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Conquering Ultra Bouncy Tables -Part 6

A Little More Clarity...

The high-density closed-cell (HDCC) foam which is the underlay material that a growing number of casinos are installing or having pre-installed by the table-supplier; is far removed from the old open-cell foam-rubber that has traditionally been used in the upholstery and bedding industry or as an old-school underlayment in some casinos.

Rather, this new stuff is tough, resilient, and totally impervious to liquids.

In fact, the quickest way to determine if any foam that you are currently using is of the open-cell or closed-cell variety, is to see if it absorbs any water. If it absorbs
any water (as you would expect most foam to do); then it is open-celled. If it totally resists water with no penetration whatsoever (because the cells themselves are closed with an almost plastic flat-mini-river-rock-like finish); then it is closed-cell.

So Far…

…we’ve explored all aspects of my
ULTRA Low, Slow, & Easy Toss.

Clearly it is sensitive to throwing-speed, release-point height, spin-rate, landing trajectory angle, initial impact-point, and backwall contact…just like any other dice-influenced throw.

What it offers on a super-bouncy table, is a way for you to tame the effervescence and random-inspiring liveliness that the HDCC-foam imparts and contributes to the dice upon their first (and subsequent, if any) contact with the table-surface.

Needless to say, this toss requires a fair bit of fine-tuning to get it to do your bidding on a steady and reliable enough basis, and I suspect that some people can’t or won’t be able to dedicate the necessary time or effort to do so. Still others may find that even after sufficient trial and effort, the
Ultra LS&E still doesn’t provide the level of dependability that they are looking for on this type of high-rebound table.

For them I offer a significantly weaker alternative.

If All Else Fails

What I have found to be quite effective on the super-trampolines
IF my ULTRA LS&E doesn't work after prolonged tweaking; is to softly throw the dice in such a way so that they are gently trapped and stopped right at the crotch of the backwall/table-surface junction.

Essentially, it entails tossing a
very soft trajectory-sensitive lob with almost zero-spin rotation and making a flat and square landing where the leading bottom-edge of each dice hits the 90-degree horizontal-to-vertical intersection that is formed by the lower backwall lip and the table-surface.

If the dice are thrown
gently enough and they are landed flat and square enough to the backwall; then the impact stops both dice dead in their tracks. It's different from my Dead Cat Bounce in that the backwall/table-surface combo "traps" the dice without any bounce or rebound. In a way, it is similar to the “Trapshot” throw that our friend Operator was experimenting with about a year or two ago.

Without a doubt, this is a tough shot to make on a consistent enough basis and I would actively discourage players from even trying it on trampoline-like super bouncy tables unless they have
completely exhausted all aspects of my ULTRA Low, Slow, & Easy Toss.

This last-ditch effort trap-it-at-the-base-of-the-wall kind of toss is tough to master, and even tougher to get consistent outcomes with because it is so hard to get the landing-vector "just right" on a roll-after-roll-after-roll basis.

In fact, unless there is absolutely no other gaming-house choices for you to choose from; then I would recommend that if you can’t get the ULTRA LS&E to work on the super-bouncy tables in your area; then it might make more economic sense to save your money until you can travel a little further afield to gaming jurisdictions where they do have a less challenging range of table choices.

As always,

Good Luck and Good Skill at the Tables…and in Life.

The Mad Professor
Copyright © 2007

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This page contains a single entry from the blog posted on October 21, 2007 11:52 PM.

The previous post in this blog was Download BoneTracker 5.1 Here!.

The next post in this blog is Conquering Ultra Bouncy Tables - Part 5.

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