I’m a huge fan of the Designers Republic, the studio responsible for Wipeout’s brilliant aesthetic. Being from Sheffield, they also worked closely with Warp Records on a bunch of beautiful album artwork for Aphex Twin, Autechre and others. The studio shut down in 2009 sadly, but the website popped back online a couple years ago. I hope they keep making stuff! It seems slim that there will be more Wipeout, however. Sony Liverpool dissolved awhile ago
It's got tons of TDR work in it, in addition to several other studios / designers. I could definitely see the TDR aesthetic resurfacing with all the 00s revival stuff going on right now.
What's the non-misunderstood interpretation, because I also don't get it? If it's about Studio Liverpool, that's also wrong since Studio Liverpool was just a rename of the original developer Psygnosis after it got integrated deeper into Sony.
The original parent claimed that Designers Republic only collaborated on the design of Wipeout 3 (also known as Wip3out). The user replying countered this with proof that they collaborated on Wipeout 3.
If the confusion stems from me writing 'Wip3out' I'm sorry about that, just a habit of mine. I've always written out any WipEout title as Wip3out (the capital 'E' looked like a horizontally flipped `3` in the original DR design). I was referring to the source leak related title, the original WipEout (1) of course (see cover art links).
TDR was responsible for the logos, team design, manual, and packaging of the first WipEout, working through XL to Wipeout 3. The feel and character their work gave to those simple polygonal wedges was impressive, and that graphic design perfectly laid out the ultra-futurist vibe with global half-kanji minimalism.
We'll never know for sure, but I've always thought that the success of the franchise really stemmed from their influence at the beginning.
TDR’a graphic design is still some of my favorite to this day. It was so iconic and instantly recognizable. Their album art for PWEI’s “This Is The Day…” and WARP’s “Blech 2” compilation for example are incredible.
It changes when you reload the page. There's also some kind of character walking across the screen. I can't tell if they are supposed to match up so the character looks like it is walking through the environment. At least on my phone they don't line up.
Me as a kid discovering Wipeout soundtrack was truly mind-bending: Photek, Future Sound of London, Prodigy, Chemical Brothers, Daft Punk, Orbital and so many other gems in one go. It was overwhelmingly cool!
it was more like how kubrick made use of real branding in 2001 a space odyssey. it actually played a role in advancing an optimistic futurist aesthetic.
David Perrys game. This one was good because the Brand let him do his own thing. His earlier Global Gladiators for McDonald was also good for same reason, but MCDonald hated it because it didnt feature creepy clown enough :) They insisted on brilliance of "Mac and Me" :-)
You cant hear about it from David himself in this podcast: "The Making of Earthworm Jim with David Perry - The Retro Hour EP319" https://www.youtube.com/watch?v=UzETRBuzfWY
The game shipped on a CD. What's more, after the game booted, you could replace the game CD in the Playstation with your own music CD and the game would play the music from your CD, apply the environmental sound effects, etc.
But the Spotify soundtrack that was linked is 5 hours 27 minutes. Even with poor mp3 encoding, some space for code and data, it seems like an awful lot for one CD. Maybe they just had song excerpts?
Oh I see - yeah like the other comment says, it's music from the 8 zillion other wipeout games as well. The original PSX game just had a CD's worth of CD audio on it.
Oh, I didn't know that! I just knew that you could boot the PS1 without a disc and then insert game discs to listen to their soundtracks (at least with some games).
Was this one of the playstation games where the soundtrack was something you could actually listen to if you put it in a CD player? I remember final fantasy 7 was like that
This comment thread and all the music in that playlist has triggered a massive rush of nostalgia, thanks for linking! I've realised how formative all the design and music I consumed at the turn of the millennium was. Design wise: The Designers Republic, Praystation, We Work For Them. Music wise: Photek, Dieselboy, Sasha, The Chemical Brothers. It really was a unique time, thanks for taking me for a trip down memory lane! :)
Thanks for that! I know what’s going on loop for the next few days (at least). Already had a fair few in my library but having the collection there as a playlist is awesome.
