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Judging guide

Scooter Judging Criteria Explained

Difficulty, variety, flow and style — and what the World Skate rulebook actually says about them

Last updated: September 22, 2026
Quick answer

The World Skate Scootering Rulebook 2026 publishes no judging criteria and no weights. A scooter run is scored as one impression number out of 100, and the rulebook's whole description of the judging task is that "judges evaluate athlete performances to determine the event's final rankings". The familiar split — difficulty 30, variety 25, flow 25, style 20 — is a national judging-course teaching model used to decompose that impression and train panels. It is a reliable way to understand why a run scored what it scored, and it is how most judges are taught, but it is not a World Skate rule and no head judge is bound by it.

What Does the World Skate Rulebook Actually Say About Judging Criteria?

It says nothing about criteria. The Scootering Rulebook 2026 — the update dated December 2025 that governs every World Skate sanctioned scooter competition this season, including Park and Street at the World Skate Games in Asunción, 30 September – 18 October 2026 — contains no list of judging criteria, no weights, and no deduction table. Its entire description of what a judge does is one line: judges evaluate athlete performances to determine the event's final rankings.

What the rulebook does define is everything around that judgement: who sits on the panel, how the scores are combined, what a trick has to look like to count, when the clock runs, and how high each format's ceiling is.

The rulebook definesThe rulebook does not define
Panel size — 3 judges + 1 head judge minimum, 5 + 1 at World Cups and World ChampionshipsAny judging criterion by name
Score combination — drop the highest and lowest of five, average the middle threeAny weight, percentage or point allocation per criterion
Score ceilings — 100 per run, 110 per Park 1+1/1+1 round, 150 per Street 1+1/1+1 round, 200 for a Street 2/3/3 finalDeduction values for falls, foot-downs or pushes
Makes versus bails — a written landing test, with the head judge as final decision makerA minimum or maximum score for any given trick
Timing — clock on drop-in, 5-second start limit, buzzer rulesA "score reserve" at the top of the scale

So where does the four-part breakdown come from? From national judging courses — including the Polish Roller Sports Federation (PZSW) course this guide originally drew on. Panels are trained on it because an impression score is hard to teach and harder to defend without a vocabulary for it. Use it to understand a scoreboard and to work on the right things. Do not quote it back at a head judge as a World Skate rule. The full mechanics of panels, formats and ceilings are in the how scootering is scored pillar guide.

The 4 Pillars of the Teaching Model — and the Real Score Ceilings

The teaching model decomposes a single impression score into four categories with indicative weights:

CriterionIndicative weightShare of a run score
Difficulty≈30 pts≈30%
Variety≈25 pts≈25%
Flow≈25 pts≈25%
Style≈20 pts≈20%
Total100 pts100%

Read that total carefully: 100 is the ceiling of a run, not of a result. What a rider can actually score in a round depends on the format the technical delegate has chosen.

FormatWhere it is usedRound ceiling
RunPark and Street, all rounds100
1+1/1+1Park final110 (run 100 + trick 10)
1+1/1+1Street semi-final or final150 (run 100 + trick 50)
2/3/3Street semi-final or final200 (best run 100 + two best tricks at 50 each)

A run is between 40 and 50 seconds, set from the field size, schedule and course layout, and announced at least one day before the first practice session. The four categories below describe what fills those seconds. The format walkthrough is in the Park vs Street format guide.

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MN
Maya Nowak
Judges' average
284
2
LB
Leo Berg
Judges' average
247
3
TK
Theo Kraus
Judges' average
228
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Difficulty (≈30) — Complexity and Risk

Difficulty carries the heaviest weight in the teaching model (≈30 of a 100-point run). Judges reward difficult, complex and risky tricks performed consistently across the whole run and standing out from the rest of the field — not one showpiece surrounded by filler.

What Raises the Difficulty Impression

  • Complex trick combinations (rotation plus flip, linked without a reset)
  • Risky tricks on the largest obstacles on the course
  • Consistency — the difficulty level held from the drop-in to the buzzer
  • Tricks that stand out against the other riders in the same category

What Lowers It

  • Repeating the same tricks, even hard ones
  • Only simple, safe maneuvers
  • No progression through the run
  • Hard tricks attempted and bailed — which costs twice, because a bail is measured against a written landing test, not just a judge's taste

Context Is Key

Difficulty is judged against the field in front of the panel, not against an absolute table. The same trick can carry a junior heat and be unremarkable in a men's final. The bands below are how courses teach the scale; World Skate publishes no such table.

