Hello friends, work is busy but here was something that I put together for the heck of it. It's been a while since I created an infographic and I hope this one might come in handy the next time you see skateboarding on TV.
A blog about my interests, mainly the history of fighting games. I also talk about animation, comic books, car culture, and art. Co-host of the Pink Monorail Podcast. Contributor to MiceChat, and Jim Hill Media. Former blogger on the old 1UP community site, and Capcom-Unity as well.
Wednesday, July 17, 2024
An infographic for your enjoyment - A 1UP classic from January 3, 2013
Friday, April 19, 2024
Meeting my heroes, and sneaker dreams do come true!
Wednesday, April 19, 2023
My favorite Games of All-Time #8: Tony Hawk’s Pro Skater 2 - Originally published on 1UP - June 30, 2006
There is never a reason not to own a copy of the definitive title in the series. The first game was groundbreaking, revolutionary, phenomenal and just about any other word you can think of to describe a title that completely rewrote the history books.
Neversoft put themselves on the map in 1999 with the release of the original Tony Hawk's Pro Skater. The game came out under the radar. But when combined with tremendous word of mouth and Tony Hawk landing the first 900 in competition helped turn the game (and the art of skateboarding) into a sensation.
The sequel gave both gamers and skaters more of what they wanted and then some. The addition of the manual, allowed for trick chains to become longer and scores to go up exponentially. But this alone would not put the game on my top-10 list. The graphics were sharper, the music better, the characters larger, the control tighter, the trick library expanded, the animation more fluid and the details... well the devil was in the details. Detail is what carries this game into my top-10 favorites.
Each skater in THPS 2 had their own look and feel. Their personality shone through their special trick selection. We could see great differences in the way street and vert skaters handled on each area. Even the levels had their own personality. Parts of New York and Philadelphia made famous in skateboard videos turned up as an amalgamation for each level.
The levels were important because they changed the psyche of the gamer. They changed the perception of the mainstream audience. The thought that real places like those featured in THPS 2 began to get players hyped on the world around them. Gamers would never look at a bench, a set of stairs and a rail in the same way again. Every block became a potential skate spot. The game made kids want to learn to skateboarding.
Skateboarding enjoyed a renaissance in the late 90's. ESPN says the X Games are partially responsible for that. Well, Tony and his games should also be allowed to take some of the credit.
I don't recall the last time a Madden game made a kid want to learn to play football... but skateboards became a magical vehicle, like a flying carpet, everyone wanted one. More important, everyone wanted to learn to ride, grind and kickflip everything in their path. Casual gamers learned that the world was a playground for pro skaters. The best never had to do anything else but skate and enjoy success. THPS 2 gave both a player editor and a park editor. There was no reason we could not live vicariously in Tony's world as well.
Neversoft took the genre a step further by introducing many hidden elements. The School II featured details from schools actually used in many skate videos. What made the level memorable was the hidden pool accessible only by grinding the "Open Sez Me" rail when the school bell rang. This hidden pool didn't show up in many maps and was unknown by many gamers for months. Try keeping a secret like that today!
Neversoft managed to put both the Bullring Ramp and the Animal Chin ramp in one game... I was completely blown away by their efforts.
After locating every "Blue Text Transfer" bonus in the game players were rewarded with every teenage boy's skateboarding dream gal, Private Carrera.
Neversoft is one of the most underrated game studios in the world. Many people might think of them as a one trick pony but it couldn't be further from the truth. I say they are as good as Incognito Inc. or Sony Santa Monica. While the latter studios were allowed to develop new IP, Neversoft has been pushing out sequels for one game under the watchful eye (and pressure) of publishing giant Activision. Lest anyone forget that Neversoft also created the original Spider-Man engine for the PS1 and Gun for the modern systems and PSP. They are a studio that is capable of so much more if given the chance.
I doubt that it was easy to make THPS2 and make it so well within a year of the first title. It is tough to improve upon perfection. Neversoft has not made a better skateboarding game since.
Friday, April 7, 2023
My favorite Games of All-Time #13: Top Skater - Originally published on 1UP - May 26, 2006
I tip my hat, I bow my head... any analogy you can think of as a sign of respect. Top Skater is one of my most beloved games and also one of the most overlooked influential titles of all-time. Top Skater begat the Sega action sports legacy, just look to my desktop picture to see what's I'm talking about. My desktop picture is important to me for many reasons. Not the least of which was because it allowed some common ground to talk with Jim of Pennywise.
10 years after 720 Sega's Top Skater rewrote the book on skate games. True to the legacy of other titles in the Sega arcade amusement (AM) groups. AM1 (later renamed WOW Entertainment) created the only other Sega arcade game on my list, the Ocean Hunter. AM2, the most famous unit under the direction of Yu Suzuki was responsible for Outrun, Virtua Fighter, Daytona and scores of other instant classics. AM3 was renamed Hitmaker in 2000 and was responsible for Top Skater and Ollie King. AM 11 renamed AV created Ollie King. Sega's platform developers Smilebit created the Jet Set Radio series... now you are all caught up.
