ANT1-GRAV1TY ALL-5TAR5

About
ANT1-GRAV1TY ALL-5TAR5 is an All-Star Video Racing Game created by none other than DBR, with many kinds of other Companies helping the Team to create this little Game.

Summary
Somewhere that is lingering within the entire Omniverse, various race tracks from many kinds of popular video games that are mainly a part of the Racing genre (alongside with other kinds of things in between) were taken from their respective universes, including the racers by an unknown entity. It is up to Ami Nakajima and her fellow Racers to race each other and uncover the mysteries behind the abduction and the entity.

Platforms
PlayStation 5, XBOX Series X & S, Nintendo Switch, DBR Neo, Atari VCS, Polymega, Steam, Mac

WipE'out" Tracks

 * 1) Altima VII (Kananaskis Range, Canada)
 * 2) Karbonis V (Takayama, Japan)
 * 3) Terramax (Schwarzwald, Germany) Unlock Challenge: Get at least Bronze on Talon's Reach, Altima VII, Sagarmatha and Phenitia Park in the same speed class.
 * 4) Korodera (Moscow, Russia)
 * 5) Arridos IV (Utah, United States) Unlock Challenge: Get at least Bronze on Talon's Reach, Altima VII, Sagarmatha, Phenitia Park, Terramax, Gare d'Europa and Odessa Keys in the same speed class.
 * 6) Silverstream (Ellesmere Island, Greenland)
 * 7) Firestar (Tempe Terra, Mars) Unlock Challenge: Win Rapier Championship.
 * 8) Talon's Reach (Toronto, Canada)
 * 9) Sagarmatha (Lamjung Kailas, Nepal) Unlock Challenge: Accumulate 25 Gold Medals.
 * 10) Valparaiso (Valparaiso, Chile)
 * 11) Phenitia Park (Hamburg, Germany)
 * 12) Gare d'Europa (Paris, France) Unlock Challenge: Get at least Bronze at Talon's Reach, Altima VII, Sagarmatha, Phenitia Park and Terramax in the same speed class.
 * 13) Odessa Keys (Black Sea, Ukraine) Unlock Challenge: Get at least Bronze at Talon's Reach, Altima VII, Sagarmatha, Phenitia Park, Terramax and Gare d'Europa in the same speed class.
 * 14) Vostok Island (South Pacific, Kiribati) Unlock Challenge: Win Phantom Challenge.
 * 15) Spilskinanke (Los Angeles, United States) Unlock Challenge: Win Phantom Challenge.
 * 16) Klies Bridge (Isortoq, Greenland)
 * 17) Qoron IV (Unknown Ocean)
 * 18) Sokana (Unknown Volcano)
 * 19) Dyroness (Unknown City)
 * 20) Machaon II (Puerto Torno, Bolivia)
 * 21) Terafumos (Unknown Construction Site)
 * 22) Velocitar (Lunar Simulation Environment, Texas, United States)
 * 23) Porto Kora (Mega City)
 * 24) Mega Mall (Mega City)
 * 25) Sampa Run (Mega City)
 * 26) Stanza Inter (Mega City)
 * 27) Hi-Fumii (Mega City) Unlock Challenge: Get at least Bronze on Porto Kora, Mega Mall, Sampa Run and Stanza Inter in the same speed class.
 * 28) P-Mar Project (Mega City) Unlock Challenge: Get at least Bronze on Porto Kora, Mega Mall, Sampa Run, Stanza Inter and Hi-Fumii in the same speed class.
 * 29) Manor Top (Mega City) Unlock Challenge: Accumulate 40 Gold Medals.
 * 30) Terminal (Mega City) Unlock Challenge: Get at least Bronze on Porto Kora, Mega Mall, Sampa Run, Stanza Inter, Hi-Fumii, P-Mar Project and Manor Top in the same speed class.
 * 31) Florion Height Course 1 (Nevada, United States)
 * 32) Mandrashee Course 1 (South China Sea, China) Unlock Challenge: Accumulate 60 Gold Medals.
 * 33) Cubiss Float Course 2 (Switzerland)
 * 34) Alca Vexus Course 3 (El Chapote, Mexico) Unlock Challenge: Win Chronos League.
 * 35) Vohl Square Course 3 (Moscow, Russia) Unlock Challenge: Win Rhea League.
 * 36) Temtesh Bay Course 2 (William Creek, Australia) Unlock Challenge: Win Tethys League.
 * 37) Katmoda 12 (Moon) Unlock Challenge: Win Themis League.
 * 38) Devilia (Novon)
 * 39) Talon's Junction (Cardiff, Wales)
 * 40) Moa Therma (Sicily, Italy)
 * 41) Metropia (Kyoto, Japan)
 * 42) Arc Prime (Seattle, Washington, United States)
 * 43) De Konstruct (Switzerland)
 * 44) Tech De Ra (Arizona, United States)
 * 45) The Amphiseum (Las Vegas, United States)
 * 46) Fort Gale (Gibraltar)
 * 47) Basilico (Halifax, Nova Scotia, Canada)
 * 48) Platinum Rush (Greenland)
 * 49) Vertica (Cayman Islands, Caribbean)
 * 50) Outpost 7 (Halli, Finland)
 * 51) Edgewinter (Pacific Ocean)
 * 52) Vostok Reef (South Pacific)
 * 53) Gemini Dam (Morocco)
 * 54) Orcus (Alaska, United States-Canada)
 * 55) Altima (Kananaskis Range, Canada)
 * 56) Sol (Nova State City)
 * 57) Subway (Nova State City)
 * 58) Downtown (Nova State City)
 * 59) Rockway Stadium (Nova State City)
 * 60) Empire Climb (Nova State City)
 * 61) Capital Reach (Nova State City)
 * 62) Queens Mall (Nova State City)
 * 63) Metro Park (Nova State City)
 * 64) Unity Square (Nova State City)
 * 65) Sol 2 (Earth's Sky)
 * 66) Citta Nuova (Earth's Sky)
 * 67) Sinucit (Makana)
 * 68) Sebenco Climb (Ampast Farm, Makana) Unlock Challenge: Win Alpha League.
 * 69) Sebenco Peak (Ampast Farm, Makana) Unlock Challenge: Win Gamma League.
 * 70) Anulpha Pass (Goteki Stadium, AG Stadium, Makana)
 * 71) Koltiwa (Makana)
 * 72) Khara Descent (Makana)
 * 73) Iridia (Makana)
 * 74) Ubermall (Vault Square, Makana)
 * 75) Vineta K (Vineta Stadium, Makana)

BallisticNG Tracks

 * 1) Cassandra (Barcelona, Spain)
 * 2) Zephyr Ridge (Zephyr Business Park, Italy)
 * 3) Surge (Schrattenfluh, Switzerland)
 * 4) Harpstone (Narsaarsuk, Greenland)
 * 5) Aciknovae (Aciknovae Reactor, Russia)
 * 6) Zephyr Climb (Zephyr Wind Farm, Italy)
 * 7) Nova Split (Nova Park, Chicago, United States)
 * 8) Luna (Lunar Orbit)
 * 9) Dover (Kent Country, United Kingdom)
 * 10) Ishtar Citadel (Ishtar Sky District, Tokyo, Japan)
 * 11) Arrivon XI (Caribbean)
 * 12) Omega Harbour (Le Havre, France)
 * 13) Utah Project (Glen Canyon, Utah, United States)
 * 14) Marina Rush (Sao Paulo, Brazil)
 * 15) Atlantica (Portugal)
 * 16) Tokyo Bowl (Tokyo, Japan)
 * 17) Relay (Antarctica)
 * 18) Underpass (Shanghai, China)
 * 19) Lujiazui Park (Shanghai, China)
 * 20) Pines Complex Course 2 (British Columbia) (S1) Unlock Challenge: As Nissan, Destroy 8 Triakis Ships using Rockets
 * 21) Pocono Circuit (Pocono Mountains)
 * 22) Meads Pass (Bristol, United Kingdom)
 * 23) Arrivon Falls (Caribbean)
 * 24) Pacheon (Daejeon, South Korea)
 * 25) Hydrome Bed (Maceno Reef)
 * 26) Arrivon Peak (Caribbean)
 * 27) Europa (Jupiter's Orbit)
 * 28) Yala Outpost (Tibet, China)
 * 29) Utah Dam (Glen Canyon, Utah, United States)
 * 30) Nova Park (Virtual Chicago)
 * 31) Vespera Heights (Virtual Zone)
 * 32) Vega Square (Vega City)
 * 33) Route 05 (Vega City)
 * 34) Thunderhead (Vega City)
 * 35) Basin (Vega City)
 * 36) Metro (Vega City)
 * 37) Caldera (Alba Fossae, Mars)
 * 38) Project 9 (Planet 9)
 * 39) Haze (Titan)
 * 40) Helios Descent (Mercury)
 * 41) Port Ares (Earth's Orbit)
 * 42) Kuiper Overturn (Outer Space)
 * 43) Maceno Bay (Maceno Island)
 * 44) Therma Fumos (Maceno Island)
 * 45) Maceno Interchange (Maceno Island)
 * 46) Freyr Falls (Maceno Island)
 * 47) Alto Overseer (Maceno Island)
 * 48) Maceno Peak (Maceno Island)
 * 49) XL Speedway (Ajax, Canada)
 * 50) Omega Loop (Le Havre, France)
 * 51) Pacheon II (Daejeon, South Korea)
 * 52) Oceana (Reisbach, Germany)
 * 53) Drift Stadium (New York, United States)
 * 54) Speed Stadium (New York, United States)

BallisticNG XGL Expansion Tracks

 * 1) Abyssus (Los Angeles, United States)
 * 2) Altima XIV (Kananaskis Range, Canada)
 * 3) Antelao (Italy)
 * 4) Apophis (Apophis, Asteroid Belt) (S2)
 * 5) Atan-Ra (Egypt)
 * 6) Aquilon II (Cyprus) (Mid-S1) Unlock Challenge: As Orbitronix, Disrupt 25 Ships using Force Wall
 * 7) Batur Crater (Indonesia)
 * 8) Beltane (Mega City) (S2)
 * 9) Blackward Decks (Romania)
 * 10) Cairodrome II (Cairo, Egypt)
 * 11) Carcosa (Hell Dimension) (S2)
 * 12) Cascade (Papua New Guinea)
 * 13) Cassini Dome (Moon)
 * 14) Celeste A.M. (Celeste, Texas, United States)
 * 15) Ceres Waypoint (Ceres)
 * 16) Cerridan VI (The Rockies, Canada)
 * 17) Chalybion Run (Kansas City, United States)
 * 18) Desolata (Turkey)
 * 19) Dione IV (Dione, Saturn's Orbit)
 * 20) Druidia (N/A, Outer Space) (S2)
 * 21) Fractalos-324 (Mid-S1) Unlock Challenge: As Chikara, Barrel Roll 48 times in Sovereign
 * 22) Gehennom (Spaceship Graveyard, Outer Space) (Mid-S2) Unlock Challenge: Survive at least 47 zones in Freefall
 * 23) Gemini Glacier (Pluto)
 * 24) Great Manitou Trail (Alaska, United States-Canada)
 * 25) Helheim (Iceland)
 * 26) Kena Memorial (India)
 * 27) Khayyam Road (Dubai, Saudi Arabia)
 * 28) Lion's Den (Africa)
 * 29) Lumenar V (New York, United States)
 * 30) M-Aero (Mega City) (S2)
 * 31) Moltocaldo Desert (Sub Sahara)
 * 32) Monakon-X (Morocco)
 * 33) Nemesis (Pluto)
 * 34) Neo Praha (Czech)
 * 35) Nocturne (Pocket Dimension)
 * 36) Oblivion (Sun)
 * 37) Oceanus (Rhodes, Greece)
 * 38) Pisces Geofront (Pisces Comet)
 * 39) Pont des Anges (Paris, France)
 * 40) Port Zvezh (Ukraine)
 * 41) Pretoria Stadium (South Africa)
 * 42) Project Pandora (55 Pandora)
 * 43) Raven's Nest (Norwegian Cliffs) (S2)
 * 44) Ruhr-02 (Germany)
 * 45) Runavik (Denmark)
 * 46) Saint Caomhan's Point (Ireland)
 * 47) Shanghai Financial (Shanghai, China)
 * 48) Shimoda Run (Japan)
 * 49) Singadome (Singapore)
 * 50) South Ridge (Antarctica)
 * 51) Sovereign (Earth's Orbit)
 * 52) Staten Towers (New York, United States)
 * 53) Strelka Complex (Russia)
 * 54) Sylvatar (Rio De Janeiro, Brazil)
 * 55) Taktsang (Bhutan)
 * 56) The Blackward Decks (Romania)
 * 57) Tiamat's Maw (Outer Space)
 * 58) Trinity Coast (San Fernando)
 * 59) Tupu Inca (Peru)
 * 60) Waddenzee (Wadden Islands, Netherlands)
 * 61) Willpower (Madagascar)
 * 62) Xar Gate (Jupiter's Orbit)
 * 63) Yoru City (Osaka, Japan)
 * 64) Yulara Springs (Yulara, Australia)
 * 65) Yun Cheng Central (China)
 * 66) YZ Indah (Indonesia)

BallisticNG Gaiden Expansion Tracks

 * 1) Athena (Mars)
 * 2) Atlas (One Last Ejaculation City)
 * 3) Bliss Park (Tennessee, United States)
 * 4) Breen (British Columbia)
 * 5) Birch (N/A)
 * 6) Lexicon 4 (N/A)
 * 7) Pine (Oregon, United States)
 * 8) Solaris (Sun)

BallisticNG IAGL Expansion Tracks

 * 1) Harvest Bastion (Ascela, Iros)
 * 2) Infinity Spear (Royal Botanical Gardens, Oskara)

GRIP: Combat Racing Tracks

 * 1) Alhatra Wastes (Jahtra)
 * 2) Abandoned Atoll (Liddo 5)
 * 3) FIC Outpost (Norvos)
 * 4) District 404 (Orbital Prime)
 * 5) Yuri Industrial (Jahtra)
 * 6) Thermophobia (Norvos)
 * 7) The Edge (Orbital Prime)

PACER Tracks

 * 1) Satawald (Germany)
 * 2) Uma V (South Africa)
 * 3) Ajura (Australia)
 * 4) Sonashahar (India)
 * 5) Mannahatta (United States)
 * 6) El Muro (United States/Mexico)
 * 7) Niagara GP (Canada/United States)
 * 8) Trans Atol (Mexico)

F-Zero Tracks

 * 1) Drift Highway (Big Blue)
 * 2) Aero Dive (Port Town)
 * 3) Loop Cross (Lightning)
 * 4) Surface Slide (Sand Ocean)
 * 5) Serial Gaps (Mute City)
 * 6) Trident (Cosmo Terminal)
 * 7) Meteor Stream (Outer Space)

Antigraviator Tracks

 * 1) Skydome City (Trappist)
 * 2) Nexus Wastes (Trappist)
 * 3) Northern Ring (Trappist)
 * 4) Cryon Terminal (Trappist)

SlipStreamGX Tracks

 * 1) Alphard (Nagasaki Prefecture, Japan)
 * 2) Draco Cavernae (Black Forest, Germany)
 * 3) Nazca Remains (Nazca, Peru)
 * 4) Kealakekua Bay (Hawaii)
 * 5) Cassandra IX (Spain)
 * 6) Indigo Speedway (???)
 * 7) Basin Park (???)
 * 8) Basin Park Hill (???)

RedOut Tracks

 * 1) Neo Calima (Egypt)
 * 2) Hydro Thunder (Europa)
 * 3) Mobius Speedway (Neptune)
 * 4) Lunar Speedway (Moon)
 * 5) Schiapparelli (Mars)
 * 6) Path of Wonder (Japan)
 * 7) Voyager (Black Hole)
 * 8) Tartarus Mines (Io)
 * 9) Aura (Cloud Ocean, Earth's Sky) (S1) Unlock Challenge: Survive at least 30 zones in Corridon 12
 * 10) Neumann's Outpost (Genesis, Moon, Earth's Orbit) (S1) Unlock Challenge: As Piranha, destroy an Assegai ship using a Plasma Bolt
 * 11) Cassini (Origin Black Hole) (S1) Unlock Challenge: As AG-Systems or G-Tek, Barrel Roll 25 times without being destroyed.
 * 12) Neo Shibuya (Neo Tokyo, Japan) (S1) Unlock Challenge: Survive at least 64 zones in Pro Tozo
 * 13) Nuliajuk (Mariana Trench) (S1) Unlock Challenge: As FEISAR, Damage 50 Ships using Cannon

Disney Speedstorm Tracks

 * 1) Zen Garden (China)
 * 2) Cascade Ride (Brazil)
 * 3) Cityscape (United States)
 * 4) Kraken Port (Caribbean)

Mario Kart Tracks

 * 1) Amsterdam Drift (Amsterdam, Netherlands)
 * 2) Athens Dash (Athens, Greece)
 * 3) Bangkok Rush (Bangkok, Thailand)
 * 4) Berlin Byways (Berlin, Germany)
 * 5) London Loop (London, United Kingdom)
 * 6) Los Angeles Laps (Los Angeles, United States)
 * 7) Merry Mountain (North Pole)
 * 8) New York Minute (New York, United States)
 * 9) Paris Promenade (Paris, France)
 * 10) Rome Avanti (Rome, Italy)
 * 11) Singapore Speedway (Singapore)
 * 12) Sydney Sprint (Sydney, Australia)
 * 13) Tokyo Blur (Tokyo, Japan)
 * 14) Vancouver Velocity (Vancouver, Canada)
 * 15) Vanilla Lake 2 (Queen Maud Land, Antarctica) (Mid-S2) Unlock Challenge: As Wyvern, Disrupt 150 Ships using Quake.

