Video Review of Monster Energy Supercross 4 at Realistic (450)
Video Review of Monster Energy Supercross 4 at Realistic (450)
This is my last review of the game. I'm trying something new for this version—after everything went smoothly at first, I decided to return to giving the AI head starts and to allocate 10 seconds per race, even for every Triple Crown event. This means the six races spread across the two Triple Crown rounds will have fewer laps to cover in that time. I made this choice before tackling the tougher tracks, starting with the Round 4 Triple Crown at Glendale.
I'm also reverting to my earlier release style of sharing just two rounds at a time, but I want to reassure you I've done much more than that. At this stage, I won't reveal how many races are completed or the outcomes. Thank you for keeping this secret—please respect the discretion. I'll also avoid any spoilers.
As before, I kept enough of the intro in the first round so viewers can easily see the difficulty mode, which I only use on the opening lap. I stick with the reliable Chaparral Honda Race Team for this run.
Rounds 3 and 4 brought me back to Anaheim on the 2-track, then to Arlington aiming for a Triple Crown.
Round 3 Anaheim 2
This course offers both straightforward sections and challenging parts. The whoops feel normal but are irregular enough to lift your pace and slow you down. A brief rhythm section needs thorough clearing to prevent early struggles with AI, and it must be exited smoothly to prepare for a major air triple. Also, the dragon’s drop behind the finish line demands serious attention.
Round 4 Glendale
This track is genuinely the toughest I’ve faced, especially with my preference for shorter races to close the 10-second gap quickly. It has several tough sections that require steady control. You’ll need to hit a specific triple off a left berm at 180 degrees to gain enough speed for the subsequent big air triple. There’s also a jump into a deep sand bend that can slow you down if not landed well, and a challenging rhythm section with two tabletops that demands smooth transitions. The two-tabletop rhythm is particularly crucial—AI handles it well. This round is part of a Triple Crown, which means both positive and negative aspects. It’s advantageous because no single race determines your outcome, but it’s also demanding; maintaining consistency is key, especially if you aim for the lowest possible points to win.
Even though I don't usually play racing sim or sports games, this one seems intriguing! However, I won't be able to try it because of those off-road circuits, but it's still enjoyable.
That first easy track round 1 also looks tough to me, hehe.
Keep up the great work with these walkthroughs—thank you!
By the way, I'm still stuck on Dirt Rally 2.0, struggling to finish it even with help from friends.
Yeah rally games can be tough, even without full SIM support; sometimes they feel really challenging. They're generally more demanding than the Supercross titles. In my early attempts, I only managed two wins on Hard mode in the second game and never tried Realistic. I often think about going back to them, hoping to apply what I've learned from the later games. It's uncertain if I'll ever revisit that path. The older titles had less polished controls and animations.
Time to move on to rounds 5 and 6 in Oakland and San Diego. These are among the most challenging tracks to navigate.
In rounds 7 and 8, Tampa, plus another Triple Crown at Arlington, these two rounds are among the most challenging. This is especially true with a 10 second AI head start.
Round 7 Tampa
The course remains focused on reliably executing the initial jumps in the 3rd and 4th rhythm sections. Earlier attempts were minor double jumps, but now landing a triple to an on/off tabletop at the start of the 4th section is feasible if you hit the 90-degree corner precisely. Still, the deep sand section isn’t to be underestimated, particularly due to its sharp left hairpin exit.
Round 8 Arlington
This track is less demanding than the Glendale Triple Crown course but noticeably shorter—6 laps instead of 5. Although it saves about 20 seconds per lap, it still requires roughly 45 seconds less overall time. Despite being easier, it becomes tougher when paired with a 10 second AI head start, potentially leading to a reset. A particularly tricky jump trick just before the finish can help you catch and overtake many AIs, adding extra difficulty compared to Glendale.
And here we have rounds 9 and 10, Atlanta, and Daytona. These were a nice change of pace for me, because they are two of the easier tracks.
Atlanta
There's really only two mildly tricky parts to this track. There's a track marshal that stands beside and slightly out in front of the apex pole on the left turn drop down after the whoops. If you get too close to him, he will cry foul for trying to do a fly by and you'll get reset. I find it strange he realizes he needs to wear a full face helmet to stand there, yet there he is. The other spot is the split track section where you take a left after the finish line jump, which at times can be hard to nail consistently.
Daytona
This track really only has one tricky part to nail, which is the shorter, faster right lane of the 2nd split track section. I used to struggle at times with the 1st split track section too, but I show a way to better handle it, as well as a better way of riding the tabletops just after, the latter of which I didn't perfect until the 3rd lap. BTW, I found out the 1st split track section is commonly ridden this way in both mp and sp play. This track has now become a joy vs a dread because of these revelations.
It's time for rounds 11 and 12 at Salt Lake, along with the rest of the events. Round 11 is relatively simple, while Round 12 presents a noticeable challenge.
Sorry for the lag, I used to post once a week but got sidetracked by playing TLoU Part I and missed!
Now I’m ready with rounds 13 and 14 from Salt Lake, both located there.
Round 13 Salt Lake
This track is similar to the previous one, featuring some tough parts that are tricky to master consistently. The AI often drops away and is difficult to follow. What makes this round unique is the rhythm sections, which can support big air triples when played well.
Round 14 Salt Lake
It’s a relatively fast and straightforward track, but you need caution while passing AI. Paying attention to the whoops and the turn afterward is key.
I previously referred to this course as "The Long Way Home" because of how I approached the stretch after the jump. It turns out that timing runs for the part following it didn’t make it any quicker than simply going through it twice. What really boosted my speed on this track was discovering that landing a slight double well at the start of the section before the whoops lets me easily match up with the AI. This trick might not work on the 250.