SSX 3 Tricks FAQ Version 1.51 by ZGR115 E-mail: tthomihcdinocgt121242142215115@hotmail.com ~~~~~~~~~~~~~~~~~~~~~~~~~~~~/\ 0) TABLE OF CONTENTS /\ \ ~~~~~~~~~~~~~~~~~~~~~~~~~~/__/\\ 1) Introduction 2) Controls 3) Tricks a) Stance b) Grabs c) Rotational Tricks d) Rail Tricks e) Ubers, Super Ubers, and Rail Ubers f) Monster Tricks g) Other Tricks, Trick Items h) Combos i) Style Bonuses 4) Courses 5) Putting It All Together 6) Credits, Contact Info, Copyright Info ~~~~~~~~~~~~~~~~~~~~~~~/\ 1) Introduction /\ \ ~~~~~~~~~~~~~~~~~~~~~/__/\\ SSX 3 is the third game of the series, after SSX and SSX Tricky. With this game, there are a lot more courses, and the courses are split up differently. There are tons of more stuff to unlock. It's a whole new game, other than the snowboarding basics. This FAQ will explain the various tricks you can do in more detail. By the way, like that ACSII drawing of the mountain? Yeah, you know you do. ~~~~~~~~~~~~~~~~~~~/\ 2) Controls /\ \ ~~~~~~~~~~~~~~~~~/__/\\ These are the controls for the GAMECUBE version. Control Stick - Steer (left, right); Lean forward or backward (up, down) A - Hold to crouch, release to jump. B - Tweak grabs when in air; boost when on ground; Uber tricks C stick - Board press (up, down) X - Hold for Handplant R, L, Z - push other rider (R or L when not holding A); block push (R+L when not holding A); grab tricks (in air); Uber tricks D pad - Steer or Lean (when not holding A); Rotational tricks; rotate on rail; Charge up rotational tricks (when holding A) Y - Reset rider Start - Pause ~~~~~~~~~~~~~~~~~/\ 3) Tricks /\ \ ~~~~~~~~~~~~~~~/__/\\ Tricks define the whole game of SSX. These sick tricks will leave you staring in awe. This is what the whole game, and the other SSX games, are all about. From the simple Stalefish to the mesmerizing Multiple Fracture Guillotine, there are thousands of tricks just waiting to be executed. See below... ~~~~~~~~~~~~~~~~~~/\ 3a) Stance /\ \ ~~~~~~~~~~~~~~~~/__/\\ Stance isn't really that important in this game, so I'll just offer an explanation. There are two different types of stances. Basically, either you naturally face left or you naturally face right. It's like being lefty or righty. If you happen to naturally face left but you're now facing right, you are on "Switch" position. How do you know? You'll see a red letter "S" highlighted below the boost meter. As you do rotational tricks, your stance may switch back and forth. If you start a trick on "Switch" position, the trick you do will have a "Switch" before it. For example, if your stance is switched and you jump and do a Stalefish, the trick will read "Switch Stalefish". If you start a trick on regular position, and end the trick on Switch position, the trick you do will have a "To Fakie" after it. The only way to achieve this would be to do a 180, 540, 900, 1260, etc. For example, if your stance is regular and you jump and do a FS 180 Stalefish, the trick will read FS 180 Stalefish to Fakie. NOTE: Switch and Fakie do not matter when you're doing tricks from the trick book (trick book as in BIG Challenges) or Monster Tricks. Stance DOES matter when doing those special tricks in a pipe. (Egg Flip, Crippled, etc. See other section.) Front Side / Back Side ---------------------- Spin tricks will have an "FS" or "BS" in front of them. This tells in which direction you're spinning. The best way to explain this is with examples. If you're facing right, then a LEFT spin will be FS and a RIGHT spin will be BS. (Left and right tell with direction you press on your controller.) And if you're facing left, vice versa. (Stance does not matter.) FS and BS is important to keep in mind when doing tricks out of the trick book and Monster Tricks. ~~~~~~~~~~~~~~~~~/\ 3b) Grabs /\ \ ~~~~~~~~~~~~~~~/__/\\ The most basic tricks are grabs. After performing the grab using the button(s) indicated, you can TWEAK a grab for more points with the B button. Hold the buttons to hold the trick, racking in more and more points the longer you hold it. Button(s) Name of Grab Name of Grab, tweaked --------- ------------ --------------------- L Mute MUTATION R Method Method MADNESS Z Stalefish FILET O' Stalefish L+R Indy SINFUL Indy L+Z Nosegrab NOSEBLEED R+Z Tailgrab Tail WAG L+R+Z Shifty NIFTY Shifty ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/\ 3c) Rotational Tricks /\ \ ~~~~~~~~~~~~~~~~~~~~~~~~~~~/__/\\ Flips and spins (rotaional tricks) are another important part of tricks in SSX 3. For flips and spins, hold down A to crouch, then hold down the D-pad buttons to prewind the spin or flip. At the jump, let go of the A button, but keep holding down the directional arrows of the D-pad. ============================================================================== *** TIP FOR MUCH BIGGER FLIPS OR SPINS *** A very simple thing, really. TAP THE D-PAD DIRECTION INSTEAD OF HOLDING IT!!! The effect will be tremendous. You will be able to do six flips intead of four! A 2520 intead of an 1800! This is a very nice technique to get more points! This happens because when you let go of the D-pad button, the rider will automatically reposition him/herself. Repositioning is actually faster than spinning or flipping regularly (holding directional button). However, you must tap fast enough. If not, you will completely balance out and (for example) instead of a 2160, which is what you're supposed to get, you might get a 1260 to a late 900. Tapping is also a good way to rack in some style bonuses. This trick does have some trouble when doing flips and spins at the same time. You end up with a hard time tapping both directional buttons at once (damn the Gamecube's D-pad!), and you'll get less flips and less spins than if you tapped only oine directional button. But it's still better than holding the buttons. ============================================================================== To maximize your spinning and flipping capability, REMEMBER TO TAP! and also, one of those TRICK BOOST items (purple thingy with arrows sticking out) will do wonders. They can often be found before giant jumps in race courses. NOTE: The maximum flips you can get is 5. The maximum spin is a 2520. Anything more than that, it shows up on the screen as "???". Don't worry, you still get the points you deserve for pulling that off! COMBINATION ROTATIONAL TRICKS ----------------------------- Hit two directions on the D-pad to combine flips and spins. The names of certain combinations are listed below. If a certain combination is not up there, just call it by what flips and spins you're doing (Example: 2 back flips with a FS 720 spin is called "FS Double Back Flip 720). I have no clue where the following crazy names came from. Strange thing... The BS Double Front Flip 1980 (or 1980+) is called a Torpedo, yet there's a Super Uber trick called Torpedo... It sure has been a pain to get the names for all of these wacko tricks... All of these can be executed on the first jump on the LEFT of Much-2-Much, the BIG AIR run of Peak 3 (provided, of course, your stats are high enough). Flip Spin Name ----------------------------------------------------------- 1 front FS/BS 540, 720, 900, 1080 Misty 1 front FS 1260, 1440, 1620, 1800 Breakdancer 1 front FS 1980+ Scratch Artist 1 front BS 1260, 1440, 1620, 1800 Banzai 1 front BS 1980+ Mindless 1 back FS/BS 540, 720, 900, 1080 Rodeo 1 back FS 1260, 1440, 1620, 1800 Plain Brown Wrapper 1 back FS 1980+ Brown Bag 1 back BS 1260, 1440, 1620, 1800 Montezuma 1 back BS 1980+ Crippled Squirrel 2 front FS/BS 1080 Double Misty 2 front FS 1260, 1440, 1620, 1800 Famous 2 front FS 1980+ DJ 2 front BS 1260, 1440, 1620, 1800 Shiny 2 front BS 1980+ Torpedo 2 back FS/BS 1080 Double Rodeo 2 back FS 1260, 1440, 1620, 1800 Lunch Box 2 back FS 1980+ Grab Bag 2 back BS 1260, 1440, 1620, 1800 Homesick 2 back BS 1980+ Double Jointed 3 front BS 900, 1260, 1440, 1620 Ambulance Trip 3 front BS 1800+ Twister 3 front FS 900, 1260, 1440, 1620 Gross 3 front FS 1800+ Backwash 3 back BS 900, 1260, 1440, 1620 Shell Cracker 3 back BS 1800+ Deathwish 3 back FS 900, 1260, 1440, 1620 Gargle 3 back FS 1800+ Roadkill 4 front BS 540, 720, 900, 1080 Ligament 4 front BS 1260, 1440, 1620, 1800 Cartilage 4 front BS 1980+ Hospitalized 4 front FS 540, 720, 900, 1080 Full On 4 front FS 1260, 1440, 1620, 1800 Nose Picker 4 front FS 1980+ Horrifying 4 back BS 540, 720, 900, 1080 Iron Lung 4 back BS 1260, 1440, 1620, 1800 Multiple Fracture 4 back BS 1980+ Spider 4 back FS 540, 720, 900, 1080 Tripped Out 4 back FS 1260, 1440, 1620, 1800 Chunks 4 back FS 1980+ Heimlich 5 front FS 540, 720, 900, 1080 Cheesy McQueen 5 front FS 1260, 1440, 1620, 1800 Disco Dancer 5 front FS 1980+ Bento Box 5 front BS 540, 720, 900, 1080 Dizzy Dene 5 front BS 1260, 1440, 1620, 1800 Funkadelic 5 front BS 1980+ Life Insurance 5 back FS 540, 