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Skitchin'

Skitchin' is a 1994 racing video game developed and published by Electronic Arts (EA) for the Sega Genesis. The game puts the player in control of an inline skater who must win races in a tournament while engaging in unarmed and armed combat with other skaters and partaking in skitching, the act of clutching onto a moving vehicle's bumper to gain momentum.

Skitchin'
North American cover art
Developer(s)EA Canada
Publisher(s)Electronic Arts
Director(s)Tim Brengle
Producer(s)
  • Stanley Chow
  • Sam Nelson
Designer(s)David Warfield
Programmer(s)
  • Lance Wall
  • Daniel Wesley
  • Lee Ingraham
Artist(s)
  • Tony Lee
  • Jack Snowden
  • Cindy Green
Composer(s)Jeff van Dyck
Platform(s)Sega Genesis
ReleaseMarch 1994
Genre(s)Racing
Mode(s)Single-player, multiplayer

Skitchin' was developed by EA's Canadian division, who repurposed the engine of the Road Rash series to capitalize on its success. The creation of the game's visuals involved rotoscoping an experienced skater and recruiting the services of teen-aged graffiti artists. The prominence of skitching in the game prompted EA to include a disclaimer warning of the activity's dangerous nature.

Skitchin' received positive reviews upon release, with reviewers recognizing the game's similarity to Road Rash. The game's conceptual novelty, visuals and multiplayer mode were praised, while the lack of level variety was criticized, and the soundtrack divided critics.

Gameplay edit

 
An example of gameplay in Skitchin'

Skitchin' puts the player in control of an inline skater competing in a tournament spanning twelve different cities, including Vancouver, New York City and San Diego; the skater advances to the next race by finishing in fifth place or higher against a varying amount of opponents.[1][2] During a race, the skater can accelerate, jump, crouch, attack neighboring racers, and engage in skitching, the act of clutching onto a moving vehicle's bumper to gain momentum.[3] At any point while skitching, the skater can propel themself off the bumper, which can be used to "slingshot" to another vehicle or escape from an opponent skitching on the same vehicle, who will try to shove the skater off.[3][4] Weapons such as nunchaku, chains, pipes, crowbars, whips, and baseball bats can be picked up off the road and used to attack opponent racers. Traffic cones on the side of the road may indicate a nearby weapon. Some opponents wield the aforementioned weapons, which can be taken and used by the skater if the enemy racer is attacked as they are holding the weapon out to strike. The skater can carry multiple weapons at once and cycle through them to select a weapon for use.[5] The skater can also perform tricks after skating off a ramp if the player presses one of any button while the skater is midair. When a trick is successfully performed, a trio of judges momentarily appear in the lower-left corner of the screen to rank the trick's complexity.[6]

The skater begins the game with $100,[7] and earns more money by winning races, skitching on various cars, performing complex tricks, and knocking down opponents in combat.[8] Each new race requires a fee to enter. Between races, the player can check the status of the skates, wheels and protective gear, which wear out over time, and can access a shop to purchase new equipment; the shop's merchant will decline any purchase that leaves the skater short of the next race's entry fee.[7] Neglecting to replace worn out skates carries the risk of the skater suffering a "blowout" during a race, while crashing with worn out protective gear results in a hospital visit that requires the skater to pay a bill.[8] The player will receive a password at the end of a successful race, which can be entered at a password entry screen in a subsequent session to maintain the player's progress.[9] With each successful race, cars become faster and more difficult to skitch on, and opponents become more aggressive.[4] Skitching on police cars rewards more money than ordinary cars, but puts the skater at risk of being apprehended and fined by the police.[8]

Skitchin' features a two-player mode that can either be played intermittently between players or simultaneously with the use of a split-screen display. Two players can either race against each other along with other computer-controlled racers or engage in the "Head to Head" mode, in which the two human players are the only competing racers on the track. The "Tournament" mode allows three to eight human players to compete in a series of two-player head-to-head matches.[10]

Development and release edit

Skitchin' was developed by EA's Canadian division.[11] It was conceptualized by Dave Ralston, designed by Dave Warfield and directed by Tim Brengle. The game was programmed by Lance Wall, Daniel Wesley and Lee Ingraham, while Tony Lee, Jack Snowden and Cindy Green created the graphics.[12] The game's engine was repurposed from the Road Rash series to capitalize on its success.[13]

