MX Superfly

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MX Superfly
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North American Xbox cover art
DeveloperTemplate:Pluralize from textPacific Coast Power & Light
PublisherTemplate:Pluralize from textTHQ
DirectorTemplate:Pluralize from textTemplate:If first display both
ProducerTemplate:Pluralize from textDennis Harper
DesignerTemplate:Pluralize from textTemplate:If first display both
ProgrammerTemplate:Pluralize from textTemplate:If first display both
ArtistTemplate:Pluralize from textTemplate:If first display both
WriterTemplate:Pluralize from textTemplate:If first display both
ComposerTemplate:Pluralize from textSteve Kirk
SeriesMX
EngineRenderWare
PlatformTemplate:Pluralize from textXbox
PlayStation 2
GameCube
ReleasePlayStation 2
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GenreTemplate:Pluralize from textSports, racing
ModeTemplate:Pluralize from textSingle-player, multiplayer
Arcade systemTemplate:If first display both
Template:Edit on Wikidata

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MX Superfly featuring Ricky Carmichael, released as MX Super Fly in PAL regions, is a motocross racing game developed by Pacific Coast Power & Light and published by THQ for the Xbox, PlayStation 2, and GameCube. It is the second installment of THQ's MX trilogy and a sequel to MX 2002 featuring Ricky Carmichael,[1] garnering professional motocross racer Ricky Carmichael's endorsement like its predecessor.

THQ released a third MX game in 2004, titled MX Unleashed and developed by its newly acquired subsidiary Rainbow Studios, the eventual creator of the MX vs. ATV series that serves as a crossover with Sony's ATV Offroad Fury series.

Gameplay

Players are able to create a male or female MX rider of their own and play in either two modes: racing or freestyle.[1][2] The former consists of races against opposing racers controlled by artificial intelligence, while the latter consists of levels taking place in various environments where the player must independently accomplish certain challenges.[1] It is also possible to play with a friend in split screen multiplayer, and the Xbox version exclusively featured downloadable content consisting of extra soundtracks, riders and bikes that could be downloaded from the Xbox Live service.[1]

Development

The game had a marketing budget of $4 million.[3]

Reception

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The GameCube and PlayStation 2 versions received "generally favorable reviews", while the Xbox version received "mixed or average reviews", according to the review aggregation website Metacritic.[4][5][6]

References

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  1. ^ a b c d Page Module:Citation/CS1/styles.css has no content.Gerstmann, Jeff (December 3, 2002). "MX Superfly Review (Xbox)". GameSpot. Red Ventures. Archived from the original on October 10, 2016. Retrieved March 3, 2015.
  2. ^ Page Module:Citation/CS1/styles.css has no content.Casamassina, Matt (June 13, 2002). "MX Superfly (GCN)". IGN. Ziff Davis. Archived from the original on April 3, 2015. Retrieved March 3, 2015.
  3. ^ Page Module:Citation/CS1/styles.css has no content.Hein, Kenneth (May 20, 2002). "THQ plans summer fun with radical games. (Strategy)". Brandweek. Archived from the original on February 23, 2025. Retrieved February 23, 2025 – via Gale Research.
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  5. ^ Cite error: The named reference MCPS2 was invoked but never defined (see the help page).
  6. ^ Cite error: The named reference MCXB was invoked but never defined (see the help page).

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