Even for the standards of the game's Classic Goals, the starting level of THAW's Classic Mode, THPS' Minneapolis, is too easy. The C-O-M-B-O is just a straight line, the barriers aren't hard to spot at all, and the level has ridiculous gaps that are worth thousands of points, making the points missions all but trivial. Notably, a simple Spine Transfer over the one barrier in front of the theater will automatically conclude the High Combo mission even on the SICK level. Inverted, however, with the Secret Tape.
Between Concrete Park and Downhill, two of the hardest Classic Goals in the franchise, Fun Park's PS2 version is not all that hard, except for the baloons mission. The Secret Disc is literally the easiest in the entire franchise, requiring a simple Boned Ollie on a place right behind you as the mission starts.
Philly FDR's Classic Goals are surprisingly easy for the last unlocked level on Proving Ground's PS2 version.
Broken Base: It's debated when the series began its truly epic fall from grace which came to an end in the wake of the disastrous RIDE and franchise killing SHRED.
Some fans point to as early as Tony Hawk's Pro Skater 4 beginning the downward trend in quality, citing its Obvious Beta status and it being an inferior follow up to the much loved third entry.
Whilst more might look at the two THUG games as heralding the end while others see them as being flawed but ultimately enjoyable.
And finally depending on who you ask THAW was a step in the right direction after the THUG games, the last 'classic' Tony Hawk game or an ill omen of what was to come.
A few even point to 3 as the start of the series' downfall, saying that the introduction of the Revert made the game way too easy (never mind that its use is entirely optional).
Pro Skater 5 has been getting this even before release. First is the fact it's being made by the already controversial Robomodo (the company that made RIDE and SHRED, and if Pro Skater HD didn't redeem the company in someone's eyes then that gets added in too), as Neversoft has been shut down (it should be noted that Robomodo has been consulting with former Neversoft developers on how to ensure the game has the right "feel" to it). Second, most of the levels shown off in early footage appear to be remasters or combinations of levels from Pro Skater 1 and 2 (such as a level that combines the warehouse from 1 and the hanger from 2). A nice nostalgic throwback, or a cheap attempt to use nostalgia to lure in older fans? Third, the use of elements like fire and electricity to spice up moves and complete objectives. A nice small addition that doesn't harm the core skating gameplay, or a bad gimmick that reeks of something more suited for Underground? Once the game came out, however, those who liked the ideas felt the execution left much to be desired, while those who hated them found them to be the least of the game's worries.
Crowning Music of Awesome: One of the consistent high points of the series is its mix of licensed music, which offers a little bit of something for fans of many music genres (hard rock, heavy metal, rap, etc.), though mostly punk rock/hardcore, and from Underground on, emo as well.
Dork Age: Some believe it got swept up into one with the release of RIDE, but it can be argued that the gears were already turning as far back as Underground 2 (or even before that, following the release of THPS4). But no matter where one stands, fans will agree THPS5 basically killed what dignity the series had left.
Ear Worm: "Superman" by Goldfinger, from the original. Made the cut for THPS HD due to its infamy.
Few can forget the intro to "96 Quite Bitter Beings" by CKY from THPS3.
In the Nintendo 64 games, the songs chosen at random would loop as long as you made your run in any level. So many of the songs from said games could count for N64 players (e.g. "Jerry Was a Race Car Driver" or "Police Truck" in the first game)
Even Better Sequel: The first THPS received good reviews upon release. THPS2 is considered one of the best games of all time, and it received tens from several reviewers. And then there's THPS3, the first sixth-gen entry in the series, which also got top scores for said sixth-gen versions. Tony Hawk's Underground 2 is considered to be the best game in the series by many, although older fans complained that the game's mechanics and speed made it too easy.
Fake Longevity: To unlock anything worthwhile beyond a couple of videos and a credits sequence in THPS2, you need to complete every goal and get every cash icon on every level. To finally unlock everything, including two secret levels, you need to do that with every single character (and there are 16 of them), each time starting from the scratch.
"Funny Aneurysm" Moment: In the New Orleans level of THUG2, you can trigger an event that causes the whole area to look much more dilapidated, with all the people turned into walking corpses. The game was released less than a year before Hurricane Katrina hit.
THPS2 and THPS3 would add up the total amount of degrees you spin in a combo and multiply your entire combo's score as if it was one air. For example, if you do a combo with five grinds and five 180 degree spins, you get credit for five 900 grinds.
In THUG, certain hidden double-tap grinds like darkslides reset your balance to the center. In certain levels, like Moscow, you can keep grinding circles around the level forever. Also, walking. If your balance was weakening or you feared that you were going to bail at a fall, you can simply get off your board to avoid a bail. No matter how high the skater is or where the skater stands, his or her legs will be perfectly fine.
Grinds in Sk8Land don't cause the balance meter to appear until about half a second into the grind, so if you jump again within half a second, you cannot bail the grind. If your combo consists only of grinds and wallplants, you can combo forever.
Manuals in THAW, literally letting you get your multiplier into the 50s, by randomly mashing a couple of the buttons. Gets worse when your manual skill gets high, because it becomes STUPIDLY easy to balance.
It only works in certain places in THPS2 (The Bullring's loop and Skate Heaven's "Animal Chen" ramp's pass-through) but if you do donuts then complete the loop or pass-through gap you'll get a massive rotation multiplier when you come out the other side.
THPG's Aggro Kick. A simple trick that boosts your speed for simple tricks and gaps... that can easily be kept for a long time, allowing you to pull special air tricks more easily and clearing huge gaps when combined with Nail the Trick.
Also from THPG, the Rigger career allows you to build Boost Quarter-Pipes out of nowhere, making otherwise hard high-score missions a lot easier.
