Micro Machines 2 Box Art Micro Machines 2 Genesis

1994 racing video game

1994 video game

Micro Machines 2: Turbo Tournament
MicroMachines2Cover.jpg

Mega Drive embrace art

Developer(s)
  • Supersonic Software
  • Merit Studios (SNES)
  • Codemasters (GG & GB)
Publisher(due south)
  • Codemasters
  • Ocean Software (SNES & GB)
  • GameTek (MS-DOS)
Producer(s) Pat Stanley
Programmer(due south) Peter Williamson
Series Micro Machines
Platform(s) Sega Mega Bulldoze, MS-DOS, Sega Game Gear, SNES, Game Boy
Release
  • Sega Mega Drive
    • EU: November 1994
  • MS-DOS
    • NA: 31 May 1996
    • European union: July 1995
  • Sega Game Gear
    • EU: 1995
  • SNES
    • EU: 1996
  • Game Boy
    • Eu: 1996
Genre(south) Racing
Mode(s) Single-player, Multiplayer

Micro Machines 2: Turbo Tournament is a 1994 racing video game adult by Supersonic Software and published by Codemasters for the Sega Mega Drive. The sequel to Micro Machines, the game is themed around Galoob'southward Micro Machines toys, and players race around environments in miniature toy vehicles. Micro Machines 2: Turbo Tournament adds new vehicles and game modes, and the Mega Drive version was released on J-Cart, enabling up to eight players without a multitap.

Evolution began after the release of the Mega Drive version of the original, and at that place was a focus on graphics and driving physics. Violet Berlin of Bad Influence! makes a cameo appearance as a new character. Codemasters did not develop the game because the developer of the first Micro Machines was not available, though they did develop the game gear and game boy versions. Micro Machines ii: Turbo Tournament was ported to various systems, including the Game Gear and MS-DOS, the latter of which features a track editor. The MS-DOS version is the only version of the game released in Northward America, where it was published past GameTek. An update, Micro Machines Turbo Tournament '96, was released for the Mega Drive in 1995, which added the track editor, new race tracks, and a new soundtrack.

Reception was positive, with reviewers praising the additional tracks and vehicles providing replay value, but some criticised the graphics of some versions. The Mega Bulldoze update was also well received, just some reviewers criticised it for beingness likewise similar to the original. Due to the game'due south success, a spin-off, Micro Machines Military was produced and released in 1996, and a sequel, Micro Machines V3, in 1997.

Gameplay [edit]

A typical race in progress, Mega Drive version

Gameplay is identical to the previous instalment: races are viewed from a peak-downwards perspective, and players race in environments such as bathrooms and puddle tables (many tracks incorporate obstacles such every bit common household objects[1]) in vehicles including powerboats and helicopters. The game adds sixteen vehicles.[two]

Similar the original, there are the challenge and head-to-head game modes. In claiming manner, players play a series of races confronting three opponents and must terminate first or second to progress to the adjacent race. If a proficient enough lap time on whatsoever of the earlier levels is accomplished, players automatically win the race. Placing kickoff three times in a row earns players the take chances to win an extra life by playing a special round to collect vehicles within a time limit. Head-to-head is a game which involves one opponent achieving enough distance from opponents to be the only racer on the screen. This earns that role player a signal, represented past coloured lights on the screen: one light turns the colour of that thespian. If all eight lights are i color, the role player of that color wins. If afterwards three laps, the colours are mixed, the histrion with the most lights wins. Players are given three lives in both modes.[iii] [4] Players select a character, whose stats but affect computer-controlled players, to play as before racing.[5] [6]

Micro Machines ii: Turbo Tournament adds new modes: Leagues, Time Trials, Unmarried Race, and Tournaments. In League mode, players compete for points in divisions. Seasons consist of 4 races. Players with the most points at the end of the season are promoted to the adjacent sectionalisation, and players with the least are relegated. In Time Trial style players race alone (although some tracks have a Shadow Racer representing the all-time fourth dimension) for the best time, or to exercise driving. Single Race is where players compete in a serial of rounds in which vehicles begin at the heart of the screen, and become farther apart every bit the race progresses. If a vehicle goes off the screen, they are out of the race unless they accept travelled the furthest. The game ends when only one player remains. Tournaments are a fixed race series played in the same way equally Single Races. The winner is the first thespian to win a set number of times. There are two multiplayer-only modes: Knockout and Share Games. Knockout involves a series of races similar to tournament mode, with winners progressing to the next round and losers knocked out. Share Games is similar to Single Race, but cars are coloured according to team, with each team'south finishing position depending on which member performs the all-time.[vii] [8] The Mega Bulldoze J-Cart provides two controller ports, enabling upwardly to eight players in multiplayer past two players sharing the controllers.[9] The Game Gear version retains the console sharing (two histrion sharing one console) function of the original,[ii] and two units can be linked.[ten]

The MS-DOS version includes a runway editor,[11] [9] included in an updated Mega Drive release.[12] [9]

Development [edit]

The J-Cart was created to enable iv players without an adaptor.

