~Gameplay~
Gameplay seems a bit iffy at first if you\'re used to games like MarioKart. Turning and moving left and right are a bit difficult, but after you get the hang of it, it seems perfect for a game of this nature.
~AT THE STARTING LINE~
Of course, any good review should start at the beginning. The first thing you\'ll notice when you start playing is that your character is not initially riding his board. He/she will be standing a slight distance BEHIND the actual starting line, with the countdown allready beginning at 5 seconds. The line itself is an electric fence, and any attempts to cross it before it disappears with the end of the countdown will result in a literal shock for your character, leaving him/her stunned while the others pass by. I suggest backing up a bit, and then running at the line so that you reach it just after the clock hits 0. Bonus speed boost if you do it exactly at the 0 mark.
~EXTREME GEAR AND THE AIR-GAUGE~
The main thing about the game is the equipment being used. The characters initially ride on hovering airboards called \"Extreme Gear\". Using a tank full of supercompressed air (from what I gather, anywho), the boards are capable of floating off the ground and moving extremely fast. You even have an air-gauge at the bottom right corner of the screen to show you how much air you\'re using. Air gradually depletes as you go along, so you have to pick up special air-refilling items, or perform various tricks and stunts which for some reason give you extra air depending on how good they were. Stunts are done as you come off a ramp. Using the left analog stick, you twist and turn your characters in circles left, right, up, or down. And based on various combinations of turns and flips, trick names will appear on the screen telling you what you\'ve done. Of course, all this is for naught if you don\'t LAND CORRECTLY. That\'s right, if you screw up your landing all the tricks you did go down the drain. Fortunately it\'s not too hard. Just let go of the stick and your character will automatically right themselves in mid-air, landing acceptably to grant you the air you earned from whatever tricks you performed.
Also, if you\'re running extremely low, there are \"Air pits\" located in a few locations around each course. Much like a pit stop in true Nascar races, your character stops at this pit for a few seconds and you\'ll see your gauge refill. Hit any button to leave the pit early if you need to, but I suggest filling up to at least half, or if you know the track, enough to get you to the next ramp where you can do some tricks to fill up your air more.
~ATTACK BOOST~
During the race, you can also do other things. One of the most important (and FUN) things to do is use the \"Attack Boost\". The game identifies this as two seperate commands with two seperate buttons, but trust me they both do the same thing. Your character uses up a percentage of air to give themselves a temporary boost in speed. While they do this, you\'ll see a sort of aura shoot up in front of them that is the same color as the character. If you come close to another character while this aura is up, you\'ll attack them, making them stop temporarily and also depleting whatever rings they\'ve gathered. (And, I\'m not sure, but if you don\'t have any rings, I think your character is actually forced to sit there for a lot longer.)
~TURBULENCE/JET-STREAM~
Another thing you can do is to take advantage of other characters\' TURBULENCE. It\'s not what you\'re thinking, and I think the term is rather incorrect. Anywho, if a character ahead is moving fast enough, this noticeable stream of air will appear behind them, and you can ride in it like a half-pipe to boost your speed along the track. Every now and then up-arrows will appear on either side, and you want to direct your character towards these arrows to make them do a half-pipe trick in the jet-stream. (I refuse to call it turbulence!) Like normal stunts, tricks in the Jet-Stream will earn you air refills, and it\'s impossible for you to land incorrectly (Although every now and then the announcer will say \"Oh! He failed to land incorrectly!\". Bah, what does she know?) since your character will automatically be upright if they hit the Jet-Stream again upon landing.
~TURNING WITH AIR-SLIDE~
Also, no racing game is complete without tight turns. Now, hold up. Didn\'t I just say turns were difficult?
Yes. Yes I did. And they are. In fact, there\'s no way you could make some of these turns just holding left or right. In fact, a lot of them are like that.
And this is where Air-Sliding comes into play. Like boosts, Air-slides use up a bit more air than regular hovering does, but it allows you to turn sharply. (Imagine a power-slide in Mario Kart, without jumping) And if you manage to do it right without bumping into anything, you can let go of the button (R1, by the way) and your character will get a boost from the air they stored during the slide. (Initially, when your character does an Air-Slide, they hold the air in their boards to let them turn faster.) But, once again, if you bump into any walls or other characters, the boost will just fizzle out on you.
~RINGS~
Oh yes, Sonic Riders also has Rings in it. Apparantly, their main purpose is to once again help protect you if you should get attacked by another character. Since having no rings will result in you actually suffering a temporary case of shock (Your character will sit still for a few seconds when this happens.). Whereas, having rings will simply allow them to topple a bit and slow down before cruising merrily on their way again.
Aside from this, any rings you have left over get added to your Ring Total, and you can use them to purchase new boards from the shop in the main menu.
~RACING TYPES~
Now, one last thing. (Don\'t you groan at me! I know your IP address!!!)
Characters vary on racing type. Racing type decides what advantages you\'ll have on the track. The three types are Speed, Flight, and Power.
Speed types have an advantage of being just plain faster than the other two. Their top speed is usually greater, but the main thing about Speed Types is that they are able to grind rails. I know it sounds silly that you need to be a certain type in order to grind rails, but, hey... that\'s how Sonic Riders works. There aren\'t a lot of them, though. But while grinding, your character gains a noticeably great increase in speed, so a single grind can move you ahead of the pack.
Flight types are able to access flight ramps, which shoot them up into the air. While in the sky, be on the lookout for floating boost rings, as flying through them will act like accellerators and give you a little boost in speed while you fly.
Power types have a disadvantage of usually being a bit slower than the other two types, but as a bonus, they have TWO advantages! The first is that they can smack obstacles out of their path, and not even slow down to do it! (Not to mention that you actually get a bit of air refueled for each obstacle you smack away. >8D Bwahahahahahaa...) The second is that there are some passages you can open up by knocking away large obstacles that blockade them.
And that pretty much does it for GamePlay, which I give a 9/10. I\'m sure it\'s got a bug or two here and there, but other than that it\'s awesome.
[Edited on 1-3-2006 by FlareMan]