--------------------------------------------------------------------------- SSSSSStStStStrStrStreStreStree Street Sk8ter k8ter8ter8tertertererererrrrrr --------------------------------------------------------------------------- Street Sk8ter FAQ v 1.0, March 19th, 1999 By Chris Canfield (seishino@aol.com) HHHHHHHHHHHH HiiiiiiiiiiH If the block of characters to the left of this H||||||||||H text forms a rectangle, you are using a monospaced HMWMWMWMWMWH font. If not, you may need to change your default H..........H font settings, or risk haphazard formatting. HredrumredrH HHHHHHHHHHHH ------------- Contents ------------- | | | Introduction | | Basics | | Characters | | Secrets | | Skatethrough | | Thanks | | Fidgety Bits | ------------------------------------ --------------------------------------------------------------------------- troduction Introduction Introduction Introduction Introduction Introdu --------------------------------------------------------------------------- Not since the days of Skate or Die has a home console seen a dedicated skating game. I used to while away a good long day just perfecting a run on the downhill course. Of course I had to buy Street Sk8ter, and don't expect me to be unprejudiced about it either. Sure, the clones will come, and some may even be better but... OK, so they will probably be better. In the meantime, this is still a kick-ass game. Enjoy the ride. The main purpose of this FAQ is to be a respite of all knowledge about the game, and a tool to refine the best line through the courses. If you have wisdom to impart, or your own question you'd like answered frequently, contributions are greatly appreciated. --------------------------------------------------------------------------- cs Basics Basics Basics Basics Basics Basics Basics Basics Basics --------------------------------------------------------------------------- - Controls - Steer Left Left Arrow Steer Right Right Arrow Accelerate O Ollie X Brake Square Switch Stance L1/R1 Ramp Tricks X + a direction - Modes - Street Tour: Your basic Gaming mode. Three tracks in order, with bonus rounds inbetween. Free Skate: More of a relax-and-go for it. Chose what you want to do, and do it. You can turn off the timer in the Option menu. Also, these are the only high-scores that the computer cares about. VS. Mode: Take turns with a friend, just don't run out of time on the course. Jumping This isn't Mario, people. The Jumping in Street Sk8ter is confined to doing tricks, rather than exploring. You can move your skater slightly in the air by pressing left and right, but what it's really used for is to turn. Airborn turning lets you line up for your next trick. Rails Riding the rails is easy. You just need to land on the metal in the general right direction. Hit it from the side going too fast, however, and you'll just fly right over. Ramps This is where the major points in the game are to be made. The faster you hit one, the farther you go, the more points you get. But ramp rats take notice, you get less points the more tricks you pull on one ramp. It's usually only worth pulling tricks twice on a single ramp. Ramps come in two varieties, quarter-pipes and little street ramps. The process for pulling tricks is the same with both. --------------------------------------------------------------------------- rs Characters Characters Characters Characters Characters Characters --------------------------------------------------------------------------- - Normal Characters - Name TJ Jerry Ginger Frankie Style Regular Goofy Regular Goofy Jump Power XXX XXXXXXX XXXXX XXXXXXX Cornering XXXXXXX XXX XXXXX XXX Max Speed XXX XXXXXXX XXXXX XXX Accelerate XXXXXXX XXX XXXXX XXXXXXX - Secret Characters - Name Sarah Mick Bonobo Saho Style Regular Goofy Regular Blades Jump Power XXXXXX XXXXX XXXXXXX XXXXX Cornering XXXX XXXXXXX XXXX XXXXXXX Max Speed XXXX XXXXXXX XXXXXX XXXXXXX Accelerate XXXXXX XXXXX XXXXX XXXXX TJ has good handling, and recovers from spills quickly. While not too fast he never gets out of control. Highly recommended for beginners. Jerry is a jumper. He can rack up some high points and catch major air... if you don't crash him into something, that is. Hard to handle. Ginger has a nice balance. She's quick, but responsive. Quite refreshing after all the jumpers in the first set. Frankie is another jumper, but he is actually easier to use than Jerry, as his speed never becomes a problem. Try him second. Sarah is suprisingly almost as balanced as Ginger. Descent play with a nice outfit. Mick is, flat out, one of my favorite characters. Fast and nimble, He's a lot of fun. Bonobo really goes nuts on the course, as he is an honest to goodness chimp. He plays like an upgraded Jerry, All jump and a little turn. Saho has the dubious distinction of being the only Ninja / Rollerblader in the group. No matter, he plays just fine, thank you. Basically he's a clone of Mick, and Mick is good, so... --------------------------------------------------------------------------- rets Secrets Secrets Secrets Secrets Secrets Secrets Secrets Secret --------------------------------------------------------------------------- To unlock all of the game's options, you must play through the game twice with each of the characters (including the secret ones). The first time you beat the game with the original four characters, you will unlock alternate pathways down the mountains. The second time, you will unlock the four secret characters. TJ unlocks Sarah, Jerry unlocks Mick, Ginger unlocks Bonobo, Frankie unlocks Saho. Ride the courses again with the secret characters, and you will earn twenty new board designs. That's five new decks per person (and monkey). The second time with the secret characters allows you unlock the mirror modes of the three courses, and a "Time of Day" option in the practice course