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  • Slash and burn your way through wild and wintery terrain - jump huge boulders, shred steep ravines, and rack up the points with your insane tricks..
  • -3 Game Modes available: Free Ride, Super Pipe, & Match Race for two players.
  • -Full collection of tricks & moves.
  • -Seven main characters with unique styles and varying degrees of snowboarding skills.
  • -Silky smooth graphics at 60 frames per second.
Product description ------------------- Slash and burn your way through wild and wintery terrain - jump huge boulders, shred steep ravines, and rack up the points with your insane tricks. -3 Game Modes available: Free Ride, Super Pipe, & Match Race for two players -Full collection of tricks & moves -Seven main characters with unique styles and varying degrees of snowboarding skills -Silky smooth graphics at 60 frames per second .com ---- One hundred years from now, a historian may categorize snowboarding's greatest achievement as its expansion of the English vocabulary. For its part, snowboarding has brought new meanings to the words "indy," "mute," "method," and "melancholy." For those not attuned to the sport's phat lingo, these are all terms for snowboarding maneuvers that generally refer to grabbing a particular part of the board while airborne. Not a word of this terminology is overlooked in the first snowboarding game for the Dreamcast. Also included are appropriately stylized characters, each with two outfits to choose from, and licensed gear from real snowboarding companies Bonfire and Salomon. Armed with a glossary in the form of a user manual, players will soon be able to talk the talk. But in this game, walking the walk, or rather pulling the tricks, requires quite a bit of controller dexterity. Luckily the game is not based solely on snowboarding tricks, but also has a y dose of racing at its core. What makes this game stand out is the length and detail of each downhill course. Jumping off the roof of sheep farms, avoiding falling icicles, and catching the spotlight of a hovering helicopter are all in a day's play in Rippin' Riders--and that's just the first track! A unique two-player mode challenges players to shrink the nent's split screen by outscoring him or her. Track graphics are up to snuff, but the players look a bit chunky. --Jeff Young Pros: * Outstanding course design with plenty of details and multiple checkpoints * Groovy outfits and snowboards for each character Cons:* Many of the tricks are difficult to execute * You never see other racers on the course, except in multiplayer mode P.when('A').execute(function(A) { A.on('a:expander:toggle_description:toggle:collapse', function(data) { window.scroll(0, data.expander.$expander[0].offsetTop-100); }); }); Review ------ When you think of the snowboarding genre, it's hard not to think of the long-running Cool Boarders series. Arguably the best snowboarding games around, they gave PlayStation owners top-notch action on the slopes. Now the Cool Boarders series has made its way to the Dreamcast in the form of Rippin' Riders, as 989 Studios owns the U.S. rights to the Cool Boarders name. As with the first Cool Boarders on the PlayStation, Rippin' Riders leaves the door open for further improvement. As with any snowboarding game, Rippin' Riders lets you take your pick from a varied group of athletes, all with their own strengths and weaknesses. From there you choose the board you want to use, the course you'd like to rip up, and the outfit you'd like to wear, if you want an alternate outfit. Once on the snow, the game focuses on the high-adrenaline racing and trick system you'd expect from a Cool Boarders game. There are two different modes: the free-ride mode, where you race down a ain and perform tricks at various trick gates to boost your score, and the super-pipe mode, where you fly down a huge half-pipe and use big trick combos to score as many points as possible. The graphics in Rippin' Riders look as good as you would expect on the Dreamcast. The rider models all have their own distinct look, and they appear extremely human in the replay mode, where their faces are visible. The track backgrounds are extremely creative and expansive. When you're in an open space, you can literally see everything in front of you. Pop-up takes form in a small a of fog, which actually helps bring the track into view with a nice combination of subtlety and reality. To the game's credit, you don't simply race down snowy hills; you'll blaze through snowed-in amusement parks, through icy caves, past herds of stray sheep, under the skeletons of long-extinct dinosaurs, and over the rooftops of Swiss chalet-style houses. Unfortunately, there's a good a of slowdown throughout the game, primarily in the replay mode, where it would appear your snowboarder is trolling along at 15 miles per hour. And while the two-player mode does a good job of keeping the frame rate of the single-player mode, you'll notice that important graphic details, such as your snow trail, have been left out. The sound is pretty standard for a Cool Boarders game. Techno, house, and mild hip-hop rock the soundtrack, while the overjazzed announcer shouts ridiculous phrases like, "Let's bust some air!" Your rider will congratulate himself when he lands a trick and will berate himself when he doesn't. The clips themselves are pretty hokey, with the exception of Bob, the Rastafarian, who says stuff like, "Ah, you chose the Rasta-man didn't ya?" The sound effects are standard snowboarding fare: An icy scraping sound is used when you're on the straightaway and a nice snow-crunching sound comes forth when you delve into the powder. Rippin' Riders controls a lot differently from the last PlayStation Cool Boarders, Cool Boarders 4. Instead of timing a jump meter, Rippin' Riders lets you hold down the jump button for as long as you like. The longer you hold the jump button, the faster your rider will rotate when he goes airborne. Unfortunately, you can't steer your boarder while you hold down the jump button, so to execute any sort of complex trick, you'll have to line yourself up with the jump as best you can and then hope for the best. And because the trick areas are usually narrow and peppered with useless signage for you to run into, lining yourself up from a distance great enough to power up any sort of good rotation becomes almost impossible. Once you've started charging your jump, you cannot simply cancel it and correct your course, which forces you to jump at the most inappropriate of times if you aren't precisely on course. Aside from the a of time you've charged your jump, you have no midair control of your rotation, leaving landing a spinning trick more up to chance than actual skill. And while you can bust all sorts of crazy tricks for points in the super-pipe mode, you can only get points for tricks at specified trick areas in the free-ride mode. Any tricks you bust along the way will instead add a few seconds to your time extension when you pass through a checkpoint. Also, like in many snowboarding games, the trick-points system seems to be a little unbalanced. Indeed, the hardest tricks to land in the game award you very few points, making them almost worthless to attempt. The Johan Flip only awards you 250 points per rotation and is almost impossible to land and takes forever to charge up for, while the Method Grab is easy and can be done at almost any time for a cool 150 points. Unfortunately, this fills the game with the same few tricks being performed over and over again, as it's almost not worth it to attempt variety.--Ben Stahl--Copyright © 1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited. -- GameSpot Review See more ( javascript:void(0) )

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