Wave Race 64 #16 A jet-ski racing game
Gameplay & Walkthroughs
Wave Race 64 #16
- Developer: Nintendo
- Publisher: Nintendo
- Game Rating: E (Everyone)
- Release Date: November 5, 1996
- $10 from a local kid • December 1, 2001
- Players: 2 player battle or 1 person championship
- Miscellaneous Attributes: Controller Pak, Rumble Pak
Introduction
Wave Race 64 is a jet-ski racing game. The goal is to beat the other participants in the race by successfully navigating the jet-ski through courses marked by colored buoys. Red and yellow buoys must be passed on right and left side, respectively, in order to gain speed and ensure advantage in the race. Failure to pass the buoys, on the other hand, leads to decrease in speed and eventually disqualification.
Game modes include Warm Up (basically a training session in a course known as Dolphin Park); Time Trials, in which players race against time; Championship, in which players compete in a tournament, choosing one of the four available difficulty levels; and Stunt Mode, where performing various stunts awards players with point. A two-player split-screen versus mode is available as well. Players can customize their racers, modifying their parameters, which include grip, handling, acceleration, top speed and collision stability.
Gameplay
Wave Race 64 features nine different race courses all designed to challenge the player in different ways. There are four different playable characters each with different statistics. The four characters include Ryota Hayami from Japan, Dave Mariner and Ayumi Stewart from the United States, and Miles Jeter from Canada. In each race, the player must complete three laps in order to finish it. The ultimate goal is to get in first place. As the player progresses, the courses get harder (as do the opponents). In all there are three difficulty settings.
Wave Race 64 is a racing game in which players race on Jet Skis in different weather conditions and on a variety of courses. The game features three single-player modes (Championship, Time Trials, and Stunt Mode) as well as a multiplayer mode for competitive play. In the Championship mode, the player must race opponents through a series of courses and win the first place. Up to four levels of difficulty can be chosen: Normal, Hard, Expert and Reverse, the latter being Expert with the tracks oriented backwards. Hard, Expert, and Reverse must be unlocked by completing an earlier difficulty. The difficulty also determines the number of courses played: six in Normal, seven in Hard, and eight in Expert/Reverse. When the player completes a course, points are awarded based on the rank they finished. If the required quantity is not met, the player will be disqualified and the game will be over.
While racing opponents, the player must successfully manoeuvre the Jet Ski around various buoys. There are two types of buoys: red colored, which must be passed on the right side, and yellow buoys, which must be passed on the left side. Each time a buoy is correctly passed, a power arrow in the game's HUD will light, allowing the player's Jet Ski to gain speed. Up to five power arrows can be lit in order to obtain maximum power. Therefore, maintaining this process will allow the player to maintain a high speed. Failure to correctly pass a single buoy will result in the loss of all the player's accumulated power (though the power arrows can be lit again one by one) and missing five buoys over the course of a race will result in disqualification. Leaving the course area limited by pink buoys for more than five seconds will also result in disqualification.
In Time Trials, the player can freely race on a course to perform the best times, which are recorded in the game's data. In the Stunt Mode, the player must earn points by executing stunts and passing through rings. The points depend upon how many rings the player passes through without missing, as well as the class of stunt that has been performed. The multiplayer mode uses a horizontal split-screen and allows two players to compete against each other on a chosen course. Only the courses that have been unlocked in the Championship mode can be played in the Time Trials, Stunt, and multiplayer modes. The game offers four personalized racers for players to select from, each having their own strengths and weaknesses. A Nintendo 64 Controller Pak can be used to transfer saved data from one game cartridge to another.
Description
Wave Race 64 is a racing video game developed by Nintendo EAD and published by Nintendo. It was released for the Nintendo 64 in 1996 and is a follow-up to the 1992 Game Boy title Wave Race. Most of the game involves the player racing on a Jet Ski on a variety of courses while successfully manoeuvring the vehicle around various buoys. A multiplayer mode where two players can compete against each other on a chosen course is also included. The game supports the Controller Pak, which allows players to transfer saved data from one game cartridge to another.
