The Trick Park is Denshattack!'s dedicated practice and score attack area โ available in the demo and the full game. It's how you master the Tricktionary before applying tricks in campaign levels, and has its own gold medal score targets to chase.
The Trick Park is a dedicated timed score attack arena โ a freeform environment without campaign objectives, collectibles, or enemies. Your only goal is to score as many points as possible within the time limit, using every trick in your arsenal.
It's available in both the free demo (on Steam and Nintendo eShop) and the full game. In the demo, it serves as the primary practice area. In the full game, it's accessible from the Garage menu between campaign runs โ described by the developers as providing "endless fun perfecting your multi-track drifting."
The Trick Park has its own medal tier with bronze, silver, and gold targets. Gold in the Trick Park is considered harder than gold in most campaign levels because there's no layout to memorize โ pure trick execution and variety is all that matters.
| Medal | Approx. Score Target | What It Requires |
|---|---|---|
| ๐ฅ Bronze | Reachable on first attempt | Basic tricks, no combo management required |
| ๐ฅ Silver | Requires 3โ4 trick types | Consistent combos, some variety needed |
| ๐ฅ Gold | Requires full toolkit + Overtime | No combo drops, 5+ unique tricks, Overtime active |
The Trick Park has multiple ramps, rails, and platforms. Spend your first run just exploring โ find every jump, every grind rail, every wallride surface. Gold runs require routing, not just button pressing.
Variety bonus activates at 5+ unique tricks. Map out a 7-trick rotation before your gold run โ know exactly which tricks you're using in which order. Repeat penalties kick in fast on Basic Spin if you fall back on it.
Overtime extends your timer as long as the combo stays alive. The sooner you activate it, the more time you have to score. The entire gold run strategy is built around keeping Overtime going from the first trick to the last.
Manual (right stick on landing) bridges the gaps between ramp opportunities. Without it, landing on flat ground resets your combo. Map out every manual window in the layout during your exploration run.
Rails are free combo points. Use Grind Switch to stay on each rail as long as possible before jumping off. A 3-second grind followed by a mid-air trick is more efficient than landing immediately and jumping again.
Doubledrifting and Tunnel Loop are your highest-base-value tricks. Save them for late in the run when your combo multiplier is highest โ the same trick at multiplier 3ร scores three times more than the same trick at 1ร.
The Trick Park's right stick input system is identical to the campaign. Use it to memorize your 7-trick rotation before attempting the 20-trick dare challenges in campaign levels. Muscle memory from Trick Park transfers directly.
The Manual input (right stick forward/back on landing) is the hardest mechanic to land consistently. The Trick Park's lower stakes make it the perfect place to get the timing down before you need it in the middle of a dare run.
Different trains have different manual duration and jump charge stats. The Trick Park is the best place to test a new train build before committing it to a campaign gold medal run โ you'll quickly feel whether the manual duration or jump timing suits your playstyle.