Archive-name: sports/disc-faq/part1 Rec-sport-disc-archive-name: faq-part1 Last-modified: 1996/01/29 Posting-Frequency: monthly
* Indicates new or vastly revised questions
Ultimate is a fabulous, high-energy sport that can be enjoyed by people of all ages and disc-skills who don't mind a little running and a lot of fun. The description below applies to the outdoor version of the game. The indoor version, being on a smaller field, is somewhat modified (a slightly smaller field and fewer players) but mostly similar.
Picture, if you will, a playing field (usually grass, but desperate teams will play on almost any surface) as follows:
<- 25 yds -> <--------------- 70 yds --------------> <- 25 yds ->
^ +-----------+---------------------------------------+-----------+
| | | | |
| | | | |
| | | | |
| | End | | End |
40 | | | |
yds| Zone | | Zone |
| | | | |
| | | | |
| | | | |
| | | | |
v +-----------+---------------------------------------+-----------+
On this playing field are two teams of seven players each. The object of the game is for a team to pass the disc from player to player, all the way up the field, and catch the disc in their end- zone, which scores a point. Players cannot run with the disc, but must plant a pivot foot (as in basketball) and throw the disc to a teammate. When holding the disc, a player gets ten seconds to throw it to a teammate (five or seven seconds indoors), which is counted off by the defender guarding the offensive player (known as "marking" the thrower.) If the disc isn't thrown in time, it's called a "stall" and the defense takes over.
If the offensive team drops the disc, catches it out of bounds, or failes to complete a pass because a defender somehow blocks the pass, the other team picks up the disc where it lands and works to score in the other direction. Defenders gnerally play either a man-to-man or zone defense in their attempt to block a throw.
The game is non-contact - it's a foul to hit the other player, or to hit the disc while it's being held. (Blocking the disc right after it's thrown, known as a "point-block", is a very hot play!) Nor can a defender be "picked" off the player being guarded. Any play carried out with the main intent to prevent another player from having a fair chance at catching the disc or making a defense is considered a foul; in other words, you have to "play the disc, not the person!"
Probably the most important part of Ultimate is known as "The Spirit of the Game". This catch-phrase is used to describe the respect that every player in the game has for his fellow players. No referees are used in the game. Instead, each player does his best to make an honest call if necessary, and trust the calls of his fellow players, with the implicit assumption that nobody in Ultimate would try to cheat.
This principle is what makes Ultimate special to so many people, and all Ultimate players try to keep the Spirit alive by maintaining this high level of trust, no matter how competitive the game gets. If people cannot resolve their differences, people usually say "back to the thrower", which allows play to continue on without forcing the issue one way or another.
The best way to see how Ultimate is played is to go watch a local tournament. Ultimate players share a great comraderie, and LOVE to introduce new players to the sport. So come on out and watch!
Organizations supporting Ultimate competition are the
Ultimate Players Assocation (UPA) and the World Flying Disc
Federation (WFDF ). The UPA is a United States organization
which sponsors a club competition series in the fall and a
college competition series in the spring.
The WFDF runs their championships in even numbered years. Each country
gets to send one team - and it can be a club team (e.g., the US sends its
champion), or an all-star/select team (which almost every other country
does).
In odd numbered years, they run the WUCC - the World Ultimate Club
Championships, where each country is allowed to send a specified number
of existing club teams. So, many "real" teams from countries, versus a
single select or put together team for the WFDF championships.
Disc golf is a great sport for everybody that relies on one's
ability to throw a disc with power and accuracy. People of any
age, ability, and gender can excel and enjoy disc golf immensely.
The object of the game is to traverse a course from beginning to
end in the fewest total number of throws of a golf disc. Similar
to the traditional golf game, a course is composed of a number of
holes, in which each player begins by throwing from the tee, and
completes the hole by landing in or striking the target.