Yes, his music is terrific. Great to put on your headphones and immerse yourself in the layers of sounds. Think my favourite track was called Messij or something.
It was really amazing how pervasive this music was at the turn of the century, it really was everywhere. Games like Wipeout re-introduced a generation that just missed the tail end of rave culture to Big beat, Trance and Drum & Bass and it really felt like a pivotal cultural moment with how accessible these genres were becoming in the late 90s.
> how pervasive this music was at the turn of the century, it really was everywhere
Everywhere, except the United States.
I know, because I was a States-resident techno-head and I had to go "underground" to experience this stuff with others.
I don't know if it was the echoes of the disco backlash triggered by https://en.wikipedia.org/wiki/Disco_Demolition_Night (one of my earliest memories), but electronic music was extremely niche in the US at least until Deadmau5 lit up the Jersey Shore circa 2010. And to this day, if you go to certain places like New Orleans, any request for anything electronic will have someone redirect you to the "gay district" (the cultural/musical co-delineation is oddly strict down there)
Very few games have made my heart pound like wipEout did, as the camera panned down and towards the racetrack as that song started. Occasionally I actually played well enough to do the music proud ;-)
Once upon a time, I cranked up the Empirion remix of Firestarter https://www.youtube.com/watch?v=4lEtgbT8v4k in my early 20's car with its low-key boombox while flying down a highway with my non-techno-appreciating friend in the car and I got to see the light go on in his face when he finally "got" it
Certainly one of my favorite experiences in life is sharing an appreciation for something and just watching as it happens in realtime. It's rare but wow. And now I have a 9 month old son so I get to do it all over again...
I blame this soundtrack for piquing a curiosity in me for electronic music that I never really lost. Listening to Xpander (Edit) by Sasha for the first time as a 9 year old on the Wip3out soundtrack was an interesting experience!
IIRC that was WipeOut XL/2097 and 3 that had proper name-brand electronic music on it. The original one was all a guy called Cold Storage. Still excellent.
I loved how accurate FSOL's music videos were. They had iPhones, iPads, iWatches, google maps, windows surfaces, everything down to a modern day T. The following was uploaded 2007, but I wonder if it was shot or made even earlier:
https://www.youtube.com/watch?v=L_ZB6jgJMS8
Do you know any more about that video? I feel pretty certain FSOL didn't make it, it looks nothing like any of their others that I'm familiar with and the track wasn't released as a single (it was written for the game).
Yeah that's not FSOL hahaha. I mean the music is but that vid is so obviously not the business.
The only vid I ever knew of them having was this one, it was on a compilation VHS of music videos which had a pair of these prismatic glasses to wear while watching it so that every light source shimmered everywhere [1]. It looks like there's some more official ones they've done on search.
The whole proper electronic music scene was too busy throwing parties to do music videos. I think that was more of a eurodance thing.
I never played wipeout but Tony hawks pro skater 1/2/3 had equally eye opening soundtracks for me in punk / rock / hip hop. I was always interested in EDM so now I feel like I missed out but will listen to it today at least!
A modern spiritual successor to the wipeout series is Ballistic NG. No fluff anti gravity racing. Highly modable, which allows you to import the wipeout music into the game easily, custom race tracks, etc.
Doesn’t seem like an official release, but really cool either way. Time to dig in and see what I got wrong in my 2015 reverse engineering[1] of the data format!
That post introduced me to both WebGL and reverse engineering back in the day. I remember reading it years ago and asking myself "seriously, is it that easy to do 3D in a browser???". The web as an app platform is not without its issues, sure, but for quick prototyping being able to just write some JS and have instant access to plenty of APIs is awesome.
Last year I decided to finally break out of the browser and get into actual PS1 homebrew. Unfortunately the state of the scene wasn't, and to some extent still isn't, that great: most homebrew games are still made using what's basically a modded version of the original Psy-Q SDK, which is rather limited in many ways. I started contributing to an open-source PS1 SDK instead [1] by first adding a dynamic linker, then revamping the build system entirely and now building a custom high efficiency FMV playback library (totally not inspired by pl_mpeg of course) that combines the hardware accelerated MJPEG-like decoder with the GPU's alpha blending capabilities. I'm also working with a few other people on reverse engineering one of the most famous PS1-based arcade systems, the Konami System 573.
