===============================
Tony Hawks Pro Skater FAQ v16.0
===============================
===============================================================================
Title: Tony Hawk's Pro Skater Developer: Neversoft
Author: Caliban (
[email protected]) Publisher: Activision
Original Author: Blitzkrieg (
[email protected])
===============================================================================
Contents
1. About this FAQ
2. About Tony Hawk's Pro Skater
3. Controls
4. Character Profiles and Tricks
5. Explanation of the Trick System
6. Helpful Tips for Scoring Big
7. Areas, Tapes, and Medals
8. Two Player Modes
9. Transfers
10. Best places to pull off tricks
11. Glitches
12. Secrets and Rumors
13. Game Shark Codes
14. Frequently Asked Questions
15. Interview with Ralph D.
16. Updates
17. Special Thanks
===============================================================================
1. About This FAQ
===============================================================================
Beginning as a simple list of moves, this FAQ rapidly expanded into what is in
all likelihood the most complete single source of information on Neversoft's
game "Tony Hawk's Pro Skater" for the PlayStation. With releases slated for
N64 and DreamCast, it seems likely that the charter of this FAQ will expand to
cover even more territory. All information here is correct and true to the best
of my knowledge.
Any corrections or submissions may be sent to
[email protected], and those
who submit new material will be credited in the thanks section.
I'd like to take a moment here to thank Blitzkrieg for all his work on the FAQ
up to this point. I only hope I can manage this as well as he has.
Places you can find(either posted or link) this FAQ:
www.gamefaqs.com
vgstrategies.about.com
www.cheatcc.com
www.godflesh.com/thps/
www.worlddesign.net
www.gamewinners.com
faqs.simplenet.com
===============================================================================
2. About Tony Hawk's Pro Skater
===============================================================================
Tony Hawk's Pro Skater is an awesome game brought to us by the wonderful team
at Neversoft. Forget any other skating game out now or ever to come because
this is the one that you're gonna want. Neversoft worked closely with some of
the best pro skaters including but not limited to Tony Hawk, Chad Muska, and
Andrew Reynolds. With they're help, Neversoft was able to make everything as
close to realistic as possible. Below are some of the games features.
-10 skaters each modeled after their real life counterparts, complete
with their own signature moves, boards, and tricks.
-9 fully interactive areas to skate through including but not limited
to a school, a warehouse, a mall, and a deep canyon. Each area has
tons of ramps, rails, lips, and gaps for you to take advantage of.
Anything with an edge can be grinded!!
-Multiple modes including Career Session, Single Session, and Free
Skate. Modes unique to multiplayer includes Graffiti, Horse, and Trick
Attack. Graffiti is particularly my favorite. You run around an area
marking objects by tricking off of them. If your opponent can do a
better trick on your marked object it then becomes his object.
-Music includes tunes from bands such as Dead Kennedys, Goldfinger,
Primus, Speedealer, Even Rude, Suicidal Tendencies, The Ernies, The
Suicide Machines, Unsane, and The Vandals.
That should give you a good idea of what to expect from this game. Of course,
if you're reading this then you probably own the game by now.
Some people have been arguing about whether Thrasher: Skate & Destroy (TS&D)
is as good as or better than Tony Hawk's Pro Skater (THPS). Since I've played
both, I think I can observe rather impartially that while TS&D has a great deal
more "realism" in the sense that most tricks are minor modifications of other
tricks (a 50-50 grind is X, a nosegrind is X + up, a noseblunt is L1 + X + up),
THPS looks a lot less like a cartoon. The only problem with cartoony graphics
is that whether a surface is curved, slanted, vertical, or flat is IMPORTANT in
a skating game. TS&D makes this distinction very difficult. Beyond whether
either game is "better", however, there is the question of replayability; in
THPS, nine levels provide you with 33 goals. In TS&D, twelve levels provide you
with... twelve goals. TS&D tries to make up for this with more 2-player modes,
but fails (IMO) by offering a difficult control interface and a very confusing
display. As a result, the first problem in 2-player game is finding another
player; it's almost impossible to train one.
===============================================================================
3. Controls
===============================================================================
The following controls are for the default setting and are taken directly from
the instruction book.
Directional buttons left/right - - Move left/right and balance while grinding
Directional button up - - - - - - Lean forward/exit a pool/lip/halfpipe
Directional button down - - - - - Brake/lean back
X - - - - - - - - - - - - - - - - Jump/Ollie
Square - - - - - - - - - - - - - - Flip Trick
Circle - - - - - - - - - - - - - - Grab Trick
Triangle - - - - - - - - - - - - - Grind/Slide
R1 - - - - - - - - - - - - - - - - Turn right while in air
R2 - - - - - - - - - - - - - - - - Turn right 180 degrees while in air
L1 - - - - - - - - - - - - - - - - Turn left while in air
L2 - - - - - - - - - - - - - - - - Turn left 180 degrees while in air
Start button - - - - - - - - - - - Pause game/Options
Select button - - - - - - - - - - Camera
===============================================================================
4. Character Profiles and Tricks
===============================================================================
Before you email me telling me I've listed the same move numerous times, I'm
doing so you can just skip to the skater you want to skip to and get everything
there without having to jump around a whole bunch. Also, the bios listed are
taken directly from the instruction booklet.
Ok, I've divided this section up into 12 parts and placed the skaters in the
same order the game does. It really is much more convenient this way.
Skater Listings
A. Tony Hawk
B. Bob Burnquist
C. Geoff Rowley
D. Bucky Lasek
E. Chad Muska
F. Kareem Campbell
G. Andrew Reynolds
H. Rune Glifberg
I. Jamie Thomas
J. Elissa Steamer
K. Officer Dick
L. Private Carrera
-------------------------------------------------------------------------------
Key
================== U = UP
UR = UPRIGHT
UL U UR R = RIGHT
| | DR = DOWNRIGHT
_____| |_____ D = DOWN
L _____ _____ R DL = DOWN LEFT
| | L = LEFT
| | UL = UPLEFT
DL D DR
==================
Square = Sq; X = X; Triangle = Tri; Circle = Cir
A "+" sign next to a number means that the move can be held for extra points.
A "+" sign alone means it's a grind and doesn't have a base value.
The rest of the buttons are self explanatory.
-------------------------------------------------------------------------------
---------
A. Tony Hawk
---------
The father of two and husband of one, Tony Hawk is arguably the single
most influential skateboarder of all time. Born and raised in the hazy
daze of southern California, Tony has forgotten more tricks than most
people learn in a lifetime. His contributions to the sport are endless,
most recently unearthing skateboarding's holy grail by becoming the
only person to successfully land a 900.
Age: 31
Born: USA
Hometown: Carlsbad
Years Pro: 16
Stance: Goofy
Height: 6'2"
-----
Stats
-----
Ollie: >>>
Speed: >>>>>>>
Air: >>>>>>>
Balance: >>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Varial DL + Sq 800
Impossible D + Sq 250
Front Foot Impossible DR + Sq 600
Heelflip R + Sq 100
Fingerflip UR + Sq 600+
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
540 Board Varial L, L + Sq 2000
360 Flip to Mute D, R + Sq 1500
Kickflip MC twist R, R + Cir 4000
900 R, D + Cir 8000
-------------------------------------------------------------------------------
-------------
B. Bob Burnquist
-------------
Brazilian born Bob Burnquist snuck onto the scene six years ago and
has been puzzling onlookers ever since. His unique style and switch
stance tendencies make Bob one of the most exciting and original
skaters to come down the pike in decades.
Age: 22
Born: Brazil
Hometown: Encinitas
Years Pro: 7
Stance: Regular
Height: 5'11"
-----
Stats
-----
Ollie: >>>>
Speed: >>>>>>
Air: >>>>>>
Balance: >>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Varial DL + Sq 800
Impossible D + Sq 250
360 Flip DR + Sq 300
Heelflip R + Sq 100
Fingerflip UR + Sq 600+
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Backflip U, D + Cir 4000
One Footed Smith R, R + Tri 750+
Burntwist L, U + Tri 5000
-------------------------------------------------------------------------------
------------
C. Geoff Rowley
------------
A precision engineered English import, Geoff Rowley is one of those
smooth operating skateboarders from England who runs exclusivevly
on handrails, huge staircases, and vegetables. Geoff made his way
over to Huntington Beach, California a few years ago, and the young
lad from Liverpool has been speeding around the streets ever since.
Age: 23
Born: UK
Hometown: Huntington Beach
Years Pro: 5
Stance: Regular
Height: 5'8"
-----
Stats
-----
Ollie: >>>>>>>
Speed: >>>>>
Air: >>>
Balance: >>>>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Sex Change DL + Sq 500
Impossible D + Sq 250
360 Flip DR + Sq 300
Heelflip R + Sq 100
Hardflip UR + Sq 300
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Darkside Grind L, R + Tri 750+
Backflip U, D + Cir 4000
Double Hardflip R, D + Sq 1500
-------------------------------------------------------------------------------
---------------
D. Bucky Lasek
---------------
Weaned on the characteristically rough structures of the East Coast
scene, skills hardend and honed in Baltimore, Maryland, Bucky Lasek is
easily half a step ahead of skateboardings norm. Recently, he relocated
all his ower, originality, and style to Carlsbad, California to show
the entire world where he's from and where he's at.
Age: 26
Born: USA
Hometown: Carlsbad
Years Pro: 9
Stance: Regular
Height: 5'11"
-----
Stats
-----
Ollie: >>>>>
Speed: >>>>>>>
Air: >>>>>>
Balance: >>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Varial DL + Sq 800
Impossible D + Sq 250
Front Foot Impossible DR + Sq 600
Heelflip R + Sq 100
Fingerflip UR + Sq 600+
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Fingerflip Airwalk L, R + Cir 2000
Varial Heelflip Judo D, U + Sq 2500
Kickflip MCtwist R, R + Cir 4000
-------------------------------------------------------------------------------
----------
E. Chad Muska
----------
From the boulevards of his native Las Vegas, to any of his adopted
urban havens, Chad Muska is at home. This self-styled professional has
taken his brand of street level promotions and skate and relate
creativity to another level, delivering tons of it to Everytown U.S.A.
Muska expresses an enthusiasm for the sport of skateboarding that is
only equaled by his on-board skills.
Age: 22
Born: USA
Hometown: Los Angeles
Years Pro: 5
Stance: Regular
Height: 5'10"
-----
Stats
-----
Ollie: >>>>>>
Speed: >>>>
Air: >>>>
Balance: >>>>>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Sex Change DL + Sq 500
Impossible D + Sq 250
360 Flip DR + Sq 300
Heelflip R + Sq 100
Hardflip UR + Sq 300
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Frontflip D, U + Cir 4000
360 Shove it rewind R, R + Sq 1500
1 footed 5-0 Thumpin R, D + Tri 750+
-------------------------------------------------------------------------------
---------------
F. Kareem Campbell
---------------
Kareem Campbell was born in New York City and grew up in Los Angeles,
Breaking down any east vs west coast barriers that his predecessors
may have set up for him. His dual coast citizenship has led Kareem to
develop a smooth metropolitan style based on the mastery of "real"
street skating
Age: 25
Born: USA
Hometown: Los Angeles
Years Pro: 6
Stance: Regular
Height: 6'0"
-----
Stats
-----
Ollie: >>>>>>>
Speed: >>>>
Air: >>>>
Balance: >>>>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Sex Change DL + Sq 500
Impossible D + Sq 250
360 Flip DR + Sq 300
Heelflip R + Sq 100
Hardflip UR + Sq 300
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Frontflip D, U + Cir 4000
Kickflip Underflip L, R + Sq 1500
Casper Slide U, D + Tri 750+
-------------------------------------------------------------------------------
---------------
G. Andrew Reynolds
---------------
Andrew Reynolds has only been pro for three years, but that's all he's
needed to turn the heads of everyone who even remotely cares about
skateboarding. Turtle Boy hails from Huntington Beach, California where
he holds superhero status for his willingness to toss himself off and
over gigantic gaps, big sets of stairs, and airplane hangars.
Age: 20
Born: USA
Hometown: Huntington Beach
Years Pro: 3
Stance: Regular
Height: 6'2"
-----
Stats
-----
Ollie: >>>>>>
Speed: >>>>>
Air: >>>
Balance: >>>>>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Sex Change DL + Sq 500
Impossible D + Sq 250
360 Flip DR + Sq 300
Heelflip R + Sq 100
Hardflip UR + Sq 300
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Backflip U, D + Cir 4000
Triple Kickflip L, l + Sq 1500
Heelflip to Bluntslide D, D + Tri 750+
-------------------------------------------------------------------------------
-------------
H. Rune Glifberg
-------------
Originally from Copenhagen, Denmark, Rune Glifberg now hails from
Huntington Beach, California. He's skilled on all terrain,
comfortably dominating wherever he chooses to ride. But, while it's not
uncommon to see him sessioning a backyard pool or cruising the streets,
his true talent shines in the wide open, trick to trick arena of
vertical skateboarding.
Age: 25
Born: Denmark
Hometown: Costa Mesa
Years Pro: 7
Stance: Regular
Height: 5'11"
-----
Stats
-----
Ollie: >>>>
Speed: >>>>>>>
Air: >>>>>>>
Balance: >>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Varial DL + Sq 800
Impossible D + Sq 250
360 Flip DR + Sq 300
Heelflip R + Sq 100
Fingerflip UR + Sq 600+
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Kickflip MCTwist R, R + Cir 4000
Christ Air L, R + Cir 2100
Front Back Kickflip U, D + Sq 1575
-------------------------------------------------------------------------------
------------
I. Jamie Thomas
------------
Alabama transplant Jamie Thomas goes big. A current resident alien of
Encinitas, California, this fledgling alpha male has been pro for six
of his twelve years skateboarding. During that time he's directed and
edited six videos while skating everyday-breaking off hundreds upon
thousands of the world's longest and biggest handrails.
Age: 24
Born: USA
Hometown: Los Angeles
Years Pro: 6
Stance: Regular
Height: 6'0"
-----
Stats
-----
Ollie: >>>>>
Speed: >>>>>
Air: >>>>
Balance: >>>>>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Sex Change DL + Sq 500
Impossible D + Sq 250
360 Flip DR + Sq 300
Heelflip R + Sq 100
Hardflip UR + Sq 300
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Frontflip D, U + Cir 4000
540 Flip L, D + Sq 1500
One Footed Nosegrind U, U + Tri 750+
-------------------------------------------------------------------------------
--------------
J. Elissa Steamer
--------------
Ft. Meyers, Florida's own Elissa Steamer is the first female to have a
pro model street board with her name on it. How's that? Well, in the
last six all-girl events she's entered Elissa has gone undefeated. In
this year's springtime classic, The Skatepark of Tampa Pro Contect, she
made the cut skating against the big boys, How ya' like her now?
Age: Undisclosed
Born: USA
Hometown: Fort Myers
Years Pro: 1
Stance: Regular
Height: 5'4"
-----
Stats
-----
Ollie: >>>>>>
Speed: >>>>
Air: >>>>>
Balance: >>>>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Sex Change DL + Sq 500
Impossible D + Sq 250
360 Flip DR + Sq 300
Heelflip R + Sq 100
Hardflip UR + Sq 300
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Backflip U, D + Cir 4000
Judo Madonna L, D + Cir 1500
Primo Grind L, L + Tri 750+
-------------------------------------------------------------------------------
--------------
K. Officer Dick
--------------
No bio. Complete all thirty tapes and get all three medals with
any one skater to unlock this "secret" character.
Age: 43
Born: USA
Hometown: Mallwood
Years Pro: 25
Stance: Regular
Height: 5'11"
-----
Stats
-----
Ollie: >>>>>
Speed: >>>>>
Air: >>>>>
Balance: >>>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Sex Change DL + Sq 500
Impossible D + Sq 250
Front Foot Impossible DR + Sq 600
Heelflip R + Sq 100
Varial UR + Sq 800
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
Yeeeehaw Frontflip D, U + Cir 4000
Assume the Position L, L + Cir 1575
Neckbreak Grind L, R + Tri 750+
-------------------------------------------------------------------------------
--------------
L. Private Carrera
--------------
No bio. Private Carrera replaces Officer Dick when you pause, hold L1,
and press:
Triangle, Up, Triangle, Up, Circle, Up, Left, Triangle.
The screen will not shake, and you should immediately end run and quit. If
you are playing Officer Dick and choose "retry" immediately after putting
in the code, the game will lock up.
