Stunt Run
From Burnopedia, the Burnout wiki
A Stunt Run is a single-player event in Burnout Paradise where players are given a target score to achieve by performing various stunts within a time limit. Stunts that earn points are jumping, Boosting, Barrel Rolling, E-braking, landing Super Jumps, and smashing Billboards.
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[edit] Bonus Multiplier
More difficult stunts add to the run's multiplier. Building up this multiplier is the key to getting high Stunt Run scores.
- Big Air +1 to the bonus multiplier
- Billboards +1 to the bonus multiplier
- Super Jumps +1 to the bonus multiplier
- Flat Spins +1 to the bonus multiplier
- Barrel Rolls +2 to the bonus multiplier
Multipliers can be combined in a single stunt - for example smashing a billboard off of a Super Jump will add 2-3 to the multiplier (+1 for the billboard, +1 for the Super Jump, and maybe +1 for Big Air, considering that most super jumps are "Super" for a reason).
[edit] Chaining Stunts
After performing a stunt the player has 15 seconds to perform another stunt otherwise the bonus multiplier will be lost. Once the next stunt is performed the timer is reset to 15 seconds, and continuing to perform stunts within 15 seconds of each other will allow many stunts to be chained together, increasing the value of the chain. The larger of a multiplier the player earns, the shorter amount of seconds the player will have to perform a stunt, with the least amount being 5 seconds.
Once 5 seconds has passed since the last stunt, the bonus multiplier is applied to the total value of the chain and added to the players running score for the event.
The simplest way to keep a chain alive is to use short bursts of Boost between ramps and billboards. Boost counts as a stunt, and will reset the timer giving another 5 seconds to perform a higher-value stunt. A Stunt Car is best for this as Boost can be used at any time, as opposed to a Speed Car which requires the Boost Bar to be full.
[edit] Repetition
Repeating the same stunt on the same ramp will not add to the bonus multiplier. This is designed to prevent the player from cheating by camping a single Super Jump and racking up multipliers. Even though the player does not gain points, it still adds valuable boost to the player's bar before he or she moves on to the next obstacle.
Different stunts on the same ramp do count. For instance, jumping a ramp and flat spinning left counts as one stunt. Flat spinning the same ramp to the left would be repetition, but flat spinning to the right counts as a new stunt, even if it was on the same ramp. Taking advantage of this technique, the player can get a total of 32 individual jumps off Barrel Roll ramps in the Airfield, utilizing the left and right sides of each ramp, forward and backward.
[edit] Final Run
The Final Run rule means that the event can continue far beyond the actual countdown timer. Using Boost as described above to keep the chain alive effectively allows the player unlimited time to achieve the target score provided that the player doesn't crash, and that the Boost Bar is kept topped off.
[edit] Strategy
Boost is the most important resource, and care should be taken to avoid running out as this will prevent the player from keeping the chain alive. If the player is making long distance trips between stunts, he or she should be sure to drift, drive in the oncoming lane, and use any small ramps to rack up some air time along the way. Gas stations are also a big help when the player doesn't want to risk performing a dangerous move to gain boost.
The player should also should be wise about aiming for high-risk stunts during their final run, since crashing will end the current chain, and the entire event as well. The simplest stunts to perform are billboard smashes and Super Jumps. These add points to the chain total and also add to the bonus multiplier, so they are a good way to build up the points.
[edit] Routes
When it comes to finding a route, there isn't a foolproof line. A driver needs to learn of the specific areas that offer the most multipliers, and link them together with his or her own route. Areas like this do not have a specific order in which the stunts need to be performed, but require the player to circle the grounds and use each obstacle to its fullest potential. Two of the most stunt-dense areas are the Quarry and the Airfield.
[edit] Locations
Listed below are places that are often visited and linked together in longer Stunt Runs.
[edit] Crystal Summit Railroad
[edit] The Airfield
- Easily the best place for stunt runs because of the amount of split ramps and jumps that can be used. There are a total of 17 split ramps if the opposite sides of each of the ramps is counted. The number is odd because this is also counting the super jump in the Airfield, which has a split ramp. A x63 multiplier can be achieved by barrel rolls (combined with air time) alone if a player does the following during a run.
