home 

homeproductscompanytechnology   
real-time 3dinternet kioskfuture projects
    
Overview    
Video     
Screen Shots     
Design     
Plan     
History     
Team       

Design Table  
of Contents  
Game Flow   
Introduction   
Menus   
Game Screens   
 Status Indicators   
 Pause Overlay  
The Game  
 Winning  
 Exhibition   
 Tournament  
 Scoring   
 Game Play   
 Controls   
Moves   
 Banking Turn   
 Kick Turn   
 Push   
 Jump   
 Ollie   
 Bluntslide   
 Nosegrind   
 Tailgrind   
 Noseslide   
 Tailslide   
 Railslide   
 Kick Flip  
 Inverted Indy   
 Powerslide   
 Five-Oh   
 Fifty-Fifty   
 Fakie   
 Varial   
Objects   
 Immobile Objects   
 Mobile Objects   
 Power Ups   
 Protective Gear   
 Food and Water   
 Ethereal Imagery   
 Product Logos   
Arenas   
 City Streets   
 Skateboard Park   
 Storm Drain   
 City Park   
 Construction Site   

   
real-time 3dVertigo Design 
Arenas 

The world of Vertigo is divided into distinct arenas. Each arena has its own set of challenges. Skaters in each arena have their own styles and skills, in accord with the arena they frequent. Each arena has at least one hidden area which is revealed to skaters after they have mastered the regular challenges of the arena during tournament play.  

The arenas are connected by city streets and sidewalks. The city streets are populated with challenges of their own, including poles, fire hydrants, curbs, stairs and rats.  

In exhibition mode, the player enters the Vertigo world with a running start on the city streets at a point equidistant from each of the various arenas. The player can then skate to the arena of his choice and take on the terrain and natives of that arena.  

In tournament mode, the player must perform in each of the arenas in turn, and navigate from one to the next within a fixed interval of time. 

City Streets  

 

Description:  

The city streets are not an arena in and of themselves, but they have all of the features that street skaters need to practice their skills. On streets and sidewalks, players can do ollies over fire-hydrants, curbs, stairs, blocks and rails. They can perform bluntslides, noseslides, tailslides, fifty-fifties, five-ohs, nosegrinds, tailgrinds, banking turns, kick turns and kickflips.  

   
Features:  

Curbs, rails, stairs, blocks, hydrants, poles, rats, parked cars, benches, and pylons.  

   
Scoring:  

Street skating is top priority. Doing cool moves over obstacles generates the most points and the most respect from other street skaters. Objects generate their normal base points. Street move points are doubled and street move style points are doubled.  

   
Native Tribe:  

The Thrashers are street skaters through and through. They respect railslides, nosegrinds, tailslides, ollies, and kickflips. They are peaceful, but will defend themselves vigorously if attacked. They will hang with players who demonstrate top form. Skaters from other tribes also wander through the streets from time to time.  

   
Sample Game Play:  

It is mid-tournament. You have just finished the storm drain run. The storm drain tribe were fierce competitors, but you clawed to second place. Now you have to get across town to the skateboard park. You have enough time, but you need some gear - that last crash tore your helmet clean off and dropped it down a drain to nowhere. Fortunately, you spot a helmet up ahead. It is resting on the closer edge of a big block. You ollie up, twist and do noseslide the full length of the edge. Helmet! Points!