The world of Motocross and Supercross is growing!

That growth brings new riders and of course lots of new fans. If you've been in the sport for some time you know the lingo like the back of your hand. It's second nature and it's not always easy to remember a time when you had no clue what a step-up is.

But for new fans and riders alike, understanding a Motocross and Supercross track is important to enjoying the sport much like it's important to understand the complexities of an NFL game in order to enjoy the gridiron.

So if you're new, the next time someone tells you for example, James Stewart crashed in the whoops, you won't respond with, "He said what when he crashed?" Instead, you'll know he probably lost the backend of his bike and got thrown off after losing control in the Whoops section.

To help the newcomers of this great sport, we've created a graphic of a Motocross track that also functions as a Supercross track since many terms describing the sections in each apply to both. Check out the map and then match the numbered sections to the actual names in the graphic. Read on for descriptions of those sections of track.

Supercross and Motocross Track Sections Defined

1. Bermed Corner - A corner with a built up berm from riders essentially packing in the dirt as they take the turn. Eventually as the berm grows it gives the riders something to push off and get momentum as they continue riding.

2. Step On - A small jump that precedes a Table Top.

3. Table Top - Table tops are a flat raised jump that you jump from the upside to the down side.

4. Step Off - A small jump off a Table Top. The Step On and Step Off are usually together - The Step On jumps you on to a Table Top and then jump off the Table Top to the Step Off.

5. Flat Corner - An un-bermed, slick corner which resembles a corner in Flat Track racing.

6. Rollers - Small section of track that resembles rolling hills, typically rising in elevation.

7. Ski Jump - A long drop off after an elevated section of track.

8. Double - Two large consecutive jumps and riders typically land on the downside of the second jump thanks to the height and distance given by the first jump.

9. Sharp Turn - A tight turn offering little room for error and usually requires significant slowing and technical aptitude.

10. Sweeping Turn - A wider more forgiving turn that allows a rider to maintain significant speed.

11. Whoops - Essentially speed bumps to end all speed bumps (a car would bottom out and get stuck at the top of one) that many riders try to skim across the top of using a high rate of speed.

12. Triple - Three large consecutive jumps. Most riders land on the downside of the second jump and launch off the third jump but some manage to leapfrog the second jump and land on the downside of the third jump. Sometimes though, a miscalculation results in landing on the upside of the third jump. Not good.

13. Rhythm Section - A tamer version of the whoops with less dramatic peaks and valleys that most riders use as jumps to hop over two or three peaks at a time.

14. Sand Section - A sandy section of the track that slows riders down considerably and can end any chance at the podium if a rider is not careful or going fast enough.

15. Quad - Four large consecutive jumps. See Triple.

16. Off Camber - A corner with no berm and the inside is normal track height and the outside is lower which makes it hard to stay inside.

17. S Curve - A section of the track travels in an "S" pattern.

18. Step Up - Precedes a Table Top but not as steep as a Step On though most riders use it to get on the Table Top.

19. Step Down - Follows a Table Top and because of its length most riders land on the downside of it.

20. Step Over/Dragon Back - usually only on a Supercross track, a Step Over or Dragon Back resembles a Rhythm Section but rolls upwards in elevation finishing with a small jump.

21. Talladega Corner - A high speed corner with a bank (much like a Berm).

22. Downhill - A downhill, usually steep, section of the track.

23. Split Lanes - A section of track that offers two different paths of travel in the same direction.

24. Booter - One really large jump that gives riders serious airtime and often occurs right before or at the finish line with a landing.