Extremely funny that Konami eventually redistributed this as just “Bikers” years later. Guess the Overton Window of what qualifies as “mania” shifted from the 80s to the 90s.
This game is basically Trials’ dad, only the courses are entirely designed around using bursts of nitro to make jumps. On a design level there is something fascinating about creating what’s essentially a platformer where hops are a limited consumable. Where do you add more? How many? How far should you be able to get without them? Do you demand perfection, or make it more of a speed game with emphasis on creative solutions and routing?
Konami answered all of those in the following ways:
Q: Where do you add Nitro?
A: Almost exclusively in locations that require Nitro to reach.
Q: How many?
A: Enough.
Q: How far should you be able to get without them?
A: There will be a ramp on every level that is impassible without use of Nitro.
Q: Perfection or creativity?
A: Get the fuck out of our office.

