FAQ/Strategy Guide by RedIsPoetic

Version 1.00, Last Updated 2012-05-24

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Introduction

Welcome to my guide for Wave Race on the Game Boy! This is a Game Boy Completion Project guide. The authors writing for the GB Completion Project hope to one day have a complete FAQ for every Game Boy game listed in the GameFAQs database. If you want more information, check out the stickied Game Boy Completion Project topic on the FAQ Contributors Board.

Wave Race (GB) is a racing game where you take on the role of a Personal Water Craft (PWC) driver. You must race against other opponents and attempt to win, as would be expected within a racing game. The game is played from a top-down perspective like many retro racing games. There are two primary modes, Circuit and Slalom. Within circuit mode, you compete against opponents to race around a pre-determined course. You score points for your finishing position. The game also features a timer. If you are too slow in circuit mode, the race will end and you won't score any points. In slalom mode, you are racing against opponents to be the first to move through each set of gates. For each set that you're the first to move through, you score a point.

This guide aims to give general strategies for Wave Race (GB) as well as each course. It also provides information on controls and the other game modes. I hope it proves informative to you. Enjoy!

Context

[Quoted from manual]

Hi there! I'm Slick Wilson and we're here in the Bahamas getting ready to start the Personal Water Craft (PWC) "National Series" competition. Riders from all over the U.S. are here and you are invited to compete... if you think you're good enough. Just remember that there's only room for on at the top. If you can win the "National Series", you can test your skills against the best PWC racers in the world... and you're going to need all your racing techniques just to stay in the game. Let's get started!

Controls

Below is a list of controls. The function of each control for each section is listed to the right of it.

In-Game

ControlFunction
AUse Turbo
BAccelerate
UpPress before jumps to make them shorter
DownPress before jumps to make them longer
LeftTurns boat 22.5 degrees counter-clockwise
RightTurns boat 22.5 degrees clockwise
StartPause Game
SelectNo Use

Accelerating and Turbo

Accelerating is done by pressing and holding the B button. There aren't any brakes in the game, which can make things substantially more difficult and will require you to think and plan ahead, so as not to enter a tight corner at too high a speed or crash into a slalom gate instead of moving through it.

Tapping the A button will allow you to use your turbo and gain a speed boost. The turbo bar is the black rectangle just above the course map that is slowly filled up by a white bar. The white of the bar represents the amount of turbo you have left. The turbo bar fills by itself over time. You shouldn't really be letting the bar fill completely because you're then wasting turbo that you could be using to help you win, but you may find it difficult to effectively use it all during a single course.

Because there are no brakes, using your turbo effectively can be difficult. Using it before any kind of corner, unless it's exceptionally easy, is generally a bad idea as you're likely to drive off the track and possibly run into an obstruction. For this reason, it's best to use it on the straight sections of a circuit course well before an upcoming corner. Stopping using it as you approach the corner so that you can let your boat slow down for it. If you need to slow down quickly, you can stop accelerating altogether. This may also be a good idea if you are confident that you can time it right and are finding it hard to use all the turbo that you're getting. This is because you can use your turbo and stay at higher speeds for longer and then drop down to the speed required to turn much quicker.

In Slalom Mode, you should only be using the turbo as a speed boost to get you closer to the next checkpoint. You should stop using the turbo well before the checkpoint though, as you generally need to be at a fairly low speed to accurately move through the checkpoint. Unless you're racing for the last checkpoint or something like that, you should find that you're not using the turbo nearly as much as you would be in Circuit Mode.

Turning

The direction you're facing changes each time you press Left or Right on the D-Pad. Pressing left turns you a cardinal point counter-clockwise (WNW to W), while pressing right turns you a cardinal point clockwise (ESE to SE). Each cardinal point is equivalent to 22.5 degrees, or one sixteenth of a full revolution.

(Repeats)
N
NNW
NW
WNW  | Left
W    v
WSW
SW
SSW
S
SSE
SE
ESE  ^
E    | Right
ENE
NE
NNE
(Repeats)

Tapping the appropriate button the number of times needed is generally a more precise way to go that holding in the button to turn and is recommended unless the corner is very tight.

One direction usually lines up perfectly with any stretch of track that you'll find in a Circuit Mode course, so always find that direction as soon as you leave a corner, so that you're not wasting time.

When moving too quickly and turning too tightly, a PWC will begin to slide. Sliding is generally a bad thing as they slow the PWC down, but they generally can't be helped (unless the player currently has a Dolphin power-up in effect. Limiting sliding by keeping turns looser will help the player perform better.

