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** ''Wip3out'' introduced the short-lived "Hyperthrust" system, allowing racers to expend shield energy for an boost in speed as long as the dedicated button was held similarly to how boost works in anti-gravity contemporary ''F-Zero''. Having replaced the Turbo pick-up, Hyperthrust remained exclusive to ''3'' as the idea was shelved in favor of bringing back the Turbo in ''Fusion'' onward.

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** ''Wip3out'' ''[=Wip3out=]'' introduced the short-lived "Hyperthrust" system, allowing racers to expend shield energy for an boost in speed as long as the dedicated button was held similarly to how boost works in anti-gravity contemporary ''F-Zero''. Having replaced the Turbo pick-up, Hyperthrust remained exclusive to ''3'' as the idea was shelved in favor of bringing back the Turbo in ''Fusion'' onward.

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* CastFromHitPoints: The barrel roll, introduced in ''Pure'', consumes energy and, if you complete the roll before landing, gives you a speed boost. Note that the energy is still used even if you fail to get the boost.

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* CastFromHitPoints: The barrel roll, CastFromHitPoints:
** ''Wip3out''
introduced the short-lived "Hyperthrust" system, allowing racers to expend shield energy for an boost in ''Pure'', speed as long as the dedicated button was held similarly to how boost works in anti-gravity contemporary ''F-Zero''. Having replaced the Turbo pick-up, Hyperthrust remained exclusive to ''3'' as the idea was shelved in favor of bringing back the Turbo in ''Fusion'' onward.
** The concept of diverting shield energy for a speed boost would be re-introduced in ''Pure'' with the barrel roll. Barrel rolling
consumes a percentage of your energy and, and gives you a speed boost if you complete the roll before landing, gives you a speed boost.landing. Note that the energy is still used even if you fail to get the boost.
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* StartMyOwn: The backstory to ''Pure'' has a Qirex engineer being disappointed by their new designs and starting her own team.

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* StartMyOwn: The backstory to ''Pure'' has a Qirex engineer being disappointed by their new designs and starting her own team. Ironic considering how Qirex started.
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** Well, you have weapons: What comes next should be expected (unless you're playing the original game, in which the weapons merely slowed opponents down.) In Eliminator mode, players must eliminate a select number of opponents before the race ends.
** Came to a head in ''Fusion,'' which had more craft on the tracks and a much greater focus on weaponry. Story-wise, this was due to the [[CorruptCorporateExecutive rampant corruption]] going on behind the scenes in the F9000 league.

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** Well, you have weapons: What comes next should be expected (unless you're playing the original game, in which the weapons merely slowed opponents down.) Even then officially 1 of the 8 playable characters was killed) In Eliminator mode, players must eliminate a select number of opponents before the race ends.
** Came to a head in ''Fusion,'' which had more craft on the tracks and a much greater focus on weaponry. Story-wise, this was due to the [[CorruptCorporateExecutive rampant corruption]] going on behind the scenes in the F9000 league. According to in series canon 6 racers were killed in 2166 at Temtesh Bay and 1 of the playable characters was left paralysed.
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* ActionizedSequel: ''Fusion'' has a bigger focus on the combat aspect than the rest of the series. There's a larger variety of offensive items, weapon power is introduced as a stat, and league mode gives ranking points for eliminating other competitors.

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* ActionizedSequel: ''Fusion'' has a bigger focus on the combat aspect than the rest of the series. There's a larger variety of offensive items, weapon power is introduced as a stat, and league mode gives ranking points for eliminating other competitors.competitors, ensuring you still get some points even if you yourself get eliminated.

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Wick cleaning. Removed a Useful Note from the trope list. Removed some potholes from main trope names, which is against policy


''[=WipEout=]'' (sometimes styled as ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]]

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''[=WipEout=]'' (sometimes styled as ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's Platform/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]]



* UsefulNotes/{{Nintendo 64}}: ''[=WipEout=] [[SuperTitle64Advance 64]]'' (1998; strange, as Psygnosis was a Sony subsidiary by this point)
* UsefulNotes/PlayStation: ''[=WipEout=] 2097''/''[=WipEout=] XL'' (1996) and ''[=WipEout=] 3''/''[=wip3out=]'' (1999; ''Special Edition'' rerelease in 2000)
* UsefulNotes/PlayStation2: ''[=WipEout=] Fusion'' (2002) and a port of ''[=WipEout=] Pulse'' (2008)
* [[UsefulNotes/PlayStationPortable PSP]]: ''[=WipEout=] Pure'' (2005, launch title) and ''[=WipEout=] Pulse'' (2007)
* UsefulNotes/PlayStation3: ''[=WipEout=] HD'' (2008; ''[=WipEout=] HD Fury'' expansion in 2009)
* [[UsefulNotes/PlayStationVita Vita]]: ''[=WipEout=] 2048'' (2012, launch title; has cross-platform multiplayer with ''[=WipEout=] HD Fury'')

The first two games were also ported to the UsefulNotes/SegaSaturn and PC, among other platforms.

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* UsefulNotes/{{Nintendo 64}}: Platform/Nintendo64: ''[=WipEout=] [[SuperTitle64Advance 64]]'' (1998; strange, as Psygnosis was a Sony subsidiary by this point)
* UsefulNotes/PlayStation: Platform/PlayStation: ''[=WipEout=] 2097''/''[=WipEout=] XL'' (1996) and ''[=WipEout=] 3''/''[=wip3out=]'' (1999; ''Special Edition'' rerelease in 2000)
* UsefulNotes/PlayStation2: Platform/PlayStation2: ''[=WipEout=] Fusion'' (2002) and a port of ''[=WipEout=] Pulse'' (2008)
* [[UsefulNotes/PlayStationPortable [[Platform/PlayStationPortable PSP]]: ''[=WipEout=] Pure'' (2005, launch title) and ''[=WipEout=] Pulse'' (2007)
* UsefulNotes/PlayStation3: Platform/PlayStation3: ''[=WipEout=] HD'' (2008; ''[=WipEout=] HD Fury'' expansion in 2009)
* [[UsefulNotes/PlayStationVita [[Platform/PlayStationVita Vita]]: ''[=WipEout=] 2048'' (2012, launch title; has cross-platform multiplayer with ''[=WipEout=] HD Fury'')

The first two games were also ported to the UsefulNotes/SegaSaturn Platform/SegaSaturn and PC, among other platforms.



Several groups in the [[http://www.wipeoutzone.com fandom]] have set out to create [[FanSequel Fan Sequels]] of their own after the closure of Studio Liverpool, such as ''[[https://slipstreamgx.org/ Slipstream GX]]'', set after a long slumber of AG racing scene. Its sister game, ''[[{{VideoGame/BallisticNG}} BallisticNG]]'', aims to mimic the visual and gameplay quirks found in ''2097'' and ''3'', along with modding, [=VR=] support, and also a mode that allows you to use the "modern" physics (those from ''Pure'' onwards).

Not to be confused with [[Series/{{Wipeout1988}} a game show involving finding which answers don't belong]], or [[Series/{{Wipeout2008}} that obstacle course show with the Big Balls]] based off of ''Series/MostExtremeEliminationChallenge'' (and by extension, ''Series/TakeshisCastle'').

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Several groups in the [[http://www.wipeoutzone.com fandom]] have set out to create [[FanSequel Fan Sequels]] {{Fan Sequel}}s of their own after the closure of Studio Liverpool, such as ''[[https://slipstreamgx.org/ Slipstream GX]]'', set after a long slumber of AG racing scene. Its sister game, ''[[{{VideoGame/BallisticNG}} BallisticNG]]'', ''VideoGame/BallisticNG'', aims to mimic the visual and gameplay quirks found in ''2097'' and ''3'', along with modding, [=VR=] support, and also a mode that allows you to use the "modern" physics (those from ''Pure'' onwards).

Not to be confused with [[Series/{{Wipeout1988}} [[Series/Wipeout1988 a game show involving finding which answers don't belong]], or [[Series/{{Wipeout2008}} [[Series/Wipeout2008 that obstacle course show with the Big Balls]] based off of ''Series/MostExtremeEliminationChallenge'' (and by extension, ''Series/TakeshisCastle'').



* AllThereInTheManual: Most [=WipEout=] games barely mention that there even ''is'' a story to the game. However, supplementary material (including older websites that are now dead) provided ''two centuries'' worth of backstory to anti-gravity racing, and all of the companies and groups involved in it. It's almost [[https://www.youtube.com/watch?v=7e4mDhaxj_M scary how much there is]] compared to how much is visible in the games themselves.