Age: Barely Legal
Born: USA
Hometown: Fort Worth
Years Pro: 1
Stance: Regular
Height: 5'8"
-----
Stats
-----
Ollie: >>>>>>>>>>
Speed: >>>>>>>>>>
Air: >>>>>>>>>>
Balance: >>>>>>>>>>
-----------------
Moves and Tricks:
-----------------
Name Command Points
-----------
Flip Tricks
-----------
Kick Flip L + Sq 100
Sex Change DL + Sq 800
Impossible D + Sq 250
"Front Foot Impossible" DR + Sq 600
(360 Flip animation)
Heelflip R + Sq 100
"Varial" UR + Sq 800
(Hardflip animation)
360 Shove It U + Sq 250
Kick Flip to Indy UL + Sq 600+
You will notice that two of Private Carrera's tricks are
the "wrong" animations.
-----------
Grab Tricks
-----------
Method L + Cir 315+
Stalefish DL + Cir 315+
Tailgrab D + Cir 315+
Benihana DR + Cir 420+
Indy Nosebone R + Cir 315+
Rocket Air UR + Cir 367+
Japan Air U + Cir 367+
Madonna UL + Cir 525+
------
Grinds
------
Nosegrind U + Tri 125+
Crooked Grind UL or UR +Tri 150+
Boardside Grind L or R + Tri 100+
Smith Grind DL or DR + Tri 125+
5-0 Grind D + Tri 100+
-----
Spins
-----
Ollie 180 R1 or L1 half turn 50
Ollie 360 R1 or L1 full turn 100
Ollie 540 R1 or L1 1 1/2 turns 150
Ollie 720 R1 or L1 2 turns 200
Ollie 900 R1 or L1 2 1/2 turns 250
-----
Other
-----
Wall Ride Tri next to wall 500
Handplant U + Tri against lip 1000+
Nollie U + X 200
Fastplant U, U + X 250
---------------
Signature Moves *must have special bar flashing yellow*
---------------
The Well Hardflip R + L + Sq 5500
Ho-Ho Ho L + U + Tri 2000
Somi Spin L + D + Cir 5500
-------------------------------------------------------------------------------
===============================================================================
5. Explanation of the Trick System
===============================================================================
Having trouble understanding how many points a trick is worth? You do one
kickflip, you get 100 points... but do three kickflips, you get 225 points?
Having trouble with the math on that? Wondering why you get toward the end of
a run, need another 5000 points, and pull something that was worth 8000 at the
beginning of your run... only to get a measly 900?
Well, I'm about to explain how the trick system works. In detail. If you want
to get REALLY big scores, you'll pay attention to this and start working out
exactly what has to happen to make them.
Every time you do a trick, you are actually doing what Neversoft calls a
"combo". The simplest combo is just to do a trick. However, you can make that
trick worth more by adding 180 spins and other tricks to it. Let's use a simple
example that only uses flip tricks. Put your game in "free skate" mode, select
any skater and equipment you like, and go to the warehouse level.
If you jump up in the air and do a kickflip, it's worth 100 points. But if you
go off a kicker ramp and do a kickflip *and* a heelflip, you get 400 points. If
you do a 180 in the process, you get 500 points; do a 360, you get 600. So
let's pull that apart and see why.
When you do the kickflip and heelflip, each one is worth 100 points, which is
200. However, this total is then multiplied by the number of tricks -- so since
there are two tricks, this is multiplied by 2. The total points involved now is
400. If you watch the screen, you'll see that the bottom says:
KICKFLIP + HEELFLIP
2 x 200
Now, if you do a 180, you'll see something else:
180 KICKFLIP + HEELFLIP
2.5 x 200
That 180 counts as a half-multiplier. If you do a 360, you'll see:
360 KICKFLIP + HEELFLIP
3 x 200
Now, let's go beyond this and add something a lot of people miss. When you
go off of a VERTICAL surface -- a quarterpipe or halfpipe -- the game will
FORCE you to turn at least 180. So when you're going off vert, the first 180
doesn't count -- only the second. If you did this on a quarterpipe, you would
only get:
180 KICKFLIP + HEELFLIP
2 x 200
But thankfully, if you do the 360, you'll still get your multiplier up to 3.
540 spins add 2 to your multiplier; 720 spins add 3; 900 spins add 4, 1080 adds
5, and so on.
If you did the 360 version in the warehouse, you probably got something like
this:
360 KICKFLIP + HEELFLIP + KICKER GAP
4 x 300
The blue text is what many people call a "transfer" or a "gap". (Gap is
probably the better word for it, but transfer is the more likely term based on
just plain common usage.) These also add one to your multiplier, and in
addition are worth a number of points. On the quarterpipe behind the kickers,
you will also see a floating medal that says "100" -- if you grab that during
your combo, you'll get the same result:
360 KICKFLIP + HEELFLIP + BONUS 100
4 x 300
Grinds and grabs are a little more complex, because they mount up -- in fact,
they mount up by five percent of their initial point totals every twentieth of
a second, so if you hold a madonna for exactly one second, it will be worth
1050 points, and if you smith grind a rail for exactly one second it will be
worth 250 points. (You can actually time grinds like this, if you like...
although it's not really worth the effort.)
You've also probably noticed that when you pull a trick in career mode or
single session, it seems to be worth less than the last time you pulled it.
This is because Neversoft has instituted a system of trick degradation; the
first time you do a trick, it's worth full points. The second time, 3/4 points;
the third, 1/2 the points; the fourth, 1/4 the points; and the fifth and all
succeeding times, 1/10 the points. So if you do a whole lot of kickflips,
you'll get something like this:
KICKFLIP + KICKFLIP + KICKFLIP + KICKFLIP + KICKFLIP
5 x 260
Which is to say, five tricks times 100 + 75 + 50 + 25 + 10. Not really worth
the effort, is it?
A further note on trick degradation: tricks are worth less because you DID
them, not because you LANDED them. So when you do five kickflips and bail on
the last one, you *get* nothing... but you still used up all your points for
kickflips, and any more kickflips you do are only worth 10 points. (Not really
fair, is it?)
You'll also see that your specials are worth a LOT more points. You'll make
much bigger scores with specials than without them, so learn them and USE them.
While 4000 points for a backflip may not seem like that big a deal, compare:
BACKFLIP + 5-0 GRIND + KICKFLIP
3 x 6350
And if you were to do a madonna instead?
MADONNA + 5-0 GRIND + KICKFLIP
3 x 2875
That's a good ten and a half thousand points difference (19050 to 8625).
Doing the above combos repeatedly, you would need to do the madonna version
35 times to make a 50,000 point score after trick degradation is factored
in -- but the backflip version only five times.
The strategy that arises from this information is pretty easy to understand.
At the beginning of any run, do a BIG combo that uses as many of your tricks
as you can manage; immediately before that combo, do something to fill your
special bar so you can pull out some of your specials during the combo. Use
your BIGGEST tricks. Vary your tricks -- cycle through all your grinds, grabs,
and flips during combos. If you're going for the pro score and bail early in
the run after doing most of a big combo, hit retry -- it's just not worth the
effort to try and compensate for the loss.
Another point worth making is that transfers do NOT degrade. Every time you
hit the kicker gap, it's 100 points, no matter how many times you do it. So
when you find a good gap to pull a big trick through, use it as many times
as you can manage with as many different tricks you can manage. A backflip
over the pipe and through the secret room in the warehouse, for example,
will net you a clean 14400 points -- enough to *kill* the pro score, since
you have to do something to fill your special bar first! -- and many people
like to land this in a grind on the rail on the other side of the pipe, to
kick their score up to a bare minimum of 20,000 points... and then even
farther by pulling a flip trick to the coping on the back wall for a long
series of grinds and flips that commonly net over 100,000 points.
----------------------------
Other stuff worth mentioning
----------------------------
-All tricks can be performed in the switch position. A switch trick occours
when your skater performs a trick while riding the opposite of his stance.
For example, Tony Hawk rides goofy foot. If you pull off a kickflip while
riding in the regular stance, you'll actually pull of a switch kickflip.
I read somewhere that switch moves will give you extra points but when I
tested it, I didn't find that to be true. Of course I only tested it with
a few tricks.
-Fastplants actually launch you higher than an ollie or a nollie. Very useful
for stuff like launching off the big ramp on the San Francisco level to
obtain the hidden video.
-You can grind without pressing a direction while pressing the triangle
button. But if you're trying to combo on a rail and grind again, do not do
this. More than likely you'll fall because, for some reason, triangle alone
doesn't seem to work too well when going from a grind to a grind.
-In THPS, there are vert skaters and street skaters. If you really want to
have the best chance to reach scores into the thousands, you should stick
to using vert characters on courses like the skatepark and roswell and use
street skaters on couses like San Fransisco and the Mall. Vert characters
generally have higher stats in speed and air while street skaters have higher
stats in balance and ollie. Figure out who's who yourself. (Tip: street
skaters do 360 flips. Vert skaters do front foot impossibles.)
-Whenever you ollie off of a moving vehicle, you perform a carplant. These
can only be done in the downtown and Frisco levels.
-Someone mentioned to me that nowhere in my FAQ did I say anything about
balancing so I figured this would be as good a spot as any. Anyway, You can
balance your skater using the left and right directional buttons while
grinding. But balancing gets harder with the grinds in a trick. For example,
lets say you start grinding a long rail and then jump up and pull a kickflip.
When you come back down, it'll be a little tougher to balance your skater.
When you get to your fourth grind in a trick, your skater will fall over
almost immediately so take care to keep it at 3 grinds per trick. Of course
it is possible to put more grinds in there, just takes a little practice and
some quick reflexes.
===============================================================================
6. Helpful Tips for Scoring BIG!!
===============================================================================
There are several skills you should work on to get your scores up into the
higher areas like 50,000 and above. First and most important is to FREE SKATE.
Free skate a lot. Spend several hours in each level. Take a week or two just
skating around and trying to air off everything, grind everything, pull off
the sickest tricks you can think of. Do utterly insane things. Watch your point
totals, and when you hit something that gives you mad points, try doing it some
more.
Never just do a trick for the hell of it. Every trick is an effort to get big
points. Never do anything that won't get you at least five thousand points.
When you do a grab trick, do it somewhere you can hold long and spin big. When
you do a flip trick, tap the L2 or R2 button to add a 180 spin, and land it
straight into a grind. When you grind, come out of it with a flip trick and a
180. Nothing is EVER a single trick. Everything is a combo, a transfer, or a
big spin.
Nollie, nollie, nollie. Make it unconscious. Teach yourself to hit up just as
you let go of the jump button EVERY. SINGLE. TIME. Pretend it's the only way
you CAN jump.
Practice using the L1 and R1 buttons to spin your grabs. They spin faster.
They spin farther. And that extra spin means about another thousand on big
air. Use the L2 and R2 buttons to spin your flip tricks 180 degrees during
long grind combos, and you'll tack a WHOLE lot of points onto those.
Don't bail. Whenever you bail, you lose all the points you just earned off a
combo, the tricks degrade anyway, and you lose a good ten to twenty seconds
of time getting up and regaining speed.
Spend a lot of time practicing flip tricks in the middle of grinds. You should
get very, very good at throwing out a 180 flip trick in the middle of rails and
landing in a different grind. This is the master key to huge scores; EVERY big
score is full of grinds and flips. If you only do one thing, be EXCESSIVELY
good at this.
Practice long grinds. Balancing is a complex process; when you nudge left, you
KEEP going left until you nudge right. Then you KEEP going right until you
nudge left. You can never relax. Bobble back and forth on the left/right to
keep yourself stable. If you're feeling chancy, FLIP TRICK OUT rather than
bail. Better to salvage what you can than go for the gusto and lose it all.
In every level, your first combo should be your BIGGEST combo. Tricks are worth
less every time you do them, so your first trick should go into a BIG combo to
turn that extra few hundred points into an extra few *thousand* points.
===============================================================================
7. Areas, Tapes, and Medals
===============================================================================
Below is a list of the areas in the game including detailed information on how
to attain each tape. On the courses where you get medals, I'll just list some
basic information on what to do in order to reach the high scores you'll need
to obtain the hidden video for each skater.
Area descriptions are taken directly from the instruction booklet.
A. Warehouse: Woodland Hills
B. School: Miami
C. Mall: New York
D. Contest 1: Skatepark, Chicago
E. Downtown: Minneapolis
F. Downhill Jam: Phoenix
G. Contest 2: Burnside, Portland
H. Streets: San Francisco
I. Contest 3: Roswell, New Mexico
-------------------------------------------------------------------------------
----------------------------
A. Warehouse: Woodland Hills
----------------------------
Practice up in an abandoned warehouse full of ramps, pipes, rails, and gaps.
This is the best place to get the basics down before rippin' it up in the rest
of the game.
---------------------
Videotape Challenges:
---------------------
a. Get 5,000 points
b. Break 5 sets of boxes
c. Get S-K-A-T-E
d. Hidden Videotape
e. Get 15,000 points
-------------------------------------------------------------------------
----------------
a. Get 5,000 points
----------------
Ok, for your first event, all you have to do is get 5,000 points. Believe
me when I say this. You don't need help with this one at all if you have
any feel for the controls at all. Just run around the level doing trick
on the quarter pipes and half pipes and you should be able to do this
one no problem
---------------------
b. Break 5 sets of boxes
---------------------
Right when you start the level, make a sharp right and head straight for
the set of boxes in front of you. Turn left and head down the hill and if
you angle yourself right, you'll jump right over the half pipe and land
on the second set of boxes near the wall on the other side of the half
pipe. From there make a left and follow the quarter pipe to the little
extension with the 3rd set of boxes sitting on top of it. Simply ride up
the ramp while pressing up and you'll land right on top of them. The 4th
set is sitting up on another rise northwest from where you are. Just
head over toward the little ramps and you'll see it. Jump up to the
level where the 4th set of boxes sits and run into them. From there,
jump down from the little rise and make a right. There will be a quarter
pipe you can ramp up and over to reach the 5th set of boxes.
-------------
c. Get S-K-A-T-E
-------------
Start the level by riding down the ramp and heading slightly to the left
angling yourself toward the small ramps. The "S" is right in the middle
of the ramps. After nabbing the "S", head to the right toward the car.
Once you get past the quarter pipe extension, make a sharp left up the
other side of the quarterpipe and grab the "K". Once you come back down
you should be pointed right at the "A" on top of the car. Grab it and
if you have enough speed after that, go for the "T" in the middle of
the halfpipe. If you don't have enough speed after the "A" then turn a
around and head back to where you got the "K". Ramp up, do a trick or 2,
and head back to the halfpipe, avoiding the car this time. Ramp over it
grab the "T". After that, head to the right and keep going til you pass
up both the ramps leading to the upper area where you started. Past the
ramps on the left should be a quarterpipe where you can ramp up and
over and grab the "E". It'll be sitting right within reach from ground
level.
----------------
d. Hidden Videotape
----------------
This one is easy if you do it right the first time. Simply turn right
when you start out and make a left and head down the ramp that is to the
right of the one that you started out facing. Once at the bottom, turn
slightly left and angle yourself so that the peak of your jump is about
3/4ths the way in from left of the half pipe. If done correctly you will
fly over the halfpipe and through the secret room where, hopefully,
you'll nab the hidden tape in the process. If you miss it then just
repeat the above process or get some speed on the quarter pipes parallel
to the half pipe and ramp over again and again til you get it.
-----------------
e. Get 15,000 points
-----------------
This is the only one that anyone should have any difficulty on and it's
not even really that hard. Here's what I would do, I would head straight
for the half pipe and continue to do nollie/fastplant + grabtricks while
throwing in some spins and you should be able to make the 15,000 points
within the first 20 seconds. But if you want to do it your own way, just
check the section labeled "Helpful tips for Scoring BIG!!". In fact, you
can refer to that section for any of the point value tapes. For the
later levels where you have to get 40 or 50 thousand points to get a
tape, I'll tell you a little bit more specifically what to do.
-------------------------------------------------------------------------------
---------------------
B. Schoolhouse: Miami
---------------------
Dumpsters, lunch tables, and long rails. Ahhh... paradise can be found in this
deserted school! And don't forget to carve up the pools for some huge air and
sweet transfers! Anybody for a game of hoops in the gym?
---------------------
Videotape Challenges:
---------------------
a. Get 7,500 points
b. Grind 5 Lunch Tables
c. Get S-K-A-T-E
d. Hidden Videotape
e. Get 15,000 points
-------------------------------------------------------------------------
----------------
a. Get 7,500 points
----------------
This one is just as easy as the first. You start the level on a platform
that ends in a ramp. Just jump off doing a quick trick or two and the
start slamming on the triangle button. You should start grinding a litle
wall. At the end of your grind, jump off and do a kickflip and you'll be
well over half way there and maybe even at 7,500 depending upon which
tricks you did while in the air. From there I'm sure you can get the rest
without my help.
