Supercross 3D

Last updated

Supercross 3D
Atari Jaguar Supercross 3D cover art.jpg
Developer Tiertex Design Studios
Publisher Atari Corporation
Producers
Designer Dympna Forkin
Programmer Chris Brunning
Artist Barry Armstrong
Platform Atari Jaguar
Release
  • NA: December 20, 1995
  • EU: January 1996
Genre Racing
Mode Single-player

Supercross 3D is a racing video game developed by Tiertex Design Studios for the Atari Jaguar. It was published by Atari Corporation in North America on December 20, 1995, and in Europe in January 1996. In the game, the player controls a dirt bike competing against opponents in motocross races across the United States. It features quick races and a tournament mode, and the player can customize the rider and bike attributes.

Contents

Supercross 3D was co-produced by designer Dympna Forkin, along with Atari's Tom Gillen, Faran Thomason, and Vince Zampella. It was one of the first Jaguar titles to use SGI rendering. Critics gave the game unfavorable reviews for its graphics, sound, controls, track design, and frame rate, with little praise for the variety of options and rider customization. Retrospective commentary in the years since its release has been mixed.

Gameplay

The player's rider and a computer-controlled opponent jumping off a large ramp in the San Jose track JAG Supercross 3D.png
The player's rider and a computer-controlled opponent jumping off a large ramp in the San Jose track

Supercross 3D is a three-dimensional motocross racing game where the player controls a dirt bike and the main goal is to finish a race ahead of other seven computer-controlled opponents. [1] [2] [3] [4] Before starting a race, the player can customize the rider's name, nationality, outfit, and team details. [2] [5] [6] [7] Bike features such as tires, suspension, and gears can also be adjusted to suit the needs of each track. [2] [3] [5] [6] There are fourteen tracks spread across various cities in the United States. Each track has a distinct layout, difficulty, and surface type. [1] [2] [4] [5]

The race begins at the starting gate, and the player may incur a penalty if they accelerate before the countdown. [5] [8] The action takes place behind the rider from a third-person perspective. [3] [4] [9] The player drives around the track, managing obstacles such as sharp turns and bumps. [1] [3] [4] [10] The player can perform various tricks in the air after jumping from large ramps around the track. [1] [2] [3] [5] If the player goes off course, they will automatically crash and reappear on the track. [5] [10]

There are three different modes of play to choose from at the menu screen: Practice, Race and Tournament. [3] [4] [7] Practice is a training mode where the player races to train their skills to achieve the best possible time and try out tricks. [4] [6] [7] Race is a mode in which the player competes against seven riders in a qualifying round, a semi-final, and a final. [2] [4] [7] The player can select any track in Practice and Race modes, and perform practice laps before racing on them. [4] [5] [7] [10] Tournament is a championship mode covering all fourteen tracks where the player competes against a group of 28 different riders accumulating the most points to win the title. [2] [4] [10] The game saves record lap times on each track, and the player can save their progress in tournament mode after each race and resume it later. [2] [4] [7] There are five difficulty levels and the difficulty of opponents varies depending on the level. [4] [7] [9] There are no multiplayer modes. [2]

Development and release

Supercross 3D was developed by Tiertex Design Studios, which previously ported Flashback (1992) for Atari Jaguar. [11] [12] [13] It was co-produced by designer Dympna Forkin, along with Tom Gillen, Faran Thomason, and Vince Zampella of Atari Corporation. [7] [14] [15] Gillen previously worked as a test department manager before moving into a sports producer role for the Jaguar, while Thomason worked on Jaguar titles such as Cybermorph and Bubsy in Fractured Furry Tales . [14] [16] [17] Zampella previously worked at GameTek before joining Atari to produce Baldies and help launch its PC division, Atari Interactive. [18] [19] Chris Brunning was responsible for the game's programming. [7] [20] Brunning recalled that the Jaguar's digital sound processor (DSP) was complex due to the constant switching of routines in its limited memory, which required writing code in small chunks to load and execute asynchronously. [20] The game's graphic design and animation were done by artist Barry Armstrong. [7] [21] Texture mapping was used for the 3D track models, while the pre-rendered bikes and riders were created using The Advanced Visualizer, making it one of the first Jaguar titles to employ SGI rendering. [11] [22]

