Wipeout XL FAQ


WIPEOUT 2097/XL                                  The Original FAQ
FAQ Edition 1.04                                by Matthew Sephton
==================================================================

CONTENTS

  1.0  Introduction
  1.1  The Game
  1.2  Graphics
  1.3  Music
  1.4  Gameplay

  2.0  Playing Concepts
  2.1  The Joypad
  2.2  Driving
  2.3  Teams
  2.4  Classes & Tracks
  2.5  Weapons
  2.6  Ghost Racers

  3.0  Cheats
  3.1  Challenges
  3.2  Hidden Options
  3.3  Shortcuts
  3.4  Fast Starts

  4.0  What Do You Know?
  4.1  Contacting The Author
  4.2  Release
  4.3  E&OE
  4.4  Thanks

  5.0  Version history

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1.0  INTRODUCTION

This FAQ aims to be the definitive source of information for the PlayStation
game Wipeout 2097 (Wipeout XL in USA), henceforth WO2. It serves no other
purpose. The PAL manual for this game is really quite poor, with some aspects
of the game barely getting a mention.

1.1  THE GAME

What a game! WO2 is easily on par with Motor Toon Grand Prix 2 as
the best game on the Sony PlayStation. It's graphics are by far the 
best I have ever seen on any games machine, arcades included. They 
are shifted at such a rate that my eyes cannot keep up. It features 
time trials, arcade racing, challenges, different difficulty levels 
and lots more.

1.2  GRAPHICS

Unbelievable! The graphics are unprecedented, making the original 
Wipeout look quite dated. Some of the explosion effects make a 
great showcase for the PlayStation's hardware. You really won't 
believe how fast the polygons are moved about (150k+ per second according to the Psygnosis web page). Track detail has also risen
to a new level, with more animated roadside objects, and there are
even up to 15 cars on track at once! The Designers Republic also
deserve a mention as they have once again outdone themselves with
their distinctive touch of graphic design.

1.3  MUSIC

Psygnosis have excelled themselves once more in putting together an even better line-up of artists for the soundtrack for WO2:

TRACK TITLE             ARTIST     TRACK TITLE               ARTIST

Intro Herd Killing    FSOL        6 Loops of Fury       CHEM. BROS.
1 We Have Explosive   FSOL        7 The Third Sequence  PHOTEK
2 Landmass            FSOL        8 Tin There           UNDERWORLD
3 Atom Bomb (Instr.)  FLUKE       9 Firestarter (Inst.) THE PRODIGY
4 V Six               FLUKE      10 Canada             COLD STORAGE
5 Dust Up Beats       CHEM. BROS.11 Body In Motion     COLD STORAGE

For those of you who are thirsty for more then 'Wipeout 2097: The
Soundtrack' is available to buy in the shops:

TRACK TITLE              ARTIST     TRACK TITLE              ARTIST

      1 We Have Explosive  FSOL           8 Firestarter        THE PRODIGY
      2 Atom Bomb          FLUKE          9 V Six              FLUKE
      3 Loops of Fury      CHEM. BROS.   10 Musique            DAFT PUNK
      4 Tin There          UNDERWORLD    11 2097               SOURCE DIRECT
      5 The Third Sequence PHOTEK        12 Titan              PHOTEK
      6 Leave Home (UW2)   CHEM. BROS.   13 P.E.T.R.O.L.       ORBITAL
      7 Herd Killing       FSOL          14 Afro Ride          LEFTFIELD

1.4  GAMEPLAY

Newcomers may find the game difficult at first, but perseverance 
will be rewarded with hours of fun. Taking into account the 
different game modes, the number of courses and the additional
bonuses makes for a great game.

Experimentation with driving lines is the only way to improve lap 
times. Learning how each weapon operates and where is best to use
it is the key to ploughing through the field in a race.

---

2.0  PLAYING CONCEPTS

As with any other game playing skills will improve over time.
Perseverance is the key. If you have played the original Wipeout
then, you can probably select the AG Systems or the Auricom cars
from the start without having too much bother. It's up to personal
preferences really.

