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Competition

Judging Tips for Standard Skill Routine

A workshop presented at the National Unicycle Convention by Constance Cotter. This is a good reference for both judges and participants.

Tips for Difficulty Judges

General

  • Series of transitions or stationary skills - these go quite quickly, and it is easy to accidentally miss one because you were looking down. Before the competitor starts, scan the list and look for these series so you are ready.
  • If a competitor is doing a line skill, circle, or figure eight, there is a prescribed pattern they must follow (see the rulebook for pictorial examples). If the competitor doesn't even attempt to follow the pattern, they get 100% devaluation. For example: if the rider is doing seat on side in a circle, they must stay outside the 4-meter circle the whole time. If they don't even attempt to do this, they get 100% devaluation. But if they cross the 4-meter circle during the skill, they must complete a full circle from the point where they crossed the 4-meter circle. Another example: if the rider is doing a line skill, and they don't even attempt to go through the center circle, 100% devaluation is marked.
  • If the competitor misses a skill, but goes back and does it later, they get 100% devaluation.
  • If the competitor messes up the order, the skills that are done out of order are scored with a 100% devaluation.
  • If the competitor falls during a skill, but then backs up and does it the second time perfectly, the rider gets full credit for the skill. The execution judge will mark for a fall.
  • If a competitor does a skill outside of the riding area, 100% devaluation is marked.

Riding Skills

  • For line skills, the rider must be in position before they cross the 8-meter circle. For example, if they are gliding, both feet must be off the pedals, and one foot should be already gliding on the tire. Another example: if the rider is doing a seat drag, the seat must be dropped before the front of the seat crosses the 8-meter line for seat drag in front, and the seat must be dropped before the wheel crosses the 8-meter line for seat drag in back. If they are not in position before the line, the most they can get for the skill is 50%.
  • All seat out skills are supposed to be not touching the body - unless the skill specifically allows touching the body. If the rider doesn't even attempt to keep the seat away from their body, they will get 100% devaluation. If the rider attempts to keep the seat away from their body, but touches occasionally, this is a technical devaluation and they get 50%. This includes seat out freehanded.
  • All seat out skills must have only one hand on the seat - unless the skill specifically says that two hands are allowed. If the rider doesn't even attempt to use only one hand, 100% devaluation is marked.
  • If a circle or figure 8 is to be done, make sure the rider does a full circle or full figure eight. Watch where they start and compare that to where they finish the skill. If the full circle or figure eight isn't done, the most they can get for the skill is 50%.

Stationary Skills

  • Spins and pirouettes. During a spin, the arms should be level with the floor, and the spin should be centered around one point. The Execution Judge marks mistakes such as a wandering spin or a spin that is too large.
  • Idling is to be done five times
  • Twisting is to be done five times
  • Spins and pirouettes are three times around
  • Sideways hop over must be done with the seat not touching the body.
  • Hoptwists must be performed at least the stated angle. If not, the rider gets 100% devaluation. Example: If the rider has a 90° Hoptwist on their sheet, but only goes 60° then they get 100% devaluation.

Transitions

  • The rider must start, perform, and end correctly to get full credit. If they don't at least end in the correct position, they get 100% devaluation.
  • Transitions that finish in the end position but were not performed correctly receive a 50% devaluation.

Tips for Execution Judges

Wave

  • Watch for the rider going out of bounds - a wave is marked regardless of when the competitor does it during the routine.
  • Waves for body form are marked ONLY during the skill; between skills, the rider is allowed to relax the body form.
  • The rider will get one wave for each of the following mistakes in proper body form:
    • not sitting up straight
    • jerky body movements
    • waving arms
    • arms not straight
    • arms not parallel to the floor
    • fingers not together
  • If a toe is not pointed for any leg extended skills, one wave per skill
  • If a leg is not straight for leg-extended skills, one wave per skill (two skills to especially watch for: coasting and side ride). The rider's free leg must be extended straight with the toe pointed - otherwise they should receive one wave for the crooked leg and another wave for the non-pointed toe).
  • If a circle looks like an oval, or a figure eight is considerably flattened, one wave is marked.
  • In a line or figure eight skill, the center circle must be crossed - otherwise one wave is marked.
  • Spins and pirouettes: If the rider wanders, or the circle size is greater than one meter, one wave per mistake.

Line

  • Lines are marked at any time during the routine
  • If the competitor almost falls, but somehow maintains their balance, this is a line
  • If the competitor begins a skill, then stops and restarts the skill, they get a line. BUT, if the competitor falls and restarts a skill, they should get only a cross or circle (depending on the severity of the fall)

Cross

  • The rider falls, but catches the uni and lands on their feet
  • Make sure you can tell the difference between a fall and an intentional dismount. All skills must end with the competitor finishing under control. For example: if the rider is doing wheel-walking or seat-drag, sometimes they don't want to put their feet back on the pedals or pick up the seat.

Circle

  • The rider falls to the ground (some part of their body touches the ground other than their feet)
  • The unicycle falls to the ground.
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