Hot Wheels Unleashed Tracks

 * 1) Neon Turnpike (Garage)
 * 2) Tunnel Vision (Skate Park)
 * 3) Silver Peak (Skate Park)
 * 4) Acrophobia (Skyscraper)
 * 5) Gravity Lab (College Campus)
 * 6) Gemini Split (Garage)
 * 7) Vertigo (College Campus)
 * 8) Split Shift (Skyscraper)

FAST Tracks

 * 1) Kuiper Belt (Outer Space)
 * 2) Zvil Raceway (China)
 * 3) Storm Coast (Brazil)
 * 4) Avalanche Valley (Canada)
 * 5) Sunahara Desert (Egypt)
 * 6) Scorpio Circuit (United States-Mexico Border)
 * 7) Alpine Trust (Greenland)
 * 8) Pyramid Valley (Egypt)
 * 9) Willard Mine (Ukraine)
 * 10) Kamagori City (South Korea)

Sonic Riders Tracks

 * 1) Babylon Garden (Varies)
 * 2) SEGA Carnival (Japan)
 * 3) Splash Canyon (United States)
 * 4) Ice Factory (Antarctica)
 * 5) SEGA Illusion (Japan)

Xenon Racer Tracks (Season 1)

 * 1) Grand Alps 3000 (Switzerland) (S1) Unlock Challenge: Destroy 6 Diavolt Ships using Missile

Team Sonic Racing Tracks (Season 2)

 * 1) Clockwork Pyramid (Sandopolis) (S2)
 * 2) Ice Mountain (Glacierland) (S2)
 * 3) Frozen Junkyard (Glacierland) (S2)
 * 4) Market Street (Rooftop Run) (S2)
 * 5) Sky Road (Rooftop Run) (S2)
 * 6) Whale Lagoon (Seaside Hill) (S2)

Survival Tracks

 * 1) 2097 Prototype (Virtual Zone)
 * 2) Corridon 12 (Virtual Zone)
 * 3) Drift02 (Virtual Zone)
 * 4) espheresimtrk.cast (Virtual Zone)
 * 5) Freefall (Crypto's Sectora Simulation)
 * 6) LS101/NP62 (Virtual Zone)
 * 7) LS102/MG71 (Virtual Zone)
 * 8) LS103/AW72 (Virtual Zone)
 * 9) Luna Prototype (Virtual Zone)
 * 10) Mallavol (Virtual Zone)
 * 11) Pro Tozo (Virtual Zone)
 * 12) Shade Rush (Pacific Ocean)
 * 13) Slide Colosseum (Virtual Zone)
 * 14) Syncopia (Virtual Zone)
 * 15) Track09 (Virtual Zone)
 * 16) Vapordome (Atlantic Gulf)

Detonator Tracks (Season 2)

 * 1) Dark Arsenal (Final Fortress) (S2)
 * 2) Turbine Loop (Final Fortress) (S2)

Secret Unlockable Tracks

 * 1) 123Klan (N/A)
 * 2) Alysia Peak (Nepal)
 * 3) Cardcity Run (Cardboard City)
 * 4) Halidos (Phobos)
 * 5) Hazakura Heights (Japan)
 * 6) Moss Pass (Norway)
 * 7) Mount Omega (Australia)
 * 8) Resort Island (Green Hill Zone)
 * 9) Sol 0 (Niagara Falls, Canada-United States)
 * 10) Solar Plexus (Mercury)
 * 11) Sunset Coastline (NES)
 * 12) Viltrum (Outer Space)

The Entity Quote

 * The Entity: You have come to end my abduction? This world is supposed to be your paradise.
 * Player: This was not my paradise. you were spying on us for a whole month, Entity. I'm going to reach to the beacon where there gonna be keeping one of their tracks from their universes. This ends now!
 * The Entity: Then...so be it.

Boss Track

 * 1) The Entity Spire (N/A)


 * Boss Song: F Minor Simulator by MUZZ

Driveclub Tracks (DLC Only)

 * 1) Fraser Valley (Canada)
 * 2) Chungará Lake (Chile)
 * 3) Bandipur (India)
 * 4) Kobago (Japan)
 * 5) Skjolden (Norway)
 * 6) Kinloch (Scotland)

The Crew Motorfest Tracks (DLC Only)

 * 1) Long Island Speedrome (United States)
 * 2) Mississippian Plateau (United States)
 * 3) Sebring International Raceway (United States)
 * 4) Kansas Sunflower Fields (United States)
 * 5) Pikes Peak (United States)
 * 6) Mojave Desert (United States)

Power Club Tracks (DLC Only)

 * 1) Chenghou Project (Makana)
 * 2) 3DS Rainbow Road (Outer Space)
 * 3) Kahawai Bay (Hawaii)
 * 4) Laika Kosmodrom (Podmoskovye)
 * 5) Rainbow Forest (Japan)
 * 6) Tahrir (Egypt)
 * 7) Naptha Valley (Jahtra)
 * 8) Hive Horizon (Orbital Prime)

ElaTra Tracks (DLC Only)

 * 1) Andesite Gravity Way
 * 2) Black VI
 * 3) Black Pass
 * 4) Forest Lake
 * 5) Moss Pass
 * 6) Utah Temple

WO2048 Era

 * 1) Unity Square is more of a New York-style environment. This track has many tricky turns that mostly cause your ship to scrape on walls. So, be cautious about turns, especially the S-curve. Two of the Skillcuts in this track are overpasses and need piloting skills to access them. These overpasses are normally the only ones to pull off barrel rolls and trail of Speed Pads.
 * 2) Metro Park is one of the tracks that are mostly run on natural track materials. It's one of the beginner track with no sharp corners. Although sometimes, it may find this having tricks up it's sleeves. Watch out for Skillcuts, one can only be accessed with the Turbo, and the other that may lead you to drown if not navigating properly.
 * 3) Queens Mall is the second track you race on since the start of the 2048 campaign. Not counting the Skillcuts, this track doesn't have many tight curves or corners, so feel free to race clean, unless if there are weapon pads everywhere inside the mall and the last Skillcut.
 * 4) Capital Reach features an old bridge that is still surprisingly standing for 165 years, but with some windmills on the top and trainlines. At first you race on the bridge, then you race under the bridge after the loops, then back up again.
 * 5) Empire Climb is the first track where newcomers will be introduced to the world of Anti-Gravity Racing. The landmark in this track is the supertall skyscraper where racers climb up on the Mag-Strip then back down.
 * 6) Rockway Stadium is a fairly technical track which has more 180-degree hairpin turns than any other track in the game. Therefore, be careful here, especially if you're piloting ships with low Handling rating, as they have greater risks of scraping on walls. This means that this track proves a challenge to navigate, especially in an attempt to score a perfect lap.
 * 7) Downtown is a big track set in the forest of buildings. This track is wide and a barrel roll happy place. There are so many ramps to launch in this track, so expect to have lots of airtime when racing in this track. As such, expect to get lots of barrel roll opportunities to pull off.
 * 8) Subway is set in the metro system of Nova State City, this track brings the racers into an intense race on the railways of the train station, over and under. This track is pretty technical, with lots of turns to tackle, though there are only a few tight ones. You'll be surprised with the Hot Wheels-esque Mag-Strip twirl (the first Skillcut).
 * 9) Sol is the craziest track ever built! Twists and turns and stuff all in one building. This track runs high in the skies of Nova State City. Watch out, because there are barely any barrier walls, making the racers prone to falling down as they are more likely to happen to fly off the track. So take it easy and be careful, as the lack of barrier walls could lead you to the drop of doom.
 * 10) Altima is the final track you're racing in the 2048 Campaign. Altima is one of the most difficult tracks ever built due to its mixture of switchbacks and terrains. Expect to go airborne for a long time as you jump off and down along the deep steep slope.

WO1 Era

 * 1) Designed by Stiggart Knurksson, who also put together the very first test track used to demonstrate anti-gravity craft in 2035, Altima VII is the first track known to the early Wipeout fans. Overall, it is not a difficult track. Notable sections include a drop into a tunnel after a long uphill run and a narrowing tunnel just before the finish line.
 * 2) Karbonis V is a scenic track set within a mountainous region of Japan. The early, tree-lined portion of the course leads into a 350 metre long tunnel. The tunnel exit is a the start of a dive surrounded by the mountains. Other distinguishing features include a series of jumps and a temple area, while towards the end, a series of rolling bends mimic the hilly surroundings.
 * 3) Set around a reservoir lake in the grassy hills of Schwarzwald in Germany, Terramax is a relatively difficult course and a step-up from the previous two tracks in the F3600 League, Altima VII and Karbonis V. Starting with a twisty run of hilly turns and a tight tunnel section, the course runs over a lake along a glass bridge before a long jump back into the hills. An industrial zone comprises the final section of the track, concluding with another long, high-speed jump.
 * 4) Taking place within a disused industrial area on the outskirts of Moscow, Korodera offers one of the bleakest settings in the original Wipeout game. The track itself is long at 5.4 km and takes a twisty course around the derelict buildings. Reasonably early on, a fork appears although in this case both the left and right paths are similar. Two sharp descending corkscrew sections and a huge jump are the other distinguishing features of this track. Much of the lap takes place at fairly low speeds apart from the final section which boasts many speed pads. This results in Korodera having longer lap times than its distance would suggest.
 * 5) Arridos IV is located in the desert area of Monument Valley in Utah, USA. Initial turns and bumps give way to a long tunnel through a mine shaft, emerging into the daylight via a steep jump over the canyons. There is a split section with slightly differing alternate paths which cross halfway through. The remainder of the track includes a further steep drop and a long, twisting section that can be difficult to navigate. A final jump across the desert leads to the finish line.
 * 6) Carved into a glacier and surrounded by sharp blue walls, Silverstream is widely regarded as the most difficult track in the F3600 League and one of the hardest Wipeout tracks of all time. Ice plains and fir trees comprise much of the outdoor scenery, while there is an ice cave early on and portions in tunnel.
 * 7) Firestar is set on the rocky, dusty surface of Mars, making it the first track in the Wipeout series not located on Earth. The atmosphere is dramatic thanks to the dark orange scenery and skies. As at Silverstream, there is a split section almost immediately, the left route offering a simpler course with fewer speed pads than the right path. The split bears a resemblance to that at Arridos IV. The remainder of the course proceeds through a selection of open sections across the Martian surface broken up by indoor, man-made portions. There is also a brief canyon section.

WO2097 Era

 * 1) Talon's Reach is the easiest track in Wipeout 2097, and it is generally the first track that beginners of the game will race on. But still, it's a good learning ground for new pilots with some variations in the track and some sharper corners to break the simple routine. A pilot can always come back here to learn something new or master a faster speed class. This track can even be easy on Phantom if the player knows how to use the airbrakes. Talon's Reach can give the player a chance to try out ships like Qirex on harder classes to get use to the airbrakes.
 * 2) Sagarmatha may be slightly more technical than Talon's Reach, but it's nothing to fret over. The course does introduce you to tighter corners and sharp variations in the gradient reminiscent of the original Wipeout.
 * 3) Designed by Gabriel Mancuso of the South American AG Federation and built between 2082-84, Valparaiso was the subject of huge environmental protests when it hosted its first competitive race - it cut through vast swathes of jungle deemed essential to the delicate balance of life on earth.
 * 4) Phenitia Park was a commercial business district on the outskirts of Hamburg, Germany. In order to win funding from the city leaders, the park's developers included an F3600 AG racing circuit in their plans, despite never having contacted the AG Race Commission about the proposal. Although the park proved a popular location for local businesses, the circuit itself remained dark for 7 years until the Commission finally agreed to hold races there if it could be upgraded to F5000 status. This was finally achieved under the direction of Dieter Schmidt, a Hamburg plumber and AG fan, and Phenitia Park became a hugely popular European race venue.
 * 5) By the time Gare d'Europa was built in 2081, the disused French Metro system had fallen into the hands of a vast criminal underworld which existed entirely separate from legitimate society. The United Nations was eventually briefed to clear the criminals from the tunnels, and in a bid to bring life back to the network, the Gare d'Europa became France's first ever (and only) AG race circuit.
 * 6) Odessa Keys is the most hated track in Wipeout 2097, even for experienced players. There is a vast variety of corners in this track from a tightening chicane to a narrowing corner to a sharp uphill corner immediately after a jump. However, this track has the most punishing final corner: a VERY sharp right after a downhill streach and a left kink. There's no chance a Qirex ship, at Phantom class, can clear this corner at full speed.
 * 7) Vostok Island is a difficult track, and being the penultimate track for the Piranha Challange, it has a reason to be there. It has many turns and splitting parts in the game. Some of them the player could not see thanks to some blinding turns. This requires on most of the turns to use the airbrakes, which would be very difficult to navigate with the Qirex craft. The track is one of few that has the pit road out side of the Start/Finish line. Vostok Island and Spilskinanke are the only two tracks that can't be raced on the Vector and Venom speed classes. They are only allowed on Rapier and Phantom.
 * 8) Like the other Phantom track, Spilskinanke is a very difficult track. The track is rather dark, has many turns that the player cannot see coming and has a few dive pads similar to Wipeout 3's Manor Top. However, unlike Manor Top (which is considered a very enjoyable race track), Spilskinanke is considered to be the hardest track in the game, harder than Odessa Keys and Vostok Island. It's even harder as you can only race on this track in Phantom class until you complete the Piranha Challenge.

WO64 Era

 * 1) As with its donor track, Klies Bridge is the easiest and possibly the best looking course in the game. This course has no really hard turns, though navigating the snow tunnel, where the left-right bus stop section of Talon's Reach is, can be tricky if you don't have the track memorized.
 * 2) The Race Commission approached us five years ago proposing an anti-gravity circuit down by our Qoron IV underwater research base. I couldn't believe what they were suggesting - I mean, just think about it. It's crazy. But they'd seen the small tunnel system we'd perfected, and they said pay for a big one. They wanted to build it well away from the base but that was no go. If they wanted our technology, we wanted the publicity. So we insisted they build it right by the base, and give it the same name too.
 * 3) The Race Commission demanded an anti-gravity circuit through active volcanic territory and I had to get them a location. Remember, they're in competition with spectacular sports like Fire Ballet for Datacast bandwidth and they need serious background action. Sokana was ideal plenty of space for those famous speed curves. Seismic activity in the region is a problem, though we've never suffered fatalities amongst race crew or paying spectators. We lost a hospitality suite full of international dignitaries when a lava flow burst its channel, but I think they were mostly about to fall victim to revolution in any case.
 * 4) Welcome to Dyroness, another word for efficiently produced hydro-electric power. Electricity has never been so important, whether for powering a child's toy robot, an elderly citizen's electric carving knife, or light and heat for an entire nation. It's something we all rely on, and nowhere is it produced in finer surroundings than at Dyroness. Our hydro-electric complex also houses the Dyroness F5000 anti-gravity circuit, a rolling, sweeping masterpiece of engineering which brings us to the attention of millions of Datacast viewers each year. Other hydro-electric complexes might make more electricity than us, but none of them do it with the style of Dyroness!
 * 5) The design transmission pipes for Fat Fuel™. I believe Mr. Belmondo of the F5000 Race Commission had a Fat Fuel™ heat system installed and he thought the pipes looked really neat. He called me up that morning and asked me to design him a race track - I thought he was a psycho or something. But I did it anyway. Designed a real fast Machaon II circuit and they went and built it over in South America. And with the money they paid me, I walked straight out of that dump of a Fat Fuel(TM) office and never went back.
 * 6) Tera Incorporated, the premier heavy industrial construction specialists in the Global Health Organaization's 'High Pollutant' category, is delighted to be associated with F5000 Anti-Gravity Racing, the world's number one speed intensive sport. The company can confirm that after a lively and productive negotiating period, our largest current construction site will also house the Terafumos anti-gravity circuit, sure to become one of the most intense circuits in the race calendar. Tera Incorporated denies that the presence of its Chief Executive on the F5000 Sponsorship Committee has in any way influenced negotiations.
 * 7) Velocitar is relatively easy to navigate. The circuit starts off with two light turns to the right each with three speed pads to the left side, allowing for great speeds to be built up right out of the gate. Following that is a straightaway uphill that has an incredible concentration of speed pads on the left side of the track, leading blinding speeds for pilots that make use of them. This leads into a tunnel with even further speed pads. Out of the tunnel is a drop that curves to the right with even more large groups of speed pads on the way down.