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* AllThereInTheManual: Most [=WipEout=] ''[=WipEout=]'' games barely mention that there even ''is'' a story to the game. However, supplementary material (including older websites that are now dead) provided ''two centuries'' worth of backstory to anti-gravity racing, and all of the companies and groups involved in it. It's almost [[https://www.youtube.com/watch?v=7e4mDhaxj_M scary how much there is]] compared to how much is visible in the games themselves.



* [[CharacterLevel Character/Pilot Level:]] In ''2048'' you gain ExperiencePoints from races to rank up. The higher your rank, the more crafts available to you. Most crafts are unlockable at certain levels, including Prototype Crafts. ''HD'' had team loyalty, which unlocked ships and cosmetic options such as different skins for team craft, and alternate HUD designs [[MythologyGag modeled after past games in the series]] such as ''2097'' and ''3''.

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* [[CharacterLevel Character/Pilot Level:]] CharacterLevel: In ''2048'' you gain ExperiencePoints from races to rank up. The higher your rank, the more crafts available to you. Most crafts are unlockable at certain levels, including Prototype Crafts. ''HD'' had team loyalty, which unlocked ships and cosmetic options such as different skins for team craft, and alternate HUD designs [[MythologyGag modeled after past games in the series]] such as ''2097'' and ''3''.



* UsefulNotes/ColdWar: The American (Auricom) and Russian (Qirex) teams are in perpetual rivalry due to conflicting ideals that came from their founders.



* [[CrutchCharacter Crutch Craft:]] In ''2048'' you start off with the moderately fast Feisar Speed. It's the fastest vehicle for you from when you start till you either unlock the Pir-Hana Speed or rank up high enough. However, though it is certainly important, ''[=WipEout=]'' isn't entirely based on speed.

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* [[CrutchCharacter Crutch Craft:]] CrutchCharacter: In ''2048'' you start off with the moderately fast Feisar Speed. It's the fastest vehicle for you from when you start till you either unlock the Pir-Hana Speed or rank up high enough. However, though it is certainly important, ''[=WipEout=]'' isn't entirely based on speed.



* DashAttack: Piranha's superweapon in ''Fusion'', the [[{{Double Entendre}} Penetrator]], is built for this; using it causes a burst of speed similar to a Turbo, but it also surrounds the ship's nose in energy and causes it to home in on the closest ship in front of it, making it a perfect weapon to use when stuck behind a damaged opponent.

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* DashAttack: Piranha's superweapon in ''Fusion'', the [[{{Double Entendre}} [[DoubleEntendre Penetrator]], is built for this; using it causes a burst of speed similar to a Turbo, but it also surrounds the ship's nose in energy and causes it to home in on the closest ship in front of it, making it a perfect weapon to use when stuck behind a damaged opponent.



* [[GuestFighter Guest Racers]]: The unlockable ''VideoGame/{{Medievil}}'' team in ''Pure''. The DLC added ships patterned after ''VideoGame/JakAndDaxter'' and ''[[VideoGame/SOCOMUSNavySeals SOCOM]]''.
* HarderThanHard: ''[=WipEout=] HD'''s [[ExactlyWhatItSaysOnTheTin Elite difficulty]] is punishing, particularly on Phantom Class. Aside from getting very aggressive with weaponry, the AI ships can quickly turn through the sharpest corners [[TheComputerIsACheatingBastard as if they're constantly running Autopilot while STILL maintaining high speeds]]. In short, it's [=WipEout=] AI upgraded with VideoGame/FZero's AI tendencies.

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* [[GuestFighter Guest Racers]]: GuestFighter: The unlockable ''VideoGame/{{Medievil}}'' team in ''Pure''. The DLC added ships patterned after ''VideoGame/JakAndDaxter'' and ''[[VideoGame/SOCOMUSNavySeals SOCOM]]''.
* HarderThanHard: ''[=WipEout=] HD'''s [[ExactlyWhatItSaysOnTheTin Elite difficulty]] is punishing, particularly on Phantom Class. Aside from getting very aggressive with weaponry, the AI ships can quickly turn through the sharpest corners [[TheComputerIsACheatingBastard as if they're constantly running Autopilot while STILL maintaining high speeds]]. In short, it's [=WipEout=] ''[=WipEout=]'' AI upgraded with VideoGame/FZero's ''VideoGame/FZero's'' AI tendencies.



* KillItWithFire: ''Fusion'' had a flamethrower weapon. [[VideogameFlamethrowersSuck It wasn't very effective.]]

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* KillItWithFire: ''Fusion'' had a flamethrower weapon. [[VideogameFlamethrowersSuck [[VideoGameFlamethrowersSuck It wasn't very effective.]]



** The Auricom Prototype in a nutshell. [[spoiler:It can dish out massive damage but due to the need for a NecessaryDrawback, it can't use defensive weapons. [[StoneWall At least getting hit by weapons won't slow you down or send you flying across the track,]] [[HealingFactor and it can restore its own health over time!]]]]

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** The Auricom Prototype in a nutshell. [[spoiler:It can dish out massive damage but due to the need for a NecessaryDrawback, it can't use defensive weapons. [[StoneWall At least getting hit by weapons won't slow you down or send you flying across the track,]] track]], [[HealingFactor and it can restore its own health over time!]]]]



* {{Prequel}}: ''2048'', the UsefulNotes/{{PlayStation Vita}} launch title, takes place four to two years before the first game, before anti-gravity racing has become an established sport.

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* {{Prequel}}: ''2048'', the UsefulNotes/{{PlayStation Platform/{{PlayStation Vita}} launch title, takes place four to two years before the first game, before anti-gravity racing has become an established sport.



* [[SecretCharacter Secret Craft]]: Prototype crafts in ''2048'' are technically this. You need to pass a certain pilot level, find the corresponding Prototype Challenge event on the event map, and complete it.

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* [[SecretCharacter Secret Craft]]: SecretCharacter: Prototype crafts in ''2048'' are technically this. You need to pass a certain pilot level, find the corresponding Prototype Challenge event on the event map, and complete it.



** The vehicles in ''[=WipEout=] HD'''s ''Fury'' expansion pack are... quite different. [[https://www.ultimagame.es/juegos/wipeout-hd-fury-expansion-pack/imagenes#230263 They look more like separate parts attached to each other to form the ship's body]], unlike preceding [=WipEout=] games, where ships look more solid.

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** The vehicles in ''[=WipEout=] HD'''s ''Fury'' expansion pack are... quite different. [[https://www.ultimagame.es/juegos/wipeout-hd-fury-expansion-pack/imagenes#230263 They look more like separate parts attached to each other to form the ship's body]], unlike preceding [=WipEout=] ''[=WipEout=]'' games, where ships look more solid.
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[[caption-width-right:750:Defying speed and gravity since 1996.[[note]]Crafts featured, from left-right: Auricom AGILITY, FEISAR FX400 and Qirex LS07[[/note]]]]

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[[caption-width-right:750:Defying speed and gravity since 1996.[[note]]Crafts featured, from left-right: Auricom AGILITY, FEISAR FX400 [=FX400=] and Qirex LS07[[/note]]]]
[=LS07=].[[/note]]]]
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[[caption-width-right:750:Defying speed and gravity since 1996.]]

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[[caption-width-right:750:Defying speed and gravity since 1996.]]
[[note]]Crafts featured, from left-right: Auricom AGILITY, FEISAR FX400 and Qirex LS07[[/note]]]]



Players races on gravity-defying race tracks using a variety of AG (Anti-Gravity) ships at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and (later on) side-shifting features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that guarantees your craft crashing into a nearby wall and losing a lot of speed.

