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    FAQ by Disco1960

    Version: 1.00 | Updated: 02/21/05 | Search Guide | Bookmark Guide

    Wave Race 64
    Version 1.00
    I. Introduction
    II. Characters
         A. R.Hayami
         B. A.Stewart
         C. M.Jeter
         D. D.Mariner
    III. Courses
         A. Sunny Beach
         B. Sunset Bay
         C. Drake Lake
         D. Marine Fortress
         E. Port Blue
         F. Twilight City
         G. Glacier Coast
         H. Southern Island
    IV. Credits
    I. Introduction
    This guide mainly details how to achieve a decent time for each of the courses
    in Wave Race 64.  Playing through Championship Mode is required to gain access
    to all of the courses and their variations, and succeeding in Championship Mode
    involves some winning, so here we are!
    In all likelihood, there's a better way to go about the levels, but this has
    worked out alright for me.  With any luck, it should help you out.  And if you
    know all the better ways, feel free to inform me of them.
    II. Characters
    NOTE: Results will vary will a Custom configuration.
    A.  R.Hayami
    Hayami is a fairly easy-to-use character.  He gets a good top speed during the
    straightaways, but loses much of his speed during the turns.  His handling of
    the jetski is pretty average.
    In the early levels with many straightaways, Hayami will have an advantage.
    Later levels will be slightly more troublesome.
    B.  A.Stewart
    The only woman of the bunch, Stewart is a good candidate for most players'
    favorite character.  Her top speed is much lower than that of the other three
    contenders, but she makes up for it with agility.
    She's a good overall choice for playing through the Championship, but it will 
    be much more of a challenge for her to be breaking any records.
    C.  M.Jeter
    Uh, well, I don't really know too much about this guy, having only used him
    once or twice.  He has a good top speed, but he handles his watercraft
    (I'll try to figure him out later.)
    D.  D.Mariner
    You could probably tell just be looking at him, but yeah, Mariner handles his
    jetski like some sort of tank.  His top speed is great and all, but he couldn't
    make a sharp turn to save his life.
    Inexplicably, Mariner often proves to be your greatest obstacle in the quest
    for the Championship.  From observing his CPU, the strategy for using him
    effectively seems to involve wide angle curves around the buoys and corners.
    I imagine he could also ram his opponents to death rather easily.
    III. Courses
    A.  Sunny Beach
    Sunny Beach is as straightforward a course as they come.  It's nothing more
    than two long straightaways connected by two sharp curves.  You'll want to
    maintain a path that's straight as possible, while looking ahead to make sure
    you aren't missing any buoys.
    The Hard and Expert versions of this course have minor differences in the
    quantity and placement of the buoys, as well as a set of mines placed in a line
    located about halfway through the second straightaway.  Other than that, there
    isn't anything too complicated here.
    B.  Sunset Bay
    Sunset Bay begins with a short straightaway, followed by a longer one with a
    large ramp getting in the way.  There's a small opening to the right of the
    ramp available for you to bypass the thing, but you're almost certainly going
    straight through even if your character isn't much of a ramp jumper.  Either
    way, be sure to recover quickly, as there are a few more buoys to work through
    before the next curve begins.
    In the third straightaway, there's a slalom of buoys to work through that
    increases in difficulty with each class.  It should be fairly easy to maintain
    a straight path here, but you'll still have to be quick about it since the CPU
    controlled Mariner can somehow fly through it all.  Afterward, it's the final
    stretch to the finish line.
    If you're playing on Normal Mode, you could shave an easy second off your third
    lap if you bypass the last buoy.  There's an array of mines placed to prevent
    you from doing this on the Hard and Expert classes, but they're arranged in a
    such a pattern that makes it possible for you to find a quick line through
    them if you approach it from a good angle.  If you don't feel like risking it,
    you could still plow through the small space between the buoy and the mines to
    save a split second.
    C.  Drake Lake
    Drake Lake is a bit easier to navigate through than the other courses, due to
    its notable lack of waves.  After the first curve, you'll hit a junction with
    two left-point buoys.  Go onto the left, but take care to avoid the weeds
    on that path; they'll briefly slow your craft about 20 km/h, which can hurt
    quite a bit on the long run.
    Following the straight with the junction comes another slalom of buoys.  It's
    not too big a deal, but this one's slightly more difficult than the one found
    at Sunset Bay.  The Hard and Expert classes have several patches of seaweed
    surrounding this slalom, which doesn't help either.
    The final stretch of this course features a large array of wooden pillars that
    often cause trouble even for more experienced waveracers.  It should still be
    possible to find a fairly easy line through these after you pass the buoy among
    them, however.  If you're controlling one of the more maneuverable characters,
    you can forget about finding the line and simply dodge whatever gets in front
    of you.  Although, such a tactic is rather difficult to utilize for three
    consecutive laps.
    D.  Marine Fortress
    Marine Fortress makes up for the previous course's lack of waves with ones
    twice the size of your average bear.  To make matters worse, the residents of
    the fortress also left a lot of garbage lying around.
    The first thing you'll notice going in to this course will be the large rock
    face obstructing passage shortly after the starting line.  It's a little
    strange, but odds are, you could fly right over the thing if you catch the wave
    that always hits right before you get there.  There's actually some timing
    involved in this;  you'll have to accelerate up to the 80 km/h to 100 km/h
    right before you hit in order to clear it.  Too slow, and you'll bite it; and
    you can't perform a maximum power start with any of the faster characters or
    else you'll just run into it.  Usually, the large waves that occur in this area
    will come in pairs; if you've sailed over the first wave with some distance
    left over before the rock, you can pretty much bet on the next one coming in
    time to get you up and over.  Of course, you can always go around the left of
    the rock and not have to worry about it at all.
