Water Sports Guide


Archive for June, 2006



Drinking and Eating Under Water and Comedy Diving

These “amazing” stunts are not quite as difficult as they would seem, and the knack can be acquired by almost anyone who can keep his head under water for a short time.

Drinking under water-The only equipment needed is a bottle of soda pop, preferably a red beverage or one of some other bright color that can be seen by the spectators. The performer dives and comes up so that the neck of the bottle is under water and the rest is above the surface in plain view of the spectators. The secret is to hold the mouth over one side of the open end of the bottle and blow air up the side of the bottle. This will force the soda pop out of the bottle, but it appears to the spectators that the swimmer is drinking it.

Eating under water-A small banana is the best “food” for this trick. Peel one end of the banana. Place the end in the mouth and keep pushing the rest of the banana against the mouth in such a way that the water cannot enter the mouth. Then nourish the empty banana peel before the audience.

Comedy Diving

Comedy dives are often the climax of indoor and outdoor swimming meets and water pageants. However, many of the truly effective comedy dives require little in the way of trained diving skill, and the youngster or teen-ager who can swim from the center of the pool to the side can participate in a comedy diving program and enjoy it. Rehearsals and the working out of the program are part of the participants’ fun, and the family with an outdoor pool can encourage its children, and probably the neighbors’, to provide an outdoor water circus that will be enjoyable for performers and audience alike.

In most instances the “build-up” and effectiveness of the performance of the “characters” can be increased by having an “announcer” who can personalize the show with references to local or family personalities. “Take-off’s” or impersonations of persons well known to the audience, or imitations of animals are usually good for a laugh. In most instances the bigger the “splash,” the more pleased the audience is liable to be.

The clown divers who performed at the World’s Fair and other professional shows had all the advantages of good equipment such as diving boards, diving towers, spotlights, and numerous colorful clown costumes, wigs, facial make-up, and professional training and natural diving ability.

However, the individual who possesses some gymnastic or acrobatic ability, who can perform a front, back, twisting, somersault or lay-out dive, who can pantomime with the “dead-pan” or other significant facial expressions, and who is not afraid to take a “beating” now and then will make the best clown diver.

Some young people make better “natural” diving clowns than others, and it appears to be a matter of personality rather than aquatic ability. Rolland Hill, director of safety services for the Newark, New Jersey, Chapter of the American Red Cross, who has done much work and research in this field of water activity, says, “I have seen many youngsters who were not particularly good swimmers, but had that daring ’show off’ characteristic common to some more than to others. On several occasions groups of these young people were very easily talked into a game of ‘Follow the Leader’ off a low diving board-which frequently included such simple clown dives as the ‘rocking chair,’ the ’statue,’ the ‘get acquainted,’ the ‘flying squirrel,’ the ‘cannon ball,’ the ‘neck,’ the ’sitting bull,’ etc. The game can readily be called a success when even the participants are laughing at themselves as well as at one another.”

Keywords: , , , , , ,




Obstacle Swimming to encourage swimmers

Providing an obstacle may seem an unusual way to encourage poor swimmers, but the impediments in several of the obstacle swims described below will actually give some support to the novice swimmer, and better swimmers will enjoy the opportunity to overcome the handicaps imposed on them.

Resistance swim-Swimmers pull boats or canoes containing a number of people. A swimmer may try to pull a canoeist paddling in the opposite direction, etc.

Towel race-Each contestant is provided with two large Turkish towels. He must hold one in each hand by a corner while swimming the course.

Carrrying the ball-Each player must carry a water polo or similar-sized ball between his knees while racing. A lost ball must be recovered, placed between the knees, and the race continued, or anyone losing his ball may be required to return to the starting point.

Paddle race-Contestants must swim by paddling the body through the water with a regular-sized canoe paddle or small oar of the rubber lifeboat type.

Obstacle race-An obstacle course is set up in the water. It may be made up of boats or canoes, floats, logs, rubber tubes, etc. Swimmers must go over, under, around or through specific obstacles as instructed.

Keywords: , , , , , ,




Informal Races and Relays

Races and relays can add much to the enjoyment of water sport and can be used to inspire young toddlers to exert their best efforts, or to keep a gang of exuberant teen-agers busy. The wide variety of “stunt” races and relays will provide one to fit any group of swimmers-or nonswimmers -in almost any waterfront or pool situation.

