Tony Hawk's Pro Skater 2 (GBA video game)
| Tony Hawk's Pro Skater 2 | |
|---|---|
Box art featuring Tony Hawk | |
| Developer(s) | Vicarious Visions |
| Publisher(s) | Activision |
| Programmer(s) | Matt Conte Alex Rybakov |
| Composer(s) | Manfred Linzer |
| Series | Tony Hawk's |
| Platform(s) | Game Boy Advance |
| Release | |
| Genre(s) | Sports |
| Mode(s) | Single-player |
Tony Hawk's Pro Skater 2 is a 2001 extreme sports skateboarding video game developed by Vicarious Visions and published by Activision for the Game Boy Advance handheld game console. It is a portable version of the console game of the same name, starring the skateboarder Tony Hawk. While the console versions of the game have a behind-the-back camera perspective, the game instead uses an isometric perspective, featuring multiple modified levels taken from the console version. The player is tasked with getting as high a score as they can in a limited span of time by doing skateboarding tricks.
Vicarious Visions proposed the creation of a Game Boy Advance version, getting approval from Activision and Tony Hawk. To be able to include the tricks from the PlayStation, they created a 3D engine for the game, using polygonal characters, using math to design the levels. The music was composed as a pastiche of the music featured in the series, as well as songs from "skate punk-like artists." The quality assurance team criticized the level design, one member saying they did not know how to make levels and coming on board to help fix this. Development finished in less than one year, released as a launch title for the handheld in North America and Europe.
Tony Hawk's Pro Skater 2 has been generally well received, identified as one of the best Game Boy Advance games by multiple critics. Vicarious Visions received particular praise, identified as having pushed the Game Boy Advance beyond what people expected it to be capable of by presenting an authentic adaptation of the original game. The isometric perspective received some criticism due to difficulty discerning angles, and its controls were considered less preferable to the controls of the original. It has been identified as an exemplar of how to do a handheld conversion of a console game, and the 3D engine created for the game was used in future games by Vicarious Visions on the Game Boy Advance.