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The 3rd Annual Freefly Money Meet at Skydive Arizona

Freefly Meet 1
Freefly Meet 2
Freefly Meet 03
Freefly Meet 4
Freefly Meet 5
Freefly Meet 6
Photos: Jason Peters
The Third Annual Freefly Money Meet at Skydive Arizona will be held on February 18-20, 2004. This very unique style competition is a great way meet new people, jump with them as well as compete against them. In each of five rounds you will be randomly matched with a different partner of similar flying ability. Your partner in each round will be competing against you on other teams during the other rounds.

A sequence of compulsory moves will be drawn from the dive pool below. Each round will have a different draw. You and your partner for that round gain one point each time you correctly perform a move in the order of the draw.

A video pool camera flyer will record the dives.

Your score for each round will be added up. The person with the highest score wins.

The 2003 and 2004 Money Meets were extremely successful. Skydive Arizona was flooded with smiling competitors from around the world. The vibe was totally laid back. The skydives were challenging. The prizes and cash winnings were plentiful. The nighttime activities; dinner, dancing, socializing and celebrating, were great as well. This year is expected to be just as awesome and then some.

Below is a list of the rules and the event schedule. If you have any question about the weekend e-mail Amy Chmelecki at amychmelecki@hotmail.com.

Definitions of terms used in the dive pool

Hand Grip: You grasp the designated object with one hand.
Hand Dock: You place an open hand on the designated object.
Upright: Your head is the farthest body part from the relative wind.
Head Down: Your head is the closest body part to the relative wind.
360 Cartwheel: You rotate 360 degrees to your right or left side. The axis of rotation is through the center of your body, front to back. Half way through the move your head orientation will be reversed; when the move is completed your head orientation will be the same as when you started.
360 Loop: You do a 360-degree front or back flip. The axis of rotation is through the body from side to side.
360 Spin: You spin around 360 degrees to one side, never changing from your upright or head down orientation. The axis of rotation is through the body from top to bottom.

Dive Pool

Open Class: Five moves will be drawn from moves 1-21
Advanced Class: Four moves will be drawn from moves 1-13
Beginner Class: Three moves will be drawn from moves 1-7
  1. Upright Carve: Both performers are upright and facing each other. They perform a 360-degree carve around each other, maintaining the facing position for the entire move.
  2. Upright Over/Under: Both performers are upright and facing each other. One will fly under the other, and each rotates 180 on the vertical axis to face off.
  3. Upright Hand to Foot: Both performers are upright; one takes a hand grip on the foot of the other performer.
  4. Toe Touch: Both performers are upright and facing. They touch all four feet simultaneously.
  5. 360 Cartwheels: Both performers are upright and facing each other. Each completes a 360-degree rotation on the cartwheel axis.
  6. 360 Loops: Both performers are upright and facing. Each completes a 360-degree loop.
  7. 360 Spin: Both performers are upright and facing. Each completes a 360-degree rotation on the vertical axis.
  8. Mind Warp: One performer is upright and the other is head down. Facing each other, the head down performer makes a single hand dock on the upright performers head.
  9. Hand to Foot: One performer is upright and one is head down. Facing each other, the head down performer takes a handgrip on the upright performer's foot.
  10. Half Eagle: One performer is upright and the other is head down, facing. The head down performer passes under the upright performer while doing a 180 forward loop, coming up on the other side in an upright orientation. At the same time, the upright performer passes over the head down performer while doing a 180 forward loop. The facing position is maintained throughout. The move is complete when each performer is in the position and orientation originally held by their partner.
  11. Upright Hand To Hand: Both performers are upright. They perform a hand to hand grip.
  12. Mixed 360 Loops: One performer is head down and one performer is upright, facing. Each completes a 360-degree loop.
  13. Mixed 360 Spin: One performer is head down and one performer is upright. Each completes a 360-degree rotation on the vertical axis.
  14. 69: One performer is head down and one performer is upright, facing each other. The head down performer takes a double hand grip on the upright performer between the feet and the knees of each leg.
  15. Head Down Hand Grip: Both performers are head down. They perform a single left-to-left or right-to-right handgrip.
  16. Head Down Hand to Foot: Both performers are head down. One performer takes a handgrip on the other performer's foot.
  17. Double Dock Vice-Versa: One performer is in a head-up orientation and one performer is in a head down orientation, facing each other. The performers demonstrate a two-handed hand-to-hand dock, facing each other.
  18. Head Down Carve: Both performers are head down and facing each other. They perform a 360-degree horizontal carve around each other.
  19. Sole To Sole: One performer is in a head-up orientation; the other performer is in a head-down orientation, with both facing each other. A sole-to-sole dock is performed, i.e., the two performers will place the sole of one foot to a sole of the other performer's foot.
  20. Vertical Compressed: One performer is in a head-up orientation, the other performer is in a head-down orientation. Both performers take a handgrip between the knee and foot of the other performer. The front of the torsos of the performers must be facing the same direction.
  21. Double Spock: One performer is in a head-up orientation, the other perform is in a head down orientation, facing each other. Both performers take a handdock on the top of the head of the other performer.

