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The
Mad Professor's Shooting Bible Over
the past three years, Ive debated whether or not to even write about this particular
subject with any kind of specificity and detail. Two
of our dice-influencing friends, QBinUT and Bearish will confirm that I have long resisted
the urge to publicly discuss or explain what I consider to be, one of my primary
dice-influencing weapons. Underhand
Tossing and Forward-Spin Normally
I only talk about using underhand (palm-up) tossing and forward-spin in hushed tones with
a few other Board Members (through IM's and e-mails) because the entire subject seems to
not only upset the womenfolk and unnerve the dicesetting communitys livestock, but
it also flies in the face of accepted conventions, traditional doctrine and orthodox
teachings. My
sense of it is that underhand dice-tossing and forward-spin both have a
significant and very worthy place in Precision-Shooting. Does
it work on every table? Heck
no, but it works incredibly well on most of them, and it works exceptionally well on
tables that most dice-influencers have branded as "unplayable". I'll
give you a quick example. The
tables at Wynn-LV, Harrahs in Joliet and Detroits Greektown (to name a few),
have each been described as being tough to beat because of their seemingly erratic
trampoline bounciness and harsh backwall rebounds. I
have found that an underhand (palm-up), ultra Low, Slow & Easy Toss with moderate
forward-spin turns each one of those untamed tigers into lovable little kittens. Can
forward-spin be successfully used on most tables? I
say it can. I've
found that it works even better on tables where I've traditionally done well
on while using a more conventional overhand (palm-down), backspin landing.
Ø
In
most cases, forward-energy decay can be controlled much more easily without
having to resort to high-angle trajectories or any uncomfortably-slow throwing-motions.
Again
though, the strongest foundation for any kind of consistently predictable and exploitable
success using ANY TYPE OF THROW; is often best built up by one toss and one inch at a
time. How
To Do It For
me, the easiest way to impart forward-spin is to take any conventional grip and
turn it over and make it into an underhanded release. That
is, you can set the dice and grip them exactly the same way you normally do now...but
instead of throwing them palm-down and with backspin; you turn your palm up and throw them
underhanded to produce forward-spin. At
first it might feel a little strange. Ø For example, youll find that you dont have to release the dice quite so high in your toss-motion arc as you did when using backspin.
Ø
If
your grip is as balanced (equal in finger-pressure) as it should be; then the dice should
release as smoothly underhanded as they do when you release them with palm-down
backspin.
Ø
The
principal advantage to forward-spin of course is that you avoid most of the hopping,
popping, skipping, jumping and off-axis splattering that often results from excess
backspin on bouncy tables. On
normal tables, youll mostly discover that you can turn a good consistent
overhand (palm-down) toss into an Ohmigawd, I cant believe how talented I
am underhanded throw.
Needless
to say, forward-spin has not yet gained wide acceptance within the dice-shooting
community; however to my findings, it does deliver almost-too-good-to-be-true
consistent on-axis, primary-face production when combined with a L, S & E toss,
especially on those hard-to-tame layouts. Why
Forward-Spin Works So Well With
backspin, the dice have to transition from spinning backwards to rolling or
tumbling forward once they make their initial contact with the table. The shock, impact and violence of their initial
contact with the layout is often enough (about 30% to 55% of the time) to upset their
on-axis orientation as well as their facial correlation. Further
to that, their initial impact with the table is usually quite forceful and intense
although we dont actually see it with the unaided eye.
Ø
That
first impact at the far end of the table is what forces backspin to transition into
forward tumbling.
Ø
When
they first touch down, the reversing-motion shock, especially on some types of layouts,
often causes disarray to our pre-arranged die-faces, and the resultant outcome is NOT a
pleasant one (again, about 30% to 55% of the time).
Ø
Equally,
a wide range of trajectories when coupled with backspin, cause all sorts of erratic and
unexpected aftermaths. However, with
forward-spin, the range and severity of those problems are dramatically reduced. Heres
why:
Ø
If
you take some of the shock, impact, upset and violence out of the initial landing, you
enable the dice to transition much easier and much more fluidly into their next
event (their impact with the backwall).
Ø
With
forward-spin, there is essentially, no transition simply because the dice
are continuing to do what they were doing instead of having to reverse
their backspin motion.
