Page 35 Summer, 1994
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         Fig.
          2 shows the causal diagram for passing seven doubles right handed (a 7club
          2-count). Fig. 3 shows one causal line from Fig. 2 so that we can
          easily see the possible special throws that the first juggler could
          make instead of the normal initial double. We've labeled each arrow with the number of spins which the particular throw involves (the selves are singles and the passes are doubles). The two dotted lines show potential special throws which bypass one or more hands along the causal line. Each dotted line is labeled with the number of spins that it would need, which you see is the sum of the spins in the normal route along the causal line. For instance, a late right-to-right is a triple, and you can throw a quint right-toleft self (but be careful). 
 
 Fig.
          4 shows more possible special throws in the 7 -club 2-count, these
          from the first juggler's left hand. Again each dotted line is
          labeled with the sum of the spins of the replaced arrows in its
          segment. The early left-to-left pass replaces a single left self and a
          double right hand pass, so the early left is a triple. A left-to-right
          quad pass is
          also possible. You can find even higher special throws by simply
          extending the diagram and bypassing as many hands as you like with a
          throw - just stay on the same causal line. 
 Technical Details Here,
          for the record, are a couple of fine
          points about the preciseness of our above rule for lone special
          throws. 
 First,
          a so-called single spin pass really spins about 1-1/3 times because it
          is released underhanded when it just past knob up but is caught knob
          down. Doubles spin about 2-1/3 times for the same reason. A self,
          however, really spins 1 time. What
          does this tell us? That a special double that replaces both a self (1
          spin) and a single pass
          (1-1/3 spins) should spin 2-1/3 times,. which fortunately is exactly
          what a double pass does. 
 On
          the other hand, a double that replaces two single passes (1-1/3 each)
          should spin 2-2/3 times to land at the right time,
          but that is a bit overspun. The most likely such double is the double
          self in 1counts and other patterns with lots of passes from both
          hands. A double self really spins only 2 times but it has to do it in
          the time it normally takes to spin 2-2/3 times, so the double self has
          to be higher and spin a little slower than a double pass. 
 Now,
          for higher throws like triples and quads, air resistance more
          significantly slows down the spin of the club, which means that you
          would have to put more spin than normal on such a throw. However,
          triples and quads are generally released later (higher) and caught a
          little underspun (approximately perpendicular to the line of descent),
          so the extra 1/3 spin is no longer really there. The result is that
          air resistance and the lack of the need for 1/3 extra spin tend to
          cancel each other out for these high throws. 
 Finally,
          when we were summing up the time taken to make a sequence of throws,
          we just counted the total spins. This does not take into account the
          amount of time that each hand is empty after it throws but before it
          catches. This is actually overlapped air time for the incoming and
          outgoing throws, so we should subtract this time from the time the
          special throw should take spinning. That helps you a little for very
          high throws that skip two or more hands, but it's a small adjustment. 
 By
          the way, because a normal self is 1/3 spin less than a pass, selves
          are inherently faster than single passes. In certain patterns where
          people have different numbers of selves, such as in a feed or
          especially in a 1count typewriter feed, this difference in speed can
          easily cause feedees who don't pay attention to get ahead of the
          feeder's pace. 
 These slight changes to the total spin time simply force you to do what you need to do anyway: adjust the height and spin of your throws so that they come in on time right-side up. But if you're wondering why you seem to have to throw your doubles higher (or to juggle faster) in one pattern than in another, this may give you the clue you need. Any throw can be speeded up or slowed down a little when needed to keep in sync, and keeping in sync is one of the main duties of passers in a pattern. 
 Forced
          Responses Now
          I want to switch to a related topic, that of forced responses. A
          forced response is a change from the normal behavior of one or more
          hands that is forced as a result of a change in behavior of other
          hand(s). 
 An
          example of a forced response is what happens when you pass a late
          double to your partner. A late right-to-right skips past your
          partner's left hand and thus forces that left to pause in order to
          keep the pattern healthy. 
 Another
          forced response in a 6-club 2count occurs if you are throwing
          continuous early doubles (left to left) and suddenly your partner
          throws a late double to your right hand. If you want to continue
          throwing left doubles, you have to hand a club across from your right
          to your left (as if doing a left-handed 3-club shower). If your
          partner continues with late doubles, you have to continue handing
          clubs across to your left. 
 Responding
          to forcing throws can be a mental challenge. Of course, the degree of
          challenge varies. Catching the late double is easy - unless you've
          never seen one before! The above hand-across is quite different,
          mostly because it is not very common. 
 Forced Extra Passes Next
          I want to describe a class of passing site swaps I've developed in
          which one juggler forces the other not just to pause but actually to
          pass back an extra club. Invariably what happens here is that the
          first juggler makes an extra pass, which if not allowed for, would
          land at the same time as some other club. The recipient therefore
          generally has to turn a normal self into an extra pass to get rid of
          an extra club before the extra pass lands. The forced pass is probably
          the most challenging forced response. 
 Here's
          an example.  Suppose you're
          passing a 6-club 2-count right
          handed. There's a fairly common combination that works without any
          forced passes. One juggler throws a R-to-R double followed immediately
          by a L-to-L double. Many people, especially when learning this
          combination, have accidentally reversed the order of the doubles,
          only to find that that doesn't seem to work. At least, that's what the
          recipient of the reversed doubles usually says. 
 But it turns out that the recipient can save the pattern by making one extra lefthand pass back, immediately after the second double is thrown. This is a case of a forced pass. To finish saving the pattern, the first juggler, after throwing the second double, has to hand a club from left hand to right, because the right hand will be empty. Fig. 5 shows the causal diagram for this sequence. Note that we indicate the club handed across with a reverse pointing arrow. This arrow points (back) at the hand that is empty. Basically, the empty hand forces the hand across. 
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