CHAMPIONSHIP FREESTYLE SCORING CRITERIA
Technical Execution (T.E.) Scoring for
Prelims & Finals:
The
Championship Division freestyle judges shall judge a contestant's Technical
Execution according to the following scoring criteria.
Positive Point Awards:
- Positive points shall be
awarded for advanced level tricks or trick elements performed
successfully. Variations of tricks and elements shall be fully scored.
- Repeated tricks, repeated
trick elements and repeated mounts may be scored at a lower value or not
be scored at all.
- Transitions between tricks
shall be scored.
- Additional points shall be
awarded based on the difficulty level of a trick element. The base level
(simplest advanced level tricks) trick would normally score one-point
while more difficult tricks would be granted multiple points as the judge
feels is warranted.
- The number of points a judge
awards for a particular trick element may also vary depending on how well
the trick element is performed. For example, the same type of catch of an
off-string” yo-yo may be given more points if the launch was extremely
high as opposed to a launch where the yo-yo barely leaves the string.
Similarly, a very basic Eli Hop may not even be scored if the yo-yo is
only hopped a few inches off the string (because a particular judge feels
it is not an advanced level trick element) while one with a high toss
would be scored.
- Other factors, besides
difficulty level, that may increase the basic value of a trick element
include but are not limited to: speed, amplitude, control, blind catches,
and movement (i.e. turning while an off-string yo-yo is in the air before
catching the yo-yo.)
Negative
Point Assessments:
- In all
divisions, 1-point shall be deducted
for each trick or trick element missed including but not limited to:
missed string hits/catches, missed slacks, missed lacerations, missed
binds, missed 5A counterweight/string catches, failed 4A launches. In all
divisions, 1-point shall be deducted
for each loss of control Repeated efforts to regain control of a yo-yo,
such as but not limited to: repeated unsuccessful binds, repeated
unsuccessful launches, and excessive uncontrolled loops or punches shall
result in additional deductions. In 2A and 3A (and in 4A and 5A when two
or more yo-yos are in play), each yo-yo is judged separately. Loss of
control that results in a restart shall be a mandatory 2-point deduction per yo-yo. Therefore, in 2A and 3A (and
in 4A and 5A when two yo-yos are in play) if both yo-yos need to be
restarted a mandatory 4-point deduction
shall be assessed. Note that each 2-point deduction includes the initial
1-point deduction for loss of control leading to the restart. If a
contestant chooses to replace a yo-yo rather than to restart it, it is
still a mandatory 2-point deduction. In all divisions, replacing one yo-yo
with another, shall count as a mandatory 3-point deduction
if the yo-yo becomes unplayable due to a jammed, broken or knotted yo-yo
string or due to a malfunction of the yo-yo. Voluntarily replacing a yo-yo
(or yo-yos) which does not require a restart or which is not unplayable
does not incur a deduction. In all divisions, a mandatory 3-point deduction shall be assessed for any yo-yos that
leave the stage for unintentional reasons including but not limited to:
broken strings, broken yo-yos, failed aerial catches in 4A and 5A, or
yo-yos that come a part. In 2A and 3A (and in 4A and 5A when two yo-yos
are in play), replacing both yo-yos at the same time, shall count as a 6-point deduction if both yo-yo are tangled or otherwise
unplayable. Note that each 3-point deduction includes the initial 1-point
deduction already assessed for loss of control leading to the yo-yo
replacement. In 4A and 5A, if more than two yo-yos are in play each
additional yo-yo shall be judged separately and each additional yo-yo
shall be subject to the mandatory 1, 2 and 3-point
deductions described above.
- Intentionally
launching, throwing or otherwise discarding a yo-yo off the stage or into
the audience shall result in a mandatory 5-point deduction.
Repeated violations of this rule may lead to a disqualification if the
actions are considered disruptive or dangerous. Note that this rule is in effect before, during, and after the
freestyle time period.
Performance Style (P.S.) Scoring-Finals
Only:
Performance
sore will be tabulated using a 5-item categorized list. Each of the 5
categories will score from 0 to 4 points for a total of 20 points available for
the performance score. These are general categories that judges have been looking
for when clicking in performance scores. We are now specifically identifying
what scores.
The 5
performance style categories that will be scored are:
- Choreography and Stage Use
- Freestyle
Construction
- Cleanliness and Presentation
of Tricks
- Variation and Risk of Tricks
- Overall Impression
Scoring Details:
Choreography
and Stage Use:
Does the performance and the tricks performed fit the chosen music? Does the
player move on the stage in a way that will enhance their performance?
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Points
|
Description
of evaluation
|
|
0-1
|
Music appears to be irrelevant for the most part as if
any music could have been played. Tricks and moves do not seem to be timed to
correlate with the music. Player basically stands in one spot and grinds out
tricks.
|
|
2
|
Some effort seen to match tricks and moves to the music.
Some movement on stage but it is limited.
|
|
3
|
Tricks appear to be timed and planned with the music but
timing is not perfect. Movement on stage helps to keep performance
interesting.
|
|
4
|
Tricks are obviously timed to the music with styles
mirroring the music as well as large dramatic moves hitting with the music.
