FAQ/Walkthrough by GreenFlag

Version: 3.0a | Updated: 07/06/03 | Printable Version

|                                                                         |
|                      Excitebike 64 Driving Guide                        |
|                       for the Nintendo 64 system                        |
|                                                                         |
|                       Version 3.0a - 07.06.2003                         |
|                                                                         |
|                Written by Jordan Stopciati (superstar64)                |
|                        (js_sstar64@hotmail.com)                         |

All names and logos are trademarks of their respective owners.

This document is copyright (c) 2000-2003, Jordan Stopciati.


 V3.0a - July 6, 2003
  A minor fix; some problems with word-wrap.

 V3.0 - July 5, 2003
  Most likely the final update that most people will see for quite some
time. There have been some embellishments, consolidations, and some other
corrections, but not a great deal of new information. (Yes, I'm aware of
the date. Happy Fourth of July to my neighbours from down south, and, hey,
two years since the last update!)

 V2.9 - July 5, 2001
  The most recent update - promising some formatting updates and hopefully
the final update.

 V2.21 - January 13, 2001
  Yet another Q&A, and yet another code.

  Modified a question for the Q&Aís, and a few more codes.

  My e-mail address has changed. Please see above.

  A huge update, there are now track maps for EVERY course (excluding the
special courses, which I'm not going to bother doing) and some more useful
information. Plus a couple of more Q&A's. Version 3.0 will have suggested
times and yet even more stuff, and that'll probably be the last major

  Updated the Legal Stuff section...had to update which sites were allowed
to display the FAQ. Geez, that was fast!

 V1.0 - July 29, 2000
  FAQ is completed way ahead of schedule, I should really get it uploaded
now...version 2.0 will contain track maps.

 V0.1 - July 26, 2000
  Turning the preliminary information into a full-fledged FAQ, which should
be done in a few days, if I can squeeze out enough time...since I have to
get my braces tightened.

                Table of Contents

    Table of Contents
    Legal Notices
01. Game Background
02. Playing The Game
       Modes of Play
03. Riding Lessons
04. Season Mode
05. Track Descriptions
       Bronze Round
       Silver Round
       Gold Round
       Platinum Round
06. Special Tracks
07. Codes
08. Questions
09. Closing Notes

                  Legal Notices

Yes, legal stuff. Please read this before you read this FAQ, this will
express your distribution rights with this document, and other rights that
all people that wish to use this guide have.

First: I own the copyright to my work, so don't be a fool and rip it off in
any way, shape or form, either by claiming the material as your own, or
anything to that effect. If you include anything from this Excitebike 64
guide in a competing work, you must give me explicit credit (not just this
little "Section 7's source was SS64" at the very bottom of the guide). Put
it in at the top of the section that you're taking from me and I'll stay
happy. In addition, you may NOT sell this guide or take it as your own. Do
so, and I will make sure that it comes to an end. I wrote it. I have final

The following sites have been personally authorized to host this guide on
their sites, as well as their direct affiliates.

 - www.gamefaqs.com
 - www.gamesdomain.co.uk
 - vgstrategies.about.com
 - www.neoseeker.com

GameSpot.com, the sponsor site for GameFAQs, has also been authorized to
link to my guides, and I am fully condoning of this activity.

For me, the top priority is GameFAQs. To any website which I have told I
will update for them, I've gone back on that policy. It is your
responsibility to update the FAQ on your site as close as possible to when
the FAQ is updated. If you are interested in displaying this FAQ on your
site please e-mail me with your site's URL. If you wish to use this guide
for personal use, you have the right to save one copy of this guide on your
hard drive for non-distributive purposes. Should anyone find a copy of this
guide on ANY other site please contact me.

Third, understand that you are using this FAQ at your own peril. The odds
of some sort of unsolicited or severe event occuring which is directly
connected to this FAQ is infinitesimal. Therefore I can not be held
responsible for any of the following called by the usage of this docu-
ment. The expense of any such event is considered your responsibility.

 - Nintendo 64 or Excitebike 64 Game Pak damage, regardless of the way in
which it was sustained.
 - Injury or death sustained during the utilization of this guide.
 - Extreme frustration.
 - Being grounded, arrested, or the victim of some sort of punishment.
 - All other unsolicited events, including severe events.

               Document Information

Program used: UltraEdit 32 v10.00c
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10,556 words

 01.            Game Background

The original Excitebike was released in 1985 for the Nintendo Entertainment
System. It may have gone into history as just another racing game.
Apparently not. In 2000, Excitebike 64 was released in North America, and
left all other motocross games behind in a trail of dust and dirt. It came
out of almost nowhere to park itself as perhaps one of the best racing
games ever, and certainly one of the best for the Nintendo 64.

You will get a lot of satisfaction from this game, which includes six
fictional riders, twenty tracks (9 outdoor, 11 indoor), Season mode, plenty
of goodies, and if that's not enough, the original Excitebike. A track
editor feature ensures that you'll keep on coming back for a self-imposed

 Game Statistics
Name: Excitebike 64
Production: Nintendo
Developer: Left Field
Size: 128 megabits (16MB)
Controller Pak: 40 pages for ghost save, 4 for track save
Rumble Pak: yes
Expansion Pak: hi-res mode

 02.            Playing The Game


The A button controls the throttle, which is basically your accelerator.
It's as simple as that.

The Z button controls your turbo, which gives you an extra boost of speed
(as witnessed by the higher engine RPM). However, use your turbo in
moderation, as if the engine temperature at the bottom of the screen
becomes too high, you will lose it for a few seconds.

The B button controls the brakes, while if you're stopped, they can also
allow you to go backwards at low speed.

The control stick controls the turning - press left and right to turn in
the corners. Press down while turning to turn more sharply. While in the
air, press up and down to adjust your angle to the landing angle. Press
down and then Z or L to pop a wheelie, and, finally, use the R button in
the air with the Control Stick to perform turning in the air.

The C-buttons control the following functions:

C-Up - camera angles - you can choose between three of them
C-Right - remove the on-screen displays, one at a time
C-Down - trick button - use to perform some stunts
C-Left - look to see who's behind you on the track

L is an alternate turbo button if Z doesn't work well for you.

The R button allows you to slide or drift while turning so that you
maintain most of your speed. You can also perform some tricks with this

Start, as is probably well known by every self-respecting video game
player, pauses the game.