Originally referred to as "F-Zero on water," the game was intended to feature high-speed boats with transforming capabilities. However, these were ultimately replaced with Jet Skis as producer Shigeru Miyamoto felt that the game would not be differentiated enough from other titles on other systems. Wave Race 64 received acclaim from critics, who praised the game's satisfying controls and dynamic watery environments. The game is credited for helping Nintendo effectively make its paradigmatic leap from the 16-bit 2D graphics of the Super Nintendo Entertainment System to the Nintendo 64's 3D capabilities. It was re-released for the Wii and Wii U's Virtual Console in 2007 and 2016, respectively. A sequel, Wave Race: Blue Storm, was released in 2001.
Characters
Similar to F-Zero, players choose from one of four racers, each with their own unique stats.
R. Hayami
This guy is very easy to control and is the player for beginners of the game. He does not go quite as fast and do great stunts like some of the other players, but he is not the guy that you are going to constantly crash into the walls with.
Outfit
- Default - Player: Green and blue. Jet Ski mainly blues with a bit of red. Number: 2.
- Special - Player: Red and yellow. Jet Ski mainly reds with a bit of blue. Number: 3.
A. Stewart
She has quite a bit of speed; though not the best in the game. Her speed is critical to pull off some of the high-point stunts, but she is harder to control and is not recommended for beginning players.
Outfit
- Default - Player: Pink. Jet Ski: pink with a bit of yellow. Number: 4.
- Special - Player: Blue. Jet Ski: pink and purple. Number: 8.
M. Jeter
He is the best player in the game for a super amount of speed, great acceleration skills, and can really be great on the ramps. His speed allows him to pull off more stuff when going for stunts, though controlling him will take lots of practice. Certainly not recommended for beginning players; definetely recommended for advanced players.
Outfit
- Default - Player: Mostly blue and a tiny bit of red, and black wetsuit legs. Jet Ski: mostly blue with some redy-browns. Number 1.
- Special - Player: Green and yellow. Jet Ski: Green and yellow. Number: 7.
D. Mariner
This guy is heavy, has barely any speed, cannot be controlled, and cannot do stunts for his life. Not recommended for any players, unless you need a good laugh.
Outfit
- Default - Player: Green and yellow. Jet Ski: mostly blue with some redy-browns. Number 22.
- Special - Player: Grayish-green and brown. Jet Ski: Dark red and white. Number: 95.
Customization Options
There are 12 scale position settings for Handling, Engine, and Grip. The adjustment bar in the middle the "Normal setting.
HANDLING Light Heavy _______________________ | | | | | |•| | | | | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Handling
Lighten up your handling and you will loose a tiny amount off your top speed, and be able to jump a tiny, tiny bit higher. If you set your handling to Heavy you will gain some top speed, but not be able to jump quite so high.
ENGINE Dash Top End _______________________ | | | | | |•| | | | | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Engine
Tweaking around with the Engine scale will tinker with your maximum speed and also your acceleration.
Dash - The engine is good for quick starts, but does not get as fast.
Top End - You will take more time to reach top speed, but your top speed will be better than usual.
GRIP Loose Tight _______________________ | | | | | |•| | | | | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Grip
Tightening your grip will result in slightly better turning, but will lower your top speed. Loosening your grip will result in looser turning, but you will gain a tiny bit on your top speed.
Game Modes
Championship
In this mode the player races on a set of courses against three other computer controlled racers. At the end of the race points are given to each player depending on where they placed during the race and then tallied. If the player did not get enough points it would be game over.
Normal
Playable straight away, this is the easiest mode to beat. Beat Normal to unlock Hard. This is very easy to conquer.
Hard
Playable after completing Normal mode
Expert
playable once Normal and Hard are completed. The opponents are fast and make few mistakes.
