Metascore
69

Mixed or average reviews - based on 42 Critics

Critic score distribution:
  1. Positive: 15 out of 42
  2. Negative: 1 out of 42
  1. With a great control scheme, graphics that don’t look ported, fantastic humor, and a whole lot of races to complete, this quality title is worthy of being a member of the Tony Hawk franchise. This is a safe Day-1 pickup for the Wii, just make sure you buy the three spare Wiimotes for your friends!
  2. Provides challenge and entertainment. It looks different than other next-gen Tony Hawk titles, but that fits the style and charm of the game.
  3. A great party game. It literally takes like 30 seconds to get used to the controls in the game and it’s going to be perfect to show people what the Wii Remote can do. Although it’s not the most complex experience out there, the game is incredibly fun.
  4. Players fond of the control methods found in games like Excite Truck should take notice, especially if interested in something a little more quirky and demanding.
  5. There's not so much replay value but the controls give it a new lease on life. [Christmas 2006, p.92]
  6. The locations are unique, the tracks long and complex, and the fun factor and energy level is unparalleled with any other Wii title at this time.
  7. While the multi-player is much more full-featured than the single-player, Tony Hawk’s Downhill Jam is nonetheless a great launch title that makes great use of the Wii.
  8. There's just enough racing mixed with the right amount of Hawk trickery to make it a successful new direction for the series that definitely has room to grow.
  9. 80
    THDJ plays very, very well. The Wii's smart motion-sensitive control system is absolutely perfect for this kind of game.
  10. While Downhill Jam is by no means brilliant, it works well as an extension of the Tony Hawk franchise. It may borrow liberally from both SSX and Downhill Domination, but it differs in execution, largely because of the unique nature of the Wiimote.
  11. 77
    With a few impovements in the graphics and gameplay departments Activision could really have a hit on their hands.
  12. Proves that the Wiimote really works and makes games more fun. This time Tony Hawk is all about the speed, not the tricks. [Jan 2007]
  13. Downhill Jam will almost certainly surrender its extreme-sports crown by the time the next generation of Wii games ollies onto the scene, but for now it's the best way I can think of to get down a hill. [Feb. 2007, p.95]
  14. SSX vets will feel right at home with Downhill Jam. [Jan. 2007, p.60]
  15. 75
    Its sole commonality with the franchise is Tony Hawk's voiceover "acting" -- but it nonetheless retains the palpable adrenaline of the series, all the while establishing a very high precedent for the future of Wii gameplay.
  16. This is solid, but too basic to live up to the Hawk gaming legacy. Good for newcomers to skateboarding games though. [January 2007, p.58]
  17. The graphics, while not gorgeous, look good and do a marvelous job of conveying a real sense of speed. While it may not be a traditional Tony Hawk game, it is a very competent racing game that is fun to play.
  18. Despite its condescending moments, Downhill Jam remains an impressive extreme racer that’s difficult to not recommend. [Jan 2007, p.114]
  19. Decent attempt, but doesn't quite deliver the goods.
  20. 70
    In no way does the spin-off game stand up to "Project 8" on the other next generation consoles, but as a "popcorn flick" equivalent to Hawk games, Downhill Jam is a decently entertaining and innovative game nonetheless.
  21. The best thing to happen to the Tony Hawk franchise since free roaming, Downhill Jam is allso, if not more so, an introduction to the challenge of re-acclimating oneself to tilt gameplay. [Jan. 2007, p.75]
  22. 70
    The new take on the game has tons of potential to be fantastic and with a few tweaks to the overall engine and trick system this could easily be a nice compliment to the already great franchise.
  23. Tony Hawk’s Downhill Jam gets an A for effort, but a C- for execution.
  24. As an entry level title, Downhill Jam makes a good introduction to the possibilities of fast-paced gameplay on the Wii, and is definitely more approachable than "Tony Hawk's Project 8," the series' other current entry.
  25. 69
    It demonstrates a welcome change of direction for the now infamous series and definite inroads into future potential for the future of similar racers on Wii. No, it's not without its faults (the less said about the unfulfilling multiplayer, the better), but viewed as a shamelessly simple arcade racer, it offers a surprising amount of longevity and fun.
  26. Solid but unspectacular short-term fun that dulls if you're looking for subtlety. [Jan 2007, p.75]
  27. The attempt to simplify the controls for just a few buttons has resulted in a game that’s far too easy, yet doesn’t have the moxie to hold up when it’s prodded for depth.
  28. Since Tony Hawk's Downhill Jam is tailored for the Saturday morning crowd, the appeal of this title is already weakened to an average Hawk fan. But with the older demographic went the intangible addictive nature of the series.
  29. 65
    While the vision is pure, the final execution is anything but. However, purity has never been a requirement for some, and for anyone after a simple, if shallow Hawk experience on the Wii, this may provide the goods.
  30. The control just really brings it down. Offering some level of sensitivity control would have been nice. Offering support for using the nunchuk/classic controller/GC controller for more classic style of TH control would have been awesome.
  31. 65
    Playing Downhill Jam is like watching an infomercial at three in the morning: it's sort of amusing and it passes the time but you're not enthralled by what's going on, either.
  32. It never reaches the heights of "SSX" or the pure finesse of "Project 8" though, leaving Downhill Jam stuck somewhere between a rock and a hard place.
  33. A passable but unexciting racing game that substitutes the finesse of the other Tony Hawk games for simple and scattered action.
  34. If the location sub-areas were each as large as a full location, this game would be a blast, even with its other blemishes. In the end though, Downhill Jam is too short, and with the recent announcement of a full-fledged "SSX" game coming to the Wii in 2007, anybody looking to pick up Downhill Jam might want to think twice.
  35. It's pitched at a younger audience than the usual Tony Hawk games, so the frantic, no-frills racing may only be fun for casual gamers.
  36. I said it last year, "Every console launch will have a Tony Hawk game," and while Tony Hawk’s Downhill Jam isn’t the biggest or best, it’s still a decent ride.
  37. 55
    This one feels like a road rash after a nasty spill and should be avoided unless you have plenty of Bactine on hand.
  38. The thrills are just too short-lived, and it simply doesn't stand up as a more boisterous alternative to the razor-sharp focus and freshness of "Project 8" on 360. [Jan 2007, p.83]
  39. A mild downhill racer with too many glitches, and beyond the grinding, nothing to do with its licence. The Wiimote controls don't ruin it, despite the madness of the button use, but they don't add anything a regular analogue stick couldn't have made easier.
  40. Downhill Jam isn't an awful game; it's just a game that uses the Wii's new controller in completely the wrong way. Games that would work better on a standard controller have no reason to exist on the Wii, and when they're released with awkward controls and unimpressive presentation you have to wonder what the publisher and developer involved were thinking.
  41. Tony Hawk’s Downhill Jam is an unimaginative and often times annoying game that hangs its hat on a Wii controller interface that is interesting because it is different, but easily forgettable after a few short hours.
  42. 40
    Tony Hawk's Downhill Jam isn't a sell out on par with hawking Bagel Bites but it's close.

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