The first biome is a harbour town. The road starts along quays and piers with water on both sides, then turns into a road carved into the mountain and starts to climb.
This section has seven obstacles. They all run on timers, so in online games everyone sees the same wave and the same cannonball. I test each obstacle with a bot that starts at different moments: some runs should make it through and some should get stuck.

The harbour and piers on the left, the road carved into the mountainside on the right. The decor uses Kenney's Pirate Kit and Watercraft Kit: a lighthouse, a fort, a shipwreck, a cargo ship and plenty of boats.

Waves wash over the pier road. They first shove the car towards land, then drag it towards the sea as they pull back. Either get across before the wave arrives or wait in the right spot.

Eight floating pontoons sink one after another. Bubbles rise just before each one goes down about three metres and comes back up. Linger too long on one and you end up in the water.

Containers slide across the road on rails. You have to watch for the right moment to slip between them.

At the end of the container yard, a huge crane swings its container over the road like a pendulum.

The two halves of the bridge rise into the air after the warning lamps blink. Wait it out, or race across the moment it comes down.

At the start of the climb, barrels roll down the slope. Some come straight down, others zigzag. One side of the road is a rock wall, so a barrel that hits you pushes you over the cliff towards the sea.

A pirate ship offshore fires cannonballs at the road. A red ring on the road shows where each one will land. Stay inside the ring and the blast throws your car into the air and out towards the sea.

A wooden walkway fixed to the edge of the cliff. The trapdoors open on the sea side, on the mountain side, or on both sides at once. You have to pick your lane to the rhythm of the doors.