Supercross 3D was first announced during an official Atari GEnie roundtable in December 1994, with a planned release date for the third quarter of 1995. [14] [23] The game was demonstrated at Atari during "Fun 'n' Games Day", an event to show upcoming Jaguar titles to the press, and was scheduled for release in September 1995. [24] [25] [26] [27] It was also exhibited during the 1995 Toy Test held by CBS This Morning at the Pacific Science Center. [28] The game made a last-minute appearance at the 1995 ECTS Autumn event due to another title not being ready in time. [29] [30] Atari first published it for the Jaguar in North America on December 20, 1995. [31] [32] A European release followed in January 1996. [33]

Reception

Supercross 3D received generally unfavorable reviews. [36] [39] [40] [41] Atari Gaming Headquarters' Patrick Holstine highlighted the game's variety of options, but pointed out its low frame rate, repetitive soundtrack, and lack of arena variety as flaws. [2] Luis Manuel Asensio Royo of Atari Fan said it was a fine game for motocross fans, but found the gameplay to be somewhat slow, the bike's response lacked fluidity, and the sound effects were subpar. [36] VideoGames commended the game for its large, customizable riders, but the irritating gameplay and unimaginative track designs were seen as major negative points. [39]

GamePro criticized Supercross 3D for its cumbersome controls, generic tracks, and poor audio, stating that "After doing the math, even shoddy 16-bit racers like Dirt Trax FX beat this one". [40] German publication ST-Computer commented that the low frame rate and sluggish controls made quick reactions difficult. [6] Martin Gaksch of MAN!AC deemed it a weak off-road motorcycle racer, saying the controls were solid, but faulted its choppy 3D graphics and dull tracks. [34] Next Generation thought the game's tracks were well-designed and the bike customization was well-presented, but the low frame rate, mediocre visuals, and severe slowdown were heavily panned. [35]

Ultimate Future Games criticized the game's jerky frame rate and useless trick system. They also argued that going off track ruined the flow of the race. [5] Computer and Video Games ' Ed Lomas faulted the game's overall presentation, awful graphics, and pitiful soundscapes. [1] Evan Morris and Bryan Carter of Game Zero Magazine panned the game's terrible frame rate, lousy visuals, aggravating audio, and controls. [37] Marc Abramson of the French ST Magazine said Supercross 3D was "ten times worse" than Club Drive , citing its pixelated graphics, unwieldy motorcycle, and terrible sound. [38]

Retrospective commentary for Supercross 3D has been mixed. [8] [9] [10] Brett Daly of Jaguar Front Page News (a part of the GameSpy network) commended the game for its impressive graphics, respectable soundscapes, and responsive gameplay, but noted some slowdown during high jumps or instances where there are multiple riders. [8] The Atari Times' Ethan C. Nobles faulted the game for its sparse visuals, lacking audio, frustrating gameplay, and abysmal frame rate. [10] Author Andy Slaven found its graphics, controls, and overall gameplay to be better than average, but felt the choppy frame rate hindered the game. [42] neXGam's Michael Tausendpfund panned the game's jerky visuals, poorly designed tracks, dull gameplay, and unacceptable controls. [9]

