That should be enough.I don't have a Pro. i do own a classic pro, though.
Try if you're having too much trouble with the Wii Remote.
That should be enough.I don't have a Pro. i do own a classic pro, though.
That should be enough.
Try if you're having too much trouble with the Wii Remote.
Oh, ok thenThe gamepad is working fine for me atm.
Shin'en can we pls have patch?Oh, ok then
And as soon as I'm typing this, my Wii U crashes in the voting room after almost half an hour of working flawlessly...
Sigh
I haven't unlocked everything myself. I was just testing online, which is damn smooth if you ask me until that crash.. MehShin'en can we pls have patch?
Also I should be able to play soon but I'll probably just do single player tonight. Wanna unlock everything, ya know? (AND GET ON DISCORD BITCH)
I was thinking to keep lean buttons where they are, keeping acceleration on 'A' (doesn't bother me at all personally), and putting boost on 'B' with break on 'Y'. That would be an improved set up for me personally.I'm trying to think of another logical button layout that doesn't require pressing same-side shoulder/trigger buttons at the same time... I can't think of any. Shifting left and right almost has to be on either L/R or ZL/ZR. The only thing I can think of is putting left and right shift on X and Y. That would free up ZR for accelerate and ZL for phase shift (since phase shift takes priority over break. But then... there will still be plenty of times when you need to hold down boost while shifting, which throws a wrench into things since they would all have to be done with one thumb.
I mean, yeah, they should update it to allow customizable controls so people can do it however they want, but I can't think of any way that would be more comfortable than, or allow for as many options as, the default. Either way you slice it you're going to have to hold down a bunch of buttons at once while wiggling between the shifts, and using the middle finger to accelerate and index to boost is probably the best option.
I was thinking to keep lean buttons where they are, keeping acceleration on 'A' (doesn't bother me at all personally), and putting boost on 'B' with break on 'Y'. That would be an improved set up for me personally.
Quite informative. Thx!Posting here because the review thread is already kind of dead (my bad)
After watching more footage...
Gameplay-wise, Fast Racing Neo seems really simple while F-Zero GX was rather complex.
It looked like there's only two different types of turns: "regular turn" (when you simply use the analog stick) and "slide turn" (when you add ZL/ZR). Is that the case?
For comparison, F-Zero GX had two main "states": "grip state" (default) and "drift state" (once you lost your grip, unnintentionally, or by pressing both triggers). The same inputs would give you different turns on different states.
The regular turn and slide turn in Fast Racing Neo look similar (with less grip) to what you would get in F-Zero GX, with the same inputs, while in grip state. However, the drift state options seem to be missing enterely.
In F-Zero GX, while in drift state, moving the analog stick would give you a "drift turn" while adding a trigger (R/L) would give you a "quick turn". These two were the ones that allowed you to turn "on a dime" and, therefore, made it possible for the developers to desing those crazy circuits full of sharp turns that some loved (myself included xD)
If there's nothing similar in Fast Racing Neo, that would explain why the circuits feel like long straights when compared to many F-Zero circuitsIt seems that you need to anticipate even the easiest turn.
Without the grip state-drift state duality, i wonder where all the F-Zero comparisons are coming from, as one of the most recognizable aspects of F-Zero is the fear of tilting the analog stick a bit too much, which "breaks" your grip, and suddenly changes your regular turn into a drift turn (making you crash against the rail). Another instance where you could enter "drift state" unintentionally in F-Zero GX was when another ship touched you (in Fast Racing Neo it seems that you enter a spinning animation).
Other recognizable F-Zero aspects (seemingly) absent in Fast Racing Neo:
- the track design, which you can't have unless your ship can turn "on a dime"
- a handling system that gives you multiple turn options that you can combine
- being able to boost and still take the sharpest of turns with easy
- your ship being small in relation to the track, while being surrounded by many other ships
- boosts are short, and you start to quickly lose the speed gained as soon as the boost effect ends. To reach high speeds, you need to do multiple boost in sucession.
