Danielle Cohn, PCVB

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Maria Elles, X Games

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100 DAYS TO X GAMES IN PHILADELPHIA

Xpand Your Vocabulary: 100 Action Sports Terms Ready Fans for Summer Xcitement

PHILADELPHIA…May 9, 2001…Today, May 9, marks 100 days until Philadelphia hosts the 2001 ESPN X Games, August 17-23, a free event to be held at the First Union Complex and other venues throughout the region, featuring the world’s best action sports athletes in seven sports. To ready fans for this summer’s Xcitement, attached is a list of 100 action sports terms to get them prepared.

The 2001 X Games include: Aggressive In-line Skating, Bicycle Stunt, MotoX, Skateboarding, Speed Climbing, Street Luge and Wakeboarding. This is the first time the X Games will be held at indoor-outdoor venues, and the first time since 1996 to be held on the East Coast. An action sports film/video festival, TUBE, will be held on August 20-21, in conjunction with the event.

Only seven years young, the X Games continues to generate excitement. In an effort to bridge the gap between the already dedicated fans and the newfound spectators, this list of 100 terms will help translate phrases such as "performing a heelflip over the hip." The list of 100 terms, and information on visiting Philadelphia for the X Games, is available online at www.philadelphiaxgames.org.

The X Games return to Philadelphia in 2002. The event is expected to generate 10,000 hotel room nights and $40-50 million for the city each year.

The X Games are known as the premier and original summer action sporting event. ESPN International’s 21 networks will distribute the event to more 150 million households worldwide in more than 180 countries and 19 languages. There will be complete live coverage of the events on www.ESPN.go.com and www.EXPN.com.

100 X GAMES ACTION SPORTS TERMS
Aggressive In-Line

  1. Alley-oop: When a trick is performed in the opposite direction of which the skater is moving.
  2. Bio Grab: To grab the outside of the skate with the hand of the same side.
  3. Camel: A toe-tap upon re-entry onto a ramp or obstacle.
  4. Handplant: A type of trick where one hand grabs the skate while doing one-handed handstand on a ramp or obstacle.
  5. Hang Up: To catch one or both skates on the lip of a ramp or obstacle.
  6. Late: When a trick is performed at the last moment before landing.
  7. McTwist: A 540-degree turn performed on a ramp. Named after skateboarder Mike McGill.
  8. Misty Flip: A move popularized by Ryan Jacklone. The move involves a front somersault with a 540 degree spin.
  9. Rewind: To complete the arc that a skater begins when coming off a grind or stall by spinning.
  10. Spine Ramp: Two quarter pipes placed back to back creating a double "UU" shape.
  11. Stale: Any trick in which the skater reaches behind his body to grab the wheels or frame.
  12. True Spin: Skater approaches an obstacle, such as a rail, by spinning away from it (against the natural rotation of the trick) and landing backside.
  13. Wall: Any bank that is at or above 90 degrees.
  14. Wax: The substance skaters spread on curbs and obstacles to make them more slippery.
  15. Bicycle Stunt

  16. Bar Hop: No-footer with both feet over the crossbar of the handlebars.
  17. Can-Can: When a rider takes one foot off a pedal and kicks the leg over the handlebars, then returns the foot to the pedal before landing.
  18. Chilli’n: Way cool, or just hanging out.
  19. Extension: A vertical portion of a ramp that rises above the rest of the top of the ramp to add more vert.
  20. Flair: Backflip to 180-degree turn; landing forward. (Term comes from combining "flip" with "air.")
  21. Hot Dog: A show-off.
  22. Look Back: Where the rider in the air turns the handlebars and his body backwards, looking to the back of his bike.
  23. Scuffing: Using feet on the tires to maintain speed, break or stall the bike.
  24. Spines: Two ramps put back-to-back with a tiny platform on top of the ramps
  25. Stick: A verb meaning to land a trick successfully.
  26. Tabletop: When a rider flattens his bike out into the horizontal plane in the air, then straightens it back out to land.
  27. Tailwhip: Balancing on the front wheel, the rider jumps off the pedals and rotates the frame around the head tube and lands back in the original position.
  28. Tweaked: When a rider is all contorted doing a trick.
  29. Wall Ride: Park/Street course obstacle consisting of a vert wall approximately four to eight feet high on top of a quarterpipe.
  30. Vert: The halfpipe event. A halfpipe is like a big "U" with two transition areas at either end that extend to vertical stands, separated by the flat bottom in between.
  31. MotoX

  32. Bar Hop: Thrusting both feet through the arms, over the front fender, and back while the arms hold the bars.
  33. Candybar: One foot over bars and resting on the front fender. Usually landed with the foot still on the fender.
  34. Cordova: Rider hooks his feet under the bars, arches his back until he is looking behind, upside- down.
  35. Enduro: Long distance, cross-country motocross race.
  36. Forks: Secure the front wheel to the handlebars and act as front suspension.
  37. Heel Kicker: Rider brings both feet off the pegs and touches them together over the handlebars.
  38. Lipstand: When a rider crashes face first into the ground.
  39. Nac Nac: Rider brings one leg over the rear fender to the other side of the bike, as if he is dismounting in mid-air.
  40. No Hander Lander: Landing a jump with no hands on the bars.
  41. Nothing: Rider releases both hands and feet from the bike, completely separating himself from the machine in flight.
  42. Pinned: To roll the throttle all the way back.
  43. Rodeo Air: Heel clicker with one hand holding onto the handlebars, and the other lofted overhead like a bull rider.
  44. Roost: Flying dirt kicked up by a motorcycle’s back wheel.
  45. Superman: Rider releases both legs from pegs and throws his legs back, elevating himself over the bike.
  46. Whoops: A series of tightly space bumps.
  47. Skateboarding

