Metacritic Games

MX Superfly (GameCube)

Show Off Your Skillz: Expanded freestyle mode with more of what's made the MX franchise dominate - mini-games, tons of arenas and wide-open worlds with secret areas to explore. The only motocross game where you can Create-A Rider, and as you play choose from the big name sponsors, five major bike manufacturers and authentic gear. The better you are the more stuff you can buy. [THQ]

THQ
Racing
Players: 2
E (Everyone)
Developer: Pacific Coast Power & Light
Released June 24, 2002

Overall Metascore

This is a weighted, normalized average of all individual scores given by critics, on a scale of 0 (worst) to 100 (best).

76 / 100

Critic Reviews

85 Electric Playground
Arguably the finest motocross game available thanks to its racing and freestyle gameplay offerings--and new additions to last year's game.
85 IGN
Be sure to get the GCN version of the game and not the PS2 one -- it runs and looks noticeably better.
83 GameSpy
A well-rounded, deep, and diverse title. The graphics and sound in the GameCube version surpass those found on the PS2.
79 GameSpot
MX Superfly may get bogged down from time to time by the overabundance of minigames, but behind that small obstacle is a motocross game with great gameplay and solid audiovisual presentation.
78 GameZone
MX Superfly is the best motocross game currently out for the Gamecube, and arguably any 128bit system, so a recommendation is inevitable.
71 TotalGames.net
Although entertaining, MX Superfly lacks that consuming compulsion to see, perform, and unlock everything, but it is worth a rental if the words ‘Yamaha’ and ‘Honda’ excite you.
70 Game Informer
This series has lots of potential, but has yet to live up to it. [Sept 2002, p.85]
66 Gamer's Pulse
While none of these modes excels to a great degree, the sum of the different play modes is quite a lot of fun.
64 Nintendo Power
The overall riding experience is really flat. [July 2002, p.148]
60 Play Magazine
There is one thing I absolutely loathe, and that's the super-hyper-lame-ass "ooh-yeah" and "woo!" they feel necessary to slide in every time you pull off anything even remotely cool, and the similar "what the?" and "careful!" every time you get bumped. [Sept 2002, p.73]

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