--------------------
b. Grind 5 lunch tables
--------------------
Start the level by heading off the ramp and make a U-turn after you land.
You should be headed toward the first lunch table. Grind it and continue
to the right down the hill. At the bottom of the hill, avoid the ramp and
turn right. The 2nd lunch table will be sitting there. After grinding it,
head past the pools and through the half pipe. At the end of the halfpipe
on the left will be the 3rd table. Grind it and make a really sharp right,
almost to the point that you're headed back to the halfpipe but instead,
follow the wall your pointing toward to the left to find the 4th table.
From there, head over the bridge and make a short right. The 5th table
will be sitting there waiting to be grinded.
-------------
c. Get S-K-A-T-E
-------------
After heading off the ramp, make a left and slide down the metal rail
that lines the stairs. You'll nab the "S" while sliding down the rail.
Once your safe on the ground, go to the first set of ramps in the area
Right in the middle of the ramps, in the air, will be the "K". Grab
the "K" and then follow the little blue rails right on the other side.
Grind the second blue rail and the "A" will be yours. Once off the
rail, head into the halfpipe and follow it to the end where the "T"
will be waiting. It's up on the right side at the end. Just ramp up
and do a quick trick if ya want, land, and then head inbetween the
two pools in the next area. There will be a rail there with the "E"
sitting in the middle. Grind it and the video is yours.
----------------
d. Hidden Videotape
----------------
This one is a little tricky to find but once you find it, it can be
done without too much trouble. Start the level and head off the ramp,
once on the ground head into the little alley slightly to the right of
where you're pointed. Follow it around til you see a ramp leading up
to the roof of the school. Follow the ramp around and head up the first
and biggest ramp you see. It'll lead you to a raised area on the roof.
From there, there is a small 2x4 that leads to a canopy of sorts.
Grind the 2x4 and follow the canopy to the end where you hidden video
awaits you.
-----------------
e. Get 25,000 points
-----------------
Just find a halfpipe and do some tricks. I seriously can't not stress
enough how much a nollie/fastplant + a grab trick with some spins is
worth. Look at the other points videotape in this section to see how to
score a good 5,000+ right at the beginning. Also, the school is a great
place to rack up on points by grinding. It's possible to score 50,000+
from one very, very, very long grind!
-------------------------------------------------------------------------------
-----------------
C. Mall: New York
-----------------
Take a little after-hours stroll through the indoor/outdoor mall. This place is
filled with huge stair sets and escalators just beggin' to be cleared. Check
out the upper level for some killer gaps!
---------------------
Videotape Challenges:
---------------------
a. Get 10,000 points
b. Break 5 Directories
c. Get S-K-A-T-E
d. Hidden Videotape
e. Get 30,000 points
-------------------------------------------------------------------------
----------------
a. Get 10,000 points
----------------
This is probably the only level that doesn't have a great place to pull
some tricks right at the beginning of the level. But you can still get a
good 5,000 points from the 2 quarterpipes near the beginning. There
aren't too many halfpipes for you to rack up your points on either. But
instead of halfpipes, there is an awesome area that'll can get you
upwards of 30 to 40,000 points in one trick, maybe even more depending
what you decide to do afterwards. To find this area, head down the ramps
at the beginning and stay to the right side of the mall. Right after you
pass a little pond, theres a ramp leading down to the lower level. Along
side this ramp is a rail on the right side. do a kickflip and land on the
rail, grind it to the end and jump of a preform a quick trick. While you
flying through the air, press a direction and triangle. Hopefully, you'll
start grinding one of 4 different rails. Grind along it doing kickflips
and grinding it again til the end. Jump off, perform a kickflip/nollie/
fastplant, whichever one you like, and if you have enough speed, there is
one more rail(very hard to reach). Even if you don't hit that rail, you
can still get well over the 10,000 point limit from this trick alone.
---------------------
b. Destroy 5 Directories
---------------------
Head down the ramps and go up to the upper level via the escalator.
The first directory is at the top. Now, trying to keep a straight line
jump up to the little raise there and keep going straight. If you
navigate the next area without falling off, you'll be able to reach the
next directory without having to use the ramp. If you do fall off, use
the escalator on the left side of the mall to reach the 2nd directory.
Continue by jumping off the upper level and landing near the pool with
2 rails across it and head to the left of the pool. Stay on course and
you'll head straight through the 3rd directory. Continue down the stairs
and ramps until you get to a fork in the path. Instead of going either
way, jump up inbetween the 2 paths to destroy the 4th directory. Go
past the rails and continue until you reach an outside area. Once there
the 5th directory is right in the middle of the path after the water, at
the end of the outside area.
-------------
c. Get S-K-A-T-E
-------------
Start the level by heading past the first 2 quarterpipes. Once your on
the path down to the beginning of the actual mall, theres a small rail
which once grinded, will nab you the "S". From there, stay on the right
side of the mall. Once you reach the fist pond, on the right side up on
the edge of a wall is the "K". Grab it and head to the bottom level
toward the pool with 2 rails on it. The rail on the left contains the
"A", grind it and continue down the path til you reach the fork in the
road. In the middle of the fork are 2 rails. Grind the left one which
will lead you to the "T". After nabbing the "T", head to the outside
area where the "E" can be grabbed by ramping off the first ramp in the
middle of the path.
----------------
d. Hidden Videotape
----------------
Look at the section labeled "Get 10,000 points" to find out exactly
where the secret videotape is. The only thing you have to do different
is make sure that you land on one of the 2 rails hanging from the
ceiling instead of any of the 4 rails in that area. Once you've landed
on them, grind til you get near the end and jump right when the
videotape is above your head.
-----------------
e. Get 30,000 points
-----------------
Look at the "Get 10,000 points" section above. It's possible to finish
this one off in one trick if done correctly. But you'll probably fall
like I usually do so we'll try this another way. The mall is a great
place to do tricks followed by a grind and another trick. Look for areas
that allow you to do such a thing. Also, about half way through the
level are some stairs which you can ramp off of and do some tricks. It's
possible to grind at least twice after hitting these ramps. Just look
for places like that. And if your lazy like me, there is one section
near the beginning on the left that is almost like a halfpipe, you can
do some wicked stunts there.
-------------------------------------------------------------------------------
--------------------------------
D. Contest 1: Skatepark, Chicago
-------------------------------------------------------------------------------
You've got three runs to take it out on all of the other pro skaters in the
"Windy City Slam" contest. Five judges will score each run based on variety,
difficulty, and style. When all is said and done, the top three finishers will
recieve shiny new medals to wear around their necks
-------------------------------------------------------------------------------
This is the first of 3 trick based events in which you must out perform your
competition. This one is a breeze if you know about a certain place that'll
give you enough points in one trick to place first.
When you start the level, you'll be facing a set a rails. To the left you'll
see a HUGE half pipe. Head over to it but don't go in the halfpipe. Instead,
ramp up the other side of the halfpiple, the side that your facing when you
start.
After pulling off a trick, come back down and make a U-turn only to go up it
again. But this time, make sure you're pressing up so that you go over the
lip. If you had enough speed, you should be able to make it to the metal
support beams way up above the half pipe. Grind along it doing whatever you
want until it ends. Jump down pulling of spins, varials, kickflips, whatever
but make sure you land. Congrats!! You just got yourself a good 50,000 points!
Of course only if you did it right.
Other areas of interest in this level would be the halfpipe itself. You can
get enough air in this pipe to pull of Hawk's 900 worth 8000 points by it
self. If you nollie/fastplant before hand that's a good 16000 points for 2
tricks. You also might want to head to the pool. That's another great place
to pull of those grab tricks. Other then that, this level is pretty bare
compared to the rest of the levels.
-------------------------------------------------------------------------------
------------------------
E. Downtown: Minneapolis
------------------------
Dodge traffic and air it out over the fountain in the center court. This is a
nice wide-open scene with lots of kicker ramps and fire escapes that make for
some insane grind combos. And who said you have to stick to the streets? Rip
up everything in sight and try to make it to the roof tops for some serious
gaps.
---------------------
Videotape Challenges:
---------------------
a. Get 15,000 points
b. Break 5 No Skating signs
c. Get S-K-A-T-E
d. Hidden Videotape
e. Get 40,000 points
-------------------------------------------------------------------------
----------------
a. Get 15,000 points
----------------
This level starts out with a very awesome set up for a great trick, but
it's kind of hard to do. When you start, fastplant off the ramp infront
of you angling yourself slightly to the right. While in the air, press a
direction and triangle to start a grind on that edge. You'll have time
to do a quick trick on the edge of that wall if you want. When you reach
the end of the grind, jump and kickflip your way to the right to a rail
and into another grind. Once reaching the end, it's possible to grind
the traffic light there for some extra points before you land. Of course
right before you land put in yet another trick. That should score you
enough to clear this one. If you don't want to go through all that
trouble, then instead go straight from where you start and turn left
on the first street you see. Follow it down until you see a huge quarter
pipe on the left side. Follow the quarterpipe around the corner and it
kinda turns into a strange halfpipe of sorts. Just stick with that
pipe until you've reached 15,000 points.
--------------------------
b. Destroy 5 No Skating signs
--------------------------
When you start, go straight til a path opens up to the center court
where the fountain resides. The fist sign will be in the middle of
this path. From there head to the center court and stick to the left.
Another path and sign will be on the other side of the court that
looks identical to the one before it. Grab the second sign and exit
the court. Once out in the street again, make a slight left and head
for the huge quarterpipe. ramp over it and the 3rd sign is sitting
on top if it. Continue down the other side and keep going down the
street until you come to another sign on the right side. Destroy it
and continue til the road makes a sharp right. After taking the right,
there will be a building on the right with a sign infront of it. Grab
it for the 2nd videotape.
-------------
c. Get S-K-A-T-E
-------------
In the trick mentioned in the section "Get 15,000 points", the "S" is
located above the second rail. You'll have to jump because it hovers
slightly above you. From there, head to the fountain. The "K" resides
right above it. After nabbing the "K", head back the way you came and
make a left up the hill(would be the first road to the right if you
were just starting out). Continue along the road as it turns right and
right before the truck with the ramp there is a little quarterpipe.
Jump and grab the "A" then head to the truck. The truck supports a ramp
that leads into a covered path. Go up the ramp and into the pathway.
Continue along and you'll see the "T" right in the middle of the path.
Continue going up until you reach the roof. Make a left and follow the
left edge of the roof til it drops. You have to make sure you are
right on the edge, almost to the point where you can railslide. When
the roof ends, DO NOT JUMP!! Instead just fall while repeated pressing
a direction and the triangle button. If done correctly, you should
land on a powerline and find the "E" at the same time. If you fell,
there is another way to get the "E". Simply jump off of one of the
ramps on the street to reach the "E" on the powerline.
----------------
d. Hidden Videotape
----------------
You're gonna need a lot of air for this one. When you start, skate a
little ways and then turn around. Ramp off one of the ramps to the
upper level and make a left. Continue down the path til you reach the
truck with the ramp. Ramp up it and head into the little pathway.
Once there, keep going until your up on the roof. Once up there,
make a slight left and head for the little opening that leads to the
main part of the roof. To the left of where you entered is a quater
pipe that leads to the hidden tape. To the right is the wall we're
gonna use to get some speed so that we can reach that tape. Head up
the quarter pipe pulling of a huge trick if possible and then tear
your way to the other side as fast as possible and jump right off
the middle of the ramp. If done right, you should fly from one roof
to another grabbing the tape in the process. If you miss, you're
outta luck. You'll have do all of this over again.
-----------------
e. Get 40,000 points
-----------------
Basically look at the section "get 15,000 points". Those strategies will
be enough for you to clear 60,000 points if ya wanted to. If you don't
like that strategy then I can tell you about another great area to pull
off some really wicked grinds. You know the truck with the ramp right?
Well, that ramp leads to an area with 3 rails one after another. Messing
around with them will get you a bunch of points.
-------------------------------------------------------------------------------
------------------------
F. Downhill Jam: Phoenix
------------------------
Speed. Air. Speed. Air. Speed. Air. Get the picture? This crazy downhill run,
set in a river gorge , is the place to be if you're looking for over-the-top
speed and air. Grab the high rails and paths overhead for the scores that'll
have even the big boys scratchin' their heads. Did we mention speed and air?
---------------------
Videotape Challenges:
---------------------
a. Get 20,000 points
b. Open 5 valves
c. Get S-K-A-T-E
d. Hidden Videotape
e. Get 40,000 points
-------------------------------------------------------------------------
----------------
a. Get 20,000 points
----------------
When the level starts, make a right and straighten out so that you're
pointed toward that first ramp that leads up to some pipes. Nollie, and
do whatever tricks you want, but make sure you stop by the time you hit
the pipes. Grind the pipes and then do a trick before you land. That'll
get you a good 10,000 at least. You can continue this trick but it's
kinda hard. Theres another little rail that sits slightly above the
ground. It's possible to land on that and then trick off of it to nab
you two more multipliers and some extra points before you land. If that
didn't put you over, skate down the gorge til you get to the halfpipe and
start doing your thing.
-------------
b. Open 5 valves
-------------
In the trick described above, the first valve is on the first rail that
you slide on. Just get enough air and rail you way to it. After you
dismount, navigate through the obstacles and pass the first big ramp.
Make a sharp right and you'll come up to another big ramp and the second
valve. Ramp off of it while hitting the valve and continue through the
arc-like structure. In this next area there will be a ramp on the left
side against the wall. Go up there, jump off, and catch the wire. Along
the wire is the 3rd valve. After switching the 3rd valve, get back down
into the halfpipe and skate your way down until you come to a strange
bump. Right on the other side of that bump is a steep hill and a small
ramp. Make a beeline right in the middle of the path and hit the ramp.
It should rocket you over a sign and right on top of the 4th valve. If
it didn't, you're gonna have to keep doing that last part over til you
get it. Once you have the 4th valve, keep heading down the path until
the road turns to concrete and you have 2 ways to go. Take the left
path hugging the right wall as you do it. Near the bottom of the
decline, the 5th valve will be there against the wall on the right.
just jump right before you get to the bottom and you should run right
into it.
-------------
c. Get S-K-A-T-E
-------------
Go down hill at the start and navigate the area until you come to the
first big ramp. Angle yourself so that you head of toward the left
where the "S" is waiting. Nab it and continue down the gorge past
the arch made of stone til you get to another ramp on the right side
of the course. Jump from the ramp to the rails above where you can
grab the "K" while you grind. Jump down and enter the half pipe.
Around the middle of the halfpipe, you can lip up over the edge on
the right and slowly make your way to the "A" which is at the top
amongst some boxes and barrels. Get back down to level ground and
make your to the rails that run along each side of the course.
Once there you'll be able to see the "T". All that is required to
grab it is just for you to jump. Once you have it, head to the left
of the square pond. Ok, this one is tough. Once you're just past the
pond but before you go down to the lower area, ramp up the wall and
do a trick so you can get a little speed. Come back down and travel
to the other side of the course where there is another little quarter
pipe. Do tricks on these quarterpipes til you think you have enough
speed, then launch yourself off the right quarterpipe, right before
the wall turns into cement, angled just slightly to the left(make
sure your pressing up on the D-pad when you launch off of it).
If done correctly you should get enough air to reach the upper level
pipe. When you come down, grind the pipe and ride it to the "E".
----------------
d. Hidden Videotape
----------------
This is probably the toughest hidden videotape in the game. But doable
none the less. Start out and make your way to the inclined path on the
left right before the big halfpipe. Ramp off of it and grind the wire
there leading to a flat area above the halfpipe on the right. Travel to
end of that area and grind the wire leading to the left. Once thats'
done, travel the course til you get to a big gap with what seems like
no ramp to jump across it. To get past the gap, ride the wall or ramp
off the wall and do some quick tricks. After passing the gap, jump
up on top of the rock structure and continue past the sign. You'll
come to another gap. Just do the same thing you did last time to get
past it. After passing the 2nd gap, there is a huge jump at the end
of the path. Jump off of it and slightly to the right and if you had
enough speed, you should be able to make it to the hidden tape residing
way up on the pillar in the middle of the level. But if you miss,
you're gonna have to do it all over again from the beginning.
-----------------
e. Get 40,000 points
-----------------
Read "Get 20,000 points" in this section for clues on how to get 40,000
points. I usually stay in the halfpipe the whole time. But I can tell
you a quick way to earn yourself about 30,000 points if done correctly.
