On 29th of September 1999 and 20th
of September 2000 Neversoft and Activision released two games that has changed
skateboarding games forever. These were Tony Hawks Pro Skater and Tony Hawks
Pro Skater 2 respectively. This was a time when video gaming took another turn
for the better. They took an abused genre and created one of the greatest games
ever to be released on a home system. With quality graphics, an intuitive
control system, and unbelievably fun game play, the games literally disappeared
off the shelves, leaving retailers baffled... but what happened in the days
before the releases? Where did these games stem from? If your anything like me
you've asked this question 1000 times as your run through the different levels
trying to take your combo's to the point of perfection. This article will in
essence run you through how it began to the point of the release of Tony Hawks
Pro Skater 3 and the anticipation surrounding it.
.... the beginning
The game originally began development around May 1998
after Activision approached Neversoft with the idea of creating a skateboarding
game, there was an overall feeling that “It was a
sport that nobody had really captured well in a game...aside from 720” The
Apocalypse project was in development at this point, and Neversoft jumped at
the chance to create it. The game ended up being based on the Apocalypse engine
albeit an extensively tweaked version. Some may have thought this an ominous
concept to begin with since the game Apocalypse (starring Bruce
Willis) was met with a somewhat mediocre response by the general public and
critics alike. It was at this point Neversoft found some magic, the tweaked
engine and the physics model packaged with the graphics and gameplay resulted in
one of the most popular games released on the Playstation to date.
The original title for the game was ‘Pro Skater’ this was
obviously because Tony hadn’t been signed to the project at this stage, he
signed on a few months after the project had been started, the intended goals
in the game have remained unchanged up until the release, the idea of
progressing through your professional career still holds true in both games.
The idea as Ralph puts it in an Interview with Blitzkrieg
in 1999, was "to deliver a cutting edge game that represents the sport
of skateboarding well and will provide the gamer hours upon hours of game
play". Which we know now they
delivered without a hitch. (thanks guys), The original team consisted of 11
people, and by the time Tony Hawk was signed the actual game was nearly 80%
complete. Following the introduction of Tony and the rest of the Professional
Skaters, motion captured animations became a part of THPS and brought a new
level to the realism of the game, the consultation on level design from Tony
resulted in the levels being unbelievably popular and the base on which these
were all created was an engine which Neversoft had dedicated themselves to
bringing one of the most robust 3D engines ever seen on the Playstation. Not to
take anything away from the designers and animators who had their work cut out
for them, creating some of the best environments and characters you could ask
for in a skateboarding game.
During the development Tony was sent numerous builds of
the game to test, and rumour has it at some stage he had the Playstation
version of THPS2 emulated on a laptop which he could take with him wherever he
was at the time.
Numerous beta versions of the game began flood the ‘warez’
scene, people could for the first time ever, play what was to become the basis
of our community. It was a precautious moment when you reached for that gold
disc and inserted it into the psx. What would it be like? How would it play?
Would it be reminiscent of the horrid Extreme Games Titles? Were just some
questions running through peoples minds as they closed the Playstation lid and
booted it up. Then the prize was there in all it’s glory, the numerous
characters and the list of levels, some of which never made it to the final
game were there ready to be conquered.
The levels for THPS/2 grew larger, had parts cut out due to memory constraints or perhaps they just didn’t work with the levels anymore as part of the development process. San Francisco is an obvious example of this where in the render of the level used on the level select screen in the final version there is an extra room visible on one of the buildings.
Room not included in the
final release on San Francisco