- Release Year: 2001
- Platforms: PlayStation 2, Windows
- Publisher: Electronic Arts, Inc., Sold Out Sales & Marketing Ltd.
- Developer: HB Studios Multimedia Ltd.
- Genre: Sports
- Perspective: Behind view
- Game Mode: Hotseat, Single-player
- Average Score: 83/100

Description
Cricket 2002, developed by HB Studios Multimedia Ltd. and published by Electronic Arts, is a cricket simulation video game released in 2001 for PlayStation 2 and 2002 for Windows. It features all ten international teams, twenty-two authentic stadia, and allows players to compete in one-day games and test matches. The game includes unlockable tournaments and historic teams, detailed bowling controls (spin, seam, pace changes), and commentary from cricket legend Richie Benaud. This installment marked HB Studios’ debut in the EA Cricket series.
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Cricket 2002 Reviews & Reception
cricketweb.net (90/100): Cricket 2002 is hands down the best arcade cricket simulation out there
gamefaqs.gamespot.com (80/100): A good game, but I just think it could be a little more detailed in the way of graphics
gamefaqs.gamespot.com (80/100): The little things bring down this game
gamefaqs.gamespot.com : A Cricket game that has ALOT to offer
Cricket 2002 Cheats & Codes
PC
Click the INSIDE EA button from the main menu. Place the cursor over the CREDITS button so it’s highlighted. Enter the code. Make sure the cursor doesn’t move (CREDITS stays highlighted) while you enter the codes. You’ll get a confirmation once the cheat is activated. Type it again to turn it off.
| Code | Effect |
|---|---|
| bigbat | Gives you a big bat |
| sbatsman | Super batsman makes it easy to hit 4s and 6s |
| bouncyball | The ball bounces when you hit it |
| sharjahtmnt | Unlocks the Sharjah 4 team tournament |
| butter | The fielders drop the ball a lot |
| ulockate | Unlocks the All Time England team |
| hbstudios | Unlocks the HB Studios team |
| ulockastar | Unlocks the All-star team |
| ulocknzlsaf | Unlocks All Time New Zealand and South Africa teams |
| fatfielders | Turns all the fielders into portly umpires |
| ulockall | Unlocks and turns on all the above |
PlayStation 2
Select the ‘Inside EA Sports’ option at the main menu and use one of the following codes.
| Code | Effect |
|---|---|
| R2, Circle, L2, R1, Select | Super batsmen: Press L1 during gameplay for a power shot to hit a 6 almost always. |
| Circle, L1, Circle, Select, R1, R2, Start(2), Circle | Unlocks All-Time England, All-Time Australia teams, and Sharjah stadium |
| Start, R1, Select, L1, R2, Select, R1(2) | Unlocks All-Time New Zealand and All-Time South Africa teams |
| L1, Circle, Select, R2, L1, R2 | Unlocks All-Time Squad and All-Time West Indies teams |
| Select, L2, Select, L2, Circle, R2 | Unlocks All-Time World and HB Studios teams |
| Circle, Start, R1, R2, L1(2), Select | Unlocks Sharjah tournament |
| R2, Circle, L2, R1, Select | Get six most times |
Game Boy Advance
Go to inside EA sports and move the pointer to the credits option to highlight it, then type one of the following codes.
| Code | Effect |
|---|---|
| ulocknzlsaf | Unlocks All Time New Zealand and South Africa teams |
| ulockate | Unlocks All Time England team |
| ulocksharjahtmnt | Unlocks the Sharjah tournament |
| ulockastars | Unlocks All-Time West Indies and All-Star teams |
| sbatsman | Super batsman makes it easy to hit 4s and 6s |
| butter | The fielders drop the ball a lot |
Cricket 2002: Review
Introduction
In the crowded landscape of sports simulations, few genres faced greater obscurity than cricket video games. Enter Cricket 2002, developed by Canadian newcomer HB Studios for EA Sports and released on the PlayStation 2 in late 2001, later arriving on PC in mid-2002. This title marked a pivotal moment in EA’s long-running cricket franchise, serving as the first installment not developed by Beam Software or Creative Assembly. As HB Studios – a team with scant prior cricket experience but crucial ties to the revered Brian Lara Cricket series – took the helm, Cricket 2002 arrived with ambitious promises: licensed teams, stadia, and players, coupled with refined gameplay. Yet, its journey would define a paradox: a game lauded for its core mechanics yet marred by technical flaws and critical ambivalence. This review deconstructs Cricket 2002 as both a product of its time and a foundational stone for future cricket gaming, examining its legacy through the lens of innovation, limitation, and enduring passion for the sport.