2.1  DRIVING

Craft control may be the hardest part of the game, especially for 
newcomers. It is essential to understand that they are anti-gravity 
machines and so will handle more like a hover-craft than a 
conventional car.

Steering can be difficult, especially when travelling at the high-
speeds of Rapier and Phantom classes. There is one method that can 
be easily adopted. Instead of pressing left and right with separate
movements of your thumb (which is far from ideal when trying to
achieve quick reaction times) hold your thumb centrally on the 
joypad and roll it in the relevant direction. I think you will find 
that this saves time and increases reaction time.

To turn tight corners more easily tap the relevant air-brake whilst
still accelerating, causing your machine to skid or slide. It is 
sometimes more beneficial to hold down the air-brake to really make 
your back end slide out.

It is essential that a good driving line is taken. Try to enter 
corners wide and get as close to the apex as you can without 
hitting it, never forget that you do have left and right air-
brakes. Take time to learn the layout of each track, especially 
prior to a challenge.

2.2  THE JOYPAD

Here is a list of the default joypad buttons and their functions.

  BUTTON     FUNCTION

  Up         Nose down
  Down       Nose up
  Left       Turn left
  Right      Turn right
  Square     Discard weapon
  Triangle   Change view
  Circle     Use weapon
  Cross      Accelerate
  L2         Left air brake
  R2         Right air brake
  Start      Pause menu

2.3  TEAMS

Each team has their strengths and weaknesses, with top speed 
increasing through the teams. In my opinion the best all round 
standard car is the Auricom. Die hard racers may prefer the Quirex. 
There are five teams.

  TEAM        THRUST   TOPSPEED   TURNING   AERODYNAMICS   SHIELD

  Feisar      6        3          7         7              6     Beginner
  AG Systems  7        5          6         6              3     Amateur
  Auricom     5        6          5         5              5     Intermediate
  Quirex      4        7          3         5              7     Expert
  Piranha     10       10         10        10             10    No Weapons

2.4 CLASSES & TRACKS

There are a total of eight tracks over the four classes. See 3.1, 
gaining Phantom class also lets you race any of the 8 tracks at any 
class - you are not limited to the first two at Vector, the next 
two at Venom etc.

  VECTOR                          VENOM

  Talon's Reach    EASY           Valparaiso       TRICKY
  Sagarmatha       EASY           Phenitia Park    TRICKY

  RAPIER                          PHANTOM

  Gare D'Europa    HARD           Vostok Island    VERY HARD
  Odessa Keys      HARD           Spilskinanke     VERY HARD

2.5  WEAPONS

To master the game it is essential that you learn what each weapon 
does and where or when is best to use it. Key usage of weapons 
makes the game more forgiving if you make a mess of one part of a 
track.

  WEAPON           USE IT WHEN?

  Mines            After overtaking.
  E-pak            Low shield level. Any time.
  Autopilot        Difficult chicane or turn. Just before the pit lane.
  Turbo boost      Any lengthy hill or straight.
  Rockets          Many enemy on screen. Mines ahead.
  Missiles         Lock on. Rear lock on. Mines ahead.
  Electro bolt     Lock on. In a group.
  Thunder bomb     Many enemy on screen.
  Shield           In a group. Difficult section. Low shield. Mines ahead.
  Plasma bolt      Sure fire target. Beware of charge period.
  Quake disruptor  Many enemy on screen. Just for fun.

For instance, Autopilot is best left until a section of the track 
that you know is difficult - so you can make up for a previous 
mistake. Also remember that you can cancel Autopilot whilst it is 
activated by pressing SQUARE. This is very useful if you know that 
you can handle a chicane etc. better than the Autopilot and you 
aren't too sure if the Autopilot will last you through it.

2.6  GHOST RACERS

Time trials offer the ability to test your skills against ghost 
racers. These are preset for each track and class. Once you have 
beat the ghost your race will replace the ghost you beat and remain 
valid until you change tracks, so you can still change cars. It 
seems to me that the ghosts aren't saved to the memory card, so 
they are only really useful for getting up to speed on a
certain track, or just to learn the racing line of a track.

---

3.0  CHEATS

Here are a list of cheats known to date.