Ø
With
an underhand toss, the dice are spinning forward as they fly through the air, and they
will continue to tumble or roll forward once they touch down.
Ø
By
throwing them with forward-spin, you arent asking them to stop doing one
thing (spinning backwards) and start doing something new (rolling forward). Instead, you are helping them smoothly maintain
their on-axis stability as well as their primary-face integrity, by assisting their
undisturbed course of action instead of disrupting it.
Ø
By
avoiding the entire transition process (from backspin to forward rolling); the dice are
more likely to maintain their straight-tracking direction as well as their axial and
facial integrity.
Ø
As
a result, you achieve a much higher degree of on-axis, primary-face outcomes.
Ø
Add
that to the fact that facial-correlation becomes much more coordinated and predictable,
while double-pitch avoidance increases; and you have a situation where your
exploitable betting-opportunities increase not only in breadth, but more importantly, your
strongest wagering plays become even stronger. Adjustments The
biggest adjustment that youll have to make when using an underhand forward-rolling
toss, is to the speed at which you throw.
Ø
Since
the dice are no longer having to endure the violent transition from backspin to
forward-roll, the energy that they used to expend in doing that, is no longer consumed.
Ø
Therefore,
you will almost always find that you have to reduce your throwing energy (the force
with which you toss the dice) to much lower levels than you are used to.
Ø
The
second biggest adjustment youll have to reconsider is to the trajectory with which
you normally throw them. You may find that
some of the high-trajectory, high-apogee, high-zenith throws that you may have used in the
past are no longer required quite as often. Ill
quickly add that the one place you will probably find much more success with while still
using a high-trajectory underhanded forward-spinning throw; is when you are trying to
execute a perfect at-the-base-of-the-backwall Dead Cat Bounce. Again,
since the dice dont have to transition from backspin to forward-roll, there is less
upset and disturbance to their as-set primary-faces upon landing. Because of that, many players find that a
high-trajectory underhand throw will cause the dice to settle and halt right at their
initial touch down spot
which produces the stopped-dead-in-its-tracks Dead Cat
Bounce. Controlling
Forward-Spin Revs The
same tenets of controlling backspin generally hold true for forward-spin too. I divide spin-control into three broad groups:
Ø
Natural
Spin
Ø
Wrist-Snap
Spin
Ø
Finger-Roll
Spin This
is the amount of rotation that happens when you release the dice without adding any
last-second point-of-release movement(s) from your fingers, hand or arm. Therefore,
the amount of spin that is imparted to the dice is a product of your forward hand-and-arm
speed, instead of any intentionally increased or decreased wrist or finger movement to
induce more or less spin as you release the dice. Depending
on the arc of your arm-movement and where the dice are released in relation to that arc,
as well as how smoothly your release transitions to a same-arc or different-arc
follow-through; determines the amount of spin that will be naturally transmitted
and contributed to the dice. Further,
the direction and speed of release from your fingertips (how quickly or slowly
you open your fingers and thumb), and where your fingertips were pointing to or arced
towards at that release-moment, will also influence how much "natural" spin the
dice receive. Wrist-Snap
Spin Just
as the name implies, this spin is controlled by the speed difference between
the arc of your lower arm and that of your wrist as it unfurls at the point of release. If
you gracefully move your wrist from a "demure swan" position (wrist curled in)
to a fully extended and straight-aligned fingers/hand/wrist/lower arm configuration (aimed
directly at your target-area) at the point of release; then the amount of spin will
obviously be controlled by how quickly you make that transition and how quickly you unfurl
or snap your wrist. Less snap = less spin,
more snap = more spin. To
accomplish wrist-snap with a palm-up throw, you can still use exactly the same grip and
finger-alignment as you always have. The only
difference is that your pre-release wrist is cocked up towards the inside of your
elbow instead of being curled under backwards and facing the near backwall of the table. A
different way to accomplish underhand wrist-snap, is to keep your wrist cocked backwards
until the final few moments before you release the dice when you quickly pivot your hand
with a fast forward-sweeping motion. Your
release-point can also impart more forward-spin if the dice are held fractionally longer
in the upward extending throwing-arc than if they were released sooner and more directly
(in a straight line) towards the backwall. That
is, a dice-release that is flatter and more inline with the table surface will tend to
have less spin than one where the dice are released when your arm has started to arc
toward the ceiling. Again too, the speed of
that arc-movement at the time of release will also impact the spin-rate of the dice. Taking
that knowledge in a different direction; you can also use a downward arc that starts
directly over your dice pick-up position and then angles the throwing motion downward
on a shallow bowling-ball like glide-path towards your intended initial touch down
target. Finger-Roll
Spin If
you grip the dice as you normally do, you'll notice that you can "rock" (sway,
mildly wobble, or undulate) the dice within that grip by rolling your finger(s)
forward or pulling them back...all the while using your thumb as the hinge (pivot or
fulcrum) on which the dice can be rocked back and forth.
