@database
@$VER: V1.3 by He-Man/OTL
@node MAIN "Waverace64"
@prev N64.Guide/Main

                               @{fg shine}WaveRace 64@{fg text}

                          Game
                          @{"Cheats               " link cheats}
                          @{"Tips and Tricks      " link tips}
                          @{"Documentation        " link docs}
                          @{"Solution             " link solution}

@endnode
@node solution "Game Solution"

@{fg shine}SOLUTION@{fg text}

                       @{"Before you begin... " link begin}
                       Courses : 
                       @{"Sunny Beach         " link sunny}
                       @{"Sunset Bay          " link sunset}
                       @{"Drake Lake          " link drake}
                       @{"Marine Fortress     " link marine}
                       @{"Port Blue           " link port}
                       @{"Southern Island     " link southern}
                       @{"Twilight City       " link twilight}
                       @{"Glacier Coast       " link glacier}

@endnode
@node begin

@{fg shine}WHO DO YOU THINK YOU ARE?@{fg text}

The first thing you need to do before starting a race, is to decide which of
the four characters you're going to play with. All of them have different
abilities and craft, which needs to be considered. Below is a chart, which
should help you to choose the character best suited to your style, although
for beginners I would strongly recommend using A. Stewart for the first few
sessions.

Racer Information

               R. Hayami    A. Stewart    M. Jeter          D. Mariner

Country        Japan        USA           Canada            USA
Age            18           21            24                32
Sex            Male         Female        Male              Male
Handling       +++          ++++          +++++             +
Grip           ++++         +++           +                 ++
Collision
Stability      +++          ++            ++                ++++
Max Speed      ++++         ++            +++               +++++
Acceleration   +++          +++++         +++               ++
Skill Level    Beginner - A Beginners     Intermediate - A  Advanced

@{fg fill}Custom Job@{fg text}
You should stick with the normal settings for a few races before you
attempt to customize your craft, then decide which areas of its performance
need improving. Finding your ideal settings is really a matter of
experimenting but here's a quick explanation of exactly what all those
custom options mean :

@{fg fill}Handling@{fg text}
This controls how the watercraft will turn and is dependent upon how far
off-centre the Control Stick is pressed.

LIGHT - You'll turn very easily by just pushing the control stick a small
        amount.
HEAVY - Turning will require you to press the Control Stick further from
        the centre, making some of the tighter turns quite difficult to
        negotiate.

@{fg fill}Engine@{fg text}
This determines the engine's top speed and how quickly you'll reach it.
DASH - Quicker acceleration for fast starts and coming out of corners
quickly.
TOP END - Less acceleration but with a higher top speed, that'll normally
see you catching up with the opposition not far from the start line.

@{fg fill}G is for Go!@{fg text}
Just as the announcer shouts 'Go', you should hold down the accelerate
button. If you time it correctly, you'll reach your maximum power level
almost instantly. If you miss-time it slightly, then how far away you are
from this 'perfect start' point will determine how many gates you need to
pass through before reaching 'Maximum power'!
Most of the courses in Wave Race have three difficulty levels, others can
only be raced when you've qualified for the more advanced categories. The
courses and corresponding levels are as follows :

Normal                  Hard                    Expert

Sunny Beach             Sunny Beach             Sunny Beach
Sunset Bay              Sunset Bay              Sunset Bay
Drake Lake              Drake Lake              Drake Lake
Marine Fortress         Marine Fortress         Marine Fortress
Port Blue               Port Blue               Port Blue
Southern Island         Twilight City           Twilight City
                        Southern Island         Glacier Coast
                                                Southern Island

To make a new course accessible, you must have to reach it in a
championship. Winning the championship will enable you to attempt a
championship at a higher level, until you win the expert championship and
are allowed to race all of the courses backwards. The points required to
progress through each of the tournaments are as follows :

                Normal          Hard            Expert

1st Round       1               2               2
2nd Round       2               4               4
3rd Round       4               6               8
4th Round       8               10              12
5th Round       12              14              16
6th Round       16              21              23
7th Round       28              30
8th Round       37

@endnode
@node sunny

@{fg shine}SUNNY BEACH@{fg text}

@{fg fill}Normal@{fg text}
The easiest course in the game, nothing more than an oval with a few slalom
gates to pass through. To shave extra seconds of your top times, try to
keep in a straight line when passing through the gates on the main straight
before the finish.

@{fg fill}Hard@{fg text}
Some of the slalom gates have become tighter, which means that isn't no
longer possible to pass through them in a straight line. There are also two
mines about half way down the final straight but you'll normally avoid
these, in the course of turning for the next gate. The last turn before the
finish has become slightly steeper, so watch out - you'll need to turn in a
bit earlier.

@{fg fill}Expert@{fg text}
A few more mines have been added to the two on the hard course.
You'll normally jump over these with a little help from a wave but you
should make an effort to pass between them, in case the wave doesn't
appear. The gates on the final turn are now incredibly tight and require
you to turn very quickly. On the last lap it's normally a bit quicker to
ignore the final gate (if you still have that option) and go straight on
for the finish.

@endnode
@node sunset

@{fg shine}SUNSET BAY@{fg text}

@{fg fill}Normal@{fg text}
A great course, which will see you learning to use the waves to your
advantage. Whenever you find yourself jumping over a wave or ramp , turn in
the air to face the direction you need to go when you land. Once you've
learned the quickest routes through the corners, you should find yourself
leaving the opposition in your wake. As with the last course, you can cut
out the very last gate to save a little time.

@{fg fill}Hard@{fg text}
An extra gate on the main straight makes turning into the next corner much
harder and a mass of mines almost rules out the option of cutting out the
final gate. Other than that, the only real difference between this and the
normal course is that the gates before and after the ramp are a little
closer together, so line up your jump before it's too late.

@{fg fill}Expert@{fg text}
The extra gates and new positions of excisting ones, make this course a lot
tougher than the hard one. The most noticeable of these are the ramp gates,
which are now positioned in such a way that you have to hit the jump at an
angle to pass through them both. The straight after this has also become a
lot more tricky and you'll need to really use the high waves to your
advantage if you're going to make it safely through all of the gates.

@endnode
@node drake

@{fg shine}DRAKE LAKE@{fg text}

@{fg fill}Normal@{fg text}
The mist, which obscures your view on the first couple of laps, can make
this difficult on your first few goes, but once you've played it a few
times you'll hardly even notice it. After the first slalom you need to take
a hard left, before going around the island. The route to the left of the
island is a bit easier but going to the right is definitely a bit quicker
if done well. The small posts sticking out of the water shouldn't be too
much of a problem, because you can pass through the gates without really
getting caught in amongst them.

@{fg fill}Hard@{fg text}
The addition of a gate, in amongst the posts at the end of the lap, is your
main worry here. The best way to pass through this without falling off, is
to approach the post area from the right and then take a straight line
through them. As soon as you start trying ti turn while you're amongst
them, you'll more than likely end up taking a dip. The five gates in quick
succession are relatively easy to pass through, as long as you turn into
each one quite early - you must allow for the fact that you're still turning
out of the last one.

@{fg fill}Expert@{fg text}
Same as before, but with another gate in amongst the posts, which makes
this section of the course very difficult. You should still approach it
from the right but after that there are any number of routes through. The
best advice I can give, is that you should learn a relatively safe route
through and then stick to it every time you play - if you start trying new
moves you're going to regret it!

@endnode
@node marine

@{fg shine}MARINE FORTRESS@{fg text}

@{fg fill}Normal@{fg text}
Just after the start line there is a wall directly in front of you. This
can be cleared easily if the waves are on your side but if you fail to
catch one, you'll end up going right into it and falling off. The first two
right hand corners need to be taken quite tight, so that you can pass
through the gates, but be careful not to take them so close to the wall
that you hit it!

@{fg fill}Hard@{fg text}
The only real difference between this and the normal course, are that on
the second lap a shortcut will become available to you, whereby a large
gate opens up as you approach it. If you happen to be in the lead at the
time, it'll look like the gate isn't going to open in time but you have to
take a "leap of faith" and head straight for it if you're to stay in front.
There are a few more boxes floating around on this course as well, so you
need to be on the look out for them.

@{fg fill}Expert@{fg text}
Lots more boxes, including a couple down the shortcut passage. Other than
that, it's no different to the hard course.

@endnode
@node port

@{fg shine}PORT BLUE@{fg text}

@{fg fill}Normal@{fg text}
This is the first time you'll encounter the narrow tunnels. They're
straight, so as long as you approach is good they shouldn't cause any
problems. Watch out for oil drums floating in the area between the two
tunnels - there are only a few of them but it's all too easy to get caught
out. The ramps at the end of the course are best avoided if you're in a
race, because although they look good, they actually slow you down quite a
lot.

@{fg fill}Hard@{fg text}
The few gates that have been added this time around, don't really make that
much difference. The main feature of this course is that a shortcut tunnel
is now accessible, just to the right of the first tunnel. This cuts out the
area between the two tunnels you would normally go through but it is
incredibly twisty, to the extent that it should only be attempted by people
whose craft can turn very sharply.

@{fg fill}Expert@{fg text}
The shortcut is no longer optional - it's the only way to go, since the
normal route has been closed off. The other difference with the expert
course is that the ramps can't be avoided anymore, because they cover the
entire width of the course. Try to approach them in such a way that you
don't have to make a sharp turn upon landing, because this will take longer
and make it more difficult to pass through the gates on the way to the 
finish line.

@endnode
@node southern

@{fg shine}SOUTHERN ISLAND@{fg text}

@{fg fill}Normal@{fg text}
Probably the best course in the game, because of the way the tide goes out
during the race, which makes every tap different. On the first lap there's
a superb shortcut, for those of you who are brave enough to attempt it.
Just after the small poles sticking out of the water, you'll see a large
ramp. If you go up the middle of this and then perform a submarine stunt,
you can go under the pier and cut out a section of the course. The tide
will have gone out by the time you reach this again, meaning that you can't
get onto the ramp. Don't worry though, because the pier is now out of the
water which means you can pass underneath it without having to do any
stunts. The gate off to the right can be ignored, because even though
you're miles away from it, you're still passing it on the correct side. As
the tide goes out even further on the last lap, you'll find that some of
the gates are very close to the shore - all you can do really is try to
avoid getting beached, although this is sometimes a lot more difficult then
it sounds.

@{fg fill}Hard@{fg text}
The waves get a bit bigger now, which can make certain areas of the course
much more difficult, namely the jumps. Lining up the jump over the ship and
then going through the gates on the other side is quite difficult but can
be done successfully, if you concentrate on staying in a straight line.

@{fg fill}Expert@{fg text}
With the gates coming closer together, this turns into quite a difficult
course but if you've got the hang of dealing with the large waves this
shouldn't really trouble you any more than the hard level. Besides, if
you've managed to reach this course on the expert level you're probably
more than capable of staying on your craft by now.

@endnode
@node twilight

@{fg shine}TWILIGHT CITY@{fg text}

@{fg fill}Hard@{fg text}
This narrow course is unlike any other, in terms of its setting and style
of racing. As soon as you start you have the option of jumping the ramp
directly in front if you and taking a large shortcut. A lot of the course
is made up of jumps like this, which help you to avoid the mines scattered
around in places. Missing the ramps isn't too disastrous but will often
slow you down enough for one of your opponents to catch up.

@{fg fill}Expert@{fg text}
The waves are a lot bigger on this level, which can be a problem when
you're trying to line up a jump. The course layout seems to be the same,
except that the first ramp has been moved further from the wall, meaning
that you won't be able to clear it unless your craft has a very high top
speed. If you don't make it the first time, don't bother trying again -
it's better to take the normal route than to end up crashing into the wall.

@endnode
@node glacier

@{fg shine}CLACIER COAST@{fg text}

@{fg fill}Expert@{fg text}
If you've managed to qualify for this course, then you're obviously pretty
good on your jet ski. This is quite different to all of the other courses,
in that its obstacles are unlike any you've encountered before. At the end
of the first straight is a sloping piece of ice, which you should go to one
side of to take the right handed. Going left is easiest but takes a little
longer. At the end of the narrow passage is a wide area, just before you go
onto the sheet of ice. Keep left here and then turn right before you go
onto the ice. Once you're on there you won't be able to turn, so you need
to line up your approach so that you make it through the gate at the end.
The small icebergs shatter when you hit them but still knock you off your
craft if you're travelling at any kind of speed.

@endnode
@node tips "Tips and Tricks"

@{fg shine}TIPS AND TRICKS@{fg text}

@{fg fill}Flip@{fg text}
Surprisingly, this is one of the easiest tricks to pull off, without
getting a mouthfull of seaweed for your trouble. Simply push up on the
control stick as you hit the ramp and then pull down as you take off.
Quite a high scoring move and one that doesn't slow you down too much
if you're in a race. Practice it and then try for the double! You'll be
glad you did.

@{fg fill}Flip-Roll@{fg text}
This move basically combines the flip (above) with the barrel roll (below).
It's not surprising then, that the controls to achieve this are also a
combination of the other two. Hold down a diagonal as you go up the ramp
and then pull back to the opposite diagonal as you take to the air. This is
a difficult one to land but will score well if you're successful.

@{fg fill}Barrel Roll@{fg text}
To perform the barrel roll, you should push either right or left as you go
up the ramp and then pull the stick back in the opposite direction as you
fly off the end. You have a certain amount of control in the air, so this
one's not too difficult to land. The main thing to be careful of, is that
you don't push left or right too soon and stray off course.

@{fg fill}Submarine@{fg text}
This move can be sued to take shortcuts, as well as to gain points in stunt
mode. Pull up on the control stick as you jump and then push your front down
when you're nice and high. This will force the jetski underwater for
anything up to a few seconds (well you'll need to come up for air won't
you!). Not spectacular but good fun!

@{fg fill}Somersault@{fg text}
To ride standing up, you need to release the throttle momentarily, relate
the control stick anti-clockwise and then hold up on the stick as you
accelerate again. When you decide to step down, you can do so with a rather
flashy looking somersault by quickly pressing down. It's actually very easy
to do and is definitely worth doing for the extra trick points.

@{fg fill}Double Flip@{fg text}
The double flip is performed in exactly the same way as the single, except
that you have to get some really good airtime to pull it off. More
difficult on the smaller ramps, but this is taken into account when points
are awarded. It's apparently possible to do a triple flip on the Glacier
Coast ramp, worth a try!

@{fg fill}Riding Backwards@{fg text}
To spin around on your jetski, release the throttle and rotate the stick
clockwise. To stay in the backward facing position, you need to hold down
on the stick as your rider is spinning. Keep it held down for as long as
you like, because it's possible to steer while in this position. Watch out
for the ramps though - not a good idea at speed.

@{fg fill}Handstand@{fg text}
By releasing the throttle and quickly pushing down-up, you'll make your
rider perform a handstand. But that's not all, because if you keep the
stick pushed up, you can actually steer the craft just as well as normal.
This move is definitely best used for winding up opponents behind you,
because they cab see that you're doing it from miles away!

@{fg fill}Massive Scores@{fg text}
To rack up huge amount of points on the stunt courses, press the pause
button as soon as you complete a stunt. If you do it right, all the sound
should stop except for the announcer's usual insane banter. Usually if you
press pause at the exact moment you hit the water, you should be OK, but
the idea is to press pause the instant the announcer starts wailing. If you
do it right, you should get tons of massive score for the easy tricks.

@endnode
@node cheats "Cheats"

@{fg shine}CHEATS@{fg text}

@{fg fill}They call him Flipper@{fg text}
If you're getting bored of the jetskis, maybe a dolphin would be more to
your taste. To access the cheat, you need to perform the following stunts,
in order and without missing a single ring. Select the Stunt Mode and play
in Dolphin Park. If you did everything correctly, you'll hear the dolphin
squeaking when you cross the finish line.

 1 Handstand (press down then up)
 2 Spin, i.e. "backwards ride" (move stick clockwise)
 3 Stand (move stick counterclockwise)+ Somersault (down)
 4 Roll left (off ramp - tap right and hold left)
 5 Roll right (off ramp - tap left and hold right)
 6 Flip (off ramp - hold up and snap down)
 7 Dive (off ramp - hold down and snap up)

Now select Championship Mode and then Warm Up. When selecting your
character, hold down on the control stick and when you start, you'll be
riding a dolphin. This cheat will be saved to your cart, so you'll never
need to do it again.

@{fg fill}Changing Colours@{fg text}
Holding down on the control stick as you select your character will give
you the option of choosing the alternate colour scheme, usually reserved
for a second player

@{fg fill}Reverse Tracks@{fg text}
To open up the "reverse" mode, you must get a first place overall on the
Expert level of difficulty. After that, a fourth option called Reverse will
appear underneath Expert. You can now race backwards on the tracks.

@{fg fill}Use the same Racer in 2-Player Mode@{fg text}
This cheat allows both players to have the same racer and the same outfit
in the two player mode. First, use controller two to decide which racer you
are going to use in the Vs mode, and make sure that the first player's
cursor is on an adjacent racer. Press Up on controller two and press Start
to have player 1's default colour. Then on controller one, press right (or
left) and Start at almost the same time. If you do this correctly, you can
start the race with both players having the same outfit.

@endnode
@node docs "Documentation"

@{fg shine}WAVERACE 64 DOCUMENTATION@{fg text}

                        @{"How to Play                    " link play}
                        @{"Starting the Game              " link start}
                        @{"Characters                     " link chars}
                        @{"Championship                   " link modes}
                        @{"Time Trials                    " link advance}
                        @{"Stunt Mode                     " link stunts}
                        @{"Stunts                         " link acrobatic}
                        @{"2 Playes Vs                    " link 2p}
                        @{"Options                        " link options}

@endnode
@node play "How To Play"

@{fg shine}HOW TO PLAY@{fg text}

Correctly insert the Game Pak into the Nintendo64 Control Deck and move 
the Power switch to the ON position. Make sure not to touch the Control 
Stick at this time. When the demo begins, press START to display the 
title screen. Press START again to display the Game Mode menu.

@{fg fill}Championship@{fg text}
You will race your JET SKI watercraft against three computer controlled 
opponents in a series of races in different locales.

@{fg fill}Time Trials@{fg text}
In the Time Trials mode, you will race a course solo in an attempt to get
the best time.

@{fg fill}Stunt Mode@{fg text}
Your goal is to earn as many points as possible in one lap. This mode is
run solo as well.

@{fg fill}2P VS.@{fg text}
Raced on a split screen, this mode is head-to-head match for two players.

@{fg fill}Options@{fg text}
Here you can change things in the game and see the records.

@endnode
@node start "Starting the Game"

@{fg shine}STARTING THE GAME@{fg text}

You can change settings or see the records for each game mode.

* When the Watercraft Select screen appears, press the B Button to return
  to the previous screen.

@{fg fill}Watercraft Select@{fg text}
On the Watercraft Select screen, a player can choose a JET SKI watercraft
that matches his technique or preference from the four available. Select
by pressing Left or Right with the Control Stick and confirm with the
A Button.

@{fg fill}Watercraft Setting@{fg text}
Each JET SKI watercraft is set to NORMAL as a default. If you would like
to keep this as is, press the A Button while the NORMAL button flashes.
If you want to make an adjustment, push the Control Stick Right so that
the CUSTOM button flashes, then press the A Button. You will adjust 
three elements : Handling, Engine, and Grip. Press the Control Stick Left
or Right to make your adjustments and press the A Button to enter.

@{fg fill}Handling@{fg text}
This controls how the JET SKI watercraft will turn and is dependent upon
how far off center the Control Stick is pressed.
Light-- Turn easily by pushing the Control Stick a small amount
Heavy-- Turning will require you to press the Control Stick far off centre.

@{fg fill}Engine@{fg text}
This determines how fast the engine comes up to its maximum speed.
Dash-- Accelerate quickly, enables quick starts
Top End-- Accelerate slowly, enables a higher maximum speed

@{fg fill}Grip@{fg text}
Watercraft resistance
Loose - Overall speed will be increased, but you are more likely to slip
        while turning
Tight - Overall speed will decrease, but you are less likely to slip

* Each JET SKI watercraft's basic performance differs, so even when custo-
  mized identically, they will not necessarily have the same operational
  abilities.
* Your custom data is saved to Game Pak memory.

@endnode
@node chars "Characters"

@{fg shine}CHARACTERS@{fg text}

Rider               : Ryota Hayami
Country             : Japan
Age                 : 18
Sex                 : Male
Handling            : ***
Grip                : ****
Collision Stability : ***
Maximum Speed       : ****
Acceleration        : ***
Skill Level         : Beginners, Advanced

Rider               : Ayumi Stewart
Country             : USA
Age                 : 21
Sex                 : Female
Handling            : ****
Grip                : ***
Collision Stability : **
Maximum Speed       : **
Acceleration        : *****
Skill Level         : Beginners

Rider               : Miles Jeter
Country             : Canada
Age                 : 24
Sex                 : Male
Handling            : *****
Grip                : *
Collision Stability : ***
Maximum Speed       : ***
Acceleration        : ***
Skill Level         : Intermediate, Advanced

Rider               : Dave Mariner
Country             : USA
Age                 : 32
Sex                 : Male
Handling            : *
Grip                : **
Collision Stability : ****
Maximum Speed       : *****
Acceleration        : **
Skill Level         : Advanced

@endnode
@node modes "Championship"

@{fg shine}CHAMPIONSHIP@{fg text}

@{fg fill}Championship@{fg text}
The Championship is a multi-race circuit between four fierce competitors,
each one trying to earn the most points. After completing the entire
circuit, the overall winner will be determined by totaling all of the
points earned. Whenever a record time occurs, it will be recorded into
Game Pak memory.

@{fg fill}Difficulty Level@{fg text}
There are three levels of difficulty. At first, you can only select NORMAL.
If you clear the Final Course, you will be able to select the next
difficulty level. As the difficulty level increases, your opponent's 
speed will increase as will the number of obstacles on the course.
Normal... A 6 course circuit
Hard..... A 7 course circuit
Expert... A 8 course circuit

@{fg fill}Free training@{fg text}
When you select the NORMAL level, you can warm up on the practice course,
Dolphin Park, before you begin the circuit. After you become accustomed
to operating your JET SKI watercraft, press START to pause the game.
When the menu appears, select START THE RACE to go to the first race.

@{fg fill}Course Introduction Screen@{fg text}
Course Layout - You need to finish with at least the rank displayed to
advance to the next round.  If you have acquired enough points to go on,
even if you receive a disqualification (0 Points), the display will be
blanked.

@{fg fill}Start Position@{fg text}
This will change depending on the finishing order of the previous race.
The character that came in first place will start from the pole position.
In the first race, the player always starts last.

@{fg fill}The Number of Laps@{fg text}
Each race is three laps in length. Using the Option mode, you can change
this to four or more laps.

@{fg fill}Route Buoy@{fg text}
Red and yellow buoys mark the race course. Make sure to pass to the right
of the buoy, and left of a yellow buoy.

@{fg fill}Power@{fg text}
If you pass a buoy correctly, your engine's power will increase by one
level, and your JET SKI watercraft's speed will increase. Your engine
power can increase to a maximum level of five.

@{fg fill}Power Down@{fg text}
If you do not pass a buoy correctly, it counts as a Miss. When you Miss,
your engine power will return to level zero. Should you Miss five times
in a race, you will be disqualified from that race.

@{fg fill}Course Out@{fg text}
If you go outside the pink buoys that surround the course perimeter,
the Course Out counter will begin.  Unless you return to the course 
within five counts, you will be retired.

@{fg fill}Screen Display@{fg text}
(from top left, clockwise)
Elapsed Time
Rank
Finishing Position for Advancement
Lap Number
Speed
Order - This is the current order of the four racers. As the rankings change,
        this display changes as well. The player is displayed in the red
        panel. When the opponent immediately behind you passes the
        Start/Finish gate, the difference between their time and yours will
        be displayed. While in the water, any players who have fallen 
        overboard will disappear from their panels.
Power Meter - This is the engine power level. When you reach level five,
              MAX POWER will be displayed. 
Opponent Indicator - This indicates the position of the opponent closest
                     behind you.
Number of Misses - Each time you Miss, an X mark will be made on the markers.
Lap Time - The best lap time will be displayed in red.

* When you are close to leaving the course, a red arrow will appear to
  guide you back.
* When you pass the Start/Finish gate, the time difference between you
  and an opponent leading you will be displayed. If you are in the lead,
  this will not appear.

@endnode
@node advance "Time Trials"

@{fg shine}TIME TRIALS@{fg text}

@{fg fill}Course Select and Difficulty Level@{fg text}
You can select any course that you have reached in the Championship mode
(Dolphin Park is not available in this mode). There are three different
difficulty levels. Until you advance to the HARD and EXPERT levels in the
Championship mode, you cannot select those levels.

@{fg fill}Rules and Screen Display@{fg text}
The basic rules are the same as in the Championship mode. When you pass
the Start/Finish gate, the time difference between the current lap and 
your best time will be displayed. When you pause the game in Time Trials,
five menu choices will appear on the screen:
Continue - Restart the current game.
Restart - Restart from the beginning.
Watercraft Select - Restart from the Watercraft Selection and Setting 
                    screen.
Course Select - Change a course.
Quit the Game - Quit this mode and return to the title screen.

@{fg fill}Initials Entry@{fg text}
Should you make a record, you can enter your initials. Select each letter
using the Control Stick.  Enter up to three letters with the A Button.
Use the B Button to cancel an entry.

@{fg fill}Results Screen@{fg text}
After you reach the Start/Finish gate, the top three times and best lap
are displayed on screen (the best times from the Championship mode are
included in this list).

When a record is made with the Normal setting, an "N" will be displayed
next to the picture of the JET SKI watercraft. With custom settings, a "C"
will appear. If you want to continue to challenge Time Trials, select
RETRY when the menu appears.

@endnode
@node stunts "Stunt Mode"

@{fg shine}STUNT MODE@{fg text}

@{fg fill}Stunt Mode@{fg text}
In this mode, instead of competing for speed, you are competing for points.
Steady control and acrobatic techniques are required to excel. In Stunt
Mode, the key to highest scores also lies in choreographing your stunt
routine. By determining in advance which acrobatic technique to use and
when, you will be more successful than if you just ride around doing a
few tricks.

@{fg fill}Course Select@{fg text}
You can select from the nine courses, including Dolphin Park. Like Time
Trials, you cannot select a course that you have not reached in the
Championship mode. The courses are the same as Championship mode, but
the types and locations of obstacles differ.

@{fg fill}Check Point and Time Limit@{fg text}
Check Points separate each course into four sections. You have to pass
each Check Point within the time limit, scoring as many points as
possible. You must pass through the gate to clear the Check Point,
otherwise, your time will not be extended. You will be disqualified 
for exceeding the time limit and your game will be over.

@{fg fill}Time Score@{fg text}
The time remaining when you pass each Check Point is calculated into
your score. Each tenth of a second equals five points.

@{fg fill}Ring Score@{fg text}
When you go through a ring on the course, you receive 50 points. Each
ring that you pass through consecutively following that will increase
the points you receive by an additional 50 points. If you miss a ring,
scoring begins at 50 points again.

@{fg fill}Stunt Score@{fg text}
If you input a key command (special controls using the Control Stick)
while racing, the rider will do acrobatic moves. You earn different 
scores with different acrobatic stunts and the accuracy of your performance.

@endnode
@node acrobatic "Stunts"

@{fg shine}STUNTS@{fg text}

@{fg fill}Flip@{fg text}
Using a ramp, you can do a flip.  The amount of time you are in the air 
is calculated as points. When you successfully land, you receive 100% of
the points. Miss slightly (e.g. your legs are out of position), and you
get 50%.

@{fg fill}Barrel Roll@{fg text}
You will make a slow horizontal spin in the air. The amount of time in
the air needed is longer than for a Flip, so you will need to jump higher
to be successful.

@{fg fill}Handstand@{fg text}
Do a handstand on top of the JET SKI watercraft. You can still steer 
slightly as you do this. The longer you hold a move, the higher the
number of points you will earn. This point is common to the following
acrobatics as well.

@{fg fill}Backwards@{fg text}
Rotate your body 180 degree and ride the JET SKI watercraft backwards.

@{fg fill}Standing@{fg text}
As you twist your body, you will ride on the front of the JET SKI
watercraft in a standing position.

@{fg fill}Somersault@{fg text}
From the Standing position, you can do a somersault and return to the
normal racing position. Doing this will add bonus points to the points
received for Standing.

- Advice for achieving a high score
- Try to pass all the rings.  If you miss even one, it could greatly affect
  the score.
- With Handstand, Backwards and Standing, if you do the same moves several
  times within a Check Point, you will not get as many points after the 
  second try.  To avoid this, do not repeat the same tricks. Instead try
  a variety of acrobatic moves.
- Make sure to have enough speed before running up a ramp, so that you can
  do your trick and still jump successfully.

@endnode
@node 2p "2 Player Vs"

@{fg shine}2 PLAYER VS@{fg text}

@{fg fill}2P VS.@{fg text}
Using two controllers, two players can challenge each other in a match race.
Course selection and the basic rules are the same as the Time Trials mode.

@{fg fill}Watercraft Select@{fg text}
Each player can select the JET SKI watercraft that they like. To begin with,
the Player 1 side will feature the original colours, and Player 2 side will
have alternate colours. Pressing Up on the Control Stick will change the
colour pattern (you cannot change patterns if you select the same
watercraft).

@{fg fill}Setting the Handicap@{fg text}
After you select the course, you can set the handicap ON/OFF. If you turn
the handicap ON, the trailing JET SKI watercraft will have a slightly 
faster speed.

The top half of the screen is for Player 1, the bottom half is for Player 2.

When either player reaches the goal or retires, the race is over.
Retire (quit the current race), can be selected while the game is paused.
The Results screen will display the running win-and-loss tally for both
players.
* Time records in the 2P VS. mode are not recorded.

@endnode
@node options "Options"

@{fg shine}OPTIONS@{fg text}

@{fg fill}Name Change@{fg text}
You can change the name of a rider. Changed names are saved, as well as
the JET SKI watercraft settings.

@{fg fill}View Records@{fg text}
You can view the time and score Rankings of each course. On the ranking
display screen, you can switch between time and score using Left or Right on
the Control Stick. Use Up and Down to switch the course being displayed.

@{fg fill}Wave Conditions@{fg text}
For each difficulty level (with the exception of Stunt Mode), you can 
change several of the conditions in each game mode. However, if you change
the Water Conditions to something other than the default, your time will
not be ranked.

* Default water condition means the waves at their initial setting.
  The Random setting results in waves that differ with repeat play. 
Note : Even if you make the waves Calm, it does not mean that you will
       not see any big waves.

@{fg fill}Sound@{fg text}
You can switch between Stereo, Mono, and Headphones, as well as toggle 
the background music (BGM) during the game ON/OFF. You can even listen to
the BGM in this mode.

* If you switch to Headphone mode, you can enjoy a more natural sound
  while listening with headphones.

@{fg fill}Erase Course Records@{fg text}
Erase course times or scores from saved data.

@{fg fill}Save and Load@{fg text}
Exchange or erase Game Pak and N64 Controller Pak memory data.

@{fg fill}End@{fg text}
Choose END to go back to the main menu.

@endnode
