Judges would have to agree beforehand on which order the most common tricks should be placed in beforehand, difficulty wise. This goes for both spins and grabs. After this they should make a preliminary score consisting of:
Technicality: 30%. Use previously mentioned list to compare tricks. Adding rotations and grabs makes a trick more difficult.
Execution: 30%. Tricks should look easy to the rider. Stomps should look as if rider just dropped of a one foot ledge, not a 70ft table. If you do a grab, you should hold it all the way. One solid grab > two 'tickle' grabs. If you add a rotation you should stomp it, otherwise don't do it at all. Minimal adjustments should be made whilst in the air to show that the rider has the trick on lock. Wildly swinging arms will lose you points. Nothing should look as if it was unintentional. A decent triple should beat a stomped dub, but a sketchy trip loses to a stomped dub every day.
Variety: 20%. I want to see all 4 directions, but also misties, rodeos, bios, flatspins etc, not just 4 different dub corks. Variety is equally important in the rail section. Lipslides, pretzels, left/right spins on and off...
Creativity: 10%. Creativity can boost the score, but don't sacrifice a lot of technicality in order to be slightly more creative.
Amplitude: 10%. Go as big as you can without looking sketchy on the landing. A huge jump with a crappy landing won't beat a stomped landing on sweet spot, but an uncommonly large air with a decent landing will be rewarded. Height is rewarded to the same extent as distance traveled. Massive points are deducted for knuckling.
After reaching a preliminary score judges will make adjustments based on overall impression. Points are deducted if some features only seem to be used for set-up tricks, hand touches are punished harshly, same goes for reverts and big speed checks. I liked what someone said about adding points for carving into and off jumps. Added points for "wow-factor" and for riders who look comfortable at all times during their run.
Rails are 50% and jumps 50%. Three runs to allow for harder tricks.
Finally, a tape measure is brought to the finish area and the guy with the biggest penis wins.
Switch double cork 1080 double poked mute grab to shifty.