Internet Backdraft: In February 2014, Tony Hawk himself confirmed that a new game was in the making. Fans who were hoping that Pro Skater HD's success would mean a new Pro Skater game on Wii U, PlayStation 4, and Xbox One had their hopes dashed the moment it was confirmed to be a mobile game. Although Activision and Hawk himself had confirmed Tony Hawk's Pro Skater 5 was in the works.
Tony Hawk's Pro Skater 5 infamously went down as the glitchiest game in the series and the internet showed off just how broken it gets. The fact that the day one patch is bigger than the game itself (7.7 GB compared to the game's 4.6 GB) tarnished its reputation overnight.
Les Yay: In THUG, if you select a girl character the dialog in story mode doesn't change. This leads to some interesting dialog involving your love of Russian women and a woman who wants to "show you a few tricks".
Weirdly, 2 games later in American Wasteland, you can't play Story Mode as a woman because your character has a female love interest.
Nintendo Hard: Some of the games have some rather insane challenges even for players who can rack up million point scores easily, especially Pro Skater 4's Pro Challenges and Project 8's Sick rankings on missions.
Japan was denied several games in the series, including 4 and Underground 2.
Only the US and Canada got Tony Hawks 2x and Tony Hawk's American Wasteland: Collectors Edition, which both had exclusive levels. UK fans in particular were very annoyed about this.
The Scrappy: Eric Sparrow. Your former friend turned rival from Tony Hawk Underground. Long after he's proven himself an untrustworthy jerkass the game has your character continue to trust him when any reasonable person would have told him to go to hell ages ago. Worse still it gets to the point where he's actively trying to destroy your life and none of your other teammates notice or care.
A lot of critics and fans find the combo system to be insane. The first game rewarded you well for making one move in the air. When the later editions came, making 50-trick combos was practically a breeze, even required, and one mistake would discredit the entire combo.
Sequelitis: It's debated by fans where and why exactly public perception of the series started to go downhill (pardon the pun). General consensus is that the decline started somewhere between Underground and American Wasteland, and hit a low with Tony Hawk: RIDE, which has been derided for being overly expensive and gimmicky (since the player is forced to use a skateboard peripheral to control the action - and a faulty one at that, as mentioned above). Pro Skater 5 was simply the final nail in the coffin, thanks in no small part to the the horrific state it was in upon release.
Signature Song: "Superman" by Goldfinger, from the first game. Later games have their own, such as CKY's "96 Quite Bitter Beings" for Pro Skater 3 and Less Than Jake's "That's Why They Call it a Union" for Underground 2
Take That, Scrappy!: Seemingly aware of how much the player would loathe Eric Sparrow, THUG delivers an alternate ending when you've beaten the game a second time. Instead of accepting Eric's challenge to win back the skating footage he stole the Player Charactersimply takes the tape off him andslams an elbow into his smug face. All in one beautiful motion of the arm. In THUG 2 he basically becomes the Butt-Monkey for the team and even after trying to cheat you out of your place eventually gets caught out and booted off the tour. And you'll love every second of his torment.
While most of the Venice Beach level is relatively easy, one Goal in particular lives in infamy for containing what is among the hardest transfers in the entire series. The Goal itself is no cakewalk, requiring you to complete four transfers at different parts of a relatively large map. The last three are somewhat challenging, but doable. The first, the appropriately named "VB! Huge Transfer!!!", is a different story. Basically, there are three quarter pipes beside each other. Going from the left or right one to the middle one is easy, but of course that isn't the objective. No, to pass it, you must jump from the first ramp to the third one. You must first build up a lot of speed, and then jump off at just the right angle. Sounds easy on paper, but in reality is almost impossible. And remember, that's only the first of four, meaning you still have to quickly skate to and complete the other three. Messing up any of the transfers, especially the first one, almost always warrants a restart.
Skatopia, the final level, has TWO missions where you must keep balance for a long distance, plus some other hard combo missions.
Coming back from the original THPS, Downhill Jam is a nightmare. The level has next to no vert pipes, which forces the player to rely in balance combos to reach the high scores. Not to mention that the Secret Tape is in a far annoying location.
Also coming back (from THPS2, in this case), Philadelphia is just as hard to score on as Downhill Jam. The only good place to perform vert tricks is the secret area, and most of its rails aren't as good for combos as Downhill Jam's.
While the level itself is not as hard as it seems, The Triangle's Collect C-O-M-B-O laps around the entire stage.
One of the missions in Santa Monica requires you to jump over a HUGE staircase and land on a specific spot. Five times. The last time while doing a 360.
Downtown brings yet another long manual mission. This one in particular is long enough to make you lose the momentum even with a ramp going down AND Spacewalking.
PS2's version Concrete Park has a Classic Goals with a ridiculous Secret Disc which requires an enormous momentum to be picked up. Even using Spine Transfer and Boned Ollie, it's not granted that you'll get it.
The returning level of Downhill has the hardest Collect C-O-M-B-O in the entire franchise so far. Not only it laps around the entire phase, but it spreads over high and low locations.
PS2's version has the Epic Gaps goal on Downtown Philly, which requires you to hit a 55 ft. jump over a street light. Even if you build Boost QP's to boost your skater, use the Nail the Trick Mode and jump with a Boned Ollie, it's still almost impossible.
Baltimore Lansdowne's Classic Goals. Not only the "do all in one session" is required for the SICK score, but the mission to stall in all the shoes is pretty hard to do even individually.
Win Back the Crowd: Seems to be the objective with Tony Hawk's Pro Skater HD: an HD-ification of select levels from the first two Tony Hawk games, reimagined in a brand new engine, with the old-school gameplay (for one, no walking). Sadly, Pro Skater 5 ensured it was not to last.