References

  1. 1 2 3 4 5 6 Lomas, Ed (February 1996). "CVG Review: Supercross - Jaguar". Computer and Video Games . No. 171. EMAP. p. 30.
  2. 1 2 3 4 5 6 7 8 9 10 11 Holstine, Patrick (2001). "AGH Jaguar Review: SUPERCROSS 3D". Atari Gaming Headquarters. Archived from the original on March 3, 2001. Retrieved December 30, 2024.
  3. 1 2 3 4 5 6 "At a Glance: Super Cross 3D". Game Informer . No. 34. Sunrise Publications. February 1996. p. 58.
  4. 1 2 3 4 5 6 7 8 9 10 11 Scholeri III, Joseph (1998). "Supercross 3D - Overview". AllGame . All Media Network. Archived from the original on November 14, 2014. Retrieved April 4, 2024.
  5. 1 2 3 4 5 6 7 8 9 "Ultimate review sector: Super X (Jaguar)". Ultimate Future Games . No. 15. Future Publishing. February 1996. pp. 86–87.
  6. 1 2 3 4 5 "Software: Jaguar-Spiele". ST-Computer  [ de ] (in German). No. 113. Falkemedia  [ de ]. February 1996. p. 63. (Transcription by Computer-Magazin-Archiv. Archived 2018-07-28 at the Wayback Machine ).
  7. 1 2 3 4 5 6 7 8 9 10 Supercross 3D (Game Manual) (International ed.). Atari Corporation. 1995.
  8. 1 2 3 Daly, Brett (2001). "Jaguar Reviews: Supercross 3D". Jaguar Front Page News. GameSpy. Archived from the original on November 4, 2002. Retrieved December 30, 2024.
  9. 1 2 3 4 Tausendpfund, Michael (2006). "Supercross 3D im Test". neXGam (in German). Archived from the original on December 30, 2024. Retrieved December 30, 2024.
  10. 1 2 3 4 5 6 Nobles, Ethan C. (December 2002). "Jaguar Reviews: Supercross 3D — Pathetic trash like this deserves to be bashed". 2002 Year End Issue. The Atari Times. pp. 1–100. Archived from the original on October 29, 2014. Retrieved December 30, 2024.
  11. 1 2 "Alphas: Supercross 3D". Next Generation . No. 12. Imagine Media. December 1995. p. 129.
  12. "Retro Hobby: Tiertex". HobbyConsolas (in Spanish). No. 384. Axel Springer SE. July 2023.
  13. "Product Archive". Tiertex Design Studios. 2004. Archived from the original on March 22, 2004. Retrieved December 30, 2024.
  14. 1 2 3 "Atari Holiday RTC; Jaguar Tackboard". Atari Explorer Online. Vol. 3, no. 14. Subspace Publishers. December 18, 1994. Archived from the original on March 3, 2016. Retrieved December 30, 2024. (Transcription by The Atari Jaguar Game by Game Podcast. Archived 2021-11-27 at the Wayback Machine ).
  15. Vendel, Curt (August 26, 1995). "Payment Schedule for Jaguar games to Developers" (PDF). atarimuseum.com. Archived from the original (PDF) on April 14, 2010. Retrieved December 30, 2024.
  16. Reutter, Hans (2000). "Faran Thomason Interview". CyberRoach Magazine. No. 9. CyberRoach. Archived from the original on March 3, 2001. Retrieved October 19, 2025. (Transcription by Alive. Archived 2005-04-18 at the Wayback Machine ).
  17. Wallett, Adrian (September 3, 2017). "Faran Thomason (Atari/Nintendo) – Interview". Arcade Attack. Archived from the original on September 30, 2017. Retrieved October 19, 2025.
  18. "Press Start: Can PC Games Rescue Atari?". Electronic Gaming Monthly . No. 80. Sendai Publishing. March 1996. p. 20.
  19. Eatough, Mitch (1997). "Interview with Vince Zampella, Baldies Producer". Gamezilla. Gamezilla, Inc. Archived from the original on February 2, 2002. Retrieved October 19, 2025.
  20. 1 2 Kretzinger, Boris (February 22, 2023). "Quantum Leap". Clipped Claws: The Atari Jaguar Story (ebook) (1st ed.). pp. 32–68.
  21. "Baz Armstrong | Senior Lecturer/Programme Leader MA Games Development". University of Bolton. 2024. Archived from the original on December 30, 2024. Retrieved December 30, 2024.
  22. "Previews: Super Cross 3D (Atari for Jaguar)". Game Players . No. 79 (Holiday ed.). Imagine Media. 1995. p. 142.
  23. "Feature: XT Generation Report - Atari Jaguar". MAN!AC  [ de ] (in German). No. 20. Cybermedia. June 1995. p. 40.
