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SSX

 
Games: SSX

Game Description

SSX involves high-speed snowboarding action spanning eight snowed-over motocross tracks. Tracks range from the obstacle-ridden Tokyo Megaplex to the high cliffs of Mesablanca, each having dangerous turns, big-air ramps, and tunnels.

While the tracks are designed with an arcade-like mindset, Electronic Arts wanted to provide gamers a plausible physics engine that emulated the sport. Every track's layout will test your snowboarding skills with breakneck speeds on severe downward slopes! Although you're to finish each course before your opponents, what's wrong with a little showboating? A wealth of executable maneuvers are available including aerial tricks, 360-degree spins, and back flips!

A total of eight unique characters are included, each differing in style, attitude, and skills. Getting by on her good looks, Elisa is a shrewd snowboarder with a high-risk mentality; Hiro will never leave the house without the latest snowboarding technology; Kaori is carefree, full of energy, and friendly to whomever she meets; and Jurgen is best described as a juggernaut.

SSX features a variety of gameplay options including the World Circuit, Training, and Show Off modes. Before even considering signing up for the Professional World Championship Invitational Event, players can learn the ropes by completing the Training course. This mode covers the basics such as how to perform certain tricks and how to control the snowboarder.

The World Circuit is an event-based competition spanning five fields with 32 snowboarders vying for glory. Your objective is to score as high a rating as possible throughout the events; whoever holds the highest overall ranking at the end of the day wins! Everyone else can lower his or her head in shame and try again next year.

Show Off mode has you performing as many stunts as you can while trying to finish the race within the time limit. Located throughout the tracks are snowflakes that act as multipliers. Simply touch a snowflake while performing a stunt to earn as much as five times the trick's point value.
~ Matthew House, All Game Guide

Roots & Influences

Big SSX Snowboard Supercross, Electronic Arts' first PlayStation 2 title, deals with snowboarding and snow-covered motocross tracks most notably influenced by the PlayStation's various Cool Boarders titles and Rippin' Riders Snowboarding for the Dreamcast. The Adventure mode is also comparable (though unfairly) to Psygnosis' Psybadek.
~ Matthew House, All Game Guide

Review: Overall

While the PlayStation 2's long-awaited launch featured high-profile games such as Madden NFL 2001 and Tekken Tag Tournament, EA Canada emerged from right field with a snowboarding racer named SSX -- perhaps the console's best launch title. Reminiscent of Neversoft's Tony Hawk Pro Skater and the Cool Boarders series, this snowboarding title is a surprise hit that contains a massive amount of depth (more apparent upon further exploration) and is a blast to play.

How does a game of this caliber contain much depth when the goal remains the same of all racing games? While you follow a fixed path and must cross a finish line to achieve victory, SSX breaks traditional racing standards. Snowboarders can perform rail tricks and jumps throughout the courses; performing tricks increases the Power Boost meter and allows the character to accelerate downhill at a faster rate than normal. The key to success is balance -- while performing a considerable number of tricks will increase your Power Boost (and thus your speed), you may end up spending more time in the air than racing to the finish. In contrast, perfectly hitting every apex on every turn without performing any tricks will throw you in the wake of the competition. Finding a balance between these two aspects is essential.

SSX also provides a number of well-thought out shortcuts located off the beaten path. This is a welcome change of pace from the traditional linear racing games. Shortcuts are often labeled with a huge glass billboard boasting of the game's name; by successfully crashing through these boards, you will find yourself on a new and often more difficult path that will (usually) give you an edge over the competition. Deciding whether or not the shortcut will be worthwhile is entirely up to you. The broad courses significantly increase the replay value as you continually return in search of new paths on the expansive mountains.

Aside from the tricks and shortcuts, SSX excels as a traditional racing title. For starters, the computer AI is excellent and finds ways to maneuver around your character at the most inopportune moments. Using the right analog stick, you can even punch a nearby racer off balance and into a snowdrift. Additionally, the gameplay maintains a constant 60 frames per second, keeping the action at a quick and often stress-inducing pace.

Although this is a first-generation PlayStation 2 title, SSX doesn't give up a polygon in the graphics department. Landscapes are absolutely gorgeous with highly detailed terra firma, trees, and breathtakingly beautiful skies. Boarders are loaded with polygons, giving them a smooth, realistic look that matches their unique personalities; it's actually quite enjoyable just to watch the characters in action.