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Players races on gravity-defying race tracks using a variety of AG (Anti-Gravity) ships crafts boosting at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and (later on) side-shifting features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that guarantees your craft crashing into a nearby wall and losing a lot of speed.
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Spelling/grammar fix(es)


''[=WipEout=]'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]]

to:

''[=WipEout=]'' (sometimes styled as ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]]
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es), Minor edits


Players races on gravity-defying race tracks using a variety of "AG (Anti-Gravity) Ships" at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and side-shift features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that guarantees your craft crashing into a nearby wall and losing a lot of speed.

to:

Players races on gravity-defying race tracks using a variety of "AG AG (Anti-Gravity) Ships" ships at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and side-shift (later on) side-shifting features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that guarantees your craft crashing into a nearby wall and losing a lot of speed.
Is there an issue? Send a MessageReason:
None


Players races on gravity-defying race tracks using a variety of "AG (Anti-Gravity) Crafts" at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and side-shift features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that guarantees your craft crashing into a nearby wall and losing a lot of speed.

to:

Players races on gravity-defying race tracks using a variety of "AG (Anti-Gravity) Crafts" Ships" at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and side-shift features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that guarantees your craft crashing into a nearby wall and losing a lot of speed.
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added example(s)


* [[UsefulNotes/PlayStationVita Vita]]: ''[=WipEout=]'' (2012, launch title; has cross-platform multiplayer with ''[=WipEout=] HD Fury'')

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* [[UsefulNotes/PlayStationVita Vita]]: ''[=WipEout=]'' ''[=WipEout=] 2048'' (2012, launch title; has cross-platform multiplayer with ''[=WipEout=] HD Fury'')
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spelling/grammar fix(es)


The future of the series is currently in doubt, as developer SCE Studio Liverpool was shuttered in 2012 and no news has been announced of what will come of this franchise. However, [=PlayStation=] 4 remasters of ''HD'', ''HD Fury'' and ''2048'', collectively called ''[[https://www.youtube.com/watch?v=GCp2vSNdWBA Omega Collection]]'' were announced during ''[=PlayStation=] Experience 2016'' and were released on 6 June 2017. Publisher Rogue Games and developer Amuzo released ''[=WipEout=] Merge'' (announced as ''Wipeout Rush''), a new game for [[UsefulNotes/IOSGames iOS]] and [[UsefulNotes/AndroidGames Android]] devices, in 2022.

A new studio, R8 Games, has [[https://www.youtube.com/watch?v=MPnkFTXsG6c announced a new game]] titled ''[[VideoGame/FormulaFusion Pacer]]'' (also known by its working title ''Formula Fusion''). With R8 Games partly comprised of several former Psygnosis and SCE Studio Liverpool members, it should come as no surprise that ''Pacer'' looks like a ''[=Wipeout=]'' (mostly the first three games, since tDR returns as artists) game in all but name.

to:

The future of the series is currently in doubt, as developer SCE Studio Liverpool was shuttered in 2012 and no news has been announced of what will come of this franchise. However, [=PlayStation=] 4 remasters of ''HD'', ''HD Fury'' and ''2048'', collectively called ''[[https://www.youtube.com/watch?v=GCp2vSNdWBA Omega Collection]]'' were announced during ''[=PlayStation=] Experience 2016'' and were released on 6 June 2017. Publisher Rogue Games and developer Amuzo released ''[=WipEout=] Merge'' (announced as ''Wipeout ''[=Wipeout=] Rush''), a new game for [[UsefulNotes/IOSGames iOS]] and [[UsefulNotes/AndroidGames Android]] devices, in 2022.

A new studio, R8 Games, has [[https://www.youtube.com/watch?v=MPnkFTXsG6c announced a new game]] titled ''[[VideoGame/FormulaFusion Pacer]]'' (also known by its working title ''Formula Fusion''). With R8 Games partly comprised of several former Psygnosis and SCE Studio Liverpool members, it should come as no surprise that ''Pacer'' looks like a ''[=Wipeout=]'' ''[=WipEout=]'' (mostly the first three games, since tDR returns as artists) game in all but name.



* AllThereInTheManual: Most Wipeout games barely mention that there even ''is'' a story to the game. However, supplementary material (including older websites that are now dead) provided ''two centuries'' worth of backstory to anti-gravity racing, and all of the companies and groups involved in it. It's almost [[https://www.youtube.com/watch?v=7e4mDhaxj_M scary how much there is]] compared to how much is visible in the games themselves.

to:

* AllThereInTheManual: Most Wipeout [=WipEout=] games barely mention that there even ''is'' a story to the game. However, supplementary material (including older websites that are now dead) provided ''two centuries'' worth of backstory to anti-gravity racing, and all of the companies and groups involved in it. It's almost [[https://www.youtube.com/watch?v=7e4mDhaxj_M scary how much there is]] compared to how much is visible in the games themselves.



* AntiGrinding: In ''Fusion'', if you attempt to grind the credits in the very beginning of the game [[DiskOneNuke in order to fully upgrade your AG craft]], the other AI's crafts will end up being fully upgraded as well in order to [[NoFairCheating prevent you from cheating]].

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* AntiGrinding: In ''Fusion'', if you attempt to grind the credits in at the very beginning of the game [[DiskOneNuke in order to fully upgrade your AG craft]], the other AI's crafts will end up being fully upgraded as well in order to [[NoFairCheating prevent you from cheating]].



* AscendedGlitch: Subverted. Triaki's ship in ''Pure'' was glitched in a way that gives it the lowest deceleration rate out of every other ship in the game, making them a popular team for all the wrong reasons. Not only was this fixed for ''Pulse'' and ''HD/Fury'', the developers went out of their way to explain the glitch, by stating that the team implemented a reverse-inertia deceleration system to give their ship the unfair advantage against everyone else, [[CheatersNeverProsper resulting in them losing their champion status once it came to light]].

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* AscendedGlitch: Subverted. Triaki's ship in ''Pure'' was glitched in a way that gives it the lowest deceleration rate out of every other ship in the game, making them it a popular team for all the wrong reasons. Not only was this fixed for ''Pulse'' and ''HD/Fury'', the developers went out of their way to explain the glitch, by stating that the team implemented a reverse-inertia deceleration system to give their ship the unfair advantage against everyone else, [[CheatersNeverProsper resulting in them losing their champion status once it came to light]].



** In ''2097'' and ''Pure'', the Quake was a situational example. In these games, it had a set speed that was the same for every speed class. For most speed classes, the Quake would be too fast to avoid, but in Phantom class, the Quake moved about as fast as one of the ships. This not only kept it from hitting anyone who wasn't directly in front of the user of the Quake, but also blocked their view of the track.

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** In ''2097'' and ''Pure'', the Quake was a situational example. In these games, it had a set speed that was the same for every speed class. For most speed classes, the Quake would be too fast to avoid, but in Phantom class, the Quake moved about as fast as one of the ships. This not only kept it from hitting anyone who wasn't directly in front of the user of the Quake, Quake but also blocked their view of the track.



** In the first two games, there was the (Shockwave/Electrobolt), which would slow down the target while doing virtually no damage; despite this, the slowdown added up to more time lost than any of the explosive weapons, and it was the best weapon in those games (followed by the Missile). It was removed in ''Wipeout Fusion'' because the development team considered it useless. Fools.

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** In the first two games, there was the (Shockwave/Electrobolt), which would slow down the target while doing virtually no damage; despite this, the slowdown added up to more time lost than any of the explosive weapons, and it was the best weapon in those games (followed by the Missile). It was removed in ''Wipeout ''[=WipEout=] Fusion'' because the development team considered it useless. Fools.



* TheCameo: If you look carefully during the futuristic car sequence in ''Wipeout 2048'''s opening cinematic, you'll spot some ''{{VideoGame/MotorStorm}}'' cars. ''{{VideoGame/MotorStorm}}'' is made by Evolution Studios, a [=PlayStation=]-exclusive developer that is very similar to Studio Liverpool - enough that several ex-Liverpool veterans jumped to Evolution when Studio Liverpool was shut down.
* CanonDiscontinuity: ''Wipeout Fusion'' was poorly received among the series fan base due to changes in gameplay, the removal of teams dating back to the original game, and lackluster visual design (being the first entry without The Designers Republic's input). The backstory to ''Pure'' undid most of these changes, attributing the excesses of ''Fusion'' to InUniverse ExecutiveMeddling and the placement of profit over ethics.

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* TheCameo: If you look carefully during the futuristic car sequence in ''Wipeout ''[=WipEout=] 2048'''s opening cinematic, you'll spot some ''{{VideoGame/MotorStorm}}'' cars. ''{{VideoGame/MotorStorm}}'' is made by Evolution Studios, a [=PlayStation=]-exclusive developer that is very similar to Studio Liverpool - enough that several ex-Liverpool veterans jumped to Evolution when Studio Liverpool was shut down.
* CanonDiscontinuity: ''Wipeout ''[=WipEout=] Fusion'' was poorly received among the series fan base due to changes in gameplay, the removal of teams dating back to the original game, and lackluster visual design (being the first entry without The Designers Republic's input). The backstory to ''Pure'' undid most of these changes, attributing the excesses of ''Fusion'' to InUniverse ExecutiveMeddling and the placement of profit over ethics.



