Let me say first up front, honestly, I'm a bit disappointed Realistic difficulty is not much different from Hard. Generally the AI lap times are only about 1 second faster, and that's their fastest laps. They do not hit rhythm sections as consistently well as I thought they would, and I've already won the first 250 East race more than once easily without doing very well in rhythm sections myself (but wait, there's more, read below!).
These again will be done in 2 round sets, and hopefully, as the game progresses to tougher venues, the AI will become more competitive. This set includes Minneapolis and Arlington. I had already completed and uploaded them without giving the AI a head start, but I didn't feel comfortable taking the lead right away and winning by several seconds. It just looked boring, without much challenge. So I again gave the AI head starts.
Minneapolis
It was either my being a bit rusty not having played the game in a while, or the rhythm sections being a bit harder to hit than Arlington, but I gave the AI a 10 second head start here. After a quick dash through some spawning in Tuff Blocks, one of which I hit, it starts with a tight left bend off the start chute, into double/triple/triple combo on small to med jumps in the first rhythm section. I more often than not didn't hit this section as well on subsequent laps. It then goes into a near 90 degree right off a dragon's back, dropping into a set of 2 short flats connected by a high, steep 180 berm left.
It then goes into a 90 degree right with a double/triple/double combo on small to med jumps, then into a high, steep 180 right berm. I rail this berm as fast as possible as it takes you into a whoop section that is fast, but can also toss you up a bit at the end. You then take a high, steep near 180 left berm back onto the wide starting chute flat, and into a high, steep near 180 right berm. Best to take this berm on the 250, vs hitting the apex like with the 450, or you'll lack speed to make the next jump.
You are now at the big air double off the big finish line jump, then a double over med jumps, then into a high, steep 180 left berm. This takes you into a double/double/double/double combo, then into a near 90 left, and immediately into a big air triple off a big jump. This continuous double rhythm section and big air triple part of the track is a great place to pass AI. You then take a med jump across the flat start chute at it's bend, crossing the holeshot line again and into the first rhythm section again.
Arlington
As mentioned, this track is a bit easier for me to hit rhythm sections on than Minneapolis, so I gave the AI a 12 sec head start. After a fairly easy weave through some spawned in Tuff Blocks, it starts with a semi tight left bend, off a small jump onto an on/off on a tabletop, then a double over a small jump, into a big air triple off a big jump, then over a small jump to end the first rhythm section. This takes you immediately into a 90 degree left off a med jump, and onto a flat straight. You then go into a high, steep 180 left berm, into a double over small to med jumps, and onto another flat straight.
This takes you to another rhythm section after a 90 degree right, that starts with a double over small to med jumps, then into a big air triple off a big jump, then a med jump into a high, steep 180 right berm. You then take a big jump back onto the start chute, into a near 90 left over a med jump, then immediately into another near 90 left, and into a rhythm section with a double/double/double combo. The track splits into two lanes divided by Tuff Blocks at the start of this rhythm section. The inside lane if you hit it right can allow you to make use of an on/off on the tabletop after the first jump, but I stuck with the outside lane.
You then go into a high, steep 180 left berm, onto a long, fast whoop section, the end of which has to be taken with care, as it can bounce you high, which if going too fast, can make you overshoot the berm. The berm is a high, steep 180 right that takes you into a small jump double, then into a big air double off the big finish line jump. You then go into a big decreasing radius left bend, that has small to med jumps, the first of which is a med jump only on the left side of the track. It can help to stay right here and avoid the jump, but leaning hard left and staying away from the Tuff Blocks on the outside edge of the track is key. This takes you back to the holeshot line.
These again will be done in 2 round sets, and hopefully, as the game progresses to tougher venues, the AI will become more competitive. This set includes Minneapolis and Arlington. I had already completed and uploaded them without giving the AI a head start, but I didn't feel comfortable taking the lead right away and winning by several seconds. It just looked boring, without much challenge. So I again gave the AI head starts.
