Software:SSX

From HandWiki
SSX
Developer(s)EA Canada
Publisher(s)EA Sports BIG
Producer(s)Larry LaPierre
Steve Rechtschaffner
Programmer(s)Jon Spencer
Artist(s)Ian Lloyd
SeriesSSX
Platform(s)PlayStation 2
Release
  • NA: October 26, 2000
  • EU: November 24, 2000
Genre(s)Snowboarding
Mode(s)Single-player, multiplayer

SSX is a snowboarding video game, the first in the SSX series. It was developed by EA Canada and published by EA Sports BIG for the PlayStation 2 in October 2000. It was the first title released under the EA Sports BIG publishing label, which specialized in extreme sports titles with an arcade feel.

SSX received widespread critical acclaim and commercial success, while also receiving numerous industry awards and was widely regarded by critics as one of the standouts of the PlayStation 2's launch library. The Academy of Interactive Arts and Sciences gave SSX five awards, including "Console Sports Game of the Year" and "Racing Game of the Year". The executive producer and creative leader of SSX was Steve Rechtschaffner, who was also the inventor of the now Olympic snowboard event called boardercross, which served as the inspiration for the game.

Subsequent titles in the SSX series include, in order of release: SSX Tricky, SSX 3, SSX on Tour, SSX Blur, and a reboot released in 2012, SSX. Rechtschaffner lead the development of SSX, SSX Tricky and SSX 3 before moving into the Chief Creative Officer role for EA Canada. He had no involvement in the other titles in the series.

Gameplay

Players may choose one of a number of riders, each with their own statistics and boarding style. A course is selected, and the player is given the option of racing down the course or participating in a competition to do tricks.

Each course is filled with ramps, rails, jumps, and other assorted objects. Performing tricks fills up the player's boost meter, which can be used for additional acceleration, making tricks important even in a race. While some tricks do have origins in snowboarding, many of the more advanced tricks are not realistic to actual physics. This matters little in games of this style, as the larger and more extreme tricks count for the most points and are the most spectacular to execute. Players also have the option of practicing or exploring courses in "freeride" mode.

There are a total of eight playable characters: Mac Fraser, Moby Jones, Elise Riggs, Kaori Nishidake, Jurgen Angermann, JP Arsenault, Zoe Payne, and Hiro Karamatsu. Mac, Moby, Elise, and Kaori are available at the start, while the other four are unlocked by earning gold medals. Earning the first gold medal unlocks Jurgen, the second gold medal unlocks JP, the third gold medal unlocks Zoe, and the fourth gold medal unlocks Hiro.

Development

SSX's development started on the Dreamcast. When Electronic Arts decided to end its relationship with Sega, the development was moved to the PlayStation 2.[1] The game was announced on February 17, 2000.[2]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic93/100[3]
Review scores
PublicationScore
AllGameStarStarStarStarHalf star[4]
Edge8/10[5]
EGM9/10[6]
Eurogamer9/10[7]
Famitsu32/40[8]
Game Informer9.25/10[10]
GameFan92%[9]
GameProStarStarStarStarStar[11]
GameRevolutionA−[12]
GameSpot9.4/10[13]
GameSpy94%[14]
IGN9.3/10[15]
Next GenerationStarStarStarStarStar[16]
OPM (US)StarStarStarStarStar[17]
Maxim10/10[18]
USA TodayStarStarStarStar[19]

The game received "universal acclaim" according to video game review aggregator Metacritic.[3] In Japan, where the game was ported for release under the title X-treme Racing SSX (エクストリーム・レーシングSSX, Exusutorīmu Rēshingu SSX) on October 26, 2000,[20] Famitsu gave it a score of 32 out of 40.[8]

GameSpot praised the game's smooth graphics and direct controls, while also drawing attention to the game's dynamic soundtrack, which adjusts the intensity of the background music based on the player's current performance.[13] IGN's review drew attention to the game's deft balancing of tricks and racing, asserting that a mastery of both is a requirement of success in the game. It also mentions the game's tracks as a strong point, calling the Tokyo Megaplex level "a festival of lights, color and one of the most ingeniously designed levels that have ever been in a game."[15] Both reviews noted the presence of some graphical slowdown, but also stated that it was a rare occurrence and only a minor issue.

GameCritics cited the scope of the game's tracks as a strength, but pointed out that there is little revolutionary in the game's overall premise of snowboard races. The 'pre-wind' jump system was also criticised, in that to ensure a good jump, the player must sacrifice the ability to steer long before they reach the ramp. However, the site did praise the simplicity of the trick system itself, and called the game "an all-around solid title".[21]

Daniel Erickson reviewed the PlayStation 2 version of the game for Next Generation, rating it five stars out of five, and stated: "The best game on PS2 to date. End of story."[16]

The game won the title of the PlayStation 2 Game of the Year at Electronic Gaming Monthly's 2000 Gamers' Choice Awards.[22] SSX also won GameSpot's annual "Best PlayStation 2 Game" and "Best Sound" awards among console games. It was a runner-up for the publication's "Best Game Music", "Best Sports Game (Alternative)", "Best Graphics, Technical" and overall "Game of the Year" prizes. The editors dubbed it a "killer app" for the PlayStation 2.[23]

