[3] Similar to Road Rash, the gameplay required the player to balance aspects of racing and fighting others, while also throwing performing tricks into the mix.
[3][4][5] Gameplay featured realistic physics, and would require the player to factor in gravity, speed, turn rates, and the shifting of body weight into performing tricks.
[5] By mid-1995, the Genesis version had been cancelled, but development was shifted to bring the game to the 3DO Interactive Multiplayer, Sega Saturn, and PlayStation 1 instead under the name Shredfest.
[4] The core development team at Electronic Arts consisted of roughly 17 employees, including Margaret Foley as art director, Mike Lopez as course designer, Matt Sarconi as lead animator, and Lisa Ching and Thom Phillabaum as software engineers.
[3] Michael Chantry, a supervisory judge from the International Snowboarding Federation was brought on as a consultant, from as early on as the Face Plant timeframe.