FAQ/Move List - Guide for Dave Mirra Freestyle BMX

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**** THIS IS NOT FOR THE DAVE MIRRA FREESTYLE BMX DEMO VERSION OF THE GAME.
THIS IS FOR THE FINAL RETAIL VERSION.

Dave Mirra Freestyle BMX
Final Version - Playstation
FAQ/Move List v1.05
Author: Bear "replicant" Powell
Compiled on September 3rd, 2000
Current Revision Date: December 11th, 2000

*This FAQ/Move List is based upon information gathered about the Final Retail
Version. If you have questions about the demo or beta versions of the game,
then e-mail me and I can help you work it out. You can also look for the Demo
FAQ on gamefaqs.com that I posted earlier.

"This document is Copyright 2000 Bear Powell."

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*This FAQ/Move List was written by Bear "replicant" Powell and is hopefully a
useful item for those who are trying to learn how to play this wonderful game.
No reproductions of this FAQ or links to this FAQ are allowed without the
expressed written consent of myself. This FAQ may also not be reproduced as
part of a Strategy Guide, Move List, or anything for monetary gain without my
consent. I can be e-mailed at ([email protected]) if you would like to
request the addition of this FAQ to your site.

**Dave Mirra Freestyle BMX is the sole property of Acclaim Entertainment,
Acclaim Max Sports Inc, and Z-Axis. This FAQ is in no way affiliated with these
fine companies and is only done as a tribute to what promises to be the
pinnacle of Freestyle BMX games.

***If you notice any errors in this FAQ or have any information that would
benefit other gamers of this wonderful game, then e-mail me with comments,
missing moves, hints, codes, or secrets at ([email protected]) and you
will be given full credit for your additions in the future versions of this
FAQ. Thanks to everyone in advance for their assistance in making this FAQ
better and I hope it is a help to all who read it.

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"Game Description for Dave Mirra Freestyle BMX"
1. Release Date: Sony Playstation - September 15th, 2000 (Subject to change.)
                 Sega Dreamcast - November 15th, 2000 (Subject to change.)
                 PC Version - December 17th, 2000 (Subject to change.)

2. Dave Mirra Freestyle BMX (DMFBMX) is an extreme sports title that takes
street, dirt, and vert biking and brings it to your home and makes it more
accessible for those who love the sport. Now on those rainy days when the park
is closed you can sit back and have some fun creating new lines and trying to
set up some nice high scores. The game engine is a very tweaked version of the
Thrasher: Skate and Destroy (Not as slow. Thank God!) game engine and utilizes
the same overall graphics quality of that game as well. DMFBMX will differ from
most other Freestyle BMX games from the standpoint that it is not an
arcade-style game (Radikal Biker) or arcade-style game with some sim qualities
(Matt Hoffman's Pro BMX). DMFBMX is pretty much a Sim. Yes, you can do some
outlandish and sometimes impossible looking moves, but they are definitely
within the realm of possibility now or after playing this game some Pro's may
start to try them in RL. After about a 15-30 minute session with this game you
will find that the controls are quite intuitive and not really like any other
game available in this genre. The sheer amount of personalization you can add
to each combo is staggering, but you will have to see for yourself to fully
understand what I am saying. This is a truly amazing game and I am sure you
will have countless hours of fun with Dave Mirra Freestyle BMX.

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SPECIAL THANKS TO THE FANS OF Dave Mirra Freestyle BMX and my helping with the
DMFBMX community.

***I would like to say thanks to the people who expressed interest in a
walkthrough for DMFBMX and those who just had questions about the various
objectives in the game. Over the past 4 months I have received several hundred
e-mails that range from objective questions to people thanking me for this FAQ.
It is because of your continued interest that I keep this project alive. I will
also let everyone know when my DMFBMX website will be up and running with all
the latest gossip about DMFBMX 2 and other subsequent titles. You will usually
find me posting on the Playstation and Dreamcast DMFBMX Message Boards and I
make all of my announcements there. Once again, Thanks.

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"Revision History"
Version 1.05 - Added Full Game Walkthrough, GS Code link, and added the
infamous "Limo Driver" trick.
Version 1.04 - Completed Specials and move ommissions. It's seems to be
complete now.
Version 1.03 - Revised Everything!!! (Final Retail Version)
Version 1.02 - Fixed Typos, added more secrets, and fixed incorrect move
directions.
Version 1.01 - Revised Everything! (Beta/Final Retail Version)
Version 1.00 - Original (Demo Version)

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"Table of Contents"
 1. Menu Screen
 2. Pause Menu Screen
 3. Legend
 4. Controls
 5. Basic Tricks
 6. Advanced Tricks
 7. Double Tap Tricks
 8. Unique Tricks
 9. Special Tricks
10. Walkthrough
11. Music Credits
12. Secrets, Codes, Hints, etc
13. SHOUT OUTS!!!
14. Wondering

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Section 1
"Menu Screen"

1. PROQUEST
1.1 Choose Rider (Choose 1 of 10 riders. Also, you may be able to earn more
hidden characters.)
*These are available at the start of the game. (Dave Mirra, Ryan Nyquist, Troy
McMurray, Mike Laird, Chad Kagy, Tim Mirra,
 Kenan Harkin, Shaun Butler, Leigh Ramsdell, and Joey Garcia)
1.2 Choose Bicycle (Four Bicycles to choose from with varying benefits when all
are unlocked.)
1.3 Choose Outfit (Outfits change depending on Sponsors earned in PROQUEST.)
1.4 Choose Level (Choose 1 of 12 levels. Also, you may be able to earn more
hidden levels.)
*Greenville - Vail Trail, Greenville - Greenville Park, Greenville - The
Backyards, Woodward - Woodward Trails,
 Woodward - Lot 8, Woodward - Titanic, Pro Tour - Sleepy's Ditch, Pro Tour -
Eastwood Ramp Park, Pro Tour - San Jose
 Ramp Club, Acclaim     Max Games - Dirt, Acclaim Max Games - Street, and
Acclaim Max Games - Vert

2. SESSION
*SESSION is a 2 minute timed run on whatever level you choose and is also used
as a way other than PROQUEST to create new  records for particular levels. It's
option screens are the same as PROQUEST and everything you have earned in
PROQUEST is available for you to use in this mode.

3. FREERIDE
*FREERIDE is exactly what it says. Basically it is a non-timed mode where you
can hone your skills by practicing on any level with the items that you have
unlocked in PROQUEST mode.

