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Retro Game Walkthroughs For
"Wave Race: Blue Storm"
(Gamecube)

Retro Game Walkthroughs for Wave Race: Blue Storm (Gamecube)
Submitted By: codinghands
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----WAVE RACE :: BLUE STORM-----

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
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This walkthrough was written by Paul Holmes in it's entirety.
Don't copy it or anything like that, or I'll get the hounds on
you. This was posted on SR (ukwalkthroughs.com) and there it must
stay. Unless you get my rarely given permission to use it. Wave
Race is © Nintendo 1996-2001

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Contents

1 /// What is Wave Race
//////
///1.1 - A Brief Intro
///1.2 - The Game and Modes

2 \\\ The Game (i)
\\\\\\
\\\2.1 - The Controls
\\\2.2 - The Characters
\\\2.3 - The Courses

3 /// The Game (ii)
//////
///3.1 - Stunts (Basic)
///3.2 - Game Modes Explained

4 \\\ Cleaning Up
\\\\\\
\\\4.1 - Passwords + Secrets
\\\4.2 - The End-thing

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
1 - What is Wave Race
////////////////////////////////
//1.1
Wave Race, a jet-ski games first seen on the N64, involves
amazing water effects with rock hard CPU opponents to make an
invigorating yet highly frustrating game which will keep you
amused for hours. The new game, Wave Race : Blue Storm, takes the
genre to a whole new level, with groovy characters, tough courses
and the goold old yellow red buoys, which you must go left or
right of respectively in the game. Miss 5 and you're out. It's
tough, but you can do it!

\\1.2
Wave Race : Blue Storm has various modes. There's Championship,
with 4 levels (Exhibition, Normal, Hard and Expert, each with
1,5,6 or 7 courses each respectively), Time Attack (play any
courses on any weather setting (as long as you have played it in
any Championship mode), Stunt Mode (where you stunt like mad),
Tutorial (to learn the basics) and obviously, the boring Options,
which has a hidden password feature (see 4.1). Let's play!

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
2 - The Game (i)
//////////////////////////////
//2.1

Wave Race has pretty basic controls, but difficult to execute
stunts. Here are the easy, simply controls.

A - Accelerate
B - Brake
Control Stick - Direction of Rider. Turn full back left/right for
tight turns
Z - Use your Turbo (press 'A' right off start line/ pass 5 buoys
correctly to get a Turbo)

The more advanced controls are explained further on.

\\2.2

The 8 characters in Wave Race are all different in style but some
have similar techniques. Belwo is all the characters, their in
game rating, my opinion, plus their logo's etc. The top bar works
like this :

/\ : : :

Well here they are. The riders!

/\ Ryoto Hayami : Fire : 18 : Japan

Crew Chief (CC) - Jack (Coach)
Top Speed (TS) - 9/12 (1 being lowest, 12 highest)
Acceleration (A) - 6/12
Maneuvering (M) 9/12
Stunt Skill (SS) - 6/12
Strength (S) - 8/12

Ryoto is a good all rounder, great for beginners, and adaptable
for experts too, although the real experts may want to use a
tougher character.

/\ David Mariner : Burger : 32 : USA

CC - Ray (Friend)
TS - **12**/12
A - 3/12
M - 4/12
SS - 4/12
S - 10/12

David is pretty tough to control, and only reccomendable for
those who are experts and can handle his speed and under-average
handling. Tweaking it is possible, but can be tedious.

/\ Akari Hayami : Teddy : 17 : Japan

CC - Kyoko (Roomate)
TS - 3/12
A - **12**/12
M - 6/12
SS - *11*/12
S - 3/12

Akari, assumably Ryoto's sister, is pretty easy to control, those
has a rather low top speed, she can reach it extremely fast. With
average-Joe handling, she's really only designed for beginners.

/\ Nigel Carver : Decks : 28 : United Kingdom

CC - Terrence (Coach)
TS - 6/12
A - 8/12
M - **12**/12
SS - 9/12
S - 6/12

Nigel, from the good ol' UK, is above average in general, but can
be tedious for the beginner, due to lack of excessive top speed.
You may also crash often due to his huge maneuverability, for
medium to expert riders only.

