This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ======WipEout Pulse====== [{{ wipeout_series:covers:wopulse_cover_art.png?200vh|WipEout Pulse (Retail cover art)}}] **WipEout Pulse** is an original anti-gravity combat racing video game developed by [[https://en.wikipedia.org/wiki/Psygnosis|Studio Liverpool]] for the PlayStation® Portable. It was later ported to PlayStation 2 by [[https://spiralhouse.co.uk/|Spiralhouse]]. It iterates on the gameplay established in [[wipeout_series:wipeout_pure|WipEout Pure]]. It is the sixth mainline installment in [[:wipeout_series|the WipEout series]]. The player competes in the [[#Lore|FX400 Racing League]], piloting anti-gravity racing ships that float above the circuits at high speeds. These anti-gravity racing ships are able to obtain and use various [[#Pickups]] to disrupt other players or assist the pilot. Like all [[:wipeout_series|WipEout games]], **WipEout Pulse** focuses on delivering high-speed, high-thrills combat racing action. The [[#Gameplay]], rules and the objective differ based on the [[#Game Modes|Game Mode]] that the player chooses: **WipEout Pulse** offers 7 different modes. The game was released on PlayStation® Portable: * North America: //February 12th, 2008//<sup>[[#References / Sources|[1]]]</sup>; * Europe and the UK: //December 14th, 2007//<sup>[[#References / Sources|[1]]]</sup>. And on PlayStation® 2: * Europe: //June 10th, 2009//<sup>[[#References / Sources|[1]]]</sup>. ---- =====Gameplay===== **WipEout Pulse** 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 Pulse**'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==== Ships float in **WipEout Pulse**. This is an important distinction to make for anyone coming over from car racing games. (FIXME describe handling) The handling consists of the following mechanics: ===Thrust=== Press and hold the **Accelerate** button (mapped by default to //Cross//) to speed up. 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. ===Pitch and Steering=== Control your ship through //D-Pad// or //Analog Stick// inputs - **Steer** it left and right, and **Pitch** it up and down. * **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. ===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 //L// and //R// respectively). 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** 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 often fired when undershooting a turn, missing a [[#Speed Pads|Speed Pad]], or recovering from a [[#Pickups|Weapon]] impact. ---- ====Pickups==== **Pickups**, also known as //Items// or //Weapons// (despite the category not being limited to them), are helpful power-ups that a pilot can obtain by going over a [[#Weapon Pads|Weapon Pad]]. Only one can be held by a pilot at a time; when equipped, they get the choice to either **Absorb** it (ditch it in exchange for some [[#Shield Energy]]), or to use it. **WipEout Pulse** has **13 Pickups**. Each one is unique - having their own use cases, varying degrees of usefulness, and even **Absorbing** for different amounts of [[#Shield Energy]]. They are split into categories based on their nature. 2 of the pickups are only available in [[game_modes:eliminator#In WipEout Pulse|Eliminator]]. ---- Each weapons are classifiable in 5 categories: <WRAP half column> **Standard Weapons** are the cult classic weapons usable by all. These all go forward with the intent to damage or disrupt your opponents. > **[[pickups:rockets#In WipEout Pulse|Rockets]]**\\ Three rockets that are fired forward from the ship - classic, simple and effective. > **[[pickups:missile#In WipEout Pulse|Missile]]**\\ Twin gyroscopically-stabilized homing projectiles that lock onto a pilot and bounce off and around walls during their chase. > **[[pickups:cannon#In WipEout Pulse|Cannon]]**\\ 30 rounds of precise, bite-sized punishment fired at the wielder's leisure. **Rear Drop Weapons** place unpleasant surprises for other pilots to find on the track. > **[[pickups:mines#In WipEout Pulse|Mines]]**\\ Deploy 5 small obstacles onto the track behind your ship. Hitting one is manageable, but hitting many will hurt. > **[[pickups:bomb#In WipEout Pulse|Bomb]]**\\ A singular, more powerful obstacle that will also deal splash damage to nearby pilots when triggered. **Advanced Weapons** are relatively rare and very powerful. > **[[pickups:plasma#In WipEout Pulse|Plasma]]**\\ A very mean, heavy hitter that's tricky to aim, but pays off with dividends on a hit. > **[[pickups:quake#In WipEout Pulse|Quake]]**\\ A seismic wave that will go down the track from where it was fired. Tricky for recipients to escape. </WRAP> <WRAP half column> **Items** assist the pilot that uses them. > **[[pickups:autopilot#In WipEout Pulse|Autopilot]]**\\ Let a computer take control of your craft for a moment. Take a breather, or take advantage of this state's supernatural agility. > **[[pickups:shield#In WipEout Pulse|Shield]]**\\ Protect yourself from any harm coming your way within the next few seconds. > **[[pickups:turbo#In WipEout Pulse|Turbo]]**\\ Get a temporary, immediate speed boost upon use. Overtake someone, or go to places you couldn't go before... **Experimental Weapons** are the newcomers in the FX400 league. > **[[pickups:shuriken#In WipEout Pulse|Shuriken]]**\\ Hurl a razor-sharp blade down the track, piercing and ricocheting multiple time before self-destructing. Only available in [[game_modes:eliminator#In WipEout Pulse|Eliminator]]. > **[[pickups:leech_beam#In WipEout Pulse|Leech Beam]]**\\ Lock onto another ship and steal its [[#Shield Energy]] for yourself. > **[[pickups:repulsor#In WipEout Pulse|Repulsor]]**\\ Make space for yourself in a target-rich environment by releasing a highly damaging shockwave. Only available in [[game_modes:eliminator#In WipEout Pulse|Eliminator]]. </WRAP> ---- ====Shield Energy==== [[#Teams|Ships]] in **WipEout Pulse** have **Shield Energy**. It is a resource that represents the structural integrity of your ship. The starting point is //100% Energy//, and when it gets below //0%//, the ship fucking explodes lmao. **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 Pulse|Single Races]], it is restored by [[#Pickups|Absorbing Pickups]]. **Shield Energy** management is an important skill in **WipEout Pulse**. 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 **Shield 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 **8% 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. ====Barrel Rolls==== **Barrel Rolls** are tricks that you can perform while your ship is mid-air, awarding a speed boost if completed before landing. By pressing //Left-Right-Left// or //Right-Left-Right// on your steering input when mid-air, you can attempt a **Barrel Roll** for **8% of your [[#Shield Energy]]**. Your ship will attempt a 360° barrel roll, and if it completes before you land, you will get a quick burst of speed, not unlike a [[#Speed Pads|Speed Pad]] or a [[pickups:turbo#In WipEout Pulse|Turbo]] boost. If the ship lands before that happens, you will get disappointment, and your [[#Shield Energy]] will be taken anyway. **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 linked 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==== These yellow arrow-shaped panels on the track's floor will give the ship a burst of speed when flown over. The speed boost is gained rapidly and will decrease back to cruise velocity over a few moments. **Speed Pads** can be placed alone or in series, stacked horizontally or vertically, placed in challenging spots or next to [[#Weapon Pads]]. Hitting one likely won't change the outcome of the race, but hunting them reliably will give the skilled pilot a competitive edge. Combined with their [[#Weapon Pads|colorful counterpart]], **Speed Pads** also introduce an element of split-second strategy to the race. ====Weapon Pads==== When flown over, **Weapon Pads** give the player a random [[#Pickups|Pickup]]. They shift colors over time and are cross-shaped. In [[game_modes:single_race#In WipEout Pulse|Single Race]] and [[game_modes:tournament#In WipEout Pulse|Tournament]], they will be disabled for a few seconds after someone flies over them; in [[game_modes:eliminator#In WipEout Pulse|Eliminator]], there is no cooldown. In [[game_modes:head_to_head#In WipEout Pulse|Head to Head]], Weapons Pads are absent. **Weapon Pads** also introduce strategy to the race, along with elements of resource management and randomness. A lucky [[#Pickups|Pickup]] could single-handedly change the outcome of the race in a split second; neglecting them in favor of going faster will compromise the pilot's [[#Shield Energy]]. ====Mag-Strips==== These sections of the circuit use **Mag-Lock** technology to keep ships on the track, and enable pilots to