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.
- h pto (Heads Pass The
Ocean)
- ex (Extend)
- st (Swing Thru)
- br (Boys Run)
- fw (Ferris Wheel)
- c sq3 (Centers Square thru 3)
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
- Calls are given very short abbreviations that are mostly the first letter of
each word in the call (exception below). When using the first letter of of each
word would be ambiguous (e.g st is Swing Thru or Square Thru), we either use
the next letter (e.g Extend = ex) or the LAST consonant (e.g. StaR Thru = srt).
- One word calls typically have the first syllable. (e.g. recycle = rec)
- Dancer Designators are all one letter, and separated from the call by space
(h=heads, s=sides, c=centers, e=ends, v = very centers)
- Calls Available:
- Couples circulate is the same as circulate so we don't have that call.
- Typically you must explicitly call step to a wave (stw) from facing couples (st is an exception).
l
- You can paste multiple commands (separated by space or a ;) into textbox.
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.
-
Wheel and Deal (whd) - When called from lines facing out, there are
three couples facing out. The outside two couples do what they would normally do, the very center
couple does a partner trade (and become the very centers of the triple pass through formation).
- First Couple go Left Next Right (flnr) - This starts in a completed triple pass
through formation and again the first two couples do what they would have done in a 4 couple square.
The last couple does a partner trade, and together they all form a line facing in.
- Bend the line - When there are 2 rows of 6 dancers facing, you can bend the
line but the simulator currently does not support it because the flow is so bad. However bending
a line of 6 facing out does flow well, and so this is supported. Bending from two faced
lines of 4 also is legal and supported.
- Triple Pass Thru (tpt) - This works just like double pass through, however
you pass 3 people and end in a completed triple pass through (facing out or someone's back).
- Centers and Very Centers (c and v) - Ends or outsides work as before. However There
are now 4 couples that are in the center not just 2. However it is useful to have only the most
central 2 couples do something, and they are referred to as the 'very centers'.
- Stretch Ferris Wheel - normal Ferris Wheel works and is supported,
but it is useful to be able to form triple pass through formation (after all, in a 4 couple square
a Ferris Wheel makes a double pass through formation). To achieve this, we ask the
dancers facing in to not Wheel And Deal with the first couple they meet but the second.
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
- Promenade 1/2 is NOT equivalent to a
Heads Right and Left Thru. The problem is that a promenade swaps
the head dancer couples left-right as well as front-back. If you substituted
a Heads Right and Left Thru for the Promenade 1/2
the figure would likely work.
Note that figures that get you 'across the street', still all work
(they are equivalent to a Heads Right and Left Thru)
Thus things like
Heads Square Thru 2, Heads Pass the Ocean, Extend,
or the use a 1/2 chicken plucker (RLT-PT-TB), all work.
- Anything that creates 4 groups of 3, rather than 3 groups of 4 is not likely to work
without modification.
This includes bending a line of 6 as well as anything dealing with a triple pass
through formations. Thus things that will need modification include
- Tag the Line
- Cloverleaf
- Wheel and Deal (facing out, 2-faced is OK)
- Bend the Line (of 6, 4 is OK)
Note that figures that form triple pass through formation can often be fixed
simply by adding a extra Zoom. For example the zero
works in a 4 couple square but NOT a 6 couple square, but adding a zoom makes
it a zero for a 6 couple square.
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
- Get your focus couple coupled up - You can do this many ways one way si to get to
ocean waves and then use all-8 circulate one gender circulates to match them up.
- Get that couple to lines of 6 facing in - (recycle bend the line will do it)
- Call Wheel and Deal - this makes a triple pass through formation.
- Get your focus couple to the ENDS position - call Zoom enough times to
do this.
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
- Very Centers FlutterWheel- Look at
the two pairs of dancers in the very center. Either they BOTH go to one side or there
is a mix (one needs to go to one side and the other needs to go in the opposite direction).
In this later case, use Very Centers FlutterWheel
to fix it so that each couple on one side of the very centers both need to go in the
same direction.
- Very Centers Pass thru or Square thru 3 - Once the
very centers need to go the same way, you use either a Very Centers Pass Thru or
a Very Centers Square Thru 3 to get them on the correct side
facing the other center couple.
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.
- The all dancers are paired up - in this case do a Centers Pass Thru,
Veer Left, and Bend the Line. This forms lines of couple up dancers. Then just like
in 4 couple resolution, you can either do a Star Thru, Square Thru 3 or
a Star Thru, Pass Thru to complete the resolution.
- The neighbor dancers are mixed - this work JUST LIKE 4 couple resolution. Either
a Centers Pass Thru or a Centers Square Thru 3 will resolve
the square.
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.
- You will need 6 figures instead of 4 to get all the way around. Thus you
need sacrifice your closer and middle-bridge and use them for figures (thus you only
have an opener). Thus you need to pick music that is uniform for all 7 parts of
the dance.
- Singing call figures have a promenade at the end which is now LONGER,
so choose SHORT figures.
- In your opener, try to call the first Allemande Left early to
cut the amount of Circle-Left time you do. This will make up for some of the extra
time that will be needed to do the weave the ring and promenade.
- Surprisingly, you can do a grand square in 6 couple squares.
The key is that the 'very center heads' have to turn AWAY form
the center of the square which is OPPOSITE what they are used to.
They end up being in TANDEM with their partner as the do the
move, which is what makes it all work. It is definitely something
you want to have your dancers practice first. The grand-square
takes the same amount of time, however you will need more time
for the promenade, so it is OK that dancers go fast on this one.