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Excitebike 64 devs look back on the project's development, Miyamoto's input

by rawmeatcowboy
29 November 2015
GN Version 5.0

Coming from a GamesTM interview with producer Henry Sterchi...

“Excitebike 64 started out as a more traditional motocross game to prove out the core engine, handling and basic play. The handling was physics-driven and realistic, but I wouldn’t have called it a technical simulation. We did try some real-time track deformation such as tyre ruts, but it was abandoned because it wasn’t that fun and quite a technical drain. We’d already discussed and prototyped the thing we wanted around the turbo mechanic and track designs in order for it to be an authentic Excitebike experience, so it was always the hope that they’d go for it and if it didn’t work out, it was ready to stand on its own as a more traditional motocross racer.

He [Miyamoto] gave some great feedback in that we went too wide with the extra modes and should have stayed focused on depth instead. At the end of the day, some of the modes were nice distractions, but he was, of course, right. They didn’t improve the main game experience, which was the reason why people bought it.”

[Link]