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A guide to Micro Machines for the NES
By Adam King (aka Gnik)
Version 1.1
This FAQ is intended for personal use only. You are free to save or print this
guide for your own use in playing the game, but it is not to be reproduced or
redistributed in print or on the web without the express permission of
Adam King.
This guide is best viewed using a fixed-width font, with at least 79 characters
per row.
The most up to date version of this guide may always be found at
http://www.gamefaqs.com
===============================================================================
===============================================================================
Table of Contents:
You can search for the codes listed here to immediately jump to the section
you're looking for. Just press Cntl-F and type in the code.
F-0 FAQ information
F-1 Version History
F-2 What are Micro Machines?
G-0 Game Mechanics
G-1 Controls
G-2 Overview of Micro Machines
G-3 You and Your Opponents
G-4 How Racing Works
C-0 Challenge Mode
C-1 First Set of Races
C-2 Second Set of Races
C-3 Third Set of Races
C-4 Fourth Set of Races
C-5 Fifth Set of Races
C-6 Sixth Set of Races
C-7 Seventh Set of Races
C-8 Eighth Set of Races
C-9 RuffTrux Time Trials
H-0 Head To Head Mode
H-1 Basics
H-2 Courses
Z-0 Contact and Credits
Z-1 Contacting Me
Z-2 Credits
Z-3 Closing Information
You can also search for specific races using the following codes plus a number:
JE = Jeeps
SC = Sports Cars
WA = Warriors
TW = Turbo Wheels
FO = Formula One
PB = Powerboats
CH = Choppers
TA = Tanks
RT = RuffTrux
So for example, Searching for "PB5" would take you to the 5th Power Boats race
(the numbering is based on the order they appear in Challenge Mode). However,
this is an invalid code because there are only 3 races for each vehicle
(Except Powerboats, which has a fourth, which I've numbered as 0).
===============================================================================
===============================================================================
F-0
FAQ Information:
###############################################################################
F-1
Version History:
1.1 - Apr 21, 2009
Added version differences, added the bios from the NES manual.
1.0 - Feb 23, 2009
First draft. Probably final.
###############################################################################
F-2
What are Micro Machines?:
Micro Machines are little toy cars (emphasis on "little") manufactured by
Galoob. They're kind of similar to Hot Wheels, but about a third the size.
Galoob also manufactured a lot of playsets for the tiny little cars, which you
could connect together to form a gigantic city if you so desired. They were
pretty neat, I had a bunch when I was younger.
As part of their ongoing partnership with Camerica, Galoob contracted the
Codemasters to make a game based on their toys. Rather than placing the toys
in a world based on their playsets, though, Codemasters instead chose to put
the toys in the real world, creating a game about racing tiny cars around
kitchen tables, classrooms, the garage, etc. The combination of clever course
design, solid play control, and inventive graphics made the game something of
a hit, and the video game series has now outlasted the toy it was based on.
This guide concerns the original game, which was released for the NES in 1991.
Micro Machines was also released on some other platforms such as SNES, NES,
and GBC, and they all have the same tracks, but the game mechanics may be a
little different between versions.
===============================================================================
===============================================================================
G-0
Game Mechanics:
###############################################################################
G-1
Controls:
This is an NES game, so the controls are very simple:
Menus:
Left / Right = Select Option
A / Start = Accept
B = Cancel
Racing:
Left / Right = Turn Vehicle
A = Accelerate
B = Brake / Reverse (when stopped)
A + B = Shoot (when playing as the Tank)
That's all there is to it.
###############################################################################
G-2
Overview:
Micro Machines consists of four-player races (2 in multiplayer) viewed from
an overhead perspective. Your goal is to complete the Challenge mode and be
crowned the champion, which is a surprisingly lengthy and difficult task, as
there are 24 tracks and 10 opponents standing in your way.
As with most racing games, victory is simply a matter of arriving at the finish
line first. Most of the tracks are pretty open and you can deviate from the
specified path a little bit, but the game will catch you if you try to take
a big shortcut and put you back where you came. Other than that, it's all fair
game, shoving your opponents off the track and shooting them (as the Tanks) are
both allowed and encouraged.
Unlike most early racing games where you would control only a single type of
vehicle, Codemasters really went all out with this game and there are nine
distinct types of vehicles to use, each with its own characteristics and its
own set of 3 tracks. I'll briefly cover those now:
Jeeps:
------
The Jeep is probably the easiest possible vehicle to use. It's not very fast,
and it has excellent grip. Fittingly, you'll use the Jeep a lot near the
beginning of the Challenge.
The Jeep Courses take place on the Breakfast Table, and are very
straightforward. Your main objective will be avoiding errant honey droplets,
which will slow the already sluggish Jeep to a crawl. You'll also need to make
sure to take the ramp over the cereal box when you encounter it.
One unique thing about the Jeep Courses is that the course is marked with
cereal and not drawn on to the level, so the course markers act as little
bumps. This would probably be a big problem for a faster vehicle, but the
Jeeps are slow enough that it won't give you too much trouble.
Sports Cars:
------------
The Sports Car is about the exact opposite of the Jeep. It's very fast, and it
has terrible handling. Of course, this means you'll see a lot of it towards
the end of the Challenge.
The Sports Cars Courses take place in a Classroom on top of some desks. Here,
the most dangerous threat will be falling off the desk, in each course there
will be times when you must cross from one desk to another, either via a jump
or a thin little bridge made from a Ruler. Though the first Sports Cars Course
is quite easy, the others are brutal.
Memorization of the Sports Car Courses is absolutely essential to victory, at
the high speeds these cars travel at, you have almost no time to react.
Warriors:
---------
Warriors are fairly middle of the road performance-wise, they're reasonably
fast and they have average grip. However, they have a special property - if
you crash into another car at a high rate of speed, you'll both blow up. This
makes for great fun in multiplayer, but isn't generally recommended in the
Challenge.
The Warriors courses take place in the Garage and they aren't too difficult,
but they're littered with Glue patches that can easily result in collisions.
Try to stick to the edges of the track to avoid most of the trouble.
Turbo Wheels:
-------------
The Turbo Wheels (Dune Buggies) are similar to Sports Cars, except they're a
little slower and their grip is even worse.
Turbo Wheel Courses take place in the Sandbox, and they're chock full of Sand
Dunes to launch you into the air. Unfortunately, said air time usually sends
you off course if not straight into a puddle, so you'll have to be careful
how you hit them.
