************************************************** Sega Top Skater FAQ ************************************************** "EVERYBODY JUMP ON BOARD FOR THE RIDE OF YOUR LIFE" Authored by me, The Freakface of da East Coast (thefreak@ix.netcom.com) DISCLAIMER: I have written this FAQ out of my time. This is to be distributed freely through Internet, word of mouth, or through paper copies. It will not be used to gain financial profit unless the money offsets expenses such as copy costs. Any copyright infringements are unintentional and will be corrected upon notification to me. ********************** Introduction ********************** I have written this FAQ out of my personal time and my reasoning of pure enjoyment. Since I cannot skate for eight years due to knee injuries, this is like being close to the real thing. All information in this FAQ is confirmed by me. Rumors are either not written here or mentioned as noted and not fully in detail. My side comments is written in caps and in parentheses, and they should not be taken seriously. Any comments about this FAQ should be directed to me. ********************** Updates ********************** 7 Sep 1997 - Creation of this FAQ 8 Sep 1997 - Added Things to Trick List, Revised Music Section, More of My 2 Cents 12 Sep 1997 - NEWS FLASH!!!! Revelation on the Secret Course at Easter Eggs Section, Added Details on Secret Course in Courses Section, Added New Names to Credit List, Added Time Bonus Factoid in Scoring Section, Revised Music Section (AGAIN), Added Comments about the Ramp Jumps in Scoring Section 18 Sep 1997 - Added Tricks in Trick Section, Minor Change in My 2 Cents, Minor Change in Easter Eggs, Added More Credits, Changes in S Class Finish Pose, Modified Finished Ranking in Scoring Section, Revised Music Section (AGAIN!!), Revised Opening, Revised Strategy on Secret Course ********************** The Players ********************** There are 6 regular skaters and 2 confirmed hidden players. Each player has a distinct personality. Ash - Your All-American. Cap to the back with decent tricks. Keith - The Quiet Rebel. He has little to say, but shouts with awesome tricks, especially his kickflips. Ken-Ta - The Young Trickster On The Board. Small and quick, he has awesome tricks with reckless abandon, like a young teenager. J - Power and Arrogance In The Flesh. He has lots of power in each trick, but he lack finesse to do great technical tricks. Cookie - Great Ballerina On The Board. Each individual trick she does are executed smoothly like a ballerina. Jill - Hot Babe With Cool Moves. She lacks power, but she shows great control and her moves sometimes makes the onlookers make a double take. Alex (HIDDEN CHARACTER) - Ash's Brother On A Surfboard. Has mostly the same moves as his brother, but his turning is sharper than the skaters. If the control is maintained, he can tear up the course. P-Nut (HIDDEN CHARACTER) - Cookie's Sister On A Bodyboard. Limited number of moves, mostly aerial barrel-rolls. Turning is not as sharp as the skaters but for some reason she was easier to get the higher points. Anyone with excellent control can do well with her, but her g-sting and wet T-shirt will cause players to pick her anyway. (GO FIGURE!!!) ********************** The Scoring ********************** The scoring is made by many different ways. 1. The Ramps The obvious way is to jump off the ramps. The standard ramp is made of wood with hash marks on the lip (end of the ramp). Two sets of arrows are marked at each side of the ramp pointing towards the lip. A less obvious ramp is the inclined Coca-Cola Sign. The player must jump on the sign then jump off to score the points. There are one sign at the end of the novice course and four on the expert course. The scoring system is by grades E, D, C, B, A, & S. E Class is the lowest. S class is the highest. The class is determined by when the tail or the nose is kicked. The closer to the lip before the kick is made, the better the class is and the more difficult trick is executed. If the kick is made after leaving the ramp, the player will wipeout hard. S class tricks will always leave a shadow trail in its wake. (AWESOME!!!) I really cannot give any way to score an S class trick other than to say: PRACTICE, PRACTICE, PRACTICE. It is all in the timing and technique. Some sweep the tail when jumping, others keep the board straight. It is all timing. I always remember four (4) things when playing: Consistency, Timing, Concentration, Control. Be consistent in all the tricks. Just make the trick, forget the class. Time the jumps carefully. Don't kick the tail after leaving the lip. Concentrate on your character. Block out the spectators and don't get distracted. Always take full control of the board. Don't swerve back and forth aimlessly, and aim for the next obstacle like the next ramp. Keep these in mind and you should get at least A class at the finish. 