SSX Tricky

SSX Tricky

14.10.2013 21:38:11
SHOWOFF GUIDE
~B
SSX TRICKY: SHOWOFF GUIDE

by

Jamie Stafford/Wolf Feather
feather7@ix.netcom.com




Initial Version Completed: June 18, 2002
FINAL VERSION Completed: July 10, 2002

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SHAMELESS PLUG: For those wondering what JP (the French
character) is saying, please see my SSX Tricky: Qu'est-ce
qu'il dit? Guide. On GameFAQs (http://www.GameFAQs.com/),
this particular guide is listed as 'JP Speech Translations.'

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CONTENTS
Spacing and Length
Permissions
Introduction
Tips
Circuit Descriptions
Garibaldi
Snowdream
Elysium Alps
Mesablanca
Merqury City Meltdown (MCM)
Tokyo Megaplex
Aloha Ice Jam
Alaska
Pipedream
Subjective Section
Contact Information

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SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for font setting by making sure the numbers and letters
below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

This guide is 35 pages in length in 12-pont single-spaced
Courier font in the Macintosh version of Word98. Therefore,
printing this guide is likely not a good idea. Besides, if
it is printed, the only realistic way to use this guide while
playing the game is to have a rally-style 'navigator' reading
off the directions as you play.

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PERMISSIONS
Permission is hereby granted for a user to download and/or
print out a copy of this driving guide for personal use.
However, due to the extreme length, printing this driving
guide may not be such a good idea.

This driving guide may only be posted on: FeatherGuides,
GameFAQs.com, PSXCodez.com, Cheatcc.com, gamesover.com,
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gamespot.com, ps2domain.net, a2zweblinks.com, Games Domain,
Gameguru, cheatingplanet.com, neoseeker.com, RobsGaming.com,
ps2fantasy.com, gamespot.com, and vgstrategies.com. Please
contact me for permission to post elsewhere on the Internet.

Should anyone wish to translate this driving guide into other
languages, please contact me for permission(s) and provide me
with a copy when complete.

Remember: Plagiarism in ANY form is NOT tolerated!!!!!

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INTRODUCTION
My intention in offering this guide is to give newcomers an
idea of how to obtain Gold Medals on the various Showoff Mode
courses of SSX Tricky. This guide presents the path I take
with virtually ALL characters in the game, although my
character of specialty is definitely the Japanese trick
specialist Kaori :-)

Note that for Showoff Mode, Freestyle and BX boards are best.
If a character's default board (the first of the two
initially-available boards listed for a character) is one of
these types, then that character will also have access to
Character Ubertricks (such as Kaori's Pirouette Grind). This
does not mean that Alpine boards are impossible to use in
Showoff Mode or that those characters' Character Ubertricks
are worthless; Alpine boards are simply harder to use to
perform tricks and Ubertricks. Freestyle boards are easiest
for performing tricks, but BX boards are usually also quite
good at performing tricks.

This guide is simply intended as a reference. It is
definitely not law, and almost certainly not the best way to
gain maximum points in Showoff Mode at each venue. However,
this guide will hopefully be useful to those new to the game;
it may even reveal a few shortcuts or non-obvious trick areas
which had previously been unnoticed - if so, then this guide
has served its purpose :-)

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TIPS
For success at certain venues, it is important to know how to
grind (ride) the rails, fences, wires, and other extremely
narrow objects. Once on a rail or similar object, quickly
use the D-pad to turn the rider so that the board is
perpendicular to the direction of travel; in other words, the
rider is either facing forward or backward in relation to the
direction of travel. Then, use the left analog stick (L3
stick) to balance left and right while in motion. Those who
are REALLY good at this can benefit tremendously from the
high and lengthy overhead rails at Tokyo Megaplex!!!
Grinding the many rails at Alaska in Showoff Mode is
particularly important to obtaining a Gold Medal score. In
general, many rails lead either to good shortcuts or to 3x
and 5x multipliers in Showoff Mode (sometimes both).

Whenever possible, try to hit the floating bonus stars.
Yellow stars are 2x multipliers, orange stars are 3x
multipliers, and red stars are 5x multipliers. If you hit
several stars at once during a jump, you will be credited
with the highest-value star, even if you jump first through a
red star and then through an orange or yellow star. However,
the stars only multiply the trick/Ubertrick value upon a
successful landing; to that end, you can often use the size
of your character's shadow upon the ground to determine when
to back out of a trick and begin preparing to land. If
necessary, use the L3 stick (the left analog stick) to fine-
tune the character's position in relation to the slope of the
ground in the landing zone; this is especially important
after exiting the long icy fan-assisted tunnel at the end of
Alaska (Showoff Mode and Race Mode).

No matter where you are on the circuit when a trick begins,
you do not receive any points for ending tricks and
Ubertricks beyond the Finish Line. Therefore, if you attempt
tricks close to the Finish Line, make sure you can land them
'legally' in order to receive the appropriate points. The
main place where this might be a problem for Ubertricks is at
Merqury City Meltdown (MCM), as those who can crash in
through the dome with enough speed may find themselves
landing beyond the Finish Line before they finish any
Ubertricks (or standard tricks).

At Tokyo Megaplex, there are A LOT of small air vents all
over the circuit, plus the massive air vent just before the
Finish Line. A tip to gain a few more points is to flip
forward just before an air vent, beginning a trick or
Ubertrick while in the air. If performed correctly, the flip
will place the character over the air vent high enough for
the air vent to blow the character upward before any
collision with the ground. This takes plenty of practice and
is not very easy to accomplish unless a character has full
Trick and Stability stats.

There are penalties for repeating tricks and Ubertricks;
specifically, each repetition cuts the total points for the
trick or Ubertrick by half of what was awarded when it was
previously performed. Therefore, while I may continually say
'SHORT Ubertrick' or 'Character Ubertrick' in this guide, it
is important to keep 'alternating' tricks by pressing various
buttons on the D-pad as the trick is performed, to vary the
direction and thus avoid repetition. Another good tactic is
to complete the trick or Ubertrick and, if enough airtime
remains, add a spin or flip.

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CIRCUIT DESCRIPTIONS
This section is designed to give readers an overview of each
circuit at a glance, and is lifted almost verbatim from my
SSX Tricky: Non-Snowboarders' Guide. This is not a section-
by-section detailed description of what to expect; this is
rendered somewhat difficult due to the alternate routes
available at almost all venues. Note that the descriptions
here are primarily for Race Mode; Showoff Mode will also have
plenty of manmade jumps, rails, and other things added for
bonus and trick purposes.

