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WWA Rule Book

 

The WWA Rule Book - Pages 1 through 16

15
Page 15


2. Four Category judging format:
a) Difficulty determines the rider’s level of expertise in the sport. The majority of tricks contained within a pass should reflect the level of competition the rider is competing in. Definitions and examples of “technical” and “difficult” vary according to competition divisions and rider’s personal skills.
· Difficulty: Level of expertise shown in the run

b) Consistency score reflects the execution, discipline and customization of a rider’s pass. Tricks executed and landed cleanly will be rewarded in this category. Also variations to tricks, such as the addition or variation of grabs, tweaks, stalls and other stylish additions to a standard trick will reflect in this score. This category allows riders to customize and personalize tricks to allow their own expression to show through.
· Consistency: Execution and personalization of tricks

Difficulty and Consistency combine for a single ‘Technical” score out of 10 and represent 50% of the overall score.

c) Size represents the wow factor of a wakeboard pass. Riders are scored on the size of the tricks performed. A run should include as many technical tricks that can be taken as large as possible and all tricks (regardless of difficulty) should be performed as large as possible. Not so technical tricks can still score well, as part of an entire run, if they are taken large.
· Size: Taking tricks as big as possible

(1) Creativity relates to the overall use of the time allotted and all elements of the course. Riders are encouraged to include a variety of tricks in their run and use the time, obstacles and double ups to full effect. A variety of trick styles is encouraged, but the overall impression, intensity and style of a run outweighs variety. Riders are judged on the tricks they do, not the tricks they leave out of a pass.
· Creativity: Use of time and course with variety and overall mastery of the sport

Size and Creativity marks combine for a single ‘Artistic” score out of 10 and represent 50% of the overall score.

“A rider that can do technical tricks and beauty- based
tricks all with intensity and style is a true master.” Randall Harris 01

C. Falls:

A first fall will not be scored negatively against the rider. A fall does however affect the overall impression of the run as time and course will be lost to the rider while the boat retrieves them and gets back to speed. The first fall in a rider’s run will not affect a rider’s final score, as long as the overall quality of the rest of the run is still positive and fulfills the criteria mentioned above. A run without a fall will be looked on more favorably than a run with a fall, all other aspects being equal. Certain formats limit the number of falls allowed per rider see IX (E), X (E), XI (E), XII (E), XIII (E), XIV (E) & XV (E).

D. Scoring:

1. During run: Judges will write down each trick performed, noticing how big the rider takes it and how clean the trick is executed. The addition of grabs, variations and general personalization of each trick must also be noted. Judges will record a mark, score or other character in boxes next to the trick to develop a formula to reflect the size and style of the run. Marks could be checks and crosses, + or -, strokes, numbers or anything that will allow the judge to easily determine whether a trick was bigger, cleaner or personalized above or below the other riders in the heat. You will be looking for a majority in your markings to determine the overall impression of the run. A single fall will not be reflected in the score, but in turn will affect the overall impression of the run as time and course will be lost while the boat retrieves the rider and gets back to speed.
Note: The numbers Judges use is just a means to track each individual judges placing. The numbers are irrelevant except only to determine each judges placing only.
E. Final Scoring:

1. Placement: Check each judge’s total scores and assign a placement to each rider, highest number to lowest number.
· Placement overrides all numeric scores.
· In the event of a tie in placement scores please proceed to step 2.

2. Average: The total scores from each judge for each combined category are added together and then divided by the number of judges to produce the final score.
· Use the average as the primary placement method.
· In the event of a discrepancy please proceed to step 3.


3. Median: The highest and lowest scores are discarded and the remaining score becomes the final score. Where more than three judges are used, the remaining scores are averaged after the highest and lowest are discarded.
· Median is used as the secondary placement method in case of ties using average.