That rocking variance within the same grip can be used to add or subtract spin
right at (or just before) the point of release. The
quicker you rock the dice or unfurl your fingertips when you release them, the more spin
you will add. If you unfurl them slower than your forward-moving hand-speed, then less
spin is imparted and you end up with a spin-rate that is much slower than your
arm-movement throwing speed would suggest. Therefore,
some players use this method to retard forward-spin or to eliminate it altogether. Conversely,
some players rock the dice or unfurl their fingertips faster than their forward-moving
hand-speed, and obviously more spin is imparted and you end up with a spin-rate that is
much faster than your arm-movement throwing speed would indicate. Using
an underhand forward-spinning toss virtually eliminates the one huge problem that most
players suffer from when they use this kind of fingertip release in a overhand backspin
toss; and that is their tendency to "push" their thumb into the dice seam and
therefore split the dice in an outward off-axis wobble.
The underhand variant of this release pretty much eradicates that
thumb-push/split dice-seam problem. When
you add that to the fact that the dice can now smoothly ROLL off the tips of your
properly-aligned fingertips without having the troubling last-second contact of your thumb
playing havoc with a fluid release; you end up with less at-release agitation,
disarrangement and misalignment. However,
having said all of that
An
underhand toss CANNOT can't take total credit for a perfect on-axis primary-face outcome,
nor can it take total blame for a totally random result.
Ø
The
trajectory of your throw...
Ø
The
energy (speed and force) with which you throw...
Ø
The
"squareness" of the dice on their landing (in relation to the table-top and the
backwall)...
Ø
As
well as the speed of forward-spin rotation...
Initial
Landing-Zone Targets and Additional Spin-Control When
I want to add more forward-spinning revs to an underhand release, I simply don't extend my
arm towards the target (touch down/landing area) as much; or in the alternative, I could
choose to shorten my dice release-point and increase the speed of my throwing-motion. Either change means that the
trajectory of the dice has now changed and therefore I will need to make adjustments to my
initial touchdown target too. Ø
By
shortening my follow-through/arm-extension, the dice will come off my fingertips with
slightly more forward-spin. Ø
If
my initial landing-zone is quite a distance from the backwall (like 16" to 24");
then they'll need more forward-rolling momentum to get all the way to the backwall (while
still maintaining their axis and facial correlation). Ø
My
normal landing-area while using an underhand, forward-spinning toss, is about 6" to
10" from the backwall. Ideally, the dice
will only carry just enough momentum or forward moving energy, to hit the flat
(non-alligator) portion of the backwall rubber, and then slightly rebound straight
backwards by no more than 3" or 4". Ø
The
table itself will dictate any adjustments that have to be made as far as moving my initial
landing-area closer to or further from the backwall, as well as indicating if more or less
forward-revs or throwing force energy is needed. Reducing
Throwing-Force and Rebound Energy We've
talked about dialing-down your throwing-energy many times before, but many guys still have
a hard time doing that from the close-in SL/SR 1 and 2 positions. In
trying to reduce their throwing-force and the amount of rebound energy they get when the
dice hit the backwall, their slowed-down throwing-motion ends up looking like a
herky-jerky slow-motion claymation (think Pokey and Gumby) cartoon. The
reason for that is because the slower you try to move your arm below a certain
speed, the more you are going against what I would call the "natural speed" of
your normal toss. As a result, the throw becomes kind of ragged looking...or at least
ragged resulting. When your throwing-motion loses its smoothness and fluidity, you can't really expect the dice-outcomes to be a thing of beauty either. What's
the cure? If
your throwing-motion lacks the required smoothness and finesse to achieve consistently
flat and square on-axis landings when you are at a SL/SR 1 or 2 position and you are
getting way too much rebound energy off of the backwall; then simply move back a couple of
feet or one or two table positions. This
isnt heresy or blasphemy
its just COMMON SENSE. A
Real-World Example
Spongy
Layouts Lets
talk some common sense before I jump in and describe how I handle trampoline-type layouts. In
fact, lets talk about trampolines themselves. The
way to get the best rebound from an actual trampoline is to go to the softest part of it
and start jumping up and down. The more
give, the better. Okay,
let me ask you this.