Andrew Graham, programmer of the original game, had returned to academy after its completion, and David Darling, co-founder of Codemasters, decided that they could not wait for him to finish his degree. Codemasters approached Peter Williamson of Supersonic Software and had him produce the sequel. Williamson had merely completed Cosmic Spacehead and wanted to do something new. It was intended for the sequel to reproduce the feeling of the original and add together equally many new features as possible. The original was used for reference, and the code and graphics were produced from the beginning. Williamson explained that it was hoped that they could capture and get beyond that the original game offered, and the game's success was anticipated. Darling wanted it to be more than a mere continuation of the first.[1] [nine]

Development began in 1993, simply after the release of the Mega Bulldoze version of the first game. The release date was ready at November 1994, and, co-ordinate to Williamson, at that place was pressure to encounter it. Early decisions focused on vehicle physics such as heavier vehicles being wearisome.[1] According to Williamson, irksome vehicles were considered "ho-hum" and that the team "made the game for ourselves".[thirteen] He stated that the squad wanted more diversity and depth than the original, so variables such as tyre friction and wheel lock were programmed to modify the behaviours of the vehicles. These additions increased the size of the game to double that of the original, but pinch techniques were used to avoid the demand for high chapters storage. This too allowed the production of the J-Cart, enabling four controllers to exist plugged in without extra hardware. Williamson believed that increasing the number of players would make the game more fun, and stated that the J-Cart played a major role in establishing information technology equally a "party game". David and Richard Darling came up with the idea of the J-Cart.[one] Although not initially involved with it, Supersonic Software's squad were excited on hearing about the J-Cart because they thought it had potential.[13] Richard was also the project manager, and visited Supersonic Software's offices weekly. His master business was how much fun the game was.[xiii] David also thought of the idea of players sharing controllers, increasing the full number of players supported to eight.[ane] Williamson said that the team were not concerned with the difficulty increasing as well quickly, or having a target audience.[13]

Supersonic's focus was on the graphics and game modes for smaller vehicles. As the Mega Drive was considered the leading platform, an 8-bit await was impossible. David Darling was not happy with early efforts, and had Supersonic redraw the graphics. He said the perspective was wrong and there was slowdown. He also said that getting the game running at 50 frames per second (FPS) in eight-histrion mode was difficult. Supersonic asked Large Red Software to aid with the graphics. Most of the groundwork graphics were produced past Marker Neesam, using an Amiga 500. He stated that some graphics were hard, despite having access to the originals, and believed that additional colours enabled him to "dirty up" graphics, just likewise used the increased colour palette to clean some up. Richard Darling encouraged tweaking, giving the game a personality. Journalists often visited to cheque on progress. Violet Berlin, co-presenter of the television programme Bad Influence!, made a cameo appearance as a graphic symbol: she made one such visit and Richard Eddy of Codemasters asked to have her picture to put in the game. She agreed on the status that she was made the fastest character, although it was already decided that some other character would be. She was instead made the second fastest character.[1] [9]

Micro Machines ii: Turbo Tournament features greater background interaction than the original, such as levels in the dark. Williamson's favourite improver to the game was the sponge in the kitchen, which forced players to fourth dimension their entry onto and leave from a platform. He also liked the toilet seat track. David Darling initially disliked the physics, stating he liked the mode the get-go game achieved skids without feeling like a train manoeuvring. It was worked on until it was like to the original, and ultimately it worked "perfectly".[1] According to Williamson, the squad spent "enormous amounts of fourth dimension" testing the game.[13]

