Tony Hawk's Pro Skater 2

Reviewed by Console Codex Editorial Team ·

The game that perfected arcade skating — THPS2 added manuals (extending trick combos endlessly), the Create-A-Skater, eight-minute runs, and a soundtrack that defined early 2000s culture.

Tony Hawk's Pro Skater 2 box art

💡 Tony Hawk's Pro Skater 2 — Key Facts

  • Tony Hawk's Pro Skater 2 was developed by Neversoft and published by Activision
  • Released in 2000 on PLAYSTATION
  • Genre: Sports, Action
  • We rate it 9.7/10 — an absolute classic
  • Part of the Tony Hawk franchise
  • The game that perfected arcade skating — THPS2 added manuals (extending trick combos endlessly), the Create-A-Skater, eight-minute runs, and a soundtrack that defined early 2000s culture.

Overview

Forget simulation. Neversoft’s sequel to their 1999 cultural detonation made its priorities clear within the first thirty seconds on the Hangar level: you are here to chain impossibly long trick combos, rack up points that climb into the millions, and feel like a god on a plank of maple and polyurethane. Tony Hawk’s Pro Skater 2 has no interest in replicating the physics of pushing a board through Philadelphia’s LOVE Park. It is interested in making you feel like the best skater who ever lived, and it succeeds so completely that the gap between what it depicts and what is physically possible never registers as a flaw.

The cultural timing was immaculate. In 2000, skateboarding was shedding its outsider stigma without having fully surrendered it. The X Games were mainstream enough to air on ABC, but skating still carried a whiff of delinquency that the sport’s marketing apparatus found irresistible. THPS2 weaponized that tension — its roster of real professionals (Bob Burnquist, Elissa Steamer, Rodney Mullen, Geoff Rowley) gave the game legitimacy, while its carnival-physics gameplay and a soundtrack running from Rage Against the Machine’s “Guerrilla Radio” to Naughty by Nature’s “Hip Hop Hooray” positioned it as something genuinely countercultural. It was not a game about skateboarding. It was a game about the idea of skateboarding as liberation.

What separates THPS2 from its predecessor is a single mechanical innovation that sounds small and detonates like a grenade: the manual. By holding a balance direction after landing a trick, players could extend their combo indefinitely on flat ground, weaving aerial vert work into street-level grinds through a single unbroken chain. The original Pro Skater felt complete. THPS2, with the manual, felt like a different game wearing the same clothes.

Gameplay and Modes

Each level gives players two minutes. That constraint sounds brutal and functions as a gift — it creates urgency, focuses routing decisions, and makes a million-point run feel genuinely earned rather than inevitable. The Marseille level, a faithful recreation of the famous concrete skate park in southern France, rewards players who understand its interconnected bowls and can thread aerial maneuvers through its tight transitions. School II, set on a California campus, rewards pure street skating — grinding rails, hopping gaps, threading manuals between staircases. The two levels demand completely different skills and demonstrate how much design range Neversoft had already developed.

The trick system operates on a satisfying risk-reward architecture. Multipliers stack through continued combos; bailing resets everything. Each professional skater carries a unique Special Meter that, once filled, unlocks signature moves — Tony Hawk’s 900, Mullen’s Darkslide, Burnquist’s One-Foot Tail Grab Smith Grind. These are not cosmetic distinctions. Mullen’s flatland-oriented specials make him the obvious choice for street-heavy levels; Rune Glifberg’s vert specialization makes him dominant in Marseille. Players who engage with roster selection engage with something approaching genuine strategic depth beneath the arcade surface.

Beyond the core career mode — which tasks players with collecting S-K-A-T-E letters, finding hidden tapes, and hitting score thresholds in each venue — THPS2 introduced Create-A-Skater and Create-A-Park. Create-A-Skater was primitive by later standards, a limited palette of customization options that nonetheless felt revolutionary in 2000 because no sports game had offered it so cleanly. Create-A-Park was more ambitious: a sandbox editor that let players build their own skate environments using prefabricated ramps and rails, then session them immediately. Players published their parks in magazines. Schoolyards filled with verbal descriptions. It was user-generated content before that phrase existed.

The two-player mode deserves mention because it is genuinely vicious. Trick Attack — a head-to-head score competition on a shared level — is a masterclass in turning cooperation into antagonism. Both players occupy the same space, chasing the same lines, watching each other’s combos with barely concealed contempt. It ran on a single television with no performance degradation on PlayStation hardware, which was not a given in 2000.

