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Tony Hawk's American Wasteland | Nintendo GameCube

Tony Hawk's American Wasteland | Nintendo GameCube

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Tony Hawk's American Wasteland

GameCube

Tony Hawk's American Wasteland

A new skater arrives in Los Angeles

Tony Hawk's American Wasteland puts you in the shoes of a newcomer trying to find a place in Los Angeles' skate scene. Meeting Mindy and the local crew draws you into a series of challenges that gradually introduces the city's neighborhoods and the people around them. A hidden Skate Ranch becomes a focus for the story as you collect pieces to build it up. The game combines that continuing adventure with the series' score-driven skating, adding BMX riding and a separate Classic Mode for a different kind of session.

A city that opens as you progress

Los Angeles is presented as a set of connected areas, including interpretations of Hollywood, Santa Monica and East L.A. Routes between them let you keep moving as the next area streams in, although these connecting corridors still serve as transitions between sections of the game. Story missions open further neighborhoods over time. Learning where those connections lead helps you decide how to reach the next task, while bus travel offers a shortcut to several destinations. Exploring the city means gradually gaining access to its parts and becoming familiar with the routes between them.

Missions built around the skating

Characters around the city provide objectives when you approach them. Those tasks give particular tricks, locations and time limits a role in your progress, rather than leaving every session focused only on a personal score. Learning a move becomes useful when the next challenge asks you to apply it in a particular place. The story supplies a reason to travel and meet people, while the challenges ask you to understand the surfaces and opportunities around you. That relationship between movement and objectives keeps the city tied to the skating instead of serving only as scenery.

Extending a line on and off the board

The move set includes bert slides, stalls, Natas spins, manuals and one-footed grinds, alongside options for linking actions into larger combinations. Looking ahead for the next usable part of a route is therefore as important as choosing the immediate trick. You can also get off the board, with wall runs and wall flips adding movement outside ordinary skating. These abilities give you different ways to think about a piece of the environment. A useful line can involve more than one type of action, and practicing the transition between them gives a familiar area more possibilities.

BMX changes the controls and the tricks

BMX bikes add another way to use the environments. They have their own controls and trick set, so switching to a bike means learning how that vehicle responds instead of simply repeating the skateboard inputs. Bikes found around the areas can be ridden outside missions, and some challenges specifically call for them. Trying a familiar location on two wheels can make different features stand out. It also separates learning the city from mastering a single set of movements: knowing where you are going helps, but performing the approach on a bike remains its own task.

Putting the Skate Ranch together

The Skate Ranch gives story progress a visible result. Completing objectives around Los Angeles brings pieces back to the park, including objects taken from the city's surroundings. As the collection grows, the ranch changes, making it a place to revisit and see what the latest work has added. The idea connects an individual mission to a larger project: a task out in a neighborhood can provide something that becomes part of the crew's own skating space. The story also develops the ranch and its owner, giving those visits a continuing narrative purpose.

Classic goals, alone or together

Classic Mode offers a separate set of levels and familiar objectives under a two-minute timer. High scores, letter collections and hidden tapes turn each run into a short list of opportunities to pursue. You can play alone or work with a second player in local co-op. Sharing the goals lets you divide the search, with one person pursuing letters while the other handles a different objective. That makes communication useful even though each player is controlling their own skater. The mode suits a session built around completing a run's goals rather than following the next story mission.

Personal style and a park of your own

Character customization lets you change your skater's appearance during the game, while Create-a-Park provides a separate outlet for building a skating space. These features give you ways to shape the presentation and layout around the action. Appearance changes make the newcomer feel more personal, and a park you arrange yourself gives you another setting in which to experiment with routes. Together with the ranch's story-driven construction, the options let the idea of creating a place to skate appear in more than one part of the game.

The GameCube release

Voiced scenes, a punk-focused soundtrack and an exaggerated version of Los Angeles support the game's style. This GameCube version includes single-player play and local multiplayer for up to two people, including Classic co-op and competitive options. The described experience is centered on the console's own modes: learning tricks, riding BMX, completing missions and finding routes through the available spaces. Story progress provides the continuing project, while Classic Mode and the creation features give you other reasons to keep exploring what the movement system can do.

More game data: releases, identifiers & technical details

Regional release records and identifiers for Tony Hawk's American Wasteland | Nintendo GameCube.

Release and technical facts

Fact Value Release / platform Source
Published by Activision Publishing, Inc. United States MobyGames
Developed by Neversoft Entertainment, Inc. United States MobyGames
Cutscenes by Creative Domain United States MobyGames
Published by Activision Publishing, Inc. Germany MobyGames
Developed by Neversoft Entertainment, Inc. Germany MobyGames
Distributed by NBG EDV Handels- und Verlags GmbH Germany MobyGames
Distributed by Activision Deutschland GmbH Germany MobyGames
Cutscenes by Creative Domain Germany MobyGames
Published by Activision Publishing, Inc. United Kingdom MobyGames
Developed by Neversoft Entertainment, Inc. United Kingdom MobyGames
Distributed by Activision (UK) Limited United Kingdom MobyGames
Cutscenes by Creative Domain United Kingdom MobyGames
Published by Activision Publishing, Inc. France MobyGames
Developed by Neversoft Entertainment, Inc. France MobyGames
Distributed by ATVI France SARL France MobyGames
Video Modes Supported Progressive Scan (480p) GameCube MobyGames
Sound Capabilities Dolby Pro Logic II GameCube MobyGames
Multiplayer Game Modes Free-for-all / One-on-one (VS) GameCube MobyGames
Number of Offline Players 1-2 Players GameCube MobyGames

Regional releases

Release date Region / edition Source
2005-10-18 United States MobyGames
2005-10-27 Germany MobyGames
2005-10-28 United Kingdom MobyGames
2005-10-28 France MobyGames

Catalog identifiers by release

Identifier Code Region / edition Source
UPC-A 047875809499 United States MobyGames
ISBN-10 1584168749 United States MobyGames
Nintendo Media PN DL-DOL-GWJE-USA United States MobyGames
ASIN B0009Z3HQ0 United States MobyGames
EAN-13 5030917030376 France MobyGames
eBay Product ID 1302904023 France MobyGames

Data by MobyGames.com

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