ARIZONA FREEFLIGHT, INC.
4832 N. Taylor Rd.
Eloy, AZ 85231 USA
Ph/fax: (520) 466-4455
e-mail: OAlhegelan@aol.com

CLICK HERE FOR PRIZE LIST!

Dear Freeflyer,

These are the official rules for the 3rd Annual Freefly Money Meet to be held in Eloy on January 29, 30, 31, 1999.

PLEASE DO NOT BE INTIMIDATED BY THESE RULES! They are an adaptation of the IPC rules that we are testing and are not as complex as they might seem. In order to make it easier for you to understand what is required I have bold-faced the really pertinent rules for the competition. Also enclosed is an Attachment A which discusses body position, orientation, rotation axes, basic rotational turns and difficulty in detail. This information is provided only for your convenience and information.

If there is enough novice interest we may open up a separate category for the competition, so please let us know in advance if you think you may come.

We have a lot of great sponsors this year and will have cash, big prizes and another great party with DJ RC Lair, so tell all of your friends and bring your team! We will also have some pool camera flyers available, so if you don’t have a team, pick one up for the weekend!

If you have any questions at all please do not hesitate to contact me at the numbers above.

Blue Skies and Freefly,

Kama Mountz
MEET DIRECTOR

PRIZES:

AIRTEC GmbH - 3 Fanny Packs
ARROW DYNAMICS - 3 Aviator Freefly Helmets
FLYAWAY WIND TUNNEL - 6 Free Flights
FLITELINE SYSTEMS - 3 50% off Reflex Containers
SKYSKINS-DLT DESIGNS
ARIZONA FREEFLIGHT, INC.
ANIMALHOUSE.COM
ATCALL - 3 10 Minute Phone Cards
LARSEN & BRUSGAARD - 3 Pro Dytters
SUN PATH PRODUCTS 3 Fanny Packs
SKYDIVE ARIZONA
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Fliteline Systems - 1 FREE REFLEX CONTAINER!
Rigging Innovations - 1 FREE TALON CONTAINER!
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Flite Suit - 1 50% OFF FLITE SUIT FREEFLY SUIT!


RULES FOLLOW -


 

1. DEFINITIONS OF WORDS AND PHRASES USED IN THESE RULES

1.1. Team: a Team is composed of two (2) Freefly Performers and one (1) Camera Flyer. Team members can rotate as camera flyer within their own team during any round.
1.2. Heading: the direction in which the Performer faces.
1.3. Move: a change in body position, and/or a rotation around one or more of the three body axes, or a static pose.
1.4. Routine: a sequence of moves performed during the working time.
1.5. Compulsory Routine: a routine in which the Team is required to demonstrate pre-determined skills which will be drawn at the beginning of the competition
1.6. Free Routine: a routine in which the moves are chosen entirely at the discretion of the Team.
1.7. Working time: the period of time during which Teams may perform a routine during a jump. Working time starts the instant any Team Member separates from the aircraft, as determined by the judges, and terminates 45 seconds later

2. THE EVENTS

2.1. Discipline
The discipline will comprise the following events: Freefly Skydiving, exit altitude 13000 feet (~ 4000 m)AGL, working time is 45 seconds.
The competition will be unisex in category

2.2. Objectives of the events

2.2.1. The objective for the Team is to record a sequence of moves in freefall with the highest possible artistic and technical merit.

2.2.2. The accumulated total of the scores for all completed rounds is the final score for the Team. The Team with the highest final score is the Freefly Money Meet Champion

3. ROUTINES

3.1. The discipline is comprised of Compulsory Routines and Free Routines.

3.2. Number of rounds

3.2.1. Full competition:
Compulsory Routine: 2 rounds
Free Routine(s): 5 rounds

3.2.2. Minimum competition:
The competition will be ruled void if two jumps have not been completed by all teams.

If it is not possible to complete all seven rounds of competition, winners shall be declared after all teams have completed an equal number of jumps.

3.3. Jump order of routines
Jump order of the routines must be: C - F - C - F - F - F - F
( C = Compulsory Routine, F = Free Routine)

4. GENERAL RULES

4.1. Exit Procedure: There are no limitations on the exit other than those imposed by the Chief Pilot for safety reasons. If live transmission is utilized, ground commands may be given.

