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Overview Video Screen Shots Design Plan History Team Design
Table
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Vertigo Design Moves Definition: When the skater is moving at high speeds, leaning to the left or right induces a gentle banking turn. This works because the trucks are mounted on stiff pivots that turn the trucks in the same direction when pressure is applied to the edge of the board. Use: The banking turn is used to turn left and right while moving at high speed. Risk: The banking turn is, unlike the Corvair, ‘safe at any speed.’ Scoring: No points awarded. Controls:
Definition:
A skater executes a kick-turn by twisting his body while both trucks are firmly planted on the ground and then raising the front trucks. The front trucks follow the momentum established by the twist and rapid turn the front of the board by as much as 180° , while the rear trucks remain on the pavement.
Use: The kick-turn is uses constantly by skaters moving at relatively low velocities to rapidly change course. Risk: Attempting to kick-turn while moving at very high speeds will lead to a crash. Posing too much will lead to pummeling by more advanced skaters. Scoring: No points awarded.
Controls:
Definition:
The standard move to accelerate a skateboard. The skater pushes with one foot while resting the other on the board. Unless a skater is a ‘goofy-foot,’ she will push off the ground with her left foot while resting her right foot on the board.
Use: The push is used to move from a dead stop or to accelerate at low to moderate speeds. Risk: Pushing up a steep slope can lead to an unintended fakie and potential loss of control. Pushing while skating at very high speeds will lead to a crash. Scoring: No points awarded.
Controls:
Definition:
A standard jump from the moving board separates the skater and the skateboard. As long as the skater does not pitch or turn mid-flight and neither the board nor skater collide with another object, then the skater will regain control upon landing again on the board.
Use: The regular jump is used to clear a parked car, a park bench or other object which partially obstructs the skater’s path. The skater flies over the object while his board rolls under it. Risk: Losing the board to an obstacle. Losing the skater to an obstacle.
Scoring: 10 points.
Controls:
Definition:
The Ollie is an essential, although near-magical move. It is basically a jump in which the skater retains control of the board with only his feet. By kicking down on the tail end of the board during launch the skater gives his board upward thrust that holds it loosely against his feet during flight.
Use: The Ollie is used to clear curbs, to climb onto blocks and rails, and to set the stage for more ambitious moves like blunt-slides and rail-slides. Risk: In real life, Ollies are always performed with some risk. In Vertigo Ollies on level ground engender no risk. Ollies over obstacles always run the risk of not clearing the obstacle or landing askew in such a way that the player loses control and crashes.
Scoring: 20 points.
Controls:
Definition: When a skater performs an ollie onto a rail or ledge and catches only the tail of the board underneath the rear trucks, he is performing a bluntslide.
Use: The bluntslide is a good lead-in for a fifty-fifty or five-oh.
Risk: If the skater launches his ollie too late, he could catch the rail between the board’s trucks. This move is aptly named, ‘disaster’ by most skaters. Scoring: 50 points.
Controls:
Definition: When a skater applies downward pressure with his left foot to ride on only the front trucks, the front edge or ‘nose’ of the board may grind against the pavement. This is a nosegrind.
Use: Common street-skating move. The skater can use a nosegrind on landing on a rail or block to correct his pitch. A nosegrind can also evolve into the higher scoring noseslide when performed on a rail or the edge of a block.
Risk: Nosegrinds induce risk of tumbling head first off the board if they are taken at too severe an angle. Scoring: 50 points.
Controls:
Definition: When a skater applies downward pressure with his right foot to ride on only the rear trucks, the trailing edge or ‘tail’ of the board may grind against the pavement or rail. This is a tail-grind.
Use: This is a slightly easier maneuver performed under the same circumstances as the nosegrind.
Risk: Undertaking a tailgrind is a relatively safe stunt on level ground. Scoring: 50 points.
Controls:
Definition:
Noseslides differ from nosegrinds in that only the board is sliding against a rail or other obstacle while both trucks are suspended in air. The skater must launch an Ollie at the on-coming rail and then twist right or left mid-air, then land the end of the tail or nose on a surface parallel to the skater’s momentum. Very tough move.
Use: Performed well, this move can get a skater over a stairway by riding the hand-rail the entire distance.
Risk: Because only the very tip end of the board is engaging the surface, noseslides require that the skater target the rail or ledge perfectly. A near miss on one side will lead to a nasty collision with the obstacle. Scoring: 70 points.