Jumping

You can jump in-game by moving over the two-sided jump platforms. When you do, you earn a speed boost as you move through the air. You can also jump over buoys, which can be an invaluable tool.

Pressing Up or Down affects the distance of your jump. Its represents the rider shifting his weight forward or back on his PWC during a jump. If you push Up during a jump, you don't jump as far and your speed decreases as you hit the water. If you push Down during a jump, the PWC flies much further and doesn't decrease in speed when it hits the surface of the water. The only negative to doing this is that you can lose control of the PWC slightly when you land, but this isn't too much of a problem, so it's generally better to always press Down during a jump. The only real use for pressing Up when you jump is if you want to slow down immediately after a jump for a corner or something like that.

The Circuit Mode Map

The maps for courses in Circuit Mode aren't extremely well-explained, so a section is included to explain what the various symbols featured on the maps mean.

  • The track itself is shown by a relatively thick black line that squiggles around the map screen.
  • The two small triangles that appear near the track on the map indicate the direction of movement on the track by the direction that they point in.
  • The thin vertical black line that moves up from beneath the track and cuts through some of it indicates the Finish Line.
  • The thicker black line that leads into the track and curves off slightly at the end is the starting point of the track. The riders start on this track and move onto the main circuit in the direction that it curves on the map. The riders then continually driving around the circuit without ever entering this part of the track again.
  • Some tracks feature to grey boxes on the bottom part of the map screen, these have no purpose whatsoever and just clutter up the map.

The Slalom Mode Map

The maps for courses in Slalom Mode are much simpler than the Circuit Mode maps, but an explanation will be given nonetheless.

  • The little indent along the southern section of the map border is the starting position.
  • The black squares are the checkpoints. They don't show which way the checkpoint is facing however. When they are passed through and points can no longer be earned from them, they fade out to the same shade of grey as the jump platforms.
  • The dark grey lines show buoys that have been used as walls to make the courses harder.
  • The small light grey rectangles are jump platforms which can be used for speed boosts and for jumping over buoy walls.

Divisions & Series

For both the Circuit and Slalom modes there are three divisions: 550cc, 650cc and 800cc. The higher the value of a division, the faster, and therefore more difficult to handle, the PWC will be. The number of races, and laps within each race for Circuit Mode, vary for each division. They are as follows:

  • 550cc: 4 Courses, 2 Laps (Circuit Mode only)
  • 650cc: 6 Courses, 3 Laps (Circuit Mode only)
  • 800cc: 8 Courses, 4 laps (Circuit Mode only)

The 550cc division for both Circuit Mode and Slalom Mode is the only one available at the beginning of the game. You must unlock the 650cc and 800cc divisions by performing well in the division before it. Unlocking the next division doesn't require you to win the division, but to score a certain amount of points. The points required to unlock the next division change depending on the mode and your current division.

Circuit Mode

  • National Series 550cc: 15 points to unlock National Series 650cc
  • National Series 650cc: 23 points to unlock National Series 800cc
  • National Series 800cc: 31 points to unlock World Series 550cc
  • World Series 550cc:
  • World Series 650cc:
  • World Series 800cc:

Slalom Mode

  • National Series 550cc: 12 points to unlock National Series 650cc
  • National Series 650cc: 22 points to unlock National Series 800cc
  • National Series 800cc: 38 points to unlock World Series 550cc
  • World Series 550cc: 16 points to unlock World Series 650cc
  • World Series 650cc: 30 points to unlock World Series 800cc
  • World Series 800cc: 45 points to become Slalom World Champion

There are also two series, the National Series and the World Series. Once you complete the National Series for one mode type, the corresponding World Series is unlocked. You must then progress through that to fully complete the mode. Although you may think that the World Series would have better AI (it makes sense), but there's no noticeable difference in how opponents perform. The difficulty stems from the fact that you need to earn more points in the same amount of courses as the corresponding division of the National Series, meaning that you need to perform extremely well at a very consistent rate. As you've completed the National Series, you should have developed a pretty good skill set to tackle the World Series with, so it shouldn't be too hard.

To switch between the National and World Series, press 'Select' on the Division Selection Screen when the mode that you want to play is highlighted.

When you become World Champion for either mode, you will receive a special message, followed by a video of a near perfect run of the last course that you completed. As this replay shows, the credits will also roll. It's a novel and rather cool ending to the game.

Obstacles & Features

There are five obstacles and a feature within the game which all affect the PWC in different ways.

