Strategy Guide - Guide for Surf Riders
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*Surf Riders* FAQ/Stadegy Guide Version 1.01 By: ac ([email protected]) -==------------------------------------------------------------==- *Contents* 1. Introduction 2. Characters 3. Controls a. Buttons b. Moves (Beginner --> Advanced) c. Runs d. Tips and/or Tricks 4. Scoring 5. Locales 6. Secrets 7. Credits -==------------------------------------------------------------==- *Introduction* Version 1.01 - Well, i forgot some stuff. Added some more tricks. That's it. This is my first FAQ and I had some extra time so i thought i might write one. Let's see how it goes. This will more than likely be the one and only version... Compete on the world surfing circuit, visiting each...what the hell am i doing? You dont care about the story... Surf Riders is the first surfing game to be released on the playstation. It certainly isn't the GREATEST game, chewing your thumbs up and spitting them out isn't the only down (thx for the analog support), but at least it will hopefully give other designers some ideas and one day a "Tony Hawk" for surfing, so to speak, might grace the PSX. The gameplay itself isnt all too bad, just repetitive, and the music is straight outta the 60s, but if you're an avid surfer, definitely try it out, it's a blast....for two days. Don't forget to keep the receipt. -==------------------------------------------------------------==- *Characters* Name: Cindy Ross Description: The Hot One Age: 21 Blood Type: A Country: Australia `~'~'~'~'~` Name: Nancy Cooper Description: The Butch One Age: 18 Blood Type: AB Country: California, USA `~'~'~'~'~` Name: Fender Gibson Description: The Weird One Age: 19 Blood Type: O Country: California, USA `~'~'~'~'~` Name: Alan Pietro Description: The Artsy, Sensitive One Age: 23 Blood Type: A Country: France `~'~'~'~'~` Name: Jack Henderson Description: The Stereotype Age: 20 Blood Type: O Country: Australia *To my knowledge, there is no difference between surfers* -==------------------------------------------------------------==- *Controls* a. Buttons .a _Left/Right on the D-Pad (->/<-)_ Moves the Surfer to his/her left/right (respectively) _R1_ Paddles when laying on the board. Crouches when riding (useful in Japan). _L1_ Paddles when laying on the board. "Pet the Cat" (touch the water) when riding (adds style). _Triangle_ Stands you up on the board when laying on it. Pulls you out of a run (jumps off board). _Circle (O)_ Jump button. Hold down to charge for a higher jump. _X (X)_ Lean back (slows you down). _Square ([])_ Tight turn button. Push this and the control pad direction to cutback. b. Moves .b _Dropping in_ The best way to start a run is to stand up on the board when you're high up on the wave, this is called a drop-in. All dropping-in is is timing. The higher up you drop-in, the faster you will go at the start. You must time the paddling correctly: too short is no big deal, you just start slow, but too long and you'll miss the wave. A good stradegy to follow is wait until you can see the wave before you start paddling...but eventually you will get it down. _Riding_ There are two things one must remember when riding: going up the face slows you down and going down the face of a wave speeds you up. A good stradegy is to never move in a straight line for a long time, go back and forth, up and down the face. _Cutbacks_ The simplest and coolest looking move in the game is the cutback. This is when you hold down square and push either left or right. You make a sharp 180 and kick up spray. Be sure to be far enough away from the barrel though, because this one slows you down a lot. _360_ Another easy move is the 360. A lot like the Cutback, to pull one off do exactly the same as a Cutback, press sqaure and either left or right, but instead of letting it go, hold the buttons until you have made one complete rotation. This one slows you dramatically. Another, and easier way to pull this off is to gain some speed and push either left-left or right-right and the square button. (BeN) _Off the Lip_ This is just a modified Cutback. Be sure you're riding straight up the wave and hit square and D-Pad down at the same time. This can only be safely performed near or at the point where the wave begins to curl. Pull it off anywhere else and your lucky. _Barrel Riding_ The barrel of the wave is the open area made by the curl of the wave where it breaks. To ride inside it, you must slow down to first get in it. Once you're in it, keep an eye on both your position and your speed. The wave sometimes pushes you up/down and also wants to push you out. Be sure to keep your speed below the half-way mark. A helpful hint is the farther in the