Now with Tony Hawk paving the way for Activision, creating a game with unexpected success, other publishers are getting in on the action. Instead of attempting to compete against the highly successful Tony Hawk skateboarding series, Acclaim made a smart move and signed one of the greatest freestyle BMX riders around.
With a variety of riders and ten massive levels that are four times larger than the previous version, chances are this won't be a game that you can complete in a week. In addition, there are ten multiplayer games and a trick system that allows for amazing amounts of combinations.
Its only drawback is the benchmark set by the Tony Hawk's Pro Skater series. Although different sports, both games run on the same principles and Tony Hawk's Pro Skater moved the mark to an almost unreachable level.
Before starting, however, one of the ten riders must be selected -- paying attention to the eight different attributes will help simplify the process. Besides selecting the rider, a bike must be chosen. However, only one bike is available at first, since the rest start out locked.
Once starting the Proquest mode, challenges are given to advance to the next stage of a level. Some of these challenges are straightforward, such as performing a particular trick, while others include locating specific objects.
This is where things can slow down or become frustrating, as some of the tricks are extremely difficult to pull off. To offset this frustration, other goals were put in to allow some distraction from working on performing a difficult challenge.
This is where the 'Gap Challenges'? In each level, there are ten to thirty Gap Challenges hidden and if all are found, Respect points are given which are used to unlock features.
These extra challenges consist of pulling off tricks over terrain gaps to encourage creativity and bigger tricks. Respect points can also be gained by completing regular challenges and levels, so seeking out Gap Challenges are not necessary. If you reach 10, Respect points, however, the competition event opens where races are held so this may provide some motivation. As stated earlier, there are ten levels included and they are large.
Each level is set in a totally different environment such as airport parking lots, regular skate parks, and even Venice. All parts of the levels are used and anything can be used to perform tricks. You may even find yourself on a rooftop or grinding on a moving car.
As far as the actual trick system, what you'll find is a dynamic structure allowing over 1, possibilities. The controls help make accomplishing tricks easier, but mastering them will take time. At first, looking in the manual, the control system seems complicated with buttons doing different things depending if you're riding, in the air, grinding, staling, or manualing.
Don't be concerned however, as most perform in similar manners, some having more possibilities than others. There is also the ability to create unique moves using the Y button and each rider also has signature moves unique to that particular rider.
Other than the Proquest, there is also an option called Session where no challenges are given, only a time limit, and Free Ride where there are no challenges or time limits. The Park Editor is the most exciting option, where parks can be created to your specifications. There is great flexibility in the objects used and also the terrain and lighting. For those who enjoy creating their dream park, there will be few complaints as almost anything desired can be created.
Visually, there is little room for complaints, as flaws are hard to come by. The riders have a high amount of detail and the environments of the levels look fantastic. Other issues like the riders crashing or falling off their bikes have a humorous look to them, as they appear more like crash test dummies landing in awkward positions.
One other point is that the rider will rarely find himself wedged in some part of the track. Often, games with large amounts of objects will cause dead spots where players can get stuck and can't break loose. If heavy metal is your music of choice, than the bands included will be a huge bonus. If you find those bands to be a bit much, the music can be turned down to keep your ears from bleeding. There are also plenty of other environmental sound effects like birds chirping, bikes grinding, and nice thuds when riders hit the ground.
All sound accurate and add to the intensity of the game. This game style may seem like a hit or miss possibility with most gamers. But given the range of other gameplay modes, this absence is little more than a small nitpick. It's fast, fun, and has excellent replayability that will keep you coming back for more.
Too bad Acclaim discontinued this PC version shortly after release in , leaving only the console versions in the market. Screenshots from MobyGames. Christopher Coonan 1 point. So I met Dave. I know most of the riders in the game.
Kenan is a personal friend from my Shoreham BMX days and we used to ride together when we were kids. This said, this game holds alot of nostalgia for me. After Dave left I couldn't play it but after all these years I think it's time to take Hark Dog out for a ride in this game Gazz 1 point.
The game movements and controls are very similar to Tony Hawk, although the tricks are harder to execute and there is more to do in this game. As you would expect, the bike feels heavier and less agile than a skateboard, and this adds to the game's realism. In addition to a wide range of tricks and levels, the game even has some ingenious modes that you won't find in real BMX racing. For instance, your goal in one competition is to fall or crash the hardest - the more gruesome your crash looks, the higher your score will be.
There are also 10 different multiplayer modes including Sickest Trick and Longest Grind, so players don't have to go it alone. Helmet: check. Knee Pads: check. Elbow Pads: check. Total lack of sense and concern for well being: check.
You get to assume the identity of ten different professional BMX riders -- doing awesome tricks over a variety of riding venues. There is no multiplayer, but the game has immense replay value, which we will discuss later. The goal of the game is to complete all 12 levels and, obviously, the first levels are easier. I found myself getting stoked when I would be trying to pull off a jump and, all of a sudden, in the wee hours of the morning, I could finally do it!
The level was shredded! Plus, I found I started really grooving when I was using a gamepad. The first six levels let you learn tricks and achieve objectives so you can get better bikes and cool new clothes.
The last six levels are competition levels in which you compete against nine other computer riders, so you better have your stuff ready. I noticed that when I got to the competition levels, the game became as addicting as Rice Crispy treats. Occasionally, the rider gets stuck, falling through the map. Or, my personal favorite, sometimes the rider embeds himself in a rail or box. I really started to enjoy the graphics when, later in the game, I got to ride in a re-creation of an actual skate park in San Jose, Calif.
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