How the Club Works


Basic Information


What is this club?


This is a free virtual skating club made for the enjoyment of skaters and non-skaters, and where you can land Triple Lutzes without knowing how to stand up on ice. You can compete your own fictional skaters against other fictional skaters in real competitions, and, if you're lucky, you could win gold! You can also be a judge to judge the competitions and decide the winner!

What disciplines are there in the club?


Right now there are Senior Men, Ladies, and Pairs available for competitions. I am unsure if I will add ice dance or junior events in the future.

How do I know if I want to join?


Read all the parts of this page, and then decide if you want to join, click the "Join" link, and follow the instructions there.

For more necessary information on how competitions are held, the judging system, choosing a name and country, and how to join, visit the other links on the VFSC main page.

What is required of me as a member?

Not much. All you need is a skater or pairs team with a name and country, and a short and free program with music for each. Then you can sit back and monitor your skater's performance. Unless, of course, you are a judge, then you will judge the competitions. For more info on programs, see below.

Program Design


How do I design my programs?


You can be creative in your design of your program, but you must include the required elements. In your program, you must include the name of each jump in the order you wish them to be performed, with the spins, footwork, etc. inserted where you want. The names of the positions in spins and footwork sequences are not necessary. For the spins put what type of spin it is, or if it is a footwork sequence, simply put footwork sequence (for example, put "combination spin", "spin with change of foot", or "footwork sequence"). When you're done with your designs, send them to me .

What are the required elements?


The required elements which must be included in your programs are, for the short program:
Men
1. Double or Triple Axel (if triple, there may not be another in the short)
2. Triple or Quad with preceding steps
3. Jump Combination (triple-triple, triple-double, or double-triple)
4. Flying Spin
5. Spin with change of foot
6. Combination spin
7-8. Two different footwork sequences
Women
1. Double Axel
2. Double or Triple with preceding steps
3. Jump Combination (triple-triple, triple-double, or double-triple)
4. Flying Spin
5. Layback Spin
6. Combination Spin
7. Spiral sequence
8. Footwork sequence

Pairs

1. Side-by-Side Jumps (Double or Triple)
2. Throw Jump (Double or Triple)
3. Side-by-Side Spins
4. Pairs' Spin
5. Lasso Lift
6. Split Double Twist
7. Back Inside Death Spiral
8. Spiral Sequence

For the free skate:
Men & Women
1. Maximum two quads for men, one for women
2. Triples: One of each (axel, lutz, flip, loop, salchow, and toe), only two may be repeated. Of the two that are repeated, one or both of each must be in a jump combination, with 1-3 jump combinations total.
3. Unlimited Doubles (be reasonable)
4. Four spins, including one combination spin and one flying spin
5. One footwork sequence
Men
6. One additional footwork sequence for a total of two
Women
6. One spiral sequence

Pairs

1. 1-2 throw jumps
2. 1-2 side-by-side jumps
3. 1 jump sequence
4. 1-2 pair spin combos (if two, one may be a pair spin or a pair combo spin)
5. 1 side-by-side spin
6. 3-5 lifts (1-2 split twist lifts)
7. 2 different death spirals
8. 1+ step sequences
9. 1+ spiral sequences

Could you give an example of a good program design?
Yes, I will give an example of good ladies' short and free programs below. This uses the names of the elements I would like you to use unless you choose to be more specific.
1. Double Axel
2. Layback Spin
3. Footwork Sequence
4. Triple Flip-Double Toe
5. Flying Spin
6. Spiral Sequence
7. Triple Loop
8. Combination Spin

Free Skate:
1. triple lutz-double toe
2. triple flip-double toe
3. layback spin
4. spiral sequence
5. camel-chg-camel
6. triple loop-triple loop
7. footwork sequence
8. triple salchow
9. death drop
10. triple lutz
11. triple toe
12. combination spin
13. double axel

How do I know who lands what?


For every element in a program, I roll a six-sided die. For JUMPS, I will roll and determine mistakes by the system below based on the roll of the die, the jump attempted, and the skater's discipline. The number(s) in parentheses indicate the rolls and the note next to them indicates the result of the jump based on that roll. Thanks to Shizuka Horii for coming up with most of the systems for singles.