Garibaldi: Now the first venue on the SSX circuit, this
brand-new circuit presents plenty of trick and Ubertrick
opportunities with its many jumps. The alternate route
bypasses almost all of the main circuit, and itself has a
number of jumps over nasty gorges and fast-flowing icy
rivers. As a Showoff venue, Garibaldi's many jumps and
grinds make it FAR too easy to score a Gold Medal here
(only 55,000 points are required for the Gold Medal), even
if playing SSX Tricky for the first time. As a Race
venue, the many jumps allow you to quickly perform six
Ubertricks to gain Infinite Boost, which will allow you to
easily win a race so long as you can keep from falling
repeatedly.

Snowdream: The first venue in the original SSX is now the
second in SSX Tricky. Located in Japan, this incarnation
is a bit different from the original game. The first
part of the circuit provides the most opportunities for
tricks, but generally not enough airtime for the really
spectacular Ubertricks. While the initial jumps are
really small, they can still provide an enterprising
player to pull off tricks to boost ahead of the pack, or
catch up if necessary. Trick specialists such as Kaori
can still perform enough Ubertricks early in a race to
quickly gain Infinite Boost, which can then be used to
essentially coast to victory.

Elysium Alps: One of the longer runs of the game, many
players will find it difficult to complete Elysium Alps in
under five minutes. There are plenty of opportunities for
tricks in the initial and final thirds of the circuit,
while the middle section depends on your route and just
how much forward momentum can be generated; the middle
stage's "high road" has gaping jumps over the twisty, icy
"low road." The alternate route on the first stage of the
circuit is really only for advanced players, although a
well-placed "fall" can provide a good opportunity to
perform multiple Ubertricks before landing back on the
main course.

Mesablanca: Snowboarding in the desert!?!?!?!?!?! Overall,
Mesablanca has fewer trick opportunities than the
preceding venues, so speed is generally a better option
here. However, trick specialists can perform enough
Ubertricks to gain Infinite Boost by the time they reach
the wooden bridge. If you do not have enough forward
momentum for the final jump, you will definitely lose if
in a close race.

Merqury City Meltdown: From the very beginning, this urban
setting features split paths which continually cross each
other throughout the first half of the circuit, so beware
of cross-traffic. Being a city site, there are also
plenty of fire hydrants, traffic signal poles, downed
lights, buildings, bus shelters, light poles, etc., which
will all slow you down - if they do not knock you to the
ground. Jumping across the highway is much easier in SSX
Tricky than in the original SSX. Because of the tight
twists and turns and the many obstacles, it is very easy
to find yourself both in the lead and bringing up the rear
several times in a race here; use knockouts and shortcuts
to your advantage!!!

Tokyo Megaplex: This Japanese venue feels very much like
being the ball in a pinball machine. The configuration
has changed since the original SSX, but is still rather
similar. The most impressive additions are the sections
of updraft vents; riding one or two of these will thrust
you far up into the air, and can give you plenty of time
to pull off amazing tricks, and possibly even TWO
Ubertricks (including a "signature move"). Even those
characters which are not trick specialists can rack up
rather high point totals in Showoff, so long as each
Checkpoint is reached before time expires. For races, the
many suspended twisting grinds and halfpipes can give a
tremendous advantage, but require expert usage of the
left analog stick.

Aloha Ice Jam: If snowboarding in the American Southwest is
odd, snowboarding in Hawaii is even stranger. Still, this
is a unique circuit, and one of the most difficult on the
SSX circuit. The circuit begins with a tight, long, left
hand turn with a bone-breaking drop-off to the outside.
Once clear of the initial corner, the main section of
Aloha Ice Jam features a number of gaps to jump and tight
high-speed corners. After another gap, the ice cave
section at the end of the circuit has even tighter twists
and turns with a few jumps in low-ceiling areas. Once out
of the ice cave, icebergs line the path to the Finish
Line. Even trick specialists will have a hard time in
Showoff here, as the point totals needed for each medal
can be rather difficult to achieve due to all the tight
twists and turns and the low ceilings.

Alaska: This second new venue is by far the most difficult in
SSX Tricky. This is due partly to the general lack of
trick opportunities, and partly due to the fast, mostly-
ice surfaces. Especially hard to master are the ice
tunnels at the end of the Alaska venue; if you are not
careful, you could very quickly find yourself on the
ceiling... and quickly succumbing to gravity if you do not
have enough forward momentum. The circuit is generally
narrow, tight, and twisty, so the best way to make a pass
is probably by using a well-placed stiff-arm; Zoe and
Psymon seem especially adept at Knockdowns, although even
little Kaori can bring an opponent down to her size.

Pipedream: Pipedream is a trick specialist's orgy!!! There
are more than enough opportunities to perform tricks here,
especially in the various bowls scooped out of the ground.
However, the Pipedream Showoff event has a VERY high medal
threshold, so always keep an eye on the time. Most
importantly, keep track of which direction is downhill; if
you spend a lot of time doing tricks in one of the many
bowls, you can easily lose your sense of direction, which
will be key when you need to reach the next Checkpoint
before time expires. The best place to score massive
points to attain a Gold Medal is in the two halfpipes;
the first is on the leftmost side of the middle section,
while the best one is in the center of the circuit just
before the Finish Line.

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GARIBALDI
Gold Medal: 55,000 points

This initial plateau is a prime place to perform several
mistys and rodeos. To do this, gain momentum, then suddenly
turn uphill and perform the trick. Generally, three of these
are required to completely fill the Trick Meter, thus
enabling Ubertricks. Once the Trick Meter is full, boost
your way toward the initial cliff jump. At the last possible
millisecond, boost-jump off the cliff and perform TWO
Character Ubertricks; if able to gain enough air on the
actual jump itself, there may even be enough time for a quick
grab or a few spins before landing. The Gold Medal threshold
for Garibaldi is only 55,000 points; it is definitely
possible for a character at or near Master Status to gain
more than enough points for a Gold Medal upon landing.

Continue downhill and turn right along the main course.
There is a small rise after the corner, and the rise is good
for a boost-jump into a spin or flip. With enough air on the
jump, flips and spins can be added.

Continue around the icy corners, perhaps taking a few jump-
spins, until the course straightens out and takes a strong
downhill descent. The next section includes multiple natural
jumps with ramps at the top, each leading to floating stars.
The easiest of the stars to hit are those on the right side;
those on the left require early and perfectly-timed jumps,
which is why I prefer those on the right. Boost-jumping off
these ramps usually yields enough time to perform two QUICK
Ubertricks, or one Character Ubertrick and a QUICK Ubertrick.
By the time this section is cleared (indicated with the red
glass SSX Tricky panel on the right side while the main
course continues downhill), TRICKY should have been spelled,
meaning that you will now have Infinite Boost and permanent
Ubertrick ability.