4. 2 PLAYER
*Same basic options as PROQUEST, but choosing alternates from Player 1 to
Player 2. You must have 2 controllers plugged in for this mode to be
accessible. This mode also has fun mini-games for you and your friends to test
each other at. Also, every level is unlocked, but only bikes and outfits that
you have unlocked in PROQUEST are available for you to use.
The modes are:
4.1 Best Run - 2 Minutes (See who can get the highest score in a 2 minute run.)
4.2 High Five (A best of 5 series to see who can do the biggest single trick in
under 30 seconds.)
4.3 B-M-X (A game of HORSE similar to the basketball game version, but with
tricks instead of shots.)
4.4 Random Spot (Bust single tricks at 5 randomly chosen spots in the level. A
15 second time limit means you have to be                  quick. The winner is
the one with the highest total score at the end of 5 rounds.)
4.5 Wipeout (Each rider gets 3 chances to eat it. See who can inflict the most
bodily harm in a single crash.)
4.6 Longest Grind (Self-explanatory)
4.7 Highest Wall Tap (See who can Wall Tap at the highest point on the level.)
4.8 Big Air Contest (See who can go the highest in the air.)
4.9 Furthest Jump (Self-explanatory)
4.10 Longest Manual (Self-explanatory)

5. LOAD/SAVE (Memory Card)
5.1 Save - Memory Card Slot 1
5.2 Save - Memory Card Slot 2
5.3 Load - Memory Card Slot 1
5.4 Load - Memory Card Slot 2

6. COOL STUFF
6.1 Challenges
*Lists the necessary objectives for the Greenville and Woodward levels in all 3
modes of play.(Amateur, Pro, and Hardcore)
6.2 High Scores
*This option has records for every level in the categories of Best Game (High
Score), Trick Set (Combo Score), Single Trick, Big Air (Height), Highest Mark
(Highest Wall Tap), Longest Grind, Longest Jump, Longest Manual, and Longest
Skid (Braking Distance).
6.3 Movies
*Whenever you earn a movie for a rider you can watch it here. The Intro Movie
is available from the start, but the others you earn in PROQUEST mode. Dave
Mirra and Ryan Nyquist are the only currently known riders to have movies.
6.4 Credits
*A very cool movie goes along with the credits. Cool to watch and has a small
explanation in it for the bloodstain on the floor of Woodward - Lot 8.

7. OPTIONS
7.1 Controller
*Turn vibration off/on and choose button layout scheme from 3 pre-done choices.
7.2 Cheats
*This menu will alow you to turn individual cheats on/off in the game. You earn
these cheats by beating the game with particular characters. EXAMPLE: Shaun
Butler = Night Vision Mode (Everything is bright green like a pair of night
vision goggles.)
7.3 Color Adjust
*Color adjusting for optimal screen appearance.
7.4 Audio
    *Music - (1 = Lowest - 18 = Loudest)
    *Sound FX - (1 = Lowest - 18 = Loudest)

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Section 2
"Pause Menu Screen" (Press Start button during play)
1. Continue (Go back to game)
2. View Challenges (See a listing of objectives and which ones have been
completed.)
3. Options
   *Camera Type (Behind, Wide, and Above)
   *Vibration - ON/OFF
   *Tutorial Hints - ON/OFF (Pops hints on the screen about basic moves.)
   *Audio Options - SFX Volume (1-10), Music Volume (1-10), Music Track (Choose
1 of 10 tracks or no music at all)
4. Trick List (See a listing of tricks and how they are done.)
5. View Records (View records for current level)
6. End Run

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Section 3
Legend:
"Directions on Directional Pad or Analog Joystick"
U = Up
D = Down
L = Left
R = Right
U/L = Up and to the left
U/R = Up and to the right
D/L = Down and to the left
D/R = Down and to the right

"Buttons"
S = Square Button
T = Triangle Button
X = X Button
O = O Button

"Move Modifiers"
+ = Press buttons at same time to complete move
, = Pause slightly after move and do next move (Should be done rapidly.)

"Spin Modifiers"
180 = 180 Degree Rotation or Half Circle Spin
360 = 360 Degree Rotation or Full Circle Spin
540 = 540 Degree Rotation or 1 1/2 Spins
720 = 720 Degree Rotation or 2 Full Circle Spins
900 = 900 Degree Rotation or 2 1/2 Spins

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Section 4
"Controls"

Basic Controls:
Up: Tap to start peddling bicycle
    Hold to accelerate
    Turn around(when riding backwards)
Down: Brake
Left: Turn Left
Right: Turn Right
Square: Big Air Tricks (+Directional Buttons)
Triangle: Grind (+Directional Buttons)
X: Tap to start peddling bicycle
     Turn around(when riding backwards)
     Bunny Hop (Jump) (Hold down to jump higher. Also, known as "Charging".)
O: Modifier Tricks (+Directional Buttons)
L1/L2: Spin Left
R1/R2: Spin Right

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Section 5
"Move List"

***I have sat down and analyzed almost every trick and trick combination in the
game and I have come to the conclusion that there are too many combo trick
possibilities to fully catalog. With that in mind I will concentrate on only
the most unique tricks and useful basic combinations. There are thousands of
trick combinations possible in Dave Mirra Freestyle BMX and it will be up to
you to make the tricks you use as individual as possible. The combo system in
Dave Mirra is phenomenal when you take into account that you can take a Big Air
Trick and add a Single Modifier Trick or a Double Modifier Trick to it. You can
even use Double Modifier Big Air Trick's and add Single Modifier Tricks or
Double Modifier Trick's together to make even bigger and more hardcore moves.
The mix and match possibilities are almost endless. Your imagination is only
the beginning.

Basic Tricks:
"Square Button Tricks (Big Airs)"
U+S = Table Top
D+S = Back Flip
L+S = Turn Down Air
R+S = Can Can
U/L+S = Toboggan
U/R+S = Superman
D/L+S = Candy Bar
D/R+S = Tail Whip Air

"O Button Tricks (Modifier Airs)"
U+O = Cross Up (X-Up)
D+O = Bar Spin
L+O = One-Footed Air
R+O = One-Handed Air
U/L+O = Rocket Air
U/R+O = Seat Grab
D/L+O = No Footer Air
D/R+O = No Hander Air


"Triangle Button Tricks (Grinds)" (Primarily done parallel to a lip, edge, or
rail.)
NOTE: These tricks can be modified with O-Button Tricks to create some very
cool looking grinds worth high points.)
T = Double Peg Grind
U+T = Tooth Pick Grind
D+T = Ice Pick Grind
L+T = Smith Grind
R+T = Feeble Grind
U/L+T = Lip Slide
U/R+T = Luc-E Grind
D/L+T = Crooked Grind
D/R+T = Sprocket Grind

"Stalls" (Primarily done perpendicular to lip, edge, or rail.)
NOTE: These tricks can be modified with O-Button Tricks to create some very
cool looking lip tricks worth high points.)
T = Double Peg Stall
U+T = Tooth Pick Stall
D+T = Ice Pick Stall
U/L+T = Nose Pick Stall
D/L+T = Tail Tap
L+T = Disaster

"Additional Tricks" (Primarily done at a slight angle to flat surface like a
wall, fence, ramp, lip, and rail edges.)
L+X = Fast Plant
R+X = Wall Tap

"Manuals" (Press directions before landing from any jump, then adjust according
to balance meter.)
D,D = Manual
U,U = Nose Wheelie

"Rotation Modifiers"
***Half Cab = When riding backwards on flat ground or up a transition jump and
spin at least a 180 and you will get this modifier bonus. You can also do it
along with combo tricks to create some very cool looking runs.
***Alley Oop = This a modifier bonus that adds to tricks and combos when you
land a trick on a vertical surface very near your point of origin.