Memorization of the Turbo Wheels courses is also pretty important. They're not
as technically demanding as the Sports Cars, but making a mistake is always
pretty costly.
Formula One:
------------
The Formula One are the fastest vehicles in the game (even moreso than the
Sports Cars), but thankfully their grip is also much better, so they feel a
bit easier to control.
Formula One Courses take place on a Pool Table, and the main obstacle is the
table itself. On every course, there's a section where you ramp up on to the
ledge of the table and drive around it, and it's very easy to fall off.
The first Formula One course is a huge step up from the courses before it, but
they really don't get any harder, so by the time the third course rolls around
it'll actually probably be a welcome break from the super tough courses at that
point.
Powerboats:
-----------
The Powerboat is basically a Jeep in the water, except a little faster.
It still has excellent grip and is easy to handle.
The Powerboat courses take place in the Bathtub. These courses have few
obstacles (most of which occur in the center of the track), but are filled
with bumps that may throw you off course. Thankfully, you can't deviate from
the set path here, a wall of bubbles will push you back.
Chopper:
--------
The Chopper is not a fast vehicle, but it has by far the worst grip in the
game (not surprising, considering it doesn't touch the ground). It's
definitely one of the hardest vehicles to use.
The Chopper levels take place in the Garden. They're pretty straightforward
with few obstacles, the main objective is to keep off the walls (which are not
straight walls like some courses, they're jagged and you can get stuck easily).
The challenge here comes from controlling the non-responsive Choppers.
Tanks:
------
The Tank is the slowest vehicle in the game by quite some margin, and it turns
slower than all the other cars. However, it has perfect grip and won't ever
skid. When driving in the Tank, you can press B (while holding A to drive) to
shoot your cannon, which will blow up other Tanks if it hits them. Obviously
a multiplayer favourite.
The Tank Courses take place in the Bedroom, and they're filled with obstacles
like the Chessboard which require more intricate navigation than the other
courses. Most of the challenge, though, comes from avoiding the other Tanks.
RuffTrux:
---------
The RuffTrux is a special vehicle you drive on the bonus stages. It is
moderately fast and has great grip (kind of like a Jeep), and it's about twice
the size of all the other vehicles.
The RuffTrux Time Trials take place in the Backyard. These courses are
insanely technical, featuring slalom-like courses over water, through bushes,
and around gardening equipment. Thankfully, you race these courses alone,
just you against the clock.
###############################################################################
G-3
You and Your Opponents:
Overview:
-------------------------------------------------------------------------------
Micro machines is a bit innovative for a game that came out in 1991 in that it
features a colourful cast of characters, each of whom have their own distinct
driving abilities. Your goal in the challenge is to defeat all of them (save
for the one that you've selected to play as), one character is eliminated every
three races (more on that in the next section). You're given control over
which order you face the opponents in.
Bios:
-------------------------------------------------------------------------------
(From the NES Instruction Manual)
Spider:
-------
Spider is just so coo-ool. The kind of guy that takes calculated risks and
never breaks a sweat. Spider is considered to be the best of the characters.
Eat his dust!
Mike:
-----
This is Mike's first try at Micro Machines racing. He used to concentrate on
scuba diving in the bathtub. Now he knows he's on his way to the top, and he's
prepared to take risks. Don't count him out of ANY race especially the boat
section where his early training keeps him in contention.
Walter:
-------
Walter is a very cautious driver - recent problems with his parents have kept
him out of any kind of racing for the last two weeks. Now Walter's back but he
has to take it easy for a while after his recent trouble. He's sure that slow
and steady wins the race. You'll never find him blowing out in a 360!
Cherry:
-------
Cherry is blonde and beautiful, but watch out for the temper tantrums - she
doesn't like losing. The last time she lost, the winner spent the next 2
weeks lying about how he got a black eye.
Joel:
-----
Joel is a spoiled brat who will push and shove his way to the front. Watch out
for him in the risky areas of each track. Joel's favorite tactic is to wait
just behind on the fast corners and push his opponent into a barrier or over
the edge on the outside.
Bonnie:
-------
Bonnie's cute appearance belies her vast driving experience and incredible
skill. Her early childhood was spent specializing in demolition derby. She
may have switched to a less destructive kind of racing now but old habits die
hard!
Dwayne:
-------
Dwayne is the wild card. He's very unpredictable on and off the track.
Lunatic or Genius? We don't really know... Watch out for Dwayne close to the
end of the race. He keeps his strength for the finish and will take merciless
advantage of any minor slip you make.
Chen:
-----
Chen never gives anything away - he's a picture of poker-faced perfection. His
history is shrouded in mystery. His friends believe him to be in contact with
mystic eastern powers. His enemies believe him to be a clever cheat.
Anne:
-----
Anne looks so sweet and defenseless, but that just hides her vicious driving
style. Anne is cool and calculating. She waits for her chance and strikes
like a snake. If you see Anne in your rear view mirror then watch out!
Jethro:
-------
Jethro is very experienced and constantly varies his driving style to produce
a surprise win just when you least expect it. Jethro loves the Tanks best and
would rather that everybody else is in front of him so he can blow them away.
Emilio:
-------
Emilio will do anything to win. He's sneaky, and though he's never been
caught, we're sure that he cheats. Another sore loser. Under that
competitive, aggressive, sneaky facade Emilio is really a dirty low-down mean
kind of guy who considers no tactic too low.
These poorly-written bios seem to allude to the fact that different characters
employ different strategies and may in fact have different proficiencies with
different vehicles. I'm not sure whether or not this is just to give the
characters personality or whether it's actually reflected in-game, but I always
try to eliminate Jethro before the first Tanks race to be safe.
Strategy:
-------------------------------------------------------------------------------
Due to the fact that some racers are much stronger than others, and the fact
that the courses gradually get more difficult, it makes sense to pick the
hardest opponents first while the tracks are easy, leaving you with wimpier
opponents for when the tracks get harder.
With that in mind, here's the strength of the characters, from fastest to
slowest:
Spider
Bonnie
Emilio
Cherry
Jethro
Dwayne
Joel
Chen
Anne
Mike
Walter
Whom you choose for your driver does not affect your car's performance, but it
does make for one racer you won't have to face in the Challenge, so you should
probably choose one of the stronger characters unless you're very adept at the
game.
When playing multiplayer, your character choice doesn't matter. However, if
you choose Anne, Mike, or Walter, you can choose to play with a handicap that
somewhat reduces your car's performance (you don't have to take the handicap).