Micro Machines 2: Turbo Tournament was released for the Mega Bulldoze in 1994. The cartridge features a non-volatile retentivity (NVR) flake that stores lap times and game achievements.[14] The game was ported to MS-DOS, Game Gear, Super Nintendo Entertainment Organisation (SNES), and Game Boy.[ane] An Amiga version was too planned.[2] Codemasters handled development for the Game Gear version, which began in September 1994, and the port was released in bound 1995.[15] The MS-DOS version was published in North America by GameTek on 31 May 1996.[16] The European PC release was by Codemasters in July 1995.[17] The SNES and Game Male child versions were published by Ocean Software.[18] [xix]

Subsequently over quarter of a 1000000 copies sold, an update, chosen Micro Machines Turbo Tournament '96, was released for the Mega Drive in PAL regions in October 1995,[20] which added tracks, a track editor, and a new soundtrack.[1] [9] It was released on J-Cart format, and its NVR scrap also stores tracks.[21] The rail editor had been featured in the PC version of Micro Machines 2: Turbo Tournament, and Williamson explained that information technology "seemed like an obvious matter to practise", and that it was non possible for the original Mega Drive version because the team were going for a Christmas release date.[13] He also stated that the U.s.a. was a difficult marketplace to compete in. The sequel was produced in six months. Due to its success, Supersonic was asked to develop Micro Machines Military, released in 1996 for the Mega Bulldoze, which featured armed forces vehicles with weapons. Graham returned to develop Micro Machines V3, released in 1997.[ane] [nine] Micro Machines 2: Turbo Tournament was bundled with the original and released for the Game Boy Color in 2000.[22]

Reception [edit]

Micro Machines 2: Turbo Tournament was well received. Critics were impressed with the J-Cart and the actress tracks and vehicles. Mark Patterson of Reckoner and Video Games praised the Mega Drive version'due south J-Cart enabling more than than two players without actress hardware, and described the game as "bloody brilliant!".[23] Edge 'due south reviewer commented that the extra vehicles, tracks, and game modes increase re-playability of both single-role player and multiplayer.[25] The reviewers of GamesMaster lauded its addictiveness and commented that it is amidst the all-time or highest-rated games they have played.[26] A reviewer from Mean Machines Sega believed the game exceeded their expectations, and echoed other opinions by praising the re-playability provided by the actress levels and vehicles.[27] Role player One 'due south reviewer eulogised the animation, saying it lacks slowdown, and playability.[thirty] Reviewers from Sega Magazine were highly positive: Richard Leadbetter and Tom Guise lauded the multiplayer mode, saying it is "untouchable". The playability were likewise given loftier praise, and was described as "superb". Leadbetter believed the game is "totally bright and well worth the request price".[41]

The Game Gear version received positive reviews, with some comparing it to the Mega Drive version. A reviewer from Consoles + describes its music as reminiscent of the Mega Bulldoze soundtrack, and lauded the blitheness, saying its speed is "incredible".[33] Hateful Machines Sega 's reviewer described the Game Gear version as "every chip as playable as the Mega Bulldoze classic", but criticised the screen update, saying information technology "makes things a bit dirty".[10] Actor I 's reviewer praised the originality of the circuits, but described the sound as average.[31] A reviewer from Mega Fun thought that multiplayer is meliorate with ii units linked than with two players sharing one.[35]

Similar compliments were made of the other versions. A reviewer from Consoles + praised the SNES version's simultaneous 4-thespian function and the add-on of game modes and tracks.[34] Joypad  [fr] 's reviewer praised the multiplayer, saying it is "only excellent", and gave the vehicles' manoeuvrability a like description.[18] Power Play 's reviewer praised the MS-DOS version's variety.[38] Vince Broady of GameSpot praised the "splendid" gameplay, but complained that the CD soundtrack is repetitive, and that the graphics were not as proficient as competitors.[16] Coming Soon Magazine'due south reviewer complimented its "terrific" gameplay and praised the track editor, saying it was "a tremendous thought" and that information technology increases playability.[39] Steve Bauman of Estimator Games Strategy Plus had mixed feelings: he believed the game is "shallow every bit hell", but besides described it as "surprisingly entertaining".[xl] PC Zone 's Charlie Brooker liked the graphics and audio, describing them as "cute" and "neat" respectively, and praised the game's "timeless console-style action".[17] The game was named a PC Zone classic.[17] A reviewer for Adjacent Generation remarked that "if you're only interested in simple, arcade-style racing that even runs fine on a 386, well, you've hit the mother lode". He felt the game seemed designed more for consoles, since it is plainly focused on the multiplayer mode but lacks support for networked play, thus requiring the players to oversupply around a single PC, but was pleased with the cuteness of the cars and the inventiveness of the tracks.[29]