To collect reference material for the stunts seen in the game, the development team went to the Skate Ranch, a skating area in Toronto, where they were directed to Troy Manering, the community's reputed best skater.[11][14] After the team rented a warehouse and set up a series of ramps, Snowden spent several days videotaping Manering performing a collection of moves, which were rotoscoped for the game's characters. For the game's graffiti art, the development team conducted an exhaustive tour of Toronto and photographed graffiti styles that they liked. After finding a phone number on one of the walls, the team came into contact with Carlos Zelaya, Zack Benwell, and Nelson Garcia.[11][14] Because the trio were teenagers and unable to drive, the interview with them was conducted at a train station. The artists were impressed by the game's concept and suggested a grunge soundtrack during a visit to the EA Canada offices.[11] The game's audio artist, Jeff van Dyck,[12] was not initially knowledgeable of the genre, but developed a taste for it after being locked in a room and listening to a collection of CDs of bands from Seattle's grunge scene.[11] The game's score consists of 16 tracks in total.[2]

Due to the questionable legality of the activities depicted in the game and in response to the ongoing debate concerning violence in video games, the development team accessed the cartridge several times to temper or remove imagery that could be considered gratuitously violent. The game includes a disclaimer upon booting that warns players of the dangerous nature of the stunts and activities portrayed in the game and the risk of serious injury involved in attempting them.[11]

Skitchin' was released in North America and Europe in March 1994.[2][15] A magazine advertisement for the game, which used the headline "Skatin', Hitchin', Bitchin', Skitchin'", was criticized for its use of profanity. EA associate publicist Fiona Murphy recounted, "The American Slang Dictionary defines the word bitchin' as 'good, excellent, superior.' Our use of the word was with this meaning in mind and was not intended as profanity. Skitchin' is an action-packed, hard-core street game, and we felt the word bitchin' in the headline ... reflected the attitude of the game and also conveniently rhymed with Skitchin'."[16]

Reception edit

Reviews for Skitchin' were generally positive. Critics widely recognized the game's similarity to the Road Rash series,[a] and some considered the use of the series formula for the sport of inline skating a novel concept,[1][2][4] though the reviewers for Mean Machines Sega and Electronic Gaming Monthly felt that the novelty was short-lived.[15][17] The two-player mode was appreciated,[b] though Paul Mellerick of Mega noted that it ran slower than the single-player mode,[19] and Nikos Constant of VideoGames wished that a four-player option was available.[18] Mister Blister of GamePro and Gary Lord of Computer and Video Games found the skitching mechanic difficult to master, which Mister Blister attributed to a slightly sluggish controller input.[2][4] Lord and Mean Machines Sega's Rob Bright criticized the low level variety, which Bright determined to result in a lack of lasting appeal.[4][15]

The visuals were praised for their fluid scrolling, large and well-animated sprites, and detailed settings.[c] Lord and the Mean Machines Sega reviewers, however, felt that the backgrounds were lackluster and lifeless.[4][15] While Mister Blister and Hyper's Stretch Armstrong commended the graffiti art for adding to the game's feel,[1][2] Constant was critical of the game's presentation, saying that "the game's use of slang is off and the graffiti looks lame".[18] Critics were divided on the game's soundtrack; Mister Blister and Armstrong praised its variety and exhilarating nature,[1][2] while the Mean Machines Sega reviewers dismissed its "lukewarm thrashy style" as being suitable for "those with defective tastes",[15] and Constant derided the music as weak, remarking that "if you're going out skating, you're more likely to listen to Schoolly D or Rocket from the Crypt, not the lame boops, beeps and beats of a bad video-game soundtrack".[18]

Skitchin' was Blockbuster Video's fifth-highest renting Sega Genesis title during the month of August 1997.[20] In 2017, GamesRadar+ ranked the game 49th on its "Best Sega Genesis/Mega Drive games of all time" list.[21]

