

Victory in the challenge modes were the game's ultimate accomplishment. The number of laps needed to complete a race also increased with each new class. Changing the difficulty level was simply that of upping the top speed of the craft, through four different speed classes (Vector, Venom, Rapier, Phantom). The aim of the game was simple: to complete various and increasingly difficult challenges in order to move onto the next one. This weapon causes a quake to thrust a destructive wave down the track that damages the ships it smashes into.
WIPEOUT HD FURY EMULATED SERIES
The biggest weapon introduced in Wipeout 2097 was the Quake Disruptor, which has been a series hall mark ever since. The craft would also blow up if you did not race fast enough, though this only applied to human players. Each craft has a shield energy pool, and when this pool is depleted-either from damage sustained from weapon attacks, or impact damage, the craft would be destroyed. Due to the unfamiliarity of controls and relentless succession of tight turns at high speeds, many players took a long time to get used to handling of the ships, but for those that persevered, it offered great rewards.Īside from the usual tactical aspects of racing, Wipeout 2097, unlike its predecessor, allowed players to not only stall, but also damage and eliminate opponents through the use of weapons.

Where necessary, the player may also use both air-brakes for rapid deceleration - typically used if the pilot has flown off the racing line in tight corners and needs to steady their craft. When an airbrake is applied, the change in direction it causes starts relatively small, but as it continues it significantly increases the change in direction.

Just moving a craft left or right alone is very responsive, but by using an airbrake of the direction to turn in, players can perform very tight turns at near top speed, including those greater than 90 degrees. This secondary system is the craft's Air Brakes. Though the crafts are capable of very high straight line speeds, their steering often needs to be assisted by a secondary system to generate the extra turning force needed to navigate tight corners effectively. In order to help them achieve this end, weapons were provided. opponents, in order to finish in the highest position possible. Pilots would race each other or computer controlled A.I. Aside from the different circuits and new weapons, the fundamental aspects were kept. Gameplay did not differ much from the previous title. Official logo of the F5000 Anti-Gravity Racing League
