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| game_modes:zone [2025/11/10 22:38] – restructure and add introduction ThatOneBonk | game_modes:zone [2025/11/11 15:49] (current) – generalize mode introduction ThatOneBonk |
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| ======Zone====== | ======Zone====== |
| [{{ game_modes:zone_hd_logo.svg?200x200|Zone logo (WipEout HD)}}] | [{{ game_modes:zone_hd_logo.svg?200x200|Zone logo (WipEout HD)}}] |
| **Zone** is a mode in [[:wipeout_series|the WipEout series]] where the player is indefinitely gaining speed by clearing [[#Zones]], trying to survive for as long as possible. | **Zone** is a mode in [[:wipeout_series|the WipEout series]] where the player is indefinitely gaining speed, trying to survive for as long as possible. |
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| **Zone** was featured in [[wipeout_series:WipEout Fusion|WipEout Fusion]], [[wipeout_series:WipEout Pure|WipEout Pure]], [[wipeout_series:WipEout Pulse|WipEout Pulse]], [[wipeout_series:WipEout HD|WipEout HD]] and [[wipeout_series:WipEout 2048|WipEout 2048]]. Depending on the entry, the objective is to either reach the highest [[#Zones|Zone]], or to achieve the highest score. | **Zone** was featured in [[wipeout_series:WipEout Fusion|WipEout Fusion]], [[wipeout_series:WipEout Pure|WipEout Pure]], [[wipeout_series:WipEout Pulse|WipEout Pulse]], [[wipeout_series:WipEout HD|WipEout HD]] and [[wipeout_series:WipEout 2048|WipEout 2048]]. The mode's objectives, rules, environments and semantics differ game by game, but **Zone** generally rewards the player's skill to handle high speeds and drive carefully. |
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| =====In WipEout Fusion===== | <note> |
| | We're working on writing this article! |
| | </note> |
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| | =====In WipEout HD===== |
| | In [[wipeout_series:WipEout HD|WipEout HD]]'s take on the **Zone** mode, the player uses the dedicated [[#Zone ship]] on any circuit available in the game to reach the highest [[#Score]]. The circuits have unique [[#Visuals]]. The formal [[#Speed Classes|Speed Class]] increases every few zones, though the actual speed of the craft isn't dictated by it - instead, the speed increases independently, with the classes representing ranges of speed. |
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| | ====Zone ship==== |
| TBD | TBD |
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| ---- | ====Score==== |
| | **Zone** results are measured in **Score** points. They are awarded constantly for the duration of the session, and bonus points will be awarded for:\\ |
| | - Clearing a zone;\\ |
| | - Not hitting any walls or going out-of-bounds for an entire zone;\\ |
| | - Not hitting any walls or going out-of-bounds for an entire lap;\\ |
| | - Performing a **Barrel Roll**;\\ |
| | - Going over a **Speed Pad**. |
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| =====In WipEout Pure===== | ====Speed Classes==== |
| TBD | TBD |
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| | ====Visuals==== |
| | **WipEout HD** introduces unique visuals to **Zone** mode. |
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| | Each track has a "digital" version that the **Zone** events take place in. |
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| | When the **Speed Class** increases, a wave of light sweeps along the length of the track, originating from the player's ship, and changing the color scheme of the visuals. On billboards and the surface of the track, there are also animated equalizer effects that react to the music that's playing (this also works with custom MP3 songs, if any were added by the player.) |
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| =====In WipEout Pulse===== | =====In WipEout Fusion===== |
| TBD | TBD |
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| ---- | ---- |
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| =====In WipEout HD===== | =====In WipEout Pure===== |
| The player is slowly gaining speed indefinitely, without the ability to slow down. The challenge is to survive for as long as possible, with the **Zone** counter increasing every 10 seconds. The formal **Speed Class** increases approximately every 5-10 zones, depending on the **Speed Class**. It is important to note, however, that the actual speed progression isn't divided into traditional **Speed Classes**: rather, the speed progression is linear, and ranges of that speed are named after classes. | TBD |
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| **Zone** results are measured in **Score** points. They are awarded constantly for the duration of the session, and bonus points will be awarded for:\\ | ---- |
| - Clearing a zone;\\ | |
| - Not hitting any walls or going out-of-bounds for an entire zone;\\ | |
| - Not hitting any walls or going out-of-bounds for an entire lap;\\ | |
| - Performing a **Barrel Roll**;\\ | |
| - Going over a **Speed Pad**. | |
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| Like in [[wipeout_series:wipeout_pulse|WipEout Pulse]], **WipEout HD** features unique "digital" versions of the familiar tracks for the **Zone** mode, and a **Zone** ship for the player to exclusively use in **Zone** events. Unique to **WipEout HD**, the **Zone** ship has light indicators for its **Ship Energy** in the back of its hull, on either side of it. | =====In WipEout Pulse===== |
| | TBD |
| **WipEout HD** introduces unique visuals to **Zone** mode. When the **Speed Class** increases, a wave of light sweeps along the length of the track, originating from the player's ship, and changing the color scheme of the visuals. On billboards and the surface of the track, there are also animated equalizer effects that react to the music that's playing (this also works with custom MP3 songs, if any were added by the player.) | |
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