Speed ​​Rules
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1.1 This rule should be read together with the ICC General Regulations.
1.2 All sprint riders shall be tied to the upper rope and ensured from below that the rope shall be a UIAA approved single rope.
1.3 The speed race should include two phases:
a) Qualifications:
b) Final: It consists of 1/8 races, 1/4 races, semi-finals and finals.
2. Tournament route:
2.1 Speed ​​races should include two routes of the same length, similar appearance and difficulty.
2.2 When qualifying and finals are held at:
a) On the same day: The course of the two matches should be the same.
b) Different days: The routes of the two games are slightly different, but players should be informed in advance.
2.3 The recommended length of the route is 12-20 meters and the total camber length is less than 5 meters. If there is a ceiling, its length is recommended to be less than 1 meter.
2.4 Security:
a) The upper rope should pass through two sets of protection fulcrums. Each group consists of a locking shackle and is connected to the protection fulcrum via a buckle strap and a 10 mm locking ring (Maillon Rapide).
b) The position of the last protective fulcrum should not be less than one meter below the route timer or end signal control switch.
2.5 The position of the protection fulcrum should not help or hinder the climb of the player or cause the player to be in danger.
2.6 Ensure that:
a) Each rope should be controlled by two sureties.
b) Ensure that the person should be located in a suitable place below the rock wall to avoid accidents caused by falling rocks or other equipment when climbing.
2.7 All spare equipment (hook, snap, screw, etc.) should be removed from the route.
2.8 The design of the route should be such that the players do not interfere with each other or affect each other. If the axis of the route is not vertical, it should be biased in the opposite direction. When necessary, the two routes should be separated by a brightly colored adhesive tape, with no interruption from the bottom to the top.
3. Timing of the route:
3.1 The time of the route is determined as follows:
a) Mechanical-electronic switch control route timing system with an accuracy of 0.01 seconds. When this timekeeping system malfunctions while climbing, both players will be dealt with according to technical events. Manual timing (horse table - usually accurate to 0.2 seconds) must not be used to determine the climbing result.
b) Manual timing: Each switch shall be equipped with a switch to control the red indicator light (and the beeping signal). Each route shall be timed by the referee and two assistants. The time of the players shall be recorded by the route judges, and the average number of horse tables shall be taken into account to eliminate obvious timing errors.
3.2 When the mechanical-electronic switch is used to control the timing system of the route, a mechanical-electronic sounding signal should be used to indicate the violation.
4. Number, ranking and appearance order of players:
4.1 The ranking of each player shall be based on the total time the two routes are completed. Players who are considered to be unable to complete the climb will not be counted in the ranking if they:
a) Falling.
b) exceeds the time limit.
c) Touch outside the boundaries of the route.
d) Use the side or upper edge of the climbing wall.
e) After climbing, any part of the body touches the ground.
f) Use manual assistance.
4.2 Qualification: The appearance sequence of the qualifying game is decided randomly. Each player should first climb the route A (or 1), and then continue to climb the route B (or 2) after climbing successfully.
4.3 Qualification Ranking: If the player fails to climb any of the routes, he will be eliminated.
4.4 Finalists:
a) If the qualifying contestants are 16 (inclusive) or more, then 16 players will enter the finals.
b) If the number of qualifying contestants is less than 16, 8 players will enter the final.
4.5 Final: The final elimination system is based on the total time of the two routes.
Players who were eliminated in 1/8 and 1/4 will be ranked according to their total time in the group.
Players who were eliminated in the 1/8 match (9-16) and players who were eliminated in the 1/4 match (5-8) will determine the total score based on their time in the group.
4.6 The final ranking of the final appearance of the final match according to the qualifications is as follows:
Situation 1) 16 players ranked players ranked 1st group 1 16
The second group 8 9
The third group 4 13
The fourth group 5 12
Group 5 2 15
Group 6 7 10
Seventh Group 3 14
The eighth group 6 11
Situation 2) Ranking of 8 players Ranked 1st player 1 8
The second group 4 5
The third group 2 7
The fourth group 3 6
For the games in the order, please refer to Tables 1 and 2 of the Annex.
4.7 The climbing route could not be completed during the finals:
a) If the player fails to climb the course, he will be eliminated. If it occurs on the first route, another player in the group shall complete two routes and be deemed to have won the group.
b) If both players in the 1/8 match or 1/4 match cannot climb, they will be eliminated. At this time, another group of players should climb alone.
c)
i) If the two players in the semi-finals fail to complete the climb, the Bureau shall re-determine 3 or 4 players, and the other semi-final winner shall win the first place (the loser will receive second place);
Ii) If all players in the semi-finals of the two teams have not finished climbing, they will all re-run;
Iii) If there are 3 players in the semi-finals of the two teams who have not finished climbing, their ranking will be determined based on the total time of the previous game.
d) If neither of the two players in the finals has finished climbing, they shall replay until the winners are created.
4.8 Ties:
a) Qualifying Tournament: If there are two or more players tied at the final table of the finals, these players will all be eliminated and their rankings will be the same.
b) Finals: If there are two players who tie the semi-finals and the finals, they will be added to determine the outcome.
c) Finals: If the other games in the finals (that is, other than the semi-finals and the finals) are tied, the player's top score (including the qualifying game) will be traced back to determine the outcome.
4.9 Results should be provided to the audience and the coach.
a) Announcement with digital signage.
b) Posted on the bulletin board.
4.10 The total score shall include the time for the player to climb on all stages and routes.
5. During the observation period:
5.1 The period of observation depends on the provisions of the ICC General Regulations.
5.2 Forerunner should demonstrate each route twice during the observation period: one simulation with slow-motion as one. During this period, the player should watch the course demonstration.
5.3 After the demonstration of the route, the player has up to six minutes to observe the route.
5.4 All players shall conduct demonstration and observation of the route at the same time. The player shall not observe the route at other times.
6. Preparation before climbing
6.1 Preparations before climbing should be read together with the ICC General Regulations.
6.2 Qualifications: The players must return to the quarantine immediately after the climb, until the referee requests to leave. If a player advances to the finals, it should be in the area of ​​separation until the end of the qualifying round.
6.3 Final: When a group of matches is over, the winner must immediately return to the quarantine, except for the last group of games.
7. Climbing procedure
7.1 The player should take a climbing posture when he is climbing. This posture is one foot on the ground, one foot on the first rock point, one hand or one hand on the rock wall.
7.2 When both players in the game are ready to climb, the referee will ask again to confirm that the players are ready. After that, 喊Attention〞, after another 1-2 seconds, the referee should shout with a short (0.1-0.2 seconds) loud (clear) start signal or a manual timepiece to call 〞Go!〞.
7.3 The signal from the beginning should be issued at a equidistant position from the two players.
7.4 After hearing the signal from the start, the player should start climbing immediately. Except when the line referee asks for "Ready?", you must not appeal to "Start Not"!
7.5 When the referee issues a signal to begin, the player or referee in the competition area should not have any noise or noise that may interfere with the start of the signal.
7.6 If there is an error (such as a steal) on the start signal, the referee should immediately send a clear and loud signal to stop the two players climbing.
If a player makes two steals in the same game, he will be eliminated.
7.7 When a player affects the climb due to a technical incident, only the player climbs again and the other player continues to climb.
7.8 At the top of the route, the player applies a hand tap timer button to stop the timer.