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Kyoto, Japan
Mountain Quarry
Houston, TX
Lefty's Mill
Orlando, FL
Nashville, TN
Canyon Chasm
Long Island, NY
Congo Course
Las Vegas, NV
Phoenix, AZ
Rainforest Run
Madrid, Spain
The Gravel Pit
Detroit, MI
Goldmine Rush
Los Angeles, CA
Construction Yard
Seattle, WA
Blizzard Blitz
Excite 3D
Hill Climb
Desert
(He/Him, They/Them) |
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The tutorials in this game are very good and I recommend completing them to get a good handle for the game(at least up to the stunts). I am searching for knowledge to improve and compiling some here that I find. If there is other knowledge worth referencing here please let me know; or corrections to something I have assumed! -Not making enough adjustments to my alignment with the track; you can do a lot of both vertical and horizontal adjustments and compared to other games like Wave Race it's always faster to make additional adjustments than settle for a worse line. -Not aligning properly out of turns before boosting. As a general tip wait longer before boosting after a turn until you can get the line. Boosting while turning builds temperature far faster than boosting facing straight; this is a prominent factor in boost routing -Make sure you boost when hitting the ground. Route your turbo usage so you always have the temp to make a quick landing. If you have the wrong angle landing + don't boost when landing even once you lose so much time -Trying to cut jumps too short pushing nose down early generally loses time where it's tempting to turn down early often times the kickers are setup in ways that look more inviting than they actually are -Sometimes it's crucial you don't hold drift and instead tap it a couple times; holding drift for too long instead of tapping it loses a lot of time and doesn't help you turn much -when doing handbrake turns make sure to boost after to get back up to speed; a lot in this game depends on getting up to top speed and staying as close to it as possible with minimal braking/drifting Starting Standard Fast Start 1) Hold Throttle and Turbo until the Temp dial gets to yellow; release Turbo 2)When the Announcer says Go do a Wheelie(Down + Turbo) while holding Throttle; continue holding down briefly with a longer wheelie on courses without an immediate turn. It's possible to Wheelie early and adjust your starting angle before the countdown starts; be aware of this as several courses use it to save time at the start There's a strategy on some course where you start with less than yellow temperature; this can allow you to Turbo more to get up to top speed more quickly to make jumps(useful on levels like phoenix and blizzard blitz) [It's possible to Crash by holding a Wheelie too long before the race starts. I haven't tested or used this enough to say whether it's good or bad just be aware it's an option. This could be a consistent start strategy for RTA untested though.] Tapping Turbo once after a drift seems to stabilize nicely if you haven't overturned; important for keeping on your bike and pushing your speed into the next corner or jump. If you turbo after drifting without stabilizing your bike you will crash or lose a lot of speed; often best to avoid using it other than when you need it to make a jump until you get more comfortable with cornering. Try to practice the timing for Turbo out of corners; mastering this seems essential for some routing. When the angle is too sharp you may need to turn more quickly than is possible with just a drift and the joystick. Use Drift then Brake to turn more quickly I asked Pancakes about turning; putting it here in case it helps others My Question: Can you give me some advice or guidance on which options to use and when?" Pancakes' Answer . Use Drift and hold a direction in the air to adjust your landing angle. For quicker angle changes use Drift then Brake to turn quickly in the air; very important in several courses Press Up on the joystick to reduce air time & Down to increase air time. Use these to maximize your time boosting and accelerating; don't be in the air longer than you need to and make sure to press down when needed to reach landings. Make sure not to hold Accelerator or Boost in the air to conserve heat If you press down on the joystick before jumping from a ramp your jump height will be increased; If you press up on the joystick before jumping from a ramp your jump height will be decreased. Using turbo at the edge of a ramp will give you a Boost that increases your speed and launch distance. If you are worried about not getting a Boost at the edge of a ramp you can mash the Turbo button and you will get a Boost without having to time it perfectly. The closer to parallel with the angle of the ground you are when you land the faster the landing. Try to match it exactly before landing; often landing with your nose too high up or too far down kills all your speed and/or wipes you out. Faster to land without an angle change left/right(facing straight forward) unless the slower landing allows you to setup for a better line(common). Turbo when landing to get back up to speed; airtime slows your character down. Make sure to hold turbo as you hit the ground Start off just trying to get around a course using throttle, angle changes, and drifting. Use turbo only on boosts on jumps to start with and on ramps then gradually start adding them in as you get more comfortable with the lines. You may be able to replace height changes with turbo use so look for opportunities to remove angle changes by boosting to get over gaps it's faster to boost over a gap than do extreme up/down height adjustments though both may clear the same gap. Note: I am finding that it's often fastest in turns to hold the stick all the way to one side and hold turbo to get out of the turn; often the additional acceleration from the turbo allows you to just barely miss collisions with the walls; this appear to be how to get extra speed off of a jump like top players on Kyoto use to glide over extra jumps and save time over most submissions. Avoid overheating On the Uphill Challenge(and places with large hills) it appears as though you can boost multiple times by doing a wheelie repeatedly(Down + Turbo). There may be potential to exploit these physics outside of Uphill but this seems almost essential to boosting without overheating. [High and quick jumping [Ride around after race Turning the Drones Option to Off removes extra riders from the track in Season mode and is generally standard. Most updated old FAQ(Needs review for important knowledge): https://www.neoseeker.com/excitebike64/faqs/25977-excitebike-64-b.html From http://uk.codejunkies.com/search/codes/Excitebike-64_Nintendo-64_6291711-6___.aspx These gameshark codes possibly could be used to cheat "low temp" is the only one I see that's worth being aware of |
