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Anulpha Pass is a racetrack located on the man-made Hawaiian island of Makana. It was first introduced in Wipeout Pure as part of the Delta Packs, and reappeared in Wipeout HD.

Description[]

Wipeout Pure[]

Centrifugal chamber and binary emitter bypass now housed within a purpose built hub construct.

Overview[]

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.

Landmarks[]

Start Grid 10[]

Start Grid 10 is the main starting grid for Anulpha Pass. In Wipeout Pure, it shares a generic design along with the other tracks in the Delta League. The straight had a revamp in Wipeout HD, emphisising its location near the entertainment hub of Sinucit.

Goteki Stadium[]

Although appearing to be a simple straight, this section is quite a crafty piece of track, so named because of the Goteki 45 advertisements that adorn this section in Wipeout HD. This part features several small crests leading into a tunnel section which makes up the back part of the circuit. A sharp crest leading into the tunnel is a good barrel roll opportunity, otherwise the abundance of speed ad weapon pads makes this a good gamechanger section.

Greenline Split[]

A hallmark of the Anulpha Pass track, this is where the track's main skillcut is located. Veer right when approaching this jump coming out of the preceding left hairpin and you will find yourself on a thin, straight piece of track leading though the AG Stadium, with several speed pads and a weapon pad at the end. If used correctly, it's significantly faster than the normal route. (NOTE: This skillcut is inaccessable in the reverse verison).

Track Guide[]

For some reason, the first corner is the sharpest on the track. A shallow left hairpin. Easy enough to take, start on the inside and slowly move over to the outside to hit three speed pads during the corner. A straight follows. Move over to the left again and keep an eye out for three speed pads in a diagonal pattern. The nearest is on the left. Try to hit the left one and then move over quickly to clip the central one. Up ahead, the track waves to the right and back to the left. The track becomes slightly sloped towards the left, try to stay towards the left as you take the first curve. This will bring you over one of two speed pads side by side. The track thins out ahead. Move over to the middle of the track as soon as you hit one of the speed pads. You should see another one ahead, if you aim for this you should be okay. Again the track curls round to the left and back to the right again. Stay towards the right this time for another speed pad. There is a fairly sharp double left following this, but if you use the same strategy of aiming to brush the apex you shouldn't hit anything. Try to hit one of the three speed pads after the first turn.

Now, ahead you should see the track suddenly tilt up to the right before cutting off. This is quite a significant split. The normal course goes off to the left, but if you can hit the slope correctly, you can land on a thin open strip of track that will take you all the way to the line. Speaking of the left path, after the small jump you'll land on a fast section of track that curves left-right-left-right. The curves are very shallow and so the track is as good as straight here. Stay on the inside when near a right hand apex and you'll hit two speed pads, one after each apex. Finally, boost over the line to finish.

On the other hand, if you choose the shortcut you're in for a challenge to stay on the strip. As stated before, this strip is very narrow and is completely open, so one wrong move and you're going off. Initially, the track has a very slight right-left slope. Land on the strip facing ever so slightly over to the right and the slope should bring you level as it flattens out. Keep the craft facing dead centre at all times after that. The strip will take you over three speed pads and finally drop you off just before the line. If you're quick enough, you can barrel roll off of the end of the drop before boosting over the line. If you can't, just boost normally.

Gallery[]

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