2. The Half-Pipe The half-pipe covers about one-fourth of entire course. The player rides up to the top of the half-pipe and jumps off, like jumping off the ramps. The scoring system is the same as the ramps. The class is determined on the speed of the board, timing of the jump, and the angle of the climb. If the player moves close to parallel to the edge, the class will be low. Again, S class tricks will leave a shadow trail in its wake, as well as the view camera revolves around the player. (COOL!!!) The best way to score S Class tricks on the half-pipe is to double pump. On the ascent, start with the back kick. That will preserve the speed. By the time the player touches the pipe, he is near the edge. Then kick either the front or the back. The front usually yields better scores. 3. The Grind (1000 normal points) Players can grind certain objects to score good points. Such objects are the handrails, concrete tree potters, and sewer pipe guards (found after the third checkpoint in the expert course). The steps in the novice course and all half-pipes cannot be grinded. Hold the front end of the board to keep grinding. Best to use the nose to attempt a grind. 4. The Bump (1500 normal points) Players can bump barrels throughout the courses by landing on top of them. 5. The Combos If the tricks of almost any kind are made in a short time, it is considered a combo and the normal score is increased by 50%-150%. The multiplier increase as subsequent combos are executed. An inherent or natural combo is when a player lands either on a barrel for a bump or a rail for a grind after a ramp jump. That kind of combo increases the normal score by a factor of 10. If it is a subsequent combo trick, the factor increases by 5. (ex.: if the grind is a natural combo and is fourth part of that combo, the score increase by 20. The score of that grind is 20,000 => 1000 normal points x 20.) The exception to this is two half-pipe tricks made within that short time. 6. Time Tokens Although these rings don't add points to the score, they do add precious seconds to the time. They range from one second to ten seconds. There is a thirty (30) second token on the expert course (SEE THE TRICK SECTION). If the trick is made close to the token, that token will move to intercept for the player to get it. 7. Finish Ranking If the player reaches the finish line with time left, bonus for the extra time will be added to the final score. Each second left would be about 1200 points, but I could be wrong. Depending on the final score, the player will be ranked by classes. In the Novice & Expert Courses, S Class is for scores 200000 and more. For the Secret Course, the S Class rank is 160000 or better. A better breakdown of finishing classes will be added on later. If the rank is S Class, the game will replay highlights of the run. Credits will also scroll on the right side. The sponsors also appear with the model of shoes the skaters are wearing. After the replay, the player will give a victory pose for the camera. The description of each player's pose will be discussed later in this FAQ. ********************** The Courses ********************** There are three courses in the game. Two courses are the normal and the third course is hidden. See the Easter Egg Section to find out how to get to that course. 1. Novice Course This course is excellent for first time or those lacking great technical skills. Lots of ramps and a half-pipe run after the second checkpoint. Grinding can be done on the water's wall after the first checkpoint, and the concrete tree potter after the second and third checkpoint. Barrel bumping can be done after starting and after the first checkpoint. Completely straightforward. 