Junior Competition Climbing Association

Sport & Speed Flashpoint

Sport & Speed Flashpoint


Flashpoint Format:

During a flashpoint competition, there will be 15 routes to attempt. Routes will be marked by a JCCA specific start tag and tape next to each hold. A judge will be assigned to each route to belay and score the climber's attempts. To get in line for a route the climber will give their scorecard to the judge in charge of the desired route. The climbers will have two hours to try and get as high a score as possible. The difficulty of each route can be determined by the total points awarded for completing it. Starting at 100 points and ending with 1500 points with 1500 points being the most difficult. Each hold controlled by the climber counts for points. The points awarded per hold is based on a percentage of the total holds. An example of this would be that if a climber makes it 5 holds up a route with 10 total holds worth 100 points, they would be awarded 50 points. One hour into the climb time speed will start. At the two-hour mark climbing will end, if a climber is on the wall when time is called they may finish their route. Any climbers waiting in line will not get to attempt the route.

Flashpoint Rules: 

1. All competitors must be belayed and scored by an official JCCA judge. 

2. To start a route the climber must establish control on the start hold or holds, if there are two, marked by the start tag or the start tag and a tape V on the second start hold. Control of the start hold(s) is defined by having both hands on the start of the route and having both feet off the ground. The climber is not permitted to jump off the ground in an attempt to start.

3.A handhold shall be considered “controlled’ when a competitor has made use of the handhold either while in, or to achieve, a stable or controlled position that in general will be evidenced by: a) Holding a handhold for two (2) seconds or more; or b) Controlling the momentum of a climbing movement

4. Climbers may not use the rope to help them ascend. This includes grabbing the rope, sitting back in the harness to rest, and swinging on the rope.

5. In order to complete a route, the climber must show control of the finish hold with one hand. The finishing hold will be marked by a tape box around the hold. 

6. While a climber is on the wall it is not permitted to yell out the beta. Beta is any information that will help a climber proceed further up the wall. 

7. Climbers have as many attempts as they want on each route and attempts do not count against the score received. Attempts are only used to break ties. 

Speed Climbing Rules: 

1. The climber must have at least one hand on the designated starting hold. The other hand may be reaching towards the next hold or matched on the start. The climber must have one foot on the ground and one foot on a foothold to start the route. 

2. Any feet may be used while speed climbing, however the hands must follow the designated route. 

3. A false start will be called if the climber pulls their foot off of the ground before the judge says go. No more then one false start is allowed per speed run. If a climber reaches two false starts they will be given a fault for that run. 

4. Each climber will complete a total of two speed runs. 

5. If a climber fails to hit the designated finish they will receive a fault for that run. 

6. The fastest time from the two runs will be used as the climbers score.