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2002 X Games Return to Philadelphia
X Games VIII - Glossary of Terms
 Related Resources
• X Games VIII - Celebrating Freedom of Xpression
• X Games VIII - Competition Schedule
• X Games VIII - Frequently Asked Questions
• X Games VIII - Glossary of Terms

Sport Descriptions
• Aggressive In-Line Sport Description
• Bicycle Stunt Sport Description
• Downhill BMX Sport Description
• Moto X Sport Description
• Skateboard Sport Description
• Speed Climb Sport Description
• Wakeboard Sport Description

 Elsewhere on the Web
• Philadelphia ESPN X Games Home page
• EXPN - Summer X Games 2001 

Philadelphia X Games Freedome of XpressionGeneral

180 – A 180-degree spin in the air, landing in the opposite direction from take-off.
360 – A 360-degree spin, where the athlete leaves a ramp and spins around one full rotation before landing.
540 – A 540-degree spin that is most commonly performed in Vert, where the athlete spins one-and-a-half rotations before landing.
720 – A 720-degree spin that is most commonly performed in Dirt Jumping and Park/Street, where the athlete spins two full rotations before landing.
900 – A 900-degree spin, which is one of the most difficult tricks. Most commonly performed in Vert, a 900 is where an athlete spins two-and-a-half rotations before landing on the ramp.
1080 – A 1080-degree spin, a trick of extreme difficulty, where the athlete spins three full rotations before landing.
Air – Whenever athletes and their equipment are off the ground at the same time.
Back flip – A trick done in the air while the athlete remains on the bike, board, or skates.
Backside – A turn or trick executed with the athlete’s back towards the surface.
Case – When an athlete does not quite clear a jump and the back wheel touches the top of the landing or just before the landing or backside begins.
Fakie – To skate or ride backwards.
Frontside – A grind variation performed with the athlete’s front towards the surface.
McTwist – An upside-down 540-degree turn performed on a ramp, named for skateboard legend Mike McGill.
Method grab – A vert air trick where the athlete reaches behind the back and grabs their feet while arching.
Tweak – When an athlete puts a little extra on a move – makes a bigger arc, extends the board further …etc.

Course Terms

Bank – Any sloped area under 90 degrees.
Box jump – jump used in park/street competitions that consists of two ramps on either side of deck that is approximately 12 to 20 feet.
Coping – A round lip at the top of a ram or obstacle usually made of metal, cement or PVC pipe.
Extension – A vertical portion of the ramp that rises above the rest of the top of the ramp to add more vert, resembles a rectangular tombstone on top of the ramp
Gap – Usually, the “empty” section between the take off and landing of a double, step-down or step-up.
Halfpipe – The ramp used in the Vert competition that is "U" shaped.
Hip – The spot where a ramp or obstacle comes to a point. Tricks are done while flying over or off it.
Lip – The top part of the front of a jump, which can send an athlete into the air over the obstacle. The lip is also known as the takeoff.
Quarterpipe – A single wall of the halfpipe, used in park courses.
Roll-in – A portion at the top of a ramp that athletes can use to roll into the ramp, rather than dropping over the vertical section of the ramp, often used to gain speed.
Spines – Term used when two ramps are placed back-to-back with a tiny platform on the top.
Step-down – A step-down will have a larger lip and a smaller landing. Most times the step-down landing will be several feet lower than the take off.
Step-up – A tabletop with a roller on the end that is formed into the backside of the table. Essentially, the reverse of a step-up
Tabletop – An obstacle on a track, varying in size, with a lip on the front and a flattened top with a smooth rolling backside.
Vert – A term that is short for vertical, meaning a 90-degree ramp, pool or wall.

