Jet Moto - Strategy Guide (Page 02)
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Overall: 25.5
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7.18 TETSUJIN
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Team: Axiom
Number: 4
Gender: Male
Name: Tetsuo Hibara
Handling: 9.5
Acceleration: 5
Mass: 1
Lift: 6
Overall: 21.5
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7.19 THE MAX
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Team: K2
Number: 2
Gender: Male
Name: Mark Corri
Handling: 9.5
Acceleration: 9
Mass: 1
Lift: 6
Overall: 25.5
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7.20 WILD RIDE
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Team: Mountain Dew
Number: 13
Gender: Female
Name: Kari Kelley
Handling: 7
Acceleration: 8
Mass: 1
Lift: 10
Overall: 26
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8.0 RIDER ANALYSIS
========================
For this section, we will analyze various statistics in an effort to determine
which of the twenty Jet Moto riders is the best. To do this, we will check not
only the ratings from section 7.0 (above), but also some actual race
statistics.
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8.1 WEIGHT CLASSES
-------------------
Jet Moto appears to be very much weighted toward one size of bike.
Weight class Mass rating Number of Jet Motos
------------ ----------- -------------------
Light 1 10
Medium 4 6
Heavy 10 4
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8.2 RATINGS
------------
Following is a list of the riders' abilities when based strictly on their
ratings. I arrived at these totals by simply adding up the individual ratings
of each of the four categories, weighting each one equally. I also grouped
those with identical ratings together; two riders with identical ratings will
race identically.
1. Gunner/Wild Ride 26
2. Technician/The Max 25.5
3. Stone 24.5
4. Bomber 24
5. Quick Jessie/Tetsujin 21.5
6. Blackjack/Mace 21
Chien/Dakota 21
8. Rhino/Shannara 19
9. Miko 18
10. Arroyo/Shirow 17
Harris 17
Irons/Masala 17
While we're at it, let's go ahead and rate the teams, too.
Weight Class
Team Rating Light Medium Heavy
------------ ------ --------------------
1. K2 115.0 5 0 0
2. Axiom 109.5 2 1 2
3. Mountain Dew 101.0 3 2 0
4. Butterfinger 98.0 0 3 2
From this information we can infer the following:
- Gunner and Wild Ride are the two best riders in the game
- The Heavy bikes, ranking third, fourth, and sixth and averaging a
rating of 22.625, are consistently better, though the light bikes,
taking first and second spots and averaging 20.600, are usually also
good choices
- Medium bikes are flat out no good, averaging a rating 17.667 with none
ranked higher than eighth, though four fill out the bottom five
- K2 is the best team, due to its five light bikes
- Axiom is better than Mountain Dew, since they carry more heavy and
fewer light and medium bikes
- Butterfinger is a team in trouble, with a disproportionate number of
medium bikes
It will become apparent that this isn't the most exact system of rating which
riders are better than others.
---------------------
8.3 SIMULATED SEASON
---------------------
I had two objectives when I decided to simulate a full season with all twenty
racers:
1) to determine once and for all which of the racers were best and which
were best on each track
2) to extend the life of the game
On both of these levels, my venture succeeded. What I did was simple, really.
I took practice with each of the twenty riders on each of the ten tracks, then
compiled the times as if they had each raced.
There is a certain degree of inaccuracy in this method, I admit. For one
thing, it's quite different racing in practice compared to racing against a
full field of competitors. There's no jostling for position in practice.
Especially is this true in view of the fact that "I" was racing for each rider,
meaning that I took an exceedingly similar racing line for each one, which
obviously wouldn't work under true race conditions.
Another way in which this method is inaccurate is this: While I can routinely
beat the computer in a Full Season on Master difficulty, usually winning eight
or nine of the ten races, I do occasionally make mistakes (or else I'd win all
ten every time, wouldn't I?). These mistakes cropped up and made some minor
alterations to the statistics. In retrospect, I probably should have gone for
total accuracy and reraced the ones that I did badly instead of treating it
like an "actual" race and leaving the bad times in. But that's in hindsight.
There are some definite advantages to this method, though. Since I did control
every racer, racing all twenty times back to back, each racer got the chance to
react the same way to the same set of circumstances, producing a truer result.
