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Wipeout 64
Wipeout 64
from Wikipedia

Wipeout 64
North American cover art
DeveloperPsygnosis
PublisherMidway Games
SeriesWipeout
PlatformNintendo 64
Release
GenreRacing
ModesSingle-player, multiplayer

Wipeout 64 is a 1998 racing video game developed by Psygnosis and published by Midway Games for the Nintendo 64. It is the third game in the Wipeout series and remains the only one published on a Nintendo console. At the time of the game's release, developer Psygnosis had been owned for five years by Sony Computer Entertainment, for whose hardware all subsequent Wipeout games have been released exclusively.

Set in 2098, a year after Wipeout 2097, Wipeout 64 introduced several new elements to the Wipeout series including analogue control which benefited from the Nintendo 64's controller, new weapons, teams, and tracks. The game received generally positive reviews from critics. Many critics praised the game for its individuality among the Wipeout series, its graphics, offering more tracks and racing craft, unique atmosphere and "superior track design", but opinion is divided whether Wipeout 64 is a 'true sequel' to Wipeout 2097.

Gameplay

[edit]
Screenshot of Wipeout 64

Most aspects of the gameplay did not differ from the previous two titles. Wipeout is based on a futuristic anti-gravity setting where pilots would race against each other or computer-controlled AI opponents to finish in the highest position possible. Wipeout's gameplay takes inspiration from Formula One parallels; rather than using aerodynamics to increase wheel grip by down-force for faster turning speeds, Wipeout uses a fictionalised method of air braking for ever greater turning force.[4]

Wipeout 64 provides most of the same features as Wipeout 2097 along with new weapons unique to each team. New additions to the weapons interface include the ability to fire three rockets at a time and rear-locking missiles. Returning weapons include the homing missiles, machine guns and electro-bolts.[5][6] Exclusive to Wipeout 64 is an unlockable weapon power-up called the "Cyclone" which allows the player to strengthen the power of their weapons.[4] There is also the inclusion of an elimination counter that gauges how many opponents were eliminated in a race by the player. This paved the way for the Eliminator mode introduced in Wipeout 3.[7]

Unlike its predecessors that allowed split-screen between two players, Wipeout 64 introduces split-screen for a maximum of four players for the first time.[8] Wipeout 64 also introduces a new addition named Challenge Mode where the player has to complete sets of challenges in predefined classes and tracks through either getting the fastest time in a Time Trial, the highest placing in a race, or eliminating the most opponents through a weaponry-based deathmatch.[9][6]

Most of the tracks in Wipeout 64 feature mirrored layouts of circuits from select tracks in Wipeout and Wipeout XL, set in different locations. Some conversions are not perfectly accurate, as some corners were eased or cut entirely, elevations were changed, and there were no split track sections.[6]

Development

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Wipeout 64 was developed by Liverpudlian developer Psygnosis.[10] After rumors that several publishers had approached Psygnosis about developing a Wipeout installment for the Nintendo 64,[11] Psygnosis officially announced Wipeout 64 in April 1998.[12] Development began in February 1998 and it took a total estimated amount of eight months to complete the game.[13] Psygnosis originally intended to publish the game themselves with Sony Music Entertainment handling the distribution for Europe, but in September, Midway obtained publishing and distribution rights.[14] It is a rare N64 title with noticeable load times, disguised by the request 'Please Wait', due to sound decompression times.[6] Wipeout 64 utilized the N64's analogue stick, making ships more responsive than the series' predecessors.[6] Rather than creating a full-fledged sequel to Wipeout 2097, Psygnosis decided to use Wipeout 2097 and tweak its design.[15] Senior producer Andy Satterthwaite stated that Wipeout 64 is a brand-new game and not a port of its predecessor, due to changes to the game structure, new race tracks, and new features. During development, Psygnosis were impressed with the precision of the Nintendo 64 controller's control and were able to make the aircraft curve turns without sacrificing speed.[8] One of the improvements that Psygnosis made from its predecessor is allowing the aircraft to hit the walls of the racetrack without coming to a complete halt.[13]

Audio

[edit]

Despite the limited capacity of a game cartridge, Wipeout 64 fit nine music tracks, mostly by composers Rob Lord & Mark Bandola (credited as "PC MUSIC" in-game), with additional tracks by Fluke and Propellerheads.[4] Unlike both of its predecessors, Psygnosis' in-house music team, CoLD SToRAGE, did not produce music for this game, although CoLD SToRAGE's works do make an appearance in future Wipeout games.[16]

