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.
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