Buoys

  • The most common obstacle in Wave Race, buoys simply act like walls. Touching them will cause a PWC to lose speed quickly and they will bump off them slightly. These should be avoided at all times. PWCs can jump over this by using a jump platform.

Pylons

  • Both an obstacle and a feature, pylons have different roles depending on which mode is being played. In Circuit Mode, they must be driven around. If they display a smiley face after moving around them, it means that you're still driving correctly around the course. Pylons with flags on them make up the checkpoints for Slalom Mode and must be moved between to collect the point for that checkpoint. Both types of pylons act as buoys in terms of being an obstacle.

Shallows

  • Shallows drastically slow a PWC when it moves through it. They look like little white clouds floating on the water (at least to me). Avoid these as much as possible, although they generally are game breakers.

Whirlpools

  • Moving into a whirlpool will momentarily spin you around, before shooting you out in a random direction. Moving through one of these

Currents

  • Currents push a PWC in the direction that it's pointing in.

Jump Platforms

  • When a PWC moves onto these, they fly up into the air. The PWC moves faster through the air. Pushing the Up or Down when hitting the Jump Platform will affect the amount of hang time the PWC gets and will affect the speed it's at when it lands. It can be used to jump over buoys and other currents, shallows and whirlpools.

Octopuses & Dolphins

There are two power-ups within the game, which both have different uses. These are the Octopuses & Dolphins. Your first reaction to having an Octopus or Dolphin on the track is that it needs to be avoided, but hitting it does actually aid you. The effects of each power-up is explained below. If you ever see either of these power-ups, be sure to immediately collect them before another PWC does.

Octopuses

  • Collecting an Octopus causes you to temporarily flash. Whilst flashing, the PWC can an amount of steal turbo boost from other PWCs by bumping into them. You can bump and steal turbo boost multiple times. Bumping does slow you down, so you need to balance stealing turbo with not being slowed down too much by stealing it.

Dolphins

  • Collecting a Dolphin causes you to temporarily flash. Whilst flashing, the PWC won't slide at all, allowing you to corner much better. This is especially helpful for consecutive, tight corners. Whilst flashing, you're also impervious to the effects whirlpools, currents and shallows, meaning that you can pay less attention to these and more attention to getting first place.

In-Game HUD

Although the two HUDs in the two primary game modes are similar, there are still a few differences and some abbreviated words can be a little vague, so they will be explained below.

Circuit Mode

  • The number displayed in front of your PWC is your current position. The display of this can be slightly delayed after you actually change positions, but for the most part it's accurate.
  • The bottom left Minute:Second:Hundredths-of-a-Second display shows the total time that you've been racing since the green light was shown at the beginning of the race.
  • The bottom centre Minute:Second display shows the amount of time remaining for you to complete the current lap.
  • The bottom right Lap Count shows the number of laps remaining before you complete the course.
  • Above the Lap Count is the Course Map. This displays various important and helpful information. See The Circuit Mode Map section for more information on it.
  • Above the Course Map is the Turbo Bar. This shows the amount of turbo that you currently have. See the Accelerating and Turbo section for more information on how the turbo works.

Slalom Mode

  • The bottom left Minute:Second:Hundredths-of-a-Second display shows the total time that you've been racing since the green light was shown at the beginning of the race.
  • The bottom centre Points Cleared display shows the amount of checkpoints that have been cleared by you, and therefore the amount of points you have earned for this course.
  • The bottom right Points Remaining display shows the amount of checkpoints that haven't been cleared yet by anyone and so can be used to earn points.
  • Above the Points Cleared display is the Course Map. This displays various important and helpful information. See The Slalom Mode Map section for more information on it.
  • Above the Course Map is the Turbo Bar. This shows the amount of turbo that you currently have. See the Accelerating and Turbo section for more information on how the turbo works.

1-Player Mode

Below are the two modes found in 1-Player Mode, Circuit Mode and Slalom Mode. The mode itself is explained under the corresponding heading. Each section includes general strategy for the mode, followed by a listing of each course. Course-specific information and strategy is also included.

Circuit Mode

Circuit Mode is your basic racing mode. The player races around a track against other PWCs. There are numerous obstacles, a couple of power-ups and some tight corners, so gameplay isn't too dull. There is a set number of laps that a PWC must complete, depending on the speed division that the player is currently playing at. The track is marked by darker water. You must move around the pylons. If you cut past one, you need to go back and move around it before you can proceed. There is also a lap timer. If you don't complete your current lap before the time runs out, you automatically lose and don't score any points. The position you finish in determines the number of points you earn for that course.