Oh, and it's also important to know which car is yours when you're racing:
You're White
First opponent is Green
Second opponent is Red
Third opponent is Blue
###############################################################################
G-4
How Racing Works:
This section covers some technical information about how the game works which
I've ascertained through playing it a lot of times. It's not totally
necessary to read this, but it might help you play better.
Who Gets Eliminated:
--------------------
Which characters are eliminated in the Challenge follows a fairly simple rule:
At the end of every third race, a character is eliminated:
The character who has been in the challenge longest is eliminated
Ties are broken by finishing position (of that race only)
For example, let's say I started with Spider, Bonnie, and Emilio as my three
opponents. On the third race, the order is Me, Bonnie, Spider, Emilio. All
characters have been around for equal amounts of time, so it's based on finish
position. Emilio is lowest, so he's out. Next, I replace him with Jethro.
At the end of the 6th race, the finish position is Spider, Me, Bonnie, Jethro.
Spider and Bonnie have been around equally long, so Bonnie is kicked out.
At the end of the 9th race Spider is gone no matter what, and then the rivals
are just kicked out in the order I pick them (so Jethro is next since he was
my first choice after the original three).
This means you can try to tinker with the finish order on race 3 and 6 to try
and get someone strong eliminated early. Just don't end up losing the race
over it.
How the Computers Drive:
------------------------
This is an NES game, so the developers had limited processing power to work
with. As such, like most early racers the computer only actually "races" when
you're fairly close to them. At other times, their position along the track
is simply incremented by a fixed amount every frame. The rate it which it
is increased depends on the lap number, which opponent they are, and whether
they're ahead or behind you. The computer cars drive slowest on lap 1 and
fastest on lap 3 (probably to give you a chance to learn the course), and they
drive faster when they're ahead of you rather than behind you (to reward you
for consistently holding the lead).
This leads to a problem I call "third lap syndrome" - if the computer passes
you on the third lap and gets out of sight, the rate at which they pull away
from you is faster than your top speed, so you can never catch up. As such,
the key to beating this game is basically to take first sometime before the
end of the second lap and HOLD ONTO IT. This is pretty difficult though,
because falling off the track or getting stuck can easily cost you the lead
(and a life if you're on the third lap).
As you might imagine, then, the key to playing this game well lies more in
consistency than pure speed, particularly at the end of the game. Focus on
avoiding the obstacles and particularly the pits, and slow down if you have to.
How the Game Knows if You Go Around the Track:
----------------------------------------------
In this game, the course is rarely defined by walls and you can deviate from
it a little, but if you try to skip a huge section of track, the game will blow
you up and put you back near where you went off course.
Though there's no way to know for sure, I suspect the courses are made up of
invisible checkpoint objects that you must pass in order for the game to accept
that you are playing properly. These checkpoints are reasonably generous,
for example there are often obstacles on the track itself that you can go
totally around rather than through (the Toppies Box and Checkerboard are
notable exceptions), and I think they're mostly positioned on the straights
rather than on the turns (you can cut basically every corner in the entire
game with no penalty, use this to your advantage).
Of course, this information isn't really too helpful to anyone playing the
Challenge, since the price of experimenting with the checkpoints is pretty
high (being blown up costs you a lot of time), but you could really abuse this
knowledge in Head to Head mode, there's certain places where you can just drive
way off course and fool the game into thinking you're racing properly. Just
don't expect people to want to play with you for very long.
###############################################################################
G-5
Version Differences:
Micro Machines was released for about a dozen different platforms. This guide
is mainly based on the NES version, but here are some of my experiences with
the others.
Special thanks to Frankie D'Erasmo for contributing a lot of the information
in this section:
Both Snes and Genesis Versions:
-------------------------------
- The SNES and Genesis versions feature totally redone graphics that look
great, though the SNES version has a bit of choppiness (particularly on the
Turbo Wheels courses) and the Genesis version has occasional slowdown. The
NES version by comparison has a rock solid framerate that never dips under
any circumstances.
- Also, as a consequence of the redone graphics, some hazards are a little
bigger or in slightly different spots. The tracks are still 99.9% the same,
but you may have to position yourself a little differently in some parts to
pass the hazards.
- In both versions, you can now play a "Head to Head" version of the Challenge
where you race only a single car using the same rules as in multiplayer. This
is generally way easier than the regular challenge, but all of the oddities
from multiplayer like the wrong person sometimes getting the point persist.
The opponent you choose does not seem to matter and they are never replaced.
- The "Strength Order" of the characters has been changed, it is now the
following:
Spider
Bonnie
Jethro
Cherry
Emilio
Joel
Anne
Chen
Mike
Dwayne
Walter
The characters are sorted in this order, to make things easier. Poor Dwayne
really got it bad.
- The music and sound effects are totally different from the NES versions
(and also from each other)
- The Warriors seem a little less fragile in both games than they are on the
NES.
- In these versions, your car is Yellow.
Snes Version Only:
------------------
- Physics are a little different from the NES game. Most cars have better
grip, but Turbo Wheels and Warriors seem to have slightly worse grip.
- The Rufftrux Time Trial Time limits are different, they're now 41, 52, 74,
This makes the first course almost impossible, and the last extremely easy.
- Even if you've already lost the race, you're still forced to complete it.
This is useful for practicing.
- The game is still rubber-banded like the NES version, but the "window" in
which the other racers still race normally is bigger. This somewhat mitigates
the "third lap problem" but it still exists.
- The rival cars seem to drive a little slower than in the NES version.
- This version supports 4 players, but not via the multitap. It's a bizarre
system where two players use one controller, one on the DPad and one on the
Buttons.
Genesis Version Only:
---------------------
- Physics are different again. Most cars grip like they do in the SNES
version, but the speed of the cars has been changed. In particular, the
Formula One cars are now quite a bit faster, be careful on those courses.
- The RuffTrux is now a fair bit faster than it used to be. The time limits
have been reduced to compensate, but not by enough to offset the increase in
speed, so getting lives is a bit easier than it used to be.
- By far the biggest change is that the Genesis version is NOT rubber-banded,
unlike the NES and SNES versions. This means that no matter how far ahead or
behind you they are, the computer still drives "normally", and as such you
can build up mammoth leads by racing well and even lap the opponent cars.
The third lap problem is also totally gone, you can always still catch up.
This makes the game way easier than it is on the other platforms.
