Tricky Madness » Previews & Early Access Info for SSX-Fans

by time news

These‌ days, it’s not uncommon for indie developers ‌to⁤ take matters into their own hands when their favorite game no longer⁤ has a sequel, or ⁤titles that harken back to ⁤the glory days of a particular gaming series ⁤are​ no⁤ longer being programmed. Among the current prominent examples ⁣of this are​ Stardew Valley, born from the ‌love⁤ of Harvest Moon: Back ​to ‌Nature, or Sea of ‍​​Stars,⁤ which is strongly reminiscent of the classic role-playing chrono Trigger.

After Electronic ⁣Arts has not offered⁢ snowboard fans a new game in ‌its SSX series ⁤of extreme sports for years,nathan Darth has now made it‍ his mission to ‌develop a⁢ spiritual successor. This is how Tricky madness came about. A snowboard game whose description on Steam cites‍ the SSX⁢ series and 1080 ​° snowboarding ⁣as clear ‌inspiration.

Tricky Madness is still in a ⁢very ⁣early access stage at​ the moment so it is available‍ for a small amount of money. To be ⁢fair, it must also be said that the‌ title currently appears to be an ⁣extended ⁣demonstration or proof of concept. Actually, all the building ⁢blocks that make up the⁢ game’s great ⁤role models are already there.

Just ‌like in SSX or 1080°, the focus of Tricky Madness is on fast downhill racing. You race​ down ‍the mountain on – at this ⁣point – one of ⁤two slopes and use different paths and⁤ shortcuts to impress‌ your competition.‌ There are ramps and rails scattered throughout the tracks that ‌you ⁢can use⁢ for numerous ​tricks. Your‌ grind, bite and flip earn​ you⁣ points. The longer and bolder, the‌ better.Colored sparks on your hands show you how stylish your current activity is and give‍ you a short-term‍ boost of speed after landing. ⁣In order⁢ to stay on top, it’s significant⁣ to keep ‍finding ​opportunities for new maneuvers on the road and keep your combo going.‍ If you just⁢ rush down the mountain ​without ⁣using the trick system,you will only be‍ able⁢ to see ⁤the ‍other racers from behind.

In addition, ⁢with successful tricks you fill up the⁤ word FREAKY, ⁣which is ⁣shown at the top of the screen. As⁣ soon as all the ⁣letters light up, notably absurd actions will be‌ available to you. You can spin your snowboard wildly around your neck like a blade or make wild⁢ dance moves on your ‌board as you fly through the air. These ⁤special maneuvers ‌give you a huge boost, but along with⁤ a full FREAKY bar,⁢ they also require more time in ⁤the air to perform. A system​ which is of course reminiscent​ of the super transfers from SSX.

All in all, Tricky Madness already manages to capture the ⁢fun characteristics⁣ of SSX ⁣and 1080° Snowboarding,⁤ which really emphasized the ‌racing game factor. The⁢ basic trick system is ‍something ​inherited from​ SSX, the‍ different paths are more⁢ reminiscent ⁣of⁣ the model from the Nintendo 64.

by the way, did you‌ know that Red⁢ Bull speedrunner GandPOObear was also a snowboarder before⁣ he discovered Twitch ⁣streaming⁣ after a fatal accident? ⁣ In our‌ interview ⁤he tells all about this life-changing event.

As previously mentioned, Tricky⁢ Madness is currently more of ⁣a ‌concept⁣ than a full product. The look still lacks a bit of flair, the ​menus lack character and there are only‍ two different drivers and‌ two⁣ slopes available.

However, we look forward to the future​ of‍ the project. As developer Nathan ‌Darth is already proving that he has a good understanding⁤ of what made the earlier parts of the⁢ SSX⁤ series so special.‍ It currently promises six more runs, a campaign mode where‍ you can ski freely on a mountain, complete with ​eight playable characters and an in-game DJ who will⁢ always be⁣ with you on the slopes.

If you want to take a⁤ look​ at an early version ‌of Tricky ‌Madness now, you ⁤can find the title on Steam for little money.

David ‘GrandPOOBear’ Hunt

David ‘GrandPOOBear’ Hunt ⁣is one of the most ⁣prominent speedsters in ⁣esports and on ⁢Twitch, and is one of the‍ world’s greatest Super Mario Brothers players.

What⁢ are the key advantages of indie developers creating⁤ spiritual successors to classic games?

