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Coolboarders 2 - The Complete Walkthrough

by Volke

----------------------------
Coolboarders 2 - Walkthrough
----------------------------

by

-----
Volke
-----


------------
Introduction
------------

The name's Volke. I#ve been playing Coolboarders 2 for over a decade, and I thought to myself, why not do a Walkthrough 
on it? I know everything there is to know about the game, and I've mastered playing it. I can also write this 
Walkthrough in a matter of days. Either way, I am a very reliable source and you can trust me with this game completely. 

I originally didn't see the point of writing this Walkthrough since this game is over a decade old and there wouldn't be 
many people still playing it, but since it was recently re-released on the PlayStation Network, I thought it might be 
helpful for me to do so.


-----------------
Table of Contents
-----------------

You can use the Ctrl + F function to skip ahead to the chapters of this guide that you wish to view.

(C) Controls

(T) Tricks

(G) Grinds

1. The Boarders
- Yaggi
- Jin
- Cindy
- Irin
- Boss
- Gray
- Snowman

2. Competition
- Info
- (I) White Resort (+Hard Mode hints)
- (II) Sunset Downhill (+Hard Mode hints)
- (III) Bear In The Forest (+Hard Mode hints)
- (IV) Railroad Trip (+Hard Mode hints)
- (V) Take It Easy (+Hard Mode hints)
- (VI) Pipeline Canyon (+Hard Mode hints)
- (VII) Freezing Point (+Hard Mode hints)
- (VIII) Winding River (+Hard Mode hints)
- (IX) Snow Ruins (+Hard Mode hints)
- (X) Dive Into The Cave (+Hard Mode hints...obviously because it's only available IN Hard Mode)

3. Freestyle
- (Pt1) Time
- (Pt2) Trick
- (Pt3) Total

4. Big Air
- (a) Contest
- (b) Master

5. Halfpipe

6. Board Park

7. Copyright Info

8. Thanks

NOTE - The Info section of the Competition chapter gives general info on the competition and some general Hard Mode 
hints and advice.


------------
(C) Controls
------------

D-Pad Left, Right = Turn
D-Pad Up = Weight Shift (decreases your speed a little. I've never seen the need to use this)
D-Pad Down = Crouch (increases your speed a little)
X = Jump. Hold it down to enter a crouching position, and then let go to jump. The longer you hold it down, the higher 
you jump (to an extent)
Square = Hold it down whilst turning to turn quickly and sharply
Circle = (Menu only) Go back
Triangle = Toggles boarder vision on and off whilst riding
Start = Brings up menu
Select = Nothing (why the fuck did they call this the 'select' button when you never use it to select anything in any 
game?)
R1/R2/L1/L2 = Various tricks (covered below)


----------
(T) Tricks
----------

Here is a list of tricks you are able to perform in the game. Note that for spins, flips and misties, you have to hold 
the D-Pad in the required direction as you are holding down X BEFORE the jump. It is very important for you to learn all 
of the tricks and various combos, as they are very important to your success in Competition mode.

Two L or R buttons next to each other means you must press the two buttons in the required order (whilst holding the 
first one down) to perform the trick.

Grabs:

L1 = Shifty
L1, L2 = Shuffle
(Down) + L2 = Method
(Down) + R1 = Lien Air
(Down) + R1, L1 = Tweak
(Down) + R1, L2 = Melancholy
(Up) + + R1 = Mute Grab
(Up) + R1, L2 = Stiffie
(Down) + R2 = Stalefish
(Up) + R2 = Indy Grab
(Up) + R2, L2 = Indy Nosebone

Manoeuvers (hold desired direction whilst holding down X):

(Right/Left) = Spin
(Up/Down) = Flip/Backflip
(Up and Right/Up and Left/Down and Right/Down and Left) = Misty

You can only perform two grabs in succession. For example, you can perform a Mute Grab and then an Indy Nosebone if you 
react quickly enough. However, you cannot perform another grab after it. Grabs can be performed during manoeuvers. 

----------
(G) Grinds
----------

Grinds are performed by riding onto a very thing fallen log or pipe and pressing L1 or R1. You then use the D-Pad to 
control your balance. They aren't really necessary to the game at all, save for being vital to using the Pipeline Canyon 
shortcut. They're fun to show off with, though.


---------------
1. The Boarders
---------------

You can race as seven boarders in the game. Four are initially available, whilst three more can be unlocked. Only the 
four you start off with are ever available in Competition mode.

-----
Yaggi
-----

Yaggi is available from the start, and by using him you'll wonder what was the bloody point of being able to play as 
Jin, Cindy and Irin, when Yaggi's better than the lot of them. He's easily the best to use in Competition Mode - he 
handles very well, his skill at performing tricks is better than the others, and he's fast enough.

---
Jin
---

The worst of the initial four boarders. He's the fastest, but that's ruined by his poor handling. His skill at 
performing tricks is the worst, too. However, winning Hard mode in first place with him is very rewarding, as it's the 
most difficult challenge that Coolboarders 2 can provide.

-----
Cindy
-----

Second of the initial four only to Yaggi. She's faster than Yaggi, and her handling is just as good, but her skill at 
tricks isn't quite as good as Yaggi's and Irin's, but still good enough for her speed to make up for it.

----
Irin
----

A little slower than Yaggi, with the same level of handling. Her skill at tricks is slightly lower, but superior to 
Jin's and Cindy's. She's usable enough, but at the end of the day she's a more average version of Yaggi.

----
Boss
----

You can't race as him in Competition mode, sadly (because he provides so much competition to you in Hard mode, it would 
be quite easy to win it if you played as him). However, he has Jin's speed, Yaggi's skill at tricks (but with higher 
jumping capabilities, so he can spin for longer), and the handling of Yaggi, Cindy and Irin. THE best boarder in the 
game.

***UNLOCKED BY FINISHING IN 1ST PLACE IN COMPETITION MIRROR MODE***

----
Grey
----

Grey is quite slow, so you won't be setting any speed records with him. However, he is insanely good at performing 
tricks. He's the one to set your trick records in Freestyle and Big Air.

***UNLOCKED BY BREAKING ENOUGH TRICK RECORDS ON FREESTYLE OR PERFORMING 100 TRICKS SUCCESSFULLY ON TRICK MASTER MODE***

-------
Snowman
-------

Snowman is insanely fast, but terrible at tricks and features some pretty shit handling. The worst boarder in the game, 
but sometimes the best choice for setting speed records on the easier courses. I still thing Boss with the Alpine 
Special is better, though.

***UNLOCKED BY FINISHING IN 1ST PLACE IN HARD MODE OR BREAKING ENOUGH TIME RECORDS IN FREESTYLE***


-------------------
2. COMPETITION MODE
-------------------

Competition mode is undoubtedly the highlyight of Coolboarders 2. In this mode, you race through nine different courses 
(ten in Hard mode) against seven other riders, collecting a number of points depending on where you finish. Every round, 
there are two stages you must complete before passing on to the next round - Big Air and Boarder Cross.

-------
Big Air
-------

The first half of a round. In this stage, you ride down a slop and jump off the end, performing the best trick you 
possibly can. You are then given a point score (which can range from anything from 0 to around 1400 on some Big Air 
jump stages) for that trick. You then proceed to perform another one, followed by both your point scores totalled up for 
an overall score. Try to get as high a score as possible, as all eight boarders are ranked depending on how high their 
point totals are (the higher the total, the higher the starting position. If you have the highest points total, you'll 
start first). Here are the three Big Air courses:

- Stadium Kicker: This one's easy, but your overall points score won't be very high (and neither will that of the other 
boarders). Since this isn't exactly a high jump, you're in the air for a shorter period of time, and the distance from 
the starting point to the jump point isn't as far as with the other two courses, so you have less time to build up 
energy for a spin. Most of the race courses that feature this jump course beforehand are in the first half of the 
competition. In Hard mode, it's possible to place in first on this jump course early on in the competition, but is 
virtually impssible later on.

- Ice Fang: One side of the jump at the end is much higher than the other, so aim in that direction. This one's quite 
easy - even later on in the competition in Hard mode you can place in first for total points...but only as Yaggi.

- Titan's Toe: This is a halfpipe-like jump. The strange thing about this course is that sometimes, you'll jump really 
high, whilst other times you won't...and there seems to be no determining factor as to WHY its this erratic. Even so, 
landing tricks is hardest here, but you can pull off the best amount of points. Just don't expect to gain any first 
place scoring tricks in Hard mode unless you know a method of landing Misties perfectly, which is of course possible, if 
very hard.

-------------
Boarder Cross
-------------

This is the actual racing. The courses will be each individually covered as I walk you through (or should I say, ride 
you through?) the entire competition. As you'll be racing against seven other boarders, you can rank from 1st to 8th. 
The points you receive for each position finished in are below:

1st place - 9 points
2nd place - 7 points
3rd place - 5 points
4th place - 4 points
5th place - 3 points
6th place - 2 points
7th place - 1 points
8th place - 0 points

The points add to your total score, which is vital to winning the competition. For example, if you finsih first place in 
the first race, and third in the second, you'll have 14 points total when you start the third race. Your points score 
will increase (unless you come 8th) in each race until the end of the competition, where you will see your final points 
total. Keep in mind that your points have to stay ahead of the Competition Clear Points, which ensure that you place at 
least third. If you fall behind the Competition Clear Points in one race, and fail to catch up to them in the next, then 
you will be forced to retire.

You can also save your progress at two checkpoints in the competition - after the first three races, and then after the 
following three races, so that if you have to quit, you can restart from a certain point if you wish.

-----------------
Opponent boarders
-----------------

In Competition mode, you race against seven other snowboarders. I'll list how all eight snowboarders perform as 
opponents in normal/Mirror mode and in Hard mode (which is noticeably different). By Top 3, I mean the three boarders 
with the most points by the end of the competition.

-----
Yaggi
-----

Regular/Mirror - Outclasses all but Boss in tricks, and will probably finish in the Top 3 since trick scores pretty much 
determine everything in regular and Mirror competitions.

Hard - You won't be beating him in trick scores later on, because seeing as you're not playing as him, it means he's 
better than you at tricks. On the track, he's a faster racer than Nick, Kelly and Irin, but slower than the other four. 
In most courses, he's not too difficult to catch up to providing he isn't too far ahead. Will probably finish in the Top 
3. He can travel a little faster than he naturally should when you're around him.

---
Jin
---

Regular/Mirror - Mediocre at tricks. Low chance to finish in the Top 3. Easy enough to beat.

Hard - He generally performs slightly better tricks than Cindy, Jicchi and Nick. You do not want him starting in the 
position behind you though, unless you have a very fast board, because if he's around you, he travels unnaturally fast. 
Often faster than everyone barring Cindy. He has a decent chance of finishing in the Top 3, depending on who you play 
as.

-----
Cindy
-----

Regular/Mirror - Mediocre/poor at tricks. Low chance to finish in the Top 3. Easy enough to beat.

Hard - The fastest boarder of the lot, but doesn't travel at unnaturally fast speeds when she's around you. In many 
courses, she usually overtakes most of the other riders despite usually starting in a low position. Her, Yaggi and Boss 
have the highest chances of finishing in the Top 3, but her chances are lower than the latter two, and she's poor at 
tricks.

----
Irin
----

Regular/Mirror - Takes the middle road with tricks: outclassed by Boss, Yaggi and Kelly, but better than the other four. 
Good chance to finish in the Top 3.