** This is the natural follow-up to firing a Shield Raider (AG Systems's Super Weapon) in ''Wipeout 64'', which leaves the unlucky target with [[HPToOne 1 point of energy]] if it hits.
* CityNoir: There are lots of tracks in the series with this backdrop. Examples include Gare D'Europa in ''2097'', Vohl Square in ''Fusion'' (which is fittingly enough Tigron's home turf), and Basilico in ''Pulse''.

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** This is the natural follow-up to firing a Shield Raider (AG Systems's Super Weapon) in ''Wipeout ''[=WipEout=] 64'', which leaves the unlucky target with [[HPToOne 1 point of energy]] if it hits.
* CityNoir: There are lots of many tracks in the series with this backdrop. Examples include Gare D'Europa in ''2097'', Vohl Square in ''Fusion'' (which is fittingly enough Tigron's home turf), and Basilico in ''Pulse''.



** In the PSP iterations, the opponents will have unlimited boost usage in the first lap. Oh, and you always start in ''last'' position. Good luck catching up!

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** In the PSP iterations, the opponents will have unlimited boost usage in the first lap. Oh, and you always start in the ''last'' position. Good luck catching up!



** ''Wipeout HD'''s computer voice reads off a pre-flight check-list before a race begins.

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** ''Wipeout ''[=WipEout=] HD'''s computer voice reads off a pre-flight check-list checklist before a race begins.



*** With the added ''Wipeout HD + Fury'' DLC for ''2048'', you can now access those ships too. However, due to the different menu system, the computer voice announcing your team is now done at the Team Select screen rather than when an event is started. This results in the rather pleasing possibility to just keep tapping team icons to hear the voice list them.

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*** With the added ''Wipeout ''[=WipEout=] HD + Fury'' DLC for ''2048'', you can now access those ships too. However, due to the different menu system, the computer voice announcing your team is now done at the Team Select screen rather than when an event is started. This results in the rather pleasing possibility to just keep tapping team icons to hear the voice list them.



* CrapsackWorld[=/=]CrapsaccharineWorld: While the background material has always been deliberately vague, there's always been hints that things aren't as utopian as the art style suggests.
** The world is apparently so obsessed with a violent sport that when the F9000 league collapsed prior to ''Pure,'' it caused a global recession and several ''wars'', and if the trackside advertising is anything to go by[[note]]In the earlier games the teams were the only advertisers, except for real-world product placement in ''2097'' and ''Fusion'', and are still the dominant force in later ones[[/note]], the megacorps that sponsor the teams are major forces in the world. However, when ''Pulse'' introduced track descriptions before each race, it went from hints to outright stating how bad the world had got. Some of the terrible events outlined include: The Greenland Icecaps melting, an epidemic in Nova Scotia leading to quite a substantial city being abandoned, the entire city of Seattle being under Orwellian-style surveillance, references to the "ashes of Geneva" and the "last remaining coral reefs", and a Grey Goo scenario actually occurring in Wales!
** Also, with the introduction of Harimau, whose motive is to promote peace and clean living. This indicates that there are still massive environmental problems present in the world, as they are willing to go to such an extreme as to enter the violent AG racing league in the name of saving the planet. Promotional material for ''Pulse'' also stated that Harimau have a program in place to bring back the world's tiger population, as tigers apparently went extinct 150 years before the events of the game.

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* CrapsackWorld[=/=]CrapsaccharineWorld: While the background material has always been deliberately vague, there's there have always been hints that things aren't as utopian as the art style suggests.
** The world is apparently so obsessed with a violent sport that when the F9000 league collapsed prior to ''Pure,'' it caused a global recession and several ''wars'', and if the trackside advertising is anything to go by[[note]]In the earlier games the teams were the only advertisers, except for real-world product placement in ''2097'' and ''Fusion'', and are still the dominant force in later ones[[/note]], the megacorps that sponsor the teams are major forces in the world. However, when ''Pulse'' introduced track descriptions before each race, it went from hints to outright stating how bad the world had got.gotten. Some of the terrible events outlined include: The Greenland Icecaps melting, an epidemic in Nova Scotia leading to quite a substantial city being abandoned, the entire city of Seattle being under Orwellian-style surveillance, references to the "ashes of Geneva" and the "last remaining coral reefs", and a Grey Goo scenario actually occurring in Wales!
** Also, with the introduction of Harimau, whose motive is to promote peace and clean living. This indicates that there are still massive environmental problems present in the world, as they are willing to go to such an extreme as to enter the violent AG racing league in the name of saving the planet. Promotional material for ''Pulse'' also stated that Harimau have has a program in place to bring back the world's tiger population, as tigers apparently went extinct 150 years before the events of the game.



** Also [[DownplayedTrope downplayed]] in ''3'' and ''Pure'' onwards. In the first two games, the world was obviously more dystopic and dark compared to the brighter and cleaner style that the series embraced afterwards. With this, the dark breakbeat soundtrack of the first two games was replaced with a brighter, cleaner soundscape. Perhaps it could be said that as the ElectronicMusic scene shifted to lighter Trance during this same time period, the series simply followed its lead.

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** Also [[DownplayedTrope downplayed]] in ''3'' and ''Pure'' onwards. In the first two games, the world was obviously more dystopic and dark compared to the brighter and cleaner style that the series embraced afterwards.afterward. With this, the dark breakbeat soundtrack of the first two games was replaced with a brighter, cleaner soundscape. Perhaps it could be said that as the ElectronicMusic scene shifted to lighter Trance during this same time period, the series simply followed its lead.



** Your craft is usually destroyed once you have no shield energy left. Since it's percentage based, it becomes a bit jarring when you play a Zone Mode race and have only 1% energy left.

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** Your craft is usually destroyed once you have no shield energy left. Since it's percentage based, percentage-based, it becomes a bit jarring when you play a Zone Mode race and have only 1% energy left.



* [[CrutchCharacter Crutch Craft:]] In ''2048'' you start off with the moderately fast Feisar Speed. It's the fastest vehicle for you from when you start till you either unlock the Pir-Hana Speed or rank up high enough. However, though it is certainly important, ''Wipeout'' isn't entirely based on speed.

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* [[CrutchCharacter Crutch Craft:]] In ''2048'' you start off with the moderately fast Feisar Speed. It's the fastest vehicle for you from when you start till you either unlock the Pir-Hana Speed or rank up high enough. However, though it is certainly important, ''Wipeout'' ''[=WipEout=]'' isn't entirely based on speed.



** ''2048'''s default control scheme is "Racer," which mimics the standard controls of other racing games (such as putting the brakes on a single button). People who have played previous games in the series before picking up ''2048'' have been known to become confused by this and immediately set the control scheme to the classic ''Wipeout'' layout.

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** ''2048'''s default control scheme is "Racer," which mimics the standard controls of other racing games (such as putting the brakes on a single button). People who have played previous games in the series before picking up ''2048'' have been known to become confused by this and immediately set the control scheme to the classic ''Wipeout'' ''[=WipEout=]'' layout.



** Firing the Quake Disruptor ''backwards'' by coming to a full stop and turning your ship to look at racers behind you. It's quite shocking to be on the receiving end, especially if you don't know this is even possible. Some games (such as ''Fusion'' and ''HD Fury'''s Eliminator events) make this much easier to do, but by other means that can still make it difficult to race effectively (like using the rear view in ''Fusion'').

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** Firing the Quake Disruptor ''backwards'' ''backward'' by coming to a full stop and turning your ship to look at racers behind you. It's quite shocking to be on the receiving end, especially if you don't know this is even possible. Some games (such as ''Fusion'' and ''HD Fury'''s Eliminator events) make this much easier to do, but by other means that can still make it difficult to race effectively (like using the rear view in ''Fusion'').



*** ''Wipeout'': Venom / Rapier.

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*** ''Wipeout'': ''[=WipEout=]'': Venom / Rapier.



* FanSequel: Due to the series carving its own unique niche in the racing genre, some fans have taken it upon themselves to make ''Wipeout''-inspired games after SCE Studio Liverpool's closure. One of the most prominent of these is ''[=SlipStream GX=]'', which tries to tell the story of what happened between ''Fusion'' and ''Pure''. There's also ''[[VideoGame/BallisticNG BallisticNG]]'', which was heavily inspired by the original [=PlayStation=] trilogy, even going as far as allowing players to mimic the [=PlayStation=]'s visual quirks, along with Steam Workshop support, and the ability to import your own custom music and sound effects.

