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Walkthrough

by A Darkstar Ripclaw

                           Darkstar Ripclaw Presents...
 ___ ___ _  __    ___                 _                      _   _  ___    _
/ __| _ ) |/ /   / __|_ _  _____ __ _| |__  ___  __ _ _ _ __| | | |/ (_)__| |___
\__ \ _ \ ' <  o \__ \ ' \/ _ \ V  V / '_ \/ _ \/ _` | '_/ _` | | ' <| / _` (_-<
|___/___/_|\_\ o |___/_||_\___/\_/\_/|_.__/\___/\__,_|_| \__,_| |_|\_\_\__,_/__/

   The most recent version of this FAQ may always be found at GameFAQs.com

                Donations to the author are much appreciated and they
                    may be rendered through PayPal or AlertPay at
                        darkstar.ripclaw AT gmail DOT com

                          Your generosity is appreciated.


                  1. How to Play...............................[HTPL]
                          a. Basics............................[BASC]
                          b. Tricks............................[TRCK]
                          c. Characters........................[CHAR]
                          d. Other.............................[OTHR]
                  2. Courses...................................[COUR]
                          a. Exhibition........................[EXHB]
                          b. Slalom............................[SLLM]
                          c. Trick Match.......................[TMCH]
                          d. Boss Battle.......................[BBTL]
                  3. FAQ.......................................[FAQ.]





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                                  INTRODUCTION
 ������������������������������������������������������������������������������
 ������������������������������������������������������������������������������
        
        Hello, and welcome to my eleventh guide for a game for the Nintendo DS,
this one for SBK: Snowboard Kids, or as I prefer to name it, Snowboard KiDS,
a game released for the Nintendo DS in 2005 by Atlus. 

        SBK: Snowboard Kids offers a sharp turn from the graphical style of the
N64 Snowboard Kid games, going from a goofy anime-style to a more polished,
Western cartoon-style look, aging the characters, taking out some old favorites
and putting in some new avatars. 

        The overall gameplay system is overhauled; while you still have items
and weapons, the focus of them is changed around a bit, but beating your best
time and your high score for points is still the name of the game.

        In this guide, I offer a detailed outline of how to play, the uses and
effects of items, shots and tricks, and a general outline of how to run through
each course in every of the three modes. Thank you for reading.

		~Darkstar Ripclaw

 ______________________________________________________________________________
 ______________________________________________________________________________
                                   DONATIONS
 ������������������������������������������������������������������������������
 ������������������������������������������������������������������������������

        Although I do not wish to shill you, nor do I care to share my life's
story, I would ask for you to consider donating a dollar or two or more for the
usage of this guide and/or any other guides you may use by me in the future.

        Though it may not be much, every little bit helps me out a great deal, 
as I am currently a full-time university student. I tend to cover less popular
games that have previously had little to nothing in the way of guides, which
means that any donations will lead to assisting other gamers just as you have 
been with this FAQ. 

        I accept possible donations through two means; PayPal and AlertPay. You
can donate to me via either service at darkstar DOT ripclaw AT gmail DOT com
(substitute an @ for the 'AT' and a . for the 'DOT's).

	Thank you for your time.

		~Darkstar Ripclaw

 ______________________________________________________________________________
 ______________________________________________________________________________
                                  HOW TO PLAY
 ������������������������������������������������������������������������������
 ������������������������������������������������������������������������������
[HTPL]


��������������������������������������������������������������������������������
                                   BASICS
________________________________________________________________________________

[BASC]


Basic Controls
--------------
Up - Lets you move forward and accelerate your character
Left, Right - Lets you move the direction your snowboard is tilted to, and by
              proxy your movement direction
Down - Brakes on your snowboard, causing you to slow down.
B - Crouch, Accelerate. Release to Jump.


Crouch
------
        Pressing down on the B Button allows your character to take on a little
extra speed, while releasing the B button lets your character jump.

        In practice, I would say do not bother crouching except for when you
plan to jump. Usually you only get about a 5-10% boost in speed, but the
downturn is you lose the ability to brake without jumping first and your ability
to turn also suffers a bit.


Jumping
-------
        However, you do need to hold down the B Button and release it to jump.
It should be noted that you cannot just hold down the B button and then
immediately release it to jump. Instead, you have to crouch for a bit, and wait
for your speed to accelerate before you can then jump. To shave off fractions of
a second that it takes for you to crouch before you can jump, if you are going
down a hill this helps.