Hard - A pain in the ass to beat at tricks if you're not playing as her (obviously) or Yaggi. Travels unnaturally fast 
when you're around her, but usually, if you start ahead of her, she'll fall behind most of the other boarders in the 
majority of the courses. Quite a low chance to finish in the Top 3.

----
Boss
----

Regular/Mirror - One of the best at tricks, and has the highest chance of all boarders to finish in the Top 3, although 
it doesn't always happen.

Hard - The best at tricks: unless you can master Misties, you won't be scoring higher points than him in most of the 
later trick jumps. In many courses, he's an absolute nightmare to catch up to. However, in some of the later courses, 
overtaking him often results in him being overtaken by many of the other boarders, particularly Cindy, Jin and Jicchi. 
He has an almost definite chance of finishing in the Top 3, and gives you more competition than anyone else. When he's 
behind you, though, he doesn't always travel as fast as some of the others. Cindy and Jin can sometimes overtake him 
without too much trouble, as can Jicchi and Yaggi, but not as often.

------
Jicchi
------

Regular/Mirror - Don't worry about this guy. He has an almost certain chance of finishing 7th or 8th.

Hard - Changes from an easily beaten boarder to a pain in the ass. Although his overall chances of finishing in the Top 
3 are low, you probably don't want to be around him on the racecourse. He is difficult to shake off if he's tailing you, 
and if he gets ahead of you, he's very difficult to catch up to in many courses. He's also prone to suddenly catching 
up to you, too. However, depending on who you're playing as, you could very well end up starting the race a few 
positions ahead, as he's not so good at tricks. Not quite as fast as Cindy, Jin and sometimes Boss, but faster than 
everyone else.

-----
Kelly
-----

Regular/Mirror - Better than all but Boss and Yaggi at tricks. Decent chance to finish in the Top 3, although it depends 
on who you're playing as.

Hard - Kelly is better than everyone at tricks, barring Boss and sometimes Yaggi, and she's prone to travelling 
unnaturally fast when she's around you. However, shake her off and she'll quickly fall behind, often proceeding to get 
overtaken by pretty much everyone except for maybe Nick. Like Jicchi, her points score at the end of the competition 
will probably be quite erratic, but usually a little lower. She has a low chance of finishing in the Top 3, but is still 
a threat.

----
Nick
----

Regular/Mirror - Don't worry about this guy. He has an almost certain chance of finishing 7th or 8th.

Hard - He's slower around you than everyone else is, and will probably finish 8th overall. If not, 7th. Anything higher 
is unlikely. Virtually no chance of finishing in the Top 3. On the racecourse, he's a little faster than Kelly and Irin 
sometimes, but most others will probably overtake him, unless he starts far ahead of them enough. It should be noted 
that he can sometimes pull off surprisingly decent tricks, with chances of starting even as high as third.


-----------
The Courses
-----------

Okay, I'll take you step by step through the courses. Quite simple, really. I'll provide Hard mode guides separately, 
below each course description. If you're racing in Mirror Mode, then switch 'left' to 'right' and vice versa when you 
see me say it.


----------------
(I) White Resort
----------------

From the start, stick to the left side of the course. This section is just a huge open straight, so point yourself 
directly ahead and enter the crouching position to speed up a little. This straight eventually starts curving to the 
left, so turn with it. When the checkpoint is in view, point yourself towards it and crouch to build up a little speed.

You're now in a town (presumably the 'White Resort'). The course turns very slightly to the right. Just follow it down, 
and you'll be at a double sharp turn - first to the left, and then to the right straight afterwards. You'll exit the 
town and will now be on yet another straight, with a fenced-off cliffside on your right, and a rocky wall to your left. 
Continue along this until a rocky wall also rises on your left. There's a sharp turn to the right very shortly after 
this, followed immediately by a small jump. Continue along the track until you enter a tunnel. From there, the course 
just slowly curves to the right. After you exit the tunnel, it's a short ride to the finish line.

------------------------------
White Resort - Hard Mode hints
------------------------------

Opposing boarders to watch out for - Boss, Cindy, Yaggi

This one's fairly easy. No matter who you're playing as, you should be able to start in at least 4th position, and it's 
easy enough to have shot into 1st once you have passed through the town section. This is a course that you should really 
aim to finish 1st in or reset the competition, because it's one of the easiest courses to win in the game and you'll be 
grateful for the amount of points you earned early on when the competition gets a lot harder in the later stages. If you 
start in 1st place, then you'll finish well before anyone else does.


--------------------
(II) Sunset Downhill
--------------------

As soon as you start, enter the crouch position to gain speed, as the course is entirely a straight until after the 
jump. When you reach the rocks at the end of the straight, turn right, then left, then right again to get through with 
little trouble (taping Square can help, but don't carry out a full sharp turn or you'll lose too much speed and end up 
aiming off-course). Continue on past the jump. The next section is a huge patch of open snow. Just keep going until you 
follow the course between the rocks. At the rocks, turn right (slightly sharply), then sharp turn left at the immediate 
following turning, and then another sharp right. You can turn normally around the next bend, but stick close to the 
rocks on the left side to avoid all of the fallen tree logs.

After the logs and the checkpoint that follows, follow the course right and you;ll end up on a narrow(-ish) cliffside. 
Try to stay as close to the left side (the cliff wall). Not because it's easy to fall off the cliff on the right side, 
because it isn't. It's because there's sleet (Which is difficult to see) right next to the cliff wall which can make 
you travel faster. Once you reach the end of this straight, turn left, then down into the narrow path between the cliff 
walls. Sharp turn right, and then left, and then right again shortly after the left. From there on, nothing but a small 
jump and an open straight to the finish line. Not too hard at all.

