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Wave Race: Blue Storm

by Justin Nation - October 12, 2001, 4:02 am EDT

As if there could be any doubt which title Justin would throw his energy into first, now is the time to pick the brain of a Wave Race fanatic in his natural element.

In general I think the first word that pops into mind with the new Wave Race title is simply: Wow. Before getting into what has changed first I'll address the good and the bad of what is still the same. We'll start with the good. As a long-time Wave Race worshipper I am very pleased to report that the control and the feel of hitting the waves is pretty well unchanged. Control (once you get used to the new nuances) is still silky smooth (when you pick the racer that suits you) and there's just a natural feel to the rhythms of bouncing off the waves towards the finish line. Now for the returning bad... the FREAKING commentary every time you pass a marker. AAAAGGGGHHHH! Granted, nothing is as annoying as the original title's guy... I could strangle puppies after listening to him for too long. Couple in the fact that each racer has his/her own crew member talking to you and you have a mix of tolerable and annoying. An option to turn off your crew member's inane and repetitive comments would be a godsend, but it is something you tolerate for the greater game itself.

Now, to move on to what is new and what I think... after spending a ton of extra time on the opening circuit trying to examine every rider and race strategy I have come to the following conclusions:

  • Ryoto Hayami may just favor my style but by far the combination of his handling and intangibles make him by far the best rider to start with

  • In terms of pure racing and winning the turbo boost is something you SHOULD NOT use. I tried very hard to find a way to make well-planned turbos and stunts to get myself back to maximum power quickly but using turbo aside from a few specific instances often just slows you down in the end. A boost to close the race is always a good idea but with the waves hitting you Max Power is much more valuable for consistent times and the ability to recover from any mistakes

  • Short cuts are very much a mixed bag. Without perfect execution most of them slow you down or offer minimal gain when considering risks associated with them. Additionally, some short cuts will need you to use a turbo boost in order to break through an obstacle. These obstacles may give way if you hit them right without turbo but most of the time they'll nearly knock you off your water craft

  • When you're presented with your selection of tracks and see the weather conditions you must contend with learn which conditions effect which tracks in what way. Foggy conditions on some tracks will make for a dramatic difference at least in the first lap while on others you may not really notice any difference. The preview view of the track you've chosen for the current weather conditions can be helpful for signs of how badly the track's conditions are being affected, pay attention to this when you're still uncertain of all the potential combinations

  • Aside from being more likely to win it's good to be the king... or at least in first. The reason? Not having to race in your opponents' wakes. While they won't always cramp your style in tougher weather having to work against them on what would otherwise be calm water can be a pain as getting out of the groove to manuever will take just a moment longer. The wake isn't just a visual effect, it is just another thing to contend with when you're trailing the leader

  • One nice little secret is that on about half the tracks there is a ramp (usually off to the right and usually right near the start/finish line) that will give you a free turbo boost. It's not always easy to manuever to but if you can it gives a nice freebie boost

  • No matter how well you do on the first circuit (I took third overall the first time playing the game) don't let yourself be lulled into thinking the game will be easy to beat. Once the second circuit begins track layouts get more demanding and the markers get to be VERY inconveniently placed in some instances. Add in more aggressive opponents and progressively worse weather conditions to this mix and you won't be blowing through this title without some time and effort invested.

So now aside from that long list of tips I've put together from my extended play sessions I'm afraid that until I finish the game I don't have too much more to say that hasn't already been covered. The game is excellent without any question and the folks at NST may not have delivered on a huge number of tracks but the ones in the game (especially once factoring in the alternate routes and dramatic weather variations) show a ton of care and polish and will have you pulling your hair out once you get to the second and third circuits. Overall any fan of the original won't need any reassurance but I'll offer it anyway and for people new to the series, this is probably the most complex and wonderfully varied racing experience you can have considering the track is ever-changing and every wave could divert you from your path. Gotta love it.

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Genre Racing
Developer Nintendo Software Technology
Players1 - 4

Worldwide Releases

na: Wave Race: Blue Storm
Release Nov 17, 2001
PublisherNintendo
RatingEveryone
jpn: Wave Race: Blue Storm
Release Sep 14, 2001
PublisherNintendo
RatingAll Ages
eu: Wave Race: Blue Storm
Release May 03, 2002
PublisherNintendo
Rating3+

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