As it was shown in Juggling Games Research, there are no games which imitate ways of juggling realistically. The closest to this idea is Juggling Simulator Game which allowed player to make two kinds of throws from each hand.
On the other hand, there are many simulators where you can imitate throws in patterns strictly defined by user. Siteswap notation is one of many types of describing mentioned earlier patterns.
According to Wikipedia:
"Siteswap is a notation used to describe juggling patterns. It encodes the number of beats of each throw, which is related to their height, and the hand to which the throw is to be made."
According to that notation:
0 - pause with an empty hand,
1 - quick pass straight across to the other hand,
2 - momentary hold of an object,
3 - diagonal throw of an object to other hand, at the length of three beats,
4 - vertical throw of an object to the same hand, at the length of four beats,
5 - diagonal throw of an object to other hand, at the lenght of five beats,
6 - vertical throw of an object to the same hand, at the length of six beats,
etc.
What would it be after connecting these two ideas with siteswap notation and ability to define throws sequence in real time?
We decided to take that challenge and this is the result:
In this prototype the balls are thrown by selecting throw numbers. Each of them corresponds to throw type defined by the siteswap notation. It is done by pressing keyboard keys in proper moment of time, called "catch mode", which is shown by red border. The other borders give us a clue, which balls will be next in "catch mode".
Despite the juggling in this prototype being hard to learn, it enables variety of tricks which can be done by the player. In our opinion, it is good foundation for creation of game which simulates juggling.