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October 22nd, 2001
Well fellow game fans, it's been awhile since I wrote, and that's because
I have been absolutely up to my rectangular pupils beta testing some
hot new Gameboy Advance [GBA] action!!!
Today's article will focus around a very hot new cart from Troy, NY
based development firm, Vicarious Visions, makers of Tony Hawk Pro
Skater 2 for the GBA. It doesn't take a Screenwriter's Guild dropout
to know that when your product's version 1 tops the charts, you make
a version 2. And what do you do when version 2 blows out of stores even
faster than version 1? Why, you look your gift horse in the mouth of
course. You throw caution (in the form of money) to the wind. You bet
the farm. Simply put, you make a version 3, and hope to God it won't
drag your glorious empire into crumbling ruins. Well that's just
what Vicarious Visions, under the government of The Kingdom of Tony
Hawk did recently when they paid a whole lotta people to make Tony Hawk
Pro Skater 3 for the GBA. You might be wondering if it's as good as
it's prequels. Let's find out!
Tony Hawk Pro Skater 3: Preview
By Gary
| '86 the Designers |

Choose between 4 interplanetary species
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What's left to design,
right? They've already fairly well perfected the pre-rendered, seemingly
fully rotatable characters. They've got the whole control thing
down to a science - it's almost easier to control than the Playstation
versions. As far as the backgrounds, they've nailed the whole isometric
perspective idea down. Esentially, any monkey with 3D Studio Max
and an infinite number of fingers could add to the already existing
THPS engine with no problem at all. So where am I going with this?
I'm trying to tell you there are no more designers. They axed all
of 'em, and left the fate of the GBA THPS series in the hands of
the programmers alone. The design office is amazing now - everyone
coming in with black tshirts that say "Wherever you go, there
you are," greeting each other with Vulcan gestures, then giggling
in a really non-Vulcan fashion. They all wear gladiator helmets
or vampire costumes, and there's just a general crazy fun-time Dungeons
& Dragons attitude that seems to relate in no way whatsoever
to the skateboarder lifestyle at large. |
| New
Insanely Intelligent Cheat Modes |
With
the "Sands of Time" cheat mode enabled, all portions
of the screen go into a state of constant temporal flux
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With so many positions
now "open" at Vicarious Visions, and a whole new design
paradigm well under way, a flood of new applicants poured in from
every corner. Most of these applications came from disgruntled
scientists who couldn't land new grants for their intense research
after they had used up their old grants with no results. The result
of this influx of ultra-smarties to the design team has lead to
some gameplay enhancements that border on, and sometimes cross
straight over into the realm of Nobel Prize candidacy. Advancements
in quantum probability, inverse-causality, and neurophysical statistical
analysis have given birth to a game cartridge that for the most
part is 10 to 15 times more intelligent than the average person
playing the game. A perfect example, illustrated above-left, is
the "Sands of Time" cheat mode, wherein portions of
the screen go into temporal flux in both directions
of the current present time. This means that by entering portions
of the screen at the right moment, you're actually able to send
messages to your past self which can lead to better scores on
a nearly exponential level. Oops, you fell! No problem, get up,
slip into a 30-second backward pocket of space-time, hop twice
(or whatever you pre-deemed an appropriate warning symbol), and
suddenly, you didn't fall! Your 30-seconds ago you got the message
in time and frontside nollie nosegrinded instead of fatally backside
fakie boardsliding. Score! Slip into another pocket of space-time
and give a quick 360° kickflip to signal your future self
of your joint triumph! We at misinformer were just blown away
that a group of MIT scientists would leave their time-travel theses
to be a part of a video game's gameplay, but who are we to complain?
This cheat rocks!
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| New
Enemies (besides just more gravity!) |
It
will be up to the rest of the game's skaters to avenge this
untimely death
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EVERYTHING and everyone
is an enemy now. We're not really sure if this is a just for added
challenge, or if the nerds making this new cart have some deep-seated
issues. Either side of the coin though, misinformer.com is gonna
be on its toes about this for a long time. When a player dies
in THPS3, that's it. They're dead. You have to deal with the loss,
choose another player, and move on. With realistic decay rates,
you may choose to avoid a particular level for a least a week
after the body becomes lifeless. If you're a sick bastard, you
may decide to have a little fun and re-enter the level with a
new boarder to catch some sic kickflips over, or some 50-50 boardslides
right across the rotting carcass.
When I said that everything is an enemy now, I mean it. The image
above left isn't from me tripping and falling. I was shot. I don't
know why or where from, but earlier in the level I had done a
wall ride off of a pretty mean looking group of thugs in the lower
left area of that level. I think maybe they got angry, but I'll
never know, because I was shot from the shadows. Cowards...
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| Play
in Source Code Mode, and even Binary! |

playing
in pure binary
not for the feint of heart
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No journey into hackerland
would be complete with getting to play this cartridge in its purest
forms. You can choose to play directly in Source Code Mode, Assembly
Mode, Hex Mode, and even pure Binary Mode! How does that
work? Well, you'd better be a speed reader, that's for sure. "Source"
being the easiest of the 3, you watch as the actual high-level
programming language that makes the game work in the first place
flips back and forth in front of your eyes. You still play the
same way, but instead of seeing the graphics, you see the code
that's being executed to create those graphics.
When you get down to the binary side of things, you don't see
the binary of the code being executed, just the binary output
to the screen. It would be ridiculous otherwise, right? That's
all I'm saying...
So far, no one on Earth has been able to effectively score more
than a handful of points in any of these modes, and even then
they don't know how or why, but the programmers of these modes
remain confident that "someone out there must have just enough
midichlorians in their blood to pull off this monumental task,
and when he/she/they finally surface(s), the world will belong
to US!"
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| Conclusions |
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THPS3 for the GBA,
in our opinion, is as good as any third version of anything, including
Superman III, The Neverending Story III, and the upcoming Speed
III. Nevertheless, we're sending our copy to the FBI and locking
our doors.
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