fly along the walls, loops and bumpy track sections without falling or detaching. When locked onto a **Mag-Strip**, the ship is effectively pinned to the track surface without negatively affecting speed, acceleration or steering. All gravity effects from tilted track orientation are negated; also, both cornering drift when turning and pitch control are heavily reduced. Overall, though, the ships' handling feels largely the same on a **Mag-Strip**. **Mag-Strips** debuted in [[wipeout_series:wipeout_pulse|WipEout Pulse]]. They mostly serve an aesthetic purpose, however they have real gameplay implications: the inability to detach from these sections prevents barrel rolls and potentially enables blind spots for strategic [[#Pickups|Pickup]] use. Additionally, some weapons' trajectory is still affected by normal gravity when fired on **Mag-Strips**, making them drift towards the ground on tilted sections and, ultimately, harder to aim. **Mag-Strip** sections are common in the track roster of **WipEout Pulse**. ---- =====Game Modes===== **WipEout Pulse** presents a choice between different ways to pick the **Game Mode**: * [[#Campaign]] mode, with a series of pre-configured events;\\ * **Racebox**, a way to configure a custom single player event;\\ * [[#Online]] mode, taking **Racebox** to PlayStation®Network with the limitation of only 2 modes being available. **Racebox** and [[#Online]] allow the player to pick a [[#Tracks|Track]], while [[#Campaign]]'s [[#Tracks]] are preset. Regardless, the player gets to pick their [[#Teams|Ship]] and start the race. ---- <WRAP half column> **WipEout Pulse** offers 7 **game modes**. > **[[game_modes:single_race#In WipEout Pulse|Single Race]]**\\ Out-speed, out-smart and out-gun your opponents in the classic WipEout experience. > **[[game_modes:time_trial#In WipEout Pulse|Time Trial]]**\\ A full-length race against the clock. > **[[game_modes:speed_lap#In WipEout Pulse|Speed Lap]]**\\ Prove your skill by attaining the fastest single lap time you can. > **[[game_modes:zone#In WipEout Pulse|Zone]]**\\ Your ship will conveniently accelerate for you, perpetually. Survive for as long as you can. > **[[game_modes:tournament#In WipEout Pulse|Tournament]]**\\ Play multiple [[game_modes:single_race#In WipEout Pulse|Single Races]] in a row and get awarded points for finishing high. > **[[game_modes:eliminator#In WipEout Pulse|Eliminator]]**\\ Take out your fury on other pilots, wreaking havoc and getting points for inflicting damage. > **[[game_modes:head_to_head#In WipEout Pulse|Head to Head]]**\\ Race another pilot to the finish without weapons getting in the way. </WRAP> ---- =====Teams===== [{{ teams:fx350_team_collage.svg?200x200|FX400's participants}}] **WipEout Pulse** features 12 **racing teams** competing in the [[#Lore|FX400 Racing League]]. When picking a ship, the game's menu presents you with four of the ship's stats: **Speed**, **Thrust**, **Handling** and **Shield**. Though these //frontend stats// represent the ship somewhat, they are strong simplifications of the ships' //actual// (or, as the community dubbed them, //secret//) //stats//. //Actual stats// are more complex and precisely dictate how each ship handles and feels. Below is a list of the participating teams. Each title links to the section that describes the **WipEout Pulse** ships. <WRAP half column> > **[[teams:feisar#In WipEout Pulse|FEISAR]]**\\ The iconic team enters the FX400 with solid, reliable ships. > **[[teams:qirex#In WipEout Pulse|Qirex-RD]]**\\ The Russians' ships are heavily shielded, but no less nimble this season. > **[[teams:piranha#In WipEout Pulse|Piranha Advancements]]**\\ Once again entering the track with one of the meanest engines, Piranha also brings an added bite this season. > **[[teams:ag_systems#In WipEout Pulse|AG Systems]]**\\ This time, Japan's focus fell on thrust and maneuverability. > **[[teams:triakis#In WipEout Pulse|Triakis Industries]]**\\ With their rule-breaking reverse acceleration system banned by the committee, will the Australian tank hold up? > **[[teams:goteki_45#In WipEout Pulse|Goteki 45]]**\\ Makana's thrustiest enters the FX400 season with high hopes. </WRAP> <WRAP half column> > **[[teams:eg-x#In WipEout Pulse|EG-X Technologies]]**\\ The Chino-Finnish team will have to make up for their lack of experience in the FX300 this season. > **[[teams:assegai#In