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SSX Tricky

SSX Tricky is a developed by EA Canada and published by under the EA Sports Big label. Released in November 2001 for , with and versions following in December 2001, it serves as the second installment in the series, building on the arcade-style snowboarding action of its predecessor. The game features 12 playable characters—six returning from the original and six new additions—each with unique attributes, backstories, and "" tricks that allow for exaggerated, superhuman maneuvers like mid-air flips with feet off the board. Gameplay centers on the World Circuit mode, where players compete in a series of races and (trick-focused) events across nine tracks, including seven remixed courses from the first game and two new ones set in Garibaldi and . A key innovation is the rivalry system, which adds narrative depth through character interactions; aggressive actions against rivals can lead to retaliatory consequences in later events, while building alliances avoids penalties and enhances storytelling. The soundtrack, curated by DJs like and featuring Run-D.M.C.'s "" as its iconic theme, complements the high-energy action with , electronic, and rock tracks. Multiplayer modes support up to four players, emphasizing competitive racing, trick battles, and party-style minigames. Critically acclaimed upon release, SSX Tricky earned a Metacritic score of 92/100 for its PlayStation 2 version, praised for its fluid controls, vibrant visuals, and addictive blend of speed and spectacle that elevated the snowboarding genre. It sold over 1.7 million copies on PlayStation 2 alone and is often regarded as a high point in the series for its maximalist approach to tricks and tracks, influencing subsequent extreme sports titles.

Gameplay

Core Mechanics

SSX Tricky features arcade-style snowboarding physics that prioritize fluid, exaggerated movement over realism, allowing players to reach high speeds through boosts earned from tricks and environmental pickups. Speed boosts are activated via a dedicated button, such as the circle button on , and can be sustained by collecting on-track items or performing successful tricks, which fill a boost meter for temporary bursts. Jumps are initiated with the X button, enabling mid-air maneuvers, while rail grinding involves balancing on edges like handrails or features to chain into tricks, with new grinding sections added across tracks such as the urban Tokyo Megaplex. These emphasize , where tucking the rider's posture increases velocity toward ramps, but sharp turns or collisions can disrupt flow and trigger slowdowns. The game's trick system revolves around combining spins, grabs, and to build score multipliers and , using shoulder buttons for grabs (e.g., holding L1 or R1 to initiate a method grab) and the directional pad for rotations like 180-degree spins or flips. Basic tricks are performed mid-jump by pressing combinations of shoulder buttons and the square button, with pre-winding via the directional pad to enhance rotation speed and score potential. Multipliers appear as snowflakes (x2, x3, or x5) in high-risk air zones, stacking to amplify points when tricks are chained without landing. A key innovation is the trick system, where a fully charged Tricky meter—built through consecutive tricks—unlocks exaggerated, high-scoring moves that often detach the rider from the board, such as the 720, a spinning helicopter-style flip executed by holding both right shoulder buttons (R1 + R2) and pressing square. There are 12 Uber tricks total, categorized by board style (, , Boardercross), with landing six in a row granting a temporary "Tricky" mode for infinite and maxed attributes. The rivalry system introduces interpersonal dynamics among AI opponents, where each rider has predefined attitudes (friends, buddies, or rivals) influencing interactions during races. Bumping or knocking down a rival depletes their tolerance meter, potentially turning neutral riders hostile—they may taunt, obstruct paths, or retaliate with attacks—while aggressive actions against enemies yield bonus energy and points. This mechanic adds tension to boardercross events, as building rivalry can lead to scripted interruptions but also rewards bold playstyles. Tracks are designed with branching layouts to encourage , featuring shortcuts like the cross-country in Mesablanca or gaps in that shave seconds off race times when approached at full speed. Hazards include dynamic environmental threats, such as in powder-heavy courses like , which can bury riders if triggered by excessive carving, alongside fixed obstacles like jumps, rails, and breakable elements (e.g., glass logos revealing alternate routes). Each of the 10 tracks, including returning venues like Snowdream and new ones like Garibaldi, incorporates unique interactions—urban rails in or forested drops in —to blend racing lines with trick opportunities. Controls are tailored for intuitive trick execution across platforms, with the PS2 version leveraging the 2's for precise steering and aerial positioning—waggle it during jumps to adjust stance for better landings—while the directional pad locks into pre-wind setups for spins and flips. Shoulder buttons handle grabs and initiations, the X button triggers jumps, and the right enables attacks on rivals, creating a responsive scheme that rewards thumbstick finesse over button-mashing. Similar layouts apply to and ports, adapted to their controllers for equivalent fluidity.

