OlliOlli : Dayton Dissects
Channel: LIFE RPG
Date: 2014-11-04

It isn't really Tony Hawk's Poor Skater...

This reminds me of a game I used to play on the original Game Boy called Rad and Bad, Skate or Die.

The only difference is, now it's in color... And the music has improved by about a thousand fold...

Oh, and there are no rats or bad guys with knives. Too bad, that would've been Bad and Rad... Oh wait, it was.

Check out my Facebook: www.fb.com/thebrandondayton
Stalk me on the Twitter! www.twitter.com/daytondoes
I'm also on Anook! http://www.anook.com/daytondoes
Twitch stream? Sunday@4PM PST: http://www.twitch.tv/daytondoes
Visiting my website is also a thing! www.daytondoes.weebly.com

OlliOlli is a skateboarding video game developed and published by Roll7 for the PlayStation Vita through the PlayStation Store. It was released on 21 January 2014 in North America, and 22 January 2014, in Europe, Asia, and Australia

 On 27 February 2014, it was announced that OlliOlli would be released for Microsoft Windows.

 OlliOlli is also being ported to the Mac OS, Linux, PlayStation 3 and PlayStation 4.

A sequel, OlliOlli2, was announced on 25 September 2014, to be released in 2015

OlliOlli features two-dimensional levels and a very basic control scheme, using only the "X" button, shoulder buttons, and left analog stick. The player combines tricks performed with attempting to land perfectly, and failing to do so results in the game awarding only a fraction of the points that would have been earned with a perfect landing. Each level has 5 achievements to perform, and once complete unlocks a harder level. Falling at any point in a level forces the player to reattempt the level

OlliOlli was developed by Roll7 and was originally intended to be released for iOS devices. In an interview with Gamasutra, Roll7 founder John Ribbins cites a conversation with James Marsden, creator of Velocity as the reason he took the game to Sony. After pitching the game to Shahid Ahmad, Senior Business Development Manager for Sony Computer Entertainment Europe (SCEE), Ribbins decided to drop iOS and develop OlliOlli exclusively for the PlayStation Vita. The use of physical controls over touch-screen controls allowed Roll7 to add additional mechanics to the gameplay, including the perfect landing system and the unlockable "RAD" mode. The game was delayed from its planned December 2013 release into 2014 due to an issue with the "Daily Grind" system