Youth Racing - Racing Format
Motocross:
This is the most popular type of dirt bike racing. These races are held at an outdoor motocross track about 1-2 miles long.
Practice –If possible. It’s a good idea to go to the track to practice a few times before the day of the race. They will have designated practice times for each class before any racing starts. This is to make sure everyone is familiar with the course to have a safe race. It is also to look for good passing spots or faster lines. This is a great time to make mental notes while watching your child in practice so you can give them some tips on things that might catch your eye. It’s always a good idea to praise them for the things they are doing correctly before telling them about the things they are doing wrong. Confidence is key!
Typically, the promoter posts the race order (usually chosen randomly) before any racing starts. It is YOUR responsibility to check the information and know which race you will be racing in and approximately when it starts. No one will tell you to come to the starting line so PAY ATTENTION or you may miss your start! If entering several classes, try not to enter classes that are back-to-back on the race schedule for the day. If you have a question about this, ask the promoter during registration.
There will be two races (motos) for each class, usually one in the morning and another in the afternoon. You will receive points for each. The best finish of those combined will be your score for the day. If you have the same score as someone else, whoever had the best finish in the second moto breaks the tie. Once you get near the starting line, there is usually someone in charge of allowing riders go up to the gates in a certain order to choose the gate they prefer.
This is chosen randomly for the first moto of each class. In the second moto, the order is chosen based on your finish in the first moto. In other words, if you win the first moto, you will get first gate pick for the second moto; second place gets the second gate pick and so on. They will not wait for you, so it’s important to be ready when they call your name or you will be farther back in line when picking your gate, which can be a disadvantage. Some gates may be better than others at getting a good start.
They may be the farthest distance from the first turn, they may have a deep rut in front of the gate, or they may be muddy, so choose wisely! Typically, the rules allow you to modify the area behind the gate but NOT out in front of it. You may pack the dirt for better traction, remove rocks, or even sweep it off if it’s a concrete starting pad. . Keep in mind they don’t always use the gates, especially with kids’ races.
They may just line them up and let ‘em go! If this is the case, the sooner you get up to the line, the better starting line you can choose. The early bird gets the worm, so don’t delay! Once everyone is lined up, they will hold up a 30 second, or one-minute card, letting you know how much time before the race will start. Once the gate drops, it’s GO time! Most races are based on a certain number of laps or an elapsed time. First one to the finish line wins!
Supercross:
These races are somewhat like motocross but they are typically held on a track inside a stadium, although there are outdoor supercross tracks in many places. Supercross tracks differ from motocross tracks because they include more jumps and tighter turns. In contrast to motocross, they will usually have a scheduled practice time, then qualifying races to see who will be allowed to race the main event, and then one Main Event race for each class.
Arenacross:
These races are the same style and format as supercross but held using smaller tracks in arenas instead of larger stadiums.
Hare Scramble:
This type of racing is usually held on a more natural offroad course that is typically 5-8 miles long. These are sometimes held at a motocross track and may combine the track with the natural land surrounding it. They usually let everyone ride a practice lap (usually multiple classes at once) which lets everyone view the obstacles on the course.
They will line up each class in separate rows, usually starting rows 1 minute apart. Some classes are combined rows to save time so you may be starting with people that aren’t in your class. Each series has different start procedures, so make sure you are familiar with it. Some series have a dead engine start, meaning you must keep your engine off until the flag drops. Or, in contrast, there may be a live engine start but you must keep your left (clutch) hand on your helmet until the flag drops.
This is to ensure no one’s bike is in gear until the flag drops (unless you have an auto-clutch, of course). There are variations of these starts so make sure you are familiar with the type being used. They will then drop the flag for your row to take off! Remember, there may be several classes combined in your row so just because you aren’t the first one off the line doesn’t mean you aren’t first place in your class.
You will race for the allotted time frame (usually 30-40 min for youth classes and even longer times for other classes) until you see the checkered flag. Due to several classes racing on the course together, the general rule is that if someone comes up behind you and is going faster than you, the safe and polite thing is to move over as soon as possible and let them by. You might even motion for them to go around one side or the other. You usually don’t need to come to a complete stop for them, just give them room to get around you. This passing etiquette rule is true for most of the off-road races listed in this article.
Enduro:
The oldest form of off-road motorcycle racing, Enduros derived their name from the word endurance. This applies to both man and machine. They are designed to not only test the speed of the rider, but also to challenge the racers to push themselves and their machines to the limits for an extended period. This type if racing is usually held on off-road, natural terrain and are usually technical (hills, rocks, trees, etc.), rather than just raw speed. You are usually racing against the clock and not necessarily with the riders around you.