It's a shame the PS1 isn't receiving the attention other consoles are getting in the homebrew scene. The hardware is architecturally simple yet powerful [2], but I guess nobody wants to fiddle with 120mm polycarbonate circles anymore.
That may be true, but maybe people just want the graphics and nostalgia rather than 120mm polycarbonate circles. For example, check out BallisticNG, or for some horror titles -- Fatum Betula, most games by Puppet Combo, or Compound Fracture (not out yet).
I've noticed that too, the PS1 just doesn't seem to inspire the same passion that other popular consoles do. I think it's because most of the top games on it were part of franchises that flowed on to the PS2 and Xbox. Other than Final Fantasy 7-9 and Castlevania SOTN, there's not really that much to do on the PS1 that you can't do better with a sequel on a later console, and even FF7 had a PC release back in its day and now other remakes. And the internet was becoming common by then, so the PS1 never had the "my uncle works at Nintendo" air of mystery.
And from a developer perspective, it's not all that constraining enough to be interesting. It's just low-res and slow. The architectural simplicity works against it. There's not all that much to do by cleverly arranging tiles and sprites or banging hardware registers like on the earlier 2D consoles. And nobody is really going to be impressed by any 3d lighting or animation wizardry that's still going to fall short of what even the N64 can do. The PS1 dominated its market at the time, but that market just moved on to the newer generations rather than capturing much nostalgia.
I don't feel that way. The limitations of the PSX do generate an aesthetic that does invoke strong nostalgia. This includes flaws like texture distortion, wobbly geometry, integer texture filtering and dithering. You may even see it reproduced in indie games, here and there.
I also disagree that there isn't "much to do", many popular games remain exclusives to the PSX and this is reflected in the prices they fetch:
This is definitely it and impacts even later games. I've been playing through the Yakuze series and been loving it. Once I got to the oldest non-remastered game, Yakuza 3, I just couldn't get myself to play it. That game came out on PS3 in 2009. Yet graphics and controls made this a pain.
If the look of early 3D doesn't appeal to you, sure. You probably would have had to experience it at the time.
That said, I do feel the mix of 2D sprites and basic 3D that many of the JRPGs (like Xenogears) went for did age well and works best at that resolution, without texture filtering.
Please do a follow-up blog post now you have the source :)
I love your comment on your original post.. it was like you were tempting fate. I'm actually surprised the source wasn't leaked the day after you finished your code. That's the sort of annoying thing that reality always throws at me.
"I wonder how big the original WipEout sorurce is. It's quite sad that probably nobody will ever see it again, considering that it now belongs to Sony."
after opening Wipeout98.sln VS 2019 migrated it somehow, fixed #includes paths - use relative "..\PSX26" instead of full "\WIPESRC\.." - added missing int type to previously allowed implicit int where needed, and added _USE_32BIT_TIME_T #define to Release config (it seems it's the only config present..) I was greeted with 'missing CD drive' dialog
Threw it at VC++ 6 in a Win2k VM but it wouldn't compile (something about the syntax being incorrect). Funny how modern dev tooling can build the code better than the more era-appropriate tools. I would've expected the exact opposite.
That's weird. I wonder if the solution file has already been migrated to a version about 6? Also, I remember 6 having a bunch of service packs and shit, right?
Never played the first one, only 2097 and 3. Really great games, managed to play it back then as a kid in the highest difficulty just fine. But if I try now, my ship gets destroyed in seconds heh.
I kinda hope someone can make this build in a modern system. Nice to see iconic games like these to be preserved.
wipeout xl and soul calibur were my two favorite psx 1 games!
(i never actually owned any games myself, but psx 1 units and games were common at certain types of parties and bars back then. my psx 1 was for caetla only!)
