Ken Matsuoka, GBA03100@niftyserve.or.jp.
Colin Wright, email@example.com, and Andrew Lipson, ALipson@cix.compulink.co.uk.
You are also encouraged to create your own juggling patterns. If you would like your patterns or demos to be included in future versions, please mail them to me or email to ewc@AuE.com.
This is a demonstration copy of the Easy Juggle program that is presently being sold in juggling stores around Australia. This has only a small fraction of the total juggling patterns that are available in the full version, and some of the other features have been disabled. The demo version can be freely distributed and has instructions on how to purchase the full version.
Touch for a full size sample screen image.
Darren Snodgrass, firstname.lastname@example.org.
3 ball Juggler uses fast animation with high resolution EGA/VGA graphics to teach juggling. In addition to teaching all the fundamentals of three ball juggling, the program demonstrates some common mistakes most beginners make. Graphic and text instruction of several tricks are also provided. Speed can be varied allowing the juggling to be viewed in slow motion. A challenging multi-level nonviolent arcade game is also included. This game simulates juggling with control over each hand. (Distributed via Shareware.)
Juggle is another graphical simulator for juggling site swap patterns. When given a pattern, it creates bitmap pictures of the balls it will use, calculates in advance the positions the balls will have to be in, and animates the pattern until a key is pressed.
A pattern is a string of tosses. A toss is represented by a number, specifying how long the ball is to stay in the air, and may optionally be followed by a ' (apostrophe), indicating that it is an outside toss. Numbers of more than one digit must be encloed in parentheses. The letters a-z can be used as shorthand for the numbers 10-35, and do not need parens.
Michael Kleber, email@example.com
This program takes site swap patterns on the command line in the form invented by some of Bruce Tiemann (firstname.lastname@example.org), Bengt Magnusson, and Joel Hamkins [LOGIC] to specify two-handed alternating patterns.
The program has a simple internal form to keep track of the balls: the -d flag causes the diagnostics to be printed. If the program discovers a flaw in the pattern, it forces the diagnostics. Either way, most nice features of the program are disabled.
Allen Ivar Knutson, email@example.com.
Matt Misbach, firstname.lastname@example.org.
By Brian Apps, email@example.com.