Video Game / Wangan Midnight
is a street racing manga that also exists as a series of Driving Games
, developed by Genki and released in 2001 as an arcade game, plays much like Shutokou Battle
—the object is to drain the opponent's Life Meter
by maintaining a major advantage or causing the opponent to crash into things. It got an Expansion Pack
called Wangan Midnight R
, and PlayStation 2 and PSP ports. A more fleshed-out Wangan Midnight
game made its way to the PlayStation 3, though it didn't do so well.Wangan Midnight Maximum Tune
, developed by Namco, is the set of Wangan Midnight
games as most fans know it. Originally released in 2004, Maximum Tune
features a card system not unlike that of Initial D Arcade Stage
's, more lenient and drifty driving physics, more colorful graphics
, a more traditional "point A to point B" racing system, and a tuning system in which you can tune your car all the way to 800 horsepower by completing 60 stages of Story Mode.Maximum Tune
has become successful enough to receive multiple sequels, with each new one adding features such as 4-player racing, a more coherent Story Mode, more horsepower, and new courses like the Hakone mountain pass and new stretches of the Tokyo expressways.
The Wangan Midnight games contain examples of:
- Adaptation Dye-Job: Not with the characters but with some of the cars. For example, Kazuo Ota's RX-7 is inexplicably pink in the games.
- Adapted Out: Yoshiaki Ishida, prior to Maximum Tune 3.
- Alt Itis: Before Maximum Tune 4 it's quite common for a player to have more than one card, as you can only have one car per card. This became a thing of the past when Maximum Tune 4 eschewed the previous games' magnetic cards in favor of Bandai Namco's Banapass system. The Banapass can hold a lot more data than the old magnetic cards. For Maximum Tune 4 and beyond, each Banapass can hold up to ONE HUNDRED cars.
- Anti-Poop Socking: Maximum Tune games can be configured to disallow use of the card reader after a specified time. (You can continue to play with a card if you started a game before this feature kicks in, and nothing short of card expiration or running out of money to use for continues will force a card eject.) This serves two purposes: To subtlely encourage players to leave the arcade, and, if the arcade turns off machines at closing time, to prevent players from getting their cards stuck as a result of the machine powering off in mid-game.
- "Blind Idiot" Translation: Story Mode in the international versions of all four Maximum Tune games. In fact, there are cases where text is not formatted properly (i.e. long text appears on one line going off the screen) or strange characters appear where they should not be.
- Boss Game: The first two games before Maximum Tune.
- Boss Rush: 10-Outrun mode.
- Capcom Sequel Stagnation: WMMT 3 -> WMMT 3 DX -> WMMT 3 DX Plus. Finally reached 4 in 2012 (3 was released in 2007).
- Car Fu: A tactic some players of the MT games resort to when dealing with opponents in a race, popularly known as ramming.
- Some skillful players can even use the Traffic Cars as throwing weapons by cleverly
playing dodgeball with them bouncing them around the course, causing mayhem behind them. And now, in the 3DX+ update, even the AI gets in on the action.
- Essentially the name of the game in the Wangan Midnight R games.
- Cosmetic Award: Dress-up parts in MT 3 and 3 DX. Want to see a flamewar erupt? Ask whether or not dress-up parts do anything to your car's performance. Also, special titles.
- Somewhat subverted in WMMT 3DX+ - the new Nissan GT-R R35 cannot be dressed up, nor have its color changed when renewing the game card.
- Creator Provincialism: Save for the German Gemballas, all the cars up to WMMT3DX+ were strictly Japanese. WMMT4 broke this with Chevrolets — the Corvette C6 ZR 1, the 1975 Corvette Stingray, and the 2012 Camaro SS. The fifth game WMMT5 released in mid-March 2014, continues that ground-breaking trend, adding 4 more non-Japanese makes (BMW, Mercedes-Benz, Audi, Dodge) while also giving the existing 2 foreign makers a new car each.note
- Crowning Musicof Awesome: Phantom of Blue from the 3rd Game.
