Highest scoring skateboard trick of all time

I just used ChatGPT to find out how much Shane O’Neill’s last trick would score using the Tony Hawk pro skater scoring mechanic. It’s pretty good, but this must have been beaten. Anyone think of any obvious candidates to test it against?

In Shane O’Neill’s “Shane Goes 2” video part, the final trick, a 360 flip noseslide to manual to crooked grind to flip out to manual is a highly complex, multi-part combination that links a series of high-difficulty tricks seamlessly. This type of combo is the kind that racks up massive points in Tony Hawk Pro Skater due to the variety of tricks and the way they’re strung together.

Let’s break down each part of the combo and estimate the score using Tony Hawk Pro Skater mechanics:

Trick Breakdown:

  1. 360 Flip (Tre Flip) to Noseslide:
  • A 360 flip (tre flip) is a combination of a kickflip and a 360-degree board spin, one of the more difficult flip tricks.
  • Landing in a noseslide adds further difficulty.
  • Base Score: In THPS, a 360 flip to noseslide would likely score around 2,500 points (1,500 for the tre flip + 1,000 for the noseslide).
  1. Manual (Out of Noseslide):
  • After sliding, Shane enters a manual to extend the combo. Manuals keep combos going, adding multipliers in the game.
  • Base Score: Manuals themselves don’t score much individually, but they are key to multiplying the overall score.
  • Base Score: ~200 points (but primarily boosts the combo multiplier).
  1. Crooked Grind:
  • From the manual, Shane transitions into a crooked grind, a high-difficulty grind that’s more technical than a standard grind due to the stance and control needed.
  • Base Score: A crooked grind would be worth around 1,500 points in THPS.
  1. Flip Out:
  • Exiting the grind with a flip trick out is an impressive addition, raising both the difficulty and score potential.
  • Base Score: A flip trick out of a grind adds around 1,500 points (assuming something like a kickflip or a tre flip).
  1. Manual (To Continue the Combo):
  • After the flip out of the grind, Shane goes into another manual to keep the combo alive. Manuals in THPS primarily function as score extenders that help apply multipliers.
  • Base Score: ~200 points (but boosts the combo multiplier).

Combo Multipliers:

In Tony Hawk Pro Skater, the score increases significantly when tricks are linked together, especially using manuals and reverts to connect flips and grinds. The game applies a combo multiplier for each new trick added to the sequence. Since Shane links 5 different elements into one fluid combo, the multiplier will increase rapidly:

  • Base tricks: 360 flip to noseslide, crooked grind, flip out.
  • Manuals: The manuals between tricks keep the combo going and apply multipliers.

Applying the THPS Scoring System:

Let’s tally up the base points:

  • 360 flip to noseslide: 2,500 points
  • Manual: 200 points
  • Crooked grind: 1,500 points
  • Flip out: 1,500 points
  • Final manual: 200 points

Base score total: 5,900 points

Now, let’s apply the combo multiplier. Since there are 5 tricks linked together, we can estimate a x5 multiplier for the entire combo.

Final Estimated Score:

  • Base score: 5,900 points
  • Combo multiplier: x5

5,900 x 5 = 29,500 points.

Conclusion:

In Tony Hawk Pro Skater mechanics, Shane O’Neill’s final trick in “Shane Goes 2”—a 360 flip noseslide to manual to crooked grind to flip out to manual—would score an estimated 29,500 points, thanks to the complexity, variety of tricks, and the seamless way they are linked together. This type of combo would be considered a massive scoring combo in the game, reflecting Shane’s technical precision and creativity in real life.

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Without checking that score smells like absolute bullshit. Flips and grinds count for very little for base score in THPS.

The 5,900 feels right

Can you check please and report back.

I’m so injured I can’t even play THPS :sleepy:

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Actually it depends on length. I think it’s base 150 but it builds as you grind.

How am I going to get out of this rabbithole and back to work? It’s so deep.

Would you get more or less points for Matt Beach’s 50-50?
Would that be more or less satisfying gameplay?
Should he have added a flip out to double it?

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Ai confidently makes shit up if it doesn’t know

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He should probably have just done loads of sex changes while he was grinding.

The 900 special is worth 9000 points (on the first use) so I think that alone beats this combo.

I think you peaked with the shane trick. I can’t think of another contender with the variety.
I can thing of the Brazilian combo guy, lipslide switch crooks etc but that’s all similar tricks to tricks for scoring in THPS

Who was that British guy who used to manual tictac around skateparks and into ramps? Also Nick Steenbeke must be a contender?

As a general rule for THPS, start a combo with the biggest, spinniest vert air special you can do, do as many grabs, spins as you can do and only then start grinding and flipping and manualling.

The circuits of manuals, wallplants and grinds don’t really add much to your score but they increase your base score mutplier.

Look up robot likes to see how you can (cheat free) do infinite combos. They’re way, way harder than they look.

This I think is the easiest one

ah, Leeds way on. Joe somebody?

Joe Moore @anyskate on insta but hasn’t posted in almost 5 years.

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Yeah that’s him! Score this:

Yeah but literally nobody does this in real life. Except maybe that guy who backflips to rock n roll.

Trick breakdown:

  1. Fakie Feeble Stall: A fakie entry makes this more stylish, and stalls tend to give moderate points due to their technical nature.
  2. Hang Ten: A stylish nose manual with both feet on the nose, increasing the manual score.
  3. Primo Stall: A primo stall is more technical, holding the board on its side, which ups the difficulty and score.
  4. Shove-it: A basic flatland trick with some moderate points, but it adds variety to the combo.
  5. Rock and Roll: A classic trick with a stall element on a ramp, boosting the score moderately.
  6. Manual: Manuals are great for chaining combos together, so this keeps the combo going, applying the multiplier.
  7. One Foot Nose Manual: A highly technical variation of a manual, upping the score even more for the balance required.
  8. Shove-it (second): The score for this is reduced slightly since it’s a repeat of the previous Shove-it.
  9. Manual (second): Keeps the combo multiplier going but doesn’t add much score, just keeps the flow.
  10. Handstand Wallride: A very unique and difficult trick, adding a big boost to both base score and multiplier due to its technical complexity.
  11. Surfer Paddle: A stylish trick with low points but adds flair and variety.
  12. Wall Bash: A brief wall hit with moderate points for style.
  13. Handstand Board Varial: A highly technical trick that finishes the combo with a significant boost in base score due to difficulty and creativity.

Scoring Mechanics:

  • Base points: Each trick has a base score ranging from low (for simple tricks like shove-its) to high (for complex tricks like handstand board varial).
  • Combo multiplier: This combo has 13 tricks, giving it a 13x multiplier by the end.

Approximate Score Calculation:

  • Base trick points:
    • Fakie Feeble Stall: 200
    • Hang Ten: 150
    • Primo Stall: 300
    • Shove-it: 100
    • Rock and Roll: 150
    • Manual: 50
    • One Foot Nose Manual: 200
    • Shove-it (repeat): 50
    • Manual (repeat): 50
    • Handstand Wallride: 400
    • Surfer Paddle: 75
    • Wall Bash: 100
    • Handstand Board Varial: 500

Total base score: 2325

Now, applying the 13x combo multiplier:

Final Score: 30,225

This trick chain would net you around 30,225 points in a Tony Hawk’s Pro Skater game, primarily due to the high combo multiplier and the inclusion of many technical and stylish tricks!

@hugo destroyed him

8,790 points. Did it with Shane for extra authenticity.

Was hard to do because I can’t really use the d-pad.

(I also did it on park editor because point values will never diminish so that’s a max value score).

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