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QuantumBalance
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THANKS FOR HELPING!

Post by QuantumBalance »

hey i just wrote this its totally NON proofread.. its gonna be the voiceover explaining how 4 square is played to CHRIS PINKUS and the AUDIENCE in my movie, FREESTYLE REALITY. please proofread it and offer suggestions.. im gonna proof it now too

oh yeah i didnt mention that while the explanation is being said, there will be shots of everything actually occuring

Ok, I merged your advice so far. Sorry Grom, your sounds too technical. Thanks Ken!


Everyone is sitting again.

Brad’s voice: The object of 4 square is to kick the bag into someone else’s square, while not letting it land in your own. As the name implies, there are 4 squares: 1, 2, 3, and 4. Whoever occupies the 4th square is known as the “server”. Only the server can score points, so your first objective will be to gain control of that square. You can do so by attempting to advance in a clockwise pattern from 1 to 4. Each round begins with the server announcing his score, and giving a courtesy toss to a player of his choice. That player can then pass the bag wherever he wants. Initially, passes must meet certain criteria to be considered legal. A legal pass must have arc, as in, it must go up before it goes down. If it does not have arc, it is considered a spike, and is illegal. Any pass that does not travel above the knee of its intended recipient is considered low, and hence, illegal. Also, you may not make contact with another player over their square. If you do, you are out. The round continues until one of these rules is violated or the bag hits the ground. If the bag lands on a line or out of bounds, whoever kicked it last is out. If the bag legally lands in a player’s square, that player is out and all players rotate clockwise to fill the resulting gap. If you get out, you must go back to square 1, or if there are more than 4 people playing, go to the end of the line. As long as the server doesn’t get out, he scores 1 point for every round he survives. When the server does get out, he retains the number of points he scored, and tries to make it back into the server square.

Chris: That sounds sort of pansy.

Brad: That is just the beginning. Each round, the server may propose a single rule. The rule will be voted on by the other 3 players; however the server gets 2 votes. That means that if a single person agrees with the server, the rule takes effect. Some common examples of rules are spikes, trippy serves, and left foot only, but really, your imaginations are the limit. The same voting technique applies to disputes within the game. If player 1 contacts player 2 over the line, they may both call contact on each other. This can be settled by each player pointing to who they think is out, or with a vote of “hack off” which basically means that the 2 players in question settle the dispute with a 1 on 1 battle. Hypothetically, there could be a 3 or even 4 person hack-off. Of course, you can’t use your hands at all during the game, or you’re out. Now, let’s play
Last edited by QuantumBalance on 27 Apr 2005 20:10, edited 4 times in total.
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Post by QuantumBalance »

Qphox: Foursquare is lame.
QuantumBalance: URE LAME THEN
Qphox: OUCH :D
Qphox: ahaha
Qphox: Ah, the only way to get a response is to insult you. ;-)
QuantumBalance: i am 4 square :-)!
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Post by brian relly »

Everyone is sitting again.

Brad’s voice: The object of 4 square is to kick the bag in someone else's square, while not letting it land in yours. As the name implies, there are 4 squares: 1, 2, 3, and 4. Whoever occupies the 4th square is known as the server. Only the server receives points, so your first objective will be to gain control of that square. You do so by moving in a clockwise pattern. Each round begins with the server calling his score, and graciously tossing the bag to a player of his choosing. Initially, passes must meet certain criteria to be considered legal. A legal pass must have arc, as in, it must go up before it goes down. If it does not have arc, it is considered a "spike". Also, at some point, the pass must travel above the knee level of its intended target. If it does not, it is considered low. Also, you may not make contact with another player over their square. If you do, you are out. The round continues until one of these rules is violated or the bag hits the ground. If the bag lands on a line or out of bounds, whoever last made contact with the bag is out. If the bag legally lands in a player’s square, that player is out and all players rotate clockwise to fill the gap. When you are out in four square, you may go back to square 1, or if there are more than 4 people, get in line. As long as the server doesn’t get out, he scores 1 point for every round he survives. When a server does get out, he retains the number of points he scored, and tries to make it back into the server square.

Chris: That sounds sort of pansy.