References edit

Notes edit

Citations edit

  1. ^ a b c d e f g h Armstrong, Stretch (March 1994). "Skitchin'". Hyper. No. 4. pp. 34–35. Retrieved July 9, 2021.
  2. ^ a b c d e f g h i j Mister Blister (April 1994). "Genesis ProReview: Skitchin'" (PDF). GamePro. pp. 28–29.
  3. ^ a b Smith 1994, pp. 2–3.
  4. ^ a b c d e f g h Lord, Gary (April 1994). "Review: Skitchin" (PDF). Computer and Video Games. No. 149. p. 77. Retrieved July 9, 2021.
  5. ^ Smith 1994, pp. 7–8.
  6. ^ Smith 1994, pp. 8–9.
  7. ^ a b Smith 1994, pp. 4–6.
  8. ^ a b c Smith 1994, pp. 9–10.
  9. ^ Smith 1994, p. 6.
  10. ^ Smith 1994, p. 7.
  11. ^ a b c d e f Bro' Buzz (March 1994). "On Location: Skitchin'" (PDF). GamePro. pp. 22–24.
  12. ^ a b Smith 1994, pp. 10–11.
  13. ^ Hunt, Stuart (April 2011). "Grazing Saddles: The Complete History of Road Rash". Retro Gamer. No. 88. p. 48.
  14. ^ a b Skitchin' (Sega Genesis) opening credits
  15. ^ a b c d e f g h Bright, Rob; Merrett, Steve (April 1994). "Mega Drive Review: Skitchin'". Mean Machines Sega. No. 18. pp. 64–66.
  16. ^ The Watch Dog (July 1994). "Buyers Beware: Information for Concerned Consumers" (PDF). GamePro. No. 60. IDG. p. 156.
  17. ^ a b c d e "Review Crew: Skitchin'" (PDF). Electronic Gaming Monthly. No. 56. EGM Media, LLC. March 1994. p. 36.
  18. ^ a b c d e f g Constant, Nikos (April 1994). "Skitchin'". VideoGames: The Ultimate Gaming Magazine. No. 63. p. 64. Retrieved July 9, 2021.
  19. ^ a b c d Mellerick, Paul (March 1994). "Game Review: Skitchin'". Mega. No. 18. pp. 30–31. Retrieved July 9, 2021.
  20. ^ "Blockbuster Video September Hot Rentals" (PDF). GamePro. No. 108. IDG. September 1997. p. 135.
  21. ^ GamesRadar Staff (June 21, 2017). "Best Sega Genesis/Mega Drive games of all time". GamesRadar+. from the original on June 3, 2020. Retrieved February 18, 2022.

