New Course: Hiroshima Expressway
Hiroshima expressway was one of the biggest announcements to come out of Japan during their 5DX+ release. The course comes to us with both its day and night forms available right from the start, and man, what a beautiful course!
Hiroshima marks the second 640hp/HG map since Kobe barely a year ago with the release of DX.
3 New Courses
After seeing this course teased on the Japanese website and doing a full article on it last year, it makes me so much more excited to know that we are going to be able to play it very soon! This is sure to be an insane course in every respect thanks to its unique layout and numerous kill spots for ramming in battle.
Time Attack HP: 640/HG
Sub-center Area 'Shibuya / Shinjuku Line'
Time Attack HP: 680/G
'Ikebukuro Line Yamate Tunnel'
Played by IGOR. A solid run with improvements to be made, but it makes a good guide for dealing with some of the more annoying traffic in this OCM. How are you faring so far in the qualifier? Good luck to everyone for the main draw!
Finally back with another video! This was probably the best time attack session of my entire life. Although it’s not the time I want just yet, it was still really fun to achieve. Thanks for watching! More content is coming I promise!
Hello readers of MaximumTune.org, Myth here. I just wanted to write a quick update to hopefully answer some questions and concerns that people have concerning the site and the infrequent updates.
I hate to answer with just 'soon', but yeah, soon. On top of some personal stuff taking up a lot of my time, I get even less time to record voiceovers and edit videos together, because my current living situation isn't really conducive to making video content.
In fact, this update article was supposed to be an update video. I know that a lot of you (myself included) would rather watch or listen to a well put together video without having to read block text about how im not making videos. More videos are coming soon. If you have suggestions for the MT org YouTube videos. Let me know!
This is partly due to both inexperience with site design on my part, and me underestimating the scope of this project. The moment I saw the amount of information I needed to fill in on JUST the car page, it was very confronting.
Of course it will all be done in time, but I feel terrible knowing how many views this site gets per day (average of 700 per day) and having it be some shitty half baked blog
Only now have I found out that these stupid click to expand buttons I use everywhere on the site don't seem to work at all on iPhones using Safari. These are all going to be removed so I apologise for those affected!
Thanks to the positive reception and support from the WMMT community, I've finally started to pour some money into the site so that the site is easier to use and more functional.
You might notice on this post and some pages that I've started to use this fancy layout which will eventually be implemented into the upcoming new theme. I hope you like it!
This is absolutely still going ahead and we plan to release it within the year.
Initially, the app was supposed to be a fully offline version of our site, but due to the incomplete nature of the site currently, and its layout changes, we decided to focus the app on saving and recording car stats and data. More details to come!
I have a question for people who use and enjoy my content:
I understand groups like SOARS already produce high quality content, but what would you guys like to see from us specifically? Im open to any and all suggestions!
Let me know what you guys think. Thanks everyone for reading!
Disclaimer: The reasons and motives I will lay out for Bandai Namco’s business decisions are purely my own opinion and speculative in nature. Zero ill will is directed at them and the development team, quite the opposite actually.
There’s quite a bit of confusion surrounding exactly what separates WMMT5 international and 5DX Japanese game versions. I thought it would be a good idea to make a post detailing every difference currently in the leadup to the international release of 5DX, and explaining why exactly this is the case in my opinion as someone who closely follows all versions of these games.
So why does Japan have so much more content than the international versions? Why do screenshots of 5DX keep popping up with content you had no idea existed? Why does their version look better? Load faster?
There isn’t a huge amount of specific info regarding differences in the arcade hardware, but the biggest and most obvious difference is the hardware that the Japanese version of 5DX currently runs on, which then leads into why they happen to have all this extra content.
Maximum Tune 4 came out on December 15th, 2011 in Japan and ran on a custom Namco arcade system called “System ES1“.
System ES1 boots to a custom Linux Debian kernel and dual boots Windows Embedded 7 on top of that to run the game. This dual booting alongside the enhanced network support is what allowed Maximum Tune 4 to access the internet and support the banapass system. It was made to replace the now ancient Namco System N2 hardware that WMMT3 – WMMT3DX+ ran on.
When you look at the update notes for the Japanese version of WMMT4, there wasn’t a huge amount of content updates, but many bug fixes. System ES1 had been used in arcades as early as 2009, so there was pressure also for Bandai Namco to update to one of the later revisions of System ES1 so as to not breach the limitations of the hardware in regards to content, functionality, and performance.
WMMT4 International version came at the very start of 2013 in January at least in Australia. We started on revision 1.01 much like Japan did, but looking at our update history suggests that the Japanese servers got more frequent revisions for bug fixes, and the international version got only 4 updates including the final 1.10 update, but each revision combined bug fixes and content updates into one. So essentially our version of WMMT4 was at parity with the Japanese version by the end of WMMT4’s lifecycle.
This is where it starts to get complicated. Not only did the development team have to distribute all the WMMT4 hardware and software to the International community, they also had to deal with the impending upgrade to System ES3 to expand the online features and content of WMMT when it came time to release WMMT5 in Japan.
This is why WMMT5 location tests in Japan started as early as 2013 and WMMT4 was shelved after barely 3 years of operation. WMMT5 was released early to test out System ES3 and the expanded features that came with it. The location tests started on October 19th, 2013 and lasted for 20 days until November 8th, 2013. The tests were held at the following locations:
The version of WMMT5 played at these location tests was limited in terms of content and function. Below is a list of things observed during the location test, translated from the WMMT Japanese Wiki.
