If one game shows the power of the GBA over previous handhelds then this game
is the one. This game, for me, is the first time that a handheld game has actually
been a faithful representation of its bigger console brother. Most handheld games
have been a shallow copy of home console versions but anyone who has played either
the PSX or dc version will instantly recognise every level, even if they are now
viewed from an isometric viewpoint instead of roaming 3d.
The amount of detail Vicarious Visions have been able to include is truly astounding,
the trick list and gap list is proof of the depth to which Vicarious have gone
in the quest to make the ultimate handheld conversion.
In terms of gameplay, this version of the game is as good as it is on any other
console. You now have only four buttons instead of the eight found on the PSX
and six on the dc, but it translates well to the actual game. On the default
setting you use the B button to do ollies (jump) and the A button to grind.
The Left shoulder button is used to do flip tricks whilst in the air and to
toggle ollies when on the ground. The Right shoulder button lets you do grab
tricks (in the air) and switch stances. You can do tricks or grinds over all
the level with ease. In fact I have found this version of the game to be easier
than other console versions, it seems easier to pull tricks and supers with
the GBA pad over other console pads. You can also do the manuals which help
you link big combos and score some high points. There are a few problems with
judging exactly where certain things are though; if you need to grab some cash
or goal which is suspended in mid-air over a particular dark area of the level
then it is hard to judge exactly where it is since you need to use the shadows
on the ground. Also the GBA itself does not bode well for long play, for some
reason my hands cramp badly after an extended bout of play. However this is
a design fault of the GBA and not the game since it also happens when playing
other games.
There are 6 levels to play through in 3 different modes, career (the main mode)
free skate and single session. There are a total of 13 pro skaters to play with
and probably a few hidden skaters as well in there (keeping that secret though).
Career mode lets you start with one open level with 10 goals. Each time you
complete a goal you earn money, which you can use to upgrade your stats, buy
new boards and open up more levels. The problem with this is that the higher
levels pay more money for completing goals, and so if you open up a few higher
levels early on you could technically see the end of the game without completing
each goal, however doing this also means you won't see any of the hidden skaters.
The developers have included, as one of the 6 levels, probably the best level
from Tony Hawks 1, the warehouse level, which plays like a dream. It's the level
that I can do my highest combo on and also achieve my highest overall score.
Graphically Tony Hawks 2 is the most accomplished handheld title currently
available. When you first start the game you could easily think that you are
playing the PSX or DC version. The presentation is 100% accurate to the bigger
consoles. On the main options page the only thing missing is the multi-player
mode and create level mode, everything is in exactly the same place as it is
on other versions. They have also managed to include the exploding text every
time you either successfully manage a trick or fail miserably. Each level looks
as good as its bigger console cousin even though it's now 2d, but shown from
an isometric viewpoint. The developers have managed to make each skateboarder
in polygons. In fact they have used the same polygon skaters as in the PSX version
but on the GBA they are un-textured and of a slighter lower polygon count. They
have managed to retain all the bail animations from the PSX version as well.
Sadly all this graphical finery does have some prices to pay. The levels are
no longer interactive, by this I mean that certain objects no longer have their
own animations when certain things happen (for example the helicopter in the
first level no longer takes off when you grind the rotors) and there are no
moving vehicles as well. While this takes a little away it does add another
plus to the game, the helicopter looks a lot better on this version than any
other due to being a sprite. The developers have also added a semi zoom-in mode
which kicks in each time you pull off one of the many special moves.
Sonically the game is excellent for a handheld. Each sound effect is a completely
accurate interpretation of the bigger consoles and the soundtrack is top-notch.
The soundtrack no longer has the licensed music that other versions had but
the music that's there is good. Interesting fact - the developers of Iridion
on the GBA, Shin'en, were recruited to provide an original library of songs
for this version.
Overall this game is the initial killer app for the GBA. The developers should
be recommended for the top class conversion they have achieved. This game is
probably the premier conversion of any game on any system - it is that good.
Not everything is perfect - the learning curve could be a bit too steep for
a few people and the difficulty level which was high on the other versions is
a bit higher on this one due to the fixed perspective. It can be difficult to
judge angles from jumps/grinds to other jump/grinds due to the level just really
being one big image which scrolls around to follow the skater. After a few hours
play though this issue disappears as you become more accustomed to the levels
and the viewpoint. Also the lack of both a create-a-skater mode and multi-player
support does take something away from the overall experience but the plusses
still make this a must-have. It's a superb solitary experience which will give
many hours of fun to the gamer, and is without doubt the best of the early GBA
titles.
It should be noted that a GBA light would be a perfect companion to this game
but saying that it would probably be a perfect companion to most GBA games.
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