        Jumping from high ramps that have yellow arrows allows you to string
several tricks together, as well as making Grab tricks infinitely easier.
Jumping from these ramps is usually referred to as 'Super Jump' (though not in-
game).


Sharp Turn
----------
        Holding Y will allow you to quickly go from heading straight forward to
turning left or right.


Touch Dashing
-------------
        If you fall down during the course of a race, when you get back up you
can tap the touch screen to regain your speed more quickly. The same concept
applies for if you were stopped stone cold by something such as a Wall obstacle
or by a 100-Ton item.


Points
------
	To win Slalom missions, you must have a certain amount of Points (and
just for high scores in general on Exhibition and Boss Battle stages). The
most direct way to get points is to execute Tricks; the more complicated, the
higher scoring. Blue crystals littered around the stages will also give you
100 points each time you pick one of them up off the ground.


Shots
-----
        During the course of a race, the meter on the lower-left corner of your
screen will fill up. Once it is at least one third full, you will be able to use
your weapon by pressing the R button to shoot a special shot at whichever
character is in front of you. The more full the meter becomes, the more powerful
the shot will become. If you perform one of the special tricks during a Super
Jump, your Shot can also upgrade.

        You can also change the weapon you shoot with by buying two other items
at the shop. Your Normal weapon is standard-mill that reloads at an average
speed, has high homing but low speed. The Bazooka has a high reload speed, but
low homing and average speed. The Rifle takes a while to reload, but has average
homing and high speed.

        Whenever a shot is coming at you, you will see a "Watch out!" text on
the screen. You can do a spinning jump to deflect the shot away from you,
rendering it neutralized.

        See the characters section for more detail on their individual shots.


Items
-----
        Collect an item by passing through an item box, which is the red box
with a ? mark on it. If you pass through another box without using your first
item, it will reset and scroll through and give you a different item. Press the
L button to use an item.

        Items are divided into two categories; automatic items and lay-down
items. Automatic items are just that, automatically working. As soon as you use
them, they instantly hit the character in front of your (or behind you if you
are in 1st) with no chance of dodging it, or instantly work for you as a status
item. Lay-down items are ones that you lay down on the ground as obstacles for
anyone to run into.

        Each item can be upgraded once; if you have an item on you and you go
off one of the ramps with yellow arrows, and successfully perform a good trick,
your item will upgrade.

+------------------------------------------------------------------------------+
|Nitro                                                                         |
|-----                                                                         |
|Red Arrow                                                                     |
|Gives your character a sharp boost in speed for a very short period of time.  |
|Upgrade: Gives you three uses of the Nitro.                                   |
|                                                                              |
|                                                                              |
|Turbo                                                                         |
|-----                                                                         |
|Blue Arrow                                                                    |
|Gives your character a boost in speed for a lengthy period of time.           |
|Upgrade: Increases the period you have the speed boost for by double.         |
|                                                                              |
|                                                                              |
|Invisible                                                                     |
|---------                                                                     |
|Snowflake Symbol                                                              |
|Makes your character invisible to all other players and temporarily           |
|invulnerable to all item obstacles, items and shots.                          |
|Upgrade: Increases your period of invisibility and invulnerability by double. |
|                                                                              |
|                                                                              |
|1000-Ton                                                                      |
|--------                                                                      |
|Weight Symbol                                                                 |
|Drops a weight on the target, instantly stopping his momentum, and causing him|
|to drop to the ground.                                                        |
|Upgrade: Affects all three other of your opponents at once.                   |
|                                                                              |
|                                                                              |
|Parachute                                                                     |
|---------                                                                     |
|Parachute Symbol                                                              |
|Puts a parachute on the target, causing his or her speed to drop by about     |
|1/3rd for a few seconds.                                                      |
|Upgrade: Increases the time the parachute is in effect by double.             |
|                                                                              |
|                                                                              |
|Sleep                                                                         |
|-----                                                                         |
|ZZZ Symbol                                                                    |
|Causes the target to be put to sleep, keeping his or her momentum but being   |
|unable to move. Shout into the microphone to wake up your character if        |
|affected by this.                                                             |
|Upgrade: Affects all three other of your opponents at once.                   |
|                                                                              |
|                                                                              |
|Fog                                                                           |
|---                                                                           |
|Clouded Circle Symbol                                                         |
|Causes the game screen of the target to be fogged up, making it difficult to  |
|see. Blow into the microphone to blow it away.                                |
|Upgrade: Increases the length the fog stays around for.                       |
|                                                                              |
|                                                                              |
|Mine                                                                          |
|----                                                                          |
|Mine Symbol                                                                   |
|Plants a mine on the ground. When somebody runs into this, his or her momentum|
|is drastically slowed down, and hit by an explosion, landing on the ground.   |
|Upgrade: Increases the surface area of the mine when laid down.               |
|                                                                              |
|                                                                              |
|Wall                                                                          |
|----                                                                          |
|Ice Brick                                                                     |
|Symbol                                                                        |
|Plans a wall on the ground. When somebody runs into this, he or she is        |
|instantly stopped cold and stopped cold for a few seconds.                    |
|Upgrade: The wall will be invisible until you get close in to it.             |
+------------------------------------------------------------------------------+