 "Jumpin'" Jim Rivers
Age: 25
Hometown: Seattle, WA
Specialty Trick: Superman
Quote: "Itís not whether you win or lose, itís about how high you can fly!"
Ratings: Landing - 6
         Cornering - 6
         Jumping - 6
         Turbo - 6

Probably one of the most average riders in the game. A good choice for some
of the outdoor tracks that are much faster than the indoor tracks, but
still have plenty of big jumps to deal with. Not a particularly bad choice,
but when you have to deal with the later runs, not exactly the greatest of

 "Tricky" Ricky Stern
Age: 14
Hometown: Los Angeles, CA
Specialty: Kobe 360
Quote: "Better have extra film in your camera 'cause itís showtime, baby!"
Ratings: Landing - 10
         Cornering - 8
         Jumping - 10
         Turbo - 2

A great choice for the later courses in the game where jumping and
cornering are all important. You can pick this rider for some of the
earlier courses, but you might have a bit of a hard time moving on. Be very
stingy with your turbo - you don't want to burn out your engine and put
yourself farther behind the 8-ball with a river that isn't fast in the
first place, so be cautious.

 Sarah "Sugar" Hill
Age: 28
Hometown: Miami, FL
Specialty: Cordova
Quote: "They call me Sugar, but it's winning thatís sweet!"
Ratings: Landing - 8
         Cornering - 10
         Jumping - 8
         Turbo - 4

Just about as good as Ricky Stern, but she forfeits a bit of landing and
jumping power, which isn't that bad. Her turbo is slightly improved, but
you still need to be careful with it. She's probably one of the better
riders, but I'm not stopping you from having your stereotypes. Your gain -
or loss.

 Bobby "Big Dog" Malone
Age: 16
Hometown: Pittsburgh, PA
Specialty: Lazyboy
Quote: "The Big Dog's bike is badder than his bark, so I let my riding do
       the talkin'."
Ratings: Landing - 4
         Cornering - 4
         Jumping - 2
         Turbo - 10

This guy has the best turbo rating but has VERY poor skills in everything
else. You would be best to pick this rider for a track on which outright
speed is more important than steering. By that, I mean some of the special
tracks (which I'll talk about later).

 Nigel "The Duke" York
Age: 28
Hometown: London, England
Specialty: Double Can Can
Quote: "Technique, discipline, and control are the key, and I have all
Ratings: Landing - 2
         Cornering - 2
         Jumping - 6
         Turbo - 10

Once again, a river on which you can get a lot of speed, but not a whole
lot else. There are some very poor landing and cornering ratings (French
judge, anyone? *groan*), which will hurt on the tracks that have a lot of
elevation change and cornering.

 Vicky "The Vixen" Steele
Age: 19
Hometown: Houston, TX
Specialty: Fender Grab
Quote: "I hope no one gets in my way, 'cause if they do, they're gonna be
       eating my exhaust."
Ratings: Landing - 4
         Cornering - 6
         Jumping - 6
         Turbo - 8

Is Trish Stratus getting into motocross racing? That's not really important
to know anyways. But regardless, Vicky has some pretty good ratings, and an
impressive turbo which could very well be enough to take you to the
winner's circle. Most likely if you're a female. Keep her in mind when
making your selection.

                  Modes of Play

Get your motocross career onto the beaten path and begin in season mode.
You will begin in the 80cc Novice difficulty, in the Bronze Round. There
are five races in each round, and your finishing classification awards the
following points:

 1st place - 5 points                4th place - 1 point
 2nd place - 3 points                5th place - 0 points
 3rd place - 2 points                6th place - 0 points

You donít need to win every race to win the round, but you do have to
finish the round with the most points, and you need to win races to get as
many points as possible. Once you complete a round in first place, you will
move on to the next round, and if you complete the last round in a certain
difficulty, you will move on to the next difficulty. Season mode is the
only way you can unlock more tracks.

 Exhibition Race
Choose a track from any round that you have unlocked in Season Mode and
take yourself for a spin on that track along with five other riders. (All
indoor courses are three laps, all outdoor courses are two laps.) There is
nothing at stake in this race and you will not earn or lose anything
regardless of your placement. This is, however, good for gaining experience
in a race situation.

 Time Trial
It's just you and the track in Time Trial mode. If you have a Controller
Pak with 40 pages available, you can save your "ghost" (a replica of your
run) to the Controller Pak. If you set a top three time or best lap (and
with no traffic to stop you, it's very likely you will), you can save it to
the Game Pak for posterity.

 Special Tracks
After you complete rounds in Season Mode, you will unlock special tracks.
At first, only the Desert and Stunt tracks are available to you, but the
special tracks that you get will start to get cooler and cooler as you keep
on racing in Season mode. Each one offers a different challenge from the
monotony of 250cc engines going around in circles.

Set your options in the game: volume, stereo/mono sound, hi-res (expansion
pak only), credits, etc.

 Custom Tracks
Create a new track or race on a saved track. You can save one track to the
Game Pak or use 4 pages for each track that you save to a Controller Pak, a
maximum of 16 tracks per controller pak. The floor is yours as you design
the circuit of your dreams with the hopes that your rivals will go flying
into the crowd.

 03.              Riding Lessons

First we have to acknowledge the presence of turbo, which as mentioned
earlier is activated with the Z button (it functions independently of the
throttle, so you don't need to press A while using it.) You should use it
sparingly, but it has use for getting good acceleration out of corners, as
it give you more speed. However, as indicated by the engine temperature
gage at the bottom of the screen, there are limits.

By pressing Z as you go off the top of a jump, you also gain a little bit
of a speed boost that allows you to get over the top of the jump and onto
the other side, where you will gain a good amount of speed.

E-mail contribution:

"Also, this may be something that I was supposed to know, but I have a hint
if you feel like putting it up on your site....  when you go up a jump,
while you are in the air, it helps if you let go of the "A" button because
then your engine cools down a little bit and when you land you have more
room to use turbo.  Thanks again."

-- Josh.


On to advanced turning...

We all know that the control stick controls turning. However, if you press
R while turning, the bike will "drift" out a bit and allow you to preserve
a bit of your speed. The difficulty comes in maintaining that slide so that
you are angled correctly (you should be angled a little bit more than where
you want to go) and then be able to turn back straight again.

By pressing A, you get an acceleration drift, by pressing B, you get a
brake drift. One maintains speed through the corner, one loses speed in the
corner. You should use the former in fast turns, the latter in the hairpins
and slower turns. Capisce?