- The "Micro Machines Crate" in the challenge fills up in a slightly different
order. The races are in the same order, the cars just go in different slots.
- The Genesis version has cheat codes. You can find them on the Genesis page
for Micro Machines, which is right here (at least at the moment)
http://www.gamefaqs.com/console/genesis/code/586320.html
- On the Genesis version, C shoots the Tank's gun, not Gas and Brake together
like it is on most other platforms.
Gameboy Colour Version:
-----------------------
- Released in a two-pack of sorts with Micro Machines 2.
- Graphics are totally redrawn for this version, including character portraits.
Everything looks very 4-bit, but at least it's easy to tell what you're doing.
Micro Machines 2 is almost unplayable because the sprites are too big and
you can't really see where you're going.
- Physics are totally different, yet again. This time, almost all cars have
significantly worse grip. Even the Jeeps slide around here. Cars are MUCH
bouncier, too, you bounce like crazy off even the smallest of bumps.
- The biggest change to this version is that your lap time is displayed after
every course and it saves your best lap times.
- Like the Genesis version, there's no rubber-banding. This generally makes
the game a lot easier, however the stronger computer opponents are ludicrously
fast, so eliminating them early is more important than it has ever been.
- Character elimination is different in this version, it doesn't always happen
every three courses and a character can be eliminated even if you lose a race.
I think they have "lives", just the same as you do, and are eliminated when
they run out.
- Character strength seems similar to the NES version.
- Warriors don't explode in this version, but they do bounce a bit more when
they hit each other.
- Your car is Red in this version.
There are more versions, but I don't have access to all of them. Basically,
assume the tracks will be the same but the physics might be a little different.
===============================================================================
===============================================================================
C-0
Challenge Mode:
The Challenge Mode is the meat and potatoes of this game (and of this guide).
You'll race through a gauntlet of 24 races, slowly eliminating the other
opponents until you are the champion (or you run out of lives, which will
happen many times before you'll clear it all).
In general, to progress you must finish every race in at least second.
Placing first is not required, but for every 3 times you do so, you'll get to
face the RuffTrux Time Trial, and have a shot at getting a precious extra
life (If you have 9 lives, you skip the bonus stage, but if you're that good
it won't matter).
The challenge logically breaks down into groups of 3 races, after which one
character will be eliminated, so I've structured the guide this way, too.
This guide contains maps. They're not super fantastic, but that's because
even the world's best map isn't really gonna make your life too much easier -
unless you pause the game every 2 seconds to check the map, you're still
going to have memorize the tracks. What you should do is use these maps as
a memorization aid, before each track take a glance at the map I've prepared
to remind you vaguely what the track looks like.
Anyway, here's the legend to the maps:
^ = The start. You always start heading north.
* = The course. Obstacles sometimes appear along it. I don't usually note
obstacles other than pits and walls that are far off the course. I have, for
the most part, tried to make the maps to scale.
# = A wall
-|\/ = A pit. I trace the direction of the pit with the dashes.
Various Letters = Track-specific obstacles
Numbers = Warps
They're pretty simplistic, hopefully you can figure it out.
###############################################################################
C-1
First Set of Races:
The first set of races is extremely easy and serves as a warm up to Micro
Machines and its controls. Even with strong opponents, it should be easy to
win every race and get that extra life. Speaking of which, you should
definitely pick the 3 strongest opponents here, since no matter what happens,
one is guaranteed to be eliminated, and if you're lucky on the third race, it
might be Spider or Bonnie.
Qualifying Race (PB0)
-------------------------------------------------------------------------------
Vehicle Type: Powerboats (Race 0)
Legend:
B = Bubbles (acts as a bump)
*****
* *
^ *
* *
**BB**
Barely even counts as a race. If you finish a lap in first, the race instantly
ends with you as the victor. All computer racers drive very slow here.
Race 1 - The Breakfast Bends (JE1)
-------------------------------------------------------------------------------
Vehicle Type: Jeeps (Race 1)
Legend:
W = Waffle (Acts as a bump)
H = Honey (Slows you down)
***W**
* *
*# *
^ *
* *
*# *H*
***
----------
Easily the most simplistic race in the game. Just go around the honey.
The edges aren't near enough to the turns to affect you in any way.
Race 2 - Desktop Dropoff (SC1)
-------------------------------------------------------------------------------
Vehicle Type: Sports Cars (Race 1)
Legend:
R = Ruler (Acts as a bump or bridge)
S = Sharpener (Must be in middle of track)
O = Orange Book (Acts as a bump)
J = Jump
B = Black Binder
-------------
| ***S*S*** |
| * O* |
| * * |
| * R |
| * * |
|--R--------|
| * J |
| * * |
| * * # |
| * ****|
| * *|
| * ^|
| * *|
| *BB O*|
| ******** |
-------------
Far more complex than the previous track, and the cars are a lot faster.
The sharpeners and the ruler bridge are tricky, for the sharpeners you must
be in the dead middle of the track, for the ruler bridge you must be on the
left ruler (the right one is blocked). The black binder gives you a clue about
when to turn after that long straightaway (you can even drive over the left
side of it). This may give you trouble at first.
Race 3 - Oilcan Alley (WA1)
-------------------------------------------------------------------------------
Vehicle Type: Warriors (Race 1)
Legend:
O = Oil (Makes you skid)
G = Glue (Slows you down)
S = Screw (Must be in middle of track)
N = Nut (Must be in middle of track)
*ON*OG
*# #*
* G
G #*
* S
* *
* *
*# *
* *
S O
* *
* *
* ^
* O
G *
*O*OG*
The track is simple, but it's covered in track obstacles and space is very
cramped. Try to avoid the glue as best you can, and try not to crash into
any of your fellow racers.
Since the person who loses this track is always eliminated, you may want to try
to attack your rivals so that a skilled opponent is defeated. I wouldn't
attempt this unless you're reasonably adept at the game, but getting rid of
someone like Bonnie can help a ton at this point.
###############################################################################
C-2
Second Set of Races:
The heat is definitely turned up a bit here, the Turbo Wheels track can be
pretty unforgiving, and this set throws you your first real curve ball, the
first Formula One track. It'll probably take you a couple tries to get past
this set if you're new to the game, by now you have to know how to control
your car pretty well.