/\ Ayumi Stewart : Mobile Phone : 21 : USA

CC - Robin (Coach)
TS - 8/12
A - 7/12
M - 8/12
SS - 7/12
S - 7/12

Ayumi, a real all rounder, excels in no particular area. Saying
that, it would seem she hasn't got one outstanding weakness.
Possibly one of the best, Ayumi is great for novices to pro's

/\ Rob Haywood : Weights : 20 : USA\

CC - Doug (Friend)
TS - *11*/12
A - 4/12
M - 4/12
SS - 4/12
S - **12**/12

Rob, possibly the hardest character to control. With 3 out of his
5 properties below average, using Rob is very hard. But if speed
and strength are needed, he's your man. Experts...only...

/\ Ricky Winterborn : 14 : Boarder : Canada

CC - Russ (Uncle)
TS - 4/12
A - 10/12
M - 7/12
SS **12**/12
S - 4/12

Ricky, the youngest by far, and the one that beginners should use
as a stepping stone up to advanced riders. If its stunt mode,
this guy is a must, but if you're in a race where it's straight,
then you need more speed. As I said, beginner/advanced for this
boyo.

/\ Serena Del Mar : Maraccas : 19 : Brazil

CC - Luis (Boyfriend)
TS - 7/12
A - 9/12
M *11*/12
SS - 8/12
S - 5/12

Serena Del Mar, adding a bit of Brazil to the proceedings. With
generally good stats, she seems good for the beginner. But don't
be fooled, her sensitive maneuverability could prove a challange.
Even for the pro rider, with whom she must be used.

\\2.3

The 8(or 9)courses in Wave Race : Blue Storm vary from the easy
to the near gad damn impossible. There are 6 courses to start
with, 5 for racing, 1 for practice, and also 5 weather
conditions, which are :

- Sunny - No problems, bright all throughout course. Lovely
- Cloudy - Mid course weather change not likely, but possible
- Part Rain - Mid course weather change likely, quite possible
- Rain - Difficult to see, and obviously, rain
- Stormy - Black skies, heavy rain, thunder. Utter hell

And now for the first 5 unlocked courses :

/// Lost Temple Lagoon

Set in a lagoon, water with the setting sun shimmering off it,
with animals and horribly placed buoys to go round. The Expert
version of this course is extremely difficult, but the Hard and
Normal aren't too bad.

Wave height is normally 50cm

\\\ Southern Island

With a slowly rising tide, this course is set around what I'd
presume is Southern Island, a beach resort. With ship wrecks to
jump and beach huts to smash through, and fairly difficult buoys
to get, this one can challenge the best of WR players.

Wave Height varies, but is normally 1M

/// Aspen Lake

A very peaceful lake, with countryside surrounding. Almost
waveless, this course would seem to be the easiest, but some of
the jumps, rocks, and wood contained within (especially the
rocks) are really rather hard to negotiate.

\\\ Ocean City Harbour

Set in a bustling city harbour, looking out onto the sea, and
into the city as well at times, this is the tough to negotiate,
especially in Hard and Expert modes, where the small gaps are
difficult to pass through, and do bring a whole new meaning to
the word 'small'.

/// Dolphin Park (Practice course, first race, unloseable)

Doesn't really have much of a course layout, but contains ramps,
and also a very groovy area out to sea, which you can get to with
a turbo, and lets you ride the big waves

And finally, the 3 unlockable courses, got when you complete them
in the Championship mode

\\\ Arctic Bay (Play in Normal championship)

The Arctic bay, with aurora in the sky, and pure white all
around. The course isn't that tough, with natural jumps formed,
and in some versions, going backwards, with falling snow and ice.
Good fun

/// La Razza Canal (Play in Hard championship)

This...is...impossible. It really is so hard, and if you complete
it in the Hard championship, you'veas good as won Expert.
Practice this course in Time Trial as much as you can, as the
corners are near impossible, and the shortcuts are a huge risk

\\\ Strongwater Keep (Play in Expert in championship)

