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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 3 of 5 Next
 

Tony Hawk's Pro Skater 2 (THPS2; for Apple Macintosh, PC, Sony PlayStation, and others), released in 2000, was very similar to the original version, but offered some notable innovations, such as the "Create-a-Skater" and "Park Editor" features. These have become staples in the Tony Hawk franchise.

It also offered new moves, including the "manual"[4] and a slew of other skate boarding tricks. This game was very well-received and met with considerable success, selling 5.3 million copies by 2007.[5] It is considered by some as the best Tony Hawk game off the increasingly crowded quarter-pipe released to date.

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In his review of the ninth game in the series, Tony Hawk's Proving Ground, IGN's Chris Roper states: "THPS2 was so robust and encompassing, there wasn't a whole lot missing that Neversoft could add to the formula."[6] Indeed, every year new innovations were added, some deemed better than others.

Tony Hawk's Pro Skater 3 (THPS3; for Nintendo 64, PC, Sony Playstation 2, and others), released in 2001, introduced the "revert." This trick allows for considerably longer combos than were possible in the previous games.

Variations to standard tricks can also be performed and there are hidden combos to be discovered. This was the first game to include nonskating advertisements in the form of in-game billboards; mobile phone maker Nokia, whom we'll discuss shortly, was one of these advertisers.

Tony Hawk's Pro Skater 4 (THPS4; for Apple Macintosh, Mobile Phone, Sony PlayStation 2, and others), first released in 2002, was the last in the Pro Skater series, with some fearing it would be the last true Hawk game. This version eliminated the two-minute time limit in "Career Mode," and players were free to explore levels as desired.

Many players felt this game was truly fresh and had the greatest replay potential, because instead of having to complete a goal in a set period of time, they were now free to explore many new locations, including Alcatraz and London, while accomplishing goals according to their own schedules. Once a goal was accomplished, it did not need to be repeated unless desired.

In his review of the game on Website Mania, James Stevenson says, "The first thing gamers will notice is that the levels are huge, the goals are plentiful, and basically its everything you know and love about Tony Hawk, except bigger."[7]

Furthermore, because the game uses a completely different engine, there are certain enhancements that become obvious as gameplay continues. For instance, boards become worn, clothes or knees become scuffed, and there are other subtle touches that add a new level of realism to the game.


Box back for the Tapwave Zodiac version of Tony Hawk's Pro Skater 4 (2003).

In 2003, Tony Hawk's Pro Skater was released for Nokia's N-Gage handheld. Much of the game was faithful to the original console versions, with a few innovations and several levels from Tony Hawk's Pro Skater 2 tossed in. Although this conversion followed the three-dimensional model of the console versions, it was criticized for its lack of innovation.

Players had already "been there and done that" three or four years earlier, a common problem for games that receive regular conversions and new releases, and something that the Tony Hawk series of games would suffer and become synonymous with. Nevertheless, the game was considered by some as among the best titles on Nokia's controversial platform.[8]


Box back for the Microsoft Xbox version of Tony Hawk's Underground.


[4] "Manual" refers to a trick in which the skater balances on two wheels.

[5] Figure from sidebar at http://www.signonsandiego.com/news/business/20070925-9999-1n25halo.html.

[6] See http://xbox360.ign.com/articles/828/828249p1.html.

[7] See http://www.mania.com/tony-hawks-pro-skater-4_article_36918.html.

[8] A final version of the original Tony Hawk's Pro Skater would be released for many standard mobile phones in 2005, but of course suffered from whatever control limitations or quirks the particular model of phone in question exhibited.

 
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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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