===============================
Tony Hawks Pro Skater FAQ v16.0
===============================
===============================================================================
Title: Tony Hawk's Pro Skater Developer: Neversoft
Author: Caliban (caliban@darklock.com) Publisher: Activision
Original Author: Blitzkrieg (Blitzkrieg@PlaystationFan.com)
===============================================================================
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 caliban@darklock.com, 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.godflesh.com/thps/
===============================================================================
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 Blitzkrieg@PlaystationFan.com 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."
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Mall (New York)
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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).
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Warehouse (Woodland Hills)
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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.
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Downhill Jam (Phoenix)
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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!
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Chicago
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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.
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Downtown (Minneapolis)
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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."
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School (Miami)
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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.
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Roswell (New Mexico)
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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.
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Burnside
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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.
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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 .
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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!
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Mall-
The rail in front of the coffee shop will give you big amount of points if you
grin |