Words for running and juggling in Micronesia
||Hit the showers!
||ettal im tutu
||som nu yihyih
* May refer to game in which ball is tossed up, rocks are scooped with the hand, and then the descending ball is caught.
- cascade, inside: Throwing the balls in alternation from the right hand to the left, left hand to the right, each outbound toss passing under the inbound ball. This is the correct pattern for joggling.
- cascade, outside: Throwing the balls in alternation from the right hand to the left, left hand to the right, each outbound toss passing over the inbound ball. People who start by learning to juggle by juggling two balls in one hand often throw outside throws on the side on which they are accustomed to doing a two ball juggle.
- shower: Throwing the balls in a continuous circle, one hand throwing, the other always catching and shuffling the caught ball back to the throwing hand.
Joggling (Lee Ling)
- Boomeranging: Throwing the balls out into a headwind and letting the wind kite the balls back into your hands.
- Cloud-watching: Staring at clouds overhead while joggling.
- Double Threat: Low overhead trees and potholes underfoot. Dealing with double threats is the key to joggling in Chuuk.
- Fifth dimension: cars. Each ball is a dimension, jogging is the fourth dimension, and cars add a fifth dimension, except in Yap where there is no fifth dimension due to the presence of sidewalks and courteously cautious drivers.
- Flight deck: The ball launch area on the front of your chest. Keep this area clear: necklaces, whistles, or racing numbers pinned in this area will be problematic.
- Infinity-looking: Focusing straight ahead on objects at visual infinity. The balls become blurry streaks in peripheral vision and must be caught by intuition. Permits focusing on road situation.
- Ground watching: Staring at the ground while joggling. Very difficult, usually leads to a melt down. A key skill when joggling along a trail with tree roots across the trail.
- Kiting: Letting the wind blow the balls back into the downwind hand. In a cross-wind the upwind ball can be lofted vertically, letting the wind blow the ball across to the catching hand. The downwind ball has to be pushed back upwind.
- Leafing: Grabbing an overhanging low tree leaf instead of the descending ball.
- Meltdown: Dropping two balls.
- Nuclear Melt Down: Dropping all balls.
- Perching: When you, intentionally or unintentionally, catch a ball such that it is perched on your fingertips but not clasped. Returning the ball to flight usually requires a deft push as opposed to a true throw.
- Rest hop/Rest stop: Throwing one ball high, allowing the ball to fall and bounce once before catching it and returning it to the pattern.
- Side saddle: Juggling to one side due to a low sun ahead.
- Venturi ball: The ball that enters the high speed slip stream that airfoils around a windward corner of a building. Bernoulli effect.
- Skying: Advanced rest hop. Catch the thrown (skyed) ball on its way down. Less rest, no hop.
- Spashdown: Joggling in tropical rain so heavy that water pools in the palms of the hands, the balls becoming soaked on each and every arc, and landing with a plip-plop splashdown.
Lee Ling's Local Race "Rules"
- Start at the back so dropped tennis balls are not running hazards.
- Finish with the number of objects with which one started.
- All juggled objects must under control as one crosses the finish line.
- Joggle turns, corners, and turn-arounds.
- Stop at water stops, drink, and then turn in cup before continuing. All running should be accompanied by juggling and jogglers should never litter.
- Joggling must be done throughout the race with exceptions allowed for extremely hazardous or treacherous conditions such as trail stretches with lots of tree roots and logs, or narrow roads wtih high speed two-way traffic present.
- Drops do not directly count except that they naturally slow one down.
- Greet local elders and chiefs with the appropriate greeting no matter how winded.