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SSX

SSX
SSX box art.jpg
Developer(s) EA Canada
Publisher(s)
Series SSX
Platform(s) PlayStation 2
Release date(s)
  • JP: October 26, 2000
  • NA: October 30, 2000
  • EU: November 24, 2000
Genre(s) Snowboarding
Mode(s) Single-player, multiplayer
Aggregate score
Aggregator Score
Metacritic 93/100
Review scores
Publication Score
AllGame 4.5/5 stars
Edge 8/10
EGM 9/10
Eurogamer 9/10
Famitsu 32/40
GameFan 92%
Game Informer 9.25/10
GamePro 5/5 stars
Game Revolution A−
GameSpot 9.4/10
GameSpy 94%
IGN 9.3/10
OPM (US) 5/5 stars
Maxim 10/10
USA Today 4/4 stars

SSX is a snowboarding video game, the first in the SSX series. It was developed by EA Canada and published by Electronic Arts for the PlayStation 2 in October 2000. It is the first game in EA's EA Sports Big brand, which specializes in extreme sports titles with an arcade feel.

Although it suffered from poor sales, SSX received widespread critical acclaim, 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.

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 then 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.


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