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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.
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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"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.
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.
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...).
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.