- Difficult but Awesome: Automatic transmission. While MT is the preferred method by many of playing driving games, with this game being no exception, it is possible for AT players to go toe-to-toe with MT players, though more difficult. It requires sticking on the same power settings, good knowledge of the tracks and mastery of handling with the brakes and steering, but when executed properly, players can tackle corners which are hard to do using manual transmission. Pulling this off in Hakone (not the Mt. Taikan area), however, requires effort more than the rest of the tracks combined. A couple examples of competitive AT play can be found here and here.
- Dummied Out: The aforementioned Gemballa-tuned Porsches in the international versions of MT 1 and 2. Thanks to a little hacking, some players were able to make them playable, and thanks to the "discarded card" system that allows players to make partially-tuned clones of their cards, almost any player in the world was able to get their hands on one. All traces of them were removed completely starting from the international version of MT 3. Subverted in MT 4 where the RUF Porsches are brought in.
- Fake Longevity / Forced Level-Grinding: 60 stages for a full-tune in MT 1 and 4, 80 in MT 2 and 3, and 100 in MT 3 DX and DX+ . And each stage eats up one credit.
- Not to mention 10 Opponent Outrun. Given that the first 5 levels are ridiculously easy to get an S on for any full-tune vehicle, they could've been left off entirely, or counted off as cleared upon clearing more difficult levels.
- Hollywood Darkness: Hakone zigzags this trope.
- Averted in Maximum Tune 2; it's completely dark at night, with the only things visible outside of your headlights being your opponents' car lights.
- Played straight in Maximum Tune 3; Hakone is brightly lit at night for no reason whatsoever. Even a full moon on a clear night cannot possibly provide that much illumination on its own.
- In Maximum Tune 4, the issue is avoided altogether because there are lamps along the road providing illumination.
- Hilarity Ensues: In MT 4 Story Mode, the chapter when Gatchan is your opponent. In the intro cutscene he drives so wrecklesly he crashes in to a barrier, then some time into the race the two of you are joined by his nagging wife in her own car, resulting in funny banter between the couple while racing so dangerously.
- Interface Screw: One of the stages involving Gatchan borders on this prior to MT 4. Near the end of the route, Gatchan lets off four HUGE blocks of text that take up a majority of the screen, making it easy to get distracted and crash into something, causing you to lose.
- Joke Character: The Toyota Celsior, known in North America as the Lexus LS series. WMMT 2 adds the Corolla and the Hiace van to the mix, WMMT 3 adds the 64-horsepower Subaru R2 keicar, and WMMT 4 throws in the Mitsubishi Pajero SUV. All of which can go as fast as any other car in the game, by the way; anyone wanna see a van drive at 340 kilometers per hour? And if you're skillful enough with them, you can humiliate seasoned opponents with them when they use more "conventional" cars and you still beat them.
- Leitmotif: Any song with "Blue" in the title for Akio, any song with "Black" in the title for Tatsuya. And if a song is sung by Paula Terry, it's most likely one of Reina's themes.
- Lethal Joke Character: The Celsior and the Aristo (aka the Lexus LS and GS in North America, respectively), in MT 3 and 3 DX, are the heaviest cars in the game (by the game's physics), which has led many to regard them as good cars for versus battles.
- Life Meter: The non-Maximum Tune games, unusually for Driving Games, have them. They're lifted straight out of the Shutokou Battle series, made by the same developers.
- Loads and Loads of Loading: Maximum Tune 3 is infamous for this in versus battles, particularly ones set in Tokyo—players often get stuck at a still loading screen for about 30 seconds before the race begins. 3 DX onwards seems to have fixed this.
- Lost Forever:
- Many special titles (i.e. those based on mileage and those based on how many wins) are only offered once.
- Maximum Tune 4 had an event that let you transfer 3DX+ data to 4. This event ended on October 24, 2013, much to the ire of players whose country has yet to even get the game at all and thus will be forced to start all over again if they ever get the game.
- Played with regarding "undefeated" status in Story Mode. In the original verison of Maximum Tune 2, if you lose a single stage with a particular card, that car will never be able to achieve the second bonus tuning point or achieve the "Undefeated Winner of the Highway" title ever again. The "Ver. B" update allows a car that has lost in Story Mode to gain the second bonus point simply by racking up 5,000 kilometers of mileage, but you still will lose undefeated status permanently, as well as the bonus tachometer for transferring an undefeated-in-Story-Mode card to Maximum Tune 3. In Maximum Tune 3 onwards, every time you finish Story Mode, you'll be given another chance to achieve undefeated status and its perks if you lost it.