The total score for a course is determined by totaling the
number of throws made on each hole. The winner is the player who
completes the course in the fewest number of throws...or whoever
has the most fun!
Disc golf courses exist in many different terrains. Often they
are laid out among wooden areas, with water hazards, large
elevation changes, and difficult throws. Other courses are
mostly flat, with few natural obstacles. The obstacles should be
considered part of the course, and not tampered with (even when a
tree eats your disc!)
The average course is 18 holes, but 9 hole and 27 hole courses
exist as well. The average hole is around 425 ft (130m), but
some are as short as 150 ft (45m) or as long as 1000 ft (300m).
Courses usually have a listed par, for pro or amateur players.
Of course, people practice disc golf all the time by just aiming
for an object a hundred yards away, which is the kind of disc
golf one will often see being played on university campuses or
urban parks.
Terms:
A professional PDGA tour exists, currently has about 5000-7000
active members, some of whom play on a professional level for
money, and some play on a amateur level for non cash prizes. The
top money winner last year won over US $16,000.
See http://www.upa.org/~upa/upa/admin/collelg.html for the full description.
[ The original version of the following was written by Frank Revi on
August 29, 1992 when he was UPA National College Director. The
current director is 74404.753@compuserve.com (Jay Cohen), who
added a few changes.]
The following is a SUMMARY of UPA college eligibility
requirements. It is intended to give an overview of the
requirements. It is not the full text, and therefore DOES NOT
give definitive information for all cases. The official text as
published in the UPA newsetter pertaining to the season in
question is the only source of official documentation of the
eligibility rules for that season.
All questions on eligibility should be addressed to the National
College Director. "Rulings" from other coordinators and UPA
headquarters staff are not final.
UPA college eligibility is a 5-year window during which a player
may participate in the series. The window runs continuously from
the player's first participation in a UPA sanctioned event or
first UPA membership, whichever comes first; but no earlier than
the date of high school graduation (i.e. UPA events/membership
while in high school don't count). The window closes annually on
1 June. The intent of this rule is to only allow players with less
than five years of experience to compete at college level. The
player must further meet the following requirements:
* Be registered and enrolled in a regularly matriculated degree
program at the institution for which s/he is eligible to play
* Be taking a minimum of two full-time classes during the academic
period(s) containing both March 1st and May 1st of the current
year (must be at least a half time student).
[The above requirement is waived for students taking the
minimum required academic load required to graduate at the end
of the academic period containing May 1st. Research and
thesis work may be counted towards the required courseload IF
it is officially recognized as equivalent by the institution
(e.g. if you register for research in the equivalent of course
hours, that counts). Any questionable situations require a
clarification request (see below).]
* Be a member of the UPA in good standing
The UPA does not grant exemptions to the eligibility rules.
In cases where the rules are not clear, a clarification request
may be made in writing by returning an official form by the
deadline published in the newsletter. Forms must be requested in
writing from UPA HQ; directions are printed on the form.
Requests are reviewed by the Coordinating Committee and responses
are mailed.
The eligibility of all players on a given team must apply at the
same branch or location of that school.
Teams must submit completed rosters signed and sealed by the
registrar before playing in any series event.
The UPA Top 25 is calculated by Eric Simon and distrbuted weekly.
However, the Top 25 isn't accurate unless college tournaments
call in their scores! So, please, all college teams and
tournament directors should send in their scores to Eric or the
UPA (see FAQ.2 for a contact list.)
The most basic explanation of the Top 25 rating system is this:
for each game a team plays, the team gets rating points. These
rating points are then averaged.
