Long Jump Equipment and Rules A runway of at least 40 meters in length is required. Competitors are allowed to post up to two location markers on the runway. The jumper's most forward point of contact with the take-off board, i.e. the toe of the jumper's shoe, must be behind the leading edge of the take-off board. The competitor may not stand or lean on any part of their body except for the handhold. The arm used to pull the start cord must be fully extended in a straight line with the shoulder. The hand holding the end of the rope must be completely free from pressure from any part of the body except for the thumb and first finger.
The starting signal is given by an electronic starter or by a human starter (athlete). An electronic starter uses a cordless electric wand attached to a battery-powered radio transmitter. The jumper receives the signal by pulling a button on the handle of their helmet. A human starter signals the beginning of the jump by waving a flag or lamp held in their hand.
To begin the jump, the competitor pulls the rope which activates an electric eye at the far end of the runway. This starts the clock as soon as the jumper leaves the ground. The maximum time that can elapse before the signal to clear the runway is given is 8 seconds. If the competitor does not leave the ground within this time, then they will be considered off balance and cannot be penalized further.
A runway of at least 40 metres (131 feet) in length with no outside limit, a takeoff board planted level with the surface at least 1 metre (3.3 feet) from the end of the runway, and a sand-filled landing area of at least 2.75 metres (9 feet) but no more than 3 metres are required for the long jump (9.8 feet).
The takeoff board is used to establish beginning and ending points of the jump. The athlete stands on the board with both feet and then explodes off the board, using only their body weight as propulsion. The takeoff board is about 1 metre (3.3 feet) high and made of wood or metal. It should be flat and solid so that an even push-off can be achieved.
The longer the jumper, the farther they can throw it. So, the takeoff board can be adjusted accordingly to suit the length of the jumper. Longer boards mean harder pushes off the ground which may not be suitable for everyone. However, longer athletes have the advantage because they can reach a higher velocity after leaving the board, giving them more distance to travel before landing.
There are three main types of long jump techniques: standing, semi-static, and dynamic. In the standing long jump, the athlete shoots up into the air and lands on their head and shoulders. This is the simplest technique to understand but also the least efficient. The semi-static long jump uses a counterweight system to lift the foot off the ground.
A runway at least 40 metres (131 feet) long with no outer limit, a takeoff board planted level with the surface at least 1 metre (3.3 feet) from the end of the runway, and a sand-filled landing area at least 2.75 metres (9 feet) wide but no more than 3 metres (9.8 feet) wide are all required for the long jump.
The regulations also require that the takeoff board be marked "TAKEOFF" in large letters and that two people shall be present at all times during the competition.
The long jump can be divided into three phases: takeoff, flight and landing. The takeoff occurs when the athlete pushes off from the starting line. The goal is to clear the bar while keeping your knees bent. During the flight phase, the body must remain upright until it hits the ground. At this point, the legs should be fully extended. The landing is when the foot contacts the floor or sand. It is important to land on both feet and use both legs for balance. A track judge will time you from the moment you push off the line to the moment your head crosses the finish line.
The long jump was first staged as an official event by the IAAF in 1969. Since then, it has been held as one of the main events at most major athletics championships in both indoor and outdoor conditions. The best known names to have won this event include Carl Lewis, Sebastian Coe, Dwight Phillips, Bob Schulze and Andy Durbin.
The jumper normally starts his approach run approximately 30 meters (100 feet) from the takeoff board and accelerates to maximum speed at takeoff while judging his stride to arrive with one foot on and as close to the edge of the board as feasible. Success depends on how high you can jump and how much velocity you can achieve.
The first thing you need to do is choose a good spot. The better the spot, the higher you can jump. A spot that is far enough away from objects that could be damaged by high winds or falling trees is best. It should be free from obstructions such as cars, buildings, or other jumps. An open area near some tall trees would be perfect.
You will also need something to stand on. You can use the ground itself but if it has large rocks or holes in it then that isn't ideal. Using a sturdy bench or platform of some sort would be better.
Finally, you will need something to jump out onto. This could be a rope or chain but it can also be a trampoline. A trampoline gives you more height but takes up more space than a rope or chain. If you choose to use a trampoline then you will need to make sure there are no children or animals around when you do so.