EA Sports SBK2001
Torrance, California, January 26, 2001 -- Dateline -- Donington Park 14 May 2000.
The bike throbs gently under me as I double check the closed visor and pull at a tuck in my leathers that was pinching my calves on the sighting lap. Riders around me are doing likewise as the final seconds tick away before the start of the first European round of the season. I did well in the opening round in South Africa, the fourth and fifth place finishes really making it look like I did the right thing in leaving GPs behind for a career in SBK. Things were a lot tougher in Australia and Japan, but now we're getting to the home of GP racing and I'm looking to do well. Not that the Bieffe Ducati with the old 996 block likes Donington much. I just scraped onto Superpole and then lost it big time trying to get the rear tire to hook up coming out of Goddards. So now I'm stuck on row 4 looking up the Remus pipes of Andy Meklau's 2000 Duke. Okay, this is where I show the blokes I'm not just a 125 rider. Clear the mind, eyes on the vanishing point at Redgate, spot the lights at the edge of my peripheral vision. I'm ready.
I've nowhere to go and before I can push on the bars, I ram his bike and start to tumble. "Sh*t! This can't be happening!"
I'm exhausted and I'm only half way round the first lap of a 10-lap race.
I start to run wide on the exit of Redgate, but just manage to straighten up as I clip the rumble strips. Then it's into the Craner curves with the blind downhill apex. Haga-San is running 10 meters ahead and I notice a puff of smoke off his rear wheel as he starts to tip into the right-hander that leads into the curves. I hit the apexes perfectly, but the rear tire skates badly as I wind up the power through the turns. Perhaps the guys were right and I should have taken the softer compound. It's cost me another five meters as we dive down to the Old Hairpin, but the front is feeling totally planted and I can cut back to within five meters of Haga as we brake for the righthander. I carry a touch more corner speed and find myself right with him as we exit the turn.I start to cut to the inside to run round the outside of him at the next left-hander when his rear tire really lights up with a cloud of smoke and he's going down. I've nowhere to go and before I can push on the bars, I ram his bike and start to tumble. "Sh*t! This can't be happening!" The bike and I come to a rest at the side of the track and, amazingly, the engine is still running. I heave it up and jump back in the saddle as Yanagawa, Borja, Chili and Fujiwara flash past. I've blown it, but there's a lot of race left to go.
There are only a few minor gripes. Occasionally the bike's engine note doesn't match the track action like when the revs occasionally rise while braking. It's almost impossible to get the tires to grip on full lean without using the traction control. The celebrations on the cooling down lap could be a little more spectacular, a couple of wheelies or burn-outs would be great instead of just the air-punching that goes on. Also, lap times are only recorded during qualification, not during the race. Stuff like shadow racing would be nice (implemented in the GP500 game from 1999), whereby a shadow image is visible while racing, showing your position during your fastest lap. But all the same it's an excellent game. If you don't have SBK2000, buy SBK2001. If you do already have the last version, I'm not sure the new version has been updated enough to warrant forking out another $40 US Dollars.
Motorcycle Online Rating: **** Testers Opinions: Calvin Kim, Virtual Slow-guy
As Colin mentioned before the audio was a little funny at times. Some better sampling at more power levels would probably be the smart thing to do for the next release. I didn't have, or rather I didn't notice, the problem with the engine note not matching the track action. Anytime the engine note did not match my true acceleration (or lack thereof), I was either downshifting, or the rear wheel was loosing traction.
One last gripe is a lack of independent brake control. You can do wheelies by positioning your body all the way back and giving the bike a healthy dose of combusto-juice, but you can't do a stoppie! What gives? Also, on a game engine complex enough where you can view real-time telemetry of the suspension and engine, you'd expect independent brake control. At least I expected it.
The graphics were fantastic. When you start a Single Round or a Championship game, you are greeted with all the fanfare and effects of a real SBK weekend. First comes Fridays practice session. Then it's off to qualifying. If you didn't do too hot on Friday, you can still repeat the process on Saturday. After Saturday's practice and qualifying sessions, its time for Superpole. If you're not familiar with the terminology, Superpole is one lap around the track that determines your starting grid position among the top 16 fastest riders.
Finally its race Sunday, and time for your warm-up lap, which if you did everything correctly, should just be a way to settle pre-race jitters and confirm any last-minute bike setup changes. You pull in one last time and its time for Race One. You can see your rider in the pit lane, with digital umbrella girls providing shade. The programmers over at EA Sports really did their homework with this game.
The key to this game is all about being smooth. Smooth on the gas, off the gas, into turns and out of them. The only way to be smooth, however, is to have a good controller. Erratic inputs and ultra-sensitive movements are not the way to control this game. Look for a review of a new controller soon.
More by Colin MacKellar
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