720, 900, 1080 Tasty Mix 5 back FS 1260, 1440, 1620, 1800 Washer Drier 5 back FS 1980+ Side of Fries 5 back BS 540, 720, 900, 1080 Big Toe 5 back BS 1260, 1440, 1620, 1800 Flip A Nator 5 back BS 1980+ Sick SPECIAL TRICKS -------------- These special tricks can only be done in a half or quarter pipe or some similar jump where you switch positions on your board. In the pipe, when you go up, you face one end of your board. When you come down, you end up facing the other end. You switch position but your board does not. In these special cases, there are a few special rotational tricks. However, sometimes, instead of the trick reading "Crippled 180", it still reads "BS Back Flip 180" or "FS Back Flip 180". I have looked at almost every condition possible for these special cases, including stance, certain style points, front or back flip, FS or BS spin, height of jump, crouching or not, prewinding or not, stance, and boosting. But I must be missing something! These sometimes simply don't work. Trick name Flips Spin ----------------------------------------------- Egg Flip 1 Back or Front None Crippled 1 Back BS or FS 180 Mc Twist 1 Front BS or FS 360 Wetcat 1 Front BS 900 Please e-mail me if you have any info. ~~~~~~~~~~~~~~~~~~~~~~~/\ 3d) Rail Tricks /\ \ ~~~~~~~~~~~~~~~~~~~~~/__/\\ To rail, simply land on a rail or tree trunk or whatever has been made into an object that you can grind. Grinding is pretty simple. You use the control stick to balance yourself. On the rail, you can prewind tricks or you can rotate using the D-pad for more points. You can also do rail Ubers, but that will be explained in the next section. Like riding a bicycle, the faster you are when you rail, the better balanced you will be. The slower you are, the worse your balance, but the more the points. If you see that you're about to fall off the side of the rail, simply tilting the control stick towards the opposite direction is sometimes not enough. Try boosting as well as tilting the Control stick. Variations of rail tricks: Bonk - Hit the rail for a fraction of a second. Like "Kiss the Rail" in the Tony Hawk games. Handspring - Press X on the rail. It's a handplant on a rail. Nose Slide / Tail Slide - C Stick up or down while on the rail. It's a board press on a rail. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/\ 3e) Ubers, Super Ubers, and Rail Ubers /\ \ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/__/\\ Ubers are the specialty of all the SSX games. In this game, there are new Super Ubers and Rail Ubers. To perform any Uber trick, you must have your adrenaline meter at full. Once it's full, it will glow yellow for some time, until either you crash or until it stops glowing automatically after time. Perform Ubers while the bar is glowing using a grab button (or buttons, but NOT all three) and the B button. You are able to hold these Ubers by holding the grab buttons and the B button. Holding one Uber in one jump gives you more points than doing several Ubers in one jump. Do four normal Uber tricks to spell out UBER above your adrenaline bar. Your adrenaline bar now glows orange. Now you can do Super Ubers. Do five Super Ubers to spell out SUPER (thus making SUPER UBER) and you now have infinite boost for a while. This is the most powerful boost as well, because the adrenaline bar is now glowing red. You can choose your 6 Super Ubers in the lodge, at the Rider Details screen, but you have to buy new ones. As for rail Ubers, they're not as good as the other Ubers points-wise, but of course they're still better than just regular railing. They still do count for a letter when you're spelling out SUPER UBER. So it's best to use rail Ubers to spell out UBER so you can move on to bigger and better air tricks. Remember, there is no Uber trick for L+R+Z. Regular Ubers (Do when you're spelling out UBER) ------------------------------------------------ These cannot be changed. Each rider has one of these. L UBER | L+R UBER Clean Sweep | Extended Play Counter Point | Can Opener --------------|--------------- R UBER | L+Z UBER Reach Around | Big Unit Mahogany | Kickin A' --------------|--------------- Z UBER | R+Z UBER Springer | Jay Tear Tricky Flicky | Amazing Spenco Super Ubers (Do after finishing spelling out UBER. Do when spelling out SUPER) ------------------------------------------------------------------------------ You can change these at the Rider