Judging Information
2008 International Yo-Yo Open and New York State Yo-Yo Contest
A New Way to Present Scores
We are pleased to announce the debut of a dynamic, innovative system of presenting scores to the spectators of our yo-yo event, by providing LIVE technical scores immediately upon the completion of each individual's freestyle. These will be displayed following the contestant's freestyle so that players as well as the audience can stay updated and excited!
Performance and Presentation as Key Judging Aspects
At the International Yo-Yo Open we realize that developing and executing a technically difficult freestyle is complex and challenging, and the judging should reflect this. However, entertaining and engaging the audience and competitors should also be primary goals. Due to this, fully one third of a player's score is based on performance and presentation, as evaluated and scored by professionals in both the "yo-yo industry" and the "entertainment industry." Performance scoring information is outlined below.
How Technical Points are Scored at the International Yo-Yo Open
To score technical tricks judges use a positive and negative clicker system. Tricks performed on stage are assigned a specific amount of points based on aspects and components of the tricks. These types of tricks and possible points assigned are:
Categories of Tricks for the Single A Division and Possible Point Values
Basic Sleeping Tricks:
Definition: Basic sleeping tricks are typically tricks that do not involve landing the yo-yo onto the string or performing technically difficult maneuvers with the yo-yo.
Examples: Sleeper, Walk the Dog, Creeper, Breakaway, Rock the Baby, etc.
Typical point values: These tricks are generally not scored in an advanced freestyle division since they are considered basic elements.
Basic Mounts:
Definition: Typical mounts used to start a trick, or combination of trick elements, in a freestyle.
Examples: Man on Trapeze, Split Bottom mount, Brain Twister mount, One and a Half mount, Double or Nothing, etc.
Typical point values: Since these are considered basic and necessary for beginning a trick they are usually not scored in a freestyle. However, this is left to the judge's discretion, for example, in a case when a unique mount is presented by the performer.
Basic/ Intermediate String Tricks:
Definition: These tricks involve landing the yo-yo on the string and maneuvering the yo-yo across the string, passing the string around the yo-yo, or popping the yo-yo off and back onto the string.
Examples: Brain Twister, Split the Atom, Mach 5, The Matrix, Buddha's Revenge, Eli Hops, Kwijibo, Mondial, Skin the Gerbil, Cold Fusion, Pop-N-Fresh, etc.
Typical point values: Points are assigned to each maneuver on a point-by-point basis, usually ranging from one to three points. For example, a typical score for Brain Twister (3 rolls) would be 2 points whereas a score for Kwijibo would be 5 points. If elements within a trick are repeated throughout the same combination they may be judged at less value or no value at all. For example, repeated Brain Twister rolls may score one point for 3 to 4 additional rolls, and then no points for anything following them.
Advanced String Tricks:
Definition: Involves advanced or extremely technical moves. This entails more complex mounts and string holds where the maneuvering of the yo-yo is considered to be extremely difficult, or if highly skilled control of the yo-yo is demonstrated.
Examples: White Buddha, Spirit Bomb, Super Man, Sea Sick, Kamikaze, Black Hops, and many other tricks that may not be recognized with a generally accepted name as yet.
Typical point values: Advanced string tricks are judged in a similar manner to basic or intermediate tricks, but with more of the judges' scoring emphasis being placed on evaluating the difficulty of the maneuver as a whole. Rather than scoring points for a specific string hit or transition, points are awarded based on the trick as a whole. This is, ultimately, up to the judge's discretion which is aided by the developed skills of judges with years of practice.
Suicides and Whips:
Definition: Maneuvering of the string, in particular, where movement of the yo-yo is typically more isolated and the focus of the trick is on controlling the string around the yo-yo or catching the yo-yo with the string in mid-air.
Examples: Iron Whip, Jade Whip, Follow, Suicide, Suicide 1.5, Double Suicide, Laceration, Hook, etc.
Typical point values: Generally, Iron Whips, Suicides, and Hooks are worth 2 points. Variations of these suicides, whips, or hooks that increase the level of difficulty can earn as much as an additional 2 to 3 points - but is again up to the discretion of the judge. If a combination of whip movements is attempted, before the final whipping of the yo-yo is completed, these points are not earned until the yo-yo is actually whipped. If the final whip is missed no points are earned for the whip movements that led up to it.
Grinds:
Definition: Bringing the yo-yo in contact with the body and allowing it to crawl, climb, rotate, sleep, or rest on the skin, a body part, or some article of clothing such as a shirt, hat, etc.