Ø
If
you merely flexed your toes on the trampoline, even on the softest parts; how high would
it propel you? Not very high, right.
Ø
How
about if you slid your feet across it by a couple of inches or so. How high would it propel you? Again, not very much.
Ø
Well,
the same can be said for the trampoline layouts that seem to perplex a number of players. If you jump onto a trampoline from a high height,
then obviously its going to give you a high rebound; but if you merely walk across
it, sure it will give somewhat, but you arent going to be propelled into
the stratosphere like you would if you landed on it from a great height.
Even
if you try to gently plop the dice down with a no-spin knuckleball on a spongy
trampoline-like layout; the dice just naturally have to rebound with contrariwise popping
and oblique splattering simply because that is what your toss is INSISTING the surface do
to them. You may not KNOW that that is
what you are asking for, but by throwing the dice with backspin from a medium to high
trajectory, or with a plopping no-spin knuckleball medium to low trajectory landing; that
is exactly what you are going to get from a trampoline-like layout. A
forward-rotating throw is far easier to control on these types of layouts than any of
their backspin cousins.
Ø
As
Precision-Shooters, we ideally want the forward-moving energy of the dice to decay at a
rate that will see them lightly and squarely impact the backwall and then have each die
roll back an equal number of rotations (to maintain their as-set primary-faces).
Ø
Equally,
we need the dice to make their initial landing on the felt in such a way that they don't
jump or pop too high. Therefore, the initial touchdown area has to be far enough
away from the backwall that the dice make their second touchdown ON THE FELT and
NOT into the pyramids of the backwall.
Ø
Once
they make their second touchdown on the felt, then they can easily roll into the
smooth backwall margin while still maintaining their axial and facial integrity.
Ø
To
fit all of those actions into your conventional throw from your conventional close-in
throwing position on spongy layouts, you'd probably be strongly tempted to radically
increase the trajectory and spin-rate of your toss, but that is where most of the off-axis
hopping, popping and scattering problems lie.
Ø
If
you increase your trajectory on spongy layouts, then the dice tend to pop and scatter in a
wholly inconsistent way.
Ø
Likewise,
if you add more backspin revs, the dice won't scatter nearly as much, but they will
tend to jump higher...and into the backwall alligator at an angle-of-incidence that
almost always guarantees a low-to-moderate reliability outcome. That sounds too much like
random gambling to me. I'd rather increase the influence on my influenced toss.
Ø S-L-O-O-O-O-W the dice down. If that means moving a little further away from the backwall...so be it. You will not go to Precision-Shooting hell just because you aren't in the required SL/SR 1 or 2 position. That way you can still use your usual throwing-motion AND your usual throwing-speed, yet get results that are near to or even better than you achieve on conventional neutral layouts.
Ø
R-E-D-U-U-U-C-E
the amount of spin. SPIN and SPONGE do not go together. Whoops, there's a
bumper-sticker slogan that's going to end up in somebodys next book. A little forward-spin is necessary, but too much
often proves itself to be ridiculous
and money losing.
Ø
M-I-N-I-M-I-Z-E
the trajectory. However, it is critical to understand that trajectory alone IS NOT
the solution. If you use the shallowest of trajectories but maintain your normal
throwing-speed and spin-rate from your normal table-position; then the dice will likely
skip like a stone across water into the backwall alligator-bumps with undiminished energy.
Summary
of Underhand Forward-Spin By
eliminating the transition from backspin to forward rolling, an underhand toss helps the
dice to endure less axial trauma and less facial-correlation disturbance. By
supporting their fluid forward-spin transition from mid-air flight to in-phase
forward-rolling; you enable your pre-set dice-arrangement to maintain a higher degree of
integrity and correlation. Less
disturbance and agitation means more on-axis, primary-face outcomes. Good
Luck And Good Skill at the Tables
and in Life. The Mad Professor
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