Micro Machines 2: Turbo Tournament (Sega Genesis/Mega Drive) - Let's Play 1001 Games - Episode 451

Micro Machines 2: Turbo Tournament (Sega Genesis/Mega Drive) - Let's Play 1001 Games - Episode 451

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Tiny cars and intense races!

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Micro Machines 2: Turbo Tournament
from https://en.wikipedia.org/wiki/Micro_Machines_2:_Turbo_Tournament

Micro Machines 2: Turbo Tournament is a 1994 racing video game developed by Supersonic Software and published by Codemasters for the Sega Mega Drive. The sequel to Micro Machines, the game is themed around Galoob's Micro Machines toys, and players race around environments in miniature toy vehicles. Micro Machines 2: Turbo Tournament adds new vehicles and game modes, and the Mega Drive version was released on J-Cart, enabling up to eight players without a multitap.

Development began after the release of the Mega Drive version of the original, and there was a focus on graphics and driving physics. Violet Berlin of Bad Influence! makes a cameo appearance as a new character. Codemasters did not develop the game because the programmer of the first Micro Machines was not available. Micro Machines 2: Turbo Tournament was ported to various systems, including the Game Gear and DOS, the latter of which features a track editor. An update, Micro Machines Turbo Tournament '96, was released for the Mega Drive in 1995, which added the track editor, new race tracks, and a new soundtrack.

Reception was positive, with reviewers praising the additional tracks and vehicles providing replay value, but some criticised the graphics of some versions. The Mega Drive update was also well received, but some reviewers criticised it for being too similar to the original. Due to the game's success, a spin-off, Micro Machines Military was produced and released in 1996, and a sequel, Micro Machines V3, in 1997.

Andrew Graham, programmer of the original game, had returned to university after its completion, and David Darling, co-founder of Codemasters, decided that they could not wait for him to finish his degree. Codemasters approached Peter Williamson of Supersonic Software and had him produce the sequel. Williamson had just completed Cosmic Spacehead and wanted to do something new. It was intended for the sequel to reproduce the feeling of the original and add as many new features as possible. The original was used for reference, and the code and graphics were produced from the beginning. Williamson explained that it was hoped that they could capture and go beyond that the original game offered, and the game's success was anticipated. Darling wanted it to be more than a mere continuation of the first.[1][9]

Development began in 1993, just after the release of the Mega Drive version of the first game. The release date was set at November 1994, and, according to Williamson, there was pressure to meet it. Early decisions focused on vehicle physics such as heavier vehicles being slow.[1] According to Williamson, slow vehicles were considered "boring" and that the team "made the game for ourselves".[13] He stated that the team wanted more variety and depth than the original, so variables such as tyre friction and wheel lock were programmed to modify the behaviours of the vehicles. These additions increased the size of the game to double that of the original, but compression techniques were used to avoid the need for high capacity storage. This also allowed the production of the J-Cart, enabling four controllers to be plugged in without extra hardware. Williamson believed that increasing the number of players would make the game more fun, and stated that the J-Cart played a major role in establishing it as a "party game". David and Richard Darling came up with the idea of the J-Cart.[1] Although not initially involved with it, Supersonic Software's team were excited on hearing about the J-Cart because they thought it had potential.[13] Richard was also the project manager, and visited Supersonic Software's offices weekly. His primary concern was how much fun the game was.




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