WipEout Pulse|Assegai Developments]]**\\ With their signature handling and the newly-bought Triakis shield tech, the Assegai HQ is expecting pilots to return with medals. **Downloadable content** > **[[teams:mirage#In WipEout Pulse|Mirage]]**\\ The Excellence Centre has developed perfectly balanced solutions to the tracks' challenges. > **[[teams:harimau#In WipEout Pulse|Harimau]]**\\ Now powered only by biofuel, Harimau will have to prove the force of nature to the world. > **[[teams:auricom#In WipEout Pulse|Auricom Industries]]**\\ In the FX400 season, speed and combat is the Auricom way. > **[[teams:icaras#In WipEout Pulse|Icaras]]**\\ You can't break the glass cannon if you can't catch it. </WRAP> ---- =====Campaign===== [{{ wipeout_series:wipeout_pulse_campaign.png?400vh|Grid 1 of the WipEout Pulse campaign}}] The **Campaign** consists of "**Grids**" - sets of events that are arranged on a hexagon grid. Completing an event fills its cell with an appropriate medal and unlocks adjacent events. Completing a certain number of events in a **Grid** unlocks the next one. The player can set the AI difficulty, which will apply to competitive modes of the campaign, like [[game_modes:single_race#In WipEout Pulse|Single Race]]. Completing events with a higher AI difficulty has no merit other than displaying the highest difficulty you've passed the event on in the information box. **WipEout Pulse**'s campaign has 20 grids, and [[#Downloadable Content|Downloadable Content]] adds 4 more. Each grid is a healthy mix of various modes and tracks. ---- =====Racetracks===== Below is a list of the game's racetracks. Each title links to the section that describes the **WipEout Pulse** tracks. <WRAP half column> > **[[tracks:Basilico#In WipEout Pulse|Basilico Black]]**\\ This gunmetal grey city was fully evacuated after the outbreak of Nova Scotia, leaving only the neon signs and robotic sentries to watch carefully over the crowd-avatars and magnetic twists of Basilico's 4.2 kilometre circuit. > **[[tracks:Basilico#In WipEout Pulse|Basilico White]]**\\ In Basilico, the lights are on but nobody's home. 3.9 kilometres of granite-obsidian glide through this termite nest of a city while the race keeps the plague-spotters and abandoned cargo drones compliant. > **[[tracks:Basilico#In WipEout Pulse|Metropia Black]]**\\ Situated amongst the spires and landing platforms of the East Asian corporate heart, the 4.7 kilometre circuit of Metropia contains a vertigo-inducing glass section and a lethal descent into the underbelly of the city. Race with caution. > **[[tracks:Basilico#In WipEout Pulse|Metropia White]]**\\ The New Kyoto Assembly fully supports and sanctions the race at Metropia, where the 4.4k track efficiently guides contenders through the uppermost towers and convention centres of the reformed business quadrant. > **[[tracks:Basilico#In WipEout Pulse|Moa Therma White]]**\\ Built on an exclusive island chain off the shores of Sicily, Moa Therma is the very definition of Mediterranean glamour. Race through the horizontal Synchro Logistics dynamo and contribute to the electricity supply for the residential rich and healthy in this 5.3k track. > **[[tracks:Basilico#In WipEout Pulse|Moa Therma Black]]**\\ Measuring 5.3 kilometres, the prestige Moa Therma circuit situated amongst prime Sicilian real estate has been sponsored to perfection, from the bumps of the mag ridges to the sculpted high speed dynamo loop. > **[[tracks:Basilico#In WipEout Pulse|Tech de Ra White]]**\\ Cool air and water are at a premium in the science principality of solar power specialists Tech De Ra in the last refuge of the great American desert. Power through 5 clicks around the brittle canyons and ravines of this one-time hydroponic farm. > **[[tracks:Basilico#In WipEout Pulse|Tech de Ra Black]]**\\ As the sol panels power the spectator's coolsuits under the baking midday sun, the 5 kilometre plas-metal circuit arcs lazily through the canyons of Arizona. All that remains outside the Tech De Ra complex is rust, dust and the race. > **[[tracks:Basilico#In WipEout Pulse|de Konstruct Black]]**\\ Rising out of the ashes of Geneva, the expansion of de Konstruct is ceaseless. As a result, the ECS broadcast tower lies just beyond the reach of the transit loop, and the casino-run houses a high level bypass near the entrance of this four and a half k