Game Modes

SSX Tricky offers a variety of single-player and multiplayer modes centered around racing and trick-based competitions on courses. The primary single-player experience is the World Circuit mode, where players compete in a series of and Show-Off events across 10 tracks to earn medals and progress through the circuit. In events, the objective is to finish first against opponents by navigating tracks efficiently and using mechanics, while Show-Off events emphasize accumulating points through tricks and Uber tricks to outperform rivals within a time limit. Completing events with top-three placements awards bronze, silver, or gold medals, unlocking new riders, boards, and additional tracks as rewards for advancing. For more targeted play, Single Event mode allows players to select individual races or Show-Off sessions on any unlocked track, such as the icy expanses of or the urban sprawl of Tokyo Megaplex, without the full structure. This mode supports solo challenges or head-to-head against , focusing on personal bests in speed or trick scores, and serves as a way to practice specific objectives like medal attainment in amateur, semi-pro, or pro difficulties. Free Ride mode provides an unstructured environment for open exploration, where players can roam tracks freely to chain tricks, chase high scores, or simply enjoy the courses without time limits or competitive goals. Multiplayer options emphasize competitive play in split-screen format for up to two , supporting races on selected tracks or head-to-head Show-Off competitions to determine the highest trick point totals. These modes extend to Free Ride and Single Event sessions, allowing cooperative or rival exploration, with objectives mirroring single-player variants but adapted for direct confrontation. The game features 10 tracks, each divided into peaks for high-speed descents and sectors for varied terrain challenges, including unlockable secret paths that offer shortcuts or enhanced trick opportunities; examples include the desert-inspired Mesablanca with its sandy jumps and the industrial Pipe 'n' Dine featuring rail grinds through pipelines. Tracks like Untracked and Pipedream become available only after mastering specific World Circuit events, expanding the roster beyond the initial eight venues. Progression ties into the 12 playable characters, each starting with unique stat distributions in speed, tricks, and jump; players earn experience points from World Circuit performances to level up these attributes, improving overall performance and unlocking character-specific boards and outfits upon reaching milestones. This encourages replaying events to optimize riders, with full stat maximization requiring multiple completions.

Development

Concept and Design

SSX Tricky originated as a direct sequel to the 2000 game , with the goal of refining its arcade-style snowboarding by placing greater emphasis on trick execution and spectacle to build on the original's success under the BIG label. The project was led by Steven Rechtschaffner, who served as and , drawing from his extensive background at where he had contributed to sports titles such as and before spearheading the innovative BIG initiative. Rechtschaffner, a former competitive skier and the inventor of the Boardercross event that later became an discipline, envisioned Tricky as an evolution that amplified the fun, over-the-top nature of extreme sports without adhering to realistic simulations. The design goals centered on enhancing trick variety to create more dynamic and accessible , introducing Uber tricks as gravity-defying maneuvers that detached the rider from their board for heightened visual spectacle and boosted performance. These elements were balanced with and modes to maintain the core loop of speed and competition from the original , while prioritizing intuitive controls and physics that allowed players to master exaggerated actions like mid-air spins and grinds. As Rechtschaffner explained, the approach was to craft an "arcade or Nintendo-level quality" experience focused on pure enjoyment, enabling players to express extreme sports fantasies through increasingly ambitious trick combinations. Character design featured a roster of 12 riders, comprising six returning from the original —Elise Riggs, Mac Fraser, Kaori Nishidake, Zoe Payne, Moby Jones, and JP Arsenault—alongside six new additions: , , , Psymon, Seeed, and Pipo. Each character was crafted with distinct backstories, personalities, and customizable stats to encourage player investment and strategic selection; for instance, JP Arsenault emphasized trick prowess for dominance, while prioritized speed for race advantages. This personalization extended to outfits and boards, reflecting the riders' attitudes and allowing for tailored playstyles that integrated seamlessly with the game's trick and racing mechanics. The art direction adopted a vibrant, exaggerated aesthetic that blended realistic mountain environments with fantastical elements, such as urban-inspired tracks in settings like to infuse the snowboarding world with diverse, larger-than-life energy. Tracks like drew from natural grandeur but incorporated impossible shortcuts and dynamic hazards, while urban fantasy infusions created immersive, fast-paced circuits that complemented the game's emphasis on and motion. This visual style, combined with high-fidelity animations for tricks, underscored BIG's commitment to pushing boundaries in sports gaming presentation.