Development History & Context
Cricket 2002 emerged from a tumultuous history for EA’s cricket series. Previous efforts like Cricket 97 (Beam Software) and the disastrous Cricket World Cup 99 (Creative Assembly) had failed to capture the sport’s nuance, while Cricket 2000 (Krisalis Software) was critically panned. This shifting development landscape – four studios in five years – reflected EA’s struggle to master cricket’s unique blend of strategy, skill, and patience. HB Studios, founded in 1998 by Brian Lara Cricket producer Jeremy Wellard, represented a fresh start. Though primarily known for rugby titles, the studio’s core team included veterans of the acclaimed Brian Lara series, injecting crucial technical know-how into the project.
Technologically, the PlayStation 2 provided unprecedented power for sports sims in 2001. HB Studios leveraged this for detailed stadiums (22 international venues), motion-captured player animations, and complex ball physics. Development occurred against the backdrop of EA’s burgeoning dominance in annual sports franchises (FIFA, Madden), creating pressure to deliver a polished, accessible product. The game’s release window – December 2001 in PAL regions – positioned it as a holiday title, though its PC port was delayed until June 2002. This era saw cricket games as niche curiosities outside cricket-loving nations (India, Australia, UK, Pakistan), making Cricket 2002 a high-risk venture for EA, aiming to finally crack the code on a compelling digital cricket experience.
Narrative & Thematic Deep Dive
Cricket, as a sport, inherently lacks traditional narrative arcs found in other games. Cricket 2002 reframed this through the lens of authenticity and simulated tradition. Its “narrative” unfolded through meticulous recreation: the coin toss, players walking out to the middle, Richie Benaud’s introductory commentary (“Good morning, Jim…”), and the ceremonial removal of bails. These elements sought to evoke the ritualistic, ceremonial nature of Test cricket, transforming gameplay into a digital pilgrimage to Lord’s or The Gabba.
The core themes revolved around accessibility versus realism and individuality versus uniformity. Gameplay offered a hybrid approach: simplified batting controls (front/back foot shots + direction) contrasted with complex bowling mechanics (seam, swing, spin variations targeting specific ball areas). This duality catered to both arcade and simulation fans. However, the Player Editor embodied a thematic flaw. Players could only change names, not attributes or appearance. This superficial customization highlighted a tension: the game licensed real players but failed to capture their unique skills or quirks. Unlockable “historic” teams (e.g., All-Time England, World XI) added a layer of myth-building, rewarding players with dream lineups but feeling disconnected from current rosters. Ultimately, Cricket 2002’s narrative was its own struggle – a battle to balance EA’s sports-game polish with cricket’s intricate soul, a battle it often lost to technical gremlins.
Gameplay Mechanics & Systems
Cricket 2002’s gameplay was its undeniable strength and primary legacy. The batting system offered exceptional depth and responsiveness, directly inheriting and refining DNA from Brian Lara Cricket. Players selected shot type (Front Foot, Back Foot, Advance) and direction via the D-pad, with a dedicated “Power” button adding aggression. Timing was paramount, rewarding perfect contact for boundaries and punishing mistimed shots. Over 50 shot variations were possible, including delicate leg glances and powerful heaves, creating a satisfying tactile connection between controller and virtual bat.
Bowling, while less intuitive, introduced significant innovation. A targeting system allowed players to place a marker on the ball to induce swing, seam, or spin. A separate pace meter controlled delivery speed, with excessive speed resulting in no-balls. This demanded precision and strategy, rewarding those who mastered seam and swing variations. Bowling AI, however, was inconsistent; the computer could chase down massive totals on “Easy” mode or succumb easily to yorkers. Fielding presented the most significant flaw. Manual fielding was cumbersome, while AI fielders exhibited “cardboard cutout” behavior, occasionally diving原地 (in-place) or ignoring the ball. Umpiring decisions were erratic, and match-saving features like Autoplay (skip overs/wickets) were functional but poorly integrated. The net practice mode was a standout tutorial, crucial for mastering the steep bowling learning curve. Despite bugs (e.g., fielders facing one way, throwing another), the core batting/bowling loop provided genuine cricketing excitement, especially in local multiplayer.
