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Wipeout 3

Wipeout 3 (stylized as Wip3out in Europe and Japan) is a futuristic racing video game developed and published by Psygnosis for the PlayStation console. Released on September 23, 1999, in North America, it serves as the third main installment in the Wipeout series, following Wipeout (1995) and Wipeout 2097 (1996). The game emphasizes high-speed anti-gravity racing with armed hovercrafts navigating twisting tracks, where players use weapons and power-ups to hinder opponents while boosting velocity through pads. The gameplay centers on eight racing teams—AG Systems, Auricom, Feisar, Goteki 45, Phobos Dynamics, , Qirex, and Triakis—each offering distinct ships with varying handling, speed, and shielding characteristics. It features eight tracks (plus four unlockable prototype tracks) set in futuristic locations, with environmental hazards like loops, jumps, and barriers adding to the challenge. Players can select from multiple modes, such as single races for quick play, time trials for record-setting, tournament-style championships, and the arena-based Eliminator mode that pits ships in a last-one-standing battle. The game incorporates eleven weapons, ranging from missiles and mines to shields and speed disruptions, which are acquired via track pickups to strategically attack rivals. A hallmark of the series, Wipeout 3's soundtrack is a mixed-mode CD featuring electronica tracks curated by DJ Sasha, with contributions from artists including The Chemical Brothers, Orbital, Propellerheads, and Underworld, enhancing the immersive, high-energy atmosphere. Upon release, the game received critical acclaim for its refined controls, visual effects, and addictive pacing, earning a Metascore of 89 out of 100 based on 14 reviews, praised as a benchmark for PlayStation racing titles. A Special Edition followed in 2000, adding prototype and classic tracks from prior entries, and remixed audio tracks, further extending its replayability.

Gameplay

Core Mechanics

Wipeout 3 features where players pilot high-speed through futuristic tracks, emphasizing precise control and strategic combat to outmaneuver opponents. The core physics simulate hovering ships that maintain contact with the track surface, with handling influenced by speed classes— for beginners, for intermediate, for experts, and for advanced play—each affecting acceleration, top speed, and maneuverability. Ship physics revolve around a shield energy system represented by a white bar, which depletes upon wall contact or enemy attacks and recharges in pit lanes, locking hyperthrust usage below 25% capacity. Speed is maintained by constant acceleration, but players must release thrust over track peaks to avoid losing momentum, while pitch control—adjusting the ship's nose up or down—ensures smooth landings after jumps and prevents bounces from track undulations. Airbrakes, activated separately on the left or right, enable sharper turns and directional corrections during high-speed drifts, particularly useful for heavier craft in consecutive corners or chicanes. Hyperthrust provides a temporary massive speed boost but drains shield energy rapidly, requiring strategic timing to avoid vulnerability. Weapon systems introduce combat elements, with pickups acquired randomly by passing over colored grids on the track, allowing ships to carry only one weapon at a time before firing or discarding it. Offensive weapons include missiles that home in on two targets for high damage, unguided rockets with explosive radius for straight-line attacks, plasma bolts that destroy on impact with a wide blast area, mines dropped behind the ship to slow pursuers, quakes that disrupt multiple nearby craft with increasing range at higher speeds, and force walls that reverse opponent momentum. Defensive options comprise gravity shields for brief invulnerability, energy drains that siphon enemy shields to recharge the player's, reflectors that bounce projectiles back, cloaks for temporary invisibility to evade locks, and autopilots that navigate autonomously for five seconds while leaving the ship exposed. Strategic use involves balancing offense to eliminate rivals and defense to survive, with weapons integrating seamlessly into races to alter positions dynamically. Tracks incorporate features like loops, jumps, and undulating sections that demand integration with ship controls, such as airbraking into loops for stability or pitching the nose down post-jump to regain speed. Weapon pads, marked as colored crosses, are strategically placed along straights and corners to encourage risk-reward decisions, while speed pads provide velocity boosts that amplify handling challenges in loops or over jumps. These elements create a physics-driven where bottoming out—losing track connection—leads to bounces, recoverable via airbrakes and pitch adjustments. Multiplayer supports split-screen racing for two players with horizontal or vertical screen division and identical controls to single-player for fair competition. A secret four-player link-up mode is available using two consoles connected via a link cable. Controls utilize the controller for vibration feedback, with steering and pitching via or , acceleration on the X button, weapon fire on , hyperthrust on R1, airbrakes on L2/R2, rear view on L1, view change on Triangle, and weapon discard on Square, promoting intuitive yet demanding input for precise navigation and combat.

