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Conquering Ultra Bouncy Tables - Part 3

The Function of Spin

As many players have discovered, these next-generation super-bouncy tables are very touchy especially if you use what at first blush intuitively calls for a no-spin knuckleball toss.


Unfortunately that usually worsens the situation.

The fact is that a flat no-spin knuckleball landing will often result in a surprisingly high rebound accompanied with astonishingly unpredictable uncorrelated forward hopping, near-vertical popping, and sideways splattering. The fact is though, you really shouldn’t be surprised because the descent angle of most no-spin knuckleball tosses invite and encourage the HDCC foam to dispense that kind of random-inspiring response.


Why is that?


If the dice land flat with a no-spin knuckleball on a conventional hard-neutral surface, you often end up with a
dead-cat bounce; however on the super-bouncy layouts that we’re talking about today, the dice will often times bounce right off of the table.


For that reason, I have found that these tables need A LITTLE BIT of spin instead of a no-spin knuckleball. Again though, when I say “a little bit” of spin, I DO MEAN a
LITTLE bit.


When you combine a little bit of two-or-three-full-rotations-between-release-and-initial-impact
spin with an ultra-low and ultra-flat flight-path trajectory; you end up with an amazing level of axial and facially-correlated integrity…and that is what dice-influencing is really all about.


Why Use ANY Spin At All Or Why Not Use MORE Spin?


If the dice land with improper amounts of directional input (either too much or too little); then the axially-and-facially upsetting
reaction imparted by the table-surface itself contributes to the randomness of subsequent movements.

In other words, we know ahead of time that the table will react differently to the impact of the dice depending on the trajectory it is hit with. We also know that that reaction will be dictated both by the force with which the dice impact the surface, as well as the angle-of-incidence (the steepness or shallowness) in which the dice hit it.


As a result we have two seemingly contradictory impact-elements to deal with. On one hand, we want to
minimize the high rebounds that are caused by steep descent angles, while at the same time, we want to maximize the directional stability as well as maintaining axial and facial-correlation integrity of the dice.


To accomplish all of that in syncronous harmony, we need to
input a little bit of spin on the dice to maximize the directional stability as well as maintain their axial and facial integrity when they make their first impact with the table, but not with excessive spin so as to cause a high and erratic rebound off of either the table or the backwall.


Equally, the flight-trajectory of the dice has to be
low enough to the table itself and shallow enough in arc so that axial disturbance and facial disruption is held to an absolute minimum.


Throwing Speed


Needless to say, adjustments have to be made to your throwing speed in order for the dice to exhaust all of their unspent energy just after impacting the backwall (and hopefully at the smooth, non-alligator lower portion of the backwall). That means the dice should be rapidly slowing down (decellerating) on their initial touchdown, and just after they hit the lower (smooth) margin of the backwall rubber, they should have almost completely run out of steam as they gently rebound and come to rest on-axis, and hopefully on one of their four primary as-set faces.


Without a doubt, you will have to put
considerable effort into properly calibrating just how much or how little throwing-force you can get away with. My rule of thumb generally holds that you can reduce your throwing-energy by 30%, 40% or even 50% on most of these super-bouncy layouts, and still have a nice gentle on-axis impact with the backwall…


…or to put it another way…


If both of your dice are ending up
further than 4 or 5-inches from the backwall or from each other when they come to rest; then you can still dial-down your throwing-energy in order to better subjugate this sort of table in a consistent enough way and still live up to the casinos obligation to hit the backwall with both dice.


We’ll talk about this a lot more in
Part Four.


Until then,


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 22, 2007 2:18 AM.

The previous post in this blog was Conquering Ultra Bouncy Tables - Part 4.

The next post in this blog is Conquering Ultra Bouncy Tables - Part 2.

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