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The History of Tony Hawk's Pro Skater: Ollies, Grabs, and Grinds
 
 
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Features
  The History of Tony Hawk's Pro Skater: Ollies, Grabs, and Grinds
by Matt Barton, Bill Loguidice
10 comments
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March 10, 2009 Article Start Previous Page 2 of 5 Next
 

Neversoft's Tony Hawk's Pro Skater (also known as THPS) was released by Activision for the Sony PlayStation late in 1999 and for the Nintendo 64 and Sega Dreamcast in 2000. The game's fluid control scheme, smooth animation and goal-based progress were immediate hits and mimicked in similar games for years to come.

Single-player options include "Career Mode," "Single Session," and "Free Skate." In career mode, the objective is to capture the best sessions on videotape. This task is achieved by attaining the goals shown on the loading screen in the allotted two-minute period.

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There are a total of nine levels, and tapes (objectives) can be obtained in six of them. These tapes unlock levels, equipment, and competition invites as the game advances, and they serve as replays.

The other three levels are contests, and the goal is to win medals (gold, silver, or bronze) by scoring higher than the competition. In single-session mode, the objective is to set new high scores in a two-minute period.

Initially, only one level is available, but the rest are unlocked in career mode as tapes are obtained. Free skate is just as the name implies -- no time limits and no rules. Players can practice their moves until their "tricks are tight."

As in single-session mode, only one level is unlocked initially. Two-player games include "Graffiti," "Trick Attack," and "HORSE" modes. In graffiti mode, there is a split-screen race to see which player can tag the most obstacles in a two-minute period.

Players can steal their opponent's obstacles by performing even bigger tricks. The player who has tagged the most objects at the end of two minutes wins.[2] In trick attack, there is again a two-minute time limit, and players must rack up more points than their opponent. They can also attack their opponent by running into them. HORSE is a one-on-one best trick contest, with the goal of beating the opponent's score.


Screenshot from the Sega Dreamcast version of Tony Hawk's Pro Skater.

While this depth of play modes is impressive, it was Tony Hawk's Pro Skater's sense of motion and authentic feel that really won over gamers. Of course, as the Website Planet Tony Hawk describes, this was due in no small part to the game's namesake:

"It wasn't until later in the development process that Tony Hawk was signed on and the game took on the name we all know. Tony had an active part in the creation. With each new build of the game, he was given a copy to go through. If something didn't feel true to skateboarding, or if it looked off, he would report back to Neversoft. Such attention to detail truly gave the final game a polished feel.

Additionally, the first game featured Motion Capture, in which Tony Hawk participated. This process had Tony donning dozens of small balls covering his body. By performing his standard moves the developers could build a working 3D model. This process was abandoned for the most part by the time the second game came out. However, it was utilized in future versions of the game."[3]

In 2000, Tony Hawk's Pro Skater was adapted for the Nintendo Game Boy Color. While it was a three-dimensional and highly interactive game on console, in this version it became something of a throwback -- two-dimensional and more limited, allowing for considerably fewer moves.

The two main gameplay modes are "Half Pipe" and "Tournament," the latter of which features two options. Players can race three computer skaters through five stages or select a "versus" mode, in which the player races only one other player through one stage.

In versus mode, the opponent can be computer-generated or a player on a second Game Boy Color who is linked to using a link cable connection. In half-pipe mode, the goal is to rack up as many points as possible by performing ollies, heelflips, or any of the seven other tricks that are possible.

Although the courses in the Game Boy Color are not as varied as they are on the console versions, they are well thought out, the backgrounds are colorful, and the animation is smooth. The controls are also easier to master than its console cousins, consisting of a series of d-pad and A and B button presses.

Nevertheless, there was considerable room for improvement and the game was criticized for its low replay value, receiving only average review scores. Despite this, there weren't many handheld skateboarding game options at the time and the brand was hot, so the game still sold well.


Tony Hawk's Pro Skater for the Nintendo Game Boy Color, shown here running on a Game Boy Advance, tried to adapt the Tony Hawk formula to 2D, but met with mixed results.


[2] This gameplay is somewhat reminiscent of Paperboy, which was released by Atari to the arcades in 1984. In Paperboy, the primary objective is to deliver newspapers to subscribers, but the secondary objective is to vandalize the homes of nonsubscribers by damaging their property.

[3] http://planettonyhawk.gamespy.com/View.php?view=histories.Detail&id=1.

 
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Comments

Bill Loguidice
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You can check out additional images/captions that didn't make it into the article by going to the online chapter's bonus images page, here: http://www.armchairarcade.com/neo/node/2334 . You'll also find over 100 other bonus images not found in the book itself or in the online bonus chapters.