While there are several formats used in enduro races, it should be noted that in the youth classes at most of the Colorado off-road race series’, the typical youth enduro races use the same format as a youth hare scramble. While this is the case most of the time, there are exceptions for certain races. Also, the young ones will eventually be racing in the adult enduro classes so it’s good to know how all the racing formats work.
Time keeping enduro– While not used as much these days due to the logistical difficulty and extra volunteers needed, we still use some of the ideas in the other forms of enduros, so it is good to know the origin of them. A timekeeper is an enduro race where the goal is to not necessarily be the fastest rider (although it helps) but to maintain a specific speed average throughout the course without going too slow or too fast. As strange as it sounds, it’s a lot of fun to try to keep track of your speed average while racing. It adds another element of strategy to the race.
Think of it as playing chess vs. checkers. Here’s how it works. You are assigned a number when you register for the race. That number is your start time, or “minute”. You add this minute to the race start time (also known as “key time”) to determine when you should start at each check. This means that if Key Time is 8:00 am and your number you receive is 35, you will start at 8:35, along with the other riders in your row (usually up to 4). In order to calculate your speed average for each section, you will receive a course sheet from the promoter the day before the race and calculate what time you would need to be at each check using a roll chart, a watch, and an odometer.
A “check” is where your time is recorded, either by race officials or electronically, or both. You must keep track and compare your time vs. the mileage on the watch and the odometer to see if it matches the roll chart which you prepared the night before. This calculation helps you to arrive at each check along the course at a specific time. In order to do this, you have to maintain your pre-determined speed average through each section of the course with manned checkpoint stations set up along the way. Eventually they started developing computers to calculate your speed average to make things easier. If you come up to a check too late OR too early, you will receive points which would be added together throughout the day.
The object is to end up with as close to zero points at the end of the race as the lowest score wins. The race promoters know this and would set up checks in areas where they know you can’t possibly keep up with the speed average and will fall behind, thus making it impossible to not score some number of points. Obviously, the faster you could ride through these sections, the less points you would receive when you arrive late.
To combat this, many knowledgeable riders would ride faster (“ride hot”) than they should beforehand in the easier sections of the course. This allowed them to be farther ahead of their specified time when getting into the harder sections where it takes them longer, to gain less points when finally riding into the timed check. However, the promoters know this also and would set up secret checks which was part of the fun!
Once you are within eyesight of a check, you must maintain forward momentum which means no stopping or putting your foot down until you ride into the check area. Once you put a foot down or stop completely, you are scored automatically based on the clock time. For example, if you are 2 minutes early, you have to try to go as slow as possible, so you don’t hit the check too early and gain points. It is really a sight to watch 4-5 people trying to keep their balance while riding slowly and hoping to shave a minute or two off of their times before they get to a checkpoint!
These are just a few of the rules for a time keeping enduro, but these types of rules make it very interesting by using strategy as well as speed to win. Much has been written about this form of enduro racing and we won’t dive into the many other rules since this format isn’t being used much anymore. However, you should take the time to read about it as it does shed some light on why we use the other formats, as they are an adaptation from the original format. The rules also may vary in other states and other countries.
Restart enduro– A restart format is close to the old time keeping enduro rules and is one of the main formats being used today. You still must arrive at each checkpoint at your specific time along with the rest of the riders in your row. However, there is no penalty for being early to any check. So, you can essentially ride as fast as you can during the test sections without penalty. There are “test sections” and “transfer sections”, which will be described below. You will line up with other riders in your row (usually 3-5 riders) on your minute and race through a test section.
These riders may or may not be in your class but you are still racing the clock, not necessarily the others around you. Once you “check out” of a test section, you can casually ride the course on a transfer section which leads you to the next “check-in” for the next test section start. You then wait for your row time to start the next one. This continues throughout the race until you have completed all the tests. The rider with the fastest combined test time wins. Keep in mind, your test time starts when you are supposed to leave with your row, not when you enter the test section. If you decide to hang out or just get behind and are late getting to your test section starts, your test scores will suffer as the clock has already started without you. There are other specific rules, but this is the basic format.
Reliability enduro – A reliability format is like the restart format, except there is no penalty for being late to a check-in. You also don’t need to begin a test at any specific time or with other riders, apart from the start. They will typically record the time each rider starts, one at a time, 15 or 30 seconds apart, at the beginning of each test and then record your time when you finish the test, until you complete all the tests. You can usually start each test whenever you feel like lining up and when they tell you to enter.
Sprint enduro – A sprint enduro format is new and is basically a reliability format. It is done using a smaller amount of land with usually 2 loops raced multiple times instead of 6-8 separate tests.
There are many other rules and specific applications depending on the promoter, but hopefully, this summary gives you enough information to start your first race and have basic knowledge of how each format works. If you have any questions, just ask the promoters and other parents or racers. They will be happy to steer you in the right direction!