References

  1. Bajda, Piotr (January 10, 2018). "The Rise and Fall of EA Sports Big, as Told by the Creator of SSX". Gamer Network. https://www.usgamer.net/articles/the-rise-and-fall-of-ea-sports-big-told-by-the-creator-of-ssx. Retrieved January 13, 2018. 
  2. "Electronic Arts Announces SSX - Snowboard SuperX Its First Entertainment Title for the PlayStation 2.". February 17, 2000. Archived from the original on May 15, 2013. https://web.archive.org/web/20130515155151/http://www.thefreelibrary.com/Electronic+Arts+Announces+SSX+-+Snowboard+SuperX+Its+First...-a059536089. Retrieved July 25, 2021. 
  3. 3.0 3.1 "SSX for PlayStation 2 Reviews". CBS Interactive. http://www.metacritic.com/game/playstation-2/ssx. Retrieved September 4, 2015. 
  4. Berger, Gregory. "SSX - Review". All Media Network. http://www.allgame.com/game.php?id=23783&tab=review. 
  5. Edge staff (December 2000). "SSX". Edge (Future plc) (91). 
  6. EGM staff (November 2000). "SSX". Electronic Gaming Monthly (Ziff Davis) (136). 
  7. Bramwell, Tom (November 28, 2000). "SSX". Gamer Network. https://www.eurogamer.net/articles/r_ssx_ps2. Retrieved September 5, 2015. 
  8. 8.0 8.1 "プレイステーション2 - エクストリーム・レーシングSSX" (in Japanese). Famitsu (Enterbrain) 915: 58. June 30, 2006. 
  9. "REVIEW for SSX". GameFan (Shinno Media). November 1, 2000. 
  10. Reiner, Andrew (November 2000). "SSX". Game Informer (FuncoLand) (91). http://www.gameinformer.com/Games/Review/200011/R03.0806.1631.19595.htm. Retrieved September 4, 2015. 
  11. Dan Elektro (October 24, 2000). "SSX Review for PS2 on GamePro.com". IDG Entertainment. http://www.gamepro.com/sony/ps2/games/reviews/7125.shtml. 
  12. Dr. Moo (November 2000). "SSX Review". CraveOnline. https://www.gamerevolution.com/review/33737-a-black-diamond-game-review. 
  13. 13.0 13.1 MacDonald, Ryan (October 6, 2000). "SSX Review". CBS Interactive. https://www.gamespot.com/reviews/ssx-review/1900-2637652/. Retrieved September 4, 2015. 
  14. Gonzalez, Jessyel (October 27, 2000). "SSX". IGN Entertainment. http://www.planetps2.com/features/reviews/ssx/. 
  15. 15.0 15.1 Zdyrko, David (October 23, 2000). "SSX". Ziff Davis. https://www.ign.com/articles/2000/10/24/ssx. Retrieved September 4, 2015. 
  16. 16.0 16.1 Erickson, Daniel (November 2000). "Finals". Next Generation (Imagine Media) 3 (11): 108. 
  17. Davison, John (November 2000). "SSX". Official U.S. PlayStation Magazine (Ziff Davis). http://www.zdnet.com/opm/stories/main/0,11891,2634662,00.html. Retrieved September 5, 2015. 
  18. Boyce, Ryan (October 26, 2000). "SSX". Biglari Holdings. http://www.maximonline.com/articles/review_videogames.asp?videogame_id=680. 
  19. Kent, Steve (October 27, 2000). "Game stars light up PlayStation 2 rollout: Of the 26 launch titles, chosen few impress with style, graphics, humor". USA Today (Gannett Company). https://pqasb.pqarchiver.com/USAToday/doc/408837885.html?FMT=ABS&FMTS=ABS&date=Oct+27%2C+2000&author=Kent%2C+Steven&pub=USA+TODAY&edition=&startpage=&desc=Game+stars+light+up+PlayStation+2+rollout+Of+the+26+launch+titles%2C+chosen+few+impress+with+style%2C+graphics%2C+humor. 
  20. "エクストリーム・レーシングSSX [PS2"] (in Japanese). Enterbrain. https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=9374. Retrieved January 16, 2019. 
  21. Weir, Dale (March 4, 2001). "SSX - Review". http://www.gamecritics.com/book/export/html/2908. 
  22. EGM staff (April 2001). "2000 Gamers' Choice Awards". Electronic Gaming Monthly (Ziff Davis) (141). http://www.zdnet.com/egm/stories/main/0,11589,2685250,00.html. Retrieved January 16, 2019. 
  23. GameSpot Staff (January 5, 2001). "Best and Worst of 2000". GameSpot. Archived from the original on February 13, 2002. https://web.archive.org/web/20020213041653/http://gamespot.com/gamespot/features/video/bestof_2000/. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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