select. Be warned, though. The "Time of Day" affects which gates are open on that course. --------------------------------------------------------------------------- ethroughs Sk8tethroughs Sk8tethroughs Sk8tethroughs Sk8tethroughs Sk8t --------------------------------------------------------------------------- The purpose of this skatethrough is not to make it easier to get all the secrets, though it will. The purpose is to show you the highest-scoring line through each level, the best one I could come up with. If you've got a better way, good for you. E-mail me and we'll share with the group. ----------LA: Level 1---------- Ist area- Planters The planters here are arguably the most difficult, and fun, tricks in the game. Easy- Grind the 4th planter, then curve around for the 6th and the 7th. If you're going to do this, and you have the 1st gate open, just go through the pathway and jump the ramp. It's faster for the same amount of points. Med- Grind the 3rd planter right ahead of you. Slam on the brakes. You should careen into a corner between the 1st gate and the 4th edge. turn and jump onto the corner of the planter. Hop onto the 5th, 6th, and 7th grinds. Don't hit the wall. Hard- Swerve to the left at the start and Grind the second planter. When you land, aim at the left wall and bounce off it so that you're pointed towards the edge of the 3rd planter. Hop on the corner of the 3rd. Swerve right, then back around to land half way on the 4th. Nail the 5th, 6th, and 7th, Don't hit the wall. 2nd area- 3 Ramps or Trail The planters end rather abruptly in a sharp left. If you've opened the 2nd gate, take the path to the right. Otherwise, straight it is. 3 Ramps Straight will run out to a 90 degree right, leading you to the straight away with 3 ramps and a rail. Take it a little slow to hit each ramp. In the air, aim your sk8ter toward the ramp AFTER the one you're about to land on. Good luck getting the rail at the end. Another 90 degree will lead you to a stone pathway, Stay to the right of the trail and stay accelerating. A sharp left will drop you into the Skate park. Trail This is a much easier and, ironically, worthwile stretch than the 3 ramps. However, the trail does weave a bit, so stay alert. From the beginning of this stretch, have your finger smash the circle button. Don't let go for the rest of the course. The first ramp is nice and easy, but take care to aviod the sign. The sign is a lot taller than it looks. The second ramp can be, theoretically, landed onto a rail slide. Another rail slide down the trail, and you should drop right into the Skate park. (unless you're desperately short on time, and really want to go right). 3rd area- Skate park 1st half Spend some time in the skate park to rack up those points. The first half pipe, which lets out on the far left, is highly lucrative. Level 8 tricks can be pulled off here presuming you built up enough speed from the last section. Do 3 level eight tricks per side, then move on the the second half. If you have trouble fitting into that tight path on the left, just make your last trick slam into the wall while airborn. The wall will align you perfectly for the next run. 2nd half You should bump up into some small change ramps, level 6 and level 4's. While the left ramp and the right ramp on the far wall have different trick levels, they are considered one surface. So pull two tricks on the level 6 surface (the one on the left), while pulling two tricks on the ramp opposite it. Head right and nail the grind on your way out. 4th area- The home stretch If you can't quite make the 1st turn in the home stretch, just be lazy and go over the rock. Nothing too fancy here. Hop the first ramp. Aim for the inside (left) of the 90 degree grind, Hop the second ramp. Don't screw up the last trick and you should be set. ----------NY: Level 2---------- 1st area- The couryard If you're feeling ballzy, go for the benches at the beginning. They're worth 200 points each, and can be climbed by hitting jump just before you hit the bench. A good cornerer can hit the first, second, and forth, while bobo and the likes can grab the second and third. Accelerate. Grind the planter behind the tree at the fork in the road. Grind it left (if open. If not, grind right and try to get the rail). Quickly hop onto the planter to the left of the stairs, and start a hard left. Carve around the turn. Avoid the posts. Hop on the planter to the right just before the 90 degree right turn. Hop onto the planter on the outside of the turn (you should be just about smashing into it). Grinding down the path now, hop across and grind the other side (try to nab a bench while you're at it). And if you're running out of time, the game won't end during a grind. If you're on the planter, you're safe. 2nd area-the skate park. Do something with the two ramps just after the checkpoint. Use the last ramp to launch you into the U-turn quarter pipe. Being level 8 compatible, pull one trick, turn back up the ramp, and pull another. Line up an exit and skim the bar on your way out. While the next hard right may look like a ramp, it isn't. They're trying to trick you. Just turn. Line up in the center of the next series of ramps, and you should come to a nice quarterpipe sequence. While they may not look it, the two blue quarterpipes are considered different ramps. The red one, however, is just one. However, all can do 8th level tricks. Trick the left blue, trick the red, trick the left blue, trick the red, trick the right blue, trick the red, trick the right blue, and ride out of there. The wooden halfpipe is a different surface than the U turn that follows it, Starting on the right, pull two moves per side and move on. The outside of the U-turn is a full 8 surface, while the inside is just a 4. Trick the outside, inside, outside, outside, and move on. 3rd area- The last stretch Up comes a series of three jumps and a rail. You get bragging rights if you can land on the rail from the first jump, but it doesn't really help your points. Jump the first ramp, line up the second jump so that you land on the right side of the third jump. Launch from the right side of the third jump to the left side of the large red sign. Pull a trick on the top of the sign (take your foot off the gas if it's still there), then pull hard over into the blue sign. hop up onto the sign, then trick again at the crest. This is hard to do and does require practice (the course isn't that long if you're just rushing through it). If you still can't get it to work, try tapping the brake. Or just accept defeat and ignore the second sign. Then it's smooth sailing to the end. Unless, of course, you want to pick up a bench on your way... ----------Tokyo: Level 3---------- Once again, the start of the level provides the trickiest area to fully exploit. 1st area- The unlandable ramp Start by charging to the end of the blue halfpipe. When you get near the end, cut hard right and trick. The acceleration should have gotten you to level 4 tricks. Two on each side, and continue on to nail the rail slide. If you have trouble getting out of the pipe, aim the landing on the last jump out of the pipe for a safe, aimed, and abrupt landing. Then comes the tricky part. Trick from the left corner of the launch ramp, but be aimed right, As close to the red swirl on the big ramp as you can is about right. The problem is you need to be aimed for takeoff just far enough to the left to come down facing down the path, but just barely. Too far, and you'll fly. Too little, and you'll head straight which for some reason stops you from turning. If you managed to land that, cut across to the blue ramp at full throttle. Hop up the side, and try to nail it just about straight up the face, exactly as you weren't supposed to do for the last surface. Come down, hit the rail (you may need to brake), and keep riding. One trick around the u-turn, and you're moving on. 2nd area- The coaster tubes Simple ramp, but try to land on the raised cement to the left of the dirt pathway. It's much faster. Past the dirt, you'll find a wide open stairs. Hop off the cement for long enough to jump on the surface to the left, trick it, and hit the rail in the middle. Around the corner, you will hit the largest drop of your life. If you've got it open, make a sharp left. Otherwise, pull up the ramp, flip a bitch, and good luck to you. You'll hit a ramp which leads into a series of blue and green halfpipes. nail each side of each color surface twice (once if you usually run out of time). Be careful in lining up your run out, as it can get ugly. I advise you to not use the first ramp unless you're going very slow. Steer around it. Hit the second ramp, and strain around to get the last ramp at an angle left. Basically, try to land on the side of the big mess instead of in the middle. Come down and around (brake if needed) and hit the first railslide. Quickly hop to the next. Around this time, you should notice yourself running out of time. You didn't do everything fast enough. Try again. you will come upon what looks like a blue wall, with a path left. Head straight up it to the hard-to-spot pathway at the top. A short blue path, and a trick opportunity that shouldn't be missed. 3rd area- Trying to kill you Death lies in the center of this straight. Stay to the right, and don't dip down into the middle. Use the right wall to pull two tricks, but keep your angle shallow enough to keep from falling back into the slice-o-matic. You should cross a checkpoint into a nice pair of quarterpipes. Don't be decieved, the two ramps are really one surface. Do each twice, if you want, but only if you're moving fast enough. There should be a small hop out, and you're onto another pathway with mud in the middle. Stay to the side during the turn. Coming up on the home stretch, you'll see a blue halfpipe like the one at the beginning. Trick twice each side, but leave enough space to hit the last ramp. Jump, smile, and wait for your reward. --------------------------------------------------------------------------- Thanks --------------------------------------------------------------------------- Many thanks go out to PSM, for hyping the game, secrets, and early info. psm.ign.com Sega Sages for confirming the secrets. www.segasages.com James, for playing with me, and losing. --------------------------------------------------------------------------- its Fidgety Bits Fidgety Bits Fidgety Bits Fidgety Bits Fidgety Bits --------------------------------------------------------------------------- The author of this FAQ, and anyone distributing it, cannot be held liable for anything that may happen as a result of using this FAQ. This includes, but is not limited to: damage to your playstation, loss of saved games, obesity, obssessive compulsive disorders, epileptic seizures, marital problems, assorted acts of god, or any other damages either real or imaginary. In short, it's just text. This FAQ can be reproduced at will, provided it remains reasonably intact and no money changes hands. However, This FAQ is copyrighted by Chris Canfield and cannot be sold, or included in a publication that is sold, without a big, fat cut coming my way (or just my written permission. I'm not greedy.) Unfortunately, the free virus I was planning to bundle with this FAQ turned out to be unavailable for distribution due to tangled copyright reasons. Any viruses you find in in this faq can be considered gifts of the generous middlemen, and not of your humble author. All names, songs, titles, software, and trademarks are owned by their respective owners. Street Sk8ter is (c) 1999 Electronic Arts and Micro Cabin. This FAQ is not an attempt to annoy their lawyers.