OCD overload: why not 6 or even (odd) 9 (hehe), 8 just doesn't fit on screen....
It's exactly this. 8 controllers Max on the switch.
They should keep it evenly in 3 rows of three, and just have the very middle slot be a minimap.
As well as the issue of controllers, of course, there's the fact that this is an emulation of the original arcade machine, which could only handle 8 players. As they had the source code and were able to make changes such as frame rate and draw distance, I assume they could have
technically altered the game to feature a ninth player - but that would have been an awful lot of work for the amount of people who'd use the feature anyway. And as there is the controller issue anyway the whole point is moot; I just thought it was worth mentioning.
I've played the game pretty much every day since I've had it. It's a great game to play for a quick race or two between Tetris 99 sessions. I think I only ever played the arcade game once in my entire life, so my comparisons are to the Megadrive and 32X versions. The graphics are of course miles ahead of either of those two games. The analogue controls are also really nice. I do wish the Switch had analogue triggers to enable a more precise feel with acceleration and braking. There are options in-game for mapping the second analogue to gas/break, but I haven't tried that yet - it still leaves the issue of beaing able to stamp both pedals down at the same time. Every button is completely mappable apart from X which, bizzarely can be mapped to any of the view angles, or to flip between the view points, but can't be mapped to the gas or break pedal. I have no idea why this is.
The Grand Prix mode features brutal tyre wear; I think it must be sponsored by Pirelli because after 5 laps you're left with pretty much no grip - this is particularly gruelling on the Bay Bridge track as there's no pit lane! On the other two tracks I normally pit between laps 8 and 11 for some fresh polygons.
The online mode is a big disappointment, and I can see why it was limited to just two players now. What I assume they've done is just emulated the physical link between the two cabinets; unfortunately the game is expecting the latency to be almost zero with a physical link and had no intelligent compensation code. There's massive loads of slow down and the controls can get laggy as to be unplayable - sometimes the frame rate drops to maybe 10+fps and it feels like you're driving on ice. In fact it's worse than that; the car seems to respond to your movements as if it were in a position it hasn't yet arrived to. It's difficult to explain. It should be tried just for the "experience", but don't be buying this if you're looking forward to online battling. I wonder if they should have concentrated their efforts more on local multi-switch multiplayer and just forgotten the online aspect all together.
All in all it's a fantastic game. The first couple of days of playing it I was in awe of the fact that I was finally holding an arcade-perfect rendition of Virtua Racing in my hands. A perfect cocktail of nostalgia and actually enjoying a damn fine game (2 ingredients; technically that's a mixer, not a cocktail...).
It's without a doubt my favourite game on my Switch. That's not to say it's the most-played game by a long shot. Three tracks can only give you so much enjoyment so, while other games are played more often, none of them release quite as many endorphins as a quick blast round Big Forrest, Bay Bridge or Acropolis. I hope it sells well and convinces Sega to press ahead with Daytona and Sega Rally; and maybe even recreate the 32X Virtua Racing Deluxe tracks as DLC for this game.