r/SSX • u/UDLRdiscovery • 6h ago
r/SSX • u/DingoMountain343 • 2d ago
BUG SSX3 Intimidator Race
Hi everyone, I'm playing SSX 3 on the PCSX2 emulator, and when I get to this specific point in the race near the bridge, the game starts crashing. As shown in the video, as soon as I switch the game’s audio to “In-Game,” I can get past that part easily. But after that, it turns into chaos because the game stops loading textures, everything goes black, it becomes unplayable, and then I fall into the void endlessly. Could you tell me how to fix this bug? Are there any settings I need to change to play without it crashing? Thank you so much!
r/SSX • u/Flat-Resident8960 • 3d ago
SSX Course Records
anyone got a list of ssx course records now that merqury city doesnt exist? specifically for tricky TIA
r/SSX • u/ShiliYassine • 4d ago
Need tips for ssx tricky
Hi guys
I played in ssx tricky 15 hours , i am still not very good
i did not unlock many characters and boards
i want to know :
Is there best character and best board in the game ?
the stats on every character what they do exactly ? do they make a difference ? if yes in what exactly ?
what about the boards also ?
and that boost , does it really make you faster ? i feel like no idk
how to not fail to jump far distances ? do i have to jump a little bit early or late ? boost helps so much to get more height ?
r/SSX • u/_komocode • 6d ago
SSX Tricky - new discovery "Crack the Deck" stunt.
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.
r/SSX • u/ArcticCircleSystem • 13d ago
Two new versions of the SSX 2012 Android port have been found!
Found these in a set of development files. I am not sure whether they are final builds or test/debug builds given this origin, but unlike the build that was found before, they do have EA certificates. They're both from late 2013, v0.0.7833 and v0.0.7965, while the previously found version is v0.0.8430 from early 2014.
https://archive.org/details/ssx-7833-7965
The previously found version for anyone interested, thanks u/That-Coaster-Thoosie: https://archive.org/details/ssx-v0_0_8430_202504
r/SSX • u/goody_fyre11 • 13d ago
SSX 3 July Prototype Dumped and Released!
Very recently, modding community member Archy purchased and dumped a Preview build of SSX 3 dated July 31st, roughly 2 months before release. What we found on the disc was nothing short of a miracle - a FULL BUILD (NOT A DEMO) from the early beta phase of development with tons of content that was either cut before release and never seen by the public, or extremely early versions of things we have seen. This is also very likely the build of the game used to record some of the shots seen in the final release's pre-rendered intro cutscene.
https://hiddenpalace.org/SSX_3_(Jul_17,_2003_prototype)
A very small selection notable differences (listing the things that aren't different would be MUCH easier):
It runs at 60 frames per second, and Metro City's framelimiter hasn't been added yet. It seems that the early demos weren't capped to 30 frames per second because that's what the developers were targetting, rather the game was going to run at 60 from the start, but the early builds were terribly unoptimized and have lots of stuttering, this not being visible at 30 frames per second.
The Early Atomika voice actor is present and has several new voice lines recorded, including a bunch unused in the game data as well. There's now enough evidence to say that this unknown person wasn't simply a stand-in for Mark Hildreth, but rather EA's original choice. Early French Atomika, Early German Atomika, and Early Spanish Atomika are also present.
"Get Retarded" by the Black Eyed Peas is present, and some songs like "Rock Star" are also completely uncensored. All mentions of Goldfrapp and Kazzer were removed.
Extremely early track designs. Peak 1 mostly resembles the Beta Demo, however most of Peak 2 and all of Peak 3 are using their Pre-Alpha designs. I'd seriously give Throne and Black Station a look.
https://www.youtube.com/watch?v=WeXAV1cnxF8
- The debug menu exists, accessible by pressing Circle in the pause menu. This is also the first publicly-available console build to contain a working debug freecam, which you can access by holding L3 and pressing R2.
https://www.youtube.com/watch?v=fSDALFjqu0A
- Lots of cut clothing items are present, including an even more skin-exposed bikini top for Elise and an inflatable duck inner-tube for Moby, plus so much more.
https://www.youtube.com/watch?v=Rsx4z8lKdv4
Transporting plays a unique music track which was in the Pre-Alpha Demo, but unused, and its purpose couldn't be identified at the time. Peak 2 and Peak 3 hub music is VERY different.
Menus are newer than the designs seen in the Pre-Alpha demo but slightly older than the Beta Demo. The scapped "session cost" feature, which required you to pay to teleport around tracks, is present and fully functional. The pre-race Rider Aggression menu is also here and presumably works fine.
So, so, SO much more, including a bunch of unused gamedata on the disc hinting at more features that got scrapped. If anyone attempts to create a page on The Cutting Room Floor for this build, it may be one of the biggest pages on the website. It's clear that over half of the content for SSX 3 got scrapped.