---------------------------------
Sunset Downhill - Hard Mode hints
---------------------------------

Opposing boardes to watch out for - Boss, Jicchi, Cindy, Yaggi

A step up in difficulty from White Restort. This one can be easy or very difficult to win depending on where you start 
and how fast your board is. Although, if you start in 1st (or 2nd) place, you can storm ahead of everyone like in White 
Resort, if you start in anything below 3rd, it's very difficult to shake off the people behind you and catch up to those 
ahead. As long as you start in 3rd or above, and avoid making mistakes, this shoudl be an easy 1st place. Aim to finish 
in 3rd or above.


------------------------
(III) Bear In The Forest
------------------------

This is the first course in the game that doesn't have a huge straight at the beginning for you to bomb it through in 
crouching position. From the start, head down the slope, turning slightly at times to avoid the cliffsides, and then 
jump at the end. You'll land in an area patched with tress. Take the left turning and the following right turning and 
you'll end up in a straight with tress dotted around the place. Try to position yourself in the middle of the course at 
this point as you can crounch down and carry on in a straight line without hitting any trees. At the end, there's a bend 
around the left with a cliff on one side, followed by a sharp turn (and I mean a PROPER sharp turn) to the right. It 
isn't hard to fall off the cliff here, so be careful.

Now this course becomes a lot tougher - the rest of it is mostly situated in a thick crowd of trees. Whilst avoiding the 
trees after the jump, follow the course along the slight turn to the right, and then to the left. Eventually, you should 
end up near the second checkpoint. Keep on going past it, and turn quite sharply to the left. A little further, and it's 
a turn to the right. Continue in a straight path to the (huge) jump at the end. Once you hit the bottom, it's an almost 
open straight (there are two trees) to the finish line.

------------------------------------
Bear In The Forest - Hard Mode hints
------------------------------------

Opposing boarders to watch out for - Boss, Yaggi, Irin (sometimes), Jin

Before you even bother trying Hard Mode, make sure you know this course well beforehand. And by know well, I mean be 
sure that you can get through it without hitting any trees. Even if you start in 1st place and have quite a lead, 
hitting just two trees (or hitting one tree and falling off the cliff at the half turn) can prove problematic. If you 
don't start in 1st, leading boarders are quite easy to catch up to, as they keep crashing into trees. However, they'll 
stop crashing into trees if they're just behind you, making them a pain in the ass to shake off. You should really be 
aiming for a 1st in this course, as the Ice Fang Big Air course is easy to get enough trick points to start in 1st 
(especially at this point in the competition), and the course itself loses its difficulty once you get to know it. Not 
too hard to get a clear win.


------------------
(IV) Railroad Trip
------------------

This is probably the most boring course in the game, but it makes up for it by having one of the better music tracks. 
From the start, continue until the turning to the left, then turn around right to the jump. After that, just aim towards 
the eventual exit from the cliff walls and you won't need to worry about hitting them. After that, there's some soft 
turns in the sleet, followed by another jump. There's a large open straight after the jump, at the end of which is a 
sharp-ish turning to the left. You can ride either side of the long plank of wood, or jump on it and grind it until it 
cuts off at the slope. Keep going until the sharp turn to the right. After the jump, there's a long straight with a 
straight of decent length, followed by another sharp turn to the right.

You're now in a sleet-fill halfpipe-like area. Continue along to the end of it. Another straight with a sharp turn to 
the right at the end. After that, pretty much an entire straight, with a few jumps and an eventual smooth right curve, 
to the finish line.

-------------------------------
Railroad Trip - Hard Mode hints
-------------------------------

Opposing boarders to watch out for - Boss, Yaggi, Cindy, Jin, Jicchi (sometimes), Irin (sometimes)

This is a really easy course on Hard Mode. Even if you start as low as, say, 5th, you can still finish in 1st. The large 
amounts of sleet, particularly the long twisting halfpipe-like area, makes it easy to catch up to and overtake opposing 
boarders, whilst losing those behind you. The only tailers that are difficult to shake off are boarders like Jin and 
Jicchi, and with an easy high starting position (Ice Fang), you should be starting a few positions ahead of them anyway. 
Take advantage of this course, as it's pretty much the last course in Hard Mode that you can easily gain a clear lead 
on, aside from Winding River.


----------------
(V) Take It Easy
----------------

Short course, but it's not the easiest. There are a two sharp turns at the start (right then left), followed by a short 
straight, and then a long ride along the edge of a cliff (a little like Sunset Downhill, but not quite as long). The 
ride in the narrow gorge can be tricky, as the path is very narrow. It twists around to the left a little at one point.

After this, there's a straight, followed by a jump, followed by another straight, followed by a huge rock sticking out 
of the ground, which you need to sharp turn around to the left, and then again to the right to get on the right course.
There's a short tunnel (filled with sleet) with a jump at the end, which will lead to an area filled with trees (be 
careful not to jump into any!). After the trees, it's a clear path to the finish.

SHORTCUT - Instead of going around to the right of the huge rock sticking out of the ground, head to the left where 
there is a path of trees. Ride through them and jump, as there's a crevice right after them. If your jump was anything 
good, you'll land on the other side right in front of the sleet-filled small tunnel. Cuts a few seconds off your time, 
and saves you losing speed using the sharp turns normally required to get in front of the tunnel.

------------------------------
Take It Easy - Hard Mode hints
------------------------------

Opposing boarders to watch out for - Everyone!

It's almost impossible to win this one. You'll need a couple of well-performed Misties to start anywhere above 3rd/4th 
as Yaggi, and the short length of this course. The most likely situation will be that you'll catch up to and overtake 
whoever starts in front of you, and you will then probably be tailed by them and the boarder who starts behind you for 
the majority, if not all, of the course, although the shortcut can usually shake at least one of them off - just beware 
that after it there's very little time to catch up the boarder/s ahead. 

If you want to finish 1st, you'll need to start off in 3rd position, praying that someone like Kelly, who can easily be 
shaken off if you use the shortcut, starts in 4th. Overtake whoever's in 2nd as soon as possible. Be sure to use the 
shortcut when you reach, or you probably won't shake either of the two tailing you off. Then proceed to try and catch up 
to the boarder in 1st place (which will more than likely be Boss) before you finish. This is one of the hardest courses 
in the game to achieve 1st place on in Hard Mode due to the short length of the track. Keep in mind that opposing 
boarders will also use the shortcut.


--------------------
(VI) Pipeline Canyon
--------------------

This is where the courses begin to get difficult. Pipeline Canyon is the longest course in the game. From the start, 
there are just a few bends with rocky walls on either side. After a short while you'll end up on some sleet. Continue on 
and there are a few small pipes sticking out of the ground - logic would dictate that you avoid smashing into them. 
There's a jump after this, and you'll land on a straight with a fence on the left side. At the end of this, there's a drop down which will lead you into a narrow gorge. Maneauver through it and you'll end up in a track with a snow-covered 
pipe in the middle. Try to avoid racing on the pipe as it can slow you down a little.

After the jump at the end, it's a small straight and a left turn and you'll be skirting along the edge of a cliff. Stay 
near to the edge of the cliff as there's sleet here and you avoid smashing into any pipes sticking out. After this, a 
track split in two by a small pipe travelling down the middle. Stick to the right side, as the track curves to the right 
here. You can grind the pipe travelling along the middle if you're in a situation where you can show off. After this, a 
sleet-fill straight, at the end of which is a jump.

After the jump, turn sharply to avoid taking a tumble over the edge of the cliff. After this, there's more sleet, but it 
can be tricky to maneauver along with it as it's not too hard to knock into the cliffside/fall off the cliff. After 
this, a series of twists and turns in a gorge (left, sharp right, left). Travel through the gap between the two pipes at 
the end of the gorge and it's then a small straight to the finish.

SHORTCUT - At the end of the drop down that leads into the first narrow gorge, aim for the thin pipe you see that's 
attached to the drop down and travels to the top of a cliff on the outside of the gorge. Grind the pipe over to this 
cliff, and you'll be on a sleet path that leads down to the jump after the gorge. This cuts a few seconds off your time. 

---------------------------------
Pipeline Canyon - Hard Mode hints
---------------------------------

Opposing boarders to watch out for - Everyone!

This course is exceedingly difficult to obtain a clear lead in. To do it, you'll need to start in 1st place and hope 
things stay that way. Pretty much all of the boarders behind you will start catching up to you, with Boss probably 
leading the way in 1st place as the bastard likely performed stupidly-high scoring tricks prior to this race. Try and 
secure the highest-ranking position you can because one slip up and you'll have people overtaking you. Yaggi, Jin and 
Jicchi are three boarders who you probably won't see again for the rest of the race if you take a tumble and they get 
ahead, and one tumble will do the trick. Using the shortcut helps take over a few people, if you don't crash into the 
fence, and you'll want to use it because it increases your chances of finishing in a position you'll like. Don't feel 
too down if you don't finish too well in this one.


--------------------
(VII) Freezing Point
--------------------

Another difficult course. Right after the start, there's a sharp turn to the left. The course then curves around right, 
leading to a jump. A straight, then a few more twists. There are a few patches of sleet in this area. You'll then 
proceed to an open area with a few boulders scattered throughout. A few turns are necessary to avoid though, although 
sometimes when you run into one you'll just shoot over it. Weird. After ths boulders, a sharp turn to the right so that 
you avoid falling off a cliff - something that won't do you much good, incase you hadn't already guessed. 

Next, there's a path between a rocky wall and the edge of a cliff. There's sleet along the edge of the cliff, so ride 
along that if you're sure you won't fall off. More sleet and a sharp right turn, followed by a sharp left after it. Now 
it's a trip across a wooden bridge that you really want to be aiming dead straight on. Another right then left turn 
(both sharp), some sleet, and a jump that requires you to land higher than you started. If you time this jump wrong, 
you won't jump high enough and will smash into the cliff wall (uh-oh). A few twisted areas, with a little sleet, that 
end in a sharp turn to the right and a jump. Then you're along a cliffside (with sleet), and then ANOTHER cliffside, and 
then you're in an area where the cliffside is fenced off. Sharp turn to the right ahead, cap'n. Then a left turn and 
it's a short straight to the finish line.

SHORTCUT - After the first sharp turn (which was at the end of the boulder field), you ride along a cliffside. Instead 
of going along the cliffside, stick to the left and aim towards the patch of trees you see. Jump when you get near them 
and you'll be on a tree-patched path. It leads you to the large area of sleet where the cliffside course ends. This 
shortcut isn't really as much of a shortcut as an alternative route, because even though it's a little shorter than the 
cliffside route, there's lots of trees to crash into here and the cliffside route features sleet, whilst this path 
doesn't.

--------------------------------
Freezing Point - Hard Mode hints
--------------------------------

Opposing boarders to watch out for - Boss, Yaggi, Jin, Cindy, Jicchi, Irin, Kelly (sometimes), Nick (occasionally)

This is quite a glitchy course on Hard Mode, as some boarders (usually Boss, Jin and Jicchi) will suddenly appear a few 
feet in front of you for no particullar reason. Just try to get ahead of them as soon as possible or people will start 
tailing you and they'll be gone. You probably won't be starting in 1st, but if you want to finish 1st you'll want to 
take over everyone ahead of you as soon as possible, because, like in Pipeline Canyon, most boarders behind you will 
ebventually start tailing you. No mistakes can be afforded here, and it's difficult to obtain a clear lead.