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                                     TRICKS
________________________________________________________________________________

[TRCK]

        Tricks are your basic lifeblood for points in a course. All tricks are
performed by jumping; however, the latter three tricks listed here can only be
done when you have a full SBK meter and you are going on a Super Jump (a jump
off of one of the ramps with yellow arrows).

        For screenshots and videos on how to do this, see:

                http://www.atlus.com/sbk/tricks.html

Spin Tricks
-----------
        While doing a regular or Super-Jump, twirl around by pressing on the
left or right D-Pad buttons. Spinning in the air will allow you to deflect shots
coming your way.

Flip Tricks
-----------
        While doing a regular or Super-Jump, you can rotated upside down and up
again by pressing on the up or down D-Pad buttons. Flipping in the air lets you
maintain your speed.


Grab Tricks
-----------
        Press any of the four alphabet buttons while in the air and your
character will grab his snowboard in some manner. This is much easier to do
while on a Super Jump, and can rack up points like crazy for you.

Rapid Press
-----------
        Can only be done on a Super-Jump with full SBK meter. Touch the touch
screen as many times as it tells you before you hit the ground to activate the
trick.

Touch
-----
        Can only be done on a Super-Jump with full SBK meter. Touch the touch
screen on the portions it gives you before you hit the ground to activate the
trick.

Rapid Press Touch
-----------------
        Can only be done on a Super-Jump with full SBK meter. Touch the touch
screen on the portions it gives you as many times as you are told to before you
hit the ground to activate the trick.



��������������������������������������������������������������������������������
                                    CHARACTERS
________________________________________________________________________________

[CHAR]

        As a various aside, here is the tier list as I see it;

1. Black Frost
2. Jack Frost
3. Max
4. Brad
5. Nancy
6. Slash
7. Jam
8. Koyuki
9. Tommy


Slash Kamei
-----------
Slash entered a snowboarding tournament to show off his skateboarding skills.
His natural athletic abilities enabled him to reach the finals with ease--giving
him a big head. His overconfidence eventually led to his downfall as he lost the
championship to Brad. He has considered Brad his number one rival ever since.
Slash switched sports and followed Brad to this tournament, determined to defeat
him.

Shot: Lightning Bolt - Sends a ball of lighting energy straight forward at a
                       slow pace that paralyzes its target when it hits,
                       causing him or her to be unable to move for a short
                       period of time. The target must then button mash to break
                       out of it.

Power Up: Homing Instinct and Speed increase, Effect lasts twice as long


Brad Maltinie
-------------
Brad is the son of one of the richest families in the United States. He learned
how to snowboard on the mountains in his backyard. His parents introduced him to
Nancy, and though it was difficult, he saw through her cold exterior. Brad
believes the only way she will change her attitude toward others is if she�s
defeated at her best sport. He entered this tournament with that goal in mind.

Shot: Fireball - Sends a fireball that homes in on its target. Once it hits,
                 he or she is temporarily knocked to the ground.

Power Up: Homing Instinct and Speed increase, Effect lasts twice as long


Nancy Neil
----------
Nancy is the daughter of a distinguished family from England. Due to her
upbringing, she considers herself elite and looks down on others as if they�re
below her. She is quite talented on the slopes, and has entered the tournament
to fulfill her ambition of winning the championship.

Shot: Ice Needle - Shoots out a needle formed of ice straight forward. Once it
                   hits its target, he or she will continue along with momentum,
                   but will be unable to change his or her direction, and will
                   slowly decelerate as well. The target must then button mash
                   to break out of it.

Power Up: Effect lasts twice as long


Jam Kuehnemund
--------------
Jam is a national rap battle champion who�s always looking for the next �big
thing.� No matter what he is doing at the time, he goes all out to impress
others. He has entered the tournament to increase his cool factor.

