Two identical courses are placed side by side. Lane A and Lane B. Two Athletes will run simultaneously, one in Lane A the other in Lane B. At certain points the two lanes will merge. This forces athletes to scramble simultaneously up the same obstacle. All this occurs while racing against the clock.
A course is set with the objective of getting from start to finish as quickly as possible. However, there are “technique checkpoints.” These may include 5 climb-ups, 12ft+ laches, rail navigation(low-line/high-line), etc. For an athlete to advance they must accomplish the specific technique at each “technique checkpoint”. If at any time a checkpoint is failed, cheated, or out of bounds the athlete must start over at the beginning of said checkpoint. Athletes are allowed a total of 3 mistakes before their run is disqualified. The 10 athletes who advance through all “technique checkpoints” with the fastest times will be invited to compete in the finals.
Groups of 5 athletes will comprise a session. Each session will last for 10 minutes total. The order in which an athlete competes will be drawn at random. Each athlete will have a maximum of 30 seconds to perform before the next athlete is up (the end of 30 seconds will be signified by an air horn). If an athlete falls before his allotted 30 seconds is up an air horn will sound and the next athlete in rotation will begin his run. Each athlete can run the course as many as 3 times in the allotted time. Three judges assign each athlete a session score from 1-100. The three session scores are combined and divided by three to give each athlete an overall score.
Scoring a perfect 100
DON’T FALL- Your run will be over and you will have to wait until all other athletes in your session have run before you get another turn.
Execution - execution of maneuvers with confidence and proper landing techniques; the less limbs touching the ground after a skill the better. Shoulder rolls will be judged on whether they were planned or not.
Content - the number, difficulty, originality and variety of tricks successfully performed. For example, performing 6 skills will score less than 10 skills. An acrobatic manuever with a single rotation will score less than a double rotation (rotation being flips or twists). A kong precision will score less than a double or a dive kong, etc. Originality will cover not only new movements we have never seen, but if every competitior is including a cast-back in their runs, the skill depreciates in value. Variety is the key here! An athlete that only performs flips will not score nearly as high as an athlete incorporating traditional parkour movements; vaults, laches, etc. Just as likely, by not throwing any acrobatics you will also hurt your score.
Versatiltity – the fluid linking of individual tricks; and, the use of the course and course obstacles, such as ramps, boxes, handrails, etc.