Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
wipeout_series:wipeout_hd [2025/11/23 22:25] – restructure gameplay section and move stuff to game modes ThatOneBonkwipeout_series:wipeout_hd [2026/01/10 10:11] (current) – implement Dandy's suggestions ThatOneBonk
Line 19: Line 19:
 =====Gameplay===== =====Gameplay=====
 [{{ wipeout_series:wipeout_hd_cinematic.gif?350vh|High-skill piloting in WipEout HD}}] [{{ wipeout_series:wipeout_hd_cinematic.gif?350vh|High-skill piloting in WipEout HD}}]
-**WipEout HD** is fast and precise; it requires strategy and resource management with [[#Pickups]] and [[#Shield Energy]]it rewards track knowledge and acquired skill.+**WipEout HD** is fast and precise; it requires strategy and resource management with [[#Pickups]] and [[#Shield Energy]], and it rewards track knowledge with piloting skills.
  
-While **WipEout HD**'s gameplay differs based on the [[#Game Modes]], there are common elements and traits that make up the WipEout experience in this entry. This section focuses on these common features and traits, while the [[#Game Modes]] section has links to articles about individual experiences to be had in **WipEout HD**.+While **WipEout HD**'s gameplay differs based on the [[#Game Modes]], there are common elements that make up the WipEout experience in this entry. This section focuses on these common elements.
  
 ====Ship Handling==== ====Ship Handling====
-Regardless of the [[#Game Modes|Game Mode]], ships float in **WipEout HD**. This is an important distinction to make for anyone coming over from car racing games. A simple way to describe the way **WipEout HD** handles is to say that it feels like an aircraft with ground grip.+Ships float in **WipEout HD**. This is an important distinction to make for anyone coming over from car racing games. A simple way to describe how **WipEout HD** handles is to say that it feels like an aircraft with ground grip.
  
-A more precise way to describe it is to say that ships behave like a box that's attached to a slightly bouncy spring, gliding along the track with little friction. The nose is angled in the direction that the pilot wants to go. There is a lot of focus on momentumand maintaining an angle, rather than trying to micro-adjust the craft.<sup>[[#References / Sources|[5]]]</sup> Ultimately, though, the best way to get an idea of **WipEout HD**'s physics is to play the game.+More specifically, ships behave like a box that's attached to a slightly bouncy spring, gliding along the track with little friction. There is a lot of focus on momentum and maintaining an angle, rather than micro-adjusting the craft.<sup>[[#References / Sources|[2]]]</sup>
  
-There are several inputs that allow the pilot to control their craft quite precisely.+The handling consists of the following mechanics:
  
 ===Thrust=== ===Thrust===
 Press and hold the **Accelerate** button (mapped by default to //Cross//) to speed up. Pressure-sensitive buttons are supported for fine throttle control. The sensitivity of this feature can be adjusted in the **Controls** section of the settings menu by changing the **Acceleration Sensitivity** slider (from 10%, where throttle is binary, to 100%, where throttle is fully analog). Press and hold the **Accelerate** button (mapped by default to //Cross//) to speed up. Pressure-sensitive buttons are supported for fine throttle control. The sensitivity of this feature can be adjusted in the **Controls** section of the settings menu by changing the **Acceleration Sensitivity** slider (from 10%, where throttle is binary, to 100%, where throttle is fully analog).
  
-It is recommended to set throttle to binary. There is not a practical use for this feature; in fact, in **WipEout HD**, a good pilot has no reason to ever release the **Accelerate** button at all.+It is recommended to set **Acceleration Sensitivity** to 10%, as it improves throttle responsivenessand a good pilot has no reason to ever release the **Accelerate** button.
  
 The player can also get a speed boost at the start of the race by performing a **Perfect Start**. The moment the countdown reaches "GO", press and hold the **Accelerate** button. The player can also get a speed boost at the start of the race by performing a **Perfect Start**. The moment the countdown reaches "GO", press and hold the **Accelerate** button.
  