The boarders' high-quality, charismatic designs complement the sound effects, bringing the characters to life through a series of realistic screams and lively taunts. The sound of snowboards crunching on packed snow or the sound of boards crossing ice adds to the game's appeal. Additionally, the soundtrack adds an upbeat pace to the game that changes depending on how well you perform; featuring the Beastie Boys' Mix Master Mike and other talented artists, the music is filled with "old-school" beats and rhythm.

When you consider the bonus goodies, solid graphics and credible racing physics, it's hard to imagine how one could ever stop playing. New courses, characters, outfits and boards become available upon successfully completing various three-round races. SSX is as close as you can get to gaming perfection. SSX is more than a snowboarding game -- it offers exceptional features that would appeal to most, if not all gamers. The bottom line? You can't miss with this PlayStation 2 launch title.
~ Gregory Berger, All Game Guide

Review: Enjoyment

Totally absorbing and addictive, SSX is a blast to play. Whether you're in the mood for a three-round race or a quick practice round honing your skills, it is a very appealing and an almost flawless game.
~ Gregory Berger, All Game Guide

Review: Graphics

Because of the PlayStation 2's hardware, SSX is an amazing achievement -- it features crisp, highly detailed backgrounds and characters exemplified by the expansive and perfectly designed courses. The framerate is also top-notch.
~ Gregory Berger, All Game Guide

Review: Sound

With original background music from Mix Master Mike and other performers, the soundtrack is perfect for the in-game action. The sound effects are equally impressive, complete with characters' screams and vivacious taunts.
~ Gregory Berger, All Game Guide

Review: Replay Value

Unlocking all the characters, boards, costumes and courses is a sweet reward for your hard game-playing work. All the hidden contours of each course demand to be explored in an attempt to find the most efficient line down the hill.
~ Gregory Berger, All Game Guide

Review: Documentation

The instruction manual provides you with all the details you'll need to get started.
~ Gregory Berger, All Game Guide

