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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 5 of 5
 

In 2005, Tony Hawk's American Wasteland was released (Microsoft Xbox 360, Nintendo GameCube, Sony PlayStation 2, and others). This game was also known as THAW, and was a sequel to THUG 2.


Screenshot from Tony Hawk's American Wasteland.

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The goal in story mode is to win the approval of the pros by mastering various feats and obtaining pieces from Los Angeles and the surrounding area to build a skate park, which will be called "American Wasteland."

This game is the first to allow the game to be played in one large streaming level, and the game world is much larger than any of the Hawk games that preceded it. It also features a classic mode in certain levels.

This same year, Tony Hawk's American Sk8Land, which was loosely based on THAW, was introduced to the handheld market for the Nintendo DS and Game Boy Advance. It was the first Tony Hawk game for the DS, but the sixth for the Game Boy line.

The Game Boy Advance version did not have the same graphics and capabilities of the DS version, which made good use of the dual screens. For instance, players could use the touch screen to create skateboard art.

In 2006, two more games were released: Tony Hawk's Project 8 (Microsoft Xbox, Sony PlayStation 2, Sony PlayStation Portable, and others) and Tony Hawk's Downhill Jam (Nintendo DS, Nintendo Game Boy Advance, Nintendo Wii, Sony PlayStation 2).

Project 8 featured a complete graphics overhaul with all new motion captures, lending a more realistic feel to the animation. There is one large city to skate in and all levels are interconnected, with no loading times. Another option that was added was the "nail trick," which allowed the player's feet to be zoomed in on and controlled with the analog sticks, thereby allowing new types of moves.

Another unique feature is the ability to control characters during crashes, with the goal being to injure the player as much as possible and receive a large hospital bill -- which results in cash rewards in the game.[15] Downhill Jam is a spinoff of the Hawk series and does not have a story mode. The goal is to race opponents, complete goals, and achieve high scores.


Screenshot from Tony Hawk's Proving Ground.

In 2007, Tony Hawk's Proving Ground (Nintendo DS, Nintendo Wii, Sony PlayStation 3, and others) was released and met with mixed reviews. Naturally, many felt that it did not bring anything fresh to the drawing board.

They had seen most of this before, and the similarities in the Hawk games were even more apparent after Electronic Arts released Skate (also known as skate., 2007; Microsoft Xbox 360, Sony PlayStation 3), which gave skateboarding game fans an exciting new option.

No major Hawk games were released in 2008], as Activision took a much-needed hiatus, but the company has resolved to continue on with the series under the stewardship of new developers

With aggressive new competition from the ever expanding Skate series, as well as games like Shaun White Snowboarding (Ubisoft, 2008; various platforms), whose Nintendo Wii version supports the Wii Balance Board as a controller, and Stoked (Destineer, 2009; Microsoft Xbox 360), which is an open-world snowboarding game featuring dynamic weather conditions and multiple mountains to explore, Activision will be forced to put a truly new spin on the ollies, grabs, and grinds, hopefully reinvigorating the genre once again.

Even if future Hawk games fail to make an impact, the legacy of Tony Hawk's Pro Skater is undeniable and will continue to be felt in the genre for the foreseeable future.


[15] Idol Minds' Pain (2007), a popular downloadable game for the Sony PlayStation 3, would base its entire premise around hurtling characters via catapult to inflict as much damage and bodily harm as possible.

[16] Series offshoot Tony Hawk's Motion for the Nintendo DS was released in November 2008 to critical and commercial indifference. Tony Hawk's Motion is bundled with the DS Motion Pack add-on, which is an accelerometer that allows for twisting, tilting and turning using the handheld itself, and the game, Hue Pixel Painter, where the objective is to "paint the town." Activision has promised that future Tony Hawk games will feature alternative control schemes.

 
Article Start Previous Page 5 of 5
 
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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