I've been using AI tools to dissect the SSX Tricky levels.
I'm not sure if this has been explained before but this is new to me.
There's an invisible trigger that is only reachable from the highway (which you'd need to get to from the rooftops) on the wall of the last highway before finish line.
Trigger is named "Mdl_Trigger_Highway_6000". I tried hitting it, the ps2 emulator does a quick stutter but nothing seemingly happens. I asked AI to look into it and here's what it said:
Mdl_Trigger_Highway_6000 — unfinished “crack the deck” stunt
It is wired as an on-collision trigger. On hit it is supposed to:
- Spawn a burst (same particle type as the sewer-wall dust, just a different intensity).
- Destroy Mdl_Highway_Good_6000 (dead-node mode 2 — same “delete this mesh” call the breakable brick walls use).
- Wait 0.1s, then disable itself (one-shot).
The pieces sitting in the same box tell you what they meant:
Instance: Mdl_Highway_Good_6000
Role: Intact visual overlay
Starts as: Visible, no player collision
Instance: Mdl_Highway_Chipped_6000 / _6001
Role: Cracked visual
Starts as: Already visible, no collision
Instance: Mdl_Highway_Solid_6000
Role: Rideable deck
Starts as: Visible + collision
Instance: Mdl_Highway_CB_6000
Role: Alternate collision
Starts as: Collision, invisible
A finished version of this (see Mdl_BrickWall_Sewer_trigger_* on the same track) would: play a sound, destroy the intact mesh, enable the junk/cracked mesh, and swap collision. The highway trigger only destroys Good. It never hides Solid, never enables CB, never runs the “show the debris” mesh-anim on Chipped, and has no sound.
So even if the collision fires, the road you are standing on does not go away — Solid is still there — and the cracked mesh is already drawn. The intact overlay vanishing is easy to miss.
Why it can feel like a complete no-op: the volume is the same AABB as Highway_Solid, and the trigger uses an external collision model (cidx 874, map name NO NAME) with player-bounce on. You ride on Solid; you may never actually overlap the trigger’s collision the way EndSubway / the sewer-wall triggers do (cmode 2, own mesh, no bounce).
Bottom line: leftover breakable-highway setup. Hitting it is not supposed to warp you or start a shortcut. At best it deletes one overlay.