Why all the F-Zero comparisons? The main thing that they have in common is the speed and, in that aspect, Fast Racing Neo is probably going to be faster on straights (just hold the button and watch) while slower on turns (it seems that you don't have tools to take a turn really fast)
Anyway, i'd like if someone with the game could mention if there's more turn options aside from the two obvious one.
I'm trying to think of another logical button layout that doesn't require pressing same-side shoulder/trigger buttons at the same time... I can't think of any. Shifting left and right almost has to be on either L/R or ZL/ZR. The only thing I can think of is putting left and right shift on X and Y. That would free up ZR for accelerate and ZL for phase shift (since phase shift takes priority over break. But then... there will still be plenty of times when you need to hold down boost while shifting, which throws a wrench into things since they would all have to be done with one thumb.
I tend to hold my entire thumb over each one of the face buttons. So the tip of my thumb is over Y and X while my MCP joint is on B and A. So I basically just lean my thumb left or right and apply pressure on whichever button I need. This a result of years of training on Super Mario World - I never let the run button go in that game lol.Possibly. But then you wouldn't really be able to hold accelerate and boost at the same time. At least not comfortably. I guess that wouldn't be too bad, but it'd throw me off for sure.
I agree with everyone, a button mapping scheme really needs to be patched in here.
hey guys how's online play?
No johnsGame crashed when playing online with roo and justice
and i was 3rd
way to rub salt in the wound game
Patch for button mapping, mini map, online crash fixes = perfect game?
hey guys how's online play?
Agreed. Just beat Neon Cup on Subsonic. Just awesome.This game is like the perfect modern arcade game.
Yep, it's like I'm back in the arcades, the good ol' days. I'm not giving up hope and I know it's apples and oranges but no way Arcade Racer is this good.This game is like the perfect modern arcade game.
Yes, it's extremely good.This game is like the perfect modern arcade game.
This game is like the perfect modern arcade game.
Pls lol
It really did crash!
Sunahara Desert, what the heck is up with this level on hypersonic. Some normally safe rocks that totally kill you now, collision with invisible stuff on the track, horrible collision detection off track, that last jump just straight up killing you if you go too fast sometimes. That track is pure trash tier in its current state.
Game is very fun , and for that price it's a nobrain
But what an honest shock when I just played it on my tv.
Yday I played it on the game pad as my God was watching tv. I felt it looked great and clean. But I didn't like the control with A button to accelerate. So I was waiting to play it today with a pro controller.
I'm not trolling what the hell is with this iq ? Feel like ps2 aliasing level. It's really hurting I just don't get this kind of iq nowadays. Well at least with pro controller it feels better but damn
Edit : playing less than 2m from a 1.75m tv So I have my nose in the screen
Edit : playing less than 2m from a 1.75m tv So I have my nose in the screen
When a game is clean like Zelda or Mario on wiiu it's very nice but even on Mario kart the aliasing was a bit annoying but nothing like Fast. Really distracting here and since the game is fast the moving edges are acting like crazySorry. Your God? I feel like there's a story there.
When a game is clean like Zelda or Mario on wiiu it's very nice but even on Mario kart the aliasing was a bit annoying but nothing like Fast. Really distracting here and since the game is fast the moving edges are acting like crazy
Long time I didn't see such aliasing. I'll stop speaking about this as it is as it is
I'm on automatic and it's 1080pSomething seems to be very wrong here... The game doesn't look that way at all on my system. What Wii U output resolution do you have in the system settings?
I'm on automatic and it's 1080p
Edit : just tried 720p it's more or less the same. I don't have any issue in particular with other games so ...
I'm on automatic and it's 1080p
Edit : just tried 720p it's more or less the same. I don't have any issue in particular with other games so ...
When a game is clean like Zelda or Mario on wiiu it's very nice but even on Mario kart the aliasing was a bit annoying but nothing like Fast. Really distracting here and since the game is fast the moving edges are acting like crazy
Long time I didn't see such aliasing. I'll stop speaking about this as it is as it is