LevelDescriptionImpact
BasicSimple rotations, basic tricks on small obstaclesLow difficulty impression (≈5–12)
IntermediateTailwhip, barspin, 360, tricks on medium obstaclesMedium (≈12–20)
AdvancedFlair, kickless, combo tricks, tricks on large obstaclesHigh (≈20–26)
EliteOriginal combos, never-before-seen tricks, extremely risky maneuversHighest (≈26–30)

Variety (≈25) — Range and Use of the Course

Variety covers both the mix of tricks and the use of the Field of Play. It rewards versatile riders and punishes monotonous runs.

What Raises the Variety Impression

  • Trick diversity — rotations, flips, grinds, ramp maneuvers and obstacle tricks in one run
  • Full use of the course, riding across different sections rather than one ramp
  • Combining obstacles, creative lines that link park or street features together
  • Original lines, an unconventional read of the course, surprising combinations
  • Versatile skills, several facets of riding rather than one trick family

What Lowers It

  • Repeating one type of trick — all rotations, or all grinds
  • Riding one obstacle or one corner of the course
  • Predictable lines
  • Showing a single aspect of ability

Variety vs Difficulty

Riders sometimes trade variety for difficulty, repeating one very hard trick. The impression score punishes that: a versatile run of medium difficulty beats a monotonous run built on one extremely hard trick. In Street 2/3/3 there is a formal outlet for the showpiece — the three single trick attempts, worth 50 each — so there is no reason to spend the run on it.

Flow (≈25) — Continuity, Control, and Where Flow Ends and a Bail Begins

Flow is the category easiest to lose: every visible error costs. But the 2026 rulebook draws a line that the old four-criteria framing blurs. Some of the errors below are impression costs. Others fail the written make/bail test — landed with both wheels on the ground, in a forward direction, in complete control — and stop being a deduction at all, because the head judge rules the trick a bail.

What Costs Flow, and What Is Actually a Bail

ErrorImpact
Fall — both feet off the deckBail. The trick did not meet the landing test; the head judge, not the scoring panel, makes that call
Landing on one foot onlyBail territory — "complete control" is part of the written test, and the head judge decides
Hand down after landingBail territory for the same reason; at best a heavy impression cost
Foot slips off the deckImpression cost — reads as a lack of technical confidence
Unstable landing (wobble)Smaller impression cost, but visible to five judges
Unjustified pushingSmaller impression cost — pushes must buy speed or height
Unclean ramp entry or turnaroundSmaller impression cost — breaks the continuity of the line
Trick extended past the buzzer with a linking manual or fakieInvalidates the entire combination — a rule, not a judgement

Style (≈20) — Amplitude, Ease and Finish

Style is the most subjective category, but panels are trained to read it off concrete things:

What Contributes to Style

  • Clean landings — a confident, stable ride-away with no correction
  • Amplitude — tricks taken high, with visible air time
  • Effortless execution — the trick looks light, not forced
  • Speed carried through — pace held across the whole line, not rebuilt between tricks

Style Is Not

  • What the rider is wearing
  • Whether they come from the street or park scene
  • Their following on social media
  • Their equipment sponsor

How Style Separates Two Riders

When two riders land the same trick, the higher score goes to the one who does it higher, cleaner, more smoothly, and rides away in control of the scooter. That last one is not only aesthetic: control is written into the make/bail test, so a scrappy ride-away can move a trick from "stylish enough" to "not landed".

Style is what separates a good rider from a great one. The technique can be identical; style is the margin.

Make, Bail or Zero — the Three Things That Are Not Judgement Calls

Three mechanics sit outside the impression score entirely. Riders lose more points to these than to any criterion, because they are rules and no amount of style argues with them.

1. The landing test

A make is a trick landed with both wheels on the ground in a forward direction in complete control of the scooter. Anything different may be classed as a bail. The head judge is the final decision maker on made versus bailed tricks and on completed versus failed combinations — the scoring judges do not vote on it.

A bail is not automatically zero. In a Street 2/3/3 final a bailed attempt still receives a score; it simply will not be among the two best that count. Zeroes come from somewhere else.

2. Where a zero actually comes from

  • A second roll-up before a single trick attempt scores 0 for that attempt. One roll-up is all a rider gets.
  • The technical delegate may score a run or a single trick attempt 0 for a minor infringement of the competition rules. The rider stays eligible for ranking on their other performances.
  • Failing to start within 5 seconds of the course manager's signal can be marked DNS as a score marking for that run or attempt.

3. Boundaries and the clock

During Street single trick attempts, tricks must start and finish inside the Field of Play; a trick completed outside the boundary is not scored. The clock is triggered when the rider drops in, and a trick or bail counts as in time only if the scooter left the ground before the signal horn. A combination already under way when the timer expires may be completed and scored — but extending it with a linking trick such as another manual or fakie invalidates the whole combination.