LADIES (singles)

Any quad jump
(1) roll again, if odd: clean, if even: triple
(2) mistake
(3-6) fall

Triple Axel
(1) clean
(2-4) fall
(5) double
(6) mistake

Triple Lutz
(1-3) clean
(4-5) fall
(6) mistake

Triple Flip
(1-3) clean
(4) fall
(5-6) mistake

Triple loop
(1-4) clean
(5) fall
(6) mistake

Triple Salchow
(1-4) clean
(5) roll again, if odd: fall, if even: mistake
(6) mistake

Triple Toe-Loop
(1-4) clean
(5) double
(6) fall

Double Axel
(1-4) clean
(5) mistake
(6) fall

Other Doubles
(1-5) clean
(6) roll again, if odd: mistake, if even: fall

MEN (singles)

Quadruple Axel
(1) roll again, if 1-2: clean, if 3-6: mistake
(2-6) fall

Quad Lutz, Flip, or Loop
(1) clean
(2-4) fall
(5) triple
(6) mistake

Quad Salchow
(1-2) clean
(3-5) fall
(6) roll again, if odd: mistake, if even: triple

Quad Toe-Loop
(1-2) clean
(3-4) fall
(5) mistake
(6) triple

Triple Axel
(1-3) clean
(4) mistake
(5-6) fall

Triple Lutz
(1-3) clean
(4) mistake
(5) double
(6) fall

Triple Flip
(1-3) clean
(4-5) mistake
(6) fall

Triple Loop or Salchow
(1-4) clean
(5) mistake
(6) fall

Triple Toe-Loop
(1-5) clean
(6) roll again, if odd: fall, if even: mistake

Double Axel
(1-5) clean
(6) roll again, if 1-2: fall, if 3-4: mistake, if 5-6: clean

Other Doubles
(1-5) clean
(6) roll again, if 1-4: clean, if 5: fall, if 6: mistake

For the SECOND JUMP of a combination or sequence for men and ladies, the results are determined as follows:

Double Toe-Loop
Roll dice twice and add the results.
(2-10) clean
(11) fall
(12) single

Double Loop
(1-5) clean
(6) fall

Triple Toe-Loop
(1-3) clean
(4-5) double
(6) fall

Triple Loop
(1-2) clean
(3-4) double
(5-6) fall

Other
Same as if done by itself

If I roll a number which results in a "mistake", I will determine what the mistake is by the following system:

(1) pop (1 less rotation then attempted)
(2) step-out
(3) cheated
(4) two-footed
(5) hand-down
(6) turnout

For SPINS, I will determine the results by the following system:

(1-5) clean
(6) roll again, if 1: fall, if 2-3: short of rotation, if 4-6: travelling

For FOOTWORK, the following system will be used:

(1-5) clean
(6) roll again, if 1: fall, if 2-3: trip, if 4-6: too simple

For SPIRALS, the following system will be used:

(1-5) clean
(6) roll again, if 1: fall, if 2-6: poor extensions

PAIRS' ELEMENTS

Side-by-Side Jumps (roll for each partner)

triple axels and more difficult
(1) roll again, if 1-3: clean, if 4-5: fall, if 6: mistake
(2-4) fall
(5-6) mistake

triple lutzes
(1-2) clean
(3-5) fall
(6) mistake

triple loops/triple flips
(1-3) clean
(4-5) fall
(6) mistake

triple toes/triple salchows
(1-4) clean
(5) fall
(6) mistake

double axels & less difficult
(1-5) clean
(6) fall

THROWS

any quad
(1) roll again, if 1-2: clean, if 3-4: fall, if 5-6: mistake
(2) triple
(3) double
(4-5) fall
(6) mistake

triple axel
(1) clean
(2-3) doubled
(4-5) fall
(6) mistake

triple lutz/triple flip
(1-2) clean
(3) doubled
(4-5) fall
(6) mistake

triple loop
(1-3) clean
(4-5) fall
(6) mistake

triple salchow/triple toe
(1-4) clean
(5) fall
(6) mistake

double axel and less difficult
(1-5) clean
(6) fall

LIFTS
(1-5) clean
(6) roll again, if 1: fall (both), if 2: fall (one), if 3: shaky exit, if 4-6: poor position

DEATH SPIRALS
(1-5) clean
(6) roll again, if 1: fall (both), if 2: fall (one), if 3: short of revolutions, if 4-6: poor position

TWISTS
(1-5) clean
(6) roll again, if 1: fall (both), if 2: fall (one), if 3: shaky landing, if 4-6: lack of height

These results are what the required elements & technical merit marks are based on. For the presentation mark, an odd result is a poor presentation, and the lower the number, the worse. So a result of one is the worst possible presentation. An even result is a good presentation, and the higher the number, the better. So a result of six is excellent presentation.
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