Product info
PRODUCT DESCRIPTION Remember the last time that you dragged a foot peg through a supertight turn, crested a steep hill at RPMs, and then slid down the backside toward the finish line neck-and-neck with the race favorite? Can't recall? Then add that memory to your gray matter with Supercross 2000. EA Sports's exclusive license with PACE Motor Sports brings the immensely popular extreme sport of supercross racing to the 64 with all of the muscle-jolting, dirt-flying fun of the real thing. Similar to motocross racing's cross-country, outdoor track competitions, supercross takes place inside stadiums on massive mounds of dirt. The action is exhausting, with slides, jumps, dips, and open-throttled runs to the finish. In Supercross 2000, riders can progress through an entire season of racing, nail stunt after stunt in the freestyle jump-off mode, or challenge a friend in split-screen, head-to-head racing. More than 25 authentic supercross and freestyle riders--including Mike LaRocco and Jeff Emig--are available, as well as factory bikes such as the Honda CR, Suzuki RM, and Kawasaki KX. The game pays careful attention to realistic physics, so players will virtually feel every dip, skid, and big-air jump. And as the dirt track shifts and moves into ruts and grooves beneath the riders' wheels, players must constantly make subtle adjustments to keep control. It's loud, fast--and memorable--stomach-churning fun. REVIEW Supercross 2000 is Electronic Arts' entry into the world of dirt bike racing, and it definitely feels like a first-year effort. Control issues and dodgy graphics plant Supercross 2000 firmly behind 989 Sports' recent addition to the genre, Supercross Circuit. Supercross 2000 is broken up into two styles. The racing mode puts you on lots of different tracks, while the freestyle mode puts you in a large area populated with jumps, bowls, and other air-enablers. On paper, both modes look really cool, but the game's control really isn't up to snuff, and this takes a lot away from what otherwise would have been a pretty good game. The problems surface when you make turns. The game tries to make turning realistic, in that your rider will put his foot down if you jam the stick all the way to one side, but you never seem to turn with a tight enough radius to feel fully in control of your bike. Turning problems aside, the game features a pretty nice physics model, and the bikes buckle and bounce in a realistic fashion after big jumps. Graphically, the game looks a little boxy, especially the racers' legs and torsos, but everything runs at a tolerable frame rate in both one- and two-player mode. The game's sound is every bit as annoying as real supercross races, complete with grinding, buzzing motors. The play-by-play is low on the personality meter, sticking strictly to calling out passes, tricks, and other semi-important events. If you're a fan of supercross, 989's Supercross Circuit is the game to get. EA's Supercross series may eventually become a contender, but this first effort is lacking. Hopefully we'll see some control tweaks and some improved performance in the sound and graphics departments in the unannounced-but-you-know-EA-will-eventually-do-it sequel. --Jeff Gerstmann --Copyright 1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited. -- GameSpot Review GTIN 14633140316
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