Production Process

Development of SSX Tricky commenced at in immediately following the October 2000 release of the original , with the project targeting a late 2001 launch to leverage the franchise's early success and align with the 's growing market presence. The effort built directly on the momentum from the first game, incorporating remixed versions of its tracks alongside two new courses—Garibaldi and —while introducing features like rivalries and Uber tricks to deepen player engagement. EA Canada's team, led by producer Steven Rechtschaffner, included returning developers from the original and collaborated with high-profile voice actors such as and to bring new characters to life. The production process emphasized a approach, documenting the workflow in a 45-minute behind-the-scenes feature accessible via the game's menu, akin to a DVD . The game utilized an upgraded iteration of the original engine, delivering smoother performance, crisper visuals with added effects like mist, and refined rider physics for enhanced in-air control and trick execution. Track redesigns were a core focus, with extensive rework on existing courses—such as adding 14 new shortcuts to Snowdreams—to improve rhythm, accessibility, and strategic depth between race and modes. Audio production centered on curating a high-energy licensed soundtrack comprising 12 tracks, featuring artists like Run-D.M.C. with "It's Tricky (K-Rec )," to amplify the game's adrenaline-fueled atmosphere. These selections, supervised for by John Morgan, blended , , and genres to sync dynamically with intensity. Key challenges included balancing the expanded trick system and rivalry mechanics through iterative testing, as well as optimizing dynamic elements like course resets to maintain fluid performance across modes without compromising the PS2's hardware constraints. Beta testing refined these aspects, ensuring seamless transitions between aggressive interactions and solo performances while preserving the core exhilaration of snowboarding simulation.

Release

Initial Launch

SSX Tricky was initially released for the in on November 5, 2001, followed by on November 30, 2001, and on February 7, 2002. Published under ' EA Sports BIG label, the game served as a flagship title for the brand's focus on extreme sports simulations, building on the success of the original to establish a new sub-line dedicated to arcade-style action. The marketing campaign highlighted the game's innovative trick system, which allowed players to perform exaggerated, high-score maneuvers, through promotional trailers that showcased surreal sequences. TV advertisements featured the licensed track by Run-D.M.C., tying into the game's of over 20 licensed songs from artists like and to evoke culture and urban energy. These efforts positioned SSX Tricky as an accessible yet thrilling extreme sports experience, distributed widely through major retailers. The game launched in standard retail packaging at an initial price of $49.99 USD for the PS2 , with no special editions available at debut. Demo versions were included on promotional discs such as the Winter 2001, allowing players to sample core tracks and tricks prior to purchase.

