Wandering the slopes looking for coins is a tedious mess. You are given an in-game radar that attempts to point you in the right direction, but the first time you find an area, you'll discover that the dot was more of an approximation than a big red "X." It's easy to zoom right past tokens or dedicate a large chunk of time you could be snowboarding to finding hidden objects. I'll admit that I sort of like this type of goal in a game - just look at some of the 360 Achievements I've gone out of my way to earn - but I like them more as a side activity, not as the main quest.
Finding events is a little easier. The map screen is detailed enough that you have a great idea about where to go. However, if you want to get there, you need to board your way to the event. It's fun the first few times, but it doesn't lead itself to quick play. It's difficult to sit down and play a quick event; instead, you need to dedicate time to finding the event first. You can use a lift or helicopter to cut down on the travel time, but they aren't a substitute for a fast travel system.
Shaun White Snowboarding follows EA's Skate when it comes to controls. The two analog sticks are the most important part of the system and allow you to pull off a myriad of tricks as you barrel down the side of a mountain or in a half pipe. At least that's the intention. The system isn't as deep as it first appears, though. Pulling off tricks is really just a matter of pushing the (Right Stick) in one of eight directions and tweaking your moves with the shoulder buttons. Flips and tweaks are the only really complex parts of the system, and that's only because they make landing harder.
The biggest issue facing Shaun White Snowboarding is that it doesn't know what sort of sports title it wants to be. At times, it goes for realism and for the first hour or so, it feels like that is the experience it is trying to deliver. Then it turns around and introduces elements that make it seem more like an arcade experience. Taken alone, the elements work as a game, but when it begins to flip-flop between the two, the only thing that comes out of it is a directionless game.