Controls:
Definition: Tailslides differ from tailgrinds in that only the board is sliding against a rail or other obstacle while both trucks are suspended in air. The skater must launch an Ollie at the on-coming rail and then twist right or left mid-air, then land the end of the tail or nose on a surface parallel to the skater’s momentum. Very tough move.
Use: Performed well, this move can get a skater over a stairway by riding the hand-rail the entire distance.
Risk: Because only the very tip end of the board is engaging the surface, tailslides require that the skater target the rail or ledge perfectly. A near miss on one side will lead to a nasty collision with the obstacle. Scoring: 70 points.
Controls:
Definition: Railslides are similar to tail and noseslides, but more challenging. The skater must launch an Ollie at the on-coming rail and then twist right or left mid-air, then land the center of the board on a rail parallel to the skater’s momentum. After landing, the center of the board rides the rail to the end or until the skater tumbles to either side. Once the skater successfully reaches the end of the rail, he must twist mid-air so that his trucks land in approximately the same orientation as his momentum.
Use: A skater uses a railslide to clear a stairway while generating rapt attention from on-lookers.
Risk: In real-life this move may break the board if undertaken at high enough velocity. In Vertigo the risk is losing balance and crashing to one side or another. Scoring: 80 points.
Controls:
Definition:
A kick-flip is an Ollie with a twist. In the standard Ollie, the board remains more-or-less level as it rises up under the skater’s feet. In doing a kick-flip, a skater applies some torque to the tail of the board as he stomps on it. The board twists a neat 360° about its longer axis as it flies through the air. The skaters feet regain contact with the board mid-air, just as it returns to its original upright and locked position. Peanuts, anyone?
Use: Like the ollie, the kick-flip is used to clear curbs, to climb onto blocks and rails, and to set the stage for more ambitious moves like blunt-slides and rail-slides. It can be substituted for an ollie to perform the same maneuver with a higher score.
Risk: If the point of impact is not chosen properly, then the skater runs the risk of landing on his board when it has not fully rotated. This could be uglier than it sounds. Scoring: 30 points.
Controls:
Definition: At the apogee of a ramp approach, a skater can grab the edge of the board and for a fraction of a second become totally inverted in free-fall.
Use: Reaching a new state of awareness of the preciousness of life.
Risk: If the skater executes the move a fraction of a second late, he could hit the ramp before his board. Very messy.
Scoring: 80 points.
Controls: In Vertigo, this maneuver is performed
by doing a sharp twist mid-air after peeling off a vertical wall.
Definition: Attempting to execute a short kick turn at moderate to high-speed can result in a skid at both trucks. As long as she corrects the powerslide shortly after it begins, the skater can maintain control and balance.
Use: Causes a skater and board to brake rapidly while moving at moderate speed across a relatively level surface.
Risk: If the skater executes this maneuver at too high a speed or does not straighten out rapidly enough, she could tumble over the side of the tilting board.
Scoring: No points awarded.
Controls:
Definition:
The Five-Oh is very similar to a tailgrind performed on a rail or ledge. The skater applies downward pressure with his right foot to ride on only the rear trucks along the length of the rail. The wheels do not actually touch the rail, just the metal saddle between them.
Use: This creates a tremendous noise similar to fingernails drawn across a blackboard. It abrades paint and impresses other skaters.
Risk: The skater must approach the rail in perfect alignment and launch an Ollie at the right moment to avoid an entangling collision with the rail. Scoring: 60 points.
Controls:
Definition:
A skater performs a fifty-fifty by straddling the rail with the metal axles of both front and rear trucks and riding the length of the rail The wheels do not actually touch the rail, just the metal saddle between them.
Use: This creates even more noise than a five-oh.
Risk: The skater must approach the rail in perfect alignment and launch an Ollie at the right moment to avoid an entangling collision with the rail. Scoring: 60 points.
Controls:
Definition: Easier than it sounds, a Fakie is the ramp-skating equivalent of falling off a log. When a skater reaches the top of a ramp and does not execute a turn, he rolls backward instead, performing a Fakie.
Use: Many moves at ramp apogee leave the skater in the same orientation as approach.
Risk: Like driving backwards, the controls are reversed. Some people may have difficulty with this concept. Scoring: 10 points.
Controls:
Definition: In ramp skating, a varial is a type of Indy maneuver in which the skater grabs the board with one hand and rotates it 180° under his feet. Use: Risk: If the board is not turned a full 180° before the skater comes down to the ramp, the skater will crash. Scoring: 60 points. Controls:
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