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* FanSequel: Due to the series carving its own unique niche in the racing genre, some fans have taken it upon themselves to make ''Wipeout''-inspired ''[=WipEout=]''-inspired games after following SCE Studio Liverpool's closure. One of the most prominent of these is ''[=SlipStream GX=]'', which tries to tell the story of what happened between ''Fusion'' and ''Pure''. There's also ''[[VideoGame/BallisticNG BallisticNG]]'', which was heavily inspired by the original [=PlayStation=] trilogy, even going as far as allowing players to mimic the [=PlayStation=]'s visual quirks, along with Steam Workshop support, and the ability to import your own custom music and sound effects.



* HarderThanHard: ''Wipeout HD'''s [[ExactlyWhatItSaysOnTheTin Elite difficulty]] is punishing, particularly on Phantom Class. Aside from getting very aggressive with weaponry, the AI ships can quickly turn through the sharpest corners [[TheComputerIsACheatingBastard as if they're constantly running Autopilot while STILL maintaining high speeds]]. In short, it's Wipeout AI upgraded with VideoGame/FZero's AI tendencies.

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* HarderThanHard: ''Wipeout ''[=WipEout=] HD'''s [[ExactlyWhatItSaysOnTheTin Elite difficulty]] is punishing, particularly on Phantom Class. Aside from getting very aggressive with weaponry, the AI ships can quickly turn through the sharpest corners [[TheComputerIsACheatingBastard as if they're constantly running Autopilot while STILL maintaining high speeds]]. In short, it's Wipeout [=WipEout=] AI upgraded with VideoGame/FZero's AI tendencies.



** The first two games have an energy weapon which slows the target ship and alters its controls. ''Pure'' has the Energy Disruptor, which is similar, but has a much more varied set of effects.

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** The first two games have an energy weapon which that slows the target ship and alters its controls. ''Pure'' has the Energy Disruptor, which is similar, but has a much more varied set of effects.



* ItsAllAboutMe: Icaras in the early years. A team assembled by an eccentric businessman mostly as a publicity stunt, they promised their new, blindingly-fast craft would revolutionize the sport. They didn't even finish a race for two whole seasons (due to having the durability of [[IcarusAllusion wax and feathers]]) and complained that [[SoreLoser none of the tracks were appropriate for their new ideas on the sport]]. Even bitter rivals Qirex and Auricom agreed they didn't like Icaras very much.
* ItsPersonal: The reason behind FEISAR's hatred towards Icaras during the events of ''Pure'' and ''Pulse''. The pan-european team bought out Icaras during the events of the [=F9000=], and following the rebirth of AG racing, the United Kingdom splintered from FEISAR to resurrect Icaras. Overlaps with WeUsedToBeFriends, as seen below.

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* ItsAllAboutMe: Icaras in the early years. A team assembled by an eccentric businessman mostly as a publicity stunt, they promised their new, blindingly-fast blindingly fast craft would revolutionize the sport. They didn't even finish a race for two whole seasons (due to having the durability of [[IcarusAllusion wax and feathers]]) and complained that [[SoreLoser none of the tracks were appropriate for their new ideas on the sport]]. Even bitter rivals Qirex and Auricom agreed they didn't like Icaras very much.
* ItsPersonal: The reason behind FEISAR's hatred towards Icaras during the events of ''Pure'' and ''Pulse''. The pan-european pan-European team bought out Icaras during the events of the [=F9000=], and following the rebirth of AG racing, the United Kingdom splintered from FEISAR to resurrect Icaras. Overlaps with WeUsedToBeFriends, as seen below.



** Auricom ships are generally average but balanced in all aspects. In ''Pulse'' and ''HD'', this is Mirage's hat (aside from being the weirdest looking ship of the stock game). Assegai and Qirex also count; they have slight boosts in handling and shield, respectively, but they are otherwise average.

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** Auricom ships are generally average but balanced in all aspects. In ''Pulse'' and ''HD'', this is Mirage's hat (aside from being the weirdest looking weirdest-looking ship of in the stock game). Assegai and Qirex also count; they have slight boosts in handling and shield, respectively, but they are otherwise average.



* LighterAndSofter: The series underwent this during ''3'', with the visual style becoming significantly streamlined and the soundtrack shifting towards Trance from the dark breakbeat the first two games used. As this shift was occurring in the ElectronicMusic community that ''Wipeout'' built itself around, the games followed suit to keep with the times.

to:

* LighterAndSofter: The series underwent this during ''3'', with the visual style becoming significantly streamlined and the soundtrack shifting towards Trance from the dark breakbeat the first two games used. As this shift was occurring in the ElectronicMusic community that ''Wipeout'' ''[=WipEout=]'' built itself around, the games followed suit to keep with the times.



* LuckBasedMission: ''Fusion'' and its multi-track championship format where you have to consistently finish in a good position, along with the existence of the [[TimeStandsStill Gravity Bomb]] and [[LiterallyShatteredLives Cryo Rocket]], which were almost guaranteed to respectively drop you all the way to the bottom of the pack or eliminate you in one hit and pocket change. During the course of the game you were very likely to have at least one championship ruined by some of the various cheap shots in the game. This was dialed down in later installments.
* MacrossMissileMassacre: In the earlier games, the AI was unable to use most advanced weapons and generally stuck to projectiles, which they used eagerly as you approached first place. Most of them missed, [[ImperialStormtrooperMarksmanshipAcademy even the homing weapons]], but the constant spam of incoming weapon warnings was a little unnerving.

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* LuckBasedMission: ''Fusion'' and its multi-track championship format where you have to consistently finish in a good position, along with the existence of the [[TimeStandsStill Gravity Bomb]] and [[LiterallyShatteredLives Cryo Rocket]], which were almost guaranteed to respectively drop you all the way to the bottom of the pack or eliminate you in one hit and pocket change. During the course of the game game, you were very likely to have at least one championship ruined by some of the various cheap shots in the game. This was dialed down in later installments.
* MacrossMissileMassacre: In the earlier games, the AI was unable to use the most advanced weapons and generally stuck to projectiles, which they used eagerly as you approached first place. Most of them missed, [[ImperialStormtrooperMarksmanshipAcademy even the homing weapons]], but the constant spam of incoming weapon warnings was a little unnerving.



** Harimau and FEISAR avert this however. The former is explicitly named as a humanitarian charity on the ''Pure'' website, and the latter is a government-owned research firm (FEISAR stands for [[FunWithAcronyms Federal European Industrial Science And Research]]).
** [[GoshDarnItToHeck Pho-Ku]] Corporation and their mascots (Curly, Angryman, Lady, and Dr. Spaceman) used to have one hell of a publicity, at least until after ''3''. Even then, it's downplayed. No matter how big of a pisstake at the consumer culture Pho-Ku Co. used to be in The Designers Republic's artwork, in the original ''Wipeout'' series the former are used mainly as a setting device, and are not relevant to the game's actual plot.
* MercyMode: ''HD'' and ''2048'' feature a Pilot Assist function, that helps the player keep their craft away from the track walls. While it's certainly useful for newbies, more experienced players leave it turned off, since it actually prevents them from taking optimal lines through corners.

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** Harimau and FEISAR avert this this, however. The former is explicitly named as a humanitarian charity on the ''Pure'' website, and the latter is a government-owned research firm (FEISAR stands for [[FunWithAcronyms Federal European Industrial Science And Research]]).
** [[GoshDarnItToHeck Pho-Ku]] Corporation and their mascots (Curly, Angryman, Lady, and Dr. Spaceman) used to have one hell of a publicity, at least until after ''3''. Even then, it's downplayed. No matter how big of a pisstake at mistake in the consumer culture Pho-Ku Co. used to be in The Designers Republic's artwork, in the original ''Wipeout'' ''[=WipEout=]'' series the former are used mainly as a setting device, and are not relevant to the game's actual plot.
* MercyMode: ''HD'' and ''2048'' feature a Pilot Assist function, that helps the player keep their craft away from the track walls. While it's certainly useful for newbies, more experienced players leave it turned off, off since it actually prevents them from taking optimal lines through corners.



* MoreDakka: FEISAR's superweapon in ''Fusion'' is essentially a souped-up Missile, shooting three in rapid succession. In the same game, EG-R's superweapon is a group of three small drones which lock onto a random target and swarm it with projectiles, to the point that [[DemonicSpiders they can be potentially lethal.]] ''Fusion'' also had the Proton Cannon, a minigun pickup which is notable as the only weapon from ''Fusion'' to become part of the main set of weapons in most of the games after it.
* TheMovie: Not a literal example, but the first game had a humorous billboard which said, "Stuff explodes in ''Wipe Out: The Movie''!"

