It’s odd that developers keep plugging away at this sort of thing. Motocross games are like NASCAR games – they’re never very good and rarely sell all that many copies. Supercross 2000 should fit amply into this category, attempting as it does to turn the ill-fated genre around by simply adding… more riders.
What do you care if the little coloured man on the bike is named after one of 24 biking personalities? It’s about as effective as being served your armed robbery subpoena only to notice it’s printed on recycled paper. Besides looking exactly like every other muddy bike game ever, the biggest flaw in Supercross 2000, the sugar in its gas tank if you like, is control. There isn’t any. Winding helplessly down bland brown channels of dirt, woeful desperation seizes you as you realise the course of this journey is not within your command. It’s extremely distressing if you’re used to altogether better performance. The bike and rider feel light and generally unrealistic, so it’s an impossible science judging how to angle them both for the short time you’re between jumps. A freestyle tricks mode, with free movement around an arena, is less punishing and much more fun. Is that enough to warrant a sale? Nope.