Unless landing in too poor a position to cross over, take the
aforementioned red SSX Tricky panel on the right side.
Immediately behind that panel is the beginning of a rail; hop
on and ride. Initially, it will appear that the rail
disappears/ends after the end of the cliff, but it actually
dips steeply downward and then rises back up again; by
jumping off the (true) end of the rail, you should be able to
hit a floating red star (while performing a grab - there is
not enough airtime here for any Ubertricks or truly
complicated standard tricks), and then land on a very snowy
area beyond the main course (which passes underneath the
rail). Turn right, boost-jump off the ramp, perform an
Ubertrick, and - if your placement is good - you may be able
to hit another floating red star before landing. Depending
on where you land from the initial ramp, you may also be able
to jump off a second ramp before rejoining the main course.

Continue along the main course until the two paths rejoin
after a small ice-covered ledge in the center. You will now
be in an area with a tall fence on the left and the sheer
mountainside on the right. There is enough of a slope here
along both sides of the main course to perform a few jump-
spins or jump-flips; with enough air, you can even perform
grabs and tweaks for a few more points. Do not spend too
much time here, as bigger points are ahead!!!

Come around the corner and you will see ahead that the course
diverges to the right, a rail moves to the right with a
floating red star at the top, and a nice ramp heads straight
ahead with a floating orange star in the air. I prefer to
use the ramp here, and can routinely gain enough air (by
boost-jumping) to perform two Character Ubertricks (with
Kaori), and STILL have time for a misty or rodeo before
landing.

On landing, continue along the main course. There will be
two natural jumps (some distance apart) over plateaus here,
each with yellow and orange floating stars. Hitting the
yellow star should be easy; boost-jumping is often enough to
hit the orange star. In either case, there should be enough
time to perform an Ubertrick in each area.

After the second of these jumps, the course becomes icy once
more. At the next ramp, perform a short Ubertrick. Then,
depending on whether you can land on the raised rail, either
grind the rail to the floating orange star, or use one of the
natural jumps to the side to boost-jump through a yellow star
while performing a SHORT Ubertrick.

Upon landing, edge to the left side of the next natural icy
jump; a boost-jump will allow a SHORT Ubertrick here; if you
manage to land on the short fencing, grind it for a few more
points :-) Then edge to the left along the icy area and
boost-jump the natural jump on the left side of the two tall
cliffs, performing one or perhaps even two SHORT Ubertricks;
if possible, land on the rail and grind to the end.

By now, the Gold Medal should be well in hand. In this case,
follow the main course to the left, then back to the right
and over the short icy ledge, then back to the left. Ahead
you will see another ramp; a boost-jump off this ramp will
allow for perhaps two SHORT Ubertricks, with proper placement
allowing the character to hit another floating star. Land on
the icy area below. Note that this shortcut (minus the ramp
and the floating star) is also great for Race Mode events
here, completely bypassing a tricky (no pun intended) part of
the course.

Continue along the icy course; if possible, edge to the right
and grind one or both of the brief rails rising out of the
ice. Boost-jump at the natural rise in the course and
perform a SHORT Ubertrick. Land on or just beyond the
plateau and edge to the right, doing another boost-jump to
perform a Character Ubertrick as the main course falls away;
be careful with character placement before the jump, however,
as the raised cliffs do have a nasty overhang.

Nearly finished!!!!! The course takes a final turn to the
right below, but the banks on both sides of this area are
fairly steep. Boost-jumping here can allow for a few more
tricks to be performed - possibly important if chasing after
a personal record score for Garibaldi.

Finally, take the final turn; I prefer to come in high off
the left-side banking to gain more speed for the final
natural jump in the course. If you can line things up
PERFECTLY and get EXCELLENT speed, you can boost-jump high
enough to hit the orange and/or red floating stars while
performing a Character Ubertrick and perhaps a few mistys or
rodeos before landing just before the Finish Line. If there
is enough room and time, do a few more jump-spins and jump-
flips here before ending.

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SNOWDREAM
Gold Medal: 95,000 points

Out of the starting gate, edge right, and grind the rail
here; at the end, perform a jump-flip through the floating
star, and the Trick Meter should be full upon landing.
Ahead, make use of one of the ramps to perform a Character
Ubertrick to really start amassing points. Follow along the
icy turns until the course straightens out, then boost-jump
off the ramp and perform a Character Ubertrick through the
floating orange star. Far ahead, boost-jump off the ramp and
perform a Character Ubertrick through yet another floating
orange star, and land in the deep snow just off the main
course. Get back on the main course as quickly as possible.

There are two ramps ahead; take the wider ramp on the left,
and boost-jump with a Character Ubertrick through the
floating snowman. On landing, prepare to boost-jump off the
next ramp and perform another Character Ubertrick through the
yellow and/or orange floating stars.

After the main course turns to the right, there are two
natural jumps leading to plateaus; on the right and left side
of each plateau are rails leading up to floating stars.
Either ride the rails to the stars to perform Ubertricks, or
boost-jump off the natural jumps and perform Ubertricks,
hopefully launching far enough to hit the floating stars.

After this section, the course splits into two main paths
(left and right) with a blue SSX Tricky glass panel in the
center. Break the blue SSX Tricky glass panel, ride the pipe
coming out of the ground, and boost-jump off its end while
performing a Character Ubertrick. Unless you jump too far
(which is certainly possible here), you should hit a floating
red star and may even land on and grind the center fence.

Back on the snow, follow the course to the right and boost-
jump off the natural jump, performing an Ubertrick. Ahead,
boost-jump with a Character Ubetrick off the ramp and land on
an icy area. Follow the icy area and boost-jump off yet
another ramp (hitting a floating yellow star) with a
Character Ubertrick. Continue down the icy ramp and boost-
jump off its end with a SHORT Ubertrick, jumping the main
course and landing on the raised area on the other side.
Keep following this raised area, boost-jumping off ramps with
Ubertricks (often hitting floating yellow stars) and jumping
the gaps that mark the main course below.

Eventually, the 'high road' and 'low road' will join together
again with a big jump and several floating stars ahead.
Boost-jump here with a Character Ubertrick through the stars
(the floating red star can be attained with enough altitude)
and land on the main course below. Follow it along as it
turns left, then boost-jump with an Ubertrick off the final
(very narrow) ramp through another floating yellow star,
landing just before the Finish Line.