WO3 Era

 * 1) A nice relaxing way to start off the league, Porto Kora is a short and very straightforward course with only one odd tricky corner to test you. This course is built for pure speed, so the Icaras will have little trouble here.
 * 2) Mega Mall is the 2nd track in Wipeout 3. It is one of the easiest tracks in the game. It starts with a few turns that needs attention for the airbreaks if the player is at Rapier or at Phantom. They would then travel to the infamous 540 degree turn downwards and then 1 more small turn before seeing a straight way with a pit lane. There would be a few more turns that makes the player return to the Start/Finish line.
 * 3) Sampa Run is a dark track with a lot of undulations to destablilise the craft. There's also a few tunnels that will require you to slow down unless you want to kiss the ceiling. Plenty of heavy braking is needed here, you'll need to swing the craft about to keep it from bouncing.
 * 4) A lot of people hate Stanza Inter, but can be an enjoyable track if tackled properly. Very tricky at high speeds with lots of sharp corners and very few straight sections. This will really test your braking skills, and like Sampa Run, you'll need to swing the craft about to stop it from bouncing.
 * 5) Hi-Fumii isn't quite as tricky as it first appears when you race it. Sure, it has some very sharp corners, but the approach to the majority of them is very favourable and will enable you to take this track at a fairly high speed. Just one narrow track section near the end that may cause some problems though.
 * 6) P-Mar Project is a notoriously difficult track for most racers especially on Phantom class and in a heavy craft. When you first glance at it, it doesn't seem that bad, but it will punish you later on in the lap needing accurate cornering so that you do just bounce around the walls of the circuit.
 * 7) The penultimate track of the standard game, Manor Top is an enjoyable track that has tricky, yet unique turns that cannot be found in the other tracks in the game. It has a few tight turns, as well as 90 degree turns as players try to go from dive pad to dive pad. This track can be difficult for those who don't know how to use the airbrakes; but if they do master it, the true test is to use low turning crafts like Qirex, Goteki 45, and Icaras.
 * 8) A nice balanced track to finish the league, Terminal has pretty much everything. A long spiral, lots of sharp corners and two huge straights to finish on. The straights can actually be very difficult as everyone is a sitting duck and you'll get hit by quite a few weapons. There's also a tricky corner that can easily bounce you out if you don't approach it correctly.

Fusion Era

 * 1) The US government is said to have increased income tax by around 7000 per cent in order to help finance the building of this circuit of Florion Height in the Nevada desert, and even then, its construction was dogged by tragedy. Dorian Nantucket was site foreman during the building phase, and he commented shortly after it opened, "Good friends died out there in Nevada, and we were building that circuit not knowing whether it'd ever work! People tell me they ran out of money a year before we were done, and I can believe it 'cause I've never been paid, but when I see them racing out there now, it makes my head spin with pride."
 * 2) Mandrashee is often called ' The Elemental ', a reference to the elements of earth, air, fire and water which are represented at various points along the circuit. Built between a chain of islands, the circuit crosses volcanoes, cliffs and beaches in addition to exhilarating undersea areas. Natasha Belmondo, Xios International 's star pilot, has commented, "Ever since I was a little girl, I've been afraid of water. At Mandrashee, I almost freeze with fear as we drop beneath the ocean, then there's such a kick of adrenaline as I realise I'm in a confined space surrounded by sea that I seem to fly even better than anywhere else. It's incredible."
 * 3) As one of the Earth's few remaining ice zones, the Cubiss Float alpine region is subject to rigorous environmental protection. Vast atmospheric chilling tanks are embedded deep within the mountains and a United Nations Weather Watch station is always ready to reverse any increase in the average temperature. Run on a non-profit basis by the Swiss Committee for Peaceful Sporting Activity, the circuit is often threatened by terrorist groups and as Paul Burckhardt, Governor of Geneva, puts it, "It is unfortunate that we have to use the most powerful anti-trespass mines ever made, as they are very unstable and tend to blow up unwary goat farmers. Just one of those things I guess."
 * 4) The jungle landscape surrounding Alca Vexus gives a stunning backdrop to this much-loved circuit, a particular favourite of Wolfgang Van-Über, owner of Van-Über Racing Development. As he says, "Perhaps it is the heady aroma of lush vegetation and exotic fruits that excites me. Perhaps it is the presence of Mayan temples, or the circuit's intriguing ballet through the trees. All I know is that when I pass through the passenger terminal at the Alca Vexus International Travel Port and browse the toiletry section of the duty-free store, I feel an irresistible frisson of excitement, and I know I am close to a primitive and vital ancient culture."
 * 5) Built on some of the most polluted and toxic regions in the world, Vohl Square passes the famous chemical vats of the Swollen Cossack brewery which exude clouds of choking gas, and the ageing generators owned by Sevvek Power, which sporadically short circuit in damp weather, threatening the lives of pilots and spectators alike. Vohl Square is the favoured circuit of Omarr Khumala of Tigron Enterprises, who says, "How they worship me when I take to that stinking grey circuit! As I wipe the grime from my visor, I realise no one else loves me like they do in Moscow. What a city."
 * 6) With its fast straights and smooth bends, the inner circuit at Temtesh Bay is one of the League's simplest tracks; however, the two extensions which form the whole circuit add the fiendish curves of Beehive Rock and the confined mining tunnels recently vacated by ShellTec Extraction. Bruce Bloomer, the charismatic business tycoon who masterminded the track's construction, runs the circuit with a populist touch; "Remember folks, it's HALF PRICE before 10am, with a free lollipop for the kids and a flaggon of foaming ale for pa in 'The Convict's Welcome'. Plus, it's FREE to pensioners who buy their daily provisions from Bloomer's Bring And Buy convenience stores. Just tell 'em Bruce sent ya!"
 * 7) Based on the moon, Katmoda 12 is a spectacular achievement of F9000 racing, and Pascale Rouser of Auricom has always loved the circuit: "I was stunned the first time we went there. Imagine stepping out and seeing that small civilisation spread out before you - the famous domes, the floating city, the alien remains. And beyond it and around it, Katmoda 12 snakes across our heavenly neighbour." Unfortunately, due to the high costs of lunar travel, few spectators make the journey, and crowds are made up of government officials, businessmen on hospitality weekends and pop celebrities such as Raisin Face or Git Boyz Thr3e.

Pure Era

 * 1) Vineta K is situated at a beachside resort and marina on Makana Island. Being one of the easiest track in terms of complexity, this is a good track for beginner pilots to get accustomed to their crafts and to give the crowd a good show as the track winds around the beachfront properties, along the quays of the island, and even beneath the sea in the PlasmaShield aquatic tunnels.
 * 2) This track is the second track in the Beta League. The most evil track since Silverstream. Citta Nuova is the ultimate technical course of Wipeout Pure, and will have you tearing your hair out for days trying to race it on Phantom. Aside from an extremely tight hairpin, there are also a series of undulating chicanes that can easily throw you over the side. The track intro says it all - fly with due care and attention.
 * 3) Situated on the sloped of Mount Sebenco, Sebenco Cl​imb winds its way up the narrow and winding Austen Pass before a steep plunge into a man-made tunnel at the bottom of the circuit. Because of the overall difficulty to complete the track cleanly, it is a well-loathed track.
 * 4) The 4.4km Sol 2 circuit lies suspended a full kilometre above Makana. It's one of the fastest tracks in the games due to its high-speed straights and banked corners, but can get tricky at times, particularly with an long open-sided section. A track that demands respect from even the most skilled pilots.
 * 5) Sebenco Peak is fairly technical. There aren't many fast sections here, and like Sebenco Climb, sharp corners are very common. Learn your airbrakes for this one. This is without doubt a much-loathed track.
 * 6) Iridia is one of the fastest tracks of the Delta League, and is surprisingly wide in places. Lots of room to move also means little to hide behind, so most weapons coming your way are going to hit. Triakis and Tigron are ideal for this track, plenty of speed and you're more than likely to actually live through it. On Time Trial though, sit back and enjoy. There are a couple of sharp corners to keep your eyes open for though, but it is otherwise a very short track.
 * 7) Just over 5 kilometres long, Anulpha Pass is located in a custom-built entertainment arena on the east side of Makana Island (near the Sinucit track). It looks deceptively simple from above, but the undulations of the track surface and narrow skill-cut are enough to keep any racer on their toes.
 * 8) Koltiwa is not quite as fast as its sister Delta League courses due to some quite nasty corner work, most notably a chicane series early on and an evil hairpin near the end. Quite a fun track.
 * 9) Khara Descent is without doubt the most visually stunning circuit so far in Wipeout Pure. While it is the shortest Delta course, Khara Descent is also by far the most technical. There's only a couple of fast sections here, most of the course involves navigating tricky corners, one of which is open on one side. It is still pretty wide though, making for some violent action.

HD Era

 * 1) Moa Therma is the very definition of Mediterranean glamour, built on an exclusive island chain off the shores of Sicily. Race through the horizontal Synchro Logistics dynamo and contribute to the electricity supply for the residential rich and healthy in this 5.3 kilometre track.
 * 2) The 4.7 kilometre Metropia circuit carefully picks its way between the skyscrapers that dominate the Kyoto skyline. Although a basic track, it's still a good track to race on with its glass-bottomed track surface and the huge mag-strip drop which is Gemini's Pin.
 * 3) The 5.2 kilometre circuit careers through the classified MNT plant exposing the inner workings of this future industrial superstructure. Central to the Talon's Junction track is the dynamic spiral of Concordia Loop and the sinuous semi-transparent sections that reveal the complex architecture of this dark energy research centre.
 * 4) The natural extension of Las Vegas, The Amphiseum is a city built purely for entertainment. This immodest circuit runs for 6 clicks and contrasts the searchlights and towers of another busy night with the thrall of the masses. It never looked better.
 * 5) Cool air and water are at a premium in the science principality of solar power specialists Tech De Ra in the last refuge of the great American desert. Power through 5 clicks around the brittle canyons and ravines of this one-time hydroponic farm.

Pulse Era

 * 1) What happens when Big Brother invades the global village? Arc Prime is the answer, where fortified walls and secure network channels offer privacy at a price. Only the race escapes, a portion of its 5k length breaking the boundaries of Seattle’s interurban corridor.
 * 2) Four and a half kilometres of high-tension track coil around the art deco statements of De Konstruct, the city whose only constant is change, where the fortunate can catch a sideways glimpse of the radio waves amongst the engine flares.
 * 3) The weather machines came to Gibraltar’s Fort Gale for the research, but they stayed for the race. Hiding themselves between the residential fins, they studiously watch over the five and a half clicks of this viper’s nest of a track.
 * 4) This gunmetal grey city was fully excavated after the outbreak of Nova Scotia, leaving only the neon signs and robotic sentries to watch carefully over the crowd-avatars and magnetic twists of Basilico 's 4.2 kilometre circuit.
 * 5) The parks of Greenland were finally thawed out and preserved forever by a committee of philanthropists with utopian ambitions. This custom built 4.6 kilometre track provides a whirlwind tour through the ice-blue architecture and petrified trees of Platinum Rush.
 * 6) As the cities of the Cayman Islands expanded into the sea, Vertica was born. This tropical paradise is home to the last remaining coral reefs and is a haven for the elite and the reclusive, with strict corporate access to the stands of this 4.3k track.
 * 7) 5.1 kilometres of track are surrounded by the supercooled servers and data centres of Outpost 7. Races bring vital funds into this communications hub at the top of Finland. Marvel at the ever-encroaching ice-nine and ride the narrow memorial bridge.
 * 8) This 5 click racetrack snakes around the transit system and commercial district of the densely packed metropolis of Edgewinter - a floating island city in the Pacific currently caught in the middle of a tropical storm!
 * 9) 15 centimetres of reinforced pro-glass keep the water out of Vostok Reef's 4.9 kilometre length, while the powder-fresh spiral tunnel and docking stations highlight the continual twists and turns of this coolly detached circuit.
 * 10) Gemini Dam is the central hub of the North African trade routes, with the 4.9k track briefly dipping down into the slick purification plant, before resurfacing into the sun-baked suburbs. This Moroccan venue strikes a balance between thrills and technical racing over 5.2 kilometres of tarmacrete, angling between the support platforms and statues in the breezy late-afternoon climate.
 * 11) In the subterranean networks below Alaska, high ranking officials work in secret ambience waiting for the bomb to drop. Their only entertainment is the race, carrying its own threat level through 4.3k of permanent gloom. This is Orcus.

BallisticNG

 * 1) Serving as Barcelona's pivotal tourist attraction across the warm Spanish shoreline, Cassandra is a perfect summer getaway and a breeze for pilots new to the AGL.
 * 2) Cut from the vibrant cloth of the idyllic Italian business park of Zephyr Ridge, this quiet alpine region houses many small outlets for both business and leisure at its base.
 * 3) Two weather tampering systems have left portions of the Swiss Alps in a constant electrical storm. Surge through the discharged valleys with this newcomer to the AGL, a perfect entry track for beginner pilots.
 * 4) Glide through the chilling Greenland mountain ranges of Harpstone. A secluded communication headquarter towers above the frost, barely gripping the cliff faces that enclose it.
 * 5) Piercing through a reactor core and tunneling through an industrial jungle, Russia's newest Aciknovae power plant pushes the efficiency of power production to an unprecedented high. Such a modern marvel goes unappreciated by the droves of spectators situated along these few miles of repurposed transportation tracks.
 * 6) A large wind farm wraps itself around the Alps at the heart of Zephyr Climb. The chilly peak boasts a slowly climbing layout with an impressive view of the surrounding mountain ranges.
 * 7) Expense, destruction and conspiracy. Nova Split is the result of all three. Torn apart by military grade weaponry as its true nature unfolded, the once Nova Park of Chicago lays in ruins from artificial seismic activity. An improvement considered by many.
 * 8) When a small step doesn't cut it you leap into orbit and build entertainment instead. Perhaps the most expensive project in human history, Luna sets a remarkable milestone for human achievement and also the biggest dent in global finances to date.
 * 9) Explore a legacy along the white cliffs of Dover and pass Dover castle, held in place from centuries past to maintain Britain's geological landmark.
 * 10) Experience the true sense of anti-gravity among the citadel towers of Ishtar Citadel. Weaving through the monolithic neon spires lays chicanes suspended above the clouds hidden to the anticipated Tokyo populous below.
 * 11) Sprint through the newly founded tropical island of Arrivon, the Caribbean's latest holiday paradise quickly gaining popularity through its involvement in the AGL, Welcome to Arrivon XI.
 * 12) Rush through the busy docks of France's largest Omega Harbour, dive into the depths below and pass through a sleepless business sector clinging to the shoreline.
 * 13) Pushing the boundaries of hydroelectric power, the Utah Project shows just how useful rivers can be in a continued effort to make the future green.
 * 14) Sail over sea on the sun bleached Brazilian shoreline of Marina Rush, reflexes and fast thinking at the helm of this short but brutal end all be all of the AGL season.
 * 15) Breeze through the scorching sands of the Atlantic Ocean. Atlantica is now officially open for lower profile race events.
 * 16) Sporting an overzealous crowd and extremely short lap times, Tokyo Bowl is the first and sometimes last step to becoming a model b pilot.
 * 17) Around Omnicom's polar communications relay loops a repurposed circuit that hasn't seen racing for several years. This simple figure of eight is a perfect circuit for Model B newcomers looking to build their steering skills.
 * 18) Running under a highway of grit and smog, Shanghai's Underpass industry sector has an all new emissions beast to fuel the darkness looming overhead.
 * 19) Shanghai's Central Lujiazui Park has a new attraction on offer. The latest and greatest in their new lineup of death traps leaves the population hungry for more.
 * 20) Introducing Barracuda's Model C league, this pleasant Pocono Circuit running through the Pocono Mountains offers a great entry point for pilots looking to start drifting.
 * 21) Slide through the meandering corners out back of Bristol's Temple Meads transit station, the UKs Meads Pass to open a hyper rail.
 * 22) Arrivon returns for the Model C league, this time crossing the jungle's biggest river with a triple waterfall. Welcome to Arrivon Falls.
 * 23) Slide around Protonic's home city of Daejeon with the Model C League's final circuit, Pacheon features lots of verticality and some technical sections that demand a pilots best performance.
 * 24) Dive deep into Hydrome Bed, this warm aquatic expert circuit shows an exciting first to what the secluded Maceno Island has to offer the AGL.
 * 25) Sitting at the peak of Arrivons volcano is the AGLs most unsafe track yet. Officials have yet to decide if the layout or environment is the most hazardous, Welcome to Arrivon Peak.
 * 26) What started as a mission to mine and analyse the rock of Europa turned into a brand new investment to the AGL and the perfect opportunity for G-Tek to unveil their next generation AG engine units.
 * 27) Fully realized from its originally scrapped blueprints, Yala Outpost is a short and easy layout weaving through the mountains of Tibet makes for an excellent practice track.
 * 28) Finally open for races, Utah Dam features a giant vertical drop leading into a technical circuit running through some of its water flow chambers.
 * 29) Return to Nova Park before it was torn to pieces with the official AGL virtual environment. While sharing many similarities with its real life counterpart, this simulated version of the circuit has a continuous surface as it was originally designed.
 * 30) Serpent straights and sharp drops lay through the virtual highrises of days end. Unlikely to see reality, Vespera Heights makes promises of living amongst the clouds with its concept of a floating metropolis.

