Bought a PlayStation in '96 because of WipEout — thirty years later I finally built my own AG racer. 12 tracks, runs in a browser
The PlayStation I bought in 1996 came home with WipEout, and I played an absurd amount of it. I was also one of those people who listened to the soundtrack on its own — it never felt like background music, it felt like half the reason to play. Then both PS1 sequels, same story.
Thirty years later I finally stopped admiring it and tried to build one.
It's called Slipstream Vector. Free, runs in the browser, no install: https://smarproc-games.itch.io/slipstream-vector
Twelve circuits across four worlds, four teams with different hull characteristics, five weapons, airbrakes on Shift, and loops and corkscrews for the parts that aren't trying to be serious. It has its own soundtrack, because after 1996 I couldn't really build one of these without caring about the music.
The design decision I'd most like to be argued with about: there's no rubber-banding at all. Difficulty raises AI skill only — corner confidence, line tightness, pad usage — never speed. Catching up comes from slipstream physics that work identically for the player and the field. I think it's the right call and it makes a lead feel earned, but it does mean a bad opening lap stays punishing.
What I'd genuinely like to hear: does the handling read as anything to you, or does it feel floaty? The airbrake is the part I've rewritten most and I still don't know if it's right.
Happy to have it taken apart if it deserves it.