First a quick runthrough:
THPS1
Warehouse
School
Mall
Chicago (competition level)
Minneapolis
Phoenix
Portland (competition level)
San Francisco
Roswell (competition level)
THPS2
Hangar
School II
Marseille (competition level)
New York City
Venice Beach
Skatestreet (competition level)
Philly
Bullring (competition level)
Skate Heaven (bonus level)
Chopper Drop (bonus level)
19. Chopper Drop
Too small to really even be a level.
18. Skatestreet
The competition levels are boring. I like the wires and secret area, but still it's all plywood.
17. Portland
Another competition level. Not much to look at.
16. Marseille
See above. Just a bunch of bowls. Secret area helps.
15. School
Not a bad level, but School II hurts this ranking.
14. Roswell
Because it was the last level of the first game, I don't think I played it enough for it to really make it's mark on me.
13. Chicago
A competition level but I appreciated the railings in the ceiling as a way to continue a grab trick in the pre-manual era.
12. Minneapolis
Cool secret tape area.
11. Skate Heaven
A wacky level that was fun to play, but hard to take serious.
10. Phoenix
A really interesting level that adds great variety.
9. Philly
I like the city levels, but this one doesn't have a ton going for it.
8. Bullring
Cool concept, good pipes.
7. Warehouse
The first level ever. This is classic. Still a good place to hang out.
6. Hangar
Takes the warehouse to the next level with two secret areas and a helicopter that lifts off.
5. Mall
Even though I think the sandbox levels have more replayability, this one is undeniably fun.
4. New York City
My favorite spot in the entire game is a just jumping across a simple staircase on an angle in the back part of the city. The subway cars and taxis give this one a cool factor.
3. San Francisco
Super awesome secret tape area. Wide open city.
2. Venice Beach
A ton to like here. All the different ramps and gaps with plenty of areas to be street or vert and a cool secret tape off the roof.
1. School II
What do you want in a level? How about starting with a huge leap of faith, a ramp that leads to a high-wire, or a grind that takes you to a true secret area? Table to table transfers. Great lines. And a second secret area--a swimming pool.
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