Race 4 - Sandy Straights (TW1)
-------------------------------------------------------------------------------
Vehicle Type: Turbo Wheels (Race 1)
Legend:
D = Sand Dune (acts as a bump)
S = Shovel
J = Jump
##########
*********#
*|- -|*#
^|-\-/ |*#
*| |*#
D |*#
*** /*#
#* -* #
|*# * #
/ * D #
|* D #
|D| * #
|-| * #
J #* #
*S #* #
****** #
# #
##########
This is a course of long straights and quick turns, so it's important to pay
attention to the landmarks along the way. At the end of the big downward
stretch, you'll see some rocks to your left that indicate when to turn (turn
after the third set). At the end of the following stretch, there's a shovel.
There's loads of water around, too, so be careful. Falling in costs you loads
of time.
Race 5 - Oatmeal in Over-Drive (JE2)
-------------------------------------------------------------------------------
Vehicle Type: Jeeps (Race 2)
Legend:
H = Honey (Slows you Down)
M = Milk (Makes you skid)
B = Toppies Box
|------------------|
| *M*** |
| * *# |
| * *H*** |
| *# * |
| * #*|
| * * |
|#* **BB* |
|* *# |
|H * |
|* * |
|* * |
|^ * |
|* * |
|* * |
|*# #*** |
| *H** |
|------------------|
This is definitely a step up from the previous Jeep level. There's more honey,
more bends (and closer to the edge), and the Toppies Box appears. You must
go up the ramp and drive over the Box, if you try to go around it you'll blow
up.
Race 6 - The Cue-Ball Circuit (FO1)
-------------------------------------------------------------------------------
Vehicle Type: Formula One (Race 1)
Legend:
C = Card (acts as a bridge)
P = Pocket (non warp)
B = Balls (Must be in middle of track)
Numbers = Warp (1 goes to 2, 3 goes to 4, etc)
|-------------|
|*************|
|*P---------P*|
|*| #**** |*|
|*C** * |*|
| | ^ |*|
| | ***** |*|
| | * |*|
| P* **B**2*|
| | *** |*|
|### |*|
|*C* |*|
|*| * *** |*|
|*| *** *|*|
|*P---------1*|
|*************|
|-------------|
This is the first really difficult track. Near the beginning, you'll have
to cross a card, and then spin around the outside of the pool table. This is
brutal, because you can fall off on both sides and the turns come really fast.
To make matters worse, they're long straights, so the computer will catch up
and may even ram you off the side. You also have to slow down before the end
card, because if you overshoot it and simply fall off the ledge you'll blow up.
The rest of the course is not difficult, after you come out of the warp stay
perfectly straight to get through the balls.
Drive careful, there's no room for error here.
###############################################################################
C-3
Third Set of Races:
The first two races here are really easy, then the 9th one is a killer. Try
to get an extra life on the first race if you've got five wins so far, you'll
need all you can get for Course 9. Intermediate players will probably meet
their end here a few times, but after you race Course 9 a few times you'll
start to learn where to turn.
Race 7 - Handyman's Curve (WA2)
-------------------------------------------------------------------------------
Vehicle Type: Warriors (Race 2)
Legend:
O = Oil (Makes you skid)
G = Glue (Slows you down)
S = Screw (Must be in middle of track)
N = Nut (Must be in middle of track)
**O*G**
* #*
G OO***
* *
S *
O *
* O **O**
G *#* *
O *#^ *
* G#* G
* *** O
* S
G *
* *
*N*GG*
Longer than the previous Warriors track, but not much more difficult. Avoid
the glue and you should be fine.
Race 8 - Bermuda Bathtub (PB1)
-------------------------------------------------------------------------------
Vehicle Type: Powerboats (Race 1)
Legend:
B = Bubbles (acts as a bump)
S = Soap (acts as a bump)
L = Shampoo Bottle (acts as a bump)
D = Duck (must not be in middle)
P = Pipe (Must be in middle of track)
W = Whirlpool (sucks you in if you touch it)
###########
*SB* #
* * #
L * #
* * #
^ * #
* B #
* * #
B D #
B *#
P B#
P B#
B B#
S *#
* * #
* * #
* * #
*W* #
This is a very simple track, but winning it is difficult because there's so
many straights and the computer boats are faster than you. Try to stick to
the inside edge of the track except for that part at the end with the pipe.
Race 9 - Sahara Sandpit (TW2)
-------------------------------------------------------------------------------
Vehicle Type: Turbo Wheels (Race 2)
Legend:
D = Sand Dune (acts as a bump)
F = Footprint (acts as a bump)
S = Shovel (can only cross the top of it)
B = Bridge
*****DDS*
*#-- *
D *
* *
* -B-
* -B-
* *
* ******
^ * #
* F
*| *
* -*
*****D
Another one of those "simple but not easy" courses, this track is all about
getting you up to a good speed and then immediately throwing something at
you to toss you off the track. You've just got to get a feel for how long the
straights are and be prepared to turn at the end.
The end of the first diagonal straightaway and the part with the bridges are
particularly nasty, be careful there.
The first few times you race this course, you're pretty well doomed, but that
goes for most tracks from this point on.
###############################################################################
C-4
Fourth Set of Races:
Choppers rear their ugly heads (blades?) here, it'll probably take you a while
to get used to racing them. The rest of this set is something of a break in
difficulty from the previous set, hopefully you can get an extra life here.
Race 10 - The Potted Passage (CH1)
-------------------------------------------------------------------------------
Vehicle: Choppers (Race 1)
****
* *
* *
* *
* *
^ *
* *
*******
The simple shape in no way adequately captures the difficulty of this track.
The entire course is flanked by walls, but rather than being straight walls,
they jut out at strange angles, often causing you to get stuck. The diagonal
passages are also very narrow.
Try to stay towards the inside of the track, except on the long diagonal,
you'll want to be on the outside there.
Race 11 - Fruit-Juice Follies (JE3)
-------------------------------------------------------------------------------
Vehicle Type: Jeeps (Race 3)
Legend:
W = Waffle (Acts as a bump)
H = Honey (Slows you Down)
M = Milk (Makes you skid)
B = Toppies Box
|--------------|
| **M# |
| * #*H*|
| *M* ^ *|
| * * * *|
|* * * *|
|* * H *|
|* H * *|
|* * * *|
|* * * * |
|* H* * |
|* * |
|* * |
|*# * |
| *W*M*BB**# |
| |
|--------------|
The first thing you'll notice about this course is that it is very long.
However, it's not really very difficult, except for the first part where you
need to be careful not to fall off the table.