Remember how you got the "E"?? Well, do that again except consentrate on
points instead of just getting up there. Do some kickflips and nollies
while your grinding the rail. When you get to the end, jump off and do
a few tricks. More than likely you'll land it and get a bunch of points
but sometimes if you jump in the right place and your pressing the
triangle button, you might land on another rail and get shitload more
points while grinding it. I've reached 114,000 on that part alone.
-------------------------------------------------------------------------------
--------------------------------
G. Contest 2: Burnside, Portland
-------------------------------------------------------------------------------
This is the final contest before you make your way to the skate mecca that is
San Francisco. The rules are the same as the first contest. Five judges, three
runs, ten competitors, three medals. This familiar spot under an Oregon bridge
has some killer lines that make for huge points, so get creative and bust out
the combos that'll get you that gold.
-------------------------------------------------------------------------------
This contest is a little tricky if this is your first time through the game.
Make sure you know your characters signature moves for this one.
I usually start out by making a left after exiting that little pipe you start
in. From there I head toward the quarterpipe and usually pull off a fastplant
+ 720 Benihana(I always start with this move the first time I go up a pipe in
a level). That fills my special bar and I take another go at the pipe but this
time I nollie and pull off my 4000 point signature move. I'll do this a second
and a 3rd time and by then I have enough points to at least finish with a
medal.
But we want gold right? To get some major points on this level, you need to
head for the area surrounded by quarterpipes. Mix up your grabs with grind
combos here to start really raking in the points. Also, the transfers in and
out of this area really help your score.
Others areas of interest that you might want to check out are the pool and
the cement blocks that are great for grinding. The pool is really small but
you can still get some major air in it. Also, if you exit the pool in the
right area, you can jump over a stone wall which will give you some more
points and sometimes, if you're lucky enough, you'll be heading straight for
a lip of one of the quarterpipes on the other side of the wall, use it to get
yourself even more points. The cement blocks are way on the other side of
area from the pool. These are set up perfectly for you to get some x5 or x6
multipliers and a good 15,000 points depending upon what you do.
-------------------------------------------------------------------------------
-------------------------
H. Streets: San Fransisco
-------------------------
Skaters will recognize spots like Hubba Hideout and EMB (R.I.P) while tourists
can stick to Lombard Street and Chinatown. Grind anything and everything and
be sure to hit the long rails and tons of gaps along the way. Only the best
can tear it up enough to get a final mystery invitation to an enigmatic, not
so far off land. Hmmm...
---------------------
Videotape Challenges:
---------------------
a. Get 25,000 points
b. Wreck 5 cop cars
c. Get S-K-A-T-E
d. Hidden Videotape
e. Get 50,000 points
-------------------------------------------------------------------------
----------------
a. Get 25,000 points
----------------
I don't know if it's just me but this level seems really bare in
comparison to the rest. The only thing I do here is just head to the
halfpipe and start doing my thing. There are a few places to do some
tricks besides the halfpipe but they really aren't that great. To
get to the halfpipe, travel down the hill at the start and make a left.
You should run right into it not too far down there.
--------------------------
b. Destroy 5 Cop Cars
--------------------------
Right when you start a cop car is to the left of you. Jump on it and
head down the hill and to the right. Not far down from there is another
cop car on the right in a parking lot. Smash it and continue down the
road til you can either go left or right. Make a right and smash the
2 cop cars sitting there. From there, head down the other way and
follow the road around and around until you see the 5th car. It'll be
on your right.
-------------
c. Get S-K-A-T-E
-------------
This course is a little tricky when it comes to the letters. The
first letter we're gonna go after is "K" this time. It'll save us
a bunch of trouble later on. Start the level and go up the ramp in
front of you. You'll see a rail. DO NOT GRIND IT, instead stay on
the inside of the rail going really slow so you don't fly off onto
the street from the last drop off. When you get to the bottom level,
above the street, break the glass and grab the "K" and jump to the
street. On the street, go left as if you were coming down the hill
in the beginning. Continue in that direction till you can go no
further except up a rampway leading to the "S". The rampway hugs
left wall. After grabbing the "S", go back to the street you were
on and head in the opposite direction from where you originally
came. Keep going that way until the road ends and you have a
choice to either go left or right. Choose right and head up the
hill to the little alley. At the back of the alley, the "A" waits
inbetween a gap in a quarterpipe. Grab the "A" and turn around
back the other way. Follow the street along about half way down
til you see some ramps on the right side. Jump off of one of them
and you should land on a ledge hidden by the trees. Follow that
ledge through some glass into a room where the "T" resides. Grab it
and exit via the window in front of you. You should be at the corner
of the street now. Take the right path. Not too far down the path
is a building with 2 rails seperated by a ramp, jump off the ramp
into the building and into the bowl. Here, you can catch the "E"
while you're catching some major air in the bowl.
----------------
d. Hidden Videotape
----------------
A well hidden videotape if I may say so myself. Start the level by going
down the hill and go right on the street. take it all the way down til
you see a quarterpipe lining the last building on the left before the
road ends. You need to ramp off of this(push up while you ramp off of
it) and up to the platform sticking out. Once on the platform, follow
it as it wraps around the building up to the top. On the top of the roof
is a ramp, use the first ramp to do a kickflip and the second to launch
your skater over the city, crashing down right through the gazebo in the
middle, grabbing the tape in the process.
I was recently informed of another way to reach the hidden videotape.
You know the fountain in the center area?? Well, it turns out that
there is a place you can ollie up to it and then jump off of a ramp
leading to a platform. Follow the platform around and when you come
to a gap, ollie over it and then you should be in the same area as
if you were to ollie up to the platform from the quarterpipe. Read
the above paragraph for the rest.
Yet another way to get the hidden tape in SF was emailed to me by
Drunkfux. It's much easier than the other two ways and I suggest you
use it. Anyway, you know the building in which you get the "E"? to
the left of it are 2 quarterpipes with a big gap in the middle of it.
Launch off from the left quarterpipe to the one on the right(or grind
from left to right, just do something to get a bunch of speed) and
when you land you should be headed straight for the pagoda with a
quarterpipe inbetween you and it. Launch off from the quarterpipe
while doing a fastplant. If you did it correctly, you should be able
to make it upto the top of the pagoda and snatch the tape on your
way down. If you don't quite make it that far, you can grind the
edge of the pagoda and then jump toward the tape and get it that way
as well.
There really are too many ways to get this tape. I stumbled across
this last way at a message board. What you do is get up on the ledge
that leads to the "T". Jump down from there and gain speed on the
slope of the planters that the trees are in. Head across the road and
hit the little planter while fastplanting. You should be able to at
least make it far enough to grind the edge of the pagoda. Then just
jump toward the tape.
-----------------
e. Get 50,000 points
-----------------
Once again, look at the section "get 25,000 points". That should be
enough to get you your 50,000 points that you need. Of course if you
want to have some fun while doing it you can always head to the area
right past the halfpipe. There are a bunch of multi-leveled platforms
here as well as numerous rails and edges to grind. You also might want
to check out the center area. Not too many big ramps but this place is
grind heaven. This one is tough and if you're still having trouble,
check out the section labeled "Tips for Scoring BIG!!".
-------------------------------------------------------------------------------
---------------------------------
I. Contest 3: roswell, New Mexico
-------------------------------------------------------------------------------
Have you seen him? Yup...and if you thought that thing was cool ten years ago,
you ain't seen nothin' yet!
-------------------------------------------------------------------------------
This is easily the hardest course in the game. But hella fun!! If you follow
my steps exactly, you shouldn't have any trouble beating it though. I can do
it every time!!(I sure think highly of myself, don't I?)
This is exactly what I do almost every time I play this level if I'm trying
to beat it with a gold. Head down the ramp at the beginning and up the other
side doing a fastplant +720 Benihana. that should grab you about 6000 points
alone. Come back down and make a right. Follow it around as it turns and head
up the quarterpipe and start grinding. Try to throw in a kickflip or 2 while
continuing to grind. If you're going fast enough you can really increase your
score by jumping the gap at the end of the lip, doing a kickflip, and then
grind the lip of the metal halfpipe. If you did all that(it's a lot, I know),
you score should be around 40,000 including the first trick you did.
Now hop off in the half pipe and if you have enough speed, do a nollie +
720 madonna. If you don't then just kickflip and come back down only to
do the nollie + 720 madonna your next time you catch some air. By now your
special bar should be filled and your next three tricks should be
nollie + 4000 pt. signature move. After that you're score should be 60,000
give or take a 10,000 which is more than enough to get gold here. But after
all this you should still have a good 30 seconds left. So do whatever til
time runs out. Don't expect to do all this without some practice first though,
it's really tough. Especially that grind!!
Other areas that you might want to check out for some awesome points are the
rails in the middle, the tunnel rails, and the bowl. The rails in the middle
are set up kind of neat. If you catch the first one, it actually ramps you
off toward the next rail. Convenient if I say so myself!
There is a tunnel which leads to a rail that makes it easy to access 2 other
rails. It's actually quite easy to kickflip + grind + kickflip + grind +
kickflip + grind + your dismount trick because the rails lead straight into
one another and decrease in hight each time you switch rails. For some reason
though, I find that it's easier to go the other way so you can line it all
up easier.
The bowl is exactly that, a bowl. Have fun!!
===============================================================================
8. Two Player Modes
===============================================================================
I can't believe it took me this long to include a section that tells about the
2 player modes. In fact, I don't think I mentioned anything about any of the
2 player modes before this. Anyway, the following section describes the
multiple 2 player modes in THPS and thats about it. Enjoy!
I think I should note that some of the levels are sized down in 2 player mode
to keep things running smoothly.
-------------------------------------------------------------------------------
Graffiti
-------------------------------------------------------------------------------
Graffiti is a fun mode in which you must mark different areas of a level by
tricking off from them. When you trick off from an area, it turns your color.
If your opponent does a better trick off of an area that is your color, it
becomes his color and vise versa. The goal is the have more areas marked with
your color than your opponent when time runs out.
I'll admit I haven't had too much time to mess with the 2 player modes because
my friends don't like it when I slaughter them so badly. Of course, I have
managed to develop a few strategies that should help you.
In graffiti mode, your best bet is to just trick off of anything and everything
possible. I found that you can do kickflips the whole time and still win as
long as you're fast and don't fall down too much. Only problem is that if
you're in a level like the warehouse, you'll have to try different tactics
because of how small it is.
Another great strategy is to go for some nice combos that involve as many
obstacles as possible. You can mark as many 4, 5, 6 or even more obstacles
in one trick if you know what you're doing.
Here is something that works wonderfully, but you gotta have some quick
reflexes to do it. Ok, start off by following your opponent exactly. If he
does an impossible off a kicker, you do a sexchange. If he does a 540 japan
air, you do a 720 madonna. If you can keep up with whoever you're playing
against, you'll have a score of 20 or so while your friend has a measly 2, if
that.
-------------------------------------------------------------------------------
Trick Attack
-------------------------------------------------------------------------------
Trick attack is just a basic 2 player mode where you try to outscore your
opponent. You have 2 minutes to to rip up the course with the most insane
combos you can possibly think of. Sounds like fun if you ask me!
I can't really give you any suggestions here except to look at the tips for
scoring big section. It should contain all the info you need to humiliate your
friend.
Also, take note that if you collide with your friend while playing. The faster
skater will knock down the slower taking valuable time from him. Use this to
your advantage. This works in all 2 player modes.
-------------------------------------------------------------------------------
Horse
-------------------------------------------------------------------------------
Horse is a simple game where you perform one trick, and then your friend tries
to pull off a better trick. This keeps going til one of you screws up and does
a trick of lower value than the other. That person then gets a letter and the
game continues. The winner is the person who causes the other to spell out
horse(or whatever you decide at the beginning)
Alright, this is actually my favorite mode because of the way I do it. I love
to barely beat the other persons trick so the game takes forever. If my friend
does a nollie + kickflip + 5-0 grind, I do a nollie + impossible + 5-0 grind.
I love to see the expression on my friends face when he sees me doing that.
It's just funny.
===============================================================================
9. Transfers
===============================================================================
Throughout the levels are bonus areas known as transfers. These areas will
give you bonus points as well as add another multiplier to your score. Below
is a list of all the transfers known to me in the game. If you know of one
that's not on the list, email me at
[email protected] and let me
know and I'll be sure to add it in the next update.
You can also find this list at Slateman's THPS Online FAQ at
http://www.godflesh.com/thps/
Very cool site, check it out. Most of these were found and worded by slateman.
-------------------------------------------------------------------------------
Universal Transfers:(all stages)
-------------------------------------------------------------------------------
Transfer: Any time you launch into/out of/over a half pipe or
similar object.
Ramp 2 Ramp: From one ramp to another.
Rail 2 Rail: From one rail to another.
HP Transfer: From any object into a halfpipe.
Mega Ollie: Whenever you do a spin of 1260 or more, you get a mega
ollie.
-------------------------------------------------------------------------------
San Francisco:
-------------------------------------------------------------------------------
Lombard Ledge: The ledge to the left on the first big hill. Grind the
whole thing.
Lombard Gap: Ollie over the first big hill. There is a ramp to help
you with that. But make sure you have a lot of speed.
Planter Gap: Ollie between the planters in the center square.
Oversized 8 step: Jump over the steps next to the donut place.
Porch Gap: To the left of the Street Gap (as you're going towards
the street gap), go up to the end where there are two
ramps and a letter in the middle, turn around and youll
see a little pathway to the left and a 500 point bonus,
follow down and ollie down the 2 big steps.
The Spiral: Grind the entire ledge out of the area w/ the letter
T...this section is shown in one of the movie files at
the Neversoft's site.
Hubba Gap: After the first big hill, turn left. Past the halfpipe,
there's a small ramp that you can use to jump over the
little bridge. This jump is the Hubba Gap.
Hubba Ledge: The ledge on the bridge area mentioned above. Grind it!
The Hook Rail: "Long green rail next to hubba. Grind it and it's 3
kinks."
Acid Drop in: "This is weird. In order to do this one you have to
wall ride into the half pipe by the Hook Rail."
In the past couple days I have recieved 6 emails on
this transfer alone. It turns out that you can get it
tricking off from the big cement platform way up above
the halfpipe right into the halfpipe. You can also wall
ride any of the area above the halfpipe after catching
a bunch of air and then come back down and land to get
it.
The Gonz Gap: Grind the stone wall that lines the road furthest from
where you start and jump from there to the steps in
the center area and grind them(must be higher than the
bottom step)
Over the Seven: Find this in EMB. It's kinda octagonal shaped(but not
the big octagon in the center.
Bendy's Lip: "This is a three section quarter pipe in the corner of
this level. It is right by a police car. You can't miss
it. Grind the whole thing."
Backwoods Ledge: The ledge right before the area where the letter T is.
Grind the ledge.
Street Gap: Right after getting the letter A, as you head back down
the hill, bear right and break through the glass for
the Street Gap.
C Block Gap: In the center square, there's a ramp that launches you
over the middle octagon object.
Spine Gap: In the center square, this ramp launches you over a
concrete ledge.
Pagoda Gap: Where the hidden tape is on this level. Smash through
the glass!
Fountain Gap: On the (long) route to the hidden tape, just launch
from the fountain to the ledge.
Handi Gap: "Go to doughnut shop with the cop car in front of it.
There is a quarter pipe there, get a lot of speed and
come from the right side of it, and aim for the left, on
the left you will see another quarter pipe, this is where
you need to land. If you make it you should get the
"Handi Gap" this over the handicap uphill thing. The
little hill with the handicap sign on the ground."
-------------------------------------------------------------------------------
Mall (New York)
-------------------------------------------------------------------------------
Fountain Gap: If you ride the escalator up in the beginning of the
stage, this leads you to a jump over the fountain.
Planter Gap: Simply jump from planter to planter in the beginning
of the mall.
Rail Combo: Grind the flag shaft to the rail.
The Flying Leap: After the fountain gap you can reach a high point in the
stage. Any trick over this ledge down will give you the
Flying Leap.
Skater Escalator Gap: The huge escalator!
32 Step from Mezzanine: The last flight of stairs.
Coffee Grind: "Double kinked rail on the right hand side of the mall
right at the beginning. You have to grind the whole
thing."
Over a 16 Stair Set: "This is really easy to get to if you come out of the
Coffee Grind. Just go straight off the stairs in front
of the rail and pop big."
Going Down Gap: In the area with the 2 elevators.
Going Up Gap: Same as above.
For the Whole Atrium: Grind the whole section at the end of the stage (where
the letter E is).
-------------------------------------------------------------------------------
Warehouse (Woodland Hills)
-------------------------------------------------------------------------------
Faceplant: Where the letter E and the boxes are, if you launch over
the quarter pipe there straight into the wall, you'll
get a faceplant!