Game Modes and Tracks

Wipeout 3 offers a variety of single-player modes designed to cater to different playstyles, from casual races to competitive challenges. The Single Race mode allows players to select a speed class, track, and ship team for a standalone competition against AI opponents, with optional weapons and checkpoints; finishing in the top three awards gold, silver, or bronze medals that contribute to unlocks. Time Trial mode focuses on solo performance, challenging players to complete a track as quickly as possible without weapons or opponents, emphasizing precise control and route optimization. The Tournament mode structures progression across four speed classes—Vector (easiest), Venom, Rapier, and Phantom (hardest)—where players earn points based on placement (10 for first, 8 for second, etc.) to advance leagues and unlock higher difficulties. The Eliminator mode shifts emphasis to combat, requiring players to destroy a target number of opponent ships (up to 99) across consecutive races, promoting aggressive tactics over pure speed. Additionally, the Challenge mode includes subcategories for races, time limits, and weapon usage, where earning medals unlocks a Combo Challenge that combines elements of all three. The game features eight circuits, each with unique layouts, hazards, and visual themes that enhance the futuristic racing atmosphere. The tracks blend high-speed straights, sharp turns, and environmental obstacles like walls, , and jumps. Porto Kora serves as an introductory with a 3.39 km length, featuring manageable corners that teach braking techniques near the end. Mega Mall is a short 2.20 km track with an easy layout but includes a challenging section. Sampa Run evokes a dark, moody industrial vibe with tight curves and a lengthy , posing hazards from its 4.68 km snaking path and requiring careful shield management against wall collisions. Stanzainter demands precise handling through sharp curves over 3.48 km. Hi-Fumi presents a bleak, factory-like theme with a challenging 90-degree turn and 4.32 km of twisting sections. P-Mar Project offers an open-air, sky-filled setting with jumps that allow shortcuts on its 4.88 km route. Manor Top introduces urban peril through many abrupt 90-degree turns across 3.30 km, often leading to high-speed crashes. concludes with a deceptively straightforward 3.69 km layout but tricky pit lane exits. Hazards such as track walls, sudden drops, and environmental barriers demand adaptive handling, with pit lanes positioned on the left or right for shield recharges. Four secret tracks in wireframe mode, unlocked by completing all standard tracks in Single Race mode using default teams, add experimental variants for further replayability. The ship roster consists of eight craft from distinct teams, each with balanced stats in (acceleration), speed (top velocity), shields (durability), and handling (cornering), influencing strategic choices for tracks and modes. Initial access provides four ships, with the remaining four unlocked through wins and medal accumulation. Feisar excels in handling and shields for agile navigation of twisty circuits, while prioritizes speed and handling for straight-line dominance but sacrifices durability. Goteki offers solid shields and moderate speed for defensive play, and Auricom provides even stats across categories for versatile performance. Unlockable ships like Qirex RD emphasize and speed for quick recoveries, A.G. Systems balances speed and handling, maximizes handling at the cost of shields for precision , and Icaras focuses on raw speed for high-risk, high-reward runs. Progression ties unlocks to achievements, such as winning specific tracks with multiple teams to reveal hidden ships and prototype circuits after dominating all content in one class. Multiplayer supports two-player split-screen races and challenges, including Tournament and Eliminator modes, allowing head-to-head competition on any unlocked track with customizable speed classes and weapon settings. An optional Game Link Cable enables up to four players across two consoles for expanded Eliminator sessions, though standard play emphasizes direct rivalry in single races or full tournaments.
TeamThrustSpeedShieldsHandling
Feisar5144
Goteki 453243
Auricom3333
2324
Qirex RD4432
A.G. Systems3423
3315
Icaras1522

