Gameplay
Gameplay did not differ much from the previous title. Aside from the different circuits and new weapons, the fundamental aspects were kept. Pilots would race each other or computer controlled A.I. opponents, in order to finish in the highest position possible. In order to help them achieve this end, weapons were provided.
Though the Crafts move at very high straight lines speeds, Wipeout takes its inspiration from Formula 1 breakthroughs by aspiring for even greater turning speeds. Using the Formula 1 parallel, rather than using aerodynamics to increase wheel grip by down-force for faster turning speeds, Wipeout uses the fictitious air-brakes for ever greater turning force. Just moving a craft left or right alone is very responsive, but by applying an air-brake in the direction of movement, players zip around very tight turns at near top speed, including those greater than 90 degrees. By applying an air-brake, the turn tends to start out gradual but as it continues, it violently increases the change in direction. Where necessary, the player may also use dual air-brakes for rapid deceleration, typically used if the pilot has flown off the racing line in tight corners and needs to steady. Due to the unfamiliarity of controls and relentless succession of tight turns at high speeds, many took a long time to get used to handling the craft, but for those that persevered, it offered great rewards.
Aside from the usual tactical aspects of racing, Wipeout 2097, (unlike its predecessor) offered the chance to eliminate competition (or at least subdue them temporarily) by the use of weapons. Each craft had a shield energy quota, and when this quota reached zero—either from damage sustained from weapon attacks, or impact from other craft or the edges of the circuit—the craft would blow up. The craft would also blow up if a certain time limit was not reached, though this only applied to human players. The biggest weapon introduced in 2097 was the Quake Disruptor which has been a series hall mark ever since. This weapon cause a quake to thrust a destructive wave down the track that dunks the crafts it smash into.
The aim of the game was simple: Complete various and increasingly difficult challenges in order to move onto the next one. Changing the difficulty level was simply that of upping the top speed of the craft, through four different levels (Vector, Venom, Rapier, Phantom). The number of laps needed to complete a race also increased with each new level.
Victory in the challenge modes were the game's ultimate accomplishment. These modes are similar to a Championship where players have to race every track to become champion, however, rather than tallying up points, Challenge mode took a very single player centric approach by only allowing progress to the next track by winning the current track (not coming first meant it had to be repeated). Players could lose the mode by losing all 3 lives, which are lost by coming worse than 3rd. By winning all the races, the player is crowned champion and given access to faster modes, new tracks and ultimately the Piranha craft.
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