- Release Year: 2001
- Platforms: PlayStation 2, Windows
- Publisher: Activision Publishing, Inc., Success Corp.
- Developer: EXAKT Entertainment, Inc.
- Genre: Driving, Racing
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Car customization, Racing
- Setting: City
- Average Score: 20/100

Description
Supercar Street Challenge is a racing game that puts you behind the wheel of nine exotic supercars, such as the Saleen S7 and Zonda C-12S. With 23 diverse race courses across seven cities, multiple game modes, and a unique Steve Saleen design studio for vehicle modification, the game is structured similarly to Need for Speed and offers a blend of speed, car customization, and urban racing.
Gameplay Videos
Where to Buy Supercar Street Challenge
PC
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Supercar Street Challenge Reviews & Reception
psx2central.com : If you can take the game for what it is, and focus on the positives, Supercar can prove to be a pleasant diversion, but Gran Turismo fanboys need not apply.
gamefaqs.gamespot.com (20/100): Supercar Street Challenge = A Complete Waste of Time
Supercar Street Challenge Cheats & Codes
PlayStation 2
Enter codes at the main menu or specified screens.
| Code | Effect |
|---|---|
| UP-RIGHT-DOWN-LEFT-TRIANGLE-CIRCLE-CROSS-SQUARE | Additional Colors |
| SQUARE-SQUARE-UP-RIGHT-DOWN-LEFT-L2-R2-L1-R1 | Cheat Menu/Everything/Master Code |
| CIRCLE, SQUARE, L1, R2, RIGHT, LEFT, UP | Faster Car/300 mph Car |
| UP-UP-DOWN-DOWN-LEFT-RIGHT-LEFT-RIGHT-CROSS-CIRCLE-SELECT-START | Furasshu-sama car |
| UP-UP-DOWN-DOWN-LEFT-RIGHT-LEFT-RIGHT-SQUARE-X | Furasshu-sama car |
| UP-UP-DOWN-DOWN-LEFT-RIGHT-LEFT-RIGHT-X-CIRCLE-SELECT-START | Ultimate Car |
| 0E3C7DF2 1853E59E | Action Replay/GameShark Master Code |
| EE8E727E BCF7C3D2 | Action Replay/GameShark Master Code |
| CE5F227A BCA9D171 | Tons O’ Stuff Unlocked/Unlock Everything |
| 0MTY-UZ2Q-WN6RX | Action Replay MAX Master Code |
| BG73-N090-U91Z8 | Action Replay MAX Master Code |
| 1WCE-NQG7-TFYGX | Action Replay MAX Master Code |
| 3KF7-UYW4-7QW20 | Unlock Everything |
| B4UH-Q39X-YYEC0 | Unlock Everything |
Supercar Street Challenge: A Curio of Unfulfilled Potential in Early 2000s Racing
Introduction
Supercar Street Challenge (SSC) arrived in late 2001 on the PlayStation 2 and PC, promising a heady blend of licensed exotics, real-world city circuits, and a revolutionary car creation tool. Marketed as a direct competitor to the burgeoning arcade/simulation hybrid genre popularized by Need for Speed and the realism of Gran Turismo 3, it ultimately became a footnote in racing history, remembered more for its ambitious flops than its fleeting successes. Yet, as a professional game journalist and historian, examining SSC reveals much about the era’s technological constraints, publisher ambitions, and the fine line between innovation and execution failure. This review will dissect SSC’s legacy – a game built on a brilliant premise of “design, build, race” that collapsed under the weight of mediocre implementation, leaving behind a fascinating, if flawed, artifact of early 21st-century gaming.
