Subscribe to the TouchArcade YouTube channel SummitX Snowboarding HD Fear nothing. Tame the peak! Play the most immersive, extreme snowboarding game to date. The realism will… $0.99 Buy Now Watch Media DetailsFear nothing. Tame the peak! Play the most immersive, extreme snowboarding game to date. The realism will amaze you. The experience will exhilarate you! The mountains will be SHREDDED! AWESOME In SummitX Snowboarding HD, you are truly carving down the mountain. Experience the highest quality HD graphics and rawest “true-to-life” physics of any snowboarding game in the world. Feel the speed. Catch big air. No game is more real or more gnarly! "Go Big to Win": perform the best tricks to get time bonuses so you can reach the bottom. You even get 1000 Cold Cash for unlocking tricks, boards, and designs. CRITICS' QUOTES " this is a cool looking and sounding snowboarding game, with peaks, runs, boards, skins and tricks to unlock, plus a variety of routes down each run, which ensures there's plenty of replay value" - Touch Arcade " SummitX Snowboarding is a downhill snowboarding game that has players pulling off stunts and trying to reach the goal as quickly as possible. " - 148apps.com FEATURES ★ 36 multi-branching runs on 6 mountains ★ 6 customizable boards with many great designs ★ Majestic 3D terrain ★ Visual effects enhance sense of speed, big air, and fun ★ Play as a dude or a dudette ★ Licensed soundtrack from over 20 rock bands ★ Or choose music from your own iTunes playlist ★ Automatically saves game data to iCloud EASY and UNIQUE CONTROLS ★ Two-thumb sliding controls for carving, spins, flips, and rolls. Left and right buttons for grabs when you're in the air. Tilt device for air control. Simple and powerful: no distractions. Get to it! COMMUNITY ★ Compete against friends on Game Center to own the leaderboard ★ Play with family and friends at home on the big screen with Airplay ★ Like ☞ facebook.com/SummitXSnowboarding For screenshots, videos, and fan discussion.NOTICEIssues may occur when updating SummitX Snowboarding on some devices:# iPod 4, iPad 1: Memory shortage issueIf you are currently using those devices, please refrain from updating. Sorry for this inconvenience, and we will resolve this issue as soon as possible.The game does not save on jail-broken devices. ─────────COM2US GAMES ─────────-Tiny Farm®-Derby Days-HOMERUN BATTLE 2-Swing Shot-Witch Wars-IMO: The World of Magic-Magic Tree by Com2uS-Slice it!-Tower Defense®-Inotia 4─────────ABOUT COM2US─────────Follow us!twitter.com/Com2uSJoin Com2uS' Fan Pagefacebook.com/Com2uSTips and Updatescom2us.com Information Seller: Genre:Racing, Sports Release:Dec 15, 2011 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating: (1) Your Rating:unrated Compatibility:HD Universal jeffy777 Well-Known Member Oct 31, 2010 342 0 0 #2 jeffy777, Dec 19, 2011 Wow, that was quick......is it any good? AnarKitty Well-Known Member Oct 10, 2010 3,654 0 0 Minneapolis, USA #3 AnarKitty, Dec 19, 2011 I'm curious about how good this is, too. I've held off on getting a snowboarding game, and want a great one - is this it? zergslayer69 Well-Known Member Apr 21, 2010 1,211 3 38 #4 zergslayer69, Dec 19, 2011 This game is pretty fun but on ipad 2 framerate seems like a constant 20 fps or something. It's consistent but choppy. Could've had potential to be a great snowboard game but you have to buy moves. Iap is not for boards only. So if you don't touch iap at all, you're missing a bunch of moves to do. ColeDaddy Silver Supporter<br>Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze Mar 20, 2010 4,185 108 63 Male Sojourner Washington D.C. #5 ColeDaddy, Dec 19, 2011 Thanks. I'm staying away from this money pit. jeffy777 Well-Known Member Oct 31, 2010 342 0 0 #6 jeffy777, Dec 19, 2011 Yeah, between this and the Homerun Battle games, this developer has gone IAP crazy. I think I'll pass too. Sanuku Well-Known Member Jun 14, 2009 11,954 4 38 Austria http://www.touchgameplay.com #7 Sanuku, Dec 19, 2011 Subscribe to the TouchArcade YouTube channel zergslayer69 Well-Known Member Apr 21, 2010 1,211 3 38 #8 zergslayer69, Dec 19, 2011 Between this and home run I would say go for home run. Iap stuff there are mainly for better gear so you can still enjoy the game itself. At least they don't charge you to hit a foul or something. KiddToKmart Well-Known Member Feb 10, 2011 1,399 0 0 #9 KiddToKmart, Dec 19, 2011 Another swing-and-miss for Com2US. Shame that they're going downhill with