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NES box art for Excitebike, the cover of NEStalgia episode 5

005 · EXCITEBIKE

▶ Game info
February 16, 2018 · 37 min · transcript available

Rev your engines because in this episode we're taking a look at the motocross launch title, Excitebike! See below for timecodes to jump ahead to a specific section. For more on 10-Yard Fight and EVERY NES game be sure to check out NEStalgiacast.com. At our website you can find detailed information about every game we play, our ESSENTIAL GAMES LIST, and links to our Twitch, YouTube, and more!

01:18 - First Impressions

2:58 - Mode A

7:35 - Strategy

9:40 - Mode B

12:44 - Difficulty

15:15 - 2 Player Mode

16:16 - Design Mode

19:10 - Game Design

21:13 - E-Reader

22:19 - Other Versions

23:19 - ESSENTIAL GAMES LIST

29:31 - Contact

30:10 - POST SHOW: Hot Wheels

Our verdict: Play it

Excitebike was the first game on the show that we had heard a lot about before playing, and the first where we were having fun almost right away. It's a fast, side-scrolling motocross game with five tracks, and its biggest surprise is a built-in course designer. We liked it, but we couldn't agree it belongs on the list.

What it gets right

  • Time trials that turn into rhythm. Mode A is you against posted times, and no course runs much past two minutes. You have to place third or better, then you immediately get another go at a faster time. The first run is falling over and mistiming hills. After 50 or 60 runs it's muscle memory. We called it a primitive ancestor of the Trials games, because you have to think about how you land, and the first game that suits a console, since it rewards sitting down to get better.
  • Fuel and heat. A is your cruising speed, while B is faster and makes a different sound, but it burns fuel, and the cool-down patches on the track bring things back. That keeps every run tense. We found the wheelie matters less than we thought: it clears hurdles, and the world-record runs we watched mostly lean right and bounce over everything.
  • A fair curve. Sam found the difficulty perfect: the first level was easy once he learned it, the second a little harder, and by the third he was retrying. Joe liked that you feel yourself improve. Sam's tip from the manual, that you can mash A to get your rider back on the bike faster, was a lifesaver, since Joe had been losing time after wipeouts when the rider ended up "a mile away."
  • The designer. Joe's favorite part, and the one that tipped him toward liking the game. You can build any course the game itself could, with ramps, blue turbo strips and big patches of grass. One of the courses we built was a long pile of turbo strips ending in a huge jump. We compared it to Mario Maker and want to stream one person building a course while another plays it blind.

Where it falls apart

  • Mode B isn't a race. The other riders are obstacles, not opponents, and you only race the clock. Bumping them from the front sends them over, and getting landed on sends you over. Sean never got far into it and struggled with the meters.
  • The creator is awkward. You can't go backward, and you can't save a course, so you have to plan it all in your head. We were more amazed it exists than impressed by how it works. We joked that you could write down each piece's letter code, like an old password.
  • No two-player. For a game this good with friends, we missed the head-to-head. We couldn't think of a split-screen NES game, so we guessed it was a memory issue.

Beyond the game

There was an e-reader version that let you save courses, though you had to swipe cards every time, and a Satellaview version in Japan with Mario, Luigi, Peach and Toad. It's also in NES Remix, but the challenges are too short for a game you need to get comfortable with.

The bottom line

Play it. The Essential Games List vote was split two and two: Sean said no, since he stuck to the time trial and wasn't good at it, Sam said yes because it was the only one so far he didn't want to stop playing, and Joe said yes by a hair, adding that without the course designer he would have said no. The fourth vote was no, citing a launch-game bias and the limits of the editor. At 50% it passed, but the sheet notes it was later removed in the Best of 1985. It's fun and worth an evening, with or without anyone to build a course for.

Written from our conversation in this episode.

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