Race 12 - Foamy Fjords (PB2)
-------------------------------------------------------------------------------
Vehicle Type: Powerboats (Race 2)
Legend:
B = Bubbles (acts as a bump)
S = Soap (acts as a bump)
L = Shampoo Bottle (acts as a bump)
D = Duck (Must be in middle of track)
W = Whirlpool (sucks you in if you touch it)
B*
B *
* *
* B
* *D
** S
B L
B B
B *
^ B
B *
B B
B *
**BBW**
There's a load of bubbles and other things to make you bounce on this stage,
but it's actually easier than the previous Powerboat level overall because
there's more turns and no pipe.
###############################################################################
C-5
Fifth Set of Races:
This is another nasty set of races. The first two races are not difficult,
but they're the kind of courses where a single mistake can easily cost you a
life, and the third race is a killer. Expect to go game over at least a few
times here.
Race 13 - Bedroom Battlefield (TA1)
-------------------------------------------------------------------------------
Vehicle Type: Tanks (Race 1)
Legend:
C = Checkerboard (must navigate through it)
****
* *
* *
* *
^ C
* C
*** #**
******
The course itself is extremely easy to navigate, the challenge here comes from
the other tanks. They're extremely good at shooting you, so try to stay out
of their way. If you're shot at the first row of 2 checkers in the
checkerboard, you'll actually respawn ahead of where you were shot.
The checkerboard gives the computer trouble, use that time to break away from
the pack. Once you've got a nice lead, things are much easier.
Race 14 - Pitfall Pockets (FO2)
-------------------------------------------------------------------------------
Vehicle Type: Formula One (Race 2)
Legend:
C = Card (acts as a bridge)
P = Pocket (non warp)
B = Balls (Must be in middle of track)
Numbers = Warp (1 goes to 2, 3 goes to 4, etc)
|------------|
|************|
|*2--------P*|
|*|* **** |*|
|*| ** #*|*|
|*| *|*|
|*C*** *|*|
### * * |*|
| | ** |*|
| | |*|
| 1***B* P*|
| | * |*|
| | * |*|
| | *|*|
| | *|*|
### ^|*|
|*C* *|*|
|*| ****** |*|
|*P--------P*|
|************|
|------------|
Exact same basic idea as the previous F1 race, except now you have to navigate
between two balls after the first diagonal stretch and there's a few more
turns. It might even be a bit easier this time if you have slower opponents,
but the course itself remains just as unforgiving.
Race 15 - Pencil Plateau (SC2)
-------------------------------------------------------------------------------
Vehicle Type: Sports Cars (Race 2)
Legend:
R = Ruler (Acts as a bump or bridge)
S = Sharpener (Must be in middle of track)
I = Ink (Makes you skid)
O = Orange Book (Acts as a bump)
J = Jump
B = Black Binder
|---------|
| **|
|I* *#*|
|*#*BB* ^|----|
|* ** S*| **|
|* * | * *|
|O * **R* *|
|* * R |-----|
|*# *** | J |
| * | * |
|-R-------|-----|
|* ***** | J |
|* * *R** * |
|* **** | * * |
|* B | *** |
|* #*|-----|
|* #*|
|*I*S*S**|
|--------|
Sheesh. Do you hate the Sports Cars yet? This is substantially more difficult
than anything you've had so far, featuring 3 ruler bridges and two jumps, as
well as two strategically placed spilled ink bottles to make you fall off.
Precision wins the day here, though you may be tempted to drive fast, take it
slow and be careful not to fall off.
###############################################################################
C-6
Sixth Set of Races:
Still with us? This is where the game really takes off the kid gloves, from
here on out you can expect many nasty courses. In particular, the second
Chopper race is here, which in my opinion is the second hardest track in the
entire game. Thankfully, the third race here is easier than the first two,
if you can make it that far.
Race 16 - The Dare-Devil Dunes (TW3)
-------------------------------------------------------------------------------
Vehicle Type: Turbo Wheels (Race 3)
Legend:
D = Sand Dune (acts as a bump)
F = Footprint (acts as a bump)
S = Shovel (can only cross the top of it)
J = Jump
################
# **S* #
# * * #
# D*****-* - #
# |*| *** J #
# * | DD *##
#* \-- |**#
#* --*#
#* ****#
#* * #
#* D #
#D * #
#* * #
#* * #
#* *****D| #
#* #^# #
#*# * #
#**** #
################
As the name of the course suggests, this stage is all about inconveniently-
placed Sand Dunes ready to flick you into the water if you run over them.
Be very careful on the turns.
There's also a nasty little jump over the world's tiniest puddle. Despite
its small size, you can still sink in there. You can freely go around it,
but watch out for the rocks.
At the end is a really long straightaway, but by this point you should have
no fast enemies left. In the event that you do, let them give you a push.
Race 17 - The Shrubbery Twist (CH2)
-------------------------------------------------------------------------------
Vehicle Type: Choppers (Race 2)
Legend:
A = Air Conditioner (blows you to the right)
S = Spout (destroys you if you touch it)
****
* *
* *
* *
^ A*
S *
* *
* *
* *
* *
* *
* ***
* *
***** *****
* *
* *
*
The previous Chopper level was just a warm-up for this nightmare. The track
is a lot more complicated, which means more chances to get stuck on those
annoying walls, and you now have to contend with the air conditioner and the
spout. Fly diagonally towards the air conditioner to prevent it from blowing
you into the gaps in the walls, if it does, you're probably done for.
Just do your best to stay near the middle of the track and not lose sight of
the other racers. Make sure to stay to the right when you approach the air
conditioner, though, I can't count the number of times I've crashed right into
it. Same goes for the spout, stick to the left.
You absolutely must memorize the turn order here, there's just no other way.
Race 18 - Perilous Pit-Stop (WA3)
-------------------------------------------------------------------------------
Vehicle Type: Warriors (Race 3)
Legend:
O = Oil (Makes you skid)
G = Glue (Slows you down)
S = Screw (Must be in middle of track)
N = Nut (Must be in middle of track)
**O
* G
* *
* *
#O *
G O
* *
G G
* G
O *
S O
G *#
* *O*******
O #*
G ****OG**
* *
* ^#
**GON*#
Another Warriors track, and thankfully it's just as easy as the others.
There's only one Nut and Screw here, so you can safely stay towards the edge
of the track and avoid all the glue for the majority of the course.
I wouldn't bother trying to fiddle with the standings unless you've got a
strong driver left at this point.
