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. ---- =====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]].