The next level of complexity is how to compute the points for a
given game, and how to avereage them. The points for a given
game is given by this formula:
So, suppose team A has played in 4 games, and each individual
game rating is 1298, 913, 1410, and 1103. Well, we simply
average them together, and team A has a rating of
(1298+913+1410+1103)/4 which is 1181. But, actually, the
averaging isn't quite that simple, either. We actually take a
weighted average. In the above example, each game had a weight
of 1, in actuality, the weight depends upon how recently the game
was played. This formula is:
Finally, whatever the weight it, it is doubled for games at
Regionals, and tripled for games at Nationals. After all, teams
are usually at full strength during those tourneys, and the games
are more important. Finally, it is hoped that the winner of
Nationals will come out as number one in the rankings. Luckily
this has always happenned, although one year a team that lost in
the semifinals almost finished first.
But that's not all! Suppose the ratings of the teams you play
change. An underated team you lost to in the first round ends up
winning the tournament. Should your rating reflect that teams'
victories, in other words trying to take into account that the
other team was a really good team. Of course it should. Suppose
your team's rating went up during the course of the tourney, too;
shouldn't other teams, in turn, get the benefit of that?
This is done in an interative process. On Monday, every team
gets re-rated. That is, we recompute every individual game
rating, based on the previous week's ratings, and the new date.
Then, each team gets a new rating for the current week. Then, we
re-rate every team again, using this week's ratings, to get a new
set of ratings. We do this 20 times (this is why a computer is
indispensable). Eventually (usually after only about 8
interations) the ratings reach some sort of equilibrium. It's
kind of a neat process to watch. If some team does really well,
and the rating goes up 250 points, then, on the second iteration,
all teams that have played the first team goes up by a smaller
amount, and on the third iteration, all the teams that have
played the teams that played the first team will go up by a small
amount, and so on.
The biggest problem with the system is that in some areas of the
country not everyone is calling in scores. Let me give a classic
example of how an entire region can be adversely effected by
this.
Suppose the best team in Region X always calls in their games
(and, in fact, more winners than losers call games in). So,
suppose this team "State U." calls in 13 games of theirs, all
victories. None of the other teams had called in any scores.
This team beat, say, team B in the finals of two other
tournaments. Obviously, team B must've been pretty good to make
it to the finals, but to the computer, team B was simply 0-2. In
fact, to the computer, it looked like the 13-0 team was playing a
really wimpy schedule because every team that had played was
winless! So what happens? State U doesn't get a very high
ranking. Now, weeks later, the other scores are called in. It's
too late, State U is already ranked lower than they should be,
and all these other schools are, correctly, ranked lower than
State U is. So, the whole region gets ranked lower than they
should be.
A MAC, also known as a "mack", actually stands for Midflight
Attitude Correction. In the sport of Ultimate, it usually
happens by mistake, but here's how to do it on purpose.
To MAC a disc effectively, one needs to be aware of the direction
of spin the disc has. The two possibilities are clockwise
(originating from a standard backhand throw from a right-handed
player) and counterclockwise (a sidearm throw from a right-handed
player).
The best throws to MAC are hard with lots of Zs (spin). The
technique is to allow the disc to be throw at you very hard,
allow the disc to pass you, the MACer, on one side of your body
or another, and just as the disc is perpendicular to the throw
line, touch the side of the disc very briefly.
If the throw is clockwise, allow the disc to pass your right side
(as you are looking at the thrower) and tap the top of the disc's
platter, near the outside of the disc at the point closests to
you. The disc will then take a MAC, climbing upward. If the
clockwise throw passes on your left, that tap will send it
straight into the ground.
Switch everything around for a counterclockwise throw. Disc
passes you on the left, tap the side of the disc, it takes a MAC
and climbs up. Disc passes on your right, tap it on the side,
the disc dives down into the ground.
There are some neat variations of the MAC, like the foot MAC,
which takes some extra practice. Hitting the disc on the outside
edge from the thrower is also harder. If you want to see one of
the best MACers alive, watch Dan (Stork) Roddick sometime. He is
amazing! (he is also the Sports Director for Wham-O). And no
place is better to MAC than on a California beach somewhere.
a) What's a hammer?
See http://www.upa.org/~upa/faq/hammer.html
b) What are other kinds of throws?