- Marathon Level:
- The Metropolitan Highway time attack courses; the Kanagawa version is 35 kilometers long, and the Tokyo version is 59.8 kilometers; the latter in particular takes over 12 minutes to finish, and that's with a full-tuned vehicle. However, if you get challenged during one of the Metro Highway courses, and win, you have to insert additional credits again. Thus you pretty much must turn on Refuse VS if you choose either of these courses.
- Arc-ending stages tend to be somewhat longer than usual, at 25-30 kilometers.
- If you clear all 10 levels of 10-Outrun mode on one course, you gain access to a special 28-opponent (or 32 in MT 3) level. It takes at least 7 minutes to finish.
- Mercy Mode: In the original games, losing a stage and restarting it causes the opponent's life meter to start lower. In Maximum Tune, the opponent becomes weaker.
- In MT2, if you lost the same stage three times in a row, on the fourth attempt the opponent would slow down to a crawl in the final kilometer. There were several stages that, were it not for this, would be impossible to beat for many, many players.
- Nintendo Hard: Story Mode in MT 1 and 2.
- 10 Opponent Outrun in 2 tops both. Simply clearing all 10 stages of any one course is a massive challenge.
- Obvious Beta: When the Kobe course was added in 5DX, it was playable in Time Attack only in night mode. Morning was selectable in versus mode, however - in a clearly unfinished state.
- Ominous Latin Chanting: Black Pressure in MT3, Shima's theme song.
- Black Zone in MT4 to a lesser degree (the chanting is softer, but it's there).
- Power Creep, Power Seep: No car is allowed to start with more with than 336BHP in its stock form. This means that cars whose engines, even in stock form, produce more power than that limit will have their engine outputs nerfed accordingly to 300BHP. Also, any car with 7-speed transmission gets their first gear omitted in-game, prompting the players to start the race with one-gear higher.
- Player Versus Player: In addition to multiplayer, there's also the Ghost Battle mode, which simulates this through players' past runs in this mode.
- Real Money Trade: Some players buy pre-tuned cards from other players as opposed to tuning them from scratch, to avoid having to spend hours doing the latter.
- Rubber Band AI: The handicap feature. Unlike Initial D Arcade Stage players, most WMMT fans leave it on.
- Justified; MT's multiplayer races are between Glass Cannon cars without handicap on. Crash even slightly, and the lead car will leave you in the dust; you'd only have a slim chance of catching up if the lead car crashes later on. By contrast, Initial D Arcade Stage's crash penalty was easier to recover from.
- Rule of Cool / Rule of Fun: Can a Toyota Corolla really be safe and stable with 830 horsepower?
- How about the Hiace, the, R2, and the Pajero? In fact who in his right mind would drive a vehicle like the high-ride version of the Hiace at over 300kph on a cornering race course?
- Scenery Porn: The Maximum Tune series' courses are pretty well-saturated in color.
- Secret Car: The traffic cars, except the truck (starting MT2), taxi variants of the Toyota Aristo and Toyota Celsior (MT3/DX), a high-ride Hiace (MT3 DX), a training car variant of the Mazdaspeed 6 (MT3 DX), and the Spec-V variant of the Nissan GT-R (MT3 DX+). Obtainable by entering codes using the shifter when highlighting the right car in the vehicle selection screens.
- The Toyota Celsior used to be a Secret Car in MT2, complete with its own hilariously redone Story Mode with Gatchan as the "tuner". It became a normal selectable car in subsequent games, but then gave birth to its Taxi variant which is a Secret Car.
- Choosing certain colors on certain cars allows you to have a "variant model" of said car. For example, to get the Nür variant of the Nissan Skyline GT-R V-Spec II (R34), you would select Millennium Jade as your R34's paint color. To get the RS variant of the Mitsubishi Lancer Evolution VIII (complete with no-frills steel wheels), you would select Scotia White.
- The Chevrolet Camarro SS in an early Japanese version of MT 4, which requires collecting special scratch stars to obtain. No longer the case in the recent update.
