John Part, aka Darth Maple
Part's Darts
PART'S
DARTS FOUR
In his
fourth installment of playing tips, PDC World number five, John
Part, gives some handy hints on how to make sure your practice
routine doesn't stagnate and to help you add a little 'match
pressure' to your sessions.
Enjoy the Challenge
The most
common complaint I hear regarding practice is that it is boring.
More
specifically, that people have a hard time maintaining interest over
any length of time. A disinterested effort is probably of little or
no value. Part of the job of practice is to maintain your interest
level.
A practice
routine, as I outlined in installment three, is just that. It is a
routine. While there are tremendous benefits from having and
maintaining a routine, there is always the danger of complacency.
The solution
is to have a reserve of practice games available. In most cases
these are games that you would only play in practice, but some of
them are enjoyable with friends at your local. In any case, your
goal should be to create a challenge that you enjoy trying to meet.
The clock is a
tool that you can use to create challenges for yourself. By no means
should you rush or hurry your throw when using timing as a tool. The
idea is to set a standard and then try and improve on it, based on
performance, not speed.
For example,
you might see how long it takes you to hit fifty double sixteens.
All this exercise requires is to count how many you hit as you go
and time the session. It is much easier to time the effort rather
than actually count how many darts you have to throw to get fifty
doubles.
You can also
do it the other way around. Give yourself fifteen minutes to hit as
many double sixteens as you can. Whatever target you select, and
however you time it, always throw at your normal relaxed pace.
Using the
clock creates a form of pressure that simulates the stress of
playing in a competitive situation. A sense of urgency is created
and you learn to play with that sense of urgency hanging over you.
There are a
number of games that I have come across that are similar in nature.
The similarity is that you have a series of targets to hit from turn
to turn, and you accumulate points.
The catch is
that if on any given turn you miss the designated shot or target,
your score is halved or some similar penalty. The most common
version of this game is called halve-it. This game is a quite
popular group game in pubs, with each player maintaining their own
score.
Depending on
where you play there are variations and innovations, but it is an
excellent practice game no matter how you structure it.
A typical
example is as follows: first three darts at twenty and count the
score of all darts in the twenty, next turn at nineteen, then at any
treble, then eighteen, then seventeen, then any double, then
sixteen, then fifteen, and finally twenty-five and bull.
This game can be modified by making the targets more specific; for
instance, double twenty rather than any twenty. Whatever targets you
choose, keep the same set up for practice purposes.
In this way
you can keep track of your scores and your personal best. When you
are looking for an extra bit of practice, taking a shot at your
personal best is often a great way to end your session.
Another good game for practice is called 27.
27 is the
number of points you begin with. Your first three darts are for
double one, and so on until twenty and then bull. For each hit you
get the value of the double hit (three double fours would score 24).
If you miss three darts at a double you lose the value of that
double.
If your score
reaches zero you lose. A good score is 400, and a very good score is
600. Once again, keep a record of your scores and your personal
best.
Don't be
afraid to create your own games. As long as you have some way of
measuring your performance, you will be able to push yourself to
improve.
Most important
of all is to remember to have fun doing it.
John Part |