Point scoring is as follows:

Finishing PositionPoints Earned
1st Place5
2nd Place3
3rd Place2
4th Place1
Did Not Finish0

General Strategy

Below are a few general tips that can be applied to Circuit Mode in general.

  • Take the inside of corners

Your opponents always swing out before a corner, so if you're on the outside and level with them, you're going to get pushed out even further, whether you like it or not. To prevent this, you should take the inside of the corners when you're level with other PWCs. You'll slide more as you're taking the corner at a tighter angle, but you can cut past them this way.

  • Turbo out of tight corners that you slide around in

Sliding is easily one of the biggest problems when racing. To prevent you from sliding, you can turbo out of a corner. This is a bit of a brute force method to stopping yourself from sliding, but it works if you have the extra turbo.

  • Aim for the point on the finish line in the last lap that you reach the quickest

A bit of a no-brainer; getting over the finish line as quickly as possible can earn you a few extra milliseconds, which could even mean finishing a place or two higher than normal. Always aim for the point that will be easiest to get to. This may not necessarily be the closest spot, as it may require a slow, tight turn first. Often the quickest way will be going as straight as you can, as quickly as you can.

  • Stay in front

Another no-brainer; it's always better to stay in front. That's especially true in this game though as it can be much harder to catch up. The problem is that the other three PWCs can act as barriers which you need to get past. To get back past them, you need to drive around them on straights or take the inside of a corner. Try to limit how much you bump into other PWCs when you're trying to past them as this only slows you down more.

Course Listing

Notes:

  • The corner number listed within each strategy section for a course is relative to the Finish Line (ie. the first corner is the first one that you reach when you start at the finish line).
  • '''The strategy for each course is written when completing the course on the lowest speed division possible for the National Series. For this reason, there may be slight discrepencies on strategies between divisions and series, but the vast majority of the content is applied to all possible speed divisions and both series for each course.

Circuit 01: Bahamas

Available in: 550cc, 650cc, 800cc

Strategy: This track is very easy and simple. With only five corners in the enter track, it can be dealt with easily. Slight turbo boosts can be used to get back up to speed after every corner. Slightly longer boosts can be used after the first and before the last corners and the player can boost down the majority of the long stretch that the Finish Line is on. The most difficult corners are those in the top left and right corners of the map screen. If you are having trouble with them, stop accelerating entirely before the corner and accelerate and turbo boost out of it to regain speed.

Circuit 02: Hawaii

Available in: 550cc, 650cc, 800cc

Strategy: Turbo boosts are most effective along the Finish Line stretch and the long stretch after the first corner. It's not recommended that you boost any where else, unless it's to regain speed after a tight corner. The stretch of track after the first corner features a current that pushes against PWCs. There is a jump platform on the left side of the track just before the current to allow you to jump over it.

To get past the current without any trouble, always stay to the left side of the track immediately after the corner, turbo boost before the jump platform and hold the Down button as you jump to maximise jump distance. Also make sure that you're facing directly north when you jump. You should easily clear the current with the one jump. Take the inside of the corner before it as the other boats tend to swing out for it and if you're in their way, you're going to get pushed behind everyone else. Jumping over the current is easily the most vital part of the track and will decide your placing, so make sure you get it right.

Only short boosts should be used at most between the corners from the second corner onwards. Make sure you swing wide before the two very tight corners (corner four and the second last corner) so that you don't have to slow down too much to effectively navigate them. Make sure you stay out in front during the corners and retake first place along the straights if you need.

There is an Octopus at the first corner that you may want to grab. It can be used more effectively on the second turn, when everyone has more turbo so steal. Make sure you're still prepared to jump over the current when you reach it though.

Circuit 03: Corsica

Available in: 550cc, 650cc, 800cc

Strategy: This course features currents that attempt to push PWCs sideways off the track. It also features many short straights with many tight corners, especially at the beginning of the track.

The first four corners and fairly tight and relatively close together, so don't use your turbo too much here, if at all. After the fourth corner is the first current, attempting to push you off of the track to your right. The fastest and most effective way to navigate the current is to drive along the very right edge of the track where there is a slight lull in the current. If you can keep yourself from moving too much to either side (to the right especially as you can be dragged away from the track), you'll navigate it fine. Whatever you do, just stay on the left side of the lull in the current. Boosting through this part can lessen the affects of the curren.

