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PDF Book • Tarek B. Slimane wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out wip3out _ Introduzione_mondo_Wipeout_ Scheda_tecnica_ Wip3out_ storia_dei_team_ soundtrack_ The_designers_republic_ caillois_system_ zero_ludico_system_ index_ Introduzione_mondo_ wipeout_ Il mito “WipE’out” è nato durante l’av- vento dell’era “gold” dei videogio- chi: la Playstation, nel 1995, sbar- cò sia negli States che in Europa. Il gioco uscì in multipiattaforma: PC MS- DOS, per la Sega Saturn e come uno dei titolo di lancio per la scatola grigia Sony. “What the heck!!!?”, la reazione dei “critici” dei videogames; il gio- co si presenta come il taglio net- to di una katana forgiata dai più grandi maestri del “Nippon”. Unico. Questo racing game anti-gravitaziona- le e con della violenza “sofisticata”, ha folgorato migliaia di appassionati delle corse, del design e della musica. Que- sto futuristico terremoto ha lasciato un segno indelebile. Per la cura grafica e identità del videogame è stato affida- to al prestigioso studio inglese fondato da Ian Anderson: “The Designers Repu- blic”: conosciuti per le cover arts com- missionati dalla label Warp Records, e per il loro stile “maximum-minimal” irriverente e controverso. Quest’ultimi soundtrack che completarono il cerchio due erano entrambi residenti a Shef- frenetico e psichedelico del gioco. field. Con questo primo WipE’out acclamato dalla critica, iniziò un’interessante pe- La scelta musicale diretta verso un’e- riodo videoludico. lettronica e techno underground: CoLD SToRAGE, Leftfield, The Chemi- cal Brothers e Orbital. Tutti questi ar- tisti parteciparono alla creazione della scheda_tecnica_ wip3out_ Questo numero 3 di WipEout è il quarto ex manager della casa. Non a caso, voci dietro le capitolo della serie uscito nel 1999: quinte commentavano che non dovevano accet- tarli tutti quei giochi Sviluppatore WipEout _ 1995 Psygnosis con questo progetto doveva (PC, Sega S. e PSX) sbalordire ancora di più se voleva ri- Psygnosis Leeds manere ancora a galla. Purtroppo la “We created a believable future”. WipEout 2097 _ 1996 software house e publisher, nonostan- Lo staff della casa inglese se ne esce con Publisher (PC, Sega S. Mac OS e Amiga) te i grandi nomi che sfornò durante questa frase durante l’E3� a Los Ange- gli anni, (Lemmings�, G-Police� e De- les. The Designers Republic fu di nuovo Psygnosis WipEout 64 _ 1998 struction Derby�), oltre al primo e al se- assunta per creare più che mai, un mon- (Nintendo 64) condo WipEout, ha avuto anche a che do degno di essere definito tale. Il loro Piattaforma fare con dei progetti non proprio all’al- “controverso” gusto è stato maggior- tezza del suo status. “Psygnosis ha mente “accettato” per permetterli di PlayStation preso in considerazione troppi proget- creare: schemi colori, grafiche dei menu, ti e ha preteso un ovvio successo per fonts, identità dei teams, scafi e piste. Dat di rilascio ognuna”. Le parole di Mark Cochrane, (EU) 8 September _ 1999 (NA) 30 September _ 1999 Copertina versione PAL Copertina versione NTSC JP Il motore grafico del gioco fu il primo (JP) 3 February _ 2000 della serie ad adottare la risoluzione a 480i (720 x 480 pixels), e framerate Special Edition a 60fps; dettagli grafici che colpirono perfino i giornalisti del “The Guardian” (EU) 14 July _ 2000 inglese. E poi come non menzionare le scie colorate che lasciavano i motori dei Modalità veicoli: una chicca che si poteva trovare solo su Ridge Racer Type 4 (dai fanali) o Single-player su Akira. Split-screen multiplayer Multiplayer Copertina versione NTSC US Copertina versione PAL Dj Sasha aveva il compito di curare la (via PlayStation link cable) soundtrack: oltre ad aver composto al- Media cuni pezzi, i Chemical Brothers e Orbital CD-ROM contribuirono allo sviluppo e alla sele- zione delle tracce. Un mix pazzesco. Soprattuto per quei tempi, dove una collaborazione tra “entità” esterne così di spessore con una software house di videogiochi, non era all’ordine del giorno. Questo inve- reggere la traettoria. C’è il beccheggio, stimento era un bel azzardo per la Psy- quindi si può decidere in base al tipo di gnosis e le circostanze non concedeva- tracciato se alzare o abbassare la “pun- no errori. ta” del velivolo. Racing_classes Riuscirono a riprendersi il trono del La funzione “Hyper-thrust”, novità di miglior gioco di corse dell’anno, e questo capitolo, permette accellerazio- Ovvero, la difficoltà di gioco. in generale nella stampa ricevet- gameplay_ ni fulminei, ma pagando caro l’energia Ci sono tre classi principali dove variano te grandi riconoscimenti. Il Metacri- della barriera cinetica. Si dovrà quindi le potenze delle navi e la bravura della tic era dell’89%. IGN diede 9.1 su 10. stare attenti a non farne troppo uso. “Ma cosa si deve fare precisamente su “IA”, e credetemi, in quella più alta hai GamePro, 5 su 5. Nonostante ciò, il caro questo videogioco ultrafigoveloce?!”