Third point is air turns. If you're in the air, press R and move the
control stick, the bike turns. This helps to prepare you for turns that are
coming up but you don't have time to prepare for since you're not on the
ground. Very simple.

Finally, taking out opponents, and those goes right back to what I said
before about engine temperature. If you get in front of your opponent and
nudge his/her front tire with your own, the CPU falls off their bike and
your temperature gauge is reset, giving you more time to use your turbo. Of
course, they can do the same to you. And, as a final note for this section,
riding the edges of the track (which are marked by hay bales for the most
part) or pushing up against them extensively will result in a fall.

You can perform a wheelie by pushing back on the Control Stick while
pushing the turbo button. Just make sure you don't pull back too hard,
otherwise you'll fall flat on your back and, in real life, increase the
chances of breaking your spinal cord.

Finally, the stunts. I use CW and CCW to describe "clockwise" and
"counterclockwise" respectively.

 Standard Stunts
No Hander: C-Down, then press down and up on the stick
Fender Kiss: C-Down, then press up and down on the stick
Nothing: C-Down and R, then press down and up on the stick
Saran Wrap: C-Down, then press right and left
Bar Hop: C-Down, and rotate the stick from down to left CW.
Nac Nac: C-Down, and rotate from down to left CCW.
Heel Clicker: C-Down, and rotate from down to up CCW.
Cliff Hanger: C-Down and R, and rotate from down to up CCW.

Superman (for Jim Rivers only):
 C-Down, rotate stick from up to down CW.
Kobe 360 (for Ricky Stern only):
 C-Down, rotate stick one revolution from down, before going airborne.

Cordova (for Sarah Hill only):
 C-Down and R, rotate stick from up to down CCW.

Lazyboy (for Bobby Malone only):
 C-Down, rotate stick from up to down CCW.
Double Can Can (for Nigel York only):
 C-Down and R, press right and then left on the stick.
Fender Grab (for Vicky Steele only):
 C-Down and R, rotate stick from down to up CCW.

 04.               Season Mode

This section of the guide explains Season Mode in detail - beginning with
the tutorial and working through each round.


 Unit 1
  1a: Acceleration, braking, turbo, reverse
  1b: Turns, sharp turns
  T1: Basics. Goal: 12 seconds

 Unit 2
  2a: Power slide
  2b: Brake slide
  T2: Advanced turning. Goal: 16 seconds.

 Unit 3
  3a: Basic jumping and angle adjustment
  3b: Speed adjustment on jumps
  T3: Jumps. Goal: 15.5 seconds.

 Unit 4
  4a: Turbo boost over jumps
  4b: Air turns
  4c: Less speed on jumps
  T4: Advanced jumps. Goal: 21 seconds.

 Final Unit
  5: Taking out opponents
  Final Exam: Everything to date. Goal: 56 seconds.
  6: Wheelies
  7: Stunts

Upon finishing the tutorial, you unlock the original Excitebike. It can be
accessed on the "Special Tracks" menu.

 Novice Difficulty (80cc)
  Bronze Round
    - Kyoto, Japan (3 laps)
    - Mountain Quarry (2 laps)
    - Houston, TX (3 laps)
    - Lefty's Mill (2 laps)
    - Orlando, FL (3 laps)

  Silver Round
    - Nashville, TN (3 laps)
    - Canyon Chasm (2 laps)
    - Long Island, NY (3 laps)
    - Congo Course (2 laps)
    - Las Vegas, NV (3 laps)

Upon finishing Novice difficulty, you unlock the Soccer game into the
Special Tracks menu, as well as the Bronze Round on Intermediate

 Intermediate Difficulty (125cc)
Take note of the fact that your bike will be able to reach slightly faster
speeds with your quicker engine. Your opponents will become more aggressive
as well, and will try to knock you off your bike.

   Bronze Round
     - Kyoto, Japan (3 laps)
     - Mountain Quarry (2 laps)
     - Houston, TX (3 laps)
     - Lefty's Mill (2 laps)
     - Orlando, FL (3 laps)

   Silver Round
     - Nashville, TN (3 laps)
     - Canyon Chasm (2 laps)
     - Long Island, NY (3 laps)
     - Congo Course (2 laps)
     - Las Vegas, NV (3 laps)

   Gold Round
     - Phoenix, AZ (3 laps)
     - Rainforest Run (2 laps)
     - Madrid, Spain (3 laps)
     - The Gravel Pit (2 laps)
     - Detroit, MI (3 laps)

Upon finishing Intermediate difficulty, you unlock the Hill Climb and the
Bronze Round on Pro difficulty.

 Pro Difficulty (250cc)
This is definitely the most difficult out of all the tracks, no doubt about
it. It will be very hard to win a round.

   Bronze Round
     - Kyoto, Japan (3 laps)
     - Mountain Quarry (2 laps)
     - Houston, TX (3 laps)
     - Lefty's Mill (2 laps)
     - Orlando, FL (3 laps)

   Silver Round
     - Nashville, TN (3 laps)
     - Canyon Chasm (2 laps)
     - Long Island, NY (3 laps)
     - Congo Course (2 laps)
     - Las Vegas, NV (3 laps)

   Gold Round
     - Phoenix, AZ (3 laps)
     - Rainforest Run (2 laps)
     - Madrid, Spain (3 laps)
     - The Gravel Pit (2 laps)
     - Detroit, MI (3 laps)

   Platinum Round
     - Goldmine Rush (2 laps)
     - Los Angeles, CA (3 laps)
     - Construction Yard (2 laps)
     - Seattle, WA (3 laps)
     - Blizzard Blitz (2 laps)

(Once you finish the Platinum Round, you will unlock both the Challenge
Round and the Custom Round.)

   Challenge Round*
     - Orlando, FL (1 lap)
     - Phoenix, AZ (1 lap)
     - Las Vegas, NV (1 lap)
     - Nashville, TN (1 lap)
     - Kyoto, Japan (1 lap)

(Once you finish this round, you've officially beat the game and unlock the
Excite 3-D mode for play as well.)

   Custom Round**
     - 1 to 5 tracks of your choice

 Points of interest
* The Challenge Round is not like any other - it is a one-lap shootout
against only one other rider on any given circuit. If you win the race, you
move on to the next race against another rider. But if you lose, you're
immediately knocked out and have to start all over again.