Shot: Shock Wave - Contrary to what the manual might say, the shock wave does
                   NOT paralyze its target. Instead, if somebody gets hit with
                   it, he or she will become confused and pressing down on the
                   D-Pad left will cause him or her to go right, and vice-versa.

Power Up: Homing Instinct and Speed increase, Effect lasts twice as long


Koyuki Tanaka
-------------
Koyuki became interested in snowboarding after she saw a tournament in Japan.
Yearning to compete, she trained diligently deep within the mountains to improve
her abilities. Seeing her skill, Koyuki�s ninja clan entrusted her with a
dangerous mission: search out the mysterious weather-altering surface satellite,
and destroy it. She�s tracked the satellite to this tournament�

Shot: Shuriken - Sends a shuriken straight forward that homes in on its target.
                 When it hits, the target is sent sprawling to the ground,
                 rolling forward a bit and decelerating.

Power Up: Homing Instinct and Speed increase, Effect lasts twice as long


Tommy Parsy
-----------
Smitten by Nancy ever since he met her at his parents� company picnic, Tommy has
tried (unsuccessfully) to get her to fall in love with him ever since. He
entered this tournament in hopes of winning the championship to impress her.
He's not a good snowboarder, but he�ll use any dirty trick he can to finish
first.

Shot: Stinger Rocket - Easily the best shot in the game, the Stinger Rocket
                       will fire out a homing missile that, upon hitting its
                       target, first sends the target into the air while
                       completely stopping all of his or her momentum, then
                       sprawled to the ground. If activated while close to
                       Tommy himself, it will also affect him.

Power Up: Homing Instinct and Speed increase, Effect lasts twice as long


Max
---
Hailing from the South Pole, Max is a smart penguin. He joined the competition
to prove his worth and value and find a rival.

Unlock by beating him in the World Tour Class C, then buy him in the shop for
50,000 points.

Shot: Pengies - Sends a Penguin at any of the other three snowboarders on
                the screen. It very rarely works, but when it does, it turns
                into a penguin chick that lowers the stats of the target.

Jack Frost
----------
Jack Frost, Atlus mascot. His motives for entering the competition are unknown.

Unlock by beating him in the World Tour Class B, then buy him in the shop for
75,000 points.

Shot: Snowball - Sends out a snowball that, will take on the effect of any
                 of the other seven shots at random.


Black Frost
-----------
Black Frost is a more sinister version of Jack Frost.

Unlock by beating him in the World Tour Class A, then buy him in the shop for
200,000 points. He will basically be an alternate color costume of Jack Frost
with better stats. It should be noted that it may take you SEVERAL rounds of
Class A before you finally meet Black Frost, however, so be prepared for some
annoyance.


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                                     OTHER
________________________________________________________________________________

[OTHR]

Shop + Unlockables
------------------
        By collecting points during the various races, you can save them up to
buy various items at the Shop. So without further ado, the list...

    Hidden Characters
        Max (50,000)
           �Must beat him in a Class C race first

        Jack Frost (75,000)
           �Must beat him in a Class B race first

        Black Frost (200,000)
           �Must beat him in a Class A race first

    Character Alternate Designs
        All Characters (5,000 each)

    Shot Weapons
        Bazooka(50,000)
        Rifle (100,000)


    Boards
        Alpine
          Lv. 2 Board (50,000)
          Lv. 3 Board (100,000)

        All-Round
          Lv. 2 Board (50,000)
          Lv. 3 Board (100,000)

        Freestyle
          Lv. 2 Board (50,000)
          Lv. 3 Board (100,000)

        Board Design
          �Alternate board designs
          Board Design Set A (50,000)
          Board Design Set B (50,000)


        New Course
          Exhibition
                U.K. (50,000)
                Germany (50,000)
                Canada (50,000)

          Slalom
                Germany (50,000)
                Canada (100,000)

          Boss Battle
                France (50,000)
                New York (100,000)

        Cheat Codes
          Set A (50,000)
            �Code 1: Your character will be invisible all the time. Works in
                     Exhibition and Trick Match modes.
            �Code 2: Your SBK Meter is always full. Works in Exhibition and
                     Trick Match modes.
            �Code 3: You shall always land successfully. Works in Exhibition
                     and Trick Match modes.

