Micro Machines 4
Posted August 7, 2006
Many years ago, I recall having about 30 to 40 different Micro machines to race around the floors of my parent's house and usually trip up a few people in the process. Micro Machines have waned in popularity since the early nineties and subsequently video games adapting the toy automobiles to digital form haven't sold very well. Not giving up the attempt, Codemasters published Micro Machines 4 to multiple formats, including the PC. 
I do have a bone to pick with Codemasters when it came to the install. Micro Machines v.4 uses the horrific Star Force copy protection system. I'm continually amazed anyone still uses this piece of flawed software to copy protect their digital rights. I suppose the absurd thought running through my head is why Codemasters would think anyone would distribute Micro Machines v.4 to begin with. Anyway, it's a useless protection tool that causes more harm than good.
Gameplay:
There are three different modes of play in Micro Machines v4: battle, lap, and checkpoint. Battle is perhaps the most entertaining mode paying homage to games like Mario Kart with mounted assault weaponry and various road traps. Within battle, you can mount weapons such as machine guns, rocket launchers, and even a giant hammer to obliterate your opponent. Additionally, items such as health and speed bonuses are spread along the track to increase your life span. Lap race is essentially a basic three lap race against the AI, which doesn't make very many mistakes. Checkpoint is self-explanatory as well. Each checkpoint along a track provides more time to continue racing.
The tracks are designed around various rooms one would find in a typical suburban house. Interestingly enough, the tracks actually provide more entertainment than some of the actual races. The scale of the micro machines versus the rest of the world seems spot on. Giant rolling pins in the kitchen, tools laid out on a workbench, or racing along rooftops seems accurately surreal. The tracks carefully capture the same imaginative thoughts that go through a child's mind when racing micro machines.
The point of completing the extensive list of single player races is to unlock the potential 750 micro machines. Sadly, the machines have very few unique qualities to discern one from another. While some of the stats for each machine are decidedly different, the overall feel and appearance remains exactly the same during races. Besides regular cars, there are trucks and hotrods to unlock as you progress through the game. The hotrods are actually the most discernable from the rest of the pack, but still lacking in power.
Any of the available cars can be extremely difficult to control. While the control scheme is simplistic, the execution of racing becomes nothing but a chore when attempting to stay on the track. The floaty physics of the micro machines leads to continually falling off the track and losing the race. 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. This frustrating control rips any entertainment value from the single player game, as the AI rarely falls off the track. On the multiplayer side, everyone seems to be falling off, so it's not a big deal.
Speaking of the multiplayer, the game allows for LAN play as well as online matches. Considering the low amount of information being transmitted back and forth, you can imagine the game is lag free. Online play can offer a slight bit of increase enjoyment over its single player counterpart, especially battle mode. It's quite satisfying smashing the car ahead of you with the mountable hammer. Unfortunately, Micro Machines main online problem is derived from a lack of online players. I waited 15 minutes before anyone logged on to play any rounds of the online game.
Graphics:
Visually, Micro Machines is a complete dud. The dull textures scream of the PS2 port that this game originated from. While the game can obviously handle higher resolutions, the lack of creative design with the actual micro machines hampers the necessity of an increase. Also, the track artwork seems a little too glossy at times and removes realism from the experience. There is an upside to the lack of graphical prowess the game provides. Micro Machines v.4 can run on the majority of systems on the market. Even machines 5 to 6 years old shouldn't have any problems running at a decent resolution.
Audio:
The sounds effects are childish and over-the-top, but amusing. The squeal of the little tires, the rapid blasting of the guns, and the crashing of the cars against track objects all add to the micro experience. The game doesn't use directional sound effects, so those with 5.1 systems won't be delighted.
Conclusion:
The game seems designed for kids, but has little redeeming value. The boring nature of the single player game, the lack of online played in the multiplayer arena, and the general poor state of the graphics significantly decrease the enjoyment from reliving the ole micro machine days of past. Additionally, the twenty dollar MSRP only accentuates the fact that this game isn't worth even that modicum of currency. If you're looking for a decent racer that uses miniature cars, try RC Cars for the PC. As for Micro Machines, leave this one in the bargain bin.

