I fixd it myself. I opened it up got the stick out and wrapped selotape round it. Works a charm lol. There's a guide on YouTube somewhere.
I fixd it myself. I opened it up got the stick out and wrapped selotape round it. Works a charm lol. There's a guide on YouTube somewhere.
I´ve gotta try that with the tape sometime! I only mentioned for you other N64-owners. My controllers work fine (for now).
I just downloaded Project 64 yesterday, along with WO64. Loaded it up for the first time and it ran at a solid 60fps... which took my breath away.
If you're having trouble with the skybox, remember to check "Use Direct3D transformation pipeline" in the advanced graphics settings.
The first wipeout I ever bought was wipeout xl for the PC way WAY back in the day, but I couldn't play it on my computer at the time due to the fact that hardware acceleration was required to run it (that's what I assumed, anyway). I was crushed. But then I saw Wipeout 64 years later and became ecstatic. The graphics are gorgeous (technically) and the challenges are quite satisfying.
I recently purchased XL and I think I prefer it to WO64. Better HUD, better music, more innovative track design, better art design, and better "contender eliminated" announcement (God, I hate that stupid sales rep who says it in WO64). However, WO64's tracks are a little easier to master and the challenges add a little more variety to the whole experience. Both great games, I'm just glad that Nintendo aficionados like myself who never owned a Playstation were given a chance to experience the series on their home console.
I just got back into playing this one; I'd forgotten (or, maybe, never realized in the first place) how excellent it is. The graphics are awful, and the engine is sloppy, but the speed and competition are by far the best in the pre-Fusion games. I'd probably put it in my top three, along with Wipeout HD: Fury and Wipeout 3: Special Edition.
Wipeout 64 uses mirrored tracks from Wipeout and Wipeout XL. Klies Bridge = Talon's Reach, Qoron IV = Altima VII, Machaon II = Gare d'Europa, etc. The "easier to master" thing comes from the slightly F-ZERO-esque handling model.
I don't see how this game handles like fzero at all?? It feels exactly like a mix between xl and 2097, as long as you use the correct controller (not the nintendo one). IT is more forgiving on the walls than xl because it is slightly floatier. Also, for some reason using the normal controller, it is twitchy, not sure why this is. It is stlll my top game as far as the handling is concerned.
It's twitchy because WO64's analog control isn't the same as XL's.... in XL (with the NeGcon), when you let the controller snap back to zero-turn, your craft takes a little while to straighten out. In WO64, your ship's left/right movement is directly connected to the control-stick at all times... say you're in a straight-away, snap the stick back and forth rhythmically, your ship barely misses a beat.
it's kinda like all the ships in 64 are as "sticky" as Piranha is in XL.
But every once in a while, it'll seem like you lose complete control over your ship and you just slide out of a corner... it's really quirky.
al, you have to remember 99% of everyone else out there is playing WO64 with a "normal" controller![]()
As far as "originality" in the game; I never once felt like any of the tracks were re-hashed, despite their origins They all felt like they had competent difficulty/challenge, and the aesthetics made them completely new locations.
Also, I don't know who's choice it was to put a Wipeout game on the 64, but I personally don't think the graphics are "awful;" I think the 64 actually does a great job considering what it has to render... Most people here are PSX-nuts, though, so it could just be lack of familiarity with a different platform. I've spent the same amount of time with all three main consoles of the time (psx n64 saturn) so I'm a little more relative with subjective stuff like how I think games look or sound... 64 games all have that weird bilinear filtering which was an attempt to prevent pixelization (which occurred often in PSX and Saturn games), but the machine had such low memory for textures, that surfaces already had low-res graphics stretched retardedly large to begin with... the filtering made stuff look like a muddy mess unless a programmer knew the caveats of the hardware and how to work around them.
It's DEFINITELY not anything like F-Zero beyond being a hovercraft racer... F-Zero X is arguably more difficult, depending on your style or racing... ships lose "grip" in X way too easily, and unless you've got a good ship for drifting (Night Thunder, Blood Hawk) you'll just immediately drop speed.
Last edited by AG-wolf; 5th December 2010 at 03:36 PM.
The graphics are awful, even for the N64. I'm not talking about the texture quality (if anything, Wipeout 64 actually has some of the better texture detail that I've seen on the console), but the polygon count is low and the draw distance is pathetic. Technically, it's near the level of Wipeout XL, but that game hid its graphical flaws with strategically-placed scenery; Wipeout 64's open spaces and slab-sided canyons practically flaunt their lack of detail and copious pop-up. On top of that, the non-player ship models are worthless and the framerate goes all choppy with some weapons. This might have been forgiveable in a first-generation title (although I doubt it - even Super Mario 64 looks better), but Wipeout 64 was released in the same year as Banjo-Kazooie!
How isn't 1:1 correspondence between ship movement and stick position like F-ZERO? It's the only Wipeout game that handles that way; it feels like someone took the positioning model from F-ZERO X and added the floaty physics from Wipeout XL.
What I read here is that you move the stick left to right and your ship moves back and forth just like in F-ZERO X...but the physics are floaty like XL. So how is that similar exactly?How isn't 1:1 correspondence between ship movement and stick position like F-ZERO? It's the only Wipeout game that handles that way; it feels like someone took the positioning model from F-ZERO X and added the floaty physics from Wipeout XL.![]()
You just pointed out quite clearly that it's different...
You don't have to keep comparing wipeout to F Zero, really. No offense, but we won't miss it, and there is a thread specifically for that I do believe.