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Hydrous AM Spring Classic

                What better way to kick off the 2016 season than with the first annual Hydrous AM Spring Classic. The Hydrous AM is the first contest of the season where riders of all ages and skill levels will have the chance to show off for the crowd and impress the judges for the shot to be crowned the first ever Hydrous AM Champion.

RIDING FORMAT:

Each rider’s run will start as soon as they leave the dock. They will have 2.5 consecutive laps around the Hydrous Main Cable with their run ending once they reach the first turn on the start of their third lap. Each rider is allowed 1 pickup if they fall at any time during their run, as long as they fall before the motor tower on their 2nd lap. No riders will be picked up if they fall after the motor tower. If the rider falls a second time in their run, they will not be picked up and their run will be over and judged accordingly. Riders will only have one run per round.

DIVISIONS & RESTRICTIONS:

Beginner Wakeboard
Novice Wakeboard
Intermediate Wakeboard
Advanced Wakeboard


Beginner Wakeboard: 
Kickers: Spins - Front Side 180s Only, Add some style! No Inverts
Air Tricks: No Air tricks, Ollie 180 front side and backside and slaeshing
Rails: Judges Discretion (No Transfers)

Novice Wakeboard: 
Kickers: Spins – All 360s. One Basic Invert allowed in Run
Air Tricks: Ollie 180 and 360 both front side and backside. One Air Trick (Only: Railey, Roll, Roll to Revert or Krypt) can be done in the run.
Rails: Judges Discretion

Intermediate Wakeboard: 
Kickers: Spins - Front Side 540s. All Basic Inverts allowed in Run (No 360 Inverts or blind landing inverts)
Air Tricks: Basic Air tricks, No Blind Landing Tricks or mobes. (S-Bends & Vulcans are allowed)
Rails: Judges Discretion

Advanced Wakeboard: 
Kickers: Spins - Front Side 720s and backside 540s Only. All Basic Inverts, basic blind tricks and 360 inverts without a handle pass are allowed in Run (No handle pass 360 Inverts)
Air Tricks: Basic Air tricks, Blind Landing Tricks allowed. HS Mobes are only full twisting invert allowed in run. (S-toBlinds are allowed)
Rails: Judges Discretion

 

 

JUDGING FORMAT:

                Wakeboarding is an action sport that is judged on Style, Amplitude, Technicality and the Execution of each trick during their run. All of these things are critical to achieve a high score. Excelling in one particular area but lacking in others will not result in the highest potential score.

In this contest each of the riders’ runs will be broken down and judged as 4 different sections. At the end, all sections will be scored individually then added together to give a total run score. The 4 sections being judged are Kickers, Flat Water, Rails, and Overall Composition of the run.

For each division the Kickers, Rails, and Flat Water tricks will all be weighted differently to favor the skill set to the riders in that particular division. For example, the kicker and flatwater tricks are not valued as high in the lower divisions because the tricks in these areas of the run are generally learned in the higher divisions. The specific weighting per division is as follows:

Beg. Wakeboard: 50% Sliders / 30% Kickers / 10% Ollie Tricks / 10% Composition
Nov. Wakeboard: 40% Sliders / 40% Kickers / 10% Ollie & Air Tricks / 10% Composition
Int. Wakeboard: 35% Sliders / 35% Kickers / 20% Ollie & Air Tricks / 10% Composition
Advanced Wakeboard; 30% Sliders / 30% Kickers / 30% Air Tricks / 10% Composition


 

KICKERS:

In the kicker section of the contest, riders will be scored first on the difficulty of the trick performed according to that particular division as well as style, amplitude, and execution of the trick. It is very important that riders not only execute and land the trick, but also must focus on making the trick look good by going big, grabbing the board, and most importantly landing the trick cleanly and in control! Butt-checks and bad landings will drastically reduce the point value of that particular score no matter how difficult the trick and will then reflect in the total run score. The main goal in wakeboarding is to make each and every trick look as easy and effortless as possible.

 

 

Flat Water:

In the Flat Water section of the contest, riders will be scored first on the difficulty of the trick performed according to that particular division as well as the style, amplitude, and execution of the trick. It is again very important that riders not only execute and land the trick, but also must focus on making the trick look good by going big, grabbing the board, and most importantly landing the trick cleanly and in control! Butt-checks and bad landings will drastically reduce the point value of that particular score no matter how difficult the trick and will then reflect in the total run score. The main goal in wakeboarding is to make each and every trick look as easy and effortless as possible.

 

 

RAILS:

Rails in wakeboarding are the hardest area to judge as this is the one section that allows the riders to be creative and to express their own personal style in their own way. This is the most subjective part of the run as some judges like more style and creativity as where other judges might prefer to see more tech with style.  

Although judging the rail section isn’t a complete science, there are a few key elements that must be achieved regardless of the rider’s personal style in order to achieve a maximum scored hit.

 

FULL PULLS ACROSS THE ENTIRE RAIL:

We cannot stress enough how important this is in competing in the rail section. You may have a really technical and stylish hit on the rail but if you come off early that will drastically reduce the score on that particular hit! It is almost the equivalent to butt-checking or landing sketchy on a kicker or flat water trick.

 

PRESSING OUT YOUR TRICKS

Pressing out your rail tricks and slides is one of the main elements that separates one board slide from another. Let’s say one rider does a board slide all the way across the rail, gets a full pull, but looks a little stiff, unstable and just slides the rail between the boots. While getting a full pull across the rail is a great hit and very important, that rider may not get as good of a score as someone who does the exact same trick but puts a little more emphasis on letting go with one hand and sliding the rail outside of the boots on either the nose or tail of the board. This shows the judges that the rider who was able to press outside of the boots clearly has more control and style on the rail than the previous rider. This is a very important concept in the rail game and should be a main focal point for every up and coming rider trying to improve their overall style.

 

COMPOSITION


The composition section of your run is where the judges go back and analyze the overall impression, execution, and variety of the tricks done in a riders run. A lot of things go into this section. This section is what tells the judges how diverse or one dimensional the rider is in their run. Judges want to see riders that showcase every element of wakeboarding from riding and performing tricks switch and regular to spinning and flipping in all directions.

 

Entry Fee:

                This event is not only about the riders, but also something more! All entry fees for this event will be donated to our beneficiaries supporting autism!

Pre-Register:
Before April 1, 2016 - $30

Day of the event: $40

Registration ends at 11am Sat April 2, 2016

 

Open practice is included in the entry fee from 10am – 12pm the day of the event for all registered riders!

The main cable will not be open to the public on this day.