I do have a bone to pick with Codemasters when it came to the install. Micro Machines v.4 uses the horrific Star Force copy protection system. I'm continually amazed anyone still uses this piece of flawed software to copy protect their digital rights. I suppose the absurd thought running through my head is why Codemasters would think anyone would distribute Micro Machines v.4 to begin with. Anyway, it's a useless protection tool that causes more harm than good.
Gameplay:
There are three different modes of play in Micro Machines v4: battle, lap, and checkpoint. Battle is perhaps the most entertaining mode paying homage to games like Mario Kart with mounted assault weaponry and various road traps. Within battle, you can mount weapons such as machine guns, rocket launchers, and even a giant hammer to obliterate your opponent. Additionally, items such as health and speed bonuses are spread along the track to increase your life span. Lap race is essentially a basic three lap race against the AI, which doesn't make very many mistakes. Checkpoint is self-explanatory as well. Each checkpoint along a track provides more time to continue racing.
The tracks are designed around various rooms one would find in a typical suburban house. Interestingly enough, the tracks actually provide more entertainment than some of the actual races. The scale of the micro machines versus the rest of the world seems spot on. Giant rolling pins in the kitchen, tools laid out on a workbench, or racing along rooftops seems accurately surreal. The tracks carefully capture the same imaginative thoughts that go through a child's mind when racing micro machines.
The point of completing the extensive list of single player races is to unlock the potential 750 micro machines. Sadly, the machines have very few unique qualities to discern one from another. While some of the stats for each machine are decidedly different, the overall feel and appearance remains exactly the same during races. Besides regular cars, there are trucks and hotrods to unlock as you progress through the game. The hotrods are actually the most discernable from the rest of the pack, but still lacking in power.

Any of the available cars can be extremely difficult to control. While the control scheme is simplistic, the execution of racing becomes nothing but a chore when attempting to stay on the track. The floaty physics of the micro machines leads to continually falling off the track and losing the race. 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. This frustrating control rips any entertainment value from the single player game, as the AI rarely falls off the track. On the multiplayer side, everyone seems to be falling off, so it's not a big deal.
Speaking of the multiplayer, the game allows for LAN play as well as online matches. Considering the low amount of information being transmitted back and forth, you can imagine the game is lag free. Online play can offer a slight bit of increase enjoyment over its single player counterpart, especially battle mode. It's quite satisfying smashing the car ahead of you with the mountable hammer. Unfortunately, Micro Machines main online problem is derived from a lack of online players. I waited 15 minutes before anyone logged on to play any rounds of the online game.
Graphics:
Visually, Micro Machines is a complete dud. The dull textures scream of the PS2 port that this game originated from. While the game can obviously handle higher resolutions, the lack of creative design with the actual micro machines hampers the necessity of an increase. Also, the track artwork seems a little too glossy at times and removes realism from the experience. There is an upside to the lack of graphical prowess the game provides. Micro Machines v.4 can run on the majority of systems on the market. Even machines 5 to 6 years old shouldn't have any problems running at a decent resolution.

Audio:
The sounds effects are childish and over-the-top, but amusing. The squeal of the little tires, the rapid blasting of the guns, and the crashing of the cars against track objects all add to the micro experience. The game doesn't use directional sound effects, so those with 5.1 systems won't be delighted.
Conclusion:
The game seems designed for kids, but has little redeeming value. The boring nature of the single player game, the lack of online played in the multiplayer arena, and the general poor state of the graphics significantly decrease the enjoyment from reliving the ole micro machine days of past. Additionally, the twenty dollar MSRP only accentuates the fact that this game isn't worth even that modicum of currency. If you're looking for a decent racer that uses miniature cars, try RC Cars for the PC. As for Micro Machines, leave this one in the bargain bin.