  WHILST GAME LOADS
  Animal Teams     L1+R2+START+SELECT   Normal team crafts are exchanged for
                                        a bee, snail, UFO, pig and shark.

The following button press combinations can be used by holding down L1, R1
and SELECT anywhere in the relevant menu. Using the codes again will toggle
the cheat off/on. Are there any more?

  PRE-GAME (MAIN MENUS)              IN-GAME (PAUSE MENU)

  Piranha Team      X X X X O T S    Machine Gun       S O X S O X T
  Phantom Class     T T T O O O      Infinite Energy   T X S O T X S O
  Eight Tracks      S O T O S        Infinite Weapons  X X S S O O T
                                     Infinite Time     T S O X T S O X

The following passwords can be entered via the options menu:

  PASSWORDS
  Challenge I       S O S T O T T O S S S T X S
  Challenge II      S O S T O T X S X T T X O O


3.1  CHALLENGES

Once you have got gold medals on the initial 6 tracks then 
Challenge I becomes available. This consists of racing a season of 
all six courses at Rapier class. Once this is completed, you get 
Phantom class (which is 50% faster than Rapier!) and two extra hard 
tracks to race on. When gold is achieved in the two Phantom tracks, 
Challenge II becomes available which consists of all eight tracks 
at Phantom speed. This will prove to be the most difficult 
challenge of all.

3.2  HIDDEN OPTIONS

Inspection of the game CD reveals that there are nine track 
folders, so there must be one more track after Phantom. There are 
also four extro programs which means that it must be possible to 
get one more bonus after Challenge II (Piranha challenge). What 
bonus(es) could it reveal apart from the Piranha?

3.3  SHORTCUTS

There aren't any shortcuts in the true sense of the word, but it is 
possible to save a lot of time by cutting corners. You can use a 
turbo boost to do this in the extreme, or just pull back on the d-
pad to raise your nose over some shallow corners as seen in the 
'chicane' along side the train on the Gare D'Europa track.

3.4  FAST STARTS

It is quite easy to get a fast start and essential if you want to 
put in a fast time-trial or race. What you have to do is land the 
gauge of the thrust- ometer in the first two large bars when Curly 
says "Go"! It is probably equivalent to a turbo boost.
There are two ways to do this. The first is to accelerate until the 
thrust-ometer is around that mark, then make it hover by repeatedly 
pressing the accelerator until the race starts. The second, 
inferior method, is to find a suiitable delay before the race 
starts that is just enough for you to continually accelerate until 
the race starts and still get a fast start.

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4.0  WHAT DO YOU KNOW?

If you have any additions which you think should be included in 
this FAQ then please send them to me as below. Already there are a 
number of questionsthat need answering.

 1 What is the ninth track, and how do you get it?

 2 How do you play the tracks from the original Wipeout CD under the new
   game engine for Wipeout 2097/XL?

 3 Are there any more cheat presses or secrets known?

4.1  CONTACTING THE AUTHOR

The author of this FAQ, Matthew Sephton, can be contacted by e-mail
or through his web page (which contains information about Bjork, 
other types of music, the Sony PlayStation and contains some of my 
Windows 95 Shareware).

  e-mail: u5ms@csc.liv.ac.uk
     www: http://www.csc.liv.ac.uk/~u5ms/

4.2  RELEASE

This FAQ is obtainable from various places on the internet, but the latest version can always be downloaded from this URL:
    http://www.csc.liv.ac.uk/~u5ms/PS/w2097faq.txt

4.3  E&OE

All errors and omissions excluded. As far as I know the information 
in this document is accurate. Correct me if I'm wrong. Use at your 
own risk.

4.4  THANKS

Original FAQ by Matthew Sephton. Button press cheats from Daniel Beretzki
. Animal cheats from Klaus Timmermann (aka Mr Bean)
.

--

5.0  VERSION HISTORY

1.00, 21 Oct 1996  Original release.

1.01, 23 Oct 1996  Cheats added. Challenges enhanced.

1.02, 28 Oct 1996  Slight modifications and tidying up.

1.03, 29 Oct 1996  Music, Ghost Racers and Fast Start sections improved.

1.04, 01 Nov 1996  Animal teams and challenge passwords added.

Return to Wipeout XL.