Turbo boosting to regain any lost speed after the first current may be a good idea, and the following straight is long enough to consider boosting there for a bit too. The straight following that should certainly be boosted along, just don't overboost and approach the next corner too quickly. After the next corner is the second set of currents. Drive along the western edge of the track here. It's the same deal as before, don't move off the west edge of the track or you'll lose a lot of time.

After the corner following the second set of currents is the final set. There isn't any nice way to navigate this set. The best thing is to use brute force and turbo boost through this set. It's best to start on the western side of the track so that you won't get pushed off of the track and into the wall before you clear the current. After clearing the last set, continue around the track as normal, turbo boosting as soon as you clear the chicane just before the finish line.

Circuit 04: Rio

Available in: 550cc, 650cc, 800cc

Strategy: A rather interesting course, it's best to get in front before the winding parts up and down each side of the course, especially before the bit winding south. It's all a matter of using small turbo boosts to kickstart your PWC out of corners along the track winding north to get ahead of your opponents and keeping to the inside of corners so that you aren't getting into bumper battles with the other PWCs.

The long horizontal straight on the north side of the track contains a number of jump platforms followed by a bunch of obstacles. After the second jump platform it's best to drive above the track to avoid all the obstacles. Once you clear them, move back onto the track and prepare for the next corner.

Along the track winding south, you just need to be excellent at cornering. This is the easiest place to lose your position, so keep your concentration here. Try to limit how much you slide as that can slow you down immensely. Along the finish line straight is the main time to use your turbo.

If you see a Dolphin at any time during this course, make sure you grab it before your opponents do. It stops you sliding which is the biggest problem in this course, especially during the set of winding corners leading south.

Circuit 05: Sydney

Available in: 650cc, 800cc

Strategy: Take the inside of the first few corners. When you're moving north up the left side of the map, you'll see that there are a number of whirlpools scattered around here. The best thing to do here is to aim at the jump platforms and push Down when you hit them to maximise hang time and the speed of your PWC when you land.

When you reach the top left corner of the course and swing back around, you'll see that there are a couple of current markers on the track that will push you south. You can actually use these for a small speed boost. When you circle back around again, make sure you take the jump platform straight on and are pushing the Down button as you hit the ramp. If you do this, you'll fly over the currents that moving left and land on the track past them.

After swinging back around and moving south down the right side of the map, you'll come upon more currents moving south. Use these to boost your speed, making sure. Up ahead is a number of chicanes. Try and move through them cutting the corners of each and keeping as straight as possible to maximise your speed through here. Don't get too close to any of the whirlpools near the pylons here and if you're near other PWCs, make sure that you don't bump into them, as you may get pushed into the whirlpools.

The best places to boost on this track are the finish line straight and the track on the left and right sides of the map, the less curvy parts of the track.

Circuit 06: Miami

Available in: 650cc, 800cc

Strategy: Don't use the first jump platform of the course as you will overshoot and land past the corner if you do. As soon as you turn the corner, turn directly north to prepare you for the next jump. Use the jump platform to jump over the current. Try and save up turbo boost before the full revolution up ahead. Use the turbo to drift around the corner and to help you accelerate after it.

After the next corner, you'll be moving west along the top of the track. Move to either the south or north edge of the track and use the jump platforms located there to jump over the whirlpools and shallows along the straight. Continue to the end of the straight and use the next set of jump platforms to perform a small jump over the current and immediately turn after you land. Alternatively, you can move straight through the current as it's easy to jump too far.

From there, there's a number of hairpins. Including the first one immediately after the jump over the current, there are four hairpins before you come across any special features on the track, excluding whirlpools. During the second and the fourth, there are whirlpools on the inside of the track, so keep to the outside edge of the corner to dodge it. Following that are shallows and currents pushing south, with two jump platforms on the north and south edge of the track before them. Use the jump platforms to jump over the shallows and to get as far over the currents as possible before you land. Land on the north side of the track so that it takes longer for the current to push you off of the south side of the track. Once you're past the current, corner around the final hairpin, move to the north edge of the track and turbo boost down the straight.

Circuit 07: Fiji

Available in: 800cc

Strategy: Move to the left of the track after the first corner and use the jump platform there to jump over the whirlpools. From there, continue up the left edge, past the rest of the whirlpools along the straight. After the next corner there is a current moving west. Start at the east edge of the track so that you aren't pushed off the west edge. Once you're past the current, continue cornering around the track.

At the north-most part of the track, move up the left side of the track, past the jump platform. Stay to the inside of the next corner to avoid hitting the whirlpool. Move through the next corner. The corner following will contain a current pushing against you. Try and move through the small gap between currents so you can cover more distance before you must move through them. Use your turbo boost to blast through the current here.

