Wave Race: Blue Storm

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Wave Race: Blue Storm
Wave Race: Blue Storm U.S. Boxart
Developer(s) NST
Publisher(s) Nintendo
Designer(s) Prasanna Ghali (lead programmer)
Platform(s) Nintendo GameCube
Release date JAP September 14, 2001
NA November 18, 2001
PAL May 3, 2002
Genre(s) Racing
Mode(s) Single player, multiplayer
Rating(s) ESRB: Everyone
ELSPA: 3+
Media 1 × GameCube Optical Disc
Input methods Nintendo GameCube Controller

Wave Race: Blue Storm is a jet ski racing game released as a launch title for the Nintendo GameCube on November 18, 2001. A sequel to the 1996 Nintendo 64 game Wave Race 64, Wave Race: Blue Storm was developed by Nintendo-owned development studio, NST and published by Nintendo.

Contents

[edit] Gameplay

This section is only concerned with gameplay of the Championship mode. Short descriptions of other modes can be found below. Some aspects of Championship mode are carried over to some other modes. For example, the player navigates buoys in Time Trial mode in exactly the same manner as in Championship mode.

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. 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.

[edit] Modes of Play

  • Championship: This mode is described at length above.
  • Time Attack: The player races alone through whichever course he or she wishes, provided that course has been unlocked (see Courses, below). The object is not to win, rather to finish is as fast a time as possible.
  • Stunt Mode: The goal of this mode is to achieve high scores by performing stunts. Stunts are performed by executing certain button combinations. Stunts can also be executed in any other mode, and can be used to build up one's turbo meter.
  • Multiplayer: For up to four players. Championship Mode and Stunt Mode may be played in this fashion.
  • Free Roam: Allows the player to roam freely through any unlocked course, with no time limit or other racers. This is useful for beginners to get accustomed to the controls of the game and the course layouts.

[edit] Characters

There are eight characters in Blue Storm, three of them from the previous game, and some of the rest named after 1080° Snowboarding characters. Each character is rated on a scale of 1-6 in five different categories which affect that character's performance, with six being the best. Each character also has his or her own crew chief, which is nothing more than a voice offering encouragement and advice to the player.

[edit] Critical reception

[edit] Praise

  • The game was almost universally praised for its water effects, weather effects, and physics. [1]
  • 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.[1]
  • 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. [1]

[edit] Criticism

  • Most negative criticism centered around a few factors: difficulty, graphics, and similarity to Wave Race 64. [1]
  • The criticism regarding the difficulty of the game was mostly to the controls, which were more twitchy and required a delicate touch on the control stick and proper use of the GameCube controller's L and R buttons. The control system in Wave Race 64, by contrast, was slower and smoother and as a result, less demanding.
  • Graphically, the game was flagged having decidedly low poly and with uninspired art and character design. Some comment that the backgrounds were bland.
  • Regarding the similarity to Wave Race 64: professional critics and casual gamers alike point out that some of Wave Race: Blue Storm's courses are copies or re-designs of courses from Wave Race 64, and as such, the game felt overly-familiar. [1]

[edit] Notes and references

[edit] External links

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