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.