Details screen in the lodge. (You'll have to buy new ones.) L UBER | L+R UBER Bar Hop | Mattrickulater SSXorcist | Karolicker dnL Flipit | Judo Katana | dnL BOOST ------------------------------------ R UBER | Z UBER jib O | G-Money Indian | Superman Hand in Hand | Smithereen Kort Martial | Torpedo ------------------------------------ L+Z UBER | R+Z UBER Madonna | Morgan Grinder Vacation | Slinger Footloose | Svelton Trickitello | Lukeloo Acrobat | Walking the Dog Superman Barspin | Sugar Rush Capo | LaLaLa Lock Step Banger | Piroulette Pommel Me | Guillotine Rail Ubers (Do on a rail) ------------------------- Every rider has these. L Uber - Rail Butt Stand R Uber - Rail Edge Grind Z Uber - Rail Handstand ~~~~~~~~~~~~~~~~~~~~~~~~~~/\ 3f) Monster Tricks /\ \ ~~~~~~~~~~~~~~~~~~~~~~~~/__/\\ Now, each Super Uber has a certain Monster Trick to go with it. How do you do the Monster Tricks? See the table below. If you manage to pull one of these off, you'll get a point bonus just for doing it. These tricks are named after bands whose songs are in the game's soundtrack. These are probably the best single trick you can do. Maximize points here by getting style bonuses and holding the Uber. Also try to get some point multipliers, like stalling all the spins and flips. Memorize some of these so you can do them when you hit the slopes. MONSTER TRICK TRICK NAME BONUS ----------------------------------------------------------------------------- FS 540 G-Money Da Housecat 10,000 Triple Back Flip Superman Aphrodite 10,000 FS Rodeo 720 Smithereen Thrice 10,000 BS 720 Torpedo Swollen Member 10,000 BS 900 Mattrickulater Yellowcard 20,000 FS Double Back Flip 540 Karolicker Alpine Star 20,000 Back Flip Nosegrab to Judo MxPx 10,000 FS Rodeo 720 dnL Boost Ultimate dnL Boost 20,000 BS 900 Jib-O Black Eyed Pea 10,000 FS 900 Indian to Late Method Deepsky 10,000 BS Misty 900 Hand in Hand Basement Jaxx 20,000 BS Back Flip 360 Kort Martial to Late Stalefish Fischerspooner 20,000 Double Back Flip Bar Hop to Late Mute Chemical Brother 20,000 FS Triple Back Flip 180 SSXorcist X-Ecutioner 30,000 FS Double Front Flip 360 dnL Flipit to Late Indy Ultimate dnL FlipIt 20,000 BS 720 Indy to Late Katana Juana's Addiction 20,000 FS 1080 Morgan Grinder Audio Bully 10,000 BS Back Flip 360 Slinger Finger 11 20,000 FS Misty 720 Svelton to Late Nosegrab N.E.R.D Fly or Die 30,000 Triple Back Flip Nosegrab to Late Lukeloo Overseer 30,000 BS Double Back Flip 180 Madonna Stoneage 20,000 Double Back Flip Vacation to Late NIFTY Shifty Autopilot Off 20,000 BS 360 NIFTY Shifty to Late Footloose The Automator 20,000 BS 540 Indy to Late Trickitello Placebo 20,000 (Thanks to gondee for the table) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/\ 3g) Other Tricks, Trick Items /\ \ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/__/\\ Handplant --------- If you've played any Tony Hawk's Pro Staker games, a handplant here is like a lip trick in Tony Hawk. To do a handplant, press X when approaching something you can plant on (some rocks, lips of pipes, rails, billboards). Hold X to continue the handplant. Use the control stick to balance. Handplants are not very useful for acquiring points, but they are a good way to maneuver and access shortcuts. You can handplant onto rails, wires that are really high (mainly in superpipe), billboards, and some quarterpipes. Board Presses ------------- Use the C-stick (up or down) to board press. Balance with the C-stick. These are exactly like manuals in the Tony Hawk games. Like the handplant, it's not good for points alone, but board presses are very important. With SSX 3, there is a new feature: Combos (see next section). Combos are probably the best way to rack up lots of points, and the best way to do combos is linking big tricks with board presses. Items ----- Trick Boost - Purple thingy with arrows coming out of it. This improves your tricking ability a great deal, but for only one jump. Find these before giant jumps in race courses. Speed Boost - Yellow lightning bolt. Not really for tricks, but these will boost your speed for a while. Points Bonuses - When you collect them, you automatically recieve some points. Yellow Spiked Ball - 2000 pts Blue Square - 3000 pts White Diamond - 5000 pts Black Diamond - 10,000 pts Trick Multipliers - Collect them to multiply the points of the trick you're doing by so and so. Yellow X - 2x Multplier Blue X - 3x