"Bails and Cancels"
1. Full Bail = Press L1,L2,R1, and R2 to completely abort a trick and fall
horrifically to the floor. This is a very useful item to know in 2 Player
Wipeout Mode.
2. Hang On = Press (T) to hold on to a ramp, lip, or rail if you begin to fall
from a high place.
3. Tuck and Roll = Press the O-Button when falling to ball yourself up and
decrease the amount of damage you take from any fall.
4. Double Move Cancel (Break or Abort Trick) = During moves such as the Double
Back Flip and Double Tail Whip you can cancel the second part of the trick by
pressing the direction the trick originated from and the X-Button at the same
time. This has to be done slightly after the first part of the trick completes.
This is handy if you went for that big trick and then realized you don't have
enough air to complete it. Here is an example.
***Example: Double Back Flip (D,D+S) After the first Back Flip press (D+X) and
you will not attempt the second Back flip, but you will register as having done
a single Back Flip plus whatever appropriate modifiers.

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Section 6
"Advanced Tricks"
***These are tricks that are done by combining 2 different directions along
with the Square Button or O-Button to perform linked moves. These moves are
higher in point value and when linked with modifier or linked modifier moves
can create some very impressive and high scoring combo moves.
Example 1: Tail Whip Back Flip = D/R,D+S (This is a standard S-Button Double
Tap Modified Trick.)
Example 2: One-Footed One-Handed Air = L,R+O (This is a standard O-Button
Double Modified Trick.)
Example 3:One Footed One-Handed Tail Whip Back Flip = D/R,D+S,L,R+O (This is a
Linked Dual Double Modified Trick.)
***Here are the base Double Modifier Tricks to get you started on a glorious
combo.
NOTE: Some modifier tricks can be done 2 different ways with the same outcome.
Example: Tail Whip Back Flip = D/R,D+S
         Tail Whip Back Flip = D,D/R+S

---"Square Button Tricks - Advanced"---
***Table Top Tricks***
(No S-Button Variations that are not Double Tap Tricks, Direction Reversals,
Unique Tricks, or Back Flips.)

***Back Flip Tricks***
Can Can Back Flip = R,D+S
Candy Bar Back Flip = D/L,D+S
Rocket Back Flip = U/L,D+S "You can also do a Modifier version called a Rocket
Air Back Flip (D+S,U/L+O)"
Table Top Back Flip = U,D+S
Tail Whip Back Flip = D/R,D+S
Toboggan Back Flip = U/L,D+S
Turn Down Back Flip = L,D+S

***Turn Down Air Tricks*** (aka... Look Down Air)
Can Can Look Down = L,R+S
Candy Bar Look Down = D/L,L+S

***Can Can Tricks***
(No S-Button Variations that are not Double Tap Tricks, Direction Reversals,
Unique Tricks, or Back Flips.)

***Toboggan Tricks***
(No S-Button Variations that are not Double Tap Tricks, Direction Reversals,
Unique Tricks, or Back Flips.)

***Superman Tricks***
(No S-Button Variations that are not Double Tap Tricks, Direction Reversals,
Unique Tricks, or Back Flips.)

***Candy Bar Air Tricks***
(No S-Button Variations that are not Double Tap Tricks, Direction Reversals,
Unique Tricks, or Back Flips.)

***Tail Whip Tricks***
(No S-Button Variations that are not Double Tap Tricks, Direction Reversals,
Unique Tricks, or Back Flips.)



---"O-Button Tricks - Advanced"---

***Cross Up (X-Up) Tricks***
One-Handed Cross Up = R,U+O
One-Footed Cross Up = L,U+O
No Footed Cross Up = D/L,U+O

***Bar Spin Tricks***
No Footed Bar Spin = D/L,D+O
No Handed Bar Spin = D/R,D+O
One-Footed Bar Spin = L,D+O
One-Handed Bar Spin = R,D+O

***One-Footed Air Tricks***
One-Handed One-Footer Air = R,L+O
One-Footed Cross Up = U,L+O
No Handed One-Footer Air = D/L,L+O
One-Footed Bar Spin = D,L+O

***One-Handed Air Tricks***
One-Handed One Footer Air = L,R+O
One-Handed No Footer Air = D/L,R+O
One-Handed Bar Spin = D,R+O

***Rocket Air Tricks***
Rocket Bar Spin = D,U/L+O
Rocket Cross Up = U,U/L+O
Rocket No Hander = D/R,U/L+O
Rocket One-Footer = L,U/L+O
Rocket One-Hander = R,U/L+O

***Seat Grab Tricks***
One-Handed Seat Grab = R,U/R+O
One-Footed Seat Grab = L,U/R+O
No Footed Seat Grab = D/L,U/R+O
Bar Spin Seat Grab = D,U/R+O

***No Footer Air Tricks***
No Footed Cross Up = U,D/L+O
No Footed Bar Spin = D,D/L+O
No Handed One-Footer Air = L,D/L+O
One-Handed No Footer Air = R,D/L+O

***No Hander Air Tricks***
No Handed Bar Spin = D,D/R+O
No Handed One-Footer Air = L,D/L+O


"Sidenote on O-Button Modifier Tricks"
***Peg Grab***
*Some of you who have played the Demo of Dave Mirra might be wondering what
happened to the "Peg Grab" and so do I. The Rocket Air as a Modifier Trick is
not a good substitute.

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Section 7
"Double Tap Tricks"
Bar Spin to Bar Spin Back = D,D+O
Cross Down (X-Down) = U,U+O
Double Back Flip = D,D+S
Double Seat Grab = U/R,U/R+O
Double Tail Whip = D/R,D/R+S
Front Flip = F,F+S
No Footed Can Can = R,R+S
Suicide No-Hander = D/R,D/R+O
Superman Indian = U/R,U/R+S
Switch Footer = L,L+O
Switch Hander = R,R+O
Un-Turndown = L,L+S

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Section 8
***Unique Tricks***
Bus Driver = R,D+O
Crotch Rocket = U/L,U/R+O
Decade Air = R,L+S
Even Girls Have A Crotch Rocket = Rocket Air, Double Seat Grab
Flail = Front Flip+360
Flair = Back Flip+180
Flip Driver = Back Flip, Bar Spin
Indian Air = D/L,D/L+O
Super Flip = U/R,D+S
Truck Driver = Bar Spin+360
Nothing = D/R,D/L+O
"Limo Driver" = D,D+S, D+O(Hold x2) "Land after 1st Back Flip for it to
register."
How to perform the "Infamous Limo Driver": A Limo Driver is a Back Flip Double
Barspin.  However, because you can only pull off 1 Bar Spin with a Back
Flip(The "Flip Driver" trick cancels a double modifier.), you need to execute a
Double Back Flip+Double Bar Spin, but just land the 1 Back Flip.

