You are now the head judge for 2015 X Games.

geosom

Member
What do you think is the most important element in that amazing slope run. Is it style? Or technicality. Your decision NS
 
Grabs. no same grab in 1 run. dub 10 with mute difficulty level is pretty much easier to do than straight 10 dub japan. creativity ofc, and gotta be clean. if 1 hand touches ground its over. how big you go. 2 runs, if you got 3 runs its too much. something like that.
 
-rail tech: 25%: docked if all same direction, looking for variety, bumps for bigger spins on and actually sliding more than disaster, pretz, grabbed corks off)

-jump tech: 30%: variety is key, docked if same direction spins, a dub wobble is cool if other dubs are more inverted, looking for smoothness, ease of execution, any nose/tailbud is more tech than standard, but not necessarily more than extra cork,

-grabs: 15%: docked it not all different, bump ups for dub grabs, genie>octo>dub jap>blunt>high mute>bro kang>safety)

-amplitude: 10%: bigger is always better as long as they hold on

-overall execution/impression/flow: 20%: docked for reverts, hand drags, hard speed-checks, bump up for never left ground quality stomps, carving off kickers, creativity in line choice
 
Execution - 40%, if you stomp all your landings and get all your grabs, you get full points. Hand drags/coming off rails early is a big deduction. Having to open up early or landing in the backseat will be a smaller deduction.

Technicality - 40%, The more difficult your tricks, the higher your technicality score. Pretty simple

Creativity - 10%, if you throw a trick that nobody else is throwing you get creativity points.

Style - 10%, style is too subjective. Can't give many points out based on style.
 
I think taking risks and refraining from a dub 12 mute every run should be more heavily rewarded.

That being said, if you do a fucking zero air and expect full marks you are insane. But why can't we see an Adam Delorme style cork 3 with a single nose grab or something? That's a super hard trick to do well and not many pros can make them look nice. B-dog did a bunch of true nose 9's a few years ago that were gorgeous and never seemed to get good scores.

There should be equal risk in doing an easier trick extremely well with a challenging grab as doing a difficult trick okay with a mute grab.
 
problem with execution being scored so high means everyone will just be doing tricks they've done a million times and know they'll stomp. people wouldn't want to risk a touching a hand on throwing something completely new and wild
 
I think that there should be 3 rail / jib sections at the top of the course, and then 3 jumps. First jump has a limit of 540 / 1 flip, 2nd has a limit of 720 / 2 flips, and 3rd (the biggest) has no limit on rotation / flips. It would help creativity and style... And the two parts of the course (jibs/jumps) would be weighted evenly
 
It's 4 jumps cos so tricks in all four directions (right, left, sw right, sw left) can be done. Also three jumps just feels short, the X Games feels like it should be about the great 'murican tradition of making things big.

Also definitely three runs, It'd encourage people to go for more crazy stuff because they'd have more chances to throw down.

Grabs - I'd put grabs that help rotation (the absurdly high mute/ tweaked out true tail) on the same level as a safety, or even no grab at all. Grabs are to look good and show your confidence with the rotation, not to help you add a 180.

Jumps (50%) - Different axis. Corks, normal spins and flats/rodeos are pretty much the only type of rotation we see. I'd like to see more than that, Henrik can do the lobster flip (dub bio/flat 14), that would certainly be an event winner with me as judge (along with the rest of Henriks run, which would probably include a nose butter triple, switch butter 10 and right butter 12). I'd also include other types of jump, like maybe a hip where you have the choice of going to either side or over the top. Maybe a feature like the Breck park setup in Sunny, where you have a small half pipe with jumps into or over it.

Rails (50%) - Same value as jumps. Often you feel like 'easy', sometimes not even edit worthy, tricks are being thrown on rails just so the riders can focus on the jumps. If simple rail tricks (90 on, 270 out like tricks) earn you only 10 points, then no matter how good your jump section you can only score 60. Creativity is awarded in the rails. There is no criteria for creativity, because if there was a list of 'creative' things you could do they wouldn't be creative. Doing things that the feature isn't intended to be used for, and that other guys aren't doing would be creative.
 
I agree with all this, but in my book a mute grab would mean disqualification for the run... and I'd be happy to see 3 runs in contests, in my opinion the Olympics would have played out very differently with three runs
 
What the fuck man? Mutes look good. Always have and always will. skiers crossing skis separates us from those one plankers. Why is it so bad if a skier has a mute in their run? High mutes are not easy either. I want to see grab variety and creativity but a mute is a solid grab PERIOD. If it's thrown more than once in a high level comp, dock 'em for it, just like they should be docked for multiple shitty spread out safety grabs.
 
I have nothing against the mute grab. It's just the absurdly high mute grab (pretty much a crossed nose grab) that is done to help the rotation, and looks shit as well.
 
right but it can be one of five grabs that someone has a in a run, especially if it's a mute to japan dub or some shit.
 
Style for me is big! I much prefer to watch a nasty floated out double over a hucked double. Also if someone goes huge then that gets them points with me. Like Henrik's triple in the Olympics would have gotten big points from me for taking it to the gucci plateau
 
Judges would have to agree beforehand on which order the most common tricks should be placed in beforehand, difficulty wise. This goes for both spins and grabs. After this they should make a preliminary score consisting of:

Technicality: 30%. Use previously mentioned list to compare tricks. Adding rotations and grabs makes a trick more difficult.

Execution: 30%. Tricks should look easy to the rider. Stomps should look as if rider just dropped of a one foot ledge, not a 70ft table. If you do a grab, you should hold it all the way. One solid grab > two 'tickle' grabs. If you add a rotation you should stomp it, otherwise don't do it at all. Minimal adjustments should be made whilst in the air to show that the rider has the trick on lock. Wildly swinging arms will lose you points. Nothing should look as if it was unintentional. A decent triple should beat a stomped dub, but a sketchy trip loses to a stomped dub every day.

Variety: 20%. I want to see all 4 directions, but also misties, rodeos, bios, flatspins etc, not just 4 different dub corks. Variety is equally important in the rail section. Lipslides, pretzels, left/right spins on and off...

Creativity: 10%. Creativity can boost the score, but don't sacrifice a lot of technicality in order to be slightly more creative.

Amplitude: 10%. Go as big as you can without looking sketchy on the landing. A huge jump with a crappy landing won't beat a stomped landing on sweet spot, but an uncommonly large air with a decent landing will be rewarded. Height is rewarded to the same extent as distance traveled. Massive points are deducted for knuckling.

After reaching a preliminary score judges will make adjustments based on overall impression. Points are deducted if some features only seem to be used for set-up tricks, hand touches are punished harshly, same goes for reverts and big speed checks. I liked what someone said about adding points for carving into and off jumps. Added points for "wow-factor" and for riders who look comfortable at all times during their run.

Rails are 50% and jumps 50%. Three runs to allow for harder tricks.

Finally, a tape measure is brought to the finish area and the guy with the biggest penis wins.
 
Most naked belly slide over the knuckle of the last jump. Looking for amplitude, i.e. how far you slide, and style.
 
ever watched freestyle.ch? it has rules similar to the ones I suggested and it is an infinitely more creative event than X Games, Dew Tour, or any slopestyle comp. I'm aware it's not a slopestyle event, but if you have rules such as those it lets forces athletes to throw the most stylish trick they can.
 
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