time a buoy is correctly passed, a power arrow in the game's HUD will light, allowing the player's watercraft to gain speed. Up to five power arrows can be lit in order to obtain maximum power. Therefore, maintaining this process will allow the player to maintain a high speed. Failure to correctly pass a single buoy will result in the loss of all the player's accumulated power (though the power arrows can be lit again one by one) and missing five buoys over the course of a race will result in disqualification. Leaving the course area limited by pink buoys for more than five seconds will also result in disqualification. In Time Trials, the player can freely race on a course to perform the best times, which are recorded in the game's data. In the Stunt Mode, the player must earn points by executing stunts and passing through rings. The points depend upon how many rings the player passes through without missing, as well as the class of stunt that has been performed. The multiplayer mode uses a horizontal split-screen and allows two players to compete against each other on a chosen course. Only the courses that have been unlocked in the Championship mode can be played in the Time Trials, Stunt, and multiplayer modes. The game offers four personalized racers for players to select from, each having their own strengths and weaknesses. A Nintendo 64 Controller Pak can be used to transfer saved data from one game cartridge to another. Development and release Wave Race 64 was developed by Nintendo EAD and produced by Shigeru Miyamoto as one of the first Nintendo 64 games. Development of the game was led by Shinya Takahashi, who had been working with Nintendo since 1989. Takahashi, along with Yoshiaki Koizumi, who worked with Miyamoto on Super Mario 64, are credited for helping the company effectively make its paradigmatic leap from the 16-bit 2D graphics of the Super Nintendo Entertainment System to the Nintendo 64's 3D capabilities. Since the game's engineers only had experience with the 2D graphics of earlier Nintendo consoles, Takahashi had to guide them through the first stages of development. While experimenting with the Nintendo 64's Silicon Graphics technology, one of the programmers created a tech demo that served as an example of the game's wave programming. The tech demo caught the attention of Miyamoto, and soon the team began to