Whitewater Wipeout was one of the first games available on the Playdate, being released in the first week of Season 1, and I think it’s still my favourite on the system. It has the vibes of California Games, but with a clear end point, refined scoring system, and responsive and intuitive controls.
The front of the board goes where the crank is pointing. It is such an immediate piece of feedback that it gives you an innate sense of connection to the character, but the fact that you can turn the crank quicker than the board can turn makes it crucial to plan in advance when to stop your stunts. Being able to shift weight on the board as you launch, using up on the d-pad, gives even more depth to it.
It’s ideal for a handheld game too. Three lives; you lose one each time you land the wrong way or stray to the bottom of the screen. As you travel to the left, the wave slowly catches up with you unless you constantly move, and the further to the left you go the smaller the wave is – making it more difficult to launch and land tricks, and eventually forcing a wipeout. I’ve reached that last point once in all my games.



The top global scores are over 2 million, and I have no idea how they can be achieved – you would need to have a perfect run on each of your three lives, getting a triple and then quadruple 360 on every trick, building up the combo for the whole run, and hitting a few birds along the way. My top score is less than a quarter of that, and even that felt like I was lucky so many times throughout.




























