Developer: Psygnosis Publisher: Midway Released: November 1998 Genre: Racing
I can honestly say that Wipeout 64 is one of the most unexpected releases for the Nintendo 64. The series is indelibly tied to the PlayStation’s identity both for being at its launch and because it was owned by Sony. But it should not have come as a surprise as Psygnosis released the initial titles on the Saturn. Wipeout 64 is an excellent game and brought a number of features to the series that would continue going forward.
Technically Wipeout 64 is a sequel as it takes place a year after Wipeout 2097 (or XL for those of us in the US). While that would imply a new set of tracks and weapons in reality this is more of a Wipeout remix. Nearly all of the game’s tracks are mirrored and altered from the first two games. But unless you are intimately familiar with those titles you won’t notice. There is one wholly original track but you will have to put in some work to earn it.
The core of the gameplay remains mostly the same. Wipeout has always differentiated itself from its contemporaries like F-Zero through its weapon system. All weapons from the previous games return. Now however the computer has access to the Quake Disruptor and can ruin a perfect run. In addition each team has a unique super weapon only they have access to. I would have liked more weapons but remembering what each weapon icon is even with the verbal cues is hard enough.
The most notable difference in Wipeout 64 is analog control. Sadly the dual shock saw release after Wipeout XL so it could not benefit. The difference in control is immediately noticeable and makes the game incredibly accessible. Leaning into corners and making precise turns has never been easier and is a far cry from using a D-pad. The controls are so smooth the air brakes are not necessary although they do help considerably. Wipeout 64 wisely adapts the less rigid handling model from its predecessor meaning you won’t come to an abrupt stop from crashing into wall unless traveling at high speed. Speaking of speed this is just as fast as the prior games but remains playable unlike similar titles such as Extreme G.
The single player mode in Wipeout has always been different. There is no traditional Grand Prix or career mode. Single Race is practically a practice mode since there is no progression. It allows you to learn the tracks with no stakes. Time Trial is what the name suggests. The bulk of the game’s content comes from the new Challenge Mode. Challenges fall into three categories: race, time trial, and weapon. In each you are given a goal such as finishing a race in a certain place with a specific vehicle or destroying a set number of opponents before finishing. Each challenge has six ranks and becomes progressively harder and gives the game a lot of replay value. For those that want to play with friends for the first time the series has split screen multiplayer, this time for four players. For the first time Wipeout feels like a complete package.
Despite the advances in control the game still puts up a fight. Wipeout 64 is not as easy as Wipeout XL. Rival cars are aggressive with the weapons and depending on your team your shield’s might be very low to start with. Checkpoints are very tight and leave little room for mistakes. There is no rubberbanding thankfully but the AI will take advantage of your mistakes. Coming in first on the medium level Venom class will still take skill. But it at least feels attainable unlike the insurmountable mountain of the first game. The only area Wipeout 64 lags a bit is volume of content. There are only seven tracks and five teams, with one of each hidden. I like the game and all but coming a month after F-Zero X with its thirty tracks and random track generator is kind of a tough comparison.
Visually Wipeout 64 looks great. Wipeout XL set a high bar and Wipeout 64 compares favorably and bests it in some areas. The Nintendo 64 produces a clean look free of the aliasing and warping textures of the PlayStation and is also free of blur. The stellar lighting effects are not as pronounced but are still present. There is more draw-in but it varies depending on the track. They do a pretty good job hiding it by varying elevation and through taught turns. The framerate holds up except in four-player split screen but that goes without saying. Even the soundtrack is pretty great. The music selection is limited but the sound quality defies the hardware. Funny enough there are brief load times due to sound compression which probably explains why it sounds so great.
In Closing
Wipeout 64 is a great game that upholds the series’ sterling reputation and stands out in the N64 racing library. Considering the sheer volume of racing games on the system that is no small feat. I would still recommend F-Zero X first but this is a close second for sci-fi racing fans.