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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 4 of 5 Next
 

Of course, the growing success of the Tony Hawk series did not go unnoticed by the competition, though few competitive releases were able to gain anywhere near the same type of critical acclaim or traction in the marketplace.

A game released just before Tony Hawk's Pro Skater even serves as a good example: Street Sk8er (Electronic Arts, 1999; Sony PlayStation), which was based on a Japanese title from a year earlier, had few distinguishing characteristics and quickly became an afterthought.

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Another very similar title, Thrasher: Skate and Destroy (Rockstar Games, 1999; Sony PlayStation), was released shortly after Tony Hawk's Pro Skater and banked on being the superior skateboarding simulation, which it was.

Unfortunately for Rockstar, players preferred the more user friendly approach found in Tony Hawk's Pro Skater to the hardcore simulation of Thrasher. Other titles like Acclaim's Dave Mirra Freestyle BMX (2000; PC, Sony PlayStation, and others), changed the mode of transportation, but still relied on the same style of play to thrill gamers, making some players wonder why they just shouldn't be playing Tony Hawk's Pro Skater instead.[9]

Others still, like Sega's cel-shaded Jet Grind Radio (2000; Sega Dreamcast), mixed stylized aesthetics with unusual gameplay mechanics -- in this case riding around on inline skates and spraying graffiti while avoiding the authorities -- receiving critical, if not commercial, success and a sequel on the Microsoft Xbox in 2002, Jet Set Radio Future.[10]

The fifth game in the Tony Hawk series started the Underground series, which consists of two games: Tony Hawk's Underground (2003; Microsoft Xbox, Nintendo GameCube, Sony PlayStation 2, and others) and Tony Hawk's Underground 2 (2004; same platforms plus Sony PlayStation Portable). These games are sometimes referred to by their acronyms, THUG and THUG 2, which fit perfectly with the games' premises.

These games represented a radical departure from the other games in the Tony Hawk series, as they focus more on a storyline than on strict gameplay. Players can create a skater, using face mapping with a camera if desired, and take the character from amateur to pro status.

For the first time, players have the ability to step off their board and walk, run, climb, and even drive vehicles, which is actually required to reach certain locations. Although the game is littered with colorful characters and interactive experiences, some criticized it for not having enough skating quests.

THUG 2 is a direct sequel to THUG and continues the story, though this storyline was criticized by many fans of the series because it seemed to promote the punk skating culture rather than the extreme sports aspects.

The basic premise is that the player accompanies Tony Hawk on a World Destruction Tour, the purpose of which is to raise havoc in various locales around the world in order to beat the competition, Team Bam]. The idea is that the losing team has to pay for everything at the end of the tour. One feature THUG 2 brought back that was praised was the two-minute time limit in Classic Mode.

Fans of the Hawk series also largely applauded the expanded versions of locales that were ported in from previous Hawk games. Overall, both of these games were well-received, for instance with IGN rating THUG and THUG 2 as 9.5] and 8.6] out of 10, respectively.

One key reason why THUG 2 received a lower rating was best summed up by Douglas Perry in his review of the game on IGN: "It's hard not to see Tony Hawk's Underground 2 as Neversoft's hurl-everything-you-can-in-a-last-ditch-effort in the hope to create something new. The effort, while recognized, is an example of a series that in many ways has perhaps run out of steam and good ideas, and fans of the series are likely to respond with a mixed reaction of disappointment, while grumpily trudging to the store to buy it anyway."]

This statement could in fact be applied to all the other Hawk games that followed, which suffered from what some refer to as "Tony Hawk Syndrome," which is similar to the "Madden Model" (see book Chapter 10, "John Madden Football (1988): Modern Sports video games Kickoff") of releasing the same game year after year with only incremental improvements or differences.


Box back from the Microsoft Xbox version of Outlaw Golf (2002). Golf is a surprisingly common target for "extreme" and comic video game interpretations, probably because it contrasts so sharply with what most think of as the sport's stuffy reality.


Screenshot from Kelly Slater's Pro Surfer (Activision, 2002; Nintendo GameCube, Microsoft Xbox, PC, and others), which mimicked Tony Hawk's trick system and use of real athletes, but had nowhere near the same commercial or cultural impact. Despite repeated attempts at unique alternatives, the most consistent performers have been games based on skateboarding and snowboarding, such as Electronic Arts' SSX series (starting 2000, various platforms).


[9] An infamous sequel, Dave Mirra BMX XXX, was in development until Mirra refused to endorse the troubled production. The game was eventually released by Acclaim Mirra free as BMX XXX in 2002 for the Microsoft Xbox, Nintendo GameCube and Sony PlayStation 2, with the notable addition of crude humor and nudity, the latter censored for the PS2 version. Naturally, these questionable additions did not make up for the poor gameplay or mediocre visuals and the game was poorly received by critics and gamers alike.

[10] Jet Set Radio was released on the Nintendo Game Boy Advance in 2003, and, despite the lack of 3D graphics, retained much of the gameplay of the original.

[11] Led by Brandon Cole "Bam" Margera, a skateboarder and media personality associated with the "Jackass" TV and movie series.

[12] http://ps2.ign.com/objects/545/545800.html.

[13] http://ps2.ign.com/objects/640/640600.html.

[14] http://ps2.ign.com/articles/554/554325p1.html.

 
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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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