- Land at least a single barrel roll off of each side of every ramp
- Land a double barrel roll off of the super jump
- Land a double barrel roll off of each side of the ramp that takes the player through the Red Aircraft Fuselage
- In theory, the Airfield holds nearly double this amount of multipliers if players can take full advantage of every obstacle in it.
- Even though it is one of the best places for stunts, it is a high-risk area. Beginners should take their time and practice here offline before trying to compete with other players in freeburn. With that said, even some of the most experienced players make mistakes.
- Toy stunt cars are considered some of the best vehicles to use in the airfield because of their maneuverability, strength, and size. Also, some can do a barrel roll where a "normal" car can't.
[edit] Lone Peaks Quarry
- While it doesn't offer high scores as large as ones the player would achieve in the Airfield, it is still one of the most stunt-rich areas in Paradise.
- Features its only super jump at the front entrance, which is also a split ramp. This jump is one of the best places for air time, jump distance, and barrel rolls. When the player enters the grounds the player will find many different normal ramps to use along with four split ramps which are separated by a stream of water. The Quarry has a back entrance that can be seen while drifting up the Rockridge Cliffs. This entrance is the quickest way to get to the bottom of the Quarry, and is a straight line to these split ramps. There are two easily accessed billboards in the area. The third billboard is very uncommon to hit during a stunt run because of the dangerous position it is in.
There is an exit inside of the Quarry that leads to the bottom of the Rockridge Dam, which turns into Casey Pass, on which is another super jump.
[edit] Lower Rockridge Dam (Casey Pass)
- Features one ramp which leads the player through a number of jumps in a construction site. If a player is heading down Casey Pass, it shouldn't be missed. After heading through the obstacle, there is a super jump drivers will take over water from the Dam.
[edit] Rockridge Cliffs
- While only one super jump/split ramp is located at the top of the cliffs, it can be used to easily bump up the player's multiplier with multiple barrel rolls. For being so close to the Quarry, it shouldn't be skipped.
[edit] South Bay Expressway Bridge
- Features two super jumps which can be used from either side, and two billboards on the bridge's upper level which is accessed by a third normal ramp. This ramp can also be jumped from either side. Skilled players may be able to perform barrel rolls on these ramps.
[edit] The Naval Yard
- Features a number of normal ramps, two super jumps, and four billboards. The stunts stretch from the eastern-most side of the South Bay Expressway Bridge, and end at the Manner's Pier. It is a good idea to approach the naval yard in a stunt run after using the stunts on the bridge.
[edit] Paradise Stunt Run Events
There are 14 offline Stunt Run events in Paradise City. The following table shows the start junction for each event.
| Name | Start Junction |
|---|---|
| About Town | Chubb & West Lake |
| Base Jumper | South Rouse & Ross |
| Bravo, Encore! | 3rd & Lambert |
| Cliffhanger | Chubb & Hans |
| Elevation | 1st & Root |
| Express Yourself | South Mountain & South Bay Expressway |
| Falling Down | North Mountain & Uphill |
| Hang 10 | Lambert Parkway & 9th |
| Lighthouse Party | Patterson & 9th |
| Near the Edge | Nelson & Read |
| Offroad Parking | Lambert & Hall |
| Over Construction | Harber & Warren |
| Rack 'Em Up | East Lake & Rack |
| Unconventional | Andersen & Angus |
[edit] Island Stunt Run Events
Three new Stunt Run events were introduced in the Big Surf Island Update. It should be noted that the Target Scores for the island Stunt Runs reach well over 1 million points.
| Name | Start location |
|---|---|
| Makin' Waves | Huntley & Jacobs |
| Show-Boating | Shires & Glover |
| Ski Stuntday | Maguire Rd |
[edit] Videos
The two following videos were submitted for Sergeant (Craig) Sullivan's "Four minute Stunt Run Challenge" held by Criterion Games.
| EVENTS |
|---|
| Burning Route • Marked Man • Race • Road Rage • Stunt Run • Showtime |
