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* ShoutOut: Auricom's name is a reference to Psygnosis's rail shooter ''Novastorm'', in which one of the [[{{Mook}} generic enemy ship]] is said to be manufactured by "Auricom Industries".
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** In some iterations, you can actually fire the quake ''backwards'' either by stopping and turning around before firing (Pure, Pulse), or by simply ''looking backwards'' before firing (Fusion). This is especially fun if you're in first place because you're almost [[KickThemWhileTheyAreDown guaranteed to hit everyone]]!

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** In some iterations, you can actually fire the quake ''backwards'' either by stopping and turning around before firing (Pure, Pulse), Pulse, HD Fury), or by simply ''looking backwards'' before firing (Fusion). This is especially fun if you're in first place because you're almost pretty much [[KickThemWhileTheyAreDown guaranteed to hit everyone]]!everyone behind you]]!
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* {{Playstation2}}: ''Fusion'' (2002) and a port of ''Pulse'' (2008)
* {{PlaystationPortable}}: ''Pure'' (2005) and ''Pulse'' (2007)

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* {{Playstation2}}: [[{{Playstation2}} Playstation 2]]: ''Fusion'' (2002) and a port of ''Pulse'' (2008)
* {{PlaystationPortable}}: [[{{PlaystationPortable}} PSP]]: ''Pure'' (2005) and ''Pulse'' (2007)
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** The vehicles in ''Wipeout HD'''s ''Fury'' expansion pack are... [[Understatement quite different]].

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** The vehicles in ''Wipeout HD'''s ''Fury'' expansion pack are... [[Understatement ''[[{{Understatement}} quite different]].different]]''.
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* [=PS1=]: ''2097''/''XL'' (1996) and ''3'' (1999; ''Special Edition'' rerelease in 2000)

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* [=PS1=]: {{Playstation}}: ''2097''/''XL'' (1996) and ''3'' (1999; ''Special Edition'' rerelease in 2000)



* [=PS2=]: ''Fusion'' (2002) and a port of ''Pulse'' (2008)
* [=PSP=]: ''Pure'' (2005) and ''Pulse'' (2007)
* [=PS3=]: ''HD'' (2008; ''Fury'' expansion in 2009)

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* [=PS2=]: {{Playstation2}}: ''Fusion'' (2002) and a port of ''Pulse'' (2008)
* [=PSP=]: {{PlaystationPortable}}: ''Pure'' (2005) and ''Pulse'' (2007)
* [=PS3=]: {{PS3}}: ''HD'' (2008; ''Fury'' expansion in 2009)



** The vehicles in ''Wipeout HD'''s ''Fury'' expansion pack are... quite different.

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** The vehicles in ''Wipeout HD'''s ''Fury'' expansion pack are... [[Understatement quite different.different]].
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* AdvancingWallOfDoom: The Quake Disruptor weapon. The wall is a ''tsunami of asphalt''.
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** The [[FreezeRay Cryo Rocket]] weapon in ''Wipeout Fusion''. Its most noticeable effect was that colliding with anything would take off half of your shield and getting hit with a weapon would [[OneHitKill destroy you]] instantly. If you didn't explode before you realised what was happening, you could survive by [[AdrenalineTime making absolutely no mistakes]] for the next ten seconds.
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* CrowningMomentOfAwesome: Scoring a plasma bolt hit in ''2097''. Made anticlimactically easy in the third game and in the games after that, the weapon no longer did instant kill damage.


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* MacrossMissileMassacre: In the earlier games, the AI was unable to use most advanced weapons and generally stuck to projectiles, which they used eagerly as you approached first place. Most of them missed, [[ImperialStormtrooperMarksmanshipAcademy even the homing weapons]], but the constant spam of incoming weapon warnings was a little unnerving.


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* OhCrap: Enabled by the weapons announcer, which gives you just enough time to brace for impact but rarely enough time to actually dodge the incoming weapon if it can be dodged at all.
** "Shields critical. [[ThisIsGonnaSuck Quake.]]"


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** Lampshaded when they realised their mistake: Pirhana is supposedly a merger of the teams "Pir" and "Hana".
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** And [[{{Kraftwerk}}]]!

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** And [[{{Kraftwerk}}]]![[{{Kraftwerk}} Kraftwerk]]!
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** And [[{{Kraftwerk}}]]!
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* WaveMotionTuningFork: Auricom's super weapon, [[EnergyWeapon ''Energy Sphere'']], which, other than being chargable, behaves exactly like the ''Plasma Bolt''.