Kicker 2 ledge: From a ramp...to a ledge!
High grind: Grind the entire sign.
Monster Grind: Grind on the High Grind, fall off the sign and grind the
halfpipe all the way to the rail right next to the
halfpipe, then grind the rail.
Transition Grind: Same as above, but instead of hitting the wall, do a
grind on the quarter pipe there. You can also launch
from the halfpipe, to the quarterpipe on either side.
Deck 2 Rail: From the area listed above, ollie to the rail in front
of you.
Big Rail: Grind/Slide across the whole rail listed above for the
Big Rail.
Taxi Gap: Jump over the taxi into the Halfpipe.
Taxi to Ledge: Pretty much just as it says.
High Rail: The long Quarter Pipe that runs near the Taxi...at one
area, there's a rail up above the QP...
Channel Gap: Just jump the gaps in the quarterpipe.
Over the Pipe: Over the halfpipe...
Secret Room: Over the pipe and through the secret room w/ the hidden
tape. Back/Frontflip through both to a grind looks
rather nice!
Holy Sh** Grind: Grind the entire lip of the quarterpipe lining the back
wall.
-------------------------------------------------------------------------------
Downhill Jam (Phoenix)
-------------------------------------------------------------------------------
Huge Water Hazard Gap: The first water section.
Neversoft Elec. Co. Gap: At the very end of the stage, where the E is, after
the rails is where this gap is.
25/50/75/100...: After the 4th valve, you will head down a long ramp and
launch into the letter T. The longer you launch, the
more points you get. I was just informed that the
numbers go all the way upto 350ft, maybe even more!
-------------------------------------------------------------------------------
Chicago
-------------------------------------------------------------------------------
Over the Box: Use the quarterpipe against the halfpipe to gain speed
and just ollie over the whole platform in front of you.
Pipe 2 Rail: Just ollie from the pipe....to the rail that sits on
the platform mentioned above.
Whoop Gap: Find the area with the 2, parallel metal rails.
Supporting the rails are 2 little platforms. Jump from
one platform to the other.
Wall gap: Simply ollie over the high part of the multileveled
rail that you face at the start.
Over the Rafters: So much fun...from the other side of the big half pipe,
you can launch over the rafters into the Halfpipe (or
into a grind on the coping!!!)
Over the Pipe: Ollie over the halfpipe.
Rafter Grind: Instead of launching over the Rafters, why not grind on
them!
Light Grind: Right below the Rafters theres a hanging light which you
can grind on. I've even pulled off a nollie 360 shove it
into a handpland on the light!!!
Walkway Rail Transfer: The ledge that is behind you when you begin, you can
ollie from it to the 2 rails in the stage for this
transfer.
Pool Hip: Over the middle part of the pool.
Pool 2 Rail: Pool to the double rails...
Pool 2 Walkway: Ollie out of the pool onto the walkway near it. This
isn't the same walkway as listed above.
Acid Drop: The opposite of the Pool 2 Walkway, go from the Walkway
to the Pool. Also from the ledge to the QP across the
funbox from the HP.
-------------------------------------------------------------------------------
Downtown (Minneapolis)
-------------------------------------------------------------------------------
Phat Gap: You know the big cement wall type things that surround
the fountain area? Well, just jump from one of them to
another(over one of the pathways leading to the fountain
area).
BS Gap: Use the ramps near the glass bus stops (BS) to ollie
over it!
BS Grind: Same as above but grind the top instead of launching
over it.
Cheesy Deck Gap: Where one of the No Skating signs is located, this
triangular plateau of sorts (on top of 2 quarter pipes),
if you can clear one of the narrower sections of this,
you'll find the Cheesy Deck Gap...
Death Rail Grind: "In the downtown area if you ollie from the second roof
(the one where the bowl is and the rails all around it)
land on one of the rails that lead to that big section
where all the brick banks are it's called the death rail
grind"
Car Ollie: You can ollie over parked cars.(different from car
plant)
Big Ass: There is a platform on which the 5th no skating sign
sits. Just jump from one side to the other without
touching anything inbetween.
Glass Gap: Ramp off of the higer platform in the same area as
Big Ass. Make sure you head straight into the glass.
Wimpy Gap: Ollie over the grass to the streets from the purple
ramps.
Deck Gap: "See above for location. Except this gap has be done
cover a wider part of the deck."
Burly Deck Gap: "Just like the one above, except ollie over the widest
part of the deck."
Truck Gap: Ollie over one of the trucks near the buildings on the
stage.
T 2 T Gap: Off the truck, through the glass into the hallway that
leads to the roof.
Secret Tunnel Entrance: Instead of doing the T 2 T Gap, there's a ramp that
will launch you into the glass tunnel at the end of
the above hallway.
Tunnel Gap: Or, ollie over the Secret Tunnel Entrance for the Tunnel
Gap.
Kicker 2 Street: Right at the beginning, use the ramp to ollie onto the
street above.
Kicker 2 Edge: Or, use one of the ramps to ollie and grind/boardslide
on the ledges near you.
Light Grind: I think you can grind on the traffic lights.
Roof 2 Roof: Where the hidden tape is on this level, any trick from
one roof to the other!
Sucky Room Gap: "This one is dumb, or sucky like its name. Okay... take
the tunnel from the T 2 T Gap all the way around until
you reach the roof. From here you can see a bunch of
planters with glass around them. And to the right of
that you see a entrance to a bowl. Ride up to the
entrance of the bowl and turn to face the glass. Ride
straight through the glass and grind a planter
(don' hit any polls) once out of the grind ollie
of the ramp in front of you. tada."
-------------------------------------------------------------------------------
School (Miami)
-------------------------------------------------------------------------------
Gimme Gap: Right as you begin the stage, head straight and ollie
off of the roof!
Minigap: On the darker of the 2 quarterpipes, there is a gap
near the end pointed toward the courtyard.
Over a footbridge: In the ditch, there are two areas that'll launch you over
one of the bridges, use them!
Park Gap: While in the courtyard, there will be 2 quarterpipes
seperated by a metal shed. The pipe on the right has
a huge gap in it. Make sure you catch a lot of air.
Roof to Awnning Gap: You know that 2x4 that you need to grind to reach the
hidden tape? Instead of grinding it, try jumping
straight to the awnning.
Roof 2 Roof Gap: When you start, jump off the roof and head into the
alley slightly to the right, ahead of you. Follow it
and go up the first ramp on the fith. At the top, jump
over the lip of the boarder of the roof to the other
roof.
Hall Pass Gap: You know the wire that leads through the building and
into the courtyard from the grassy area behind you
when you start? Well, grind that wire to the end and
then ollie off and start grinding the wall down near
where you would land.
Handicap Rail: Grind the entire rail that goes down to the courtyard.
Garbage Ollie: In the alleys behind the school (on the top level where
you start), Ollie over the garbage.
Dumpster Rail Gap: "Take a right straight from the start. Ollie right off
the roof. Now you should see a ramp going to the roof
and an alley. Take the alley. At the entrance you'll
see a rail propped on a garbage can. What you have
to do is grind this one and then ollie out of it and
land on the opposing rail. Sounds hard but once you
find the right speed its easy."
Over the Air Conditioner: You can launch over the air conditioner that you
grind down to get to the hidden tape.
Funbox to table transfer: As it says.
Kicker Gap: From a ramp, to a ramp. Right after the handicap
rail.
Planter Gap: After dropping off the initial ledge of the stage,
there are quite a few planters on that level. Ollie
from one to another for this.
Long Ass Rail: "Yes, it actually says that! Well, from the start point
to the pools there are two ledges on either side of the
path. The right one has only worked for me, yet I have
been told that they both say it. Just get some speed
and grind the whole thing." You can also get this by
grinding the entire lip of the darkside of the
halfpipe.
Playground Rail: Grind the entire wall in the courtyard (w/ the Suicidal
Tendencies album cover on it) for this.
Huge Rail: "This is one half of the half pipe. The half pipe
consists of two quarter pipes. But they are different
colors one is darker and one is lighter. Grind the
entire light colored one. That's it!!"
Ditch Slap: I love that title! hehehe...Anyways, while you're in the
courtyard, there are 2 bridges that go over a long
ditch. At one area, there's a small ledge/ramp that
will help you ollie over the ditch, giving you a nice
ditch slap!
Funbox to Rail Transfer: "I found this while finding the Playground Rail.
Pretty much you have to ollie either over the fun
box from the playground rail to the quarter pipe
rail, or from one side of the fun box onto the
rail of the quarter pipe."
Swim Team Gap: Between the 2 pools.
You can also do this by launching from the wooden
ramp to the square pool. Thanks for the info
CDarklock!
Insane Rail 2 Rail Combo: By all appearances, this is not a real transfer, but
just a name Neversoft gave to a next-to-impossible grind
internally. No one has ever gotten this.
-------------------------------------------------------------------------------
Roswell (New Mexico)
-------------------------------------------------------------------------------
Deck Gap:
Low Tech Gap: Ollie over the middle section, where the long rail is.
High Tech Gap: Ollie over the entire middle section, the high part!
Roll in Channel Gap: The 2 halfpipe on either side of you when you drop in
transfer from one of them to the other. Cool.
EB Emerson Gap: Ramp over the Huge quarterpipe on the deck all the way
to the rail on the other side. You need LOTS of speed to
do this.
Pool grind: Grind the whole pool in the secret room.
Bhouse grind: When you start look to your left, you will see a long rail
that starts off small, then in the middle it's larger, then
small at the end. It's one big rail, you can't miss it!
Deck Grind: Ramp off of one of the big kickers that sit on the deck and
launch to the second part of the middle rail and start
grindin'!!
Channel Gap: Over the channel in the secret pool room.
ET Grind: Turn right as you begin and head towards the long set of
rails. Grind/Slide throughout and ollie into the room
w/ the alien for the ET Grind.
-------------------------------------------------------------------------------
Burnside
-------------------------------------------------------------------------------
Bridge Gap: So cool...do any trick over the bridge area for this
or...
Bridge Grind: Grind on that same bridge.
Vert Wall Gap: Out of the eyeball pool over the small wall.
Over Da Pool: Ollie over the eyeball pool...
Triple Rail: The 3 rails linked on the border of the stage. Grind
all 3 of them!
Twinkie Transfer: You know the little bubble sticking out of the ground
in between the two pools? Hit that and launch into the
square pool.
===============================================================================
10. Best Places to pull off Tricks
===============================================================================
In an attempt to bring you the best(or should I say only, for some reason I am
the only person who has made a text FAQ for the final version that I know of)
FAQ for THPS ever, I have decided to add yet another section. I'm sure you can
guess what this section contains by the name. Enjoy
If you know of a place that you can score well with some consistency, give
me an email and let me know what it is and I'll add it to here.
-------------------------------------------------------------------------------
Warehouse-
The halfpipe under the secret room serves as a perfect place to
pull of some special moves. Also gaping the whole pipe while doing a grab
will give you a sweet bonus.
Also, you can land on the rail on the other
side and grind it all the way through to the end of the lip on the
quarterpipe for a holy sh** grind and a shitload of points .
-------------------------------------------------------------------------------
School-
The pools by the letter E is a great place to get tons of points by putting
some combos together with a few spins.
You also might find the halfpipe a nice place to rack up some points. In fact,
the halfpipe in the school is probably the best one in the game because of
it's veratility. There are so many different things you can do from grinding
them for different transfers to rail 2 rail tricks that'll end up bringing
you all the way to the handicap rail if you can balance yourself!
-------------------------------------------------------------------------------
Mall-
The rail in front of the coffee shop will give you big amount of points if you
grind from one end to the other slowly. You can also try landing on the rail
from the upper level for some extra points.
The down escalater after the A is a good place to get a few extra points if
you hit the little ramps at the top.
Of course the best place in this level comes right after the K. You will see
a slope that brings you down to the pool with the rails. Instead of going down
the slope, try grinding the right edge that follows the slope but doesn't go
down with it. From there you can catch 1 of 4 different rails and really
rack up some points.
-------------------------------------------------------------------------------
Chicago-
The halfpipe is one of the best in the game. If you use only about 30 seconds
of your run in the halfpipe and put together big trick combos and special
moves you will have a great start on you run.
You can also use the back side of the halfpipe to launch up to the rafters
and get a ton of points up there. One of the best areas in the game!! If you
want to, you can even jump down from the rafters and land on the lip of the
pool. Kinda hard though.
-------------------------------------------------------------------------------
Downtown-
Where the truck has the ramp on it to bring you up to the roof is a great
place to do a kickflip in to a grind and a kickflip into another and so on.
You also might want to check out the beginning of this level, right when
you start you can trick off the kicker and grind the ledge of the wall. From
there you can take it on to another rail where the S sits and even go a little
further than that by taking it to the light and grinding that. But that's
kinda tough to do.
The roof has some great areas including the roof 2 roof gap and the pool as
well as the giant quarterpipes with kickers inbetween them.
-------------------------------------------------------------------------------
Downhill-
The grind rail that you use to get the E is very useful if you put kickflips
in as your grinding to increase your multiples.
The beginning also has an area where you can launch up onto one of 2 rails
and grind them. That's a nice little place to do stuff. Oh, and you can't
forget the sloping halfpipe!
-------------------------------------------------------------------------------
Burnside-
The square pool that you face when you start is the best place in the level to
pull of your biggest tricks. If you do a handplant on the high wall after a
nollie or fastplant you will get rewarded. You can even take it further and
grind after you do your handplant if ya want.
Grind the wall next to the square pool. Flip trick into a grind on the pool
side of the wall, and you'll get a transfer bonus. Round the corner and flip
trick back across the wall into a third grind, you get another one. Flip trick
into the pool for a third, collect thirty to forty thousand points, and throw
out some massive airs to make the crowd happy. Get this wired and you'll take
the gold every time.
Top that off by grinding the high wall out; you can flip trick down to the
lower coping level close to the fence, then to the quarterpipe along the fence,
and if you keep your stuff together you'll even be able to throw in a grind
along the vert wall outside the eyebowl, if you're good and/or lucky.
Also, the three grinding ledges on top of the wall will give you massive
amounts of points if you trick from one to another until you have grinded on
all three<Triple Rail>.
The mini grafitied vert wall by the eyebowl can come in handy also.
-------------------------------------------------------------------------------
San Francisco-
The halfpipe by Hubba's Hideout can be used to put together some of your
special tricks. The ledges by the EMB (RIP) are grinding paradise.
There's also the Lombard gap, one helluva tough gap but if you do it you
can get some major points.
You can also get some major air off the ramp from the roof to the pagoda.
Do anything ya want there. And don't forget about the pool inside the bank!
-------------------------------------------------------------------------------
Roswell-
The metal halfpipe opposite the roll in is what I belive the best halfpipe in
the whole game by far. I constantly do Hawk's 900* non stop there. The three
broken up rails after the ET opperation room serve as big bonus'.
In the back hit the rails at stagged heights for a B-House grind bonus. Or
better yet, take it a step further with the EB Emerson gap.
Roswell also has a great pool, lots of air to be had there.
===============================================================================
11. Glitches
===============================================================================
Of course, with any game, there comes glitches that slip past the developers.
With a game like THPS, glitches are few and far between due to the rock solid
game engine. But just for the hell of it, I have compiled a list of glitches,
bugs, weird things, whatever. If you have any to submit, give me an email
at
[email protected]
GRAFFITI MODE GLITCH- (submitted by gdawson)
While in graffiti mode, occasionally you can steal your friends ramp, pipe,
kicker, rail, whatever without beating his/her trick. Don't exactly know
why this happens but it does. Also, I think i should mention that if you
trick off of one of your tagged obstacles with a trick of lesser value,
your trick value on that obstacle will go down. DONT TRICK OFF OF SOMETHING
THAT IS ALREADY YOURS!!
UPSIDE-DOWN WALLRIDE- (submitted by bracklebug)
Although it doesn't happen that often, sometimes you will be coming out of
a wallride and you'll turn upside down and then crash. Just wallride a
lot to find it. Its really not too rare.
AIR WALLRIDE- (submitted by Slateman)
Occasionally, when you wallride to the end of a wall, you will stay in the
wallride stance even though you are actually in the air. Strange isn't it?
STUCK IN AIR GLITCH- (submitted by Slateman)
It seems that there are times that you'll get stuck in the air and will be
able to do anything you want trick wise. Sometimes you can jump out of
this while othertimes you cant and you'll have to restart. I still can't
believe I haven't come across this because it's supposed to be fairly
common.