Development

Concept and Design

Wipeout 3 builds on the established framework of its predecessors, and Wipeout XL, transporting the action to the year 2116 in the F7200 Racing League, a corporate-dominated circuit where multinational conglomerates field elite pilots in anti-gravity craft for dominance in global and commerce. This setting expands the series' lore of a dystopian future where racing serves as both spectacle and proxy for corporate rivalries, with leagues evolving from underground events to sanctioned spectacles backed by powerful factions. The visual identity of Wipeout 3 was crafted through an intensive collaboration with , the Sheffield-based studio renowned for its bold, futuristic graphics that integrated seamlessly into the game's world-building. Their contributions emphasized a minimalist yet striking aesthetic, featuring high-resolution textures for tracks and ships, alongside support for 16:9 widescreen mode to deliver crisper, more immersive visuals on compatible displays. This pared-down design philosophy streamlined menus and interfaces, reducing visual clutter to heighten the focus on speed and strategy while evoking a sleek, high-tech . Central to the game's design goals was broadening appeal without diluting the core thrill of , achieved by introducing progressively easier initial tracks to acclimate newcomers to the handling and weapon systems while preserving the series' demanding high-speed challenges for veterans. This accessibility focus aimed to cultivate a wider player base, blending simplicity with tactical depth in and track navigation. The narrative depth is enriched by backstories for pilots and teams, designed to inspire loyalty akin to real-world sports fandoms, with treating each faction as a distinct identity project complete with logos, color schemes, and thematic motifs. For instance, Auricom embodies cutting-edge research and aerodynamic innovation, its pilots portrayed as intellectual daredevils pushing technological boundaries in pursuit of supremacy. In contrast, FEISAR represents European industrial resilience, founded to reclaim after rival AG-Systems relocated to , with its roster of pilots drawing from a legacy of engineering expertise to deliver reliable, high-performance craft. These elements collectively forge a cohesive universe that elevates the races beyond mere competition into a battle of corporate ideologies.

Production Process

The development of Wipeout 3 was handled by , which received the directive to create the third installment in the series toward the end of 1998. Scott Naylor, a key game designer, joined the team on January 4, 1999, at which point initial concepting was already in progress, with approximately three months allocated to core , track design, and the new challenge mode. The project followed a compressed 7-month production cycle, culminating in the game's European release in May 1999. Technically, the team rebuilt much of the underlying technology from , as the prior code base was described as "untidy," necessitating reorganization and the integration of new techniques to enhance performance on hardware. Optimizations focused on delivering smooth racing at 60 frames per second in regions, including refinements like the wall-scraping mechanic, which was added after collision testing to improve speed without unfairly penalizing players. The engine was also prepared for future PS2 compatibility, though development kits were not yet available. The team comprised around 20-30 members, with lead designer Wayne Imlach overseeing gameplay iteration and lead programmer Neil Paterson directing technical implementation; supporting programmers included Peter Bratcher, Naresh Hirani, , and David Ranyard, while graphics and 3D artists such as and Jim Hall handled visual assets using proprietary tools for modeling and texturing. Ship designs emerged from a collective effort among designers like Naylor, Mark McGinley, Nicky Westcott, and Nick Phillips, emphasizing a unified style that balanced innovation with series familiarity through multiple iteration cycles. Key challenges included the tight , which limited exhaustive iteration, and balancing accessible for casual against the high-speed demands of hardcore fans. Multiplayer stability testing for the link cable mode proved particularly difficult, as adoption was low and minimal, though the feature functioned reliably in internal tests. These constraints required focused prioritization to maintain the franchise's signature sense of velocity.

