

Part of the reason why the game never got old was the sheer amount of customization and user ownership over the game that existed within Skate 3. I still pick up and play this game when I’m bored, and that’s, what, six years after I got into the game? I know, it was released in 2010, but I was only eight at the time and for some reason the game was rated 16, I managed to get my hands on it just slightly later at fourteen. It really takes a special set of developers to create such a consumer friendly set of controls that feel just as fun during hour one as they do after hour thirty.
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It’s so easy to pick up and play that I’ve taught mates and family alike how to do tricks, and it never takes long before they become pro skaters. What could be simpler and yet provide more of a skill ceiling than that? Left trigger controls left hand, and right trigger to control right hand these controls were designed by players, not someone looking to cram as many controls as possible to confuse the player and add to an already expansive pool of moves and tricks. Right stick controls your board and feel, left stick controls direction, and press A to go. Even today, with games such as Rider’s Republic and Tony Hawk’s Pro Skater 1+2 Remake, nothing even comes close to how much fun your character is to control in Skate 3. As a wise person once said, any publicity is good publicity, and Skate 3 really grasps this mantra by the head and creates an incredibly fun game around it.Īs all games go however, the campaign can only be as good as the mechanics themselves. Own The Spot, Team Contests, Photo Shoots, all are completely different ways to earn board sales in this game.

There’s so many different ways to progress the campaign that it never gets boring. I still to this day have no idea how your character in Skate 3 sold boards by breaking his back in five different ways, but that’s the magic of Skate 3.

You do a Hall Of Meat challenge and break fifteen bones? Boards. You win a street contest? More boards sold. You complete a deathrace? Here’s some boards sold. It’s after passing this incredibly serious skate training that you partner up to begin your board selling career.Įverything you do as part of the Skate 3 campaign sells boards. You learn from Coach Frank, a completely insane PE teacher looking man who can apparently skate as well as shout instructions. At the start of Skate 3 you wake up after gaining amnesia from a failed trick, and you’re instantly back into skate training. Part of the fun was the over the top campaign. Nobody will tell you this was a perfect game, but Skate 3’s imperfections were what made the game so endearing, especially for me, and in future the Skate reboot may be ultra realistic and clean of glitches, but the soul of the last game remains. Ridiculous, unrealistic physics were what made the game so much fun, as we barreled through the Pipe Works, unable to stop but able to flip out of the pipe and into a skate park twenty metres below. Glitches were baked into Skate 3’s DNA, and it was all the better for it.
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It was fun to glitch jump a mile high off a solid wall by the Super Ultra Mega Park, it was hysterical when we used the massive head cheat code to cause minor head injuries while soaring through Carverton Quarry at 70mph, and it was an incredible sense of achievement as we somehow got onto the top of the shark jump building by using ramps stacked on top of each other. Nobody will ever tell you that Skate 3 was a perfect game.