###############################################################################
C-7
Seventh Set of Races:
This is an unusual set in that it includes two fairly easy races, but
sandwiched between them is your worst nightmare. The second course here is,
put simply, far harder than anything you've encountered before and only total
mastery of its many treacherous curves will see you the victor.
I suspect this is where most people will simply give up on finishing the game,
you'll probably make it here with only a few lives and that's barely enough
to practice this devil of a course. You might consider using Game Genie or
something similar to let you race this course over and over again until you
get it down, but it's probably good practice to race through the early courses
if you can stomach it - getting better at them means more lives for this race
and beyond.
Race 19 - Wide-Awake War-Zone (TA2)
-------------------------------------------------------------------------------
Vehicle Type: Tanks (Race 2)
Legend:
P = Pencils (acts as a bump)
C = Checkerboard (must navigate through it)
B = Pile of Books (must navigate over them)
B**
B *** ***
B *** **
* *
** P
^ ***
* C
* C
* C
* ****
* ***
***
Pretty much the same idea as before. Plenty of double 90 degree turns that
you'll cross on a diagonal, and the exact same chessboard to navigate.
However, you now also much face the Pile of Books, and it can be a nasty beast.
You must line yourself up so you'll just cross the right edge of the second
book and then drive straight, or you can get stuck. To make matters worse,
if you're shot on the books, you'll go right back to before the pile.
If you're able to break away from the pack, you should have an easy time.
Race 20 - Crayon Canyons (SC3)
-------------------------------------------------------------------------------
Vehicle Type: Sports Cars (Race 3)
Legend:
R = Ruler (Acts as a bump or bridge)
S = Sharpener (Must be in middle of track)
I = Ink (Makes you skid)
O = Orange Book (Acts as a bump)
J = Jump
B = Black Binder
|-----|---------|
| ** | I***|
| * #*R** #*O *|
|* | * * *|
|* | S* *|
|R----|----------|
|* **R****** J |
|* R | * * |
|* J | #* ^ |
|* **R** ** O |
|R----| * *# J |
|* | * * J |
|* |#* * *|
|*****R** *I* *|
|-----| #* *|
| * *|
| * *|
| *** *|
| *BB *|
| * *|
| ***S*|
|----------|
Have you had enough of Ruler Bridges? There's 6 on this track, and many come
right after turns. Also be sure to watch out for that Jump that comes right
after you cross back onto the fourth desk, if you hit that with any speed at
all, you're going to clear the ruler and fly right off the desk. As long as
you're paying attention, though, this easily works to your advantage, your
rivals will often fly off the course here.
If you're feeling mean or just want to give yourself an edge, give the car
to your right you a little tap at the beginning just as they hit the jump.
They'll be out of the race for a little while, but be careful not to fall off
yourself in the process.
As before, consistency is key here. Lining yourself up with all the bridges
at high speed is difficult, but hopefully you've had a fair bit of practice
by now. If not, it's a long course, so you can get some practice even if
you're already out of the race.
Race 21 - Soap-Lake City! (PB3)
-------------------------------------------------------------------------------
Vehicle Type: Powerboats (Race 3)
Legend:
B = Bubbles (acts as a bump)
S = Soap (acts as a bump)
D = Duck (must not be in middle)
P = Pipe (must be in middle)
W = Whirlpool (sucks you in if you touch it)
SBBB
* *
B* *
* *
* B
^ *
P B
P *
* *B
B *
P *
* **
B *
B *
* D
D *
B *
* B
BBW**
This stage isn't a total cakewalk, but compared to the extremely difficult
previous level it's certainly a very welcome change. The course layout is
straightforward, just watch out for those Ducks and the Whirlpool!
###############################################################################
C-8
Eighth Set of Races:
This is it! If you've made it this far, you're closing in on the very end of
the game. Actually, the final set is fairly easy... Almost like it's the calm
before the storm or something...
Race 22 - The Leafy Bends (CH3)
-------------------------------------------------------------------------------
Vehicle Type: Choppers (Race 3)
Legend:
A = Air Conditioner (blows you to the right)
S = Spout (destroys you if you touch it)
*******
* *
* *
A* *
* *
* S
* S
* S
* S
* S
^ S
S *
* *
* A*
* *
*******
Inexplicably, this course is far easier than the previous Chopper level. Oh
well, don't look a gift horse in the mouth, especially at this point in the
game.
There are six spouts before the turn in that long vertical column (don't worry,
they're all in the middle). Make sure to count 6 before you prepare to turn.
Race 23 - Chalk-Dust Chicane (FO3)
-------------------------------------------------------------------------------
Vehicle Type: Formula One (Race 3)
Legend:
C = Card (acts as a bridge)
P = Pocket (non warp)
B = Balls (Must be in middle of track)
Numbers = Warp (1 goes to 2, 3 goes to 4, etc)
|-----------| |----------|
| | | |
| P-------2 | | 1------P |
| | *| | | |******| |
| | *B** | | | | *| |
| | * | | ### ^| |
| |*# | | |*C* *| |
| | **# | | |*| * *| |
| | **# | | |*| *** | |
| | #* | | |*| | |
| P * 3 | |*4******5 |
| | #* *| | |*| | |
| |#** * | | |*| | |
| |* *#| | |*| | |
| |* *| | |*| | |
| |* *| | |*C**** | |
| |* *B** | | ### * | |
| |**# | | | | *| |
| P-------P | | P------6 |
| | | |
|-----------| |----------|
It's yet another Formula One course, which means... Wait! There's TWO Pool
Tables now?!
As horrible as this sounds, it's actually not that bad, because you spend very
little time on the edges of the tables compared to the previous levels, instead
you spend most of your time driving from one warp to another and navigating
some fairly simple diagonals. A little memorization should see you through
this one with little trouble.
Race 24 - Go For It! (TA3)
-------------------------------------------------------------------------------
Vehicle Type: Tanks (Race 3)
Legend:
P = Pencils (acts as a bump)
C = Checkerboard (must navigate through it)
L = Lego (must navigate through it)
***
* *
* ******
P **
* **** *
* * ** *
C * ** *
C L P *
C *# ** **
* ** ** **
* #* * **
* ^ * **
**** ***
As the name implies, this is it, the final race. The Pile of Books is gone,
but now you must navigate the Lego, and it's just as tricky because it's a
prime place to get shot. The trick (at least on the first lap) is to actually
go around the Lego to the right, you can squeeze in between the first orange
block on the right and the marble and get around the war zone.
Other than that, this course is pretty similar to what you've seen already.