Ports and Versions

Following its initial PlayStation 2 release, SSX Tricky was ported to on December 11, 2001, in , making it one of the console's early titles shortly after the system's November 15 launch. The included enhanced textures and , contributing to superior graphical fidelity compared to the PS2 original. The port arrived in on December 2, 2001, with optimizations for the platform's hardware, including support for display modes and slightly refined graphics rendering. Due to the 's use of mini-DVDs, all of the bonus DVD content available in the PS2 and editions—such as videos and making-of features—was omitted. Across platforms, the core content remained consistent with no major cuts to levels, characters, or modes, though minor differences emerged in technical execution. Control schemes saw subtle adaptations to match hardware, such as button layouts optimized for the , while load times varied—favoring the for quicker transitions—and resolutions differed, with the supporting up to . A port, developed by SuperVillain Studios, was released on October 31, 2002, in , adapting the core racing and trick mechanics for handheld play. Re-releases have been limited, with the PS2 version playable via hardware on early equipped with PS2 emulation. The Xbox edition lacks official on or later systems, and no digital versions were made available on PSN or before those services' content delistings. International PAL region versions included adjustments for 50Hz television standards, resulting in bordered displays and marginally slower gameplay pacing to maintain synchronization. Additionally, the character Mac was replaced by Marty Stieber—a visually similar but slimmer alternative with German-localized audio and bio details—to address regional sensitivities around body image representation.

Reception

Critical Response

Upon its release, SSX Tricky received widespread critical acclaim, earning an aggregate score of 92 out of 100 on for the version based on 33 reviews. The version fared similarly with a score of 88 out of 100 on based on 22 reviews, reflecting strong praise for its refined gameplay mechanics. Critics highlighted the innovative tricks as a standout feature, allowing players to execute over-the-top, high-risk maneuvers that added depth and excitement to the experience. The addictive gameplay loop, combining racing, trick execution, and progression through character stats, was frequently lauded for its accessibility and replayability, with awarding the version a 9.5 out of 10 and describing it as delivering "pure fun" through seamless integration of controls and dynamic environments. The , featuring high-energy tracks from artists like and , was another key praise point, enhancing the adrenaline-fueled atmosphere and syncing perfectly with on-screen action. While overwhelmingly positive, some reviewers noted minor shortcomings, such as tracks becoming repetitive after due to their looping structures and limited variety in certain modes. , scoring the version 8.8 out of 10, appreciated the improved trick system and visuals but critiqued the lack of deeper realism in physics and the occasional limitations in mode diversity compared to the series' potential. Platform-specific feedback varied slightly; the version was particularly commended for its superior and smoother , earning a 9.0 from for leveraging the hardware's capabilities in rendering detailed snow effects and fluid animations. The port, meanwhile, received acclaim for its precise controls adapted to the WaveBird controller, contributing to its high marks. Retrospectively, SSX Tricky has been hailed as a genre-defining classic in snowboarding games. In a 2011 review, Nintendo Life awarded the GameCube version a 9 out of 10, praising its vibrant track designs, rewarding skill progression, and influential soundtrack that blended , , and rock to match player performance—elements that set it apart from more simulation-focused competitors. Critics in later analyses, such as Eurogamer's 2002 Xbox review (9/10), emphasized its enduring longevity through exaggerated physics and stunt variety, solidifying its status as the pinnacle of the early series despite minor issues like uneven .

Commercial Performance

SSX Tricky achieved significant commercial success upon its release, particularly on the , where it sold 1.73 million units worldwide, making it the best-selling snowboarding game on that platform. The game's strong performance was driven by robust sales in (0.66 million units) and (0.85 million units), with additional contributions from (0.22 million units) and other regions (0.00 million units). The title's popularity led to re-releases as a Greatest Hits edition on and Platinum Hits on , certifications awarded to games that met sales thresholds of 250,000 and 200,000 units in , respectively, underscoring its market strength in key territories like and . Ports to other platforms extended its reach, with the version selling 0.54 million units globally, including 0.11 million in . These figures contributed to the early dominance of BIG in the extreme sports genre, as SSX Tricky built on the original SSX's momentum to solidify the label's position with arcade-style titles. Long-tail sales continued through these ports, bolstering the game's overall impact, though specific totals for and versions remain lower, with the latter estimated around 0.19 million units. By the early 2000s, the series, including Tricky, had boosted franchise sales significantly, helping EA establish a foothold in next-generation console markets.