Further, I tried to take into account the fact that running a race twenty
consecutive times is bound to improve one's time steadily no matter how bad the
bike you're using is. For this reason, the rider that finished first on
"Joyride" had to take first crack at "Cliffdiver", to keep any one rider from
racking up a huge lead predicated solely on the fact that he or she was allowed
to benefit from the lessons learned by previous riders. This served as an
effective leveling tool.
Presented in the next several sections are the results of that simulated
season, looked at from several different perspectives.
------------------
8.3.1 CHAMPIONSHIP
------------------
Here are the standings after all ten races as if it had been an actual Full
Season.
1. Gunner 133
2. Wild Ride 119
3. Shannara 114
4. Rhino 105
Irons 105
6. Masala 100
7. Dakota 85
Chien 85
9. Arroyo 59
The Max 59
11. Mace 54
Harris 54
13. Miko 52
Stone 52
15. Technician 48
16. Bomber 45
17. Quick Jessie 43
18. Blackjack 36
19. Tetsujin 34
20. Shirow 21
We can see that typically the riders with the same bikes have similar scores:
Gunner and Wild Ride are 1-2; Dakota and Chien actually tied for seventh.
There are some large discrepancies, though: Arroyo and Shirow are separated by
38 points; Mace and Blackjack have 18 between them. In both instances, the
problems came in when I managed to do very well on a particular track with one
rider and abysmally with the other. With Mace and Blackjack, that happened
twice. Even though this will be discussed later, in the Tracks section (10.0),
I'd like to touch on these specific examples here.
In the case of the most dramatic example, Arroyo and Shirow, the simple fact is
that I managed to do incredibly well with Arroyo on Hammerhead, placing first
on the track and setting the course record, while with Shirow, I had a spill
(falling off the bike) and finished back of Arroyo by over eight seconds, which
ranked her eighteenth for the race. As you can see, that accounts for most of
the discrepancy.
As for Mace and Blackjack, something similar happened on Hammerhead, though not
quite as drastic. With Mace, I placed third. And even though Blackjack
finished only 3.7 seconds behind Mace, he still only managed to place
thirteenth. Then on Ice Crusher, I fell of the track five times with
Blackjack, which allowed Mace to pick up another nine points on him.
-----------
8.3.2 RALLY
-----------
Here are the standings after all ten races if they had been run in Rally
Scoring:
1. Wild Ride 31.53.4
2. Gunner 31.54.1
3. Rhino 31.59.6
4. Shannara 32.02.0
5. Masala 32.03.3
6. Dakota 32.17.8
7. Chien 32.32.2
8. The Max 32.35.0
9. Harris 32.44.0
10. Irons 32.55.6
11. Miko 32.56.9
12. Quick Jessie 33.01.3
13. Arroyo 33.03.6
14. Tetsujin 33.08.2
15. Mace 33.12.7
16. Bomber 33.23.4
17. Stone 33.25.0
18. Technician 33.25.5
19. Blackjack 33.35.2
20. Shirow 33.47.1
Examples of the differences between Championship Scoring and Rally Scoring
abound when comparing the two tables. The most obvious one is who's on top.
Wild Ride squeaks out a victory of seven-tenths of a second over Gunner in the
Rally; Gunner won three of the races to Wild Ride's one win, but since those
wins were not blowouts, he wasn't able to open up a lead as large as he did in
the Championship Scoring.
There are still some sizable discrepancies, though. For every Gunner/Wild Ride
0.7 seconds margin, you have one like The Max/Technician 50.5 seconds gap. Let
me explain how this happened.
One big gap opened up on Blackwater Falls, when Technician took four spills off
his bike and dropped over twelve seconds to The Max (and even more to most of
the rest of the field). But the killer was again on Ice Crusher. I took four
falls off the track with Technician compared to none with The Max and
consequently lost thirty-five seconds. This is the type of thing I was talking
about when I said that I wished I'd gone back and reraced it for accuracy. So
Technician is actually better than he's letting on in this particular season,
as The Max proves.
Arroyo and Shirow sport a 44-second gap. Ice Crusher claimed another victim in
Shirow, who had two massive falls; she lost over eighteen seconds on that
track. She dropped another twelve on Nightmare.
Masala and Irons, though, have the worst gap: 52.3 seconds. And yet Irons
finished ahead of Masala by five points in the Championship Scoring. How did
this happen? Irons' first problem came on Willpower. She spilled three times
and fell once, losing over twenty-five seconds to Masala, who only finished
eighth. Then she turned around on the very next track, you guessed it, Ice
Crusher, and lost over thirty-six seconds due to three more spills and three
falls. Yet Masala only finished tenth this time.
That's why Irons was able to beat him in the Championship. Masala couldn't
capitalize on her mishaps, though he won twice and placed fourth on another
occasion. Irons, though, stayed close to Masala in the Championship by
finishing second to both of his firsts, third to his fourth, then thoroughly
pasting him on Nightmare, placing first while he finished a lowly tenth.
Looking back at the Championship Scoring, it's not hard to imagine Irons
snagging third, or even second, if it hadn't been for those two dismal races in
the second half of the season.
--------------
8.3.3 COMBINED
--------------
Since sixteen of the riders have "mates", so to speak, here's a listing of the
combined scores. To derive these statistics, I averaged the times from each
race (adding together, then dividing by two). This gave me the Rally time.
From the times, I then resequenced the finish, assigning the points in this
fashion: 25-20-13-11-9-7-6-5-3-1-0-0. In hindsight, I probably should have
altered the points for second place, making it sixteen or eighteen, but it's
too late now and I'm not about to recalculate the figures.
Championship Rally
------------ -----
1. Gunner/Wild Ride 141 1. Gunner/Wild Ride 31.53.75
2. Rhino/Shannara 117 2. Rhino/Shannara 32.00.80
3. Chien/Dakota 102 3. Chien/Dakota 32.25.00
4. Irons/Masala 98 4. Irons/Masala 32.29.45
5. Miko 75 5. Harris 32.44.00
6. Harris 71 6. Miko 32.56.90
7. Bomber 61 7. Technician/The Max 33.00.25
Technician/The Max 61 8. Quick Jessie/Tetsujin 33.04.75
9. Stone 55 9. Bomber 33.23.40
10. Blackjack/Mace 45 10. Blackjack/Mace 33.23.95
11. Quick Jessie/Tetsujin 38 11. Stone 33.25.00
12. Arroyo/Shirow 28 12. Arroyo/Shirow 33.25.35
----------
8.3.4 TEAM
----------
One element missing from Jet Moto is team accountability in the races. In
Formula 1 racing, for instance, there is a drivers championship, wherein it's
every man for himself, and there's a constructors championship, where the
points from teammates are added together and the teams compete. Below is a
ranking based on this simulated season for a sort of "constructors
championship." To achieve these statistics, I simply added together the points
and times for each of the five racers in each of the four teams.
Championship Rally
------------ -----
1. Mountain Dew 475 1. Mountain Dew 162.05.7
2. K2 374 2. K2 162.56.6
3. Butterfinger 363 3. Butterfinger 163.42.6
4. Axiom 191 4. Axiom 167.20.4
--------------
8.3.5 ANALYSIS
--------------
It is clear that a person can't take any one particular set of figures and
determine which rider is better than which other rider. Well, except for
Gunner and Wild Ride. No matter which way you slice it, those two always come
out on top. They are the two best racers in the game.
Many people like Technician and he is one of the most often selected
characters. Due to this, many people feel that Technician is the best
character in the game. In all fairness, Technician is one of the top two or
three when controlled by the computer. Of course, the computer can assign each
rider a skill level, being able to rely on more than just the abilities of the
bike itself. As we can see from the simulated season I did, though, Technician
simply rides an average bike, as does The Max. This being the case, one could
speculate that the character himself has a much higher skill level, since he
wins such a high percentage of races; either way, though, as far as
human-controlled riders go, Technician is not the best.
To me, one of the most interesting results that came from this simulated season
was the revelation about the medium bikes. I originally felt about them the
same as many people: they're not light, so they're tougher to control, and
they're not heavy, so they're not as fast. In actuality, as it turns out,
rather than possessing the worst of both worlds, they possess the best of both
worlds.
Here's one of the areas where the method used to calculate ability as
demonstrated in section 8.2 (Ratings) is flawed. The Overall rating placed
Rhino and Shannara at eighth, meaning that by that particular method of rating,
these two racers have below-average bikes. But look at the stats from the
simulated season.