  24. "Jaguar Online STR InfoFile: Online Users Growl & Purr! - ATARI PRESENTS NEW SOFTWARE TITLES AT "FUN 'N' GAMES" MEDIA DAY". Silicon Times Report. No. 1125. STR Electronic Publishing Inc. June 23, 1995. (Transcription by AtariArchives.org. Archived 2004-11-10 at the Wayback Machine ).
  25. Tosado, Will; Zachlod, Aaron (July 1995). "The Jaguar Plan: Atari's Fun N' Games Media Day; Atari expliots [sic] it's [sic] low price point in new marketing plan". VideoGame Advisor . Vol. 1, no. 3. Cyberactive Publications. pp. 18–20.
  26. Gore, Chris (August 1995). "The Gorescore - Industry News You Can: Upcoming Jaguar Software Titles". VideoGames . No. 79. Larry Flynt Publications. p. 14.
  27. Urbano, Adam (January 1, 1996). "Fun 'N Games Deux". Atari Explorer Online. Vol. 4, no. 9. Subspace Publishers. Archived from the original on March 3, 2016. Retrieved December 30, 2024. (Transcription by The Cleveland Free-Net Atari SIG Historical Archive. Archived 2006-05-16 at the Wayback Machine ).
    "Atari's Fun 'n' Games Day". GamePro . No. 78. IDG. January 1996. p. 60.
  28. Keylard, Frans (September 15, 1995). "Jaguar at the CBS Toy Test". Atari Explorer Online. Vol. 4, no. 7. Subspace Publishers. Archived from the original on March 3, 2016. Retrieved December 30, 2024. (Transcription by The Atari Jaguar Game by Game Podcast. Archived 2021-11-27 at the Wayback Machine ).
  29. Laskey, Iain (October 10, 1995). "In the Pub". Atari Explorer Online. Vol. 4, no. 8. Subspace Publishers. Archived from the original on March 3, 2016. Retrieved December 30, 2024. (Transcription by The Atari Jaguar Game by Game Podcast. Archived 2021-11-27 at the Wayback Machine ).
  30. Lethaus, Martin (November 1995). "European Computer Trade Show in London". ST-Computer  [ de ] (in German). No. 110. Falkemedia  [ de ]. p. 62. (Transcription by Computer-Magazin-Archiv. Archived 2016-08-20 at the Wayback Machine ).
  31. "Atari Corp.'s Jaguar 64 hits mass market price; in time for holiday sales, Jaguar now $99". TheFreeLibrary.com . Business Wire. December 15, 1995. Archived from the original on July 9, 2018. Retrieved December 30, 2024.
  32. "Jaguar Online STR InfoFile: Online Users Growl & Purr! - CATnips... Jaguar tidbits from Don Thomas (95.12.06)". Silicon Times Report. No. 1149. STR Electronic Publishing Inc. December 8, 1995.
  33. Abramson, Marc (February 1996). "Cahier Loisirs / Jaguar: Interrogation Écrite". ST Magazine  [ fr ] (in French). No. 102. Pressimage. pp. 57–58.
  34. 1 2 Gaksch, Martin (March 1996). "Spiele-Tests: Supercross (Jaguar)". MAN!AC  [ de ] (in German). No. 29. Cybermedia. p. 67. (Transcription Archived 2020-11-26 at the Wayback Machine ).
  35. 1 2 "Finals: Supercross 3D". Next Generation . No. 14. Imagine Media. April 1996. pp. 88–91.
  36. 1 2 3 Asensio Royo, Luis Manuel (March 1996). "Juegos: Jaguar". Atari Fan (in Spanish). No. 8. Comercial Atheneum, S.A. pp. 16–17.
  37. 1 2 Morris, Evan; Carter, Bryan (February 1996). "The Final Word game review - Double Exposure: Supercross 3-D -- Tierex Limited". Game Zero Magazine. Game Zero. Archived from the original on January 21, 1998. Retrieved December 30, 2024.
  38. 1 2 Abramson, Marc (March 1996). "Cahier Loisirs / Jaguar: 7 d´un coup!". ST Magazine  [ fr ] (in French). No. 103. Pressimage. pp. 56–59.
  39. 1 2 3 "Reviews: Supercross 3D". VideoGames . No. 87. Larry Flynt Publications. April 1996. p. 62.
  40. 1 2 "Quick Hits". GamePro . No. 91. IDG. April 1996. pp. 88–89.
  41. Karels, Ralph (August 1999). "Special: Atari Jaguar - Komplettübersicht Jaguar-Modul-Games". Video Games  [ de ] (in German). No. 93. WEKA Consumer Medien. p. 56.
  42. Slaven, Andy; Barnes, Lucus (2002). "JAG - Atari Jaguar". Video Game Bible, 1985-2002. Vol. 1. Trafford Publishing. pp. 47–53. ISBN   9781553697312. Archived from the original on February 11, 2023. Retrieved December 30, 2024.