** The Custom Round has no rewards for being beaten. You must select the
tracks (it can be anywhere from one to five tracks) and the number of laps
on each track (from one to six). It awards you a lot more flexibility than
the regular rounds.

 05.           Track Descriptions

(In version 2.0, I set this section up differently so now you have the name
of the course and the number of laps. Course maps for each circuit were
created in that version as well. This version contains modified course
descriptions and slightly modified course maps.

                  Bronze Round

 Kyoto, Japan - 3 laps
 /       <    \
 |            |
 |            |
 |            |

Kyoto's course is basically a square with several jumps, large and small.
But since you don't have as much time (a lap can take from 20 to 25
seconds) to get ahead of the pack, it's very critical to get the lead early
in the race, and moreover, make sure that you keep it. The relative narrow
nature of the circuit and the rather fast turns mean that overtaking in the
corners could be a bit of a risk. Otherwise, you won't have that many
challenges on this course, and it should be an easy one to win.

 Mountain Quarry - 2 laps
   /       \______
  /               |
  |               |
  |  _            | V
  \_/ \      /\   |
      |      | \_/
      |      |

Get used to the elements of the outdoor course - the track is very wide but
the jumps are very large. It's very important to learn how to powerslide
through the 135- and 90-degree turns that you will find on this track,
especially the first two corners. The terrain is rather generous, though,
so don't expect to do too much uncontrollable sliding around the curves.
Make sure, however, with all the large jumps around the course, that you
can land them right. Also watch out for the two streams running across the
track in the latter part of the track, which you will have to perform a
wheelie through in order to maintain your speed.

Shortcut: On the long straightaway with the big jumps, look for a tunnel on
the left side, slow down a bit on the jump preceding it, and steer in. It's
not much in terms of time gain, but you do get to skip a corner and be
slightly better prepared for the next one.

 Houston, TX - 3 laps
 /   __________  \
|   /          | |
|  /           | |
|  \           | |
|   \______    | |
|          \   | |
|           \  | |
|           /  | |
 \_________/  ^|_|

Houston has a relatively flat infield section after you get off the
start/finish line, so jumping power will not be important in those
sections. However, you will get a few long 180-degree turns - if time is
lost through these corners it could get rather difficult. However, they
serve as an excellent overtaking opportunity if you're lagging behind the

The outside of the track, on the other hand, consists of several
jump-filled straights, climaxing in a huge leap to the final hairpin. You
will need to scrub off a lot of speed to get through the final turn (and
make sure not to hit the lights!), so use a brake slide and try to use the
banking on the outside to get a nice run out as you go to the next lap.
This will be the first track that seriously challenges your indoor riding

 Lefty's Mill - 2 laps
         |__       \
    ________|      |
   /      <        |
   |       ________/
   |      /
   |      |

Watch out. Lefty's Mill is one of those circuits that has pretty much every
type of surface imaginable. You start on pavement, move to dirt, to a log
run, into the wooden floors of an old building. It's very important on this
track to adjust to the surface changes, most notably the logs in the middle
part of the course. Turning is very difficult on this surface (not that you
should be doing it anyway, since it's on a straight), and moreover, when
you come off of it, you'll need to execute an air turn to prepare for a
90-degree right immediately afterwards.

Remain cautious throughout the narrow building section, which is not very
fast and does not lend itself to overtaking. Be cautious in the final
pavement section, made of 180-degree turns before returning to the
Start/Finish Line. First of all, it's very difficult to powerslide on this
abrasive surface, and secondly, it will not be easy for other people to
overtake you.

Shortcut: Once you reach the tabletop jump before the mill, drive onto the
grass on the left and follow a path. Then, go up the ramp that you see
ahead of you. If you have enough speed (30 MPH) you'll go off the ramp and
onto the roof of the mill. If you goof up, you can bail out, because there
is a doorway just beyond the ramp.

 Orlando, FL - 3 laps
/                \
|                |
|                |
|                |
|      ___       |
|     /   \      |
|    /     \     | ^
|    \     /     |
|     \   /      |
|     /   \      |
\____/     \_____/

This is the final track in the Bronze Round, but certainly doesn't take any
prisoners. Much like Houston, it has a section of long, but relatively
flat, turns, joined together by long straights with plenty of big jumps.
What's most critical on this track is to not crash in the long, curving
corners, especially heading out of the second one. The course heads to the
right before turning left again, so if you stray too far to the outside,
there's a risk you will fall out of the course and lose time. Overall, not
a great challenge, but it can show its teeth.

                  Silver Round

 Nashville, TN - 3 laps
/                   \
|                   |
|      ______       |
|     /      \      |
|     |      |      |
|     |      |      |
|     |      |      | ^
|     |      |      |
|     |      |      |
|     |      |      |
\_____/      \______/

Nashville's course is VERY reminiscent of Orlando in terms of design, but
instead of having long, swooping curves, it has 90 degree turns all
connected by some straights. The first turn on the course is certainly a
challenge, since you will have to scrub off a good amount of speed and
possibly execute an air turn the first time you go around. The most
important aspect of winning in Nashville is to keep your bike on the track
and in control on the straights.

Canyon Chasm ********************* 2 LAP RACE *************************

          / \\
  |\     /   \\
  | \   /     \\
  |  \_/       \\
  |             \_ 
  | ^             \__
  |    /\_          /
  |   /   \_       /
  |  /      \   __/
  |_/       |_ /

Have you learned to land on the downhill side of a jump yet? No? Well,
you'd better darn well learn, because the first course of the Silver Round
punishes bad jumps heavily and will almost certainly screw you up for the
remainder of the jump set. The sandy terrain does not help things either,
because your bike will become very sensitive while attempting to slide
through corners, and could very well throw itself into the deep sand
bordering the course. Those are the big things to remember as you make your
way through the track. As you work your way through the tunnel sections
proceed with caution.

The focal point of the course is in a huge leap over a canyon in the last
few seconds of the lap. Needless to say, having as much speed as possible
is critical to clearing it, but you do have a downhill slope to work with.
Get your speed up to at least 65 MPH before pulling back on the Control
Stick and staying on the gas throughout the jump. Land on the light slope
and steer through the final two corners, making sure you're going in the
right direction before pulling out. Oh yeah, one last note: you'll
encounter several forks. Take the inside (generally the right) on all of

 Long Island, NY - 3 laps
           /      \
       _   |      |
      / \  |      |
     /   \_/      |
     |            |
     |    ______  /
     |   /      \/
     |   |
     |   \_______________
     |                   \

Long Island is a tough, tough circuit that doesn't devote itself much to
overtaking other bikes. The most important thing to remember is to stay in
control over the short jumps on the track which are very easy to get wrong,
especially at the start where if you wheelie too much you'll fall on your
back. Riders with low turbo ratings will be at an advantage here, because
of the lack of a single long straight and numerous air time opportunities.