It's interesting. I downloaded, then renamed the Windows files from CPP to C so that I could easily compare the PSX to Win98 source version. You are struck at how small the project is compared to modern games. When you compare the source it becomes both a view into mid nineties game programming and how the game was ported from the Playstation to the PC. They really used a kind of emulation layer to ease the port to PC. There is a LibGTE.h which should be an abstraction of the 'Geometry Transform Engine' of the PSX hardware. I'm just getting into the code but it's small enough to grok and fun to look at.
Yes, and there it is. Libgte.c a PC implementation of the PSX libgte library. Some of these functions are quite laborious without the hardware support. See NormalColorDpq3()
The ApplyMatrix and DLSRotTransPers functions are implemented with inline x86 assembly. Must have been on the hot path.
There is also some inline assembly around decimating textures to adjust their size on load.
It appears that the game on Windows (correction MSDOS) used raw frame buffer not Direct 3D. The entire polygon rendering appears to be in x86 assembler contained in 3DPOLY.ASM with the triangle setup in DRAWPOLY.ASM
However there is also a code path for drawing using a proprietary ATI CIF hardware accelerated 3D API in winati.c - support for RAGE cards only.
I'd never seen the proprietary ATI 3D calls before.
Back in those days, there was 3dfx and ATI was just starting. Direct3D had abysmal reputation and only for very unstable Windows 95, I don't think 3dfx worked with it very well. Plus as you wrote it was DOS game, nothing like that there, just direct programming for specific cards.
Boy some good vertigo memories come with that game.
That game was supposed to be 2D, but was switched to the characters being 3D, so I brought my whole DOS software 3D engine and ported it to DirectX over the course of 2 weeks.
I'm going to dig into that drawpoly.asm! There was a lot of competition in the early->mid 90s for poly blitting. I would say I had one of the very top ones. I was doing demo coding before I became a commercial video game developer.
LOL.. reading DRAWPOLY now...
; Draw flat shaded poly
; IN: EDI->polygon data
; OUT: Polygon appears as if by magic in buffer
The real blit code is in 3DPOLY.ASM. Doesn't look like it does perspective-correction on the texture-mapping, which isn't unusual for the time. I don't remember the PS1 well enough, did it do correction in hardware?
No, it didn't. It also didn't do any subpixel correction. Instead, there was a lot of tesselation happening to try and mask the texture warping somewhat but it was never really all that successful.
Yes, this would have had the additional benefit that it was going to be pretty performant since having to do z-buffered perspective correct texture mapping wasn't cheap on PC's at the time and the game was already set up to not require any of that.
I seem to remember a multiplayer racing game like this from about 1990(?) for PC/DOS.
What sticks in my brain was the fact that mines, caltrops, etc. would persist throughout the game unless somebody actually hit them. This meant that jumping out to first immediately wasn't always a good strategy as somebody behind you could drop a bunch of stuff in a pattern at a corner and a lap later the person in first would be the person to hit all the stuff.
The rocket-powered explosive skateboard was also amusing as if a couple people dropped them all at the same time you could effectively close down all but a small width of the track when they came flying around.
Maybe, but the timeframe seems off. I know I played this game somewhere from 1989-1992. Hi-Octane wasn't until 1995.
Edit: I got the timeframe right but the multi-player wrong. Apparently the game I was thinking of was "Deathtrack" but I merged that with the later games that were multi-player.
My 4.5yo son often asks for "daddy's precious disk" and proceeds to faff around with the admittedly insanely difficult controls of Wipeout for longer than anyone would expect.
very interesting & love to see the bits of builds and other "garbage" left here and there. Wondering if somebody has actually tried building it or even just considered to do so...
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[ 6.4 ms ] story [ 199 ms ] threadhttps://en.m.wikipedia.org/wiki/Tim_Wright_(Welsh_musician)
It's got tons of TDR work in it, in addition to several other studios / designers. I could definitely see the TDR aesthetic resurfacing with all the 00s revival stuff going on right now.
The packaging and manual alone still feel fresh after almost 30 years IMHO:
https://www.mobygames.com/game/wipeout/cover-art/gameCoverId...
You can see the little "I love my DR" logo on the back cover:
https://www.mobygames.com/game/wipeout/cover-art/gameCoverId...
https://www.mobygames.com/game/wipeout/cover-art/gameCoverId...