***Now that you have all of the Basic-Unique Tricks outlined here, then it is
time for you to mix and match them until you find your favorite moves or moves
you are comfortable with. The possibilities of modified tricks and combos are
endless. Your imagination will be your only hindrance at getting the coolest
moves possible to become reality on your screen. Enjoy!

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Section 9
"Special Tricks" - These tricks are character specific and a bit hard to pull
off with out alot of air and practice.

1. Dave Mirra - Triple Back Flip = D,D,D+S
              - Double Seat Grab Superman Indian = R,U/R,R+S

2. Ryan Nyquist - Seat Grab No Footed Can Can = R,R,U/R+S
                - No Handed Bar Spin Back Flip = D,D,D/R+S

3. Troy McMurray - Bar Spin Seat Grab Can Can = R,R,D+S
                 - No Hander One Footer Candy Bar Back Flip = D,D/L,L+S

4. Mike Laird - No Footer Double Tail Whip = D/R,D/R,D/R+S
              - No Hander Tail Whip Back Flip = D,D/R,D/R+S

5. Chad Kagy - Double Seat Grab Superman = U/R,L,L+S
             - Bus Driver Superman = U/R,D,D+S

6. Tim Mirra - Double Peg Grab Back Flip = D,U,D+S
             - Can Can Back Flip = U,D,U+S

7. Kenan Harkin - Decade Back Flip = R,L,D+S
                - Double Seat Grab Decade = R,L,U/R+S

8. Shaun Butler - Super Flip Seat Grab = D,U/R,U/R+S
                - One Foot Table Top = U,L,L+S

9. Leigh Ramsdell - Double Front Flip = U,U,U+S
                  - One Hander Decade = R,L,R+S

10. Joey Garcia - Bus Driver Double Tail Whip = D/R,D/R,R+S
                - No Footed One Hander Can Can = L,D,R+S

11. Slim Jim - One Hand One Foot Can Can Back Flip = L,D,R+S
             - Rocket No Hander Tobaggan = R,U,L+S

12. Amish Boy - Crotch Rocket Back Flip = L,D,R+S
              - No Footed One Hander Superman = R,U,L+S

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Section 10
"Walkthrough"
*These are the easiest ways from my personal experience to complete each
objective. There are 12 objectives to complete per level with the breakdown
being 4 Amateur, 4 Pro, and 4 Hardcore objectives per level. This walkthrough
was made to help those who are having trouble with a particular objective to
find the help they need quickly and efficiently.

**Bunny Hop Tip: If you hold down the X-Button prior to jumping, then you can
jump higher than a quick press of the button will. This is called "Charging".

BIG HINT!!!: Use the Secret Bike(See Section 12 for how to get it.) to complete
the Hardcore Objectives with relative ease. I have completed every objective
using only the 1st Bike, so it can be done with any bike. It is just a pain in
the butt trying to use the lower level bikes.

--------------------------------------------------
Level 1
--------------------------------------------------
***Greenville - Vail Trail***
*Amateur Objectives*
1. Jump over the log in the road -
     Ride toward the log that is directly in front of you at the start. Press
and hold the Jump Button
     for more height and  when you are near the log let go of it and clear the
log. The goal is to jump
     from the 1st green block over the log onto the next green block.

2. Jump over the dirt mound -
     Ride to your left at the start and you will see a dirt mound with green
blocks going up one side
     and down the opposite side. With a moderate amount of speed pedal toward
the hill and press
     the jump button about halfway up it, then let go of it and try to land in
the opposite green area.
     Sometimes a 360 air will help to get more distance and help you on this
objective.

3. Hit the 4 electric boxes -
     This one is very easy. You just have to find the 4 green electric boxes
and touch them in any kind of
     way. The locations of them are fairly easy to find as well. One is
directly behind you at the start, the
     next one slightly right and ahead of you near the fence, you have one
beside the railroad tracks at the
     right side of the railroad crossing, and the last one is to your left of
the start in the drainage area that
     has a half pipe in it. The last box is far left of that half pipe near the
fence.

4. Score over 5,000 points in a run -
     A couple tricks and you have this one.

*Pro Objectives*
1. Jump the creek gap -
     Go left from the start and head to the far left corner. You will see a gap
jump over the culvert area.
     The jump is parallel to the train. Do just like you did with the dirt
mound jump. Get up some speed
     and jump from one green block to the other green block on the opposite
slope. You are now set up
     to do the next objective as well.

2. Jump over the tree trunk -
     After landing from the creek gap jump you will see a tree laying across
the gap ahead of you. It has
     a slope leading up toward it from both sides. Just jump over it exactly
like you just did on the creek
     gap.

3. Use the trailer to jump over the fence -
     Go right from the start through the fence. Go to the back wall and turn
around to face the fence. You
     should see a trailer with dirt pack around it that has a lip sticking up
toward the fence. Ride on the
     trailer with some speed and when you are near the edge jump and go over
the fence.

4. Score over 15,000 points in a run -
     Use the half-pipe in the culvert and the bowl near the train to rack up
some good points.

*Hardcore Objectives*
1. Jump over the flatbed car -
     This requires speed and timing. Straight ahead of the start you will see a
train crossing. The goal is to
     jump across that crossing over the train and get to the other side. Get
about halfway between the log
     and crossing and watch the train. When you see a flatbed train car nearing
the crossing ride as fast as
     you can and jump over it. Not very hard, but you have to figure out the
timing.

2. Grind the phone line -
     Now that you are on the other side of the tracks you get to do a fun
objective. To your left you will see 2
     slopes that have trampolines attached to them. Now what you need to do is
ride the outside edges of the
     area to gain speed and when you come to the 1st slope go slightly right of
the middle of the slope and
     jump. This should have you landing on the right side of the trampoline.
When you bounce from it you should
     land on the right side of the trampoline closest to the train. This is a
very key thing. The trampoline near the
     train will push you to the left, so you "NEED" to land on the right side
of it to clear the train and grind the line
     on the opposite side. After you clear the train, just press grind when you
are near the phone line.

3. Get up on the roof of the house -
     Go to the area behind the fence to the right of your starting point where
you jumped from the trailer over
     the fence. You should see a dirt slope leading up to the roof. Ride up it
with speed and bunny hop up onto
     it.

4. Grind more than 180 feet on the power lines -
     The key to getting a 180' grind is to get a bit of speed and jump to the
roof, then about halfway down the roof
     Bunny Hop up onto the right side cable. Use a Double Peg Grind for
stability or a Toothpick Grind for speed. It's
     a personal thing. Be careful not to overcompensate when you start to lean
from one side to the other. This just
     takes practice.

--------------------------------------------------
Level 2
--------------------------------------------------
***Greenville - Greenville Park***
*Amateur Objectives*
1. Pull a 360 over the box jump -
     From the start ride slightly right and you will see a box ramp with the
familiar green boxes on 2 sides. With
     speed ride at it and jump from one side to the other. Use a 360 air if you
need a bit more distance.

2. Grind more than 50 feet anywhere -
     The easiest place for this is the flower beds that are running along the
extreme left side walls from the start
     area. One long grind or a long combo grind should do you quite nicely.