Corner through the next few hairpins. Along the long straight between hairpins there are two small jump platforms and a large jump platform. Between the small platforms and and large platform are whirlpools and there are shallows after the large platform. Move between the two small platforms, dodge the whirlpools and then use the large jump platform to jump over the shallows.

Corner the final hairpin, stay to the north edge of the track and move through the current moving south. After the next corner is another current, this time pushing west. Stay to the east side of the track as you move it. Move through the last few corners and over the finish line.

The finish line straight remains the best place to use your turbo. The long vertical straight along the west side of the map and the long straight between hairpins are also good times to use your turbo boost.

Circuit 08: Bali

Available in: 800cc

Strategy: This is a relatively simple track which is surprising, considering that it's the final course for Circuit Mode. It's probably one of the most enjoyable Circuit Mode tracks too.

Once you begin, stay to the south side of the track. Don't use the jump platform and corner around the next corner. Move to the east side of the track. Move past the current on the west side of the track and then use the jump platform on the right side of the track to jump over the remainder of the current. Stay along the right side of the track, using the jump platforms to jump over the rest of the current.

The majority of the rest of the course is just corners without any notable features. By the time you reach this course, you should have no problem with cornering anymore. There is one other section of current during the course. Approach this as you did the others, by moving to the right side of the track so that the west-pushing current won't push you off the track.

This track contains many more straights than all of the other tracks, excluding the first couple. For this reason, using turbo is fine almost anywhere. Use it as needed.

Slalom Mode

In Slalom Mode the player must race other PWCs to checkpoints. There is no set path that you must take, so you're allowed to go for any checkpoint at any time. If you're the first person to make it through a checkpoint, you earn one point. Try and move through as many checkpoints as possible to maximise the number of points that you earn. When all checkpoints have been moved through by at least one PWC, the course ends.

General Strategy

Below are a few general tips that can be applied to Slalom Mode in general.

  • Go for the checkpoints that no one else does

Going for the checkpoints that no one else is going for means you can easily get checkpoints and let the others fight between themselves. Even if you are slow, you'll still get some points this way. If you are even slightly slow against your opponents and try to grab all the same checkpoints as them, you're unlikely to get any at all.

  • Jump Platforms are often the key to success

Using them to take shortcuts by jumping over buoys is often, although not always, the way to earning more points than your opponents.

  • Approach a checkpoint diagonally, so that you can easily react and move through a checkpoint whether it's facing vertically or horizontally

It's hard to commit to memory the direction that every single checkpoint is facing, so it's better to be able to approach every checkpoint the same way and be able to easily move through it no matter which way it's facing. Approaching it diagonally is the best way to do this.

Course Listing

Notes:

  • '''The strategy for each course is written when completing the course on the lowest speed division possible for the National Series. For this reason, there may be slight discrepencies on strategies between divisions and series, but the vast majority of the content is applied to all possible speed divisions and both series for each course.

Circuit 01: Bahamas

Available in: 550cc, 650cc, 800cc

Checkpoints: 08 Points

Strategy: In this course, it's better to try and grab all of the checkpoints on the right side of the map. To maximise your points, skip the first checkpoint, letting the other PWCs to fight over it and skip straight to the second one. You should be well in front of the other PWCs on your side. From there, simply grab the other two checkpoints to your north, then if there are any unclaimed checkpoints left, turbo boost to them and try and claim them before someone else does.

Circuit 02: Hawaii

Available in: 550cc, 650cc, 800cc

Checkpoints: 04 Points

Strategy: As there's only four checkpoints in this simple course, it can be difficult to get any more than two points. It's better to ignore the four jump platforms entirely as you can outrun the other PWCs without them and there isn't a chance that you'll stuff up the jump this way.

To score your two points, aim for one of the bottom corner checkpoints then move north up the side, past the buoys. It's better to accidentally move too far to the side of the map than not enough to get around the buoys. The bottom two checkpoints both face vertically, so you can aim straight for them. The top two checkpoints face horizontally so approach them from the side. Use your turbo at the start to get ahead early and then any time you can after that.

Circuit 03: Corsica

Available in: 550cc, 650cc, 800cc

Checkpoints: 10 Points

Strategy: This is where the courses become confusing. There are a lot of ways to approach this course and making good use of the jump platforms is key here. A good strategy is to make your way up along the right side of the map. As soon as you start, use as much turbo boost as you can to boost ahead and grab the first course to your north-east (it's a horizontal checkpoint, so you need to swing in from the left). After that, swing around and jump east off of the jump platform to the south. Jump over the buoys and immediately grab the horizontal checkpoint there. If you know you won't be able to grab the first checkpoint, skip straight to the second one.