--------------------
(VIII) Winding River
--------------------

Of the latter five courses in the game, this one's the easiest. From the start, jump over the gap or, naturally, you'll 
fall into it and lose valuable time. Sharp turn to the right, immediately followed by trees, which is pretty much the 
trickiest part of the course. After this, it's out of the gorge, and along a smooth ride along the edge of a cliff. 
You'll then come to a cave filled with sleet that features a sharp turn to the left. Stay to the right side of the wall 
and sharp turn JUST BEFORE you see the path on your left, and you should just zoom through losing little speed.

More cliffside riding to follow, then another jump over a gap. You'll now end up going down a series of short ledges 
whilst the course turns to the left, followed by a sharp turn to the right. After this, a checkpoint. Stick to the left 
and jump to avoid falling into the crevice. You're now in an area filled with trees, but it's a straight and the trees 
are easy to avoid. The trees will eventually part and, at this point, enter the crouch position and jump just before you 
reach the crevice. If timed correctly, you'll land smoothly on the track ahead. If not, for some reason I've never 
understood you'll smash into it like you hit a wall if you don't.

After that, a smooth ride along a cliffside again, and then a two jumps into a gorge. Right at the edge of this gorge, 
you'll have to turn VERY sharply to the right, immediately followed by a very sharp turn to the left, and then it's a 
few feet to the finish line.

-------------------------------
Winding River - Hard Mode hints
-------------------------------

Opposing boarders to watch out for - Boss, Nick, Yaggi, Cindy, Jin, Irin, Jicchi (sometimes)

Despite most of the boarders posing a threat (including Nick, for some reason), this one's only slightly harder to win 
than the first four courses. It's easy to start out in 1st place since the Big Air course is Ice Fang. Starting in 1st, 
2nd or 3rd enables you to easily get a clear lead or catch up to whoever started ahead of you and shake them off your 
tail. You can't really afford to get knocked over more than twice, but this is an easy course and you should get through 
it without much trouble.

Starting in 4th or below can be slightly problematic, but at the end of the day, it all depends on who's ahead and who's 
tailing you. You can still potentially come in 1st place, or at least a higher position than you started in. Strangely 
easy for a late-game course.


---------------
(IX) Snow Ruins
---------------

From the start, there are a few turns, and then a curve to the left with a rock in the middle. Stick to the left side of 
the rock as it's slightly quicker. After that, a long straight that ends in a jump, and then it's a sharp turn right 
into a gorge. After a few twists and turns in the gorge (try to avoid sailing airborne), sharp turn to the left, and 
then another rock dividing the path in two temporarily. Either side is fine. A jump will follow, into a narrow path that 
has a sharp turn to the right halfway down. There's a jump at the end.

You're now in an open area with a path leading off at the far left. Head into that, and watch out for the sharp left 
turn coming up. After it, it's a sharp turn to the right and you're riding along the side of a cliff. Due to the angle 
of your approach, it's easy to fall off the cliff at first, as after you've sharp turned, jump so that you maintain 
your speed and avoid falling off. At the end of this, yet another sharp turn to the right, and a curve to the left. 
Another rock splites the path in two. Going around the left side of it is quicker, but there's a chance you'll fall off 
the cliff as the path is VERY narrow. Go around the right side if you want to play it safe. After it, a sharp turn to 
the left, then to the right, and then to the left again.

After a smooth right turn, things get really easy. Just a really long straight with two jumps, and then a very long 
smooth curve to the left and you're in the finish line.

SHORTCUT - This is by far the best shortcut in the game, but also the most difficult to access. From where I started the 
second paragraph, the large open area, don't go to the left. Head up the slope to the right. You'll notice a tiny gap 
between two pillars. You'll need to slow down a make a series of short jumps if you want to get through that gap.

From here, there's a straight path into a sleet filled cave with crystals sticking out of the ground. Maneauver around 
them and you'll be outside again, with a sharp turn to the right and a curve to the left along the edge of a cliff. Then 
it's another cave with crystals. Get through that and you'll be on a long straight with a small drop that you don't want 
to fall into on your right. Just keep going straight, as this quickly leads to the long straight at the end of the 
course. 

This is a brilliant shortcut that cuts out a shitload of time it takes to finish the track, and takes you along a very 
different path unlike the other shortcuts in the game, which seem to only skip a few turns in their respective courses. 

----------------------------
Snow Ruins - Hard Mode hints
----------------------------

Opposing boarders to watch out for - Everyone!

This course is one of the toughest to win in the game, unless you successfully use the brilliant shortcut. However, 
trying to use the shortcut is a risk I don't recommend you to, as it's very tricky to access. If you're feeling 
confident, though, go for it.

The big thing about this course is that most of the boarders won't be smashing into the walls at sharp turns if they're 
tailing you, but if they get ahead of you, they will. Opposing boarders are quite tricky to shake off here, and it's a 
pain to catch up to people ahead sometimes. Boss will more often than not start out 1st on this course, but if you can 
overtake him, he'll start dropping behind all the others. Like with most late courses, pretty much everyone will catch 
up to you and it's very difficult to obtain a clear lead unless you use the shortcut. Speaking of the shortcut, make 
sure no-one's tailing you when you ride past it, because, unless you use it, there's a 50% chance of one of your tailers 
using it, and a smaller chance that two will.

Don't get your hopes up too much about winning this one. It's possible to do so, even without using the shortcut, but 
you'll probably have to settle for 2nd or below.


----------------------
(X) Dive Into The Cave
----------------------

The name sounds like some kind of kinky talk. Anyway, this is a very short course and the only one which gives you the 
option of which path you wish to take. You'll have two choices between a left path and a right path both at the 
beginning of the course and about halfway through. Choosing left twice proves to be the easiest option, so I'll walk you 
through those two choices. I'll edit the right paths on at a later date.

