Park Features

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[edit] A

  • Approach: 1. The in-run and line to a feature. 2. The movements and tactics a rider uses before reaching the takeoff zone of a feature. Areas in the park and pipe designed for setting speed and preparing to use a feature.
  • Apex: Crest of the turn; top of the arc above a pipe
  • Airtime: Time spent not in contact with the earth

[edit] B

  • Backside Hips Hitting a hip backside requires around 45-100 degrees of backside rotation. It looks and feels somewhat like a backside air in the halfpipe. However the take off can be a little tricky. Depending on the shape of the takeoff, a Backside air if often done slightly off the toes. This is due to the fact that the rider must take off towards the landing, which is to the side and may require a toe take off. This seems a little weird at first, but it can get comfortable.
  • Battleship/Trapezoid/A-frame
  • Banks A bank is just that a bank of snow. Sometimes to turn against and direct the flow of traffic, and sometimes with a box or jib on on the top edge to jib or slide.
  • Berms A berm is like a bank except that it has a more defined turn and arcing shape. Used in motocross, the berm traslates directly to the boardercross course. The Mount Baker Banked Slalom , is a good example of riding berms. It is a berm contest and very cool.
  • Bomb Drops Urban Riders like to find drops from all sorts of things to a little landing that is either naturally there or built by the bomb dropper. They will drop off of Buildings, Signs, Bridges, Parking Garages and anything else that provides possibilities.
  • Butter Box Butter Box is a big rectangle of snow built soley to jump onto it, slide or butter across it, then jump off. Most butter boxes have a take off, a gap, the box (with a slight curved shape to enhance the landing and take off on the Butter Box), then another gap to a landing. They are super fun and hold potential for a huge variety of twirling, pressing and buttering maneuvers.
  • Box or Platter - A box is a general term describing a wider sliding surface. A box style feature may or may not have sides that actually make it a box. A box with just one center support underneath a wide sliding surface may also be called a platter. Often the sliding surface of a box or platter is made up of skatelight, masonight or a hard plastic.
  • Basin: Enclosed bowl. Just as the name suggests, the feature is in the shape of a bowl or spoon-shaped
  • Boost: Developing big air off a takeoff. Most commonly associated with boosting out of the pipe-airing far above the deck of the pipe. Pop, when a rider makes movements to get into the air and go big
  • Busting: Throwing down a mad trick. Performing a maneuver, going big, and looking cool.

[edit] C

  • Cannon - A cannon is a box or rail set up on the end of, and off the back of a jump takeoff. The box or rail will hang out over the deck of the jump and the feature matches the trajectory that a rider would take if it was just the jump by itself. The rider slides the cannon and then blasts off of it with speed enough to clear the jump deck and land on the jump landing.
  • C Box or C Rail - A Box or Rail with a C shape. The cruved rails and platters are so fun and have their own feel. It takes time and progression to gain confidence with this type of feature. Once master a rider might do any trick or variation they would on a straight feature.

[edit] D

  • Down Rail or Down Box - A Box or Rail meant to simulate a Urban style handrail. Usually set up so that the rider will jump onto the Rail or Box from the side instead of over the top.
  • Dropping/ Dropping in: The act of starting your approach to a feature. What you say to your fellow parkmates as a courtesy and way of queuing up who's next when the park gets a little busy. Don't bogart someone else's drop
  • Dragon/Whale Tail (like roller coaster with an upward kick off the end)
  • Double barrel-Two above mentioned rails, conjoined, fused together
  • Drop In Usually just a high spot or mound at the top of the pipe that serves as both a drop in to gain speed for dropping into the haflpipe and as a staging area for the line-up of usual traffic or for an event.
  • Decks The decks are at least a cat wide (about 20-30 feet) on each side of the lips of the halfpipe. Each time the halfpipe is cut you lose 6 inches of width, more or less depending on condition of halfpipe. So, it is important that the decks are nice and wide when the pipe is built, so that the pipe will last the winter.

[edit] F

  • Feature: All the man-made goodies available in the park-each rail, box, jump, spine, halfpipe, quarter-pipe, picnic table, etc., is an element or feature available to ride or jib on
  • Frontside Hips Hitting a hip frontside requires around 45-100 degrees of frontside rotation. It looks and feels somewhat like a frontside air in the halfpipe. However the take off can be a little tricky. Depending on the shape of the takeoff, a Frontside air if often done slightly off the heels. This is due to the fact that the rider must take off towards the landing, which is to the side and may require a heel take off. Again, feels a little weird, but you can get used to it, and boost.
  • Flat bar-A rail with a rectangular shape, lengthwise. The grinding side of the rail, usually a minimum of three inches
  • Flat BottomAlthough it is called the flat bottom, when a pipe is cuts its very best, like it would be for a big event or demonstration, the flat bottom is a smooth round arc that blends the 2 wall transitions, like in the diagram above. However, when it is not a contest cut, most pipes do have a fairly flat bottom and often a little bit of a kink where the flat bottom meets the cut transition. This kink is called a gutter because it resembles a gutter on the side of a street.
  • Fun box: Usually square or rectangular, slightly higher than snow, and wider than a rail.