A skater could grind on ledges and rails. They could even ollie and perform wallrides on billboards. The physics for gaining speed were semi-realistic. A player had to find the fastest line down the level while at the same time looking for ramps and shortcuts that would reward them with speed. Players that carved hard angles onto ramps and ollied at the lip were rewarded with bigger and higher airs. Those that managed to carve a fullpipe with enough speed could actually go a complete 360 degrees upside down. Special moves, mind bending animations and massive points were the icing on the cake.
For the simple reason that Top Skater broke taboo. They animated the air out of a halfpipe by crossing the horizon line. As an aside; some people get motion sickness while playing FPS games. This is because their eyes tell their brain that they are moving, while their inner-ear tells the brain that they are not. This mix of information causes them to feel queasy. One of the things that most video editors, animators and game designers do not do is cross the horizon line. If the horizon line is tilted it can make mild motion sickness worse. Like watching the ocean pitch from side to side while on a boat causes you to get sea sick.
With the exception of air combat sims, most games never break, let alone slightly tilt the horizon line. Watch the video for Warhawk and then the one for Snoopy vs. the Red Baron. Do you notice that the Snoopy game allows the camera to pitch and roll with the plane? The camera crosses the horizon plane and gives the player a sense of vertigo. This is one of the reasons I'm looking forward to the Snoopy game more than Warhawk. Well, that and about a $560 price difference.
Back to the game on my list!
Top Skater doesn't just cross the horizon line, it wraps it up into a little ball and throws it right out the window. The skater will fly out of the ramp and contort themselves in various positions when performing "A" and "S" class tricks like the Alley McTwist. When the skater does this the camera will pan back and rotate with the animation. Often times leaving the player not knowing which end is up until they reenter the ramp. For those few moments we are with the skater, we get to see the world through their eyes.
But this isn't where my praise of Top Skater ends. I just said that the camera was the biggest highlight for me. It isn't the only reason Top Skater was a memorable game and earns a place on this list. Top Skater also features some unique characters, each with their own personality and trick library.
Both the normal and expert skate parks had their own look and feel. The levels resembled a big-time race in an exotic local that could have taken place, if 100 foot ramp jumps were normal for skaters. True to the design in other Sega games like Daytona 2, the levels in Top Skater made you wish that places like this really existed. Stadium length tracks where skaters could grind and wallride with reckless abandon while moving in and out of snake runs and jumping distances that would make Danny Way jealous.
The characters could skate regular (lead with the left foot) or goofy (lead with the right) based on their statistics, players could put in a code to change their stance and thus performance in the game.
Top Skater even had a code that allowed skaters to appear "super-deformed," that is have large heads, hands and feet and look like giant kids. This style of character later appeared in another Sega game called Virtua Fighter Kids. The "Kid Code" even worked on Alex and P-Nut.
Three years before Tony Hawk's Pro Skater featured a couple of downhill levels with rails to grind, giant halfpipes to air out of and ramps to jump, four years before kid mode appeared in Tony Hawk's Pro Skater 2 and five years before Kelly Slater the surfer appeared in Tony Hawk's Pro Skater 3 there was Top Skater.
Top Skater began a legacy that not only carried over to every other Sega action sports game but also the rest of the industry. For every flying skateboard that you see from now on, for every Tony Hawk clone that has come out we can pay homage to the creator. Top Skater has earned its place on my list. It will remain as one of my favorite games of all-time.
Friday, April 15, 2022
My skate game history, and coming up with ideas for a 720 sequel...
In 2000 I was a finalist in the THPS2 World Championships. Activision flew me, and 11 other people up north to enjoy the X-Games in San Franciso, and compete in the game tournament. It wasn’t much of a contest as essentially we watched Ben Addair, Sean Fontenot, and “THPSAndy” Gentile fight for the top spot. In 2001 I came in 4th Place, Twin Galaxies THPS2 Best-Combo World Championship. So I could play the game very well, but at the same time I enjoyed trying to figure out ways to make it better. Neversoft, and Tony himself welcomed my feedback given my relationship with PTH, and the World Championships. I would write detailed game design documents, and provide feedback on the series as a whole. Some of these were sent directly to the team, other ideas were posted on the PTH forums. My years of playing games in the arcade, PC, and consoles, as well as being a big fan of skateboarding helped translate the elements that I thought would be great fits for the series.
I went so far as to exploit glitches in the THPS games, and record videos so I could get my ideas across. I would upload these, and show the team ways to change the control scheme. I pitched the ideas of being able to perform wall plants, reverts, and caveman tricks to expand the combo system. I talked about locations like Skateopia, and Japan as perfect settings for new levels. Many people on the PTH forums noted how many of my suggestions seemed to influence the finished versions of THPS3, 4, Underground, and Underground 2. I never so much as received an in-game credit, or thank you. Still the game studio acknowledged my contributions. They sent me a free copy of the games as they were released, and even managed to get me into the E3 on a couple of occasions. All the while I hoped that Neversoft, or another studio might be willing to take a chance on hiring me. I asked Tony, and Ralph a producer at Neversoft if they would be willing to write me letters of recommendation. They obliged, and said some very nice things about my contributions.
