Wipeout 64
| Company type | Video game developer |
|---|---|
| Industry | Video games |
| Headquarters | Liverpool , United Kingdom |
| Products | Wipeout series |
| Owner | Sony Computer Entertainment |
Wipeout 64 is a 1998 racing title developed by Psygnosis and published by Midway Games for the Nintendo 64 platform. As the third entry in the Wipeout franchise, it stands as the sole release on a Nintendo console. At the time of its launch, Psygnosis was under the ownership of Sony Computer Entertainment, which subsequently made later Wipeout releases exclusive to Sony systems.
Set one year after Wipeout 2097, in the year 2098, Wipeout 64 brought several innovations such as analogue control tailored to the Nintendo 64 controller, new weapon types, additional teams, and an expanded selection of tracks. The game was met with mostly favorable critiques, praised for its unique qualities within the series, enhanced graphics, broader track and vehicle variety, distinctive atmosphere, and superior track design—often drawing positive comparisons to Nintendo’s F-Zero X. However, some criticism was directed at its relatively low frame rate and discussions arose regarding its status as a true sequel to Wipeout 2097.
Gameplay
The gameplay remains consistent with earlier titles, focusing on futuristic anti-gravity racing where players compete against AI opponents or other players. Its mechanics are influenced by Formula One, utilizing fictional air brakes to improve turning capabilities instead of relying on traditional downforce.[1]
Wipeout 64 preserves most elements from Wipeout 2097, while introducing weapons unique to each team. New offensive options include launching three rockets simultaneously and missiles that lock onto targets from behind. Returning arsenal items include homing missiles, machine guns, and electro-bolts.[2][3] This edition also debuts the exclusive "Cyclone" power-up, which intensifies weapon effectiveness.[1] An elimination counter displays how many opponents have been taken out during races, hinting at the Eliminator mode later featured in Wipeout 3.Cite error: The opening <ref> tag is malformed or has a bad name
A notable enhancement is the expansion of multiplayer split-screen capability from two to four participants.[4] Additionally, Challenge Mode was introduced, tasking players with completing objectives across various classes and circuits by achieving fastest lap times, highest race placements, or accumulating the most combat eliminations.[5][3]
Most courses are mirrored adaptations of tracks from Wipeout and Wipeout XL, relocated to new environments. Some tracks underwent adjustments such as simplified corners or altered elevation profiles; however, sections involving split tracks were removed.[3]
Development
Developed by Liverpool-based studio Psygnosis, Wipeout 64 emerged following speculation about multiple publishers vying for a Nintendo 64 installment in the series. The project was officially revealed in April 1998 after development commenced in February of that year, spanning roughly eight months. Initially, Psygnosis intended to self-publish with Sony Music Entertainment handling European distribution; however, in September, publishing and distribution rights were acquired by Midway.
The game is distinguished by noticeable loading periods attributed to sound decompression—a rare feature among Nintendo 64 titles—signaled by an on-screen 'Please Wait' prompt. The title capitalized on the N64’s analogue stick to deliver more precise ship handling compared to prior entries. Instead of producing a direct sequel to Wipeout 2097, Psygnosis refined the existing framework by adding new racecourses and features. Senior producer Andy Satterthwaite highlighted that Wipeout 64 represents an entirely new experience rather than a port. Development efforts demonstrated the Nintendo 64 controller’s accuracy, allowing smooth navigation around curves without sacrificing speed. An additional improvement permitted vehicles to collide with track barriers without coming to a complete halt.
Audio
Although constrained by cartridge capacity, Wipeout 64 featured nine music tracks primarily composed by Rob Lord and Mark Bandola, credited under "PC MUSIC," with additional contributions from Fluke and Propellerheads. Unlike earlier installments, the soundtrack was not produced by Psygnosis' internal team, CoLD SToRAGE, whose compositions appeared in subsequent Wipeout releases.
The race announcers served to link this title with its predecessors, utilizing a male voice for weapon alerts and a female voice to greet players and provide commentary during races.
Reception
Wipeout 64 garnered mostly favorable critiques, achieving an overall score of 84/100 on Metacritic. Reviewers commended the game’s originality and complexity, emphasizing the diverse soundtrack, thoughtfully crafted vehicles, array of weapons, multiple gameplay modes, and impressive speed.
The visual presentation received considerable praise. IGN rated it above F-Zero X, describing the graphics as "absolutely beautiful" complemented by an exceptional soundtrack and sound design that included crisp boost sounds and authentic scraping effects. Conversely, GameSpot offered a more tempered assessment, suggesting the visuals fell short compared to Wipeout 2097 on PlayStation but recognized the introduction of a new multiplayer mode as a significant enhancement. Next Generation applauded the title for delivering a highly anticipated racing experience with excellence.
Most comparisons focused on F-Zero X, which had been released just one month earlier. While Nintendo's game featured a greater number of tracks and vehicles, Wipeout 64 was lauded for its superior track design and immersive atmosphere. Some reviewers regarded it as a commendable debut on the platform despite minor imperfections. Gaming Age highlighted the improved analogue controls as a notable advancement, noting that the learning curve was less steep than in previous series entries. Both GameSpot and Gaming Age recommended purchasing F-Zero X over Wipeout 64.
GamePro praised the soundtrack, handling, and content variety, asserting that although Extreme G-2 matched its content volume, it could not rival the speed of Wipeout 64, while acknowledging that F-Zero X occupied a different tier altogether.
There is some debate about whether Wipeout 64 simply merges strengths from earlier titles or represents a unique sequel in its own right. Its graphics were frequently described as both "prettier" and "grittier" compared to those of F-Zero X. Common critiques involved noticeable pop-up issues and frame rate drops during multiplayer sessions with three or four players in split-screen mode.
References
- ↑ 1.0 1.1 Cite error: Invalid
<ref>tag; no text was provided for refs namedmatt - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedN64-i20-pg36 - ↑ 3.0 3.1 3.2 Cite error: Invalid
<ref>tag; no text was provided for refs namedoverview - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedNintendo Power preview - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedN64-i20-pg38