Production Credits

ELECTRONIC ARTS CANADA Lead Programmer: Jon Spencer ; Lead Visual Artist: Ian Lloyd ; Lead Sound Artist: Frank Faugno ; Producer: Larry LaPierre ; Development Director: Scott Henshaw ; Sr. Development Director: Brian Deppiesse ; VP Product Development: Pauline Moller ; Executive Producer: Steven Rechtschaffner ; Software Engineers: Bob Siliker, Mike Rayner, Darryll Hobson, James Thomas, Dan Brady, Craig Hall, Basil Chan, Paul Martin ; Visual Artists: Geoff Coates, Ernie Patzel, Sinisa Karolic, Terry Sanderson, Kim Liptrap, Steve Hinan, Yanick Lebel, Klaus Monies, Edwin Gomes, Cody Ritchie, Rob Tchir, Sang Kyon, Bernadette LaCarte ; Sound Artist: John Morgan ; Producers: Adam MacKay-Smith, Derek Tam ; Consulting Software Engineer: Erik Kiss ; Contributing Software Engineers: Stan Tung, John Harvey, Chris Khoo, Iain Macanulty ; Contributing Visual Artists: Mike Swanson, Tom Raycove ; Contributing Sound Artist: Kenneth Newby ; Contributing Producers: Don Mattrick, Jonathan Dowdeswell, Kazuya Makita ; Quality Assurance: Martin McQueen, Andy Brathwaite, Jeremy Ferguson, Trevor Allen, Malcolm Andrieshyn, Sean Desharnais, Michael Gascoigne, Kyle Koenig, Ryan Mosovitch, Scott Murray, Jared Schmale, Martin Wasiel, Tony Wong, Chris Van Yperen, Brandon Gill, Rieko Ishizaki, Mike Love, Yuki Taniguchi ; EAC Mastering: Peter Petkov, Cary Chao, Shamus Frigon ; EAC Catlab: Colin Cox, D'arcy Gog, Zech Prinz, Mark Henderson, Brian Oberquell ; EAC Sr. QA Test Developers: Bob Purewal, Jason Feser ; Marketing/PR: Brian Coleman, Bob Aniello, Charlie Scibetta, Gaylene Bagel, Otis Perrick, Jeane Wong, Anne Marie Stein, Ben Brinkman ; EA SQUARE (JAPAN) ; EA Square (Japan): Chris Thompson, Jason Link, Yoichiro Furusawa, Leland Madren, Seichi Mitani, Ryutaro Hayase, Teppei Kuwamura, Yukinori Kanda ; EA Square QA: Noriyuki Ohsawa, Yasutaka Hashimoto, Takayuki Minami, Yojiro Hamaguchi, Ryoichiro Amaike, Keisuke Kawamura, Takanori Hayashi ; ELECTRONIC ARTS REDWOOD SHORES Package Project Management: Adrienne Rogers ; Documentation: Dan Davis, Greg Roensch ; Documentation Layout: Nan Wilder ; Customer Quality Control: Micah Pritchard, Benjamin Crick, Dave Knudson, Andrew Young, Darryl Jenkins, Tony Alexander, Dave Kellum, Ben Smith, Tony Barbagallo ; Package Photography: Imagic SF ; Background Photo Source: Digital Imagery ; Voice Talent: Rahzel, Mix Master Mike, Gene Okerlund, Chris Duggan, Jody Vance, Andreas Kahre, Fracois Lafleur, Ryan Wall, Arnauld Gouttin, Adam MacKay-Smith, Shinichi Yamada, Yuiko Nagashima, Plar Alvarez, Bernadette LaCare, Nick Malaperiman, Kelly Benson ; Voice-Special Thanks: Yukinori Kanda, Mike McAllistair, Chris Duggan, Greg Stump, Kendall Cross, Zoe Quinn, Milly, Lori Wilson, Serena Whitters, MC Tim Fuller ; MUSIC MUSIC LICENSING "Slayboarder -- Theme Song from SSX"; Performed by: Mix Master Mike and Rahzel; Written by: Mix Master Mike and Rozell M. Brown; Produced by: Mix Master Mike and Rozell M. Brown; Programmed and Produced by: John Morgan; Produced by: Adam MacKay-Smith; Additional Bass Riffs by: Saki Kaskas; ©1999 Zektar Musik (ASCAP) and MCA Music Publishing; (p) 2000 Recording Courtesy of MCA Records and Asphodel Records; "Suprize Packidge (Remix)"; Performed by: Mix Master Mike; Remixed by: The Automator; Written by: Mix Master Mike; ©1998 Mangled Media (BMI); (p)1999 Recording Courtesy of: Asphodel Records; "Shake What Yo' Mama Gave Ya"; Performed by: Skank; Written by: A. Rizzo and E. Ireland; ©1999 Copyright Control and 7even Music Promotions; (p)1999 Recording Courtesy of: 7even Music Promotions; "Finished Symphony"; Performed by: Hybrid; Written by: Mike Truman; Orchestral Parts Arranged and Scored by: S. Puttman; All Orchestral Parts Performed by: The Russian Federal Orchestra; ©1999 Sherlock Holmes Music; (p)1999 Recording Courtesy of Distinct'ive Records; "Song for Dot"; Performed by: Space Raiders; Written by: Bradford/Jenkins/Domino; Produced by: Space Raiders; Contains Excerpts from: "There Goes My Heart Again" as Performed by Fats; Domino, Under License from: Capitol Records, a Division of Capitol Records, Inc.; ©1999 Skint Music Publishing Company/Sony/Atv Music/EMI Music Publishing UK/Fats Domino Publishing Company; (p)1999 Recording Courtesy of: Skint Records; "Drop Top Caddy"; Performed by: Gavin King, Mickey Finn; Copyright Control by: Gavin King, Mickey Finn; Recording Courtesy of: Urban Takeover; "Dreamers of the Dreams (Chesty Cough Mix)"; Performed by: Politika; Written by: Stuart Crichton, Craig Dimech; ©1998 Reverb Music and Copyright Control; (p)1998 Recording Courtesy of Reverb Records; "If You Pass Me On the Dancefloor, It's Just Because I Am Breaking In My New Acid Trainers"; Performed by: LHB; Written by: Lee Wilson-Wolfe, Giles Barton; ©Irving Music (BMI) Administers on Behalf of Rondor Music (London) Ltrd. (PRS); Not For Broadcast Transmission. All Rights