track. > **[[tracks:Basilico#In WipEout Pulse|de Konstruct White]]**\\ Four and a half kilometres of high-tension track coil around the art deco statements of de Konstruct, the city whose only constant is change, where the fortunate can catch a sideways glimpse of the radio waves amongst the engine flares. > **[[tracks:Basilico#In WipEout Pulse|Vertica White]]**\\ As the cities of the Cayman Islands expanded into the sea, Vertica was born. This tropical paradise is home to the last remaining coral reefs and is a haven for the elite and the reclusive, with strict corporate access to the stands of this 4.3k track. > **[[tracks:Basilico#In WipEout Pulse|Vertica Black]]**\\ Business borrows from nature at Vertica, carving a path through the landscape, lightmoss tunnels and palm-lined drops in a 4.9k track designed with high speed cornering and blind summits. > **[[tracks:Basilico#In WipEout Pulse|Outpost 7 White]]**\\ 5.1 kilometres of track are surrounded by the supercooled servers and data centres of Outpost 7. Races bring vital funds into this communications hub at the top of Finland. Marvel at the ever-encroaching ice-nine and ride the narrow memorial bridge. > **[[tracks:Basilico#In WipEout Pulse|Outpost 7 Black]]**\\ The sub zero temperatures of Outpost 7 are offset like carbon emissions by the engine flares and rivalry that heat up this 5.1k Finnish circuit where dual V-turns square off against the satellite uplinks. > **[[tracks:Basilico#In WipEout Pulse|Vostok Reef Black]]**\\ The construction of this unique underwater seaport prompted the Vostok Island race committee to create a new five and a half k circuit under the sea, which highlights the whaleships and mining community central to Vostok Reef. > **[[tracks:Basilico#In WipEout Pulse|Vostok Reef White]]**\\ 15 centimetres of reinforced pro-glass keep the water out of Vostok Reef's 4.9 kilometre length, while the powder-fresh spiral tunnel and docking stations highlight the continual twists and turns of this coolly detached circuit. </WRAP> <WRAP half column> > **[[tracks:Basilico#In WipEout Pulse|The Amphiseum Black]]**\\ The natural extension of Las Vegas, The Amphiseum is a city built purely for entertainment. This immodest circuit runs for 6 clicks and contrasts the searchlights and towers of another busy night with the thrall of the masses. It never looked better. > **[[tracks:Basilico#In WipEout Pulse|The Amphiseum White]]**\\ Over 5.4 kilometres, The Amphiseum's glass floor leads into the u-turn-separated spectator runs, and the mag hill, then curving long and right before the spectacular return down to the grid. This is entertainment. > **[[tracks:Basilico#In WipEout Pulse|Arc Prime White]]**\\ What happens when big brother invades the global village? Arc Prime is the answer, where fortified walls and secure network channels offer privacy at a price. Only the race escapes, a portion of its 5k length breaking the boundaries of Seattle's interurban corridor. > **[[tracks:Basilico#In WipEout Pulse|Arc Prime Black]]**\\ Can't stop the signal? The data fortress of Arc Prime already did. Paranoid over every metre of its 5.1k length, every security protocol and standard is adhered to, from the spectator stands to the trackside scanner nodes of this wireless-complex circuit. > **[[tracks:Basilico#In WipEout Pulse|Edgewinter White]]**\\ This 5 click racetrack snakes around the transit system and commercial district of the densely packed metropolis of Edgewinter, a floating island-city in the Pacific currently caught in the middle of a tropical storm. > **[[tracks:Basilico#In WipEout Pulse|Edgewinter Black]]**\\ When the rain never stops, Edgewinter keeps going. Last seen near the Midway Atoll, this 5.3k track endures beyond its central high-speed straight, eagerly twisting and undulating itself to accommodate the city. > **[[tracks:Basilico#In WipEout Pulse|Gemini Dam Black]]**\\ Gemini Dam is the central hub of the North African trade routes, with the 4.9k track briefly dipping down into the slick purification plant, before resurfacing into the sun-baked suburbs. > **[[tracks:Basilico#In WipEout Pulse|Gemini Dam White]]**\\ This Moroccan venue strikes a balance between thrills and technical racing over 5.2 kilometres of tarmacrete, angling between the support platforms and statues in the breezy late-afternoon climate. > **[[tracks:Basilico#In WipEout Pulse|Platinum