"also performed the song in both the Blues Brothers 2000 movie as well as on the movie soundtrack, along with a medley of other artists credited as ""The Louisiana Gator Boys"", a rival blues supergroup fronted by King's character, Malvern Gasperone. In 2010, Cyndi Lauper recorded ""How Blue Can You Get"" with Jonny Lang for her blues album ""Memphis Blues"". How Blue Can You Get ""How Blue Can You Get"" (alternatively ""Downhearted"") is a blues song first recorded by Johnny Moore's Three Blazers in 1949. It is a slow twelve-bar blues that jazz critic Leonard Feather and his wife, Jane"
"cleared , over his head (a feat equalled 27 years later by Sweden's Stefan Holm); Chinese record-setters Ni-chi Chin and Zhu Jianhua; Germans Gerd Wessig and Dietmar Mögenburg; Swedish Olympic medalist and former world record holder Patrik Sjöberg; and female jumpers Iolanda Balaş of Romania, Ulrike Meyfarth of Germany and Italy's Sara Simeoni. The approach run of the high jump may actually be more important than the take-off. If a high jumper runs with bad timing or without enough aggression, clearing a high bar becomes more of a challenge. The approach requires a certain shape or curve, the right amount"
"the one with the fewest total misses is declared the winner. If still tied, a playoff is held. Starting height is the next higher height after the overjumped one. If all the competitors clear the height, the bar is raised , and if they fail, the bar is lowered 2 cm. That continues until only one competitor succeeds in overjumping that height, and he or she is declared the winner. In high jump, it helps if the athlete is tall, has long legs, and limited weight on their body. They must have a strong lower body and flexibility helps a"
"High jump The high jump is a track and field event in which competitors must jump unaided over a horizontal bar placed at measured heights without dislodging it. In its modern most practised format, a bar is placed between two standards with a crash mat for landing. In the modern era, athletes run towards the bar and use the Fosbury Flop method of jumping, leaping head first with their back to the bar. Since ancient times, competitors have introduced increasingly effective techniques to arrive at the current form. The discipline is, alongside the pole vault, one of two vertical clearance"
"bar does not go back to a lower height except to break a tie for first place or a qualifying position. If those critical positions are still tied after applying the tiebreakers, all tied competitors take a fourth jump at the last height. If they still miss, the bar goes down one increment where they again jump. This process continues until the tie is broken. Horizontal jumps (long jump and triple jump) and all throws must be initiated behind a line. In the case of horizontal jumps, that line is a straight line perpendicular to the runway. In the case"
"the bar goes up. The amount the bar goes up is predetermined before the competition, though when one competitor remains, that competitor may choose their own heights for the remaining attempts. A record is kept of each attempt by each competitor. After all competitors have taken their attempts, the one jumping the highest is the winner, and so on down the other competitors in the event. Ties are broken by first, the number of attempts taken at the highest height (fewest wins), and then if still tied, by the total number of misses in the competition as a whole. The"
"vault) set a bar at a particular height. The competitor must clear the bar without knocking it off the standards that are holding the bar (flat). Three failures in a row ends the competitor's participation in the event. The competitor has the option to PASS their attempt, which can be used to strategic advantage (of course that advantage is lost if the competitor misses). A pass could be used to save energy and avoid taking a jump that would not improve their position in the standings. After all competitors have either cleared, passed or failed their attempts at a height,"
"and final. In both rounds, each athlete had three attempts at each height and was eliminated from the competition if he failed to clear that height. Athletes could choose to pass onto the next height, although any failed attempts were carried over into that height. The heights increased in increments of five centimetres. Athletes who successfully jumped the qualifying height progressed to the final round. In the event that fewer than twelve athletes cleared that height, the best twelve athletes (including those tied with athletes in the top twelve) would progress to the next round. Prior to the competition, the"
"jumpers have a jump-off, beginning at the next greater height. Each jumper has one attempt. The bar is then alternately lowered and raised until only one jumper succeeds at a given height. The first recorded high jump event took place in Scotland in the 19th century. Early jumpers used either an elaborate straight-on approach or a scissors technique. In latter years, soon then after, the bar was approached diagonally, and the jumper threw first the inside leg and then the other over the bar in a scissoring motion. Around the turn of the 20th century, techniques began to change, beginning"
"tires (2 rows of 6), jump over a water hazard (rectangular pool of water), clear a 4'6"" high bar, jump two sets of hurdles and cross the FINISH line. Penalty seconds were added for missing tires, stepping in the water hazard and knocking down the high bar. Some athletes have shown super skills on this course by climbing the wall without using the rope and clearing the high bar like a hurdle. For the 2009 ""elimination event"" version, contestants have to climb a rope wall, duck under four rope hurdles (2 sets side-by-side) (this was changed mid-season to a balance"