          Set B (200,000)
            �Code 4: Touch Dashing and Touch Screen tricks are automatically
                     done for you. Works in Exhibition and Trick Match modes.
            �Code 5: Your character becomes tiny, works in all modes.
            �Code 6: All of your character's stats decreases, works in all
                     modes.

          Set C (999,999)
            �Code 7: Your screen will be fogged up at all times. Works in all
                     modes.
            �Code 8: Your character cannot use shots or items, and the CPU's
                     levels are all set to the highest difficulty.



 ______________________________________________________________________________
 ______________________________________________________________________________
                                   COURSES
 ������������������������������������������������������������������������������
 ������������������������������������������������������������������������������
[COUR]

        To play World Tour Class A or B, you first have to clear the class below
it, so you will need to start with Class C. Class C has 8 stages, Class B has 9
stages, and Class A has 15 stages.

Class C

Stage 1: Exhibition - Japan
Stage 2: Exhibition - New York
Stage 3: Slalom - China
Stage 4: Exhibition - San Fransisco
Stage 5: Trick Match - Alps
Stage 6: Exhibition - China
Stage 7: Slalom - Germany
Stage 8: Exhibition - U.K.

Class B

Stage 1: Exhibition - France
Stage 2: Boss Battle - Japan
Stage 3: Exhibition - U.K.
Stage 4: Exhibition - San Fransisco
Stage 5: Exhibition - China
Stage 6: Boss Battle - France
Stage 7: Trick Match - Alps
Stage 8: Exhibition - New York
Stage 9: Exhibition - Germany


Stage A

Stage 1: Exhibition - San Fransisco
Stage 2: Exhibition - France
Stage 3: Boss Battle - Japan
Stage 4: Exhibition - U.K.
Stage 5: Slalom - China
Stage 6: Exhibition - Japan
Stage 7: Trick Match - Alps
Stage 8: Slalom - Germany
Stage 9: Exhibition - New York
Stage 10: Boss Battle - France
Stage 11: Slalom - Canada
Stage 12: Boss Battle - New York
Stage 13: Exhibition - Germany
Stage 14: Exhibition - China
Stage 15: Exhibition - Canada



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                                   EXHIBITION
________________________________________________________________________________

[EXHB]

CANADA
------
�The first part is a bit tricky if you want to cut some time; stay on the inside
 of the curves but make sure not to fall off the side of the mountain.

�After you land, there will be a side path to the right. As long as you have
 the skills to deftly turn in without hitting anything in the process, it is
 a decent alternative to continuing along the main strip.

�Once you make your way into the crystal caves, you should be especially
 careful to not hit anything, as you will basically bounce back between the
 left and right walls until you slow down enough to get control again.

�On the next stretch after that, with the rocks and trees and weeds, start
 going down to the left to where the item chest is, then move slightly right
 from there on in, avoiding most of the litter that is off to the sides.


CHINA
-----
�The key trick to managing your time comes in the middle of the way down,
 where there are some weird metal floors that interfere with the elevation of
 the mountain slope; every time you cross them, you drastically decelarate
 when going up the ramps and going down the ramps. To beat them, let go of the
 B button every time you come close to it to jump over the metal floors,
 landing either on the tail end of it or over it.

�Your first time down, watch it when you get into the end zone; there will be
 an ice wall blocking the loading station right back up, smack in the middle.
 Jump over it when you come down, and keep an eye out for it the second time
 around as well (it is more than likely that one of your opponents will take it
 out for you, however).

�There are two side paths that you can take here, and both of them are
 connected. The first one is shortly after your first ramp jump, and it is to
 the right side, right after the metal ramps begin. This leads through an
 entirely clear tunnel with no obstacles and no metal floors and what not.
 If you go to the end and go straight across, avoiding the pole, you can go
 to the second part (which you can go in from the left side if you continued
 further down the main strip), and it too is bare of anything.


FRANCE
------
�Speed is the name of the game here. There are basically only a couple of
 huts in the area that do not qualify as obstacles (you will usually fly over
 them while coming off a ramp), and the curves are all nice and wide.

�After you jump off the ramp going out from the hut with the rickety wooden
 floors, there will be a curve that goes left. Shortly after this, there is
 another curve, this one going right. On this second curve, have your speed
 up as high as you can get it, then go right off the main pitch of the course
 and through the deeper pile of snow. Your speed will barely slow down, but
 in the meantime you will be able to cut off probably a good three seconds of
 time from the lap as you go straight downhill instead of a U-turn.