Camera Guidelines

Since the score depends on judgeable video, the camera flyer must concentrate on maintaining position and framing that best presents the move to the judge. Generally this will be ninety degrees to the side of the facing pair of performers and on the same level. Minimal movement from the camera position will aid the judges in determining if the team performed the proper degree of turn or rotation for each move.

Rules

  1. A point is awarded for each move completed in the correct sequence of the draw.
  2. A point is deducted for any move that is omitted from the sequence.
  3. If a move is attempted but not completed no points are won or lost.
  4. A grip is defined as stationary contact on the designated location, showing control.
  5. Exit altitude is 13,500 feet AGL. The team repeats the sequence as often as possible within 45 second working time. In the event of a low ceiling, the meet director will adjust exit altitude and working time so that all performers in a round are scored with the same amount of working time.
  6. The total number of points built, minus any penalties for omissions, determines the final score for the round.
  7. The clock starts when any one person on the team, including the camera flyer, releases the aircraft.
  8. The first point may be taken out the door.
  9. It is the responsibility of each team member, including the camera flyer, to present the sequence, including the exit, in a judgeable manner.
  10. Failure to provide a judgeable presentation is not grounds for a rejump. In the event the team is out of frame or the video is otherwise unjudgeable for any portion of the dive, the part judgeable will be scored.
  11. If the entire dive is unjudgeable, the judge will decide if the situation warrants a re-jump.
  12. The judge's decisions are not open to protest.
  13. If a re-jump is permitted it is at the cost of three slots in the plane.

Registration

Registration for the event is the cost of five jumps and $65.00. Competitors must register by the time manifest closes on Friday, February 20th. Each competitor decides on his or her class placement. Guidelines are*:
  • Beginner: 0-200 free fly jumps
  • Intermediate: 200-1000 free fly jumps
  • Expert: 1000 plus free fly jumps
*this is only a guideline, not a rule

A break-down of registration is as follows:

  • Forty dollars goes towards camera pool (slots & pack jobs)
  • Twenty-five dollars goes towards prize money

Camera Pool

If you are interested in flying camera pool you must be fully confident in your freefly video skills. It is essential that you are able to keep the flyers in frame and get the points on video. A clear presentation to the judges is the only requirement; the team is not scored on any artistic aspect of the camera flying. If you are participating in the competition you are also welcome to join the Camera Pool provided you have two rig and can do back to back loads. Slots and pack jobs will be covered through registration. For more information e-mail Amy at amychmelecki@hotmail.com

Competition Schedule

February 18 (Friday)
  1. Registration closes when manifest closes
  2. 6:30 meeting and sign up for anyone interested in camera pool
  3. 7:00 competitors briefing in the main hanger
  4. Dive pool draw followed by draw for teams, including manifest order
February 19 (Saturday)
  • 8:00AM take off for round one
  • Our goal is to complete all five rounds on Saturday. Individuals can expect a minimum of thirty minutes on the ground between jumps. Since team composition changes with every round, meet management will adjust jump order to provide all competitors with an equitable amount of time on the ground.
  • Nighttime hotdog roast in alternate landing area.
February 20 (Sunday)
  • Complete any unfinished rounds starting at 8:00AM
  • Awards Ceremony



By Amy Chmelecki on 2004-10-25 | Last Modified on 2014-07-24

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