2. Expert Course This course is very technical with fewer scoring opportunities. This course starts off with a very high ramp (BIG AIR), the easiest of all the ramps. Grinding can be done after the Big Air and after the third checkpoint. Barrel bumping can be done at the start of the first checkpoint. A full-pipe is place after the second checkpoint. Within the full-pipe are three-second tokens and raised pipes to test the slalom skills of the player. The full-pipe leads to the half-pipe that is steeper than the novice course. There are also ramps place within the half-pipe to provide combo opportunities. The third checkpoint opens up to the drainage system, where left side has steel pipes to grind and ramps to jumps and the right side is a half-pipe with running water to slow down the player. (YES EVEN THE SURFER AND BODYBOARD!!!!!) A very fast course and only the technical players can score big here. 3. Secret Course ('Freestyle Course') If you think the Expert course was hard, wait till you see the Freestyle Course. Lotsa ramps, half pipes, step grinds, and the swimming pool I like to call it the Black Hole. Obstacles are spread throughout the indoor arena. You have ninety (90) seconds to perform as many tricks as you can. THERE ARE NO TIME BONUSES WHATSOEVER. I would avoid the pool since it is difficult to get out. If you want to leave the pool, you MUST jump at the ends where they are marked 'EXIT'. Roam around and do lots of tricks quickly. At the edge of the arena is part of a half-pipe which leads up to the lighting fixture over the playfield. If you score at least an A Class trick at the perimeter half-pipe, you will catch the fixture and grind it. It will be scored as a natural combo and will multiply drastically. Very technical course. Even I have problems scoring well here. Expect low scores here. Still, you have the freedom to pick and choose the kinds of obstacles here. Try this course if you are comfortable with the Expert Course. ********************** The Tricks ********************** This section will always be evolving, and I am asking the readers to help me out here. I need input to fill in the blanks for each player in each trick class. If you know the exact score, please include it here. Any correction should be forward it to me. Your reward is a mention at the credits. (AND YOU'RE EXPECTING MONEY????) All Skaters S CLASS Triple Front Loop Triple Back Loop F/S & B/S Method (Half-Pipe) Triple Grab Beta (Half-Pipe) A CLASS Double Front Loop to Indy Double Back Loop to Method B CLASS Double Front Loop Double Back Loop C CLASS Front Loop to Indy Back Loop to Method D CLASS Front Loop Back Loop E CLASS Ash (sponsored by Vans) S CLASS Super Impossible Varial Karate Air Hyper Kickflip (Half-Pipe) A CLASS 360 Kickflip to Pop B CLASS C CLASS D CLASS E CLASS Keith (sponsored by AD One) S CLASS Double Handflip to Kickflip Double Handflip to Heelflip Super Inward Kickflip (Half-Pipe) A CLASS Super Inward Kickflip No Comply to Stalefish (Half-Pipe) B CLASS "R" C CLASS Come On! D CLASS No Comply E CLASS Ken-Ta (sponsored by Airwalk) S CLASS B.1.Q. (DOES ANYONE KNOWS WHAT THIS STANDS FOR?) Ken-Ta Special Varial Ultra Stalefish (Half-pipe) A CLASS Super Pop to Indy Air Rocket B CLASS 360 Yo-Yo Great Air Walk C CLASS Yo-Yo D CLASS Air Walk E CLASS J (sponsored by Etnies) S CLASS 720 Hoho Plant Air J B/S 720 Double Grab Hyper Kickflip (Half-Pipe) A CLASS J Twist B CLASS J Air C CLASS D CLASS E CLASS Cookie (sponsored by ES) S CLASS 360 Super Big Spin Cookie Hand Varial A CLASS 360 Big Spin B CLASS Varial to Mute "K" Finger-Flip C CLASS Bye-Bye D CLASS E CLASS Jill (sponsored by Reef) S CLASS Ultra Stalefish (Ramp and Half-Pipe) Super Pop to Benihena (sp.?) A CLASS Hyper Kickflip B CLASS Oillie Cop Move C CLASS Kisses D CLASS Nose Bone E CLASS Alex (sponsored by Sega) S CLASS Super Pop to Indy Hyper Kickflip (Ramp and Half-Pipe) A CLASS B CLASS C CLASS D CLASS E CLASS P-Nut (sponsored by Sega) S CLASS Aerial 1080 El Rollo (Half-Pipe) Ollie (Half-Pipe) A CLASS Aerial 1080 B CLASS Aerial 720 C CLASS Aerial 720 D CLASS Aerial E CLASS Aerial ********************** S Class Finish Pose ********************** NOTE: UNLESS NOTED, THE POSE FOR THE SECRET COURSE IS THE SAME AS THE EXPERT. ASH NOVICE COURSE: He tosses the trophy to the stands. EXPERT COURSE: He places the trophy to the camera and smiles at you. SECRET COURSE: Same as expert with back view and camera upside-down. (THE CAMERAMAN GOT NAILED WHEN ASH THREW HIS BOARD!!!) KEITH NOVICE COURSE: He just hold the trophy and his board. EXPERT COURSE: He just raises the trophy and his board. (DON'T YOU THINK HE IS TOO QUIET???) KEN-TA NOVICE COURSE: He jams with the walkman. EXPERT COURSE: He does a breakdance backspin before playing with his yo-yo. J NOVICE COURSE: He raises his hand in victory EXPERT COURSE: He poses like a bodybuilder. COOKIE NOVICE COURSE: She waves to the crowd. EXPERT COURSE: Same as novice with back view. JILL NOVICE COURSE: She kisses the trophy and her board before tossing them to the crowd. EXPERT COURSE: She kisses the trophy and her board before tossing them to the crowd. ALEX NOVICE COURSE: He flips trophy at the end of his board. EXPERT COURSE: Same as novice at the back view. P-NUT NOVICE COURSE: She kickflip the trophy to her hands while lying on her stomach. EXPERT COURSE: Same as novice at the back view. (OH YEAH!!!) ********************** Easter Eggs ********************** 1. Alex the Surfer- (Character Select Screen) 3-Left 3-Right 13-Left 2. P-Nut the BodyBoarder- (After choosing Novice/Expert Mode Hold Start) 6-Right 6-Left 3-Right 3-Left 4-Right, Then left go of Start. 3. Big Mode- (At the Novice/Expert Mode Screen) 9-Left 9-Right 4-Left 4-Right 5-Left Lean the board forward and press both Left/Right 3 times... you should be able to hear a laugh. NOTE: This code will enlarge the player, so you will have your vision limited. Also, the code will remain active until the attract mode begins showing the six skaters posing on the start ramp. (I THINK TOO MUCH STEROIDS WERE IN THE GATORADE!!!) 4. 30-Second token - on the expert level at the half-pipe, you must jump on the second ramp and go head on to the oncoming train. Remember: HEAD-ON!!! 5. On the character select, hold both left and right buttons to switch the stance between normal and goofy. Notice the emblem on the board is mirrored. If this trick is used on Alex, he will be surfing backwards. (HE MIGHT BE DYSLEXIC!) This trick will work on P-Nut, but I can't get her to do it. 6. On the expert course, after the third checkpoint, if the three grinds and the two ramps are nailed, the red rocket man on the spinning sign in the background will liftoff. (MOST LIKELY HE WILL TRY TO FIX THE SPACESTATION MIR.) 7. After that series of grinds and ramps on the expert course, the wall in the background scrolls "OLLIE OVER". If you jump over the fence on the left, the jump value increase by 50%. But the drawback is the speed reduction for going over the grass. It may not be worth it if time is of the essence. 8. THE SECRET COURSE (Thanx goes to gkomatsu@hawaii.edu and kenta20@aol.com) While leaning foward, move the cursor to the Expert Course and hold the Start button. While holding the Start button and leaning foward on the board, go to the desired character, release the Start button, and press and hold the Start button again. Hold the Start Button and continue leaning foward until the game begins. IMPORTANT: DO NOT ATTEMPT TO MAKE THE BIG AIR JUMP!!!!!!!!! Intentionally wipeout if you feel like slowing down. At the left side of the enterance of the indoor arena, there is a segment of the fence that is now broken off. Jump in and get ready for ramps and pipes galore. Just watch out for the swimming pool in the middle I called it the Black Hole. You will have 90 seconds to complete the "Freestyle Course", no time bonuses. ********************** Rumor Mill ********************** 1. There are other hidden characters bouncing around the rumor mills. Such characters are street luge, snowboarding, BMX bike, Wave Runners, Roller Blades, and the car from Daytona USA (HUH???) Since I cannot confirm this myself, I will just note this in the Rumor Mill. 2. The two cutoff bridges in the expert course was once thought of as reachable with an S class Trick. In my opinion, they cannot reach. The gap is too wide and too high. The ramps need to be higher than the bridge elevation and LOTS of speed is needed to even consider reaching those bridges. (REMEMBER YOUR PHYSICS LESSON???) ********************** Music by Pennywise ********************** 1. Novice Course The Secret Searching Try To Conform 2. Expert Course Homesick It's What You Do With It Wouldn't It Be Nice 3. Secret Course Peaceful Day Perfect People 4. Novice Course - S Class Finish Dying To Know 5. Expert Course - S Class Finish Society 6. Secret Course - S Class Finish Society 7. Attract Mode Society 8. Top 20 Ranking Entry Perfect People ********************** My 2 Cents ********************** If I held a Top Skater Tournament (and Sega is paying for the prizes) ... 