Regarding the September 17th WMMT5 International Update

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A new WMMT5 international update has been announced today on the official English website, slated to be released on the 17th of September, 2015.
Fukuoka Extreme 1
The update adds the Fukuoka Urban Expressway extreme course, as well as the Subaru BRZ, and the Toyota FT-86.
Fukuoka Extreme 2
Fukuoka in reverse is sure to be really interesting. It’s essentially a circuit like Osaka or Nagoya, but the undulating corners and huge elevation differences is sure to make for a lot of kill spot opportunities and possibly jumps. Horsepower settings will probably be the same, although there may be more uphill sections requiring a slightly higher setting.
Toyota FT-86 (ZN6)
Length: 4,240mm
Width: 1,775mm
Height: 1,300mm
Maximum Speed: 350km/h

If the BRZ and the FT-86 are the same as they are in the Japanese version, expect a couple of differences between the two. They are both the same size wise, they both have a top speed of 350km/h, which is above average, and they both have 6 gears. The FT-86 is slidey, but has better boost recovery, while the BRZ is more grippy, but has less boost recovery. Similar to the differences between the EVO 8 and 9.Subaru BRZ (ZC6)
While this is a cool update, many have lamented the fact that the BRZ and the FT-86 do not have dress up parts, while the Japanese version does. It’s slightly disappointing, especially since it’s a car that we know has full dress up on the Japanese version.

My theory is that the choice of cars for this update is in response to the demand (and popularity) for the BRZ and FT-86, while adding a new extreme course, which Japan already has. With 5DX on the way for the Japanese version, giving them the rest of the cars and content that was exclusive to the international version, I imagine that we’ll get a DX update that will add dress up to the BRZ and FT-86 as well as the Japanese content that the international version is missing, like C2 and the Maxi G system.

Keep in mind that the development team for the international version (and even the Japanese version) is actually quite small, and deploying content worldwide takes time. Deploying content to a single country is much easier, especially since its the country of origin.

Back in the days of WMMT3, you had to wait for a major update to get anything new because the machines weren’t connected to the internet, and it was harder and took longer to deploy software to arcades. Sure you got small revisions for bug fixes and stuff, but now the revisions have the opportunity to add small bits of content like this one.

So I say to those who are disappointed with the lack of dress up on the BRZ and FT-86; be patient. The 3DX+ international version was in parity to the Japanese version, minus the Gemballa Porsches for licencing reasons, and the same will happen with WMMT5. Thanks for reading!

WMMT5 Maximum Tune 5 June Update New Belt Line Extreme Bug Demonstration

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This video explains and shows a bug in the June 2015 update of the English version of Wangan Midnight Maximum Tune 5. Enjoy!

Transcript: “Hey guys. Today I’ll be making a quick video documenting a bug in the newest Maximum Tune 5 update for the English version; update 6 (June Update). The update added New Belt Line extreme as well as the Audi RS4 wagon, and the Dodge Charger SRT-8. Now, the cars aren’t the problem here, they work fine. The problem is with the addition of New Belt Line extreme.

For those who don’t know, extreme courses were added into Maximum Tune 5 at launch, and are essentially just reversed from their normal counterparts. The easiest example I can think of is Nagoya extreme, which in its original form was a clockwise circuit, but the extreme version goes counter clockwise.

New belt line extreme is unique in a few ways.It can actually branch off to yokohane, c1, and wangan reverse, unlike other extreme courses like C1 extreme, where you are forced to go through C1 loop. And herein lies our problem and the bug i’ll be talking about and explaining. First off, the bug only triggers if Ariake line is chosen as the starting point. For some odd reason, starting at Kiba line does not trigger the bug.

When you start on Ariake line, you start on Wangan Line westbound, heading towards a branch to Yokohane upward on the right, or continuing down Wangan west. It’ll be a while before you get there, but on the way you’ll notice some weird changes to how cars interact with walls, and the boost mechanics between players.

The most notable change is the speed penalty incurred when you make contact with a wall. Notice how the celsior quickly loses speed as I push him into the wall. Right here I make shallow contact with the left wall and go from 300 kilometres per hour to about 220. Normally, the speed lost would be nowhere near as much.

Now, I’m going to fast forward the race to get to the most interesting part of the bug; the branch to yokohane. This is where the course really starts to break. The speed loss when hitting walls was initially offputting, but it made for a lot of fun on what is normally a fairly mundane course.

So straight away we see the normal sign that comes up whenever there is a branching option.
But normally there is a gate that you pass through on the road itself, showing which side of the road you should be on in order to choose that path. This is missing. So watch what happens when I choose to go to Yokohane up on the right. Notice that even though I clearly chose Yokohane Line, the road to Wangan West is still open.

Normally, there would be a big barrier here that appears when you choose your direction. Don’t be fooled though, the invisible wall is still there and you will come to a dead stop if you hit it. I unfortunately didn’t capture my first experience with this bug on camera, but the sudden narrowing of the road caught a lot of people out.

Depending on the amount of players, and the random distance given, you can also reach a second branch where the same bug happens. My best guess as to why this bug occurs is simply an oversight when programming branches. It is the first extreme course to be able to branch to other reversed courses, so perhaps certain branches were given markers, and some weren’t.

As for the wall physics changes, I have absolutely no clue what would cause that. Definitely one of the more prominent and weird bugs to surface in Maximum Tune. I hope this video was informative and cleared up any questions people may have have.

This video and others like it will appear on my website www.maximumtune.org. It’s still a work in progress, but if you wanna see similar videos to this, plus more detailed information on maximum tune,please subscribe to this channel, and i’ll keep you updated on when the site is updated with more info.

Thanks for watching! “