Jonathan Teske
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I'm surprised you didn't mention any of the GBA ports by Vicarious Visions. They developed a great new isometric engine that was ahead of its time and particularly amazing considering how much power they were able to draw from the GBA. THPS 2 and 3 on the GBA were among my favorites in the series. I hope Activision can bring the magic back and breathe some new life into this series.

Bill Loguidice
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Thanks for the addition, Jonathan. Since these bonus chapters were originally meant to be included in the book, they can't by their nature be comprehensive. In fact, many of the games in the book and in the online bonus chapters on Gamasutra can fill up entire books by themselves. The goal of these bonus chapters not found in the book, as with the book itself, is to inform the reader as completely as possible in the space allotted. Hopefully they arm readers with all they need to know to further educate themselves on the subject in an informed manner if they so choose. It's supposed to be entertaining and as complete as possible without bogging the reader down in encyclopedic-like minutia. Places online like "Planet Tony Hawk" are a great source for further reading as it specifically relates to the Tony Hawk franchise, if not extreme or alternative sports gaming in general like the chapter speaks to.

Joshua Dallman
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Nice article, but there is one glaring error or omission.

"It wasn't until later in the development process that Tony Hawk was signed on and the game took on the name we all know."

I read an interview with Tony Hawk by a skateboarding magazine some 5 years ago where he said that the idea for doing a skateboarding game was his, and that he went around to the various video game companies pitching the idea and they laughed him off. He remembers one big brand-name company (was it Atari?) whose president laughed him out of the meeting and said, quote, "There is no market for a skateboarding video game." That's a famous quote and I'm disappointed to not see it and that piece of history here, in what is a history of the series. It's possible they had started THPS1 before he got on board, but it's important to note that he wasn't simply tacking his name onto an existing game, he had the idea and was trying to pitch the game on his own. This is also the reason why he's had such creative control and input over the series. I'd love if you could find the reference and update/post it here.

Bill Loguidice
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Thanks, Joshua. By all means dig up that information. Based on our research, as the article states, the game was already under development when Tony Hawk became involved. After Hawk's involvement, the production was taken to the next level. I think there are three key takeaways here, that the original Tony Hawk's Pro Skater was aided by: 1 - Usable full 3D, 2 - Motion Capture, 3 - Tony Hawk's involvement. The first two enabled the immersion and simulation aspects that were missing from earlier 2D action-oriented titles and the third ensured that the authenticity and feel would be just right, coming from no better primary source as an enthusiastic consultant.

Joshua Dallman
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Additionally I remember reading in that same interview (I believe it was Thrasher online but the article has since been removed) that they tried hooking Tony Hawk up to mo-cap for THPS1, but that the results were less than elegant (the uncanny valley of "too much realism"), so they decided to just use them for reference and hand-animate them which they said worked splendidly. Since I was making a similar game at the time, based on that info I decided to use hand-animation rather than mo-cap, so I specifically remember that reference. Your reference said that the mo-cap was abandoned by the second game, but I believe it was abandoned in the first one. I'll do my best to see if I have the interview archived on my hard drive, otherwise it's lost to the Thrasher archives.

Jason Keeney
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Bill is correct that by the time Tony Hawk had his name attached to the game, most of the "soul" of what would become THPS1 had already been put into existence.

Joshua is correct that despite a mo-cap session attended by the videogame press (and it being a bullet point on the back of the box), all of the animations actually used in THPS1 were done by hand.

Bill Loguidice
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Thanks, Jason. Is it also true that the motion captures were used as reference points by the animators?

Jason Keeney
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First off. I think you mean "animator"... singular. :) Noel Hines was the one-and-only.

Motion capture used as a reference? Maybe... I think by the time we had that motion-capture session, the work on animations were well under way. But really, my memory is too fuzzy and I'm probably the wrong person to ask about how much influence the mo-cap ultimately had on the finished work.

The problems with actually using the mo-cap was that it was going to take way too much work to turn the raw data into something useful and, more importantly, it just plain didn't look as good as the hand made stuff (not as dramatic, etc...).


Mick West
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We started prototypes for a skateboarding game in May 1998, at that time Tony was not attached to the project, and the thought was to associate the game with a skateboarding magazine. Nothing was certain though, and Tony Hawk's name was discussed very early on, with Tony Hawk reference material being used in July 98 (according to my emails)

Work began in full in October 1998, by which time Tony Hawk was pretty much the name of the game. Tony's initial involvement was not major though. The mo-cap was done in April 1999, but there was never any expectation that the data would be very useful. Good publicity though. The actual animation was done by hand by Noel using video reference of various skaters - mostly from commercial skate videos. The game was finished in August 1999.


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