ARIZONA FREEFLIGHT, INC. 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 dont 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
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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. 2. THE EVENTS 2.1. Discipline 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: 3.2.2. Minimum competition: 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 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 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 5.9. Malfunctions 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.
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 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: 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. 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. 7.3.9 Panel of Judges: The Chief Judge is: Omar Alhegelan COMPULSORY MOVES FREEFLY MONEY MEET - 1999 RANDOMS:
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 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 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 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 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 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 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
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:
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 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 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 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 - Vertical Axis - Horizontal Axis C-2. Body Axes - Body Head-Toe Axis - Body Front-Back Axis - Body Left-Right Axis D. BASIC ROTATIONAL ACTIONS There are four basic rotational actions which form the basis foremost moves. D-1. Turns D-2 Rolls D-3. Loops - Back Loop - Front Loop - Side Loop D-4. Twist E. DIFFICULTY Definitions 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 360º 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: 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 360º rotation in more than 2 seconds High Speed: one 360º 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 45º; legs more spread than 120º) 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) |