1st left:

There's a sharp turn to the right shortly after you enter the cave. A small distance later, a sharp to the left, and 
then a turn to the right followed immediately by a jump. You're then at a junction where the two paths meet.

1st junction:

Depending on which path you chose, swerve to the right or left so that you end up on the very narrow rock bridge that 
travels over the gap in the course, and try not to fall off. This is followed by a jump, where you make your second path 
choice.

2nd left:

Straight in, a ledge at the end where you need to make a very sharp turn to the left. The ledge is a shortcut, which 
I'll get back to later. From here, a turn to the right and you're briefly outside along the edge of a cliff, which you 
need to turn sharply to the right from again to avoid falling off. You're now back inside. Avoid falling into the 
crevice on your right side and make your way to the jump, and you'll be at the next junction where the two paths meet.

2nd junction:

Swerve to the right/left and try to aproach the long, narrow stone bridge as straight as you can or you'll probably fall 
off, and be careful because there's sleet on top, After you get off it, it's just an entire straight (and two jumps) to 
the finish line.

SHORTCUT - You see the ledge that appears at the sharp turn to the left? If you can jump up on top of it, you'll be on a 
shortcut that features a series of jumps, and then a ride through a waterfall (watch out for the hidden drop) and you're 
right in front of the long stone bridge at the 2nd junction, but you're approaching it at a straight angle. As soon as 
you enter this shortcut, place yourself directly in the middle of the track and aim directly forward and you won't have 
to turn whatsoever for the rest of the course. You'll need to enter the jumping position (hold down X) some time before 
you jump though, or you won't make it and you'll crash into the wall instead.


------------------------------------
Dive Into The Cave - Hard Mode hints
------------------------------------

Opposing boarders to watch out for - Boss, Jicchi, Yaggi, Kelly, Irin (sometimes)

Take the two lefts. Not much to say on this one.

If you overtake Boss, he'll potentially drop behind half the other boarders. Jicchi's difficult to beat on this course, 
as it's almost impossible to catch up to him if he's ahead of you, yet he easily catches up to you if he's behind. Boss, 
Jicchi, Yaggi and Kelly usually beat the others on this track, and tend to always use the shortcut regardless of where 
you are in comparison to them.

Alongside Take It Easy, the most difficult track to finish in 1st on. It can be done, but you'll NEED to use the 
shortcut or you'll be lucky to come in 4th, unless you started in 1st or 2nd.



------------
3. Freestyle
------------

This is probably the most varied mode. On Freestyle, you pick your boarder and course, and then try to set the records 
for each of the three categories - Time, Trick and Total. As is natural, you probably won't be able to set the highest 
records for all three in one go no matter how good you are, because you'll need the right board to match the right 
category.

Only three courses are available from the start of the game - White Resort, Sunset Downhill and Bear In The Forest. The 
other seven courses are unlocked when you beat Competition for the first time.

NOTE - Once you unlock Mirror Mode (clear Competition mode once and in 1st place), you can race on all of the Freestyle 
courses in Mirror, although this doesn't change anything in terms of records if you do.

I will now look into the categories in detail:

----------
(Pt1) Time
----------

This one's obvious - shred through the course from start to finish in the fastest possible time. The courses are all 
divided into three different sections which you can also set records for. These three sections are marked by checkpoints 
throughout the course. From the start of the course to the first checkpoint is the first section; from the first 
checkpoint to the second checkpoint is the second section; from the second checkpoint to the finish line is the third 
section.

Obviously, Alpine boards are the best boards to use if you want to set the Time records. Setting all of the time 
records, INCLUDING section times, will unlock you the Alpine Special board. The Alpine Special board has the handling 
and such of the Alpine Type-1 board, but maxspeed that's even faster than the Alpine Type-3 board, so with the Alpine 
Special you can probably beat the records you've already set. And yeah, it's pretty much the Alpine Type-1 board with 
a very high maxspeed.

-----------
(Pt2) Trick
-----------

This one's also obvious - perform the best tricks you can at the five trick jumps on the course for the best total 
score. Each course has five jumps (two of which are also checkpoints), but some are easier to build up a jump for than 
others.

Without a doubt, you'll want to use the Freestyle Type-1 board here, as it's the best board for this, until you unlock 
the character Gray. Setting all of the Trick records for each course will unlock you the Freestyle Special board, which 
is basically a Freestyle Type-1 board with the maxspeed of an All-Around Type-1 board.

-----------
(Pt3) Total
-----------

This one's not so obvious. It's a total of something, yes. In fact, it's a points score based on both your total Time 
and total Trick, although I have no idea exactly how it calculates things as the Total score features rather high 
numbers. It seems, however, that your Trick scores matter a little more, as it's easy to get on the Total charts without 
it being your objective by trying for the Trick chart than the Time charts.

You'll want a balanced approach, obviously, so All-Around boards are the best. I recommend All-Around Type-1, as it has 
a slightly better chance of landing tricks and has slightly better handling than the other two, which sometimes makes up 
for the slightly lower maxspeed. The Freestyle Special is even better, though, as you're guaranteed to land spins using 
it, it has better handling than any All-Around board and it's just as fast as the All-Around Type-1.


----------
4. Big Air
----------

This is divided into separate options - Contest and Master. Both are very different, but they are alike in the fact that 
they focus on tricks.

-----------
(a) Contest
-----------

Choose your board. I recommend Freestyle Type-1. Then choose your boarder (Gray, Boss or Yaggi or you're an idiot unless
you're testing the others out for Competition or something). Finally, choose your course. Only Stadium Kicker is 
available from the start of the game, but the other two are easily unlocked by simply finishing Competition once. I'll 
give a lowdown of the three courses:

Stadium Kicker - It's a small jump, with a short slope leading up to it. No strategy involved really - just go for it. 

