Backflip to the future: The lasting legacy of Tony Hawk’s Pro Skater
It’s 1999, and the excitement is palpable as you unwrap a new video game and sit close to your compact CRT television. You carefully insert the disc and hit the power button. As the loading screen appears, a catchy sample track begins to play from the speakers. After tinkering with the settings, you select your favorite skater.
Then, everything changes.
Your ears are greeted by an unforgettable mix of sounds as the clattering of skateboard wheels meets the energetic drum beat, guitar riffs, and horns of “Superman” by Goldfinger, propelling you through a glass barrier and down the first ramp.
“So here I am
Doing everything I can
Holding on to what I am
Pretending I’m a superman ”
Before you know it, your skater tumbles to the ground for the first of many times.
Tony Hawk’s Pro Skater (THPS) debuted 25 years ago on September 29, 1999, launching a franchise that transformed both the video game landscape and the skateboarding culture. Initially released for PlayStation, it made its way to platforms like Nintendo 64, Game Boy Color, Dreamcast, and N-Gage.
Fast forward twenty-five years, and the franchise boasts over a dozen games, with a THPS title available for nearly every console since 1999. The most recent installment is a remastered version of the first two games, released in September 2020. Additionally, Tony Hawk’s Ride and Tony Hawk’s Shred introduced a motion-sensitive skateboard controller for the Wii in 2009 and 2010.
The impact THPS had on skateboarding
“I believe THPS played a significant role in making skateboarding a permanent fixture,” Tony Hawk stated in the 2020 documentary “Pretending I’m a Superman: The Tony Hawk Video Game Story,” which delves into the franchise’s influence.
Skateboarding has roots dating back to the 1950s, experiencing a surge in popularity during the 70s before losing traction. However, it resurfaced with street skating, capturing the spirit of punk rock and rebellion against authority. The 1990s marked skateboarding’s entry into mainstream competition with notable events like the World Cup Skateboarding Event in 1994 and the X Games in 1995.
THPS captured this momentum by featuring professional skaters, showcasing impressive tricks, and highlighting the sport’s athleticism. It boasted an impressive punk, ska, and hip-hop soundtrack while offering levels designed in urban environments where casual skaters could realistically ride. Additionally, it included a cheeky “stick it to the man” element with an unlockable police officer character named Officer Dick.
Scott Pease, who was the studio development director at Neversoft, shared that the original team had to balance a fun gameplay experience with realism. “We understood that striving for too much realism might detract from the fun, but our team included both skaters and gamers, and we aimed to align those perspectives to create something quick, enjoyable, and addictive.”
For level design, Pease explained that the team would choose a city or location with genuine skateboarding spots, incorporating those renowned areas into the game while crafting surrounding terrains to ensure an enjoyable skating experience with smooth transitions.
Max Burnette from VGCartography illustrated isometric maps for all courses in the original game. A research software engineer, he specializes in helping academics with their projects by developing custom software and analysis tools. Although the role limits his artistic expression, he found a way to channel his technical skills into art, reflecting on his childhood fascination with game-related materials such as manuals and strategy guides.
Due to the overwhelming success of THPS, Neversoft commenced the development of a sequel.
This game was launched in September 2000. THPS 2, the highest-rated PlayStation title ever, brought in new tracks and skaters while adding gameplay elements like manuals and local multiplayer options. It was even part of an international gaming competition offering a $10,000 cash prize.
The series maintained its forward momentum with THPS 3, which debuted in October 2001. This title was not only recognized as the best-reviewed PlayStation 2 game in history but also ranked 8th overall on Metacritic. Moreover, it was a launch title for the Nintendo GameCube when it was introduced in November that same year, and marked the franchise’s entry into online gaming.
The series continued to grow with yearly releases until 2011, followed by additional titles in 2015 and 2020. Over 25 years, Tony Hawk became a widely recognized name, and skateboarding transformed into a worldwide phenomenon. The sport made its historic Olympic debut during the 2020 Tokyo Games, with Hawk serving as a commentator, although he did not compete himself.
According to professional skateboarder Chad Muska in “Pretending I’m a Superman,” THPS “probably motivated hundreds of thousands, if not millions, of kids to try skateboarding who might have never considered it before.”
The Creation of THPS
Prior to THPS, there were a few skateboarding video games like Atari’s 720 and Skate or Die! for the Commodore 64. By the late 1990s, Activision was collaborating with Neversoft, a gaming studio, on a skateboarding title for the PlayStation.
