Street Sk8ter

Street Sk8ter

22.09.2013 23:09:02
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SSSSSStStStStrStrStreStreStree Street Sk8er k8erk8er8er8er8er8ererererrrrrr
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Street Sk8er FAQ v 1.1, April 23rd, 1999

By Chris Canfield (seishino@aol.com)

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------------- Contents -------------
| |
| Introduction |
| Version Changes |
| Basics |
| Characters |
| Secrets |
| Music |
| Skatethrough |
| Thanks |
| Fidgety Bits |
------------------------------------

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troduction Introduction Introduction Introduction Introduction Introdu
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Not since the days of Skate or Die has a home console seen a dedicated
skating game. I used to whittle 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. Street Sk8er is way too
short, but if I didn't love it I wouldn't be working on this FAQ.

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. Let the world know about a secret
you've found.



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ges Version Changes Version Changes Version Changes Version Changes Ve
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Ver Date Changes


1.0 March 19, 1999 - First release

1.1 April 23, 1999 - Due to incessant pestering, added music section.
Added secret pathway in Tokyo.
Added Version Changes
Changed Introduction. Sounded too much like hype.



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asics Basics Basics Basics Basics Basics Basics Basics Basics Basi
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- 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.



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rs Characters Characters Characters Characters Characters Characters
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- 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...


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rets Secrets Secrets Secrets Secrets Secrets Secrets Secrets Secret
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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.

There is a secret pathway in Tokyo. In the very latter half of the level,
there is a section with rails on either side of a central pathway. If you
turn the corner and then another, you will arrive at a water pit with a
small bridge in the middle. However, if you jump straight into that first
curve, you will find it to be a massive shortcut. Furthermore, there is
actually a ledge off to the left side of the rail area, with a very small
hidden ramp at the end (look for the brown patch). This ramp can be used
to jump into the shortcut. Very stylish.


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sic Music Music Music Music Music Music Music Music Music Music
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The music tracks are available from the "Sound Mode" submenu of the
"Options Screen" submenu of the "Config" screen. This information is
lifted directly from the manual.


Track 1
-------
"Honey Peeps"
Performed by All
From the album "Mass Nerder"
Music & Lyrics by Chad Price
(p) 1998 Epitaph
(c) 1998 Barbecued Beer
Courtesy of Epitaph


Track 2
-------
"Encendedor"
Performed by Plantilla Mosh
From the Album "Aquamosh"
Written by Alejandro Gonzales and Juan Reyes
(p) 1998 EMI Music Mexico
(c) 1998 EMI April Music Inc. and P. Mosh Publishing controlled and
administered by EMI April Music Inc. (ASCAP)
Published by EMI Music Publishing, Inc.
International Copyright Secured. Used by permission.



Track 3
-------
"Monster Truck"
Performed by Plantilla Mosh
From the Album "Aquamosh"
Written by Alejandro Gonzales, Juan Reyes,
C. Borrelli, A. Fuentes, R. Harris, and G. Marks
(p) 1998 EMI Music Mexico
(c) 1998 EMI April Music Inc. and P. Mosh Publishing, Quaddel B
International Copyright Secured. Used by permission.



Track 4
-------
"Sugar in your Gas Tank"
Performed by Less Than Jake
From the Album "Losing Streak"
Music by Chris and Roger
Lyrics by Vinnie
(c) 1998 Sarcastic Sugar Music
Courtesy of Capitol Music, Inc.


Track 5
-------
"Against"
Performed by Straight Faced
From the album"Conditioned"
Written by John Miller, Ron Moeller, Dave Tonic,
Damon Beard, and Kevin Norton
(p) 1998 Epitaph
(c) 1998 Westpeach Music (BMI)
Courtesy of Epitaph


Track 6
-------
"All My Best Friends Are Metalheads"
Performed by Less Than Jake
From the Album "Hello Rockview"
Music by Chris and Roger
Words by Vinnie
(c) Sarcastic Sugar Music
Courtesy Capitol Music, Inc


Track 7
-------
"Everready"
Performed by H2O
From the album "Thicker Than Water"
Written by Toby Morse, Todd Morse, Rusty Pistacio,
Todd Friend, and Adam Blake
(p) 1997 Epitaph
(c) 1997 Westbeach Music (BMI)
Courtesy of Epitaph