Race announcers bridge preceding Wipeouts and Wipeout 3 by having a male voice declare what weapons are about to be used against the player; a female voice welcomes players to the courses and announces in-race events and the result.[4][17]

Reception

[edit]

Wipeout 64 received generally positive reviews from critics. The game received an aggregate score of 84/100 from Metacritic.[19] Reviewers were generally impressed with the innovation and complexity the game offered; mostly stating that Wipeout 64 had "everything a futuristic racer needs, a large variety of tracks, well-designed craft, weapons, numerous game modes and speed".[25]

The graphics were well-received from critics. IGN remarked that Wipeout 64 was a superior game to F-Zero X. IGN praised the game on its graphics, saying in the verdict that the visuals "are absolutely beautiful" and that the in-game soundtrack and sound-effects were "top-notch", and that it included clean boost audio and excellent "scrape" noises.[6][17] Despite the considerable praise, a mixed review came from Joe Fielder of GameSpot, saying that regarding the graphics, the visuals in Wipeout 64 did not meet the par set by Wipeout 2097 that was released for the PlayStation two years prior. Fielder noted, however, that the new multiplayer mode was the game's main advancement over the previous titles.[26] Next Generation praised the game, stating that "Wipeout provides a much sought-after experience and does it brilliantly".[21]

Most reviews compared the game with F-Zero X which was released a month earlier, with the general assumption that Nintendo's own futuristic racer offered more tracks and racing craft, but Wipeout 64 contained superior track designs and atmosphere.[17] GameSpot criticized the game, saying that "WipeOut 64 isn't horrible, it just feels like the developer's first effort for the system at times – which it is".[20] "Sayewonn" of Gaming Age praised its new innovations, especially its analogue control, saying that "adapting analogue controls was the biggest improvement racing games made and Wipeout 64 demonstrates that beautifully". Sayewonn also noted that the game still had a "learning curve", noting that "it's not as brutal as the first game but definitely harder than the far easier XL".[27] Despite being complimentary of Wipeout 64, both GameSpot and Gaming Age recommended purchasing F-Zero X instead.[27] Gamepro gave a positive review of the series, praising its music, controls, and variety of the game. Gamepro, in addition, compared the game to Extreme-G2 and F-Zero X: "While Extreme G-2 may match Wipeout in content, it simply can't compete when trying to match W64's speed and F-Zero X isn't even in the same league".[22]

Opinion is divided on whether Wipeout 64 simply merges the good points of the previous two games,[20] or is different enough to be considered a sequel in its own right.[6] Praised elements include "prettier" and "grittier" graphics compared to F-Zero X.[17][28] Pop-up and a slow frame rate are repeatedly mentioned as problems, but only when the screen is split up to three or four times in multiplayer mode.[20]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Wipeout 64 is a futuristic developed by and published by exclusively for the console. Released on November 3, 1998, in and February 5, 1999, in , it serves as the third installment in the Wipeout series, following Wipeout and Wipeout XL, and is set in the year 2098. The game emphasizes high-speed with vehicles equipped with weapons, where players compete on looping tracks filled with hazards like jumps, drops, and tight turns. Gameplay in Wipeout 64 centers on single-player modes including individual races, time trials, challenges, and super combo challenges, alongside a four-player split-screen multiplayer option that supports league-style competitions. Players select from five teams, each with unique handling characteristics and specialized s such as missiles, mines, and quakes, which can be used to disrupt opponents while navigating seven tracks set in futuristic locations. The version introduces enhancements like improved controls, faster speeds, and cartridge-based audio featuring an original soundtrack composed primarily by (Rob Lord and Mark Bandola), along with tracks by Fluke and , diverging from the CD-audio approach of prior entries. Upon release, Wipeout 64 received generally favorable reviews, earning a score of 84 out of 100 based on 11 critic reviews, praised for its thrilling pace, refined handling, and multiplayer features despite some criticism of repetitive track designs and lack of online play. It marked Psygnosis's first title and contributed to the series' reputation for blending arcade racing with electronic music and aggressive combat elements.