World-Building, Art & Sound
Cricket 2002 excelled in world-building through its recreation of cricketing locales. The 22 stadiums were meticulously modeled, featuring accurate scoreboards, crowd banners, and even sponsor boards. The Oval’s distinctive stands, Lord’ pristine outfield, and the unique atmosphere of Sharjah were faithfully rendered. Pitch conditions (hard, damp, green) dynamically affected ball behavior, and a crucial innovation was pitch wear in Test matches – the surface would deteriorate over days, becoming uneven and assisting spinners, adding strategic depth.
Graphically, the game was a mix of triumphs and compromises. Player models were detailed but inconsistent. Star players like Adam Gilchrist or Shane Warne were recognizable, yet generic faces plagued lesser-known cricketers. Motion capture, intended for realism, often resulted in an awkward “wobbly penguin gait” for fast bowlers and stiff animations. The crowd was a major disappointment – static, flat sprites that failed to reflect game momentum. Lighting was effective for day/night matches, showcasing the PS2’s capabilities.
Sound design was equally bipolar. Commentary from legends Richie Benaud and Jim Maxwell aimed for authenticity but fell prey to repetition and robotic delivery (“Richie Benaud to Jim Maxwell…”). While the core cricket sounds – the thwack of bat on ball, the roar of the crowd on a boundary – were satisfyingly crisp, they lacked dynamic context. Crowd reactions felt generic, failing to differentiate between a tense Test match finale and a meaningless ODI. The soundtrack during menus was forgettable, but the in-game audio captured the essential visceral thrill of the sport, even if it couldn’t replicate the ebb and flow of a live broadcast.
Reception & Legacy
Cricket 2002 received a notably mixed reception at launch, reflecting its contradictory nature. Critics lauded its ambitions and core gameplay but lamented its technical execution. GamesMaster awarded a harsh 45% (PS2), criticizing its flaws, while Hyper (PS2) scored a more positive 65/100. PlayStation Official Magazine – Australia gave it a middling 6/10. Player reviews echoed this duality; many praised the batting and unlockables but expressed frustration with bugs and bowling difficulty. Commercial performance data is scarce, but its status as an EA Sports title ensured decent visibility in key markets.
Its legacy, however, is more significant. Cricket 2002 cemented HB Studios as the de facto developers for EA Cricket. Crucially, it provided the solid, albeit flawed, gameplay foundation upon which its successor, Cricket 2004, would build and refine. Many of its innovations – the player editor (albeit basic), pitch wear, detailed stadiums, and the core batting/bowling mechanics – became series staples. It demonstrated a viable path for console cricket gaming, proving that a deep, skill-based simulation could be engaging. While it never reached the heights of Brian Lara Cricket, its role as the “ugly duckling” that laid the groundwork for the more polished Cricket 2004 and subsequent titles is undeniable. It remains a cult classic among cricket gamers, remembered fondly for its moments of brilliance and forgiven its warts.
Conclusion
Cricket 2002 stands as a fascinating artifact in sports gaming history – a game of profound ambition hampered by the technological growing pains of the early PS2 era. HB Studios, despite their lack of cricket pedigree, delivered a gameplay core that resonated deeply with enthusiasts. The batting mechanics, in particular, offered a level of control and satisfaction previously unseen in the series, while the bowling system introduced welcome strategic depth. Its world-building efforts, particularly in stadium recreation and pitch degradation, were commendable and forward-thinking. Yet, the experience was constantly undermined by a litany of bugs, inconsistent AI (especially fielding), and a sound design that failed to capture the sport’s inherent drama.
Ultimately, Cricket 2002 is less a finished masterpiece and more a crucial evolutionary step. It represents the moment the EA Cricket franchise finally found its footing, shedding the failures of its predecessors under a new, capable developer. Its flaws are undeniable and often frustrating, but its strengths – the sheer joy of timing a perfect cover drive, the tension of a well-disguised slower ball, the pride in unlocking a legendary team – provide a compelling foundation. While it may not be the definitive cricket game of its generation, its legacy is secure: it was the necessary, if imperfect, catalyst that allowed the series to evolve into the more polished and beloved titles that followed. For historians and cricket fans alike, Cricket 2002 is an essential, if flawed, chapter in the digital story of the sport.