Track times (gain over previous run)
0 ― 37.50 (1.42)
1 ― 39.21 (4.53)
2 ― 40.43 (4.78)
3 ― 42.00 (2.59)
4 ― 41.04 (3.69)
5 ― 31.76 (4.75)
I figured out some of the programming for this game, which allowed me to discover various tricks to preserve speed.
First, I found out where your speed is kept in memory, so I could watch my speed while I played. This was very useful, obviously. For example, in level 2, I found out it is just barely worth it to slow down so you can hit the 2nd ramp (about .24 pixels per frame speed is gained).
The most important thing I noticed is that input affecting your speed is only checked every four frames. So, you only have to push B every 4th frame, which prevents engine overheating. When you're in the air, you only need to press Right every 4th frame to maintain your speed.
Now, input affecting the slant of your bike is also only checked once in a while. In the air, it's every 4 frames since you last inputted something changing the slant of your bike. On the ground, it's every 6 frames (or 13 if you're doing a big wheelie). In this run, I tried to keep this slant-timer out of synch with the speed-timer, so that I could slant my bike however I wanted without losing speed. Sometimes when you see me doing a wheelie before going over a ramp, it's to keep the slant-timer and speed-timer out of synch.
Besides simply avoiding speed loss, knowing these input timers also allows for some nice tricks. Left and Right affect your bike's arc while in the air, so I was able to greatly lengthen or shorten my jumps. If you jump too high, you'll wrap around to the bottom of the screen, and then eventually end up back on the track. I use this to my advantage to hit some ramps I wouldn't have been able to hit otherwise (for example, hitting all three ramps on the second lap of tracks 0 and 1).
Fun facts: Your usual max speed is 3.25 pixels per frame. Going over a ramp increases your speed by 1 pixel per frame. If your speed exceeds about 8 pixels per frame, there will be some graphical glitches eventually--this happens a couple times in my run. I get up to 9.25 pixels per frame in the final race.
For reference, here's the memory addresses I used:
0094 (high byte) and 0090 (low byte) are your speed
00B0 is whether you are in the air
0026 is the slant-timer. When this is 0 or 1, your input will be accepted for changing the slant of your bike.
004C is the speed-timer. When this is 3, your input will be accepted for affecting your speed.
0098 is whether you are crashing :)

Bisqwit: Accepting for publication to replace the previous short Excitebike movie.


Player (87)
Joined: 2/10/2006
Posts: 113
Location: US
Mr. Kelly R. Flewin wrote:
Now... if even half of these moves are possible on a console... oooh yeah!
You could probably use an autofire to press the B button. It might not work all the time, since it would have to be in sync with the game timer, but I'm sure it's possible. It would take care of engine overheating and definitely could improve times. On the other hand, I don't really think the in-air techniques could be done on a console, because the timing varies from jump to jump. Anyway, glad ya'll enjoyed the run. I loved FODA's run too... I think this game just makes a really good TAS :)
Use the force
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
That definitely worth watching it.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Bahahaha, that was hilarious! You kinda broke the sound (sound? More like graphic) barrier with that ridiculous boosting on the last two stages. This run deserved a star pretty badly, I'm glad it eventually achieved it. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 11/11/2004
Posts: 400
Location: ::1
That was really neat. One thing I'm wondering about, though - are those "this is a tool-assisted recording" reminders throughout the movie really necessary? I can see why they're there, but I found them to be rather distracting myself.
Active player (434)
Joined: 9/27/2004
Posts: 650
Location: Canada
Actually, as I was watching, I wondered why "this is a tool-assisted recording" wasn't on for longer, then it popped up again, and I was glad. But about the run, it was great. Fastfastfast.
Joined: 2/3/2006
Posts: 69
A custom track full of speed-boosting ramps might make a really fun concept speedrun, of the "just how badly can we break this game" variety. Great stuff.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Aaron Haynes wrote:
A custom track full of speed-boosting ramps might make a really fun concept speedrun, of the "just how badly can we break this game" variety. Great stuff.
already been done. here http://www.angelfire.com/ex/uobt/videos/excitebike-ju-demonstration-foda.zip
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Now Luke, you must do the VS version then the FDS one. Note that bugs in NES aren't in VS version. So good luck and I am waiting it.
Joined: 11/15/2004
Posts: 804
Location: Canada
You're f*&@ing kidding me. I got up this morning and went to work, thinking that nothing unusual was going to happen in the world today. I come home and find out that some guy just destroyed the Excitebike record by, like, 30 seconds, and it's already published. Then I watched you wraparound the screen several times in a row, move so fast that the background broke, and completely, utterly break the game, with your engine cooling the whole time. That was the starworthiest movie I have ever seen. Unbelievable.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Experienced player (607)
Joined: 10/23/2004
Posts: 706
Absolutely amazing. I thought the previous version was good but this one is AMAZING! Great effort, great movie. Fully worthy of that star! Voted Yes!
Current Project: - Mario Kart 64
Joined: 2/16/2005
Posts: 462
Great run! A lot more varied than the run it replaces. On the subject of the movie, I do not think having the TAS text on every lap is necessary... I kept on living in fear of when it would show up again!
This signature is much better than its previous version.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
schneelocke wrote:
are those "this is a tool-assisted recording" reminders throughout the movie really necessary?
Because the tracks in this game are rather stand-alone, there is a possibility that someone will rip a single track from this movie, post it somewhere and claim it as their own work.
Joined: 1/23/2006
Posts: 352
Location: Germany
Of course if they are going that far they could just take the ROM, the fmv and encode it themselves...
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
KDR_11k wrote:
Of course if they are going that far they could just take the ROM, the fmv and encode it themselves...
Most of the idiots that do things like this would be too stupid to know how, or wouldn't want to put in that much effort. They're not only stupid, they're also lazy. Chances are they would look for something else that is easier to pass off as their own.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I think it's overkill to put the message more than once. People who want to steal material are going to do it regardless. It's like when they were taking guns from the people after Hurricane Katrina, leaving only the criminals with guns. This isn't helping the good guys (in fact it is somewhat distracting), and the bad guys will do what they want anyway. Oh well, I just watch runs on emulators now anyway.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 2/28/2006
Posts: 21
LOL Tool23...HILARIOUS picture haha
Joined: 2/28/2006
Posts: 21
DLing as we speak thanks to JXQ's recommendation. 23 seconds shaved off is extremely impressive, considering the original run's quality!