Gameplay

Core Mechanics

Wipeout 64 centers on hovercraft racing, drawing inspiration from Formula One's emphasis on precision driving and high-speed competition, where players control sleek ships capable of navigating vertical walls and banked circuits without losing upon collision. Air braking mechanics allow for aggressive cornering by deploying side thrusters—activated via the R and Z triggers—to generate lateral force, enabling sharp turns at velocities exceeding 800 km/h while maintaining stability on twisting, elevated tracks. This system prioritizes skillful navigation over raw power, with physics tuned for fluid conservation and responsive handling suited to the genre's futuristic demands. The game's combat integrates seamlessly with racing through weapon pickups scattered on tracks as glowing grids, which dispense random armaments to disrupt opponents. Returning weapons include homing missiles that lock onto the nearest enemy and drain their energy shields while briefly slowing them, and electro-bolts that deliver an electric shock to stall the target's engines and deplete shields significantly. New additions feature three-rocket salvos launched in a straight line to rapidly erode shields on direct hits, rear-locking missiles that can be fired backward by combining the fire button with downward input for defensive plays, and team-specific super weapons such as the Feisar craft's Mini Gun, which unleashes a high-rate barrage capable of halving an opponent's shield per volley. The Cyclone power-up, exclusive to this installment, amplifies the potency of all equipped weapons—such as turning a single electro-bolt into a devastating area strike—once unlocked through dedicated challenges, adding a layer of progression to combat strategy. Controls leverage the Nintendo 64's analogue stick for nuanced steering, allowing variable input sensitivity for fine-tuned adjustments during high-speed maneuvers, a marked improvement over the digital or twist-based schemes of prior entries. Acceleration is handled by holding the A button for continuous thrust, while the B button fires the current weapon; air brakes engage via R (right) or Z (left) triggers to tilt the craft sideways, and C-Down drops mines or toggles for brief automated navigation. Braking integrates with air systems rather than a dedicated pedal, emphasizing momentum-based deceleration to keep races fluid. Track navigation builds on established designs, with most circuits employing mirrored layouts derived from Wipeout and Wipeout XL to evoke familiarity while relocating them to new environments like urban sprawls or forested canyons. Adaptations for the N64 include refined 3D physics models to accommodate polygonal rendering, enhancing for wall-riding and jump handling, alongside adjusted gravity simulation to ensure smooth transitions between flat straights and steep inclines without the original games' 2D limitations. These modifications prioritize arcade accessibility, with weapon grids and speed pads positioned to reward aggressive lines while punishing overly cautious play.

Game Modes

Wipeout 64's single-player modes revolve around the Challenge Mode, the primary progression structure that incorporates escalating difficulty across three classes: for introductory challenges, for intermediate ones, and Phantom for advanced levels. Players advance by completing a series of 18 core challenges divided into six per class, requiring consistent wins to unlock higher classes and additional content. Supplementary single-player options include Single Race mode, which allows customizable races on any unlocked track against AI opponents, and mode, focused on recording best lap times with a ghost car for comparison and one turbo boost per lap. Within Challenge Mode, sub-modes provide varied objectives to test different skills. Race challenges demand finishing in a target position (typically first for ) against AI pilots on specific tracks and classes. Time Trial challenges require beating a predetermined lap time, such as 0:33.5 on Dyroness in the Venom class. Weapon challenges emphasize combat, tasking players with destroying a set number of opponents using craft , like eliminating one on Machaon II in the Venom class or up to 14 in Phantom class deathmatch-style arenas. Completing all six Weapon challenges with bronze or better awards unlocks the , a powerful super weapon that enhances firepower across all craft. Super Combo challenges, unlocked after earning bronzes in all Race, Time Trial, and Weapon tasks, combine objectives like winning a race while destroying multiple foes. Gold versions of all challenges become available after achieving gold in the standard sets, offering stricter goals for full completion. The game includes six standard tracks—Klies Bridge, Qoron IV, Sokana, Dyroness, Terafumos, and Machaon II—plus the unlockable secret track Velocitar, accessed by earning bronzes in all Race challenges. Several tracks incorporate mirrored layouts inspired by circuits from earlier Wipeout titles, adding variety without introducing entirely new designs. Crafts from five teams (Feisar, AG Systems, Auricom, Qirex, and the unlockable ) are available, each featuring distinct handling, top speed, and shield capacities; for example, Feisar excels in acceleration but has lower shields, while Qirex prioritizes speed over maneuverability. Craft are unlocked progressively through Challenge Mode awards, with requiring bronzes in all challenges. Multiplayer supports up to four players via split-screen, accommodating versus on any track with customizable AI opponents and difficulty, as well as combat variants like weapon-focused arenas for direct confrontations. controls enhance precision in multiplayer turns and aiming. No online functionality is included. Progression ties into an experience-based system akin to league mechanics, where pilots accumulate wins in challenges to gain promotions across classes, unlocking new craft, tracks, weapons like the , and super combo tasks for comprehensive mastery.