-===Steering=== +===Pitch and Steering=== 
-Turn your ship left and right through //D-Pad// or //Analog Stick// inputs**Steering** is the basic way to control the direction of your craft.+Control your ship through //D-Pad// or //Analog Stick// inputs **Steer** it left and right, and **Pitch** it up and down
  
-**WipEout HD** also offers the option to **Steer** using DualShock®3's SIXAXIS® motion controls. This is controlled with the **Motion Sensor** option of the **Controls** section of the settings menu - choosing between **Off**, **[[#Pitch]]** and **[[#Pitch]] and Steering**. This is not recommended.+   * **Steering** is the basic way to control the direction of your craft. 
 +   * **Pitching** is useful for getting more airtime or reducing it. More airtime may enable some [[#Barrel Rolls]], but excessive airtime loses speed. 
 + 
 +**WipEout HD** also offers the option to **Pitch and Steer** using DualShock®3's SIXAXIS® motion controls. This is controlled with the **Motion Sensor** option of the **Controls** section of the settings menu
 +   **Off**, where motion controls aren't used; 
 +   * **Pitch**, which some players may enjoy, as it gives more freedom for [[#Barrel Roll]] inputs; 
 +   * **Pitch and Steering**, which is not recommended for serious use due to its impracticality.
  
 ===Airbrakes=== ===Airbrakes===
 **Airbrakes** are a way to turn more aggressively. When an airbrake is engaged, a flap is raised on one side of the ship, increasing that side's air resistance, which helps steer the craft in that direction. They are activated by holding down the **Left Airbrake** and **Right Airbrake** buttons (mapped by default to //L2// and //R2// respectively). **Airbrakes** are a way to turn more aggressively. When an airbrake is engaged, a flap is raised on one side of the ship, increasing that side's air resistance, which helps steer the craft in that direction. They are activated by holding down the **Left Airbrake** and **Right Airbrake** buttons (mapped by default to //L2// and //R2// respectively).
  
-On higher speeds, **Airbrakes** are essential to complete most turns. Ignoring them is a big mistake, but so is overusing them. Using both at the same time will slow the ship down like a normal brake; however, despite their nature, in **WipEout HD**, using them to simply turn doesn't drop the craft's speed very much.+At higher speeds, **Airbrakes** are essential to complete most turns. Ignoring them is a big mistake, but so is overusing them. Using both at the same time will slow the ship down like a normal brake; however, using them to simply turn doesn't drop the craft's speed much.
  
 ===Sideshifts=== ===Sideshifts===
-**Sideshifts** shift the craft to the side quickly. They are activated by quickly tapping an **Airbrake** button twice (the craft shifts to that **Airbrake**'s side). You can somewhat control the distance of the **Sideshift** by holding the button for longer, or releasing it quickly+**Sideshifts** push the craft to the side quickly. They are activated by quickly tapping either **Airbrake** button twice (the craft shifts to that **Airbrake**'s side). You can control the distance of the **Sideshift** by holding the button for longer, or releasing it quickly.
- +
-**Sideshifts** are used to immediately and radically correct the race line. They're a situational tool that is very handy when it is needed - for example, when undershooting a turn, not quite hitting a [[#Speed Pads|Speed Pad]], or recovering from a [[#Pickups|Weapon]] impact. +
- +
-===Pitch=== +
-**Pitch** your ship up and down through //D-Pad// or //Analog Stick// inputs. **Pitching up** may give you more airtime, while **Pitching down** may reduce it, getting you down onto the track and accelerating again quicker. It is commonly used alongside [[#Barrel Rolls]].+
  
-**WipEout HD** also offers the option to **Pitch** using DualShock®3's SIXAXIS® motion controls. This is controlled with the **Motion Sensor** option of the **Controls** section of the settings menu - choosing between **Off****Pitch** and **Pitch and [[#Steering]]**. Some players may find this option more convenient than using buttonsas it offers more freedom for [[#Barrel Rolls|Barrel Roll]] inputs.+**Sideshifts** are used to immediately and radically correct the race line. They're a situational tool that is often fired when undershooting a turnmissing a [[#Speed Pads|Speed Pad]], or recovering from a [[#Pickups|Weapon]] impact.
  
 ---- ----
Line 109: Line 110:
 **Shield Energy** is reduced by colliding with walls or other players, getting hit by [[#Pickups|Weapons]], going out-of-bounds, or by performing [[#Barrel Rolls]]. There are also ways to restore the craft's **Shield Energy**: for example, in [[game_modes:single_race#In WipEout HD|Single Races]], it is restored by [[#Pickups|Absorbing Pickups]]. **Shield Energy** is reduced by colliding with walls or other players, getting hit by [[#Pickups|Weapons]], going out-of-bounds, or by performing [[#Barrel Rolls]]. There are also ways to restore the craft's **Shield Energy**: for example, in [[game_modes:single_race#In WipEout HD|Single Races]], it is restored by [[#Pickups|Absorbing Pickups]].
  
