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''Motocross Madness'' is a motocross [[RacingGame racing]] computer game that was developed by Rainbow Studios (today known for ''VideoGame/MXVsATV'') and published by Creator/MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000. An Xbox 360 revival developed by Bongfish that feature the platform's Avatars was released in 2013.



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''Motocross Madness'' is a motocross [[RacingGame racing]] computer game that was developed by Rainbow Studios Creator/RainbowStudios (today known for ''VideoGame/MXVsATV'') and published by Creator/MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000. An Xbox 360 revival developed by Bongfish that feature the platform's Avatars was released in 2013.


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* BorderPatrol: They came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within insurmountable cliff edges... except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the cliff, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive {{Invisible Wall}}s. The invisible cannon returned in the 2013 revival, but the barriers are much easier to reach and actually could be seen (as a flexible grid) when you get close.

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* BorderPatrol: They came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within insurmountable cliff edges... except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the cliff, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive {{Invisible Wall}}s. The invisible cannon returned in the 2013 revival, but the barriers are much easier to reach and actually could be seen (as a flexible grid) when you get close.

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Added example(s)


* PressXToDie[=/=]SchmuckBait: Despite the "Big Kahuna Dumpster" trick reusing the animation of another one, it always threw the player off the bike.

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* RunningGag: The Out of Bounds invisible cannon. Nearly every racing game by Rainbow up until ''VideoGame/MXVsATV: Unleashed'' has used it since this game, and the revival also uses it.
* PressXToDie[=/=]SchmuckBait: Despite the "Big Kahuna Dumpster" trick reusing the animation of another one, it always threw the player off the bike.bike.
* WhatTheHellPlayer: Go out of bounds and ''you'll get sent flying across the map'' once you get too close to the map's edge, complete with cannon noise. Serves as Rainbow's RunningGag from then onwards.
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Namespacing Needs Wiki Magic Love, and deleting instances that are not appropriate links


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Not always the spacebar.


* PressXToDie[=/=]SchmuckBait: Despite the "Big Kahuna Dumpster" trick (space bar) looking similarly to another one, it always threw the player off the bike.

to:

* PressXToDie[=/=]SchmuckBait: Despite the "Big Kahuna Dumpster" trick (space bar) looking similarly to reusing the animation of another one, it always threw the player off the bike.
Is there an issue? Send a MessageReason:
None


* BorderPatrol: They came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within Insurmountable Valleys... except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the valley, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive {{Invisible Wall}}s. The invisible cannon returned in the 2013 revival, but the barriers are much easier to reach and actually could be seen (as a flexible grid) when you get close.

to:

* BorderPatrol: They came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within Insurmountable Valleys...insurmountable cliff edges... except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the valley, cliff, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive {{Invisible Wall}}s. The invisible cannon returned in the 2013 revival, but the barriers are much easier to reach and actually could be seen (as a flexible grid) when you get close.



* GravityBarrier: See BorderPatrol above.

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* GravityBarrier: The maps are often surrounded with very tall cliffs that are not meant to be climbed. See also BorderPatrol above.
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* RecycledTitle: Motocross Madness for the Xbox 360.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/motocross2.png]]
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'''''Motocross Madness''''' is a motocross [[RacingGame racing]] computer game that was developed by Rainbow Studios (today known for ''VideoGame/MXVsATV'') and published by Creator/MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000. An Xbox 360 revival developed by Bongfish that feature the platform's Avatars was released in 2013.

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'''''Motocross Madness''''' ''Motocross Madness'' is a motocross [[RacingGame racing]] computer game that was developed by Rainbow Studios (today known for ''VideoGame/MXVsATV'') and published by Creator/MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000. An Xbox 360 revival developed by Bongfish that feature the platform's Avatars was released in 2013.
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Small edit.


* PressXToDie: Despite the "Big Kahuna Dumpster" trick (space bar) looking similarly to another one, it always threw the player off the bike.

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* PressXToDie: PressXToDie[=/=]SchmuckBait: Despite the "Big Kahuna Dumpster" trick (space bar) looking similarly to another one, it always threw the player off the bike.
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Whoops.


* GravityBarrier: See BorderPatrolabove.