Its Place in Sports Gaming History

THPS2 arrived at a moment when sports games were bifurcating into two irreconcilable philosophies. EA Sports and 989 Sports were chasing simulation — authentic playbooks in Madden, realistic ball physics in FIFA, licensed rosters updated annually. Against that backdrop, Neversoft’s decision to build an arcade experience around real athletes felt almost transgressive. The argument THPS2 made — that authenticity of feeling mattered more than authenticity of physics — influenced every arcade sports game that followed, from the SSX series (which launched the same year) to the NBA Street franchise. When EA launched NBA Street in 2001, the debt to Neversoft’s design was visible in every override dunk.

The series would eventually collapse under its own ambition. THPS3 added the revert (linking vert tricks into street combos, completing the system THPS2 had started), and THPS4 expanded the open-world structure. Tony Hawk’s Underground introduced narrative and a created character, which diluted the purity. By Tony Hawk: Ride in 2009 — a peripheral-dependent disaster that nobody wanted and fewer bought — the franchise had become a cautionary tale about sequelitis. The 2020 remake by Vicarious Visions, which reconstructed THPS1 and THPS2 from scratch using modern rendering and the original soundtrack, demonstrated how precisely calibrated the original design was: the moment you drop into the Warehouse or fire up School II in that remake, the core loop snaps back into place with no adjustment required. Not because it is nostalgic comfort food, but because Neversoft solved a design problem in 2000 that has not needed solving again.

Our Review

9.7
Masterpiece / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

Manual trick introduced: tapping balance on landing allows continuous combo extension across entire stages. Five-minute runs become combo mastery sessions. 13 stages from the original plus new areas. Create-A-Skater allows full character customization. 13 professional skaters with individual goals. The skill ceiling is limitless.

Graphics

PS1 3D visuals at their most fluid — the skaters, stages, and trick animations push hardware capabilities. Smooth frame rate despite the stage complexity.

Audio

The THPS2 soundtrack is one of gaming's greatest: Rage Against the Machine, Anthrax, Public Enemy, Naughty by Nature, Millencolin, Papa Roach. Still perfectly captures early 2000s alternative culture.

Replayability

Infinite. The skill ceiling with manual combo extensions means personal improvement never plateaus. Competitive two-player. All-gold score chasing.

Historical Significance

THPS2 is considered one of the greatest games ever made, definitively ranked alongside Ocarina of Time and Super Mario 64 by contemporary critics. The manual trick's invention created the modern skateboarding game template.

Pros

  • + Manual trick completely transformed combo possibilities
  • + One of gaming's greatest soundtracks
  • + Infinite skill ceiling through combo mastery
  • + Create-A-Skater customization

Cons

  • - Collect-a-thon goals can feel repetitive
  • - Some stages are better than others
  • - Original THPS1 is very similar at its core

Tony Hawk's Pro Skater 2 FAQ

How do you perform a manual in Tony Hawk's Pro Skater 2?
To perform a manual, press Up then Down (or Down then Up) on the D-pad just as you land from a jump or ramp. Manualing between tricks is essential for building massive combo scores, as it keeps your multiplier alive while traveling across flat ground. Mastering manual links is the key skill that separates high-scoring runs from average ones.
What makes Tony Hawk's Pro Skater 2 better than the original?
THPS2 introduced manuals, create-a-skater, the park editor, and a significantly expanded trick set including spine transfers and flip-to-grind combos — features absent from the first game. The level design is widely considered superior, with Skate Heaven serving as an iconic final stage. These additions gave the game far more depth and replayability, cementing it as one of the highest-rated games of its era with a 98 Metacritic score on PlayStation.
Are there any cheat codes in Tony Hawk's Pro Skater 2?
Yes, THPS2 has several cheat codes entered via the Options menu under Cheats. Notable codes include BACKDOOR to unlock all levels, MYPRECIOUS to unlock all skaters, and PEEPHOLE to unlock the hidden skater Spider-Man. There is also ROADRASH to unlock all decks and STIFFNECK to unlock first-person mode, which makes the game considerably more chaotic and entertaining.
Is Tony Hawk's Pro Skater 2 worth playing today?
The original PlayStation version holds up well as a pure arcade skating experience, though the 1-2 minute run timer and tank controls feel dated compared to modern games. The 2020 remake Tony Hawk

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