From there, move up the right edge of the map. Grab the checkpoint to your north then drive west and circle around the buoys to your north, swinging back east and grab the checkpoint there. An opponent may have already moved through the next checkpoint, but if not, move through it yourself. From there, collect any checkpoints that are left, using the jump platforms to take shortcuts to get them before others do.

Circuit 04: Rio

Available in: 550cc, 650cc, 800cc

Checkpoints: 12 Points

Strategy: This is a fairly easy and more linear course, although it is still quite maze-like. Most of the jump platforms are useless here, except when you're racing towards the left over checkpoints at the end.

There is a large buoy barrier right at the beginning of the course that must be navigated around. Take the east path around it as the other PWCs take the west path. Circle around it and grab the first checkpoint. From there, move north north-west through the small gap in the buoys and grab the checkpoint there. You should be well ahead of the other PWCs by now. Move east and grab the checkpoint in the buoy gap then move up the right side of the map.

Continue until you reach the next checkpoint and move horizontally through it. Circle around and move back south, following the path made by the buoys. Grab the next checkpoint. Most checkpoints should be grabbed now, so just try to collect any ones that may be left over. Use jump platforms now to take shortcuts to checkpoints.

Circuit 05: Sydney

Available in: 650cc, 800cc

Checkpoints: 16 Points

Strategy: One of the most interesting courses, the Sydney circuit doesn't include any form of obstacles, besides the wall boundaries. It's purely about how quickly you can move from one checkpoint to the next and how well you choose the next checkpoint to grab.

The best thing it so move up the right side of the map collecting all of the checkpoints. This is because two PWCs move up the left side and only one moves up the right side, so you're going to have less of a problem. Move up the right side until you get up near the top where both side are converging on the checkpoints towards the centre. Just before they begin converging is your chance to let them fight over the last few checkpoints at the top and instead move back south, down the centre of the map grabbing the checkpoints that the others missed. You should get quite a few extra this way.

Circuit 06: Miami

Available in: 650cc, 800cc

Checkpoints: 14 Points

Strategy:This track involves a lot of jump platforms, which can be difficult to use effectively, allowing the other PWCs to pretty quickly leave you in their bubbles... so to speak. Luckily, there's a simpler and much easier way that's still quite effective.

At the start of the course, two PWCs will move up the left side and the other will move up the centre, attempting to grab the left side of the centre checkpoints. Stay ahead of this PWC and collect the checkpoints before he does. There are shallows spread out between the checkpoints, so try and navigate them as best you can. Certain lines leading directly north through the left checkpoints won't actually have any shallows on them, so try and pick these paths out. Once he reaches the top of the map, he will move down the left side of the map and try to collect the checkpoints there. Instead of following, circle back around and grab the other three checkpoints down the centre that you missed when you were going up. Make sure you're ahead of the two PWCs coming around from the top-right corner of the map.

Once you've finished collecting all of the checkpoints down the centre, move onto the ones on the left side of the map, starting at the bottom. The PWC trying to collect them shouldn't have collected the last couple so you may be able to beat him to both of him by beginning from the bottom. If you don't get the second one, at least make sure that you get the first one.

Circuit 07: Fiji

Available in: 800cc

Checkpoints: 16 Points

Strategy: The start line and checkpoints in this course are separated by a wall of buoys which must be jumped over by using a jump platform. Make sure you're pushing the Down button when you hit the jump platform to maximise the amount of hang time you get so that you make if over the buoys. Once you're over, it's a race to grab the most checkpoints. There's no terrain around the checkpoints except for the checkpoints themselves and two jump platforms just south of them.

The best way to maximise the number of points that you earn is to simply go for the checkpoints that no one else is. Generally, the PWCs go the left side first, so start in the middle and then work your way right. From there, move up and just collect as many as you can as quickly as possible. If every suddenly congerges on the checkpoints that you're going for, grab the ones you know you'll get then move away from the PWCs and grab the ones that they aren't going for.

Towards the end, when there's only a few checkpoints left, go for the ones closest to you, unless you're sure that someone else will get there first. Try and snatch up any that are left over. If you have good handling skills, you should earn a lot of points here.

