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Flying Discs
Page 177
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FLIGHT INSTRUCTIONS
FLYIN' SAUCERS have flight characteristics very similar to airplanes. The SAUCER |S launched
in identically the same manner as sailing your hat onto a hook-—by spinning and forward mo—
tion.
In order to fly In a straight line, the SAUCER must leave the hand in a level position. To
Curve the SAUCER, it must leave the hand banked or tilted in direction of desired curve-—-for
example: for left curve-—-the left side of the SAUCER must be tilted down.
FOR BEST RESULTS —- The spinning of the SAUCER is most important and most difficult to mas-—
ter. Because the spin creates a gyroscopic action which control$ the attitude of the SAUCER
in flight, a smooth, fast spinning delivery should be developed Do not hold the SAUCER too
tight.
Analyze your mistakes and make corrections by tilting or banking SAUCER.
be applied to the SAUCER as it leaves the hand.
The correction must
SAIL ‘EM BACK AND FORTH - PLAY CATCH !
—_ —_—_— —_—_—_— ao —_—> tA
o_o =
Begin by flying your saucer about |0 feet.
The distance you are able to fly it will
quickly increase with practice.
MAKE ‘EM TURN
By releasing the SAUCER
in a tilted manner, you
’ After learnin to
can make it turn to the fly stralght and make
left or right. Bank it turns, you'll be able to
the way you want it to fone your SAUCER return to you
Y ‘ ae sailing it [nto_ the breeze
turn. it is advisable to a eiare a bog The harder a
: fA wind blows, the flatter an an-
learn to fly straight be gle you cah fly it to make it
fore starting to make return. Spin SAUCER as much as
turns. possible.
MAKE ‘EM SKIP
Right—handers launch SAUCER so that left side strikes
hard surface. Right side for left—handers. Si
THE GAME OF HECKLE
THE GAME OF HECKLE provides a means of utilizing the unique manner in which the FLYIN!
SAUCER can be guided. Rules and regulations are provided, forming the basis for skil! and
competition
PLAYERS -— Four —— with two on each team.
OBJECT —— To fly SAUCER around HECKLERS into your partner's circle.
ALL CIRCLES ARE 6 FEET IN DIAMETER . CENTER SPACE MAY VARY WITH ABILITY.
All players must remain in their circle until SAUCER is airborne.
The game begins with the Flier (A) attempting to sail the SAUCER around the HECKLERS in the
circles (B) and (C) so that his partner in the Receiver's circle (D can catch it.
Flier (A) must remain in his circle when serving the SAUCER.
HECKLER (8) must remain in his circle at all times while his team is defensive. He may at—
tempt to stop the flight of the SAUCER, or distract the Flier in any manner. Should he step
or fall out of his circle, his team forfeits | point and the offensive team retains serve.
HECKLER (C) remains in his circle until SAUCER is airborne. He may then leave his circle to
heckle the Receiver (0) in any manner so long as he doesn't interfere with flight of SAUCER
or touch the Receiver, or step into the Receiver's circle. Hecklers forfeit 2 points for
each infraction.
Receiver (D) attempts to catch the SAUCER In his circle. Should he do so, then his team re-
ceives 2 points. Should it be necessary for the Receiver to leave his circle to catch the
SAUCER, then his team scores but | point. Should he drop or miss the SAUCER, no points are
scored, and the teams change positions. (A) changes with (8) and (C) changes with (0D).
(C) Is now the Flier, and (B) the Receiver. HECKLER (D0) must remain in his circle, and the
HECKLER (A) becomes the roving HECKLER.
Teams change positions when the Receiver fails to catch the SAUCER.
In the event that no Referee is available, disputes will be settled by mutual agreement, or
the flip of a coin.
First team to score 25 points wins the game. KEEP 'EM FLYIN!
This Is a PIPCO PRODUCT r 4 San Luis Obispo, Calif.
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