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* MoreDakka: FEISAR's superweapon in ''Fusion'' is essentially a souped-up Missile, shooting three in rapid succession. In the same game, EG-R's superweapon is a group of three small drones which that lock onto a random target and swarm it with projectiles, to the point that [[DemonicSpiders they can be potentially lethal.]] ''Fusion'' also had the Proton Cannon, a minigun pickup which is notable as the only weapon from ''Fusion'' to become part of the main set of weapons in most of the games after it.
* TheMovie: Not a literal example, but the first game had a humorous billboard which that said, "Stuff explodes in ''Wipe Out: The Movie''!"



** Second unlockable: The [[MightyGlacier Auricom Prototype]]. [[spoiler:It deals a decent amount of damage and [[ImmuneToFlinching doesn't get slowed down or knocked around when hit by a weapon]], and can heal itself overtime. It can't pick up defensive weapons though, and if you aren't careful, you won't notice when your craft is low on energy.]]

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** Second unlockable: The [[MightyGlacier Auricom Prototype]]. [[spoiler:It deals a decent amount of damage and [[ImmuneToFlinching doesn't get slowed down or knocked around when hit by a weapon]], and can heal itself overtime.over time. It can't pick up defensive weapons though, and if you aren't careful, you won't notice when your craft is low on energy.]]



** The Mines pickup got its rate of fire reduced in ''3''. Meanwhile in ''Pure'' and later games, the rate of fire was drastically ''increased'', which it means all mines could be deployed in a single second!

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** The Mines pickup got its rate of fire reduced in ''3''. Meanwhile Meanwhile, in ''Pure'' and later games, the rate of fire was drastically ''increased'', which it means all mines could be deployed in a single second!



** The [[NitroBoost Turbo]] pickup recieved this in ''Fusion'': You can no longer speed up after getting hit by a [[AdvancingWallOfDoom Quake]], as your craft will still continue to slow down temporarily. This was finally removed in ''Pure''.

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** The [[NitroBoost Turbo]] pickup recieved received this in ''Fusion'': You can no longer speed up after getting hit by a [[AdvancingWallOfDoom Quake]], as your craft will still continue to slow down temporarily. This was finally removed in ''Pure''.



* NintendoHard: The earlier games had a rather unforgiving learning curve. ''Wipeout HD'' is also considered by some to be the hardest in the series, but later patches introduced difficulty levels for those who struggled against the insane AI and speed.
* NostalgiaLevel: Bonus and downloadable content tends to include track remakes from earlier games. Notably, ''Wipeout 3: Special Edition'' included eight tracks from the first two games, ''Pure'' has 2 tracks from each of the main games preceding it (4 are only available through DLC), and ''HD/HD Fury'' is entirely composed of tracks from ''Pulse'' and ''Pure''.
** Between every game (including the mirrored and slightly altered track clones in ''Wipeout 64''), the ''Altima VII/Altima'' track appeared four times; ''Talon's Reach'', ''Gare d'Europa'' and ''Karbonis V'' appeared three times.

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* NintendoHard: The earlier games had a rather unforgiving learning curve. ''Wipeout ''[=WipEout=] HD'' is also considered by some to be the hardest in the series, but later patches introduced difficulty levels for those who struggled against the insane AI and speed.
* NostalgiaLevel: Bonus and downloadable content tends to include track remakes from earlier games. Notably, ''Wipeout ''[=WipEout=] 3: Special Edition'' included eight tracks from the first two games, ''Pure'' has 2 tracks from each of the main games preceding it (4 are only available through DLC), and ''HD/HD Fury'' is entirely composed of tracks from ''Pulse'' and ''Pure''.
** Between every game (including the mirrored and slightly altered track clones in ''Wipeout ''[=WipEout=] 64''), the ''Altima VII/Altima'' track appeared four times; ''Talon's Reach'', ''Gare d'Europa'' and ''Karbonis V'' appeared three times.



** [[BonusStage Firestar]] in the first ''Wipeout'' aside, this is the only game in the series to have multiple tracks that take place outside of Earth (Katmoda-12 takes place on the moon, and Devilia is set on the fictional planet Novon).

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** [[BonusStage Firestar]] in the first ''Wipeout'' ''[=WipEout=]'' aside, this is the only game in the series to have multiple tracks that take place outside of Earth (Katmoda-12 takes place on the moon, and Devilia is set on the fictional planet Novon).



** Enabled by the weapons announcer, which gives you just enough time to brace for impact, but rarely enough time to actually dodge the incoming weapon (if it can be dodged at all). Later games actually mention what weapon you're about to get creamed by:

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** Enabled by the weapons announcer, which gives you just enough time to brace for impact, but rarely enough time to actually dodge the incoming weapon (if it can be dodged at all). Later games actually mention what weapon you're about to get creamed by:



* PerfectPlayAI: The Autopilot powerup, more and more so as the series goes on. As of ''HD Fury'', it displayed maneuverability and performed stunts that [[TheAIIsACheatingBastard players might not be able to do normally]], which is also why it's a popular weapon even among expert players.

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* PerfectPlayAI: The Autopilot powerup, power-up, more and more so as the series goes on. As of ''HD Fury'', it displayed maneuverability and performed stunts that [[TheAIIsACheatingBastard players might not be able to do normally]], which is also why it's a popular weapon even among expert players.



** One badly thought-out update to ''Wipeout HD'' added advertisements to the loading screens, which were quickly removed after backlash. The additional load time spent waiting for the ad didn't help its case.

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** One badly thought-out update to ''Wipeout ''[=WipEout=] HD'' added advertisements to the loading screens, which were quickly removed after backlash. The additional load time spent waiting for the ad didn't help its case.



* RPGElements: ''Fusion'' is the only game that ditches the class system to instead allow to upgrade ships between two distinct levels (for reaching 25, 50, 75 and 100% ship upgrades) through a token system. Each level is accompanied by ship redesigns too!
* RuleOfCool: The Quake Disruptor sends a massive ripple down the track, damaging all opponents that it hits. It would be completely unworkable in real life, but it's certainly impressive. The premise of the game itself as well, as a matter of fact.

to:

* RPGElements: ''Fusion'' is the only game that ditches the class system to instead allow to upgrade ships between two distinct levels (for reaching 25, 50, 75 75, and 100% ship upgrades) through a token system. Each level is accompanied by ship redesigns too!
* RuleOfCool: The Quake Disruptor sends a massive ripple down the track, damaging all opponents that it hits. It would be completely unworkable in real life, but it's certainly impressive. The premise of the game itself is as well, as a matter of fact.



** One suspects that this is half of the reason that ''Wipeout'' has an autopilot pick-up (the other half being the [[NintendoHard higher difficulty levels]]).

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** One suspects that this is half of the reason that ''Wipeout'' ''[=WipEout=]'' has an autopilot pick-up (the other half being the [[NintendoHard higher difficulty levels]]).



** The Quake Disruptor is effectively the racing game version of a smart bomb: When used, it damages (if not destroys) all ships, mines, and bombs in a large range in front of the user. As it covers an entire section of track, the only ways to avoid getting hit are to not be in its range, to use a shield item just before impact, or to be off the track completely.

to:

** The Quake Disruptor is effectively the racing game version of a smart bomb: When used, it damages (if not destroys) all ships, mines, and bombs in a large range in front of the user. As it covers an entire section of the track, the only ways to avoid getting hit are to not be in its range, to use a shield item just before impact, or to be off the track completely.



