Sure, Reflex and Alive have good arcade/sim physics and yes MXS is brilliant but doesn't include real riders and a replica points series which I prefer and yes, MUD is fun and MTX was great (though too fast for my taste) but in the end there is STILL one Supercross game that stands above them all to me. And yes, it is ridiculous that the game is 13 years old now.
EA Sports Supercross 2000 for the Nintendo 64 (and also for the PS1) had it all and really was so far ahead of it's time. It's not perfect and it is two generations behind in systems but compared to the other SX/MX games it is still my favorite.
The reviews weren't that great because the game's controls were a bit touchy (like most simulations or somewhat simulation like games) but with practice the control is very good. And no, the clutch doesn't reallly do much but for it's time the physics were pretty realistic.
EA's Supercross 2000 had so much great in it such as:
Pretty realistic physics engine. Not MXS realistic but still very difficult to master and I would say it was very simulation based, especially for it's time. Moreso than nearly every other SX game. Bikes look great as the go through the whoops and overall the physics engine is very good.
Realistic speed and pacing of bikes.
You must brake and let off throttle alot. Throttle control is huge.
Rhythm section timing is crucial.
You don't jump over everything. Some sections you single or double or triple over but some you roll over. Just like in real SX. You don't just pin it like you do in most SX games like all the old MVA games and the jumps don't propel you hundreds of yards, unrealistically. Yes, turning in this game is a pain and too slow but they were trying to make the game more realistic and it works. It looks and feels like a race of that era other than the sometimes sluggish turning.
2 heats, lcqs and full 20 lap mains!! that's a biggee!
10 riders at the gate. Not bad!
Full accurate AMA SX points series! That's huge!
Full race replays.
AI on Pro is very challenging. I win but not consistently and you can make it harder with skill attribute changes.
Real riders from the 98-99 season. No RC or MC due to them having their all games but greats such as Emig, Ferry, Windham, Ward, Albertyn, Tortelli, Larocco, Huffman, Pichon and lots more.
Since EA was the actual sponsor of SX, the tracks are decent replicas and have all the official names and layouts and really feel like the real deals not the fantasy MVA SX tracks and MUD FIM tracks. The Daytona track is real cool and just like the real Daytona very different from all the other SX tracks.
Bikes aren't floaty. Speeds aren't exagerrated.
This is one of my favorite aspects of the game. BY FAR! ESPN2 like tv style presentation with the greatest SX commentator of all time, Art Eckman, doing the pbp and David Bailey on color Sure it gets a bit monotonous but the commentary is very accurate and no one else has done it in a SX/MX game even 13 years later and two generations of systems later. Plus having those 2 great voices make it sound and feel like Supercross. Great realistic tv style atmosphere. They tell who gets the holeshot, who's ahead, who's behind, who crashes and also give some nice tidbits about riders and tracks and the history of SX. The PSX commentary is a bit more varied and detailed as it has Bailey as well as Eckman. Hearing Eckman call the names KDub and Fro just make this game the best to me and you will also hear his signature lines such as "he showed him a wheel" and "they're rubbing plastic" and "they're going bar to bar!!". AWESOME STUFF!
Pre-race rider lineups and heat/lcq and main post-race standings. Nice season points standings menus.
Multiple camera views. I like the Path view alot. it is sort of up high. Very cool.
Full AMA and Pace Supercross license.
Graphics are crappy of course (it was 1999 after all) but animations are pretty good and if you get the N64 Expansion pal the N64 version looks MUCH MUCH better than the PSX version. No Bailey on color for the N64 version, though.
No unrealistic pre-load or scrub buttons. You control it all with brake/gas/control/control of bike.
Nice force feedback effect on the controller especially on the N64 version with the rumble pak. You feel the whoops!
Proper rider and bike/track scaling.
Having a competitive AI (that doesn't cheat) makes going to the lcq pretty nerve wracking especially if you are near the end of a season and need those valuable points.
If a current game had this engine and game layout with updated riders/teams/graphics it would absolutely SMOKE every other SX/MX game. I still think this is the best SX/MX game there is. And yes it is dated and looks bad and the bike sounds suck but it has EVERYTHING else and feels right. Of course it would be cool to have teh updated Alive/Reflex control and such but again, this game feels right. And the tracks feel right and feel realistic.
I'm sure there are some who think I'm delirious in declaring this the best Supercross/Motocross game ever but I've played them all (and appreciate them all for various reasons) but this one replicates the whole atmosphere of Supercross the best to me. And I know lots of people loved Reflex. I actually thought Alive was better as the track scales were more realistic and the bikes had weight but no SX and completely unrealistic Nationals (other than the JS7 stuff) made Alive pretty worthless. Reflex had potential but floaty weightless bikes, kamikaze AI riders, poor Nationals and no points series in either pretty much ruin what could have been very good games.
I would love to hear some thoughts/good times/ect from you guys who used to play or maybe still play EA's Supercross 2000 which, to me, was an underated gem of a game. It was a shame that for the sequel (just called Supercross, released in 2001 as if the excellent Supercross 2000 game never existed) they went completely away fromt he simulatoin style and went total arcade. Meh.