Rush White]]**\\ The parks of Greenland were finally thawed out and preserved forever by a committee of philanthropists with utopian ambitions. This custom built 4.6 kilometre track provides a whirlwind tour through the ice-blue architecture and petrified trees of Platinum Rush. > **[[tracks:Basilico#In WipEout Pulse|Platinum Rush Black]]**\\ The flawless curves of Platinum Rush mimic their surroundings, with sections of the 4.6k track flowing in step with the tree line, then turning to chase the overpass and monorail links to the eugenics centre. > **[[tracks:Basilico#In WipEout Pulse|Fort Gale Black]]**\\ The weather machines came to Gibraltar's Fort Gale for the research, but they stayed for the race. Hiding themselves between the residential fins, they studiously watch over the five and a half clicks of this viper's nest of a track. > **[[tracks:Basilico#In WipEout Pulse|Fort Gale White]]**\\ Windmills, waterfalls and low, wide tunnels are peppered throughout the rocky garrison of Fort Gale, perpetrating a jagged, saw-tooth feel that looms over the weapons-friendly straights of this 5.4k circuit. > **[[tracks:Basilico#In WipEout Pulse|Orcus White]]**\\ In the subterranean networks below Alaska, high ranking officials work in secret ambience waiting for the bomb to drop. Their only entertainment is the race, carrying its own threat level through 4.3k of permanent gloom. This is Orcus. > **[[tracks:Basilico#In WipEout Pulse|Orcus Black]]**\\ Four and a half kilometres of track run silent through the Orcus Centre For Catastrophe Prevention, as the weak air penetrates this underground locus where the track twists like peel in the code level amber lights. > **[[tracks:Basilico#In WipEout Pulse|Talon's Junction White]]**\\ The race came to this secretive energy park in the Brecon Beacons when public finances were withdrawn following the grey goo incident. Central to the 5.2k Talon's Junction circuit are the cathedral-like circuit breakers and the dynamic Concordia loop. > **[[tracks:Basilico#In WipEout Pulse|Talon's Junction Black]]**\\ Hidden at the centre of a Welsh geo-park, Talon's Junction is a hive of government-unapproved activity. 5.2 kilometres of track pass through the clockworks and geometric portals of this dark energy research loop. </WRAP> ---- =====Lore===== The game takes place in the **FX400 Racing League**. FIXME add the lore ---- =====Music===== **WipEout Pulse** features 16 music tracks. * Aphex Twin - Fenix Funk 5 (Wipeout Edit); * Booka Shade - Steady Rush; * B Phreak & Groove Allegiance - Break Ya Self (Wipeout Remix); * DJ Fresh - X-Project (100% Pure mix); * Dopamine - Flat Out; * Ed Rush, Optical & Matrix - Frontline; * Kraftwerk - Aerodynamik (Alex Gopher & Etienne de Crecy Mix); * While the game doesn't specify it, the mix is, in fact, the Alex Gopher & Etienne de Crecy Mix. * Loco Dice - City Lights (Martin Buttich Remix); * Mason - Exceeder (Special Mix); * MIST - Smart Systems; * MoveYa! & Steve Lavers - Chemical; * Noisia - Seven Stitches; * Rennie Pilgrem & BLIM - Slingshot (Wipeout Mix); * Shlomi Aber & Guy Gerber - Sea Of Sand (Wipeout Mix); * Stanton Warriors - Tokyo; * Skream - Suspicious Thoughts. ---- =====Downloadable Content===== >Mirage pack : Released February 7th 2008<sup>[[#References / Sources|[2]]]</sup>; Contains Edgewinter White, Vostok Reef Black and the Mirage Mantis ship. >Icaras pack : Released February 14th 2008<sup>[[#References / Sources|[3]]]</sup>; Contains Edgewinter Black, Gemini Dam White and the Icaras ship. >Harimau pack : Released February 21st 2008<sup>[[#References / Sources|[4]]]</sup>; Contains Orcus White, Gemini Dam Black and the Harimau ship. >Auricom pack : Released February 28th 2008<sup>[[#References / Sources|[5]]]</sup>; Contains Orcus Black, Vostock Reef White and the Auricom ship. ---- =====Development===== ... ---- ===== References / Sources ===== - According to [[https://www.mobygames.com/game/36384/wipeout-pulse/releases/|MobyGames]]. - According to [[https://psdeals.net/gb-store/game/268206/wipeout-pulse-mirage-pack|PS Deals]]. - According to [[https://psdeals.net/gb-store/game/268202/wipeout-pulse-icaras-pack-psp|PS Deals]]. - According to [[https://psdeals.net/gb-store/game/268199/wipeout-pulse-harimau-pack-psp|PS Deals]]. - According to [[https://psdeals.net/gb-store/game/268196/wipeout-pulse-auricom-pack-psp|PS Deals]].