. bisogno di una mente lucida. prezzo speso per tutto il grandissimo Nei tracciati sono stati installati dei Wip3out introduce il giocatore nella lavoro di marketing non è servito molto power-ups o come vengono chiamati “F7200 Anti-Gravity Race League”. Il vector_class a farli risanare dal debito. nel gioco, “weapon grids”: ti consento- player controllerà delle navi fluttuanti, Con questo flop finanziale la casa in- no di usare una decina di armi e utilities, “acquistate” da dalle squadre interna- Facile, per i novizi e per chi vuole godersi glese chiuse i battenti facendosi acqui- tra cui, missili a ricerca, scudi riflettenti, zionali e pilotate su otto differenti piste. una bella passeggiata. stare completamente dalla Sony, dive- auto-pilota, giusto per citarne alcuni. Ogni veicolo è equipaggiato con nendo “SCE Studio Liverpool”. Wip3out Nel corso del tragitto ci si può imbat- uno scudo che assorbe ogni tipo di però, rimase ed è ancora, un cult. tere anche con dei “speed pads” che ti venom_class danni per permettere al pilota di finire permettono di avere un modesto au- la gara indenne. Se la barriera si esau- mento di velocità per qualche secondo; Medio, per chi vuole illudersi di essere risce la nave diventa inpilotabile e si Logo Psygnosis, 1995, restayling dopo potrete immaginare un perfetto campo un vero pilota. viene squalificati dalla gara. Si può re- l’acquisizione parziale da parte della Sony. di esplosioni e suoni di sfregi che rim- cuperare l’energia dello shield andando bomberanno su tutto il circuito. rapier_class nei pit lane, ma meno ci rimani, meno Nota di merito alla scelta azzeccata recuperi; starà a te decidere quanto dell’assuefante voce femminile che in- Difficile, livello avanzato e per chi vuole scudo voler rigenerare. dica quale tipo di oggetto hai pescato e raggiungere nuovi limiti. Come nei velivoli, si hanno i control- ti avvisa se stai per essere colpito. li dei flaps per permetterti l’imbardata del mezzo, e mordere al meglio le cur- attenzione!! ve tortuose dei circuiti del gioco. Per footnote_class fermare il veicolo basterà quindi alza- re entrambi i piccoli alettoni. La prima Esperto, livello di difficoltà segreto sensazione che trasmette alla guida di sbloccabile completando e vincendo uno di questi scafi da corsa, è che sono tutte le gare con tutti i team. molto più “reali” di quanto si potrebbe Era una classe proibita, ma hanno pensare: nel momento in cui si sterza, notato la tua sprovveduta bravura. il veicolo risponde con un certo tipo di ritardo e ci sarà sempre bisogno di cor- modes_ hud_ Indicatore Countdown del single_race_ Numero rivali pit lane Arma corrente checkpoint In questa modalità in stile arcade challenge_ si dovrà finire la gara entro un Posizione tempo prestabilito attraversando i Ventiquattro tipi di sfide divise in tre attuale checkpoints. Raggiungendo il podio si sotto-categorie da completare per acquisiscono le rispettive medaglie, sbloccare nuovi tipi di piste: (bronzo, argento e oro), per sbloccare nuovi tracciati e squadre. Race_Challenge: arrivare tra i primi tre. Time_Challenge: finire la gara entro un time_trial_ tempo prestabilito. Weapon_Challenge: gareggiare e La classica gara contro il tempo, e distruggere un numero richiesto di Indicatore anche contro i tuoi amici. E si, usando nemici. giri la “Memory Card”, si potrà salvare il ghost e caricarlo nella Playstation dei eliminator_ tuoi amichevoli concorrenti. La novità del nuovo capitolo era la Indicatore tempo Scudo Indicatore velocità tournament_ modalità “Eliminator”, dove vinceva chi giro corrente guadagnava maggior punti eliminando Campionato basato su quattro o otto gli avversari. Forse un omaggio a circuiti con il classico metro di punteggio. “Destrucion Derby”? Indicatore di Rocket-launcher Vince chi ha raccolto maggior punti con prossimità nemica il podio. multiplayer_ Dalla stessa console, due giocatori possono competere giocando in slit- Un piccolo trucco per permetterti di iniziare screen, oppure in quattro, usando una la gara con un bel vantaggio rispetto agli seconda Playstation, collegandola con avversari; tenendo i giri del motore nella il “Cable Link”. posizione illustrata avrai una partenza migliorata. weapons_ offensive_type_ sustain_type_ MINES_ MISSILES_ PLASMA_ ENERGY_ BOLT_ DRAIN_ mi mimmmi mmgsmm migs rtgsmmrt aprt gsapqdaprtqdpbqd appb fwpbqdfwrffwpbrfedrf fwedcledrfcl cl ed cl Mine esplosive rilasciate nella parte Due missili a ricerca. Blocca il nemico. Cannone al plasma. Assorbimento energetico. posteriore dello scafo. Possibile Possibile distruzione o deviazione. Richiede un secondo di carica prima Assimili da un nemico l’energia della distruzione. che il colpo venga eseguito. Il bersaglio barriera cinetica. Possibile uccisione colpito è automaticamente KO. Out! nemico. ROCKET_ quake_ FORCE_ disruptor_ WALL_ mi mm mi gs mm rt gs ap rt qd ap pbmiqd fwmmpb rfgs fw edrt rf claped qdcl pb fw rf ed cl Due missili standard. Blocca il nemico. Terremoto. Solleva la strada frontale Muro di forza respingente.
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