barrell you are the faster the timer will go, giving you more points. _UseLess_ What it is is a backflip. You do a back flip while riding. It doesnt give you any points or anything, it's just funny. To do it, while riding press Up-Up and the square button. I think it is just for style, use it in the tube. (BeN) _Aerials_ To jump off a wave you must use the circle button. Just riding off will pull you out of it. The object of jumping is to get as high and perform as many turns as possible. In order to get hight, hold down the circle button longer, approach the jump faster, and release the circle button as close to the crest of the wave as possible. Below are a list of Moves you can do while airborne: _Right Spin_ While not the coolest name, it certainly describes the move. Approach the jump and have the right direction pressed whenever you release the circle button. Hold down the right button to spin fast. In order to land any jump, you must be pretty much straight down. _Left Spin_ Exactly the same as the right spin, but for every "right" replace it with "left". _Helicopter_ With this move, instead of spinning vertically, you spin horizontally. To perform, Approach the jump and have the up direction pressed when you release the circle button. Once you're in the air you must use the left/right buttons to spin. To land this one the nose of the board has to be pointed down the face of the wave. _Cyclone_ I dont want to explain it. Approach the jump with and have the down direction pressed when you release the circle button. You must use the left/right directions to spin. Landing this trick hit or miss, just keep spinning and hope for the best. *If you know of any others, e-mail me and i'll update* c. Runs .c A run is the time between when you stand up on a wave and the time you wipe out and/or pull out. The whole run is what the computer judges you on. The following is the tightest run i've figured out. Almost always gets me a 9.9 Drop-in high on the wave and once your up, press and hold the circle button. Gain some speed and some distance from the curl. When you've held it for about four seconds, go to the bottom of the wave and turn back to the top and release the cicrle button and do two complete right spins. Land and you'll be near the curl. Slow up and ride the barrell for roughly 400 units (time...i guess) Come out of the barrell and immediately do an Off the Lip. Then gain some speed, do some cutbacks and pull out. d. Tips and/or Tricks .d -=Don't wait until you wipe out to finish a run, pulling out will help your score=- -=The special aerials really don't give you that many more points and they're harder...stick with the spins=- -=Always "Pet the Cat" (L1) when riding in the barrell. It helps out the style and will raise your score=- -=The further in the barrell the faster the timer goes, and you'll get more points=- -=Have lots o' speed when you do cutbacks, the higher the spray the higher the points=- -=If you wanna stop spinning, just push the opposite direction on the d-pad=- -=Don't worry...I think that a 10.0 is impossible to recieve=- *Know anything else? E-mail me* -==------------------------------------------------------------==- *Scoring* The runs are scored on: The time spent riding the wave. The height and # of spins in a jump. The height of spray. The length of time spent in the barrell. So, do all these to their maximum. -==------------------------------------------------------------==- *Locales* _Manly Beach, Australia_ Board: Natural Arts Height: 2 The wave here gives a little more room than Japan but there is still little room for mistakes. Not very fast. _Grand Plage Lacanau, France_ Board: Local Motion Height: 4 This giant wave's face is easily manuverable, but the curl catches you quickly, dont slow too much. _Huntington Beach, California, USA_ Board: Natural Arts Height: 3 The average wave of the game, stay fast and dont stop moving. _Tonami Beach, Japan_ Board: Town & Country Surf Design Height: 1 This wave is small (relatively) and has no room for an oops. Stay below the crest and be careful. *The only way to ride the pipe here is to duck (R1)* _Pipeline, Hawaii, USA_ Board: Local Motion Height: 5 The biggest in the game. Huge. Extremely fast and extremely large. Jumps are hard on this one because of the huge face. *Anything i need to add? E-Mail me* -==------------------------------------------------------------==- *Secrets* None, I don't think... -==------------------------------------------------------------==- *Credits* Writer, Player, Surfer: ac Contributer: Benjamin, NJ A special thx to NoFX and MillenColin for giving me music to listen to while i wrote this... LaTeR KiDs -=------=- .This Document Copyright 2000 Adam Cheslock.