�When you jump off the ramp right after this, there will be a curve turning
 in left towards the finish line. You can repeat this same trick by pushing
 against the left fence and going through another pile of snow and shaving off
 a couple of seconds.


GERMANY
-------
�The first part of Germany is of the northern hinterlands, with snow, trees,
 and a lot of narrow pathways and curves. It goes without saying to turn a lot
 for narrow turns in the path, but this is particularly important thanks to
 the abundance of evergreens in the way.

�Eventually, wilderness will turn to civilization, and you will have to jump
 over a gap to go into a castle area. The castle area is pretty open, however
 once you make your way through the inside room of the castle, you need to
 make sure that you are STRAIGHT forward when jumping off the ramp at the end.

�At the end of this ramp there are a sort of castle ramparts. You need to
 jump off straight from the ramp to land in a position where you stay on
 the ramparts and you will not go straight off after landing, as you can indeed
 fall off of this area. You can probably jump over the last third of the
 area, however, if you are nervous about falling off.

�After that, it is pretty clear going, except for the drawbridge at the end;
 make sure you do not fall off to the side, as it is a fairly narrow
 drawbridge.


JAPAN
-----
�There are several really, ridiculously WIDE curves in this stage. When you come
 across one you should stay towards the inside of the curve to shave off a
 couple of seconds as opposed to if you were on the outside.

�After the second jump, you will come into a purple-coloured cave tunnel,
 wherein you will often be sliding along the walls. When this happens, jump
 and do a trick, as this will allow you to move forward a bit while keeping
 momentum. If you do not, then after a couple of seconds of sliding along the
 wall, you will fall down, stumbling on the ground, lose a second while getting
 back up, and losing all your speed.

�After the cave, there will be another high ramp. Align yourself to jump off
 slightly to the left or straight, as going to the right will smash you into
 the course's right limit, causing you to decelerate.

�On the last curve going into the finishing line, do not try hogging the inside
 of the curve here, as there are multiple trees that it is quite possible to
 run into.


NEW YORK
--------
�New York is a nice and easy course, with wide roads, lots of item boxes, and
 few obstacles. What obstacles that there are are to the side of the lanes,
 so you can usually avoid them. This, of course, means that having an alpine
 snowboard usually helps big time.

�At the beginning of the race and every lap after that, you will get a very high
 drop-off, so take advantage of that to generate points and/or your shot meter.

�On your first high jump, go straight down the middle. You will land on top of
 a truck, which also has an item chest. Not only can you get an item if you
 missed one earlier (or you used it already) but you can also jump off the
 truck from the end and get yourself some extra distance as opposed to if you
 landed to the side.

�After the part with the truck, shortly on, it will look like there may be
 a split path. There is NOT. The side going up to the right in fact has some
 detour tape, which will block you from going past it if you crash into it.

�You will eventually come inside an underground subway tunnel, in which you
 will need to slide off from the right side down to the left. I recommend you
 wait until you grab the item chest up top before going down to the left,
 as the item chest down bottom can be rather difficult to grab and usually
 can slow you down a bit.


SAN FRANCISCO
-------------
�The curves are the big key in this race, as there are plenty of them for the
 first two thirds of the course, most of them being very sharp.

�The first four or so curves, you can manage easily by moving to the outside
 of the curve before you come into the actual curve, then turning inwards to
 head straight down the stretch before the next curve.

�For all the curves after that, however, they may tend to be far too sharp on
 the turn to do the same thing. This time around, you should go straight up
 the hill at each curve and do a trick while in the air, as the game will
 automatically reroute you to continue going downhill.


UNITED KINGDOM
--------------
�Both Speed and Turning are useful here, so ignore anything that increases your
 Trick stat. There are, however, several jumps here, so you still need to be
 on the ball.

�Maneuever your way through the early parts and avoid grinding along the
 fences to keep your time low.

�Regarding the three pits in this course; do NOT, I repeat, do NOT fall into
 them. Sound advice that should always be followed, but there is something
 extra that makes falling into these even more annoying: if you run into the
 wall off the pit, quite often you will get stuck in the pit, taking a few
 seconds to fall down completely. Even more annoying is that after you get
 put back up on top, oftentimes your snowboard will be tilted towards the pit,
 so quickly redirect your snowboard.

�When you get to the third pit, the best thing is to jump across it (start from
 about halfway across the left or right side) and save a small amount of
 riding across the snow that you would otherwise have to do.

�This course has a lot of item blocks, so do not be afraid to grab one and use
 it. Just keep in mind the location of the bigger ramps so that you can wait
 and upgrade an item before using it.