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ELYSIUM ALPS
Gold Medal: 225,000 points

A perhaps unconventional way to begin this course is to
immediately curve to the right so the character is pointing
uphill (toward the big metal poles), then performing a misty;
characters can bounce off these poles without losing any
points, and can potentially be bounced slightly higher in the
air to gain even more points. Upon landing, head back toward
the right-side ramp, but approach from the right, jumping off
the ramp at an angle and performing a trick (perhaps a misty
while holding all four shoulder buttons - at least on the
PlayStation2 version of the game) through the floating orange
star.

Upon landing, you should have a full Trick Meter. Continue
onward toward the three moving ramps. To gain maximum
altitude off this tall cliff jump, try to arrive at a ramp
just as it reaches its maximum height, then boost-jump off
the ramp through one of the floating yellow stars, performing
up to TWO Character Ubertricks in the long fall back to the
ground. On landing, follow the main course to the right, and
boost-jump off the center of the next natural jump over a
plateau with a SHORT Ubertrick, hopefully coming down early
enough to fall through a floating yellow star.

Continue on along the main course, AVOIDING the next ramp.
If you take this ramp, you will need FLAWLESS timing to keep
from colliding with the billboard opposite the ramp.
Therefore, keep following along the main course to the first
Checkpoint, and boost-jump off the left side of the natural
jump there, hopefully passing through the floating yellow
star there.

Continue along the main course until you come to the red SSX
Tricky glass panel. Smash through the panel with a boost-
jump and perform up to TWO Character Ubertricks before
landing (this is also a great shortcut in Race Mode).
Continue along the main course to the blue SSX Tricky glass
panel, and smash through with a boost-jump to perform a SHORT
Ubertrick. Upon landing, there should be a significant
natural jump (a high ledge) should you continue straight
ahead; a Character Ubertrick can be performed here with
enough forward momentum.

Once you land, follow the main course a long distance until
you come to the area with the two ramps in front of what
seems to be a 'bridge' with grindable rails on either side
and floating stars at the top. Bypass the ramps, passing
between them, and boost-jump off the lower of the natural
sides in the 'bridge,' performing a Character Ubertrick
through one of the floating stars and landing just beyond the
crest. Perform a flip or spin off the ledge.

Now look ahead on the left side for the red SSX Tricky glass
panel; slow, then break through it. This leads to the 'old
course' from the original SSX, and is much more trick-
friendly than the 'new course' which passes through the ice
cave. If you can land on the fallen tree after smashing
through the glass panel, grind it, perhaps with a flip or
spin off the end. Follow the course to the first of two
plateaus, and boost-jump off each with a Character Ubertrick.

IMMEDIATELY upon landing after the second plateau, edge hard
left and jump over the minor rock outcropping. If you
continue onward, you will rejoin the 'new course' as it
becomes the 'low road;' landing on top of the rock
outcropping leads to the 'high road,' where the points can
really accumulate. The 'high road' is also an excellent
shortcut for Race Mode, as the fewer twists and hairpins
makes it a faster route overall.

The 'high road' has a total of four gaps. The first three
have floating yellow stars, and boost-jumping should make it
possible to perform a SHORT Ubertrick at each gap. The
fourth gap has a pair of fallen trees overlaying it; grind
one of the trees, and jump off the end with a trick,
hopefully launching far enough to make use of the floating
orange stars on the descent back to the icy main course
below.

Once the main course has been rejoined, boost-jump off the
following ramp with a Character Ubertrick through the
floating yellow and/or orange stars; you should land on the
raised platform, which means you can perform a spin or flip
coming off it to rejoin the main course below.

The main course turns to the left here, but to have a chance
at a floating red star later, you must go straight ahead
through the red SSX Tricky glass panel. Follow along that
route, and ahead you will see an opportunity to boost-jump
over the main course and over the opposite trees through the
floating red star; a successful landing will score BIG points
here and will place you in an ice cave. Follow the ice cave
along, and at its end, suddenly slow and cut to the right,
performing a flip or spin as you come back down to the icy
main course. (This is also a prime time-saving shortcut in
Race Mode.)

Fortunately, the many glass barriers of Race Mode are removed
for Showoff Mode, leaving a series of rails running down the
center of the icy halfpipe. If possible, grind the rails and
hit their floating stars, making sure to jump appropriately
for the various gaps. Should you ever miss a rail, make use
of the halfpipe and the floating stars along each side to
score more points.

At the end of the halfpipe section, the main course turns
sharply to the left. If you keep hard to the left, you can
use the ramp there to clear the fallen trees (which here are
an impediment and NOT grindable objects) and land on another
set of rails, which can be followed all the way down to the
next hairpin turn. If you miss the ramp, jump the fallen
trees (again, these are obstacles and NOT grindable objects)
and speed along through the distant hairpin turn.

Ahead, the path splits into two icy 360-degree turns with
blue grindable barriers on either side. I prefer to take the
left path, and get onto the left-side blue barrier. This is
a difficult trick, but if you can grind it long enough, your
character's head will pass through a floating red star.

Once this area has been cleared, boost along the run up to
the final plateau, and boost-jump - hopefully through a
floating yellow star - with a Character Ubertrick. Once on
the ground far below, prepare for and make use of one of the
three ramps, performing another Ubertrick. If you can land
on a rail, grind it; otherwise, boost along the snow toward
the opening door, and boost-jump with a jump point still in
the snow (just before the silver doorslide area) to perform a
final SHORT Ubertrick.

Continue on to the Finish Line. Welcome to another Gold
Medal :-)

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MESABLANCA
Gold Medal: 225,000 points

Immediately out of the Starting Gate, prepare for a misty,
but DO NOT perform it on the first (blue-pained) rise; hold
it and use it on the red-painted rise, passing through the
floating yellow star. On landing, follow the main course
along and grind the rail that appears out of the ground.
However, as soon as you hit the floating yellow star, get off
to the left, through the trees to another path. Follow this
path along to one of the hardest stars to get - at the jump,
boost-jump over the Eddie Billboard and you should HOPEFULLY
hit the floating red star (it is easy to overshoot this
star... or crash into the top of the billboard).

Once back on the ground, there will be a series of plateaus
which form good natural jumps. Boost-jump each of these,
performing a SHORT Ubertrick each time and hopefully hitting
the floating stars (not all the plateaus have floating
stars). However, take care about character placement to
avoid the rock faces along the main course here.

Once past the plateau with the rock ceiling (due to a secret
path above - just a hint for Race Mode events), continue
along the main course as it turns to the right. Look on the
left for the blue SSX Tricky glass panel, but DO NOT break
through it; just ahead on the left, grind a rail that comes
out of the ground. This rail will lead to a mine cart track,
which will take you through a hole in the mountain into the
mountain itself. Follow the mine cart rails through a series
of drops and keep to the left rail. Eventually, you will be
deposited high in the air passing through a floating red
star, landing just before a gap. Boost-jump across this gap
through a floating yellow star with a SHORT Ubertrick.