"water), clear a 4'6"" high bar, jump two sets of hurdles and cross the FINISH line. Penalty seconds were added for missing tires, stepping in the water hazard and knocking down the high bar and/or hurdles. Some athletes have shown super skills on this course by climbing the wall without using the rope and clearing the high bar like a hurdle. For the 2009 ""elimination event"" version, contestants have to climb a rope wall, duck under four rope hurdles (2 sets side-by-side) (this was changed mid-season to a balance beam just over 3-inches wide), cleanly step through a bungee grid,"
"The rules for the high jump are set internationally by the International Association of Athletics Federations (IAAF). Jumpers must take off on one foot. A jump is considered a failure if the bar is dislodged by the action of the jumper whilst jumping or the jumper touches the ground or breaks the plane of the near edge of the bar before clearance. The technique one uses for the jump must be almost flawless in order to have a chance of clearing a high bar. Competitors may begin jumping at any height announced by the chief judge, or may pass, at"
"where they will have three more attempts. Once the vaulter has three consecutive misses, they are out of the competition and the highest height they cleared is their result. A ""no height"", often denoted ""NH"", refers to the failure of a vaulter to clear any bar during the competition. Once the vaulter enters the competition, they can choose to pass heights. If a vaulter achieves a miss on their first attempt at a height, they can pass to the next height, but they will only have two attempts at that height, as they will be out once they achieve three"
"attempt while Barrett and Shkolina missed three times to settle the medals for sure. The competition consisted of two rounds, qualification and final. Athletes start with a qualifying round. Jumping in turn, each athlete attempts to achieve the qualifying height. If they fail at three jumps in a row, they are eliminated. After a successful jump, they receive three more attempts to achieve the next height. Once all jumps have been completed, all athletes who have achieved the qualifying height go through to the final. If fewer than 12 athletes achieve the qualifying standard, the best 12 athletes go through."
"each. In the very first round, all 40 qualified athletes complete a single jump. After points for distance and style are achieved, only the top 30 scorers from the first round proceed to the second, while the rest are eliminated from the event. In round two, the starting order is based on the results of the first round: the lowest scoring athlete jumps first, while the leader has the last jump of that competition. For the second competition, the starting order for round three uses the results from the first competition, with athletes again jumping in ascending order of points."
"high altitude in Mexico City. Another competition was held in September at the Olympic camp at South Lake Tahoe, California. At that competition, Fosbury was one of four men to clear 2.18 m (7' 2""), but he was in fourth place because of misses. The bar was raised to 2.20 m (7' 3""), a height none of the four had ever cleared. However, Olympic veteran Ed Caruthers, high schooler Reynaldo Brown and Fosbury all cleared on their first attempts. When the fourth man, John Hartfield, another high schooler who had been leading the competition, missed all three of his attempts,"
"(from the start of the manoeuvre until its completion) and then judged in public at the end of the jump. Competition includes 4 qualifying rounds and a final for the top 8. Competitors jump from a height of 2200 m to 2500 m. They rush into an acceleration stage for 15 to 20 seconds and then run their series of manoeuvres benefiting to the maximum of the stored speed. Those series consist of Turns and Back-Loops to achieve in a pre-designated order. Incorrect performance of the manoeuvres gives rise to penalties that are added at runtime. The performance of the"
"competition consists of a qualifying round; first round, with 50 competitors; and second round, with 30. Qualifying round for the main event was introduced in 1990 to limit the number of competitors: the top 10 jumpers in FIS ranking qualify directly to the first round, while the rest of the jumpers fight for the remaining 40 spots. The top 30 in the first round advance to the second round, which is held in reverse order, so the best jumper in the first round jumps last. The aggregate score in the first and second rounds determine the competition results. The top"
"row. It is important to train to leap upwards without first leaning into the bar, allowing the momentum of the J approach to carry the body across the bar. In competition the winner is the person who cleared the highest height. In case of a tie, fewer failed attempts at that height are better: ""i.e."", the jumper who makes a height on his or her first attempt is placed ahead of someone who clears the same height on the second or third attempt. If there still is a tie, all the failed attempts at lower heights are added up, and"
"high jump in the Olympics of 1960 and 1964. Even today, the eastern cut-off is used by high school jumpers in Kenya, where the lack of foam landing mats necessitates a style where jumpers land on their feet. The eastern cut-off is a very beautiful and complex style involving contrary rotations of the body and legs. A jumper taking off from the left foot crosses the bar with the right leg first, left leg roughly parallel to the bar, with the body still on the takeoff side and twisted (opposite to the rotation of the left leg) to face downwards."