Audio

Soundtrack

The soundtrack for Wipeout 3 was curated by British DJ and producer Sasha (Alexander Paul Coe), who served as the game's musical director and composed several original tracks tailored to the in-game racing teams. Unlike previous entries in the series, appointed a single curator to ensure a unified aesthetic, blending Sasha's productions with licensed material from established artists. The result was a collection emphasizing high-energy rhythms to complement the game's fast-paced racing. The soundtrack features 13 tracks (plus a data track), mixing genres such as , , and , with many pieces named after the game's competing teams for thematic integration—such as "Feisar" by and "Auricom" by . Key contributions include "Lethal Cut" by , a track with propulsive brass samples; "Under the Influence" by , showcasing their signature layered synths and breakbeats; "Kittens" by , a techno-infused piece with hypnotic vocals; and "Avenue" by , delivering elements. Other artists represented are Orbital ("Know Where to Run") and MKL ("Surrender" and "Control"). 's originals, like "Xpander" and "Goteki 45," dominate with builds and atmospheric breakdowns designed to escalate tension during races.
TrackArtistGenre StyleTeam Association
FeisarFeisar
Kittens-
Icaras-
Know Where To RunOrbital-
AuricomAuricom
SurrenderMKL-
Lethal Cut-
Goteki 45Goteki 45
Under The Influence-
Pirhana
ControlMKL-
Avenue-
Xpander-
The music integrates directly into gameplay by associating specific tracks with teams, allowing players to experience a sonic identity tied to their chosen craft during races; volume dynamically adjusts based on speed bursts to heighten immersion without interrupting flow. This team-linked approach enhances the futuristic atmosphere, syncing electronic pulses with on-track action. The soundtrack was released as an audio CD embedded in the game disc, enabling standalone playback, and extended through promotional tie-ins like a continuous by included free with the UK Arcade magazine issue 11. These efforts amplified the game's promotion within club and rave scenes, where Sasha's involvement bridged gaming and electronic music , introducing broader audiences to artists like and Orbital via the high-profile licensing. The cohesive electronica compilation reinforced Wipeout 3's role in popularizing soundtracks in video games during the late .

Sound Design

The sound design in WipEout 3 was led by Mike Clarke, who handled the creation and editing of sound effects to complement the game's high-speed racing mechanics. Engine sounds featured dynamic layered audio cues for ship that varied with and speed, weapon firing with distinct sharp bursts for missiles and bolts, collision impacts that emphasized metallic scrapes and explosions, and shield depletions accompanied by escalating warning tones and failure feedback. These elements were crafted to provide immediate auditory feedback, enhancing player awareness during intense races. Environmental audio was tailored to each track to build immersion, utilizing the 's hardware for spatial sound positioning. This track-specific ambiences helped differentiate circuits and reinforced the futuristic settings without overwhelming the core racing audio. featured a computerized for race starts and weapon pickups. On the technical side, the audio was implemented using CD-quality streams for within the PlayStation's 24-channel ADPCM system, with compression techniques applied to sound effects to manage the 650 MB disc limits while preserving clarity and dynamism. Effects were edited primarily with SoundForge on PC and Sony's Macintosh-based PlayStation audio tools for final integration and synchronization with visuals, ensuring precise timing for events like collisions and boosts. supported Surround Pro Logic for analog positional audio, enabling spatialization of effects like engine roars panning based on ship position relative to the camera.