    After the corner following the large rock, you'll come between two buoys.  And
    after those, there's a small area that's littered with crates.  Running into
    them is almost guaranteed to send you flying in a bad way.  Look closely to
    avoid crashing; a couple of them don't actually break the surface of the water,
    yet remain shallow enough to get in the way.  The number of crates here
    increase with higher difficulty classes.
    Past the area with the crates, you've got a pair of red buoys keeping you on a 
    straight path until you reach the wall.  The turn you make there leads you to a
    wide curve which then leads to a straightaway back to the finish line.  On the 
    Hard and Expert classes, a shortcut opens up during the second lap right after
    the pair of red buoys.  It doesn't open up until right when you get there, so
    don't forget to take it.  The shortcut is fairly easy to navigate through,
    although in Expert Mode a couple of crates show up in there to
    complicate things.
    E.  Port Blue
    Ah, Port Blue.  It's a slightly friendlier place, compared to the roughness of
    the Marine Fortress.
    The first right turn after the starting line, you'll come across a junction.
    The path on the left will lead to a small area where you can easily turn into
    the next straightaway.  The right path is a much shorter path, but it contains
    many difficult curves and exits into the next straightaway at a much sharper
    (You actually only really have a choice in Hard class; in Normal, the right
    path is automatically shut, and in Expert, the left is closed.)
    There are a series of ramps that show up shortly after.  It's quicker to avoid
    them altogether, but in the higher difficultly classes you don't always have
    that option with the ramps being much wider and all.  If you're forced to go
    through the ramps, try to approach them at an angle that allows you to easily
    continue into the straightaway right before the finish.
    F.  Twilight City
    The beginning of this level immediately begins with a ramp jump.  On Hard, you
    should just ride it through without any change in course.  On Expert, however,
    you'll have to use the diving technique right when you land, seeing as they'll
    got an extra wall in the way.  Return to the surface as quickly as possible,
    though;  travelling underwater is much slower than over, no matter how cool it
    Make a left at the end of the long tunnel, and if possible try to quickly surf
    over the large mass of land.  With enough velocity, it shouldn't slow you down
    too much and can shave off a little time.
    When you get to the next ramp, skip it by going around either side.  The path
    will then lead into a long straightaway.  There's a short slalom at the end of
    the straightaway, and the waves are pretty strong here, so it might get a bit
    challenging.  The final stretch of the course contains two large ramps; bypass
    the first ramp (don't forget about the mines, though) and ride through the
    second, while trying to land at an angle that allows an easy approach to the
    finish line on your left.
    G.  Glacier Coast
    Brr, cold!  Glacier Coast is one of the more unique levels in the game, being
    the only course with any amount of ice.
    The course begins with a long straightaway containing three short ice ramps.
    Ride straight through them, even though they might disrupt your rhythm a bit.
    At the end of the straight is a sharp turn leading to another straightaway.
    Any of the more maneuverable racers should be able to clear the turn without
    problem.  If you're using one of thicker racers, you could ride the curvy
    ice block to clear the turn.
    At the end of the second straightaway, there's a large ice floe that tends to
    be a problem.  You can't really steer while you're on top of it, as that will
    almost certainly result in your character falling off the watercraft upon the
    exit.  The best bet for clearing this ice floe is to enter from the left, and
    take a straight and as short a path as possible to the exit further on the
    right.  The narrow straightaway before the ice floe opens up significantly
    toward the end, allowing you to shift your craft to the left and get a better
    angle to make the exit possible.
    The next area is fairly simple; dodge the large snowballs littered throughout
    the area.  They crumble right when you hit them, so they won't knock you off
    your boat; of course, they still slow you down quite a bit. 
    After the large ice ramp, you'll turn a corner into the final stretch of the
    course.  This area has many small ice floes that you'll want to avoid.  The
    placement of the buoys can make this difficult, but if you try to plow straight
    through you'll likely find yourself flying.
    H.  Southern Island
    Southern Island is a seemingly harmless upon first glance.  What makes this
    area different from all the others is how the level changes.  With each passing
    lap, the tide lowers significantly, altering many of the conditions present in
    the level.
    The first lap occurs during high tide, which makes things simple enough.  The
    course begins with two long straightaways.  The waves may be a bit heavy, but
    there aren't any big obstacles to worry about.  When you reach the third
    straightaway, you'll find a ramp you can use to dive and cut through the long
    On the second and third laps, all sorts of obstacles start to show up as a
    result of the decreased water level.  The second straightaway has a small ramp
    you'll need to clear the sunken ship with.  You'll need to floor it to clear
    the ship effectively, or hold down to get a higher jump arc.
    (You could totally punk an opponent approaching this ramp if you're behind and
    playing with the handicap on.)
    A set of wooden barriers appear on the third straight after the first lap, and
    the ramp is now completely inaccessible.  You can now head under the leftmost
    portion of the bridge, which should be a lot quicker.  If you feel like trying
    something crazy, I think there's a possibility of riding a larger wave onto
    the supposedly inaccessible ramp and clearing the jump.  It probably won't help
    you that much, but it would certainly look cool.
    The only difference in the higher difficulty classes are in the buoy placement
    and wave strength.  Strangely enough, the course changes more with each lap
    than with each class.
    That's all for now.
    IV. Credits
    For making Wave Race 64.
    For making jetskis.
    Copyright 2005 M. Lee
    This may be not be reproduced under any circumstances except for personal,
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    All trademarks and copyrights contained in this document are owned by their
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