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Introduction   
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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  
Moves 


Banking Turn   

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:   
 
Console
Mouse
Joy
Key
Action
L
or
R
Left
or
Right
Left
or
Right
Left Arrow
or
Right Arrow
Banking Turn

   

Kick Turn  
   

   

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:   
 
Console
Mouse
Joy
Key
Action
B + L
or
B + R
<Shift> - Left
or
<Shift> - Right
<Shift> - Left
or
<Shift> - Right
<Shift> - Left Arrow
or
<Shift> - Right
Kick Turn Left
or
Kick Turn Right

   

Push  

   

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:   
 
Console
Mouse
Joy
Key
Action
U
Left Button
Forward
Up Arrow
Push
   

Jump  

   

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:   
 
Console
Mouse
Joy
Key
Action
A
Right Button
Trigger
‘A’
Jump
   

Ollie  

   

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:   
 
Console
Mouse
Joy
Key
Action
B
<Shift> - Right Button
Trigger
<Shift>-‘A’
Ollie
   

   
   

Bluntslide  

   

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:   
 
Console
Mouse
Joy
Key
Action
A
<Shift> - Right Button
Trigger
<Shift>-‘A’
Ollie

   

Nosegrind  

   

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:   
 
Console
Mouse
Joy
Key
Action
U
Forward
Forward
Up Arrow
Nosegrind
   

   

Tailgrind  
   

   

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:   
 
Console
Mouse
Joy
Key
Action
D
Back
Back
Down Arrow
Tailgrind
   

Noseslide  

   

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:   
 
Console
Mouse
Joy
Key
Action
L
or
R
Left
or
Right
Left
or
Right
Left Arrow
or
Right Arrow
noseslide

   

Tailslide  

   

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:   
 
Console
Mouse
Joy
Key
Action
L
or
R
Left
or
Right
Left
or
Right
Left Arrow
or
Right Arrow
Tailslide
   

   

Railslide  
   

   

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:   
 
Console
Mouse
Joy
Key
Action
L
or
R
Left
or
Right
Left
or
Right
Left Arrow
or
Right Arrow
Railslide
   

Kick Flip (Barrel Roll)  

   

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:   
 
Console
Mouse
Joy
Key
Action
A + C
<Shift> - <Ctrl> - Right Button
<Ctrl> - Top Button
<Shift> - <Ctrl> -‘A’
Kick-Flip
   

Inverted Indy  
   

   

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.   
 
Console
Mouse
Joy
Key
Action
B + L
or
B + R
<Shift> - Left
or
<Shift> - Right
<Shift> - Left
or
<Shift> - Right
<Shift> - Left Arrow
or
<Shift> - Right
Inverted Indy

   

Powerslide  

   
   

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:  
 
Console
Mouse
Joy
Key
Action
B + L
or
B + R
<Shift> - Left
or
<Shift> - Right
<Shift> - Left
or
<Shift> - Right
<Shift> - Left Arrow
or
<Shift> - Right
Powerslide

Five-Oh  

   

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:   
 
Console
Mouse
Joy
Key
Action
D
Back
Back
Down Arrow
Five-Oh
   

   
   

   

Fifty-Fifty  

   

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:   
 
Console
Mouse
Joy
Key
Action
U
or D
Forward
or
Back
Forward
or
Back
Up Arrow
or
Down Arrow
Fifty-Fifty
   

   


   

Fakie  

   

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:   
 
Console
Mouse
Joy
Key
Action
   

   
   

Varial  

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:   
 
Console
Mouse
Joy
Key
Action
Turn Ring R or L
< Ctrl > - Left
or
< Ctrl > - Right
< Ctrl > - Left
or
< Ctrl > - Right
< Ctrl > - Left Arrow
or
< Ctrl > - Right
Varial Left
or
Varial Right