My only complaint: it's very easy to lose your depth bearing because of the massive parks that go up high and down low.the illusion of things being in front of other objects when it's actually the other way around is a lot more prevalent in Tony Hawk 3 because of the more ambitious level design. There are so many grind rails, vert pipes, and other cool things to trick off of. The version we've been playing with can't save game progress, so we've only had a chance to play around in the Foundry, Rio, and LA levels. You can modify and store four looks for the custom character on the Game Boy Advance cartridge's battery save. And with the player textures comes one welcome feature: custom characters. Shirts can have logos, pants can have a camouflage pattern.and the skaters themselves actually have hair and a face! The textures are, admittedly, very low resolution, but seeing as the camera will never zoom in on the action, you'll never notice any serious blockiness or blurryness. While this doesn't sound like much, believe me, it adds a bit more dimension to the characters. The biggest change is the additional detail given to each of the skaters.where the GBA version of Tony Hawk 2 featured basic polygonal characters for the skater sprites, Tony Hawk 3 throws actual textures onto the polygon models. There's even a bit of lighting effects involved.when your skater rides over the heat vents in the Foundry, he'll have a bit of orange cast over his body. ![]() ![]() Levels have a bit more life to them, with moving objects like cars and people to interact with (they're bitmaps, not polygons.just FYI). Where the console version of Tony Hawk 3 bumped up the speed of the game, the pace of the GBA version is about as fast as Tony Hawk 2.maybe slightly faster. ![]() ![]() The game's four button configuration hasn't changed a bit, but the development team added the Tony Hawk 3 staple to the gameplay: by hitting the R shoulder button when riding down a vert ramp, you'll pull off a Revert.this move allows players to continue their trick combo string out of a series of aerial moves, and by linking a revert with a manual, you can get your combo in the hundreds of thousands of points range. The Game Boy Advance design hasn't changed much, as the game is still fixed in an isometric, overhead viewpoint, with a polygonal engine driving the motion-captured skater around a massive pre-rendered skatepark.
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