-200 yen per game. Cannot continue under any circumstances.
-In accordance with the yellow theme of WMMT5, The LED lights in the signage and cabinet housing and seats are yellow by default..
-If you use a current Banapass, the car you choose is full tuned, C4 rank with no dress up. If no Banapass is used, the car is stock.
– Story mode, ghost mode, and time attack are all playable. If no Banapass is used, ghost battle is unavailable.
-Existing cars have been rebalanced
–Improvement in load times (loading screen for VS battle ends in about 3 seconds)
The most important thing here is bolded. The better loading times seen in the WMMT5 test location demo is a direct result of the System ES3 upgrade being trialled.
Since its a hardware upgrade, its much easier and faster to distribute the upgrades to arcades domestically in Japan, which is why Japan got it first. Bandai Namco had no such luxury when considering the vast international market.
By the end of the location test, we were on WMMT4 version 1.04 which was released on the 24th of October, 2013. The same day, Japan received the final update for WMMT4 which was version 1.10. We recieved the content from this update in update 1.09 on the 25th of June, 2014, but we weren’t officially on 1.10 until the 5th of August, 2014.
The Japanese version of WMMT5 was officially released on the 12th of March, 2014. After a short location test in Hong Kong in September 2014, the International version of WMMT5 was released on the 27th of October, 2014.
This is where the two versions were officially split up. The Japanese version of WMMT5 was running System ES3, and our version of WMMT5 was and still is currently running on System ES1. Because of this major difference in hardware, we were given an alternate version with limited content to satiate the international market for the time being. This is even referenced in the first English WMMT5 Future Lab written by series producer Kazuhiro Maeda:
“New cars and courses have also been added.
But that’s not all!
Some models differ from the Japanese specifications.
This has even managed to surprise Japanese players.
Up until now, the International Versions have always followed the Japanese specifications which means that the updates offered no surprises.
That’s why this time the Japanese and International versions are planned to differ in the order and what appears in each specification.
I hope you’ll check the updates of both the International and Japanese Versions and look forward to what might be coming in future updates.”
This confirms that our version was planned to be different from the Japanese version. In the third Future Lab news post, lead programmer Takeshi Ono references the development of WMMT5 International and Japanese version.
“Hi, everyone. Ono here.
It’s great that Wangan Maximum 5 is finally out.
I’m happy to say that this time we developed both versions simultaneously so fans outside of Japan could get the game as soon as possible. We all worked together so this could happen.”
The bolded and underlined text is the most important. Timing was very important. Bandai Namco had to plan around the roadblocks when it came to distributing new content to the international community so that we weren’t left in the dark with a seemingly outdated version.This is why we were given the Mount Taikan course before the Japanese, and exclusive european cars that they wouldn’t get until the release of 5DX.
The bottom line is that the current hardware differences and the difficulty of servicing the international community basically forced Bandai Namco to makes these changes. We are incredibly lucky as a community for Bandai Namco and the development team to continue bringing us content. The good news? WMMT5DX international version is coming very soon.
This video by Sam P of WMMT North American Community seems to suggest that WMMT5DX is coming to international sometime this year according to a conversation he had with a representative. This flew under the radar for over a month until the images below started popping up on Facebook.
The source of these images is unknown, but the quantity of the update packages seem to suggest a large scale hardware update coming soon. I’ve heard rumours regarding the release date being around June or July 2016, but it’s likely that the update will be staggered and may come out sooner or later depending on your region.
So what exactly is different about WMMT5DX currently? I’ll be writing a separate article to show and explain all the differences currently since this article is massive already. I would like to thank everyone who helped me and continue to help me gather resources and research.
The 6th Online Championship Match has been announced to start on January 15th, and will be played on Hakone Outbound. This is currently only for the International version of the game, so this does not apply to people on the Indonesian version of the game. The times for qualifying period and main draw are listed below.
Qualifier: 15/1/2016 6:00am to the 30/1/2016 11:59pm - Japan Time (GMT+9)
Main Draw: 31/1/2016 6:00am to the 7/2/2016 11:00pm - Japan Time (GMT+9)
During the main draw, the fastest ghost will be updated 3 times a day, and that ghost will become the ghost you race against at the end of the tally period. During the tally, you can't play OCM for 15 minutes. The exact times these tallies happen is below:
|Every day: 11:45am (approx. 15 minutes) - Japan Time (GMT+9)|
|Every day: 5:45pm (approx. 15 minutes) - Japan Time (GMT+9)|
|Every day: 11:45pm (approx. 15 minutes) - Japan Time (GMT+9)|
If you need help converting these times to your specific time zone, use this tool to find out exactly when it starts and ends for your region.
The first OCM of the new year may very well be the most difficult as Hakone Outbound is arguably one of the most difficult courses in the game. The International website was updated with the participation plates you can receive for competing in the qualifier and main draw.
There's some really nice looking participation medals for Hakone OCM, but what about the gold plate for top 100? This is where it gets confusing because we've been mainly comparing the plates you get for each OCM to what the Japanese version had.
But because the International version skipped the Yaesu OCM that Japan got to compete in before Hakone OCM, we actually have no idea what the top 100 plate for our Hakone OCM will be. This leads to a bigger investigation on how WMMT5DX will be implmented in our version, and that article is coming out soon. For now, brush up on Hakone Outbound, this might be your last chance to get a top 100 plate in our current version!