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* GravityBarrier: See BorderPatrolabove.BorderPatrol above.
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Minor edit.


* GravityBarrier: See BorderControl above.

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* GravityBarrier: See BorderControl above.BorderPatrolabove.

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Several edits.


''Motocross Madness'' is a motocross racing computer game that was developed by now-defunct Rainbow Studios and published by MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000 while an Xbox 360 revival featuring the platform's Avatars was released in 2013.

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''Motocross Madness'' '''''Motocross Madness''''' is a motocross racing [[RacingGame racing]] computer game that was developed by now-defunct Rainbow Studios (today known for ''VideoGame/MXVsATV'') and published by MicrosoftStudios.Creator/MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000 while an 2000. An Xbox 360 revival featuring developed by Bongfish that feature the platform's Avatars was released in 2013.



* BorderPatrol: They came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within Insurmountable Valleys...except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the valley, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive [[InvisibleWall Invisible Walls]].
* CoolBike
* GravityBarrier: See above.

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!!Tropes relating to games in the series:
* BorderPatrol: They came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within Insurmountable Valleys... except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the valley, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive [[InvisibleWall Invisible Walls]].
{{Invisible Wall}}s. The invisible cannon returned in the 2013 revival, but the barriers are much easier to reach and actually could be seen (as a flexible grid) when you get close.
* CoolBike
CoolBike: Fun to get them dirty, too.
* GravityBarrier: See BorderControl above.



* PressXToDie: Despite the "Big Kahuna Dumpster" trick (space bar) looking similarly to another one, it always threw the player off the bike.
* RacingGame

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* PressXToDie: Despite the "Big Kahuna Dumpster" trick (space bar) looking similarly to another one, it always threw the player off the bike.
* RacingGame
bike.
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Added DiffLines:

* GravityBarrier: See above.

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Updated and added a trope.


''Motocross Madness'' is a motocross racing computer game that was developed by Rainbow Studios and published by MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000.

to:

''Motocross Madness'' is a motocross racing computer game that was developed by now-defunct Rainbow Studios and published by MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000.
2000 while an Xbox 360 revival featuring the platform's Avatars was released in 2013.


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* LevelEditor: The original ''Motocross Madness'' contained a separate track editor program that allowed users to make their own supercross tracks for use in the game. It even allowed for their tracks to cross over, allowing riders to jump over straightaways that they've either passed through before or haven't passed yet. However, it did not allow for the creation of any canyon-style supercross tracks.
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* PressXToDie: Despite the "Big Kahuna Dumpster" trick looking similarly to another one, it always threw the player off the bike.

to:

* PressXToDie: Despite the "Big Kahuna Dumpster" trick (space bar) looking similarly to another one, it always threw the player off the bike.
Is there an issue? Send a MessageReason:
None


* PressXToDie: Despite the "Big Kahuna Dumpster" trick looking similarly to another one, it always threw the player off the bike.

to:

* PressXToDie: Despite the "Big Kahuna Dumpster" trick looking similarly to another one, it always threw the player off the bike.bike.
* RacingGame
Is there an issue? Send a MessageReason:
None


NeedsWikiMagicLove.

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NeedsWikiMagicLove.NeedsWikiMagicLove.

* BorderPatrol: They came packing some [[{{BFG}} serious heat]]. Maps were usually cordoned off within Insurmountable Valleys...except, for a [[{{Determinator}} determined]] player, they ''were'' surmountable. If you managed to climb up and ride more than a few feet into the vast flat wastelands outside the valley, you would get [[BlownAcrossTheRoom blasted away]] by an invisible cannon, and then comically plummet back to the stage to a [[BombWhistle stock "bomb dropping" sound effect]]. Arguably an instance of highly aggressive [[InvisibleWall Invisible Walls]].
* CoolBike
* PressXToDie: Despite the "Big Kahuna Dumpster" trick looking similarly to another one, it always threw the player off the bike.
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None

Added DiffLines:

''Motocross Madness'' is a motocross racing computer game that was developed by Rainbow Studios and published by MicrosoftStudios. It was released on August 14, 1998. A sequel, ''Motocross Madness 2'', was released in 2000.

NeedsWikiMagicLove.

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