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AMA Supercross Championship

Game Description

Compared to its predecessor released a year earlier, Supercross features a more action-oriented style of gameplay. Tricks are smoother and may come a little more easily, but players will still have to hold the right line and perfect their timing if they're going to be real contenders in the Motocross circuit. Players will race through several indoor and outdoor tracks in this dirt bike simulation from EA SPORTS, and a freestyle mode is available as well, offering a perfect track for maximum air and wild tricks.

~ T.J. Deci, All Game Guide

Review: Overall

Of all the different sports franchises EA Sports has offered, probably none got off to a slower start than its dirt-bike racing series, in Supercross 2000. That title, which stayed clear of the arcade feel of racers like THQ's Championship Motocross featuring Ricky Carmichael and Acclaim's Jeremy McGrath Supercross, opted to go with a control scheme that was more true to the sport of motocross. Unfortunately, the game's complicated controls combined with sloppy animations, poor sound, and boring gameplay turned Supercross 2000 into a title EA Sports would rather forget. That said, with their follow-up title, generically titled Supercross, EA has gone back to the drawing board and put together a better offering for motocross fans.

The most notable change in Supercross is that EA opted to go with a more arcade-styled control scheme this time around. While this may come as a disappointment to gamers looking for the ultimate motocross sim, fact of the matter is, they tried the more realistic approach in the last game and it did not work well. Besides, with this game's new hold-the-accelerator-and-don't-let-go approach, gamers will get a better sense of the speed they would experience in they actually participated in a motocross event.

Also enhancing the speed of the game, EA has implemented a new speed boost gauge to help get more air off jumps. Gamers must press and hold the L1 button and then release it to get a boost. The trick is, once you hit L1, you must time your release perfectly to get the boost at its peak. It sounds complicated, but after practicing for a half hour or so, it becomes second nature.

While the above-mentioned changes to the gameplay for Supercross without a doubt improve the game over its predecessor, there are plenty of adjustments EA still needs to work on. In the Race mode of the game, the AI is sub-par. Playing with the difficulty setting on beginner or rookie, opposing bikers offer little competition, and within a few hours, gamers should be able to win each and every race with ease. Unfortunately, when gamers are ready to brave the challenges of the game's pro level, they will no doubt feel overmatched. This is because in pro mode, opposing bikers move at insane speeds that require gamers to achieve near perfect racing in order to win. On one hand this is a good thing, as gamers will need to spend days perfecting their racing skills in order to consistently win. On the other hand, it is very cheap, as the AI controlled racers are not any better; they were simply sped up by the programmers.

Aside from annoying AI, Supercross is also hampered by odd collision problems. Most notably, gamers will find there is no way to go off the track. No matter how badly one misses a jump or over-accelerates, the racer will not leave the course. Because of this, the courses feel more like a railroad tracks than motocross tracks. Even stranger, for a sport as dangerous as motocross, crashes are practically non-existent. The only time racers ever crash is if they attempt a trick. The problem is, in Race mode, there is no reason to ever attempt a trick.

Speaking of tricks, the other game mode in Supercross, Freestyle mode, is a complete waste of time. As one would expect, the mode give gamers a chance to pull off tricks to achieve high scores. Unfortunately, the trick courses are rather bland, and for that matter, so are the tricks. Requiring a few button taps followed by pressing the circle button, gamers will master the short list of tricks each character has in a few minutes. The only reason to ever play this mode is for a change of pace when playing with two players.

Despite its numerous flaws, Supercross is still a major improvement over its predecessor, and is better than most of the motocross games on the market, outside of the classic NES game Excitebike and its follow-up for the Nintendo 64. Featuring over 15 tracks and almost 30 racers, fans of the genre get plenty of replay value. The only catch is that you really need to be a fan of motocross to enjoy this game. Otherwise, you are best finding your "extreme" thrills elsewhere.

~ Matt Grandstaff, All Game Guide

Review: Enjoyment

Motocross fans will probably enjoy the title, but this game is definitely not for everyone.

~ Matt Grandstaff, All Game Guide

Review: Graphics

A vast improvement over EA's previous effort. Bikers and bikes are well designed, and the game's animation is a step in the right direction. Finally, frame rates are very good in both single and two-player games.

~ Matt Grandstaff, All Game Guide

Review: Sound

The game's commentary is extremely repetitive, but the bike sounds are worth turning up the volume a few notches.

~ Matt Grandstaff, All Game Guide

Review: Replay Value

With plenty of tracks, tons of racers, and a pro level that is very difficult, there is plenty to play in this game.