Neon Nights Era

 * 1) Vega City’s Central Park blurs the line between city park and entertainment district, featuring carefully manicured forests and walking paths interspersed by large buildings. Thanks to its vibrant nightlife and unique combination of natural and man-made scenery, the park is Vega City’s most famous feature.
 * 2) Blueprints of an old AGL circuit were discovered and fully realized in this intermediate track weaving through dense buildings and passing Vega City's 5km highway, the design for the current iteration of Route 05 actually originates from the sport's infancy, when the AGL originally reached out to the Vega City with a proposal to build a venue in the upscale commercial district along Vega Highway 05.
 * 3) Storm through Vega City's developing industry sector on this intermediate Thunderhead course covered by the pollution of nearby factories. Pitting the simple beauty of nature against a drab backdrop of smoke stacks and office towers, this unique factory complex near Vega City’s downtown attempts to blend the manicured foliage of Vega Square into an industrial environment in order to make it less pollutive and more aesthetically pleasing.
 * 4) Flow through Vega City's central storm drain on this white knuckle circuit that promises to strain your sense of orientation. Built to handle water collection, filtration, and distribution for the entire city, the massive Vega City Municipal Water Handling Complex directly under Downtown is an underground maze of pipes, storage tanks, pumping stations and filtration facilities spanning more than 5 square kilometers. When the general design parameters for the Basin circuit were proposed, the idea was repeatedly shot down by the Vega City’s officials, who believed that having a racetrack pass through the Complex would be too costly and risk disrupting its functionality.
 * 5) Transit through the redundant lines of Vega City's metro system with this hybrid circuit still under heavy construction. Dating back to the mid-21st century, Vega City’s once-extensive subway system has gradually become redundant due to recent advances in transportation technology. However, interest in the subway was rekindled when a large swathe of the unused network was purchased by the AGL during the construction of Route 05.

Outer Reaches Era

 * 1) The plans to make mars habitable are well underway with the Martian habitat project on Caldera. This giant biodome offers a breathable living space and sets the standard for the first generation of extra-terrestrial colonization.
 * 2) Take to the skies and fly and fly around the chilling climate monitoring station of the mysterious Planet 9. Smooth glides and vertigo await you in this low gravity thrill ride.
 * 3) With the lowest gravity of the Outer Reaches planetary courses, prepare for vertigo as you drop down to Haze and climb up the mountainous landscape of Titan.
 * 4) Building on the foundation of a previously banned weapon, Helios Descent showcases the return of teleportation technology in this looping point to point circuit descending down the Helios Solar Farm.
 * 5) Zero gravity and half pipes await you in the Mars transportation hub of Port Ares, the second open space circuit seen in the AGL and the first real test of G-Teks new generation of AG technology capabilities.
 * 6) Fly around asteroid debris in the Kuiper Overturn with this completely zero gravity circuit, built for pilots with strong stomachs and a lust for something a bit crazy.

Maceno Island Era

 * 1) The tropical season starts here with Maceno’s introduction track, snaking through the islands biggest tourist destination of Maceno Bay and dropping pilots down into the sea bed below.
 * 2) Dive deep into Therma Fumos, Maceno's white smoker mineral mining operation. This season’s second course lays on a familiar bed to those acquainted with previous AGL events.
 * 3) Catch some rays on the streets of Maceno's sun-drenched business sector, purple lit track carving through the spiral towers of tomorrow. This, is Maceno Interchange.
 * 4) Race through the jungle of Maceno and glide off the islands largest waterfall with this white knuckle circuit. The AGL’s tour of Freyr Falls takes notes from the up-and-coming AG-Bike racing league, incorporating multiple offroad sections and a watersplash, both features never before seen in the AGL.
 * 5) Dark thrills await you in the mountain. Fly through the caverns of Maceno Islands dormant volcano and peak a look at the islands vast jungle landscape. The short outdoor section utilizes a unique permanent energy bridge to allow you to see through the track floor and into the jungle below, giving Alto Overseer the best view of any of the Maceno tracks.
 * 6) Newly formed by artificial volcanism and unmarred by erosion, Maceno Peak looms over the Pacific as the highest point on any island on Earth. Perched nearly five kilometers above the sea, this epic high-altitude route is a stark contrast from the tracks that precede it, traversing the steep slopes at the mountain's summit and giving a good view of the frozen caldera that once birthed the island itself.

BallisticNG XGL Expansion

 * 1) A city track with several right angled turns, this gloomy and challenging Abyssus track has several sharp hairpins that demand a good line and hard braking, including a unique 360 degree drop turn.
 * 2) The Altima XIV that started it all, the first track of the first WipEout game. This version is not a port, but a remake with a layout more suited to Zen speeds and much improved scenery, set around a mountain lake.
 * 3) Antelao is wide and easy, but contains several corner combinations where pilots can shave off time. This makes it ideal for competitive multiplayer events with players who may or may not know the course layout.
 * 4) Set around a solarpunk power plant near Alexandria, Atan-Ra features several banked turns, mag-lock and a short offroad section. It supports high speed racing such as hyperspeed and drag mode, as well as eliminator events.
 * 5) A challenging short track in a volcanic caldera, Batur Crater is set around the lava lake of Mount Batur. It may be relatively short, but it is relentless and features some nasty chicanes to challenge even advanced pilots.
 * 6) A major update to one of Enai's first tracks, Cairodrome. The layout and scenery have been rebuilt from scratch, adding more offroad sections while removing annoying obstacles, This, is Cairodrome II.
 * 7) Cassini Dome is set on the moon, this track is not very long, but offers a variety of corners, while floorhugger keeps you down and in the action.
 * 8) Located in the Canadian Rockies, Cerridan VI is a realistic, "legit" styled track that could be an actual XGL racecourse. It is wide, highly competitive and suitable for new players but challenging enough for veterans.
 * 9) Set among the eternal flames of the Yanartas gas field in Turkey, Desolata is a long track with three offroad sections, a narrow bridge, hazardous fire and a sandstorm that limits long distance vision.

RedOut

 * 1) Neo Calima was inhabited by humans since Ancient Egyptian times, with nearby sites having ancient pyramids and statues. It stopped being inhabited around the time of the Exodus Project, the middle Anthropocene. During the climate collapse, Water World War, New Renaissance and Exodus Project, Old Cairo became on of Earth's largest cities.
 * 2) Path of Wonder was located on Fuji was once known as Japan, before the exodus. After the Rebirth, the island became of the first regions of Earth to slowly restore its climate, and was subsequently re-colonised by humans. Thanks to the ASERA (originally co-founded by a Japanese engineering company) return from Mars to Earth, SRRL race tracks were completed a few years prior to 2589.

DLC

 * 1) Chenghou Project is Makana's Chinatown, located in the heart of Vineta's financial district. This is quite a technical track and not for the faint of heart. Peculiarities on this track include the Hello Lucki Bank hairpin, a inverse-cambered spiral and culminates in a long jump into the tunnelled entry into the final chicane.

Season 1

 * 1) By 2589, Neumann's Outpost at the Genesis colony has become a sprawling dome-metropolis known as Genesis Lunar City, and is considered one of the worst places to live in the solar system. There are visible scars from the many wars fought here. It still remains the largest exo-city of humanity. The SRRL maintains several race tracks that run through the city and around the dome.
 * 2) Nobody knows exactly what happened at IRIS ORIGIN station during the race of Cassini, one of the bases along the IRIS star route f or Mars. The last known message from the ORIGIN was "unknown object approaching," and some say the ESA sealed off all other records. The rescue teams found only floating rubble and this new, tiny black hole. The black hole was contained and stabilized by the ESA using a continuous influx of garbage. it's now basically a dumpster. With adequate antimatter equipment it can also be an Exo-System portal.

Starting Base Roster

 * 1) Ami Nakajima (FEISAR)
 * 2) John Dekka (AG-Systems)
 * 3) Arial Tetsuo (Auricom)
 * 4) Stefan Geist (Qirex)
 * 5) Myima Tsarong (Piranha)
 * 6) Tomoya Yamada (G-Tek)
 * 7) Arwel Jones (Wyvern)
 * 8) Timo Nikkola (Hyperion)
 * 9) Giovanni Rizzo (Scorpio)
 * 10) Kenta Iwazaki (Nexus)
 * 11) Ami Ikeyama (Tenrai)
 * 12) Renato Cardoso (Caliburn)
 * 13) Manu Kanaloa (MAKO)
 * 14) John Carving (Aster)
 * 15) Captain Falcon (Blue Falcon)
 * 16) Billy (Mad Wolf)
 * 17) Draq (Mighty Typhoon)
 * 18) Bio Rex (Big Fang)
 * 19) PJ (Groovy Taxi)
 * 20) Renée Cadieux (Assegai)
 * 21) Jonathan Lidgren (Goteki 45)
 * 22) Hilda Brandt (Icaras)
 * 23) Songen Grey (Van-Uber)
 * 24) Sveta Kirovski (Tigron)
 * 25) Alex Reece (EG-R)
 * 26) Natasha Belmondo (Xios)
 * 27) Guan Wei Chen (Harimau)
 * 28) Gavino Cavalcante (Triakis)
 * 29) Nyarai Khumala (Mirage)
 * 30) Brian Turner (EG-X)
 * 31) Heldi Toledo (Rinumau)
 * 32) Terry "Rivets" Toledo (Scrapjacks)
 * 33) Victoria Addison (MTech)
 * 34) Michael Vernon (VERT)
 * 35) Elon Musk (Tesla)
 * 36) Masujiro Hashimoto (Nissan)
 * 37) Louis Renault (Renault)
 * 38) Rudolf Dassler (PUMA)
 * 39) John Stith Pemberton (Coca-Cola)
 * 40) Caleb Bradham (Pepsi)
 * 41) Jon Burgerman (Turboweevel)
 * 42) Mark James (Cardracer)
 * 43) Neil McFarland (Haironaut)
 * 44) Scien (Klor)
 * 45) Daxter (Daxtinator)
 * 46) Jak (Havenzoomer)
 * 47) Lena Grünfeld (Katzbalger)
 * 48) Forest (Aporyon)
 * 49) Samantha Robinson (X-Cell)
 * 50) Kat Sinclair (Thunderbird)
 * 51) Jones Richard (AEC)
 * 52) Nolo Pasaro (Teku)
 * 53) Banjee Castillo (Silencerz)
 * 54) Tork Maddox (Metal Maniacs)
 * 55) Taro Kitano (Scorchers)
 * 56) Neo Cooper (Orbitronix)
 * 57) Leo Cooper (Lance Systems)
 * 58) Veo Cooper (Protonic)
 * 59) Yeo Cooper (Barracuda)

Base Unlockables

 * 1) Sephiroth (Abarth)
 * 2) Xenmas (Geely Auto)
 * 3) Asura
 * 4) Gilgamesh
 * 5) Lord Dominator
 * 6) Maleficent (Disney)
 * 7) Syndrome
 * 8) Wade Wilson/Deadpool (MARVEL)
 * 9) Bruce Wayne/Batman Who Laughs (DC Comics)
 * 10) Snake Eyes
 * 11) Shang Tsung
 * 12) John/Homelander (Datsun)
 * 13) Nolan Grayson/Omni-Man (Amazon)
 * 14) Rugal Bernstein (Hyundai)
 * 15) Akuma (Kia)
 * 16) Eternal Champion/Dark Champion (Acura)
 * 17) Dominic Toretto (Dodge)

Season 1

 * 1) Ruby Rose (Team RWBY) Unlock Challenge: Survive at least 25 zones in Mallavol
 * 2) Weiss Schnee (Team RWBY) Unlock Challenge: Survive at least 30 zones in Syncopia
 * 3) Blake Belladonna (Team RWBY) Unlock Challenge: Survive at least 45 zones in Track09
 * 4) Yang Xiao Long (Team RWBY) Unlock Challenge: Survive at least 50 zones in 2097 Prototype
 * 5) Hanzo Hasashi/Scorpion (Shirah Ryu) Unlock Challenge: As Kia, Don't get eliminated in Zephyr Ridge on 3 Laps
 * 6) Kuai Liang/Sub-Zero (Lin Kuei) Unlock Challenge: As Hyundai, Destroy 8 Tigron ships using Plasma Bolt

Season 2

 * 1) Sonic The Hedgehog (Team Sonic)
 * 2) Tails 'Miles' Prowler (Team Sonic)
 * 3) Knuckles The Echidna (Team Sonic)
 * 4) Shadow The Hedgehog (Team Dark)
 * 5) Zavok (Team Eggman)
 * 6) Dr. Eggman (Team Eggman)

Racer Pass #1

 * 1) Barbie (Ferrari)
 * 2) Christian von Koenigsegg (Koenigsegg)
 * 3) Jean Bugatti (Bugatti Rimac)
 * 4) Jonathan Irons (Atlas Corporation)
 * 5) Rainbow Dash (Rainbow F.A.S.T)

ElaTra DLC

 * 1) Aarav (SG.X)
 * 2) Abra (Pulsar)
 * 3) Alvaro (1+1)
 * 4) Amzi (Origami)
 * 5) Anouk (Necra)

Hitting the Opponent

 * Sonic The Hedgehog

Bam, Shadow!

Eat Wisp, Zavok!

Nailed ya, Knuckles!

One to the mustache, Eggman!

Tagged ya, Tails!


 * Tails 'Miles' Prowler

Just what the doctor ordered, Doctor!

Nothing personal, Knuckles!

Sorry, Sonic, but I'm in it to win it!

Who's your daddy, Shadow?

Getting Hit by an Opponent

 * Sonic The Hedgehog

Cheap shot, Eggman!

It'll take more than that, Shadow!

Tails! I thought we were besties!

Zavok! Was that necessary?


 * Tails 'Miles' Prowler

Bad sport, Zavok!

Cheap shot, Sonic!


 * Knuckles The Echidna

Don't mess with me, Tails!

Watch it, Sonic!

You're taking it too far, Sonic!


 * Shadow The Hedgehog

I won't forget this, Sonic.

That stung, Tails.
 * Zavok

Lucky hit, Tails!

Ow! Knuckles, you annoying Echidna!

You'll pay dearly for that, Sonic!


 * Dr. Eggman

Did I ever do to you, Sonic?

Whoa, you've got an arm, Tails!