Reverse
You race the courses backward. Your reward for completing Normal, Hard, and Expert. The opponents are Expert mode.
Warm Up
The warm up mode was the games tutorial mode that familiarized the player with how to control their jet ski. While there were objectives in this level they were optional and players were free to explore at their own leisure.
Time Trial
The player has to race against the clock in order to finish with the quickest possible time. The courses you can race are: Sunny Beach, Sunset Bay, Drake Lake, Marine Fortress, Port Blue, Twilight City*, Glacier Coast* and Souther island.
* = need to be unlocked first.
Stunt Mode
The player races on the course driving through colored rings and attempting to preform stunts using ramps and natural waves.
Each ring you go through gives you 50 points. If you go through rings consecutively the points for each ring go up by 50.
example: ring 1 = 50 points, ring 2 = 100 points, ring 3 = 150 points.
You also are racing against the clock, and to extend your time you must go through checkpoints set throughout the course. There are extra ramps for air tricks laid out all over the course as well. The idea of stunt mode is to accumulate as many points as you can in one lap.
2P VS
The game only allowed for two players to race at the same time. This is probably due to low frame rates if the game had to account for 4 individual player screens.
Game Menus
Options
Change Names
Change the names of the 4 riders. The names can be up to 10 characters long.
View Records
View best times and highest scores on all of the courses (no best time for dolphin park though).
Under Best Times you can see the top 3 overall times, and the best individual lap.
Under Score you can view the top 3 scores for each course.
Change Conditions
This can only be done to modes you have completed. Change the conditions of the water on Normal, Hard, and Expert mode, as well as the number of misses allowed, and the number of laps to be raced.
You can choose "Defaults" to reset these options back to the way they were.
- Wave Conditions - Default, Calm, Wild, Random.
- Number of Misses - 1, 2, 3, 4 or 5.
- Number of Laps - 3, 4, 5, 6, 7, 8 or 9.
Audio
- Audio Setting - Change from Headphone, Stereo and Mono.
- Music - Choose wether you want music ON or OFF.
- Listen to Music - Listen to the 25 different tracks featured in Wave Race.
Erase Course Records
Erase all times for each of the courses one by one or erase scores for each course, from Stunt Mode the same way one by one.
Save and Load
Copy and erase save files from N64 to Controller pak, and from controller pak to N64 Game Pak. If your friend has not unlocked everything in Wave Race (like Reverse courses you can give them your file, by taking it over on a memory pak, and upload it to their game cart). You can erase files from both the Game pak, and memory pak.
Controls
+ Steer.
+ Shift your weight.
+ Accelerate, confirm selection.
Soften bounce on waves, cancel selection.
Slide across water. This will allow you to perform sharp turns By turning the craft around fast, and is also good for changing the way the craft is facing, while still moving in the same direction you were when you hit R in the first place.
Switch camera angles.
Switch camera angles in the other direction.
, Toggle camera tilting during turns.
Acrobatic Stunts
Handstand
310+ points
Let off the accelerator, move the control stick down then up and hold. You can keep the hand stand for as long as you want by holding it forward/up. To stop the hand stand move the control down from the upward position for a second.
Ride standing up
135+ points
Let off the accelerator, move the control stick anti-clockwise starting from up, and back to up. To continue riding standing on the base of the handle-bar keep holding up on the control stick. To stop riding let the control stick return to it is normal position.
Ride standing up then back flip to normal position
540+ points
Let off the accelerator, move the control stick anti-clockwise starting from up, and back to up. To continue riding standing on the base of the handle-bar keep holding up on the control stick. To back flip back to a normal position pull down on the control stick when standing on the handlebar.
Rotate
550+ points
Let off the accelerator and then rotate the control stick clockwise from up to up, same as "ride standing up." Your rider should "rotate" around the handlebar.