The updated Mega Bulldoze version was too well received, although some questioned its worth as a split title. The track editor was described by Gary Lord of Computer and Video Games as "a novel idea", just stated that there is not a lot else to it compared to the original game, describing the extra tracks every bit "more than of the aforementioned".[24] A reviewer from Joypad  [fr] concurred by complimenting the track editor and the extra tracks and saying the game gave "an impression of déjà vu".[37] Hateful Machines Sega 's reviewer took a different position: he believed that the track editor adds "a whole new dimension", simply raised the issue of whether players would want it if they already own the original game.[28] Player One 's reviewer gave the opinion that it introduces innovations that add to the game'due south involvement.[32] A reviewer of Mega Fun praised the "exemplary" gameplay, but said rails editor was the simply renovation.[36] Ed Lomas of Sega Saturn Magazine compared the rails editor to the MS-DOS version'south, and idea information technology "severely express" and not as comprehensive, and as well criticised Codemasters for releasing the game as a standalone championship rather than an add-on cartridge. Nevertheless, he praised the game in general, proverb it is i of the almost playable games he has played, but, although he described it as "better", said the improvements over the original are not enough to make it essential.[20]

References [edit]

  1. ^ a b c d e f g h i j "The Making Of: Micro Machines ii & Turbo Tournament". Retro Gamer. No. 151. Bournemouth: Imagine Publishing. pp. lxx–75. ISSN 1742-3155.
  2. ^ a b c "Micro Machines 2" (PDF). Computer and Video Games. No. 155. Peterborough: EMAP. Oct 1994. p. 48. ISSN 0261-3697. Retrieved xx December 2016.
  3. ^ Codemasters (1996). Micro Machines ii: Turbo Tournament Instruction Manual (PC ed.). p. 7.
  4. ^ Codemasters (1995). Micro Machines Turbo Tournament 96 Instruction Manual (Mega Drive ed.). p. 4.
  5. ^ Codemasters (1996). Micro Machines two: Turbo Tournament Teaching Manual (PC ed.). p. 10.
  6. ^ Codemasters (1995). Micro Machines Turbo Tournament 96 Instruction Transmission (Mega Drive ed.). p. 3.
  7. ^ Codemasters (1996). Micro Machines 2: Turbo Tournament Instruction Manual (PC ed.). pp. 12–xiv.
  8. ^ Codemasters (1995). Micro Machines Turbo Tournament 96 Education Manual (Mega Drive ed.). pp. 5–9.
  9. ^ a b c d e f k "A Small History Of Micro Machines". Retro Gamer. No. 113. Bournemouth: Imagine Publishing. pp. 60–67. ISSN 1742-3155.
  10. ^ a b c "Micro Machines two Turbo Tournament" (PDF). Mean Machines Sega. No. 31. Peterborough: Emap International Limited. May 1995. pp. 66, 67. ISSN 0967-9014. Retrieved xx December 2016.
  11. ^ Codemasters (1996). Micro Machines 2: Turbo Tournament Instruction Transmission (PC ed.). pp. xviii–27.
  12. ^ Codemasters (1995). Micro Machines Turbo Tournament 96 Pedagogy Transmission (Mega Drive ed.). pp. 12–eighteen.
  13. ^ a b c d e f GamesTM (2012). "Behind The Scenes Micro Machines 2: Turbo Tournament". Retro Volume 5. Bournemouth: Imagine Publishing. pp. 216–221. ISBN978-1-908-95547-0.
  14. ^ Micro Machines 2: Turbo Tournament Box (Mega Drive J-Cart ed.). Codemasters. 1994. p. back.
  15. ^ "Micro Machines two" (PDF). Computer and Video Games. No. 160. Peterborough: EMAP. March 1995. p. l. ISSN 0261-3697. Retrieved 20 Dec 2016.
  16. ^ a b c Vince Broady (27 June 1996). "Micro Machines two". GameSpot. Archived from the original on 21 December 2003. Retrieved 20 Dec 2016.
