Snowboarding seems almost out of season in April but Supreme
Snowboarding comes on the heels of a series of snowboarding titles
released for next generation consoles. PlaynGo transfers the formula
found in those games to the Pocket PC. While some snowboarding titles
emphasize tricks, railing and jumps, Supreme Snowboarding is more
interested in races and times. As such, the game is broken into free
race and championship modes. A good two-thirds of Supreme
Snowboarding's initial runs are locked and you have to unlock
them through the championship mode. Championships involve a variety of
time-based challenges issued to you on a particular run. After you
complete a challenge, another run will open up and you can practice the
newly opened run in the free race mode until the next one.
Like many snowboarding games in this genre, Supreme Snowboarding keeps
track of a plethora of personal achievements. Best times are kept for
each specific run. Moreover, you can save and load different
championship runs so you don't mix up the progress of your individual
snowboarders, or it prevents someone else from muddling yours. One of
the problems I cited with the Xbox snowboarding title Amped is the fact
that the runs themselves were geographically wide and lateral. Supreme
Snowboarding, probably owing to the PDA's portrait configuration, still
demands lateral movement but its courses are more elongated. They
privileged length over width. This gives the game more of a race
feeling and since performance is really based on time, it is aptly
fitting. Jumping is still pretty useful in the game though. Performing
certain jumps will earn you extra time bonuses. Some jumps are also
timed so you can shave off a few seconds by going over obstacles, and on
certain runs you can even jump over a snowed-in car.
Visually though, Supreme Snowboarding is a 2D top down title. Its
animation is smooth and there is a slight trace of particle effects when
you navigate through the snow. Particularly noteworthy is the attention
to the star of the game itself, the snowboarder. The persona may be
small but it reacts naturally to the varying degrees of turns applied.
Unfortunately, the snow looks fairly bland and artificial. It
effectively is one sheet of white pixels and the lack of anything
organic about it almost makes it unbelievable. It could easily have
been a blue background and turned into a Transworld Surf title. The
visuals are saved by the sound effects but even those are far and few in
between. I often wished Supreme Snowboarding would take a more
aggressive, in-your-face type attitude that is often evoked by the sport
itself. Perhaps a little music and commentary would make it more in
line with the sport.
With experience, I found that one of the most crucial things about
snowboarding games is the controls themselves. If they're too tough,
you'll find yourself battling the control schema as much as you are the
actual runs themselves. If they're too easy, a fast run might consist
of nothing more than a few timely nudges. Thus, the actual connection
between the snowboard itself and the player is absolutely crucial.
Supreme Snowboarding gives you the choice of controlling via the stylus and
the PDA's keypad. Both avenues don't provide absolute control. Those
thinking you can simply draw a line from the start of the run to the
bottom of the run will be in for a surprise. Supreme Snowboarding is
about controlling the snowboard itself. And the physics of momentum
mean you can't stop or turn on a dime. As you can probably guess by
now, it takes quite some time to accelerate in Supreme Snowboarding, but
it's helped (whereas Amped was not helped) by the fact that the runs are
fairly lengthy in nature so you have ample real estate to gather speed.
There's a slider in the main menu to control how sensitive you want the
turning to be. On higher sensitivities, you don't feel as much friction
but again, it's never as easy as merely connecting the dots with your
stylus on the PDA screen. PlaynGo's idea of snowboarding, just as in
real life, takes some getting used to.
In total, there are sixteen tracks altogether, of which you'll spend the
majority of your time overcoming challenges to open up the latter ones.
The runs increase in difficulty but unfortunately, there's no briefing
screen or option to see the run before it happens. Because of the
somewhat stiff controls, you really have to plan ahead of time to get
the minimum times to complete challenges. This will undoubtedly lead
players to take a scenic tour of a particular run to get to know the lay
of the land, and then practice until they can clear the entire track in
record time. These types of design create redundancy but I'm guessing
it's a device by developers to extend the longevity of their game. A live
automap during snowboarding or a quick glance at a map before the start
of the run would have helped ease the frustration.
The small size of Supreme Snowboarding is something to cheer up about in
light of the lack of extras. There's no multiplayer, support for ghost
racers or additional tracks, which any single one alone would have
added immensely to the game. So it all boils down to improving times
and going over the few jumps that exist in the game. I always came to
snowboarding games thinking the emphasis on merely performing tricks was
too much. On the other hand, Supreme Snowboarding is all about getting
to the base of the hill in a timely fashion. On its own, it also seems
to err too much to the other side of the pendulum. If it were to
include some of the trick-oriented play of the console snowboarding
titles, PlaynGo would easily have a winner here. Throw in some good,
maybe even customizable soundtracks, as well as multiplayer or some way
to tie in the net as a platform for competition, and they'd hit more than
solid gold.
Ratings:
[08/10] Addictiveness
[17/20] Gameplay
[12/15] Graphics
[08/10] Interface/controls
[09/10] Program Size
[03/05] Sound
[04/05] Discreetness
[11/15] Learning Curve
[ N/A ] Multiplayer