Release

Initial Launch

Wipeout 3 was initially released for the PlayStation console in September 1999, marking the third main installment in the futuristic racing series developed by Psygnosis. The game launched in Europe on September 10, 1999, followed by North America on September 24, 1999, with a Japanese release under the title Wip3out on February 3, 2000. Psygnosis served as both developer and publisher for the North American version, while Sony Computer Entertainment handled publishing duties in Europe, reflecting the studio's integration within Sony's ecosystem at the time. The title adopted regional branding variations, appearing as Wip3out in Europe and Japan to align with the series' stylized aesthetic. Marketing for Wipeout 3 centered on showcasing its cutting-edge visuals and pulsating soundtrack, positioning the game as a sensory experience tied to contemporary club culture. Promotional trailers and television commercials emphasized the anti-gravity racing mechanics, high-speed tracks, and licensed tracks from artists like and , often featuring dynamic footage of ship maneuvers and weapon pickups set to the game's music. To build anticipation, distributed demo versions through gaming magazines, such as the Official U.S. Magazine Demo Disc #25 in October 1999, which included selectable tracks and ships for players to test the analog controls and force feedback features. Additionally, partnered with to offer free demo discs and promotional merchandise in a daily giveaway campaign leading up to the North American launch. The standard retail edition of Wipeout 3 came in a black jewel case with artwork depicting sleek against futuristic cityscapes, including a full-color manual detailing teams, tracks, and controls. No special editions were available at launch, though the game was occasionally bundled with hardware in select regional promotions to appeal to new console owners.

Special Edition and Ports

In 2000, released Wipeout 3: exclusively in Europe for the , expanding on the original game with additional content and refinements. This version, launched on July 14, 2000, incorporated all eight tracks from the base Wipeout 3 alongside three circuits from the original (Firestarter, Orbital and Altima VII) and five from (Valparaiso, Altima, Garbadine, Talons Junction and MoHo). It also included prototype tracks from the Japanese version of Wipeout 3, such as a variant of Sebenco Climb, enhancing the track roster to provide greater variety for players. The introduced four-player multiplayer support via , building on the original's two-player split-screen mode to accommodate competitive sessions among more participants. received tweaks, including reworked vehicle physics for smoother handling, improved enemy AI for more challenging races, and stat adjustments that buffed the and Icaras craft to balance their performance relative to others. enhancements encompassed auto-loading of with overwrite confirmation, enlarged fonts for better , and the addition of numbers to the default name entry screen. These changes addressed minor issues from the original release, such as occasional glitches in track rendering, while maintaining the core five game modes: Single Race, , Challenge, Eliminator, and . No official ports of Wipeout 3 or its were developed for personal computers, limiting access to hardware and compatible emulators. Digital re-releases on platforms like the did not occur, primarily due to licensing complications with the game's licensed soundtrack and other assets. Community-driven efforts have since preserved the title, allowing modern playthroughs on PC via tools like DuckStation, though these require legitimate ROM dumps and do not constitute official support.

Reception

Critical Reviews

Wipeout 3 garnered generally positive reviews from critics upon its 1999 release for the , earning an aggregate Metascore of 89/100 based on 14 professional reviews. The game was frequently hailed as the pinnacle of the racing genre, with reviewers appreciating its refined execution within the techno-racer category. IGN awarded Wipeout 3 a score of 9.1 out of 10, praising its sharper graphics, more precise controls, and overall improvements in and over predecessors, while noting the core formula remained largely unchanged. gave it 8.3 out of 10, commending the handling mechanics enhanced by features like hyper-thrust and air brakes, which added strategic depth to navigation, alongside impressive graphical effects with minimal pop-up and a strong featuring tracks from artists such as and . Critics lauded the graphics for their crisp, high-resolution visuals, bolstered by the game's innovative support for 16:9 widescreen mode—a rare feature among titles that provided a more immersive viewing experience on compatible displays. The was widely celebrated for its immersive electronic beats, which synchronized effectively with the high-speed to heighten the futuristic atmosphere. However, some reviewers criticized the for feeling repetitive due to familiar track layouts and weapon mechanics, alongside a perceived lack of major evolution from , which diminished its arcade-style immediacy. AI opponents were faulted for inconsistencies, such as overly aggressive ramming that could unbalance races without fair countermeasures. In the 1999 gaming landscape, Wipeout 3 stood out as a for futuristic racers, noted for its visual and audio integration while maintaining the series' signature intensity.