There are, however, two chicanes that wrap 90 degrees to the right and then
immediately 180 degrees in the other direction. These are the best
opportunities to overtake on the course, mostly because the CPU has a habit
of drifting wide around the corner. The most important thing to remember is
to not worry about going too fast. Staying on course is much more of a
challenge, so focus on that.

 Congo Course - 2 laps
          /            \
          |            |
           \           /\_____
           \         /       \
           /        /___  ___/
           |            \/
           | V           |
           |             |
          _/       ______/
        _/        /
       /          |
Personally one of my favourite circuits. The jumps are huge, but have the
same sort of "rugged" quality to all of them, thereby deceasing the
challenge slightly. Try to keep your bike away from the stream running
along the outside of the track roughly halfway through the course, as if
you fall in, you will lose time. Also keep a eye out as you head into the
jungle, as there are beams on each side of the track which are almost
guaranteed to knock you off your feet should you crash into them. The final
corner is the last real challenge on the circuit, with a rock slope on the
outside. If you go over the lip of the rock you're almost guaranteed to go
flying into some houses, but if you take the last corner correctly it's
possible to pass another rider very easily and possibly take a
come-from-behind win.

 - Congo Course: When you reach what looks like a junction on the map, go
through the pile of logs that you see, knocking them all around and
uncovering a shortcut. It is a little bit tricky to navigate, but it does
save time! Just make sure you steer to the left on the way out.

 Las Vegas, NV - 3 laps

  ____________         _
 /            \       / \
 |            |       | |
 |            |       | |
 |            |       | |
 |          ^ |       | |
 |  __________|_______|_|
 | /          |       |
 | |          |       |
 \_/          \_______/

Easy? As if. In all likelihood this will be the course that you want to get
a good finish on to win the round, so it's important to get yourself that
opportunity. It's very easy to screw up on this track and not very easy to
pass, so needless to say, a good start - and maintaining it - is critical
to winning. Taking the jumps correctly will certainly help your chances,
but watch out for the tire archways scattered around the course (sadly,
positioned just before some of the hairpins). These serve as a *wonderful*
bottleneck to your progress.

                   Gold Round

 Phoenix, AZ - 3 laps
 _   _   _
/ \ / \ / \
| | | | | |
| | | | | |
| | | | | |
| | | | * | <- Start (^)
| | | | | |
| | | | | |
| \_/ \_/ |
|         |

This *is* the gold round, but strangely enough it begins with a rather easy
track that is very hard on your turbo boost. To get optimum acceleration
out of all the 180 degree turns into the rather jump-filled straights you
will need to come down very hard on the Z button, which could result in a
burnout rather quickly. But even the water-filled jumps that you will find
around the course are extremely easy to clear with proper use of the turbo.
Overtaking will be very easy out of the turns with proper turning and
acceleration, so it should not be hard to take first place here.

 Rainforest Run - 2 laps

               |        \_
     /\        |          \_
    /  \       |           _|
   /    \_     /          /
  /       \   /          /
 |         \_/          /
 |                     /
 |                    /
 |  _______          /
 | /   >   \        /
 | |        \______/

Well, if there's one part of this course that's relatively simple, it's the
start. Hit the turbo, stay centered through the right-left combination and
take the path on the right when you get the choice (on the second lap, take
the bridge.) This is probably one of the most hazardous courses in the
game. The surface is very slippery due to the falling rain, visibility is
poor, and some of the course sections are extremely narrow, discouraging

The path on the way into the "castle section" is a narrow one, and on top
of that, it exits onto a long and narrow bridge that is not wide enough for
two bikes. The first half of the course has a very fast, downhill flavour
to it, but despite the temptation to get airborne, you're better off
staying on the ground. But keep in control. One mistake can really bog you
down, and it is very difficult to make up time, so don't be afraid to
proceed with caution and make sure that you concentrate on this VERY long

 Madrid, Spain - 3 laps
  ______        _______
 /      \      /       \
/       |      |       |
|       |      |       /
|    ___|______|______/
|   /   |      |    _
|   |   |      |   / \
|   |   \      / ^ | |
|   |    \____/    | |
|   \______________/ |

The Madrid track, while not particularly easy, has one notable section of
track that will assist you on all circuits onwards: the split section.
There are three of these on the track, and if you ever fall behind, it
becomes very easy to make up time should you use the inside part of the
split track to your advantage. Slide a bit through the corner, then use the
banking to assist you in steering through and overtaking rivals. Make sure,
however, not to get caught up in the guardrail. Exercise caution in the
"double jump" section of the track where the track is divided with one jump
pattern on the left and another on the right. The right section is

The most important thing to remember, however, is to never give up on this
circuit should you make a major mistake, as the laps are relatively long
for an indoor course, and as I mentioned earlier, overtaking is extremely

 The Gravel Pit - 2 laps
        __        _______/\   _____
       /\ \      /         \/      \
      /  \ |    |                 /
     |    \\    |                |
     \_    \\   |                |
       |    \   /                |
       |     \_/ __              |
       \        /  \             |
        \      /___|             /
         \    /    \____________/
          \  /            >

When you look at this circuit you may very well think that this is a pain
in the butt. News flash. It is. You will have to restrain your speed
through some of the sections, but in reality the course is rather flat and
lacks a lot of jumps. This, in turn, gives you the opportunity to build up
a lot of speed. First of all, on the large jumps at the beginning of the
track, dive to the side onto a sideroad. When you reach the winding canyon
section of the track, make sure to keep your speed reasonably low so that
you can actually make the succession of turns.

The rest of the track is pretty easy until you reach a long downhill run to
one of the lowest parts of the course. When you reach that section you will
hit a HUGE jump that will allow you to get a spectacular view of the
horizon. Aim down so that you hit the back side and then make sure that you
slow down a lot to get around the next corner. From there it's relatively
easy going back to the start finish line across a set of simple bumps. This
course can really bite, and it certainly comes close to being one of the
fastest in the game.