1. I would definitely increase the difficult by shortening the initial time by 10 seconds. So the novice course begins at 50 seconds and the expert course begins at 40 seconds. 2. it will be a preliminary round with 5 tries per course per player, including the Secret Course. The character will be the player's choice. The top 64 players with the combine best novice, expert, and secret scores will advance to the next round. To make this tournament interesting, the expert and secret courses will have a higher scoring grade than the novice course, mostly likely double the normal score. This rule will play out from the second round to the finals. The reason is to emphasize technical skills on the board. Not just jump and jump again. The second round will have 3 tries per course per player, the character selected at random. The top 32 with the combine best novice and expert scores will advanced. Again, 3 tries in this round, character select at random. Top 16 advances. Again 3 tries, random characters. Top 8 goes to the finals. Here, the duel begins. Each player has 1 try per character per course. The expert and the secret courses are still set at double. All scores will be cumulative to the final score. The highest overall score in the final round is declared the winner. If I was in charge of making Top Skater 2... 1. I would add a fourth course where the player goes through a parking garage with cars that can be jumped on. Also, a jump from one parking garage to another. 2. The wipeouts will have an effect on the player. Each wipeout will damage the board, making control harder to maintain and the board wobbles as its rolls. (SORT OF LIKE DAYTONA USA) 3. There will be twelve skaters: the six original, four more girls, and two more boys: MOSH (Your typical headbanger) JUSHIN (The oriental grinder) LILITH (Lady in Black, Goth-like) XANDRA (The redhead with fire) GENA (Swedish Fox with an attitude, dressed in urban camouflage) SPICE (Black and Buffed) 4. The background should be interactive, such as having a barking dog come after the player at random spots of the course. And maybe biting you while he is on your baord. ********************** Where To Find This FAQ ********************** You can find a copy of this FAQ as well as updates at the following locations: rec.games.video.arcade The Coin-Op Players Distribution Network http://www.micro-net.com/~mvs/cop-dn.htm I will ignore all requests for copies for this FAQ sent to me by e-mail. My e-mail will only be used for comments and corrections only. ********************** Final Thoughts ********************** This is a great game to play, for the skaters and non-skaters. Great players rely on timing for the big points. This game definitely needs to be hooked up to a large screen monitor for display. Great for spectators to watch and see them Oooo and Ahhh at each "impossible" trick. Excellent showoff game. High traffic arcades should have two machines available. The drawback I can see is the strength of the board. Many times I have seen reports on the Internet and at the local arcades that the boards are breaking off or knocked off their calibration. The engineers should think of this further should Top Skater 2 or the like are being planned. Maybe the band Pennywise should play at the end of the game. Again, great game!!!! (I DON'T THINK THE HOME VERSION WILL BE THE SAME!!!) ********************** Credits & Thank You ********************** I want to thank the following people who helped me with this FAQ Funscape Entertainment Center, Wilmington, DE - my stomping ground Champion Arcade, Christiana Mall, DE - my other stomping ground SEGA - For creating this great game The Coin-Op Players Distribution Network http://www.micro-net.com/~mvs/cop-dn.htm - For posting this FAQ on their web site Topaz (topaz@niagara.com) - For helping me rememeber that third song (Try To Conform) in the Novice Course and fixing the Novice S Class Finish song (ME TRYING TO CONFORM???... HELL NO!!!!) Galen Tatsuo Komatsu (gkomatsu@hawaii.edu) & Kenta20 (kenta20@aol.com) - For finding and posting the secret level Trevor Patterson (pattersn@lightspeed.net) - Info about grinding "13BLACKCATS.... ....MICHELLE" (sliverflames@hotmail.com) - More tricks for Keith & Cookie Brian Robbins (http://cartoon-wavs.simplenet.com/arcade) - Notes about the Big Code All the posters on rec.game.video.arcade - For providing confirmed codes before this FAQ was written and for keeping the spamming to a minimum (SPAMMING CAN LEAD TO BLINDNESS!!!)