Most Rippin Run

Talk about your big add moves and concepts in here.
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Muffinman
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Most Rippin Run

Post by Muffinman »

I was watching some Most Rippin Run comps just now and was trying to think of a way to make the competition more fair while retaining the actual "most rippin" aspect of the event. Too often I find that the LONGEST run will beat a more "ripping" run.
The first example I always think of is Ricky Moran versus Peter Irish at Seattle Juggling and Footbag Fest -- Ricky hit 22 bails, Peter hit 58 bails. I was always under the impression that more than 3 bails in a row disqualified you. Peter hit 5 bails in a row at one point, hit one more contact after ricky dropped, bailed over 50% more and still won.
(An amazing example of MOST RIPPIN RUN was Lon versus Allan at the same tournament!)
I propose a judging system something similar to shred 30. The differences would be that whoever drops first loses (for example) 25% of all points gained. Either that or the player who is still shredding after his opponent has dropped gains a bonus for every addition move hit.
This would push players to BUST OUT in most rippin run rather than bail to increase contact count.

What do you think?
Last edited by Muffinman on 10 Aug 2004 10:52, edited 1 time in total.
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bigdirtyfoot
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Post by bigdirtyfoot »

I always thought it would make more sense if they chose a level to perform at, like tiltless, guiltless, tripless, fearless, etc. and that if they got lower than their level, they should have to stop. But I don't really understand how Rippin' Runs work other than you keep going. Is it scored?

Oh... I just reread what Erik wrote, and it makes sense to an extent. I kinda like that.
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Muffinman
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Post by Muffinman »

Oh another point is that players will often start playing harder after they notice their opponent has dropped (because it doesn't matter if they drop after that point anyway, right?) -- this proves my point that most rippin run has been bastardized in praising the LONGEST run, rather than the most rippin run. A hand catch at any point after the opponents drop should ensure a better score than a drop -- a drop by the second player should discount an appointed percentage of his/her overall score.

OR

Moves performed after the opponents drop either lose a HIGH percentage of value or the player who drops first loses a high percentage from overall score for that drop and the second player gains no additional points for ensuing moves executed. (This would ensure that the longer shredding player does not save big moves for after his/her opponent has dropped and plays their best while actually competing.)
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Post by FlexThis »

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Last edited by FlexThis on 13 Jul 2005 07:25, edited 1 time in total.
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ericksonj
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Post by ericksonj »

I believe during the Seattle Juggling and Footbag Festival there were some rules associated with the rippin run, like 4s and 5s got you bonus points or something.

When Peter and Ricky faced off they realized that while peter had a longer run, he had done too many bops in a row. So they re-matched, and peter won that one. That rippin run was one of the coolest things I have ever seen, regardless if Pete did too many bops in a row. It would have been a shame to tell Pete to stop just because he mistakenly hit 5 bails.

I do think rippin run should be based off the three bops in a row and you are out though. I think there should be bonus points for anything over 3 adds. You would obviously be out if you drop, but you would get a score at the end that would tell you how many bonus points you recieved along with how many contacts (bonus points + contacts). This way, if someone busted 35 spinning clippers followed by 40 ducking clippers, they wouldn't win based on contacts alone.

Maybe like 1 bonus point for a 4 add, 2 bonus points for a 5 add etc...

I think this is similar to what they did in seattle but I could be mistaken.
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Post by ptaku »

http://www.footbag.org/forum/viewtopic.php?t=976
Mike Strumpf (strumpfm) wrote:here's how jane said the judging was done at the last seattle festival:

"10 4-add's ==> 5 pts
3 5-add's ==> 5pts
Contact ==> 1pt
>3 BOPs in a row ==> -5pts
Any trick < 3-add's ==> same as a drop, you're out.

So, essentially, you're earning a point for every 3-add and higher trick that you hit. If you hit anything less than a 3-add, you're out. You earn an extra 5pts for every 10 4-add tricks you hit. You earn an extra 5pts for every 3 5-add tricks that you hit. You lose 5pts anytime you hit more than 3 BOPs in a row. It is possible to at some point in your run have negative points because of deductions and still recover. "
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