Interview Between Time.news‌ Editor and Game Development Expert

Time.news Editor: Welcome, and thank you ⁤for joining us today! We’re diving into an exciting trend in the‌ gaming‍ industry — how indie developers are taking inspiration from ⁢classic ‍titles to create new experiences. What do you think has driven this resurgence of indie developers like Nathan Darth with his ⁢game, Tricky Madness?

Expert: ‌Thanks for having me! I believe this ⁣trend stems​ from two main factors: nostalgia‌ and creative freedom. ​Many indie developers grew up ⁣playing ⁢these classics and want ⁤to ⁢recapture ⁤that magic while also introducing something fresh. The absence of new releases in beloved franchises like SSX ⁢makes it an ideal time for passionate⁢ developers to step in.

Editor: Absolutely! Tricky ⁣Madness seems to be a direct homage to the SSX series and 1080° Snowboarding. Can ‌you elaborate on the meaning of this⁣ type of spiritual successor in the gaming community?

Expert: Spiritual ‌successors are fascinating as they not only ⁤honor the legacy of‌ their⁤ predecessors but also ⁢provide a platform for innovation. Developers⁤ can experiment with gameplay mechanics and⁢ storytelling without​ the constraints frequently enough imposed by larger publishers. ⁢In the case of Tricky‍ Madness, it captures the essence of fast-paced downhill ​racing, tricks, and a vibrant aesthetic that fans adore,‍ while still allowing‌ Darth ‍to ⁣infuse his unique vision.

Editor: It’s intriguing to see how Tricky Madness is currently in an early access stage. What ‍do you⁤ think the benefits and ​challenges are of releasing a game in this⁣ format, especially for indie developers?

Expert: ‍Early⁤ access is a double-edged‌ sword. On the ⁣one ​hand, ⁤it allows developers to gather feedback from players‌ and make iterative ⁢improvements.It ⁢creates a sense of community and investment among players who feel they’re part of the development process. On⁢ the flip side, it risks damaging the ⁤game’s‍ reputation if ⁣the initial offering feels incomplete or underwhelming. Transparency and communication with the community become crucial during this phase.

Editor: ⁤ Speaking of transparency,‌ Nathan Darth’s team​ has ‌made it ⁣clear​ that Tricky Madness is more of a proof of concept right now. ​What⁤ can fans‍ expect in terms of development moving forward?

Expert: Early indicators suggest that the foundational gameplay is ⁢solid. as fans engage‌ with the current build, they’ll likely provide insights⁣ that could shape future⁢ content. Players can expect​ more slopes, ​refined mechanics,‌ and potentially new tricks and⁣ ramps as the‍ developers respond to feedback. It’s a⁢ dynamic process, and hopefully, their involvement will lead to a polished final product.

Editor: It’s fantastic to see how community involvement can play such a pivotal role in game development today. With Tricky Madness focusing on‍ fast downhill racing and tricks, how do ⁣you think this⁣ gameplay style‍ resonates with both new ​and veteran gamers?

Expert: Fast-paced racing and trick systems appeal to⁢ a⁤ broad audience. For veterans,there’s that nostalgic thrill of executing tricks for points,reminiscent of the classic titles. for ⁤new players, it’s about the excitement ‌and⁣ challenge of mastering ⁢the slopes. Plus, the colorful sparks and dynamic visuals can draw in younger gamers who‌ are accustomed to vibrant gameplay experiences. This blend of retro appeal and contemporary design is a winning combination.

Editor: Thank you for‍ those insights! Lastly,what advice would you give to ⁢aspiring indie developers looking to create spiritual successors or ‌similar⁢ titles?

Expert: I’d encourage them‍ to stay true to their passion. Identify what⁤ you love about ⁢classic games, but don’t be afraid to innovate. Engage with your community and actively seek feedback. And remember, ⁤not every homage needs to ⁤be an exact replica​ — ‌bringing your unique outlook and ideas into the mix is what can⁣ truly make a game stand ⁣out. ‍

Editor: Great advice! Thank ⁤you for ⁣joining us today and sharing your expertise on this fascinating ⁢evolution within the ⁢gaming landscape. We can’t wait⁢ to see⁤ how Tricky Madness and other indie titles‍ continue to ⁣develop!

Expert: Thank you for having me! It’s an exciting time for indie games, and⁢ I​ look forward to seeing where this​ journey takes‍ us all.

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