Micro Machines 64 Turbo
Summary
Genre: Racing
Number of players: 1-8
Rumble Pak: No
Controller Pak: Yes
Expansion Pak: Not used
Review
Micro Machines 64 Turbo (bit of a mouthful, really) is a racing game with several unique
features. It stands out from the large crowd of N64 racers in a number of ways - but is this
a good thing?
Gameplay: The first thing you'll notice when you turn on the game
(apart from the annoyingly-complicated interface which really
ticked me off) is that instead of viewing the race from behind your vehicle, the whole
game is seen from above the course. You look down on the track and the vehicles. This
takes some getting used to, but it doesn't complicate steering or control, because no matter
which direction the camera points, left and right turn the car to its left or right, and not
left or right in relation to the camera direction. It's pretty easy to get to grips with, and
eventually you'll find the overhead view at least as good as the standard racing-game view. It
also allows you to see a bit more of the track, and what's coming up ahead and behind.
Micro Machines is (rather obviously) based on the Micro Machines franchise, and instead of racing
real cars and trucks, you control a variety of tiny model cars. The levels are set in and around
a house, and use everyday objects such as plants, skateboards, boxes and snooker balls (which are
all gigantic in relation to your vehicle) as obstacles and trackside features. It's all done
with enough class to convince you that you really are racing a 3cm-long car, and it's a fun
premise.
The racetracks are constructed in a unique way, too. Instead of a landscape where you have no
choice but to follow the road, Micro Machines' courses at first seem open and free. Often, it
seems that cutting across to another part of the track would be possible - however, if you try
this, your car will rather disconcertingly explode! You quickly learn that, although you don't have
to stay right on the narrow track, the racecourse is actually marked out by the series of
objects that the track winds around. You do therefore get a little freedom, as long as you go
around all the objects in the way the track shows.
The racing itself is most enjoyable. The cars all have very different qualities, but the control
system is definitely fair, and quite easy to get into. There are a lot of different challenges
in the courses, such as negotiating thin bridges, skidding through a puddle of spilt milk, or
shooting up a ramp made of cheese. In addition, there are a number of weapons that can be
picked up and used a certain number of times, such as the force field that expands and shoves
enemy cars away, the proximity mines, and a pair of pincers that grasp and pull back any enemies
in range.
It's loads of fun to play, and the huge number of different vehicles and tracks make it a
constantly varied experience. And just wait till we get to multiplayer mode...
Challenge: As mentioned, there are a very large number of
racecourses available. These courses are spread through a number of different environments -
such as a classroom, a breakfast table, a backyard, a science laboratory and a pond - each of
which providing a unique set of challenges. While the vehicles are responsive and simple to
control, there are a number of demanding sections in the game, such as driving along a narrow
edge of a snooker table, or along a very thin ruler. The single-player game, which includes
modes such as head-to-head, championship and time-trial championship, consists of six
different sets of tracks, challenging you to race each track against either a single computer
opponent, four computer opponents, or simply against the clock. You get three 'lives' to
attempt the five tracks in each set, and failing to win loses you a life. All of these modes
are pretty difficult, requiring a lot of racing skill and a steady nerve to
win. Prizes for winning include special cars, which can be used in other modes, and unlocking
extra tracks for multiplayer or simple time trial mode.
All of these factors make Micro Machines a very challenging game, and also ensure it has plenty
of long-term and replay value. It's definitely one of the most demanding racing games, and often
a single mistake can cost you the race. Don't expect to breeze through it!
Graphics: The graphics aren't bad, but really they are fairly
basic. The cars look convincingly like real micro machines, although that means they aren't too
detailed; and the courses look okay, but not exactly stunning. However, to compensate for this,
there are a great number of amusing touches put into the levels - such as the renaming of the
chemical elements on a Periodic Table which crops up in one of the courses, and the various
names of the household products which are found in the levels. These cute touches add a lot to
the charm of the game, and, overall, it's graphically sound enough.
Sounds: The sounds are, frankly, barren. There is no music
whatsoever during gameplay, and the only aural accompaniment to the racing is the various
engine noises of the cars, and the occasional sound effect. This isn't bad as such, and even
concentrates the mind on the racing, but it would have been nice to have some innocuous yet
fitting music in the background. Other than that, the sounds are 'realistic' enough, and
not in any way annoying or misplaced. Just don't expect the sounds to add much to the
experience.
Multiplayer: Multiplayer is Micro Machines' number one strength,
and it goes four better than any other N64 game, by allowing up to eight people to race.
This is achieved by having two people sharing each controller - one person using the D-pad to
control their vehicle, and the other using the C-buttons. Each pair of players is on the same
team, meaning that there's no advantage to be gained by jerking your end of the controller while
you're turning a particularly tough corner!
Because of the way the game runs, the screen doesn't get split into eight tiny portions during
the game; instead, everybody races on the same screen. Players who fall too far behind the main
race get eliminated from the race, until only one car remains. Then every team is awarded or
loses points based on how long they survived, and then everyone gets put back on the track for
the next racing section. It's a very clever and effective system, and works really well.
More importantly, it's absolutely riotous. With six or eight people playing (there's no option
to have five or seven), it's almost criminally fun, and competitiveness is supreme. It can get
chaotic, especially when someone picks up a weapon, yet it's never disorientating or confusing.
A totally brilliant mode, and the more the merrier. Superb.
Summing up: It may feature average graphics, no music and an
infuriating interface, but Micro Machines 64 Turbo more than makes up for this with its
top gameplay, great challenge, and the most enjoyable racing multiplayer mode around. If you
enjoy racing games, or multiplayer games, then this is an essential purchase.
Gamesmark: 92%
Reviewer: Maverik
Tangycheese's opinion: I actually really enjoyed playing MM64T. The 8 player mode is quite well done, and is certainly a first for a console. The multiplayer is very good, quite fast and is gripping all the way through. It's very well thoughout indeed, and will keep you coming back. Of course the single player isn't quite so gripping, given that it is a racing game and that is the nature of the beast. Sure, you'll have some fun with it, but it certainly won't last. But certainly if you have more than one controller it's a worthwhile purchase.
