Like my other walkthroughs of this game, I will be posting these 2 rounds at a time, with whatever AI head starts I can manage. These first 2 rounds are Anaheim 1 and Glendale, and would have been posted 5 days ago if not for a problem with YouTube not processing them to 1440p. As it turned out though, in the process I've since tried more bitrate and a sharper resize filter, so these actually look better.
Anaheim 1
On rare occasion this game has a 3rd weather condition you race in, wet track, but not raining. That was the conditions of this race. It's about as slippery as the rain races though, just with a bit better visibility. The AI are good in some spots on this track, but rather slow on the non stop double jumps rhythm section, so I gave them a 10 sec head start. It starts with a sharp bend left, rising to the holeshot line, then a fast, low triple off a small jump. Then immediately into a 90 right berm, then a small jump double into a triple off a med jump. In wet conditions on a 250 I usually land on the top of the 3rd jump, but it helps avoid overshooting the immediate 90 right thereafter over the bridge jump. I found if I let off gas at the bottom of the bridge jump it gave me just enough momentum to land on it's downslope, which helps pass AI and set up for a short whoop section after a short straight.
You then go into a big air triple off a big jump, and it is crucial here to temper speed near the end of the whoops so they don't kick you up, which can keep you from getting enough of a flat run up to make this jump. Again, in these conditions, I usually landed on top of the 3rd jump in this triple. It's then into a shallow 180 left berm, and through a rhythm section of spaced med jumps you double all the way through. This is a great place to pass AI where you have room to. At the end of this section is a 90 left under the bridge, then immediately into another 90 left to a big air double off a big jump. It can be tricky to keep up enough momentum here to make the big air double, so I usually went deep into the berm leading into it. Landing this big air double well though helps maintain enough speed for another big air double that comes right after it.
You then have a 90 right berm, into a rhythm section that is a bit tougher than the 1st. In fact I used to struggle to hit this section well, until I started using the weight back technique while taking off and landing jumps. I found it's best to go deep in the berm of this right turn, as it puts you onto the left side of the track, because the first jump on this section is a bit bigger on the left side. It makes it easier to hit a double off this jump, then another double off the face of a tabletop, then a double off a small jump onto an on/off on a tabletop, exiting it over a small jump, then one more small jump into a high, steep 180 right berm. This takes you into a fast whoop section, then into a high, steep near 180 left berm, then onto a long flat straight that diagonally crosses the start chute. You then have a high, steep near 180 right berm, into a big air double off the big finish line jump. It then goes into the same low triple after the holeshot, which is taken the same on subsequent laps due to same speed.
Glendale
The usual dry conditions were present here, which allows much better traction and speed. This track also has a couple rhythm sections that can be hard to hit consistently, and the AI ride it aggressively, with one usually getting out well ahead of the others, so I gave them just a 5 sec head start here. It starts with a sharp bend left, into a small jump double, which if hit right can allow for a triple/triple/triple combo. With my new weight back on jump landings and take offs technique, I was able to hit this combo more consistently. There's then one last jump then a 90 left skimming off a jump after it, and onto two short flats connected by a high, steep 180 left berm, with a small jump double after it. It's then into the 2nd rhythm section, after a 90 right. Taking the turn on the inside sets you up for a small jump double, into an on/off on the 2nd tabletop after jumping off the face of the1st. Taking the turn on the outside puts you onto the bigger left side of the 1st jump, straight into an on/off/on/off combo using both tabletops. Either method works well, it's just a matter of which one avoids AI the best.
You then drop off the 2nd tabletop over a small jump, and into a big air triple off a big jump. then over a small jump immediately into a high, steep 180 right berm. There's another small jump after this berm, then a long, flat straight into a semi sharp, shallow left berm, into a long rhythm section. I usually take the lower, left side of the first jump, using it to double over another small jump, setting me up for a triple/triple/triple combo on med jumps. I call this section Carnage Alley, as AI can land on your head unexpectedly. You then take a high, steep 180 left berm, into a long whoop section. These whoops have a very short flat section near the end, then a couple bigger jumps at the end, so you have to be careful not to go screaming fast into those bigger jumps and overshoot the high, steep 180 right berm thereafter.
If I coast this berm to be careful to line up straight after it, I can easily do a weight back takeoff to make the triple after it off a med jump just before the big air double off the big finish line jump. You then have a few spaced med jumps before a 90 left, where it's crucial to temper speed to get a good line in this left as it takes you into a big air triple. A good line on this turn is all the more important with AI present, and because after the big air triple is a 90 left into a few more spaced med jumps, back to the holeshot line, and the need to set up well for the 1st rhythm section again. The technique for this rhythm section is the same on subsequent laps due to same speed.
