Wetrix | |
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Nintendo 64 North American cover art |
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Developer(s) | Zed Two |
Publisher(s) | Ocean Software (N64), Imagineer (N64), Xicat Interactive, Inc. (DC) |
Platform(s) | Nintendo 64, Dreamcast, PC |
Release date(s) | Nintendo 64 Windows
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Genre(s) | Puzzle |
Mode(s) | Single player, multiplayer |
Rating(s) | ESRB: E ELSPA: 3+ (DC, PC) USK: 0 (DC, PC) OFLC: G (PC, N64) |
Media/distribution | Cartridge CD-ROM |
Wetrix is a puzzle game for the Nintendo 64 released in 1998. Ports were also released for the Dreamcast, Game Boy Color and PC.
In 2000 a sequel, Aqua Aqua, was released on the PlayStation 2.
Contents |
In the classic mode, you start out with a flat piece of land; the ultimate goal being to gain as many points as possible, managing a landscape of lakes and ponds. This is accomplished by maneuvering different types of random pieces that fall onto the playing area, one at a time (much like the puzzle game Tetris). These pieces each have differing effects upon the arena, but the standard pieces are uppers, which increase the land level by one tier, and fall in different shapes. These can be used to sculpt walls and dams, and the perimeters of lakes. Shortly into the game, water bubble pieces will begin to fall, which burst upon impact with the land, and flow realistically like a fluid across the landscape. The main method of gathering points is by using the fireball piece to evaporate lakes, the amount of points depending upon the volume of water. On the right side of the screen is a water gauge, which fills up as water falls off the edge of the landscape, or down holes created by bombs. The player loses the game when the gauge fills up to the top. The only way to reduce the level of the water gauge is by evaporating water with fireballs, again the amount it is reduced by depends on the amount of water evaporated.
The following game pieces are used:
Getting ducks and rainbows in the game are one of the goals of the player, and aid in the attainment of more points, by multiplying the amount gained when a lake is bombarded by fireballs. A rainbow is created when the total volume of water in the player's landscape passes a certain limit, and effects a Rainbow Multiplier that causes all scores obtained (via evaporation and Repair Bonuses) while the rainbow exists by 10. Once the total volume of water passes back below the limit, the rainbow disappears.
Rubber Duckys [sic] appear in deep bodies of water, specifically around two blocks high, and multiply all scores on the landscape by two whilst the water remains that high. There is no particular limit to how large the lake must or can be, and the effects of multiple Duckys can be stacked. From a strategic point of view, it is implied that smaller duck lakes are preferable, as they conserve space on the playing area, and less land (Uppers) used to build them minimises the Earthquake gauge. For high scores, having over six ducks is important .
As each upper falls upon the landscape, the earthquake gauge on the left hand side of the screen begins to fill up. The gauge is a direct representation of how much extra land has been added to the landscape. When the gauge fills up completely, an "earthquake" event occurs, which drastically warps the playing area and chaotically rearranges the landscape. Generally an earthquake leads to either game over (water leaking over the edges in the aftermath) or an extremely difficult road towards recreating the landscape. As a result, earthquakes are obviously to be avoided at any cost. Prevention techniques include strategic use of downers to 'trim' the landscape (keeping it even and making sure that the walls are to only as high as they need be), and the creation of a safe area for bombs, where unneeded uppers can be placed and then destroyed. Additionally, fireballs can also destroy land in the same way as bombs, the major difference lying in the fact that they do not create holes in the landscape.