Part 13
Urban: Jumps
13A Overview
13A.1 Definition
In High Jump over Bar, the rider and unicycle jump over a bar, without knocking it down, and ride away without a dismount. In High Jump onto Platform the object is to jump from the ground to a platform, with no pedal or crank grabs. In Long Jump on Track, the rider jumps as far as possible from a jump marker, to a landing without a dismount. In Platform Long Jump, the rider attempts to jump as far as possible from a single pallet to a single pallet.
13A.2 Rider Summary
This section is intended as an overview of the rules, but does not substitute for the actual rules.
- For Long Jump on Track, shoes, gloves, knee pads and a helmet are required.
- For Long Jump on Platform, shoes, knee pads, and a helmet are required.
- For High Jump over Bar and High Jump onto Platform, shoes and a helmet are required, and shin pads are strongly recommended.
- There are no restrictions on unicycle wheel size or crank arm length.
13B Competitor Rules
13B.1 Safety
For Long Jump on Track and Long Jump on Platform, riders must wear shoes, a helmet and knee pads. In addition, for Long Jump on Track gloves are required.
For High Jump and High Jump to Platform, riders must wear shoes and a helmet. Shin guards are strongly recommended while gloves and knee pads are optional.
Definitions of all safety gear can be found in chapter 1D.1.
13B.2 Unicycles
Regular unicycles must be used (see definition in chapter 1D.1). No restriction on wheel or crank size. Metal pedals are allowed for their strength and better grip. This may make it impossible to hold this event on a sensitive track surface.
13B.3 Rider Identification
The rider number must be visible on the rider or unicycle.
13B.4 Protests
Protests must be filed on an official form within two hours of the posting of event results. Every effort will be made for all protests to be handled within 30 minutes from the time they are received.
13B.5 Number of Attempts
For both the preliminary and final round, the maximum number of attempts per rider at any one distance is three. Attempts can be made at any provided distance and riders may skip distances as they choose. If a rider attempts any distance, they must successfully complete it before attempting a higher distance. However each attempt must be at the same or higher distance. This means that a rider cannot attempt a longer distance, fail, and then attempt a shorter distance. The best successfully completed attempt is the rider’s result.
In addition, for the preliminary round riders have maximum of 12 total attempts to complete their best performance.
13B.6 Broken Unicycle
If the unicycle breaks during an attempt, a new attempt must be given to the rider.
13B.7 Height and Distance Settings
In any High Jump competition, the starting height must be set at a whole number of centimeters. In any Long Jump competition, the starting distance must be set at a whole fivefold of centimeters, i.e. ending in 5 or 0. Any increment in set height/distance must be a whole number of centimeters. In any case, heights or distances must be set as accurately as reasonably possible.
13B.8 Event Flow: High Jump over Bar
The rider and unicycle jump over a bar, without knocking it down, and ride away without a dismount. There are three parts to a successful jump:
- Riders must mount before the start line, to show they are on the unicycle and in control. The attempt starts when the rider crosses the start line. The rider may break off from a jumping attempt before leaving the ground, but must then start again from behind the start line. That attempt then doesn’t count.
- Riders must jump over the bar without knocking the bar off the apparatus. The bar can be hit as long as it does not fall. If the bar falls before the rider crosses the finish line, it counts as an unsuccessful attempt.
- After landing, the rider must stay in control of the unicycle until they cross the finish line without dismounting, touching a hand to the ground or any other object, or knocking down the bar or any of the high jump apparatus.
The rider starts at a low height and after each successful attempt, the height increases at set intervals. The maximum height that was completed is recorded as the rider’s result.
Around the High Jump over Bar apparatus a circle with a radius of 3 meters must be marked. This circle is start and finish line. The rider can cross it wherever they want. Riders must ride or hop across the finish line in control for the attempt to count.
13B.9 Event Flow: High Jump onto Platform
The object is to jump from the ground to a platform, with no pedal or crank grabs. Riders must remain in control of the unicycle (stay mounted) for 3 seconds after landing.
The rider and unicycle jump up to a landing surface on a platform (see setup for definitions) and remain on the landing surface for a 3-second count from a judge. The rider begins at a low height, and after each successful attempt, the height increases at set intervals. The maximum height that was completed is recorded as his or her result.
There are three parts to a successful jump:
- Riders must mount their unicycles on the ground. A jump attempt occurs when any part of the unicycle or rider touches any part of the platform or landing surface. The rider may break off from a jump attempt before touching the platform or landing surface. This does not qualify as a jump attempt.