Aggressive In-Line Skate

Acid grind – One skate is grinding on the outside sole area of the boot and the other skate is in front pointing outward, grinding on the outside of the frame between the second and third wheels.
Alley-oop – A trick that is performed in the opposite direction of which the skater is moving.
Backside grind – A grinding variation with the skaters back towards the surface, locking both skates on the area on the frame between the second and third wheels with the legs slightly bent.
Drop in – To enter a ramp or obstacle from the top.
Flat spin – The skater gets air, turns on the axis of the body nearly horizontal to the ground or ramp and lands.
Grind – To slide along a surface on the skate frames between the wheels or on the out-side or inside base of the boot.
Hand plant – A type of trick where one hand grabs the skate while doing a one-handed handstand on the ramp or obstacle.
Makio – One skate is grinding on the outside sole area at the base of the boot while the other skate is grabbed.
Mute – A crossed-grab air.
Nose pick – To tap the toe of your skate in the middle of a trick, typically done on the way up airing out of the pipe or over a park obstacle into a spin trick.
Pornstart – A makio variation where the front skate is grinding on the outside sole area at the base of the boot and the back skate on the outside grind plate with toes pointing in.
Soul grind – A makio variation where the front skate is grinding on the outside should area at the base of the boot, while the other skate is in front pointing inward, grinding on the inside of the frame between the second and third wheels.
Stale – Any trick in which the skater reaches behind the body to grab the wheels of the frame.

Bicycle Stunt

Can-can – A trick in which the rider takes one foot off the pedal and kicks the leg over the top tube of the frame, then returns the foot to the pedal before landing.
Dump truck – A trick in Flatland where the rider puts both feet on the back pegs and pulls the bike into the wheelie position while getting into can-can position, then takes both hands off the handlebars and scuffs the back wheel.
Fast plant – A trick in which the rider jumps, takes the foot off the bike and plants it on the ramp on an object near the ramp. Also called an underside or downside footplant.
Flair – A trick in which the rider does a backflip to a 180-degree turn and lands forward.
Grind – When a rider slides along the coping on the axle pegs, sprocket or pedal.
Crooked or Crossover – When the front peg and the opposite side back peg grind.
Double peg – When both pegs on one side grind simultaneously.
Feeble – When the back peg is grinding with the front tire on top of the obstacle.
Ice pick – When only the back peg is grinding with the front tire in the air.
Pedal grind – Grinding on the bike’s pedal.
Smith – When the front peg is grinding with the back tire on top of the obstacle.
Sprocket grind – Grinding with the bike's sprocket.
Tooth pick – When only the front peg is grinding and the back tire is in the air.
Gyrator – Also called a Backyard, this is a Flatland trick where a dump truck is performed with the bike behind the rider.
Look down – A trick in which the rider turns the bike perpendicular to the ground, leans off the side and twists the bars away from the body toward the ground.
Manual – When a rider rides on the back wheel while the front wheel is in the air across the top deck before returning to the ramp. A wheelie.
No-footer/No-hander – Any aerial trick pulled without the hands/feet touching the bike.
Seat grab one-hander – A trick in which the rider throws the bike in front, takes both hands off the handlebars and then grabs the seat with hand and lands with both hands back on the handlebars.
Superman – A trick in which the rider takes both feet off the pedals and one hand off the handlebars in the air and stretches the legs as far behind the bike as possible.
Tailwhip – A trick in which the rider maintains body position, holding the bars steady and whipping the frame 360 degrees round the head tube.

Downhill BMX

Backside – The landing area at the end of the jump, in the shade of the ramp, bringing the rider back down to the grade of the track.
Berm – A hill, or curb, in the shape of the bowl around the outside of the turn allowing riders to carry their speed through the turn. Most modern day turns on BMX courses are bermed corners.
Holeshot – Believed to have come from automobile drag racing, as the first person to leave the starting line. Loosely defined in BMX as the first rider to reach turn one during a moto (another term for a race).
Roller – A small, no larger than three feet tall, obstacle on a BMX course with a smooth, rounded, front and top with a long backside.
Starting gate – Usually a metal construction holding up to eight riders during a moto which, when triggered by an electronic box, swings down from the bottom, allowing the riders equal chance onto the track.