4.1.1 Once either Team Member has left the aircraft, the jump shall be evaluated and scored.

4.2. Jump Order: The initial jump order will be by draw per event and will be maintained throughout the competition, except for any logistical changes deemed necessary by the Chief Judge and the Meet Director.

4.3. Jump Abortion:

4.3.1 The team may choose to abort a jump for any pertinent reason, and may descend with the aircraft. A team that has elected to land with the aircraft shall be given a new opportunity to jump as soon as possible. If a jump run is aborted and the Judges decide the reason is pertinent, the jump must then be made at the earliest opportunity.

4.3.2 If the reason is deemed not pertinent, no new opportunity will be given and the minimum score shall be given.

5.4. Weather Conditions

5.4.1. Adverse weather conditions during a jump are no grounds for protest. However, a rejump may be granted due to adverse weather conditions, at the discretion of the Chief Judge and Meet Director

5.4.2. Their decision cannot be grounds for protests.

5.5. Compulsory Routine

5.5.1. The Compulsory Routine consists of five Sequences of Compulsory
Moves which will be drawn at the beginning of the competition. No more than three blocks can be drawn on any compulsory round. Blocks drawn over three will be "discarded" and the draw will continue until a Random is picked.

5.5.2. The order in which the Teams will perform the Compulsory sequence is at the discretion of the Team.

5.6. Free Routine

5.6.1. The content of the Free Routine(s) is chosen entirely by the Team.

5.6.2. Teams are allowed to change the order of moves between every Free Round.

5.7. Air-to-Air Video Recording

5.7.1. The Freefall Videographer will record the video evidence required to judge each jump to show the Team's performance to third parties.

5.7.2. For the purpose of these rules, "freefall video equipment" shall consist of the complete video system or systems, used to record and relay the video evidence of the Team's freefall performance, including the camera(s), video tape(s), tape recorder(s), transmitter(s) and battery(ies). All freefall video equipment will use the PAL or NTSC video format with a minimal Hi-8 standard. Each Freefall Videographer must be in possession of suitable cables for dubbing purposes.

5.7.3. A Video Controller will be appointed by the Chief Judge prior to the start of the Judges' Conference. The Video Controller will be responsible for ensuring that the tape transport speed of all freefall video equipment is operating accurately in real-time throughout the competition.

5.7.4. After recording each jump, the Freefall Videographer must turn off the freefall video equipment and not operate or remove the video tape(s). As soon as possible after each jump is completed, the Freefall Videographer must deliver the freefall video equipment (used to record that jump) to the Chief Judge or the Organizer for dubbing purposes.

5.7.5. A Video Review Panel (VRP) will be established prior to the start of the official Training Jump, consisting of the Chief Judge, official judges and Meet Director. The VRP may enlist the help of the Video Controller. Decisions rendered by the VRP shall be final.

5.7.6.1. If at least half of the evaluating Judges consider the quality of the video image insufficient for judging purposes, the VRP will assess the conditions and circumstances surrounding that occurrence. A rejump may be given.

5.7.6.2. If the VRP determines that the freefall video equipment has been deliberately tampered with, the Team will receive no points for all competition rounds involved with this tampering.

5.7.6.3. Contact, or other means of interference, between the Performers and the Freefall Videographer shall not be grounds for a rejump.

5.8. Rejumps
In each case of a jump where part of the Team's performance is not judgeable due to lack of video evidence, the freefall video equipment will be handed directly to the VRP for assessing the conditions and circumstances of that occurrence. In this case, a rejump may be given, unless the VRP determines that there has been an intentional abuse of the rules by the Team, in which case no rejump will be granted and the Team will receive the minimum score.

5.9. Malfunctions
Problems with a competitor's parachuting equipment shall not be grounds for a rejump.

5.10. Compulsory Routine

5.10.1. Judges give each of the five compulsory sequences an integer mark between 0 and 20 for the using the following guidelines.

