Page 25 Fall 1997
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          After
          you've gotten twelve throws working, try building up the second half
          of the pattern by itself, just like you did the first. To start with
          the second half, everyone will have to start left handed and the
          feeder will do LRL, RRL. See the second half of the causal diagram in
          Fig. 11. Master six throws, then nine, then twelve. Then remaster the
          first half and finally put the two halves together. 
 Each
          person has six hurries in the 24-count cycle. Naturally all of the
          feeder's hurries come before passes, and again those are the sticky
          parts - the places where the feeder makes two passes in a row from the
          same hand. Note that those six hurries alternate between the feeder's
          right and I~ft hands and are evenly spaced, with one every four
          counts. Consequently they occur on passes from the feeder to the three
          feedees' hands in the order A(R), B(L), C(R), A(L), B(R), C(L), with
          one hurried pass going to each of the feedees' six hands. 
 Ah, symmetry! And by the way, the feeder's sequence of 24 rights and lefts is the same whether read forward or backward. 
 Mob
          Madness Mob
          Madness extends Martin's Madness to four people, just as Mob Psychosis
          extends Martin's Psychosis to four people. In each case, the feeder
          passes diagonally to three feedees in typewriter fashion, and each
          feedee does a 3-count of straight passes with occasional hurries. 
 As
          in Martin's Madness, the feeder in Mob Madness has handacrosses
          periodically. As it turns out, they come in a fairly simple rhythm and
          are all L-R handacrosses. The feeder's ptecise rhythm is five
          typewriter diagonal passes (R,L,R,L,R) then a quick L-R handacross.
          The club handed across then becomes the first club thrown (from the R)
          in the next repetition of the five-count rhythm; aftet three
          repetitions (each starting with a different feedee), the whole pattern
          starts over. That makes a IS-count cycle overall, or five typewriter
          sweeps across the feedees (see Fig. 
 
          If you're a feedee in this pattern, you can easily just go with
          the flow, without knowing what your sequence of R's and L's is. Just
          pass sttaight back each club you get from the feeder. Fot the record,
          though, the long term passing pattern for each feedee is RRRLL, though
          of course each feedee starts at a different place. There are three
          hurries in that cycle of five passes (just as the feeder has three
          handacrosses per cycle). 
 This
          pattern is much easier than Mob Psychosis but great fun. The 15-count
          cycle here is shorter, but more importantly, the feeder's repeating
          five-count pattern (six throws, including the handacross) that's
          described above is easily remembered - no need to memorize even 15
          passes. Note that the five-count pattern always starts with the same
          hand - the R here. 
 That
          last observation leads me to point out that there are actually two
          distinct Mob Madnesses - the right handed version described above and
          Sinister Mob Madness obtained by switching all the R's and L's above
          (including having everyone start with two clubs in the left hand).
          We'll still feed the typewriter from left to right, though. (Yes, you
          could feed from right to left, but it's not a significant change and
          l'd like to standardize in typewriter direction.) If you insist on
          trying to combine Mob Madness and Sinister Mob Madness, you have to
          add an extra count between them; you can simply have everyone do a R-L
          self on count 16, then start the Sinister version, and later add a L-R
          self on count 16 before going back to the righthanded version. 
 Finally,
          you can do Mob Mildness and Mob Neurosis, which are just like Mob
          Madness and Mob Psychosis, respectively, but with the feeder throwing
          straight and the feedees diagonally. 
 Jim's
          1-Count Jim
          Brennan explained that his 3 count was inspired by a pattern in the
          Spring 1996 Juggler's Workshop called Brendan's
          Folly, a surprisingly doable 1-count. In that pattern, each person
          throws all four of the possible diagonal and straight passes (two from
          each hand), in a sequence four counts long. One person is doing RLRL
          and has no hurries, but the other person is doing RRLL and thus has
          two hurries. 
 On
          the other hand, if we take Jim's 3 Count and eliminate all the selves
          to make a 1-count pattern, we find that each person does RRLL, with
          two hurries, just as in the 3-Count version (see Fig. 13). This
          1-count is harder than Jim's 3-Count simply because you don't have the
          two selves to recover from the hurries.
          But if you don't rush the throws here, it isn't too hard to do. 
 This
          1-count starts just like the 3-count version, with one person passing
          a R-R and the other a R-L. The straight passer starts RRLL and the
          diagonal passer starts RLLR (same 
 One nice thing about this pattern is that, unlike Brendan's Folly, Jim's 1-Count has no collision problems because you never have both jugglers passing straight or both diagonally. (For another collision-safe 1-count with hurries, see my RRLL pattern in the Summer 1992 Juggler's Workshop.) If you want to go the other direction, however, try the next pattern. 
 All
          Collisions This
          pattern, also suggested by Jim Brennan, seems to be the ultimate
          nonrandom 1-count pattern you can do. That's because All Collisions
          is made up of exactly the four possible pairs of throws that you and
          your partner can make that are highly susceptible to collisions. 
 Since
          collision-likely passes come from passing from opposite hands, in this
          pattern you and your partner pass mirror image sequences. One of you
          starts with two in the R and the other with two in the L. Then you
          just alternate straight and diagonal passes (both throwing straight,
          then both diagonally, and so forth, with no selves). One will start
          passing RRLL while the other starts LLRR (see Fig. 14). 
 To
          avoid collisions, use the techniques discussed above under the Random
          3-Count. Actually, I find that only one person - the
          "avoider" - needs to do anything unusual; the other person
          can throw normal passes in the straight, diagonal, straight, diagonal
          4-throw cycle. The avoider creates a separate lane by passing from
          outside to outside for straight passes, while passing behind (outside
          to inside) for the diagonals. You
          could, if you wanted, add two selves after each pass here to make the
          All Collisions 3-Count. Over 20 years ago, my original passing partner
          Tom Davis and I came up with and mastered what I would now call the
          All Collisions 2-Count, with one person passing all diagonal lefts and
          the other all diagonal rights. The trick to avoiding collisions is the
          same in each of these patterns. 
 Random
          1-Count  This
          pattern is easy to describe but much R,
          L-L, R-L and L-R. As explained in earlier patterns, collisions are
          likely when the two of you are throwing from opposite hands with the
          same type of throw (straight or diagonal). See the All Collisions and
          Random 3-Count patterns above for some collision-avoidance techniques. 
 Since
          this is a random pattern, you generally don't know if your partner is
          throwing straight or diagonally, so you don't necessarily know if you
          need to avoid a collision. In fact, you'll probably find that 
 Each
          of you has four throws that you can make in the pattern (not counting
          tricks): R tries
          to avoid collisions, unless you are using opposite (and thus
          compatible) strategies, but you can always take turns being the
          avoider. 
 A
          variation you can add is the handacross from Martin's Madness. In this
          case, if your partner has passed to your R hand, say, then  (If
          you have any comments or suggestions for Juggler's Workshop,
          write to: Juggler's Workshop, Palo Alto, CA or call
          Martin Frost) .  |