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MǦc v#?Cޭ# P1NA5n2m F}K¥ 箿dʂ۱:|ti{J,兲DTcjʎJib7 \ Y㸮(KS9᭜rj3LO+5|2'ѻPQRq(ǽ94xd@cV׭iC"ɢ wanted nothing more than to raise that Super Bowl trophy.<BR>On Saturday, December 2, 200, Cosenza and his Red Raiders would get that opportunity. Entering the game 11-0, Fitchburg beat Springfield Central, at Worcester State College, to win the Central-Western Division I Super Bowl Championship, and finish the year with a school-record twelve wins.<BR>All the hard work had finally paid off. Twomley and McDonald had followed through with their two-year promise to bring Coach Cosenza and the entire City of Fitchburg that Super Bowl Championship. With their efforts, combined with those of their teammates and outstanding coaching staff, they could now bring closure to the vision of all those who had dreamed of finishing  Twelve and 0 . With their storybook season, they had not only accomplished their goals, but had also become the greatest football team in Fitchburg High School history, a storied tradition of over one hundred years.ight of your jump. With the Just Jump or Run, all you need to do is  just jump .<br>Another advantage of the Just Jump or Run is the the speed in which you can test groups of athletes on their vertical jumps. Let me explain step by step how quick and easy it is (see illustration 1):<br><br>1. Place the mat on a hard, <br>level surface.<br>2. Select the 1-Jump mode.<br>3. Have the athlete stand on <br>the mat and jump. <br>4. The computer will display <br>the athletes hag time and jump <br>height in inches.<br>5. As soon as that athlete steps <br>off the mat, it is ready for the <br>next athlete. <br><br>Because there is no need to reset anything after each jump, you can record your athletes vertical jumps one after the other at a rate of about 7 athletes per minute (give or take 2 athletes depending on how fast your athletes are able to get on, jump, and get off the mat). <br>Quickness drills can be done from this mode as well. As soon as the athlete is off the mat for 1.1 seconds, the compute automatically goes into timing mode. Shuttle runs can be performed by standing on the mat and running some distance and then returning to the mat. The computer will compute the time the athlete was off the mat (see illustration 2). <br> <br>4-JUMP MODE<br><br>This mode is unique only to the Just Jump or Run. It is an extremel important function because of its ability to put a measurable number to an athletes ability to explosively jump out of a down position such as a sprinter exploding out of the blocks or jumping after a rebound several times. Of course, the faster your athletes can explode out of these positions, the greater advantage they will have over their opponents. It s reactive jumping power.<br>In this mode, the athlete will need to jump consecutively 4 times as quick an as high as possible. The computer will compute the athletes average ground time, average jump height, and explosive leg power factor (ELPF). The ELPF is the air time divided by the ground time. Therefore, the less time on the ground and the higher the ump, the greater the ELPF. <br>A good performance number for ground time is .20 to .23 seconds. A good number for ELPF would be anything greater than 2.50 (Athletes with an ELPF less than 2.50 need to work extra hard on the quick lifts such as the Clean and Snatch). For the athletes jump height, a good performance number would be anything greater than 20 inches. <br><br>SPRINT<br> TIMER MODE<br><br>This mode is designed to accurately measure an athletes running speed. The computer is sound activated so when the coach yells  GO or blows his whistl