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Supercross 2000 Package Art
 GENRE
  Sports
 DEVELOPER
  MLB Research
 PUBLISHER
  EA Sports
 NUMBER OF PLAYERS
  1-2
 CONTROLLER PAK
  yes
 RUMBLE PAK
  yes
 RAM PAK
  no
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Supercross 2000

EA has metered its sports efforts on the 64 in the sense that they are only willing to invest so much time and energy in bringing sports to the console. It is believed that the development resources that were required to make the update for the NHL franchise on the N64 went into developing Supercross 2000. As a Canadian, I can firmly state that no game should supercede a hockey game. But in all honesty and objectivity Supercross 2000 was not a worthy replacement of the storied hockey series for the N64. Although the game is an excellent and detailed simulation of the sport of Supercross it ultimately lacks what I shall scientifically call 'POP'.

So what's 'POP'? POP, as used by Eric Mattei, is basically defined as a combination of a fun factor and wow power. That didn't help did it? Well let me say this…Super Mario had POP, ISS64 has pop, Beetle Adventure Racing was totally POP. You see, you can have a perfectly executed sports, platform, puzzle, racing or shooter game but that perfect execution does not translate into an interesting or exhilarating experience. Supercross 2000 is rich in detail both in terms of graphics, control and more but it just doesn't excite me. Find out why by reading below…

gameplay
Supercross 2000 has a great bare bones menu system that is a pleasure to navigate. You shouldn't have any problems getting through all of the option screens. You'll find all of the tracks in the track choice menu represented in nifty spinning 3D images. So all in all, presentation is typical of EA, top notch.

As for the in game eye goodies, you'll find a smooth medium resolution mode that's so hot it would get a Rhino running at it. All of the animations of the riders are very smooth and even when you're bulldogging in a pack of 20 riders there still isn't a hitch in the framerate. Impressive. The hi res mode is something that EA added so they could write it on the box. The development team wisely left Medium resolution as default and it should stay that way.

Details, they make or brake (pun intended) a sports sim. You'll see some great motion tracking from the heads of your rival moto maniacs. This means that their heads will follow you as you proceed to whip up dirt on their sorry asses. Speaking of Dirt, there is some pretty cool dirt spurts that fluff out the back of your bike when you lean or peel out of a turn. Granted, the dirt or particles of polygons aren't the most accurate or exciting embellishment I've seen on the system, but it'll do.

There should have been some more polys added to the rider models. The legs and arms look and move fine but the head is a colored blob that just doesn't work. In keeping with the theme of the riders, the animations for a spill or wipe out are not pleasing to the eye. I don't mean that they are the cool gruesome wipeouts found in Tony Hawk's Pro Skater, but that they are disjointed and as awkward looking as Chyna of the WWF. Take a major wipe out in the stunt mode and you'll know what I mean.

The overall sensation of the graphics is not one of speed. And by this I don't mean the framerate. The game just doesn't feel fast. MRC had this same problem. This contributes to the 'POP' issue I mentioned above.

gameplay
While art is really a matter of taste and personal expression, the opening music for this game sucks harder than a Hoover in a dust pile. Aside from that issue the remainder of the music in the game is bearable.

The in game audio is not that strong at all. The sound of the bike is about as intimidating as a blender. Bikes are supposed to be loud assed honkers that really rip when you tear into the upper RPM's. There was a slight variation in the tone of the bike's engine but not enough to really replicate the sound of a Supercross special.

Art Eckman's (ESPN) play by play commentary is varied to an extent but not anywhere near the level of excellence as Kobe 2. The one thing that is a bugger is that stupid "he got his bones rattled" line that EA must have forced Bill Clement to say in NHL 99, makes its appearance in this game as well. OY! The play by play really does not add any excitement to this game and only serves to keep you posted as to other players' positions and who's pulling off a heel clicker. If EA wanted to adopt a 'more is less' attitude for the play by play in the game they should have adopted the same style of commentary that Paradigm used in its F1 World Grand Prix.

It would have been nice to hear richer audio detail like the sound of other riders, grunting, mud whipping, handlebars clashing, gears engaging and a much more involved audio dynamic for the engine. The overall audio package was not as impressive as the graphics of Supercross 2000 and in the end they did not contribute to any 'POP' in the gameplay

gameplay
A good base is what you need in any sports game. This involves having all of the correct licenses and endorsements. EA, as usual, has that covered. There are quite a few riders of the Supercross Series represented here as well as the motorcycle manufacturers that they are affiliated with.

The control scheme leans very heavily toward the simulation side. Like the recent Kobe 2 this provides a substantial learning curve that is fun to master. There is always something to be said for a game that challenges you to better yourself. You can start on the beginner mode if the game gets to be a little much for you. In fact, going to the practice mode and racing against your previous time via a "ghost rider" is a good way to hone up on your supercross skills. The practice/ghost mode was a smart inclusion on EA Sports part.

When I say 'sim' I mean that tilting of the bike, braking into a turn, choosing a line to run on in a turn and the way that you carry yourself over a set of hills are difficult to master and are paramount in your success in the game. For instance, pushing forward on the bike while climbing a jump and then pulling back during hangtime will get you the maximum results. This control complexity really adds some depth to the game and is well executed.

But what about POP. Well, as I mentioned above, this game is very well executed but it just doesn't excite me. Yes, I have to admit that when you're bumping in a corner with a competitor there is definitely an intense feeling to the game. In fact, this can be considered a highlight for Supercross 2000. But there just isn't enough here in terms of gameplay to really get it on in terms of fun. I'll admit that the sim system is a great challenge and is fun in that respect but the actual race and stunt events just don't kick me in the ass the way they should.

multiplayer
The freestyle events are cool for a multiplayer challenge. Smashing into your friend and doing every underhanded trick in the book is also worth a try. Would have been nice to have a four player mode though. But I prefer a well executed 2 player mode to a choppy chinsy 4 player mode.

overall
A decent and solid game. The simulation side of the game is very detailed and excellently executed. I can't venture to say that it breaks any ground or that it's incredible. The one feeling I get from this game is that it feels very Playstationish to me. Sony games never seemed to have the 'pop' that I like in my gaming and it seems that Supercross 2000 feels exactly like a Playstation game in that regard. That's probably why I'm an N64 fan and not a PSX weenie. I don't think that Hyper Bike will surpass this game so I hope that Left Field (of the Kobe Series) can do a MUCH better job with their installment of the Excite Bike series then EA did with Supercross 2000.
final score 7.0/10




WRITER INFORMATION
Staff Avatar Eric Mattei
Staff Profile | Email
"Lost like tears in rain"


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