Shortcut 1: On the first lap, a ramp will be blocked off towards the middle
of the course. On the second lap, however, the barrier will be gone. Build
your speed up to 60-65 MPH while taking the outside path on the track and
rocket up to a shortcut! Watch the sand at the sides of the track as you
move through this section, which will slow you down.

Shortcut 2: Towards the end of the lap, you will see a road branch off at
the end of the set of whoops. Enter this path on the right, build your
speed up to 50 MPH, and fly over the set of train tracks (over which there
is a train running). This shortcut rejoins the normal track just before the
finish line.

 Detroit, MI - 3 laps
             / \
             | |  _
             | | / \
           ^ | | | |
             | | | |
             | | | |
  ___________/ | | |
 /             \_/ |
                   |     \
 /                 |
 |                 |

On this course, you will have to put all of your skills to work as this
course has quite a variety of jumps. A comeback can be difficult here
because of the fast straights, but the hard 180-degree turns can serve as a
very good method to claw back some time. The most significant mention is
the far end of the circuit, where you will pass some machinery and then
reach a red tent. In this section, the course narrows significantly in the
first part, but then opens up as you head into the next straight. If you
couldn't tell already, it's not a good overtaking area.

A first place finish should make you proud, as it is not very easy to win
here. Flying off the track is a likely possibility and if you fall to the
back of the pack, it's not easy to claw back. If you're locked in a close
points battle, that won't be what you want to hear.

                  Platinum Round

 Goldmine Rush - 2 laps
       / \
       \  \__           _
      _/     \_________/ \
  _  /                   /
 | \/                   /
 /                     /
 \                    /
  \                  /
  |_                /
    |              /
    \  ___________/  <

This could very well be the fastest track in Excitebike 64, with several
long straights to test your bike's top speed, but it's also the most
challenging. You'll encounter a couple of logs as you ride through the
deserted ghost town that you will have to ride around, and a well
conveniently positioned in the middle of the race track. But when you think
you've had a break from all of this, the track closes up on you and reveals
a sheer drop to the right as you try to make your way through a winding
path. Incidentally, this is the best place to get close to your rivals.

As you leave this section you'll be able to open your throttle wide open in
preparation for some long straightaways with leaps and bounds aplenty.
Unfortunately, the rather sandy terrain means that it's difficult to gain
much top speed, and the final corner on the track will sufficiently
challenge you. From there, it's a long, long run back to the start-finish
line, and make sure that you take the closing jumps, as any error will
almost certainly lose you the race. Goldmine Rush does not devote itself to
getting around opponents (since it lacks fast corners) so make sure you get
ahead early and stay ahead.

Shortcut 1: Just after the starting line, hit your turbo, get to around 70
MPH and watch for a change in surface straight ahead of you. Hit the ramp
and fly over a house to rejoin the track a little bit ahead. Keep the stick
pointed back, because of your bike comes in contact with the house, you
will fall.

Shortcut 2: Just a little bit farther down from the entrance to shortcut 1,
when you see a break in the gate on your right, go for it. Hit your turbo
when you're lined up, go for the ramp straight ahead and fly over the
building back to the track.

(Note: Only one of these two shortcuts can be taken per lap.)

 Los Angeles, CA - 3 laps

     _______________   _
    /      _________| / \
   |      /           | |
   |      |           | |
  _|______|___________|_| ^
 / |      |     ____  |
 | |      |    /    \ |
 | |   ___/    |    | |
 | |  /        |    | |
 | |  |        |    | |
 | |  \        /    | |
 \_/   \______/     \_/

The key to winning the challenging Los Angeles track is to get the "hole
shot" (or early lead in the first turn) by late braking and a good
acceleration out onto a long straight. The track basically has a little bit
of everything, some big jumps, fast turns, hairpins, and it's extremely
long as well. A clean run will guarantee you the win, but even if it isn't
as sharp as you like, you still have plenty of opportunities to make your
way through the pack. This track is merciless, however, with plenty of tire
archways positioned on the track and even a very hard chicane placed in one
of the fastest sections of the course. Practice runs are very beneficial.

 Construction Yard - 2 laps
  /     ______          \
  |    /      \         |
  |    |      |         /\
  | V  |     / \        | \
  |    |     \ /        | |
  \____/      X         | |
             / \        | |
             \ /        | /
              X         //
             / \       //
             \ /      /
This, in my opinion, is the fastest track in Excitebike, but also the most
difficult to win because of the hazards that these high speeds bring. The
track is also all about decisions, since at any given time you have two or
three different choices when it comes to your potential route. The dirt
section of the track (which, incidentally, includes two crossovers in the
middle part of the circuit) is your opportunity to get ahead, but with all
the jumps around the circuit, making sure that you keep as much speed is
vital. Watch out for the machinery around the circuit. (Lousy

Then, the aqueducts, sewers, whatever you want to call them, which have
their own hazards but also provide one of the greatest thrills in
Excitebike as you jam your turbo and push your bike to speeds in excess of
80 miles per hour on the concrete surface. Watch out for the pillars that
rather thwart your progress on the inside and outside of the track, and be
sure to use the jumps so that you don't hit the water running across the
track. Should you hit it, it will slow you down significantly, and burning
up turbo won't help you either. It's a speed circuit, no doubt about that,
but sensible driving will go a long way because of the difficulties this
circuit brings.

Shortcut 1: At the turn just before the first fork, you will see some
pylons on the right, then a narrow branch-off. Take it. You will go onto a
dirt path, then return to the track. You'll have shaved off a fraction of

Shortcut 2: Once you reach the first fork, go straight ahead towards the
yellow caution sign. If you have hit it at around 50 MPH, you'll leap onto
a platform. Hit the next jump at 50 MPH or so and you'll go onto a road
between the first junction and second junction. Then, if you hit the next
jump on this road at the same speed, you'll reach yet another road. Go onto
it and rejoin the race with the dump truck just ahead of you.

Shortcut 3: Take the right fork where shortcut #2 starts, then follow it.
As you approach the final junction, build up your speed and aim towards a
beam in the air. At the end of the beam, make a left to rejoin the track at
the wide, long set of jumps.

(Note: These three shortcuts can all be linked together.)

Shortcut 4: As you enter the tunnel, watch for a Fox Racing sign straight
ahead of you. If you hit it, it will break up revealing another path for
you to take. (This sign is smashed on the second lap.)