Strangely, this is a very easy course, and shall be no challenge
to those who bared out the La Razza Canal courses. You won't need
the the shortbuts, as it's too easy, and if you're not 1st, god
help you.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
3 - The Game (ii)
////////////////////////////////
//3.1

The basic stunts are explained here. Videos of these stunts, and
of the advanced stunts, are available in Tutorial mode (For
further reference) Here goes :

Handstand - Release A, push down, then up. Hold up
Bullet - Hold B, push down, then up. Hold up
Flip Sub - Hold B, then rotate analogue stick once clockwise.
Short Dive - Get into air, then hold both L+R
Backflip - Hold up then hold down in air
Nac Nac - Hold B, jump, then a clockwise turn
Right Can Can - Hold B, push stick left, then hold right
Long Dive - In air, hold down, then hold up

\\3.2

Championship Mode - In this mode, depending on difficulty, and
race postion, different races and points are awarded. In Normal,
there are 5 races :

Normal : 5 races : Lost Temple Lagoon, Southern Island, Aspen
Lake, Ocean City Harbour and the bonus Arctic Bay.

Hard : 6 races : All as Normal, plus the impossible Razza
Canal.

Expert : 7 races : All as Hard, plus the easy Strongwater Keep.

And points? First place = 12, 2nd = 10 points, 3rd = 8 points,
4th = 6th points, 5th = 4 points, 6th 3 points, 7th = 2 points
and lousy 8th awards only 1 point. And keep in mind to progress
to the next race you must get a set number of points. The
toughness of this rule comes into play moreso in the Hard and
Expert leagues though, so don't worry too much.

Stunt Mode - Where you choose a course and a racer (reccomended -
Ricky Winterborn) and try and get a nice big stunt score. You
have 1 lap, several checkpoints, and even more rings - Pass
through a Blue ring for 50 points, a Green for 100, a Red for
150, a Turbo ring for 25 and add 50 points to each ring score if
its consecutive after the last ring (you don't miss a ring in
between) This can be quite tough, especially with the checkpoint
counter always going down

Free Roam - Explore any unlocked courses. Map and compass are
both provided. Can prove useful when preparing for a
tournament.

Time Attack - Try and beat your own and the preset best times,
and if you get real good, you can get your times in competitions
too!

Tutorial - Shows you through basic controls and stunts, plsu
advanced stunts, and finally a practice level.

Multiplayer - With the Ninty Gamecube having 4 controller ports,
up to four people can play (or be miserably beaten) by or with
you. Great fun!

Options - As it sounds, tweak the options of the game. Also
includes a password option, where you can ride around a dolphin
in Dolphin Park level. Rather groovy (password at end of
walkthrough)

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
4 - Cleaning Up
////////////////////////////////
//4.1

Passwords are few and far between. To open the menu, go to the
'Options' menu and hold X, Z and Start. A lil menu will appear
above 'Audio' I believe. Insert :

DOLPHNMOD

To ride the dolphin in Free Roam mode. It's rather good fun. Try
taking it into the other secret relating to dpolhins (or the
course) the :

WEIRD WAVE CIRCLE - A circle of red limit markers away from the
course boundaries which must be boosted too. It has high waves
here, good for stunts. Quite a nice add-on. Finally, to get every
weather condition on every course, complete Expert
championship.

\\ 4.2

Thanks for using this walkthrough, and though chances are you
aren't reading this, i'll put it in anyway. This walkthrough was
created, developed and ultimately written by Paul Holmes (forum
member Fuzzy). If you feel this walkthrough, or parts of it,
could benefit you (and me) in any way, shape, or form, e-mail me
at [email protected]. This was, as I said, originally on
www.ukwalkthroughs.com, and there it shall stay for now.

Thanks for reading!

Paul

Copyright Paul Holmes 2002
Submitted By: Unknown
Wave Race can be a really annoying game sometimes. Whether its just a level you hate, causing you to repeatedly fail a championship, or just the fact that you always miss certain buoys. Hopefully, this walkthrough will teach you the ifs, the buts the do's and the don'ts of the game.

Buoys

Annoyingly infamous for their pronunciation 'boo-eys', buoys are the essence of the game. Slalom around these to increase your boost meter - one buoy = one notch. Fill it up and you've got a boost.

