Mean Machines Sega
1st April 1996WipeOut
What profession could be more trustworthy and respectable than Research Science? Timid men in white coats, more suited to waggling test tubes than enjoying social interaction or full-blooded pursuits. This would seem to be the conventional wisdom. But a wisdom challenged by a supressed Government report at the turn of the century, where the scandalous profilgacies of scientists involved with Force Levitation propulson were revealed. Huge public expense had gone into building test tracks and early prototype models, each built to order to test this new mode of high-speed transport.
The team involved had failed to report any significant findings. Government agencies investigated. They were... racing them. Billions of Euros invested in a replacement for the motor car, and the finest minds were treating them like Go-Karts. In truth, Science had uncovered something much more interesting - a new sport.
Origin
Anyone who knows anything about games will recognise the Playstation's star launcher. A very close conversion has followed.
Game Aim
Be the fastest over seven courses. Learn new speeder tactics.
The Rush
Wipeout speeders use twin engine/twin braking systems. Engines are synchronised, but the brakes may be applied individually for a sharp left or right turn. Alternatively, a more gentle bank effect can be performed with no loss of speed. In competition, speeders rely heavily on the speed pads placed on the track. Passing over these in sequences boosts the speeder to maximum velocity. The placing of pads has been deliberate to test player skill and familiarity with the course layout. Utilising at least some of these is essential to success.
Leap Of Faith
Managing the many jumps in WipeOut is essential to success. The game is played as much on the vertical axis as the horizontal. Key to dealing with racing in the air is the pitch of the speeder's nose, controlled by up/down on the pad.
The speeder responds to pilot controls: a push forward will lower the nose, optimising the aerodynamic shape and increasing maximum speed. Pulling back will raise the nose, expose more area of the underside and consequently lower speed. The dividend is a gliding motion that increases length and distance in the air.
A secondary advantage of pitching the nose comes in accentuated dips/rises in the elevation of the track. In the former, lowering the nose will improve speed on the fall; on the latter, pulling the nose up will avoid it scraping along the track, reducing speed. Lets examine some instances:
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Ultima 7 Danger Leap
The game's first jump, letting you experience the dynamics of air racing, but as the track continues underneath there is virtually no risk (unless you foolishly choose to use a speed up as you takeoff and have a close encounter with the cliff face.) The trick is to push the nose forward as soon as you leave the upper level. -
Ultima 7 U-Bend
This sharp rise comes directly after the 'Danger Leap' and is the perfect example of how a rising slope can destroy precious momentum. It's clearly marked with warning stripes - prior to these is the best point to raise the nose for best effect. Later rises in the game come before crucial jumps and are less easily identified. -
Terramex Bridge Jump
The second leap on the Terramax course and the most important element of the track. Preparation from the jump comes from raising the nose on the final approach to avoid speed loss, and maintaining it for the first portion of the jump for distance. The crucial change point comes when pushing the nose forward to reinstate speed as soon as possible. -
Arridos Home Leap
Arridos features one of the most exhilirating and useful jumps in the whole game. Set on the very final turn, an artificial ramping raises the track high above the level on the other side. There is little danger of losing the speeder in the chasm, and every opportunity to gain a huge advantage by using a speed-up at this specific point, which will catapult you well over the line.
Hard Graft
A reward weapon system operates on the tracks. Pads contain randomised weapon power-ups, relayed as symbols on the speeder heads up display. Passing over a pad is all that is necessary to attain its power. Once installed, weapons have a single use, though this may be replenished.