Follow the main course to the left, then edge right and ride
the rail through a floating yellow star. Immediately upon
landing, prepare a SHORT Ubertrick, and when the course turns
left, keep going straight ahead and use the banking to launch
into that SHORT Ubertrick, passing through yet another
floating yellow star. On landing, follow the main course
around to the next gap, then boost-jump with a SHORT
Ubertrick to pass through another floating star before
landing on the other side of the gap. TRICKY should not be
spelled at the top of the Boost Meter.

Follow the course through some S-curves to a section between
tall cliffs with two plateaus and a floating yellow star over
each. With proper alignment, boost-jump each plateau with a
SHORT Ubertrick to hit each star. After the second plateau,
follow the course along to a narrow ramp, and perform a SHORT
Ubertrick through a yellow floating star. Follow the course
around between the tall bankings to the final Checkpoint.

The path splits into two here, with a grindable railing
coming out of the ground on each side of each path. I prefer
the left-side path's left-side railing. Grind this all the
way along, passing through floating stars. (Grinding the
rails here is a great way to extend a lead or catch the
leaders from behind in Race Mode.)

Once you come off the long railing, simply follow the course
along the rest of the way, but do not forget the gap just
before the Finish Line!!!

==============================================

MERQURY CITY MELTDOWN (MCM)
Gold Medal: 275,000 points

Immediately out of the Starting Gates, loop back to the right
pointing uphill, and perform a misty; with enough air on the
jump, a grab can also be performed. Once landed, loop back
around to the left and do it again. From here, head down the
main path split to the left, using the various bankings along
the way to perform spins and flips until the Trick Meter is
full; if you can hop up onto one of the fences, this will
award even more points. At the first natural jump (the first
crossing of the paths of the main course), boost-jump with a
SHORT Ubertrick through a floating yellow star, with just
enough time to land successfully if enough air was gained on
the boost-jump. Then boost forward to the next natural jump
(where the paths cross again) and boost-jump again, this time
performing a Character Ubertrick for maximum points; do not
worry about hitting any neon signs, as they will fall away
harmlessly without hurting the character. Once landed, look
ahead for a rail coming out of the ground, and grind that
rail over the fencing and back onto the main course.

This will drop you off just before a natural jump with a
floating orange star. Ubertricks are virtually impossible
here, and launching forward too much will result in a
collision with the traffic lights or the post upon which they
are mounted, so perhaps a quick backflip - just high enough
to attain the floating orange star - is good enough here,
with a quick grab depending on the air attained in the jump.

Shortly afterward, just before the paths converge, is another
rail coming out of the ground. Grind it; it will be joined
by a rail from the other path split. At the end of the rail,
perform a trick with one or two grabs as you jump off the
rail, sailing through a floating red star. Once landed,
continue straight ahead and instead of following the main
course as it turns left, continue toward the fence and launch
into a Character Ubertrick as you boost-jump over the
fencing; the angle of the banking may send you backward and
somewhat to the left, but there is plenty of room for landing
here (and the character can bounce of the walls of the
buildings without worry). Once safely on the ground, flip or
spin through one of the floating yellow stars, then take the
next path split to the left.

Shortly, there will be a rail coming out of the ground and
leading to a floating orange star; grind the rail, and break
through the star with a SHORT Ubertrick. Land, continue on,
and - just past the first Checkpoint - jump-boost off the
natural jump and perform a SHORT Ubertrick (ONLY if using a
small and light character, such as Kaori or Mac; bigger,
heavier characters will not be able to attain enough air to
safely perform any Ubertricks here). Follow the course
around to the next jump, but instead of jumping directly from
the snow, grind the short pipe coming out of the snow, and
then boost-jump with a SHORT Ubertrick through the floating
orange star; if possible, land on the next pipe and continue
on.

The paths cross here, and this is a natural place to boost-
jump with a few spins or flips (this is key in Race Mode to
avoid collisions with opponents on the other path).
Momentarily, the paths cross again, and this is also a
natural place to boost-jump with a few spins or flips.
Momentarily, the paths cross again, but this time, there are
rails to grind; grind the rail coming out of the ground and
follow it around to the side of a building; jump and land on
the next rail, which will take you to the front of the
building.

Once landed, look for the next rail coming out of the ground
and grind it. This will momentarily take you off the main
course and between some tall buildings. If you can position
the character just right (especially important with smaller
characters), you should be able to hit the floating orange
star with the character's head; note that the floating orange
star is not exactly above the rail. The rail will soon
deposit you back on the main course; a quick jump and spin
off the rail will grant a few extra points.

SLOW GREATLY before going over the next descent in the
hillside. This will help a lot in finding and grinding the
next rail. When you see it, grind it; it is short, and there
is a gap to the next rail, but if you can hit the next rail,
grind it as it follows high above the main course, and boost-
jump off its end with a Character Ubertrick as you speed
through a floating red star; there may even be time for
another trick or a SHORT Ubertrick before landing. By this
time, TRICKY should have been spelled, providing Infinite
Boost and permanent Ubertrick possibilities.

Once landed, the course turns to the right; before it turns
again to the left, take the short rail on the left to go
through a floating orange star. Once back on the main
course, take one of the next rails to again pass through a
floating orange star. Continue onward through the tunnel.

(Following the tunnel, the main course splits to the right
and left, with a pipe going directly ahead. For maximum
points, DO NOT use the pipe in Showoff Mode; however, it is a
great shortcut - which some of the other characters also use
- in Race Mode.)

Coming out of the tunnel, follow either path; I prefer the
left path. Each has a floating yellow star atop a plateau;
boost-jump with a Character Ubertrick to reach it, then
continue on to where the paths rejoin below.

The next section presents two halfpipes which join into a
larger halfpipe, with the outer edges lined with floating
stars of various colors. Stay in this area doing Ubertricks
and Character Ubertricks to hit as many of the floating stars
as possible, until about 25 seconds remains on the timer
(lower-left corner of the screen), then hurry on toward the
next Checkpoint. With precision, it actually IS possible to
hit all the floating stars in the area, but this is a
difficult feat to accomplish due to the dual-halfpipe section
at the beginning of this area of the venue.

Hurry on; if you can grind the pipe in the center, it will
save time and grant more points. Shortly after the pipe goes
into the ground is a bridge, with a slight rise; boost-jump
off the rise with a misty or rodeo, landing on the opposite
side of the bridge. Then grind one of the rails around the
statue and pass through the floating yellow star.
Eventually, you should be deposited just in front of the next
Checkpoint.

