
2000 · Neversoft Entertainment · sports · Sony
19 sources · 22 facts · verified 4mo ago · how this was made
Why this one is in the canon, and how to start it well.
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This was the game that made skateboarding cool to a generation that had never touched a board. Activision shipped 3 million copies in the first year; the PS1 version became the console’s second-best-selling sports title after Gran Turismo cite. The Create-A-Park editor turned every bedroom into a skatepark design studio, and the licensed soundtrack — Dead Kennedys, Rage Against the Machine, Bad Religion, Millencolin — introduced mall-punk and hardcore to the Korn generation. The cheat-code culture around THPS2 was less about invincibility and infinite specials (though GameShark had those) and more about access — unlocking Spider-Man, Officer Dick, Chopper Drop, and Skate Heaven became the playground currency of fall 2000. If you cleared 100% career with a created skater to get Spider-Man’s web-grind special, you earned your spot at the lunch table. This is the game that proved extreme sports could be as deep, as replayable, and as cheat-code-obsessed as any RPG or fighter — and it’s still the high-water mark twenty-six years later.
Pick Tony Hawk or Rodney Mullen for your first session. Hawk’s balanced stats let you learn the game’s rhythm without fighting your board; Mullen’s manual rating is maxed from the start, so you can drill the new manual mechanic immediately. Skip low-speed skaters like Bob Burnquist and Elissa Steamer until you understand how momentum works.
Complete the Hangar tutorial. The game forces this on first boot. The manual segment is the load-bearing lesson—linking tricks with manuals is how THPS2 scores. X to manual, balance with d-pad. Every career objective past Marseille demands this.
Knock out the easy objectives first in each level. Every park has a High Score goal, a Pro Score goal, five S-K-A-T-E letters, and a hidden tape. Ignore Pro Score and the tape initially. Grab cash icons (always near grindable rails) and letters (usually on obvious landmark features). The two-minute timer is generous for reconnaissance.
Learn one reliable high-scoring line per park. Hangar: quarterpipe to manual to funbox grind to manual to opposite quarterpipe. School: kicker gap to benches grind to manual to rail. Manuals extend your combo multiplier between scoring zones—this is how you crack 25,000+ point requirements.
Unlock Marseille and Philadelphia ASAP. Three gold medals per park to advance. Philadelphia’s legendary design—love/hate fountain bowl, City Hall gaps, curved benches—is worth the push. Marseille teaches you how to read European plaza architecture for lines.
Assign your first special trick by pause-menu. Career mode gates specials behind stat unlocks, but you can map your first one immediately. Down-Down + flip or grab button. Specials score 4–6× base trick values and are essential for Pro Score goals.
Spend your first $10,000 on stat points, not decks. Prioritize Speed and Ollie to 6–7 range. Cosmetic unlocks are tempting but worthless for progression. You need gap-clearing height and approach velocity before anything else matters.
Manual between every obstacle. The manual is the entire game — land any trick, tap ↓↑ before the wheels touch, and you can roll into the next feature without killing your multiplier. A 5,000-point trick becomes a 50,000-point line once you chain three sections. Practice the timing in the Hangar; the window is generous but not automatic.
Grind transfers keep the combo alive. Ollie from one rail directly into another and the multiplier holds. Philadelphia’s LOVE Park statue and the Marseille bowl lips are built for this — learn which rails connect and you’ll never need ground.
Variety fills the Special meter faster. Repeating the same trick tanks your meter gain; rotate grabs, flips, and grinds. Once the meter flashes yellow, hold the trick button longer for Specials — these score 4–5× base value and are the only path to 100k+ combos in career.
Revert doesn’t exist on PS1. The revert (landing vert into a manual) won’t arrive until THPS3. Your combo dies the moment you land a quarterpipe trick — build lines that end on rails or manuals off street obstacles instead of vert.
Stat points matter more than deck choice. Max Speed and Ollie first; Speed affects manual balance (faster = twitchier) but the mobility gain is worth it. Ollie height unlocks gaps you can’t otherwise reach. Rail Balance comes third. Deck graphics are cosmetic; Create-A-Skater stats determine performance.
Hidden gaps pay better than objectives. Every level has 5–10 unmarked gaps worth 500–2,000 points each. The Philly roof-to-roof leap and Skatestreet’s channel gaps often outscore the listed goals — explore in Free Skate before you commit to career runs.
The walls players actually hit, and the way through each.
School II — Secret Tape Location
The hidden tape floats above the gym rafters, visible from the half-pipe but out of reach. Most players grind the rail along the gym’s upper walkway and bail trying to ollie across. Instead, build speed on the outdoor quarter-pipe near the entrance, manual through the double doors, then launch from the kicker ramp directly below the tape. Two or three pushes before the manual carries enough momentum to clear the gap. Still falling short? Enable Perfect Balance (unlocked via career goals, toggled in pause menu) to hold the manual longer and carry more speed into the kicker.
Marseille — “Collect S-K-A-T-E” Goal
The final “E” sits on a tiny ledge above the bowl’s deep end. Airing straight up from the bowl overshoots or slams you into the wall. Drop into the shallow end, pump once, then transfer across the spine into the deep bowl. As you come up the opposite wall, aim for the quarter-pipe section with the metal coping (left side if you’re facing the letters). A clean, high air from that transition puts you at letter height — ollie at the apex and you’ll snag it. Consistently missing? Grind the bowl’s coping first to build special meter, then use a special air for extra hangtime.
Unlocking Officer Dick — Career Mode Score Walls
Officer Dick requires completing all career goals with a single skater, but the pro score thresholds — especially Skate Heaven’s 200,000-point requirement — stop most players cold. Master the manual-revert chain: land any vert trick, revert immediately on landing (R2 + down), manual away, hit another ramp, repeat. Each link multiplies your combo. A single 15-second manual-revert chain on Philadelphia’s outer loop clears 150K easily. Practice the revert timing in Free Skate — press R2 the instant your wheels touch transition, before the trick-score popup disappears. Once the muscle memory clicks, score walls evaporate.
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August 21 2001, Tony Hawk's Pro Skater 2 debuted on the N64 in the Americas! The PC version of the game released in Korea included eight songs from the band FIN.K.L along with adding the members of the band as playable skaters! They share move sets with Burnquist, Caballero, Cam
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