  48. Air: Whenever all four wheels are off the ground at the same time.
  49. Bank: Any sloped area under 90 degrees.
  50. Carve: Make a long, curving arc while skating.
  51. Coping: A rounded lip at the top of a ramp or obstacle, usually made of metal, cement or PVC pipe.
  52. Goofy-foot: To ride with the right foot forward.
  53. Grind: General term used when one or both axles are scraped on the coping or an obstacle.
  54. Grip Tape: A sheet of sandpaper with adhesive on one side that is fixed to the surface of a board to provide traction.
  55. Heelflip: While performing on an Ollie, the heel pushed down on the edge of the board, causing it to flip over.
  56. Hip: The spot where a ramp or obstacle comes to a point. Tricks are done while flying over or off it.
  57. Knee Slide: A way of controlling a fall by sliding on the plastic caps ion the kneepads.
  58. Nose: The front of the board from the front two truck bolts to the end.
  59. Ollie: A no handed air performed by tapping the tail of the board to the ground or ramp surface.
  60. Ply: Short for plywood. The most commonly used material for the deck of a skateboard.
  61. Regular Foot: To ride with the left foot forward.
  62. Run: A series of tricks in a sequence.
  63. Speed Climbing

  64. Belay: The act of taking up rope as a climber moves upward on the wall. A belayer is responsible for the safety of the climber.
  65. Campus: To climb without using the feet. The climber will "lock off" with one arm and reach with the other.
  66. Deck: To hit the ground, usually due to a bad Belay.
  67. Dyno: Short for Dynamic. When the climber loses all point of contact with the wall and continues in an upward motion. This is done by pushing on the legs and pulling with the arms, then letting go of the holds and "flying" upwards to catch the next handhold.
  68. Edge: Any tiny climbing hold, only big enough for the first digit (pad) of the fingers.
  69. Gaston: A hold that is held with the palm facing away from the climber. The climber pushes sideways on the hold with his fingers.
  70. Lock Off: Pulling in with one arm so that the elbow is bent. The forearm and biceps are probably touching. Used when reaching for a hold.
  71. Mono: A "pocket" in which only one finger will fit. Not commonly found on speed climbing routes.
  72. Route: The actual climb, including all holds and features that will be used.
  73. Send: To complete a climb from the bottom to the top without falling.
  74. Sidepull: A hold that faces away from the climber. The climber would pull sideways on the hold with his fingers.
  75. Sloper: A climbing hold that resembles the bottom of a rounded cooking bowl. It causes the climber to use an open-handed grip and skin friction to hold onto the hold.
  76. Take!: A term of communication from the climber to the belayer, used when a climber does not want to take a fall. Saying "Take!" will spur the belayer to "take up" the slack in the rope.
  77. Traverse: The act of moving sideways on the climbing surface.
  78. Street Luge

  79. Amped: Filled with the adrenaline rush that comes from luge racing.
  80. Apex: The part of a corner where the luge is nearest to the inside of the corner.
  81. Drop a Hill: To run a luge course.
  82. Draft: As in motorsports, this occurs when a pilot tucks in behind another racer, sheltering from the full force of the headwind and gathering speed for a bid to slingshot past.
  83. Flame: When wheels actually catch fire as a result of the friction associated with high speeds.
  84. Leathers: The leather suits worn by luge pilots to minimize abrasions in the event of a crash.
  85. Paddle Apron: The designated area at the start in which racers propel themselves by pushing with their hands.
  86. Screaming Mimis: High-speed sound and vibrations of the unhealthy kind.
  87. Scrub a Wheel: To remove manufacturing residue and other gunk from a new wheel by using it in a short warm-up session.
  88. Sled: Most common name for a luge board.
  89. Stoppies: The crowd-pleasing method for stopping the luge in a hurry, lifting the front of the board while standing up quickly.
  90. Wad: To crash into a large group.
  91. Wail: To go extremely fast.
  92. Wobbs: Speed wobbles, in which the rear suspension is improperly adjusted, causing it to veer left and right.
  93. Wakeboarding

  94. Air Roll: A roll performed without using the wake for lift.
  95. Air Raley: The rider hits the wake and allows board and body to wing up overhead while crossing the wake. Rider then swings the board and body down and lands on the downside of the opposite wake.
  96. Backside Roll: Rider approaches the wake carving heelside, then rolls the board up overboard and lands in the same direction.
  97. Butter Slide: A sideways slide on top of the wake.
  98. Double-up: When a boat U-turns, the double-up is where the wakes meet and create an extra-large ramp.
  99. Fakie: Riding backward.
  100. Hoochie Glide: An Air Raley with a heelside grab.
  101. Mobius: A Backside Roll with a full twist.
  102. Roast Beef: While performing a two-wake aerial, rider grabs the heelside edge of the board between the legs.
  103. S-Bend: Rider performs an Air Raley while rotating the body 360 degrees during an invert.
  104. Slob Heli: The rider jumps the board off the wake, grabs it toe-side in front of the front foot, and then spins 360 degrees to land in forward position.
  105. Surface 360: Spinning around while remaining on the water.
  106. Tantrum: A backflip over the wake.

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Event photography is available online at www.xgamesmedia.com.

A complete list of 100 terms is available online at www.philadelphiaxgames.org.

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