I thought about getting an entry-level job in QA, based on my ability I thought I’d be a good fit. THPSAndy was beyond gifted as a player, and had been picked up by Neversoft after the world championships, and later absorbed into Activision Blizzard to become a designer. As a fellow finalist I didn’t seem able to get my foot in the door. Neversoft was receptive to my feedback, but they didn’t have plans to add me to their team. I applied at Activision, Capcom, Disney Interactive, and a few other studios for over a decade, but never got so much as a call-back. It was a bummer having my ideas help shape skateboarding’s biggest franchise, but not being considered for a job. I did manage to find work at JPL for a few years, which as any science nerd would say was a dream come true. Part of me still hopes to get a chance to develop games.
With that said let’s figure out how I would approach a sequel to 720°. What types of graphics would it have, what sort of aesthetic, or theme would it take? How would the control be when compared to all the other skate games in recent memory? Activision flooded the market with THPS sequels just about every year for almost a decade. This ensured that they would hold the monopoly on the genre, while at the same time burning rivals out from trying to compete. This seemed to be their approach with the Guitar Hero franchise as well. Thankfully Electronic Arts, the company that gave us Skate or Die, was willing to take on a fresh approach when they released Skate in 2007. EA Montreal actually floated the idea of flying me, and the PTH webmaster Trevor Esposito, up to Canada to get our take on Skate while in development. It would have been nice, but the studio couldn’t get the okay from the higher-ups to do that. Skate, and games that came after like Skater XL were focused on more accurately reflecting the process, and even look of modern skateboarding. The control was very unlike the Hawk series, with making the analog sticks act like legs, and feet to control the board. Performing tricks, and combinations, was not super easy as it was in the THPS series. The challenge of accurate skating was also the reward of playing. The game even took the camera POV directly from skate videos.
I would not use the THPS, or Skate 3 formats for a 720° sequel. The Atari classic had its own look, and feel, which would be lost if it went into the format employed by the current crop. It had to be in an isometric perspective. There were examples where isometric games actually worked well for the genre. Vicarious Visions established themselves as great developers when they adapted Jet Grind Radio, and the THPS series for the Game Boy Advance. Using this perspective could still work well in an action sports title, as long as all of the other control, and design elements played in its favor. Bright neon colors, bold patterns, checkerboards, and other stylistic clashes are often what we think about when it comes to ‘80s art, music, and fashion. From an aesthetic point of view a 720° sequel should play right into all of that. Every stage, location, character, should feel heavily influenced from the 1980s.
Skate City was the dream place to skate in the original 720°, but if you remember there was a timer that prevented players from exploring the city. You were forced to rush from contest, to contest without actually getting to enjoy all the ramps, and skateable features scattered throughout the city. A timer was also used in the early THPS games, and that really hampered the experience if you weren’t going after a high score run. Exploration, and pushing your abilities in the stages kept players coming back. Skate, and more modern games understand that open world games are liberating. Players can go through these games at their own pace, for their own enjoyment. I would do the same for Skate City, but purposefully fence off areas of it. These portions wouldn’t be accessible unless you completed objectives, or found secrets throughout the game. These were some of the ideas that Atari actually had in mind for the original game. Yet imagine a map 100 times larger, and more detailed than anything Atari could have ever produced with 1980s technology.
I would sprinkle in homages to actual places, and ramps of yesteryear in the game. It would be easy to find ways to make them fit within the context of the environment. Skate City is not designed with pedestrians in mind. The architecture is all created to be ridden on, through, and over. The whole place was meant to be thrashed by some radical kids. Yes we would still feature shops in the shapes of respective skate gear, but wedges, and transitions would be built into fast food restaurants, schools, and other buildings. There would also be rails, and ledges that could be grinded. Street skating had not gone in that direction when 720° came out. It is not impossible to design a level in a strict isometric POV. Atari managed to do it in ’87. The studio got around buildings, or ramps that would have obscured the main character by using transparency. For example in the Ramp contest the far walls are wood, but the closer transitions, and deck are lexan, a clear plastic. This was a detail pulled from real life.
Plexiglass ramps, sometimes referred to as Rad Ramps, were portable halfpipes. They could set up at skate parks, parking lots, and even inside malls for demos. Although difficult to skate on they helped shape the future or ramp design. They were instrumental in pushing the boundaries of what was possible on a skateboard. Tracker Trucks worked with Firestone to create the first portable clear ramp. A version of this was featured in THPS2. The first skateboard loop, the “Death Loop” accomplished by Duane Peters, was done on a plexiglass ramp. Then there was the Turning Point ramp. It was purpose-built full-pipe-with-cradle that could be adjusted to different angles. It was used in the early boom of skateboarding for contests, and to get many skaters used to the idea of being inverted while on the board. These types of ramps, and building construction would be sprinkled throughout my version of Skate City.
Then there is the question of the contests, and the main character. How would they be different? Keep visiting the blog, and I’ll do a complete break down in the next few days. If you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!