Calm-Down Duel
AlphaPlanned. Not playable yet.
About
- A creature appears ahead on a route with a glowing ring around it. Press E to start, or ride past to skip. Nothing is ever lost.
- Calm meter. Land tricks inside the ring to fill it. Bigger and more varied tricks fill more, and repeating the same trick fills less.
- Dodging. Each creature has two or three telegraphed moves, dodged with skating: ollie over the ice patch, grind past the fire trail, manual through the gust. Clean dodges add Style. Getting caught only drops your combo.
- Winning. Fill the meter and the creature is befriended: you earn its card, and it joins vending packs. Befriend it three times and it can follow you.
- Losing. The creature wanders off.
- Extras. Each creature has a hidden favorite trick that doubles the calm and is recorded on its card. Creatures come in common, rare and shimmer variants. Skill ranks help a little.
- Part of Halfpipe World. See also Spirit Tag.
Related
- Spirit Tag AlphaA daily chase after each region's legendary creature. Planned, not playable yet.
- Street musicians AlphaMusicians play their own songs at set times in town.
- Street sports AlphaHockey, basketball, soccer and football played on town streets.
- Carhopping Serve the cars at the drive-in. The letter on the car is the order.
- Collecting Shells Low Tide. Shells wash onto the sand. Skate over one to pick it up.
- Daily board and errands BetaThree new jobs every day, plus errands from the people you know.
- Daily Quests Three guild quests a day. One turn-in pays bucks and XP.
- Fishing The cast. High Tide is the pond. The demo includes a sample.
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