-**Shield Energy** management is an important skill in **WipEout HD**. Getting stingy will get you eliminated, setting you way back in the best case, or even failing the event entirely in the worst case. Having enough **Ship Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial<sup>[[#References / Sources|[2]]]</sup> for any high-skill pilot.+**Shield Energy** management is an important skill in **WipEout HD**. Getting stingy will get you eliminated, setting you way back in the best case, or even failing the event entirely in the worst case. Having enough **Ship Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial for any high-skill pilot.
  
 It is displayed in percentage points to the player; however, internally, **Shield Energy** is measured in //units//. Each [[#Teams|Ship]] has a set capacity for energy //units//, with various [[#Pickups]] replenishing set amounts of these //units//. The only thing that relies on energy //percentage// are the [[#Barrel Rolls]], with them always taking **15% of your Shield Energy** when attempted. As such, ships with a lower **Shield Energy** stat are actually better for [[#Barrel Roll]]-heavy gameplay: each [[#Pickups|Pickup]] the player [[#Absorption|Absorbs]] restores a higher //percentage// of these ships' energy. It is displayed in percentage points to the player; however, internally, **Shield Energy** is measured in //units//. Each [[#Teams|Ship]] has a set capacity for energy //units//, with various [[#Pickups]] replenishing set amounts of these //units//. The only thing that relies on energy //percentage// are the [[#Barrel Rolls]], with them always taking **15% of your Shield Energy** when attempted. As such, ships with a lower **Shield Energy** stat are actually better for [[#Barrel Roll]]-heavy gameplay: each [[#Pickups|Pickup]] the player [[#Absorption|Absorbs]] restores a higher //percentage// of these ships' energy.
Line 121: Line 122:
 **Barrel Rolls** are essential for high-level gameplay. They can be performed in spots other than the obvious drops through precise and clever maneuvers for //just// enough airtime. They enhance the resource management element of [[#Shield Energy]] while testing the pilot's skill and directly rewarding them for good play. **Barrel Rolls** are essential for high-level gameplay. They can be performed in spots other than the obvious drops through precise and clever maneuvers for //just// enough airtime. They enhance the resource management element of [[#Shield Energy]] while testing the pilot's skill and directly rewarding them for good play.
  
-Additionally, **Barrel Rolls** are closely related to [[#Pitch|Pitch control]]: pitching up can enable **Barrel Rolls** that would otherwise be impossible, and pitching down will decrease unwanted airtime - landing faster, wasting less time in the air and getting the speed boost sooner.+Additionally, **Barrel Rolls** are closely related to [[#Pitch and Steering|Pitch control]]: pitching up can enable **Barrel Rolls** that would otherwise be impossible, and pitching down will decrease unwanted airtime - landing faster, wasting less time in the air and getting the speed boost sooner.
  
 ====Speed Pads==== ====Speed Pads====
Line 247: Line 248:
  
 =====Development===== =====Development=====
-put development stuff here+...
  
 ---- ----
Line 253: Line 254:
 ===== References / Sources ===== ===== References / Sources =====
    - According to [[https://gamefaqs.gamespot.com/ps3/938148-wipeout-hd/media|GameFAQs]].    - According to [[https://gamefaqs.gamespot.com/ps3/938148-wipeout-hd/media|GameFAQs]].
-   No, this word wasn't written by ChatGPT.+   As originally described by Kabelsalat - a BallisticNG modder and contributor.
    - [[https://web.archive.org/web/20110826151235/http://www.wipeout-game.com/html/content/TeamInfo?team=AG_Systems|WipEout-Game.com's AG Systems overview]] mentions "their 2206 FX300 Championship title", implying that 2206 was the final season of the FX300.    - [[https://web.archive.org/web/20110826151235/http://www.wipeout-game.com/html/content/TeamInfo?team=AG_Systems|WipEout-Game.com's AG Systems overview]] mentions "their 2206 FX300 Championship title", implying that 2206 was the final season of the FX300.
    - [[https://web.archive.org/web/20110826151240/http://www.wipeout-game.com/html/content/TeamInfo?team=Assegai|WipEout-Game.com's Assegai team statement]] mentions their "strong performances in the FX350 League" enabling them to "vastly improve their race craft for the 2207 season of FX350 & FX400 Anti-Gravity Racing League events", showing that the FX350 had started by at least the year prior.    - [[https://web.archive.org/web/20110826151240/http://www.wipeout-game.com/html/content/TeamInfo?team=Assegai|WipEout-Game.com's Assegai team statement]] mentions their "strong performances in the FX350 League" enabling them to "vastly improve their race craft for the 2207 season of FX350 & FX400 Anti-Gravity Racing League events", showing that the FX350 had started by at least the year prior.
-   - As originally described by Kabelsalat - a BallisticNG modder and contributor.