Circuit 08: Bali

Available in: 800cc

Checkpoints: 16 Points

National Series Strategy: Although this is the final circuit, which one would expect to be rather difficult, it's actually surprisingly easy. Once the slalom begins, move north-east to the first checkpoint, using turbo boost if you're unsure if you'll get there first. From there, continue east, then turn north up the edge of the map. There are a number of shallows before the first checkpoints along the east edge so be prepared to navigate these. The other PWCs should onloy follow you as far as the first checkpoint up the east edge of the map, after which point they will turn back west, leaving you to easily get a number of checkpoints.

Once you've moved up the entire east edge and you have grabbed the checkpoint in the north-east corner, move south-west to the checkpoint there. Grab it and continue west, following the path that the buoys make, grabbing each of the checkpoints as you go. When you reach a fork, use your best judgement on what to do next. Grab ones closer to your opponents first if you think you can beat them to it, otherwise stick to other checkpoints that are away from the other PWCs. When there are only a couple of checkpoints left, race to the ones that you're more likely to get until all checkpoints are claimed.

World Series Strategy: The strategy's a little different in the World Series version of this course. The other PWC actually follows you up the right side of the map in this track, so it's better to change your strategy slightly. Instead of going up the right side of the map too, it's better to move left, into the gap just south-west of the first checkpoint up the right side once you've collected it. From there, snake north up the course and collect as many checkpoints as possible. Easy.

You are the National-Champ!! Challenge the World-Series!! Press select on the game select screen to change game modes.

Other Modes

Below is an overview of the three other minor modes included within Wave Race.

Multiplayer Mode

COMING SOON!

Practice Mode

In Practice Mode you can practise on any Circuit or Slalom Course at any speed division, even if you haven't unlocked it. You play these courses without any opponents and can be a great way to repeatedly practise a course that you may be having trouble with. After grabbing all checkpoints or completing the required number of laps, depending on what mode you're playing, you'll be given the choice of replaying the same division and course, choosing a different course from the same mode and division, or choosing an entirely different mode, division and course.

Records

The Record Mode simply allows you to view your Circuit Mode course records. Pressing Left/Right when the Class is highlighted allows you to switch between classes. Pressing Left/Right when the Circuit is highlighted allows you to switch between courses. Pressing Up/Down allows you to switch between highlighting the Class or the Circuit.

The circuit number, a map of the circuit and the records for the circuit is displayed for the currently highlighted one. The 'Course Record' is the fastest a single lap of the circuit for the corresponding division has been completed, while the 'Total Time' is the fastest an entire race has been completed under that division.

Version History

Version 1.00

Dates: 21/05/2012 - 24/05/2012

Change Log:

  • Everything added, except for some minor factual information and Multiplayer Mode information

Notes: More or less done! Because basically everything's already included, I'm unsure if this guide will receive another update to finish off the small amount of remaining stuff. Either way, enjoy!

Legal Notice

Copyright © 2012 Jesse Paech (aka. RedIsPoetic). This guide is the property of Jesse Paech (aka. RedIsPoetic) and is protected under copyright laws. It cannot be reproduced or edited in any form. It is for personal use only, unless I grant permission to do otherwise. No profit is to be made from this guide, directly or indirectly, it is totally free. I take no responsibility for any error or mistake found within this guide.

The following sites have my permission to host this guide:

www.gamefaqs.com

If you want this placed on your site, ask permission. It is illegal to host this on an unauthorized site.

If you would like the guide placed on your site, email me:

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Make the subject of your email something related to the guide and I'll eventually end up reading it.

If you are hosting this guide, make sure that you're updating the file on your site soon after the guide is officially updated on GameFAQs.

Contact Me

If you have any additions, constructive criticism, want to say thanks or anything relating to the guide in general feel free to contact me at:

redis*poetic@hotm*ail.com

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Make the subject 'Wave Race' or something like that.

No spam or any other crap though please.

I'm happy to hear about almost anything including but not limited to:

  • typos
  • corrections on information
  • any missing information
  • formatting feedback
  • overall feel of guide
  • etc. etc.

Of course, you will be credited for any help you give me (if it is actually helpful). Credit for major things will not only be given in the devoted 'Credits' section but also where the information is directly placed within the guide.

Credits

A massive thank you goes to:

  • CJayC and SBAllen, for running GameFAQs.
  • Most importantly, You, the reader, for reading this guide. You're the reason that I write!

Final Word

And we reach the conclusion of this guide. I hope that it's proved a valuable tool in helping better yourself as a player of Wave Race (GB) and that you've gained much from it. Thanks for reading guys! *Waddles away like a penguin*

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Copyright © 2012 RedIsPoetic

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