Chariot race-The “chariot” can be a board, life preserver or buoyant cushion, drawn by 2 or 3 swimmers towing a “rider.” To limit interference among the teams in a pool, the race could be run as a pursuit race, with the teams starting at opposite ends and swimming around until one laps the other. In a simpler form, the chariot race could consist of 2 or more swimmers, with arms interlocked about each other’s shoulders, racing other teams.

Crocodile race-The “crocodile” is formed by lining up two teams of equal numbers. Each man in the line locks his legs around the middle of the man behind him. The last man in each line uses only the kick for propulsion, the others use armstrokes. In another form, the teams line up with each man holding the one in front at the hips. Then, with the exception of the man in front, all use the leg kick to propel the team.

Flag race-Even poorer swimmers can participate in the flag race or flag relay. Contestants swim on their sides or backs, holding the flags out of the water with one hand. Flags must not touch the water.

Tunnel race-This is a good one for shallow water, working out best with from 8 to 20 persons divided into 2 teams. The members of the teams stand in line in shallow water or at the shallow end of the pool. The players, with the exception of the last one in line, stand with feet spread wide apart. At the starting signal, the last player in each line swims under water, between the knees of the other players, to the front of the line.

On reaching the front of the line, he stands and spreads his feet apart. The one who is then last in line watches carefully, and when the first swimmer’s head appears above water, starts his underwater swim. When the race is finished the players will be lined up in the same order as at the start.

Scramble ball-Provide about a dozen small corks or ping-pong balls. Divide the players into 2 equal teams and have them some distance apart at the start of the game. Throw the corks or balls into the water between the 2 teams. The object of the contest is for each team to get as many of the objects as possible for their “side.” When all have been secured, blow the whistle to stop the round. Keep score of the number gathered by each side. The game continues until one side has secured the agreed upon number of objects for victory-25, 50, 100, etc.

Egg and spoon race-This has long been a summer camp favorite. Players start from a standing position with a spoon held in the mouth and an egg-or round stone of egg size-balanced on the spoon. The object is to swim the length of the course with the egg held on the spoon. If the egg drops off, it must be replaced before the swimmer may continue or he may be required to return to the starting position. A similar race is the BALLOON RACE in which each contestant must propel a balloon the length of the course without using hands. The usual rules allow the use of feet, shoulders, head or any part of the body except the hand* Another variation is the BLOWING RACE in which a ping-pong ball is placed in front of each contestant, who must race the course keeping the ball in front of him by blowing on it. Touching the ball with the hands, propelling it by making waves, etc., disqualifies him.

Retrieving race-Obtain a dozen or so bright, sinkable objects that will be visible under water. Throw them into the water at random. The object is to see how many can be retrieved in one underwater try.

Umbrella race-Provide each entrant with an opened umbrella or parasol. The object is to swim the course, holding the umbrella upraised, without allowing it to touch the water.

Keywords: , , , , , ,




Water Contests at camp waterfronts

Most of the “contests” described here are primarily of the type seen at camp waterfront exhibitions; but they may provide some ideas that could just as well be used in the family pool.

Walking under water-Four swimmers are necessary for this contest. Two, each carrying another on his shoulders, walk out from the shallow end of the pool toward the deep end, the object being to see who can stay down the longest.

Tug of war-This contest has many variations and can be tried in either shallow or deep water. For the most impressive spectator show, the rope should be about 30 feet long, with hand loops for each swimmer, and about ten men to a team. Provide some marker at the starting point to show clearly when one team pulls the other across.

Canoe-tilting contest-This is one of the contest “stand-bys.” Two participants are in each canoe, one to paddle, the other to do the jousting. Each fighter is equipped with a pole about 10 feet long, well padded at the ends. The paddlers maneuver the canoes and try to keep them from being overturned. The men with the poles try to push their opponents into the water. For variety, a number of canoes and “fighters” may be sent into the arena; the paddlers may or may not be allowed to take an active part in the battle.

Boxing on a raft-For this contest, a raft should be built which is just about large enough to hold two contestants, if they balance a bit. The men on the raft are fitted with boxing gloves, and the object is to see which one can knock the other into the water. The “champ” may take on all comers.

Log contests-A large, smooth log is a valuable adjunct to water contests. Two of the more popular “log” contests are burling and log walking. In burling, two contestants sit on the log and try to unseat each other by rolling the log. More experienced “burlers” may try this while standing on the log, or they may be provided with long balancing sticks which they may use to help keep their balance and to overthrow their opponent.
In log walking, the object is to try to keep balanced on the log in an upright position. This is a contest against time, and a stop watch should be used to time the contestants and determine the winner.