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Hey Ghillie, most cheats are banned. The only one that is legal is the "Wheeeeeee" cheat, which turns uphill into downhill. Just watch out using that cheat as if you finish a downhill run, the game will save the time as if you did the run uphill. Just to let you know here, I did DM you on discord if you wanted any tips and tricks, but as I'm typing this I realize I can use the comment feature under the run |
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(He/Him, They/Them) |
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Thanks Pancakes, sorry if it seems like a bunch of stuff all at once trying to figure out everything. Will respond on discord just trying to start on a public archive for learning so it's easier; thanks for working on this game and good luck on your runs! edit: my discord account is lost for now please don't try to contact me there; most responsive to YT comments, or twitter. Will respond to messages here but might be a delay |
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Some advanced knowledge I'd like to share that can help improve times: ContentsTurbo tappingWhen you are close to overheating, tap the turbo button instead of holding it down. If you tap at the right rate, you can continue to get turbo pulses even while redlining. Since you maintain most of your accumulated boost speed while simply accelerating, you will continue to get most of the benefits of turbo while tapping. Landing sweet spotWhen landing on a kicker, there is often a specific spot (frequently where the kicker intersects with the normal ground) where you can land at a specific angle and get a "perfect" turn. A good example is the jump after the 3rd turn on Mountain Quarry. Land in the sweet spot right where the feature transitions back to flat ground, and you get a smooth landing with instant traction and control. Anywhere else, your bike will wobble and bounce and you won't be able to start turning until it stabilizes. "Pop jump"Taking a jump with a wheelie often (but not always) results in higher speed, but lower vertical height. You can use the following trick to get both height and distance. Drive up to a ramp while doing a wheelie. At the moment you leave the ramp, release the control stick and throttle. If the timing is correct and the ramp is of the right type, you'll get a noticeable visual pop up to a higher height. With this trick you can get the height of a normal jump with the speed of a wheelie jump. You start the jump with a neutral pitch, rather than the tilt of the wheelie jump, allowing wheelie jumps in places where it otherwise might not be viable. Not easy to pull off consistently. Wall bounceIn several places, there are turns where hitting the outside wall and bouncing off is faster than taking the turn normally. Notable examples include Detroit, Las Vegas, and Canyon Chasm. Approach the wall you wish to bounce off at a steep angle, then begin drift turning away from the wall as you closely approach the wall to shallow the angle. Too steep an angle on impact will result in a crash. Double wheelie startFor courses which start with some flat ground in a straightaway (Lefty's Mill, Congo Course), it is faster to do a single, extremely short wheelie for the start boost, then do another wheelie with specific timing. The timing is not quite "as soon as possible", but it is relatively close thereafter. Courses which start on a tabletop or plateau may benefit more from a single wheelie that terminates at the drop-off. Wheelie start cooldownThe game will not allow you to do a turbo jump until 1 second after you release the input from the wheelie start. On Long Island, it is advisable to do as short a wheelie start as possible in order to have a turbo jump available for the first ramp. Errant turbo jumpsThere are some areas and surfaces in the game (the girders in Construction Yard, the landing before the fork in Congo Course) where, if you press turbo as you land on them, you will get the "vroom" sound and do a wheelie as if you performed a turbo jump; this is usually detrimental. Either hold turbo shortly before landing, or delay your press. Wheelie maintenanceTo do an extended wheelie, start one, then adjust the control stick position forward slightly. The rider's legs will give you some feedback as to how you are balancing. The farther back you tilt, the faster your wheelie, but also the quicker you will fall over. Push slightly forward (while still holding back on the stick) and you can wheelie indefinitely. Air turningAir turning only works when it will have enough time to complete before you land. This means sometimes you can get an air turn on a relatively small hop, depending on timing. If the game doesn't calculate that there is enough time for the air turn animation to complete before you hit the ground, it will not activate. Note that air turns are dynamic - press sharply left or right to get a sharp turn, and shallowly to get a shallow one. After an air turn is initiated, in-air control is heavily reduced, so it is generally optimal to wait until the last possible moment to activate an air turn. There is an element of risk/reward in terms of waiting as long as possible, but not so long that you do not give the air turn enough time to actually activate before hitting the ground. You can also cancel an air turn by allowing the stick to return to neutral for a moment after performing one. |
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