Multiplier White X - 5x Multiplier Black X - 10x Multiplier ~~~~~~~~~~~~~~~~~~/\ 3h) Combos /\ \ ~~~~~~~~~~~~~~~~/__/\\ Once you pull of a trick, any trick, there will be a red and white timer in the upper middle of the screen. Do another trick before the timer runs out to start a combo. Continue the combo for as long as possible. The longer the combo, the more points you get from the combo bonus. Use board presses to link combos. Once you do a big trick after a jump, start doing a board press and continue it until the next big jump. When you go through a whole course doing once single giant combo, you'll get your score into the millions. ~~~~~~~~~~~~~~~~~~~~~~~~~/\ 3i) Style Bonuses /\ \ ~~~~~~~~~~~~~~~~~~~~~~~/__/\\ For some tricks, you'll get bonus points for style. Many times, since the Gamecube controller's D-pad is kind of hard to press, you may do some of these without even noticing. Here are the different kinds of bonuses... Late Spin --------- You do flips. While your doing them, add a spin to it. For example, hold down UP on the D-pad while you're in the air. You'll flip forward. Keep holding down UP and now start holding down LEFT (or right, whatever). You'll do a Late Spin. OR! While doing a spin/flip combination, LET GO of the flip direction on the D-pad and KEEP HOLDING DOWN the spin direction. Example: Hold down UP and LEFT in the air. Let the player spin and flip for a while... Then let go of UP, but keep holding LEFT. Late Flip --------- Same thing as Late Spin, but now... Example: hold down LEFT on the D-pad while you're in the air. You'll spin. Keep holding down LEFT and now start holding down UP (or DOWN, whatever). You'll do a Late Spin. OR! While doing a spin/flip combination, LET GO of the spin direction on the D-pad and KEEP HOLDING DOWN the flip direction. Example: Hold down UP and LEFT in the air. Let the player spin and flip for a while... Then let go of LEFT, but keep holding UP. Inverted -------- The best way to explain this is with examples... Hold down UP and LEFT in the air. Let the rider flip and spin for a while ("a while" means as long as you want, but for more points limit it to a fraction of a second)... Then release those two buttons and start holding DOWN (DOWN is the opposite of the flip direction which in this case is UP). Off-Axis -------- Same thing as Inverted, but do it to the opposite of the SPIN direction instead of the flip direction. Example: Hold down UP and LEFT in the air. Let the rider flip and spin for a while... Then release those two buttons and start holding RIGHT (RIGHT is the opposite of the spin direction which in this case is LEFT). Stall ----- This is the combination of both Inverted and Off-axis. For example... Hold down UP and LEFT in the air. Let the rider flip and spin for a while... Then release those two buttons and start holding DOWN and RIGHT, because DOWN and RIGHT is the exact opposite of UP and LEFT. You can do this with just spinning or just flipping, also. Example: Hold down LEFT. Let the rider spin... then release it and hold down RIGHT. Long Grab --------- Simply hold down a grab or Uber trick for a long time (4 or 5 seconds). This is worth 4000 points. It's pretty darn good for 4k. Long Rail --------- Again, very simple. Rail for a long distance. 5000 points. It's kind of rare. Long Plant ---------- Do a long handplant. 2000 points. I don't think this one is a worthy bonus because you'll lose some speed and time and who actually does handplants anyway? Long Press ---------- Balance a board press for several seconds. 1000 point bonus. It's all right to connect tricks. It's tough to do though. You'll have to play around with the C Stick (for Gamecube). Big Air ------- Catch six seconds of air. 5000 points. Very good, however rare. You can get it only on huge jumps like the ones in Big Air courses. ~~~~~~~~~~~~~~~~~~/\ 4) Courses /\ \ ~~~~~~~~~~~~~~~~/__/\\ Here I will explain the freestyle courses and objectives in the game. Slopestyle ---------- Slopestyle is in my opinion the best part of SSX 3. There are a huge amount of different routes to go and you'll have to see which route is best to get the biggest tricks and the most items. A big ingredient in the slopestyle courses is the items. You'll have to grab as many items as you can. For huge points, grab some multipliers while doing a monster trick. There are also a lot of rails here. Remember never to jump