3. Grind the 4 crates - A very easy objective. You just have to bunny hop and
grind on the 4 crates scattered
     on the level. From the start ride forward and turn left at the end of the
fence, then head back the direction you
     came. The 1st crate is against a tow motor near the end of the fence. To
get the 2nd crate ride from the start
     and turn left at the fence and ride straight. You should see it on the
left side of the warehouse in front of you.
     The 3rd crate is located in the flower bed area in front of a tow motor,
behind the 2nd crate warehouse. The last
     crate is straight from the start located on the right side wall of the
ware house in front of you. Now you just have
     to grind them all in the same session. Figure out the easiest line to all
of them for you and get this objective.

4. Score over 10,000 points in a run -
     Work the area you start in to get your needed points and the Truck Spine
ramp to the left and past the
     fence from the start.

*Pro Objectives*
1. Transfer over the fence (Jump from ramp to ramp) -
     From the start look over you riders left shoulder to see the mini ramp you
need to launch off of. You have to jump
     from the ramp over the fence and land on the 1/4 pipe area on the other
side. The key is to push UP as you are
     jumping to propel yourself over the fence. You have to land your trick to
get credit.

2. Transfer over the cargo box -
     After landing over the fence you will see 2 1/4 pipes to you left with a
big box seperating them. This one takes
     practice, but isn't too hard. Jump from the left side so you have the
largest landing zone. This is a jump that
     requires "Charging". Ride toward the left side ramp angled at the box.
Charge your jump and launch off the ramp
     over the box. Land and ride away. Don't be fancy until you are comfortable
with the jump. Spinning helps for
     distance.

3. Grind the 4 warehouse doors to open them - This is another objective that
requires the usage of "Charging".
     From the start turn 90 degrees left and look at the 4 warehouse buildings.
You will notice that the buildings
     on the far right and left and bigger than the middle ones. The 4 doors are
located on the 2 biggest buildings
     only. Two doors are on each of the end buildings. You will see little
ramp/inclines with the word "SLOW" painted
     on them and up above them you will see garage door rails attached to the
buildings. Get some speed and
     ride up the slow ramps while you are charging your jump and jump up to the
rails and hit grind. It's a little
     weird at first, but you'll get this objective in no time at all.

4. Score over 25,000 points in a run -
     Work the area you start in to get your needed points and the Truck Spine
ramp to the left and past the
     fence from the start.

*Hardcore Objectives*
1. Get up to the warehouse roof by grinding -
     You can do this on either of the two small warehouse buildings. Ride up a
"SLOW" ramp
     and do a charging jump toward the edge and press grind. This should be a
piece of cake by now.
     When you are grinding lean toward the roof and bunny hop to get yourself
ready for the next two
     objectives.

2. Jump between warehouse roofs -
     Do objective 1 to get on the roof. In the center of the is a sky light
hump. Get on top of it and face the
     other warehouse in the distance. You will see a pedastal in the gap
between the buildings that has the
     cool trampoline top on it. Set yourself up so that the corner of the
building you are on, the pedstal, and
     the exact opposite building corner are in a straight line. Ride fast
toward the corner, charge, jump to the
     pedastal, and bounce to the other corner. Fun?

3. Grind each of the 4 sections of the rooftop cable -
     Do objective 1 to get on the roof. On a corner of the building you will
see 4 rails stretching from the building
     you are on to the opposite building. You need to ride fast toward the
corner, bunny hop, and grind all 4 rails.
     If you have trouble with this long grind, then here is a little cheat for
you. Start on one of the buildings and
     grind 2 sections of the rail, then drop off. Go to the other building and
repeat this sequence. You now have
     grinded all 4 rails.

4. Jump through the 4 warehouse windows -
     Ok, this is an extremely simple task. Two windows are located in each of
the large warehouse buildings.
     When you go inside of the warehouse turn and look at the windows. You have
inclines aiming at each window.
     Get some speed and launch through those suckers. Destruction can be
fun....

--------------------------------------------------
Level 3
--------------------------------------------------
***Greenville - The Backyards***
*Amateur Objectives*
1. Clear 30 feet of air -
     Use the "Big Air Hint" below in the pools or on the half pipe to get this
trick rather easily.

2. Pull a 540 in a pool -
     Get at least 20 feet of air and do 1 1/2 turns in the air and land the
trick. The pool directly in front of you
     at the start is the best place fir this.

3. Knock over the 4 blue deck chairs -
     Just run into the 4 chairs and knock'em over. Easy enough. Turn left from
the start and ride past the table. Look
     at an angle left and you will see chair 1 at the top of the steps. From
the start look ahead at the half pipe and
     on top of the left side transition you will see a chair on top. This one
can be a bit awkward, but if you ride up
     the transition and grind you can just lean into it. The 3rd chair is
against the back wall directly in front of
     where you start. The last chair is located at the back left of the level
on the innermost transition of the
     mini-half pipe.

4. Score over 15,000 points in a run -
     The pools, half-pipe, and mini half-pipe(Back left of level from start)
are the best places to get these points.

*Pro Objectives*
1. Transfer from pool to pool -
     From the start ride into the gray pool and pedal hard toward the blue
pool. When you near the walk way seperating
     the pools, charge your jump and clear the gap. 360 over it if you need to.

2. Grind the green lawnmower -
     From the start ride toward the half pipe and go inbetween it and the far
left pool. You'll see it there.
     Just hop and grind it.

3. Transfer from pool to roof -
     Another "Charging" jump here. From the start ride toward the far left pool
and you will see a carved out jump ramp
     on the transition side facing the house. Ride fast toward it and charge
jump up onto the roof. You can also do this
     one from the roof to the ramp are for credit.

4. Score over 35,000 points in a run -
     The pools, half-pipe, and mini half-pipe(Back left of level from start)
are the best places to get these points.

*Hardcore Objectives*
1. Grind the clothesline -
     Do Pro Objective 3. On the roof turn right and you will see an indented
area on the higher roof. Ride toward it
     slightly to the left and go over the peak of the roof. You will see a rail
connecting this roof and the opposite roof.
     Simply land in a grind on it and and ride off. You can also do this from
the other roof as well.

2. Get into the secret pool -
     Use a good bike and ride straight from the start into the dirt jump area
beside the fence. Do a "Charging" jump up
     onto the fence and grind, then lean opposite direction of the house into
the secret area. Jump into the pool to
     complete this objective. You can also get into the secret area by using
the water slide in the very back center
     of the level, but it is much harder to do for a beginner.

3. Grind the red lawnmower -
     Do Hardcore Objective 2. On the opposite side of the pool is the
lawnmower. Ride over to it and jump and grind it.

4. Transfer from rail to rail between pools -
     From the start head into the gray pool ahead and turn 90 degrees left and
ride toward the blue pool. You will see
     a hand rail going up to the walkway and one going down the other side pool
slope. Here is how to do this.

