The Making of Micro Machines
readonlymemory.com
readonlymemory.com
> ‘I knew the C64 inside out and the NES has the same processor so, in some ways it was very similar,’ says Graham. ‘The NES was character based, it had sprites the same as the C64, it was a bit faster. You could only access 64k at a time, though, so we had to bank in and out of memory buffers ’
Not 64K. While that is the size of the address bus, a NES cartridge can only realistically use address range 6000-FFFF on the cartridge. (Yes you can use 4020-5FFF as well, but that requires additional address decoding logic so it was seldom done). For the mapper that Codemasters used, the 16KB bank 8000-BFFF was switchable, and the 16KB bank C000-FFFF was the fixed bank at the end of the ROM, and 4020-7FFF was unused (open bus)
Has anyone ever found a photo of the "Game Genie Patch" version of Micro Machines? I can't find any photos of the cartridge board that uses that fix.
A friend and I would play the Sega Megadrive version.
There was one track - sand, around water, started going left - which we both loved. The normal race was IIRC 3 laps. But this track could be unlapped. So we would start and by mutual agreement go backwards to increase the number of race laps. Once we got where we wanted, 10 laps, we would line up at the start and do the 3,2,1....
OT: Same guy wanted to emigrate to Canada to be a truck driver. CA said No, don't need you. He trained as a nurse (3 years), Canada said yes. Last I heard he's trucking along.
That's because he didn't follow the standard Canadian truck driver immigration pathway - come to Canada on a visitor's visa, pay an immigration company for a LMIA assessment to get issued a work permit, and bribe a driving instructor to get a license.
I also had the original Sonic for the MegaDrive/Genesis and that one was great.
(not my work)
I still play fairly frequently.
Just this week we had a gathering of 7 people, playing MMv3 all on one big screen, with modified levels burned to a CDROM, using a PS2 with the sticky tape hack. It was awesome!
AMA
Back in the day, I reverse engineered the level format of v2. I Understood the graphics and physics attributes, but never how the waypoint system worked. (in multiplayer, if you take too big of a shortcut you’ll be penalized by being “popped”)
Can you explain how the waypoint system works in v3?
The game tracks the last numbered tile each player was on. When the players are too far apart so that they can't all fit on the same screen, then the players who have the smallest number get popped / killed. So if you cut a corner, then you're taking a risk -- you might be further ahead visually, but since you left the course, your last waypoint number will be lower than players still on the course. Those players can swerve in the other direction to force the issue and kill you, if they're paying attention.
In another data section, some of the numbered tiles are marked as key waypoints (my term, I don't know what the Codemaster devs called this). If you miss a key waypoint block entirely, then you are popped for cutting too much.
Those two mechanisms work together to encourage a kind of "iterated prisoners dilemma", on top of the normal racing mechanics. It's great fun.
There are some screenshots that illustrate this at https://bradders.org/MMs/ -- see the section titled "Cutting corners"
For AI players, there's a data layer telling them which way to go next on each tile, much like is described in the OP article here in MMs v1.
From your descriptions, it seems likely that the same system was used in the earlier games.
I'm guessing they'll wait for them to start shipping products before they invest in the legal show stoppers.
The cartridge slot and the hardware architecture cannot be protected under copyright and any patent filed at the time would have expired anyway.
I have happy memories of playing it in a smelly, beer soaked, shared house at uni.
As I got older I realized that most kids with Nintendos had more games and I felt left out for never having played Zelda or Metroid. But man, Micro Machines, Super Mario Bros 3 and Faxanadu was all I needed.
I think I might have been aware of the Genesis version, but I had no idea it was available on all the other platforms.
The cartridge itself was fascinating because it had two extra controller ports on it! You had for player gaming by plugging two controllers into the console and two controllers into the cartridge that was protruding from the top of the console. The cartridge was a little taller than usual to accommodate the extra hardware.
Nice hardware piece, some games even supported controller sharing to have 8 players on one console.
The game worked pretty well on a flip phone.