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Supercross 2000 (N64) ReviewBackground
Presentation/Graphics : 82
The different stadiums are well done also, although the only major difference between stadiums is the track layout. The tracks and ground are smooth, like tracks are meant to be. They also develop grooves and ruts as the race goes on. Hit a groove the wrong way, and you may hit the dirt. In hi-res mode, the overall view is less pixelated and adds eye candy that this game needs. Rider and bike details are more easily seen, and the overall contour of the tracks are enhanced. Unfortunately, all races take place in indoor arenas, and therefore there are no scenery graphics, except for the crowded stands. Presentation/Audio : 74
The sound effects during the race are effective. Engines roar, as you would expect, and the crowd cheers when someone gets knocked off their bike. There isn't much in the way of ambient sounds, but then again, you're in a stadium, so it's just the bikes and the crowd. The TV commentary, while useful, gets to be monotonous. Art Eckman of ESPN provides the commentary for the game. He announces when the rider in first, second, or third place loses their spot, and when someone falls off their bike, but otherwise he has nothing much to say. It is somewhat helpful to know who's in first, but a little more variety would have been nice. Interface : 80 Go to the options screen, and you will find the real gem of the game. Much of the game is customizable and features sliding bars for everything from the number of laps to collision sensitivity. You will probably want to toy around and find the right settings for you. Gameplay : 62
There is no arcade mode or even feel to the game, and it is just plain frustrating at times. On a straightaway, the smallest tap of the control stick will send your bike flying to the left or right. Try to straighten out again, and you'll fly the opposite direction. Remember when you were a small child and would pretend you were steering a car, constantly moving your hands from left to right? That's what your bike will look like. As sensitive as the controls are, I couldn't get my bike to go around the hairpin turns. This is a major problem, because each course consists of at least two hairpin turns. Granted, this is a simulation, and the never-before-used brake button will have to be used, but even still, turning is a chore. The game allows you to "customize" your bike, but I was a little disappointed with the shallowness of this feature. There are 250 and 400 cc bikes, as well as sliding bars for traction, gearing, and shocks. No matter how much I adjusted each, I never found a setting that made controlling my bike easier. And since top-speed will never really be reached, gearing your bike fully towards acceleration provides you with a great advantage over other racers. I do like that EA went out and got 24 of the top real-life racers. It adds a nice touch. I would have liked to be able to perhaps create a racer, but with 24 to choose from, there is decent variety and depth. The 16 tracks offer all of the jumps and turns of real supercross, but after seeing five or six tracks, you've seen everything that's to be offered. Again, I would definitely suggest honing your skills on the five amateur tracks before moving on. Replay Value: 54
The game really could have benefited from a track creator, or at least a track editor. I would have thoroughly enjoyed racing on my own creation. It would have at least provided an opportunity for non-sim fans to create more arcade-like tracks. Overall : 66
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