Track 8
-------
"Rotten Egg"
Performed by Gas Huffer
From the album "Just Beautiful Music"
Written by Don Blackstone, Joe Newton,
Tom Price, and Matt Wright
(p) 1998 Epitaph
(c) 1998 Leaderhead Music (BMI), administered
by Westbeach Music (BMI)
Courtesy of Epitaph


Track 9
-------
"Liz Phair"
Performed by Weston
written by James Snyder, David Weston,
Jess Short, and Jeremiah Attanasio
(c) 1998 Chrysalis Tunes/Hummer Songs (SESAC)
(p) 1998 Rubber Records, LLC


Track 10
-------
"Maybe Tomorrow"
Performed by 1 Against 1
From the album "Headcleaner"
Written by Bob Hoorweg, Jasper Blazer,
and Ronald van Maren
(p) 1998 Epitaph
(c) 1998 Eastbeach Music (STEMRA),
administered in the U.S. and Canada
by Westbeach Music (BMI)
Courtesy of Epitaph


Track 11
-------
"Ordinary Fight"
Performed by 1 Against 1
From the album "Headcleaner"
Written by Bob Hoorweg, Jasper Blazer,
and Ronald van Maren
(p) 1998 Epitaph
(c) 1998 Eastbeach Music (STEMRA),
administered in the U.S. and Canada
by Westbeach Music (BMI)
Courtesy of Epitaph


Track 12
-------
"Out All Night"
Performed by The Pietasters
From the album "Willis"
Written by Brett Gurewitz, Todd Eckhardt,
and L. Carlos Linares, Jr.
(p) 1997 Hellcat Records
(c) 1999 EMI Blackwood Music Inc., Sick Muse Songs,
Zomba Soncs, Inc. and L. Carlos Linares, Jr.
All Rights for SICK MUSE SONGS Controlled and
Administered by EMI BLACKWOOD MUSIC INC. (BMI)
Used by Permission,
Courtesy of Hellcat Records


Track 13
-------
"Maybe Tomorrow"
Performed by 1 Against 1
From the album "Headcleaner"
Written by Bob Hoorweg, Jasper Blazer,
and Ronald van Maren
(p) 1998 Epitaph
(c) 1998 Eastbeach Music (STEMRA),
administered in the U.S. and Canada
by Westbeach Music (BMI)
Courtesy of Epitaph


Track 14
-------
"Ordinary Fight"
Performed by 1 Against 1
From the album "Headcleaner"
Written by Bob Hoorweg, Jasper Blazer,
and Ronald van Maren
(p) 1998 Epitaph
(c) 1998 Eastbeach Music (STEMRA),
administered in the U.S. and Canada
by Westbeach Music (BMI)
Courtesy of Epitaph


Track 15
-------
"Thicker Than Water"
Performed by H2O
From the album "Thicker Than Water"
Written by Toby Morse, Todd Morse,
Rusty Pistachio, Todd Friend, and Adam Blake
(p) 1997 Epitaph
(p) 1997 Westbeach Music (BMI)
Courtesy of Epitaph


Track 16
-------
"Out All Night"
Performed by The Pietasters
From the album "Willis"
Written by Brett Gurewitz, Todd Eckhardt,
and L. Carlos Linares, Jr.
(p) 1997 Hellcat Records
(c) 1999 EMI Blackwood Music Inc., Sick Muse Songs,
Zomba Soncs, Inc. and L. Carlos Linares, Jr.
All Rights for SICK MUSE SONGS Controlled and
Administered by EMI BLACKWOOD MUSIC INC. (BMI)
Used by Permission,
Courtesy of Hellcat Records


Track 17
-------
"World is Breaking"
Bow and Arrow
Unknown


Track 18
-------
Character Select Screen
Toshiyuki Kakuta

Track 19
-------
End of Level
Toshiyuki Kakuta

Track 20
-------
Bonus Level
Toshiyuki Kakuta

Track 21
-------
End of Stage
Toshiyuki Kakuta




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throughs Sk8throughs Sk8throughs Sk8throughs Sk8throughs Sk8throughs
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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.


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Thanks
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Many thanks go out to


PSM, for hyping the game, secrets, and early info.
psm.ign.com

Sega Sages for confirming some of the secrets.
www.segasages.com

Martin Kaemnec for hearing about the secret Tokyo path.
martin@ap.net

excalibur31@juno.com, now gone, for telling Martin
about the secret Tokyo path.

James, for playing with me, and losing.




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its Fidgety Bits Fidgety Bits Fidgety Bits Fidgety Bits Fidgety Bits
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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.


 
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