Minneapolis
It was either my being a bit rusty not having played the game in a while, or the rhythm sections being a bit harder to hit than Arlington, but I gave the AI a 10 second head start here. After a quick dash through some spawning in Tuff Blocks, one of which I hit, it starts with a tight left bend off the start chute, into double/triple/triple combo on small to med jumps in the first rhythm section. I more often than not didn't hit this section as well on subsequent laps. It then goes into a near 90 degree right off a dragon's back, dropping into a set of 2 short flats connected by a high, steep 180 berm left.
It then goes into a 90 degree right with a double/triple/double combo on small to med jumps, then into a high, steep 180 right berm. I rail this berm as fast as possible as it takes you into a whoop section that is fast, but can also toss you up a bit at the end. You then take a high, steep near 180 left berm back onto the wide starting chute flat, and into a high, steep near 180 right berm. Best to take this berm on the 250, vs hitting the apex like with the 450, or you'll lack speed to make the next jump.
You are now at the big air double off the big finish line jump, then a double over med jumps, then into a high, steep 180 left berm. This takes you into a double/double/double/double combo, then into a near 90 left, and immediately into a big air triple off a big jump. This continuous double rhythm section and big air triple part of the track is a great place to pass AI. You then take a med jump across the flat start chute at it's bend, crossing the holeshot line again and into the first rhythm section again.
At times the AI would pull ahead of me when trying to pass them when I missed rhythm sections, but sometimes I managed to keep them close by salvaging enough speed via bouncing off the tops of the jumps. The highlight for me was at the 5:18 mark when I caught lead rider Marin Davalos, bumping elbows with him in the middle of the big air triple before taking the lead. I also managed to hit both rhythm sections after that well, which gave me a comfortable lead. At the last time check I had a just over 2.25 sec lead.
Arlington
As mentioned, this track is a bit easier for me to hit rhythm sections on than Minneapolis, so I gave the AI a 12 sec head start. After a fairly easy weave through some spawned in Tuff Blocks, it starts with a semi tight left bend, off a small jump onto an on/off on a tabletop, then a double over a small jump, into a big air triple off a big jump, then over a small jump to end the first rhythm section. This takes you immediately into a 90 degree left off a med jump, and onto a flat straight. You then go into a high, steep 180 left berm, into a double over small to med jumps, and onto another flat straight.
This takes you to another rhythm section after a 90 degree right, that starts with a double over small to med jumps, then into a big air triple off a big jump, then a med jump into a high, steep 180 right berm. You then take a big jump back onto the start chute, into a near 90 left over a med jump, then immediately into another near 90 left, and into a rhythm section with a double/double/double combo. The track splits into two lanes divided by Tuff Blocks at the start of this rhythm section. The inside lane if you hit it right can allow you to make use of an on/off on the tabletop after the first jump, but I stuck with the outside lane.
You then go into a high, steep 180 left berm, onto a long, fast whoop section, the end of which has to be taken with care, as it can bounce you high, which if going too fast, can make you overshoot the berm. The berm is a high, steep 180 right that takes you into a small jump double, then into a big air double off the big finish line jump. You then go into a big decreasing radius left bend, that has small to med jumps, the first of which is a med jump only on the left side of the track. It can help to stay right here and avoid the jump, but leaning hard left and staying away from the Tuff Blocks on the outside edge of the track is key. This takes you back to the holeshot line.
Most of the time I did not attempt to sync jumps on the big decreasing radius bend after the finish line jump. I don't consider it a rhythm section, and usually do well enough skimming off the jumps with left lean. Usually I avoided going right of the first med jump in that section, as I was contending with AI for most of the race, and didn't want to risk getting pushed wide into the Tuff Blocks. At the 5:20 mark I managed to hit the jumps really well on that section and the one after, taking me from 4th to 2nd. At the 5:46 mark I fool heartedly took a line to attempt a block pass on Jordon Smith, which only slowed me down. At that point I thought sure I'd lost the race, but to my surprise, hitting the rhythm section after well (despite not taking the whoop section it leads into well), kept me just barely close enough to block pass him at the 6:13 mark just before the finish line, which crashed him, and was clearly the highlight for me. Thus my actual lead was on the then 3rd place rider at the last time check, being the .877 sec I had on Kyle Cunningham at that point. However since Kyle crashed on the last berm, technically I won by more like 1.287 sec, which was my lead on Martin Davalos at the last time check, whom finished 2nd.
Last edited: