My Poorly planned out tutorial videos ( Yet Critically acclaimed xD ), will be updated soon after PC release
Part 1 = http://www.twitch.tv/vantier/c/4062337
Part 2 = http://www.twitch.tv/vantier/c/4062372
Other FMX video Resources
https://www.youtube.com/watch?v=ksscCThGNkc (Redlynx Summary)
https://www.youtube.com/watch?v=1QwsNROUmRU (French Explanation? i dont know french)
FMX (Freestyle Motocross) is a new feature to the Trials series in which the player is able to perform various tricks to add some flare to their riding, or in an attempt to rack up massive points on specialized FMX tracks. These tricks are most "easily" performed by....
1. Getting Airborn
2. Stabilizing the Bike (Stopping its rotation)
3. Briefly holding the Right Analog Stick in one of the 4 cardinal directions (up, right, down, left)
Congratulations! you have successfully performed a trick (Hopefully).
Now if your satisfied with this and have no desire to compete or improve your FMX skill beyond maybe getting some lucky platinum medals, the following section can be ignored, otherwise, continue reading!
14 Base tricks, 2 flip variations for every trick except Proud Hero = 13+(13*2)+1 = 40 Tricks
***A Flip variation is achieved by rotating the bike either direction 180* soon after starting the trick.
4 bike positions
3 unique tricks per bike position, with 2 exceptions
Coffin = Universal Trick (Can be done from any bike position)
Proud Hero = Extra Trick position only achieved in the bikes flat position
Psycad's "Cheatsheet" - Keep in mind that Coffin can be performed from any bike position (Not just the one displayed), and tricks with multiple arrows would be better thought of as single curved arrows that should be done in one sweeping motion.
Multiplier - Increased by Locking a Unique Trick. Repeating a trick will give score, but will not add or extend your multiplier
Locking - Holding a trick long enough for it to register a multiplier and immediate point bonus (I believe 1000 points). A Successful Lock is represented by the displayed trick name turning Orange. The trick can only be changed at this point by either releasing the trick momentarily or rotating the stick into one of the other 3 trick positions.
Chain - AKA Combo, is the label given to a sequence of tricks locked in rapid succession, all within a single jump. Can be further categorized by...
***Length - How many tricks are involved.
***Logic - Either "Fluid" or "Broken". A Broken Chain involves reversing the initial rotation of the bike. A Fluid chain does not reverse rotation, and is therefore generally faster and preferred in most scenarios.
Now, just in case you've made it this far without even trying it yourself, the ultimate goal of FMX mode is to get the highest score possible.
So how do we do this and what is the best possible score? Well, much like in normal trials where people like to guess and estimate on what the best possible time on a track can be, this can also be done in FMX........However, IMO there are for more variables to deal with and to much mathematics for me to even bother estimating, so if you wanna know what the best score on an FMX track would look like, go for it yourself....... or just stare in awe at the current #1 time.
But, Trials is built around competition, so we aren't settling for the current #1 score!
This is how you should approach going for a #1 time. Helps to note this info down on paper or "notepad".
1. Figure out the longest trick chain possible on every jump.
2. Fill in those jumps with possible chains.
3. Rework the chains if necessary to, if at all possible, ensure that no tricks are ever repeated.
4. Practice and change as you see necessary.
Tips and Advice
*Don't continue after a crash (just dont lol)
*Never settle for less then a perfect landing (lots of points)
*Wheelie/Endo at every opportunity without compromising the air time required for your next jump
*Certain jumps are better suited to certain tricks/chains. For example, the fastest trick to do coming out of the loop on the second fmx track is the underdog.
*Proud Hero and Coffin IMO are best saved for single trick jumps because they take the longest to setup / lock and dont fit into chains very well.
*Dont forget about flip variations on tricks, these will allow you to repeat some common chain starters like superman and still get a multiplier for it. Keep in mind that this requires you to rotate 180* from your starting point, which is important to note when you are optimizing chains to be as fluid as possible.
Scoring Explanation (this is still being looked into and not fully understood yet)
*Not all tricks give equal points
Going Up: 1800
Going to Heaven: 2000
Proud Hero: 2300
Going to Hell: 2500
Dead Body: 2800
Kiss of Death: 3000
*After x11 multiplier, it actually goes to x23 x36 x50 (although the indicator in the top right says otherwise)
---Snikachu's explanation for the multipliers above ^Spoiler:
FMX Tracks Outline
To Be Continued...