Legacy

Influence on the SSX Series

SSX Tricky introduced the trick system, allowing players to perform advanced, gravity-defying maneuvers once a special meter was filled, with each character having five unique Uber moves tied to their board style. This mechanic carried over directly to (2003), where Uber tricks expanded with additional rail-based variations and signature moves, becoming a core element of trick progression in subsequent entries like (2005). Similarly, the game's rivalry system, which made opponents more aggressive after being knocked down or allowed for cooperative play if avoided, evolved into deeper character narratives and interpersonal dynamics in later titles, such as the personalized stories and alliances in . The title marked a pivotal shift in the series toward trick-heavy arcade gameplay over pure , emphasizing high-score combos and exploration, which influenced the open-world mountain structure and combo-focused events in and the global circuit mode in (2012). By prioritizing stylish, exaggerated snowboarding with seamless transitions between and freeride modes, Tricky established the franchise's signature blend of accessibility and depth, seen in the rebooted SSX's dynamic trick chaining and environmental interactions. In terms of design, Tricky expanded the character roster to 12 diverse riders with distinct personalities and voice acting by celebrities like and , a formula that became a staple, with recurring characters and larger ensembles in and beyond. Track variety also grew, remixing original courses with new ones like Alaska's Garibaldi, setting the template for interconnected peaks and modular levels in later games. The soundtrack, featuring licensed and tracks from artists like Run-D.M.C. and , defined the series' energetic vibe and persisted through 's punk-infused playlist and SSX on Tour's selections. Tricky's emphasis on replayability through customizable gear, multiple event types, and high-score challenges contributed to the franchise's commercial growth, selling 1.73 million units across platforms and helping the SSX series surpass 10 million lifetime units by amplifying fan engagement. Often hailed as the peak of the early SSX era for its polished feel and cultural impact, it earned widespread critical acclaim, including a 92/100 score for the PS2 version.

Remakes and Successors

Despite persistent fan demand for a of SSX Tricky, has not announced or released an official version as of November 2025. In the , EA included subtle nods to the game in the 2012 reboot, such as the return of characters like and retro featuring tracks and music inspired by earlier entries in the series. from a canceled successor project to SSX Tricky, codenamed Project and developed by Studios, surfaced in September 2025, depicting exaggerated tricks and character designs reminiscent of the original; the project had progressed to development but was canceled after losing its publisher, 2K. In 2023, Rechtschaffner, co-creator of the original SSX and SSX Tricky, announced he was developing a new snowboarding project through his studio Studios, aiming to revive the genre's extreme sports spirit after two decades; however, this was Project Gravity, which was canceled in September 2025. Fan petitions, such as a 2023 campaign urging EA to the title, continue to circulate online, amassing thousands of signatures without prompting an official response. Several indie titles have emerged as spiritual successors, capturing elements of SSX Tricky's arcade-style and trick-based gameplay. Tricky Madness, developed solo by Nathan Dearth, entered on for PC in November 2024, with a full release originally planned for the fourth quarter of 2025 but still in early access as of November 2025; it features physics-driven tricks, modular tracks, and high-speed runs explicitly inspired by SSX Tricky. Similarly, Slopecrashers launched on PC in late 2024 before arriving on consoles including , Xbox Series X/S, and in August 2025, emphasizing chaotic races with combat items, stunts, and combo systems that echo SSX Tricky's multiplayer modes. Preservation efforts by the community have kept SSX Tricky playable on modern hardware. The emulator achieves high compatibility for the version, supporting upscaled resolutions and stable 60 FPS performance on contemporary PCs. Fan-created mods, such as HD texture packs and tools for the PS2 collection, enable enhanced visuals and widescreen support, distributed via platforms like for use with emulators or original consoles connected to new displays. As of 2025, maintains cultural relevance, with articles praising its enduring appeal for innovative trick mechanics and vibrant energy, even as EA has not released a new entry in the franchise since 2012.

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