Team Lore

 * WipE'out" Series


 * 1) Federal European Industrial Science and Research, commonly known as FEISAR was establishment in 2036, the Federal European Industrial Science and Research had a predecessor in the form of the Foundation for European Anti-Gravity Research (founded in 2017), member of the World Anti-Gravity Congress. In November 2024, the World Technology Symposium rescinded its support of the Congress. As a result, the European Federation ceased its funding of the Foundation, which was later reinstated as an independent research institute once the Congress eventually disbanded.
 * 2) Anti-Gravity Systems, otherwise known as AG Systems International, also referred to as AG-S or AG-SYS was founded in the early 21st century and was a member of the World Anti-Gravity Research Congress. The Foundation became the leader in anti-gravity research when Pierre Belmondo emerged as its Director in 2024. But later that year, influenced by profit-driven governments, the Congress was shut down, and anti-gravity technology was then deemed "inefficient" and "never...cost-effective". Nonetheless, Belmondo pushed on with anti-gravity research in secret. He proved the whole world that anti-gravity transport was possible as he accomplished the first flight in an AG craft in 2035.
 * 3) Auricom Research Industries was founded in 2046 by Delia Flaubert, who previously worked for AG Systems before she was dismissed along with Holst McQueen, then-director of Qirex. A fervent follower of Pierre Belmondo's philosophy of the development of AG technology for the good of mankind, Flaubert believed that the technology should be used to enforce a fair and friendly competition so that the ultimate winners are the people of the Earth.
 * 4) Qirex Research and Development, formerly known as Qirex Industries, also referred to as Qirex-RD was founded in the early 21st century and initially focused on the Russian domestic market. In 2045, AG Systems employee Holst McQueen was dismissed from the company as a result of a communication breakdown with fellow employee Delia Flaubert. McQueen went to Russia and started an AG racing team with Qirex. Flaubert responded by forming Auricom one year later.
 * 5) Piranha Advancements, formerly known as Pir-hana, stylized as Piranha.A was formed in 2044 as a result of a merger between two smaller Brazilian companies, Pir and Hana. Despite the subtle and mysterious appearance of the team, they had played an important role in the history of Anti-Gravity Racing by establishing both the Anti-Gravity Federation and the Anti-Gravity Racing Championship. Mysteriously, Pir-hana pulled out of AG racing entirely before the F3600 League was announced in 2050. They were bought out by an unknown Chinese consortium. From then, they produced airbrakes for AG Systems and Auricom craft before returning to craft development in 2060 under the new name of Piranha Advancements.
 * 6) Assegai Developments was formed in 2113 following an invitation from the F5000 Anti-Gravity Racing Commission to the United African Nations (a union of African nations based in South Africa). This was in response to the strong performance of African pilots in the past, as well as an attempt by the Commission to make AG racing a truly international competition. For this reason, Assegai opted to hire only African pilots for their anti-gravity racing program.
 * 7) Goteki 45 was founded in 2095 and entered competition in the F7200 League. The original Goteki team were one of, if not, the most violent teams to have ever competed, with their craft having far stronger shields at the expense of outright speed. Furthermore, the pilots the team hired seemed to favour violence over actual racing. Because of all of this, it was suspected that Goteki 45 had been founded to undermine anti-gravity racing, for if this was true, it could backfire dramatically.
 * 8) Icaras was established in 2109 as a pet project after claiming he was able to build an AG racing team from scratch within seven months. Later on, he registered Icaras to the Race Commission to compete in the F7200 League. It seemed that the reason Burns wanted to do such a thing was mainly due to the large contributions from various businesses around the world willing to take part in the project.
 * 9) Van-Über Racing Developments was founded on 2143 by Wolfgang Van-Über the four-time world champion. The Van-Über team turned out to be very popular thanks to their two pilots, Songen Grey and Nami Mishima, with the latter compared to AG racing legend Arial Tetsuo, mainly because of her hairstyle. Later however, Grey retired, and Mishima was subsequently tipped to take over the main pilot spot. From then and on, her craft had been constantly sabotaged throughout the league.
 * 10) Tigron Enterprises (pronounced Tee-gron) was a conglomerate formed by the same criminals running the country at the time. After buying out the failing Qirex company in 2149, Tigron would enter the competition in the following season using Qirex technologies, but also bringing their own craft designs and aggressive tactics to the fore.
 * 11) EG-R Technologies formed on 2155 by an unknown founder, although this remains subject of clarification for now. In the two years of entry into AG racing, the F9000 International Federation of Anti-Gravity Racing had made numerous missions to acquire the basic information of the team to no avail, and threatened to suspend the team if they did not comply with the Commission, only to be responded with the 'destructive power' which could 'conjure up at will'. Until the anomaly appeared to their facility, EG-R was pulled by The Entity & they have to race against the odds with Xios International.
 * 12) Xios International was founded in 2137 as a weapons development firm. Unsurprisingly, Xios boasted one of the most powerful weaponries in the F9000 League. Despite this, Xios had possibly been a lower team for their first few years until Natasha Belmondo, the great-great-granddaughter of AG pioneer Pierre Belmondo, moved to the team after being bought from Auricom. Since then, everyone mocked Auricom, with Xios saying that when one of Belmondo's descendants had abandoned them, they were clutching at straws. This obviously angered the American team. The Entity pulled Xios International before the merger with EG-R, Xios & EG-R found their future self, EG-X.
 * 13) Harimau International was founded in 2177 in Malaysia, the Harimau International organization is a humanitarian foundation established to aid the recovery of Asian regions during the great depression of the 2170s. Expanding out with the borders of its home country in the early 2180s, the organization began its worldwide programme, and contributed to many urban regeneration projects around the world during that decade.
 * 14) Triakis Industries was formed in 2132 as a result of a merger of three smaller arms companies: Advanced Targeting Systems Ltd., Kramer Ordnance, and Incendiary Projectile Supplies Inc. Because of such diversity, the potential to create an AG racing team wasn't far from the minds of the company directors. However, that wasn't possible during the early years of the Triakis company.
 * 15) EG-X Technologies was formed in 2172 as a result of the merger of two F9000 League teams EG-R and Xios, EG-X Technologies appears to be a strange blend of man and machinery. Otherwise, they have always been so enigmatic. Despite never participating in the FX300 League, EG-X entered the FX350 League as something of an unknown quantity. They showed such an excellent performance in the league and put a shame to the opposition with their sleek craft that not many people had ever known. This proved that the team were more than ready to compete in AG racing. As such, it was obvious that they were very willing to take an early shot in the next competition.
 * 16) Mirage Racing was formed in 2202 by the wealthy sand baron Sheikh Mani Zayed. The team would utilize the Mantis chassis developed in MAGEC Development Centre outside Dubai. The Mantis craft was undoubtedly the most balanced one of the time, with such outstanding balance in both power and agility. Everyone in the development centre claimed that this craft would become the one to make the difference in races. By recruiting pilots who had graduated from the MAGEC Academy, the Mirage team would like to see their performance as they came late in the FX400 League.




 * BallisticNG






 * BallisticNG XGL Expansion
 * 1) Aiwass - After its first racing AI was disqualified for turning around and eliminating all other ships in the race, the World University opted to outsource the job of guiding the evolution of its next AI to the internet. The fact that it started calling itself Forkship McHitlerface is the least of its issues.
 * 2) Asuja - Venetian luxury shipbuilder Asuja aims to join the XGL. Sharing a frame with the Mantax-5 hoverboat, this ship offers all-round performance and offshore grade shielding. However, its wide fins can pose a surprising challenge on tight tracks.
 * 3) Auroch - The racing version of the Columbiad G-250. Designed by American truck manufacturer Auroch, the Columbiad heavy duty crew cab pickup truck is advertised as being "Detroit tough and Daytona fast". Unfortunately, its handling belongs on the Bonneville salt flats.
 * 4) Blitzen - This featherweight omits the heavy reactor and remass of other racing craft, relying on solid state batteries to power its mag-lev and ion engine. The Z-5 is the most agile ship on the grid, but the ion engine cannot perform a boost start and there is little power to spare for the shield generator.
 * 5) Bonkor - The XGL took this South African racing team out of Soweto, but could not take Soweto out of the team. Cobbled together from junkyard parts and armor plating, the Tremor is the lowest budget contender in the league. Its ride height provides some protection from bottoming out.
 * 6) Buran - The Harmata from Belarusian team Buran demonstrates what Slavic anti-gravity rallying looks like. No hover height stabilizer. No automatic track alignment. Just two Havoc landskimmer engines, a control stick and the truth.
 * 7) Cliffhawk - First Nations offroad racing team Cliffhawk built a road version of its successful Cliffjumper-X, featuring a powerful AG generator for some extra bounce on rough terrain, trail rated shields and a lightweight frame. Top speed, however, is not a priority off the beaten path.
 * 8) D.Mtr - When the evil AI "Nyx" corrupted "Panthea" and took over R-Temis, a couple of engineers were working late with their implants turned off and escaped her siren song. To counteract the memetic virus, they formed team D.Mtr to continue to spread their message of peace and harmony.
 * 9) Drakkar - Hovering just inches above the ground, the Nordland's two massive turbofans create a vacuum underneath its side skirts, greatly improving grip. The restricted airflow reduces performance at low engine power, but this Norwegian garage team considers the handling benefits more than worth it.
 * 10) Hongshan - A Chinese motto says "May you live in interesting times." The Hongshan LM-3 may have interesting handling dynamics and shield strength, but it also has interesting amounts of firepower and very interesting acceleration, making it an interesting presence on the track for the other teams.
 * 11) Jinx - Built in a British garage by the Middleton twins, the Jinx Gremlin is not the fastest or most technologically advanced ship on the grid, but it features its designers' secret sauce: magnetic airbrakes for an incredibly sharp turning radius.
 * 12) Kharon - As drone trucks took over the easy routes, only the toughest remained in business. Built in Siberia, the rally edition of the Kharon Bearcat features gravity anchors to supplement its airbrakes and slow-burning engines to maximize torque. It may be slow, but it doesn't stop for anything, or anyone.
 * 13) Ki-Tai - Succeeding the legendary Obake was never going to be easy, but the hard-edged Akuma may just have done it. Ki-Tai's latest cowled bike features even more aggressive handling and two screaming turbines that generate enough G-forces to send yourself to the memory bank in 0.46 seconds flat.
 * 14) Mentek - Only class-10 psions can pilot this ship, designed by Mentek for the XGL to showcase their psionic augments. Lacking control surfaces, it is steered by the pilot's willpower, giving it inertialess handling at the cost of strict weight and thrust limits.
 * 15) Moira - Cybernetics chaebol Moira Corporation does not play fair. The Black Widow is slow but very agile and hides a short ranged disruptor that triggers an emergency shutdown in ships directly in front of it, bringing them to an immediate jarring stop.
 * 16) Mother Trucker - This team of hot-rodders found a missing zero in the performance specs of the ATEN-1 battleship engine that made it technically race legal. It may be big and heavy, but the upgraded Thunderhead truck chassis knows how to handle a load and when it gets going, it really gets going.
 * 17) Namaka - Just when you thought it was safe, Hawaiian team Namaka releases the Kailua-5. Its advanced thrust vectoring technology allows the ship to pitch up or down more effectively and glide longer than even its predecessor, albeit at the cost of engine size and power.
 * 18) Nobuo - Born on the ovals, the Nobuo Talladega 's unique asymmetric design adapted well to road racing. Active aero keeps it firmly at ground level, though pilots may find left hand turns slightly easier. As its founder Saikin Tetsuo famously said, "Winning is easy. Winning with grace is hard."
 * 19) Nyx - When the benevolent AI entity "Panthea" leading R-Temis was corrupted by her evil twin "Nyx", the team changed accordingly. The Nykthos is much more aggressive than its pacifist predecessor, very stable and almost as fast, but still suffers from weak airbrake response.
 * 20) Ovum - Ovum, the "urban mobility disruptor for a connected crowdspace", is more commonly associated with corporate arrogance than with racing, until hacker collective Rowhammer took control of some of its autonomous O:black limousines and disabled the safety limiters.
 * 21) Papillon - Developed in France as an aerobatics stunt ship and featuring a very compact design for maximum agility, the Papillon Skydancer is light enough to glide almost indefinitely, making it easy to clear mines and other obstacles, and can easily take to the sky as well.
 * 22) Phoebus - Designed by Phoebus Customs for a private entrant into the XGL, this chariot's two enormously powerful engines propel it to untold speeds. They do take a while to spool up before they deliver full power, and its graceful bodywork is particularly fragile.
 * 23) Sakrataal - To become a good scientist, one must ask questions. Questions such as "Instead of building a ship, would it be possible to grow one in a bio-vat?" or "How much blood would this take?" or "What country has no police?". In its pursuit of knowledge, Sakrataal Biotech asks them all.
 * 24) Samhaara - Balinese team Samhaara follows up on the moderately successful Trishula with the intimidating K4L-2 Vishuddha. Sharp edged like a Thuggee dagger, its tail heavy design gives it excellent stability.
 * 25) Silverbolt - Stuntman Craig "Fireball" Noble 's Silverbolt shattered the land speed record on the salt flats in 2157, propelled by three solid fuel rockets. Once ignited, the rockets continue to burn until either the fuel or the pilot's luck runs out.
 * 26) Simhaya - What would you do if you had a tank? Developed by Sri Lankan mil-tech company Simhaya as an armored scout vehicle, the Claw Fist may not be ahead of the pack in terms of speed and especially handling, but it is stable, very tough and its weapons pack a devastating punch.
 * 27) Viskor - Big brains, big engines, big wins: Pakistani steel mogul Prajes Viskor 's battle plan is very simple. The Hellion's tri-forged thermocarbon turbines can withstand launch stresses that would melt other engines, giving it excellent acceleration and the best Turbo on the grid.
 * 28) Zjawa - "If it's ugly but it wins races, it's not ugly." The words of Zjawa 's Director of Competition Bialas Nowak failed to move the needle on the sales of their (ugly) road cars, but they were not wrong: the ramjet powered XGL Orkan R-68 is ugly, and it wins races.

WipE'out"

 * FEISAR


 * 1) LS-5600 Mk.IV - Needless to say, this craft is suited to absolute beginners. However, it is stressed that if you are familiar with the Wipeout series or any other racing game, you would perform better with another craft like the AG Systems 3240ii SRX, since the LS-5600 is really slow in comparison (and the slowest in the game). Even to test out the more technical tracks, you will be caught off guard by the LS-5600 's low speed but superior handling abilities and acceleration. Also, the craft is the lightest in the game, making it the weakest against weapon impact.
 * 2) F5000 - The FEISAR F5000 craft is very agile, with a high thrust output and relatively strong shields. Most of the time you will be able to navigate a course without even touching the airbrakes, and as a result it is an excellent craft to learn in as the airbrakes take time to master. However, since it is biased towards high maneuvrability and ease of use, it is the slowest craft in the game and will often struggle to keep up with the other teams over the course of a race, especially in the higher speed classes.
 * 3) F7200 - The FEISAR F7200 craft is very agile and is very quick to get off the mark, having the strongest thrust of all of them. This is ideal for beginners, as the high handling will let you get used to the tracks without having to use the airbrakes straight away, and if you do hit the wall, you'll be up and running again very quickly. It also has among the strongest shields, equal to Goteki 45, allowing you to take a lot of punishment. The huge tradeoff for this, however, is that it has extremely low top speed!
 * 4) LS-59 - As with all FEISAR craft, the LS-59 exhibits superb handling and great shields. However, it has a higher speed stat compared to its predecessors (and any other team craft in the series), which could be beneficial to new pilots (as well as helping it stay competitive later on). As such, this is one of the highly recommended craft in the beginner leagues of the game. However, this extra speed comes at the cost of thrust and weapon power. The LS-59 has the lowest weapons multiplier out of the three starter teams, and its thrust is only marginally better than the G-Tech REVVER series. The thrust will not be a problem for you if you are good enough to avoid any contact with weapons or walls.
 * 5) FX300 - Amazing handling and great thrust, coupled with decent shielding make it ideal to learn the ropes of AG racing, and also make it a good choice for technical circuits that are more likely to get violent. As a result, its speed leaves a lot to be desired, being the slowest of them all. Don't expect to win many races on Sol 2 or Vineta K if you're up against anything a lot faster.
 * 6) FX350/400 - For most of the time, FEISAR have always excelled in handling, and their FX350/400 craft is no exception. It is an excellent craft to learn in, as even at high speeds, airbraking is minimal and this will allow you to slowly get used to it rather than jump in the deep end. Coupled with its decent thrust and shield, it's absolutely made for the technical circuits. Its major downside, however, is that it is the slowest craft of them all, as there is little room for the top speed department, which the FEISAR craft always lack. This may not be particularly troublesome on the technical circuits, but it will become more of a handful to hold the lead in the open circuits.
 * 7) Speed Class - With sublime handling, this ship is ideal for anyone just starting out in the high-velocity world of Anti-Gravity Racing. While not the fastest ship on the grid, you'll soon catch the competition through the corners. A consummate all-rounder, the FEISAR Speed won't let you down!
 * 8) Fighter Class - The FEISAR Fighter maintains the all-rounder vibe indicative of the team, but with an added punch. This heavy weapons variant is likely to give your opponents a nasty surprise to slow them down on the straights.
 * 9) Agility Class - Already known for its superb handling, the Agility variant sacrifices a little top end speed for extra maneuverability. Hyper-dynamic airbrakes make this ship ideal for the more technical circuits.
 * 10) Prototype Class - Experimenting with a fuel system which charges from speed pads, this FEISAR has a variable top speed. While starting off at a slower speed than the rest of the pack, the engine receives a charge from speed pads, providing a more permanent speed increase, exceeding the stated speed class of any race. Exactly what will happen at maximum velocity is still unknown at this stage. This charge system will reset on new laps and after heavy collisions.