their IAP business model; the original HRB3D is one of my all-time favorite titles on the iOS and this seemed to be quite promising as well. lumothesinner Well-Known Member Sep 30, 2011 384 0 0 UK #10 lumothesinner, Dec 19, 2011 Thought i'd get a code for a free game being one of the first to e-mail in...didnt happen, so got this game now its cheap. Im not impressed, its pretty and the controls are different but good, but the game is let down by short and very similar runs, and the fact that to buy anything you need IAP. you can save up money by playing the game, but as most things cost $500 upwards and you get $50 for a win...its just not possible to unlock everything without IAP. barrel roll trick is $2300!!! Another game where the dev prioritises IAP and ruins the game. backtothis im in ur base killin ur d00dz Staff Member Patreon Silver Patreon Gold Patreon Bronze Jul 13, 2009 13,250 1 0 college student (junior) Houston/Austin, TX https://twitter.com/back2this #11 backtothis, Dec 19, 2011 Last edited: Dec 19, 2011 Just realized how many devs now champion the freemium/consumable iAP model when they used to release only paid games. It all started with Ngmoco back in the fall of 2009. It was pretty much the biggest player on the AppStore at the time after giving us the Rolando series. Then, Eliminate Pro happened. Not much later, we see big companies like Glu, Gamevil, Com2uS, etc. begin moving towards that same model. Now, we see EA and Gameloft putting out one freemium title every single week, literally. Of course, many smaller companies have also adopted this method: charge a small entry fee/make the game free..and then load the game with consumable iAPs. Recently, Namco also joined in. We used to think the guys who went on about the "race to bottom" were posting nonsense. Too bad they were right. This phenomenon along with the frugality/entitled-mindedness of the common AppStore customer drove the iOS market here, where freemium is the dominant business model. More than half of the top grossing games are freemium any day of the year. Currently, 3/5 of the top 50 grossing games on the AppStore are currently freemium games. 2012 definitely doesn't bode well for "premium" iOS games. Guess we'll see what happens. /endwalloftext Edit: One more thing. Something I never understood was how the common AppStore customer refuses to buy paid games over $0.99, but can spend a shit-ton on consumable iAPs for a free game. The iOS is generally the most expensive platform. The cheapest iPad is going to cost you $500. Mine cost me $600. I just don't see how you're going to buy such an expensive device and not be able to shell out for games that are 1/250 of the cost. Four new console games equal the freaking price of a new console. The AppStore is one hell of a market, and a very complex one at that. KiddToKmart Well-Known Member Feb 10, 2011 1,399 0 0 #12 KiddToKmart, Dec 19, 2011 I wonder just how much feedback regarding this business model gets conveyed to their team of decision makers though? At the end of the day, they DO need to collect feedback from their clients and I hope they have someone dedicated to do this much without aimlessly creating and experimenting with different ideas which may or may not work with their target market. I would much rather prefer to pay a premium and little/no IAP fees as opposed to the opposite. Where C2Us seems to have failed is that they're trying to exploit the best of both worlds: putting a 4.99 price tag on their "big releases" and flanking their consumers by putting incredibly high unlock-requirements on in-app items... either expecting their clients to invest HOURS just to unlock a single uniform/trick/item in-game or at the end of the day, making them shell out $$$ again. Sanuku Well-Known Member Jun 14, 2009 11,954 4 38 Austria http://www.touchgameplay.com #13 Sanuku, Dec 19, 2011 Offtopic: I am still wondering that you are all so surprised that Freemium/Consumable iAPs pay off at the End while some of those Indie Devs drive Ferrari and Porsche and the Cars are not even Rent. It`s all about the Money at the End... KiddToKmart Well-Known Member Feb 10, 2011 1,399 0 0 #14 KiddToKmart, Dec 19, 2011 Indeed it is... some devs in the past few months' time however have gone overboard in trying to earn money from their clients! donperson Well-Known Member Mar 8, 2011 84 0 0 Norway #15 donperson, Dec 19, 2011 I wouldn't mind forking out $20 or more on an iOS game if it had a lot of