In the Championship, Shannara finished just five points behind Wild Ride, in
third place. In the Rally, Gunner holds his second position by a scant
five-second lead over Rhino, with Shannara just three seconds back of Rhino.
When combining the racers, in the Championship, Gunner and Wild Ride take the
title in a cakewalk. But look at how narrow the margin is in the Rally--just a
hair over seven seconds. The gap back to third place is three times that
amount.
Not all of the medium bikes fared so well, of course. Arroyo and Shirow bring
up the rear in every category. What is the difference between their bikes and
the other four medium-class bikes? Primarily, handling. Arroyo and Shirow
only have a handling of 5, whereas Irons and Masala have a 6 and Rhino and
Shannara hold an 8. It makes a big difference. A secondary reason is lift:
Arroyo and Shirow hold only a 5 while the other four all have 6.
The light bikes are the next best contenders. But why are certain ones better
than others? Recall that I said earlier that the Overall rating was a
combination of each of the four categories, each of them weighted the same.
Obviously, though, the categories are not weighted the same. How so?
The best examples to look at are our best two riders: Gunner and Wild Ride.
Interestingly, though they both are light bikes, they are different than all of
the other light bikes. Typically, a light bike has a high handling, a
low-to-moderate acceleration, and a moderate-to-high lift ratio. These two are
different in that they have a moderate-to-high handling, a slightly higher
acceleration, and a high lift. Basically, they trade handling ability for
lift. And it works. It seems odd that the ones that are best should spend the
least amount of time on the ground, and yet it's true. It held true for the
medium bikes, too; the top four mediums traded acceleration for lift, with
devastating effect.
The other light bikes have slight variances between them, each with its own
positives and negatives. Chien and Dakota have perfect (10-rated) handling and
trade acceleration for a bit more lift; Miko has the perfect handling and low
accel, but below-average lift; Harris retains the perfect handling but goes for
a low lift attack; Quick Jessie and Tetsujin have very high (9.5-rated)
handling, but only moderate acceleration; and Technician and The Max have a
setup just like Quick Jessie/Tetsujin, but with much better acceleration.
The heavy bikes come out the losers, all of them falling in the bottom third of
the combined ratings and the bottom quarter or so of the individual rally,
though Mace managed eleventh overall in the championship, mostly due to a
stunning third place on Hammerhead. Despite their high accelerations and
high-end top speed, their incredibly low handling really kills the heavy bikes
on anything but wide-open runs.
It's interesting to note relative ability between the different riders.
Looking at the individual Championship rankings, for instance, we see that the
gap from second to seventh is only thirty-four points, but the gap from seventh
back to ninth, just one position, is twenty-six. There's almost a clear
dividing line between the top eight and the rest of the pack.
The Rally is somewhat similar, though not quite as dramatic. Here, the top
five are all bunched together, separated by less than ten seconds, then it's a
fourteen-and-a-half second gap back to sixth, then fourteen-point-six more back
to seventh. Irons, ranked tenth here, probably should have been included with
the top six. Again we see the delineation, though this time it's the top five
(or six) and the rest of the pack, with Chien and Dakota on their own.
The combined Rally scores are interesting, too. Note the bottom four.
Positions nine through twelve are spanned by less than two seconds. A strong
argument could be made that Arroyo and Shirow don't really belong down quite
that far, which means that it's the four heavy bikes that are separated by 1.60
seconds. Basically, it really doesn't matter which of those you pick; they're
all bad.
It's a shame that human error had to enter into the equation in such a
convincing way on several occasions. Some of the riders are better than their
times show; some are worse.
In the combined scores, Irons and Masala are ranked fourth both times, but if
Irons hadn't had those two bad races....
I'm still not sure what exactly happened with Technician and The Max. They
certainly didn't live up to the power numbers of their bike ratings. At the
same time, though, they're not as bad as their times suggest. Or at least
Technician isn't. He's six spots back of The Max in the individual
Championship and ten spots down in the individual Rally, both of which pulled
their combined scores back further than they should have been.
Arroyo and Shirow really demonstrated two disparate scores. But should Shirow
have done better, or was it Arroyo performing above his station? Either way,
one would think that they should have at least beaten out the heavy bikes.
So we have all of this data. We have each individual Jet Moto bike rated in
four categories and then given an overall score; we have a simulated season run
and totaled by both Championship scoring and Rally scoring; then we have the
times of that season combined for the duplicate riders and rescored by
Championship and Rally. Each of these gives a different idea of who goes
where.