 * AG-Systems


 * 1) 3240ii SRX - The 3240ii SRX has a balanced top speed and mass, good handling and a very high thrust. This balance makes it an ideal tournament craft, as it is equally suited to all track environments.
 * 2) F5000 - The AG Systems F5000 craft is very agile, with the strongest thrusters of any craft and a speed far superior to that of the FEISAR. While it may be a good stepping stone for those who prefer the smooth handling of a lighter craft, the shield strength is very poor, meaning the craft will be unable to take a lot of punishment necessary to last through some of the longer races.
 * 3) F7200 - The AG Systems F7200 craft is a much faster incarnation than its predecessors, able to match the Qirex for top speed and better it for handling. However, like its previous incarnation, its shields are thin and a lot of wall scraping will cripple it. Besides, its thrust is not quite up to its usual standard compared to its predecessors and successors.
 * 4) FX300 - This FX300 craft places strong emphasis on both handling and thrust, making it unbeatable through tough corners. Able to turn on a dime and accelerate away before the other craft have even passed it, it is the master of the technical circuit. Unfortunately, it's not very fast when it comes to straight sections, and all that advantage gained in corners is soon lost again on the straights. It also has weak shielding, making it vulnerable to unguided weapons on straights as well. Not a craft to make a mistake in.
 * 5) FX350/400 - AG Systems have gone down a similar route to that of FEISAR, favouring agility to raw power. This craft is lacking in the top speed department, and does not handle as well as FEISAR, but it has more powerful thrusters. Getting through corners may be slightly more taxing, but you'll have the advantage getting out of them. You'll also find them being among the first craft off the line, giving a good early race advantage. And unlike its predecessor, the shields are quite good, allowing it to endure the longer and more violent races.
 * 6) Speed Class - This ship manages to maintain the agility for which AG Systems are famous, while giving extra attention to top end speed.
 * 7) Fighter Class - Combining super sharp handling with a heavy weapon loadout allows the pilot to zip effortlessly through the pack, picking off competitors one-by-one.
 * 8) Agility Class - The pinnacle of AG Systems Agility technology provides awe-inspiring handling that is far ahead of the competition, with speed where it counts.
 * 9) Prototype Class - Channeling engine power from standard thrust into the airbrakes has created a machine that can spin faster than it can accelerate. Benefiting from Double Barrel Rolls, Extended Sideshifts, and being able to ' Combat Spin ' in Races, makes this ship extremely unpredictable for the competition. No telling what the extreme changes in direction will do to the pilot, but rumor is that team AG Systems got through a large number of test pilots for this prototype.


 * Auricom


 * 1) A.R. 2700 Model B - Auricom sports the heaviest craft in the F3600 League in the shape of the A.R. 2700 Model B, supported by a good top speed. Thrust and handling capabilities are balanced. These craft are more suited to open tracks, but their mass also makes them very resistant to weapon impact. A good choice on long tracks which could see a lot of weapons flying about.
 * 2) F5000 - The Auricom F5000 craft is average in every way. Faster than AG Systems, the Auricom is slightly heavier and has stronger shields, though not quite up to FEISAR standard. This craft is a good step up from AG Systems, but still handles well enough to be a very useful craft in the faster speed classes. Its shields are still a little on the low side though.
 * 3) F7200 - The Auricom F7200 craft has average written all over it. It is a good step up from the two slower craft, but its shields are slightly weaker so you will need to be a little more conservative with regards to combat. It can still hold its own though, and it is a great bridge into the heavier craft.
 * 4) T-808 - Now as they believe themselves to be the only defenders of Pierre Belmondo 's vision, the American team have produced a significantly heavier craft, intending to "rip apart anyone who betrayed Belmondo's ideals". This weight comes from the increased shielding and one of the most powerful weapons systems on the circuit, whilst maintaining the speed and handling of its predecessor. But with these changes, along with its reduced acceleration, it may seem to be the next logical step to take after racing with the G-Tech REVVER. In fact, Pascale Rouser 's modifying limits are the same as that of Roberto Sergio 's. So, a fairly mid-range craft.
 * 5) FX300 - The first thing you'll notice about this craft is its high speed rating, this'll be your first encounter with the real speed demons. Despite seeming low, it is the best handling of the heavyweights, and as such makes a good bridge into the class. However, don't take this for granted. Despite having the same handling rating as, say, that of Qirex, it will not be quite as good down to the fact that you'll be going faster and will have to learn to account for this. Also, low thrust is characteristic of the heavyweights, so you'll need to be good with the airbrakes through corners to keep your speed up. Tough shields will keep you alive through the thickest fighting, just try not to wall scrape too much.
 * 6) FX350/400 - Auricom have been reinvigorated with a new All-American outlook and a ship to match, with superb top speed and shield let down only a little by basic control.
 * 7) Speed Class - Despite its weight and bulk, the Auricom Speed variant really comes into its own at the top end, while maintaining the durability that Auricom are famous for.
 * 8) Fighter Class - The Auricom Fighter variant has unmatched capacity for destruction among the standard classes. The ideal choice for anyone willing to substitute some level of maneuverability for all-out aggression.
 * 9) Agility Class - With the Agility variant, the Auricom engineers have managed to inject some severe cornering power into their bulky ship design to create a balanced and smooth ride.
 * 10) Prototype Class - This ship's anti-gravity engines are able to maintain its racing line no matter what hits it. It is utterly immovable, and cannot be slowed down by other ships or weapons. However, all this extra power requires a wider than standard chassis, which will have an unknown effect on handling. The ship also sacrifices the ability to pick up any defensive weapons.


 * Qirex


 * 1) Quantax Design Model 4 - The Quantax Design Model 4 has the highest top speed among the ships in the circuit, as well as being highly resistant to weapon impact. However, this comes at the expense of thrust and handling, making it the least agile of them all. Highly recommended for open circuits, and only the most skilled pilots should attempt to use a Quantax on technical circuits.
 * 2) F5000 - Qirex had certainly earned their place at the top of the AG league, by having the fastest craft of them all. It takes a while to get going, but once this ship is up to speed, there is little that can touch it. It also has the strongest shields of all the craft, making it very hard to take down as well. However, this F5000 craft is not for inexperienced pilots, as it handles very poorly. Only use the Qirex craft once you have mastered the airbrakes.
 * 3) F7200 - The Qirex F7200 is a heavy rocket, very fast and very quick off the mark. Few can match it for sheer power, but its weight means that is heavy in turns, making it a hard handling craft. Also, for some reason, its shields aren't quite up to their usual standard.
 * 4) FX300 - Qirex 's FX300 model is a much more balanced craft compared to its predecessors: average in all areas with a trademark strong shield from their old racing days. Its increased speed from the lightweight craft may take a little getting used to, as will the lower handling and thrust. It will require you to keep your speed up or face losing time to keep getting back up to speed. On the other hand, its shields will keep you alive adequately and are pretty forgiving if you spend a lot of time wall scraping.
 * 5) LS07 - While this LS07 craft appears somewhat balanced, it has taken a leaf out of the old book and given an emphasis to shielding, making it an effective combat craft. It has a considerable speed and it handles remarkably well, but its main weakness is its sub-par thrust. Getting out of corners and off the line will prove an issue in this craft, but keep it moving and it'll excel everywhere, no matter the circuit is a technical one or an open one.
 * 6) Speed Class - While maintaining the heavy chassis and the benefits of sturdiness and aggression that go along with it, Qirex have managed to produce a more speedy variant of their typical hulk-like ships.
 * 7) Fighter Class - Combining solid and sturdy construction synonymous with Qirex with a heavy weapons loadout makes it one of the most dangerous ships currently in operation.
 * 8) Agility Class - Beautifully balanced, this beast benefits from experimental airbrake system, giving it extra maneuverability through the corners while maintaining its heavyweight status.
 * 9) Prototype Class - The team at Qirex stripped out the loading bays from their ship, replacing it with an experimental rack of 50-cal miniguns. While unable to pick up any other weapons, the Qirex Prototype carries enough ammo to last any type of event, making it one of the most deadly ships out there.


 * Piranha


 * 1) P.666 v.Prototype - This prototype craft is the ultimate AG racer, perfect in every way. It is extremely fast, extremely agile, and has nearly impenetrable shield technology. No other craft in the F5000 League could stand up to this beast in a straight race. However, in order for it to exhibit such incredible speed and agility, Piranha had taken the drastic step of designing it without a weapons system, as it would have imbalanced the craft and reduced its aerodynamic capabilities. Despite such impressive stats, the P.666 is recommended for experts only, as the sheer speed and sharpness of the turning and airbrakes require very quick reactions and a solid knowledge of each track.
 * 2) F7200 - The Piranha F7200 is a very agile craft, concentrating on a good top speed and very good handling to maintain it. Once it gets going, it handles very well and only minimal airbrake usage will be necessary on high speed classes. Its shields are weak however, so try to avoid combat wherever possible.
 * 3) Swiftkiller - This Swiftkiller craft harks back to the days of the stupendous P.666 v.Prototype, in the context of it being the perfect AG racer of its time. It certainly seems that way with significantly superior thrust and stability, and its speed and weapon power that rivals quite a few of the top teams (it only loses to Natasha Belmondo 's Xios SMF-X in terms of weapon power). Based on its numbers alone, it boasts superlatives with speed, thrust and lateral stability, and is the lightest craft in the entire game.
 * 4) FX300 - Raw power with matching aesthetics and a reputation to maintain, the new Piranha is a thrilling, blur-inducing ride. Prepare to see a lot of the tailfin.
 * 5) FX350/400 - In their latest craft, Piranha have produced what is claimed to be the engine with the highest top end performance since AG racing returned. And none will deny that in a straight line, the Piranha is unbeatable. Just one look at the stats will tell you that this is a machine built for sheer top-end output, and almost everything else has been an afterthought. Piranha have seen fit to have a high-output shield installed, which may be a saving grace if you don't know how to use airbrakes much. Almost guaranteed to be last off the line, the Piranha will demand you get it up to speed as quickly as possible and keep it there. If you can, there is little that can keep up.
 * 6) Speed Class - The pinnacle of speed engineering, the Piranha Speed variant is unparalleled among the standard classes, where it lacks in maneuverability, it really makes up for with raw power.
 * 7) Fighter Class - The Piranha are building a fearsome reputation. Combining unmatched speed with extra weapon capacity has created a deadly predator in this ship.
 * 8) Agility Class - Sacrificing some of the incredible speed for which Piranha are famous, the team have managed to produce this more agile variant of their classic design.
 * 9) Prototype Class - In order to gain extra speed, the chassis of this prototype has been thinned out to such an extreme that the pilot can barely breathe inside the cockpit. It is so thin, in fact, that there isn't enough room for the standard steering rack, or acceleration module, requiring the pilot to rely solely on their airbrakes to steer and auto-accelerate. Any test pilot would be crazy to get anywhere near this thing.


 * Assegai


 * 1) F7200 - While its speed and thrust are average, nothing can match the Assegai for agility, able to tackle the most technical circuits without even touching the airbrakes. Unfortunately, it has the weakest shields of all the craft (probably due to its thin body), so keep well away from combat and use the hyper thrust very sparingly. Its agility can also be a problem in that it is very easy to overturn corners, so be very light with your controls.
 * 2) FX300 - Confidence is high in the Assegai hangar as their new baby pounces onto the track with an awesome blend of agility and power.
 * 3) FX350/400 - The Assegai's exceptional handling model forms the core of the United African Nations' new ship, which has ably demonstrated solid all-round abilities in other areas.


 * Goteki 45


 * 1) F7200 - As Goteki 45's focus at the F7200 League is more on aggression rather than actual racing, this craft is more geared towards combat. It's slightly faster than the FEISAR, but sacrifices thrust and handling to maintain it. However, it still has high shielding, making it an effective combat craft.
 * 2) FX300 - The island residents finally come forward with this year's contender. As ever, the Goteki 45 is well balanced and can hold its own against the fastest, toughest ships there are.
 * 3) FX350/400 - Newly refounded at Makana Island in the Pacific Ocean, Goteki 45 have constructed a future-proof ship with incredible acceleration and excellent shielding.


 * Icaras


 * 1) SunGod XVI - The Icaras SunGod XVI craft was built for one thing: pure speed. All other stats are secondary. It takes a long time to get going, its shields are poor, and it handles sluggishly, so a lot of airbrake usage will be necessary. In fact, the speed will make it handle worse than the stats suggest. However, if you learn to control this beast and can keep away from weapon fire, there's nothing that can keep up with you. As such, this is the hardest handling craft in the game. Experts only.
 * 2) SunGod XVII - The Icaras SunGod XVII is tuned, fired up and ready to go. What it lacks in shield, it more than makes up for in speed.
 * 3) SunGod XVIII - The British underdogs at Icaras have taken aim at Piranha and produced a deliberately under-armoured ship with a blinding top speed and acceleration to outpace the Brazilians.


 * Van-Über


 * 1) ZR-320 - Low mass frames give the Van-Uber ships great acceleration. Powerful Sirius IV weapons systems are employed. Poor shield technology.
 * 2) FX300 - Van-Über unveil the long awaited sequel to their 2156 model, vowing to leave the opposition resting in pieces.
 * 3) FX350 - The Van-Über FX350 ship is among the highest-performing ships in the game, with it having handling and agility on par with FEISAR, which makes for a master of the technical circuit.


 * Tigron


 * 1) BULL-666 - Very fast ships, despite high mass frames. Considerable shield strength. Ideal for ramming strategies. Average weapon technology.
 * 2) FX300 - The last heavyweight to come from the Tigron assembly line is brought out of retirement for a second stab at the championship.
 * 3) K-VSR - The Tigron K-VSR appeared very late in the Tigron timeline and came under immediate scrutiny due to both its high performance and a layout that betrayed the design principles of their earlier craft.


 * EG-R


 * 1) EG-4101 - Extraordinary electrogravitron technology gives these ships unique control and excellent acceleration performance. Strength in combat.


 * Xios


 * 1) SMF-X - Strength in raw power and control make the Xios ships very desirable for F9000 pilots.


 * Harimau


 * 1) FX300 - The Harimau is turning heads on its maiden voyage. This southpaw rookie is making some dangerous waves for the orthodox veterans.
 * 2) FX350/400 - The Harimau ship handles excellently, but its performance in other areas is above average at best. Despite this, the Asian team consistently get results out on the track.


 * Triakis


 * 1) FX300 - To the power of three. Newcomers Triakis muscle onto the AG scene with this robust and menacing pitch fork of a machine... keep your eyes on these boys.
 * 2) FX350/400 - This beast of a ship from the Australian HQ of Triakis offers a world-class shielding system with a great top speed, but will not be setting handling or acceleration records alight.


 * EG-X


 * 1) FX350/400 - This unlikely partnership from China's EG-R and Sweden's Xios sees their debut ship emerge as something of a dark horse, with a very capable engine and respectable shielding.


 * Mirage


 * 1) Mantis - Mirage expect to get off to a quick start in the FX400 League, with the United Arab Emirates focusing their efforts on delivering the most well-rounded ship available.

BallisticNG

 * G-Tek


 * 1) R32 - G-Tek's ship employed during the 2144 AGL. Being a far cry from the nearly perfect handling of the R34, the R32s qualities lay in its high power thruster, allowing it to accelerate almost immediately from standstill.
 * 2) R34 - The G-Tek R34 is renowned for being especially accommodating to new pilots. While it's somewhat sluggish, its exceptional handling allows it to take the most brutal of corners with ease.
 * 3) R35 - Fit with a dual AG-Unit, G-Tek's R35 craft introduces the companies Floorhugger technology to the public. It underwent some notable design changes in the process, returning to the double intake and widening the hull overall to create extra space within the body.
 * 4) R3X - You know where you're at with G-Tek and this model is no exception. The R3X's excellent handling and above-average shields make it a forgiving ship for new pilots in the Gaiden League.


 * Wyvern


 * 1) MK.I - The Wyvern MK.I of the 2144 AGL. This ship utilizes a unique fin system that allows for high maneuverability. Coupled with its small size, this ship is formidable on technical courses.
 * 2) MK.II - The Wyvern MK.II sacrifices acceleration, shielding, and weapon power in favor of a high top speed and superb handling. While it struggles in combat, its combination of speed and maneuverability makes it a great choice for more daring beginner pilots.
 * 3) MK.III - The Wyvern Mk.III attempts to further improve upon the Mk.II’s aerodynamics while maintaining the the ship’s well-known performance. However, the front of the ship had to be modified so its defense systems can fit inside without an issue.