Reserved; (p)1999 Recording Courtesy of: Bolshi Records; From the Album Massive Voodoo Payout; "Peaktime"; Performed by: Rasmus; Written by: Rasmus Gardell; Additional Remixing by: John Morgan; ©1998 Big Life Music; (p)1999 Recording Courtesy of: Bolshi Records; From the Album "Mass Hysteria"; "Superwoman"; Performed by: Rasmus; Written by: Rasmus Gardell; Additional Remixing by: John Morgan; ©1998 Big Life Music; (p)1999 Recording Courtesy of: Bolshi Records; From the Album "Mass Hysteria"; "Punk Shock"; Performed by: Rasmus; Written by: Rasmus Gardell; Additional Remixing by: John Morgan; ©1998 Big Life Music; (p)1999 Recording Courtesy of: Bolshi Records; From the Album "Mass Hysteria"; "Vengeance of the 4/4 Beat"; Performed by: Rasmus; Written by: Rasmus Gardell; Additional Remixing by: John Morgan; ©1998 Big Life Music; (p)1999 Recording Courtesy of: Bolshi Records; From the Album "Mass Hysteria"; "Chartertrip"; Performed by: Rasmus; Written by: Rasmus Gardell; Additional Remixing by: John Morgan; ©1998 Big Life Music; (p)1999 Recording Courtesy of: Bolshi Records; From the Album "Mass Hysteria"; ORIGINAL MUSIC COMPOSITIONS Original Music by: John Morgan, Faugno Broz, Saki Kaskas, Ken Marshall, Adam MacKay-Smith, Yukinori Kanda, Francois Lafleur, Rom DiPrisco, DJ Precise (Ryan Wall), MC Neutrixx; ©2000 Electronic Arts Music Publishing Inc. (ASCAP); (p)2000 Electronic Arts, Inc.; "Gin and Sin"; Music and Production by: John Morgan; Scratching by: DJ Precise; Bass and Guitar by: Saki Kaskas; Dope Beat Vocals by: Adam MacKay-Smith; Mixed by: Ken 'Hiwatt' Marshall; "Downtime"; Music and Production by: John Morgan; Mixed by: Ken 'Hiwatt' Marshall; "Top Bomb"; Music and Production by: John Morgan; Additional Scratching by: DJ Precise; Mixed by: Ken 'Hiwatt' Marshall; "Speed Freak" (Snow Dream Intro Song); Music and Production by: John Morgan; "Megaplex" (Tokyo Megaplex Intro Song); Music and Production by: John Morgan; "Destroy the Competition" (Aloha Ice Jam Intro Song); Music and Production by: John Morgan; Vocal Samples by: MC Neutrixx; "Oddball" (Mesa Blanca Intro Song); Music and Production by: John Morgan; "Renegade" (Merqury City Meltdown Intro Song); Music and Production by: John Morgan; "Elysium" (Elysium Alps Intro Song); Music and Production by: John Morgan; "Pipedream" (Pipedream Intro Song); Music by: Faugno Broz; Production by: Fracois "KoiHz" Lafleur, Frank Faugno; Additional Sound by: Rom Di Prisco; Mixed by: Ken 'Hiwatt' Marshall; "Prism" (Circuit License Song); Music and Production by: Yukinori Kanda; Music Supervision: Adam Mackay-Smith; Music Licensing: Beverly Koeckeritz; Music - Special Thanks: Sarah@Bolshi Records, Alex and Elliot of Skeewiff/Shaft, Hamish McLean, Anna, Bukem and Conrad@Good Looking Records, Paper Pete@Paper Records, Wicked Lester, Dianne Lafitte@Green Lous Management, Czech, Dave@Skint, Janet Billig, Gavin King, James@React/Dope on Plastic, John & Freestylers, Karen@ReverbXL, Kingsley Marshall, Audrey Meehan, Trevor Horn and Jill and Sarm Records, Wendy, Shirley, Richard and DJ Rap, Troy Shelton, DF Js-One, Matt@Pussyfoot, Steve Pross of Fantastic Plastic Machine, Richard Smith@Sony Music UK, Thom Storr@Logic Records, Scott and Stuart@Quest Management, Ava MacDwall@Distinctive Records, Chris and Monk of Rabbit in the Moon, Mc Neutrixx, The Green Guy; Special Thanks: Omar Al-Kafaji, George Ashcroft, Erik Benedicktson, Sven Boecker, Jason Bone, Ed Capuano, Felix Cheung, Terry Chui, Carolyn Cudmore, Matthew Derksen, Edwin Dolinski, Anne Fouron, Stephen Gagnon-Cady, Vanessa Gonwick, Bin Gordon, Crispin Hands, Wendell Harlow, Shaun Hayes-Holgate, Lisha Houng-Lee, Sean Lalla, Paul Lee, Jason Leigh, Bruce MacKinnon, Stu MacKay-Smith, Ace MacKay-Smith, Ken Marshall, Brett Marshall, Doug Masters, Elaine McMurtrie, Andrew Murphy, Adam Myhill, Hiro Nakashima, Sam Nelson, Sheri Newstead, Coral Payne, Brian Robinson, Andy Teal, Allan Traves, Jadranka Travica, Michael Villa, Brian Ward, Glen Wong, Dwayne Wudrich, Kanda Yukinori, EAC Digital Production Services Animation Development Group, Salvatore Melluso, Alan Harrison, Ali Kojori, EAC Tools & Libraies, Iain Macanulty, Frank Barchard, James Fairweather, Daniel Kennett, Maurice Ko, Pattrick Ratto, Dave Mercier, Euphoria Emporium, Localization Team, Paul Rossi-BXI, Stu Osborne@Whistler/Blackcomb, Toad Hall Studios...; ...and all the Spouses, Children, Girlfriends, Boyfriends and Others for understanding what it takes to make a beautiful game; This game is dedicated to all of the people who have ever started a sentence with the words "what if"; SSX is a CHAOS Production
~ Keith Adams, All Game Guide
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Wikipedia: SSX
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SSX
Cover of SSX.
Developer(s) EA Canada
Publisher(s) EA Sports BIG
Platform(s) PlayStation 2
Release date(s) NA October 30, 2000

EU November 24, 2000

Genre(s) Sports
Mode(s) Single player, multiplayer
Rating(s) ESRB: E
Media CD-ROM

SSX (Snowboard Supercross) is the first in a series of snowboarding video games published by EA Sports BIG. It was the first game to be published under the brand, which specializes in extreme sports titles with an unrealistic or arcade feel. As such, the game's exaggerated jumps, highly decorated mountain runs and improbable tricks make it a classic example of an EA Sports BIG title. It was developed by EA Canada and released with the launch of the PlayStation 2 on October 26, 2000.

It was widely regarded by critics as one of the best PS2 launch games, thanks to its depth, gameplay and graphics. The Academy of Interactive Arts and Sciences awarded SSX with 5 awards, including "Console Sports Game of The Year" and "Racing Game of The Year". The Executive Producer and creative leader of SSX was Steve Rechtschaffner, who was also the inventor of the now Olympic snowboard event called Boardercross, which served as the inspiration for the game.

Sequels to SSX in the SSX series now include, in order of release, SSX Tricky, SSX3, SSX on Tour and SSX Blur. The underlying gameplay of each edition alters slightly, e.g whilst SSX relies on a working knowledge of speed and trick boosts SSX On Tour requires players to complete different "phat" combos and "monster tricks".

Contents

Gameplay

Players may choose one of a number of riders, each with their own statistics and boarding style. A course is selected, and the player is given the option of racing down the course or participating in a competition to do tricks.

Each course is filled with ramps, rails, jumps, and other assorted objects. Performing tricks fills up the player's boost meter, which can then be used for additional acceleration, making tricks important even in a race. While some tricks do have origins in snowboarding, many of the more advanced tricks are not realistic to actual physics. This matters little in games of this style, as the larger and more extreme tricks count for the most points and are the most spectacular to execute. Players also have the option of practicing or exploring courses in "freeride" mode.

Reception

The game received widely positive reviews from critics, most of whom described it as the best launch title for the PlayStation 2. The game has a score of 92% at Game Rankings,[1] 93% at Metacritic,[2] and 89% at MobyGames.[3]

GameSpot gave the game a score of 9.4 out of 10, praising its smooth graphics and direct controls, while also drawing attention to the game's dynamic soundtrack, which adjusts the intensity of the background music that plays based on the player's current performance.[4] IGN's 9.3 out of 10 review draws attention to the game's deft balancing of tricks and racing, asserting that a mastery of both is a requirement of success in the game. It also mentions the game's tracks as a strong point, calling the Tokyo Megaplex level "a festival of lights, color and one of the most ingeniously designed levels that have ever been in a game."[5] Both reviews noted the presence of some graphical slowdown, but also that it was a rare occurrence, and only a minor issue. GameCritics.com cites the scope of the game's tracks as a strength, but points out that there is little revolutionary in the game's premise of snowboard races. The 'pre-wind' jump system is also criticised, in that to ensure a good jump, the player must sacrifice the ability to steer long before they reach the ramp. However, it does praise the simplicity of the trick system itself, and calls the game overall "an all-around solid title".

[6]

References

External links


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