
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, March 4, 2026
Bookmark This Page; My favorite Games of All-Time.
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.

Wednesday, April 13, 2022
Top Skater, Air Trix, and Ollie King, the Sega skate trilogy...

Director Kenji Kanno, and his team put together the only arcade skating game that was superior to 720° in every regard. First off the cabinet was enormous, with a display far bigger than most machines. The reason for this was because you stood on a plastic skateboard, the first of its kind, in order to control the characters. This put the players in the point of view of a pro going through a downhill skatepark. It was as close to simulating the experience as had ever been seen. The skateboard was not a clumsy set up. It was fairly intuitive to turn, ollie, and nollie off of the ramps. Sega was also showing off the advances in their 3D engines. Sprite-based graphics had fallen by the wayside. Polygons replaced pixels, blocky graphics at first, but little by little became more lifelike. Top Skater used the Model 2 engine, which was the backbone of their other hits including Daytona USA, Virtua Cop, Virtua Fighter 2, Virtual-On, and The House of the Dead. Top Skater featured fairly accurate skate tricks, both street flip tricks, grind tricks, and vert aerials. While staring at the giant screen it was possible to get a sense of vertigo as the characters flipped through the air.

Speaking of characters, Sega created a library of skaters, male, and female from around the world. They even included hidden characters, that accurately reflected the culture. They wore the right style, and even shoes of the time. Each character actually had their own library of tricks. They even had their own stances, regular vs goofy. In addition to providing a great game experience the adherence to the actual culture won over lots of fans. The game featured an amazing soundtrack that I still listen to. A mix of songs from four different Pennywise albums would play. Pennywise was a Southern California punk band whose music was closely associated with the skate scene. The high energy music perfectly framed the experience that Sega was trying to capture. To be fair Director Kanno was exceptionally good at creating fast paced games with western soundtracks. His follow-up game Crazy Taxi was even more chaotic, and featured the music of the Offspring. Sadly Top Skater was never adapted for home consoles. Sega did create a spiritual successor in 2001 with a game called Air Trix.

Air Trix was produced by Hisao Oguch, and Directed by Shinichi Fujii. The team at Hitmaker introduced an entirely new cast of skaters, and although the cabinet, and control were similar to Top Skater, the focus of the game was more of a vert simulation. It lacked the charm, and pace of Top Skater. Although the studio focused on getting characters wearing the right clothes, and shoes, it missed the magic of the earlier title. Mr. Kanno learned during the development process that Top Skater shouldn’t focus on racing with skateboards, because players would completely disregard performing tricks. At the same time he didn’t want players to solely focus on vert tricks, so the game nudged them in a general forward direction. Although it looked like you were going downhill, both tracks in the game were actually giant loops. Air Trix didn’t have a soundtrack, as players were expected to perform a series of back-to-back tricks on vert in a timed format. It was an exhausting experience, and although it was very accurate to vert skating, it wasn’t as fun to play as the earlier game. Sega went back to the drawing board, and took notes from their greatest action sports game.

In 2003 the company released Ollie King. This game was directed by Masayoshi Kikuchi, and produced by Osamu Sato. A new development team from Amusement Vision got to work on it. The game also created their own cast of characters, each with accurate clothing, and gear. The soundtrack was created by Hideki Naganuma, who was known for his work on the Jet Set Radio series. In fact this game is considered to be part of the Jet Set universe, as the engine is cel-shaded, and features remixes of a couple Jet Set songs. Unfortunately the game came out during the sharp decline to arcade games in the US. Not to mention that the focus was more on downhill racing with some big air tricks thrown in. While it was very stylish, it didn’t seem heavily grounded in reality. It never received a home adaptation, and was relegated to the footnotes of skate history. Most of the people reading this know that Neversoft developed the undisputed champ of skateboarding games, the Tony Hawk’s Pro Skater series in 1999. They were heavily influenced by Top Skater, and would play it at a pizza shop not far from their studio. Tony himself also confirmed how influential is was during the development of the original. He would eventually get Activision to release a version that used a skateboard as a controller called Tony Hawk RIDE in 2009.

I’ve been playing skateboarding games since 1986, some bad, but many great. The release of Tony Hawk’s Pro Skater 1+2 by Vicarious Visions in 2020 was met with great success. The first two games helped shaped several generations of skaters, and gamers alike. The HD remake was absolutely brilliant, and I certainly enjoyed spending lots of time with it. I felt it was missing a few things that I enjoyed. I went back and replayed the original releases to see how the control, and game play changed between versions. It even got me playing rival games like Evolution Skateboarding, and Grind Session as well. There were some fantastic things in the earlier Playstation, and Playstation 2 games that weren’t really captured in the latest version. Credit where credit was due, Vicarious Visions should be proud of their work. They proved that a great game could withstand the test of time. It actually got me thinking about 720°. Now that I was playing through it on the Xbox One S, and enjoying the experience I wondered if we should revisit The Godfather of skate games. I started thinking of how I would approach a sequel, and what would it feature. If you’d like to read my process then please come back for the next entries. Did you have any favorite skateboard games? Did you start skating because of the Tony Hawk games, or other skate games? I’d like to know. 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!