 * Hyperion


 * 1) ILMATAR - The Hyperion ILMATAR is a very agile ship with no compromise on top speed. Geared toward defensive pilots, it drops weapon power and acceleration to make way for strong shielding.
 * 2) LOVIATAR - Adjusted for lateral control to be used in outer orbit. Hyperion's LOVIATAR platform is as sleek as ever, ready to rock the competition, by adding additional AG Cores and the necessary cooling solutions to sustain them
 * 3) SURMA - In preparation for fiercer competition in the future, Hyperion stir up trouble once again with their most unusual experiment yet. The Surma is fine-tuned machine despite resembling two ILMATAR's welded together.


 * Scorpio


 * 1) RS2100 - The Scorpio RS2100 looks like a brick and flies like one too. While it’s not the fastest or most nimble ship on the circuit, its impressively powerful engine gives it the best acceleration the AGL has to offer. Add great shielding and weapon systems on top, and this is an excellent choice for heavy duty combat.
 * 2) RS2200 - Scorpio's RS2200 was the result of its predecessor overheating several times stress-testing on the AGL's new upcoming tracks for the 2200 season. The front of the ship was redesigned to allow for better temperature control on both Earth and extra-terrestrial environments.


 * Omnicom


 * 1) Series 1 - Omnicom's debut craft for the AGL, some consider this to be the original Dual Hull. Build in 2144 the Series 1 is considered by many to just be a sized up version of the company's consumer grade vehicles, with additional Engine Power added on top.
 * 2) Series 2 - The Omnicom Series 2 is a textbook all-rounder with strong acceleration and combat systems. Its lack of any one weakness makes it ideal for pilots who want a bit of everything.
 * 3) Series 3 - Midpack runner Omnicom present their Series 3 Racecraft model. Considerably reinforced for heavy duty combat while also streamlining the fork-like design the industry giant is known for.


 * Diavolt


 * 1) DI-500 - The Diavolt DI-500 is a heavy duty military-grade beast that packs the most firepower of any ship in the AGL. Built for pilots who prefer to eliminate the competition rather than outrace them, the DI-500 sacrifices all of its agility and acceleration in exchange for top-of-the-line combat systems.
 * 2) DI-600 - Diavolt returns with the devilish DI-600. Optimized to be lighter, faster and more nimble, all thanks to a reduction in armor mass, at no detriment to its defensiveness, due to the refinement of resources used.


 * Nexus


 * 1) NTI-4 - The Nexus NTI-4 was built for one thing only: pure speed. It sacrifices agility, shielding, and weapon power in exchange for exceptional top speed and acceleration. It’s difficult to fly, but its performance is nearly unrivaled in the hands of a seasoned pilot.
 * 2) NTI-5 - A modified variant of the all European tech giants NTI-5 craft. Adjusted for the 2200 Outer Reaches leagues Zero Atmosphere Races, Nexus developed their own enclosed cockpit system.


 * Tenrai


 * 1) T1-X - The Tenrai T1-X is designed with clean racing in mind. While it has barely enough shielding to survive and neglects weapon power out of principle, its great performance in all other areas makes it a standout choice for pilots who don’t like to rely on weapons.
 * 2) T2-A - Tenrai's Fan Favorite T2-A craft. First employed during the 2200 Outer Reaches league it primarily improves upon the T1 in aerodynamics and form factor.
 * 3) T51 - Tenrai’s T51 ship employed during the 2144 AGL. Quickly developed as a response to the sudden introduction of weapons to the league, this craft has a bigger focus on offensive capabilities, rather than the nimble pacifist qualities the team represents nowadays.


 * Barracuda


 * 1) Model A - The Barracuda Model A is the pinnacle of modern AG racing, sacrificing the ability to pick up weapons in exchange for perfect statistics in every other category. Deemed too powerful for the AGL, it is now confined to Barracuda's self-hosted Model A League.
 * 2) Model B - The Barracuda Model B is the ship used in Barracuda’s self-hosted Drag League. It is by far the fastest AG Racing ship in the world, capable of reaching supersonic speeds with ease. Like Barracuda's other ships, it sacrifices the ability to pick up weapons but retains strong shielding.
 * 3) Model C - The Barracuda Model C is the ship used in Barracuda’s self-hosted Drift League. It drops the power and grip of Barracuda’s previous models for a design centered around drifting. Like Barracuda's other ships, it sacrifices the ability to pick up weapons but retains strong shielding.
 * 4) Model S - The Barracuda Model S is the factory default ship used in Barracuda’s Pilot Acclimatization Simulators. Its performance is very similar to the Model A’s, but it has slightly slower acceleration and less powerful shields.
 * 5) Model V - The Barracuda Model V is a virtual variant of the Barracuda Model A. It shares all of the qualities of the Model A but sports an abstracted design.
 * 6) Model 0 - The Barracuda Model 0 is a prototype created during the development of the Barracuda Model A. While it can’t compete with its finished counterpart’s near-perfect performance, the Model 0 is capable of holding its own against the rest of the competition.


 * Caliburn


 * 1) CR-1 - The Caliburn CR-1 is currently banned from competing in the AGL. While its performance is average in most areas, it is incredibly agile because it uses an outlawed stabilization technology that cancels out all of its lateral momentum.
 * 2) R01 - Caliburn’s R01 employed during the 2144 AGL. Although faster than its current day counterpart, this craft doesn’t have the stabilization system that lead to the team’s eventual suspension, making it take and recover from turns at a slower rate.


 * MTech


 * 1) P.1 - The MTech P.1 uses a specially designed AG Unit that significantly reduces its effective weight. Its performance is unremarkable for the most part, but its unique AG Unit design gives it abnormally floaty gliding characteristics.
 * 2) P.2 - Gliding in with their new P.2 model, MTech still rocks their iconic segmented body. Additional Control Surfaces ensure air superiority through maneuver ablity, being the first team to include articulated winglets for steering response.


 * Protonic


 * 1) AG4 - The Protonic AG4 is an experimental ship designed for drifting. It is very heavy and its top speed is low, but it can slide around corners unlike any other ship in the AGL.


 * Lance Systems


 * 1) Precision Delta - The Lance Systems Precision Delta is a very agile but slow ship designed for use in the Precision Trial Simulations. Though it was initially conceived as a virtual-only design, a single real-world unit has been constructed to test its viability in the AGL.


 * Orbitronix


 * 1) TRX-22 - The Orbitronix TRX-22 is very fast, but its massive rocket thruster doesn’t quite pack the acceleration its designers wanted. With their involvement in the construction of the AGL’s offworld tracks, Orbitronix’s entry into the Outer Reaches series is no surprise.
 * 2) TRX-ZZ - The Orbitronix TRX-ZZ is unique among the 2200 AGL Lineup in that it doesn't replace an older model, but instead is employed alongside it. Throttled for competitive racing this Rocket was optimized for Stratosphere and deep space flight, the usage of an AG-Unit is optional.


 * MAKO


 * 1) SRK - The MAKO SRK is an agile but sturdy newcomer from Maceno Island. It isn’t impressive in a straight line, but its smooth handling and robust combat systems make it a solid choice for those who want a steady, nimble craft.


 * Aster


 * 1) LB221 - The Aster LB221 is used in Aster’s self-hosted AG-Bike League. Bringing AG-Bike racing to the professional stage for the first time, it uses technology from the AGL to allow for safe and exciting bike racing at speeds on-par with conventional ships.
 * 2) KA10 - The Aster KA10 is an experimental AG-Go Kart design that uses many of the same components as the LB221. It has a higher top speed than the LB221, but its extra mass makes it slightly worse when it comes to acceleration and steering.


 * Pulsar


 * 1) PR01 - Spacecraft manufacturer Pulsar Aerospace have developed a well rounded craft for their debut season. The PR01 offers a high top speed and quick acceleration coupled with strong shields. However, the ship’s maneuverability and firepower are relatively poor.
 * 2) Nebula - The Pulsar Nebula is this company's entry into the Gaiden League. The engine is the highlight of this craft, adjusting itself autonomously for each speed class as part of Pulsar's recent experiment. Despite this, it suffers from its below-average defense and agility.


 * Katzbalger


 * 1) K-54 - The Katzbalger K-54 entered the AGL in the 2154 season, with a ship that was less racing vehicle, and more mobile weapons-platform. They enjoyed moderate success, but naturally weren't very popular amongst their rivals, especially Tenrai.
 * 2) Prowler - The Katzbalger Prowler is an asymmetrical craft with a large ion cannon mounted on the side. If you're looking for a ship with an added bite with enough speed to keep up with its prey, then this otherworldly team might be for you.


 * AEC


 * 1) Pluto - The Pluto craft able to eliminate most ships with relative ease. Though it barely passed the qualifications, their firepower was unmatched. When they debuted in 2159, they had pilots that focused on eliminating unique ships on the promise of wealth, not even reaching the top 10 in the leaderboard. They even went as far as staying behind to be lapped or flying backwards to eliminate pilots in the lead.
 * 2) Demolisher - The AEC Demolisher is an abandoned excavator converted into a mobile weapons-platform. This frankenstein of a ship barely meets the minimum requirements to compete in the Gaiden League, but it can sure pack a punch with its tacked on arsenal.


 * Trigen


 * 1) Charlie - Their maiden voyage was surprising, with the Charlie craft being more of an aircraft than what was initially planned. Assistance provided by some of the well-established teams helped them shape the Charlie craft into what it is now, a well-balanced machine still able to glide through the tracks without issue.
 * 2) Delta - The distorted pursuit for victory at Trigen gave birth to this feral monster. Using one of Mitocon's failed experiments as a pilot for Trigen's control device, this monstrous mollusk violates all the Gaiden League's regulations in a desperate attempt to win.


 * 50Star


 * 1) Patriot - Due to lax regulations regarding ship designs, 50Star took their sweet time making one of the most standout entries into the Gaiden League. The Patriot comes with a speed boost, armed with 50Star's iconic strafing technology and Pathos RD's Variable Cannon.


 * Chikara


 * 1) Shubunkin - Despite betraying the dual-hull design from the 87 Prototype, Chikara's Shubunkin is a work of art with a built-in AG core. While this aquatic design is far more streamlined than its predecessor, it still drifts around corners like a champ.


 * Xavier


 * 1) Renegade - The Renegade shares the same speed Varas has in their Wasp chassis, but isn't as quick or fragile like it. Some have said that the craft could have better weapons based on its looks, but it shares the same firepower with most of the SR-A roster.
 * 2) Lindwurm - What do you get when Varas steals Xavier's assets in order to win the SR-A championship? The Lindwurm is the answer. Crafted out of anger and reinforced titanium, this new beast is ready to tear the competition apart.


 * Simpleton


 * 1) F-72 - The F-72 takes Simpleton's iconic agility to the extreme, so much that the airbrakes are rendered useless from where they were put. (Although reverse thrusters are used to stop the craft when needed.)
 * 2) Compressor G-spec - Embracing their retro style, Simpleton bring forth a race-modified version of their Compressor sedan. Occasionally the ship is used for on-the-track tours, making it popular with tourists who wish to join in on the fast-paced action.
 * 3) Model G - The Model G was the last ship Simpleton made before the enigmatic company suddenly vanished in 2161. With tougher shields and a higher top speed than its predecessors, this model serves as the company's last dance in anti-gravity racing.


 * Varas


 * 1) Wasp - Varas offers a pure experience, with straightforward performance. Xavier's handling is similar to a see-saw, with their pilots trained to constantly turn back and forth to straighten out the Wasp craft.
 * 2) Seraphim - Using a prototype Mental Control Interface provided by YG, Varas aims to give their pilots the most control they can get out of the Seraphim. However, the MCI demands a lot mentally to control this ship, leaving pilots without the energy to get out of it at the end of each event.


 * Variar


 * 1) Phantasm - Variar's Project Phantasm uses hologram projectors to display its wings, reducing the ship's overall mass as a result. While it is able to evade unguided attacks more easily, its small size has made it more fragile than the rest of the competition.


 * Crypto


 * 1) L-KCO - The L-KCO craft has one of the more unusual, yet flawed designs, with the main engine separate from the main hull. The pilot cannot stop once the engine starts up, that is until the ship either runs out of fuel or is turned off manually from the outside. To prevent the former outcome, Crypto had made a second AG craft designed to shut off the main engine.
 * 2) Twinlock - With a higher budget thanks to their sponsors, Crypto moved to create the Twinlock, a major improvement upon the L-KCO. The ship can be fully controlled by the pilot, making it much more popular than its predecessor.


 * Ochari


 * 1) W-64B - Hailing from the Antarctic Republic in 2050, Ochari is the team that will leave you frozen in fear. With their W-64B handling system, steering is considerably more sensitive, turning at the smallest tilt of the control stick.
 * 2) W-97X - The W-97X is the result of a collaboration between Ochari and an unknown supercar manufacturer. This ship has an all-rounder vibe to it, but its wide frame may be a deterrence to some pilots.


 * Dreamtecht


 * 1) AG-X - The Dreamtecht AG-X ditches most of their firepower in an effort to fit their shield generators into the side hulls. It can still pick up weapons like normal but they are considerably weaker compared to the rest of the competition.
 * 2) AG-Z - Dreamtecht's AG-Z is their entry into the Gaiden league. While not as durable as the experimental AG-X, it became more agile as a result. This ship is ideal for pilots who want to endure heavy weaponfire.

Base Game
YouTube Version: https://music.youtube.com/playlist?list=PLgLpowho8x-sFBdxkvRloR3aL2aXuYdvY&feature=share

Spotify Version: https://open.spotify.com/playlist/5JfTwNERqjNuj9DdfgU3uU?si=3f9c9d423d004f03

DLC

 * 1) Power Club: https://music.youtube.com/playlist?list=PLgLpowho8x-ti8jaPR6rXbAfIvm8po5_c&feature=share
 * 2) NoTaker Music Pack: https://music.youtube.com/playlist?list=PLgLpowho8x-vgophUbwRIi6LkujHqZsdd&si=AN85fedhejOlop51

Slogans

 * 1) 3rd Eye - Augment Your Vision
 * 2) Absil - The World Moves, Join In!
 * 3) Aeriber - Fly Beyond
 * 4) AG-Systems - Make Friends in High Places
 * 5) Agama - Tradition Of The Future
 * 6) ASERA - I AM AN ALIEN.
 * 7) Assegai - Established 2113
 * 8) Aster - Make Your Move
 * 9) Aura Beta - Glow With Energy!
 * 10) Auricom - Do The Math
 * 11) Auroch - drive american or the communiete win.
 * 12) Barracuda - All Bite
 * 13) Blitzen - Blitzschlag!
 * 14) Bonkor - We Are Invincible
 * 15) BURAN - Sturdy, Strong, Speed.
 * 16) Caliburn - Race Me!
 * 17) Capcom - From Osaka, to the World
 * 18) Caproni - Fast, Sensitive, Unarmed.
 * 19) Coca-Cola - Real Magic
 * 20) DBR - Our Future Awaits
 * 21) Diavolt - Always On Target
 * 22) EG-R - People's Heroes
 * 23) EG-X - Linked Technology
 * 24) ESA-AGR - It's all about balance.
 * 25) Evolution Studios - Evolve Together, a DBR company
 * 26) EXE - Building The Future
 * 27) FEISAR - Join With Us
 * 28) Ferrari - We are the Competition
 * 29) G-Tek - The Only Way Is Up
 * 30) Goteki 45 - Future Proof
 * 31) Harimau - A Force Of Nature
 * 32) Hexædge - Protect Your Goals
 * 33) Hongshan - May you live in interesting times.
 * 34) Hyperion - Ready To Reveal
 * 35) Icaras - Flying High
 * 36) Ki-Tai - honor?
 * 37) Kia - Movement that inspires
 * 38) KOEN - The OG masters of the tank.
 * 39) Lance Systems - Strike Swiftly
 * 40) M-Tech - M On Call
 * 41) MAKO - From The Depths
 * 42) Mirage - Seeing Is Believing
 * 43) Moe No Kunshu (MNK) - Tomorrow Will Be Late, Buy All, See All.
 * 44) Mountain Dew - Do The Dew
 * 45) Nexus - Combined Arms
 * 46) Nobuo - Winning is easy, Winning with grace is hard.
 * 47) Omnicom - Near Field Friends
 * 48) Orbitronix - To The Cosmos
 * 49) Pepsi - That's What I Like
 * 50) Piranha - The Only Way To Stop
 * 51) PlayStation Studios - Play Has No Limits
 * 52) PUMA - Forever Faster Is Always First, Never Second, Never Third.
 * 53) Qirex - ["Сила есть - ума﻿ не надо"]
 * 54) Rainbow F.A.S.T - Finale at Sunrise Today.
 * 55) Rimac - Forging the future, faster.
 * 56) Rinumau - Fuse Ideas
 * 57) Sakrataal - What country has no police?
 * 58) Scorpio - Challenge Every Extreme
 * 59) Scrapjacks - Treasure The Rust
 * 60) SEGA - Major fun and games!
 * 61) SIGMOS - Maximum Power
 * 62) SNK Corporation - The Future Is Now
 * 63) Tenrai - Pure
 * 64) Tigron - Ready To Play With Fire?
 * 65) Triakis - Three Times More Power
 * 66) Uber - Move the way you want.
 * 67) Van-Uber - The Master Racers
 * 68) Velocino - Small Scale, Grand Visions
 * 69) VERT - Rise Above.
 * 70) Viskor - Big brains, Big engines, Big wins.
 * 71) Vixin - Green For Good
 * 72) Wyvern - By Any Means
 * 73) Xios - Artificial Intelligence
 * 74) Zen Speedclass - Experience True Velocity
 * 75) Zjawa - If it's ugly but it wins races, it's not ugly.

