3/12/2023 0 Comments Excitebike 64![]() “I thought it might be fun to try and include the original game. But it was well received and moved some good numbers.”įinally, here are some interesting comments from Stragnell about the inclusion of the original Excitebike and track editor: With something like the pedigree of Excitebike, expectations were very high, and a hit at Nintendo often meant sky-high multimillions, so it wasn’t a number one seller for them as I would have hoped. “From my recollection it did quite well and Nintendo thought it was a success. Sterchi also had this to say about its sales: At the end of the day, I think the feedback was probably right, but I still don’t think it was a high enough priority against the time it would have taken to do.” – SterchiĮxcitebike 64 was met with critical acclaim, and Lamb believes it sold over 2 million units worldwide. “We had a good amount of feedback from testing that the crashes should have been more fun, but we didn’t really have the time to do any more with it, and we didn’t do the old Excitebike button mash to run back to your bike, either. “If I had to single out anything I think we should have spent more time getting the announcer to sound more fluid, and it would have also been nice to have some crash animations that didn’t just involve the rider curling up into a little ball!” – Stragnell I don’t know that we would have been able to make as good a game.”Īs for improvements, Stragnell and Sterchi shared the following: But the flip-side of that is that if we’d started development a year or two earlier, we wouldn’t have had the opportunity to become as familiar with the hardware. Ultimately, Sterchi said Left Field thought “the game deserved more time than we thought.”Įven though Stragnell acknowledges that Excitebike 64 could have sold more had it come out earlier, in the end things worked out since the team was able to deliver a quality product. ![]() This was longer than originally planned, but the team wanted to enhance some technical aspects and the game’s scope continued to increase. They didn’t improve the main game experience, which was the reason why people bought it.”Įxcitebike 64 shipped in summer 2000 with just under two years of development. At the end of the day, some of the modes were nice distractions, but he was, of course, right. “He gave some great feedback in that we went too wide with the extra modes and should have stayed focused on depth instead. However, the team did receive some feedback from legendary Nintendo developer Shigeru Miyamoto. GamesTM states in its piece that Nintendo didn’t impose any restrictions, with only regular check-ins and specialist reviews required. Because of the game’s “organic” development, there was plenty of “freedom to try out lots of stuff”. Above all else though, they wanted to ensure “that the bikes handled well,” according to Baker. I don’t think a truly faithful update would have really been enough on a 64-bit machine and fortunately Nintendo understood this and were on board with making a more simulation based motocross racing game.”Ĭoder Sam Baker added that Left Field “wanted to make a kick-ass and great-looking racing game that captured all the speed and big air of motocross – and that we wanted to support indoor arenas and a variety of outdoor tracks.” Maintaining a smooth frame rate was also important, and 3D programmer Ben Stragnell says he “imposed some fairly draconian restrictions on the artists in terms of how the tracks were built”. ![]() “The key to the original game was controlling the bike in the air to stick the landings and I think we captured that pretty well.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |