Hydro Thunder

Arcade
The original. Never actually played it myself, so I can't comment. Apparently does not contain the Catacomb & Castle Von Dandy tracks. Some of the tracks are hidden from normal play also.

Sega Dreamcast
Control of the boats is not always good & sometimes they don't respond to turning even if you go at a snails pace - really frustrating when you don't get the angle right when heading for an obscured boost. Only thirteen tracks are in the game, not the mis-printed 14 that is in the manual (the 'test' track got pulled before release). Lighting on some levels makes for difficult visuals, but realistic. This version has the most annoying name entry system for high scores as the control is via the control pad's left & right with no auto-repeat and the game does not remember the last name entered.

Sony Playstation (PSX)
Graphically the worst of the lot. Plays well with a good sense of speed. A little too dark in places though. As with the Dreamcast version, control of the boats is not always good & sometimes they don't respond to turning even if you go at a snails pace. Has two additional features to the basic 13 tracks: Time Trial & Circuit Mode. In Time Trial you get to pick a course & run through it without any opponents.

In Circuit Mode you have a pot of money & enter each track. You have to race all the easy tracks before being allowed to enter any medium tracks, race all medium before hard & all hard before bonus. You can race the tracks within each difficulty in whichever order you care to. You begin with a pot of $3,000 and it costs $500 to enter each of the easy tracks, $1,000 for medium, $1,500 for hard and $2,000 for the bonus tracks. Prize money is $3,000 for 1st place, $2,000 for 2nd place and $1,000 for 3rd - nothing for any other place. The high score is based on your earnings only - not the amount left after track entry fees - so a maximum of $39,000 is possible.

Nintendo 64
Graphically OK. Plays very sluggish and gets far too dark in far too many places to really see what you're doing. No sense of speed in this version at all. Very big let-down compared to other versions.

IBM PC
Visually superb but the qwerk with the super start was off-putting at first. Control of the boat is responsive. Record entry is the easiest as the developers took into consideration the keyboard being present so you can simply type it in. Some great visual effects in terms of lighting but this can make some areas of the game difficult to navigate until you are used to the course.

The Controls
Controls in all versions of the game have the basic form of: Left, Right, Accelerate (forward), Brake (backward) and Boost. Pick up the Boost targets as you go through the game to enable the boost. Use the boost version of super start to get a 4 second boost right at the beginning (see further down).

Super Starts
There are various ways to get a super start, all involve using the controls of the boat during the 3-2-1 start sequence. The most effective I've found is the boost super start - a way of getting a jump start at the beginning as well as a 4 second boost immediately. To pull this off, perform the following: as soon as the track appears you should be holding the brake or boost control (note: for the IBM PC and Sega Dreamcast versions hold brake, for Nintendo 64 and Sony PSX hold boost). As soon as the figure 3 starts to fade switch to the accelerate control. When the figure 2 starts to fade switch back to the brake/boost control. When the figure 1 starts to fade switch back to the accelerate control. Done correctly this will get you that jump start (literally a little jump on the IBM PC and Sega Dreamcast) as well as a 4 second boost - you'll have to wait for the engines to switch to boost mode though.

Hydro Jumping
At any time you have some boost in reserve & are on the flat you have the option of performing a jump. To do so, follow the sequence of accelerate-brake-boost (let go of each in turn). You will find better performance by overlapping the switch from brake to boost, the longer the overlap, the higher the jump (up to a maximum).

Some Simple Rules
Avoid hitting anything unless it's a ramp. If it's a ramp with arrows going up it, try to hit only one side of it - following the arrows to get their speed increase - the longer & flatter the ramp the more speed increase it gives.

Use the check point times as a guide to how well you are doing over previous runs. Be careful on circuit tracks not to over use the boost early on to gain the best split times as you will end up with none or next to no boost on the last lap.

For cornering try to take a longer, wider path along the turns and avoid sharp turns if you can. The less the boat turns at faster speeds, the less the speed you loose because of that turn. This is exactly the same principal as any other (road) based racing game & is usually referred to as a "racing line" around the corner.

Get used to hydro-jumping, it's the only way you'll win on the harder tracks & get good times on any track - you can max out the speed when in the air using boosts and as soon as you are at maximum speed you can let go of the boost & continue at that speed until you land (or hit something). An extension of this is hydro-bouncing - hydro-jumps, one after each other. To pull this off, towards the end of a jump, go through the sequence of another jump. Get it right & you'll jump straight back into the air and with a little boost you'll be right back up to max speed so you can kill the boost and preserve it.

If you're just after high placements and not particularly interested in the times, then stick with the boats you get at the beginning - the "easy" boats. My own preference for this is Damn the Torpedoes. The reason being is the computer boats will go at a comparable speed to the boat you select and the slower boats still boost at max speed giving you that added advantage over the computer boats as they are going at their slowest speeds in the game. For setting times, I always use Cut Throat - it's stability, max speed (when not boosting) and ability to fly well make for an excellent combination. Don't get me wrong - it's not the best at each but it's the combination that makes it the best. Note: just as the Easy boats are easier to complete in first place, the Hard boats are harder to complete in first - don't be discouraged if you're not finishing first in these boats until you are used to the individual track and it's secrets.

Lost Island (Easy Track)
Begin with a super boost & head straight for the ramp that's immediately in front & pick up the 4 second boost. The track takes a right & you'll see a waterfall ahead while the main track heads left. Go under the waterfall & pick up the 9 second as you glide left and the next 4 second boost off the ramp at the end. It's a good idea to perform a jump off the end instead of relying on the ramp as you'll travel further before rejoining the main track below.

As you join the main track again look to the left - you'll see a series of huts here followed by a rocky outcrop and then an archway straight ahead - as you join the main track a host of arrows will fly above your head. Use your boost to get between the second hut & the rocky outcrop. You're now in a secret tunnel.

Once in the tunnel, go headlong to the 9 second boost & left to the check point. Shortly after, head right to a 4 second boost & then right again out of the tunnel to an elevated section just off the main track which is below to the right of you. Collect the four second boost and, keeping on the elevated section, head short right then left to another ramp, aiming for the 9 second boost that is just after the ramp. You'll drop back down to the main track.

The main track takes a sweeping right passing the next check point and a 4 second boost. A series of gangplanks make up a sort of quay just above the track - be careful not to jump straight into one or you'll loose control of the boat very easily. Carry on through the archway and down the dip of the track which takes a left here. There's a long straight here to do some hydro bouncing to get you're speed up and it ends in a waterfall down away from you - there's a bridge just after it & another waterfall on your left. Ignore the waterfall on your left but if you can catch the top of the bridge it'll keep your speed consistent for a bit longer & prevent you from hitting the water. Head straight for the 4 second boost ahead & into the tunnel.

After entering the tunnel the track heads right and enters a cavern with a ramp and volcano ahead. Use the ramp to jump over the volcano and pick up a hidden 9 second boost. On the other side of the cavern (straight ahead from the ramp-volcano jump) is a 4 second boost. Another right turn and then a drop into another cavern lead you to a skull-capped archway. Under the archway and you can see the finish line.

Keep to the left side under the skull archway and head for the ramp & 4 second boost combination ahead. Boost your way to the finish line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Thunder Park (Easy Track)
A circuit race set in a crowded purpose-built arena. As with all the circuit races, boost management is essential. It may take a few runs just to figure out the best order to get each boost, but make sure you leave some for each of the three laps.

You begin on the long start-finish straight with a 4 second boost just ahead on a bridge. Just after that boost is another 4 second boost on the main track. Only get one of these two first time around, saving the other for the second or third lap, depending on how your boost is going. At the end of the straight is a tunnel with a u-turn & a 9 second boost on the inside of the turn at the end. Save this one until the third lap. You soon exit the tunnel & hit some big waves which will slow you down - try to jump over them. In amongst the waves is another 4 second boost. Get it on the first lap if you can (you can still collect boosts even though you may be high above them) and then continue into the glass tunnel ahead. The glass tunnel takes you right then left. Just after the right is another 4 second boost - collect this one if you missed the one at the waves. Exit the glass tunnel on the left-hand side as there is a decent ramp with a 9 second boost at the top (though if you're boost management is particularly good you may be able to save it 'till a later lap).

After the ramp is a straight - good air time followed by a 90 degree left & a 4 second boost on the inside of the turn. Another straight (more good air time) and another 4 second boost, followed by another 90 degree left. Around this corner and you're back on the start-finish straight. Before the finish line on the left is a ramp with a 4 second boost. Just before this on the right, however, is a crane with a speed boat dangling over the water. Jump at the boat for a 9 second boost.

Boost management is all you now need.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Arctic Circle (Easy Track)
As with Lost Island, you begin on a long straight & there's a boost immediately ahead (though no ramp). Head for the boost & follow the track right slightly. You'll notice a series of buildings on the left, one of which looks suspiciously like a ramp - it's just before the big outcrop of rock on the left. Use the building (it is a ramp) and boost of the rock to skip the next corner. After landing, follow the track down & right and you will see a tunnel ahead with a 4 second boost at it's entrance. Enter the tunnel & take a right as the track dips down to another 4 second boost & then the tunnel's exit.

On exitting the tunnel, look straight ahead - the track heads left but there's an icecap with a hole in the middle. Jump into the hole & go for a ride along ice. Do your damnedest to keep the boat straight - if you fail to you'll regret it on exitting the tunnel.

You'll exit the tunnel at max speed where there's a huge ocean-going liner on the right & a checkpoint just in front. Head over the checkpoint keeping control if you can. You'll see a 4 second boost immediately ahead and another icecap with another hole slightly obscured by a directional arrow. If you have a decent amount of boost, use the hole - if you're after a good time then this is the only way to go. Otherwise, the track takes a slight detour to the left & back where there's a 9 second boost. Either way, you'll end up at a 4 second boost on the main track.

At this point an annoying ship flying the Jolly Roger flag will join you. On the left just after it joins you - opposite the polar bears - is a slight cavern. If you're running low on boost, pop in & get the 9 second boost otherwise just carry on past. The track takes a slight right here & ahead you will see a large ramp with another 9 second boost on it. Jump the ramp & collect the boost before heading left into another tunnel up a slight incline. The tunnel is initially water-based but will turn icy & proceed downwards - don't bother boosting here as you will reach max speed quickly.

On exitting the tunnel at the bottom you'll find a short ramp with a 4 second boost on top. Collect the boost & when you land follow the track right. Just after turning right is a boost mounted on the hill in front, jump up to get it & turn to your left to boost in the direction the track is now going. At this point you'll see another icecap with another hole in it - stick to the left of this one & you'll see a load of penguins just in front. Jump past the penguins (you may knock some off - it doesn't matter for the purposes of the game) and use the entrance of the huge liner that sits there, collecting a hidden 4 second boost for doing so.

Once inside the liner head for the big ramp & collect the 9 second boost being careful not to bounce yourself off the roof of the liner too hard! Exit the liner, collect the 4 second boost & follow the track to the right. A long ramp is just around the corner - use it to get a big speed boost & head straight over the finish line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Greek Isles (Medium Track)
Start off by heading straight for the ramp with the 4 second boost & then right to the ramp with the 9 second boost. The track takes you on a long left with a 4 second boost on it's inside. You could collect this boost and then continue on to the ramp ahead with the 4 second boost and the check point. Alternatively, as you land from the ramp with the 9 second boost you will find a banked rim to the right of the track which is just big enough to fit your boat on. Keep your speed up by jumping and land on the banked turn and slide your way to the ramp with the 4 second boost. Either way, ignore the annoying Greek Police boat - you're about to leave it behind.

After the check point look to the left - there's a waterfall. Drive straight under it using your boost to ensure no boats knock you out of the way. On the other side of the waterfall you'll take an left and a long sweeping right-hander with a pair of 9 second boosts along the way. About four 'turns' after the second 9 second boost is a waterfall you drop off, try to be in the middle of the track & don't use a boost. As you drop off look to the left so you are ready for the landing. If you positioned yourself correct at the top you will collect the 4 second boost at the bottom and if you've oriented to the left while dropping you'll be ready to boost yourself from the stand still along past the pillars that will be on your right.

After the pillars there's a 4 second boost in the air. This one is only worthwhile if you are already running low on booster. Immediately after the boost is a slide down to a flooded colluseum and another ramp, this time with a 9 second boost at the top. As with other slopes there's no need to boost down this one so you can conserve booster if you need to. Boost on through the 9 second boost and you will land just short of a tunnel. Part way through this tunnel is a waterfall on the right-hand side which you have to boost to get up to & there's a 9 second boost at the top - don't bother it's not worth it. Keep going straight & collect the four second boost instead. At the end of the tunnel you'll drop into a cavern and a four second boost lies infront as well as the exit of the cavern.

Out of the cavern you'll go under two archways and the second has a bridge of somekind immediately after it. Get ready to jump as there's a 9 second boost hanging in the air just afterwards. You'll now be on a canal which leads left then right & is great for a boost jump to jump over the right-hand side even though it's tight as the invisible wall stops you. Carry on straight, collect the four second boost and you'll be going under another series of archways/bridges & pop out the other side on a long sloping part of the canal with various archways along the way. Again, as with other slopes there's no need to boost down this though you may like to near the top to get the speed up to max earlier. The slope goes right, left right & then straight to the bottom.

At the top of the slope you'll be able to see the finish line, so when you've got to the bottom, boost through the 4 second boost to the ramp and you should be able to fly your way to the finish line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Lake Powell (Medium Track)
You start this one in a very wide section of track. Stay roughly to the left, even though the first turn you'll make is to the right. As the left-side rock face starts to encroach prepare to turn sharp right to head for a ramp - you'll get used to it. Head straight up the ramp and collect the 9 second boost. As you leave the ramp, turn your boat to the right and start boosting as soon as you collect the boost. You'll fly over the archway where the 9 second boost is & head on down the straight that will now be apparent. Don't boost all the way down this straight as there's a sharp left turn at the end.

Around the left is a boat - stay to the right of it & head for the 4 second boost in front and the next check point is as you go around the right-hander. At this point a ramp is in front with a four second boost. In the air from that four-seconder turn to your right and boost down the next turn. This flight is a repeat of the one at the start - don't boost too far as the next turn is an even sharper left with a boat on the right-hand side which can easily be in the way if you're not used to it. Past the boat and under a huge archway is another 4 second boost and another check point on a right hand turn.

Immediately after the check point is a left hand turn and a waterfall drop. Try to be on the right of the drop to land on a 4 second boost and then a right hand turn into a tunnel. Inside the tunnel and another right hand turn looms as a part of a cavern - stick to the inside as there is a rock in the middle of the track - to the left is a 4 second boost and to the right is a 9 second boost, so stick to the right (it is possible to get both boosts if you go to the left, but the gain is not worth it in my opinion). After the short split in the track the tunnel is back with a left hand turn and a short straight ending in another sharp turn - this time to the left. A 4 second boost will be hanging in the air near the end of this next short straight and followed very quickly by a left hand turn so try to jump early & be on your way down when getting this boost.

After getting the hanging boost go left, but take it wide. You'll be approaching a check point with two boosters - one 4 second in the middle and one 9 second to the left. It is very simple to get both of these boosts if you start towards the right & boost through the 4 second boost at the 9 second boost. Immediately after the 9 second boost is a small drop and a cavern where the main track goes to the right and a waterfall in front. Head under the waterfall's middle and shortly after you'll find a 4 second boost followed by a left hand turn and another tunnel straight. A sharp right hand turn ends the straight and after an archway a 4 second boost preceeds a left hand turn. Take the turn wide until you're used to it as you'll need to get used to straightening up for the ramp that's at the end with a 9 second boost which is easy to miss if you're not in good control of your boat.

On landing, if you got your control of the boat fairly straight, you'll land on a 4 second boost immediately followed by a left hand turn and a check point. Head down the straight after the check point and turn sharp right. Straight on in the big cavern that now surrounds you at the ramp and a 9 second boost. As an alternative to this jump to two boosts, look to the left to see a quay and a cave tunnel hidden away just towards the end take the cave for a 4 second boost and exit at the next check point. If you head for the ramp straight on you will be able to hit the helicopter (no bonus for it alas!) and land on another 4 second boost. This is immediately followed by a left with another hanging 4 second boost. If you have plenty of boost don't bother with this one as there's a sharp right immediately after it to get you to the next check point and join where the tunnel exits - if you need to get it jump early so you're landing as you get the boost.

Past the check point and the right-hander you'll find a bridge with two large archways and a 4 second boost in each archway. Depending on version you may also be able to see a bridge in the distance with a 9 second boost. Ignore the 4 seconders - it's the 9 seconder you're after. To achieve this head straight at the middle of the bridge where you'll see a ramp - boost up the ramp and you'll get an extra jump and fly over towards the 9 second boost. As you fly you can see a pair of 4 second boosts below - see if you can aim at one. If not don't worry as you should be able to get to the finish on the 9 seconder you've just caught. Immediately after the 4 second boosts is a left hand turn towards the finish. The ramp doesn't really matter as you should have enough boost left to bounce your way to the finish.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

The Far East (Medium Track)
As you start there's a long straight in front of you and a mountain at the end. Look carefully & there's a cave in the side of the mountain. Save some boost for this as you need to jump to avoid crashing into the left side of the track. Once into the cave/tunnel it's a simple ride along through the tunnel which takes you left. Try to exit the tunnel high off the water as you'll get a speed shunt as a reward (but it makes the next bit more difficult). As you exit the tunnel there's a drop down to the main track & a ramp to another 4 second boost. Keep the boost going for a little after leaving the ramp as there's another 4 second boost further up. You can either keep the boost going and clear the boat that's in the middle of the track or land & boost through it. After the boat is an archway which leads up into an left-right pair of turns and another archway. Through the archway you will see a ramp and a 9 second boost high up - use the ramp and turn your boat to the left, boosting that way once you have the 9 second boost as the track makes another left-right turn by the time you land with a bridge between them. Note that it is possible with some versions to clear the bridge but until you're used to the track I'd advise aiming at landing before the bridge & coping with slaming into the side of the track on the right (as you look at the bridge).

Once you've dealt with the left-right turns you go under a bridge which is immediately followed by a 4 second boost and another left-right, this time with a check point just before the right-hand turn. You may be running out of boost at this point, but make sure you keep some in reserve regardless. This left-right combination is followed by a left-hand turn under a bridge where you'll notice a 4 second boost hanging in the air. The bridge is immediately followed by a drop in the water level - if you have quite a bit of boost you could go for this 4 second boost by jumping before the drop otherwise don't bother as you'll need the boost. The drop is followed by another two drops - boost before the last one and boost hard. You'll notice that the last drop will take you into a tunnel - you are aiming at getting ontop of that land mass and not entering the tunnel.

You will land on a water-barren area which will act as a slope - use some boost if you have it to get up to max speed quickly. The slope will take you around a right turn and into a straight where there will be patches of water which are good for jumping over if you have the boost left & a 4 second boost to collect at the top of a small ramp. This are finishes with a small right-hand turn back into the main courseway which is at a section which is a long straight with a tunnel from middle to end.

Just before the tunnel is a ramp with a 4 second boost and once into the tunnel there is a 4 second boost hanging in the air. After the tunnel is a 90 degree left hander and a wide canal way. Part way along here is a small island with a chinese dragon moving around - head straight for this and jump over it to collect another 4 second boost. Just afterwards is a small drop and ahead you will see a 9 second boost on the left and a large ramp on the right - take your pick. If you have a lot of boost to use head for the ramp and boost away. Otherwise collect the 9 seconder and hydro bounce your way along. It's straight on from here down a couple of dips to the finish line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Ship Graveyard (Hard Track)
You start on a long straight (seeing the repetition yet?) which narrows in the middle and then widens back out quickly. Towards the end a left hand turn takes you onto another straight where you'll see a pair of ships to the left as you go down that are moored away from the quay. You want to be on the left side of these boats to grab the 9 second boost that's at the left of the second. You can do this safely either by going left before the first boat or between the two. Nip through at your comfortable point & get the 9 seconder before turning right and rejoining the main courseway ready to turn right before the liner that's in front of you. Head up alongside the liner & take a left at it's end. Here you will find a 4 second boost straight ahead & the main track will then meander to the left before revealing a check point, ramp and a 4 second boost for you to aim at.

Head slightly left of the ramp as there's a rocky outcrop that prevents you going straight ahead. The track then turns right - you'll notice there's a water fall ahead though & that's where you should be headed. Under the waterfall follow the tunnel as it turns right and head for the ramp to get the 4 second boost - you will need some boost to get the 4 second boost. Again, try to head left off the ramp as by the time you land you'll be on a left turn. Keep going and you will shortly join the main courseway again and soon after see in front a bridge. Try to jump over the middle of the bridge as there's a 9 second boost hidden there.

You are now on a long straight and probably running out of boost if you missed the hidden 9 seconder - make sure you keep some in hand. At the end of the straight is a drop which you should jump off of at about the middle but not keep the boost on. As you fall you will see a pair of courseways, one on top of each other & the top one has a 9 second boost in it's entrance. Use your boost if you need to to make sure you enter the upper courseway and collect the 9 second boost before dropping back down to the main courseway & turn slightly left before a sharp right inside a tunnel. The tunnel exit will be in front of you with a 4 second boost moving around just outside. Dodge the wings of the two crashed aeroplanes and line yourself up for the 4 second boost that is ahead. Drop down to the next level and hydro jump at the 4 second boost before making a huge drop down to the next section.

Once you've landed you'll be heading for a check point and a waterfall which, of course, holds a hidden passage. Personally, I don't bother with the hidden course (which contains a sharp rise followed by a 9 second boost, IIRC). Instead I follow the main course left & jump the ramp collecting the 4 second boost. By the time you've landed you'll already be on a right-hand turn with huge waves which severaly affect the movement of the boat. Do your best to keep control, stay left and keep tight left around the next turn (which is left-handed). Around the corner is a pair of boosts - a 4 second boost in the middle and a 9 second one at the left - which you will probably have to use your boost to get to as the waves will push you out to the right. After the huge waves you will pass through a check point and enter another tunnel. The tunnel will take you right-left-right and on the final right turn you will see daylight & a 4 second boost hanging in the middle of the courseway. Grab the boost & try to keep fairly straight with the courseway while you head for another ramp with another 4 second boost and eventually the finish line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Venice Canals (Hard Track)
One of the few (only?) tracks without a long straight to start and also one of the easiest when you're used to it's layout. There is a left turn almost immediately after the start. Around the bend and under a walk-way style bridge you find your first 4 second boost. This boost sits on a long right hand bend which has a slightly concealed short cut in between the buildings on the right. Don't worry if you miss it - there's very little gain in using it. At the end of the right-hander is a concrete plateau where the cut-through rejoins the main track. You can either jump this concrete plateau or use it as a ramp. By the time you've landed (if you didn't go via the short-cut) you are faced with a left hand turn and a large bridge in front which contains a middle section holding a 9 second boost. It's not the easiest of boosts to get but if you do, don't boost much else. There's a secret tunnel to the right here - just right of the quay being held up by columns - containing a 4 second boost and not much else. It leads out just after the next split (described below) and isn't worth while using.

Quickly after this bridge is another left hand turn and a short straight leading to a short split in the track along a right hander. You don't want to go down either split but instead jump over the island that splits the track to collect the 9 second boost sitting high there - remember to turn to the right to boost yourself in that direction as you fly otherwise you will happily meet the buildings opposite and a nasty building blockage. At the end of the right hand turn is a quay with a 4 second boost underneath. The track then takes a two way split as it vears right again. If you take the outside split you will be rewarded with a 9 second boost whereas the inside split splits again to two seperate short canals with one 4 second boost each. All three splits join back up to cross the second check point. With good direction & timing both the 9 second and the inner-most 4 second boosts can be retrived with a a short jump just after the exit of the left-most split. There is a gap between the left-most and middle splits, but have not found it useful.

Keep to the right at the check point and line yourself up for the gap that begins to form between the buildings on the left - you will find that the track takes a sharp left and then u-turns back on itself and another left. Instead of attempting this complexity of the track simply jump the quay that is sitting in the middle. As you land, there's a ramp in front of you with a 4 second boost atop - if you have control head straight for it & boost up it to collect the boost & start flying. Again the track takes a little jaunt, this time to the right and back and again there's no need to take it - keep flying from the ramp or jump if you missed - as the grass verge in front of you forms a nice short cut.

On landing the track takes a sharp right and you should be sticking close to the right hand side of the track. The track takes another right but just in front is a gap between the buildings holding a small ramp and a 9 second boost. Collect the boost to cut off another section of the track - but don't boost through as it quickly takes a left under a bridge. Boost along a straight to the next bridge and cut the boost to take the right-hander as a 4 second boost sits on the inside of this turn which is easy to miss when using boost. This leads you onto a straight at the start of a tunnel which is deceptively long when using my memory - I frequently turn the next left too early! As you head left the track straightens to show another 4 second boost in front and the exit of the tunnel.

Back in the open the track takes a short right onto a straight before another short right and then a sharp left - cut the boost for this one as you need to line yourself up for a ramp. Hit the ramp and boost to collect a 4 second boost and you'll land in a tunnel with swinging chandaleers. As you boost along jump at the second chandaleer to collect a hidden 9 second boost and by the time you've landed you'll be ready to exit the tunnel. Here you have a choice of two tunnels, the left hand one has a luring 4 second boost in front of. Use the left hand tunnel to collect another 4 second boost along the way. Both tunnels meander somewhat before joining back up for a long straight with an obvious ramp at the end. As you get to the ramp you will notice on the right a series of columns and a 9 second boost behind it. Take your pick - if you have plenty of boost left hit the ramp collect the 4 second boost and fly through the window at the end of the church (which you are now in). If you're running low on boost, vear right avoiding the columns, collect the 9 second boost and vear back out from under the columnar section and through the main doors of the church and down a drop. On landing from either choice, the track takes it's final left turn and reveals a ramp with a four second boost atop ready to launch you to the finish line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

N.Y. Disaster (Hard Track)
Beginning on the now familar long straight your first turn will be right and contains a 4 second boost before crossing the first check point. After the checkpoint you head into a multi-storey car park and another slight right. Here on the left you will notice some checkered-flag like patterns - head between them to cut a fair chunk of the start of the track. If you happen to miss this one, collect the 4 second boost just after it & then the track will take a left and a slight drop after which there is another entrance to this same passage way and another 4 second boost. The two entrances join and the exit to the main track has a 9 second boost hanging precariously close to the ceiling of an archway - either jump early so you collect the boost as you land or jump late so you take off just before the boost otherwise you will very likely hit the archway and ruin any gain you had from the short cut.

After heading out of the short cut on a short straight you will rejoin the main track and head left. Don't take this left too sharp despite it's look as the track heads right very quickly and with a little practice you will make this a convenient s-bend. After the s-bend the track takes a dip and into a tunnel, offering a 4 second boost along the way. Take a slow right then left and you'll be out of the tunnel ready for another right where a huge inveterate sewage crocodile swims in the water. Take this one wide & line yourself up for the boost that sits high later on just after a dip. To get the boost either jump from the top of the dip or drop & immediately jump back up.

You are now very much out in the open & only frame works of buildings line the track. Follow the track left and through another check point where you have the choice of left for a 9 second boost or straight on for a ramp and a 4 second boost. Personally I take the ramp 'cause I'm too stupid to remember the 9 seconder! These two choices join together again before a tight straight, a 4 second boost and a huge dip.

Jump from the top of the dip & get your speed up to max before cutting the boost & flying high for a long straight. If you use too much boost here you wind up smashing into the rock at the end and not making a smooth right through the fourth check point. It's not much of a right either as it soons turns left under a large archway. Hug the left side of the track here as the wall almost disappears revealing a 4 second boost before the track heads right and into a subway tunnel.

The tunnel meanders slightly before taking a definite split. It doesn't matter which way you go here as you soon see the subway platform and a 9 second boost on it. Jump at the boost and slide your way to the other side before continuing on your way. The split joins shortly afterwards for another check point. After this the track takes a long right hander before showing a subway train. Just before the train is a dip where you need to keep to the left but don't hug the wall too much as you'll miss the 4 second boost at the bottom of the dip. Collect the boost and follow the track to the end of the tunnel by way of a long left hand turn. On exitting the tunnel you will see the finish line off to the left and a ramp and 4 second boost between you and the line. Collect the boost and boost to the line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Catacomb (Bonus Track)
Starting on yet another long straight, this circuit track is entirely based inside great caverns and tunnels. Just before going headlong into the first bend, a left-hander, you find a 4 second boost towards the right hand side and around the bend the track has a pair of columnar structures reaching top to bottom of the tunnel. Between them is a hidden 9 second boost and beyond them on the right of the track is a 4 second boost. Towards the end of the straight is another 4 second boost on the left which leads you into a sharp left hand turn. At the end of the turn you find a ramp directly in front of you (or to the left it you took it wide) which conceals a 4 second boost just past it and can be used to boost up to another 4 second boost high in front of it.

If you jump the ramp, try not to boost too much as there is a right turn quickly after it with a waterfall on it's left side. Note that this waterfall does not conceal an entrance like many others so you need to take this turn and yet it appears to offer a tunnel at it's top - those versions I've managed to get up there just dump me back on the main track again, so it's a red herring so far. That said, there is a hidden 9 second boost hanging in the air around here - it's in a different position for different versions & I have yet to find it on all versions, so happy hunting. Around the corner on the right is yet another 4 second boost but on some versions this one can be difficult to get to unless you are facing it as it appears and this is particularly dependant on the boat you have. The track continues on heading away from this 4 second boost to the left and into a short tunnel with stalagtites in plentiful supply. A 4 second boost is on the left here but the track heads right shortly after it. Just before you continue around the corner you have a choice - look straight ahead and you will find a tunnel that you can jump into - and both are worthwhile. In the tunnel you will find a hidden 4 second boost and on the main track you will find a 4 second boost. On different laps get each & on the final lap go through the tunnel.

If you take the tunnel choice, turn left as you go through it. Soon afterwards you get back on the main track again as it is only a short short cut. Almost immediately afterwards you will find another choice and again both directions are of use. Both directions have 9 second boost available. Directly in front you can see a waterfall behind the wall of the track - you can boost over the wall where you will find a 9 second boost and a ramp out of the hidden section. On another lap (I'd suggest the first or last) follow the track as it heads left & collect the 9 second boost that sits in the corner ahead as the track turns back right to the place where the short cut will exit. Immediately after where the choice joins again there is another turn, this time to the left and on the inside of this corner is another 9 second boost. I recommend getting this boost on the first or second lap as just beyond it is a ramp and then the finish line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Castle Von Dandy (Bonus Track)
Starting on a now-familiar long straight you can see the first 4 second boost in the distance before the track takes an easy right hand turn onto a shorter straight. At the end of this second straight a sharp left hander reveals another short straight and another 4 second boost before another right hander. Take this right-hander easy as it soon becomes a left hander with twin archway spanning the track. The left archway here has a 4 second boost under it and if you look between the archways a bell tolls just above them hiding a 9 second boost if you manage to time your jump correctly. Through the archway or the bell a the left hand turn continues and you will soon be on another straight but tucked into the corner of the left-hander is a 4 second boost. On the right-hand side of the straight is a ramp with a 4 second boost atop and from here you will be able to see the track takes a slight diversion ahead to the left. The diversion itself holds a 4 second boost whereas jumping over the crematorium in front will yield a hidden 9 second boost - be careful of the gravestones as your boat could come a cropper on them. Diversion or not, you will then have a ramp with another 4 second boost on the left before entering into the castle that the track is named after.

Inside the castle you will notice on the right hand wall are a series of four windows. You can jump through any of these windows onto a hidden section of track. The second window holds a hidden four second boost and the hidden part of the track holds tight to the outside wall of the inside track, so on going through the window, expect to land by hitting the far track barrier and then take a left. You will find a 9 second and a 4 second boost as you head around - the 9 second boost is tucked into the crevice of a right-hand turn. Heading around that right-hander will take you left-hander and to a long ramp back on the main courseway. Staying inside the castle, the track takes a series of left-handers which form into a long single left hander if taken correctly and culminate in a sharp right-hander with a 9 second boost on the outside, again tucked into the crevice of the turn. After the right-hander is a short straight to the exit of the castle where the outside track rejoins. Keep to the left if you are coming out of the castle as you are back on the start-finish straight here and there's a long ramp (not the same one as the outside track) with another 9 second boost just before the finish line.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Hydro Speedway (Bonus Track)
Hydro Speedway bears a number of similarities to Thunder Park - in appearance, it's a circuit and the hidden 9 second boost. Look just ahead of you on the start line's long straight and you will see a boat hanging. Jump at the boat and you will find a 9 second boost. At the end of the start-finish straight the track heads right onto another long straight which narrows towards the end. Just before it narrows is a 4 second boost and just after it turns right. On this inside of this right hander is a 9 second boost which leads you on a short straight before turning left onto another short straight and then a right again. This right also has a boost on the inside albeit a 4 seconder. A slighter longer straight follows before another right hander and another short straight. On this straight, in the middle, is a 4 second boost hanging mid-air.

By the time you land this from the boost the track takes a mirrored split which you are blocked from jumping the middle of. In both directions you find a curve out and back to what would otherwise have been a straight run. On the way back in there is a ramp with a 4 second boost sitting there. Try to take the turn on the inside and head diagonally across the ramp as the track then performs another similar split but this time your jump off the ramp can take you straight across the middle of the island if aimed correctly. As the two sides join again a 4 second boost is drifting side to side across the track in front of a tunnel. Head through the tunnel and take the right turn at the end back onto the start-finsh line. Before the finish line is a ramp on the left with a 4 second.

Not a difficult track to understand but can be a tad frustrating getting that first place until you are used to it.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Nile Adventure (Bonus Track)
Of the bonus tracks, Nile Adventure is the only non-circuit. Instead it's the longest track of all, more than a third longer than most of the others (based on time). As with many tracks you start on a long straight this time heading for a bridge with three archways. Head for the middle archway and try to boost over it - a 4 second hidden boost is waiting for you. As you land or go through an archway, the track heads right under a bridge and immediately right after the bridge to a pair of ramps. The closest ramp offers a 9 second boost and the farther ramp a 4 second boost. Grab a boost and by the time you land the track will be headed left again only to turn sharply right at the end of the rock face you've no doubt hit once or twice. Take the right-hander and cross the first check point before turning left onto a long straight. The straight has a drop halfway along with a 4 second boost hanging in the air in the near distance. To get the boost you can either jump from before the drop and boost to get it or drop and immediately jump to grab it. Either way, there are a pair of waterfalls, one to either side and an entrance to a tunnel. Take the tunnel as these waterfalls only mask rocks. Once in the tunnel the track takes a series of turns, between each turn the water slopes downward. The turns are left, right, right and finally left with a 4 second boost after the first right.