Anaheim 1
On rare occasion this game has a 3rd weather condition you race in, wet track, but not raining. That was the conditions of this race. It's about as slippery as the rain races though, just with a bit better visibility. The AI are good in some spots on this track, but rather slow on the non stop double jumps rhythm section, so I gave them a 10 sec head start. It starts with a sharp bend left, rising to the holeshot line, then a fast, low triple off a small jump. Then immediately into a 90 right berm, then a small jump double into a triple off a med jump. In wet conditions on a 250 I usually land on the top of the 3rd jump, but it helps avoid overshooting the immediate 90 right thereafter over the bridge jump. I found if I let off gas at the bottom of the bridge jump it gave me just enough momentum to land on it's downslope, which helps pass AI and set up for a short whoop section after a short straight.
You then go into a big air triple off a big jump, and it is crucial here to temper speed near the end of the whoops so they don't kick you up, which can keep you from getting enough of a flat run up to make this jump. Again, in these conditions, I usually landed on top of the 3rd jump in this triple. It's then into a shallow 180 left berm, and through a rhythm section of spaced med jumps you double all the way through. This is a great place to pass AI where you have room to. At the end of this section is a 90 left under the bridge, then immediately into another 90 left to a big air double off a big jump. It can be tricky to keep up enough momentum here to make the big air double, so I usually went deep into the berm leading into it. Landing this big air double well though helps maintain enough speed for another big air double that comes right after it.
You then have a 90 right berm, into a rhythm section that is a bit tougher than the 1st. In fact I used to struggle to hit this section well, until I started using the weight back technique while taking off and landing jumps. I found it's best to go deep in the berm of this right turn, as it puts you onto the left side of the track, because the first jump on this section is a bit bigger on the left side. It makes it easier to hit a double off this jump, then another double off the face of a tabletop, then a double off a small jump onto an on/off on a tabletop, exiting it over a small jump, then one more small jump into a high, steep 180 right berm. This takes you into a fast whoop section, then into a high, steep near 180 left berm, then onto a long flat straight that diagonally crosses the start chute. You then have a high, steep near 180 right berm, into a big air double off the big finish line jump. It then goes into the same low triple after the holeshot, which is taken the same on subsequent laps due to same speed.
The highlight for me was catching lead rider Jimmy Decotis at the 5:26 mark of the 2 Laps to Go lap, only to have him pass me right back, then finally passing him for good at the 6:16 mark of the Final Lap just before the bridge jump. At the final time check I had a just under 4.6 sec lead.
Glendale
The usual dry conditions were present here, which allows much better traction and speed. This track also has a couple rhythm sections that can be hard to hit consistently, and the AI ride it aggressively, with one usually getting out well ahead of the others, so I gave them just a 5 sec head start here. It starts with a sharp bend left, into a small jump double, which if hit right can allow for a triple/triple/triple combo. With my new weight back on jump landings and take offs technique, I was able to hit this combo more consistently. There's then one last jump then a 90 left skimming off a jump after it, and onto two short flats connected by a high, steep 180 left berm, with a small jump double after it. It's then into the 2nd rhythm section, after a 90 right. Taking the turn on the inside sets you up for a small jump double, into an on/off on the 2nd tabletop after jumping off the face of the1st. Taking the turn on the outside puts you onto the bigger left side of the 1st jump, straight into an on/off/on/off combo using both tabletops. Either method works well, it's just a matter of which one avoids AI the best.
You then drop off the 2nd tabletop over a small jump, and into a big air triple off a big jump. then over a small jump immediately into a high, steep 180 right berm. There's another small jump after this berm, then a long, flat straight into a semi sharp, shallow left berm, into a long rhythm section. I usually take the lower, left side of the first jump, using it to double over another small jump, setting me up for a triple/triple/triple combo on med jumps. I call this section Carnage Alley, as AI can land on your head unexpectedly. You then take a high, steep 180 left berm, into a long whoop section. These whoops have a very short flat section near the end, then a couple bigger jumps at the end, so you have to be careful not to go screaming fast into those bigger jumps and overshoot the high, steep 180 right berm thereafter.
If I coast this berm to be careful to line up straight after it, I can easily do a weight back takeoff to make the triple after it off a med jump just before the big air double off the big finish line jump. You then have a few spaced med jumps before a 90 left, where it's crucial to temper speed to get a good line in this left as it takes you into a big air triple. A good line on this turn is all the more important with AI present, and because after the big air triple is a 90 left into a few more spaced med jumps, back to the holeshot line, and the need to set up well for the 1st rhythm section again. The technique for this rhythm section is the same on subsequent laps due to same speed.
I had a reset at the 1:38 mark on the 2nd lap for accidentally cutting the track after landing with my rear wheel atop the final jump of the1st rhythm section, which amplified my turn angle. Several riders I had just passed, passed me right back. I also had a rider land on my head at the 2:16 mark at the end of the 3rd rhythm section, which turned me sideways. I then got slightly out of line to the left at the 4:23 mark, hitting the Tuff Blocks as I landed the 1st big air triple. By then I was getting tired of being passed back, so I immediately found a fast line in the berm thereafter, and got my position right back. The highlight for me was at the 6:28 mark of the final lap, when I finally caught and passed lead rider Shane McElrath. At the final time check I had a just over 2.1 sec lead.
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