20 points: Move performed flawlessly, with proper proximity, control and accuracy

16 points: Some minor mistakes (slight differences in proximity or levels, slightly off heading)

12 points: Mistakes (moderate differences in proximity or levels, wobbling

8 points: Major mistakes (Major differences in proximity or levels, severe wobbling, long time needed for moves to come together)

4 points: Barely got through move

5.10.2. Omission of any Compulsory Sequence will lead to 0 points for the omitted Sequence.

5.11. Free Routine

5.11.1. Judges give each of the judgement criteria an integer mark between 0 and 50 using the following guidelines. The Team will be judged as a whole, including camera work and interaction with the Team.

The Technical value of the dive should be evaluated and scored on an integer mark between one (1) and fifty (50) taking the following criteria into consideration:

Technical :

Movement Skills: Ability to move vertical, horizontal and multiple rotations in an inverted, diagonal, horizontal and/or upright attitude

Precision: Ability of the Performers to start and stop cleanly on heading while controlling body form to present skills and/or a series of skills technically correct

Image: The stability, clarity and framing by the camera flyer while applying the appropriate distance at the appropriate times during the routine.

Team Work: The ability to combine technical skills of the individual team members to stay within close proximity of each other throughout the routine and/or create complex effects of movement

Examples: Performers maintain proper proximity throughout moves

All flying surfaces are used (i.e. belly, back, upright, head down and side flying)

A constant interaction and teamwork is displayed

Camera is smooth and stable

Artistic :

The Artistic value of the dive should be evaluated and scored on an integer mark between one (1) and fifty (10) taking the following criteria into consideration:

Visual Excitement: Routine should hold the viewers attention throughout, dynamic variety, entertaining without being unnecessary

Originality: Creative choreography in variety

Construction: Routines are designed as a seamless whole

Composition- A balanced, well-composed, dynamic, interactive video image that uses a variety of photographic techniques that makes the routine interesting to view

Team Work: Routines that demonstrate combined skills of all team members

Examples: Camera uses available landmarks, clouds and/or lighting to enhance video

Routines have a definite beginning, good use of working time and definite end

Routine should flow without choppy, sporadic moves.

The routine shows a wide variety of skills.

There is a high level of creativity in the way of new moves, original choreography and new twists on old moves.

The routine shows interactive camerawork that adds to the visual appeal.

The routine is enjoyable and aesthetically pleasing to watch.

There is constantly a smooth and stable image on screen.

The Performers are always in frame.

A variety of camera angles is used with attention paid to the sun line.

Interactive moves are executed with the Performers.

5.12. Judging rules

5.12.1. The jumps shall be judged using live or recorded air-to-ground video, or in the absence of air-to-ground video, the air-to-air video recording.

5.12.2. A panel consisting of three Judges must evaluate each Team's Performance. Where possible a complete round shall be judged by the same panel.

5.12.3. The Judges will watch each jump twice at normal speed, starting with the live viewing if possible. Portions of the jump may be viewed in slow motion if requested by two or more Judges. The second viewing may be waived if all Judges agree it is not necessary. A third viewing may be performed if requested by two or more of the judges.

5.12.4. The video operator will start a chronometer when one of the Team Members leaves the aircraft, and will freeze the picture at the end of working time.

5.12.5. After viewing, each Judge will give preliminary scores for the jump for each compulsory sequence or judgement criteria.

5.12.6. If in the opinion of the Chief Judge there is an unacceptable difference between any scores, the Judges may confer. After conferring, any Judge may change their score.

5.12.8. The scores of all Judges must be collated immediately after the Judges have scored the jump for evaluation by the scoring section. The results of the collation will be checked by at least one Judge.

5.12.9. All scores for each Judge will be published.

6. RULES SPECIFIC TO THE FREEFLYING EVENT

6.1. General Safety

6.1.1. Each Team Member is responsible for outfitting him/herself and being fully trained in the safe operation of all appropriate equipment and clothing.

6.1.2. Each Team Member is required to carry at least one audible or visual altimeter during the jump. It is recommended to carry both.

6.1.3. Each Team member shall have a bottom-of-container throw-out or pull-out deployment method

6.1.4. Each Team member shall have sound parachute equipment, including unexposed risers, secure bridle and pilot chute attachments. Recommendations :

The use of LOR and Stevens devices is not recommended.

The use of a functioning and armed automatic activation device (AAD) by all Team Members is highly recommended.

7. RULES SPECIFIC TO THE COMPETITION

7.1. Title of the Competition: "3rd Annual Freefly Money Meet

7.2. Aims of the Freefly Money Meet

7.2.1. To determine the Freefly Money Meet Champions

7.2.2. To determine the standings of the competing teams.

7.2.3. To promote and develop Freefly Skydiving

7.2.4. To exchange ideas and strengthen friendly relations between the sport parachutists, judges, and support personnel of all nations.

7.2.5. To allow participants to share and exchange experience, knowledge, and information.

7.2.6. To improve judging methods and practices.

7.3. Competition Information:

7.3.1. Date and Place

7.3.1.1. The competition will take place from: January 29, 30, 31, 1999

7.3.1.2. The venue of the competition will be:

Skydive Arizona, Eloy, Arizona, USA
4900 N. Taylor Rd.
Eloy, AZ. 85231 USA
Ph: (520) 466-3753

7.3.4. Entry Fees

7.3.4.1. All team members except the approved judges shall pay an Entry Fee.

7.3.4.2. The Entry Fees are:
$480.00 per team or $160.00 per person

7.3.4.3. The Entry Fees cover the cost of jumps, registration, party and chance to win prizes, money and medals.

7.3.5 Organization

7.3.5.1 The Organizing Committee shall be headed by:

Arizona Freeflight, Inc.
4832 N. Taylor Rd.
Eloy, AZ 85231 USA
Ph/fax: (520) 466-4455
e-mail: Oalhegelan@aol.com

7.3.5.2 The Meet Director shall be: Kama Mountz

7.3.7 Aircraft

The aircraft shall be Super Twin Otter/SkyVan , with an exit speed of 90 knots (+/- 5 knots).

7.3.8 Program of Events:

7.3.8.1 The Championships is comprised of the following events

Freefly Skydiving

(b) Each event is comprised of 7 rounds.

7.3.8.3 The timetable for competition jumping is:

Official competitors briefing and draw of compulsories commence: 8:30 a.m.
Competition jumps commence: 8:30 a.m. a.m.
Competition jumps end: 5:30 p.m.
Lay day (if planned) will be after the completion of the competition: January 31, 1999

7.3.9 Panel of Judges:

The Chief Judge is: Omar Alhegelan
Panel of Judges: TBA
The Chief of Judge Training is: TBA

COMPULSORY MOVES FREEFLY MONEY MEET - 1999

RANDOMS:

  1. Mind Warp
  2. PERFORMERS: One Performer is in a stand up position, the other Performer is in a head down position and has a double hand grip on the head of the Performer in a stand-up

    CAMERA: No specific camera action required

  3. Spock
  4. PERFORMERS: One Performer is in a stand up position, the other Performer is in a head down position and has a one hand grip on the head of the Performer in a stand-up

    CAMERA: No specific camera action required

  5. Vertical Compressed
  6. PERFORMERS: One Performer is in a stand up position, the other in a head down position, and a grip is taken at the arm and leg of each Performer

    CAMERA: No specific camera action required

  7. Foot To Foot
  8. PERFORMERS: One Performer is in a head down position, the other in an upright position, a foot-to-foot dock is performed

    CAMERA: No specific camera action required

  9. Joker
  10. PERFORMERS: One Performer is in a head down position, the other in a stand up position, where a hand grip is taken and help for at least 3 seconds

    CAMERA: No specific camera action is required

  11. Helicopter Carve
  12. PERFORMERS: One performer is in a head down helicopter position, the other orbiting around in a head down position

    CAMERA: Camera should be carving around Performers in opposite direction

  13. Stand Up Carve

PERFORMERS: Both Performers are in a stand up position orbiting around each other

CAMERA: Camera should be carving around Performers in opposite direction

8. Mirrored Burble Hop

PERFORMERS: Performers are facing off in a sitting position, where one performer pops over the top of the other to face off again. Move is performed again with the opposite Performer starting.