 Seattle, WA - 3 laps
                /     \
       /\       |     |
       ||       |     |
       |\_______|___  \
       |        |   \  \
       |        |    |  |
   ____|________|___/   |
  /    |        | ^     |
       |        |
       /        \
    __/          \__
   /                \
   |                |

The Seattle circuit's immense size spills out into the parking lot outside
the stadium, but lucky for us, it also provides a great deal of
entertainment (it will perhaps be the most exciting three laps that you
ever race). After turn one, you have to make an air turn to ensure that
your bike stays on the track and out of the grandstands filled with
audience members who paid great sums of money to see you wow them (it's
possible to skip the turn entirely with some practice). U-turns and split
sections of the track abound in great numbers, providing some great shots
if you go into replay mode.

As the course spills out onto a dirt track running parallel to the parking
lot, some extremely wide left and right turns leading onto and off of the
straight give you a great opportunity to work your way through traffic,
then put on a show as you dash down the back straight and make your way
through the last couple of turns to the finish line.

 Blizzard Blitz - 2 laps
/      >     |
\            |
|\           |
| \          \__
\ |             \
 \|             |
  |             /
  |\           |\
  / \          | \
  \ |          | /
   \|           \|
    |            \
     \            \

Let it snow, let it snow, let it snow: your bike will be struggling for
traction on the white powder as we head for the final race of the Platinum
Round. The varying surfaces mean that you will have to adjust all the time,
and watch out for excessive speed.

An uphill section from the start line means that you'll have to use your
turbo a lot to make sure that you get on top of the extremely steep hills.
But then you reach a couple of bridge sections which will then proceed to
catapult your speed close to 80 MPH through a section of the course with
icy walls just waiting to freeze your progress. *rimshot* Not to mention
that a series of alternating curves left and right, left and right does not
help things. The soft snow that ensures will not help things, as it will
inhibit your top speed. Before long, however, you're back on hardpack and
skidding across a bridge, then a frozen lake to the finish.

The most critical aspect of winning Blizzard Blitz is to make sure that you
have the guts to use your turbo a lot. You'll have the opportunity to open
it up, so high-turbo riders will be at an advantage on this relatively
straight track that, in reality, does not have a lot of extremely sharp
turns. Bonne chance!

Shortcut: Before you reach the road inside the tunnel, keep to the right
and build your speed up. Jump to a ledge blindly to the right, then follow
the path you see ahead of you. (At the jump, keep a bit to the right, so
you land on another path just above you. You will rejoin the race after the
ice floes.)

 06.             Special Tracks

As mentioned earlier in this guide, completing some sections of Season Mode
allows you to earn extra modes that provide a bit of a "different"
challenge to Excitebike.

 Desert - available at beginning
The Desert Course is a literally never-ending, randomly generated course
that's, just like Crispy Crunch, a little different every time. In order to
complete the Desert course, you must put out ten campfires in a specified
order by driving over them. Once you drive over a campfire, a yellow arrow
on the bottom left corner of the screen will point you towards your next
goal. In reality, it's ten different races to each campfire, with the hopes
that you can beat out your five rivals at each one. Just one little
exception: the areas surrounding the campfires are the same for every race.
A suggestion, personally, would be to hit your turbo on the flat areas of
the track that are abundant in the middle parts of the course (at least I

 Stunt Course - available at beginning
This small arena contains lots of jumps for you to go crazy with. You'll
have two minutes to rack up the sickest score you can by performing stunts.
You may also attempt your rider's special trick (listed on the ride
selection). Check the list of stunts in the controls section above.

Points awarded for the successful completion of stunts range from 500 to
3000 points, but on subsequent stunt attempts the values of the stunts will
decrease. Failing to land a stunt (either by not completing it or crashing)
will award you zero points. Combining stunts in one period in the air will
gain you even more points, so it's important to have lots of speed on your
jumps (make sure you can stay inside the arena though).

To see all the stunts available to you, read the "Riding Lessons" section. 

 Original Excitebike - Complete Tutorial Mode
Verifying this with a friend, he confirmed that this is really, truly, the
original Excitebike, released in 1985 for the Nintendo Entertainment
System. You have the option of two modes (Mode A is effectively a time
trial, while Mode B puts several other riders on the track with you
effectively increasing the hazard level on the track), or you can use the
track editor. You will have the following controls - since you're playing a
NES game it would be best to use the control pad.

 START: select, pause game.
 A: acceleration.
 B: turbo.
 Up/Down (on ground): switch lanes.
 Left (on ground): pop a wheelie.
 Left/Right (in air): adjust bike angle.

In both modes A and B, you will need to be faster than the third-place time
on each track if you wish to advance. The times - as well as the times
required to beat if you wish to finish in first place - are listed below.

     Track     Best      Third
       1     1:16.00    1:24.00
       2     1:24.00    1:32.00
       3     1:22.00    1:30.00
       4     1:12.00    1:20.00
       5     1:04.00    1:12.00

The only suggestions I can really give? Hit the chevrons scattered around
the track to reset your temperature gauge (you'll need the cool down, since
you should use your turbo almost exclusively). In Mode B, you can also clip
another rider's back tire. Make sure that you perform wheelies over the
smaller bumps to avoid a crash.

Press L and Z together if you wish to leave the game at any time.

 Soccer - Complete Novice difficulty
It's the game of champions, watched by billions of people around the globe
- but ARE THOSE MOTORBIKES WE SEE HERE!? Yes, we have a huge soccer ball, a
huge soccer field, what do you do? Score. This mode is for two or four
players, put onto equal teams. Just accelerate and ram this huge ball down
the field, and try to get it into the opposing team's net. Whichever team
scores the most goals in two three-minute halves wins, plus an additional
two minutes if the game is tied at the end of regulation. Two-on-two works
best, and it's a good idea to keep one player behind guarding the net (keep
an eye on the map) while the second plays a more offensive game.

 Hill Climb - Complete Intermediate difficulty
The hill climb belongs to a different era - when people were willing to put
their necks on the line just to have the privilege of saying that they got
to the top before anyone else. This is just the same, and just as
dangerous. A sharp climb looms ahead of you, while a steep dropoff
threatens to end your motorcycling career on the left. The hill climb is
divided into three stages, and you start with two minutes on the clock. For
every stage that you complete, you get a bonus minute added to your
available time. Should you fall, however, you'll be sent back to the
beginning of the stage you were on. It is an unparalleled challenge in
Excitebike, and just getting up to the first time will be a pleasure.