Ride backward
550+ points
Once again, let off the accelerator then rotate the control stick clockwise from up to up, but once the rider gets half way, move and hold the control stick down. You will be able to ride backward. To stop riding backward let the control stick return to it is normal position.
Submarine Dive without ramp
500+ points
While riding hold forward on the control stick as you hit a wave, you should do a submarine dive for a few seconds.
Wheelie
100+ points
Hold down/back on the control stick as you ride for a few seconds, your Jet Ski should tip backward and cause you to do a "Jet Ski Wheelie." An alternate way of doing this is moving the control stick up and down a few times. This method can get you points, whereas the first only looks cool.
Aerial Stunts
Back flip
1100+ points
Hold forward on the control stick while you approach a ramp, once you hit the ramp, and just before you are about to launch from it pull the control stick from the up position down, and hold it.
Double Back flip
2200+ points
This is best done with M. Jeter, and the larger the ramp size, the better. It is performed the same way as the standard flip, only you hold down for longer so that you will flip backward twice, rather that once.
Sideways Back flip
1400+ points
This is performed much like the standard Back flip, just that instead of approaching the ramp from straight on and then continuing on straight to perform the stunt, you try to turn to the side while riding up the ramp and then flip. Just the same as a standard Back flip, but when on the ramp you try to turn 90 degrees to the left or right and then flip.
Back flip off of small waves
1100+ points
As you hit a ramp press down then up then down and hold (really fast). You should be able to back flip easily (especially with M. Jeter).
Barrel Roll
1400+ points
Right barrel roll: As you hit a ramp move the control stick left then just as you launch from it move the control stick right and hold.
Left barrel roll: As you hit a ramp move the control stick right then just as you launch from it move the control stick left and hold.
Submarine Dive
500+ points
Ride toward a ramp, hit it and then hold forward on the control stick, this should point the nose of the Jet Ski downward and when you hit the water you should be totally submerged for a few seconds (depending on how long you keep holding forward).
Tips/Secrets
Start Race Instantly With Maximum Power
As the light at the start of the race change, listen as the commentator says "3," "2," "1," "GO." Hit the accelerate button right as the light goes green/the commentator says "GO." This usually will get you to the front of the pack, and you will have instant full power (rather than having to clear 5 markers in a row). Very handy indeed, and a great way of winning races.
Recover From Falls Fast
Whenever you fall from your craft due to a collision with something, or someone (or oversteering) tap the A button as fast as you can and your rider will get back up from the fall MUCH faster. This is a nifty little trick, that can mean the difference from winning or loosing.
Extra Points in Stunt Mode
In Stunt Mode to get extra points for every trick you do, do a trick and just as you hit the water from landing pause the game, and the commentator will say something about the trick. Unpause. Continue this process for the duration of the stunt mode. At the end of the race you should end up with many more points than you would have gotten just tricking the normal way.
Back flip off of small waves
1100+ points
As you hit a ramp press down then up then down and hold (really fast). You should be able to back flip easily (especially with M. Jeter).
Barrel Roll
1400+ points
Right barrel roll: As you hit a ramp move the control stick left then just as you launch from it move the control stick right and hold.
Left barrel roll: As you hit a ramp move the control stick right then just as you launch from it move the control stick left and hold.
Submarine Dive
500+ points
Ride toward a ramp, hit it and then hold forward on the control stick, this should point the nose of the Jet Ski downward and when you hit the water you should be totally submerged for a few seconds (depending on how long you keep holding forward).
Stunt Mode Guide
Dolphin Park
- As soon as the light turns green, do a handstand. Stay in it and follow through the rings for two section, then when you hit the third checkpoint, get down.
- Gain speed for the ramp and do a double flip.
- Do this for the other 2 ramps that follow, as well.
- After the third ramp, go back into a handstand, and go into the next section.
- Go through the first ring in here and get down.
- Go through the ring in front of the ramp, and do a double flip on the ramp.