Pease shared with YSL News that he eagerly accepted the opportunity to explore a skateboarding game. “I spent my childhood playing Skate or Die! and 720 in arcades while also skateboarding. It was like, oh please, yes, let’s make this happen!”
After poring over skate magazines like Thrasher and Transworld, the Activision team reached out to Hawk in the autumn of 1998. Hawk was actively searching for a game developer willing to create a skateboarding game and agreed to collaborate with them after testing a demo crafted by Neversoft, which had been integrated into their latest game, Apocalypse.
Upon playing a prototype with Bruce Willis skating through an apocalyptic landscape while armed, he was hooked. Following this, Hawk and the developers contacted nine other professional skaters to incorporate their likenesses and unique styles into the game.
“We aimed to capture the entire spectrum of skateboarding,” explained Pease. “We wanted vert skaters, street skaters, freestyle skaters, veterans who had historic significance, and rising stars. With only a limited number of spots available, it was challenging to choose, but everyone we approached was on board, and Tony helped a lot with that.”
“Everyone was fully committed to the game and skateboarding, which was fantastic. Many of the people who had never skated before got a real glimpse into it,” former Neversoft producer Ralph D’Amato told YSL News. “We rented skate parks, and during lunch, I’d go buy skate videos for the team to watch. Even those who had no skating experience became well-acquainted with the pros and the names of various tricks. The atmosphere in the company was wonderful, and everyone put their heart into it.”
“Are you familiar with Rodney Mullen?” Pease asked. “He is an incredible individual, exceptionally intelligent, and highly innovative. A lot of his contributions are in freestyle skateboarding, which is where he started. He would come to our office and explain the physics behind freestyle and flip tricks, detailing foot placement, pressure points, and body positioning. Then he would demonstrate these tricks for us in the parking lot while we filmed them. This was invaluable because early game animations were hand-animated. Traditional skate videos sometimes lacked the right angles, but having Rodney perform the moves right in front of us allowed us to film from multiple perspectives, which was incredibly useful.”
Each skater featured in the game had their own unique signature move, and Hawk’s initial signature was the 540 varial. However, just three months before the game’s release, it was modified after Hawk became the first-ever athlete to land a 900 at the X Games in June 1999.
Pease recalled that the development team jumped straight into action when they witnessed the event. “I remember watching that and thinking, wow, we need to include that in the game! We weren’t even aware it was possible at that point. We had other special moves planned for Tony, but then realized we needed to create the 900, tweak it, and make sure it was in the game as a last-minute addition.”
“To have him execute the 900, followed by the game’s launch, and see skateboarding video games rise in popularity , it was a truly magical moment where everything came together, leading to the game’s explosive success,” added Pease.
The Impact of THPS Soundtrack on Music
The creators of the game drew inspiration from homemade skate videos, where skaters showcased their tricks paired with their preferred music. According to Pease, “We had a very limited budget for the first installment, so we had to be resourceful and select emerging bands or those significant in skateboarding history, like the Dead Kennedys.”
The music from the THPS series has played a key role in shaping the musical preferences of a generation. By popularizing punk rock, it significantly impacted the featured bands. John Feldmann of Goldfinger, who performed the opening track in the initial game, mentioned in “Pretending I’m a Superman” how this game transformed his band’s career path.
D’Amato reflected on how he never anticipated the significant influence their project would have when he was brought on to work on what was merely described as “this small skateboarding game.”
“We were a team of five who assembled all the soundtracks,” D’Amato explained. “We never imagined it would become such an iconic phenomenon. It’s amusing how people often say, ‘Yo, man, I discovered my music taste through the Tony Hawk video game. I got to know a lot of new bands thanks to it.’
What Lies Ahead for the Franchise?
While there have been no formal announcements regarding a new THPS game, Hawk shared in a recent Mythical Kitchen podcast that he has been in discussions with Activision and is “working on something.”
In the meantime, we suggest diving into the game. Try to find an older console and start with the original version. If you’re interested in learning more about this cultural milestone, check out the “Pretending I’m A Superman” documentary available on various streaming platforms. D’Amato also mentioned a special offer for YSL News readers: use the promo code “Retro” to grab a DVD for only ten dollars.
“So here I am, Growing older all the time, Looking older all the time, Feeling younger in my mind”
Sources: “Pretending I’m A Superman” documentary via D’Amato Productions; Aaron Ryan via Youtube; Max Burnette via VGCartography; Activision; Neversoft;