Examples: Arm Grind, Palm Grind, Thumb Grind, Transfer Arm to Arm Grind, etc.
Typical point values: A basic grind movement with the yo-yo in contact for at least 2 seconds is normally worth 2 points. However, raising the level of difficulty by executing variations of grinds, or grinds for longer durations, can earn as much as an additional 2 to 3 points. Ultimately, the number of extra points awarded for such grinds is determined by the judges.
How Performance Points are Scored at the International Yo-Yo Open:
Performance at the International Yo-Yo Open will be judged using a category system, with criteria divided into 11 easy-to-understand groupings. These categories, along with descriptions of point values and the manner in which judges evaluate overall performance are outlined below.
1. Theme
Is there an overall theme evident throughout the entire freestyle unifying all of the moves, tricks, expression, and music?
- No connection whatsoever in performance.
- The player is seen trying to do something toward a theme, but doesn't accomplish it.
- We can see details of the theme, and some connection among the various facets of the freestyle the player is endeavoring to express.
- A clear and apparent overall theme is manifest throughout the entire freestyle.
2. Routine
Is there a plot/stages/phases (like beginning/development/changing/conclusion, or intro/climax/ending) in the overall freestyle?
- Judges cannot see any plan or routine.
- There is some indication of a plan or routine .
- Judges can clearly see a routine or story line, for example, intro/climax/ending.
3. Appearance
Does the contestant dress properly and present himself appropriately for the performance.
- Contestant has dressed poorly and does not look like he is giving a performance. For example wearing a white T-Shirt and using a white string. Overall sloppy attire.
- A clear effort has been made to dress appropriately for the performance.
4. Body Control
Can the player control his or her body on the stage? Is there the appearance of a relaxed performance and a calm mind? Is the player rushing through some segments? Does the player have a mindset that he or she is on stage in public – are they aware of the direction in which they should be aiming the routine, for example?
- The player doesn't appear to be aware of, or being comfortable with, being on stage in public.
- The player pays attention to controlling his or her body at some level.
- The player has good body control and actions are accomplished as planned.
- The player has a very high sense of control of his or her body, much like professional stage performers.
5. Audience Interaction
The routine engages and maintains the attention of the audience. The player attends to the audience with a noticeable "style" or "flare."
- The player pays no attention to the audience.
- The player recognizes the audience.
- The player pays attention to the audience, and receives and maintains the attention of the audience in return.
- The player and the audience are completely involved with each other, with visible rapport, excitement, and enjoyment evident.
6. Choreography
Do the tricks and moves fit the music or sound? Is the play in harmony with the music?
- Judges cannot see any work toward the music.
- There is some work apparent toward fitting the performance with the music and sound.
- Judges can see an obvious plan and the freestyle is coordinated with the music.
- The freestyle fits the music very well and throughout the entire performance.
7. Stage Use
Does the player use the stage wisely and with a plan? Does the player show the tricks "largely" and magnificently?
- The player does small tricks while standing in one place, throughout.
- The player moves some on the stage while doing tricks, or shows some tricks largely.
- The player uses the stage well and keeps showing tricks largely.
- The player uses the stage fully and presents tricks "largely" and magnificently.
8. Cleanliness
Are tricks smooth and fluent throughout the freestyle?
- The player can hit the tricks but they are rough, clumsy or awkward.
- Tricks are well practiced and the player has sufficient confidence.
- The routine is very smooth and even misses are well treated by the player.
- Tricks are very finished and refined. They look very easy. Even hard tricks appear smooth and effortless.
9. Variation
Is the choice of tricks sufficiently varied? Does the player show all trick styles in the division?
- The same kinds of tricks are repeated throughout the freestyle.
- The player shows some variation in trick style.
- The player shows the many variations of the division.
- The player shows nearly every single style in the division (For examples: Hooks, Lacerations, Whips, Slack, Chopsticks, Trapeze, Transitions, Hops, Gyros, Grinds, Regens and etc. in 1A division).
10. Risk
Does the player show tricks that contain some risk or tricks that could lead to a fatal consequence?
- The tricks have no or very low risk.
- The tricks have some degree of risk.
- The player shows some high-risk tricks with good success.
- The player shows many high-risk tricks, steadily, and with success.
11. Overall Quality
Evaluating the freestyle as a whole, considering the entire performance and other factors not previously addressed. This could be called the "wow!" factor.
- Failed to leave an impression; non-memorable performance.
- Mildly interesting overall; could still use some work.
- A performance that spectators will talk about after the contest.
- A performance executed with professionalism that would be worthy of television or national media. Makes you actually think "Wow!"