It truly felt like "an experience from the future" back in 1995 - and to some extent still does, for this fan at least :)
This fan as well. Really fantastic, innovative stuff.
We'll never know for sure, but I've always thought that the success of the franchise really stemmed from their influence at the beginning.
[1] https://www.youtube.com/watch?v=xOYY7w5VUN0
https://www.enlightenment.org/
So fresh in 1998/99
https://www.thedesignersrepublic.com/gatecrasher
Then advertisers went bat shit insane
¹ https://en.m.wikipedia.org/wiki/Cool_Spot
You cant hear about it from David himself in this podcast: "The Making of Earthworm Jim with David Perry - The Retro Hour EP319" https://www.youtube.com/watch?v=UzETRBuzfWY
part about advert gaming is at https://youtu.be/UzETRBuzfWY?t=3820
How did they fit so many songs on the 1990s media?
Here's a Youtube link to the original game's soundtrack: https://www.youtube.com/watch?v=mmkdRG7MQm4
Fluke also used Wipeout imagery for their "Atom Bomb" video.
https://www.youtube.com/watch?v=PHMzCpy0fXc
The instrumental version of Firestarter is forever embedded in my memories ;-)
Everywhere, except the United States.
I know, because I was a States-resident techno-head and I had to go "underground" to experience this stuff with others.
I don't know if it was the echoes of the disco backlash triggered by https://en.wikipedia.org/wiki/Disco_Demolition_Night (one of my earliest memories), but electronic music was extremely niche in the US at least until Deadmau5 lit up the Jersey Shore circa 2010. And to this day, if you go to certain places like New Orleans, any request for anything electronic will have someone redirect you to the "gay district" (the cultural/musical co-delineation is oddly strict down there)
And then what is invariably the next question: "Is... is there any other music like this?" Me: "Hmmmm, well, there's the rest of Prodigy, but maybe check out this album 'Vegas' by The Crystal Method, like maybe Cherry Twist https://www.youtube.com/watch?v=eLkQ2eLrUMs or Vapor Trail https://www.youtube.com/watch?v=gNXLCDOC9NQ ... or hey how about Snapshot by Fluke https://www.youtube.com/watch?v=IOWB4sbZnrg ..."
Hooooooo boy.
Certainly one of my favorite experiences in life is sharing an appreciation for something and just watching as it happens in realtime. It's rare but wow. And now I have a 9 month old son so I get to do it all over again...
The only vid I ever knew of them having was this one, it was on a compilation VHS of music videos which had a pair of these prismatic glasses to wear while watching it so that every light source shimmered everywhere [1]. It looks like there's some more official ones they've done on search.
The whole proper electronic music scene was too busy throwing parties to do music videos. I think that was more of a eurodance thing.
https://www.youtube.com/watch?v=wfWMv8Y1V5E
Seeing Lifeforms on TV is my earliest memory of a CGI music video: https://www.youtube.com/watch?v=kDSDeyfYJ5M
then they did videos for Cascade, Amoeba, Snake Hips pt 1+2, Smokin Japanese Babe, My Kingdom, We Have Explosive, maybe more.
I think most electronic tracks that charted in the 90s got a video? At least in the latter half.
He did the actual in-game music of Wipeout and the non-Playstation versions of Wipeout 2097.
[1]http://www.coldstorage.org.uk/
Who is 'we'? Is this legal?
Just a fan, not associated with it
It's getting more common nowdays that the source code of abandonware games have been released by insiders.
[1] https://phoboslab.org/log/2015/04/reverse-engineering-wipeou...
Last year I decided to finally break out of the browser and get into actual PS1 homebrew. Unfortunately the state of the scene wasn't, and to some extent still isn't, that great: most homebrew games are still made using what's basically a modded version of the original Psy-Q SDK, which is rather limited in many ways. I started contributing to an open-source PS1 SDK instead [1] by first adding a dynamic linker, then revamping the build system entirely and now building a custom high efficiency FMV playback library (totally not inspired by pl_mpeg of course) that combines the hardware accelerated MJPEG-like decoder with the GPU's alpha blending capabilities. I'm also working with a few other people on reverse engineering one of the most famous PS1-based arcade systems, the Konami System 573.