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* WaveMotionTuningFork: Auricom's original super weapon, [[EnergyWeapon ''Energy Sphere'']], which, other than being chargable, behaves exactly like the ''Plasma Bolt''.
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* HarderThanHard: ''Wipeout HD's [[ExactlyWhatItSaysOnTheTin Elite difficulty]] is punishing, particularly on Phantom Class. Aside from getting very aggressive with weaponry, the AI ships can quickly turn through the sharpest corners [[TheComputerIsACheatingBastard as if they're constantly running Autopilot while STILL maintaining high speeds]]. In short, it's Wipeout AI upgraded with {{F-Zero}}'s AI tendencies.
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** In some iterations, you can actually fire the quake ''[[UnnecessaryRoughness backwards]]'' either by stopping and turning around before firing (Pure, Pulse), or by ''looking backwards'' before firing (Fusion). This is especially fun if you're in first place because you're almost ''guaranteed'' to hit everyone!

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** In some iterations, you can actually fire the quake ''[[UnnecessaryRoughness backwards]]'' ''backwards'' either by stopping and turning around before firing (Pure, Pulse), or by simply ''looking backwards'' before firing (Fusion). This is especially fun if you're in first place because you're almost ''guaranteed'' [[KickThemWhileTheyAreDown guaranteed to hit everyone!everyone]]!



** And the humble missile, which is usually an amazing sleeper weapon because it has long range and a powerful effect. And in the first two games there was a weapon (Shockwave/Electrobolt) that would slow down the target while doing virtually no damage; despite this, the slowdown added up to more time lost than any of the explosive weapons and it was the best weapon, followed by the missile. It was still removed in ''Wipeout 64'' by the development team because it was considered useless. Fools.

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** And the humble missile, which is usually an amazing sleeper weapon because it has long range and a powerful effect. And in the first two games there was a weapon (Shockwave/Electrobolt) that would slow down the target while doing virtually no damage; despite this, the slowdown added up to more time lost than any of the explosive weapons and it was the best weapon, followed by the missile. It was still removed in ''Wipeout 64'' Fusion'' by the development team because it was considered useless. Fools.
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** In some iterations, you can actually fire the quake [[UnnecessaryRoughness ''backwards'']] either by stopping and turning around before firing (Pure, Pulse), or by ''looking backwards'' before firing (Fusion). This is especially fun if you're in first place because you're almost ''guaranteed'' to hit everyone!

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** In some iterations, you can actually fire the quake [[UnnecessaryRoughness ''backwards'']] ''[[UnnecessaryRoughness backwards]]'' either by stopping and turning around before firing (Pure, Pulse), or by ''looking backwards'' before firing (Fusion). This is especially fun if you're in first place because you're almost ''guaranteed'' to hit everyone!
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** In some iterations, you can actually fire the quake [[UnnecessaryRoughness ''backwards'']] either by stopping and turning around before firing (Pure, Pulse), or by ''looking backwards'' before firing (Fusion). This is especially fun if you're in first place because you're almost ''guaranteed'' to hit everyone!
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Another edit (Last one I swear)

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**** ...and Pure.

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Adding/editing a few things. (nothing major)


''Wipeout'' is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Psygnosis), widely regarded as the {{PlayStation}}'s answer to Nintendo's ''{{F-Zero}}'' series. Players race anti-gravity craft at speeds of several hundred kilometers per hour, while exchanging weapons fire and attempting to avoid potential elimination (an element introduced in the second game). Visuals and atmosphere are two of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency The Designers Republic.

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''Wipeout'' is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Psygnosis), widely regarded as the {{PlayStation}}'s answer to Nintendo's ''{{F-Zero}}'' series. Players race anti-gravity craft at speeds of several hundred kilometers per hour, hour (Several ''thousand'' in some games), while exchanging weapons fire and attempting to avoid potential elimination (an element introduced in the second game). Visuals and atmosphere are two of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency The Designers Republic.



*** Is it possible for menus to be scenery porn, cause they are.

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*** Is it possible for menus to be scenery porn, cause porn? Cause they are.


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* WaveMotionTuningFork: Auricom's super weapon, [[EnergyWeapon ''Energy Sphere'']], which, other than being chargable, behaves exactly like the ''Plasma Bolt''.
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Just adding something

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* LoveItOrHateIt: Wipeout Fusion. 'Nuff said.
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as if there wasn't enough confusion over this.


Not to be confused with two different game shows: the Peter Tomarken quizzer from [[{{Series/Wipeout1988}} 1988]], and {{ABC}}'s obstacle course show from [[{{Series/Wipeout2008}} 2008]].

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Not to be confused with two different game shows: the Peter Tomarken quizzer from [[{{Series/Wipeout1988}} 1988]], and {{ABC}}'s obstacle course show from [[{{Series/Wipeout2008}} 2008]].2008]] (or the 2010 WII/DS game based on that, either).
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memo to moderators and other editors: the relevant pages in the link fixed need to be merged. Wipeout (2008) is the correct page going by the original US version's premiere.


Not to be confused with two different game shows: the Peter Tomarken quizzer from [[{{Series/Wipeout1988}} 1988]], and {{ABC}}'s obstacle course show from [[{{Wipeout2009}} 2008]].

