
It's just a shame that players don't get to experience much of it as they're trying to blitz through a level as fast as they can. And there are giant ramps too, which launch players into the air for a a glimpse at more of the level before they head back down to earth. For example, the Western features a train that chugs on alongside the skater in the bakcground and the theme park is decked out in eye-popping neon. While some are certainly frustrating in their gameplay design (there are various obstacles including trash cans and death dealing spikes for players to avoid, lest they kill the skater and make players restart) they all look magnificent. There are five different themed levels (including a Western, an Aztec blockbuster and a theme park set screamfest) each segmented into two dimensions, where players can ride their board in the foreground as opposed to grinding on a rail.Įach level that Roll7 has crafted here is gorgeous. Per the Olliwood suffix, this time around players will be skating through a fictional Tinseltown, including levels inspired by its greatest hits as well as the glitz and glamor of being in the limelight. However, it's the new modes and levels that OlliOlli 2 players will be able to test those new tricks on that really make a difference. All of these are certainly welcome and massively fun additions, but does an expanded trick list really give players of the original OlliOlli a reason to buy the new game? Not really. They've added more flips to the Tricktionary too, including Darkslides, an impressive skating feat where the board is flipped upside down on a rail.
#Olliolli2 grind to flip manuals#
There are now manuals (which are vital for keeping a combo up between grinds and jumps), reverts, revert manuals and grind switching which is where, as players might have guessed, the skater switch their grind type mid-rail to get extra points.

Not to worry too much though, as pressing X will soon become second nature.īuilding off of that premise, though, Roll7 has stuffed a handful of new features into OlliOlli2. Fail to time that button press correctly and the landing will be sloppy or players will lose out on the points and speed bonus gifted to Perfect landings (the skater can actually halt to a stand still if players don't time your landings and grinds well enough). Sloppy grinds can also cancel out a combo, which is a biggie.

If there's anything else you need help with, just ask.Furthermore, there's the all important OlliOlli USP, which requires a press of the X button as the skater lands on the ground. Here is a good example of me putting it all together for a much higher score: 5 million points run I keep saying I'll do more videos but I forget. This can be achieved with landing a sloppy grind in the right place, but this isn't doable in all levels.

grinding, always do grind switch when you can with an L+R trick, I tend to land the initial grind with either L or R grind since using both requires incredibly nimble digits. I'm almost certain variety isn't rewarded. Double laserflip or 720 flip for your big trick, bigspin heelflip/kickflip for your 'regular' trick and simple tricks if you need to get to higher places. you don't need to vary your tricks too much. If there's a level with 2 routes, I tend to stick to the lower one. try to not stick to a route which appears to be the one intended for the level, go off the rails.

Hi, I play on Vita mostly but I've basically got the top scores, save for some cheaty guy at the top of the total leadership scores thing.