- Riders must jump “to rubber” on the landing surface. No part of the rider, or any part of the unicycle other than the tire, may touch the platform or landing surface.
- After landing, the rider must remain mounted and on the landing surface for 3 seconds, as counted by a judge. The rider may do any form of idling, hopping or stillstanding during the 3 seconds. Once the judge has counted 3 seconds, the rider may return to the ground in any fashion they choose.
If a rider completes all of the requirements listed in items 1 through 3 above, the jump is deemed successful. Otherwise, it is deemed a failed jump attempt.
13B.10 Event Flow: Long Jump on Track
The rider jumps as far as possible from a jump marker, to a landing without a dismount. The rider must then continue riding across a finish line to show control. Riders must clear 3 markers (jump marker, landing marker and finish line) to make the jump count. Riders may jump with the wheel going forward or sideways. After landing, the rider must stay in control of the unicycle for the remainder of the distance from the jump marker to the finish line without dismounting, or touching a hand to the ground or any other object. If the tire touches the jump marker before takeoff or the landing marker, it counts as a foul. Riders may break off in a run as long as they are between start line and jump marker but if they cross or touch the jump marker, the attempt counts, including fouls. The farthest non-fouling, successful jump is recorded.
The rider must clear the jump marker and the landing marker without touching them; they must has clear the finish line to make it a valid jump. Jump distance is measured between the outer edges of the jump and landing marker.
To avoid endless competitions, the length to jump will always increase by 5cm for each round. Once there are only 5 riders left, it’s up to the riders to decide in which steps they continue. For each age group the minimum length should be adjusted to a useful level such as 150cm for 15+ and 70cm for 0-15. The Event Director can adjust this depending on the level at the competition.
13B.11 Event Flow: Long Jump on Platform
In the Long Jump on Platform competition, the rider attempts to jump as far as possible from a take-off platform to a landing platform without a dismount. The rider must remain mounted and in control on the unicycle for 3 seconds on the landing platform (described in setup below).
Riders may jump with the wheel facing forward or sideways. The rider may break off the attempt as long as they are still on the take-off platform. As soon as they jump in any direction (landing anywhere but the take-off platform), it counts as an attempt. The farthest non-fouling, successful jump is recorded.
The rider must begin stationary on the take-off platform and must land on the landing platform without touching the ground. The rider must land with their wheel on top of the landing surface. They may not pedal grab then go to tire. After landing, the rider must remain mounted and on the landing platform for 3 seconds, as counted by a judge. The rider may do any form of idling, hopping or still-standing during the 3 seconds. Once the judge has counted 3 seconds, the jump is complete.
To avoid endless competitions, the length to jump will always increase by 5cm for each round. Once there are only 5 riders left, the final starts and it’s up to the riders to decide in which steps they continue.
13C Judges and Officials Rules
13C.1 Jump Officials
13C.1.1 Jump Director
The Jump Director is the head organizer and administrator of jump events. With the Convention Host, the Jump Director determines the course, obtains permis, interfaces with the community, and determines the system used to run the event. The Jump Director is responsible for the logistics and equipment for all jump events. Jump Director is in charge of keeping events running on schedule, and answers all questions not pertaining to rules and judging. The Jump Director is the highest authority on everything to do with the jump events, except for decisions on rules and results.
13C.1.2 Chief Judge
The Chief Judge is the head Jump official, whose primary job is to make sure the competitors follow the rules. The Chief Judge makes all final decisions regarding rule infractions. The Chief Judge is responsible for resolving protests.
13C.1.3 Judge
The judge is responsible for determining whether a rider has successfully completed a jump.
13C.2 Number of Judges
For Long Jump there has to be at least one judge (better two) to look at the markers. For national championships and Unicons, two judges are always needed; one to observe each marker.
For Long Jump on Platform there has to be at least one judge.
13D Event Organizer Rules
13D.1 Venue
A smooth area of sufficient size must be set aside to run Jump events. This must include a 15 m runway and a 3 m landing area for for both High Jump events, a 25 m runway and an 8 m landing area for Long Jump on Track. The Event Host must organize the competition where marking tires and metal pedals are allowed. If the venues are outdoors, plans must be made to deal with inclement weather. Using an indoor venue can eliminate this problem. The track must be available for enough days to allow for inclement weather.
13D.2 Officials
The host must designate the following officials for Jump Events:
- Jump Director
- Chief Judge
- Judge
13D.3 Age Groups
- Scoring will be based on age groups in accordance with rule 1C.8.
13D.4 Practice
The organizer should provide a place and equipment similar to those used for the official competition so the riders can practice before making their official attempts. The equipment should be available during the whole length of the event, and even before if the organizer decides so.