Ice Fang - Medium sized jump. The left side of the jump point is much higher than the right side, so jump from the left 
point for more air time. 

Titan's Toe - Halfpipe-style jump that can throw you higher than the other two. It's a strange jump, this one, as 
sometimes you can soar really high, but others you don't get very far off the ground at all. It seems to be completely 
random, too. The slope length is about the same as Ice Fang. This jump course is the most difficult to land tricks on.

So, what you basically do is perform the best trick you can to try for the highest points score. That's all there is to 
Contest.

----------
(b) Master
----------

This one's quite unique. You're on an apparently endless slope flanked by rises with crowds of people situated on. Every 
few seconds there's a jump point. You have to perform what trick the game tells you to perform (by subtitle text) from 
that jump point. If you perform the correct trick, the game gives you another one to perform and more time is added to 
the countdown (ten seconds per correct trick). However, if you do not perform the trick correctly, you'll have to try it 
again and there will be no time added to the countdown.

A tally of all the tricks performed correctly and all the tricks performed incorrectly or with a failed landing will be 
in the top-left corner. The game ends when the countdown clock above reaches 0. However, since it's about a five-six 
second journey from one jump point to the next, and you get ten seconds added for each correctly performed trick, Master 
can pretty much go on forever. I'm pretty sure it does...71 minutes and 430 correctly performed tricks later, I was too 
bored to continue.

Depending on how many tricks you correctly performed (incorrects or misses don't count), you will be given a grading 
with things like Stoolie and Carver...I'm not sure what for how many though. 100+ tricks performed correctly gives you 
the Gray ranking, and likewise you will unlock him if you haven't already. Also, after performing 100 tricks correctly, 
the game will stop making tricks get progressively tougher and throw random ones at you, that only appear briefly for 
you to read at the bottom of the screen, rather than constantly staying there. After 200+, they appear for an even 
shorter span of time.

You are not given a choice of character on Master. You automatically start as Yaggi on what is probably the Freestyle 
Type-1 board. It's a Freestyle board, by all means.


-----------
5. Halfpipe
-----------

This is a rather unique mode. You're thrown in a long Halfpipe, in which you must constantly perform tricks in until 
you eventually reach the finish line.

Once you reach the finish line, you will be graded on five different categories on scores out of ten (including 
decimals, so you can get scores like 6.7/10.0). This will give you an overall score out of 50. There is a rumour that if 
you score a perfect 50/50, you can unlock a boarder called 'Jamaican'. However, it's virtually impossible to score 50/50 
so it's highly likely to be fake. It has never been officially confirmed (and probably never will since UEP Systems went 
out of business years ago), and I've never heard of anyone actually score 50/50 on the Halfpipe.

On the Halfpipe, you can stall going to the finish line if you wish. However, there is a time countdown, so don't dawdle 
around forever.

You can choose any boarder you want for Halfpipe (although Christ knows why you'd pick Jin, Cindy, Irin or Snowman). 
However, you can only choose from the Freestyle boards to use here (including the Freestyle Special, although I'd 
recommend Type-1).


-------------
6. Board Park
-------------

This area has been created solely for relaxation. You can take a break from competing and trying to break records and 
just mess around. You can choose any boarder and any board to use here. There's also a 'COOL' ranking at the bottom, 
which changes colour when you perform good tricks, grinds and various other activities tha are unique to the Board Park. 
Eventually, though, it just goes back to the colour it started off on, and you don't unlock anything by achieving an 
exceptionall high 'COOL' rating...trust me, I've tried.

I'll run you through the Board Park track:

From the start, there are red and blue flags which you can zigzag around. Continue on, and there are some more, and then 
a large slop down to a jump which you can perform a trick on. You're now in an area with halfpipe-like jumps which you 
can perform tricks on, and then another build up to a jump.

You're now in a very bumpy area. Some of the hill-like bumps can be used as regular jumps to perform tricks. Continue on 
through this area, and you'll eventually be at a slow left curve with a long lying through it, which you can grind. At 
the end of this, a big jump for you to perform a trick from. You're now in an area full of cars, trucks and some sorts 
of giant barrels...hmmm. Anyway, jumping on top of and riding accross any of these objects adds to the 'COOL' meter, so 
do it if you want to. 

When you're out of that are, it's a HUGE slop down to an eventual jump at the end. Perform the best trick you possibly 
can (if you want to). Once your boarder lands, that's it. He/she will just come to a stop (the area around is completely 
fenced off anyway), the screen will slowly fade to whiteness...and you'll then be back at the menu screen. You can go 
through it all again, if you want. The choice is yours.


----------
7. Options
----------

Just things like "Auto Save On or Off" and things like that. Nothing of interest. There's an option to customise the 
design of your own board, but to be honest it's too confusing and time consuming to bother with.


-----------------
8. Copyright Info
-----------------


This guide is owned by Volke Fredrik Lindstrom and cannot be used or published with the
 auther's permission. Any violaters can be reported to the law and immediate action will
 ensue.


The only site that is currently permitted to host this walkthrough is www.supercheats.com.
 Hosting this walkthrough on any other than the above mentioned site is illegal.
 

This walkthrough can be printed out for personal use, but selling it off as your own for
 profit is strictly prohibited.



---------
9. Thanks
---------


This will be short:


Myself, for kindly writing this guide, all for you. My e-mail address is [email protected] if you 
wish to contact me regarding this guide, or send me thanks.

The member known as Jicchi, who reminded me about the Halfpipe section. I'd totally forgotten to include it!


Supecheats.com, for hosting this guide.


Sweden, for being a damn awesome country. I'm very proud of my homeland, and also of my
 Finnish heritage, too.


(Want your name here? Then tell me something important that I haven't included. If it's
 worthy, then I'll add it to the guide and glady add your name to the thanks list).