when you're grinding. You'll fly off or lose a whole lot of speed. Try rotating or board pressing while grinding. Big Air ------- It's not a very long course so try to get one whole combo throughout the course. And remember to tap the directional buttons on the D-pad and hold your grabs. Always boost before a jump to get bigger air and try for the Big Air style bonus worth 5000 points by getting 6 seconds of airtime. Also do some monster tricks. Superpipe --------- Here is where you bust out your biggest and bestest. Remember to boost to maximize airtime. Also, tap your rotational tricks and hold your grabs. A key here is to link the whole thing as one single combo. If you lose it, restart. Try to get full boost after the first big jump from the pipe. Another good idea would be to get a few 20,000 or 30,000 monster tricks. 10,000 wouldn't be worth it because you can get about 25k with each jump anyway. Always stay in the pipe until the last 8 or 9 seconds, then head for the finish line. Don't let precious seconds go to waste when you can get good points from it. Backcountry ----------- Here is where you go one on one against your rival. The main key here is to link your tricks for a combo. Get maybe three or four big air tricks together but no more, because it'll be too risky. This one is pretty simple. All Mountain ------------ Here, you try to achieve a target score while going down the peaks. You really shouldn't have much trouble with this. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/\ 5) Putting It All Together /\ \ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/__/\\ If you want a high score... --------------------------- Do some Mistys or Rodeos of tiny jumps or even flat land. On the big jumps, you always want to do a big rotation with an Uber. Try to get the first four regular Ubers out of the way so you can do Super Ubers and Monster Tricks. The easiest way to do this is to do Rail Ubers, especially on Slopestyle courses. Get as much items as you can. Try to do Monster tricks through multiplier items (Slopestyle). Then there's the basics... Let's review... To maximize your points... 1. TAP the D-pad when flipping or spinning, don't hold it. 2. BOOST before jumping. 3. Link as much as you can in a COMBO. 4. HOLD down grabs and Ubers instead of doing multiple grabs and Ubers. 5. HOLD down grabs and Ubers to hopefully get the Long Grab style bonus. 6. Don't do the same tricks over and over! Use some VARIETY. Bonus tips for racing (how generous of me)... 1. Use as many shortcuts as you can find. Look for the blue "Out of Bounds" signs and crash through them. There are other hidden shortcuts as well. 2. Don't use the A button at all. It's much easier to manuever, and that's what really counts when racing. Try to skip jumps altogether because when you're in the air, you slow down quite a bit. (Unless, of course, you have to jump across a gap) 3. Knock out someone at the very beginning. You'll get full adrenaline, so start boosting. If you fail, restart. 4. For some big jumps where you have to jump over a gap or else you are forced to reset, that's the time to use the A button and do your big tricks to build up adrenaline and start boosting. Other tips... 1. In BIG challenges where you're supposed to get a certain amount of points (sometimes without falling), the simplest way to get those challenges is to stand in one spot (preferably towards the end of the course if you can't fall) and do infinite 180's. It takes some time and you might have to sacrifice the feeling in your fingers for a while, but I'd say it's worth it. 2. Try not to use the Y button. It steals away pretty much all of your boost and it hurts to most when you're on a shortcut in a race. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/\ 6) Credits, Contact Info, Copyright Info /\ \ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/__/\\ Thanks... gondee for Monster Trick info. Stoufer for Egg Flip, Crippler, Mc Twist, and Wetcat info. ------------------------------------------------------------------------------- You may keep this in your hard drive, but you can't sell it, copy it, or etc. This document cannot be put on any site without my permission! Ask for my permission at... tthomihcdinocgt121242142215115@hotmail.com ------------------------------------------------------------------------------- To contact me, email me at the address above.