��������������������������������������������������������������������������������
                                     SLALOM
________________________________________________________________________________

[SLLM]

        Slalom is pretty much your Time Race like you see in a lot of driving
and racing games. You start off with 15 seconds, then have to race downhill to
the finish line, all while your timer is ticking down. To recoup some extra
precious seconds, green and red rings are littered around the course. Green
rings are worth 5 seconds, while red rings are worth 15 seconds and marked on
the mini-map on the touch screen, so obviously the red rings are worth more.

        At the same time, you need a minimum value of points, so you also have
to collect enough blue crystals and pull off enough tricks to have sufficient
enough points once you hit the finish line.

        To get an idea of how to play this mode, check out this video:

        http://www.youtube.com/watch?v=vapWfKmvKJ4


CANADA
------
�Do not bother trying to go for blue crystals in the early portion if they
 take up too much time. Later on is where you will get most of your points.

�When jumping off the first ramp, have your snowboard directed slightly to
 the right, as there is a red ring just off the jump. If you do not have your
 snowboard tilted that way, it is basically impossible to grab it once you
 land.

�After that red ring, there will be a side path that you can take going right
 that has a green ring. I highly recommend you do not bother taking it. You
 need to make a couple of sharp, agile turns just to get in without hitting
 any rocks, and to get to the green ring, you need to make another sharp turn
 while avoiding a weed. Just do not bother.

�Aside from that green ring, you basically will want to get every ring possible
 up until you make it to the crystal cave near the center of the course.

�In the cave, you may want to brake on your snowboard so that you can grab a
 lot of points while avoiding running into the walls or the ice crystals.
 Conversely, if you do this, you should also brake while trying to grab some
 green rings, as the turning in here can be a bit tricky.

�When you exit out again, go to the left end to grab the left green ring, as
 this one will probably be the easiest to get. You will want to head to the left
 side of the weeds in front of the green ring and turn in to avoid hitting
 anything.

�Once you get this ring, you need to shift right hard to force the camera to
 turn right as well, or else you can literally end up in a mess.

�If you get past there with sufficient time, from then on it is fairly easy
 rolling; just make sure that you go up the ramp to get through the last red
 ring here.


CHINA
-----
�The China stage is pretty straightforward, almost completely straight and
 downhill, so you can sacrifice turn (to a degree) for speed and not suffer
 the consequences.

�When going off the first ramp for a Super Jump, tilt yourself to the right
 where there will be a red ring shortly after landing.

�Do NOT go through either of the two side paths in Slalom. There are no rings
 in either of these sections, so they are basically big time wasters.


GERMANY
-------
�You must, must, MUST have somebody with a high turn stat for this. I cannot
 stress this enough. In the early portions of the race the racing strip is
 very narrow with lots of sharp turns, and if you do not have a sufficient
 turning stat you will be bumping around, and missing a lot of centered rings
 in the meantime.

�If in the early portion it looks like you might miss a ring, there is a trick
 to being able to grab it, though you sacrifice points from the blue crystals.
 If you are to the side of the ring, hold down the B button if you are not
 already, then let go, and jump towards the ring and about 70% of the time it
 will register as you going through the ring.

�In the castle area, grab some blue crystals for points before going for the
 ring. You NEED to jump to get into this one as it is off of the ground.

�After the castle keep your speed up as you will need to jump over a very large
 gap. After that, another jump awaits, where you will land on the castle's
 ramparts, which it IS possible to fall out of. You need to aim yourself
 slightly to the left before jumping onto the ramparts so you do not
 automatically snowboard off the ramparts.



��������������������������������������������������������������������������������
                                  TRICK MATCH
________________________________________________________________________________

[TMCH]

        The trick match is fairly straightforward; the end of the match is based
on who achieved the most points, not who got to the finish line first.


ALPS
----
�Based on who achieves the most points

�Ignore trying to use items in this match, as this is based solely on who
 gathers the most points and not who comes in first.

�The first big jump is vital and sets the tone for how many points you will
 get. If you do not get at least a quarter of the necessary points for the
 difficulty, retry.

�There are two other vital jumps; the two ramps about a quarter of the way
 down, and the last big jump near the end. Again, both of these MUST be used
 to gather sufficient enough points for the course.

�About halfway down the course there will be a sharp curve going left. Stick to
 the outer end of the curve, as there will be a bunch of the blue crystals that
 you can collect each for 100 points.



