
British publisher Codemasters made history when it first shipped the original Micro Machines for the Amiga back in 1991. OK, not really. But the quintessential budget-priced outing did offer high-grade, arcade-style rubber-burning action, sell several gazillion copies, and pave the way for reams of successive mini-car racers. Sadly though, roughly 15 years after its esteemed predecessor first put gas in the tank, sequel Micro Machines v4 sees the series near running on empty.
It's worth pointing out that apart from the addition of ultra-aggressive power-ups, little has changed in the intervening era. More depressing is that even the presence of homing missiles, machine guns, dice bombs, rocket launchers, and giant, roof-mounted hammers can't spice up the title's too-tame antics.
Once again, you're tasked with picking an auto, then flooring it across miniature environments (gardens, gutters, bathrooms) that have been scaled to giant size. Forget crossing the finish line first. You'll be happy just to survive each encounter, period. Regardless, exciting as the action sounds at first brush, in practice, it's duller than spending a lazy Sunday hosing down your '68 Camaro.
On the bright side, obsessive types can collect 25 different types of autos from SUVs to GT racers and coupes, with 750 cars offered in total. Multiple game modes are accessible as well, i.e. standard races, checkpoint-based challenges, and pedal-to-the-metal combat encounters. Track themes are catchy too, as you speed through pool tables and across kitchen counters rife with oncoming rolling pins and built-in burners that'll fry the exhaust right off you. What's more, as ever, multiplayer mode remains a franchise highlight, letting up to four wheelmen butt bumpers. (Buddies can even enjoy a little head-to-head excitement by sharing a single controller.)
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Posted: 30 Jun 2006