Pickaback wrestling-This is a popular beach game, but for water sport it should be played in water that is about up to the armpits of the “horses.” Each player is part of a horse-and-rider team, the object being to unseat the other rider. The upper man locks his feet behind his “horse’s” back, while the horse wraps his arms around the rider’s shins. Both parts of the team are important. While the riders are trying to unhorse each other, the horses try to keep a firm balance by active footwork and judgment. In one variation of this game, the riders are blindfolded.

Bucking bronco-For this game the players line up in pairs, with the bronco directly behind the rider. This rider stands with his feet wide apart. The bronco bends his knees and places his head between the legs of the rider. The bronco then straightens his body and carries the rider up on his shoulders. He next attempts to throw the rider backward into the water. The rider may not use his hands to remain on his “steed.” Bronco and rider may then change places. With a small group, eliminations may enable the picking of a champion rider and a “killer” bronco.

Keywords: , , , , , ,




Swimming Games on waterfront

Swimming spell down-The leader calls out a swimming stunt. Those who succeed in performing the stunt remain in the game; those who fail are eliminated, until only the champion is left. However, this game calls for some understanding on the part of the leader. Stunts should start with easy ones for the group at first, to prevent players from being eliminated too quickly, and they should gradually become more difficult.

Poison-A ring is formed in the pool by players, either holding hands or holding onto a rope circle. The “poison” is a floating object anchored in the center of the group. The object of the game is to maneuver so that others touch the poison. As they do they are eliminated and swim off. The last one left is the winner.

Prison camp-This game is a “water” variety of a very old Boy Scout game. The players, who may be of any convenient number, are divided into two teams who wear some identifying mark, such as similarly colored swim caps, armbands, etc.

Two prison camps are marked out on land at each end of the swimming area, and the water between them is considered neutral area. The object of the game is to capture as many of the “enemy” as possible by tagging them, and to free captured teammates. When a member of one team captures an enemy, he escorts the captive to his team’s prison camp where the prisoner must remain until the end of the game unless rescued.

Prisoners are rescued if a member of their team can manage to reach the camp in which they are held without being tagged. In some games all the prisoners are freed and may return to their forces unmolested; in others each prisoner must be tagged by a “free” member of his own team to be released. The game may continue until all the players on one side have been captured, or for some prearranged length of time. Without some time limit, this game may go on almost indefinitely.

Keywords: , , , , , ,




Treading-Water Games

Fisherman’s choice-One player is selected to be the Fisherman. He treads water in the center of the pool or playing area. All the other players are the Fish and line up at one side. At a signal from the Fisherman, the Fish must begin swimming across the pool. Those tagged by the Fisherman must stay in the center of the pool and help him catch the other Fish.

When the Fisherman has caught three Fish, the Fish who have been caught join hands, forming a “net” for the Fisherman in the center of the pool. Those on the ends of the net may tag. The ones in the center only try to prevent the Fish from breaking through. The Fish may swim under water, swim between those who form the net, or try to get around them. The last Fish to survive becomes the Fisherman for the next game.

Ten and stop-This is another game for 5 to 20 players. The leader stands facing the wall at one side of the pool. All the other players are lined up in the water at the opposite side of the pool. The leader counts slowly from 1 to 10, then says “stop,” and turns around quickly. As he begins to count, the swimmers start toward him. When he says “stop,” they stand if they are in shallow water, or tread water if they are in the deeper part of the pool Any player whom the leader sees still swimming when he turns around is sent back to the starting place. The process is repeated until all players have reached the side on which the leader stands.

Tread and splash-Two teams are lined up in the pool facing each other, about 6 feet apart. At the signal they begin to tread water and at the same time splash water with the palms of their hands toward the other line. The team that can stick it out the longest wins.

The old whistle game-This is one of the oldest water games, but it is still very popular. The group of swimmers is lined up in the pool, treading water. An ordinary whistle with a lanyard attached is thrown into the water. At the signal the players submerge and dive for the whistle. As soon as a player retrieves it, he comes up to the surface and tries to blow it three times. If he succeeds, he is the winner. Meanwhile, however, the other players are allowed to try to push him under the water so that he will not be able to blow the whistle or even cause him to drop it. A swimmer who comes to the surface without the whistle holds his hand over his head when he breaks water as a signal that he does not have the whistle and may not be ducked. Trying to pull the whistle out of a player’s mouth is cause for disqualification.

Keywords: , , , , , ,