See http://www.upa.org/~upa/upa/throws.html
(also in the FTP area).
This is a partial listing of articles and research done by various people
around the world on how discs fly. The result of a full bibliographic
search on disc activities is available at http://www.upa.org/~upa/faq/bib.html.
Are there magazines about disc sports?
Apparently, the patent applications from Wham-O in the late
1950's are interesting reading material. See the patent section
of any well-stocked university library for references in this
area.
frevi@athena.mit.edu did work as an undergrad (MIT) involving the
visualization of flow around a rotating frisbee using dry ice
vapor as the tracer aerosol and stroboscopic and conventional
photography. In particular, a number of photos were taken of
vapor flowing around a disc mounted on a motor in various
orientations, the trajectory of a frisbee throw through a sort-of
stationary flow field stopped stroboscopically, and various
multiple exposures of throw/release motions. The results of the
flow studies seemed to indicate that a rotating frisbee induces
lift independent of a trajectory vector; i.e. the disc doesn't
have to be going someplace to generate lift, just spinning.
medf214@chpc.utexas.edu (Aaron Altman) did some interesting work
analyzing the behavior of a disc in a wind tunnel, with specific
regards to the so-called airbounce. He examined the effects of
windspeed and angle of attack [alpha] on a disc. From his
messages, slightly edited:
The simplest visualization for the results is to draw the
analogy between an airplane on approach to landing, and a disc
at high alpha. Increasing the angle of attack increases the
induced drag (or resulting drag force), but enables the disc to
fly slower while still flying in the same flight path. The
airflow on the top of the disc is usually not "attached" fully,
inplying a turbulent, vortical, unsteady, non-laminar flow.
The same is true for an airplane on approach to landing. The
airplane reduces its speed, but the flight path is maintained
(within a certain range) by increasing the alpha of the plane.
In an airbounce, some extra lift is generated from the
so-called "ground effect" as well.
This experiment gave no data on the limits of the ground
effect. However, the limits are determined by the amount of
wing loading, so one can guess from experience with other
flying objects. For example, the ground effect for a Cessna
172 tends to be approximately 1/2 the span the wing, which is s
approximately 20 ft. This causes the airplane to float above
the runway at speeds lower than would normally be possible for
this airplane. From discussions of the ground effect with
pilots of larger airplanes, such as the Boeing 727, this
equation (1/2 span) doesn't hold as well, and the ground effect
tends to be between 1/2 and 1/3 span. At any rate, that brings
us back to the disc...If we took 1/2 the span of the disc, this
would place us somewhere about 6 inches off the ground.
So, what does this all mean? In terms of flight dynamics, the
small displacement given to the disc by the thumb at the last
second causes the leading edge to rise. This, in combination
with the large, instantaneous, simultaneous forward force of
the throw, (called the impulse,) creates a high angle of attack
flight regime, with the possibility of an increase in altitude,
depending on the actual angle of release from the hand (angle
the arm makes with horizontal upon release of the disc, not the
same as displacement given by the thumb.
Of course, if all of this is true [and it may not be!] it
should be possible to throw a disc at high alpha, without the
angle imparted to the horizon by the arm, and still have an
airbounce. This would result in a disc flying without a change
in height, but with a large angle of attack. This would imply
that, not only is it necessary to apply thumb pressure, but the
angle of release is also quite important in establishing a true
airbounce.
Given all of this, one can describe the physics required to
throw a disc that goes down and then up. The follow-through on
the throw would be downward, but the force applied to the disc
in that instance is applied just below the horizontal (say,
between -3 to -8 degrees). This force will cause the initial
trajectory of the disc to be slightly downward. After some
distance, the component of lift generated by the forward motion
of disc (at alpha) overcomes the initial slight downward
component given in the initial release of the disc. In
studying the problem as a thin airfoil (using thin airfoil
theory) this can be shown to be possible quite trivially.