     1. Keep it simple. Keep speed moderate.
     2. Start in the gray pool(Pool closest to start) and ride toward the rail
and
        bunny hop onto it.
     3. Land in a Double Peg Grind(T) for the most stability or Tooth Pick
        Grind(U+T) for speed.
     4. Near the end of the rail Press Up+Right(U/R) and hold.
     5. Bunny Hop while still holding U/R and when you get near the other rail
press any grind.

     Sequence: Bunny Hop-grind-''Bunny Hop+U/R''-grind

     With a little practice you should be able to get it rather easily. The
main thing is to do it simply and not get fancy
     with it until you are comfortable doing it.

--------------------------------------------------
Level 4
--------------------------------------------------
***Woodward - Woodward Trails***
*Amateur Objectives*
1. Clear each jump in the six pack -
     The set of 6 hills right in front of you at the start is the "Six Pack".
It takes 3 jumps to pass them correctly
     and they can be awkward at first. Jump the 1st set by jumping near the
top, the next one about half way up,
     and the last one at the top. This just takes practice.

2. Jump the muddy creek -
     Ride straight past the building and go right. You should see a dried up
creek bed. All you have to do is jump
     across it. It's easier if you jump from the backside of it toward the
building.

3. Break off the 4 cabin doors -
     Very easy. Just remember to jump into the doors or you might crash. The
1st door is slightly left of the start
     on the nearest cabin. Go straight from there and turn left between the
cabins and you will see 2 more doors.
     From the center there turn left and you will see the last one.

4. Score over 20,000 points in a run -
     Work the 6 pack and center half pipe area to get your needed points.

*Pro Objectives*
1. Pull a back flip over each jump in the six pack -
     Do this in the exact same way you did the 1st Amateur Objective, but add
in a back flip over each jump.
     It's not hard, but you do have to get the timing.

2. Fast plant over the Woodward sign -
     Ride straight from the start past the building toward muddy creek. Turn
around and look at the end of the
     building and you will see the big Woodward sign with a wall ramp going up
to it. Ride fast toward it and
     and launch up the side of the building. When you clear the sign do a fast
plant to get this one.

3. Jump over 4 golf carts -
     Not hard, but can be tricky at first. The 1st cart is directly behind you
at the start. The easiest way to jump
     it is to face it and ride toward it, then grind the wood rail on the left
and jump off over it. The 2nd cart is
     at the opposite end of the cabins from the start and to get it you simply
need to jump off of the porch above it
     and go over it. Just past that is Cart #3 inbetween 2 dirt mounds. Simply
jump off one over the cart. The last
     cart is a bit trickier. From start ride straight and go over the bridge
crossing muddy creek. Go over the 1st hill
     and turn around facing the bridge. On the right side of the bridge and
across the creek you will see the last cart.
     Get good and ride toward it. Go down into the creek bed and do a
"Charging" jump off of the edge of the creek bed
     over the cart. I find it easier to do a back flip over the last cart.

4. Score over 40,000 points in a run -
     Work the 6 pack and center half pipe area to get your needed points.

*Hardcore Objectives*
1. Pull a 360 over each jump in the six pack -
     Do this in the exact same way you did the 1st Amateur Objective, but hold
a 360 air out over the jump. A
     bit trickier, but not that much harder. You just have to watch your
landing and try to keep centered. Practice.

2. Jump up to the warehouse roof -
     Go straight from the start until you get near the building on the right.
You will see a dirt incline leading up toward
     the roof near the mini-bulldozer. Get some speed and ride up the incline
with a charged jump and launch up onto
     the roof. This can also be done from the roof to the incline as well.

3. Grind the 4 wires between the cabins -
     This is a little tricky, but not too hard. From the start turn right and
head to the back of the nearest cabin and jump
     from the dirt hill onto the roof. Land in a grind if you need to. Slowly,
move across the roof until you see the wire
     at the right corner of the building. Grind across it and stop. You will
see 2 squares on the roof here. Get inbetween
     them and turn to the left and ride slowly over the peak of the roof. You
will see the wire straight ahead. Grind across
     it and when you are near the end bunny hop onto the next roof or you may
fall or crash. On the next roof look slightly
     right and you will see a wire connected to the roof peak going down at an
angle. It goes down to the next cabin at a
     very sharp angle. Grind down it and about a 1/4 of the way from the end
bunny hop onto the next roof or you will crash
     hard. On this roof look right and you will see a very simple grind left.
Do it and you have got the objective.

4. Grind 2 mini-bulldozers -
     Ride toward the warehouse roof jump and use the incline to jump and grind
on the mini-bulldozer there. It will then
     crash through the fence exposing the tent bowl area. Ride into it and you
will see the other dozer to your left. What
     you need to do is get on the far left side platform area and ride straight
for the dozer, then bunny hop and grind
     on it to complete this one.

--------------------------------------------------
Level 5
--------------------------------------------------
***Woodward - Lot 8***
*Amateur Objectives*
1. Transfer across the funbox -
     From the start ride down the slope and go right. Shortly on the right you
will see a funbox with a handrail on it.
     You have to jump from one side of the funbox over the center spine and
land on the other side of box in the
     designated green squares. Get a good amount of speed and charge jump from
the ramp side that is closest
     to the starting area over the spine and ride off.

2. Do a Flair(180 Back Flip) in the pool -
     Go to the far right corner bowl from the start and simply do a Back Flip
with a 180 spin
     in it. You may have to do it twice to register.

3. Grind 4 fences around Lot 8 -
     Grinds, taps, and stalls work to do this. To do the 1st one ride down from
the start and go over the pyramid
     ahead of  you, then go right into the center half pipe area. About 45
degrees to your left you will see a long
     slope leading up to a tower and a fence. Ride up the slope and grind the
fence. Just on the other side of the
     fence near the bowl is the 2nd fence. Ride over to it and hop up and grind
it. You can also get to it from the
     1/4 pipe below it. To get the last 2 turn around at the start and ride
down the slope. Look left about 45 degrees
     and you will see both fences. Ride up an incline near either one and grind
the fence. Pretty easy.

4. Score over 25,000 points in a run -
     Work the bowl, various jumps, and half pipe areas to get the needed
points.

*Pro Objectives*
1. Grind the tower above the bowl -
     Go just like you were going to the 1st fence at the top of the incline,
but this time you need lots of speed.
     Ride up the incline and charge jump up onto tower into a grind or stall.

2. Transfer between the 2 corner 1/4 pipes -
    Ride down the slope at the beginning and go up and over the next pyramid.
Then stop. Look slightly left and
     you will see a wall ramp and a 1/4 pipe above it and to the side. Get some
speed and ride onto either ramp
     and jump over to the other ramp. Very easy.

3. Wall Tap all 4 fire alarms -
     You can also do Fast Plants on these as well. They both register. The key
to hitting them is to aim toward the
     alarms at an angle and do the tap or plant near them. The 1st alarm is
slightly right and across from you hign
     on a wall. The easiest way to get it is to get onto the walkway in front
of it. There is a very evident path up
     to it from the center half pipe area. On the walk way turn and face the
alarm. Ride toward it and bunny hop onto
     the left side rail. When you near the end of the rail bunny hop and tap
the alarm. Now ride to the bowl. Look over
     the 2nd fence and you will see an alarm on the left wall above the back
1/4 pipe. Get some speed up and ride toward
     the 1/4 pipe at an angle toward the alarm. Launch off the 1/4 and tap the
alarm at your peak. Right beside the 1/4
     pipe you are own is the other 2 fences. Behind the 1st fence on the wall
is alarm #3. Go behind the fence onto the
     jump area parallel with the wall. Get a bit of speed and jump off of one
of the little ditches at an angle toward
     the alarm and tap it. Stop! Now look toward the ramp(Mt. Everest) you
started on. Below the top fence is the
     alarm attached to the ramp. Ride toward the alarm and jump off the incline
in front of it. Tap it and ride
     away complete.

4. Score over 45,000 points in a run -
     Work the bowl, various jumps, and half pipe areas to get the needed
points.

*Hardcore Objectives*
1. Back Flip off the funbox rail -
     From the start ride to the funbox you had to transfer over and you will
see a handrail.
     Go into the center half pipe floor area and ride toward the rail. Bunny
hop near the rail,
     then grind up the rail. Near the top of the rail bunny hop again and do a
back flip. Easy
     and stylish.

2. Do a Front Flip over the Mt. Everest Fence -
     This the sometimes pain in the butt objective for Lot 8. Mt. Everest is
the ramp

3. Transfer up to the bridge guardrail -
     From the start ride fast down the slope and aim slightly right towad the
short box ramp with the rail up above it.
     You will need to do a fast, charged jump off the little launch side of the
box and land in a grind on the rail above.
     This takes a bit of practice, but isn't very hard.

4. Manual the tower -
     Go just like you were going to the 1st fence at the top of the incline,
but this time you need lots of speed.
     Ride up the incline and charge jump up onto tower into a manual. Be
careful not to overcompensate and
     fall. This is a very stylish looking objective.

--------------------------------------------------
Level 6
--------------------------------------------------
***Woodward - Titanic***
*Amateur Objectives*
1.  Transfer across the Titanic channel -
     Ride fast down the drop in slope and aim slightly to the left. You will
see the big gap that you need to clear.
     Use a charged jump to clear it and ride off.

2. Clear 35 feet of air -
     Get this one at the very start for easiness. Use the "Big Air Hint" below
to get you past this one.

3. Jump over the Titanic channel gap -
     Go down the drop in slope and go left. When it turns right go right and
immediately turn right up the incline.
     At the top of the incline you will see a ramp jump over the gap to an area
on the other side. You need to
     get up a decent amount of speed and do a charged jump across the gap from
either side. 360 air if you
     need to.

4. Score over 30,000 points in a run -
     Work the half pipe like a madman and get the needed points.

*Pro Objectives*
1. Pull a 900 -
     To get the 900 the easiest I have found is to try and do it as soon as you
     start the level. Pedal as fast as you can down the beginning slope and
press
     the X-Button at the beginning of the opposite side transition. Then
release
     it about 1 inch from the edge of the ramp and press and hold(U+S+R1) and
     start doing a spinning Table Top Air. This should push you out above the
top
     of the ramp and make you land on the platform area. If you let go of all
the
     buttons as you rotate past 720 you should land in a 900.

     You can also try just doing it on any half-pipe transition that allows the
     ''Pull a 900'' text to come up on screen. To do it there. I suggest using
a
     No Footer Air or a Table Top Air until you get more practiced. You need a
     minimum of 40-45 feet of air to have the clearance to get the rotations.

2. Jump over the mini-channel gap -
     From the start ride down the slope and and go right. At the end of the
half pipe turn left and ride up onto
     the flat area under the Woodward sign. Look right and you will see a jump
with a small gap and another jump
     on the other side. Simply jump over it and clear the gap.

3. Grind both blue lifts to open the cage -
     From the start look left and right and you will see the 2 blue lifts. From
the top of the half pipe you
     are on, just ride and bunny hop then grind on them. Very easy.

4. Score over 50,000 points in a run -
     Work the half pipe like a madman and get the needed points.

*Hardcore Objectives*
1. Jump over the drop-in fence into The Cage -
     Ride fast down the drop in slope and alley oop air the other side. When
you come down aim for the slope
     and pedal up it fast. When you reach the top, just jump up and over the
fence and land on the platform on
     the other side.

2. Grind the Woodward sign between the 2 stone towers -
     Lots of ways to do this one. Easiest to me is to drop in from the start
fast and go angled up the opposite
     transition, then launch off toward the stone tower to the right. Crash
land on top of the tower. When it resets
     aim for the sign rail and bunny hop onto it into a grind. Objective done.
Not pretty, done. Sometimes, I can
     land in a grind on the rail instead of crashing on the tower. I have done
this one about 8 different ways.

3. Pull a Double Back Flip -
     Ride down the starting slope as fast as you can and do a "Charging" jump
off the other side. Immediately, do a
     Double Back Flip  and land and ride away.

4. Grind transfer from the sign to the rail below -
     Go down the drop in slope and go left. When it turns right go right and
immediately turn right up the incline.
     At the top of the incline turn around and you will see a rail that is
above the rail going down the incline.
     Go right or left and bunny hop up onto the top rail into a grind, then
bunny hop and drop onto the rail below.
     Hard to describe, but easy to do.

****Big Air Hint****
Ok, the key to getting the higher airs in the game is to learn when to press
the X-Button and when to release it. Now the key to pressing correctly is to
press and hold down the X-Button right as you enter a transition(When it starts
to curve) and to release the button when you start to go vertical (About 1 inch
to 1/2 inch from the top of the ramp). This should kinda rocket you up and get
some good height. If that didn't get you high enough, then when you are about
to land back on the transition after your air as your back tire hits the ramp
press and hold down the X-Button(Your rider should kinda squat down on the bike
if you hit it correctly) and aim for the nearest transition, then release the
button just as you are about to go vertical. The main thing is as you are
landing to press and HOLD the X-Button until you are ready to release it near
the peak of the next side transition. You can do that same process over and
over to get some extreme height. Hope this helps.

****Hints and help to complete the contests in a 1st place position.****
*There are many ways to get 1st place in the contests, but here is a simple set
of tips that will help you attain the needed 1st place to advance to the next
level of competition. These are by no means written in stone, but they do seem
to work. Remember: It's about winning and not about points.

Pro Tour Contests:
1. Score between 70,000 and 80,000 points.
2. Fall 3-4 times.
3. Mix up your tricks.
4. Utilize different areas of the course.
5. Do not use glitch tricks more than once and keep the scores for those within
the average range(10,000-15,000 points).
6. If you seem to be about to crash try to do a Stall, Grind, Wall Tap, or Fast
Plant to keep the trick alive.
7. Try to keep moving.

Acclaim Contests:
1. Score between 85,000 and100,000 points.
2. Fall 3-4 times.
3. Mix up your tricks.
4. Utilize different areas of the course.
5. Do not use glitch tricks more than once and keep the scores for those within
the average range(10,000-15,000 points).
6. If you seem to be about to crash try to do a Stall, Grind, Wall Tap, or Fast
Plant to keep the trick alive.
7. Try to keep moving.