Bibliography edit

External links edit

skitchin, this, article, about, video, game, skitching, skitching, 1994, racing, video, game, developed, published, electronic, arts, sega, genesis, game, puts, player, control, inline, skater, must, races, tournament, while, engaging, unarmed, armed, combat, . This article is about the video game For the act of skitching see Skitching Skitchin is a 1994 racing video game developed and published by Electronic Arts EA for the Sega Genesis The game puts the player in control of an inline skater who must win races in a tournament while engaging in unarmed and armed combat with other skaters and partaking in skitching the act of clutching onto a moving vehicle s bumper to gain momentum Skitchin North American cover artDeveloper s EA CanadaPublisher s Electronic ArtsDirector s Tim BrengleProducer s Stanley ChowSam NelsonDesigner s David WarfieldProgrammer s Lance WallDaniel WesleyLee IngrahamArtist s Tony LeeJack SnowdenCindy GreenComposer s Jeff van DyckPlatform s Sega GenesisReleaseMarch 1994Genre s RacingMode s Single player multiplayer Skitchin was developed by EA s Canadian division who repurposed the engine of the Road Rash series to capitalize on its success The creation of the game s visuals involved rotoscoping an experienced skater and recruiting the services of teen aged graffiti artists The prominence of skitching in the game prompted EA to include a disclaimer warning of the activity s dangerous nature Skitchin received positive reviews upon release with reviewers recognizing the game s similarity to Road Rash The game s conceptual novelty visuals and multiplayer mode were praised while the lack of level variety was criticized and the soundtrack divided critics Contents 1 Gameplay 2 Development and release 3 Reception 4 References 4 1 Notes 4 2 Citations 4 3 Bibliography 5 External linksGameplay edit nbsp An example of gameplay in Skitchin Skitchin puts the player in control of an inline skater competing in a tournament spanning twelve different cities including Vancouver New York City and San Diego the skater advances to the next race by finishing in fifth place or higher against a varying amount of opponents 1 2 During a race the skater can accelerate jump crouch attack neighboring racers and engage in skitching the act of clutching onto a moving vehicle s bumper to gain momentum 3 At any point while skitching the skater can propel themself off the bumper which can be used to slingshot to another vehicle or escape from an opponent skitching on the same vehicle who will try to shove the skater off 3 4 Weapons such as nunchaku chains pipes crowbars whips and baseball bats can be picked up off the road and used to attack opponent racers Traffic cones on the side of the road may indicate a nearby weapon Some opponents wield the aforementioned weapons which can be taken and used by the skater if the enemy racer is attacked as they are holding the weapon out to strike The skater can carry multiple weapons at once and cycle through them to select a weapon for use 5 The skater can also perform tricks after skating off a ramp if the player presses one of any button while the skater is midair When a trick is successfully performed a trio of judges momentarily appear in the lower left corner of the screen to rank the trick s complexity 6 The skater begins the game with 100 7 and earns more money by winning races skitching on various cars performing complex tricks and knocking down opponents in combat 8 Each new race requires a fee to enter Between races the player can check the status of the skates wheels and protective gear which wear out over time and can access a shop to purchase new equipment the shop s merchant will decline any purchase that leaves the skater short of the next race s entry fee 7 Neglecting to replace worn out skates carries the risk of the skater suffering a blowout during a race while crashing with worn out protective gear results in a hospital visit that requires the skater to pay a bill 8 The player will receive a password at the end of a successful race which can be entered at a password entry screen in a subsequent session to maintain the player s progress 9 With each successful race cars become faster and more difficult to skitch on and opponents become more aggressive 4 Skitching on police cars rewards more money than ordinary cars but puts the skater at risk of being apprehended and fined by the police 8 Skitchin features a two player mode that can either be played intermittently between players or simultaneously with the use of a split screen display Two players can either race against each other along with other computer controlled racers or engage in the Head to Head mode in which the two human players are the only competing racers on the track The Tournament mode allows three to eight human players to compete in a series of two player head to head matches 10 Development and release editSkitchin was developed by EA s Canadian division 11 It was conceptualized by Dave Ralston designed by Dave Warfield and directed by Tim Brengle The game was programmed by Lance Wall Daniel Wesley and Lee Ingraham while Tony Lee Jack Snowden and Cindy Green created the graphics 12 The game s engine was repurposed from the Road Rash series to capitalize on its success 13 To collect reference material for the stunts seen in the game the development team went to the Skate Ranch a skating area in Toronto where they were directed to Troy Manering the community s reputed best skater 11 14 After the team rented a warehouse and set up a series of ramps Snowden spent several days videotaping Manering performing a collection of moves which were rotoscoped for the game s characters For the game s graffiti art the development team conducted an exhaustive tour of Toronto and photographed