depth and quality like the games you see on the consoles and PC. That said, I'm probably one of very few that would actually pay more for higher quality and content. Just look at what Rockstar did with "GTA: 3". Even though the game is 10 years old, they brought it to iOS and put all the other game devs to shame in means of what's actually possible to do on the iOS devises without going "over the top", being greedy with IAP's. Sadly, it's a trend we're seeing that a lot of game developers on other gaming platforms and not just handheld, are doing these days, which is why I've stopped buying their products and instead supporting indie devs who mostly goes into making games with a different point of view than just releasing a half arsed product and charging too much for so called "DLC". syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #16 syntheticvoid, Dec 19, 2011 wow... thanks for all the info. I was really wanting to get this. SSX has been one of my favorite snowboarding series for a while... and this kinda looked like it had that same(ish) type of gameplay, but on the iOS... but IAP for tricks? no thank you. =o/ Joshnsuch Well-Known Member Sep 29, 2009 840 0 0 Louisville #17 Joshnsuch, Dec 19, 2011 Haaaarrible. These business models obviously must be working, though. They keep making games like this and people somewhere must be blowing ridiculous amounts of money on stuff like this. These people make up for all 15 people on TA who won't buy the game in the first place for a buck and then some. DodgerBlue016 Well-Known Member Jun 25, 2011 1,398 0 0 I create awesome paper airplanes that I will sell Here #18 DodgerBlue016, Dec 19, 2011 For sure not picking up HB2 (own the first one and have heard of massive iap things) but...is this REALLY as bad as you all are saying? Just read the TA review and they didn't think the business model was that bad on this one... bunglez Well-Known Member Feb 1, 2011 735 0 16 Tree UK #19 bunglez, Dec 19, 2011 I don't have a problem with that business model. What I do have a problem with, is the 'short and very similar runs' and the mention of a low framerate. If the game was good enough, i'd be happy to play it to death and win 46 times to earn a new move. I've just bought it, so i'll find out shortly. From what i've been reading, i'm sure to be disappointed. I've bought pretty much every 3D snowboarding game on iOS so far, and none of them have been great. I pray for SSX Tricky. GPS Well-Known Member Dec 13, 2009 2,283 165 63 Australia #20 GPS, Feb 17, 2012 Last edited: Feb 19, 2012 just bought a $2.99 version of this on the Oz store... the HD version is there at 4.99, however my issue is that every time I quit the game and restart later, none of my game data is saved, so I have to start at the beginning with everything locked but the first run!! WTF..... does this game only save when you are connected online???? It is like freakin' Groundhog Day..... (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
I'm curious about how good this is, too. I've held off on getting a snowboarding game, and want a great one - is this it?
This game is pretty fun but on ipad 2 framerate seems like a constant 20 fps or something. It's consistent but choppy. Could've had potential to be a great snowboard game but you have to buy moves. Iap is not for boards only. So if you don't touch iap at all, you're missing a bunch of moves to do.
Yeah, between this and the Homerun Battle games, this developer has gone IAP crazy. I think I'll pass too.
Between this and home run I would say go for home run. Iap stuff there are mainly for better gear so you can still enjoy the game itself. At least they don't charge you to hit a foul or something.
Another swing-and-miss for Com2US. Shame that they're going downhill with their IAP business model; the original HRB3D is one of my all-time favorite titles on the iOS and this seemed to be quite promising as well.
Thought i'd get a code for a free game being one of the first to e-mail in...didnt happen, so got this game now its cheap. Im not impressed, its pretty and the controls are different but good, but the game is let down by short and very similar runs, and the fact that to buy anything you need IAP. you can save up money by playing the game, but as most things cost $500 upwards and you get $50 for a win...its just not possible to unlock everything without IAP. barrel roll trick is $2300!!! Another game where the dev prioritises IAP and ruins the game.
