The Guardian (USA)

How Tony Hawk’s Pro Skater changed gaming … and skating

- Mat Ombler

Skateboard­ing has always ebbed and flowed in popularity, according to pro skateboard­ers Rodney Mullen and Chad Muska. “We’ve watched this rollercoas­ter ride and, each decade, there’s usually a huge peak and then a dip,” says Muska. “But we’ve not felt the dip for quite a long time now.” Since a crash in the early 90s, skateboard­ing has been enjoying a slow ride to the top. The dudes of the original skateboard­ing boom, now in their 40s, are now vastly outnumbere­d in skate parks by teenagers.

In the late 90s and early 00s, rap and hip-hop became integrated with skate culture; skate videos ditched the grungy VHS aesthetic and fisheye lenses for faster cuts and smoother shots. Fast-forward to 2020 and the kids that grew up with this culture are now paying homage. Jonah Hill’s directoria­l debut, Mid90s, is a coming-ofage film about 90s skateboard­ing, while Virgil Abloh, the creative director of Louis Vuitton, is now signing pro skateboard­ers to design shoes for his fashion house.

The arrival of the X Games in 1995 created exciting opportunit­ies for skaters and attracted a lot of new sponsorshi­p. But credit must also go – perhaps unexpected­ly – to the Tony Hawk’s Pro Skater video games, which debuted on the PlayStatio­n in 1999 and acted as a digital ramp for new skaters. Generating over $1.4bn in sales, they helped to usher an undergroun­d culture into the mainstream to the extent that it is now an Olympic sport. The games introduced a generation of impression­able kids to skateboard­ing and immersed them in skate culture too: clothes brands and trick names became part of players’ vocabulary, while the soundtrack­s were stuffed with everything from punk-rock and metal to rap and hip-hop.

“The games introduced skateboard­ing to the world, directly into so many households,” Muska says. “Its cultural impact on skateboard­ing was so significan­t. I cannot even begin to quantify it.”

Mullen, regarded as one of the most influentia­l skaters in history, was a playable character in Tony Hawk’s Pro Skater 2. He has first-hand experience of just how life-changing these games have been: he was ready to give up on skateboard­ing before Hawk asked him to appear in the game.

“I called him up and was like, ‘Hey man, I’m thinking of giving up. I don’t know if this is a sign, I’ve busted my ankle,’” Mullen says. Hawk’s reply took him by surprise. “‘You hurt your ankle? Big deal. That doesn’t mean anything. Oh, and by the way, do you wanna be in my game?’” When Mullen went on tour the next summer, a month after the game came out, there were more people watching him than ever. “It was insane,” he says.

He recalls being approached by two big guys during a late-night skating session in a rough Los Angeles neighbourh­ood. “They had this look that said: this is going to be bad,” Mullen says. “And then all of a sudden, one of them just goes, wait, aren’t you the guy in that game? He went to the body language of a little kid, asking me if I could do this trick or that trick. It was a crazy thing.”

“My point is,” Mullen continues, “is that when the game came out, not only did it blow up the existing community and our place in it, it also brought an awareness and a respect for skating to outsiders; especially with the language. That’s what connected with me. They taught people our language …”

I remember when the game was announced and people were like, ‘Oh, it’s going to bring in all these nerds that just sit on couches playing games.’ It turns out that some of the best skateboard­ers in history actually started because of the game!”

Muska believes the Tony Hawk games were responsibl­e for helping to smash the stereotype of skateboard­ers at the time. “Initially, when anybody thought of skateboard­ing, they thought white people, punk-rock and California,” Muska says. “These cultural barriers were being broken down.”

Lizzie Armanto, a 27-year-old pro skater, is a new addition to the virtual roster in the remastered Tony Hawk’s games, released this month. An X-Games gold medalist at just 20, Armanto has featured on the front cover of Thrasher and TransWorld Skateboard­ing magazine, and was the first woman to complete Tony Hawk’s infamous 360 loop. Armanto makes her voice heard when it comes to calling out prejudices in the skate scene. An emotional video called Above the Noise details the sexism that Armanto has to deal with on a daily basis, as she reads out social media comments alongside female skaters Jenn Sotohe and Samarria Brevard.

“There is a microscope on women and their appearance, and people are not as careful with their words,” Armanto says. “I think I’m really lucky and super thankful to have skateboard­ing as a background, because it helps you create a tough skin, both physically and mentally.”

While there’s still work to be done to drive inclusivit­y in skateboard­ing, Armanto is confident that the scene is making positive progress. “I definitely think there’s a change,” says Armanto. “Even when I first started, some family members would say, ‘You’re too pretty to be skateboard­ing,’ or my grandma would say, ‘You’re too fragile.’” Armanto believes that the growing hype is encouragin­g more people than ever to pick up a skateboard, regardless of their background.

Change is reflected in the language: at the time the Pro Skater games were originally released, a trick called the mute air was so named because its creator, a deaf amateur skateboard­er named Chris Weddle, was known as the “quiet, mute guy” to other skaters. It will be known as the Weddle grab in the new game.

“It’s super important that [skateboard­ing] is diverse and includes people from everywhere because that’s what skateboard­ing is like to its core,” Armanto says . “It’s always been about what you do and not who you are.”

“Skateboard­ing is like music,” Muska says. “You could be a pool skater or a street skater. A vert skater or a park skater. You could be an emo skater who’s into the Cure or a SoundCloud rapper kid who listens to undergroun­d rap. That’s what really makes a profession­al skateboard­er – when kids look up to that person as a role model and emulate their style and want to dress like them, skate like them and listen to the same music as them.”

While its introducti­on to the Olympics has brought skateboard­ing into the sporting realm, for skaters it’s always been an art form where innovation is seen in style and movements, be it freestyle skateboard­ers such as Isamu Yamamoto or the death-defying drops of Aaron Homoki.

“I stand pretty strongly by [the idea] that skateboard­ing is not a sport,” Mullen says. “We are an entire culture with a specific language and a way of doing things and expressing who we are, not some [competitio­n] that shows up every year … Street League, the Olympics, more power to them, but that’s not the whole picture.”

Tony Hawk’s Pro Skater Remastered 1+2 is out now.

 ??  ?? ‘The game broke down cultural barriers’ … Tony Hawk’s Pro Skater. Photograph: ActiPaying
‘The game broke down cultural barriers’ … Tony Hawk’s Pro Skater. Photograph: ActiPaying
 ??  ?? homage … Mid90s. Photograph: Tobin Yelland/Altitude Films
homage … Mid90s. Photograph: Tobin Yelland/Altitude Films

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