[edit] G

  • Grab: A general term for the variety of moves where the rider intentionally uses a hand to grab their board(s). These add style to the rider's maneuver and can actually enhance balance and/or spin control. Listen for terms like tip, tail, mute, indy, toxic, safety, japan, stalefish, and others to name grabs that describe specific grab combinations


[edit] H

  • Hand Rails In the Urban setting, hand rails are everywhere. It is the challenge or the Urban Rider to find creative ways to get speed for Hand Rails set on stairways around the city or in random and unusual locations.
  • Hip: Like a spine, but with a distinct takeoff ramp and landing zone
  • Hucking: Associated with throwing your body into the air-big air, perhaps beyond one's skill level. Huckers may or may not lack skill, but don't lack fear. A huckfest is where there is a quorum of huckers hucking
  • High Rail - A high rail is just that, a high rail. Commonly set up with a larger gap onto it the high rail requires good speed judging skills and total confidence. Coming up short jumping onto a high rail could end your season real quick.
  • Halfpipe: A snow structure consisting of opposing radical transition walls of the same height and size. Ditch-like feature running down the fall line with a relatively flat bottom, transitions on both sides, and a rollout deck. Riders travel back and forth from wall to wall while moving down the line (sample of a halfipe pictured right)
  • Halfpipes Having become more and more common at the bigger ski resorts across the country, halfpipes have progressed by leaps and bounds over the past 15 years. 15 years ago a halfpipe was just a pair of banks with highway hits or little kickers to launch off of. They were all different. Some had turns, some had lift towers growing out of the wall, some had built in quarterpipes at the bottom and they were all fun, for their day. Today the halfpipes are immaculate. Becoming more uniform the pipes of today are cut with refined transition shaping machines attached to snow cats. Unlike the skate ramp, builders are contantly battling Mother Nature in the attempt to provide a finished product that will be easy to maintain and and last through the winter.
  • Hips Take a big hip, with a landing which starts as little as right behind the takeoff and has a sweet spot that goes for 50-60 feet along the top of the hip landing. You can start really slow and just make it off the thing, then go faster and faster hit by hit. Starting a little higher each time. Until you are flying into it. It is such a fun process. I have had some of the biggest airs of my life off of Hips and I'm sure I am not the only one who feels that way. A hip is basically a jump take-off with a landing that goes off to the side in relation to the trajectory of the rider. Some Hips are set up like the diagram above where they have a take off and 2 landings. Most of the time though in parks and in the back country hips have a take off and 1 landing, either to the right or to the left. In the backcountry, you will find them where there is a gully that is banked on the sides. Coming from either inside the gully or from on top of the ridge a hip take off may be built to send the rider skyward, then land back inside the gully on the bank.

[edit] J

  • Jump: Bump of some sort or tabletop that can be used to catch air.


[edit] K

  • Kicker: The jump's ramp. Specifically, the takeoff area. Also known as a booter
  • Knuckle: The top of the landing zone on a tabletop jump. Also called the crown of the landing

[edit] L

  • Landing/landing zone: The area of a jump that includes the landing and the runout where rider lands after having completed their maneuver and are still moving at high velocity. Not the ideal place to hang out in a park. Also known as a pillow.
  • Lip: the top of the takeoff ramp of a feature
  • Lip The Lip of the halfpipe is essentially the corner or knuckle made between the wall and the deck of the halfpipe. Focus on the lip is essential in the timing of release into tricks.

[edit] M

  • Maneuver: Your trick, jib, air-time, grab, or whatever mad, stylie thing you throw down between takeoff and landing. Simply put, what a rider does to look cool after leaving the snow (takeoff zone) when using a terrain feature


[edit] N

  • New school: Current image, stylo. The movement of the newer freestyle influence found in the pipe and park. A culture and attitude describing the progression of skiing/riding style, transcending lingo, riding, clothing, competitions, etc.

[edit] Q

  • Quarter-pipe: A half U-shaped transition, facing uphill. Commonly found at the bottom of a halfpipe or on the sides of tabletops.

[edit] R

  • Riding: Generic term to describe what skiers and snowboarder do
  • Roller Coaster
  • Rail: Short for handrail. Any piece of material set up to slide on. Can be made of wood, metal, or plastic.
  • Rail - A rail is a metal sliding surface that the rider will hop or jump onto to slide or grind.
  • Rollers: Series of undulations. Also known as rhythm section, camelbacks, camel humps, and pump bumps
  • Roller Coasters - A Roller Coaster Rail or Box is like a rainbow into a jump or kicker type transition at the end. It is like an S on its side, and allows the rider to do all kinds of spin or even flip tricks off the end of the Box or Rail.
  • Rollers Another common sight in boardercross coaurses as well as in parks are rollers. Usually set up in sets of 2-6 in a row, rollers are great fun. A rider may pump through the rollers or double them by airing from the front of one over the trough between it and the next, to land on the back of the second roller. Pumping, doubling and even tripling are all common terms and activities in a boardercross race to generate speed and attempt to stay in front or pass the competition.