I present, then, my definitive list of Jet Motos in descending order from best
to worst, taking into account all of the above data and factoring in the human
error that caused discrepancies. First place gets 10 points and each other
position receives the percentage of that which I feel they deserve.
1. Gunner/Wild Ride 10.0
2. Rhino/Shannara 9.7
3. Irons/Masala 9.5
4. Chien/Dakota 9.0
5. Technician/The Max 8.0
6. Harris 7.5
7. Miko 7.3
8. Quick Jessie/Tetsujin 6.2
9. Arroyo/Shirow 5.5
10. Bomber 5.3
11. Stone 5.2
12. Blackjack/Mace 5.0
---------------
8.4 CPU RACERS
---------------
Against all indications from the individual ratings, certain riders are better
than others when raced by the computer. This reflects a real point of view:
the best rider isn't always on the best bike. With regularity, there are seven
riders that will consistently perform well, filling the first column on the
results screen (unless you are there, of course).
These are "the top seven" and are listed below. They way in which they are
ordered is based on ten recorded seasons, averaged together. Their average
finishing position follows each name. It should be noted that these aren't
"pure" figures; my own finishes affect the numbers, but the deviance shouldn't
be large.
1. Technician 1.7
2. Wild Ride 2.0
3. Dakota 4.6
4. Miko 5.0
5. Quick Jessie 5.9
6. Tetsujin 6.7
7. The Max 7.2
As far as the computer is concerned, Technician and Wild Ride are far and away
the best in the game. In fact, Technician can reel off victories like nobody's
business, making him your number one competitor.
Unlike other games, however, Jet Moto doesn't sacrifice realism for the sake of
offering you competition. In many games, one person will repeatedly finish
first (maybe second) in order to give you a run for your money should you
manage to place first or second on every track.
That doesn't happen here. Technician will win more often than anybody else,
but I've seen him finish a season out of the top seven. The competition is
fair. The programmers seemed to realize that in actual racing competitions, a
person doesn't have to win every race to win a season. In fact, it's possible
to win a season without ever winning a race.
========================
9.0 RACES
========================
There are four different options available from the screen "Choose Race Type"
and they are detailed in the sections below.
----------------
9.1 SINGLE RACE
----------------
One track against the field of twenty.
-------------------
9.2 CUSTOM CIRCUIT
-------------------
There are three different types of customizable circuits available:
Championship, Rally, and Elimination. In each of these three types, you get to
choose which tracks you want to race on as well as the order in which you want
to race them, allowing for a high degree of customization.
------------------
9.2.1 CHAMPIONSHIP
------------------
Scoring: The position in which you finish earns you points, with better
finishes earning more points. The winner is whoever has scored the
most points at the end of the circuit. (as described in the game)
This is nearly the same as playing through a full season, the differences being
that you can choose which order the races come in and whether you even want to
race on all of them, meaning that you can leave off stuff like Ice Crusher and
Nightmare if you want.
The scoring method is as follows:
1st - 25 points
2nd - 20
3rd - 16
4th - 13
5th - 11
6th - 10
7th - 9
8th - 8
9th - 7
10th - 6
11th - 5
12th - 4
13th - 3
14th - 2
15th - 1
16th-20th - 0 points
Note: this is the same scoring method as used in the Full Season.
-----------
9.2.2 RALLY
-----------
Scoring: The time it takes to finish each race will be added together. The
winner is whoever has the lowest total time at the end of the
circuit.
This custom circuit is the hardest type of competition in the game because
Rally emphasizes consistency over occasional brilliance. All of your errors
become glaringly obvious when you race in Rally mode, because every single
mistake hurts you. This isn't true in Championship mode or Full Season because
the point system tends to smooth over big mistakes and reward close calls.
This isn't true in Rally. Here are some examples:
- Let's suppose that you win a race by the narrowest of margins: 0.1
seconds. In Championship mode, you receive 25 points for first place
while your competitor receives only 20 points for second place. A
tenth of a second can make a big difference. If this were Rally mode,
however, all you've managed to do is pull out a tiny margin on your
opponent.