Movement on the stage is dynamic and keeps the people with video cameras
working hard to keep up.
|
Freestyle
Construction:
Is there an overall theme through the entire freestyle that connects movements,
tricks, music and does the player present a routine with an obvious beginning,
middle, and end?
|
Points
|
Description
of evaluation
|
|
0-1
|
Little or no apparent theme and little or no obvious
segments to the performance.
|
|
2
|
Some apparent effort put toward a common theme and with
stylistic portions of the performance grouped somewhat.
|
|
3
|
A theme is seen that links music, trick styles, and
movement on stage. The performance has obvious portions.
|
|
4
|
An obvious thematic element is present that links music,
tricks, stage movement, and outfit. A clear beginning, middle, and end of the
routine is presented with tricks, movement and music that reinforce each
other.
|
Cleanliness
and Presentation of Tricks:
Are the tricks performed fluid and smooth? Does the player make it look easy?
Are the tricks presented with consideration of how the trick appears to the
audience?
|
Points
|
Description
of evaluation
|
|
0-1
|
Player can land the tricks but it is casual with more an
appearance of luck than of practice and precision. Little or no thought seems
to be given to how the trick looks to anyone besides the player or how to
show the tricks to an audience.
|
|
2
|
Tricks appear solid and obviously practiced. The player
remembers to show tricks in a manner that the audience can see what the
player is doing.
|
|
3
|
Tricks are well practiced with missed elements being
handled very well. Player presents the tricks to the audience so they can see
the intricacies of the elements.
|
|
4
|
Performance of tricks is fluid and refined. Event the
hardest and riskiest maneuvers are handled with grace and made to look easy.
Player moves on the stage to show off the tricks to the audience and judges
with extra attention given to perspective and body direction.
|
Variation
and Risk of Tricks
Does the performance contain a variety of trick elements covering all the major
variations within that division? Are the ticks performed ones that have high
consequences if missed?
|
Points
|
Description
of evaluation
|
|
0-1
|
Same or similar basic trick elements are performed in most
tricks. Tricks have minimal or no risk involved and are unlikely to be
missed.
|
|
2
|
Some variation in trick elements presented. Some tricks
are risky but most do not demonstrate significant risk.
|
|
3
|
Good variation of different elements shown demonstrating
broad ability to perform different stylistic elements. Many tricks are risky
and are completed successfully.
|
|
4
|
Great variation in stylistic elements demonstrating the
ability to perform essentially all the stylistic variations in that division.
Tricks are consistently risky with high consequences and are completed
successfully with few exceptions.
|
Overall
Impression:
Taking all factors into consideration and any others not specifically addressed
in the other categories, what is the overall impression of the performance.
This is the "wow" factor as others have called it.
|
Points
|
Description
of evaluation
|
|
0-1
|
Competent freestyle but nothing very memorable from a
performance viewpoint. Does not leave a lasting impression.
|
|
2
|
Fun freestyle to watch but needs work to really catch everyone’s
attention. People will probably ask to see the video posted online a few
weeks after the event.
|
|
3
|
A memorable performance that captured attention. Players
will be talking about this one on the chat boards and asking for a video to
be posted within hours.
|
|
4
|
Professional quality performance that would be showcased
for National or International media. Judges, audience, and rival competitors
think "Wow...that was impressive..."
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CHAMPIONSHIP FREESTYLE SCORING SYSTEM
The judges
will score Technical Execution (T.E.) elements as
they see them occurring in real time. Performance Style (P.S.) will be
separately assigned at the end of the freestyle.
Technical Execution (T.E.) And Performance Style (P.S.) Judges scoring:
A
contestant's final freestyle score shall consist of the algebraic sum of their average
normalized score for Technical Execution (Maximum score of 80) plus their
points for Performance Style (Maximum score of 20).
FINAL SCORE:
The
highest contestant's Technical Execution raw score from each judge will first be normalized to 100
points and the other scores from that judge determined by multiplying 100 times
a contestant's raw score divided by the highest contestant's raw score. The average Technical Execution score for each contestant shall be determined by discarding
their highest and lowest normalized scores from the judging pane and averaging
the remaining normalized scores to the nearest hundredth of a point. This
normalized and averaged final technical score will count as 80% of the contestant’s
final score - or up to a maximum of 80 points (i.e. T.E. = 0.80 times
normalized score).
The final Performance Style score for a player shall be
determined by discarding their highest and lowest
Performance Style scores from the judging pane and averaging the remaining
scores to the nearest hundredth of a point. This may total up to a maximum
of 20 points.
The Final
Score is then calculated by adding the averaged final Technical Execution score
and the averaged final Performance Style score.
In
the event of a tie for first, second or third place, the Head Judges and the
Contest Director may declare a tie, or the average normalized scores will be
recalculated for the tied contestants using the previously discarded highest
and lowest normalized scores. The contestant with the highest recalculated
average normalized score (to the nearest hundredth of a point.) will win the
tie.