  17. ^ a b c d Charlie Brooker (Baronial 1995). "Micro Machines ii". PC Zone. No. 29. London: Dennis Publishing. pp. 78–80. ISSN 0967-8220.
  18. ^ a b c "Micro Machines 2". Joypad (in French). No. 48. December 1995. p. lx. ISSN 1163-586X.
  19. ^ "Micro Machines two - Game Boy". IGN . Retrieved 21 Dec 2016.
  20. ^ a b c Ed Lomas (November 1995). "Micro Machines 96" (PDF). Sega Saturn Magazine. No. 1. Peterborough: Emap International Limited. p. 87. ISSN 1360-9424. Retrieved 20 December 2016.
  21. ^ Codemasters (1995). Micro Machines Turbo Tournament 96 Instruction Manual (Mega Bulldoze ed.). pp. J–Cart, Contents, 11.
  22. ^ Frank Provo (iii April 2000). "Micro Machines 1 and 2: Twin Turbo Review". GameSpot . Retrieved 20 December 2016.
  23. ^ a b "micro machines ii" (PDF). Estimator and Video Games. No. 156. Peterborough: EMAP. Nov 1994. pp. 100, 101. ISSN 0261-3697. Retrieved xx December 2016.
  24. ^ a b "Micro Machines Turbo ztournament '96" (PDF). Computer and Video Games. No. 168. Peterborough: EMAP. Nov 1995. p. 52. ISSN 0261-3697. Retrieved 21 December 2016.
  25. ^ a b "Micro Machines 2" (PDF). Testscreen. Edge. No. 15. Bathroom: Future plc. December 1994. p. 78. ISSN 1350-1593. Retrieved 20 December 2016.
  26. ^ a b "Micro Machines 2 Turbo Tournament" (PDF). GamesMaster. No. 23. Bath: Future plc. Nov 1994. pp. 52, 53. ISSN 0967-9855. Retrieved 20 December 2016.
  27. ^ a b "Micro Machines 2 Turbo Tournament" (PDF). Mean Machines Sega. No. 25. Peterborough: Emap International Limited. November 1994. pp. 86–89. ISSN 0967-9014. Retrieved 20 Dec 2016.
  28. ^ a b "Micro Machines Turbo Tournament '96" (PDF). Hateful Machines Sega. No. 37. Peterborough: Emap International Limited. November 1995. pp. 84, 85. ISSN 0967-9014. Retrieved 21 December 2016.
  29. ^ a b "Micro Machines two". Next Generation. No. 21. Imagine Media. September 1996. p. 156. ISSN 1078-9693.
  30. ^ a b "Micro Machines 2" (PDF). Actor One (in French). No. 47. November 1994. pp. 90–93. ISSN 1153-4451. Retrieved 20 December 2016.
  31. ^ a b "Micro Machines 2" (PDF). Player One (in French). No. 52. April 1995. pp. 110, 111. ISSN 1153-4451. Retrieved xx Dec 2016.
  32. ^ a b "Micro Machines 96" (PDF). Player One (in French). No. 57. October 1995. pp. 118, 119. ISSN 1153-4451. Retrieved 21 December 2016.
  33. ^ a b "Micro Machines 2" (PDF). Consoles +. No. 42. Apr 1995. p. 136. ISSN 1162-8669. Retrieved 20 December 2016.
  34. ^ a b "Micro Machines 2". Consoles +. No. 49. December 1995. p. 172. ISSN 1162-8669.
  35. ^ a b "Micro Machines 2". Mega Fun (in German). April 1995. ISSN 0946-6282.
  36. ^ a b "Micro Machines 96". Mega Fun (in German). September 1995. pp. 62, 63. ISSN 0946-6282.
  37. ^ a b "Micro Machines 96" (PDF). Joypad (in French). No. 46. October 1995. pp. 64, 65. ISSN 1163-586X. Retrieved 21 December 2016.
  38. ^ a b "Micro Machines two". Ability Play (in German). July 1995. p. 103. ISSN 0937-9754.
  39. ^ a b "Micro Machines 2 by Codemasters". Coming Soon Magazine . Retrieved 20 December 2016.
  40. ^ a b Steve Bauman. "Micro Machines 2: Turbo Tournament". Computer Games Strategy Plus. Archived from the original on 24 October 2003. Retrieved 20 Dec 2016.
  41. ^ a b "Micro Machines 2 Turbo Tournament". Sega Magazine. No. 11. EMAP. November 1994. pp. 92, 93.

External links [edit]

  • Micro Machines 2: Turbo Tournament at MobyGames
  • Micro Machines Turbo Tournament '96 at MobyGames

lewismisfort.blogspot.com

Source: https://en.wikipedia.org/wiki/Micro_Machines_2:_Turbo_Tournament

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