DOUBLE HANDPLANT-
I discovered this while messing around in the warehouse. Approach any lip
while holding UP + Triangle + X. You'll go straigt into a handplant if
you did that correctly. Now before the animation finishes for that
handplant, let go of X and you should immediatly go into another one. Its
worth a quick 5000 points!!
OVER THE FENCE(ROSWELL)- (submitted by Slateman)
Many people have managed to make it over the fence at roswell(including
myself) but there doesn't seem to be a consistant way to do this. You'll
most likely just stumble across this while playing on Roswell. I think
the best chances to get out though are ramping up and over the fence
from where you start.
WALLRIDE OUT OF GRINDS-
I don't really know if this is a glitch but it is kind of weird and would
fit nicely in this section. Whenever you are grinding and the rail/lip/
edge that you are grinding on runs into a wall, just keep holding the
triangle button and about 8 times out of 10, you'll wallride out of your
grind. This is how I got my high score.
FLOATING ON THE SIGN(MINNEAPOLIS)-
From the roof, there is a place that you can ramp off from and land on
top of one of those huge video monitors that show the skate videos while
you're playing. If you land on that, you'll slowly slide to one side
all while the game still thinks you're in the air which means you can
still perform tricks. I've done a mega ollie on there before.
CHICAGO HP ROTATION GLITCH-
On the backside of the HP in Chicago, theres a really strange glitch that'll
effect your score to some extent. When ever you do a rotation into a grind
on the backside of the HP, it'll end up in the front of your trick. But...
if you continue your trick with more 180's, 360's, whatever, They'll be
added to your rotations in the front of the trick. That makes it possible
to obtain 1440 spins if you do everything correctly.
SKATE ON WALLS-
In SF next to the bank on the right(if you were facing it), there is a wall
there that when jumped straight at, you will technically ride it as if it
was the ground. One of the stranger glitches really.
SPINNING FALL-
Whenever you fall off a ledge(fall of your board, not fall as in drop off
with board and skater intact). You can spin your skater as if you were doing
rotations with your board. Looks funny as hell!
TRIPLE TRANSFER-
In Burnside, if you ollie over the corner of the square pool nearest to you
when you start, so that you fly over the inside of the pool a little and
then exit out again. You'll get 3 transfers at once! One for going from
outside to inside, one for going from the front wall to the side wall, and
one from going inside to outside.
MULTI CHEESE-
In Minneapolis, if you jump and spin at JUST the right spot close to the
end of the triangular deck, you'll cross the cheesy deck gap as many as
four times as your skater's centerline moves over both edges at once.
DOUBLE KICKER/LEDGE-
In the warehouse, if you make the kicker 2 ledge transfer and land on one
of the ledge's corners, you'll get the kicker 2 ledge transfer twice when
the game can't figure out which ledge object you're on.
AIR HP TRANSFER-
If you jump from a grind on the halfpipe's edge in Chicago and cross over
the launch ramp just outside it, you can more often than not get the HP
transfer for it.
SUPER FAST MODE-
Not really a glitch but worth mentioning somewhere and here is as good as
any. Do the slow motion code and screw around for about an hour in free
skate. Now that you're accustom to slow motion, take it off. I swear you
will feel like you're going 100mph plus!! You also seem to fall really
quickly from the air like the gravity was increased. Very fun!!
INVERTED HANDPLANT- (submitted by tk_421)
In Burnside, get a bunch of speed and ollie off the funbox thing toward the
bridge gap while holding Up and Triangle. You should do an inverted
handplant on the bottom side of the bridge. Pretty cool, isn't it!
===============================================================================
12. Secrets and Rumors
===============================================================================
The following codes have all been tested by me and I KNOW they work. So please
don't e-mail me saying they don't.
-SLOW MOTION
Pause the game and hold L1, then press Square, Left, Up, Square, Left.
The screen will shake to confirm.
-RANDOM START LOCATIONS
Pause the game and hold L1, then press Square, Circle, X, Up, Down.
The screen will shake to confirm.
-All LEVELS, OFFICER DICK, ALL MOVIES, ALL TAPES, FULL STATS
Pause the game and hold L1, then press Circle, Right, Up, Down, Circle,
Right, Up, Square, Triangle. The screen will shake to confirm.
You must exit back to the title screen for this one to work.
-LEVEL SELECT
Pause the game and hold L1, then press Triangle, Right, Up, Square,
Triangle, Left, Up, Square, Triangle. The screen will shake to confirm.
-STATS X13
pause the game and hold L1, then press X, Square, Square, Triangle, Up,
down. The screen will shake to confirm.
-STATS X10
Pause the game and hold L1, then press Square, Triangle, Up, Down. The
screen will shake to confirm.
-BIG HEAD MODE
Pause the game and hold L1, then press Square, Circle, Up, Left, Left.
The screen will shake to confirm.
-SPECIAL ALWAYS AVAILABLE
Pause the game and hold L1, then press X, Triangle, Circle, Down, Up,
Right. The screen will shake to confirm.
-OFFICER DICK
To unlock Officer Dick, collect all 30 tapes for one skater.
His special moves are:
----------------------
Yeeeehaw Frontflip D, U + Cir 4000
Assume the Position L, L + Cir 1575
Neckbreak Grind L, R + Tri 750+
-PRIVATE CARRERA
To unlock Private Carrera, pause the game and hold L1, then press
Triangle, Up, Triangle, Up, Circle, Up, Left, Triangle. The screen will
NOT shake. Private Carrera will then replace Officer Dick in your skater
roster when you go back to skater selection.
Signature Moves
---------------
The Well Hardflip R + L + Sq 5500
Ho-Ho Ho L + U + Tri 2000
Somi Spin L + D + Cir 5500
Private Carrera cannot be saved to the memory card, and must be unlocked
anew every time you play the game. If you enter this code before you
unlock Officer Dick, collecting all 30 tapes for a single skater will
unlock Private Carrera instead. She inherits Officer Dick's tapes and
medals when unlocked, and Officer Dick will have them when you next
restart the game.
A lot of people seem to think this code is crappy and not worth the
effort. I must STRONGLY suggest that all of you start a new game and use
this code to get Private Carrera before Officer Dick earns ANY tapes,
then go through career mode in its entirety with her. It is SO much
easier. Compare her to any skater at all, and you'll have to agree: PC
is the shit. No contest. :)
-VIDEO SEQUENCES FOR SKATERS
To unlock the video sequence for each skater, get gold in all 3 events
for that skater. You'll love Officer Dick's video!
RUMORS
- There are secret levels.
No, there aren't. There are no secret levels.
- There are hidden skaters.
No, there aren't.
===============================================================================
13. Game Shark Codes
===============================================================================
Remember when Blitzkrieg didn't give you these? Now, you KNEW that would stop
when I took over... didn't you?
Those who really like to get deep into cheating can check out the THPS hacking
site at
http://www.darklock.com/thps/hack.html for more intricate information.
These first several cheats were created/recreated by me. The only ones I was
actually the first to release are the father code and the "No Special Bar"
code. Thanks to DALSARNS on the THPS forum for the PAL versions.
MOTHER CODE 800CFFD0 00xx All stats for both players,
800D1924 00xx displayed on game screen
PAL version: 800D1A80 00xx
FATHER CODE 300A8240 00xx P1 Ollie
300A8241 00xx P1 Speed
300A8242 00xx P1 Air
300A8243 00xx P1 Balance
300A8244 00xx P1 Turning
300A8245 00xx P2 Ollie
300A8246 00xx P2 Speed
300A8247 00xx P2 Air
300A8248 00xx P2 Balance
300A8249 00xx P2 Turning
PAL version: 300A839C 00xx P1 Ollie
300A839D 00xx P1 Speed
300A839E 00xx P1 Air
300A839F 00xx P1 Balance
----- 300A8400 00xx P1 Turning
Last six are 300A8401 00xx P2 Ollie
untested but 300A8402 00xx P2 Speed
are expected 300A8403 00xx P2 Air
to work. 300A8404 00xx P2 Balance
----- 300A8405 00xx P2 Turning
(NTSC Code) (PAL Code)
Hold Flip Tricks 800A7260 0010 800A73BC 0010
800A72B8 0010 800A7414 0010
800A72E4 0010 800A7440 0010
800A7310 0010 800A746C 0010
800A733C 0010 800A7498 0010
800A7394 0010 800A74F0 0010
800A73C0 0010 800A751C 0010
800A7418 0010 800A7574 0010
Autogrind mode 800C0A48 0001 800C0BA4 0001
800C0A4C 00FF 800C0BA8 00FF
Huge ollies 800C0A7C 7FFF 800C0BD8 7FFF
The rest of the codes are strictly NTSC version. If you have PAL version codes,
please send them to
[email protected] so all our friends across the Atlantic
can find them here!
Ether Mode 800D1722 0001
Time Resets 80025556 A783
No Special Bar 8002F6E4 0000
Max Special Bar 8002F6E4 FFFF
The following cheats may have annoying side effects, as whoever made them
has used "signature" values. With this infinite time cheat, for example, you
will be unable to transfer over the edges of ramps. Egotistical code creators
do this so they know when you "stole" their cheats.
Infinite Time 80025556 2400 (PAL: 800255CE 3C00)
Paper Thin Skaters 8008B6A2 2400
Skate Upside Down 80085182 2400
Tricks Worth More 8006E876 2400
8006E9A0 0FFF
8006E9A2 2463
Max Score 8006CECC FFFF
8006CECE 2402
8006E880 FFFF
8006E882 2402
INDIVIDUAL CHARACTER CODES (PAL versions untested: report bugs AND successes
to
[email protected])
Tony Hawk
99 Tapes 800A684C 0063 (PAL: 300A69A8 0063)
All at Warehouse 300A6850 00FF (PAL: 300A69AC 00FF)
All at School 300A6851 00FF (PAL: 300A69AD 00FF)
All at Mall 300A6852 00FF (PAL: 300A69AE 00FF)
Gold at Skate Park 300A6853 00FF (PAL: 300A69AF 00FF)
All at Downtown 300A6854 00FF (PAL: 300A69B0 00FF)
All at Downhill Jam 300A6855 00FF (PAL: 300A69B1 00FF)
Gold at Portland 300A6856 00FF (PAL: 300A69B2 00FF)
All at Streets 300A6857 00FF (PAL: 300A69B3 00FF)
Gold at Roswell 300A6858 00FF (PAL: 300A69B4 00FF)
Bob Burnquist
99 Tapes 800A685A 0063 (PAL: 300A69B6 0063)
All at Warehouse 300A685E 00FF (PAL: 300A69BA 00FF)
All at School 300A685F 00FF (PAL: 300A69BB 00FF)
All at Mall 300A6860 00FF (PAL: 300A69BC 00FF)
Gold at Skate Park 300A6861 00FF (PAL: 300A69BD 00FF)
All at Downtown 300A6862 00FF (PAL: 300A69BE 00FF)
All at Downhill Jam 300A6863 00FF (PAL: 300A69BF 00FF)
Gold at Portland 300A6864 00FF (PAL: 300A69C0 00FF)
All at Streets 300A6865 00FF (PAL: 300A69C1 00FF)
Gold at Roswell 300A6866 00FF (PAL: 300A69C2 00FF)
Geoff Rowley
99 Tapes 800A6868 0063 (PAL: 300A69C4 0063)
All at Warehouse 300A686C 00FF (PAL: 300A69C8 00FF)
All at School 300A686D 00FF (PAL: 300A69C9 00FF)
All at Mall 300A686E 00FF (PAL: 300A69CA 00FF)
Gold at Skate Park 300A686F 00FF (PAL: 300A69CB 00FF)
All at Downtown 300A6870 00FF (PAL: 300A69CC 00FF)
All at Downhill Jam 300A6871 00FF (PAL: 300A69CD 00FF)
Gold at Portland 300A6872 00FF (PAL: 300A69CE 00FF)
All at Streets 300A6873 00FF (PAL: 300A69CF 00FF)
Gold at Roswell 300A6874 00FF (PAL: 300A69D0 00FF)
Bucky Lasek
99 Video Tapes 800A6876 0063 (PAL: 300A69D2 0063)
All at Warehouse 300A687A 00FF (PAL: 300A69D6 00FF)
All at School 300A687B 00FF (PAL: 300A69D7 00FF)
All at Mall 300A687C 00FF (PAL: 300A69D8 00FF)
Gold at Skate Park 300A687D 00FF (PAL: 300A69D9 00FF)
All at Downtown 300A687E 00FF (PAL: 300A69DA 00FF)
All at Downhill Jam 300A687F 00FF (PAL: 300A69DB 00FF)
Gold at Portland 300A6880 00FF (PAL: 300A69DC 00FF)
All at Streets 300A6881 00FF (PAL: 300A69DD 00FF)
Gold at Roswell 300A6882 00FF (PAL: 300A69DE 00FF)
Chad Muska
99 Tapes 800A6884 0063 (PAL: 300A69E2 0063)
All at Warehouse 300A6888 00FF (PAL: 300A69E6 00FF)
All at School 300A6889 00FF (PAL: 300A69E7 00FF)
Muska All at Mall 300A688A 00FF (PAL: 300A69E8 00FF)
Gold at Skate Park 300A688B 00FF (PAL: 300A69E9 00FF)
All at Downtown 300A688C 00FF (PAL: 300A69EA 00FF)
All at Downhill Jam 300A688D 00FF (PAL: 300A69EB 00FF)
Gold at Portland 300A688E 00FF (PAL: 300A69EC 00FF)
All at Streets 300A688F 00FF (PAL: 300A69ED 00FF)
Gold at Roswell 300A6890 00FF (PAL: 300A69EE 00FF)
Kareem Campbell
99 Tapes 800A6892 0063 (PAL: 300A69F0 0063)
All at Warehouse 300A6896 00FF (PAL: 300A69F4 00FF)
All at School 300A6897 00FF (PAL: 300A69F5 00FF)
All at Mall 300A6898 00FF (PAL: 300A69F6 00FF)
Gold at Skate Park 300A6899 00FF (PAL: 300A69F7 00FF)
All at Downtown 300A689A 00FF (PAL: 300A69F8 00FF)
All at Downhill Jam 300A689B 00FF (PAL: 300A69F9 00FF)
Gold at Portland 300A689C 00FF (PAL: 300A69FA 00FF)
All at Streets 300A689D 00FF (PAL: 300A69FB 00FF)
Gold at Roswell 300A689E 00FF (PAL: 300A69FC 00FF)
Andrew Reynolds
99 Tapes 800A68A0 0063 (PAL: 300A69FE 0063)
All at Warehouse 300A68A4 00FF (PAL: 300A6A00 00FF)
All at School 300A68A5 00FF (PAL: 300A6A01 00FF)
All at Mall 300A68A6 00FF (PAL: 300A6A02 00FF)
Gold at Skate Park 300A68A7 00FF (PAL: 300A6A03 00FF)
All at Downtown 300A68A8 00FF (PAL: 300A6A04 00FF)
All at Downhill Jam 300A68A9 00FF (PAL: 300A6A05 00FF)
Gold at Portland 300A68AA 00FF (PAL: 300A6A06 00FF)
All at Streets 300A68AB 00FF (PAL: 300A6A07 00FF)
Gold at Roswell 300A68AC 00FF (PAL: 300A6A08 00FF)
Rune Glifberg
99 Tapes 800A68AE 0063 (PAL: 300A6A0A 0063)
All at Warehouse 300A68B2 00FF (PAL: 300A6A0E 00FF)
All at School 300A68B3 00FF (PAL: 300A6A0F 00FF)
All at Mall 300A68B4 00FF (PAL: 300A6A10 00FF)
Gold at Skate Park 300A68B5 00FF (PAL: 300A6A11 00FF)
All at Downtown 300A68B6 00FF (PAL: 300A6A12 00FF)
All at Downhill Jam 300A68B7 00FF (PAL: 300A6A13 00FF)
Gold at Portland 300A68B8 00FF (PAL: 300A6A14 00FF)
All at Streets 300A68B9 00FF (PAL: 300A6A15 00FF)
Gold at Roswell 300A68BA 00FF (PAL: 300A6A16 00FF)
Jamie Thomas
99 Tapes 800A68BC 0063 (PAL: 300A6A18 0063)
All at Warehouse 300A68C0 00FF (PAL: 300A6A1C 00FF)
All at School 300A68C1 00FF (PAL: 300A6A1D 00FF)
All at Mall 300A68C2 00FF (PAL: 300A6A1E 00FF)
Gold at Skate Park 300A68C3 00FF (PAL: 300A6A1F 00FF)
All at Downtown 300A68C4 00FF (PAL: 300A6A20 00FF)
All at Downhill Jam 300A68C5 00FF (PAL: 300A6A21 00FF)
Gold at Portland 300A68C6 00FF (PAL: 300A6A22 00FF)
All at Streets 300A68C7 00FF (PAL: 300A6A23 00FF)
Gold at Roswell 300A68C8 00FF (PAL: 300A6A24 00FF)
Elissa Steamer
99 Tapes 800A68CA 0063 (PAL: 300A6A26 0063)
All at Warehouse 300A68CE 00FF (PAL: 300A6A2A 00FF)
All at School 300A68CF 00FF (PAL: 300A6A2B 00FF)
All at Mall 300A68D0 00FF (PAL: 300A6A2C 00FF)
Gold at Skate Park 300A68D1 00FF (PAL: 300A6A2D 00FF)
All at Downtown 300A68D2 00FF (PAL: 300A6A2E 00FF)
All at Downhill Jam 300A68D3 00FF (PAL: 300A6A2F 00FF)
Gold at Portland 300A68D4 00FF (PAL: 300A6A30 00FF)
All at Streets 300A68D5 00FF (PAL: 300A6A31 00FF)
Gold at Roswell 300A68D6 00FF (PAL: 300A6A32 00FF)
Officer Dick/Private Carrera
99 Tapes 800A68D8 0063 (PAL: 300A6A34 0063)
All at Warehouse 300A68DC 00FF (PAL: 300A6A38 00FF)
All at School 300A68DD 00FF (PAL: 300A6A39 00FF)
All at Mall 300A68DE 00FF (PAL: 300A6A3A 00FF)
Gold at Skate Park 300A68DF 00FF (PAL: 300A6A3B 00FF)
All at Downtown 300A68E0 00FF (PAL: 300A6A3C 00FF)
All at Downhill Jam 300A68E1 00FF (PAL: 300A6A3D 00FF)
Gold at Portland 300A68E2 00FF (PAL: 300A6A3E 00FF)
All at Streets 300A68E3 00FF (PAL: 300A6A3F 00FF)
Gold at Roswell 300A68E4 00FF (PAL: 300A6A40 00FF)
RESET SKATERS TO STARTING STATS (NTSC on left, PAL on right)
Entering these codes will reset any or all of the skaters to
no tapes and no medals. You should turn these codes off after
entering them, either by disabling them in your Game Shark or
by saving the game and resetting the PlayStation.
Tony Hawk 800A684C 0000 800A69A8 0000
800A684E 0000 800A69AA 0000
800A6850 0000 800A69AC 0000
800A6852 0000 800A69AE 0000
800A6854 0000 800A69B0 0000
800A6856 0000 800A69B2 0000
800A6858 0000 800A69B4 0000
Bob Burnquist 800A685A 0000 800A69B6 0000
800A685C 0000 800A69B8 0000
800A685E 0000 800A69BA 0000
800A6860 0000 800A69BC 0000
800A6862 0000 800A69BE 0000
800A6864 0000 800A69C0 0000
800A6866 0000 800A69C2 0000
Geoff Rowley 800A6868 0000 800A69C4 0000
800A686A 0000 800A69C6 0000
800A686C 0000 800A69C8 0000
800A686E 0000 800A69CA 0000
800A6870 0000 800A69CC 0000
800A6872 0000 800A69CE 0000
800A6874 0000 800A69D0 0000
Bucky Lasek 800A6876 0000 800A69D2 0000
800A6878 0000 800A69D4 0000
800A687A 0000 800A69D6 0000
800A687C 0000 800A69D8 0000
800A687E 0000 800A69DA 0000
800A6880 0000 800A69DC 0000
800A6882 0000 800A69DE 0000
Chad Muska 800A6884 0000 800A69E0 0000
800A6886 0000 800A69E2 0000
800A6888 0000 800A69E4 0000
800A688A 0000 800A69E6 0000
800A688C 0000 800A69E8 0000
800A688E 0000 800A69EA 0000
800A6890 0000 800A69EC 0000
Kareem Campbell 800A6892 0000 800A69EE 0000
800A6894 0000 800A69F0 0000
800A6896 0000 800A69F2 0000
800A6898 0000 800A69F4 0000
800A689A 0000 800A69F6 0000
800A689C 0000 800A69F8 0000
800A689E 0000 800A69FA 0000
Andrew Reynolds 800A68A0 0000 800A69FC 0000
800A68A2 0000 800A69FE 0000
800A68A4 0000 800A6A00 0000
800A68A6 0000 800A6A02 0000
800A68A8 0000 800A6A04 0000
800A68AA 0000 800A6A06 0000
800A68AC 0000 800A6A08 0000
Rune Glifberg 800A68AE 0000 800A6A0A 0000
800A68B0 0000 800A6A0C 0000
800A68B2 0000 800A6A0E 0000
800A68B4 0000 800A6A10 0000
800A68B6 0000 800A6A12 0000
800A68B8 0000 800A6A14 0000
800A68BA 0000 800A6A16 0000
Jamie Thomas 800A68BC 0000 800A6A18 0000
800A68BE 0000 800A6A1A 0000
800A68C0 0000 800A6A1C 0000
800A68C2 0000 800A6A1E 0000
800A68C4 0000 800A6A20 0000
800A68C6 0000 800A6A22 0000
800A68C8 0000 800A6A24 0000
Elissa Steamer 800A68CA 0000 800A6A26 0000
800A68CC 0000 800A6A28 0000
800A68CE 0000 800A6A2A 0000
800A68D0 0000 800A6A2C 0000
800A68D2 0000 800A6A2E 0000
800A68D4 0000 800A6A30 0000
800A68D6 0000 800A6A32 0000
Officer Dick/ 800A68D8 0000 800A6A34 0000
Private Carrera 800A68DA 0000 800A6A36 0000
800A68DC 0000 800A6A38 0000
800A68DE 0000 800A6A3A 0000
800A68E0 0000 800A6A3C 0000
800A68E2 0000 800A6A3E 0000
800A68E4 0000 800A6A40 0000
Spinning flips -- with these codes, you can spin all the skaters' frontflip
and backflip specials.
(NTSC) (PAL)
Bob Burnquist 800A7A0E 0000 800A7B6A 0000
Geoff Rowley 800A7B9A 0000 800A7CF6 0000
Chad Muska 800A7B16 0000 800A7C72 0000
Kareem Campbell 800A7C1E 0000 800A7D7A 0000
Andrew Reynolds 800A7CA2 0000 800A7DFE 0000
Jamie Thomas 800A7D26 0000 800A7E82 0000
Elissa Steamer 800A7DAA 0000 800A7F06 0000
Officer Dick 800A7E2E 0000 800A7F8A 0000
ADDING FLIPS TO SPECIALS
While you can't add flips to normal tricks, you CAN add them to specials.
Each "add flip" command has three codes. Use the following values in the
place of the XXXX, YYYY, and ZZZZ portions depending on the kind of flip
you are adding.
Flip to add XXXX YYYY ZZZZ
Single backflip 0001 0080 0000
Single frontflip 0001 FF7F FFFF
Double backflip 0002 00C0 0000
Double frontflip 0002 FF3F FFFF
Triple backflip 0003 00F0 0000
Triple frontflip 0004 FF0F FFFF
Skater/Special NTSC Codes PAL Codes
Tony Hawk
THE 900 800A78F8 XXXX 800A7A54 XXXX
800A78FC YYYY 800A7A58 YYYY
800A78FE ZZZZ 800A7A5A ZZZZ
KICKFLIP MCTWIST 800A7924 XXXX 800A7A80 XXXX
800A7928 YYYY 800A7A84 YYYY
800A792A ZZZZ 800A7A86 ZZZZ
540 BOARD VARIAL 800A7950 XXXX 800A7AAC XXXX
800A7954 YYYY 800A7AB0 YYYY
800A7956 ZZZZ 800A7AB2 ZZZZ
360 FLIP TO MUTE 800A797C XXXX 800A7AD8 XXXX
800A7980 YYYY 800A7ADC YYYY
800A7982 ZZZZ 800A7ADE ZZZZ
Bucky Lasek
KICKFLIP MCTWIST 800A79A8 XXXX 800A7B04 XXXX
800A79AC YYYY 800A7B08 YYYY
800A79AE ZZZZ 800A7B0A ZZZZ
FINGERFLIP AIRWALK 800A79D4 XXXX 800A7B30 XXXX
800A79D8 YYYY 800A7B34 YYYY
800A79DA ZZZZ 800A7B36 ZZZZ
VARIAL HEELFLIP JUDO 800A7A00 XXXX 800A7B5C XXXX
800A7A04 YYYY 800A7B60 YYYY
800A7A06 ZZZZ 800A7B62 ZZZZ
Bob Burnquist
BACKFLIP 800A7A2C XXXX 800A7B88 XXXX
800A7A30 YYYY 800A7B8C YYYY
800A7A32 ZZZZ 800A7B8E ZZZZ
ONE FOOTED SMITH Doesn't work
BURNTWIST 800A7A84 XXXX 800A7BE0 XXXX
800A7A88 YYYY 800A7BE4 YYYY
800A7A8A ZZZZ 800A7BE6 ZZZZ
Rune Glifberg
KICKFLIP MCTWIST 800A7AB0 XXXX 800A7C0C XXXX
800A7AB4 YYYY 800A7C10 YYYY
800A7AB6 ZZZZ 800A7C12 ZZZZ
CHRIST AIR 800A7ADC XXXX 800A7C38 XXXX
800A7AE0 YYYY 800A7C3C YYYY
800A7AE2 ZZZZ 800A7C3E ZZZZ
FRONT-BACK KICKFLIP 800A7B08 XXXX 800A7C64 XXXX
800A7B0C YYYY 800A7C68 YYYY
800A7B0E ZZZZ 800A7C6A ZZZZ
Chad Muska
FRONTFLIP 800A7B34 XXXX 800A7C90 XXXX
800A7B38 YYYY 800A7C94 YYYY
800A7B3A ZZZZ 800A7C96 ZZZZ
ONE FOOT 5-0 THUMPIN Doesn't work
360 SHOVE IT REWIND 800A7B8C XXXX 800A7CE8 XXXX
800A7B90 YYYY 800A7CEC YYYY
800A7B92 ZZZZ 800A7CEE ZZZZ
Geoff Rowley
BACKFLIP 800A7BB8 XXXX 800A7D14 XXXX
800A7BBC YYYY 800A7D18 YYYY
800A7BBE ZZZZ 800A7D1A ZZZZ
DOUBLE HARDFLIP 800A7BE4 XXXX 800A7D40 XXXX
800A7BE8 YYYY 800A7D44 YYYY
800A7BEA ZZZZ 800A7D46 ZZZZ
DARKSLIDE Doesn't work
Kareem Campbell
FRONTFLIP 800A7C3C XXXX 800A7D98 XXXX
800A7C40 YYYY 800A7D9C YYYY
800A7C42 ZZZZ 800A7D9E ZZZZ
CASPER SLIDE Doesn't work
KICKFLIP UNDERFLIP 800A7C94 XXXX 800A7DF0 XXXX
800A7C98 YYYY 800A7DF4 YYYY
800A7C9A ZZZZ 800A7DF6 ZZZZ
Andrew Reynolds
BACKFLIP 800A7CC0 XXXX 800A7E1C XXXX
800A7CC4 YYYY 800A7E20 YYYY
800A7CC6 ZZZZ 800A7E22 ZZZZ
HEELFLIP TO BLUNTSLIDE Doesn't work
TRIPLE KICKFLIP 800A7D18 XXXX 800A7E74 XXXX
800A7D1C YYYY 800A7E78 YYYY
800A7D1E ZZZZ 800A7E7A ZZZZ
Jamie Thomas
FRONTFLIP 800A7D44 XXXX 800A7EA0 XXXX
800A7D48 YYYY 800A7EA4 YYYY
800A7D4A ZZZZ 800A7EA6 ZZZZ
ONE FOOTED NOSEGRIND Doesn't work
540 FLIP 800A7D9C XXXX 800A7EF8 XXXX
800A7DA0 YYYY 800A7EFC YYYY
800A7DA2 ZZZZ 800A7EFE ZZZZ
Elissa Steamer
BACKFLIP 800A7DC8 XXXX 800A7F24 XXXX
800A7DCC YYYY 800A7F28 YYYY
800A7DCE ZZZZ 800A7F2A ZZZZ
PRIMO GRIND Doesn't work
JUDO MADONNA 800A7E20 XXXX 800A7F7C XXXX
800A7E24 YYYY 800A7F80 YYYY
800A7E26 ZZZZ 800A7F82 ZZZZ
Officer Dick
YEEEEHAW FRONTFLIP 800A7E4C XXXX 800A7FA8 XXXX
800A7E50 YYYY 800A7FAC YYYY
800A7E52 ZZZZ 800A7FAE ZZZZ
ASSUME THE POSITION 800A7E78 XXXX 800A7FD4 XXXX
800A7E7C YYYY 800A7FD8 YYYY
800A7E7E ZZZZ 800A7FDA ZZZZ
NECKBREAK GRIND Doesn't work
NEW TRICKS (Thanks to Cramby on the THPS forum)
Tony Hawk:
Spinnable THE 900 800A78DA 00C0 800A7A38 00C0
Bob Burnquist:
Grinding Burntwist 800A7A3C 003F 800A7B98 003F
R-R-T (replaces one footed smith)
Jamie Thomas:
Hooded Board Salesman 800A7D54 0034 800A7EB0 0034
U-U-T (replaces one footed nosegrind)
Elissa Steamer:
Primadonna! 800A7DD8 0040 800A7F34 0040
L-L-T (replaces primo 8009FB48 507B 8009FCA4 507B
grind) 8009FB4A 4952 8009FCA6 4952
8009FB4C 414D 8009FCA8 414D
8009FB4E 4F44 8009FCAA 4F44
8009FB50 4E4E 8009FCAC 4E4E
8009FB52 2141 8009FCAE 2141
Rune Glifberg:
Holy Shit 800A7A0C 0001 800A7C38 0001
L-R-C (replaces christ 800A7A10 0060 800A7C3C 0060
air) 8009FA48 487B 8009FBA4 487B
8009FA4A 4C4F 8009FBA6 4C4F
8009FA4C 2059 8009FBA8 2059
8009FA4E 4853 8009FBAA 4853
8009FA50 5449 8009FBAC 5449
8009FA52 007D 8009FBAE 007D
Private Carrera 8009FDF0 487B 8009FF4C 487B
Headslide Grind 8009FDF2 4145 8009FF4E 4145
(Up-Up-Triangle) 8009FDF4 5344 8009FF50 5344
8009FDF6 494C 8009FF52 494C
8009FDF8 4544 8009FF54 4544
8009FDFA 007D 8009FF56 007D
800A7E58 B113 * 800A7FB4 B113
800A7E5A 0000 * 800A7FB6 0000
800A7E68 0010 * 800A7EC4 0010
Entries marked with a * should REPLACE entries in the GameShark
version of the Private Carrera code.
SKATER AND BOARD MODIFIER
Replace the x with the skater you want to use (or whose boards you want
to use):
Tony Hawk 0
Bob Burnquist 1
Geoff Rowley 2
Bucky Lasek 3
Chad Muska 4
Kareem Campbell 5
Andrew Reynolds 6
Rune Glifberg 7
Jamie Thomas 8
Elissa Steamer 9
Officer Dick A
Private Carrera A
NTSC versions of the skater modifier are not yet working.
(NTSC) (PAL)
P1 Skater Modifier NOT AVAILABLE 300D2170 000x
P2 Skater Modifier NOT AVAILABLE 300D1834 000x
P1 Board Modifier 300D22F0 000x 300D242C 000x
P2 Board Modifier 300D22F4 000x 300D2430 000x
(Word has it this code doesn't quite work right. I'll do a better version
soon.)
And finally, if you don't want to enter the code for Private Carrera every
time you play, this Game Shark code sequence will do the same thing...