In the easier championships, the buoys are simple to follow, and often consist of an easy path around a level. There is always a stretch of buoys in a straight line which you have to slalom around, and for those who are fairly new to the game, it can be really hard. The trick here is to USE THE JOYSTICK LIGHTLY. If you push the joystick hard in any direction, you'll start to turn then continue to turn sharply after you've let go. The trick is to only push the joystick lightly to gently slalom around the buoys.

Pre-empting your turn.

The key to success in Wave Race is to pre-empt your next turn. The JetSki's are slow to react compared with normal racing games, and if you don't act slightly early, you'll not turn until after you've passed the buoy. The trick is to turn lightly, just before you reach the buoy and you should glide right past it in a skillful curve. When slaloming, pre-empting your turn is the key to success - if you leave it too late you have to slow down and pull a sharp turn to save yourself, reducing your speed, letting the opponents overtake you and possibly making you miss the buoy - and lose all of your boost meter.

Boosting

Only boost when you have the opportunity which won't mess up your run. If there is a succession of buoys ahead, don't boost because boosting makes it near-impossible to turn and you won't be able to navigate the buoys. Only boost if you have a long straight ahead and you don't need to turn soon. If you do turn while boosting, you can't stop turning without actually starting to turn in the opposite direction, so my advice is to just line it up alright and do a straight on boost. Once it's stopped you should then turn because it is far more easier to control.

The bad thing about boosting is that your boost meter goes back to zero, which means you slow down. You gain a small amount of speed the fuller your boost meter is, so if it is completely empty you end up going about 20kph slower than if its full. The computer opponents NEVER boost, which means they'd have the advantage over you if their gauge was full and yours was empty.

Missing buoys also takes your boost meter back to zero, which isn't a good thing.

I almost always use a boost just before the finish line. You never know, if you're neck to neck with somebody else, it could provide the advantage.

Turning

Turning can be very tricky in Wave Race. There are essentially three types of turns - wide gentle turns, middle-ish tighter turns and very sharp turns. In Wave Race, you should never use the sharpest turns because they're much too sharp. The only instance in which you should use them if you need to turn a complete 180 degrees, or if you just quickly tap the sharp turn to turn slightly, but quickly. To do a sharp turn, you pull diagonally on the joystick down/right or left. The light turns are just turning left or right with the joystick, the medium turns are using the lean buttons to turn - the R and L triggers.

These turns are useful if the standard turn isn't enough - navigating between boulders perhaps, or if there is a fairly sharp turn.

Fighting

While there aren't any proper buttons to do so, knocking opposition riders off their Jet Ski's, or just knocking them off course is almost essential to success. If you get close to an opposition rider, your character will automatically take a swipe at them. This can provide useful if you're racing parallel to each other and there is a buoy near - knocking them out of the way at the last minute may make them miss it. Also, if you're racing in a particularly stormy course or one with high waves, you can either land on an opponent after a jump, or come down on top of them off a wave to make them fall off. This is a quick and cheap way to get an advantage, and as you definitely know, you lose a LOT of time by falling off.

Missing Buoys

You can miss five buoys in Wave Race and then you retire. Missing buoys powers down your boost, but in many circumstances missing buoys is essential. If the buoys trace a path in a circle, yet you're able to just cut across it at a tangent; as long as you don't retire, just ride straight past. Remember, you only miss buoys facing the opposite direction from you are. If the row of buoys is on YOUR right, you only 'miss' the red buoys which you have to pass on the opposite side. If you can boost before you cut across this arc, it can provide a very big advantage.

And example:

On Aspen Lake at the very start, the buoys go between rocks around in a semi-circle. You can just cut to the left and if you got a good start, boost. You'll become very far ahead of everybody else who has to trouble with navigating the buoys. It works, and is very handy.


Hopefully with these tips, and with practice, those seemingly unreachable levels will become easy to complete. Technically, if you do learn all of these techniques, you could become a Time Trial master and achieve some record times.

And remember that your craft is affected by everything - the swell, opposition and your controller. Leaning, attacking and being gentle on the controller are essential, and unless you master those techniques you'll get into a lot of trouble on the later stages.

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