graffiti styles that they liked After finding a phone number on one of the walls the team came into contact with Carlos Zelaya Zack Benwell and Nelson Garcia 11 14 Because the trio were teenagers and unable to drive the interview with them was conducted at a train station The artists were impressed by the game s concept and suggested a grunge soundtrack during a visit to the EA Canada offices 11 The game s audio artist Jeff van Dyck 12 was not initially knowledgeable of the genre but developed a taste for it after being locked in a room and listening to a collection of CDs of bands from Seattle s grunge scene 11 The game s score consists of 16 tracks in total 2 Due to the questionable legality of the activities depicted in the game and in response to the ongoing debate concerning violence in video games the development team accessed the cartridge several times to temper or remove imagery that could be considered gratuitously violent The game includes a disclaimer upon booting that warns players of the dangerous nature of the stunts and activities portrayed in the game and the risk of serious injury involved in attempting them 11 Skitchin was released in North America and Europe in March 1994 2 15 A magazine advertisement for the game which used the headline Skatin Hitchin Bitchin Skitchin was criticized for its use of profanity EA associate publicist Fiona Murphy recounted The American Slang Dictionary defines the word bitchin as good excellent superior Our use of the word was with this meaning in mind and was not intended as profanity Skitchin is an action packed hard core street game and we felt the word bitchin in the headline reflected the attitude of the game and also conveniently rhymed with Skitchin 16 Reception editReceptionReview scoresPublicationScoreComputer and Video Games82 100 4 Electronic Gaming Monthly29 50 17 GamePro19 5 20 2 Hyper89 1 Mean Machines Sega78 15 VideoGames amp Computer Entertainment6 10 18 Mega80 19 Reviews for Skitchin were generally positive Critics widely recognized the game s similarity to the Road Rash series a and some considered the use of the series formula for the sport of inline skating a novel concept 1 2 4 though the reviewers for Mean Machines Sega and Electronic Gaming Monthly felt that the novelty was short lived 15 17 The two player mode was appreciated b though Paul Mellerick of Mega noted that it ran slower than the single player mode 19 and Nikos Constant of VideoGames wished that a four player option was available 18 Mister Blister of GamePro and Gary Lord of Computer and Video Games found the skitching mechanic difficult to master which Mister Blister attributed to a slightly sluggish controller input 2 4 Lord and Mean Machines Sega s Rob Bright criticized the low level variety which Bright determined to result in a lack of lasting appeal 4 15 The visuals were praised for their fluid scrolling large and well animated sprites and detailed settings c Lord and the Mean Machines Sega reviewers however felt that the backgrounds were lackluster and lifeless 4 15 While Mister Blister and Hyper s Stretch Armstrong commended the graffiti art for adding to the game s feel 1 2 Constant was critical of the game s presentation saying that the game s use of slang is off and the graffiti looks lame 18 Critics were divided on the game s soundtrack Mister Blister and Armstrong praised its variety and exhilarating nature 1 2 while the Mean Machines Sega reviewers dismissed its lukewarm thrashy style as being suitable for those with defective tastes 15 and Constant derided the music as weak remarking that if you re going out skating you re more likely to listen to Schoolly D or Rocket from the Crypt not the lame boops beeps and beats of a bad video game soundtrack 18 Skitchin was Blockbuster Video s fifth highest renting Sega Genesis title during the month of August 1997 20 In 2017 GamesRadar ranked the game 49th on its Best Sega Genesis Mega Drive games of all time list 21 References editNotes edit 1 2 4 15 17 18 19 1 17 18 19 1 2 15 17 18 Citations edit a b c d e f g h Armstrong Stretch March 1994 Skitchin Hyper No 4 pp 34 35 Retrieved July 9 2021 a b c d e f g h i j Mister Blister April 1994 Genesis ProReview Skitchin PDF GamePro pp 28 29 a b Smith 1994 pp 2 3 a b c d e f g h Lord Gary April 1994 Review Skitchin PDF Computer and Video Games No 149 p 77 Retrieved July 9 2021 Smith 1994 pp 7 8 Smith 1994 pp 8 9 a b Smith 1994 pp 4 6 a b c Smith 1994 pp 9 10 Smith 1994 p 6 Smith 1994 p 7 a b c d e f Bro Buzz March 1994 On Location Skitchin PDF GamePro pp 22 24 a b Smith 1994 pp 10 11 Hunt Stuart April 2011 Grazing Saddles The Complete History of Road Rash Retro Gamer No 88 p 48 a b Skitchin Sega Genesis opening credits a b c d e f g h Bright Rob Merrett Steve April 1994 Mega Drive Review Skitchin Mean Machines Sega No 18 pp 64 66 The Watch Dog July 1994 Buyers Beware Information for Concerned Consumers PDF GamePro No 60 IDG p 156 a b c d e Review Crew Skitchin PDF Electronic Gaming Monthly No 56 EGM Media LLC March 1994 p 36 a b c d e f g Constant Nikos April 1994 Skitchin VideoGames The Ultimate Gaming Magazine No 63 p 64 Retrieved July 9 2021 a b c d Mellerick Paul March 1994 Game Review Skitchin Mega No 18 pp 30 31 Retrieved July 9 2021 Blockbuster Video September Hot Rentals PDF GamePro No 108 IDG September 1997 p 135 GamesRadar Staff June 21 2017 Best Sega Genesis Mega Drive games of all time GamesRadar Archived from the original on June 3 2020 Retrieved February 18 2022 Bibliography edit Smith Andrea 1994 Skitchin Instruction Manual Electronic Arts External links editSkitchin at GameFAQs Skitchin at MobyGames Retrieved from https en wikipedia org w index php title Skitchin 27 amp oldid 1180664534, wikipedia, wiki, book, books, library,

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