Only one charge may be carried at any time. When other craft use weapons in the vicinity of the player, he/she will be warned by an audible signal, detailing the weapon used:
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Rocket
Standard offensive device. When fired, a rocket will continue in a straight line until impact with a vehicle or wall (thus must be aimed). The effect on vehicles is loss of speed and disruption of trajectory. -
Missile
Advanced rocket design. Missiles have on-board targetting and will seek out opponents in front of the player craft. To be effective, missiles must be locked on before launch (denoted by a small tracking rhomboid on heads up). Effect is similar, though pronounced, to rocket. -
Shockwave
Mistaken for missile, but different effects employed. Shockwave features similar tracking device as missile for lock on, but has a primarily disruptive effect on targets, by interrupting systems (induces a characteristic 'bouncing motion'). Shockwaves are tactical weapons best employed in areas where handling is paramount. -
Mines
The only system to protect speeder rear. Activated, a stream of primed mines is ejected from the back of the speeder. Contact with these results in an explosion, speed loss and disruption. The trail nature of mines allows spreading tactics at narrow points in the course. -
Shield
The speeder's multi-purpose defensive measure. Shields will protect with an electromagnetic aura for some seconds. They have no effect on performance, although no weapons may be used through a shield. -
Speed Up
Potent, short burst of power doubles velocity almost instantly, though return to normal velocity is almost as rapid. The effect is useful for crossing chasms, escaping pursuers and overtaking, but the extra demands on control require careful and considered use.
The Road Not Taken
The latter course features forks in your route, with alternative sections of track. In Korodera and Arridos at least, these are more to test reactions, but in Silverstream the dual sections of the track are quite substantial and have to be learned separately. Forks are the ideal place to overtake a troublesome leader who is good at blocking.
Drivetime
WipeOut's Techno soundtrack is so integral to the game that it features in nearly every evaluation. Music By Sony-signed artists Leftfield/Chamical Brothers has been scrached off the track listing, but the remaining line-up is formidable. Literally pop-tastic!
Gus
Initial pride and enthusiasm for the WipeOut conversion has been tempered by comments around me from those pointing out inferiorities to the Playstation. Not as clear, not as fast and not as smooth. Really? I wouldnt know. I couldn't care. I've been enjoying WipeOut for what it is, a Saturn game, and the deficiencies are so minor as to make no difference.
The game has the immeasurable style, confidence and vigour of the original and a fair slice of gameplay too. It also, we must confess, kicks the crap out of Hi-Octane.
WipeOut's strengths are its incredible graphics and superb handling, with a racing style based on floating braking which is quite unique. However it's neither as rewarding or as well structured as AM3's Sega Rally. This is no real slander since the Sega game is exceptional, whereas WipeOut is merely brilliant. As a conversion it's a couple of paces behind the 32X version and miles ahead of the PC CD-ROM edition.
Steve
Having never played the original WipeOut on the Playstation before I played this version, I had nothing to compare it to, so I took it for what it is.
And that it is, is a damned fine racing game...! The feeling of rushing around the courses is really superb, and I really felt like I was getting up a full head of steam, motoring round the bends. Also, the thumping music soundtracks really add to the enjoyment. And it's hard as well which means that it'll never leave your Saturn's disc tray!
But, after this, I did get a quick go of the Playstation version, and although I agree with what Gus said about judging this as a game in its own right the simple fact is that most of tthe Saturn owneers interested in WipeOut will want to know one thing: Is it better than the Sony version?
And the simple answer is that it isn't. Not by much, but enough. However, it is still WipeOut, and as a result is always going to be a top notch game.
Verdict
Graphics 93%
P. Strangely, tracks which are so convincingly good as racing environments you almost take them for granted.
Animation 92%
P. The essential items are faultless: fast and fluid update, and the essence of a levitating vehicle captured superbly.
Music 95%
P. One of WipeOut's strongest suits - an array of sequenced tracks that are the spirit of the game.
N. Pop pundits would have liked those 'name' tracks.
Effects 87%
P. The crowd is always elated.
N. None of the effects or speech play as effective a role as the music.
Playability 91%
P. However strange the control feels at irst, you know you are into something unique and intriguing. An immersive experience.
Lastability 90%
P. WipeOut's complex control and challenging courses leave room for constant improvement.
N. Easy access to all but one track. Bad move.
Overall 91%
Perpetual motion. Constant improvement. WipeOut is the Saturn's new driving force.
Scores
Sega Saturn VersionGraphics | 93% |
Animation | 92% |
Music | 95% |
Effects | 87% |
Playability | 91% |
Lastability | 90% |
Overall | 91% |