After the Checkpoint, the course turns hard to the right and
narrows. Ahead, use the ramp, but boost-jump a little early
with a Character Ubertrick to try to hit the floating red
star just right. Make your way back down the hillside to the
main course below, and move on to the suspension bridge
section.

There are two large natural jumps on the suspension bridges,
and two paths (left and right). Taking either path, boost-
jump with an Ubertrick or Character Ubertrick off each jump.
The second such jump - on both paths - has both orange and
red floating stars; obviously, try to hit the red floating
star.

Once landed, look ahead to the next jump. Opposite the jump
is the 'high road' and an elevated sewer pipe; avoid the
sewer pipe to land on the 'high road' (the 'low road' has
many fewer opportunities to gain points). Once on the 'high
road,' there will be two gaps to jump; the first gap does not
have stars, but the second gap DOES have a floating red star.
Both gaps can be safely cleared with a boost-jump and an
Ubertrick.

The landing zone is where the 'low road' and the 'high road'
rejoin. Next is another natural jump, this time with a
floating red star high overhead; a boost-jump and a Character
Ubertrick should be sufficient to attain this star. If you
land on any of the following pipes, grind them as they turn
with the main course to the right; if not, follow the main
course to the right, and at the next plateau, boost-jump with
an Ubertrick through the floating yellow star.

Continue on, following the course to the left as it turns.
Ahead is the final halfpipe area on the left (with its
barriers, forcing you to pass through maze-style); DO NOT
take the icy subway tunnel to the right (except in Race
Mode), as there are no points opportunities in the subway
tunnel. In the halfpipe area, try to hit all the floating
yellow stars with boost-jumps and SHORT Ubertricks.

Once clear of the final halfpipe area, speed down the final
hill to the first plateau, and boost-jump with a Character
Ubertrick through a floating yellow star. Continue on with
flips and spins until you cross the Finish Line :-)

==============================================

TOKYO MEGAPLEX
Gold Medal: 350,000 points

Tokyo Megaplex is different from the other venues, in that
the main part of the course is seen three times in a 'single'
run. For that reason, the high rails in the main part of the
course should only be used once. I will not detail them
here, except to say that they are attained by getting on top
of the ledge at the top of the massive air vent, and that
there are often floating stars of various colors at the
breaks between the high rails. In Race Mode, using these
high rails is a tremendous time advantage; in Showoff Mode,
however, the majority of opportunities for big points are on
the ground.

Also, there are so many possibilities for attaining big
points at Tokyo Megaplex that I am not even going to attempt
trying to list all the ways to attain the many floating
stars. Attaining 1,000,000 points here is relatively easy
(with a character at Master status) due to all the floating
stars strewn all over the Tokyo Megaplex venue; many of the
floating red stars (the 5x multipliers) can be attained by
using the many small air vents.

^>From the beginning, do as at Merqury City Meltdown (MCM) and
perform several mistys or rodeos while pointing uphill.
After these initial tricks, continue onward with spins and
perhaps flips to fill up the Trick Meter. At the initial
jump onto the lowest area of the main course, perform a SHORT
Ubertrick. If possible, try to position the character to
fall over one of the two air vents, raising the character
higher into the air to potentially hit floating stars and
extending the time in which tricks and Ubertricks can be
performed. Once landed, if you have not yet passed the
second air vent, try to get over it, and perform a Character
Ubertrick and hope to be blown through a floating star.

Once landed, hurry down to the massive air vent. On the
small platform leading to the massive air vent, boost-jump
while performing a Character Ubertrick; IMMEDIATELY upon
completion, since you will only be 1/2 or 2/3 up the massive
air vent, perform a SHORT Ubertrick, then prepare to land on
the metal slides. Flip up onto the top ledge. ONE TIME
among the three iterations of the main part of the course,
make use of one of the rails leading off the ledge;
otherwise, perform an Ubertrick off the ledge and prepare to
land below.

In the obstacle-laden section below, it is imperative to hit
the green lights to lower the next line of obstacles. Also,
look for the floating yellow stars just beyond the bankings
(usually located over the fencing), and try to hit them with
tricks.

Once clear of the obstacles, there will be a line of green
lights which activate a ramp. ONE TIME through, make use of
the ramp to perform a Character Ubertrick and pass through a
floating red star in the large hole in the ground. Once in
the hole, select a path (left or right), move on to the air
vent at the end of the selected path, and perform a Character
Ubertrick while being blown upward. If aligned correctly,
you will land on one of the high rails; otherwise, you will
land just before the lone air vent detailed at the end of the
next paragraph.

If you did not follow the paragraph above, simply go
around the ramp and the hole in the ground past the
Checkpoint. Use the air vents to again perform Ubertricks
and Character Ubertricks and hopefully be blown through
more floating stars. Once past this section, there is
another area of green lights which lower obstacles; just
beyond this is the landing area just before the lone air
vent.

Move over the lone air vent (just before the path splits into
three) and rise into the air with Ubertricks, hopefully
passing through floating stars. Upon landing, move ahead to
the green lights, and pass through the door that opens.
Inside, boost-jump correctly with a Character Ubertrick to
pass through a floating red star. On landing, activate the
green lights and pass through the opening door to the next
section.

Here, more green lights can be activated to set up a ramp to
ride the overhead glass ahead, or you can pass by on either
side of the ramp; pass by the ramp for the best point
opportunities. Get past the circulating obstacles and make
use of the various air vents - approaching from the side or
from slightly past (doubling back) - to blow yourself upward
and hopefully through more floating stars while performing
more Ubertricks (often two or three Ubertricks per air vent).

Once past the flippers at the end, continue on to the next
jump, but SLOW GREATLY before the jump and perform a flip
with a few grabs. Once on the ground below (where you were
before), use the two air vents there to perform more
Ubertricks and Character Ubertricks and try to get blown
through more floating stars.

After the third iteration of the course has been completed,
the massive air vent will be turned off. Pass through the
massive air vent and cross the Finish Line.

==============================================

ALOHA ICE JAM
Gold Medal: 175,000 points

Shortly after the Starting Gate, there are two pipes coming
out of the ground; take the pipe to the right. Grind this
pipe, passing through floating yellow stars, and perform a
spin as you are deposited back to the ground in the right
half of the snow tunnel. At the end of the tunnel, look on
the right side for an elevated pipe to grind over the deep
gap (note that there is no such similar pipe from the left
path through the tunnel) and jump off its end through a
floating orange star while performing flips or spins with
grabs. Back on the ground, look ahead for the two pipes
coming out of the ground and jump off the banking by the
right-side pipe, passing through a yellow floating star while
performing a SHORT Ubertrick. Ahead, look for the wires
heading off to the right, which leads to a shortcut which is
easier than the main path.