After the turns you will be in a long straight with some basic hyeroglyphics on the walls and a gaurdian statue at the end. Just before the guardian is a 4 second boost and a long drop to beneath the guardian, so if you are jumping along the straight be sure to land before it. At the bottom of the long drop is the second check point and another guardian this time guarding the entrance to a tunnel. Look ahead as you go under the guardian. The track goes left under another tunnel entrance and a smaller tunnel entrance is to the right. Don't bother with either one, instead look up to see three archways which would otherwise be a large single archway if it weren't for a pair of very solid pillars. Aim to get between the two pillars and land at the entrance that is there. Manage this correctly and not only will you get the 9 second boost for passing through any of these three archways but you will get an instant speed boost that will put you at maximum speed immediately. You are now on a long upward straight which jetisons you high into the air over a long thin canal and culminates in long narrow slope where you collect a 4 second boost on the way down.

Exitting the slope and you plumet into a wide tunnel with a snake's head in front forming the exit and almost swallows the 4 second boost that sits there as you pass by. Inside the snake's innards, the track takes an immediate left revealing a small straight followed by a long right hander that begins sharp. As the right-hander straightens the river slopes down to a 4 second boost and a long left hander. By the time you collect the four second boost and start on the left hand turn you will be out of the snakes innards as it changes to be a rock tunnel with snake moving through it. At the end of the left hander you can see the snake moving through the right-hand side of a long straight and a 4 second boost at the end of the tunnel. As you collect the 4 second boost there's a large drop down and a sphinx's head gaurding another tunnel. Jump before the drop and you will fly through the face of the sphinx and into the tunnel.

This tunnel forms the nastiest part of this track and probably any of the tracks. It is lined with sarcophagi and the track itself is lined with triangular forms either side that will slow you down if you hit them - and that's pretty easy to do. The tunnel takes a left shortly after starting and then a long right before a sharp left with a 4 second boost. This is followed with another long right and on the next left is another 4 second boost which leads you onto a short straight. Depending on version, you'll have already noticed many of the sarcophogi drop down as you travel along the water of the track. No matter which version, this next straight will drop down various sarcophagi and may hit you as you attempt to jump at the hanging 9 second boost. Try to get the boost as you land as the track takes a sharp right hand turn. You'll notice at the end of this straight a sarcophagus opens to show a hidden section of track. Despite containing two 9 second boosts (one hidden as you enter the tunnel) it's actually a longer way through. Take the right hand turn and you will find check point 3 under another archway. After the archway the track heads right then left and onto a long straight where you can see the exit. Along this section of track large sections of roof drop down to keep you at track level so don't try jumping anywhere here.

Exitting the tunnel you find the only location that allows the night sky to shine - this is the same part where the hidden section of track will lead you to. As you drop down from the tunnel exit to the water below you can see a ramp with a 4 second boost atop and in the distance another tunnel entrance this time in the shape of a traingle (think pyramid). This tunnel takes you right then left before taking an even sharper right then left. Don't boost around this last left as you will overshoot and miss the 9 second boost that sits before another large drop and the tunnel's exit. At the bottom you enter another tunnel. This tunnel heads straight and soon enters a section where the roof and sides are circular and revolving. The track takes a mirrored split that you can safely ignore. Instead jump over the islands in the middle to collect a 4 second boost in the middle of each - 3 island in all. Just prior to the third island is a 9 second boost traversing the width of the tunnel. After the last island, the revolving ceiling finishes and you career along a now rock-lined straight which ends in a left. This left initially hides a climbing bargeway heading right then right and climbing again. At the top it heads left and back into a the rock-lined tunnel for a short straight with a 4 second boost and another long drop at it's exit.

You will now be flying along a huge cavern with a single-eyed scorpion-like creature lying beneath the surface of the water with it's legs flailing around in the air. Ahead of you is another guardian over a tunnel entrance and it's eyes fire a pair of beams which intersect at the water just in front of you for the duration of this long straight. As you near the eye of the creature beneath the surface, in some versions, it rears the eye & you can use this to bounce off to get the 9 second boost or you can simply jump at the boost and avoid the speed reduction that occurs with the collision of the eye. Land you boat and enter the final tunnel of the track. The tunnel begins with a short straight followed by a right then left before exitting on that left turn with a 4 second boost and the now familiar drop. Go headlong at the finish line which will now hopefully be in front if you took the left turn correctly between the feet of a sphinx.

Times to beat

 * [Cyberscore Scores]
 * [Twin Galaxies Scores]

Circuit Mode
As mentioned, only relevant for Sony Playstation (PSX) version. Maximum possible score is $39,000.