Development

Production

Wipeout 64 was developed by the team in , with production spanning approximately eight months from February to September 1998. The project was officially announced in April 1998 through a Psygnosis press release, confirming plans for an N64-exclusive entry in the series following rumors of a port. This rapid timeline, shorter than that of , necessitated efficient design decisions, such as mirroring track layouts from previous games to repurpose existing assets while adapting them to new environments. Publishing responsibilities shifted during development, with acquiring the publishing rights in September 1998. This arrangement marked a departure from the series' PlayStation roots, as , a since 1993, pursued multi-platform opportunities before stricter policies took effect. The game represented a port of core elements from Wipeout XL, enhanced with N64-specific features like full 3D polygonal graphics and analogue stick controls for more precise handling of anti-gravity craft. Cartridge-based storage imposed hardware constraints, resulting in noticeable load times of about 3-4 seconds between races—disguised by a "Please Wait" screen—for sound decompression to manage limited ROM space. Designers prioritized preserving the series' high-speed identity, introducing N64-exclusive improvements such as an enhanced four-player split-screen mode that maintained near-single-player performance by limiting visible opponents and scenery. Optimizing for the N64's 128-megabit cartridge and processing limits proved challenging compared to the PlayStation's capabilities, leading to compromises like mono audio tracks to allocate resources for visuals.

Soundtrack

The soundtrack of Wipeout 64 features nine electronic tracks crafted to deliver high-energy propulsion during races, emphasizing pulsating rhythms and synth-driven melodies that evoke the intensity of anti-gravity competition. Departing from the series' earlier installments, it was composed entirely without contributions from the established artist CoLD SToRAGE, Psygnosis' in-house music team responsible for prior entries. Key artists include Rob Lord and Mark Bandola, credited as , who provided the majority of the ambient techno compositions such as "Chasing Radium," "Feel at Home," "Monolith Boy," "Sonic Trip," and "Tomorrow Reborn." Fluke contributed upbeat tracks like "Absurd" and "Goodnight Lover (Wipeout Edit)," while delivered drum-and-bass influenced pieces including "Bang On! (Wipeout Edit)." These selections blend futuristic soundscapes with club-oriented vibes, enhancing the game's high-speed, otherworldly aesthetic. To accommodate the Nintendo 64's cartridge constraints, the audio was custom-produced for real-time decompression, which introduces short load times—approximately 3-4 seconds—disguised by a "Please Wait" screen between races. This technical adaptation ensured the soundtrack's immersive quality without exceeding storage limits, prioritizing a seamless, energetic flow that aligns with the theme.

Release and Reception

Release Details

Wipeout 64 was released for the in cartridge format on November 3, 1998, in , followed by a European launch on February 5, 1999; no releases occurred in other regions at the time, including a planned Japanese version that was ultimately canceled. As the sole entry in the Wipeout series for the , the game marked Psygnosis's effort to extend the franchise beyond the PlayStation to a competing console during the late console wars. Midway Games handled publishing and distribution in , while Midway Home Entertainment Europe managed the European release after acquiring rights from , which had initially planned with assistance in . Regional packaging featured minor variations, such as localized ratings and text on the box , but retained a consistent futuristic showcasing anti-gravity racers against tracks. Promotional efforts focused on the Nintendo 64's capabilities, including television commercials and magazine advertisements that highlighted enhancements like four-player split-screen multiplayer and optimized high-speed racing sequences compared to the series' PlayStation origins. These campaigns also incorporated racing-themed tie-ins, such as playable demos distributed at events and in gaming publications to showcase the game's fluid controls and visual effects on the N64 hardware. The launch timeline aligned closely with the game's completion in September 1998, proceeding without notable delays or controversies.