Private Carrera 800A5244 192C
(NTSC ONLY) 800A5248 192C
800A524C FCC8
800A5250 B000
800A5256 0F12
800A525C 000A
800A5260 000A
800A5264 000A
800A5268 000A
800A5270 FCD4
800A5274 FCE4
800A5276 8009
800A5278 1934
800A527C FCF4
800A5280 1938
800A5284 193C
800A5288 1944
800A528C 9D29
800A528E BFA2
800A5290 141B
800A5292 43D4
800A5294 2762
800A5296 DA36
800A5298 FD00
800A529C FD10
800A52B8 FD1C
800A52BC FD2C
800A52D8 FD3C
800A52DC FD4C
800A52E4 0000
800A52E8 0000
800A52EC 0000
800A52F0 0000
800A52F8 FD58
800A52FC FD68
800A5304 0000
800A5308 0000
800A530C 0000
800A5310 0000
800A5318 FD74
800A531C FD84
800A5324 0000
800A5328 0000
800A532C 0000
800A5330 0000
800A5338 FD90
800A533C FDA0
800A5344 0000
800A5348 0000
800A534C 0000
800A5350 0000
800A5358 FDAC
800A535C FDBC
800A5364 0000
800A5368 0000
800A536C 0000
800A5370 0000
800A5378 FDC8
800A537C FDD8
800A5384 0000
800A5388 0000
800A538C 0000
800A5390 0000
800A7E2C B421
800A7E2E 0080
800A7E38 FDE4
800A7E40 0005
800A7E48 157C
800A7E4C 0000
800A7E50 0080
800A7E52 0000
800A7E58 B413
800A7E5A 0200
800A7E60 0000
800A7E64 FDF0
800A7E68 0000
800A7E6C 000A
800A7E70 000A
800A7E74 07D0
800A7E84 B842
800A7E90 FDFC
800A7E94 0000
800A7E98 000A
800A7EA0 157C
A more compact form is available for those with recent InterAct cartridges
(version 3.x only), NTSC on the left, PAL on the right:
Private Carrera C20A7F40 0154 C20A809C 0154
800A5244 0000 800A5380 0000
C20A8094 0084 C20A81F0 0084
800A7E2C 0000 800A7F88 0000
===============================================================================
14. Frequently Asked Questions
===============================================================================
A fellow THPS player suggested to me that I should add a FAQ within my FAQ.
I must say it is definitly not a bad idea. So for all of you who keep asking
all those questions over and over, here you go!!
Q: Whenever I input the codes, some of them don't seem to work.
A: For most of the codes, you have to exit back to the title screen while
for others you have to exit to the skater select or level select screen.
Q: How come I always seem to jump to the left or right when I try a grind
combo?
A: You jump to the left or right because you are pressing left or right when
you press the X button. Whenever you try a grind combo, always make sure
the directional pad isn't being pressed when you jump up from the rail.
Q: How come you didn't submit my high score??
A: Because it wasn't a "High" score. Simple as that.
Q: I can't seem to beat Roswell, can you give me any tips?
A: All the tips I can give you are somewhere here in my FAQ. Try checking the
Roswell section, tips for scoring big, or the trick system section for more
info.
Q: Why can't I access the options menu?
A: You can't access the options menu because you have one of the final beta
versions that slipped in with the final versions. I suggest you take it back
to the store where you purchased it and get a new copy.
Q: Horse is not available in the 2 player mode.
A: See above.
Q: What is the object goal in San Fransisco
A: I honestly have no idea what the object goal in SF is. It seems that the
beta copies have something called the object goal instead of "getting
S-K-A-T-E". Return your copy and get a new one if this happend to you.
Q: How do you get the Hall Pass Gap?
A: Stop asking this, it's in the FAQ.
Q: I can't seem to pull off some of the specials, can you help?
A: All the specials consist of 3 buttons that must be pressed in 2 motions.
The first button is pressed alone and the next two buttons are pressed at
the same time. Try it!!
Q: How do you do Bob's burntwist?
A: Treat the burntwist like a handplant. When you approach the lip of a pipe,
enter the commands and you should be able to do it, even though it's not
worth the trouble.
Q: Some of the gameshark codes that you link to don't work.
A: That's not my problem, try emailing cheatcc.
Q: Who's your favorite skater, level, ect.?
A: Favorite skater: Jamie Thomas, he is a street skater which means I can do
all of his flip moves without worring about bailing. He also has a great
set up for specials(only involve up and down directions, for the most part)
Favorite level: School, there's just so much to do there. Also has the best
level design.
Favorite trick: Even though I don't use it a lot, I love the animation of
the kickflip to indy. It just looks cool. Of course I really love doing a
rocket air. Those look great in a replay.
Favorite special: Definetly the Kickflip Mctwist. It looks great. 900 isn't
bad either! Of course, honorable mention would go to the Airwalk.
Favorite Transfer: It has gotta be the hubba gap. It looks great doing
anything over that in a replay. Lombard ledge kicks ass too!
===============================================================================
15. Interview with Ralph D.
===============================================================================
I was recently lucky enough to score an interview with Ralph D'Amato, the
Associate Producer of THPS. This interview was originally supposed to be
posted only at a website(www.playstationfan.com) that I work for but decided
that it would be a great addition to my FAQ. You can also find a copy of this
interview at Slateman's kick ass website, The Tony Hawk's Pro Skater visual
FAQ. Check it out at www.godflesh.com/thps/. Definitly the
best Tony Hawk site out there!
*All my questions are prefixed with a '-'*
-What exactly was your job in the development of THPS?
I was the Associate Producer for the THPS project. My job encompassed many
things, but mostly it was making sure the other team members had the "things"
they needed to get their jobs done. I assisted in coordinating communications
between team members. I followed up and reported on project status on an
ongoing basis. I assisted in maintaining the schedule and kept detailed
meeting notes for reference. I provided detailed game play testing and design
suggestions for the game as a whole, as well as instance by instance testing
for each of the programmers/designers/artists. I monitored and assisted in the
maintenance of our "bug" tracking system and coordinated our internal focus
test groups from which we tapped a lot of great feedback.
On the Marketing side I created the first Neversoft THPS web page and was
responsible for it's updates...or lack thereof as some of it's many visitors
would say. I also assisted in THPS demos at conventions and a skateboard
contest and took tons of the screenshots that were used on preview/review
websites, in mags and in our ads. And for all the people that have sent mail
to us about the game, I'm the guy who responded to every one of them.
-How exactly did you come up with the idea to create a skateboarding game?
Short and sweet, Activision approached Neversoft with the idea of doing a
skateboarding game while the Apocalypse project was in full swing. It was a
sport that nobody had really captured well in a game...aside from 720, which
many of us on the team had sunk tons of quarters into. We took on the
challenge and the rest is...you know.
-With the lackluster success of Street Skater, were you ever afraid that the
gaming community wouldn't take to another skateboarding game?
No, not at all, we knew that we brought something completely different to the
table in our game, and we banked on the wealth of talent that the THPS team has
and knew we could deliver a skateboarding game that people would love.
-What exactly were you trying to accomplish with THPS and do you think you
accomplished it?
I think we are trying to deliver a cutting edge game that represents the sport
of skateboarding well and will provide the gamer hours upon hours of gameplay.
I believe we accomplished our goal, notwithstanding the fact that we weren't
able to do everything we wanted to in this incarnation of the game.
-While playing THPS, it's obvious that the skating physics are very well done.
What specifically did you do to achieve this?
We watched hours upon hours of footage of skateboarders and got lots of
feedback from the pros. All of that combined with the programming talent we
have and a bit of trial and error got us to where we are with our physics.
-The levels in THPS are very well designed, you can literally pull tricks
anywhere at anytime. How did you manage such a task?
It was our intent from the very beginning to allow the skater to use anything
and everything to trick off of or interact with as real skaters do. Knowing
this our designers had quite a bit of layout work in their hands. It wasn't
just mere placing geometry arbitrarily, they had to look for all the
possibilities for skating "lines" and build accordingly. It was a very
detailed process to say the least.
-How was it working with Tony Hawk? Did he help with the actual development
of the game besides doing the motion capture for the skater models?
Yes, Tony provided quite a bit of valuable feedback. He was sent all the major
builds of the game. What can I say the guy is a professional and very cool,
friendly person.
-Was there anything that was cut out or never made it to the final version?
Yea there were a few things. A couple of levels that didn't make it or were
substituted with other levels, a few tricks that didn't make it as well as a
few 2 Player modes and some special effects that didn't make the time line.
The levels themselves changed quite a bit as did the characters. In the School
at one time there was a secret area behind the start point that would allow
you to jump onto some clouds, then you would ride on the cluds all the way
down to the pool area where they would drop you off, after that the sky would
get dark and it would start raining, way too "Marioesque" for a skateboarding
game. The fire exits in the Mall would blaze into a major fire if you bumped
them and there used to be a dinosaur skeleton that was replaced by the
florescent lights you grind to get the secret tape. San Francisco originally
was 4 times the size. In Roswell we had planned for a UFO to fly in and crash
into the side of a mountain. As with any game project some things stick, some
are discarded.
-THPS looks to be a huge hit with gamers everywhere, we're you surprised at
how well it has done? Are there any plans for a sequel?
We are very happy that people are enjoying the game. Are we totally surprised
that people like it? Not really, I'm not trying to sound cocky, but we had
lots of people playing and previewing the game way before it came out and
they all seemed to like it. More importantly all of us on the THPS team
really like it and we are connoisseurs of fine games, at least we think we
are. These things, along with the success of the demo told us we were heading
in the right direction.
As far as plans for a sequel, I think there would be too many bummed folks out
there if there wasn't one. Don't you?
-What is your favorite level and skater and why?
Hmm that is a tough one. They are all my favorite (politician answer). No
really, I probably spend most of my time playing the Warehouse and the School.
As far as skaters go, I like playing Tony because the 900 is one of my favorite
tricks to do and I like to use Andrew because my fingers are tuned to do his
bluntslides.
-Lastly, if the group there at Neversoft were to hold a tournament, who would
win?
The winner would probably be either our Producer, Scott Pease our Artist/
Animator, Noel Hines or out Designer, Chris "Team Chicken" Rausch. There are
a few of us that could give them a run for their money, but these guys have
the game down.
-Thanks for your time Ralph!
===============================================================================
16. Updates
===============================================================================
Update 1.0
-first version so....everything!!
Update 2.0
-Tons!! Added complete walkthrough for all 30 videos and best ways to
achieve the medals, the secrets section, and the Highest Scores
section. Check them out!!!
Update 3.0
-Added some more people to the special thanks section. A few more tips
in the scoring big section. Added heading labeled "other stuff" in the
trick system section. Listed alternate way to reach the hidden video
in San Fransisco and new scores in the High Scores section. Added the
transfers section. And other odds and ends.
Update 4.0
-Fixed errors and added more transfers, high scores, and the burntwist.
Added the level select code(first place you'll ever see it!). Fixed the
movie link. Added a few new trick techniques in the tips for highscores
section. Fixed formatting problem in the skaters section. Added a 3rd
(and easiest) way to reach the hidden tape in Frisco and included the
"A" in skate for Downtown. Also, added to the places you can find this
FAQ and a few other things that I can't think of at the moment.
Update 5.0
-Even more transfers found, errors fixed, high scores, and codes. I'm
getting kind of sick of trying to keep up with what I update so it's
getting difficult to remember after hundreds upon hundreds of emails.
Check the special thanks section because I add people and put what they
submitted. Of course theres some other stuff new besides what they
submit though. But two thing I should mention is the new section I just
added. It list all the greatest places to pull off tricks. If you find
a place where you can pull off some nice moves with some
consistancy, give me an email. And of course the main reason I decided
to update is the super code, go check it out!
Update 6.0
-The main update this time is the 2 new sections. The first is the FAQ
section. Go there if you have a question that you need answered, chances
are, you'll find the answer there. The other section is the 2 player
mode section. I figured that I should at least touch on each one of
the 2 player modes and didn't know where to put them so I gave it it's
own section. Other than that, you'll find more transfers, high scores,
error's fixed, and other stuff of the like. And last, I added my new
high score for the warehouse level. See if you can top it!!
Update 7.0
-Main stuff this time is the interview with Ralph D'Amato, the associate
producer of THPS. Theres some interesting stuff in there so I suggest
you check it out. Theres also a new glitch section which doesn't have
too much as of now(maybe thats a testament to how well THPS was made).
You also might want to check out the new code in the codes section. It
allows you to start at random places on the map, really is kinda weird.
Other than that I was swamped with high scores. That section has nearly
doubled in size. Also got a few more transfers and other stuff that I
correct or add on a regular basis.
Update 8.0
-Not much this time just because I'm getting lazy. There is a new code
though, its the slow motion code. Pretty fun but gets boring after a
while. Also, theres an insanely hard new gap found in Minneapolis called
the "Phat Gap". Some think its harder than the Holy Sh** Grind. Other
than that, there are a few new high scores and basic stuff fixed. Oh yea
there are a bunch of new glitchs waiting for you to exploit. Go check
em out!
Update 9.0
-Fixed many typos. Changed some info. Added Game Shark section. Killed
high score section. Rearranged skater move lists to match game order.
Added scores for grinds and specials not already detailed. Corrected
Slateman's URL wherever it occurred. Added some new transfer glitches.
FAQ is confusing now because you don't know whether stuff that says
"I" means me or Blitzkrieg unless you compare it to the 8.0 version. ;)
Update 10.0
-Added more trick info to skaters.
Update 11.0
-Added Private Carrera. Looks like the news is out, folks.
Update 12.0
-Rewrote the trick system section.
Update 13.0
-Added more information on Private Carrera in the codes section. Redid
the transfer section to format everything nice and pretty. Redid the
skater section likewise. Rewrote the "Helpful Tips For Scoring BIG"
section. Added more cool stuff to do at Burnside. Added the Private
Carrera code for Game Shark users.
Update 14.0
-Added PAL versions of most cheats.
Update 15.0
-Fixed Private Carrera Game Shark cheat so she could do specials. (oops!)
Update 16.0
-Whole slew of new Game Shark codes.
===============================================================================
16. Special Thanks
===============================================================================
Hmm...I guess I'd like to thank Neversoft and Activision for
creating/publishing this awesome game.
Blitzkrieg for starting the FAQ.
Every site that's posting the FAQ.
Personal thanks:
----------------
Danziger & They told me about the alternate path to get the hidden video
Tim W. in San Fransisco. Danziger also told me about a few errors I
made for Hawk, Lasek, and Steamer. Thanks a lot!!
Ben C. He showed me that video, simply amazing!! Look in the
highest scores section for the URL for the video.
Slateman666 Gave me permission to use his massive list of transfers and
included a link to this FAQ from his page. A very big help!!
Check out his online FAQ at
http://www.cyberealm.com/
~godflesh/tonyhawk/. There is some really great stuff there
and I suggest you visit!
ACouret Told me about the autokick feature that I so blindly missed.
After writing the most comprehensive Tony Hawk faq ever, you
can't even imagine how stupid I felt when I discovered that.
Drunkfux Submitted to me the third(easiest) way to reach the hidden
tape in Frisco. I'm sure if I put his email address up here
he would be flooded with thank you letters.
Spite He just pointed out a few grammar errors. Something most of
you reading this probably wouldn't take the time to do. Heh!
Darren Told me about the tricks before you launch technique. Very
Useful, especially for the 900! He also gave me a ton of
info for the new section that shows the best places to
skate in each level.
Bhodi-Li Just told me about an error I made on the movie link. Also
mentioned to me about the other way to do the fastplant and
nollie which I should have put in there to begin with.
J F Informed me about the Hall Pass Gap. Pretty tough to find
without a strategy guide. Good job!
FenderBender Listed a few more errors for for Cambell and Glifberg as
well as some corrections for the yehaw frontflip and the
burntwist which I still haven't corrected because I
seriously don't know it.
rkoehler Used a gameshark to get stats to 48 and discovered that in
phoenix, the area with the ramp that launches you and you
get the distance bonuses will actually register all the way
up to 250 ft. Too bad I can't test this, that sure would be
fun.
Grim Reaper Submitted info on the Deck Grind. Thanks a lot!
Bracklebug Found the gonz gap for me. I was really beginning to wonder
where it was.
Jeff201 Submitted info about "over the seven" in SF. Thanks!
KKorn Corrected Officer Dicks "assume the possition" move for me.
CDarklock Found an additional way to get "swim team gap". Go check it
out!
GDawson Found the graffiti mode glitch. Its the first one in the
new glitch section. Thanks!
Phillipdc Corrected point value for "assume the position". I really
screwed up this trick. Only thing I got right was the name.
JJChamber4 Gave me the idea for a FAQ within FAQ. Thanks a lot, except
it didn't help with the email. But still a great idea!!
DALSARNS Located PAL versions of the mother and father codes.
DEZRO Private Carrera stats.
FREESTYLE818 Private Carrera specials.
===============================================================================
===============================================================================
===============================================================================
Ok, I'm done for now!! If I missed something that you think should be on here,
give me an E-mail and I'll add you to the Special Thanks section.
Links to this FAQ at
http://www.darklock.com/thps/ are encouraged. Links to it
anywhere else will probably not be up to date. I would prefer that no separate
copies of this FAQ are maintained elsewhere, as it is much easier to link to
it rather than have to make a copy every time I update it.