* {{Tradesnark}}: Most logos in the earlier games (specifically ''1'' and ''[=2097/XL=]'') have a conspicuous "©", "®", or "™" marking. And it's not just logos: Even the typeface, while it's not obvious on its' smaller, ingame look, have ®s inside most of their curvings. Hell, even before you begin the race in ''2097'', you get to see "LOADING™" every time! There's a reason behind that - consumerism was a running theme in most of The Designers Republic's works from the mid-to-late '90s, moreso in their ''Customized Terror'' exhibition, so it's only natural that some of that style would slide in from some of their commissions. ''[[http://yalebooks.com/sites/default/files/images/INTERIORART/9780300172607/Eskilson_10-36.jpg Work Buy Consume Die]]'' seems to have influenced ''2097'''s design the most, however.

to:

* {{Tradesnark}}: Most logos in the earlier games (specifically ''1'' and ''[=2097/XL=]'') have a conspicuous "©", "®", or "™" marking. And it's not just logos: Even the typeface, while it's not obvious on its' smaller, ingame in-game look, have ®s inside most of their curvings. Hell, even before you begin the race in ''2097'', you get to see "LOADING™" every time! There's a reason behind that - consumerism was a running theme in most of The Designers Republic's works from the mid-to-late '90s, moreso in their ''Customized Terror'' exhibition, so it's only natural that some of that style would slide in from some of their commissions. ''[[http://yalebooks.com/sites/default/files/images/INTERIORART/9780300172607/Eskilson_10-36.jpg Work Buy Consume Die]]'' seems to have influenced ''2097'''s design the most, however.



** ''Wipeout 3: Special Edition'' added tracks from the first two ''Wipeout'' games and altered several other aspects about the game, such as improving a few ship stats.

to:

** ''Wipeout ''[=WipEout=] 3: Special Edition'' added tracks from the first two ''Wipeout'' ''[=WipEout=]'' games and altered several other aspects about of the game, such as improving a few ship stats.



** ''XL'' ditched the first game's pseudo-realistic homogenized, decaled ship designs in favor of a more sci-fi look. The American version of it and ''Wipeout 64'' also had completely different logos than any of the games that came before or after them.
** When The Designers Republic left the series, ''Fusion'' had a radically different visual style by a different design group which was not well received by long-term fans. ''Pure'' fixed this by returning to a style closer to classic ''Wipeout''.
** The vehicles in ''Wipeout HD'''s ''Fury'' expansion pack are... quite different. [[https://www.ultimagame.es/juegos/wipeout-hd-fury-expansion-pack/imagenes#230263 They look more like separate parts attached to each other to form the ship's body]], unlike preceding Wipeout games, where ships look more solid.
** [=Goteki45=]'s ship in ''Pure'' is unlike either of their other appearances, and was the most unusual design that was included in the basic game.

to:

** ''XL'' ditched the first game's pseudo-realistic homogenized, decaled detailed ship designs in favor of a more sci-fi look. The American version of it and ''Wipeout ''[=WipEout=] 64'' also had completely different logos than any of the games that came before or after them.
** When The Designers Republic left the series, ''Fusion'' had a radically different visual style by a different design group which was not well received by long-term fans. ''Pure'' fixed this by returning to a style closer to classic ''Wipeout''.
''[=WipEout=]''.
** The vehicles in ''Wipeout ''[=WipEout=] HD'''s ''Fury'' expansion pack are... quite different. [[https://www.ultimagame.es/juegos/wipeout-hd-fury-expansion-pack/imagenes#230263 They look more like separate parts attached to each other to form the ship's body]], unlike preceding Wipeout [=WipEout=] games, where ships look more solid.
** [=Goteki45=]'s ship in ''Pure'' is unlike either of their other appearances, appearances and was the most unusual design that was included in the basic game.



*** The craft in the aforementioned video also resembles a piece of ''Wipeout'' concept art that's been doing the rounds since ''3'', so it might also be a case of technology catching up with the artists' visions.

to:

*** The craft in the aforementioned video also resembles a piece of ''Wipeout'' ''[=WipEout=]'' concept art that's been doing the rounds since ''3'', so it might also be a case of technology catching up with the artists' visions.



''Page complete. Gold medal awarded!''

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''Page -->''Page complete. Gold medal awarded!''
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spelling/grammar fix(es)


Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.

The original ''Wipeout'', released in 1995, was the first non-Japanese game for the [=PlayStation=]. Seven mainline installments have been produced since:

* UsefulNotes/{{Nintendo 64}}: ''Wipeout [[SuperTitle64Advance 64]]'' (1998; strange, as Psygnosis was a Sony subsidiary by this point)
* UsefulNotes/PlayStation: ''Wipeout 2097''/''Wipeout XL'' (1996) and ''Wipeout 3''/''[=wip3out=]'' (1999; ''Special Edition'' rerelease in 2000)
* UsefulNotes/PlayStation2: ''Wipeout Fusion'' (2002) and a port of ''Wipeout Pulse'' (2008)
* [[UsefulNotes/PlayStationPortable PSP]]: ''Wipeout Pure'' (2005, launch title) and ''Wipeout Pulse'' (2007)
* UsefulNotes/PlayStation3: ''Wipeout HD'' (2008; ''Wipeout HD Fury'' expansion in 2009)
* [[UsefulNotes/PlayStationVita Vita]]: ''Wipeout 2048'' (2012, launch title; has cross-platform multiplayer with ''Wipeout HD Fury'')

to:

Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' ''[=WipEout=]'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.

The original ''Wipeout'', ''[=WipEout=]'', released in 1995, was the first non-Japanese game for the [=PlayStation=]. Seven mainline installments have been produced since:

* UsefulNotes/{{Nintendo 64}}: ''Wipeout ''[=WipEout=] [[SuperTitle64Advance 64]]'' (1998; strange, as Psygnosis was a Sony subsidiary by this point)
* UsefulNotes/PlayStation: ''Wipeout 2097''/''Wipeout ''[=WipEout=] 2097''/''[=WipEout=] XL'' (1996) and ''Wipeout ''[=WipEout=] 3''/''[=wip3out=]'' (1999; ''Special Edition'' rerelease in 2000)
* UsefulNotes/PlayStation2: ''Wipeout ''[=WipEout=] Fusion'' (2002) and a port of ''Wipeout ''[=WipEout=] Pulse'' (2008)
* [[UsefulNotes/PlayStationPortable PSP]]: ''Wipeout ''[=WipEout=] Pure'' (2005, launch title) and ''Wipeout ''[=WipEout=] Pulse'' (2007)
* UsefulNotes/PlayStation3: ''Wipeout ''[=WipEout=] HD'' (2008; ''Wipeout ''[=WipEout=] HD Fury'' expansion in 2009)
* [[UsefulNotes/PlayStationVita Vita]]: ''Wipeout 2048'' ''[=WipEout=]'' (2012, launch title; has cross-platform multiplayer with ''Wipeout ''[=WipEout=] HD Fury'')



The future of the series is currently in doubt, as developer SCE Studio Liverpool was shuttered in 2012 and no news has been announced of what will come of this franchise. However, [=PlayStation=] 4 remasters of ''HD'', ''HD Fury'' and ''2048'', collectively called ''[[https://www.youtube.com/watch?v=GCp2vSNdWBA Omega Collection]]'' were announced during ''[=PlayStation=] Experience 2016'' and were released on 6 June 2017. Publisher Rogue Games and developer Amuzo released ''Wipeout Merge'' (announced as ''Wipeout Rush''), a new game for [[UsefulNotes/IOSGames iOS]] and [[UsefulNotes/AndroidGames Android]] devices, in 2022.

to:

The future of the series is currently in doubt, as developer SCE Studio Liverpool was shuttered in 2012 and no news has been announced of what will come of this franchise. However, [=PlayStation=] 4 remasters of ''HD'', ''HD Fury'' and ''2048'', collectively called ''[[https://www.youtube.com/watch?v=GCp2vSNdWBA Omega Collection]]'' were announced during ''[=PlayStation=] Experience 2016'' and were released on 6 June 2017. Publisher Rogue Games and developer Amuzo released ''Wipeout ''[=WipEout=] Merge'' (announced as ''Wipeout Rush''), a new game for [[UsefulNotes/IOSGames iOS]] and [[UsefulNotes/AndroidGames Android]] devices, in 2022.
Is there an issue? Send a MessageReason:
spelling/grammar fix(es)


Players races on gravity-defying race tracks using a variety of "AG (Anti-Gravity) Crafts" at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and side-shift features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that will guarantees your craft crashing into a nearby wall and losing a lot of speed.

to:

Players races on gravity-defying race tracks using a variety of "AG (Anti-Gravity) Crafts" at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and side-shift features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that will guarantees your craft crashing into a nearby wall and losing a lot of speed.

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spelling/grammar fix(es), added example(s), fixing indentation, general clarification on works content


''[=WipEout=]'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players races on gravity-defying race tracks using AG (anti-gravity) crafts at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.

to:

''[=WipEout=]'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] [[/note]]

Players races on gravity-defying race tracks using AG (anti-gravity) crafts a variety of "AG (Anti-Gravity) Crafts" at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Unlike many other racing games at the time, gravity and momentum plays a huge part in controlling these high-speed crafts, requiring when to use its air-brakes and side-shift features to perfectly maneuver the tracks as each track has sharp corners, banking turns and narrow shortcuts that will guarantees your craft crashing into a nearby wall and losing a lot of speed.

Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.
Is there an issue? Send a MessageReason:
None


''WipEout'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players races on gravity-defying race tracks using AG (anti-gravity) crafts at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.

to:

''WipEout'' ''[=WipEout=]'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players races on gravity-defying race tracks using AG (anti-gravity) crafts at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.
Is there an issue? Send a MessageReason:
None


''Wipeout'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players races on gravity-defying race tracks using AG (anti-gravity) crafts at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.

to:

''Wipeout'' ''WipEout'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players races on gravity-defying race tracks using AG (anti-gravity) crafts at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.
Is there an issue? Send a MessageReason:
None


''Wipeout'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players race anti-gravity crafts at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.

to:

''Wipeout'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players races on gravity-defying race anti-gravity tracks using AG (anti-gravity) crafts at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.
Is there an issue? Send a MessageReason:
None


''Wipeout'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players race anti-gravity craft at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.

to:

''Wipeout'' (sometimes styled ''[=wipEout=]'' or ''wipE'out"'') is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Creator/{{Psygnosis}}), widely regarded as the UsefulNotes/PlayStation's answer to Creator/{{Nintendo}}'s ''VideoGame/FZero'' series.[[note]]Despite it being created in 1995, during the SequelGap between the first two ''F-Zero'' games - the Nintendo game wouldn't be turned into a series for another three years.[[/note]] Players race anti-gravity craft crafts at speeds of several hundred kilometers per hour (sometimes going faster than the ''[[SuperSpeed speed of sound]]''), while exchanging weapons fire and attempting to avoid potential elimination from taking too much damage (an element introduced in the second game). Visuals, atmosphere and music are three of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency [[http://en.wikipedia.org/wiki/The_Designers_Republic The Designers Republic (tDR)]] and the games' soundtracks consisted of an extensive collection of songs from underground ElectronicMusic acts, many of whom would become rather successful in the games' aftermath.
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[[caption-width-right:750:Defying speed and gravity since 1996]]

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[[caption-width-right:750:Defying speed and gravity since 1996]]
1996.]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mode2.jpg]]
[[caption-width-right:350:''Wipeout HD'''s Sol 2]]

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[[quoteright:350:https://static.[[quoteright:750:https://static.tvtropes.org/pmwiki/pub/images/mode2.jpg]]
[[caption-width-right:350:''Wipeout HD'''s Sol 2]]
org/pmwiki/pub/images/scea_keyart_wipeout_final_002_screen.jpg]]
[[caption-width-right:750:Defying speed and gravity since 1996]]
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* CastFromHitPoints: Barrel roll, introduced in ''HD'', consume energy and, if you complete the roll before landing, give you a speed boost. Note that the energy is still used even if you fail to get the boost.

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* CastFromHitPoints: Barrel The barrel roll, introduced in ''HD'', consume ''Pure'', consumes energy and, if you complete the roll before landing, give gives you a speed boost. Note that the energy is still used even if you fail to get the boost.
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Added DiffLines:

* {{Bookends}}:
** The very first track you race in the original game is Altima VII. The final track raced in ''2048'' (the final mainline game in the series as of writing)? Altima.
** Pierre Belmondo passed on just hours after his great-granddaughter Natasha is born.

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* InconsistentSpelling: Icar'''a'''s (spelled with two 'A's) in ''[=Wip3out=]''.



* SpellMyNameWithAnS: Icar'''a'''s (spelled with two 'A's) in ''Wipeout''.

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** Then there's the track design ethos -- as opposed to one-and-done tracks in other entries, each track has three different variants a la ''VideoGame/RidgeRacer'', which can be raced forward or backward. Doing the math, you have a grand total of ''42'' different tracks in the game[[note]] 45 if you count the {{Bonus Stage}}s that take place on Devilia, which are exclusively used for Second Pilot Challenges. [[/note]], the most races in any game in the series!

to:

** Then there's the track design ethos -- as opposed to one-and-done tracks in other entries, each track has three different variants a la ''VideoGame/RidgeRacer'', which can be raced forward or backward. Doing the math, you have a grand total of ''42'' different tracks in the game[[note]] 45 if you count the {{Bonus Stage}}s that take place on Devilia, which are exclusively used for Second Pilot Challenges. [[/note]], the most races unique tracks in any game in the series!


Added DiffLines:

** This is the only game where pilots are visibly seen being rescued after being Eliminated. Ironic, given how corrupt the [=F9000=] as a whole was.
** Series staples AG Systems and Qirex are absent here, being succeeded by [[spoiler:G Tech and Tigron Enterprises]], respectively.
** [[BonusStage Firestar]] in the first ''Wipeout'' aside, this is the only game in the series to have multiple tracks that take place outside of Earth (Katmoda-12 takes place on the moon, and Devilia is set on the fictional planet Novon).

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** The Autopilot powerup.
** The Turbo powerup.

to:

** The Autopilot powerup.
powerup. Especially effective in the faster speed classes, wherein you're given a brief reprieve to get your bearings or for those nasty corners on more difficult circuits.
** The Turbo powerup. A quick burst of speed forward. Enough said.



* OddballInTheSeries: ''Fusion'', for a number of reasons --
** First and foremost; there are no speed classes in the game (e.g., Vector, Venom, Rapier, etc.)
** Secondly, in place of the above, you can upgrade your craft's performance with credits earned from AG League races. Doing so also alters the cosmetic appearance of your craft, with it changing in increments of 25%.
** Then there's the track design ethos -- as opposed to one-and-done tracks in other entries, each track has three different variants a la ''VideoGame/RidgeRacer'', which can be raced forward or backward. Doing the math, you have a grand total of ''42'' different tracks in the game[[note]] 45 if you count the {{Bonus Stage}}s that take place on Devilia, which are exclusively used for Second Pilot Challenges. [[/note]], the most races in any game in the series!
** This is the only game in the series where visible damage is shown on your ship relative to your remaining energy, though it can be toggled off if you so desire.



** ''2048'', being a prequel, was titled after the year it takes place in. Same goes for ''2097''.

to:

** ''2048'', being a prequel, was titled after the year it takes place in. Same The same goes for ''2097''.
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Speculation, also misuse of Easier Than Easy (this does not seem to be an easier difficulty level than an established "easy" difficulty)


** Vector class is removed in later games, probably for being EasierThanEasy as it is incredibly slow for the blazing fast ''Wipeout'' series. However, Vector is only painfully slow in the third game and ''Pure''. How the difficulty scale evolved:

to:

** Vector class is removed in later games, probably for being EasierThanEasy as it is incredibly slow for the blazing fast ''Wipeout'' series.games. However, Vector is only painfully slow in the third game and ''Pure''. How the difficulty scale evolved:
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* CastFromHitPoints: Barrel rolls from ''HD'' consume energy and, if you complete the roll before landing, give you a speed boost. Note that the energy is still used even if you fail to get the boost.

to:

* CastFromHitPoints: Barrel rolls from ''HD'' roll, introduced in ''HD'', consume energy and, if you complete the roll before landing, give you a speed boost. Note that the energy is still used even if you fail to get the boost.

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* CastFromHitPoints: Barrel rolls from ''HD'' consume energy and, if you complete the roll before landing, give you a speed boost. Note that the energy is still used even if you fail to get the boost.



** ''HD'' has pitch control, which can determine how closely a ship can hug the track (which is vital to keeping at a high speed) or if a jump delivers enough height to barrel roll. Like jump shortcuts, effective control of the craft's pitch is made even harder by the fact that a pilot needs to know precisely when to pitch the nose up or down at a specific spot on the track in order to take full advantage of the technique. Barrel rolling without enough airtime ends up eating your energy without actually giving you the boost, but knowing where and when to pull it off can give a leg up on the competition.

to:

** ''HD'' has pitch control, which can determine how closely a ship can hug the track (which is vital to keeping at a high speed) or if a jump delivers enough height to barrel roll. Like jump shortcuts, effective control of the craft's pitch is made even harder by the fact that a pilot needs to know precisely when to pitch the nose up or down at a specific spot on the track in order to take full advantage of the technique. Barrel rolling without enough airtime ends up still [[CastFromHitPoints eating your energy without actually giving energy]] even though you don't the boost, but knowing where and when to pull it off can give a leg up on the competition.

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