Talks about DiscussionMonster Energy Supercross 3 with a realistic (450) setup
Talks about DiscussionMonster Energy Supercross 3 with a realistic (450) setup
Yeah Jett's definitely a talent, but it's tough to label him a child since he already shows abilities beyond those of experienced riders. I just call him a kid because he's carefree, always smiling, and looks so young. This weekend he seemed poised to secure at least second place, but after two accidents on rough terrain, he fell to eighth and missed the podium. Still, he kept a 26-point lead in the championship race, narrowly beating his brother Hunter. Hunter appeared to be dealing with bike issues and slipped back significantly, yet he managed to finish third.
OK, I have rounds 15 and 16 done now, and since I've been away for a little while enjoying Spider-Man Remastered, I decided to capture a training race too. So this set includes Denver, East Rutherford, and the twisty little Compound 7 track.
Denver
This is a relatively fast track with a couple rhythm sections that can be hard to hit consistently. However I found if you can managed to hit triples in those rhythm sections, even just rarely, it helps a lot. There are other ways I gain speed on this track, but the triples are what put me in 10 sec head start territory. It starts with a sharp left, then over the holeshot line, then ideally a perfectly landed small jump double into a triple/triple combo. I was having a really tough time hitting that, so instead I bounce jumped doubles through it the first couple laps. I was literally looking like a bronc rider getting bounced out of the saddle, not anything impressive. However I did manage on the second lap to rail the high, steep 180 right berm just after it to manage a triple strait off it. That section on that lap sort of ended up being a triple/triple/double/almost triple combo, the last triple landing atop the jump. Previously this was always a section I doubled all the way through, as was the first. I also managed an almost triple/triple combo on the first section a couple laps, the second triple landing atop the jump. These are not true triples, but still worth mentioning in that vein as they're almost as fast, and allow you to catch AI.
The third section is a big air triple, bookended by two loose, almost dogleg turns. These turns, especially if you land well coming into them, is where you can gain time on AI via fast, direct, well leaned cornering. The fourth section has yet another big air triple, this time with 5 small to med spaced out jumps before it, the first two ascending, the last 3 descending. So they're almost like loosely spaced dragon backs. I generally just blast into these applying a very brief weight back to bounce off them without going too high. Then into that 2nd big air triple, then strait into a high, steep 180 right berm, which it helps to rail as it takes you into a long whoop section. If you carry enough speed here, it's a place top pass AI. This takes you to a high, steep near 180 left, then diagonally across the flat start chute. The next turn is a near 180 right I like to take at it's apex, and if done well, this is another place to pass AI. You then have a big air double off the big finish line jump, then a 180 left I take at it's flat apex, crossing the holeshot line just after the turn. You're going a bit slower into this first section on subsequent laps, but the triples are doable both from the start and on subsequent laps.
Spoiler
The highlights for me were being able to hit those triples (even if almost at times), and finally catching and passing lead rider Blake Baggett with an aggressive block pass near the end of the final lap, after battling to get past Cooper Webb for 2 laps. At the final time check I was just over .5 sec behind Blake Baggett, so no telling what margin I won by. A very slim one though.
Compound 7
This comes chronologically after Denver, so I'm putting it here. This is a very short track, so short it amounted to 8 laps, vs the usual 6 or 7. It's frustratingly tight and twisty too, so much so I was constantly overshooting jumps due to the need for a very light throttle touch, which is all the harder on keyboard as you can't feather gas. There are jumps that have such short landing areas that I was landing sideways to line up the next turn. I don't normally do head starts for AI on these tracks, as they can be frustratingly hard to race, but once I finally got the feel of it, I managed 10 secs. It starts with a short, strait run to the holeshot line, where you bend dogleg left into a fast, big air triple off a semi big jump. You then have a short, flat strait, into a 90 right, with 2 small jumps just before it. I take it at it's apex, vs the redundant berm, mostly coasting into it while leaning hard right. If done well as shown on the 1st lap, you can completely avoid the first small jump, and slide over the 2nd, just by swinging wide left before going into it. Next comes a fast whoop section, into a 90 right, which I take at it's moderate berm, then into a short small jump section I double/double through.