- Immediately after you double flip, go into a handstand, through the final ring, and speed to the finish line.
Sunny Beach
- Do a handstand and remain there until you get through the last ring before the ramp.
- Double flip over the ramp.
- Immediately after, do a handstand and follow the rings through the next checkpoint.
- Remain in the handstand, go through all rings, and speed into the finish line.
Sunset Bay
- Do a handstand
- Go through the rings being careful of walls and the angle your jet ski is on when on waves.
- Double flip off the ramp, handstand, and follow the rings.
- Sit down after almost reaching the checkpoint leading to the next ramp.
- Double flip over the next ramp.
- Do a handstand, and follow rings to the end.
Drake Lake
- Do a handstand.
- Go through the first three rings.
- Stay in the handstand position anf go left through all rings in the next section.
- When you reach the second checkpoint, get out of the handstand.
- Gain speed and double flip over all three ramps.
- Do a handstand.
- Be cautious of wooden pegs.
- Get through the final set of rings and finish up.
Marine Fortress
- Do a handstand.
- Follow all rings.
- On a curve, you qill see a ramp. When you see it, sit down, and double flip.
- Get back into the handstand position and follow the rings until you reach a bend.
- Double flip over the ramp, go back into a handstand, and finish following the remainder of the rings.
Port Blue
- Do a handstand for only a few seconds because a ramp is on the way. This will get you a good jump on points.
- Double flip the ramp, and handstand, then for the remainder follow the rings.
- When you reach the final checkpoint, sit down, and stay to the right while hugging the wall.
- Double flip over both right ramps.
- Immediately after the second ramp, do a handstand and finish that way.
Southern Island
- Do a handstand.
- Be cautious of those huge waves during the first three rings.
- Follow the rings and stay in the handstand until you see the ramp.
- Double flip with it.
- Get back in the handstand position and follow the rings until you see another ramp.
- Double flip off it, then turn an extreme right while in a handstand.
- Follow the rings to the finish.
Courses
The game includes eight courses, two of which can only be unlocked by completing Championship mode in higher difficulties. All unlocked courses, including the separate Dolphin Park practice area, can be played in Stunt Mode.
Dolphin Park
A warm-up course. Enclosed in a circular area. There are two ramps in the middle, some jetties to ride under (while avoiding the support bars), a kidney shaped area of land, and a mini tunnel to go under. This is great for practicing your basic skills such as tricks, cornering, dodging obstacles, and passing throught small spaces. This is stricly a practice course and cannot be raced on.
Sunny Beach
A simple oval circuit with minimal obstacles. Known in Japan as Sandy Beach.
The buoys tend to make things interesting, however, as they are placed in a way where you will have to go in and out. For the two turns, try to lean into them as best you can, since the buoys are pointing to the inside. For the last stretch of the track, bullet through since the buoys are lined up so you can go through in a diagonal line. In the harder modes, you will find spikes on the second straight stretch of the course. However, waves will jump you over them.
Time Trials
Blast through the first straight and lean into the corners. It is a hairpin turn so you will have to brake. Do not go in too much or you will hit the sand, which will slow you down substantially. Go down the next stretch, weaving in and out of the buoys, and do a major slide on the last hairpin turn. Race diagonally through the buoys to the finish line.
SUNNY BEACH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ **** ********** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** /\ ** || START ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ********** ****
Sunset Bay
This is a beautiful course that takes place during a sunset, making the sky a pretty orange. From the start, race passed the buoys and make the turn so you do not hit the wall. To do this, weave into the buoy. Launch off the ramp on the western side (for the easiest difficulty) or the east side (for the harder difficulty). Go through the buoys and slide in to the last stretch of the race. Here, the buoys are set up so you are going to have to do some major weaving. In the harder difficulties, a spike minefield will be laid here.
