In all, the 3D engine seems more of a curse than a blessing.
On the multiplayer side, everyone seems to be falling off. This frustrating control rips any entertainment value from the single player game, as the AI rarely falls off the track. Basically, you have to keep the gas floored all the time and pray your power slide is just enough as you barrel around a curve. The floaty camera leads to continually falling off the track and losing the race. While the control scheme is simplistic, the execution of racing becomes nothing but a chore when attempting to stay on the track. The tracks carefully capture the same imaginative thoughts that go through a child’s mind when racing micro machines.Īny of the available cars can be extremely difficult to control. Giant rolling pins in the kitchen, tools laid out on a workbench, or racing along rooftops seems accurately surreal. The scale of the micro machines versus the rest of the world seems spot on. Interestingly enough, the tracks actually provide more entertainment than some of the actual races. The tracks are designed around various rooms one would find in a typical suburban house. Additionally, items such as health and speed bonuses are spread along the track. Within battle, you can mount weapons such as machine guns, rocket launchers, and even a giant hammer to obliterate your opponent. Battle is perhaps the most entertaining mode paying homage to games like Mario Kart with mounted assault weaponry and various road traps. There are three different modes of play in Micro Machines v4: battle, lap, and checkpoint.
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After over 9 years of waiting, Micro Machines V4 is the first true new game in the Micro Machines series and the direct successor to Micro Machines V3.