"to reach a chair with eliminations complete with music. The winning contestant would get a cash prize. Each episode begins with 6 males and 6 females. There are 3 obstacles and 3 bridges in each round. Contestants lap around the track and accumulate a bank for each obstacle completed before the music stops. The dollar values for each obstacle increases with each round. After the music stops they must cross a bridge without falling in the water to claim a chair. Each chair is worth a random amount of money which is added to their bank. The highest chair value"
"""NG zone,"" no points are awarded for that hand. A coin is awarded to the team if they accumulate a preset number of points (the formula is 50 points per player, minus 15 for each woman on the team), with a minimum of 200 points for a team of men, or 140 for a team of women); each player is permitted one attempt, however, a team is given at least 4 attempts, so that if a team of 3 contestants plays the game, one jumps twice, and if a team of 2 contestants plays, each contestant jumps twice. The top"
"is worth $5,000 in rounds 1 and 2, and $10,000 in rounds 3 and 4. In the first round, 2 competitors are eliminated for not finding a chair and 1 is eliminated for having the lowest banked score of the round. In the next 3 rounds, 1 is eliminated for not getting a chair and 1 for having the lowest bank of the round. Contact is allowed, but contestants cannot: grab above the neck, push with the intention to harm another contestant, or push from behind unless the contestant is on a bridge. If any contestant(s) that advanced was found"
"in 1978. (His best result was obtained in Milan at the 1978 European Athletics Indoor Championships). That was improved upon in 1980 by a flopper, Jacek Wszola of Poland. The last Olympic gold medal in the high jump events using that technique was won by East Germany's Rosemarie Ackermann in 1976. All of the subsequent record holders have used the Fosbury Flop, which Dick Fosbury used in his win in Mexico City in 1968. There is some debate over which of the two techniques is more efficient in clearing of the bar. Although both have advantages and disadvantages, the Fosbury"
"to knock off. Some of the jumps carry names from the history of the race. All 16 are jumped on the first lap, but on the final lap the runners bear to the right onto the run-in for home, avoiding The Chair and the Water Jump. The following is a summary of all 16 fences on the course: Height: Often met at great speed, which can lead to several falls, the highest being 12 runners in 1951. The drop on the landing side was reduced after the 2011 Grand National. Height: Prior to 1888 the first two fences were located"
"starting with the last attempted height. If both vaulters miss, the bar goes down by a small increment, and if both clear, the bar goes up by a small increment. A jump-off ends when one vaulter clears and the other misses. Each vaulter gets one attempt at each height until one makes and one misses. The equipment and rules for pole vaulting are similar to the high jump. Unlike high jump, however, the athlete in the vault has the ability to select the horizontal position of the bar before each jump and can place it a distance beyond the back"
"round, every contestant has to answer a question with two options. If the player answer correctly, the game passes to another player and at the end of the game the contestant with two mistakes will be at risk of elimination and have to point the finger at another player and play the ""Double Climb"". In ""The Fantastic Four"", the host shows four years to the five contestants (from 1920 to 2016), and they have to match an event to the year. After two mistakes, there is an elimination round of the ""Double Climb"". This round introduced in the 2016-2017 season,"
"use a random one played by the resident DJ. All who are talented enough to make it to the second round are grouped into fours or fives or sixes, depending on the number of those who scale past the preliminary round. The next round takes the form of a cypher as the DJ plays a different instrumental for each group and each contestant tries to outdo others in his group by freestyling eight bars. A bar is hiphop jargon for a line in a verse. The weaklings are dropped and yet another round of cypher is done till the judges"
"this round, the game is over and they leave without any winnings. If not, their earnings become part of a guaranteed payout to be offered to them at the end of the game. The highest amount that a team can bank in this round is $375,000. The values on the board range from $1 to $25,000, and are arranged as follows: At the start of the second round, the contestants are separated from each other for the remainder of the game. One enters an isolation chamber behind The Wall, while the other remains onstage. Two green balls are played simultaneously,"
"facing forward, and during his jump lifts his straight legs one at a time over the bar. High jump rules stipulate only that competitors may only jump off one foot at takeoff: there is no rule governing how a competitor crosses the bar, so long as he or she goes over it. As he began to experiment with this technique, he gradually adapted it to make himself more comfortable and to get more height out of it. Nonetheless, it was nowhere near as coordinated as a well-performed straddle method jump, and one historian has referred to Fosbury's early attempts as"
"highest score in either of these rounds, a sudden-death ""lockdown"" round is played, with the higher-scoring team losing. Following these rounds, the two surviving teams compete against each other to find the lowest scoring answer in a series of questions, with the winning team moving on to the final round. Prior to the final round, every pointless answer given adds £250 to the cash jackpot, and eliminated teams making their first appearance are eligible to appear again in the next consecutive game; teams who have appeared twice or reached the final round cannot return (with the exceptions of the teams"
"of Boundaries(OB): When the speed difference between 2 Pro-Tracks is greater than 30 km/h Qualified Jump: Exit altitude is about 4,000 meters. Meet Result: The average of the best competition jumps, depending on the number of rounds completed The competition is held over a course of 3–4 days. Every competition consists of 6 individual rounds. The best 3 rounds are considered for the meet result (average speed). Out of bounds runs will result in a zero and there is no limitation to how many OBs a competitor can have, although they will affect the average result. The judges in speed"
"asked to each team in this round. In the Chosen Three round, the contestants who were set aside from the previous round stand alone at their podiums, with their teammates standing in the area behind them. The host asks each contestant, in turn, a question with six possible answers, three of which are correct. The contestants then make three selections without conferring with the rest of their respective teams. Each individual correct answer is worth 100 points, thus, a total of 300 points are available to each team in this round. The two teams with the highest total scores advance"