Big things are happening on TV Tropes! New admins, new designs, fewer ads, mobile versions, beta testing opportunities, thematic discovery engine, fun trope tools and toys, and much more - Learn how to help here and discuss here.
These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Tony Hawk's Pro Skater
Broken Base: It's debated when the series truly began it's 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 Pro Skater 4 beginning the downward trend in quality, citing it's 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.
On the other hand, some believe that Project 8 and American Wasteland were very good, but could not compete with the popularity of Skate. Whatever the case it's unanimously agreed that the series completely slumped when Shred and Ride's non-working skateboard peripherals made it nearly impossible for anyone to play them.
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.
However, such variation may lead to YMMV cases. Take Underground 2 for example: how about busting a combo while Frank Sinatra is playing on the background? Some would find it out of place enough to go "WTF?" while others would find it pretty cool.
Dork Age: Undoubtedly 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). Might be on the upswing with HD.
Depression? Here's a quarter. Tell someone who cares.
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 THPS 3.
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, missing how fun it was.
"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 in THUG, 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.
In addition, along with walking, THUG brought also the Combo Run Out mechanic, which basically was getting off your board in the middle of a combo, then you had a certain timer to get back on board with another trick in order to continue your combo (if you just rode on to get back on the board, the combo would end). It enables the player a stop for balance as in the aforementioned case (or to get to another grindable surface into which you couldn't normally ollie from the one you were), with the additional bonus that going into a grind, or a manual, or riding up a ramp just in time to get launched off of it would keep your combo going and allow you to rake up score multipliers. Of course, this mechanic isn't that broken, considering that the Run Out timer does not reset between uses, meaning every time you use it, you have less and less time to get back to your combo before it fizzles out.
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 50's, by randomly mashing a couple of the buttons. Gets worse when your manual skill gets high, because it becomes STUPIDLY easy to balance.
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".
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.
No Export for You: 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 team mates notice or care.
Scrappy Mechanic: A lot of critics and fans were finding the combo system to be more insane by the second. 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.
The board peripheral for Ride, full stop. It's so imprecise, you'd wonder what kind of mechanics were they thinking of when they made it.
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).
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 is the second booted off the tour. And you'll love every second of his torment.
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). After years of so-so to downright unwanted sequels, this is the move many fans have been calling for Activision to make.
On the other hand, many believe that removing the walking is a step backward, seeing as how it was a technical limitation in the first place (which is why they couldn't implement it till the 6th Gen).