Commercial Performance

Wipeout 3 underperformed commercially relative to its predecessors, achieving estimated global sales of 0.34 million units. In the , it sold 133,544 units, reflecting modest during its launch period. The game's release in late 1999 positioned it amid intensifying competition from next-generation hardware, including the Dreamcast and the impending , which shifted consumer interest away from late-cycle titles. Programmer attributed additional challenges to the title's European-centric design, a tight nine-month under a constrained budget aimed at bolstering loyalty, and the implementation of new that alienated users of modified consoles, potentially driving some toward pirated copies. Sales in reached an estimated 0.19 million units, buoyed by an earlier regional launch, while North results were 0.13 million units, lagging behind expectations for the series, and European sales totaled 0.02 million units.

Legacy

Series Influence

Wipeout 3 served as a pivotal installment in the franchise, marking the culmination of the 1 era and bridging the transition to the generation with the subsequent release of in 2002. This refined the core established in earlier titles, particularly in and systems, by introducing a broader array of power-ups and balancing their integration with racing dynamics to emphasize strategic engagements over pure speed. Only three of the eight teams from Wipeout 3 returned in , alongside new "super weapons" that built upon the combat framework, allowing for more tactical depth in multiplayer and league modes. In the broader racing genre, Wipeout 3 contributed to the evolution of anti-gravity racing visuals and mechanics, enhancing the series' signature high-speed, futuristic aesthetic with improved 3D track designs and particle effects that influenced subsequent titles. Its emphasis on fluid ship handling and environmental interactions helped shape the subgenre, with parallels to games like (2003) in blistering pace and track complexity, and (2016), explicitly drawing from the lineage for its uncompromising anti-grav combat and velocity-focused gameplay. The game's cultural legacy extended beyond mechanics, significantly boosting the integration of into gaming soundtracks and fostering a dedicated fan community. Wipeout 3 featured contributions from prominent artists like , Orbital, and , continuing the series' tradition of pairing high-energy electronic music with to create immersive, rave-like experiences that elevated gaming's association with club culture. This approach not only popularized electronica among gamers but also inspired ongoing fan activities, including organized tournaments and community-driven projects like BallisticNG, which replicate and expand upon the series' tournament modes. Wipeout 3 received notable recognition in 1999, winning the BAFTA Interactive Entertainment Award for Best Design, which highlighted its innovative art direction and overall visual presentation.

Re-releases and Remasters

Wipeout 3 has not received an official digital re-release on the or other major platforms since its original 1999 launch, unlike earlier entries in the series that were briefly available as Classics before delisting around 2020. This absence is attributed to ongoing challenges with licensed rights, which have historically complicated re-releases for the franchise, as the game's electronica tracks from artists like and require renewed agreements that have proven difficult to secure. In September 2025, a new for the series was released, underscoring continued interest in its audio heritage amid these licensing hurdles. In 2025, an unauthorized emulated port of Wipeout 3 appeared on the Store under the title Anti-Gravity Racing, but it was quickly removed by following community backlash and analysis revealing it as a poorly implemented without enhancements. Community-driven emulation efforts have enabled Wipeout 3 to run on modern PC hardware via tools like DuckStation and , offering improved resolutions up to , stable 60 FPS performance, and compatibility with contemporary controllers, though some users report minor audio glitches without the original soundtrack. These projects preserve accessibility for players without original hardware, but they do not include official mods or ports, as no reverse-engineering efforts comparable to those for earlier titles (like the Phantom Edition ) have been documented for Wipeout 3 as of 2025. No full of Wipeout 3 exists as of November 2025, with showing no announced plans despite fan demand and the game's enduring popularity in circles. While assets from later titles like were compiled in the 2017 Omega Collection for PS4, Wipeout 3's content was not included or reused, leaving it outside official modern collections. Preservation initiatives for the series more broadly face hurdles from soundtrack licensing, limiting archival efforts, though community uploads of the game's audio to platforms like Archive.org help maintain access to its influential .