This takes you immediately into a high, steep, 180 right berm, then into a med jump immediately after. This is the first of those jumps from hell that won't let you throttle much. To make matters worse, the turn going into it has the effect of feeling like more than a 180 due to how narrow the track is going into and coming out of it. The med jump just after compounds the feeling. Once I finally got the throttle touch right, I found I could lessen the angle I landed with, which kept a faster flow going. That landing being ideally at the apex of a 90 left. This takes you to a short flat strait, then into another 90 left, then immediately into a big air double off the big finish line jump. Immediately after landing this jump, ideally at the bottom right of the 2nd jump's downslope, you need to be angled left to square off yet another left turn. This takes you into a section with several small to med jumps I generally skip over via bounce jumps as best I can. The focus is more on carrying momentum through the turn prior, without swinging wide right off track.
This takes you to another 90 left you must square up for, as your line and speed here are key for this next section. Thankfully the left has a nice moderately high/steep berm to maintain momentum. You want to moderate speed out of it in order to take the med jump just after it slowly enough to hit the tabletop just after at it's front, then on/off to another on/off on a tabletop just after. A light throttle is necessary to land the 2nd tabletop well too, otherwise you can easily miss the combo after. This makes it much easier to drop down off the 2nd tabletop to the downslope of a small jump that carries you into a triple/triple combo to end this section. This is a great place to catch or pass AI if you hit this sequence. Landing that 2nd triple is a bit awkward, as it takes you immediately into a 90 left that is completely flat.
This is yet another 90 left you must be sure to square up, or you can easily swing wide right going into the fast whoop section thereafter. The AI are uncannily fast on this whoop section. The end has 2 larger whoops spaced just beyond the rest. I find it best to let off gas at the end of the smaller whoops, then lightly bounce off the 1st bigger one. The reason for this is there's a high, steep 180 left berm just after, but it falls off just past the halfway point. So you need to take care to slingshot strait 180 off this berm before getting to where it falls off. Otherwise it will sap your momentum and you will get passed by AI and maybe even miss the triple jump after it, which btw is that triple in the first rhythm section, as that berm merges with this section just after the holeshot line. So, needless to say you carry less speed into this first section on subsequent laps, but you can still hit the triple as long as you hit the berm well.
Spoiler
The highlights for me were finally getting the feel of the track, not going off track by my own mistakes, and catching and passing lead rider Eli Tomac at the 30 seconds Time Remaining point. I did go very slightly off track momentarily once when landing that triple, but it was due to James Stewart bumping me with a subtle flick of his handlebars at the 3:13 Time Remaining point. If you set the YouTube viewer at .5 (half speed), you can clearly see him doing this. This kind of stuff is why I don't have any problem crashing AI with an aggressive pass. I was very lucky not to crash on the Tuff Block I ran into. If I hadn't immediately angled my front wheel left, I'd have toppled over it vs glancing off of it.
East Rutherford
This is another fairly fast track that the AI ride pretty aggressively and competitively. However since I blew a 4 sec lead on a 180 in the last lap of this race on Hard mode with a 7 sec AI head start, I figured I could shoot for 10 seconds, especially since I went to triple town this time. It starts with a sharp bend left, up a short rise, the top of which is the holeshot line. This rise makes dropping to the first section a bit blind, but especially with a row of Tuff Blocks completely obscuring it from view. I went to using the left edge of the stadium's big screen to judge where the middle of the track would be. I had a really good first lap, because I not only doubled off that drop into a triple/triple combo, I also had back to back triples in the next 2 sections via a double/double/triple/triple/double combo, then a triple/triple combo. The triple/triple is actually far harder to hit, as it requires a perfect landing line and speed coming out of the prior section. The 2nd section is entered off a high, steep 180 right berm, the 3rd via a 90 right best taken at it's apex from a wide entry angle.
After the 3rd section is a high, steep 180 right berm, then immediately into a big air double off the big finish line jump. You're then into a flat, square cornered area with two 90 lefts, then over 2 med jumps on either side of the start chute crossing, then into a 90 right to a big air triple off a big jump. The area before the big air triple is a great place to pass AI, via leaning hard into the turns, lightly pulsing the throttle to keep speed up, and taking the jumps with moderate speed to stay low. It's best to use moderate speed on the big air triple as well, so as to land on the downslope of the 3rd jump, and get a weight back speed boost for the triple ahead, which is med descending to small jumps. This takes you to a high, steep 180 right berm, into a fast whoop section. You then take a high, steep near 180 left berm then diagonally across the start chute, then into a near 180 right (which I take at it's apex), into a short whoop section. At the end of the whoops is a high, steep 180 left berm, the top of which cleverly conceals the holeshot line you dropped down from off the start. This first section is taken differently on subsequent laps due to slower speed out of the berm. I generally did a bounce jump double into a triple to an on/off on the tabletop, exiting the tabletop with a double.