****Hidden areas in each level and how to open them.****

Level 1: "Trailer Park and Power Lines" - Complete Amateur Objective 3 on Level
1.
         "Across the tracks Trampoline area" - Complete Amateur Objective 3 on
Level 1.
Level 2: "Warehouse 1/4 Pipes" - Complete Pro Objective 3 on Level 2.
Level 3: "Water Slide and Secret Pool" - Complete Hardcore Objective 3 on Level
3.
Level 4: "Tent Bowl" - Complete Hardcore Objective 4 on Level 4.
Level 5: "Outside Dirt Jump Area"- Complete Pro Objective 3 on Level 5.
Level 6: "The Cage" - Complete Pro Objective 3 on Level 6.

The Top 3 Hardest Objectives in the game (Based upon a survey of over 100
people):
1. Greenville - The Backyards:  "Transfer from rail to rail between pools"
2. Woodward - Titanic: "Pull a 900"
3. Greenville - Vail Trail: "Grind more than 180 feet on the power lines"

----------------------------------------------------------------------------------------------------------------------------

Section 11
"Music Credits"
*Shown in the order of Band - Song

 1. 59 Times the Pain - Got it all in sight
 2. Cypress Hill - Dust
 3. Deftones - Be Quiet and Drive (Far Away)
 4. Dropkick Murphy's - Never Alone
 5. Pennywise - Greed
 6. Rancid - Maxwell Murder
 7. Social Distortion - Don't Drag Me Down
 8. Sublime - What I got
 9. Swingin Utters - Stupid Lullabies
10. Primer 55 - Loose

----------------------------------------------------------------------------------------------------------------------------

Section 12
"Secrets, Codes, Hints, etc."

***Hidden Character 1: Slim Jim***
To get this character you have to beat the game with any character. Hardcore
Objectives are not necessary to beat the game.
He is a weirdo and you may know him from the Slim Jim commercial. "EAT ME!!!"

***Hidden Character 2: Amish Boy***
To get this character you have to beat the game with every starting character
(ALL 10). He is well...ummm.....an amish boy.

***Hidden Bike: Secret Bike***
Beat the game with any character to obtain their respective Secret Bike. Fully
maxed stats and more make this a monster where every trick is possible.

***Hidden Movies***
Beat the game with Dave Mirra and Ryan Nyquist to unlock footage of these guys
in real life busting out hardcore. Kinda short, but still nice vids.

***Hidden Modes***
Beating the game with characters other than Dave Mirra, Ryan Nyquist, Amish
Boy, and Slim Jim will unlock  modes available in the CHEAT MENU ( At Menu
Screen choose Options and then choose Cheats). Here is a listing of what
characters open which modes.
 1. Dave Mirra - Dave Mirra Movie (Very Short movie of Dave ripping it up.)
 2. Ryan Nyquist - Ryan Nyquist Movie (Very Short movie of Ryan schooling some
fools as well.)
 3. Troy McMurray - Exorcist Mode (Your head spins just like Linda Blair!)
 4. Mike Laird - First Person Cam (You see what the biker sees. Very
disorienting sometimes.)
 5. Chad Kagy - Bike Suspension Mode (Suppose to alter suspension on bike. Not
very noticeable.)
 6. Tim Mirra  - Silly Grunt Mode (Umm.....silly grunts....NEXT!!!)
 7. Kenan Harkin - Sticky Crash Mode (You stick...voila.)
 8. Shaun Butler - Night Vision Mode (Everything is shown in a cool green color
like a pair of night vision goggles.)
 9. Leigh Ramsdell - Big Crash Mode (When you crash it just keeps on crashing
wildly. Bouncy, bouncy, bouncy!)
10. Joey Garcia - Ghost Rider Mode (Invisible rider. Hard to keep things
straight when you can't see yourself.)
11. Slim Jim - Promo for Online Contest (The online contest sponsored by
Acclaim)
12. Amish Boy - Movie of Programmer. The guy in the cast at the Z-Axis part of
the intro. (He does one jump. Kinda Lame!)

***Glitch: Infinite Stall Points***
Using the Secret Bike land in a stall (Double Peg and Toothpick are best.) and
if you feel a slight slow-mo feeling take over, just adjust left and right to
keep your balance. Use only slight taps to keep from overcompensating. I have
done over a million points myself with this and I heard of a Z-Axis person
doing over 3.7 Million with this glitch. Is it suppose to be a trick? I doubt
it.

***GameShark Codes***
If you need these go to http://www.cmgsccc.com and look for them. I do not use
them and do not want them in my FAQ, but I do realize others like to play with
them due to lack of time, boredom, etc. Enjoy!

***Codes***
If you need game codes for DMFBMX go to http://cheatcc.com or
http://codes.ign.com and have a look around. I think there was codes for All
Bikes and All Outfits that were released a couple months ago.

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Section 13
"SHOUT OUTS!!!"

newbies - It is your continued interest that keeps this project continually
growing.
XmattX - Thanks for helping make this FAQ possible with your support.
M. Mark Monroe - Thanks for helping with this FAQ and being the only worthy
opponent I have thus far.
TKO - Thanks for the help with this FAQ and for teaching me how to Manual
successfully and always doing the goofiest tricks.
izm79 - Special Shout Out for helping me get better at that stupid rail-to-rail
objective in the Greenville Backyards.
Acclaim Entertainment, Acclaim Max Sports Inc, and Z-Axis - You guys have
brought us one of the coolest games ever!! Thanks.
Everyone who enjoys Dave Mirra Freestyle BMX - Keep on ridin' and let the
tricks flow from your soul.
Everyone on the Dave Mirra Freestyle BMX GameFAQS Message Board!
Bear "replicant" Powell - I have played more and typed more about this game,
than most people on the Z-Axis Development Team. ^_^

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Section 14
Wondering:

1. What are "G Turns"?
How in the heck do you do a "G Turn"?
When you beat the game it tells you that "G Turns" are cool and look good when
you do them.
I've gotten clues from people, but no sure way of doing them.

2. What is the mysterious Hidden Mode I hear was cut out of the final version
because Acclaim did not feel it was appropriate to be included in the game?
Did it get cut out?
Rumor says it would remind you of Half Life: Counter Strike when you unlock it.
My curiosity is very piqued.

3. Why is Z-Axis and Acclaim so quiet and secretive about what system DMFBMX 2
will be on?
Are they being primed for X-Box or GameCube action? Are they in the PS2 pocket?
Is Dreamcast getting an exclusive?
Enquiring minds wanna know. I have every available system so I am not worried,
but it does make the mind wonder.

4. How does one become a beta-tester for DMFBMX 2? I have a computer, lots of
consoles, massive gaming knowledge,
and alot of free time. I am perfect for the job.

5. Can I have a move named after me in DMFBMX 2? Heh......Awww, come on.

6. Why have I become such a fanboy for this game? Ummmm.......Don't answer that
one.

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