- Assume that you have started doing very badly on a particular track,
Nightmare, for example, and you've fallen off the track a few times
and lost a minute of time. In Championship mode, you're hurt because
you receive zero points. But in Rally, you're hurt even more because
a minute is a huge amount of time to try to make up when much of the
competition is measured in seconds.
If you were to win the first nine tracks and then have the above
example happen to you in Championship mode, you would still come off
the winner, because you would have acquired 225 points from the wins
and no other competitor could have scored more than 205 (nine second-
place finishes and one win).
If you were to win the first nine tracks and then have the above
example happen to you in Rally mode, however, you would likely lose
and might even end up out of the first column (out of the top seven).
From the above examples, it's clear that Rally is much tougher than
Championship. If you really want to test how good you are, Rally is the place
to do it.
For the ultimate Jet Moto test, try this: Turn off your turbos and grapples
(which also turns off everybody else's), then race ten tracks on Rally. This
is the most difficult thing in the game to win, because you lose the cushioning
effect of the Championship scoring method as well as the fallback assistance of
your turbos. Try it.
-----------------
9.2.3 ELIMINATION
-----------------
Scoring: After each race the losers are eliminated, narrowing the field until
only a few riders remain for the final race. The winner of the
circuit is whoever finishes first in the final race.
This is an interesting little challenge, with the side effect of
unintentionally preparing you for the next two games in the series (which I'm
sure was unintended). You have to, basically, make the cut every race, which
starts out pretty easy but progressively gets more and more difficult.
Below is the elimination schedule:
Race Riders remaining
---- ----------------
1st - 15
2nd - 12
3rd - 10
4th - 8
5th - 7
6th - 6
7th - 5
8th - 4
9th - 3
10th - 3
Things get a little tense when you get up to the last race, especially if
you've left the normal track order in place and you're racing Nightmare and
you're up against Technician and Wild Ride.
----------------
9.3 FULL SEASON
----------------
A Championship Circuit raced in a predetermined order using all the available
tracks.
To win a season, simply finish first in points at the end of the season. The
scoring method is as follows:
1st - 25 points
2nd - 20
3rd - 16
4th - 13
5th - 11
6th - 10
7th - 9
8th - 8
9th - 7
10th - 6
11th - 5
12th - 4
13th - 3
14th - 2
15th - 1
16th-20th - 0 points
You'll notice that this is the same scoring method as is used in the
Championship scoring in the Custom Circuit.
This is the mode you'll spend the most time in because this is where you have
to come to unlock all the tracks, to unlock the Stunt Mode, and to get all of
the special codes. Well, unless you cheat. But where's the fun in that?
To unlock additional tracks, you have to win a season at the highest difficulty
level currently available. There are ten tracks total.
NOTE: It is not necessary to actually win on every track in order to progress
through the season; you can finish dead last every race and still be able to
finish the season (a welcome change from many racing games). It is also not
necessary to win on every track in order to win the season. In fact, it's
possible to win a season without winning on any tracks.
To unlock Stunt Mode, you have to win a season at the Professional difficulty
level. To access all of the secret codes, you have to win a season at the
Professional difficulty level with two riders from each team (which will unlock
eight of the codes) and then win again with any rider from any team (which will
unlock the final code).
IMPORTANT: Once you unlock any special feature, you must save your game to a
Memory Card and then reload it when you play again.
-------------
9.4 PRACTICE
-------------
Any track, all by yourself.
========================
10.0 TRACKS
========================
There are a total of ten tracks in Jet Moto, divided into four classes of
difficulty. In the game, though, they aren't referred to in this way.
Instead, at the track wheel each track is designated with a symbol designed to
indicate its difficulty. Either way, here are the four classes and their
symbol designations:
Amateur - Green Circle
Intermediate - Blue Square
Professional - Black Diamond
Master - Double Black Diamonds
This section will discuss all of the tracks in the game, offering suggestions
for improving your times on each track and thereby improving your chances of
winning. Before doing that, however, I want to expand on the concept of
unlocking the tracks.
---------------------------
10.0.1 UNLOCKING THE TRACKS
---------------------------
At the start of the game, you have access to only three tracks, the Amateur
tracks. These tracks are raced in the following order in a Full Season:
Joyride
Blackwater Falls
Suicide Swamp
By finishing in first place for the season on these three tracks, you gain
access to the Intermediate tracks. An Intermediate-difficulty Full Season is
raced as follows:
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