It’s TRICKY!SSX TrickyGUIDES
SSX TRICKY / REFERENCE

Tricks & boost

Build boost, find big air and land your Uber tricks.

Edition covered

The original console game for PlayStation 2, Nintendo GameCube and Xbox. The rider directory follows the North American roster; regional replacements are noted separately. The Game Boy Advance adaptation is outside this guide.

01

Start with clean landings

Practise simple spins, flips and grabs. Leave enough time to straighten your board before touching down.

02

Build your boost

Landing tricks fills the boost meter. Spend boost on a clear stretch or use it to reach a jump with more speed.

03

Uber tricks

When the meter reaches TRICKY, Uber tricks become available. They need more airtime than basic tricks, so choose a large jump.

04

Complete TRICKY

Successful Uber tricks fill the six letters. Complete the word to earn unlimited boost for the remainder of the run.

05

Trick Book

The Indy Air tutorial shows the controller input during a jump in the original SSX Tricky (2001).
The Indy Air tutorial shows the controller input during a jump in the original SSX Tricky (2001).

Check your rider’s Trick Book for challenges and track what you have landed. Consult the game’s control screen for your console’s button combinations.

06

Budget the jump’s airtime

Begin a trick sequence knowing how much space the jump gives you. A low takeoff may support one controlled action while a larger leap gives time for something more ambitious. Stop adding inputs when a safe landing becomes uncertain. Compare a short sequence landed repeatedly with a high-value sequence that often crashes; the reliable option may produce a better whole-event result.

07

Use boost where control remains clear

Boost should support the route you can handle, not merely be spent because the meter is available. Look ahead for a straight or a takeoff you already understand. If you frequently enter the next bend too quickly, move the boost earlier or shorten it. Practising one predictable boost section helps connect the trick system to racing rather than treating score and speed as unrelated actions.

FIELD NOTE

Try a course in Free Ride to learn the turns and jumps before chasing a medal.

References