Competition Guide

2.0 Equipment & Devices

2.1 Live Zone

2.2 Overturned Watercraft Rule

2.3 Out of Bounds Rule

2.4 General Format

2.5 Combination & Height Level Execution

2.0 Equipment & Devices (Mandatory/Not Provided)

All participants competing are required to bring the following for their own use; 

  • Helmet
  • Board
  • Bindings
  • PFD (Coastguard Approved or like type Life/Impact Vest)

Equipment & Devices (Provided)

  • PWC; Yamaha SHO w/Stage 1 Riva Kit upgrades & Skat Trak Dual Impeller
  • Safety Skins
  • Double Swivel connection with universal interchangeability
  • 80' Hose
  • F4 Wireless Controllers

Equipment Options

  • Riders have an option of bringing their own ski and it must be equipped with:
  • Safety Skin
  • Wireless throttle

 

2.1 Live Zone

  • The live zone is a 50 x 50 meter area marked by buoys every 25 meters. 
  • The line will be monitored by both officials and safety teams.

2.2 Overturned Watercraft Rule

  • In the event an athlete flips the watercraft 90 degrees and the watercraft rights itself, they will receive a 10% score reduction for poor hose management/care of PWC.

  • In the event an athlete flips the watercraft 180 degrees and the entire bottom is face up, the run will be stopped at that point. The athlete will be deducted 30% of his score and the run concluded.

2.3 Out of Bounds Rule

  • Flying out of bounds will incur a warning via visual yellow flag and audio horn signal.

  • Flying out of bounds a second time during the same run will receive a red flag signaling the end of the run followed by a 15% deduction in score.

  • If both athlete and watercraft are out of bounds for 5 seconds or more without effort to get back inside the live zone, they will receive a red flag which will signal the end of the run followed by a 15% score reduction.

  • A trick started inside the live zone and finishing outside the live zone will be counted. A trick started outside the live zone will not be scored.

2.4 General Format

  • Qualifying round

  • Round based on strict figures in which 32 participants will be seeded based on this round's final results.

  • Competitive order will be based on number drawn following completion of registration.

  • Qualifying figures required are 3 tricks/combinations performed at three different height levels of execution. 

  • Participants will be required to submit a program of their 3 chosen tricks/combinations two weeks before the start of the competition; Friday, August 11, 2017. The sequence will be accepted by the judges or changes requested by the following week; Friday, August 18, 2017. The riders run will be judged specifically on their figures of choice.

  • Participants will be required to perform their custom figures in front of a 5-man judging panel within the qualifying round time limit. The judges will have a printed copy of each rider’s chosen trick/combination list to use as a basis of scoring.

  • Failing to complete any compulsory figures will be deemed a no score on that specific figure resulting in a deduction on overall score. If a compulsory figure is repeated during the 90 seconds allotted, the higher scoring sequence combination will be used.

  • The judges will score each athlete on a ten-point scale for each sequence combination on an overall grade of 30 points.  Maximum ten points for each combination.

  • Scoring emphasis is on execution of all submitted sequence combinations cleanly.

  • One-Thirties; Freestyle rounds

  • Three freestyle rounds of 1 minute 30 seconds in which participants finishing in positions above the bottom 8 spots on the scoreboard will advance.

  • Best of 3; Battle rounds

  • Three battle rounds in which the top 8 riders will go head to head in a 30 second best trick/combo competition. Riders winning two of three in the round will advance.

2.5 Combination & Height Level Execution

  • Combination; Any maneuvers that are chained/linked together by 2 or more maneuvers. 

  • Height Level Execution; The height at which any maneuvers are initiated.

  • High; Maneuvers executed near or at the top end of the hose. Typically this is where momentum is at it’s lowest. (Eg. Dropout Triple Backflip)

  • Medium; Maneuvers executed at mid height. Typically this is where power is consistently strong and easiest to recover/land. (Eg. 720 Backflip)

  • Low; Maneuvers executed near or at the water. Typically this is where timing and sharpness is involved as there is no space or room for drop. (Eg. Surface Double)