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Call History

    Previous Floor
    Saved Floor

    Instructions

    This is a program that simulates square dance calls for a 6 couple rectangle. This was inspired by the Taminations sequencer. You can get the definitions for Mainstream square dance calls at Taminations mainstream list.

    Quick Start

    If the instructions are hard to see, resize the window to be short and wide. On a phone turn it to the landscape view.

    To get started type the bold abbreviations (one line at a time) in the 'Enter Calls' textbox.

    Notice each time you type a call it shows the end formation. It also shows the beginning formation in the 'Previous floor' area. When the square is resolved it will chirp, and also display a notification.

    You can use the up and down arrow keys or click on entries in the 'Call History' area to review previous calls. The left and right arrow keys jump to the first or last call in the call history.

    At any time you can type Ctrl-S (Save) to remember the currently displayed floor in the 'Saved floor' area. You can also double click on any call in the call history to save the floor after that call.

    You can clear the call history with the reset (or Ctrl-R) button and undo the last call with the undo (or Ctrl-Z) button. You can also practice remembering dancers by using the 'hide' button to give each dancer a random color. Resetting the square does NOT change the colors, but hitting the 'hide' button when there are no calls WILL change the colors.

    More Details on Usage

    New/Changed Calls

    There are a few calls that are either new, or need an explanation for dancers to be successful. You are encouraged to try these out in the simulator to confirm you understand what they do.

    Modules Work on 6 Couple Squares

    It is surprising (at least to me), that MOST square dance figures that work in 4 couple squares also work in 6 couple squares. The main caveats

    In short, probably most of your most popular figures 'just work'. This means that you can call a six couple square immediately (just stick with modules you know work).

    Resolving

    Resolving a 6 couple square is not much harder than a 4 couple square. The hardest part is that you have to remember 3 couples (not just 2) to know what to do. Any three in a row will work, but for the sake of discussion, we will assume that the three couples are the side couple #6 and the couples on either side (#5 and #1). In general you have to remember all 6 of these people to resolve. The general technique for resolution is as follows You have now resolved the ends (your focus couple). However importantly because you are in a triple pass thru configuration you can operate on JUST 2 couples (the very centers) or 4 couples (the centers) without disturbing what you have already resolved. This is the key to the resolution technique. The next step is to get all the 'neighbors' (couple #1 and #5) of your focus couple (#6) next to that focus couple. The operations you have are

    As this point the OTHER center couple might contain dancers that are on the wrong side. if This happens, then you need to do a Centers Pass To the Center. This bring these outside centers to the very center. You can the repeat the process of using FL, RFL, and V PT or V SQ3 to get these dancers to the correct side.

    Now that have all the neighbors of your focus couple near your focus couple you are almost there. The procedure from here works EXACTLY like in the 4 couple case. There are two cases.

    There are many variations on this basic theme as well as shortcuts etc. For example you can use Stretch Ferris Wheel instead of Wheel and Deal to get to the triple pass through formation. There are plenty of alternatives to FlutterWheel which swap dancers in a box. These could be used instead. There are many such variations. The key insight however, is that 'very centers' and 'centers' let you fix the inner part of the square without disturbing the ends. The other important insight is that it is enough to get the neighbors of your focus couple to the correct half of the square. The rest works like 4 couple resolution.

    You will quickly find that the hardest part of resolving a 6 couple square is remembering where the dancer's home position is. To help in practicing this you can press the 'hide' button which removes the numbers an consistent coloring of the dancers. Instead they are given random colors. You will find it much more difficult to resolve under these conditions (which mimic real world conditions better). If you forget dancers belong you can 'peek' by clicking the 'identify' button and again to go back. You can also hit the left arrow to see the first position of the square (which tells you where home is) and then it the right arrow key to go back. When you wish to get a new set of colors to try, you need only hit the 'hide' key when the dancers are reset. Thus you can keep hitting 'hide' if on a reset square to keep getting new sets of colors.

    Singing Calls (Corner Progression)

    You can even do singing calls with corner progression with 6 couples. The following modifications are needed.