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What is Parkour?

Parkour athletes aim is to get from one point to another in a set complex course in the fastest and most efficient way possible. Parkour includes running, climbing, swinging, vaulting, jumping, rolling, quadrupedal movement and other movements as deemed most suitable for the course. Parkour is an activity that can be practiced alone or with others and involves seeing one's environment in a new way and imagining the potential for navigating it by movement around, across, through, over and under the obstacles on the course.  ParKidz is the youth program developed by WFPF.  Our Parkour competitions are open to male and female athletes ages 5-17.

 

YOUTH PARKOUR COMPETITION STRUCTURE

 

Age Groups:              5-6 Yrs / 7-8 Yrs / 9-10 Yrs / 11-12 Yrs / 13-14 Yrs / 15-17 Yrs

                                  ** Age as of date of competition

                                  ** Age groups will be subject to change based on number of participants

 

Competition Format:

 

ALL ATHLETES CAN EXPECT TO COMPETE IN THREE (3) ROUNDS OF COMPETITION

 

1. SET COURSE SPEED RUN

The purpose of this round is to "level the playing field" for athletes and test their ability to adapt to a run that may not be to their best attributes or style.  Athletes will follow a predetermined route through the course set-up by the judges and/or competition staff.  The goal time range is 20-60 seconds.  A wide range of Parkour skills can be expected to complete the course efficiently.  No warm-up time will be allowed for this round.

 

Athletes can expect to be walked through the course route and will have each target obstacle explained to them along with the order in which the target obstacles must be tackled.  Athletes can also expect that different targets will be achieved in different manners (for example a wall may need to simply be touched but a vault box must have the entire body pass over it).  Athletes will be timed from a starting signal (horn, whistle, etc.)  The final time will be recorded when the athlete crosses the finish line (laser tripped).  A time penalty will be added for each target missed or done incorrectly (2-5 seconds).  Athletes will be ranked according to their final time for awards.  Only 1 run per athlete allowed.

 

2. OPEN COURSE SPEED RUN

The purpose of this round is to test speed but also allow for the natural creativity of Parkour at the same time by allowing athletes to showcase their skill strengths to create a best time.  A different course will be used or the target obstacles will be rearranged to differ from the Set Course Speed Run.  The goal time range is 20-60 seconds.  Targets will be placed throughout the course.  Athletes must touch all targets with any part of their body in any order.  Every target must be touched once.  No penalty will be given for touching the same target more than once. 

 

Every athlete will start from the same spot but are free to complete the course in any order and/or manner using their creativity to find the fastest route available to them.  Athletes will be timed from a starting signal (horn, whistle, etc.).  The final time will be recorded when the athlete crosses the finish line (laser tripped).  A time penalty will be taken for any target missed.  Athletes will be given a group warm-up time with full access to the course to plan their route.  Time will be determined by allowing two (2) minutes for each athlete in the group.  Five (5) athletes - ten (10) minutes total time for all athletes on the course at the same time.  Athletes will be ranked according to their final times for awards.  Only 1 run per athlete allowed.

 

3. FREESTYLE ROUND

The purpose of this round is to showcase the classic Parkour (Freerunning) where anything goes.  This grassroots round will show the personality and style of the athlete.  The existing speed courses will be reused or the obstacles may be rearranged.  Athletes will be given a group warm-up time based on two (2) minutes per athlete.  Total time to be determined by the number of athletes in the round.  Five (5) athletes - ten (10) minutes.  Athletes may start anywhere on the course they choose but must be in a neutral standing position.  Timing will start on the first step the athlete takes and will end at the time limit given for each age group or if the athlete ends their run displaying a "X" with their arms.  Athletes will not be penalized for not using the entire time or course.

 

Scoring will be determined from the following four (4) categories.  Each category will have a maximum of 10 points each for a total score of up to forty (40) points. 

  1.  EXECUTION/FLOW - How well the athlete transitions between tricks and obstacles and how well tricks and movements are performed. Athletes need to show fluid transition between tricks and each obstacle with little or no hesitation (strategic pauses to prep for large tricks or to appeal to the crown should not draw a penalty).  In addition, athletes need to show clean landings, crisp rotations and obvious intent.

  2.  CREATIVITY - How well the athlete uses the course.  Athletes should use as much creativity as possible in the performance of their tricks and movements using as many obstacles as possible within the alloted time allowance for their age division.  Judges are looking for uncommon tricks, unusual combinations and/or using the obstacles in creative advanced or unintended ways.

  3.  DIFFICULTY - How difficult the run is based on the age division.  Athletes should show high proficiency in their tricks and movements.  Advanced tricks for the age division will be awarded if performed.  Do not attempt tricks that are not mastered.

 

All athletes should be reminded the best scoring runs will be those that are withing their definite skill level.  Example:  Doing four super difficult flips with nothing in between and without stuck landings will bring up your difficulty but cause low flow and execution scores.  Athletes are encouraged to be yourself . . . your best score will come from your style and tricks you have 100% confidence in.  Safety first.  We do not want anyone to get hurt trying tricks above your skill level.  Athletes will be ranked according to their final total score.  Only 1 run per athlete.