Even more easy diagonals and the same old Checkerboard. Victory awaits!
Championship Race - Win This Race To Be Champion!
-------------------------------------------------------------------------------
Or does it? First, you must win one more race! And with our old nemesis,
the Sports Cars!
Thankfully (or not), there's no new track to memorize, this is simply the third
Sports Cars course again (it was Race 20 the first time), so you can consult
that section again if you don't remember it. The one difference is that this
time you have to take first place. Second isn't good enough anymore.
Hopefully, you should be down to the dregs of the racing world by now. It's
time to show them who's boss and walk away with that trophy. Unfortunately,
they seem to have gotten an insane performance boost and even Chen is driving
like he's Bonnie now.
Well, it's a fitting end to the Challenge Mode, a race across the hardest
course against powerful opponents. Good luck!
###############################################################################
C-9
RuffTrux Time Trials:
For every three races in which you place first, you're given a shot at the
RuffTrux Time Trials, which pit you against the clock (and a nasty course) in
a battle for an extra life.
Extra lives are vital in this game, so make sure you get good at these.
RuffTrux Time Trial 1 (RT1)
-------------------------------------------------------------------------------
Time Limit: 45 Seconds
Legend:
W = Water Slalom
S = Pebble Slalom
B = Bush Slalom
R = Rocks (Must be in middle of track)
P = Pipe
R
*#*
* *
* *
W P
W P
W P
* P
* S
** S
^# S
*# S
BRBB**R*
Loads of difficult navigation here. Go SLOW through the slalom areas.
If you lose this course after the first 3 races, I'd just reset the game. You
need that life.
RuffTrux Time Trial 2 (RT2)
-------------------------------------------------------------------------------
Time Limit: 50 Seconds
Legend:
W = Water Slalom
S = Pebble Slalom
B = Bush Slalom
R = Rocks (Must be in middle of track)
#########
#***#***#
#*#*#*#*#
R***#*#*# *
R ---#***## *
* ----- B
W *** S
* * * B
* * *B
^ W
****
The track is a bit more complex this time, but in my opinion it's a little
easier since the slalom sections are smaller.
RuffTrux Time Trial 3 (RT3)
-------------------------------------------------------------------------------
Time Limit: 55 Seconds
Legend:
W = Water Slalom
S = Pebble Slalom
B = Bush Slalom
R = Rocks (Must be in middle of track)
P = Pipe
*B
**#*#R**#
* #** #*BBR*
* #B *
* *
W S
B S
W S
W *
P *
*R ^
*R *R* *R*
*R* * *
*R*
Ugh, this combines the most difficult parts of the previous two tracks and
gives you an even shorter tighter time limit. True mastery will be required
to win this one.
You'll be racing this one a lot, too, because if you get another bonus after
this one, it'll just be this course again.
===============================================================================
===============================================================================
H-0
Head to Head Mode:
Head to Head Mode is a multiplayer mode for two players.
###############################################################################
H-1
Basics:
Unlike most multiplayer racing games, Head to Head mode is played with both
players on the same screen. Since it would be impossible to play if you
couldn't see, once one person gets a full screen length ahead, they are
awarded a point, then both cars are reset and the game continues anew.
The score is shown as a series of 8 dots on the right side of the screen,
initially there are four of each colour, but as players win points they take
dots away from their opponents, if anyone is able to get all the dots, they
win.
Since someone getting a lead of four points may never happen between two
equally-matched opponents, after 3 laps around the course, the match is
awarded to whomever has more points. If there is a tie, it goes into sudden
death, the next point wins.
You can also opt to handicap yourself if you play as Anne, Mike, or Walter,
in order to even things up. The handicap isn't drastic, but it makes a
difference over the course of a long race.
This all sounds cool enough, unfortunately though the game is not spectacular
at determining what it means to be a "screen-length ahead", and you can often
drive off the course and trick the game into thinking that you're leading.
Oh well, such is competitive gaming on the NES.
###############################################################################
H-2
Courses:
In Head to Head mode, you can choose either to play a single race (pick one
course), or play a Championship (play five random courses). Either way, there
are 10 courses available, all of which are taken from the Challenge.
This is a listing of what Head to Head courses correspond to Challenge Courses.
Head to Head Name Challenge Track Challenge Name
---------------------------------------------------------------------
Tanks Tanks 1 Bedroom Battlefield
Turbo Wheels Turbo Wheels 1 Sandy Straights
Warriors Warriors 2 Handyman's Curve
Powerboats Powerboats 3 Soap-Lake City!
Jeeps Jeeps 2 Oatmeal in Over-Drive
Choppers Choppers 3 The Leafy Bends
Sports Cars Sports Cars 1 Desktop Dropoff
Pro Sports Cars Sports Cars 3 Crayon Canyons
Formula One Formula One 2 Pitfall Pockets
Pro Formula One Formula One 3 Chalk-Dust Chicane
It's a pretty good selection, I guess, but I don't see why they don't let you
race on all of the tracks.
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Contact and Credits:
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Contacting Me:
You can reach me via email at terotrous (at) yahoo (dot) com.
Include Micro Machines in the topic title so I know it isn't spam. If you
find out anything I add to the guide I'll add you to a list of contributors.
You could also just say that you thought the guide was great if you want.
What to contact me about:
I can't really think of too much that could possibly go in this guide, maybe
if you know of some awesome strategies or useful shortcuts that the game will
let you away with.
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Special Thanks:
Codemasters and Galoob - For making this game happen.
Gamefaqs - For hosting this guide.
Frankie D'Erasmo - For contributing a lot of information about version
differences.
Gamer's Graveyard -
http://www.gamersgraveyard.com
For hosting a bunch of old NES manuals, I couldn't find
my Micro Machines manual and I wanted to add the Bios on
the off chance that they affect gameplay.
Ascgen -
http://ascgendotnet.jmsoftware.co.uk/
This program helped me create that ascii logo I used here.
Though the final result is so nondescript I could have made it.
Wikipedia -
http://en.wikipedia.org/wiki/Main_Page
Provided some of the background information on Micro Machines.
That's it for now. If you submit information, your name could be here!
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Closing Information:
Thanks for reading this guide. I hope you found it helpful. Gnik out.
Micro Machines Guide copyright Adam King, 2009. Do not reproduce or
redistribute.
Micro Machines the game, and all related copyrights and trademarks are held by
their original owners. This guide is not intended to infringe upon said
copyrights in any way.