Time Trials
From the start, accelerate passed the buoys and be sure not to hit the sand - it will kill your time. Put yourself into the first turn by holding the joystick left. While jumping the ramp, hold down to make your hangtime shorter. Just go into turns and go through the buoys expertly, so you don't hit them but do not waste time, and you will get a good time on this race.
SUNSET BAY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ************* ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** /\ ** || START ** ** ** ** ** ** ** *********************************** * ** ** ** ** ** ** ** ** *** ** *** ** ******************************************************** *
Drake Lake
Takes place on a misty lake shaped like a big, long square. Drake Lake has the calmest water of all courses. However, the course contains weeds that hinder speed and a dangerous group of wooden posts. The mist also hinders vision, but clears up as the race progresses. Known in Japan as Milky Lake.
The buoys get tougher as difficulties progress. Weave through the buoys until you get to the little island. Take the inside path and dodge the weeds. The outside path is a tad bit more time consuming. Weave through the next line of buoys and you will be at the last stretch of the race. Here, posts are set up through the water, making racing through tough, especially with the buoy placement. For the easy difficulty, stay on the outside and go through diagonally - so you do not hit any posts. The harder difficulties have the buoys set up inside the posts, making it complete luck getting through. Take the last turn and you will be at the finish line. The harder difficulties boast more weeds, but they are good for braking.
Time Trials
Run through the buoys until you get to the island. If you hit any buoys, the racers, or the wall, start over. At the island, take the inside path and go around the weeds, but be sure not to drive on the island itself, because it will destroy your time. Weave through until you get to the posts. Here, try going through the middle - it will definitely be tough, but if you weave correctly in the inner part, you should not hit a post. Turn sharply and the finish line will be a couple meters ahead.
DRAKE LAKE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ *********************************** ** ** *** ** ** ************* ** ** ** *** ** *** ** ** ** * ** * ** ** ** *** ** ** ** * ** * ** ** ** *** ** ** ** * ** * ** * ** * ** * /\ * || START ** ** ** ** ** ** ** ** **** ** ***********************************
Marine Fortress
This race is pretty tough because it is always done during a big storm. So, the sky is grey, the water is tough, and there will be crates at one point of the race. From the start, accelerate and try to ram into the stone wall ahead of you. Instead, a wave will hit the racer and throw him over the wall. Sharply turn and follow the buoys through another turn to the wreckage. It is hard to get passed the wreckage successfully on the harder modes because it covers most of the water, but if you weave into already covered positions you should be able to get passed it. The easiest difficulty is just a couple crates, so just stay in the middle. Turn swiftly after the wreckage and follow the buoys to the green arches overhead. There are no buoys here, but you will want to hug pretty close to the wall. Turn into the last leg and cross the finish line - there are a few buoys before the finish line.
Time Trials
Again, use the waves to get over the walls. For the turn, put your whole racer into it and brake to make things go faster. At the wreckage, stay in the middle or on one side (preferably the inner side) to get passed it. While under the green arches, stay on the right side and try not to hit the wall. Sharply turn into the last stretch, it is a straight ninety degree angle so you will going to have to brake.
MARINE FORTRESS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ************** ** *** * ** * * * ** ** ** *** * ** ** ** ***** ** ***************************** ** ** ** * ** ** /\ **** || START ******** ** *** ** ** ** * ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** * ** ** ** ** ** *** **** **** ******* ************
Port Blue
The race takes place around a large tanker, with one area blocked off, requiring players to detour through the tunnels of the titular industrial port. The Hard difficulty adds an alternate tunnel that is faster, but more difficult to navigate. The Expert difficulty blocks off the original tunnel, requiring players to use the alternate tunnel. Known in Japan as Port Pirate.
accelerate passed the buoys and turn into the tunnel. A wave will sometimes hit you before you turn, but it is easy enough to straighten out. Down the tunnel, hug the right side of this area and take the tunnel on the opposite side. After going down the tunnel, take a sharp left turn and try not to hit the wall at high speeds because it will make things a lot harder. After the three buoys, ditch the ramps and go through the little opening on the far eastern ramp. Take a sharp turn and drive to the finish line.