When deposited from the shortcut, try to perform a quick flip
or spin off the nearby ramp. Then, look for the moving
obstacle blocking the entrance to a glass-covered mini-
tunnel. Once inside the mini-tunnel, a ramp will activate
ahead; perform a Character Ubertrick up over a billboard and
through a floating red star and land in the running water
below entering an ice cave.

Inside the ice cave, keep looping back and pointing uphill to
do mistys and rodeos; or, use the sides of the cave to do
flips and spins. Eventually, move on to the end, but SLOW
GREATLY before the end to avoid being bounced off the next
wires. Grind the wires across the gap into the tunnel with
fans, then SLOW GREATLY AGAIN for the same reason, then use
the next wires. Boost-jump off the end and pass through
floating stars with a SHORT Ubertrick (avoid hitting the top
of the billboard here). With luck, you should also clear the
following gap before landing.

If you have not cleared the next gap, make sure to jump the
gap and land on the icy section. DO NOT go for the pipe to
grind on the far left, or the raised tunnel or rails on the
right, as these provide precious few possibilities for big
points (but they are all good shortcuts to consider for Race
Mode).

In this icy section, keep trying to move side-to-side,
AGAINST the direction of the course, performing tricks and
Ubertricks to hit the various floating yellow and orange
stars. If you can do this with regularity, you should have
attained the Gold Medal by the end of this section where the
final Checkpoint is located across a gap.

Once past the Checkpoint, continue ahead; DO NOT go hard left
through/past the red SSX Tricky glass panel except in Race
Mode. Ahead, there are two rails coming out of the ground;
use the rail on the left and grind it as it twists through
the cave, passing through several floating yellow stars.
Just beyond the point where you are deposited from the rail,
look for the red SSX Tricky glass panel on the left and break
through; continue on to grind the wires and billboard to pass
through a floating yellow star and reach a high tunnel.

When deposited from the tunnel, look for the center rail and
grind it. Once through the floating yellow star, get off the
rail and land on the ground, then boost to the final jump and
boost-jump with an Ubertrick out onto the floating icebergs.

If you are still a bit short of the required 175,000 points
for the Gold Medal, use the icebergs to perform spins, flips,
mistys, and rodeos. If you are short on points, it should
not be by much, and there should be plenty of time left to
gain enough points with standard tricks to win the Gold
Medal. Cross the Finish Line before time runs out.

One note of caution: DO NOT be 'cute' and try jumping into
the pots of fire across the Finish Line. Doing so will trap
the character in the flames (although the character will not
burn, which is such a shame...), but since the character is
not touching the ground and cannot bounce out of these pots,
the only way out is to restart the console and the game, as
the Select button will not work in this situation :-(

==============================================

ALASKA
Gold Medal: 500,000 points

Immediately after the starting timer ends, perform a misty
with a grab while falling through the initial floating yellow
star. Once on the ice below (with at least 8,000 points),
head for the center rail (I find it best to approach it from
the left side). Grind the rail and pass through a yellow
floating star; you will need to jump to the next rail, and
then to another rail, hitting another floating yellow star.
Come off the final rail and when the main course makes a
quick right-left flick, boost-jump and perform a misty or
rodeo off the icy banking of the right-hand flick. Continue
on to the next rail, and grind it as long as possible,
jumping to a second rail.

Back on the ground, when the course turns to the right,
continue on straight ahead up the high banking, and boost-
jump with a Character Ubertrick; the large semi-transparent
ice blocks will bounce you higher, allowing more time for
grabs and spins before landing.

Once back on the ground, continue along the main path until
there is an icy jump on the inside of the main course as it
turns to the right. Boost-jump off the ice and perform a
SHORT Ubertrick, landing back on the main course.

Continue on until there is a rail coming out of the ground.
Grind this rail through a floating red star, and jump to
another rail. Get back on the ground afterward. Try to
follow the next rail and boost-jump to a floating red star
high above a gap; if this is not possible, boost-jump over
the gap while performing a SHORT Ubertrick and try to hit the
floating yellow star.

Once across the gap, follow the icy path, and jump the small
gap ahead. Then boost-jump the larger gap with a SHORT
Ubertrick. Once you land at the base of the billboards, turn
right and look for the narrow ramp; boost-jump off the ramp
with a Character Ubertrick, hitting a floating orange star.

When you land, try to grind one of the two rails coming out
of the ground. At the end of the chosen rail, boost-jump
with an Ubertrick through a floating red star; land on the
next rail if possible and boost-jump with another Ubertrick
to the next set of floating stars - otherwise, stay on the
ground and follow the moguls.

At the base of the moguls is an icy path. Follow this path
to the left and it turns to snow; boost-jump with a standard
trick and hit a yellow floating star. Now, you should be on
an iced-over river; make use of the frozen waves to perform
brief spins and flips, and try to hit the low floating yellow
star.

Enter the ice cave and pass through, using the icy walls to
perform flips and spins. At the end of the ice cave, perform
a boost-jump and hopefully pass through one of the floating
stars on the end of the rails. Then edge to the right and
ride the various rails (with have some gaps between them and
variously-colored floating stars above them) until you pass
the next Checkpoint and huge gap and arrive at the double-
halfpipe.

Spend a lot of time here in the double-halfpipe, performing
Ubertricks and Character Ubertricks. TRICKY should be
spelled rather quickly, but keep performing Ubertricks and
Character Ubertricks until only about thirty seconds remain.
Continue on along either path and boost-jump off the top of
the vertical hairpin turn, launching upward through the
orange and (hopefully) red floating stars with a Character
Ubertrick to gain maximum points. (Note that until these
vertical hairpins are mastered, it is quite possible that you
will end up going back the way you came and heading back
toward the double-halfpipe; this is why it is important to
initially leave the halfpipe area with around thirty seconds
remaining, but this time will certainly be reduced once the
vertical hairpins have been mastered. Also, to the extent
possible, try to always use the same hairpin - either the one
to the right or the one to the left - in any event at Alaska;
the continuity will help greatly.)

Upon landing, continue onward with boost, and boost-jump
EXACTLY at the center of the next natural jump (located
exactly at the Checkpoint signs) while performing another
Character Ubertrick; if done correctly, you should land a
long distance away on a raised ledge after passing through a
floating red star (barely floating above the ledge).
Continue on through the brief ice tunnel; do not worry about
the stalactites as they break off easily and will not cause
any harm.

Continue onward straight down the center. Do not try to jump
off the ice-covered hills along the way to reach more stars,
as this will likely lead you off-line for the floating red
star at the end of this area. At the final jump before the
big gap, boost-jump with a Character Ubertrick to hit the
floating orange and/or red stars just before landing at the
top of the opposite cliff. By this time, you should have
attained the Gold Medal if all has gone well. (Note that
this is a prime shortcut in Race Mode.)

