Tony Hawk's Underground 2 is a 2004 skateboarding video game, the sixth entry in the Tony Hawk's series after Tony Hawk's Underground. It was developed by Neversoft and published by Activision on October 4, 2004 in the U.S. for the PlayStation 2, Xbox, GameCube, Microsoft Windows, and Game Boy Advance platforms. The PlayStation Portable version was released in March 15 the following year, renamed Tony Hawk's Underground 2: Remix, which includes extra levels and characters. Tony Hawk's Underground 2 received generally positive reviews, with praise for its gameplay, aesthetics and classic mode, but criticism for its story and lack of innovation. Gameplay The gameplay in Underground 2 is similar to that of previous Tony Hawk games: the player skates around in a 3D environment modeled after various cities and attempts to complete various goals. Most goals involve skating on or over various objects or performing combos. Scores are calculated by adding the sum of the point value of each trick strung together in a combo and then multiplying by the number of tricks in the combo. New gameplay features include the Focus ability, which the player may trigger with a full Special gauge to cause time to slow down in order to help keep up their combo (by allowing greater control of their grind balance, for example); the Natas Spin, which can be performed on small surfaces like pillars or fire hydrants; and the Freak Out, which serves as another combo starter by having the player fill a gauge after certain bails, which will result in them angrily disposing of their board before continuing their session. In addition, the Wallplant maneuver was repurposed as the Sticker Slap. Many levels return from previous games, including an expanded Warehouse (which also serves as the Story Mode's training area), School and Downhill Jam from Tony Hawk's Pro Skater, Canada, Los Angeles and Airport from Tony Hawk's Pro Skater 3, and Philadelphia from Tony Hawk's Pro Skater 2. A classic mode was added to Underground 2, which allows players to skate through both new and remade classic levels in the traditional 10-goal, two-minute time limit mode that was present in Pro Skater, Pro Skater 2 and Pro Skater 3, complete with the stat points scattered all around the levels. In classic mode, the player chooses from one or two levels in which to attempt to complete enough goals to advance. All of the "remade"