Moto X

Back Flip – The bike makes a complete flip through the air and the rider goes upside down. The rider lands in the same direction.
Can-can – A trick in which the rider moves one leg over the gas tank to the other side of the bike and back.
Double Handed Hart Attack – A trick in which a rider performs a Hart Attack with both hands gripping the seat.
Hart Attack – A trick in which the rider performs a Superman Seat Grab with legs thrusted straight up from the bike. Named for Carey Hart.
Indian Air – A trick in which the rider does a scissors kick integrated into another trick, such as a Superman Seat Grab. Adapted from Bicycle Stunt Dirt Jumping.
Lazy Boy – A trick in which the rider lays back on the seat with hands in the air.
Lean Air – A trick in which the rider grabs the front fender with one hand and the other stretches out side/back. The legs are in the normal position.
Nac Nac – A trick in which the rider brings one leg over the rear fender to the other side of the bike, as if he’s dismounting in mid-air.
No-hander – A trick in which the rider lets go of the bars during a jump.
Saran Wrap – A trick in which the rider passes one foot between his hands and back to the peg, removing one hand from the bars to let the leg pass through.
Superman – A trick in which the rider releases both legs from the pegs and throws his legs back, elevating himself over the bike.

Skateboard

Blunt – When a trick is performed, the contact spot of the board with the obstacle is the area of the tail behind the back trucks.
Boardslide – To slide on an obstacle or lip with the contact point as the underside of the board, also called a railslide.
Caballerial – While riding fakie, usually at the lip of a ramp, to complete a 360 in the air and head down the ramp forwards without grabbing.
Disaster – Placing the rear wheels on top of an object with the rail of the board on the edge and the front two wheels hanging off the object.
Goofy-foot – To ride with the right foot forward, opposite of regular foot.
Grab – Using the hand to grab onto the board.
Indy grab – Grabbing the board in the front with the rear hand.
Stalefish grab – Grabbing the board on the backside with the rear hand around the back of the rear leg.
Grind – A term used when one or both axles are scraped on the coping or an obstacle.
Crooked grind – Grinding on only the front truck while sliding without having the board over the object, also called the “K-grind.”
Feeble grind – Grinding with the back truck while the front of the body faces the edge and the toe-side rail grinding the edge.
Fifty-fifty – A double axle grind parallel with the obstacle.
5-0 grind – The back truck is the only part grinding.
Nosegrind – The front truck is the only part grinding.
Smith grind – A type of grind trick where the back truck is grinding while the rail of the board is also grinding the lip of the ramp or obstacle.
Half Cab – A 180-degree Caballerial.
Kickflip – The same as a Heelflip, except the toe pushes down to flip the board, causing it to spin before landing back on the board.
Lipslide – To force the tail over the lip and slide on the surface before re-entry.
Manual – Another name for a Wheelie.
Nollie – An ollie performed by tapping the nose.
Ollie – A no handed air performed by tapping the tail of the board on the ground or ramp surface, named for Alan Gelfand.
Tailslide – Sliding on the underside of the tail end of the board on a ledge or lip.
Varial – An aerial where the board is spun from backwards to forwards beneath the feet.

Speed Climb

Backstep – Turning one hip against the wall and using the outside edge of the shoe to press on the foothold, also called a “drop knee”.
Belay – the act of taking up rope as a climber moves upward on the wall.
Campus – To climb without using the feet.
Deck – To hit the ground, usually due to a bad belay.
Overhang – A climbing wall of rock that is farther away from the base at the top.
Peel – To come off a hold and usually fall of the route.

Wakeboard

Air Raley – the rider hits the wake and allows the board and body to swing up overhead while crossing the wake.
Blind – the spin direction know as backside, called blind because the rider is blind to the direction traveling.
Crow Mobe – A scarecrow with a blind 180.
Dock Start – The rider starts standing or sitting on the dock.
KGB – Backside roll with a blind 360.
Krypt – An Air Raley except the rider lands in a fakie position.
Method Grab – Rider crosses both wakes in the tail grabbine the heelside of the board with the front hand while tweaking the board.
Mobe – A roll with a full 360-degree rotation that usually involves passing the handle from one hand to the other or behind the rider’s back.
Off Axis – Spins that are a cross between inverting and straight spinning.
PeteRose – Frontside mobe with a grab.
Scarecrow – Front roll to fakie.
Tantrum – A back flip over the arc coming off a heel edge.
Whirlybird – Tantrum with a fully inverted 360 spin.

Host City Logo used with the permission of www.philadelphiaxgames.org.
Official Press Release of ESPN X Games VIII

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