Jeremy McGrath Supercross World March 05, 2002 - Acclaim is the first out of the gate to deliver a motocross title on GameCube, continuing its ongoing franchise with the release of Jeremy McGrath Supercross World. It kind of fits, as Acclaim was the first company to get an MX game out there by releasing the first Jeremy McGrath on the PlayStation in '98. Nintendo, as you may know, followed suit shortly after with the resurrection of its Excitebike series on the Nintendo 64. Excitebike 64 received widespread approval thanks to its tight and tweaked control, sweet physics, and inclusion of countless extra modes such as the original 2D NES Excitebike. Sadly, Jeremy McGrath Supercross World has very little of this polish. Acclaim has failed to build one good Jeremy McGrath upon another and the port of the PlayStation 2 version of Supercross World isn't breaking the trend. Features
Gameplay This is absolutely one of Supercross World's biggest issues. The control is just very wonky and isn't convincing of how these bikes would behave in real-life at all. Certainly it's not meant to be a perfect simulation, but that's no excuse. Arcade or simulation, the controls have serious issues. You accelerate with the A-button and can make sharp turns by skidding with the R-trigger. To jump and catch your air you must pre-load by holding down the L-trigger and release it at the tip of the jumps. Catching air is without a doubt one of the most important aspects of an MX racer. This is where all the depth comes in because you're pulling off tricks to get a boost in performance and, more importantly, timing and landing to maximize speed. In Supercross World this isn't conveyed well. You can catch air all right, but it's very difficult to really get a feel for height, and even more complicated to time landings. In particular, this steals a lot of the fun away.
Further adding to the problems is that the track design is rather uninspired. There are some huge, truly awesome jumps but the overall presentation is a bit manic. Sometimes you're downright bored with the track setup (which is admittedly a result of the control) and occasionally you are amused with the bigger jumps. As well, the artificial intelligence of the opponent bikers is very sterile. They act like mindless drones, all following one after the other adding very little to the experience. If you're hoping that the freestyle control mechanics and stunt system adds some more depth to this arguably thin experience, think again. It, too, is a flat. Finally, to round out the problems, there are some serious glitches. One of the most annoying is attempting to take a shortcut only to totally bail for no reason upon trying to race up the ramp. It's dependent on your speed, we've found, as you have to go quite slow to successfully execute it. Graphics
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