Micro Machines by Ocean
Words by Michael Crisman
Super Nintendo—December 1994
The checkered flag drops on…
...Sega's incarnation, by a respectable lead. While the SNES
version's cars handle more tightly, features options for 3- and
4-player races, and has slightly better sound, the Genesis/
Mega Drive is overall more enjoyable due to a betterprogrammed (and more equitable) AI that enables you to
build up sizable leads and doesn't allow the CPU drivers to
dominate you on the third lap if you make a simple mistake.
Codemasters also maps the tank's gun to the C button on
Sega's console, but requires you to press B + Y together on
the SNES controller. Not a huge deal, but still an odd choice.
While normally the ability to race with more than 2 players
would be a major advantage, Ocean didn't code for the
Multitap, opting instead for a bizarre '2 players on one
controller' scheme that defies all logic. Both games are
enjoyable single-player experiences (this editor loved the hell
out of the SNES version growing up), but side-by-side,
Nintendo's version is sideswiped by Codemasters' superior
work on the Genesis/Mega Drive. Rose-colored nostalgia
glasses officially shattered.
Did You Know...?
・ ...Sega's version includes several cheat codes
not available on other platforms, including
one for infinite lives and another to severely
increase the difficulty level?
・ ...while the game only included 9 different
types of vehicles, the Micro Machines toy line
featured models licensed from such franchises as Star Trek, Star Wars, TNT Motorsports, and Aliens?
・ ...in the early 1990s, Micro Machines eclipsed
the combined sales of Matchbox, Hot Wheels
and Majorette, its three closest competitors?
・ ...gamers familiar with the NES original will
notice several of the drivers have received
skill make-overs in the 16-bit versions?
Dwayne takes the biggest shafting, diving
from a comfortable place in the middle all the
way down to just above Walter in terms of AI
performance.