Another racer can be a useful reference without becoming a substitute for your own view of the course.
Distinguish a race line from a following habit
Jetsky Power Boat Water Racing Stunts Game describes racing opponents across a water setting. A nearby rival may draw your attention, but copying its path automatically does not tell you whether that path suits your current position. Read the visible route and the space ahead of your own craft. Another racer is one moving element in that view, rather than a marker guaranteed to lead you safely through every turn.
Notice lateral movement on the water
The supplied controls are the keyboard arrow keys. Once the game shows how they affect the craft, observe how much space a direction change uses before making another one. In a water racing presentation, the important comparison is between the craft's visible path and the route you intended. The description does not establish a particular drifting model, wave physics, or a jump button, so none is needed to make that comparison.
Use a route feature to judge a pass
When considering moving past a rival, choose a visible part of the course where you expect the two paths to separate. Ask whether that area leaves room for your own movement, not just whether your craft appears faster at the current instant. This turns overtaking into a spatial decision. It also keeps the racing objective separate from the supplier's broad stunt language, whose exact actions must be learned from the game itself.
Racing