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Not to be confused with two different game shows: the Peter Tomarken quizzer from [[{{Series/Wipeout1988}} 1988]], and {{ABC}}'s obstacle course show from [[{{Wipeout2009}} [[{{Series/Wipeout2008}} 2008]].
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** In ''Wipeout 3'', it was both easy to use AND a [[GameBreaker one hit KO]]. Elimination contests came down to how many plasma bolts you got. Luckily, elimination mode was revamped in later games, though ''Pulse'' has an overpowered unlimited duration leech beam in eliminator mode.

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** In ''Wipeout 3'', it was both easy to use AND a [[GameBreaker one hit KO]].AND]] an instant kill. Elimination contests came down to how many plasma bolts you got. Luckily, elimination mode was revamped in later games, though ''Pulse'' has an overpowered unlimited duration leech beam in eliminator mode.

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* AwesomeYetPractical: The Quake Disruptor. It has always been the most useful powerup, and it's very cool to boot.

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** In ''Wipeout 3'', it was both easy to use AND a [[GameBreaker one hit KO]]. Elimination contests came down to how many plasma bolts you got. Luckily, elimination mode was revamped in later games, though ''Pulse'' has an overpowered unlimited duration leech beam in eliminator mode.
* AwesomeYetPractical: The Quake Disruptor. It has always been the most useful powerup, and it's very cool to boot.boot, causing a large wave on the track.
** Except in ''2097'' where it was first introduced. It was slower than in the later installments; in fact, it moved at about the same pace as a Phantom class ship. The end result was a large wall of tarmac in front of your nose blocking your vision. This made it virtually useless on Phantom class.


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** And the humble missile, which is usually an amazing sleeper weapon because it has long range and a powerful effect. And in the first two games there was a weapon (Shockwave/Electrobolt) that would slow down the target while doing virtually no damage; despite this, the slowdown added up to more time lost than any of the explosive weapons and it was the best weapon, followed by the missile. It was still removed in ''Wipeout 64'' by the development team because it was considered useless. Fools.
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* [=PS2=]: ''Fusion'' (2002)

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* [=PS2=]: ''Fusion'' (2002)(2002) and a port of ''Pulse'' (2008)
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** They also didn't use half of the weapons. When they gained access to all weapons for ''Fusion'', it became clear why. For one, it made unlocking weapons a bad thing: being able to fire one quake or gravity blast about every six times you got nailed with one from any of the 15 other ships on the track isn't a good trade-off. Things got more balanced in this regard with ''Pure'' and its comparative lack of area effect weapons, though it is still hard to overtake a pack of ships without getting mines or a bomb in your face every time you are about to catch up.
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** In ''Fusion'' their superweapon was an orbital laser, but the team leader told you to 'please not use it too much' because it violated the 'beauty of the sport'. (Sorry, I can't hear you over the ''CONTENDER ELIMINATED''. Heh.)

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** In ''Fusion'' their superweapon was an orbital laser, a KillSat, but the team leader told you to 'please not use it too much' because it violated the 'beauty of the sport'. (Sorry, I can't hear you over the ''CONTENDER ELIMINATED''. Heh.)
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** And the natural follow-up to a Shield Raider in ''Wipeout 64'' which leaves the target with 1 point of energy.
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** The hardest two challenges in the series: untextured bonus track 4 on Phantom speed in ''Wipeout 3'' (intended as an ultimate challenge, the AI is insanely fast here) and combo challenge 5 in ''Wipeout 64'' (win a race on the hardest track in the game on the highest speed at the controls of a flying brick, and kill 7 opponents with your only weapon being your superweapon which is great at slowing down opponents but does almost no damage).
* NostalgiaLevel: Bonus and downloadable content tends to include track remakes from earlier games. Between every game (and including the mirrored and simplified track clones in ''Wipeout 64'') the ''Altima'' track appeared four times; ''Talon's Reach'', ''Gare d'Europa'' and ''Karbonis'' appeared three times.


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** ''Fusion''. Kappa ads.
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*** Of course, it went from Vector/Venom/Rapier/Phantom to Venom/Flash/Rapier/Phantom. And Vector was only really painfully slow in the third game


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** In ''Fusion'' their superweapon was an orbital laser, but the team leader told you to 'please not use it too much' because it violated the 'beauty of the sport'. (Sorry, I can't hear you over the ''CONTENDER ELIMINATED''. Heh.)
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* CrowningMusicOfAwesome: Almost the entire soundtrack from each game. [=CoLD=] [=SToRAGE=] really left his mark on gaming culture through these games.
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Some NTSC cardboard box releases have the european cover. I just happen to have it too.


** GratuitousJapanese, especially on the first game's European cover artwork.

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** GratuitousJapanese, especially on the first game's European cover artwork.[[hottip:+:For this particular one, it has an accurate transliteration of "Designers Republic" in katakana.]]

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