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Tony Hawk Pro Skater (DC) ReviewBackground Info Presentation/Graphics : 88
Pro Skater also has some of the coolest replays ever to grace a video game. Players can view a complete replay that shows their skater's entire run from a variety of camera angles, or jump right to the highlights, which only show the most spectacular tricks. During the game, a camera click sound effect will alert you after you have performed a sick maneuver worthy of the highlight reel. While viewing a replay, you can also pause the action and advance it in slow motion.
Unfortunately, I expected more graphical refinement from this port, since we're dealing with a 128-bit system here. My biggest complaint about the graphics is with the skaters themselves. Though Treyarch has increased the polygon count and amount of detail for this port, the 10 pro skaters have a very PlayStation-esque look, which doesn't compare favorably with the excellent character models found in other Dreamcast games. In addition, the same collision detection issues, clipping problems, and bugs that existed in the PlayStation version exist here as well. For example, sometimes when a skater falls in the water on the Downhill Jam course, he or she may go through an additional crash animation after reappearing on dry land. This doesn't happen very often, but it does eat up precious seconds when playing the Championship mode. Also, I found certain "breakable" objects not to be very breakable at times: While skating in the Downtown level and attempting to launch through a glassed walkway, my skater failed to put a dent in the glass even though he approached it head-on with liberal amounts of speed. Again, this is not a common occurrence, but it can interfere with your game plan when it does occur.
If I sound like I'm nitpicking about the graphics it's only because Tony Hawk's Pro Skater deserved a complete graphical makeover for its 128-bit outing instead of the obligatory resolution upgrade, in which low-poly skaters and bugs/collision detection problems have been left intact. That being said, the high-resolution graphics do indeed impress and are definitely a step above the PSX and N64 versions -- but not by the huge step that the pre-release hype would have led you to believe.
Presentation/Audio : 86
If there was one sound effect that I wish Treyarch had improved, however, it's the sound the skaters make when they bail. All of the male skaters make the same exact sounds when they fall, while the two female skaters, Elissa Steamer and Private Carrera (secret character), let out sounds more indicative of pleasure during a certain, um, "activity" than of a painful fall.
Interface/Options : 92
Among other things, there are options to adjust music & sound effect levels, enable and disable trick tips and score display, and turn VMU beeps off. You can also adjust the control layout and disable auto kicking to suit your skating style better. Pro Skater is Jump Pack compatible, so for those of you who own such a device, you can feel every grind, bail, and rough surface in the game. Of course, if your hands start to get numb after extended play, you can disable it in the options menu.
The violent shakes and tremors of the Jump Pack aren't the only things that will cause painful hands, however, as the Dreamcast controller's letter-indented buttons and uncomfortable triggers take a toll on the hands as well. Moreover, I found the tiny digital pad and coarse top of the analog stick to complicate matters further, but I eventually adjusted.
Speaking of controls, the control scheme couldn't be simpler. The D-pad or analog stick controls the skater's movement, as well as forward and backward leaning; the L & R triggers turn the skater 180 degrees while in air; and the four buttons control individual trick functions (ollies, grinds, grabs, and flips).
After flipping through pages of the manual, I discovered some erroneous information supplied for the default trick controls (p. 15). Fortunately, the control layout found in the beginning of the manual includes the correct information, so make sure to make a note of that. Also, and this is being incredibly technical, I'm sure a few skaters who appear in the game have celebrated a birthday, possibly changed residences, or even added another year to their lustrous pro careers since the PlayStation version was released almost a year ago. Yet, the stats remain unchanged from the original PlayStation version, which is unfortunate considering how most other sports games receive updated stats for each new or revised version.
Gameplay : 95
As much player interaction as the environments provide, it would amount to very little if the trick engine wasn't solid. Well, I'm pleased to report that Pro Skater's trick engine and combo system are as solid as ever on the Dreamcast. The idea behind THPS isn't simply to simulate a realistic skating experience, but instead, as Chef Emeril Lagasse would say, kick it up a notch. While all of the tricks are based on actual skateboarding maneuvers, the way in which they are executed and strung together goes way beyond anything that can be done on a real skateboard. This is not to say that the tricks look unrealistic, but the sheer amount of death-defying maneuvers and number of tricks you can link together in midair would make Mr. Hawk turn green with envy.
Tricks are very responsive and easy to pull off, using simple button presses and direction pad combinations, combined with proper timing, to perform a wide range of stunts. And the more 180 and 360 degree spins you add to your tricks and creativity you use when riding through environments (i.e., using ramps to clear gaps, jumping on top of moving cars, executing flip tricks while grinding long rails, etc.), the higher your score will be as a result.
Another area where THPS excels is in its excellent selection of modes. Here's a rundown of each mode:
So what is your reward for collecting these tapes? Well, by collecting enough tapes you will eventually open additional levels and competitions that you can play in other modes and are needed to complete the game. Your skater's stats will increase after collecting several tapes, and you will also unlock new decks for your skater to use. But perhaps best of all, once you have collected all 30 tapes and received gold medals in all three competitions with a particular skater, you are rewarded an FMV that shows that skater in action. These videos are mostly highlights from various skate videos, but there are a couple unique ones thrown in for good measure, including the painful-to-watch "bails" video that you automatically receive after completing the game (no gold medals required).
THPS veterans can probably coast right through the Career mode, since there are no new challenges, and the locations of the hidden tapes, "skate" letters, and task-related objects (cop cars, boxes, lunch tables, etc.) are the same as previous versions. First-timers, on the other hand, will receive more of a challenge. Although, once you make your way through the Career mode with one skater, it becomes second nature with the rest because the locations of the letters, objects, and hidden tapes do not change from skater to skater.
HORSE -- The slowest playing multi-player mode of the three, HORSE plays out like the popular schoolyard basketball game of the same name. Each player busts out tricks in an alternating fashion, and the person who receives a lower score gets branded with a letter. Whoever spells out "horse" first loses the game. I enjoyed this two-player mode the least because of the slight delay that exists between each player's turn. Granted, having both players play simultaneously wouldn't be very practical, but the brief loading time is annoying.
As you can see, the promised Dreamcast-exclusive four-player mode is nowhere to be found, but there is still plenty to see and do...unless, of course, you already had your way with the PSX or N64 version.
Replay Value : 95 Overall : 92
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