While we enjoyed Bravo Game Studios' Touch Racing Nitro game, like others, we had some trouble getting comfortable with the touch-ahead controls.

The developers have provided this video showing, well, "proper" gameplay technique that shows how it handles for an experienced player.

As we previously mentioned, two game modes are included: tournament and time trial mode, but no online leaderboards yet.

App Store Link: Touch Racing Nitro, $3.99

  • Jhona B

    Is it just me or dose the music sound like a 80s Porno?
    But i like the game. Hope i can play my own music.

  • Jhona B

    Is it just me or dose the music sound like a 80s Porno?
    But i like the game. Hope i can play my own music.

  • poesmij

    wow, seriously,
    then no one could figure this out -.-
    it seems to mee these controlls werk perfectly

  • poesmij

    wow, seriously,
    then no one could figure this out -.-
    it seems to mee these controlls werk perfectly

  • x999x

    The irony is at the 45 second mark, first turn -> crash into wall.

    Seriously, this control scheme is just a bad idea. Passing steering over from thumb to thumb based on where your vehicle is at on the screen should be an adequate red flag this is just detracting from the core gameplay.

    Q: Why do you have to pass steering from thumb to thumb?
    A: So you can see the vehicle at all times

    If seeing your vehicle becomes the challenge in simply controlling your car, its time to start thinking of alternative methods to engross your player in the core gameplay you've spent so hard creating.

    I can understand if the Dev wanted to keep the playfield as large as possible and thought the current control scheme was a healthy solution for making that possible, but the gameplay engine should always take priority no matter what.

    If you want to think out of the box with steering controls, what about ditching 10% of the left side of the screen for a slider. Moving either direction farther away from the center evokes steering left or right in wider increments. At least this way you ditch tilt controls, retain 90% of your playfield, and still offer something "different."

    o_O

    • http://www.squarezerostudio.com squarezero

      What can I say: after playing through the first tournament and getting silver overall, I can't imagine a better control method for this kind of a racer. I use a single finger, though, and don't switch from hand to hand. I understand that my opinion doesn't fit your theoretical framework, but at least I've actually, you know, played the game.

      No question: some people are not going to like steering a car this way, and the developer should probably introduce an alternate control set (though, frankly, I'd much rather they worked on a true career/achievement system). But, like it or not, there are people who really like the game in large part because of the controls.

  • x999x

    The irony is at the 45 second mark, first turn -> crash into wall.

    Seriously, this control scheme is just a bad idea. Passing steering over from thumb to thumb based on where your vehicle is at on the screen should be an adequate red flag this is just detracting from the core gameplay.

    Q: Why do you have to pass steering from thumb to thumb?
    A: So you can see the vehicle at all times

    If seeing your vehicle becomes the challenge in simply controlling your car, its time to start thinking of alternative methods to engross your player in the core gameplay you've spent so hard creating.

    I can understand if the Dev wanted to keep the playfield as large as possible and thought the current control scheme was a healthy solution for making that possible, but the gameplay engine should always take priority no matter what.

    If you want to think out of the box with steering controls, what about ditching 10% of the left side of the screen for a slider. Moving either direction farther away from the center evokes steering left or right in wider increments. At least this way you ditch tilt controls, retain 90% of your playfield, and still offer something "different."

    o_O

    • http://www.squarezerostudio.com squarezero

      What can I say: after playing through the first tournament and getting silver overall, I can't imagine a better control method for this kind of a racer. I use a single finger, though, and don't switch from hand to hand. I understand that my opinion doesn't fit your theoretical framework, but at least I've actually, you know, played the game.

      No question: some people are not going to like steering a car this way, and the developer should probably introduce an alternate control set (though, frankly, I'd much rather they worked on a true career/achievement system). But, like it or not, there are people who really like the game in large part because of the controls.

  • http://www.myspace.com/moonsofjupitermusic RM imagery

    I imagined the game handled more like Draw Race in real time. The fact that the car turns on its own in the direction of your finger seems a bit too easy - but I haven't tried it yet.

    Hate to bring up the iPad (no I don't really...) but games such as this would fare much better on the larger playing field.

    • doozer

      @RM Imagery > Not really, imagine the two thumb method? that's right out on an iPad as the area is too large for your thumbs to HOLD the iPad AND reach towards the centre of the track.

      So single finger then? Ok, but imagine the surface are you have to cover with your hand compared to an ipod/phone! You are basically moving your finger no more than an inch on the pod/phone but on the pad your whole hand/wrist/arm even would have to move (in quick time) to steer this sucker. I imagine wrist/arm ache would soon remove the fun of a 'larger surface area' (especially, and crucially because the iPad is going to be a complete PITA to hold unlike the phone/pod which is easy to hold with *JUST ONE HAND*).

      I think in time people will realise how flawed the iPad is for touchscreen gaming on 'fast' or arcade type games, sure drawing line and puzzle games fine but it's too much area to cover in general for some of these 'interesting' touch screen controls to work. And again, imagine the dual sticks method used on Iphone FPS (and some racers), try THAT on an iPad and see how your hands feel after.... 20 seconds... *ache*

  • http://www.myspace.com/moonsofjupitermusic RM imagery

    I imagined the game handled more like Draw Race in real time. The fact that the car turns on its own in the direction of your finger seems a bit too easy - but I haven't tried it yet.

    Hate to bring up the iPad (no I don't really...) but games such as this would fare much better on the larger playing field.

    • doozer

      @RM Imagery > Not really, imagine the two thumb method? that's right out on an iPad as the area is too large for your thumbs to HOLD the iPad AND reach towards the centre of the track.

      So single finger then? Ok, but imagine the surface are you have to cover with your hand compared to an ipod/phone! You are basically moving your finger no more than an inch on the pod/phone but on the pad your whole hand/wrist/arm even would have to move (in quick time) to steer this sucker. I imagine wrist/arm ache would soon remove the fun of a 'larger surface area' (especially, and crucially because the iPad is going to be a complete PITA to hold unlike the phone/pod which is easy to hold with *JUST ONE HAND*).

      I think in time people will realise how flawed the iPad is for touchscreen gaming on 'fast' or arcade type games, sure drawing line and puzzle games fine but it's too much area to cover in general for some of these 'interesting' touch screen controls to work. And again, imagine the dual sticks method used on Iphone FPS (and some racers), try THAT on an iPad and see how your hands feel after.... 20 seconds... *ache*