It's a shame the PS1 isn't receiving the attention other consoles are getting in the homebrew scene. The hardware is architecturally simple yet powerful [2], but I guess nobody wants to fiddle with 120mm polycarbonate circles anymore.
[1] https://github.com/Lameguy64/PSn00bSDK [2] https://www.copetti.org/writings/consoles/playstation
And from a developer perspective, it's not all that constraining enough to be interesting. It's just low-res and slow. The architectural simplicity works against it. There's not all that much to do by cleverly arranging tiles and sprites or banging hardware registers like on the earlier 2D consoles. And nobody is really going to be impressed by any 3d lighting or animation wizardry that's still going to fall short of what even the N64 can do. The PS1 dominated its market at the time, but that market just moved on to the newer generations rather than capturing much nostalgia.
I also disagree that there isn't "much to do", many popular games remain exclusives to the PSX and this is reflected in the prices they fetch:
https://www.pricecharting.com/console/playstation
It's why, amusingly, the PS1 game that is probably the most highly regarded today is a 2D game (Symphony of the Night).
3D games just age like milk and people have no interest in old ones.
That said, I do feel the mix of 2D sprites and basic 3D that many of the JRPGs (like Xenogears) went for did age well and works best at that resolution, without texture filtering.
I love your comment on your original post.. it was like you were tempting fate. I'm actually surprised the source wasn't leaked the day after you finished your code. That's the sort of annoying thing that reality always throws at me.
"I wonder how big the original WipEout sorurce is. It's quite sad that probably nobody will ever see it again, considering that it now belongs to Sony."
after opening Wipeout98.sln VS 2019 migrated it somehow, fixed #includes paths - use relative "..\PSX26" instead of full "\WIPESRC\.." - added missing int type to previously allowed implicit int where needed, and added _USE_32BIT_TIME_T #define to Release config (it seems it's the only config present..) I was greeted with 'missing CD drive' dialog
didn't pursued it further
I wrote this in VC++ 6:
https://en.wikipedia.org/wiki/Abomination:_The_Nemesis_Proje...
I kinda hope someone can make this build in a modern system. Nice to see iconic games like these to be preserved.
(i never actually owned any games myself, but psx 1 units and games were common at certain types of parties and bars back then. my psx 1 was for caetla only!)
However there is also a code path for drawing using a proprietary ATI CIF hardware accelerated 3D API in winati.c - support for RAGE cards only.
I'd never seen the proprietary ATI 3D calls before.
I dug up some more info here: https://drew1440.com/tag/ati-cif/
Boy some good vertigo memories come with that game.
I worked on this game at exactly the same time:
https://en.wikipedia.org/wiki/Abomination:_The_Nemesis_Proje...
That game was supposed to be 2D, but was switched to the characters being 3D, so I brought my whole DOS software 3D engine and ported it to DirectX over the course of 2 weeks.
I'm going to dig into that drawpoly.asm! There was a lot of competition in the early->mid 90s for poly blitting. I would say I had one of the very top ones. I was doing demo coding before I became a commercial video game developer.
LOL.. reading DRAWPOLY now...
The real blit code is in 3DPOLY.ASM. Doesn't look like it does perspective-correction on the texture-mapping, which isn't unusual for the time. I don't remember the PS1 well enough, did it do correction in hardware?What sticks in my brain was the fact that mines, caltrops, etc. would persist throughout the game unless somebody actually hit them. This meant that jumping out to first immediately wasn't always a good strategy as somebody behind you could drop a bunch of stuff in a pattern at a corner and a lap later the person in first would be the person to hit all the stuff.
The rocket-powered explosive skateboard was also amusing as if a couple people dropped them all at the same time you could effectively close down all but a small width of the track when they came flying around.
I wish I could remember what it was.
edit: somebody else got there while I was searching! And we can't both be wrong
Edit: I got the timeframe right but the multi-player wrong. Apparently the game I was thinking of was "Deathtrack" but I merged that with the later games that were multi-player.
There is hope for the future :P