Critical Response

Wipeout 64 received generally positive reviews upon release, earning an aggregate score of 84 out of 100 on Metacritic based on 11 critic reviews from major outlets. Critics widely praised the game's graphics and track design, which delivered immersive 3D visuals with detailed environments and smooth anti-gravity racing sequences that showcased the Nintendo 64's capabilities. The implementation of analogue controls was highlighted for providing responsive handling, allowing precise navigation through complex courses at high speeds. The futuristic setting, combined with its pulsating techno soundtrack, created a compelling atmosphere that enhanced the overall racing experience. Reviewers often compared it favorably to F-Zero X as one of the strongest racers on the platform, noting its faster pace and innovative weapons system despite some technical trade-offs. However, some criticisms emerged regarding technical performance, including occasional frame rate drops during four-player multiplayer modes, which could disrupt the fluidity of races. AI opponents were noted for inconsistencies, sometimes failing to challenge players effectively or exploiting errors in unpredictable ways. Additionally, the game faced debate over its status as a "true ," with detractors viewing it as more of an enhanced port of rather than a fully original entry in the series. No official sales figures were released by publisher , but estimates indicate moderate commercial success with approximately 0.43 million units sold worldwide, including 0.28 million in and 0.14 million in . It was outsold by contemporaries like , which achieved approximately 1.1 million units, but received acclaim for maintaining the series' fidelity to its high-speed roots. Popularity varied regionally, with higher sales in despite the Wipeout franchise's established dedicated following in .

Legacy

Impact and Influence

Wipeout 64 represented the third entry in the Wipeout series and the franchise's inaugural release beyond the PlayStation platform, expanding its reach to the in 1998. Set in the year 2098 during the F5000 racing league, it built directly on the foundation of its predecessor, Wipeout XL, while introducing elements that carried forward to later installments like Wipeout 3. Notably, the game featured N64-exclusive tracks with industrial, high-speed layouts designed to emphasize precision maneuvering and strategic boosts, alongside the unlockable power-up, which amplified the potency of all weapons and added a layer of tactical depth to combat racing. These innovations helped bridge the high-velocity, weaponized gameplay of the early series to its evolution on subsequent hardware. The game sold an estimated 0.43 million units worldwide, including 0.23 million in the United States. Within the library, Wipeout 64 distinguished itself by rigorously testing the console's capabilities, particularly through its fluid 3D anti-gravity physics and rapid rendering of dynamic track environments, which achieved frame rates and visual fidelity uncommon for cartridge-based titles of the era. The title's development by —a subsidiary—further underscored its role in challenging PlayStation's dominance, as the N64 port showcased the series' adaptability amid the fierce console wars of the late . Retrospectives often portray Wipeout 64 as a "forgotten gem" for faithfully capturing the series' exhilarating energy on a rival platform, where its cross-platform expansion surprised industry insiders and broadened the franchise's appeal beyond loyalists. Former staff reflected on the project's maverick nature, noting how ' autonomy enabled this bold move, which highlighted the Wipeout formula's versatility and contributed to the genre's maturation through innovative combat elements like the . In gaming culture, it endures as a testament to the N64's potential in futuristic , fostering discussions on the value of multi-platform development during a period of hardware exclusivity.

Modern Availability

Renewed and refurbished copies of Wipeout 64 cartridges have been available through online retailers such as Amazon since at least 2020, often tested and cleaned for functionality, providing a practical option for players seeking without pursuing rare originals. However, no official remasters, ports to modern consoles, or digital re-releases have been produced, leaving the game confined to its original hardware or emulation. The title is widely playable today through Nintendo 64 emulators like , which supports high compatibility for Wipeout 64 on personal computers, allowing adjustments for performance and input. Fan-driven online multiplayer has been enabled via netplay plugins such as AQZ for emulators including , facilitating remote races among enthusiasts despite the absence of official servers. While not featured in major retro collections, browser-based emulation options exist through general N64 platforms, though they require ROM sourcing and may vary in stability. Preservation efforts highlight the game's growing rarity, with complete-in-box copies commanding collector prices around $50 to $200 USD depending on condition, driven by demand for sealed or mint examples among retro gaming communities. No official updates for or high-definition enhancements have emerged, but community modifications via emulation tools like enable widescreen support and resolution scaling to adapt the visuals for contemporary displays. Access challenges persist due to potential cartridge degradation over time, including contact corrosion or board failures common to aging media, which preservation projects address through cleaning and repair services. The 2012 closure of Studio by eliminated any ongoing official support, leaving maintenance and enhancements entirely to the fan community.

References

  1. https://strategywiki.org/wiki/Wipeout_64/Weapons
  2. https://strategywiki.org/wiki/Wipeout_64/Controls
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