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Celebrating its 10-Year Anniversary in 1999 With the success of Jeremy McGrath, the motorcycle genre, and in particular supercross racing, has jumped in popularity. While the new Jeremy McGrath isn't out yet, there are three new titles released for the Fall 1999 season. We will compare these titles and make note of the highs and lows of each.
The games under consideration are
Tracks SuperCross Circuit follows the example set by Championship Motocross and has both supercross and motocross courses. Unlike Championship Motocross, however, this game carries a full license. Thus, the 21 imaginative courses are patterned after their real-life counterparts. In the end, you get a wonderful mix of tracks. The stadium tracks require strategy when taking jumps, and the outdoor motocross tracks have an incredible amount of variety. Throw in 4 unique local tracks, and you've got 25 well-designed tracks at your disposal. Supercross 2000 sticks with the SuperCross Circuit only, and as such, the number of tracks available is fewer than SuperCross Circuit. With an AMA license, the tracks mirror the real deal, but they simply don't have the challenge or fun of the ones in SuperCross Circuit. In fact, the courses start having the same feel to them and become repetitive. Order of Finish - SuperCross Circuit, Championship Motocross, Supercross 2000
Riders Order of Finish - Supercross 2000, SuperCross Circuit, Championship Motocross
Graphics Order of Finish - SuperCross Circuit, Championship Motocross, Supercross 2000
Audio Order of Finish - Supercross 2000, Tie: SuperCross Circuit and Championship Motocross
Controls Order of Finish - Tie
Game Modes Supercross 2000 also has season-based racing. Consisting of 16 races, the season mode is much better than Championship Motocross. Like the previous title, modifications can be made to your cycle, but they are minor. Traction, gearing, and shocks can be changed, but the impacts the settings have is nowhere near that of Championship Motocross. If you finish first in a season, you are rewarded with a video. The game also has single races and practice races. Single races are single or two player. In addition to racing, Supercross 2000 has a freestyle mode where the emphasis is on performing stunts. A nice addition, but not something to buy the game for. SuperCross Circuit has the usual single race modes, complete with a time trial mode. But the heart of the game lies with the career mode. This mode beats the competition by far. In the career mode, you start off with $500 in your pocket, just enough to buy a 125cc bike. From there, it's off to the local series of racing over four tracks. By placing well in the races, you are rewarded with prize money which can be used to modify your ride. Furthermore, as you race, your tires and engine wear, and you'll have to buy new tires and repair some of the mechanical parts on your bike. In addition to buying new parts, you can tune your bike depending on your inventory of parts. Finish the series first and you move up in class. Next up is a four-race 125cc supercross series on the West Coast. Complete that in first and you move over to the right side of the country and then to the outdoor motocross series. Completing all the 125cc series in first place opens up the 250cc series. At each stage, you accumulate money to modify and repair your bike. In addition to the racing modes, the game also features a free ride mode which is similar to the freestyle mode of Supercross 2000. Order of Finish - SuperCross Circuit, Supercross 2000, Championship Motocross
Gameplay - Control Championship Motocross has great handling. The bikes don't respond with the press of the button but instead seem to wait for the inertia to shift from one side to the other. Turns must be approached with strategy; turning at the last minute sends you into the barricades. The inertia of the bikes continues to push you radially out of the turn, so you must turn into the turn and drift through the turn. Unfortunately the jumping physics are too floaty. 60 foot jumps are easy to make in this game. Had the programmers been less over the top on jump distance, the game would have the best physics of the bunch. As it is, the physics on the ground, and particularly the powerslide cornering, are the most intuitive. Supercross 2000 promises real physics but doesn't seem to deliver. It is easy to get stuck in turns. Once stuck, your intuition tells you to turn the bike and hit the gas. You'll depend on your back tire to grab some dirt and get you going. Unfortunately, the wheels continue to spin, and you sit in the corner. It's not until you move your bike upright that you'll make it out of the turn. The acceleration is more a function of the roll angle of the bike relative to the ground than anything else. Jumping and landing on the front side of another jump usually means the bike will have a tough time going uphill. This is the case with the other titles, but here the bike makes it with no problem. Order of Finish - Championship Motocross, SuperCross Circuit, Supercross 2000
Gameplay - AI
Order of Finish - SuperCross Circuit, Supercross 2000, Championship Motocross
Final Order of Finish Final Order of Finish - 1. SuperCross Circuit, 2. Championship Motocross, 3. Supercross 2000
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