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 
The Game   

Winning the Game  

In exhibition mode, players can skateboard as they like, moving freely from one arena to the next and performing tricks in no particular order. Players may challenge each other to reach certain goals, but there is no defined beginning and end to game play.  

In tournament mode, play progresses through each of the arenas in turn. Time limits and marked goals define how the player must earn points and complete each arena. Players may reach the end of the tournament by performing well in every arena a certain number of times. Tournament play earns players pennant marks, free rein of the arenas, and the respect of other skaters.  

Exhibition Mode  

In this mode, the player can skate at will through the world, entering any arena in any order. This allows the player to hone his skating skills, explore the city and learn the features of each of arena.  

AI-controlled players and other human-controlled players also skateboard within the arenas providing examples of moves and stunts for new players. Skaters from some tribes are more aggressive and may attempt to knock the player off his board. Other skaters may take the time to teach the player the moves that are appropriate for each arena. Tribes may wander through each others arenas, but they claim a particular arena as their turf. They are described in depth in the arena section of this document.  

The player can skate anywhere within an arena, but may not enter the skaters’ inner sanctum. If they attempt to do so, a group of skaters from the tribe will block their way or challenge them to a competition.  

Once a player feels they have mastered a particular arena, they can hit the "Challenge" button. This indicates that they are ready to challenge members of the tribe on their own turf. Members of the tribe appear, ready to meet the challenge, and, after a little bit of audible taunting, explain the rules for newbie players.  

Challenge competition consists of a timed pass through a course in the arena. The rules and judging vary, depending on the personality of the tribe. Successful players are accepted by the tribe as "one of them" and are allowed free rein of the arena, including some portion of the arena’s inner sanctum. If unsuccessful, they are booted out of the arena in disgrace.  

Tournament Mode  

This is an organized, progressive mode in which the player competes against other skaters in each of the arenas. The computer controls the progression through each of the levels, and the courses and opponents increase in difficulty as the player advances.   

Tournament play begins in the park arena and proceeds one-by-one through the remaining four arenas. Play begins with a rolling start at the first arena. A sportscaster’s voice announces the event and describes rules and goals for the arena. As more skaters enter the event, the status display begins to reflect the ranking of the player versus other skaters. The sportscaster narrates the event, describing exceptional stunts and spills. "That’s gotta hurt," is just one refrain of many driven by game events. The announcer highlights superior moves, the changing ranks of players, collisions between players, and dwindling time remaining.  

The player must take into account the nature of the arena and the scoring emphasis. For example, in the skateboard park, catching big air will earn more points than in the construction site where the emphasis is on completion of every hazard.  

The player has a certain amount of time in each arena to earn points. Once the time has elapsed, the player’s score and statistics are displayed against those of the other competitors. If the player places in the top ranks of an arena, he proceeds through the city streets to the next arena. Moving through the streets affords a player a chance to pick up essential power ups and prepare for the next competition. A fixed amount of time limits the extent of a player’s wandering and refitting before the next round.  

Once the player completes a circuit of the arenas, new portions of the arenas open up, presenting new challenges. If the player successfully completes a circuit of the arenas, he is allowed access to the new turf in future exhibition play.  

Successfully completing all the arenas in the tournament earns the player a pennant that appears in the player’s statistics screen. A pennant marker on the player’s avatar informs other skaters of the player’s status during game play.  
 

Scoring  

Scoring consists of three components, obstacle points, maneuver points and style points. Clearing an object such as a ramp, rail, or block, generates a base point value. The maneuver performed to clear the object adds an additional score. Style points are awarded for a particularly smooth or high move, depending on the arena.  

In this example, there are three ways to get across the gap. Each approach generates its own score based on the object used to clear the gap and the maneuver performed on top of the object. Using an ollie maneuver off the ramp generates a score of 20 points for clearing the ramp plus 20 points for performing the ollie.  
   

   

The more difficult railslide earns the rail’s object score of 30 points plus the railslide’s 80 points for a total of 110. Riding a fifty-fifty on the curved block on the right earns the player the fifty-fifty score of 60 in addition to the block’s obstacle score of 20 for a total of 80.   
  
Move

Points

Jump

10

Ollie

20

Bluntslide

50

Nosegrind

50

Tailgrind

50

Noseslide

70

Tailslide

70

Railslide

80

Kick Flip

30

Inverted Indy

80

Five-Oh

60

Fifty-Fifty

60

Fakie

10

Varial

60

  

  
Object

Points

Ramp

20

Stairs

20

Curb

10

Hand-Rail

30

Block

20

Pole

100

Fire-hydrant

20

Pylon

10

Barrel

20

Skateboard

40

Skater on Skateboard

100

Rat

50

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Clearing object earns score.  

Performing move earns score.  
Style points are awarded in addition to the basic move points and object points. Style points are calculated differently in the different arenas. The computer evaluates the move based on factors such as speed, orientation, and time spent in the air.