
The History of Ultimate
The Frisbie
Baking Company (1871-1958) of Bridgeport, Connecticut, made pies that were sold
to many New England colleges. Hungry college students soon discovered that the
empty pie tins could be tossed and caught, providing endless hours of game and
sport. Many colleges have claimed to be the home of 'he who was first to
fling.' Yale College has even argued that in 1820, a Yale undergraduate named Elihu Frisbie grabbed a passing
collection tray from the chapel and flung it out into the campus, thereby
becoming the true inventor of the Frisbie and winning
glory for Yale. That tale is unlikely to be true since the words 'Frisbie's Pies' was embossed in all the original pie tins
and from the word 'Frisbie' was coined the common
name for the toy.
In 1948, a Los Angeles building inspector named Walter Frederick Morrison and his partner Warren Franscioni invented a plastic version of the Frisbie that could fly further and with better accuracy than a tin pie plate. Morrison's father was also an inventor, who invented the automotive sealed-beam headlight. Another interesting tidbit was that Morrison had just returned to America after World War II, where he had been a prisoner in the infamous Stalag 13. His partnership with Warren Franscioni, who was also a war veteran, ended before their product had achieved any real success.
Morrison (after his split with Franscioni) produced a plastic Frisbie called the Pluto Platter, to cash in on the growing popularity of UFOs with the American public. The Pluto Platter has become the basic design for all Frisbies. The outer third of the Frisbie disc is called the 'Morrison Slope', listed in the patent. Rich Knerr and A.K. 'Spud' Melin were the owners of a new toy company called 'Wham-O'. Knerr and Melin also marketed the Hula-Hoop, the Super Ball and the Water Wiggle. They pair first saw Morrison's Pluto Platter in late 1955. They liked what they saw and convinced Morrison to sell them the rights to his design. With a deal signed, Wham-O began production (1/13/1957) of more Pluto Platters. The next year, the original Frisbie Baking Company shut down and coincidentally Fred Morrison was awarded a patent (Design patent 183,626) for his flying disc. Morrison received over one million dollars in royalties for his invention.
The word 'Frisbee' is pronounced the same as the word 'Frisbie'. Rich Knerr (Wham-O) was in search of a catchy new name to help increase sales, after hearing about the original use of the terms 'Frisbie' and 'Frisbie-ing'. He borrowed from the two words to create the registered trademark Frisbee ?. Sales soared for the toy, due to Wham-O's clever marketing of Frisbee playing as a new sport. In 1964, the first professional model went on sale. Ed Headrick was the inventor at Wham-O who patented Wham-O's designs for the modern frisbee (U.S. patent 3,359,678). Ed Headrick's frisbee with its band of raised ridges called the Rings of Headrick had stabilized flight as opposed to the wobbly flight of its predecessor the Pluto Platter.
In 1967, high school students in Maplewood, New Jersey, invented Ultimate Frisbee, a recognized sport that is a cross between football, soccer and basketball. Ten years later, a form of Frisbee golf was introduced, complete with professional playing courses and associations.
Another Great Frisbee Moment: In 1968, the U.S. Navy spends almost $400,000 to study Frisbees in wind tunnels, following their flights with computers and cameras, and building a special Frisbee-launching machine on top of a Utah cliff to test a prototype flare launcher.
Today the fifty year old Frisbee? is owned by Mattel Toy Manufacturers, only one of at least sixty manufacturers of flying discs. Wham-O sold over one hundred million units before the selling the toy to Mattel.
The game, explained as simply as possible
Ultimate is played
between two teams of seven players on a large rectangular pitch. A line drawn
across the pitch at either end creates two "end zones" (like in
American Football). These are the goal-scoring areas. A goal is scored when a
team completes a pass to a player standing (or more likely running) in the end
zone they are attacking.

Players cannot run
with the disc. When you get the disc you must come to a stop and try to throw
it to another player (a bit like netball). By passing from player to player,
the offence attempts to work the disc up the pitch towards the end zone they
are attacking. If the disc hits the ground or is intercepted or knocked down by
the other team, then the opposition takes possession (a change of possession is
called a "turnover", like American Football). Possession also changes
if a receiver is outside the playing area when he or she catches it.
The defending team
attempts to stop the team with the disc from making progress up field by
marking them (as in soccer or basketball). The theory is that the offence won't
want to pass to a player who is being marked closely, as it's likely to result
in an interception. So it boils down to the offence players trying to get free
of their markers to receive a pass, while the defense makes every effort to
stay with them in the hope of forcing a turnover.
Fouls and "Spirit
of the Game"
Ultimate is
essentially non-contact; any contact between players can be declared a foul.
There's a variety of other minor violations, but that's the big one.
Ultimate is unique in
that it is refereed by the players themselves, even at World Championship
level, according to a code of conduct known as "the Spirit of the
Game". This places the responsibility for fair play on the players
themselves. In that respect, playing Ultimate is a completely different
experience to playing other sports. And believe it or not, Ultimate's system of
self-refereeing works. Beautifully.