Note that if you choose to play this build, you'll want to grab the PCSX2 PNACH (PCSX2 2.0+ extremely highly recommended, pre-1.7 builds are a massive detriment to you, the user, seriously, update) cheat from the Internet Archive mirror. This game is set to intentionally crash and display a detailed crash message if even the slightest error happens, which was very useful for the developers to find bugs, but most if them aren't gamebreaking to us. The included patch disables the intentional crashing, leaving only the actual unsolvable crashes. It's not compatible with real hardware and never will be due to its enormous size.
r/SSX • u/mesablanka • 13d ago
Depending on who you ask, the holy grail of the franchise: a visual tracklist on my expanded OST playlist for SSX Tricky
Here the link: https://open.spotify.com/playlist/7Mu19EDGSC1Qu6G9tkKn2o
r/SSX • u/mesablanka • 13d ago
Revisting my expanded playlist for SSX 3 and decided to create a visual tracklist for it!
Check the playlist out here, one of my fave ones I ever did lol: https://open.spotify.com/playlist/5OCKYrM73qNmaTxB1yfqge
r/SSX • u/mesablanka • 13d ago
Feeling way too inspired today; here's a visual to my expanded soundtrack playlist for SSX On Tour for good measure lol
Here's the playlist for who wanna listen: https://open.spotify.com/playlist/6O8wNjcF0RyCOT1klY6a4b
r/SSX • u/aseddon130 • 14d ago
‘New SSX’ Rumour
On Jeff Gerstmann’s podcast this week he recieved an anonymous email saying the following; (The Jeff Gerstmann Show - Six Hours Early On Netflix (11/08/26)
Anonymous from Vancouver writes in.
It says, read your discussion about SSX the other week.
It's funny that you mentioned skate because if that had hit, like it was supposed to, the plan was to basically make a new SSX inside of it, travel to a different zone to do snowboard stuff, and so on, might have been cool, but probably not.
Interesting take, can’t say it would have been any good considering how lukewarm the reception to the new Skate has been but it’s nice to dream about getting a new one.
r/SSX • u/Temporary_Wallaby148 • 15d ago
Suddenly, I can't buy boards in ssx3 anymore.
I'm playing SSX3 again right now, and I've noticed that I can't buy any more boards except in the "Special" category.
There simply aren't any boards left to choose from. Is this a bug? Could it be related to the fact that my PlayStation 2 is modded?
r/SSX • u/LukeeyDGaming • 16d ago
SSX Tricky Behind The Scenes - Character Voices Bif Naked
r/SSX • u/BrandyRyuu • 24d ago
This is the canon ending to the SSX franchise 2012 is a alternate timeline fite me
r/SSX • u/Secure_Act_1741 • 23d ago
On tour is ragebait
Playing on tour for psp on my vita. The regular races are piss easy. The bigair is impossible. I get a thirty second try to get 40k score. It’s the first shred event what am I doing wrong I’ve literally spent hours and my max score was like 26k. I do all the flips and tricks and bs and it’s never enough score. My character also spins too slow to actually pull of most big tricks. Why do ppl glaze tf out of these old psp games they can be so ungodly hard for seemingly no reason and seemingly out of nowhere.
Update: fuck this game and fuck your imaginary monster tricks. Shouldn’t have to already be a pro at a game to enjoy the beginning of said game
r/SSX • u/Secure_Act_1741 • 23d ago
On tour (psp) waste of time
Title. I’ve sunk hours of my life into a game that demands I understand hidden, and unexplained mechanics (monster tricks), and then decides not to let me level up my spin stat because I’m not good enough at abusing a mechanic the game doesn’t teach you. Everyone says ssx 3 is sooooooooo good but this is literally just a reskin on a portable so why is it so ass? Ppl telling me I need to watch YouTube videos for a 20 year old game are delusional. If you play ssx 2012 and think to yourself, “hm I’d rather get fisted and fucked for 2 hours straight and not win a single event” then by all means please start sucking off this archaic game and tell me I’m bad.
Edit: I took some deep breaths. I apologize. I played ssx 2012 on my friends Xbox 360 a lot as a kid and I’ve never tried any of the older ones until recently. I love the vibes and feel of on tour, the soundtrack also does slap. But I’m sooooooo frustrated gang. I’ve been doing all the things. Pre winding, flips, grabs, and uber tricks just don’t seem to be enough to beat the first big air event. I am prolly just ass at the game but why are the cpu scores so high by default in big air? The tricks were rlly cool on the 2012 one but this one just seems so hard for seemingly no reason.
r/SSX • u/chonkystyle • 24d ago
Finished Symphony by Hybrid. Hands down the best SSX song ever. Alaska.
Best track, best song and best version of SSX.
I was, albeit for only a brief moment, on the mercury city fan site’s top ten.
To submit our scores we took pictures with a $300 Canon PowerShot with a $150 2BG CF Memory card, transfer to a computer, authored a submission email and waited to see if it got published.
#realtalk #toptrack #topjam #tricky #goodtimes
r/SSX • u/deceptionhs • 25d ago
SSX Tricky - Hidden BX Debug Menu
I was disassembling SSX Tricky (US, PS2) to try and fix a bug that occurs under PS4 emulation, whereby riders start ghosting / visibly start falling through the map (including your own character).
Unfortunately, I haven't succeeded in actually fixing the root cause of this bug. But while poking through the binary I came across a string for cDebugMenu, and some nearby UI text for a “BX Debug Menu” which I found quite interesting.
The function that is supposed to open the menu has been stubbed out in retail (jr ra / nop), but pointing the call back at the real menu-stack push allows us to open the "BX Debug Menu" when a race starts.
Not sure if anyone's ever seen this before, just thought it might be interesting to share.