For bigger events such as Unicon, national or continental events, the organizer must provide said equipment.
13D.5 Setup: High Jump over Bar
Around the High Jump over Bar apparatus a circle with a radius of 3 meters must be marked. This circle is start and finish line. The bar itself must be held loosely in the jumping apparatus so it can fall or break away if the rider does not complete the desired height. Magnetic systems on the bar itself are not allowed. The bar shall have a minimum diameter of 2cm and a maximum bending of 2 cm. (The bar may sag no more than 20 mm at its lowest point.) The bar must be sufficiently long such that minimum distance between the two apparatuses holding the bar is 2 meters.
13D.6 Setup: High Jump onto Platform
The structure consists of two parts: a platform and a landing surface. The top surface of the platform must be at least 120 x 80 cm in size. The sides of the platform must be nearly perpendicular with the ground to ensure its presence does not hamper riders. The landing surface consists of a flat piece of wood firmly affixed to the top of the platform that is 120 x 80 cm in size. If the top surface of the platform is larger than 120 x 80 cm, the landing surface must be attached to the platform such that one of the 120 cm sides is aligned with the edge of the platform. The method of attachment must be chosen so that it does not interfere with riders during jump attempts. The structure should be sturdily built and shimmed so that there is minimal motion when jumps are attempted. The front of the platform must be covered by a wooden plate that extends a minimum of 60cm from the top of the platform down. This cover must be used when riders are jumping 60cm or higher.
A 3 meter safety ring must be marked out around all sides of the platform where no persons may enter during a jump attempt. Organizers may choose to mark out a 4 m ring where only select persons may enter during a jump attempt (e.g. photographers or judges). A 15 m runway must also be cleared of persons for riders that will roll into the jump.
13D.7 Setup: Long Jump on Track
The riding area consists of a start line, a jump marker, a landing marker and a finish line beyond the jump marker.
The finishing line should be at least 4 meters from the landing marker but no more than 8 meters away. We suggest that judges set up the finishing line 8 meters from the jump marker and move it further away if need during longer jumps. Riders must ride or hop across the finish line for the attempt to count. Successfully crossing the finish line is judged the same as in racing (see section 2B.3.3). The start line must be a minimum of 25 meters in front of the jump marker to allow the riders to accelerate. There must be an area behind the finishing line which is a minimum of 7 meters long and 2 meters wide as safety zone. Riders may use all or part of the 25 meters between start line and jump marker. Riders are also allowed to start from beside to be able to do accelerated side jumps. Markers for takeoff and landing (jump marker and landing marker) must consist of a material which cannot be deformed in order to have the same conditions for all riders. The markers must be at least 1.20 meter in width (across the runway), no more than 10 mm in height (above the runway), and no less than 5 centimeters in depth (front to back). A Long Jump on Track competition needs a minimum area of 40×2.5 meters.
13D.8 Setup: Long Jump on Platform
The jump area consists of a takeoff platform and landing platform of the same height, width and length.
Both platforms should be fixed together to prevent movement throughout the event. EUR pallets (120cm x 80cm x 14.5cm) are recommended and should be covered with plywood or a similar material of sufficient friction to allow for safe landings. If EUR pallets are used the event requires 6 pallets however spares are recommended.
Take-off and Landing platforms:
The dimension of the takeoff and landing surface should be 120 cm x 80 cm (EUR pallet) with
the platforms orientated parallel along the 120 cm side to ensure that riders are jumping from
or landing onto the 120 cm side. The platforms must be of equal height between 36cm and
45cm (3 pallets) high. If EUR pallets are not available the platform should be marked to
ensure the surface dimensions that may be used is no larger than 120cm x 80cm. The riding
area consists of a run-up platform and landing platform of the same height and
width.
13D.9 Placings / Tie Breaks
- If two or more riders clear the same final distance, the procedure to decide the places will
be the following:
- The rider with the lowest number of jumps at the distance last cleared must be awarded the higher place.
- If the riders are equal following paragraph 1.1, the rider with the lowest total of failures throughout the event up to and including the distance last cleared, must be awarded the higher place.
- If the riders are still equal following pragraph 1.2, the riders concerned must be awarded the same place unless it concerns the first place.
- If it concerns the first place, a jump-off between these riders must be conducted in, unless otherwise decided, either in advance according to the rules applying to the competition, or during the competition but before the start of the event by the Referee. If no jump-off is carried out, including where the relevant athletes at any stage decide not to jump further, the tie for first place must remain.