Showman - Learning Flashcards
M-N
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 24
3 yellow: advance when I can play without mistakes at 28
4 green: advance when I can play without mistakes at 32; combine neighboring greens
5 blue: advance to speed when playing at 36
O
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 24
3 yellow: advance when I can play without mistakes at 28
4 green: advance when I can play without mistakes at 32; combine neighboring greens
5 blue: advance to speed when playing at 36
P-Q
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 24
3 yellow: advance when I can play without mistakes at 28
4 green: advance when I can play without mistakes at 32; combine neighboring greens
5 blue: advance to speed when playing at 36
R
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 24
3 yellow: advance when I can play without mistakes at 28
4 green: advance when I can play without mistakes at 32; combine neighboring greens
5 blue: advance to speed when playing at 36
U-W
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 22
3 yellow: advance when I can play without mistakes at 24
4 green: advance when I can play without mistakes at 26; combine neighboring greens
5 blue: advance to speed when playing at 28
X
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 22
3 yellow: advance when I can play without mistakes at 24
4 green: advance when I can play without mistakes at 26; combine neighboring greens
5 blue: advance to speed when playing at 28
CC
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 22
3 yellow: advance when I can play without mistakes at 24
4 green: advance when I can play without mistakes at 26; combine neighboring greens
5 blue: advance to speed when playing at 28
DD
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 22
3 yellow: advance when I can play without mistakes at 24
4 green: advance when I can play without mistakes at 26; combine neighboring greens
5 blue: advance to speed when playing at 28
EE
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 24
3 yellow: advance when I can play without mistakes at 28
4 green: advance when I can play without mistakes at 32; combine neighboring greens
5 blue: advance to speed when playing at 36
FF
1 purple: advance when I can play without mistakes at 20
2 orange: advance when I can play without mistakes at 24
3 yellow: advance when I can play without mistakes at 28
4 green: advance when I can play without mistakes at 32; combine neighboring greens
5 blue: advance to speed when playing at 36