Development History & Context
Supercar Street Challenge emerged from the Los Angeles-based developer EXAKT Entertainment, Inc., a studio with a modest prior portfolio including titles like Mat Hoffman’s Pro BMX. The project, helmed by Director Paul Ashdown, Technical Director Eran Rich, and Creative Director Ed Watts, was published by industry giant Activision. Its development occurred during a pivotal moment: the PlayStation 2’s first full year on the market, where graphical fidelity and technical prowess were paramount amidst intense competition. The landscape was dominated by Polyphony Digital’s Gran Turismo 3: A-Spec – a benchmark of realism and depth – and EA’s Need for Speed: Porsche Unleashed, setting high standards for licensed content and driving feel.
EXAKT’s vision, heavily promoted at E3 2001, was audacious: “Standard automotive thrills with a mildly amusing twist – vehicle design options,” as noted by Next Generation. Producer Gene Bahng emphasized a balance between big manufacturers and boutique designers (“big manufacturers like GM, and boutique designers like Rinspeed”) and touted a physics system featuring a “4-wheel independent suspension model,” aerodynamic downforce, and even drafting mechanics on the PS2’s supposedly freed-up CPU. They promised “huge, sprawling levels with a pretty amazing level of detail” and a dynamic AI. The cornerstone was the “Steve Saleen Styling Studio”, described as a unique “real-time morphing technology” allowing players to blend body shapes and calculate drag coefficients, affecting performance. While PS2 was the lead platform, a PC version followed, both targeting the burgeoning “exotic car fantasy” market fueled by films like The Fast and the Furious (whose DVD featured a free demo). However, the technological constraints of the era proved significant. The pursuit of 60 FPS and complex physics on the PS2 led to noticeable compromises, while the PC version suffered from dated visuals and demanding requirements for its time.
Narrative & Thematic Deep Dive
Supercar Street Challenge deliberately eschews a traditional narrative structure with plot, characters, or dialogue. There are no protagonists, antagonists, or overarching story arcs. Instead, the game’s core thematic narrative revolves around the fantasy of automotive autonomy and personal expression. The central premise is empowerment: the player is cast as a designer, builder, and pilot of ultimate machines. This theme is embodied most strongly by the Steve Saleen Styling Studio, the game’s unique selling point.
Here, the player acts as an automotive god, selecting a base body (from real exotics like the Saleen S7, Pagani Zonda, or Lotus M220 to more conceptual vehicles) and then morphing it in real-time. Adjusting the front end, rear end, headlights, mirrors, spoilers, and wheels isn’t just cosmetic; the game explicitly calculates how these changes affect the car’s coefficient of drag and frontal area, theoretically influencing top speed and handling. This creates a loop of aspiration: win races to unlock new body parts and styling accessories, then use them to craft an even more personalized (or potentially more optimized) machine. The theme is one of control and creation within a high-octane racing context. The lack of a defined story allows the player’s customized car to become the protagonist, the vessel for their achievement and expression. The cities – London, Paris, Monaco, LA, Munich, Rome, Turin – serve as grand, albeit sterile, stages for this automotive fantasy backdrop, devoid of cultural context or narrative purpose beyond being race locations. The dialogue is limited to menu prompts and race results, focusing purely on the mechanic of competition and progression.
Gameplay Mechanics & Systems
SSC attempts to blend arcade accessibility with simulation elements, but the result is a system fraught with inconsistency and fundamental flaws.
- Core Racing Loop: The game offers standard arcade racing modes: Quick Race, Season Mode, and Time Attack. The Season Mode acts as a progression driver, unlocking new cars (initially licensed, then custom parts), tracks, and styling components. Races involve simple objectives: place 1st, 2nd, or 3rd to advance. Tracks feature multiple routes and shortcuts reminiscent of San Francisco Rush, theoretically adding strategic depth.