Ultimate in 10 simple rules
Strategy and tactics
Teams employ many different offensive strategies with
different goals. Most basic strategies are an attempt to create open lanes on
the field for the exchange of the disc between the thrower and the receiver.
Organized teams assign positions to the players based on their specific
strengths. Designated throwers are called handlers and designated
receivers are called cutters. The amount of autonomy or overlap between
these positions depends on the make-up of the team.
One of the most
common offensive strategies is the vertical stack. In this strategy, the
offense lines up in a straight line along the length of the field. From this
position, players in the stack make cuts (sudden sprints out of the stack)
towards or away from the handler in an attempt to get open and receive the
disc. The stack generally lines up in the middle of the field, thereby opening
up two lanes along the sidelines for cuts, although a captain may occasionally
call for the stack to line up closer to one sideline, leaving open just one
larger cutting lane on the other side. In the college game, the vertical stack
is more prevalent on the East Coast.
Another popular
offensive strategy is the horizontal stack. In the most popular form of
this offense, three handlers line up across the width of the field with four
cutters up field, also lined up across the field. It is the handler's job to
throw the disc up field to the cutters. If no up field options are available,
the handlers swing the disc side to side in an attempt to reset the stall count
while also getting the defense out of position. In the college game, the
horizontal stack is used frequently in the Midwest.
Many advanced
teams develop specific offenses that are variations on the basics in order to
take advantage of the strengths of specific players. Frequently, these offenses
are meant to isolate a few key players in one-on-one situations, allowing them
more freedom of movement and the ability to make most of the plays, while the
others play a supporting role.
Players making
cuts have two major options in how they cut. They may cut in towards the disc
and attempt to find an open avenue between defenders for a short pass, or they
may cut away from the disc towards the deep field. The deep field is usually
sparsely-defended but requires the handler to throw a huck
(a long downfield throw).
Defensive strategies
One of the most basic defensive principles is the force.
The marker effectively cuts off the handler's access to half of the field, by
aggressively blocking only one side of the handler and leaving the other side
open. The unguarded side is called the force side because the thrower is
generally forced to throw to that side of the field. The guarded side is called
the break-force side because the thrower would have to "break" the
force in order to throw to that side.
The reason this
is done is that with evenly matched players, the advantage is almost always
with the handler and against the marker. It is relatively easy for the handler
to fake out or outmaneuver a marker who is trying to block the whole field. On
the other hand, it is generally possible to effectively block half of the
field.
The marker calls
out the force side ("force home" or "force away") before
starting the stall count in order to alert the other defenders which side of
the field is open to the handler. The team can choose the force side ahead of
time, or change it on the fly from throw to throw. Aside from forcing home or
away, other forces are "force sideline" (force towards the closest
sideline), "force center" (force towards the center of the field),
and "force up" (force towards either sideline but prevent a throw
straight up the field). Another common tactic is to "force forehand"
(force the thrower to use their forehand throw) since most players, especially
at lower levels of play, have a stronger backhand throw. "Force
flick" refers to the forehand; "force back" refers to the
backhand.
When the marker
calls out the force side, the team can then rely on the marker to block off
half the field and position themselves to aggressively cover just the
open/force side. If they are playing one-to-one defense, they should position
themselves on the force side of their marks, since that is the side that they
are most likely to cut to.
The simplest and
often most effective defensive strategy is the one-on-one defense (also
known as man-on-man or just man), where each defender guards a specific
offensive player, called their "mark". The one-on-one defense
emphasizes speed, stamina, and individual positioning and reading of the field.
Often players will mark the same person throughout the game, giving them an
opportunity to pick up on their opponent's strengths and weaknesses as they
play. One-on-one defense can also play a part role in other more complex zone
defense strategies.
With a zone
defense strategy, the defenders cover an area rather than a specific person.
The area they cover moves with the disc as it progresses down the field. Zone
defense is frequently used when the other team is substantially more athletic
(faster) making one-on-one difficult to keep up with, because it requires less
speed and stamina. It's also useful in a long tournament to avoid tiring out
the team, or when it is very windy and long passes are out of the question.
A zone defense
usually has two components. The first is a group of players close to the handler(s)
who attempt to contain the disc and prevent forward movement, called the wedge,
cup, wall, or clam (depending on the specific play). These
close defenders always position themselves relative to the disc, meaning that
they have to move quickly as it passes from handler to handler.
The wedge is a
configuration of two close defenders. One of them marks the handler with a
force, and the other stands away and to the force side of the handler, blocking
any throw or cut on that side. The wedge allows more defenders to play up the
field, but does little to prevent cross-field passes (such as a swing).
The cup involves
three players, arranged in a semi-circular cup-shaped formation, one in the
middle and back, the other two on the sides and forward. One of the side
players marks the handler with a force, while the other two guard the open
side. Therefore the handler will normally have to throw into the cup, allowing
the defenders to more easily make blocks. With a cup, usually the center cup
blocks the up-field lane to cutters, while the side cup blocks the cross-field
swing pass to other handlers. The center cup usually also has the
responsibility to call out which of the two sides should mark the thrower,
usually the defender closest to the sideline of the field.