A rider who disagrees with a score has no appeal: once the head judge approves and publishes the scores, they are final. What exists is a written clarification request, filed during the competition or within 24 hours of its end. The athlete-facing version of all of this is in the scootering competition rules for athletes guide.

How the Categories Work Together — the Ideal Run

National judging courses describe the ideal run in one sentence, and it maps onto all four categories at once:

Consistent execution of difficult or risky tricks throughout the run that stand out from other competitors, maintaining high speed and high amplitude. Tricks should appear light, effortless, and be landed correctly.

The scenarios below are the teaching model used as a diagnostic — a way of explaining, after the fact, why a panel of five arrived at the number it did. No judge fills in four boxes; each enters one score out of 100.

Scenario A: High difficulty, broken flow The rider attempts extremely hard tricks, bails twice, and corrects two more landings. → Difficulty 26/30 | Variety 18/25 | Flow 12/25 | Style 13/20 = 69

Scenario B: Medium difficulty, perfect flow Medium-difficulty tricks, everything clean, varied and well finished. → Difficulty 18/30 | Variety 22/25 | Flow 24/25 | Style 18/20 = 82

Scenario C: Balanced run Hard tricks with clean execution, good variety and high style. → Difficulty 24/30 | Variety 21/25 | Flow 22/25 | Style 17/20 = 84

Conclusion: a balanced run almost always beats a one-dimensional one, and it is the shape of the impression score rather than an arithmetic rule that makes it so. Two bails cost Scenario A far more than its difficulty advantage bought — and under the 2026 landing test, those two bails were the head judge's call before any of the four numbers existed.

Worked Example: Two Park Runs, Then What the Panel Actually Enters

Two contrasting Park runs from the same final, first read through the teaching model, then scored the way the rulebook actually works.

Run A — "the risk-taker"

Opens with a flair on the big ramp (clean), attempts a double whip and bails. Gets up, lands a kickless on the funbox, attempts a backflip and bails again. Closes with a solid tailwhip 360.

CategoryReadComment
Difficulty27.0/30Flair, double whip attempt, backflip attempt, kickless — a very high ceiling
Variety17.0/25Mostly rotations and flips; most of the park unused
Flow11.0/25Two bails, both head-judge calls under the landing test
Style12.0/20The made tricks looked good; the bails dominate the impression
Read total67.0An ambitious run undone by two bails

Run B — "the stylist"

Links a tailwhip off the quarter pipe into a barspin on the funbox, 360 on the hip, manual to spine, flair on the big ramp (clean), closes with a buttercup combo.

CategoryReadComment
Difficulty22.0/30The flair is the peak; the rest is solid medium-high
Variety23.0/25Whole park used, trick families mixed, creative lines
Flow24.0/25No bails, minimal pushing, smooth transitions
Style18.0/20Clean landings, good amplitude, effortless execution
Read total87.0A balanced, clean run at a high level

What the scoreboard actually shows

No judge enters four numbers. Each of the five scoring judges enters one score out of 100; the highest and the lowest are discarded and the middle three are averaged.

RunFive judge scoresKept (middle three)Averaged score
Run A66, 67, 68, 71, 6366, 67, 6867.00
Run B86, 87, 88, 92, 8386, 87, 8887.00

Run B wins by 20.00 points despite the lower difficulty, because cleanliness, variety and style more than cover the gap.

And if the final were 1+1/1+1

A Park final may be run as 1+1/1+1: one run plus one single trick attempt makes one round, each rider does two rounds, and the best round counts out of 110. Suppose Run B's rider adds a trick scored 7, 8, 9, 10, 6 → keep 7, 8, 9 → 8.00. The round is 87.00 + 8.00 = 95.00 out of 110.

That is the structural point about Park: the trick is worth 10, so it cannot close a 20-point gap in the run. In a Street 1+1/1+1 round the same trick would be worth 50, and in a Street 2/3/3 final the two best of three attempts are worth 100 of the 200 available — which is why Street finals swing on the last attempts and Park finals are won in the run.

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Maya Nowak
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Leo Berg
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Theo Kraus
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World Skate Scootering Rulebook 2026 (update December 2025) + Scootering Rulebook Changes 2026

Last reviewed 2026-09-22 · next After the World Skate Games Asunción 2026 (30 September – 18 October) and again when the 2027 Scootering Rulebook is published

Frequently Asked Questions

Primary Sources

  1. Scootering Rulebook 2026 — World Skate
  2. Scootering Rulebook Changes 2026 (change control management) — World Skate
  3. World Skate Scootering — Regulations — World Skate

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