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Definitions ==> Calls and Concepts

Magic Coordinate
Please don't call me nuts, but I must ask you for explanation of Magic Coordinate. Your website, SD and CSDS give the same result, but I am not happy with this result.

Everything in me cries that the Very Centers should move up on the other side to end in Two-faced Lines. I have two reasons to say that.

1) All other magic calls end up as their normal opposites, we just call the formation magic. I mean for example Magic Pass & Roll Your Neighbor & Spread ends in Magic Waves = samefoot prints as normal Waves). Hence, Magic Coordinate should end in Magic Two-faced Lines.

2) From 1/4 Tag formation: Magic Release works as I expect, it means the Ends of the center Wave go diagonally to the far end. I don't see big difference between the ends of the center wave and very centers (= centers of the (phantom) center wave).

Please tell me, what am I missing?

The short answer is "because that's the way it's always been done".

The long answer is...

  • In the old days, someone would write a call, for example Coordinate/
  • Then someone else would write another similar call -- for example Cross Coordinate, or Split Coordinate, or Magic Coordinate.
  • We didn't have well-defined "concepts", just vague notions of terms like "Cross" or "Magic".
  • Eventually, we tried grouping similar calls together to form concepts, which is the primary reason why Concentric has so many extra little rules.
  • Magic was a particularly difficult concept to quantify. The traffic pattern of a Circulate was well-defined. The rule "work normal once you leave the magic circulate path" seemed to cover most of the remaining cases. Perhaps on Magic Coordinate, the last part for the very centers can be justified as "because they're leaving the magic circulate path (i.e., Hourglass Circulate), they work normal"???

last modified: 24-May-2013   
ID: 753
  
  
  

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