[edit] S

  • Switch: Riding backwards, with the non-dominant foot forward. Also known as fakie, cab
  • Slopestyle is a type of winter sporting event where the goal is to perform the most difficult tricks while getting the highest amplitude off of jumps, with an emphasis on performing different types of tricks instead of doing one great trick repeatedly. It originated as a snowboarding competition format, but there are now many sports that are considered to have this style of competition, of which skiing and snowboarding are two of the most common.
  • Spine: 1. A manmade snow feature resembling the shape of an oblong pyramid. The peak, is usually parallel to the fall line and the base has a smooth, radial transition to the immediately surrounding terrain. Comes to a point on the top, with two smooth edges leading up to the point. Jumping takes place where the takeoff and landing meet.
  • Spines is a pair of matching transitions that usually puts the rider in the air straight over the spin to stall at the peak of hang time, then drop back down into the landing on the other side. Common in Skateboard and BMX parks, they are also great fun on a snowboard. Spins are usually 10-15 feet tall and can be set up across the fall line so that you hit it straight up and go stright over the top, or with the fall line so that you hit it from one side or the other, pause in the hangtime, then drop into the landing on the other side. Both types are comomonly used as a feature on boardercross tracks.
  • Step Up The Step Up style jump is sooo fun. It feels like you have to go really fast into it, to get up over the deck and make it to the landing. The step up jump is even more forgiving than a table and as a result amazing for learning flip tricks that you know you may not land on your feel. You only drop a little ways to the landing so the impact is even less than on a table. Whether you land on your feet or on your hip a step up landing feels like it "catches you" nice and soft.
  • Step Down The step down jump became very popular for parks and big air jumps in the past decade. Many like the step down type jump more because the rider has more hang time and is further off the ground so it looks cooler or more dramatic. However, it does have a higher risk factor. If you come up short, you fall further before you hit the knuckle which increases chances of injury. Even if you hit the sweet spot, which can be perfect in pitch, grooming and stomp-ability, at touch down the impact and momentum are higher, which raises potential for injury, than the landing of a Table Top or Step Up. So it is important to learn tricks and develop confidence in your ability to land the move on your feet and in control before taking it to a step down jump.
  • S box or Rail - A Box or Rail an S shape. C and S rails sometimes also have a little rise and fall mixed into the feature. This adds to the feeling being on a ride.

[edit] T

  • Transition/tranny: Can either be a takeoff or landing zone. Transitions progressively arc from flat to steep, or steep to flat, and enable a rider to acclimate without great compression from the snow
  • Takeoff: 1. Movements that riders make to set them into a maneuver on any terrain feature. 2. The rider's action at a feature's takeoff (see pop). 3. The point on a feature where the rider leaves the groundalso know as the lip on a jump or the coping of a halfpipe. The part of a terrain feature that assists riders into the air or onto an alternative sliding surface
  • Trajectory: The path the body will take through the air or over a rail.
  • Table Top A Table Top jump is called that because the deck of the jump is flat like a table. The deck usually also begins right at, or just a little bit below the takeoff of the jump. A table tops are great and are nice to learn tricks on because if you come up short you will not fall to far before you hit the deck or knuckle (curved transition from deck to landing) and if you land in the sweet spot of the landing the landing will hit you fairly softly, so that if your off balance or not landing on your feet there is a lower risk of injury.
  • Transition - The arcing shape made by the wall of the halfpipe between the flat bottom and the lip or vert.
  • Transfers From yard to yard or roof to roof, if there is a sketchy transfer to do a rider with a wanting eye will find it, slay it, and maybe get a good photo or video clip out of it.

[edit] U:

[edit] W:

  • Whale: Has a takeoff ramp. The deck rises up and away from the takeoff, then rolls down to create the landing zone. Looking from the side the takeoff looks like the tail and the knuckle is where the blowhole on a whale would be
  • Wall Rides Riders will build little jumps out of snow set up to launch a rider up against a wall so that they can slide it. Talk about hard on a snowboard.

[edit] V:

  • Vert: Steepest section of the wall in a quarter or halfpipe, angled to keep rider in the pipe.
  • Vert The term vert comes from skating and describes the vertical part of the wall just below the lip. On a skate ramp there is actually a straight up and down verticle section at the top 1-3 feet of the wall. On snow though, you don't see that. If a halfpipe is truely vert, riders will be landing in the bottom of the transition and crying all day long. A snow halfpipe pipe should be between 2-4 degrees back from vertical, slightly more than the laid back lip of a Quarterpipe

Urban Features

[edit] Features Gallery

[edit] Reference

  • Snowboarding-tricks.net [1]
  • Fall Line [2]
  • Smart Style Freestyle Terrain [3]
  • Snowboard Coach [4]

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