- Physics & Handling: This is where SSC most significantly falters. Despite the ambitious E3 description of a complex physics model (suspension, downforce, drag), the in-game experience is universally criticized. Cars feel “lifeless,” “homogeneous,” or exhibit “kiddie-car physics” (PC Gamer). Steering is often described as vague, digital, and unresponsive. The sensation of speed is inconsistent – sometimes present on straights, absent in corners. Crucially, the physics fail to meaningfully differentiate between the diverse car roster. A Lotus M220 and a Saleen S7 often feel remarkably similar to drive, undermining the significance of the car stats and the customization’s claimed impact on performance. The ability to “bounce off barriers” or “run into turns head-on at 150 mph and bounce off” (PSX2 Central) with minimal penalty further highlights the arcade-light, simulation-light disconnect.
- Character Progression & Customization: The Styling Studio is the game’s standout feature and central progression system. Players earn “points” by winning races, unlocking new base body styles and numerous styling accessories (20+ pieces). Morphing body sections (hood, fenders, roofline etc.) in real-time is genuinely novel for its time. The studio calculates drag and frontal area, theoretically influencing top speed and handling, but the impact is often negligible or poorly integrated into the already flawed physics. Performance upgrades (top speed, acceleration, handling, brakes) are also available but feel superficial.
- UI & Presentation: The user interface is functional but uninspired. Menus are utilitarian. A critical failing is the excessively long and frequent loading times, a complaint echoed across nearly every review (Gamezilla: “Bring a book”; PSX2 Central: “hideous… very frequent”). This significantly disrupts the flow of gameplay, making even short sessions feel tedious. The HUD during races is clear but basic, showing speed, position, and lap time.
- Innovation & Flaws: The Styling Studio was genuinely innovative for 2001, representing a unique form of player expression within a racing game. However, its potential was squandered by the weak physics foundation. The shortcut system was a standard arcade trope but lacked meaningful impact due to the overall poor racing experience. The AI is universally panned as simplistic and predictable, often following the same racing line, posing little challenge beyond basic position battles.
World-Building, Art & Sound
SSC’s world-building is ambitious in scope but severely lacking in execution and atmosphere.
- Setting & Atmosphere: The game boasts 23 courses across 7 iconic world cities: London, Paris, Monaco, Los Angeles, Munich, Rome, and Turin. The intention was clearly to provide a sense of location. However, the execution fails to capture the unique character of any city. Landmarks are sparse and often feel like generic props (“light poles and trashcans,” PSX2 Central) rather than integrated elements defining a place. Paris lacks French flair, Rome lacks Roman grandeur, LA lacks its sprawling energy. The atmosphere is uniformly sterile and “flat” (phlux review). There’s no sense of place, no life, no weather effects (beyond the notoriously broken rain) contributing to the environment. It’s a collection of race tracks, not cities.
- Visual Direction & Graphics: The art direction prioritized conveying a sense of speed over detail and realism. This resulted in environments and cars that lack detail, texture, and polish, especially compared to contemporaries. Critics universally slammed the visuals: “flat,” “dull,” “unrealistic,” “lack detail,” “polygonarme Grafik” (GameStar; phlux; Game Revolution even mocked the laughable rain effects). Car models, despite featuring real-world exotics, lack the finer details and visual fidelity expected by 2001. Effects are minimal – basic lens flares, simple smoke, water that looks “unrealistic.” The framerate, while sometimes achieving a sense of speed on clear straights, often chugged under pressure (more cars, rain), leading to a “hideous” (PSX2 Central) experience that undermined the core appeal. The first-person perspective offered a unique view but couldn’t compensate for the underlying visual mediocrity.
- Sound Design: The audio experience is as lackluster as the visuals. Engine sounds are persistently criticized as unconvincing, generic (“like four-cylinder Dodge Neons,” PSX2 Central), and failing to differentiate between cars. The soundtrack consists solely of “techno of varying degrees of quality” (PSX2 Central), described as “drögem Techno-Gestampfe” (MAN!AC), providing little atmosphere and often feeling grating. The lack of environmental sounds (city ambience, crowd noise) further empties the world. Sound effects for collisions or interactions are minimal. Overall, the audio fails to enhance the sense of speed, power, or location.