When a disc is thrown, it undergoes an initial acceleration
that is quite large. Once released, the speed decreases as a
result of viscous losses due to the friction of air. This
change in speed results in a highly unsteady problem (which
changes as a function of time). By analyzing the lift force
and drag force (Cl, Cd respectively) at many different
windspeeds and alphas, a profile of the behavior of the disc as
its thrown can be examined, with Cd and Cl increasing
essentially linearly with alpha.
In addition, I would like to comment on some info included in
the most recent version of the FAQ. As determined by my
experimentation, the component of lift generated by a
stationary disc, spinning, is extraordinarily small when
compared to the component of lift generated by the forward
motion of the disc.
This is with reference to the work done by frevi@athena.mit.edu.
The information that he obtained was strictly qualitative, and
the quantitative data that I obtained tells me that a spinning
disc (without a directional component) generates very little
lift. A good physical analogy would be to say that if this
were true, than this aspect of lift would be exploited in
modern lifting bodies, lending creedence to the possibility of
flying saucers!
This is part one of the rec.sport.disc FAQ [Frequently Asked
Questions list]. This file, and its companion files, are posted
bi-weekly to rec.sport.disc, news.answers and rec.answers. The posting
is designed to answer questions which are commonly asked by new
readers of the group, as well as to provide a reliable source of
information for regular readers.
2) What is Disc Golf?
3) Am I eligible for Collegiate Ultimate under the UPA?
4) How is the UPA Top 25 List Computed?
pts = opp_rate + (400 / x) (1)
where opp_rate is the rating of the opponent, and x is a factor
that depends upon the score. The formula for x is:
x = max(.66,(2.5*(losing score/winning score)^2)) (2)
Rather than explain it, let me give an example. Suppose team A
beats team B 15-11. According to the formula, take the fraction
11/15, square it, and multiply by 2.5. This gives us 1.34.
Suppose, further, that team B has a rating of 1000. According to
formula (1), we simply compute 1000 + 400/1.34 and get 1298. The
"max" that's used for formula (2) makes it so that the smallest
that x can equal is .66, which means that the best (or worst) a
team can do in a specific game is to perform at 600 points better
(or worse) than their opponent. (A score of 13-5 will get you
600 points).
wt = min(1,1/(((today-gamedate+4)/7).4)) (3)
Suppose games were played on four consecutive Saturdays. Since
the ratings are done on Mondays, this would mean that the games
were played 2, 9, 16, and 23 days ago. Well, by formula (3), any
game played within 3 days of the rating gets a weight of 1.
Games played the week before, or 9 days ago, get a weight of
1/((9/7)^.4) which is about .9. The games 16 days ago are
weighted at about .72, etc. This is called a decay function,
and, basically, it means that the more recent the game is, the
more heavily it is weighted.
5) What's a MAC, and how do I do it?
6) Reading material: How do discs fly? How can I find out more?
Dave Brown,
Some work has been done on converting discs into interesting
weapons, by using the disc to launch either a flare or a hand
grenade; these are discussed in some of the above messages.
Editor, Publisher
The Ultimate Magazine
228 Gladstone Avenue
Ottawa, Canada K2P 0Y6
(613) 860 - T.O.U.R. (8687)
e-mail: ocua@ottawa.net
After performing many wind tunnel tests on an old, wasted
Wham-O, I measured the effects of varying angle of attack and
windspeed. It was difficult to determine the rate at which an
average disc is spun, so this part of the experiment is very
much "up in the air". There was also no way to simulate the
initial "throw", or accelleration of the disc, so all of these
results examine the disc under a constant windspeed, which
ignores all of the interesting things which happen to the
airflow around a disc as it is thrown.
* Whew * People interested in more detail, or interested in
using this as a "grossly understudied...killer thesis topic" are
encouraged to contact Aaron directly.
7) GLOSSARY
Here are a few terms used to describe disc behavior:
[Back to table of contents]
a) FAQ information and administrative swill