The wall
involves four players in the close defense. One players is the marker, also
called the "rabbit" or "chaser" because they often have to
run quickly between multiple handlers spread out across the field. The other
three defenders form a horizontal "wall" or line across the field in
front of the handler to stop throws to cuts and prevent forward progress.
The players in
the second group of a zone defense, called mids
and deeps, position themselves further out to stop throws that escape
the cup and fly up field. Because a zone defense focuses defenders on stopping
short passes, it leaves a large portion of the field to be covered by the
remaining mid and deep players. Assuming that there are seven players on the
field, and that a cup is in effect, this leaves four players to cover the rest
of the field. In fact, usually only one deep player is used to cover hucks (the "deep-deep"), with two others
defending the sidelines and possibly a single "mid-mid".
Alternately, the
mids and deeps can play a one-to-one defense on the
players who are outside of the cup or cutting deep, although frequent switching
might be necessary.
One final zone
defense strategy, known as the Clam or Chrome Wall, uses elements
of both zone and man defenses. In Clam defenses, defenders cover cutting lanes
rather than zones of the field or individual players. The Clam can be used by
several players on a team while the rest are running a man defense. This
defensive strategy is often referred to as Bait and Switch. In this
case, when the two players the defenders are covering are standing close to
each other in the stack, one defender will move over to shade them deep, and
the other will move slightly more towards the thrower. When one of the
receivers makes a deep cut, the first defender picks them up, and if one makes
an in-cut, the second defender covers them. The defenders communicate, and
switch their marks if their respective charges change their cuts from in to
deep, or vice versa. The Clam can also be used by the entire team, with
different defenders covering in cuts, deep cuts, break side cuts, and dump
cuts.
The exact
configuration of both groups depends on the specific style of zone defense, and
there are wide variations. One of the advantages of knowing a number of zone
defense styles is to confuse the opposing team by switching or using an unknown
style.
A Glossary of Ultimate
Jargon
air bounce: a backhand or forehand throw that is aimed slightly
downward, but is buoyed by a
cushion of air.
backhand: a standard
throw; right-handed player places thumb on top of disc, curls fingers
underneath, extends arm to left side of body.
bid: an impressive
(but failing) diving attempt to catch the frisbee. Often used in a positive
way, ex. "Nice bid"
blade: a forehand
throw that goes high in the air and curves left; an extreme version of the
reverse curve.
chilly slow it down,
be patient, wait a moment for the game to get reorganized again.
clog: to prevent good
cuts by standing in the way of your teammates.
corkscrew (see
"hammer") like a hammer throw but the frisbee is held in a backhand
grip rather than a forehand grip, so the frisbee flattens out and curves the
opposite way from the hammer.
cut: a run by a
receiver to shake his defender.
deep: a receiver who
cuts for hucks.
disk in signals that
the disk is in play.
force guarding on only
on one side of the thrower to make them throw to the other side.
The direction you want them to throw is the direction of the force.
Types of Force:
Force In: force to the middle of the field
Force Out: force to the outside of the field
Force Sidelines: force to the near sidelines
Force Home/Away: force to the home or away side
Force Forehand: force the thrower to use a forehand throw
Force Backhand: force the thrower to use a backhand throw
forehand: a difficult
but useful throw; thrower leads with middle finger along rim, with index finger
supporting disc; looks similar to a sidearm pitch in baseball; also called a flick.
hack: a foul.
hammer: an overhead
throw with a forehand grip in which the frisbee is released at an angle so that
it flattens out and flies upside down.
handler: one of a
team's primary throwers.
high release: a
backhand throw held and released over the thrower's head; very difficult to
block.
inside out: as a
backhand, a throw to the right that curves left; as a forehand, a throw to the
left that curves right.
layout dive!!!
"If you didn't catch it, you should have laid out"
mid: a receiver who
cuts for shorter passes than a deep.
pick an intentional or
unintentional block (like basketball) where a player gets between you and the
player you are covering
pull like a kickoff in
football, the throw that begins the possession.
reverse curve: as a
backhand, a throw to the left that curves right; as a forehand, a throw to the
right that curves left.
run through what you
shout to tell another player to run past the disc without picking it up
scoober: a fast, difficult-to-intercept throw; similar to a
hammer, a scoober is held overhead, but with a
backhand grip.
sky jumping to catch
the disc
stack offensive
strategy in which all the players line up down the middle of the field and
alternately make cuts to the side.
stall count The
defensive player counts up to 10 while defending the offensive player. The
offensive player must throw the disc before the 't' of ten otherwise it's a
turnover.
swill: a bad throw.
http://www.whatisultimate.com/
http://www.ultimatehandbook.com/Webpages/History/histulti.html
http://en.wikipedia.org/wiki/Ultimate_(sport)