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1) Intro
2) Controls
3) Walkthrough

A) Amateur Mode
    I. Cloud 9
    II. Local Park
    III. Warehouse
B) Pro Mode
    I. Cloud 9
    II. Local Park
    III. Warehouse
    IV. High School
    V. Titanic
C) Hardcore Mode
    I. Cloud 9
    II. Local Park
    III. Warehouse
    IV. High School
    V. Titanic
    VI. Car Park
    VII. Hidden Level - Big Air
4) Credits
5) Copyrights

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Dave Mirra Freestyle BMX 2 FAQ/Walkthrough.

By: Mike Compton

3) Walkthrough

B) Pro Mode

II. Local Park

*High Score - 40,000*
Head back to the same area where you made your score last time and use the extra thirty seconds on the clock to trick out. Remember that you can use the L button to modify your tricks and add points to them so that when you stall/jump, you can get a really high score.

*Pro Score - 60,000*
Use the same technique as above. Realistically, if you do your tricks right and you stall/jump, the difference between a High Score and a Pro Score for this level will be a single trick string with a series of stall/jumps at the end.

*Sick Trick - 6,000*
If you trick right on the above two, you'll get this with no problem. Just remember to stall/jump whenever possible.

*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the following places:

1. Head right from your start point and grind the rail that goes up the stairs. The first spray can will be just above the rail.

2. The second spray can is over the quarter pipe away from the edge of the level in the courtyard at the very end, where you tricked out to get your High and Pro Scores.

3. The third spray can is near the center of the level, between two wall pieces, just to the up and right of the brown center piece. Jump up and grab it.

4. The fourth spray can is near the start point. Head to your left, past the triangular ramp, and up the quarter pipe and grab it on your jump.

5. The final spray can is at the top of the hill, high over the quarter pipe, to the left of the fountain. It's hard to see the shadow, so watch for it.

*M-I-R-R-A Challenge*
Collect all the letters to spell out MIRRA. In order of being spelled, they are in the following places:

M.
The M is in the courtyard, between the first and second quarter pipes against the edge of the level. Transfer from one to the other to grab the letter.

I.
The I is almost directly across from the M. Transfer from one quarter pipe to the other on the direct opposite side to grab it.

R.
To get the first R, head up the hill and to the kicker ramp nearest to where the courtyard is. Jump off of the kicker ramp from the top of the hill and grab the first R.

R.
The second R is gotten almost the same way, just on the kicker on the top of the hill that's farthest away from the courtyard. Jump off the ramp near the center at a straight angle and you'll grab it.

A.
The A is in the pool. Go up one side at a slight angle and grab it as you pass by it. Probably the easiest of all the letters to get.

*Superstar Challenge*
Possibly the easiest Superstar Challenge in the game. Go to the first quarter pipe nearest the start point in the courtyard and throw your rider off of the side that's nearest to the rail. If you have enough speed and the right angle, you'll grab it. Easier done than said, really.

*Complete the Court*
This is probably the most challenging objective for the level. To complete the court, you have to transfer all the gaps between all of the quarter pipes, four in all. The easiest way I found to do it was to transfer all of the ones you could normally and then the more difficult longer ones, try to transfer with low jumps so you don't end up jumping behind where you need to land. It may take some repeated tries, but it is possible.

*Top the Fountain*
You might think this has something to do with that fountainhead, but it doesn't. All you have to do is jump from the kicker behind the fountain over to the rail. Easier said than done, but there is a trick to it. Grind the rail up the steps to the fountain, jump the fountain and kicker, go up the ramp and don't do anything, just let your rider turn. When you turn around, jump off the kicker and grind the rail back down to top the fountain.

*Pool 2 Turf Jump*
This is easy to do, but a little tricky to set up. You need to jump from the pool, transfer over the wall and land either on or in-between the kicker ramp and the wall. It's easy to do, but just transferring out of the pool and up onto the grass doesn't seem to complete the objective.

  Dave Mirra Freestyle BMX 2

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