3Xtreme
A 1999 combat racing game for PlayStation.
3Xtreme, a combat racing game for the PlayStation, was both developed and published by 989 Sports in 1999. As the third installment in the Extreme series after 2Xtreme, it lets players choose between skateboarding, inline skating, or BMX cycling while allowing them to attack opponents physically.
The gameplay centers on performing tricks rather than pure speed. Players compete in events across 12 tracks, some based on 2Xtreme courses but with the majority being new, set in locations like parks, subways, mountains, and islands. Tricks—motion-captured by professional skateboarder Mike Vallely and professional inline skater Chris Edwards—include rail slides, board grabs, and 360-degree turns, which can be chained into combos. Points are awarded based on trick quality, and these points can later upgrade vehicles. Modes include exhibition (for practice), freestyle (a trick-point competition), and season (three circuits that unlock equipment and extra tracks).
Development was led by product manager Ed Loonam at 989 Sports. The goal was to blend the speed of ESPN Extreme Games with the fighting elements of 2Xtreme. Unlike earlier sprite-based entries, all in-game objects were fully polygonal, and tracks were designed to be longer. Vehicles were modeled after real products from manufacturers like Trek, K2 Sports, GT Bicycles, and Tum Yeto. Sony spent millions on marketing.
The game received unfavorable reviews, with GameRankings aggregating negative scores. Next Generation called it "yet another formula 'don't do much for the sequel, because they're gonna buy it anyway' production."
Quick Facts
- Title
- 3Xtreme
- Developer
- 989 Sports
- Producer
- Joe Brisbois
- Designer
- Joe Brisbois · Bob Gordon
- Programmer
- Bob Gordon · Paul Rubio
- Composer
- Chuck Doud
- Series
- Extreme Games
- Released
- NA · April 20, 1999
- Genre
- Racing
- Modes
- Single-player, multiplayer
- Platforms
- PlayStation
Facts from the source article.
Lore & Background
3Xtreme was developed by 989 Sports, with Ed Loonam as product manager. The idea was to incorporate the speed pace from ESPN Extreme Games while keeping some fighting elements from 2Xtreme. Unlike previous games in the series which used sprites, every in-game object was fully polygonal and all tracks were designed to be longer. The vehicles were based on real-life models from manufacturers such as Trek Bicycle Corporation, K2 Sports, GT Bicycles and Tum Yeto. Sony spent millions of dollars marketing the game.
Reader's Guide
3Xtreme received unfavorable reviews according to the review aggregation website GameRankings. Next Generation described it as 'yet another formula "don't do much for the sequel, because they're gonna buy it anyway" production.' The game contains more than 22 courses, mostly taken from 2Xtreme, including parks, subways, mountains and islands. Tricks, for which Dave Mirra and Andy MacDonald did motion-capture, can be linked into combos and include rail slides, board grabs and 360 degree turns. Points earned from tricks can be used to upgrade vehicles. Game modes include exhibition, freestyle, and season. Despite poor critical reception, the game represents a transitional point in the series from sprite-based to fully polygonal graphics.
Did You Know?
- 3Xtreme was developed and published by 989 Sports for the PlayStation in 1999.
- The game features 12 tracks, with some based on 2Xtreme courses but most being new.
- Mike Vallely and Chris Edwards performed motion-capture for the tricks.
Trick-First Racing and Game Modes
In 3Xtreme, the core loop revolves around performing tricks rather than simply outpacing rivals. Players choose from skateboards, BMX bikes, or inline skates to race through more than twenty-two courses that span parks, subways, mountain terrain, and island settings—many of which carried over from the earlier 2Xtreme. The trick system was built around motion-capture data recorded by professional skaters Dave Mirra and Andy MacDonald, allowing moves like rail slides, board grabs, and full 360-degree spins to be chained into fluid combos. The game judges each trick on execution quality and awards points accordingly, and those points can later be spent upgrading the player's vehicle. Beyond the standard race, three distinct modes shape the experience: an exhibition mode for warming up before facing opponents, a freestyle mode where the sole objective is racking up the highest trick score, and a season mode that walks the player through three circuits, progressively unlocking new equipment and additional tracks.
A Technical and Design Leap
The development of 3Xtreme marked a noticeable shift in how 989 Sports approached the series. Under product manager Ed Loonam, the team set out to blend the high-speed pacing players had come to expect from ESPN Extreme Games with the combat-oriented elements that defined 2Xtreme. Most significantly, every in-game object was rendered as full polygons rather than the sprite-based graphics used in earlier entries, and the track layouts were deliberately extended to give races more breathing room. The vehicles players could ride were modeled after real products from established manufacturers including Trek Bicycle Corporation, K2 Sports, GT Bicycles, and Tum Yeto, lending the game a layer of authenticity. Sony committed millions of dollars to marketing the title, signaling a major push to position the game as a headline PlayStation release in 1999.
Critical Backlash and the Sequel Formula
Despite the substantial marketing investment behind it, 3Xtreme struggled to win over critics. Review aggregation site GameRankings recorded predominantly unfavorable scores, reflecting a broader sense of disappointment among reviewers. The magazine Next Generation captured the prevailing mood with a pointed observation: the title felt like "yet another formula 'don't do much for the sequel, because they're gonna buy it anyway' production." That critique struck at the heart of the game's identity—while the visual upgrade to polygons and the longer tracks represented genuine technical progress, the underlying structure of trick-based racing with optional physical attacks felt largely unchanged from 2Xtreme. The fact that the majority of the twenty-two-plus courses were carried over from the predecessor reinforced the impression that 989 Sports was leaning on an established fan base rather than pushing the formula forward. For a title backed by a multi-million-dollar Sony campaign, the lukewarm critical response underscored the difficulty of sustaining momentum in a niche genre.
The Combat Racing Niche and Series Identity
3Xtreme occupies a specific corner of the late-1990s racing game landscape: the combat racing subgenre, where competing for first place is only half the equation. Released for the PlayStation in 1999 by 989 Sports, the game lets players not only race to the finish line on skateboards, BMX bikes, or inline skates but also launch optional physical attacks against rivals to slow them down. This blend of speed, trick performance, and direct confrontation set it apart from conventional racing titles. As the follow-up to 2Xtreme, it inherited the course library and core loop while attempting to inject the fast, arcade-like pacing that ESPN Extreme Games had popularized. The result was a game that asked players to balance aggressive trick combos—chaining rail slides, board grabs, and 360-degree turns captured from real athletes like Dave Mirra and Andy MacDonald—with the tactical decision of when to swing at an opponent. In a year when the PlayStation was cementing its identity as a platform for diverse genres, 3Xtreme represented a bold, if ultimately underappreciated, attempt to merge extreme sports with head-to-head combat.
Frequently Asked Questions
What is 3Xtreme and who made it?
3Xtreme is a 1999 combat racing title for the PlayStation, both developed and published by 989 Sports. It is the third numbered entry in the Extreme series, following 2Xtreme.
What sports can you play in 3Xtreme?
Players pick between skateboarding, inline skating, or BMX cycling, and can physically tackle rivals during a race. The combat element is central to the genre rather than a side feature.
How does 3Xtreme's scoring differ from a typical racing game?
Instead of rewarding pure top speed, the game prioritizes landing tricks to rack up points while you navigate the course. Tracks run through parks, subway tunnels, mountain paths, and island settings.
Who performed the motion-capture for the trick animations?
Professional skateboarder Mike Vallely supplied the motion-capture work that drives the in-game trick sequences.
How many tracks does 3Xtreme have, and are they all new?
The game features twelve tracks, a handful of which are reworked versions of 2Xtreme courses while the majority are entirely new locations.
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