��������������������������������������������������������������������������������
                                  BOSS BATTLE
________________________________________________________________________________

[BBTL]

        In a boss battle, you will be facing a snowman who is racing down the
same course as you are. Said snowman will be leaving behind Wall items as
obstacles every so often at fixed points, usually three or four in a row.

        What you have to do is defeat the snowman by throwing snowballs at it
(snowballs replace your Shots) by increasing your Shot meter through the
sucessful completion of tricks. Once you have gotten your Shot meter full enough
to have a snowball, you can throw it at the Snowman.

        There must be something made clear here; your Snowball, although it can
level up three times, only counts as one hit per shot. Therefore, do not bother
trying to level up your snowball, and instead hit the Snowman as soon as you
can. To help you out here, you also get three Nitros at the beginning of the
stage, which allows you to give yourself a quick boost if you ever need to catch
up with the Snowman and pelt him with a snowball.

        At the same time, you are given a certain number of points at the
beginning of the stage, and as time goes down, your points will decrease. You
need to successfully defeat the Snowman before he crosses the finish line and
before the points decrease to the minimum you need to successfully win the
battle.

        That said, it should be noted that you can fire snowballs THROUGH the
Wall obstacles at the Snowman, and they will also ricochet off regular walls.
However, you should get in close to throw them at him, as they are clumsy
otherwise in their flight paths.

        For a good idea of how to play this mode, watch this video;

        http://www.youtube.com/watch?v=INKsV_VMfvg&feature=related


JAPAN
-----
�You need to hit the snowman five times here to win

�There is not much to say. However, if you take your time going down, the
 Snowman will wait for you at a lot of the curves, so if you need to, botch
 a trick and roll around for some extra distance.

�Here is my recommendation of the first three points you need to hit him by to
 be safe;

    1st Attack: Right on the long stretch down after the first curve right.

    2nd Attack: Before taking off the first high ramp.

    3rd Attack: On the stretch after the first curve straight after landing
                from the high ramp.


FRANCE
------
�You need to hit the snowman four times here to win

�Here is my recommendation of the first three points you need to hit him by to
 be safe;

    1st Attack: Shortly before the first curve going right

    2nd Attack: Right after you go off the first jump slope. I HIGHLY recommend
                that you let yourself run into one of the walls the snowman
                will leave right before you jump off. Why? For some reason,
                if you do this, the snowman will stop right at the hut below
                you, so when you jump down, brake a bit, wait for him to pass
                you, then hit him. If you do not run into a wall, a lot of the
                time he will continue on right past the hut and around the
                next curve.

    3rd Attack: Right before or while you are in the house with the rickety
                wooden floors. This also gives you a ramp after to replenish
                your snowball meter for another attack.


NEW YORK
--------
�You need to hit the snowman six times here to win

�My recommendation is to not bother trying to blow into the microphone to
 clear up the fog. You can still see reasonably well enough to still hit the
 snowman and do your tricks, and the screen fogs up SO MUCH that trying to
 clear it up every time consumes way too many seconds.

�The beginning, when you launch off, is important. Use this time to fill out
 your meter and start off good in the race.

�Here is my recommendation of the first five points you need to hit him by to
 be safe;

    1st Attack: Right before your screen fogs up for the first time.

    2nd Attack: Right before the first ramp (the one that goes onto the top
                of the truck).

    3rd Attack: Right before your screen fogs up for the second time (you can
                notice this as it is at the curve with the yellow tape
                blocking off the path to the right).

    4th Attack: Right before you head into the tunnel.

    5th Attack: By the time you make it out of the tunnel.




 ______________________________________________________________________________
 ______________________________________________________________________________
                            FREQUENTLY ASKED QUESTIONS
 ������������������������������������������������������������������������������
 ������������������������������������������������������������������������������
 [FAQ.]

        A section on general questions that may come up which are not answered
in the guide proper.

        Q: How do I unlock Black Frost?

        A: Black Frost is unlocked the same way as Max and Jack Frost are; you
           have to beat him when he shows up for an exhibition match (in his
           case, in a Class A match). However, Black Frost is not guaranteed
           to show up at least once a campaign, so you may have to go through
           the Class A stages twice, or three times, or even four or more
           before you can finally face off against him. Frustrating, I know.

        Q: How do I play Exhibition stages?

        A: Unfortunately, there is no separate mode for this; you can only play
           Exhibition stages in either the World Tour mode or during a VS.
           match against a friend.






________________________________________________________________________________
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