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Cool Boarders 2001
Score: 78%
ESRB: Everyone
Publisher: Sony Interactive Entertainment America
Developer: Idol Minds
Media: CD/1
Players: 1 - 2
Genre: Sports

Graphics & Sound:
As PlayStation extreme sports games come and go, I have a hard time figuring out why they don't look better. It's almost like we're supposed to suspend judgment or criticism of poor graphics just because the guy on-screen is grinding a ski-lift in the dark. Cool Boarders has certainly looked worse, and it's one of those franchises that's been around long enough for us to really compare. Character models are pretty weak, but the ability to create a rider and dress (or not dress) them to your heart's content is fun. As for the music, it's good stuff, and gives a good underpinning to the action without grating your nerves. Favorite visual: Powder riding. Check it out...

Gameplay:
As a real-life snowboarder learning slowly but surely, watching the action in Cool Boarders 2001 actually causes pain from some weird muscle memory in...oh, every part of my body. And, as a 'boarder, I'm definitely biased in favor of games like this, problems or no. In the spirit of 'bad news first,' I'll say that nobody will ever think to accuse Cool Boarders 2001 of being too deep. As modes go, 1- and 2-Player Single Race and 1-Player Career are all we get. But, before you get up in arms, Career Mode is really quite fun, and has enough depth to keep me occupied between weekend runs in Santa Fe. :)

Launching a single race is just a simple run to the bottom against some of the pros or another player. The whole 'fighting' element may be some people's cup of tea, but I turned it off pretty quick. Nailing tricks is hard enough without somebody punching me in the face! Although all the basic controls and features are available in Single Race, Career is the place to go when the novelty wears thin. In Career Mode, you build a 'boarder from the ground up. At first, only a few events are available, but completing objectives opens up new courses and events. Some of the different style courses are the slalom runs, big air, challenge and halfpipe. Competition and conditions change, which actually gives nice variety in both look and feel. The difference in control needed to score big points in the 'pipe and then race downhill through a series of checkpoints requires some honing of the old skills, and Cool Boarders 2001 includes a level where you pull tricks on demand, one after another; this is really hard at first, but don't think it doesn't drill those button combos into your skull! Now get down and give me a Stale-Fish Grab, soldier! Gradually, as you move through the game, not only do your own skills increase, but new riders and boards are opened up. It's very formula at this point, but nothing wrong with that, as long as you like the formula.


Difficulty:
Especially in the post-Tony Hawk era we live in, expectations for tight control and balanced gameplay run high. Cool Boarders 2001 does its best, but problems with response make for some frustrating levels. Tricks don't string together as smoothly as one might like, and weird collision detection makes for bizarre wipeouts nobody could have seen coming. For the patient fan, or those willing to master the book of tricks and specials each rider has, Cool Boarders 2001 is a worthy challenge. It's too bad no Free Ride Mode exists to change the pace, but nobody at Sony bothered to call me for a creative consultation... ;) Maybe next time.

Game Mechanics:
Notwithstanding my less-than-favorite fighting controls, Cool Boarders 2001 has plenty of tricks up its sleeve. To actually do more than grind, you'll have to get in the air. The jumps are set up with a sweet spot, so you have to hit them at the edge to get max air. Amazingly, even a bump in the hill can give great air if you time it right, but slalom and challenge courses have plenty of real jumps and obstacles to use. Once airborne, pressing a combination of buttons and D-Pad directions makes the basic tricks, and shoulder buttons pull off specials. Big points there, but hard to do. Ground time is almost as important in Cool Boarders 2001 as air time. Quick turns or slides help navigate the larger runs and get you through checkpoint gates, and sometimes a solid grind is the only way to pass an opponent and win.

PS2: I really noticed some improvement to definition in the characters when 'Fast' and 'Smooth' was selected, but not much improvement for the level surfaces. Too bad, 'cause they're a blocky bunch, and pixelated too.

But, I can't trash this game, even though I think MTV Pure Ride is probably deeper, and obviously SSX kicks the whole videogame world's snowboarding butt. If you've been part of this series from the beginning, definitely take a look, 'cause Sony didn't take Cool Boarders off-track for 2001. It's average in many ways, but not so flawed that you'll feel you've wasted time or money checking it out as a snowboard fan.


-Fridtjof, GameVortex Communications
AKA Matt Paddock

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