~ Matt Grandstaff, All Game Guide

Review: Documentation

On top of detailed instructions on every nook and cranny, the manual shows how to perform all of the game's stunts

~ Matt Grandstaff, All Game Guide

Production Credits

ELECTRONIC ARTS Executive Producer: David E. Davis; Producer: Todd Arnold; Associate Producer: Rich Rogers; Assistant Producer: Jim Goodall; Director of Technology: Colin Boswell; Sound Effects Recordist/Editor, Dialogue Recording Engineer: Marc Farly; Sound Effects Recordist: Ken Felton; Dialogue Editor: David Whittaker; Play by Play Announcers: Art Eckman, David Bailey; Additional Graphics: Margaret Foley-Mauvais, Nick Corea; Music Licensing: Beverly Koeckeritz; A&R; Director: Randy Eckhardt; Video Operations Manager: Jerry Newton; Video Editing & Effects: Greg Mishey; Digital Video: Eric Kornblum; Test Manager: Jamil Dawsari; Lead Tester: Eric Crippen; Assistant Lead Tester: Dave Constantino; Testers: Matt Brown, Billy Douglas, Edmund Huey, Tyler Jacobson, Elizabeth Nelson, Shinichiro Ohyama, Charles Paw, Page Wallace, Enrique McAllister, Gabriel Darone; Customer Quality Control: Dave Kellum, Tony Alexander, Anthony Barbagallo, Darryl Jenkins, Dave Knudson, Micah Pritchard, Benjamin Smith, Andrew Young; Localization: Atsuko Matsumoto; Business Affairs: Robert Gonzales; Legal: Kimberly Kostas, pam Ostroff; Studio Operations: Paulette Doudell, Steve Sammonds, Rosalie Vivanco; Studio Contracts Coordinator: Milly Ng; Supercross Product Manager: Aaron Burns; Racing Marketing Manager: David Lee; Director of Marketing: Carolyn Feinstein; Public Relations: Scott Gamel; Documentation: Jessica Pooree; Documentation Layout: Corinne Mah; Package Project Management: Cole Bronn; Package Design: POPGUN Design; Motocross Business Consultant: Russell Stratton; Supercross & Motocross Design Consultant: Jeff Emig; Freestyle Motocross Design Consultants: Brian Deegan, Mike Metzger; Special Thanks: Nancy Philippine, Laurent Benes, Todd Growney, Erik Holden, and the rest of the NASCAR Rumble Team; Terry Darlington, Denise Haller and everyone at SFX Motor Sports; Carry Coombs and the National Promoters Group; Scott Hollingsworth, Connie Fleming and everyone at the American Motorcyclist Association; John Batter, Shannon Copur, Chris Crowell, Nancy Smith, Chip Lange, Tom Boyd, Jeff Smith, Andy Moore, Gary Bailey, Lurch, Steve Bruhn, Brian Butler, Jeff Aprahamian, Gave Leon, Rob Gladden, Bevo Forti, Alan Rutherford, Hilton Beaty, Walker Garrison, Bill McLean and Pacific Yamaha/BMW of Richmond, B.C.; Mary, Angela and Paul at Morrison Travel; Thanks to our Venues: Qualcomm Stadium, Bank One Ballpark, Houston Astrodome, RCA Dome, Pontiac Silverdome, Georgia Dome, Daytona International Speedway, Hubert H. Humphrey Metrodome, Texas Stadium, Louisiana Superdome, Sam Boyd Stadium, Louisiana Superdome, Sam Boyd Stadium, Washougal Motocross Park and Unadilla Valley Sports Center; Thanks to our Riders: Clifford Adoptante, Greg Albertyn, Buddy Antunez, Stefy Bau, Jimmy Button, Mike Cinqmars, Brian Deegan, John Dowd, Jeff Emig, Tim Ferry, Carey Hart, Doug Henry, Damon Huffman, Mike Jones, Mike LaRocco, Phil Lawrence, Ezra Lusk, Mike Metzger, Jessica Patterson, Robbie Reynard, Jean Sebastien Roy, Denny Stephenson, Sebastien Tortelli, Heath Voss, Larry Ward, Kevin Windham; Motocross Legends David Bailey, Roger DeCoster and Johnny O'Mara; SONGS "Crucial"; Performed by: Kottonmouth Kings; From the Album: High Society; Written by: Xavier, McNutt, Miller and Rogers; Produced by: Daddy X and Kumagai; ©2000 Daddy X Music (BMI), Green 2 Da Bing Music (BMI), Sattamassagana Music (ASCAP), Pack-N-Snap Music (ASCAP); (P) 2000 Recording Courtesy of Capitol Records; "Against the Elements"; Performed by: Confrontation Camp; From the Album: Objects in the Mirror are Closer Than They Appear; Written by: Prof. Griff, Kyle Jason, Mistachuck, J. Muhmad, W. Little, K. Shah; ©2000 Creamwerks; (P)2000 Recording Courtesy of Creamwerks and Artemis Records; "Shut Up"; Performed by: Sucker; From the Album: Get on Board; Lyrics by: Scott Stoughton; Music by: Sucker; ©2000 Sucker, All Rights Reserved; Recording Courtesy of Sucker; "Are You Ready"; Performed by: Sucker; Lyrics by: Scott Stoughton; Music by: Sucker; ©2000 Sucker, All Rights Reserved; Recording Courtesy of Sucker; "Brackish"; Performed by: Kittie; From the Album: Spit; Written by: Kittie; ©1999 Kittie Inc.; (P)1999 Recording Courtesy of Artemis Records

~ Keith Adams, All Game Guide