SL Surfing judging guidelines
Friday, April 13th, 2007Here are some thoughts regarding some judging and scoring in a Second Life Contest.
- Length of ride. This is easy. Take off when the wave starts to bubble and step off as the wave dissolves scores a 3. Anything less is, well, less.
- Tricks. A 360 or a flip falls in this category. A good bottom turn and carve does too. Basically, mix up your attack and use what the wave throws at you.
- Style. Tougher to quantify but here goes. If you did flips straight all the way to the beach and never did anything else, you flunk style even if you get some trick points. Like a wave as a canvas, you are painting a line across it, the style is portrayed by how you move across the wave. Generally, I like to start at one end of the wave, surf to the end, turn back, then traverse the other way as far as possible, which maximizes speed. Using the whole wave with a variety of smooth maneuvers is good style. Belly riding backwards is not.
- Technical Execution. Ok, we all know the wave has a mind of its own. The ability to use that to your advantage goes a long way here. Flips cleanly landed and turns without breaking through the back of the wave are good. Try for a clean no-paddle take off, a variety of big moves and a stylish exit. All three will play a big part to score a 3 here.
As a rule, the first one up gets the wave. Taking off with another on the wave will be marked lower over all for it. Just don?¢‚Ǩ‚Ñ¢t do it and everyone wins.
I tend to use the mini map at all times. You can see the rocks under the water and find the take off spot easily as well see if someone is already on the wave.
Good Luck!
Surferjoe Wind
Contest Judge for the Namiko Epic Surf Contest at TWC