Just realized how many devs now champion the freemium/consumable iAP model when they used to release only paid games. It all started with Ngmoco back in the fall of 2009. It was pretty much the biggest player on the AppStore at the time after giving us the Rolando series. Then, Eliminate Pro happened. Not much later, we see big companies like Glu, Gamevil, Com2uS, etc. begin moving towards that same model. Now, we see EA and Gameloft putting out one freemium title every single week, literally. Of course, many smaller companies have also adopted this method: charge a small entry fee/make the game free..and then load the game with consumable iAPs. Recently, Namco also joined in. We used to think the guys who went on about the "race to bottom" were posting nonsense. Too bad they were right. This phenomenon along with the frugality/entitled-mindedness of the common AppStore customer drove the iOS market here, where freemium is the dominant business model. More than half of the top grossing games are freemium any day of the year. Currently, 3/5 of the top 50 grossing games on the AppStore are currently freemium games. 2012 definitely doesn't bode well for "premium" iOS games. Guess we'll see what happens. /endwalloftext Edit: One more thing. Something I never understood was how the common AppStore customer refuses to buy paid games over $0.99, but can spend a shit-ton on consumable iAPs for a free game. The iOS is generally the most expensive platform. The cheapest iPad is going to cost you $500. Mine cost me $600. I just don't see how you're going to buy such an expensive device and not be able to shell out for games that are 1/250 of the cost. Four new console games equal the freaking price of a new console. The AppStore is one hell of a market, and a very complex one at that.
I wonder just how much feedback regarding this business model gets conveyed to their team of decision makers though? At the end of the day, they DO need to collect feedback from their clients and I hope they have someone dedicated to do this much without aimlessly creating and experimenting with different ideas which may or may not work with their target market. I would much rather prefer to pay a premium and little/no IAP fees as opposed to the opposite. Where C2Us seems to have failed is that they're trying to exploit the best of both worlds: putting a 4.99 price tag on their "big releases" and flanking their consumers by putting incredibly high unlock-requirements on in-app items... either expecting their clients to invest HOURS just to unlock a single uniform/trick/item in-game or at the end of the day, making them shell out $$$ again.
Offtopic: I am still wondering that you are all so surprised that Freemium/Consumable iAPs pay off at the End while some of those Indie Devs drive Ferrari and Porsche and the Cars are not even Rent. It`s all about the Money at the End...
Indeed it is... some devs in the past few months' time however have gone overboard in trying to earn money from their clients!
I wouldn't mind forking out $20 or more on an iOS game if it had a lot of depth and quality like the games you see on the consoles and PC. That said, I'm probably one of very few that would actually pay more for higher quality and content. Just look at what Rockstar did with "GTA: 3". Even though the game is 10 years old, they brought it to iOS and put all the other game devs to shame in means of what's actually possible to do on the iOS devises without going "over the top", being greedy with IAP's. Sadly, it's a trend we're seeing that a lot of game developers on other gaming platforms and not just handheld, are doing these days, which is why I've stopped buying their products and instead supporting indie devs who mostly goes into making games with a different point of view than just releasing a half arsed product and charging too much for so called "DLC".
wow... thanks for all the info. I was really wanting to get this. SSX has been one of my favorite snowboarding series for a while... and this kinda looked like it had that same(ish) type of gameplay, but on the iOS... but IAP for tricks? no thank you. =o/
Haaaarrible. These business models obviously must be working, though. They keep making games like this and people somewhere must be blowing ridiculous amounts of money on stuff like this. These people make up for all 15 people on TA who won't buy the game in the first place for a buck and then some.
For sure not picking up HB2 (own the first one and have heard of massive iap things) but...is this REALLY as bad as you all are saying? Just read the TA review and they didn't think the business model was that bad on this one...
I don't have a problem with that business model. What I do have a problem with, is the 'short and very similar runs' and the mention of a low framerate. If the game was good enough, i'd be happy to play it to death and win 46 times to earn a new move. I've just bought it, so i'll find out shortly. From what i've been reading, i'm sure to be disappointed. I've bought pretty much every 3D snowboarding game on iOS so far, and none of them have been great. I pray for SSX Tricky.
just bought a $2.99 version of this on the Oz store... the HD version is there at 4.99, however my issue is that every time I quit the game and restart later, none of my game data is saved, so I have to start at the beginning with everything locked but the first run!! WTF..... does this game only save when you are connected online???? It is like freakin' Groundhog Day.....