Ludography
Skitchin' cover

1994 · Electronic Arts · Action · Racing

Skitchin'

Sega exclusive

The bad boys who made Rash are back to trash in Skitchin'. Grab your skates, steal a ride on a car bumper and yer off! Skatin' & Hitchin' - Skitchin'. It's Bitchin'!

Released
1994
Platforms
Sega GenesisSega Master System/Mark III
Genres
ActionRacingSports
Developers
Electronic Arts
Publishers
Electronic Arts
Modes
MultiplayerSingle-player
Perspective
Third person
Themes
Action
Languages
English
Composers
Jeff van Dyck

About

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' 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.

Keywords

  • motorcycle
  • street racing
  • bonus stage
  • combat racing

The articlegameplay, story, development, reception

Gameplay

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. 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. 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. 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. The skater can also perform tricks after skating off a ramp if the player presses one of any button while the skater is midair.

Development

Skitchin' was developed by EA's Canadian division. 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. The game's engine was repurposed from the Road Rash series to capitalize on its success.

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. 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.

Reception

Reviews for Skitchin' were generally positive. Critics widely recognized the game's similarity to the Road Rash series, and some considered the use of the series formula for the sport of inline skating a novel concept, though the reviewers for Mean Machines Sega and Electronic Gaming Monthly felt that the novelty was short-lived. The two-player mode was appreciated, though Paul Mellerick of Mega noted that it ran slower than the single-player mode, and Nikos Constant of VideoGames wished that a four-player option was available. 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. Lord and Mean Machines Sega's Rob Bright criticized the low level variety, which Bright determined to result in a lack of lasting appeal.

The visuals were praised for their fluid scrolling, large and well-animated sprites, and detailed settings. Lord and the Mean Machines Sega reviewers, however, felt that the backgrounds were lackluster and lifeless. While Mister Blister and Hyper's Stretch Armstrong commended the graffiti art for adding to the game's feel, Constant was critical of the game's presentation, saying that "the game's use of slang is off and the graffiti looks lame". Critics were divided on the game's soundtrack; Mister Blister and Armstrong praised its variety and exhilarating nature, while the Mean Machines Sega reviewers dismissed its "lukewarm thrashy style" as being suitable for "those with defective tastes", 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".

Releases by platformdates and regions as published

PlatformReleasedRegions
Sega Genesis31 December 1994Brazil · Worldwide 31 December 1994

Games like this

Collections3 collections

Platform libraries

Genres

Description adapted from its source, CC BY-SA 4.0.