- Self-Imposed Challenge: Clearing Story Mode without losing a single stage. Known as "unshaded" status, after the hollow "stage cleared" marks you get if you haven't lost a stage (as opposed to filled if you have). In Maximum Tune 2, this comes with a gameplay-affecting award: instead of getting one extra tuning block for clearing Story Mode with any losses, you get two.
- This is especially prestigious when importing from MT 2 to MT 3 - "unshaded" MT 2 cards, when imported to MT 3, get a special tachometer that absolutely not obtainable by any other means. Considering what few arcades still have MT 2, this special tach could be a Lost Forever depending on where you live, unless you can find someone who sells pre-tuned MT 2 cards.
- MT 3 and MT 4 will also award new tachometers for the same achievement. 4 takes it further: a yellow meter on the first loop, and a red one the second loop.
- Sequel Difficulty Drop: WMMT3's Story Mode and 10 Outrun CPU is much easier than WMMT2's.
- Sequel Escalation: Each game expands the accessible driving area:
- WMMT 1: C1 and the New Belt Line, the latter including a 6-kilometer stretch of Wangan and about a 4-kilometer stretch of Yokohane.
- WMMT 2: Adds the Hakone mountain pass.
- WMMT 3: Expands the drivable part of Wangan to over 22 kilometers, Yokohane to 14-15, and adds yet another new area: the Osaka Hanshin loop.
- WMMT 3DX: Adds the Nagoya speed loop.
- WMMT 3DX+ : Adds the Fukuoka Expressway.
- WMMT 4: Adds the Yokohama loop, plus the Yaesu course after the latest update.
- WMMT 5: Adds the Mt.Taikan area of Hakone, which is a separate track. Also, it adds Sub-center Area in Japanese version, which couldn't be seen in overseas versions until...
- WMMT 5 DX: Adds the Kobe Expressway.
- Spiritual Successor: Dead Heat, a new arcade racer by Namco, which uses the same game engine as MT3.
- The Cameo: Pac-Man and the Ghosts make appearances as guest AI drivers in Story Mode in MT2 and MT3DX+ and use the Traffic Cars, though judging from the dialogues, they in fact merely substitute for other Wangan Midnight characters (eg Pac-Man usually subs for Akio, since the Corolla he uses gets introduced as the Devil Z when it appears mid-race).
- The Computer Is a Cheating Bastard: In a matter of speaking. The Ghost Car in Ghost Battle is basically a replay of that player's run down to every turn, braking, and collision made. When playing against it, it will try to stay true to its recorded course to the point of easily pushing away traffic cars (whereas you tend to get mucked up trying the same thing), and if you and it collide, it will most certainly get away scott free while you are left in the dust (unless you are in front of it). It's especially frustrating when it's the Top Ghost Car of the course you are challenging. It's become especially bad in the new Japan Challenge mode in WMMT4, which could potentially reach Unwinnable by Design levels.
- Theme Music Power-Up: Since WMMT 3, in Story Mode, if someone enters the race in mid-stage (particularly on the last stage of a story arc), their theme music will replace the current background music.
- Writing Around Trademarks: A variation. Tatsuya's Blackbird, a highly-modified 964-series Porsche 911 Turbo 3.6, causes some issues when it needs to be portrayed in a Wangan Midnight video game, since Porsche has consistently refused to allow Namco (who handles the Maximum Tune spinoff) or Genki (who handled the first arcade game, its PS2 and PSP ports, and its own Wangan Midnight game for the PS3) the rights to have their cars represented in any video game adaptation of the manga. As a results, these two companies have turned to Porsche tuners RUF or Gemballa for help. In the Genki-produced games, the Blackbird is represented by the RUF CTR. Known as the "Yellowbird", it's a highly modified 930-series 911 Turbo. In the first 3 of the Wangan Midnight Maximum Tune games, Namco used the Gemballa 3.8RS, another modified 930-series 911, but uses a 3.8L non-turbo engine from the rare 964-series 911 Carrera RS 3.8. RUF made their Maximum Tune debut in the fourth game with the CTR and the 997-series version of the RGT, with the CTR once again representing the Blackbird.
- You All Look Familiar: Every traffic car in the Namco-published games is either a Corolla, a Hiace, an R2, or an SUV. All of which have the exact same yellow-with-Namco-logo paintjob.