Wave Race: Blue Storm is a jet ski racing game released as a launch title for the Nintendo GameCube on November 18, 2001.
Players begin by selecting a character to use for the entire championship. Following this, the player is presented with a screen showing the courses on which they can race and a weather forecast for each day of the circuit. The more difficult the circuit, the more races (and thus, days) the player must complete. Players can select the order in which they wish to race the courses. This decision can be affected by aforementioned forecast. If the player finds a certain course to be more difficult when it is raining, he or she can elect to play that course on a day which is forecast to be sunny.
After the selection of a course, gameplay begins. Players begin in a field of eight racers. Position at the beginning of a race is determined by your finish in the previous race, e.g. a player finishing third in one race will begin in the third position before the starting line of the following race. In the first race, players begin in eighth. As the player waits for the race to begin, a stoplight changes from red to yellow to green, indicating the start of the race. If a player times it just right, by pressing the accelerator exactly as the light turns green, he or she will receive a turbo, which can be activated at the player's whim and which significantly boosts the speed of the player's craft for a short time.
The player then begins to navigate the course. In every course, buoys are set up in two colors: red and yellow. Red buoys are supposed to be passed on the right; yellow buoys on the left. Passing buoys correctly builds up your turbo meter. Other than the method mentioned above, which only works at the very beginning of a race, turbos can only be acquired by correctly navigating five of these buoys or by performing a stunt (see Stunt Mode under Game Modes, below). Each stunt, like each buoy, fills one-fifth of the meter. Incorrectly passing a buoy results in the loss of any built-up turbo stages. This leads to some degree of strategy. For example, a player might build up a turbo, then use it to cut off a buoy placed in an awkward manner, or one off a distance to the side, thus eliminating much of the time that would have been used to get to and correctly pass that buoy.
There are other, smaller red buoys which mark the boundaries of each course. Going outside of these buoys is not recommended, as staying outside of them for too long results in a disqualification.
During the race, the player is often bombarded (depending on weather conditions) with waves and rain which can force an inexperienced player off-course, or into obstacles or other riders. Successful navigation of these waves is essential. This is where the game's uniqueness in the genre comes to light. Waves are completely random and are affected by the weather, making for a different experience from that of most other games in the racing genre, such as the PlayStation 2's Splashdown. It also makes for an extremely challenging, some might say frustrating, experience.
Every race consists of three laps. Often during a race, shortcuts will be revealed as the player passes each lap. Spotting these shortcuts as they appear can be essential to victory.
At the end of each race, the player is awarded points proportional to the place in which they finished. The points are awarded as follows:
| Ranking | Points |
|---|---|
| 1st Place | 12 points |
| 2nd Place | 10 points |
| 3rd Place | 8 points |
| 4th Place | 6 points |
| 5th Place | 4 points |
| 6th Place | 3 points |
| 7th Place | 2 points |
| 8th Place | 1 point |
A player needs a certain point total at the end of each race in order to advance to the next day. If this total is not reached, the player must begin the circuit again.
Victory comes when the player finishes first overall in total points at the end of the circuit.
The water in the game is transparent, translucent and reflective simultaneously. This often varies over the course of a race if, for example, it becomes stormy, the water becomes appropriately less transparent.
The weather effects in the game, most people agreed, were outstanding. They caused wave height to vary and often came on slowly, or would let up surprisingly in the middle of a race. The weather also affected course layout, adding to the game's variety.
Finally, the physics in the game were unmatched by any other water-based game at the time. Waves that varied in height and intensity, wakes from other riders and more all attributed to the overall feel of the game and was usually mentioned as one of the games positives.
Many people felt that the game's learning curve was too steep and so were not inclined to continue playing the game. This was due mostly to the controls, which required a delicate touch on the control stick and proper use of the GameCube controller's L and R buttons, which aid in turning. Fans of the game maintain that the controls are excellent, and just take a little getting used to.
Graphically, the game was flagged having decidedly low poly and with uninspired art design. Proponents of the game claim that the game was using most of the GameCube's power to render the advanced water and physics calculations, and so the environments had to suffer. In addition many believe that the game was unfairly compared to other launch titles such as _Rogue_Squadron_II:_Rogue_Leader and the Xbox launch title Halo, two of the very best looking games of the time, and so suffered greatly in comparison.
Finally, detractors point out that many of Wave Race: Blue Storm's courses are copies or re-designs of courses from Wave Race 64, and as such, the game felt old.
2001 computer and video games | GameCube-only games | Nintendo games
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"Wave Race: Blue Storm".
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