Move down the cliff and take the ice tunnel on the left; from
this position, it will be difficult to get to the right-side
ice tunnel anyhow (the right-side tunnel is also more
difficult to follow). After the descent, boost-jump about
halfway up the following incline with a Character Ubertrick
and pass through a floating yellow star; if you jump much
later, you will almost certainly overshoot the star and quite
possibly bang your head on the icy ceiling.

Continue on, and the two paths will rejoin. Continue ahead
over two sets of eight bumps each before reaching an icy jump
again; boost-jump with a SHORT Ubertrick through the floating
yellow star. Power downhill and look for the rails ahead;
grind the rails, jumping rails as necessary. On the final
rail of this set, jump up just enough to hit the floating red
star, then land back on the rail again.

Once off the rail and back on the ice, boost and prepare for
THE BIG JUMP. Shortly before the top of this long icy fan-
assisted climb, boost-jump and IMMEDIATELY perform a series
of two Character Ubertricks as you float through at least one
of the three floating stars. Upon successful landing, boost-
jump again between the two rails coming out of the ground,
and perform one final Character Ubertrick, hopefully passing
through the orange floating star far below. Once you land,
hurry down the steep slope to the Finish Line.

==============================================

PIPEDREAM
Gold Medal: 800,000 points

Pipedream, located in Single Event, is only available once a
character has achieved Master Status in World Circuit. There
are trick and Ubertrick possibilities all over this three-
tiered venue; however, I use a very particular path (center,
left, center) at Pipedream which will be detailed here.

Tier One
After descending the initial semi-steep slope, begin
prewinding the first trick and keep heading straight ahead
(not turning or using the rails coming out of the ground).
At the very top of the natural jump straight ahead, jump
and perform a triple misty or triple rodeo while gliding
through the floating orange star, thus amassing a full
Trick Meter. Upon landing, veer slightly to the left to
get around the hump ahead, and enter the snowy halfpipe.

Once in this halfpipe, begin performing Ubertricks (NOT
Character Ubertricks - save those for Tiers Two and
Three). However, be sure to jump before reaching the top
of the halfpipe (the yellow area), or else you will land
ON the yellow area and disrupt any rhythm you had created.
Continue doing this at least six times - until TRICKY has
been spelled - thus gaining Infinite Boost and perpetual
Ubertrick possibilities.

Here, make your way to the front of Tier One and cross
over to the very far left side; DO NOT go past the first
Checkpoint yet. Once on the far left side, there should
be plenty of time to perform one or two more Uberticks in
that much wider halfpipe before thundering toward the
first Checkpoint.

Tier Two
This section is marked by a larger halfpipe on the far
left side (where you should be now). After crossing the
first Checkpoint, look for the rail coming out of the
ground leading down into the halfpipe and grind it; make
sure to jump with a flip or a spin to catch the floating
yellow star above the rail. The rail will deposit you in
the halfpipe. From here, continually boost-jump and
perform Character Ubertricks combined with standard
Ubertricks and try to hit the floating orange and red
stars high above the edges (near the center) of this
halfpipe.

With about twenty seconds remaining, go to the far left
and grind the rail heading toward Tier Three. You will
need to edge off to the left as this rail turns, then
continue on toward the leftmost Checkpoint sign until you
see a rail curving to the right as it comes out of the
ground. Grind this rail and pass the second Checkpoint.

Tier Three
This is the very bottom of the course. Continue grinding
the rail, hopefully with the character's head passing
through a floating orange star (this may be difficult with
a smaller character such as Kaori). The rail will deposit
you just before a ramp; boost-jump off the ramp with a
Character Ubertrick, and - with correct placement on the
ramp - through a floating red star.

As soon as you land, cross over to the right and look for
the rail along the ground which passes through Luther's
legs. Grind that long, winding rail through 720 degrees
of rotation before it straightens out; once the rail
straightens, boost-jump with a Character Ubertrick to pass
through a floating red star as you land inside the largest
of the halfpipes, just before the end of the Pipedream
venue. By this time, you should have attained the Gold
Medal for Pipedream; if not, you will certainly attain it
inside this massive halfpipe.

Here in this halfpipe, continue boost-jumping with
Ubertricks and Character Ubertricks, trying to hit the
many floating stars hidden between the various horizontal
glass panels. Keep doing this until there are about ten
seconds remaining, then land your current trick or
Ubertrick (if necessary) to place the character just
outside the massive halfpipe. Boost toward the Finish
Line to end :-)

==============================================
==============================================
==============================================

SUBJECTIVE SECTION
Favorite venues (Showoff):
Elysium Alps
Garibaldi
Merqury City Meltdown
Pipedream (available in Freeride and Single Event only)
Snowdream
Tokyo Megaplex

Favorite characters (play):
Elise
JP
Kaori
Marisol
Moby
Psymon
Zoe

Favorite characters (chatter):
Kaori
Marisol
Psymon
Zoe

Favorite characters (personalities):
Kaori
Marisol
Moby
Psymon
Zoe

Favorite characters (Ubertricks):
Kaori
Marisol
Psymon

Favorite outfits (by character, by order unlocked):
Brodi: Yin Yang
Elise: Lady Law
JP: MC Maitre D
Kaori: Super Excellent
Marisol: Vintage Rioja
Moby: Jones' Tones, Master
Psymon: Nightmare, Master
Zoe: Rawk On, Naughty Girl, Royale Trinity, Master

==============================================
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==============================================

CONTACT INFORMATION
For questions, rants, raves, comments of appreciation, etc.,
or to be added to my e-mail list for updates to this driving
guide, please contact me at: FEATHER7@IX.NETCOM.COM; also, if
you have enjoyed this guide and feel that it has been helpful
to you, I would certainly appreciate a small donation via
PayPal (http://www.paypal.com/) using the above e-mail
address.

To find the latest version of this and all my other PSX/PS2
game guides, please visit FeatherGuides
(http://www.angelcities.com/members/feathersites/). The
latest version will always be immediately available at
FeatherGuides, while other Web sites may lag behind by
several days in their regularly-scheduled posting updates.

==============================================
==============================================
==============================================




=======================================================================
Wolf Feather Jamie Stafford
=======================================================================
Just as there are many parts needed to make a human a human, there's a
remarkable number of things needed to make an individual what they are.
- Major Kusanagi, _Ghost in the Shell_
=======================================================================
What isn't remembered never happened. - _Serial Experiments Lain_
=======================================================================




 
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