables site swaps to be displayed. There are a few
points to note :

  A 2 throw is shown as thrown rather than held in multiplexes or cross throws
  in a synchronous pattern.

  Throws of 8 or more will go off the top of the screen (they come back again).

  In an asynchronous pattern, the first throw will be from the right hand.

  In a synchronous pattern, the number written first is the left hand.

  The site swap is converted into an EASY JUGGLE sequence using the
  programming commands described above. The heights thrown are slightly 
  different with a site swap however.

To create a site swap pattern, go into editing mode (press /) and then press Z.
Enter the site swap and press P to play it.

Some examples of site swaps are :

3 Balls :

3                          The cascade
51                         The shower
423                        An easy trick where one ball goes back and forth
                           between the hand and the others just go up and down
522                        A slow cascade
441                        A box-like pattern
33441                      Same pattern with a cascade added
531                        A tricky but impressive pattern
261                        A slow Seesaw or Box
55500                      Flash - useful for learning 5 balls
50505                      The Chase - useful for learning 5 balls
801                        A Box-like pattern
4413                       A Box-like pattern
5241
70701
72312                      Alternating shower under a shower
81411                      A "super" Box
517131                     An up and down shower
17170170
(4,4)(0,4)                 Four ball fountain with one missing
(4x,2x)                    Synchronous Shower
(4,2x)(2x,4)               The box
(4x,2x)(4,2x)(2x,4x)(2x,4) The double box

4 Balls :

4                          The fountain
71                         The shower
53                         The half shower
534                        A crossing pattern
633                        A Box-like pattern
7333                       A cascade under a shower
6424                       Two different heights
7531                       4 height crossing pattern
237
741
714
615
5551
55514
66161                      A Box-like pattern
56414
661515
68141                      A Box-like pattern
719131
7272712
7161616
4[43]1                     Multiplexed Box
(6x,2x)                    Synchronous shower
(4,4)                      Synchronous fountain
(4x,4x)                    Crossing
(6x,6x)(2x,2x)             Crossing at 2 heights
(6x,2x)(2x,6x)
(4,2)(2x,[44x])            Synchronous with multiplex


5 Balls :

5                          The cascade 
91                         The shower
64                         3 in one hand, two in the other
6662                       3 in one hand, two in the other
66661                      A box-like pattern
645
915
744
771
7571
75751
77731                      Shower under a cascade
67561
8552
777171
88333                      Box and cascade
[32]                       The normal 5 ball multiplex. Probably the easiest way to do 5 balls.
(4x,6)(6,4x)               The five ball Box
(6,6)(2,6)                 Synchronous three in one hand, two in the other
(6,6)(6x,2x)
24[54]                     Splits
25[65]2
25[75]51
722[52][52]                Stop, Start, Pause
([62],2)(6x,[22])(2,[62])([22],6x)


6 Balls :

6                          The fountain
75                         The half shower
756
(6,6)                      Synchronous fountain

7 Balls :

7                          The cascade
867
26[76]
[234]57                    Triple Multiplex


Not all strings of numbers are valid site swap sequences. There are two 
checks that you can use :

  If you take the average of the numbers in a site swap, you will get the 
  number of balls being used (so 51 is a three ball pattern). If the average
  comes out to be 2.5 then you know you have an impossible pattern.

  It is possible that the above criteria could be met but the pattern is still
  not possible to do. An example is the pattern 543. The problem with this is 
  that the three balls all land at the same time. If you work out when the 
  balls are going to land and no two land at once then the pattern will be 
  possible to do (this only applies to asynchronous patterns).

One last concept that should be discussed is the concept of GROUND STATE and
EXCITED STATE patterns. Any pattern that you can go directly into from the
middle of cascade or fountain is a ground state pattern. A pattern that 
requires a few extra "transition" steps to go from one to the other is an 
excited state pattern. For example to go from the cascade (ground state) to 
the shower (excited state pattern) you have to do a high throw (5) followed 
by a hold (2) before you can start the shower, otherwise you will end up with 
two balls landing at the same time.

