Rewriting wipEout
> Each new release was decidedly worse than the previous one. Compare the original PSX version (video) to the DOS release (video): The vertex lighting on the track is gone, everything looks flat, there is no transparency and the speedometer was redrawn by a programmer. The ATI Rage Edition (video) carried this mess forward, introduced visible seams in the geometry everywhere, somehow corrupted the software z-sorting and then screwed up the text rendering with ghastly letter spacing.<p>I played a lot of Wipeout XL on the Playstation in my late teens/early 20s. I mean a LOT. The only thing I really wished for (other than less frustrating maps and smarter AI) was a higher resolution and farther draw distance. At some point, I found the Windows version in a bargain bin at some store and snatched it up. 640x480 Wipeout XL would be glorious!<p>Unfortunately whoever ported it was brand-new to programming or something because they pinned the game speed to the CPU speed, or screen refresh rate or similar. Net result was that it ran way too fast even on a modest computer at the time. It's like nobody even bothered to test it. There was a patch floating around to fix the speed at one point, but there are so many other problems with it that's just far easier to run the PSX version in an emulator and call it a day.