Time Trials
More of the same thing, however, you should be an expert on the alternate tunnel. It is a lot smaller and really curvy, but also saves a ton of time. If you hit a wall in the tunnel it is game over, so try to stay on the middle. Out of the tunnel, stay close to the three same direction buoys and angle yourself so you are at the opening on the most eastern ramp. After driving through the opening, swiftly turn, almost hugging the wall, and accelerate to the finish line.
PORT BLUE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ *************************************************** ** ** ***** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ***** ** ** ** *** ** ** ** ** ** * ** ** *** ** ** ***** ** ********************** ** *** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** /\ ** || START ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ******
Twilight City
(Hard/Expert only) - Includes numerous twists and turns, as well as thin ramps that bypass obstacles. It also includes an alternate shortcut that is only taken by ramp. The Expert difficulty shortens the length of most ramps and alters the shortcut ramp (requiring players to use the ramp's momentum to slide under the wall). Known in Japan as Castle City.
Definitely one of the more enjoyable course in the game, Twilight City is also pretty tough. At the start, accelerate to the ramp ahead of you and jump off of it, going over a wall. At the end of the tunnel, hang a left and follow the buoys until the narrow ramp. Here, launch off the ramp on the western side so you do not hit the wall ahead. Ride passed the buoys and head left at the second red buoy. Go up and launch off of both ramps and turn into the finish line.
Time Trials
Speed out from the start and hit the ramp on the left side. Hold down while in the air to make the hangtime shorter. Stay on the left side of the tunnel and turn into the outside. Go passed the buoy and turn as you hit the sand. Accelerate up the ramp on the left side so when you jump down you do not hit a wall. Continue and on the second red buoy turn right after it into the ramps. After the two ramps, hand a hard left and go passed the finish line. The best way to get a better time is to slide into the last left turn.
TWILIGHT CITY ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ********************* ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** *** ** ** *** ** ** ** ** ** *** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** /\ ** || START ** ** ** ** *********************************************
Glacier Coast
(Expert only) - In addition to a difficult buoy layout, Glacier Coast is filled with slippery glaciers, requiring players to use their momentum to slide across them. Known in Japan as Cool Wave.
GLACIER COAST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ******************************************************** ****** ** *** ****** ** ****** ** **** ** ***** ** *** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** *** ** ****** /\ *** || START ** ** ***** ** *** ** **** ** *** ** *** ** *** *** *** *******
Southern Island
Despite its sunny appearance, Southern Island has water that gets most hectic as the race progresses (eventually getting more hectic than that of Marine Fortress). Unlike other courses, the water level drops as the race progresses, making certain ramps unavailable while adding new obstacles.
The last course is actually one of the easier ones. It has a ton of obstacles but are all easy to get around. Turn and launch off the ramp and over (or on) the boat. After the boat, take the buoys until you reach the post-field. Go into the field from the left side and weave your way to the ramp ahead. When you launch off the ramp, hold down to go underwater. This will allow you to go under the pier. After the first lap, it is more of the same thing. However, maneuver around the boat because you will not be able to jump over it at low tide. In addition, at low tide you do not need to go underwater to get under the pier, but it is recommended.
Time Trials
Try to do things as clean as possible. This includes the sand on the course - nothing kills time like a water object trying to get through the sand. Again, only jump over the ship for the first lap as you will not be able to for all the others, and even if you can, it will take a long time to get up the ramp. In the post-field, go through on the left side and take the ramp - just remember to hold down to save time. The last leg of the race has some tricky buoys, but you should be okay with some decent weaving.
SOUTHERN ISLAND ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ **************** ****** ** ***** ** ****** ** *** ** **** ** *** ** *** ** ** ** **** ** *** ** *** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** /\ ** || START ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** *************************************