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But yes, if the game is designed without gears (aka it's not automatic gears but there is no gear mechanics at all, it's only a sound, like in Burnout Paradise and its infinite gears), it can be almost impossible to implement.
Unfortunately, arcade games (also soccer arcade games, i.e.) are all targeted by requests that veer towards simulation.
A concession in this sense would lead to an avalanche of requests in the simulation direction until we arrive at a sort of Assetto Corsa in pixel graphics.
And that's not the point of this game.
This is an arcade game, with arcade rules and arcade handling and it must stay that way.
I ask the programmers (and not just those of this game) to resist the continuous pro-sim requests from which they are overwhelmed.
I would also remove the pit stops or make them much more arcade by introducing automatic improvements that can be acquired with the game itself. It's true that there is already the "Automatic pit stop" bonus, but I would make everything even more automatic and more arcade.
The only thing I wouldn't do and which, fortunately, isn't present in this game are the bonuses to collect along the way (a real scourge of arcade races of the last 25 years, in addition to the rubber band effect with the last ones in race running faster).
Instead, I would play different and cheerful music.
Cheerier faces at the awards ceremonies.
More joy (the Japanese are masters of this).
An arcade game must bring joy and be full of humor. There's no shortage of humor in this game. A bit of joy is missing, however.
Those who have started playing with the PlayStation may have more difficulty understanding what an arcade is, compared to those who have played coin-ops.
I've never seen a single person choose manual transmission in arcade games.
For years Pro Evolution (and here I'm even talking about a simulator) has been bombarded with requests regarding completely manual shot/pass. When Konami made fully manual shot/pass, most no one used it.
This is honestly exactly what ive been seeing for a lot of fun arcade games and over time it gets morphed into complicated broken/buggy messes that stray from the original idea.
Arcade game doesn't mean over simplification and gameplay lacking depth like some modern absolutely uninteresting arcade racer which sometimes doesn't even have a brake pedal and are targeted to people who have a couple minutes to spare before entering the movie theater and won't come back ever, having seen everything there's to see after a couple minutes.
To the core, arcade games were immediately accessible, but had depth and people could come back to them during months if not years.
Manual gears have always been a big part of arcade games. Daytona USA, Ridge Racer or Sega Rally wouldn't be the same without the manual gears.
Wangan Midnight Maximum Tune and Initial D are the last 2 great arcade racing game series you find at the arcade, and they are at the same time super arcade/accessible and have a lot of depth and people playing for hundreds of hours, and of course they use manual gears, which is a must to be competitive and to handle the car properly.
It feels absolutely crazy to see nowadays people pretending manual gears are "too simulation" for an arcade game, plain crazy, it has always been there and has always added a lot of depth and a lot of fun without preventing people who don't want to change gears manually to play by selecting the automatic transmission.
Have those people been raised with the most dull and basic modern arcade games in their movie theater to think it's how arcade games are supposed to be? Did they completely forgot all the arcade racers of the 90's and 2000's? Or even the few remaining which have enough interest to play more than 15 mins?
Are you american?
Casuals who try the game almost always use auto, but people who play to these games regularly almost always use manual, no matter the game and the year (from OutRun to latest WMMT/Initial D), and would never accept to play in auto, which removes so much from the experience.
Arcade racers have traditionally had manual transmission options. The ones that don't usually have other mechanics to make up for it, such as the boost and crash mechanics in Burnout and Motorstorm, Split Second's traps and self-destructing environments, Driver San Francisco's car hopping mechanic, Wipeout's weapon and air brake mechanics, etc. This game, as it stands, basically only has a boost mechanic to supplement the normal breaking and steering, which results in a lot of time where you aren't really making very many inputs on the controller other than holding down the boost button. If you want the game to be like Asphalt 8 where you basically just hold down a button and steer, that's fine, but those of us who want something deeper should be given the option.
All the arcade racings from 90s and 2000s had manual transmission... It also provides a small advantage over automatic when mástered it.
The worst take on anything I've seen in a while. Please don't suggest anything again.
But...
Oh dear, oh dear... What a mad statement. It actually sounds like you're the one who has only played on console and is inexperienced with coin-ops tbh.
Daytona is the king of arcade racers and using manual is a must. Sega Rally, Initial D, Ridge Racer, Outrun, etc are all taken up a notch when manually shifting. Pretty much all the top-tier classic arcade titles require manual for you to get good, including Virtua Racing, which NSGP is very obviously inspired by.
Manual transmission in a game does not make it a sim, and it never did.
It's such an astoundingly odd selection of things to say, backed up by the worst possible anecdotes
Ten people out of a thousand will always ask for anything, even if it is useless.
This game is perfect without manual transmission.
It would only serve to satisfy the usual requests coming from... ten people out of a thousand.
Obviously, the manual transmission in coin-ops were just commercial gimmicks that no one used (oops...ten people out of a thousand, but maybe even less).
This game has deemed it not to consider automatic transmission precisely because it is totally useless for the purposes the balance of an arcade game. While, however, it could never be omitted in a simulation (as it should be).
Manual transmission is nonsense for the arcade balance of a game where you start last and "magically" gain position after position, but I can't make it clear to anyone who hasn't understood what an arcade game is.
So, let's leave aside the requests of those who don't know how to make an arcade game and... for me you can also close this topic because it is fundamentally useless.