CAMERA: No specific camera action required

  1. Double Head Down Carve

PERFORMERS: Both Performers are in the head down position orbiting around each other.

CAMERA: Camera should fly from one side of Performers, underneath to other side (rock the cradle)

 

BLOCKS:

  1. Eagle
  2. PERFORMERS: One Performer is in a standing position, the other in a head down position. The one in a head down shoots below and between the others legs so that both Performers end up in opposite positions then they originally started. The rotation continues so that that both Performers end up in their original place. This rotation should be one continuous movement.

    CAMERA: No specific camera action required

  3. Rock The Cradle
  4. PERFORMERS: Both Performers are in a stand up, one performer slides below the other so that both Performers are now in a head down position. After facing off head down, the same Performer that initiated the first slide, now slide down below the other until both performers end up facing off in standing positions. This rotation should be one continuous movement.

    CAMERA: No specific camera action required

  5. Totem
  6. PERFORMERS: One Performer is in an upright position and the other performs a foot to shoulder dock which is held for a minimum of 3 seconds

    CAMERA: No specific camera action required

  7. Compressed Somersault Compressed

PERFORMERS: One Performer is in a stand up position, the other in a head down position, and a grip is taken at the arm and leg of each Performer. Individual front or back loops are performed and the compressed dock is again picked up.

CAMERA: No specific camera action required

5. Double Joker

PERFORMERS: One Performer is in a head down position, the other in a stand up position, where a hand grip is taken and the formation is rotated so that the upright Performer is now head down. This rotation should be one continuous movement.

CAMERA: No specific camera action required

 

ATTACHMENT A

BASIC ORIENTATIONS, BODY POSITIONS AND DIFFICULTY FACTORS FOR FREEFLY SKYDIVING

A. BODY POSITION

The body positions define the positioning of the body relative to itself. This includes the placement of the legs relative to the torso and the amount of bend at the hips and waist. The arms are left free to control the position.

B. ORIENTATIONS

There are five different basic orientations which a body can have to the relative wind or ground. These define which way the torso is oriented, and the orientation is the first way to categorize the poses.

B-1. Flat Orientation: The torso is horizontal, on its front, facing towards the ground.

B-2. Inverted Orientation: The torso is horizontal, on its back, facing upwards towards the sky.

B-3. Sideways Orientation: The torso is horizontal, on its side, with either side facing towards the ground. The chest is facing the horizon.

B-4. Upright Orientation: The torso is vertical with the head up, towards the sky.

B-5. Head-Down Orientation: The torso is vertical with the head down, towards the ground.

C. ROTATION AXES

Most moves involve some sort of rotational motion of the body. A total of five axes are required and sufficient to describe all possible rotational motions.

C-1. Earth/Wind Axes
There are two inertial axes which stay fixed with respect to the relative wind or ground (after exit).

- Vertical Axis
The vertical axis remains parallel to the relative wind, pointing from the sky to the ground.

- Horizontal Axis
The horizontal axis is any axis perpendicular (90) to the relative wind, pointing to the horizon. It may have any heading (pointing towards any desired point on the horizon)

C-2. Body Axes
There are three body axes which stay fixed with respect to the Performers body.

- Body Head-Toe Axis
The body head-toe axis is oriented lengthwise through the Performers torso, pointing form head to toe.

- Body Front-Back Axis
The body front-back axis is oriented forwards and backwards through the Performers belly, pointing from front to back.

- Body Left-Right Axis
The body left-right axis is oriented sideways through the Performers hips, pointing from left to right

D. BASIC ROTATIONAL ACTIONS

There are four basic rotational actions which form the basis foremost moves.

D-1. Turns
Turns in general involve a rotation about the vertical axis such that the heading is changing. The body can be in any orientation while performing a turn.

D-2 Rolls
A roll is a rotation about the body head-toe axis when that axis is aligned with the horizontal axis.