Always make sure that your front wheel is down on the ground, since if it
even rears up a bit, when you accelerate all the force goes to the back
wheel. The bike rears up even more and flips backwards, effectively giving
your rider whiplash and forcing him/her to start all over again. It's the
same for every stage. Use the turbo very liberally on the first stage so
that you get up as fast as possible - in reality there's no real challenge
to this stage. On stage 2, use your turbo like you did on the first stage,
but once you hit the slope ease up. Start on the left side, but as the
course juts out a bit, move to the right where you'll notice you can get
up. Then finger your turbo slightly as you move to the middle of the
mountain and climb up to stage 3.

This final stage is most difficult, and as dangerous as it seems, I would
recommend taking the left side on this split section. Do not use your turbo
- hold the control stick up while gently getting on and off the accelerator
as necessary. Once the track starts to wrap to the right you'll know you're
close - and once it levels out, just blast your turbo and get yourself to
the finish.

 Excite 3-D - Complete Pro difficulty
Well, you've earned the original Excitebike, why the heck shouldn't you
have an updated version? Excite 3-D is a course in the old Excitebike
style, updated so that you're looking at it in a three-dimensional
perspective (regretfully, there is only one course). The controls are the
exact same as in the main game, all you have to do is just take the jumps
(seriously, why would you want to turn on a straight course?). Just like
the NES Excitebike, avoid the oil slicks on the ground, and perform
wheelies to escape the small bumps. Tap C-up if you wish to switch to a
more classic point of view on the side of the course. It's all the same,
and as such, use more of the same strategy. Heh.

 07.                  Codes

Source: www.n64cc.com

SHOWOFF - Stunt bonus. The temperature gauge resets when you pull off a

BLAHBLAH - Big head mode. The riders have big heads.

INVISRIDER - Invisible rider mode. Riders cannot be seen on their bikes -
it's just bikes steering spontaneously.

MIDNIGHT - Night mode. The horizon is made black and visibility is reduced.

YADAYADA - Mirror mode. Courses are flip-flopped (mirrored). And so is your
rider. Good thing the controls aren't reversed.

TRICKSTER - All stunts. You can perform any rider's specialty and the
normal stunts.

PATWELLS - Beat This! mode. Makes the CPU much more aggressive and the game
more difficult.

UGLYMUGS - Superimposes a picture of the developers over the rider movie
during the credits.

PINHEAD - Small head mode. Riders have small heads.

MOWER - Invincibility mode. You can go through other riders and not crash.

XLURIDER - Transparent rider. Makes you transparent (not the same as the
MOWER code)

IMGOINGNOW - Debug mode. Puts the debug numbers on the top left corner of
the screen.

ROTCOLS - Weird colour mode. Changes all the colours in the game so it
looks rather freaky and psychedelic.

WHEEEEEEEE - Hill Climb downhill mode. Reverses the Hill Climb so you start
at the top and have to navigate to the bottom. The same rules still apply -
once you clear a stage, you still get one minute of bonus time.
(Contributed by Nightshade)

 08.                Questions

Q: When was Excitebike 64 released?
A: In June of 2000, I rented it almost immediately and purchased it (as far
as I can recall) only a few weeks after the release date.

Q: Should I buy or rent this game?
A: Hahahahaha! RTF (Read the FAQ)!

Q: Why are there no GameShark codes?
A: I checked that out, and there are no GameShark codes. Most likely in a
future update there will be, or there may never be GameShark codes. Perhaps
people were too lazy to hack the game or something. =P

Q: Excitebike 64 sucks.
A: That's not a question. And Excitebike 64 does not suck. Next

Q: Why does the Expansion Pak put black spaces above and below my
playing window?
A: I got an Expansion Pak a month ago and Iíve managed to play with it. The
answer is, itís supposed to be that way. I suppose all they did to make it
a high-res mode was put it into letterbox format, or the kind of form that
movies are originally made in (which is why most DVD players have a
wide-screen selection for DVDs that were kept in the original form). But I
personally think itís a waste, because the framerate is not nearly as good
in hi-res mode. If you really are getting annoyed with it, turn hi-res mode
off from the options menu. Or, get a wide-screen television. Mind you,
this'll mean that most of your N64 games have spaces to the left and right
of the screen.

Q: I got the message "Warning: Game Pak backup data has been lost." after
the Left Field Productions screen, and all my game progress was gone! Why?
A: I don't know, I've gotten that message twice much to my chagrin. Donít
ask me what, I donít know. I think, from what it sounds like, the
Excitebike 64 Game Pak is one of the more unstable when it comes to
maintaining memory. Make sure that you're not abusing your cartridge,
that's all I can suggest.

Q: Where can I contact you?
A: Take a look at the top of the FAQ. My e-mail address is there.

Q: You know, I'd really like to have your FAQ on my site, so what do I do?
A: Send me an e-mail requesting which FAQ you want and what sites it will
be put on. Also enclose an e-mail address which won't bounce my e-mails
back. Once you get the okay from me, begin hosting.

Q: Are you affiliated with Left Field, Nintendo, or any other associated
A: No.

Q: Can I use your ASCII art (maps)?
A: No! They stink anyways.

Most of your questions will be answered one-on-one, but if there's a
question that I feel many others will ask or have already asked, I will put
it up here.

 09.              Closing Notes

Here's my planned Oscar speech for this FAQ...if I get the chance...not
likely, bah.

 - Nintendo and Left Field, for creating a worthy successor to what was
originally a great game.
 - Jeff "CJayC" Veasey, the webmaster of GameFAQs, for accepting my first
FAQ to ever get posted online (back in July 2000!)
 - Nightshade, for the code contribution.
 - My parents for their "support" while I played this game trying to figure
out every nook and cranny. (And by support, I mean just begrudging
acceptance that I can't pull myself from the Nintendo 64. Sorry folks. =)
 - YOU, for taking the time to read this.
 - Anyone who feels begrudged knowing that they were beneficial to the
success of this guide by

Feel free to contact me at the following e-mail address:
js_sstar64@hotmail.com. This e-mail address is open to suggestions for this
guide, useful tips, compliments, questions, or usage requests. Please
abstain from hate mail, disruptive, flaming, or trolling e-mails, questions
to which the answer is clearly stated here, or unnecessarily personal
e-mails, which will all be deleted without response.

Once again, thank you for the read. I can only hope that I have been of
assistance to you, which is ultimately what I do this for.

This document is copyright (C) 2000-2003 Jordan Stopciati.