Reception & Legacy
Supercar Street Challenge’s reception at launch was predominantly negative, cementing its status as a commercial disappointment and critical also-ran. The Metacritic scores tell the story starkly: 45/100 for PC (“generally unfavorable reviews”) and 57/100 for PlayStation 2 (“mixed or average reviews”). Within the critical scores:
- Highs: The Styling Studio was the most consistently praised element, called “one of the most unique features” (GameZone PS2: 79%) and a “mildly amusing twist” (Next Generation). Some found the initial sense of speed or the car roster appealing.
- Lows: Overwhelmingly, reviews condemned the core racing experience: “problem here is that the actual racing isn’t that much fun” (GamePro PS2: 70%); “incredibly tedious gameplay” (PSX Extreme PS2: 49%); “racing required at least some skill or was just a little more fun to play… As is, there’s no reason to buy this game” (IGN PS2: 57%). Graphics, physics, sound, AI, loading times, and the sterile environments were relentlessly criticized. Famitsu gave the PS2 port a lukewarm 26/40. Player reviews on platforms like MobyGames mirror this sentiment (“Just bad,” “The Need for ‘Need for Speed’…”).
Commercially, SSC flopped. It quickly found its way to the bargain bin, with used copies becoming incredibly cheap ($6.80 on eBay for PS2, MobyGames). Its inclusion in the Race Collection (2003) did little to salvage its reputation. The game’s legacy is primarily as a cautionary tale and a curio:
- Innovation Squandered: The Styling Studio remains its most significant contribution. While not the very first (earlier tinkerers existed), its integration as a core progression and customization system was novel. It demonstrated player desire for deeper car personalization beyond paint and rims, a theme that would be explored more successfully in later titles like Forza Motorsport and Need for Speed: Underground (though those focused on tuning/mod kits rather than morphing bodies).
- Benchmark for Failure: SSC serves as a historical reference point for how not to execute a racing game. It highlights the dangers of prioritizing a single gimmick over the fundamental pillars of racing: solid physics, engaging tracks, and compelling AI. Its long loading times became notorious.
- Market Context: It exemplified the early PS2 era’s rush to capitalize on trends (licensed exotics, movie tie-ins) without always possessing the technical prowess or design discipline to deliver. Its association with The Fast and the Furious demo further tied it to a fleeting cultural moment.
- Developer Trajectory: EXAKT Entertainment continued, working on titles like True Crime: Streets of LA, but never achieved significant success, and SSC remains their most notable (or infamous) project.
Conclusion
Supercar Street Challenge is a fascinating study in unfulfilled potential. It arrived with a genuinely innovative concept – the Steve Saleen Styling Studio offering unprecedented levels of car creation and personalization – and a roster of desirable licensed supercars set against a backdrop of iconic global cities. However, EXAKT Entertainment’s execution failed to match its ambition. The core racing loop, the very heart of any racing game, was crippled by mediocre physics, unresponsive handling, simplistic AI, and sterile, poorly detailed environments. The claimed impact of design choices on performance felt negligible within a flawed system. Long loading times and generic sound design further eroded the experience.
While the Styling Studio stands as a genuinely ahead-of-its-time feature that presaged later trends in deep vehicle customization, it was not enough to salvage the fundamentally unsatisfying gameplay. Supercar Street Challenge is remembered not as a classic, but as a flawed artifact – a game that promised the supercar dream but delivered a frustrating, flat, and ultimately forgettable experience. Its legacy is that of a historical curiosity: a reminder of the fierce competition in early 21st-century racing, the challenges of new hardware, and the critical importance of getting the fundamentals right before layering on innovative gimmicks. It belongs on the shelf of gaming historians as a prime example of a great idea executed poorly, rather than in the rotation of any serious racing enthusiast seeking speed or satisfaction. Supercar Street Challenge: A noble, yet ultimately failed, experiment in automotive fantasy that remains more interesting to analyze than it is enjoyable to play.