Datasheet

WIPEOUT PULSE - PSP
GAME MANUAL
82-04124-001-01
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SCEA 01 | 02 | 08
FINAL2
MV
RACE TYPES
T
he following race types are available in WipEout® Pulse:
SINGLE RACE a race on one circuit against a full grid of opponents,
usually with weapons switched on. Beat your
o
pponents to get the medal.
HEAD-TO-HEAD a two player single race of intense rivalry.
T
OURNAMENT
a
series of races over several cir
c
uits against a full grid
o
f opponents. Win enough points based on your
f
inishing position in each race to take first place
o
verall and win gold.
T
IME TRIAL
a
solo race against the clock on a single circuit.
Beat the given race time to win the medal.
S
PEED LAP
a
solo event where you must race for the best lap
time. Beat the given lap time to succeed.
ZONE your ship accelerates automatically, and the speed
i
ncreases every ten seconds. Each ten second period
i
s called a zone. Survive for as long as possible befor
e
crashing out, and clear a set number of zones to win
the medal.
ELIMINATOR race for kills, not position, in a single race against a
full grid. Eliminate a set number of opponents to take
the prize.
WEAPONS AND PICK-UPS
Dotted around the track ar
e glowing, x-shaped weapon grids. Fly over one
to pick up a weapon or power-up, then press F to use it. The following pick-
ups are available:
Auto Pilot your ship will be piloted by an expert virtual pilot for a
short time
Shield a strong energy field will surround your ship for a few
seconds, pr
otecting it fr
om damage
T
urbo
a large speed boost will kick in for a few moments,
propelling your ship forwards at high speeds
Rockets three rockets will fire from the front of the ship. They
explode on contact with other ships or the trackside
boundaries.
M
issile
a
single powerful missile will be fired from the front of
t
he ship. A lock-on can be achieved to greatly increase
t
he chance of a direct hit.
C
annon
t
hirty rounds of heavy caliber proton shells will be available
t
o shoot in bursts. Hold down the fire button to shoot
o
ff all the rounds in quick succession.
Plasma after a short charging period, a single powerful bolt of
p
lasma will be fired from the front of your ship.
Targeting requires some skill, but direct hits cause a
h
uge amount of damage.
Quake a devastating earthquake ripple will shoot from the
f
ront of your ship, damaging everything in its way.
Mines on firing, five mines will drop behind the ship for oppo-
nents to avoid. Mines will explode after a short time
d
elay as well as on impact with another ship.
Bomb a large bomb will be dropped onto the track and will
remain there until a ship passes by close enough to set
it off, or until its timer runs out- either way, expect a
powerful detonation
Shuriken a razor-sharp discoid projectile will be fired from the
front of the ship, damaging and bouncing between
other ships or the trackside until its timer runs out. It is
then destroyed in a small explosion.
Repulsor this disturbance weapon will affect a large area around
your ship, causing damage to any rivals in the ar
ea and
knocking them off course.
Leech a parasitic energy weapon, the leech will lock on to the
nearest ship in range and drain energy from it until the
connection is broken.
ABSORBING WEAPONS
When your ship’s shield energy runs low, press A to absorb the currently
held pick-up or weapon. Dif
fer
ent pick-ups will r
ecover dif
fer
ent amounts of
energy. Strategically choosing whether to unleash a weapon or pick-up or
absorb it to replenish energy can make all the difference between triumph
and defeat.
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