D-3. Loops
A loop is a head-over-heels rotation around the horizontal axis, initiated about either the body left-right axis or the body front-back axis, when either of these axes are aligned with the horizontal axis. The body goes through an upright position and a head-down position during the course of the loop. A loop is considered complete when the head has traveled 360 around the horizontal axis from the point at which is started. A loop need not start in an exact upright or flat position. There are three kind of loops. Note that loops are referred to by the direction in which the loop is initiated, since in the case of twisting loops, the direction in which the loop completes may be different from the direction at the start.

- Back Loop
A back loop is a loop where the rotation is initiated about the body left-right axis with the torso rotating backwards.

- Front Loop
A front loop is a loop where the rotation is initiated about the body left-right axis with the torso rotating forwards.

- Side Loop
A side loop is a loop where the rotation is initiated about the body front-back axis with the torso rotating sideways.

D-4. Twist
A twist is a rotation about the body head-toe axis when combined with a loop. A single, or full twist is defined to be a 360 rotation about the body head-toe axis. The amount of twist contained within a loop is the amount of twisting rotation completed after a 360 looping rotation has been performed, when measured from the point in the loop at which the twist was first initiated. Twists may be initiated at any position in the loop and in any direction.

E. DIFFICULTY
Difficulty: The relation of body form and orientation, movement on one to three dimensional axes and speed of movement. (Execution: Maintenance of body form and orientation)

Definitions
Left-Right axis - axis through Performers body from body left side to body right side.

Head-Toe axis - axis through Performers body from head to toe.

Front-Back axis - axis through Performers body from body front to back.

Base of support - amount of surface of arms/legs/torso exposed to the relative wind.

 

E-1. There are six basic types of rotations, plus the twist variety:

Rotations

Rotation about body Head-Toe axis with it parallel to vertical axis. The Performers may do it while holding an upright or head-down orientation. (eg. standup or head-down turn)

Rotation about body Head-Toe axis with it parallel to horizontal axis. The Performers may start from or stop in a flat, inverted, or sideways orientation. (eg. barrel roll)

Rotation about body Front-Back axis with it parallel to vertical axis. The Performers may do it while holding a flat or inverted orientation. (eg. belly or inverted T turn)

Rotation about body Front-Back axis with it parallel to horizontal axis. The Performers may start from or stop in am upright, head-down or sideways orientation. (eg. cartwheel)

Rotation about body Left-Right axis with it parallel to vertical axis. The Performers does it while holding a sideways orientation. (eg. pinwheel)

Rotation about body Left-Right axis with it parallel to horizontal axis. The Performers may start from or stop in a flat, inverted, upright or head-down orientation. (eg. back loop)

E-2. Twists : A twist is a rotation of the Performers around the body Head-Toe axis while he/she is rotating on the Horizontal or Vertical axis.

Horizontal axis twists: adding a rotation about the body Head-Toe axis while rotating around the Horizontal axis: (eg. twisting layout loop)

Vertical axis twists: adding a rotation about the body Head-Toe axis while rotating around the Vertical axis. (eg. propeller)

Norms for difficulty: based on normal speed

Orientations: start and stop of the transition

Normal Speed: one 360 rotation in about 1 second

Rotation about body Head-Toe axis with it parallel to vertical axis.

E-3. General guidelines which affect difficulty

Symmetrical body position: less symmetrical - more difficult.

Speed of rotations/transitions body form:
High speed: more difficult, especially when performed not on terminal velocity.

Low speed (applies only for rotations on terminal velocity, around the body axis with these axes parallel to the horizontal axis, eg. Slow motion Back Layout Loops: more difficult.

Low Speed: one 360 rotation in more than 2 seconds

High Speed: one 360 rotation in less than 1 second

Base of support: less base of support - more difficult. (although position of arms in not described it should be noted that it is more difficult to maintain balance with no arms support in the relative wind)

Starts and stops of rotations: more radical - more difficult.

Axes: more axes involved in rotations - more difficult.

Flexibility: more flexible (torso closer to legs than 45; legs more spread than 120) is more difficult.

General guidelines which belong to execution

E-4. Good execution performance:

Maintaining body in same position during rotations.

Maintaining heading.

Keeping legs straight. (unless on specified moves which demand otherwise)

Not losing balance.

Maintaining body in line with torso. (unless on specified moves which demand otherwise)

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