Brad: This is just the beginning. Each round, the server may propose a single rule. The rule will be voted on by the 4 members of the 4 square; however the server gets 2 votes. That means that if a single person agrees with him, the rule takes effect. Some examples rules are spikes, trippy serves, and left foot only, but really, your imaginations are the limit. The same voting technique applies to disputes within the game. If player 1 contacts player 2 over the line, they may both call contact on each other. This can be settled by each player point to who they think is out, or with a vote of “hack off,” which basically means that the 2 players in question settle the dispute with a 1 on 1 battle. Hypothetically, there could be 3 or even 4 person hack-offs. Of course, you can’t use your hands. Now, let’s play
I just changed a couple words and fixed any grammar stuff I saw, which there wasn't much of.

edit: But Ken did a better job than me.
Last edited by brian relly on 27 Apr 2005 19:53, edited 1 time in total.
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Re: Help me with my 4 square explanation voice over script P

Post by C-Fan »

QuantumBalance wrote:
Everyone is sitting again.

Brad’s voice: The object of 4 square is to kick the bag into someone else square, while not letting it land in your own. As the name implies, there are 4 squares: 1, 2, 3, and 4. Whoever occupies the 4th square is {known as} the server. Only the server can score points, so your first objective will be to gain control of that square. You do so by attempting to advance in a clockwise pattern from square 1 to 4. Each round begins with the server announcing his score, and giving a courtesy toss to a player of his choice. That player can then pass the bag wherever he wants. Initially, passes must meet certain criteria to be considered legal. A legal pass must have arc, as in, it must go up before it goes down. If it does not have arc, it is considered a spike. Any pass that does not travel above the knee of its intended recipient is considered low, and hence, illegal. Also, you may not make contact with another player over their square. If you do, you are out. The round continues until one of these rules is violated or the bag hits the ground. If the bag lands on a line or out of bounds, whoever kicked it there is out. If the bag legally lands in a player’s square, that player is out and all players rotate clockwise to fill the gap. When you are out in foursquare, you must go back to square 1, or if there are more than 4 people playing, go to the back of the line. As long as the server doesn’t get out, he scores 1 point for every round he survives. When a server does get out, s/he retains the number of points he scored, and tries to make it back into the server square.

Chris: That sounds sort of heterosexual.

Brad: This is just the beginning. Each round, the server may propose a single rule. The rule will be voted on by the 4 members in the 4 squares; however the server gets 2 votes. That means that if a single person agrees with him, the rule takes effect. Some examples of rules are spikes, trippy serves, and left foot only, but really, your imaginations are the limit. The same voting technique applies to disputes within the game. If player 1 contacts player 2 over the line, they may both call contact on each other. This can be settled by each player pointing to who they think is out, or with a vote of “hack off” which basically means that the 2 players in question settle the dispute with a 1 on 1 battle. Hypothetically, there could be 3 or even 4 person hack-offs. Of course, you can’t use your hands. Now, let’s play
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Post by Senor Grommet »

This is a revision of the first paragraph Sam:


The object of 4-Square is to propel a footbag in someone else square, while keeping it from landing in your own. Players may use any part of the body, however the feet are most often used for this purpose. As the name 4-Square implies, there are 4 squares: 1, 2, 3, and 4. Square four is the most powerful square, and whoever occupies it is the server. Only the server receives points, so one’s first objective is to gain control of that square. This is done by moving in a clockwise pattern. Each round begins with the server calling his score, and graciously tossing the bag to a player of his choosing. Initially, passes must meet certain criteria to be considered legal. A legal pass must have arc, as in, it must go up before it goes down. If it does not have arc, it is considered a spike. Any pass that does not travel above the knee of its intended recipient is considered low, and hence, illegal. Any pass that does not travel above the knee of its intended recipient is considered low, and hence, illegal. It is illegal to contact an opponent in their square. Play continues a rule is violated or the bag contacts the ground. If the bag lands out of bounds or on a line demarking each player’s square, the player responsible for the last contact is out. If the bag lands in a player’s square as a result of a legal contact, that player whose square in which it lands is out and immediately leaves the field of play. All players rotate clockwise to fill the gap. The player forced out joins the line of players waiting to re-enter the game, or, if there are only 4 players, claims the square furthest from the server’s square.For each round of play the server remains in the square of power, one point is scored, however, remember that only the server receives points. A server who loses a round retains the number of points accumulated and attempts to regain the server’s square of dominance.
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