Sponsors

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 * 3) 765 Production
 * 4) 961 Production
 * 5) 2nd Skin
 * 6) 3rd Eye
 * 7) Agama
 * 8) Aicorp
 * 9) Anarcho Syndicates
 * 10) Anti-Gravity Offense Systems (AGOS)
 * 11) Arial
 * 12) Aura Beta
 * 13) BFGoodrich
 * 14) Blimp
 * 15) Blue Marble Oil
 * 16) Boom Shakka Inc.
 * 17) Bridgestone
 * 18) Burger Town
 * 19) Canadian Tire
 * 20) Cyphon Group
 * 21) Delbert
 * 22) Dex Inc.
 * 23) Doofenshmirtz Good Incorporated
 * 24) Era Trek
 * 25) Ethereal Dynamics
 * 26) EXE
 * 27) Fierce Features
 * 28) Foul Play Corp.
 * 29) Gulf Oil
 * 30) HART Racing Fuels
 * 31) Hexædge
 * 32) Holobot
 * 33) ICOM
 * 34) Ignition Energy Drink
 * 35) Iota
 * 36) IXION
 * 37) Jap Energy Drink
 * 38) JK Tyre
 * 39) Joy Noodles
 * 40) Kal Tire
 * 41) King Casinos
 * 42) Kolakorp
 * 43) Kratos Frames
 * 44) Lunar Parcs
 * 45) MAGEC
 * 46) Megabyte
 * 47) Menomes
 * 48) Militaire
 * 49) Mindcorp
 * 50) Moe No Kunshu (MNK)
 * 51) Mr. Somo
 * 52) Neognosis
 * 53) Netika
 * ON
 * 1) Overtel
 * 2) Organization Without a Cool Acronym (OWCA)
 * 3) Polarun
 * 4) Pure H8 Corp.
 * 5) Puzo Systems
 * 6) Ra-men Noodles
 * 7) Rainbow F.A.S.T
 * 8) Reaper Force
 * 9) Richochet
 * 10) Seismo Corp.
 * 11) Serpen Energy Systems
 * 12) SIGMOS
 * 13) Skinnex
 * 14) Strong Arm
 * 15) Sylva
 * 16) Synchro Logistics
 * 17) TVS Motor
 * 18) Vought-American
 * 19) Zyro Sportswear

Weapon Pickups

 * 1) The Missile is a pickup that fires a single guided projectile at a target in front of or behind the user's racer. It can be fired with a lock-on or blind. It gains a lock-on when another racer is on the player's screen. It doesn't do very much damage, but its ease of use and commonality make it one of the most reliable ways to slow down an opponent. Its ability to lock on to opponents behind the user via the rear-view camera also makes it useful for race-leaders defending their position.
 * 2) The Rockets are a Pickup that fires three projectiles in a small spread. While they do not lock onto targets, they do follow the elevation changes of the track. Each individual projectile is stronger than a single Missile, and if all three projectiles hit the target, the damage and slowdown can be considerable. This, combined with their commonality and ease of use, makes the Rockets a very reliable pickup for new and experienced racer's alike.
 * 3) The Mines pickup is a defensive pickup that drops 5 small stationary explosives behind the user's racer. When other ships impact the mines, they will explode and deal moderate damage and slowdown. Hitting all 5 mines in a series, however, can severely deplete a racer's shields and slow it down considerably. This makes them the most reliable way to for the race leader to defend his position. The disruptive effect of Mines and the frequency at which they are deployed in races make them a constant threat to look out for.
 * 4) The Plasma is a pickup that, when used, fires a bolt of high-energy plasma in a straight line in front of the user's racer. The bolt is unguided and takes half a second to charge, making it very difficult to aim, but it a hit is scored the Plasma will deal very heavy damage and slowdown to the afflicted racer, often resulting in an elimination. It deals the most damage of any weapon in the game. Despite its very low pickup rate and its high skill-requirement, the Plasma is one of the best ways to score eliminations.
 * 5) The Force Wall pickup will fire an energy beam in front of the user's racer, which will deploy a red wall of energy on the track a short distance ahead of the user. On impact with this wall of energy, ships other than the user's will be slowed to a crawl, but they won't take any damage. The wall takes up half of the track width and always generates on the opposite side of the track from which the weapon was fired. The Force Wall's size and speed of dep loyment can make it very hard to avoid in certain situations, making it an effective means to slow down multiple opponents at once.
 * 6) Cannons pickup allows the user to fire 30 small, very fast projectiles in a straight line in from of their racer. Each projectile deals a very small amount of damage and slowdown, but if the user lands multiple rounds on target, the Cannons can deal a reasonable amount of damage and considerable slowdown. The Cannon's fire rate and bullet speed vary with the racer's damage stat, with more weapon power resulting in a slower firerate and bullet speed. Cannon's ease of ai m, fast projectile speed, and high slowdown potential make them a good weapon to use over long ranges.
 * 7) Shield is a pickup that, when used, erects an extra energy shield around the user's racer, protecting it from all damage and slowdown for a few seconds. If a racer is impacted by any weapon other than the Force Wall while it is holding a Shield, the Shield will automatically deploy and save the racer from the effects of the weapon.
 * 8) Autopilot pickup takes control of the user's racer, automatically steering it for 5 seconds while also encasing it in a weaker, more transparent version of the Shield pickup. The Autopilot's shield protec ts the user's racer from weapon slowdown, but not damage. If the user's racer is still turning when the 5 second timer expires, the Autopilot will retain control of the racer until it is straightened out, or until 5 more seconds have passed. The Autopilot is very useful for clearing difficult sections on tracks, and also for preventing weapon slowdown if a Shield is unavailable.
 * 9) The E-Pack is a pickup that immediately restores 25% of the user's shield energy. It can only be picked up if the user's shield energy is below 25% and no other E-Packs have been activated by them on the current lap.
 * 10) Quake is a pickup that fires a wave of energy down the track in front of the user's racer, distorting the track floor and launching any opposing racer into the air on impact. It deals a light amount of damage and moderate slowdown. The energy wave takes up the entire track and has a long range, meaning that it can be used against many racer's at once. If a racer is too far above the track floor, though, it can escape the Quake's effect s.
 * 11) The Turbo gives the user's racer a strong boost in speed, launching it in the direction that the nose is pointing.
 * 12) The Hunter Missile is a guided, invincible missile that automatically seeks out and detonates on the racer in first place. It can only be used by the player, and it can't be picked up when the player is in first place. It can be fired when the player is in first, though, which will result in the player shooting himself.
 * 13) The Shockwave shoots a blue beam of electricity that slows the racer. it is capable of producing very light damage as well. It is a lock-on weapon, but it cannot be fired backwards.
 * 14) The ECM Pod disables opponents' weapons systems for a brief period, preventing them from picking up weapons and using them. The effect of this power-up was not explained in the instruction manual, and was instead referred to as "What's this?", hinted to the weapon being "subtle but very useful".
 * 15) The Cloak makes your racer invisible for a brief period, making your racer invincible to most damage and impervious to any lock-on. However unlike the Stealth in WipEout 64, your racer cannot move through the others while cloaked.
 * 16) The Reflector reflects weapons away from your racer. While using the Reflector, any weapon that hits your racer will bounce off walls and lock-on weapons will return to the racer that fired it, but is useless against the quake and mines.
 * 17) The Gravity Stinger drops a gravity anchor that disables the anti-gravity generator underneath the racer when collided. This causes damage to the affected craft as it grinds on the track itself, and will force the victim to grind to a halt. It is similar to the Gravity Bomb from WipEout Fusion but works only on a single target.
 * 18) The EMP causes racer's in proximity to have sputtering engine power and lose some of their steering ability for a short time. Now deprecated, EMP effects have been rolled into some charged weapons.
 * 19) The Ram Raider is one of the Pick-Ups in GRIP. It generates a repulsive field around the user for approximately 5 seconds, providing them with a small engine power boost as well. It can be used to push opponents into track hazards, to slow down the driver behind you, or simply for the speed boost it offers making it extremely powerful and versatile. When charged, the Ram Raider drastically changes function. It becomes a long range, unguided beam weapon which launches cars close to its path into the air. While potentially very powerful, it requires good aim and an ideal location to shine.

Super Weapon Pickups

 * 1) FEISAR's Mini-Gun will continuously fire high-speed bullets for 10 seconds. Most of the time it will take about only one second of continuous fire from this weapon to eliminate an opponent. Use of the Cyclone in the game will make one round eliminate one opponent.
 * 2) FEISAR's Super Missile's have been customized from the standard missile system by their in-house weapon development team in rural area of Sicily. The missiles are vastly stronger than standard missiles as they have far greater explosive power than standard to accommodate it being a super weapon. Three targeted missiles are released at once, locking onto the three nearest opponent craft. If there is only one opponent ahead, all three missiles will lock onto it, and the chances are it will be destroyed.
 * 3) AG-Systems Shield Raider is the easily the most powerful weapon in the game, and if not, the entire series. It is fired like a missile, and you have to gain a lock on the nearest craft to fire it (it has no rear-lock, however). If an opponent craft is hit by this green missile (characterized by a distinctly loud explosion), its shields will be completely drained, with only 1% of energy remaining. This means just a small hit, even from a solid ram on the victim, can cause an easy elimination. Though it is a dangerous weapon of mass destruction, it also restores a small amount of shield energy to your craft.
 * 4) Auricom's Energy Sphere was not the most powerful in the game, it can be fun to use. This is a charging weapon, so hold down B to charge up the sphere to get maximum charge (identified by a sound and yellow vapor trails). As the sphere charges, it becomes more powerful. A direct hit would often cause an elimination, although this is difficult as the weapon has no lock-on feature. However, the sphere can pass through opponents, allowing for multiple hits.
 * 5) Auricom had to launch a huge laser satellite system in order to complete the development of this vicious weapon, The Orbital Laser. At the very least, it demonstrates their determination to do well this season. Pilots lock onto an opponent craft using a laser sight, then when activated, the craft's coordinates are transmitted to the satellite. Nearly instantly, a piercing energy beam is fired from the satellite's weapons system. However, this weapon has no effect in subterranean zones as satellite communication is disabled underground.
 * 6) Qirex's Power Snare could be considered the weakest in the game. When activated, the craft deploys a yellow wall several meters in front of you. Any craft that travels through this wall will lose a reasonable amount of shield energy.
 * 7) Piranha's Stealth is much more defensive than offensive, but still very useful. When activated, the craft becomes partially invisible and also immune to physical damage and weapons systems. Opponents can also be damaged by flying through them, with the damage being reasonably heavy.
 * 8) Piranha's Penetrator turns the firing craft into an actual missile as the nose is charged up with explosive energy. Once the pilot locks onto an opponent craft, their own craft arms its nose area and it literally fires itself at the opponent. Major damage is caused, following a blinding explosion. If no lock-on is acquired, the craft will fire itself in the direction of aim. Upon firing, while homing into the nearest craft, the craft will activate a fast autopilot. Since with Penetrator, your craft serves as a kinetic kill vehicle, this super weapon will also cause damage to your own craft (but not as much as the target) as you will eventually ram the target.
 * 9) Van-Über's Seismic Field was unveiled at the Zero-G trade fair earlier this year. When fired, a highly destructive sphere is hurled forward down the track. Direct hits will cause severe damage and hurl around affected contenders with a great force, and fans will be pleased to know that an elimination is highly likely. When the sphere is active, it will darken the sky and possibly give it a "thunderstorm" effect. The Seismic Field does not lock-on or bounce off walls, so aiming is difficult - use this super weapon on straight areas as this is meant to be treated like a more chaotic version of Plasma Bolt.
 * 10) G-Tek's Bio-Snare fires a biological projectile forward down the track. On landing, it grows into an obstructive entity that will surround the craft with a green "infection" all over it, and will also affect its control and steering behaviors. Craft that hit the Bio-Snare can get rid of it by entering the pit lane and recharging their shields, or persisting until the "infection" fades away.
 * 11) EG-R's Power Swarm was thrilled race enthusiasts across the world. Spurning brute force in favor of tiny, swarming drone weapons, pilots lock onto opponent craft either in front or behind. The drones are fired from an isolation unit beneath the craft from which they swarm around the opponent, firing small rapid-fire energy bolts until all their ammo is used up. They are capable of inflicting moderate damage upon the craft over time. The drones persist on your craft until you activate a shield or enter the pit-lane to regenerate your craft's shield energy.
 * 12) Tigron's Nitro Rocket promises devastating results. After locking onto an opponent's craft ahead, a liquid nitrogen projectile flash-freezes and crystalizes the craft for several seconds, and bringing along with it heavy initial damage once the projectile hits the target. This causes the craft to become extremely vulnerable to almost any type of damage thereafter, to the point where wall collisions will damage the craft tenfold, and an impact with a weapon or another craft during this period will almost certainly destroy it. The crystallized state can, however, be reversed by environmental heat (for approximately six seconds) or by passing through the pit lane.
 * 13) A favourite of Natasha Belmondo from Xios, the Shield Drain figuratively drains the life from the opponents. Once the pilot locks onto an opponent craft, a siphoning link is formed between both craft and shield energy is sucked from it until there is nothing left to take, or until the distance between the two becomes too far, breaking the link (the link ignores solid obstacles, however).

Game Modes

 * 1) Detonator
 * 2) Eliminator
 * 3) Single Race
 * 4) Speed Lap
 * 5) Time Trial
 * 6) Tournament
 * 7) Survival
 * 8) Upsurge

Speed Class

 * 1) Vector - Vector class is the beginner class. As such, the speed is quite slow to a level where all you need to do is steer and accelerate. Despite this, it's a good place to start for new Anti-Gravity All-Stars players as it provides the basic environment to start off with (Traditionally, the learning curve of Anti-Gravity All-Stars deters some new players).
 * 2) Venom - Venom class is not designed to be a fast class. Depending on what game you're playing, it is either the first class you will encounter or a step up from the beginner Vector class. Generally, this class would introduce you to some fundamental concepts of craft control, such as airbraking and craft control. This is also a good place to start thinking about track position as it can come quite handy if you want to move on to faster speed classes.
 * 3) Flash - Introduced in WipEout Pure, the Flash class was included to fill in the vast performance gap between the Venom and Rapier classes. As the intermediate speed class, this class is designed for those who have mastered the slower classes. This class is perfect for learning to control the ships at higher speed.
 * 4) Rapier - In Rapier class, you start to have an idea of the potential speed of these craft. After upgrading from Venom or Flash (depending on the game), you start to really refine your skills as a pilot, and start thinking about the course as the whole picture, not just a series of corners. Hence, this was the fastest speed class in the original Wipeout, until the introduction of Phantom in 2097/XL.
 * 5) Phantom - The Phantom class is the fastest, and therefore the hardest class in most of the games. This class brings out the full power of an AG craft, with craft in the later games capable of reaching over 700 km/h. Pilots that race at this speed will need expertise at craft control and extensive knowledge of the tracks to have any hope of finishing, let alone in first place.
 * 6) Zen - The Zen Speed Class can be unlocked by ranking up, starting from Rank 24, then search for the hidden chevron (^) node which can be barely found somewhere on the Single Player Campaign event select screen to access it. There are 10 challenges, one for each track. The Zen Speed Class is by far the most difficult event type as it consists of a 10 lap race and the opponents are tougher to beat that any casual/inexperienced racer will be likely to fail. But getting the effort right to Elite Pass the event will help you boost up Ranks.

Billboards

 * Place Animated Company Photos Here.