Spoiler
The highlights for me were being able to go triple crazy on the first lap, and catching and passing lead rider Marvin Musquin at the 10 sec Time Remaining mark. I had a bobble accidentally splitting through the Tuff Blocks at the apex going into the short whoop section prior to that, but it was clearly more of a disadvantage than advantage, as he whizzed right by me. At the final time check I had a just under 2 sec lead.
And here we have the final round at Las Vegas, home of the wicked fast Monster Alley. The AI were noticeably faster on Realistic, so much so that I couldn't manage to get the fastest lap time. As they say in this sport though, it's more about consistency than perfection. I settled for the same head start I allowed the AI on Hard mode, 12 seconds. To achieve this I made one small change in technique.
Las Vegas
It starts with what I usually take as a dogleg left across the holeshot line, to rail the 180 right berm. I changed up how I take this turn, now usually taking it at it's apex. With this approach, the first rhythm section can't always be taken as a double/double onto tabletop/double combo, but I found the 450 has enough power to still manage the on/off on the tabletop via skipping off the tops of the 1st two jumps while weighted back. You then have a loose 90 right that I usually take on it's lower right side, into a skip off a med jump from a small jump, into a double/double/double onto tabletop/double/double onto tabletop/double/single combo.
This brings you to Monster Alley, which is two fast, long straits, connected by a semi large jump with a dogleg right just before it, and a right bend after it. There is ample opportunity to pass AI here if you lean hard into these bends and hit a line that keeps you from sliding. Coming out of Monster Alley you can reach speeds as high as 77 MPH, after which the strait continues, but turns into a series of small to med jumps. I basically just go at these jumps full gas and weight back with each landing. It's easy to hit a quad the first jump, the series commonly ending up a quad/triple/single combo.
After Monster Alley, you need to focus on slowing for the 180 right on a very shallow berm grade, which is split into two tracks, each having their own berm lip. I generally coast through the inner track after braking. This takes you to a big air double off the big finish line jump, to a bigger tabletop bridge jump, which is best landed on it's downslope for a weight back acceleration boost into a short whoop section. After a high, steep 180 right berm, there's another short whoop section, then a 90 right under the bridge tunnel. This takes you into a short flat section where you cross the start chute, then take a 90 left.
The 90 left is best taken mid track to set up for a big air triple off a big jump, which takes you immediately into a 90 left, then over a med jump, and across the start chute again, back to the holeshot line. The track area between the bridge tunnel and holeshot line is commonly territory for vying for position. Quite often I'm nudging AI one way or the other on the big air triple to secure my line, even at times causing them to fly off the track on the left turn after it. One of the main areas of contention though is the 180 right just after the holeshot line, and why I changed to usually taking it at it's apex. As a result I am now passing AI there, vs being passed.
On subsequent laps, the first section is usually taken the same, but if there's no AI to contend with, I take the 180 right after the holeshot line just a tad wider, to allow a smooth double/double approach to the tabletop. Sometimes I even managed this WITH AI present, as long as they aren't too aggressively attacking the apex. It DID however require swinging a bit wider out of the apex to manage the double/double. There was also at least one lap I just took the 180 right deep into the berm to get around multiple AI that I thought might slow me down at the apex.
Spoiler
The highlights for me were at the 2:39 mark managing a pretty good sequence through the difficult rhythm section before Monster Alley after prior swinging wide at the holeshot turn, then nearly getting squeezed off track on the higher left side of the jump on the next right, and finally catching and passing lead rider Chad Reed just after the bridge jump on the Final Lap. At the final time check I had a just over 1 sec lead.
😍
Thanks to all whom viewed and responded to this series of walkthroughs on this game. I will now be uninstalling it and installing Monster Energy Supercross 4. Supercross 4 varies quite a bit in that they implemented a skill tree system where your basic riding skills are severely dumbed down until you gain enough XP and success using them that they can be upgraded. For this reason I have no idea whether a walkthrough will be feasible, or how long it will take before I do one if I do, as I've already decided I will be upgrading skills fully before I embark on one, again IF I do.
I've already seen footage of both Supercross 4 and 5, and I have to say, I much prefer the graphical look of Supercross 3, and the rider movement even looks more realistic to me. Of the first 3 games, Supercross 3 also has the most fluid movement and control of what I've experienced so far. I can only hope after fully upgrading skills, Supercross 4 will look and play better than what I've been led to believe by the footage I've watched. I will keep you posted one way or the other as I progress through it.
😉