Strategy Guide - Guide for Micro Machines V3
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MICRO MACHINES V3 The Original FAQ Edition 1.03 by Matthew Sephton ============================================================================= CONTENTS 1.0 Introduction 1.1 The Game 1.2 Graphics 1.3 Sound Effects 1.4 Gameplay 1.5 Memory Cards 2.0 Playing Concepts 2.1 The Joypad 2.2 Driving 2.3 Vehicles 2.4 Courses 2.5 Power Ups 2.6 Shadow Racing 2.7 Modes of Play 3.0 Cheats 3.1 Hidden Options 3.2 Shortcuts 3.3 Small Things 3.4 Hall of Fame 4.0 What Do You Know? 4.1 Contacting The Author 4.2 Release 4.3 E&OE 4.4 Thanks 5.0 Version history --- 1.0 INTRODUCTION This FAQ aims to be the definitive source of information for the PlayStation game Micro Machines V3, henceforth V3. It serves no other purpose. 1.1 THE GAME V3 is the first incarnation of Micro Machines on the Sony PlayStation. It follows a number of popular Micro Machines games on many other formats. It is unique in being the first 3D Micro Machine game. V3 is a Codemasters game and Micro Machines (R) is licenced from Lewis Galoob Toys, Inc. Apparently, the game was two years in development and its release was put back repeatedly as Codemasters tweaked the gameplay. It was worth the wait as they have done a great job in coupling some neat 3D graphics with absolutely fantastic gameplay. They've also given the PlayStation the great multi-player party game it lacked. 1.2 GRAPHICS Some of the scenery in the game is astonishing. Jaws will certainly drop when the game is under way. Every part of the scenery is interactive in some way, even if that just means that you bounce of an object when you drive into it. Other objects do a bit more. Some nice objects you may want to examine are: snails, the dog, the cat, petri dishes, bees, dragon flies, cartons, boxes and bottles. 1.3 SOUND EFFECTS Most scenery objects have related sound effects, some of which add quite nice touches to a race. You might want to listen to the sound effects which go along with: bees, dragon flies, the dog, the cat, the mobile phone, bottles, glasses, cutlery and water or spillage hazards. Codemasters have midi versions of some of the game music avialable on their web site. MAIN MENU MUSIC http://www.codemasters.com/gmver5.mid These can be played on a PC with a sound card through Windows Media Player. 1.4 GAMEPLAY The game has a wealth of modes and options, and you'll only be able to get the most out of it if you try them all on different occaisions. As your skill improves, you will find that more of the game becomes appealing to you. You would be foolish not to do the go through driving school a couple of times to get the feel of the controls. Effective use of power ups and taking some aggressive driving lines are a definite requirement for serious play. Learning the courses may not be the nightmare you first think, and you will find that previously impossible looking targets become easily obtainable with more practice. 1.5 MEMORY CARDS You can store as many characters on a memory card as there are free slots, but be aware that the maximum number of players that can be loaded into the game at once is eight. It is also worth noting that as time records are beaten all players on the memory cards are updated. As is the case with those already loaded when swaps occur. Updating memory cards can take some time. It follows that the best time for a course is universal throughout all characters on a memory card. I don't know what would happen if you mix and match memory cards. --- 2.0 PLAYING CONCEPTS As with any other game playing skills will improve over time. Perseverance is the key. Character selection only dictates vehicle colour, so don't be too fussy in choice. Each vehicle handles differently so try not to concentrate on any particular one, unless you're trying to beat a Time Trial record. 2.1 DRIVING It is essential that a good driving line is taken. You don't have to stay within the marked road, but you do have to make some effort in doing laps. If you do veer off the road then be sure to not miss out to big a distance or the game will decide that you've been trying to take an shortcut. Some corners are too tight to drive properly, so it is best to cut of bits here and there. It also may be more sense to lay off the gas or even break at some points to line yourself up with targets, gain more stability or to cause opponents to change their driving line or think a bit. 2.2 THE JOYPAD Here is a list of the default joypad buttons and their functions. Remember that when sharing a controller menu operation is as normal. BUTTON RACING MENU SHARING Left Turn left Cursor left P1 Brake Right Turn right Cursor right Use power up/horn Up Cursor up Left Down Cursor down Right Square Brake/Reverse P2 Use power up/horn Triangle Jump Cancel/previous menu Turn right Circle Use power up/horn Brake Cross Accelerate Accept/next menu Turn left L1 Jump R1 Jump L2 Drop power up R2 Use power up/horn Start Pause menu Accept/next menu Note that you cannot jump when sharing controllers. 2.3 VEHICLES Statistics are given for each vehicle at Level 1. Vehicles are ordered by the total sum of the four characteristics, resulting in better vehicles being listed first. There are 32 vehicles in the game. NAME ACTUAL SPEED ACC. GRIP HAND TOTAL Hot Rod Model T Ford 86 86 45 70 287 Cor! Corvette 91 60 65 51 267 Rattler AC Cobra 86 80 50 50 266 60s F1 79 78 50 58 265 Beamer BMW Series 5 70 70 55 46 241 Jam Jar Police car 67 70 35 46 218 Tank 45 44 55 35 179 Micro Mini 50 58 30 40 178 Rig Articulated lorry 57 40 30 38 165 Speed Boat 43 36 25 42 146 Super Snail Citroën 2CV 36 32 17 32 117 Tester Roadster Testarossa Locust Lotus 7 Surf Wagon VW Caravanette Hovercraft APC Willys Jeep Duck Peace Wagon VW Beetle Dumper Barbarian Monster truck Conemasters Ice-cream van GT Racer Dune Buggy Night Boat Getting a vehicle that is already in your collection is not a bad thing, as it simply goes up a level. This means that it has slightly better statistics and may also be more difficult for your opponent to win in Keepsies. Each vehicle has distinct horns, different pitches for each player. The exception are tanks which fire shells instead. 2.4 COURSES There are 48 courses in total. Which courses are available to you depend on which game mode you are playing. The courses available for Time Trials are different than those available for Challenges which are listed below. BEGINNERS TRICKY Swerve Shot Pond Life Periodic Park Formula X Cheesey Jumps The Main Course Vindaloo Drive-Thru Beached Buggies Super Bowl DIFFICULT ADVANCED Baguette Balance Snail Trail Beware of the Dog Learning Curves Right on Cue Tanks Alot Interesting Voyage Dunes Of Hazard Bucket and Speed Cereal Killer MASTERS ROCK HARD Must Try Harder Pot Luck Rack 'n Roll Bio-Hazard Splash 'n Dash Destruction Dirtbox Hair Of The Dog Pebble Dash Pulling Power Text Book Manoeuver Use scenery to your advantage, whether it is to get you around a corner faster (bounce off an object) or to slow you opponent down (bounce them into the scenery). Some scenery ahs side-effects, see Section 2.5. Watch out for uneven surfaces. Even slight imperfections, or small objects can throw you off course or hinder your driving. Use track-side objects to help you remmeber the layout of each course. 2.5 POWER UPS The a few power ups available and effective use is definitley required to get through anything past Beginner. They are the little green parcels that you see around the courses. Multi-coloured parcels are global power ups for every opponent on the track. There is no way to judge what a power up is before it gets picked up. ITEM NUM EFFECT Dynamite %5 Travels in an arc trajectory. Can ricochet off track side objects. Fire Ball '5 Explodes any oppenent on contact. Makes it more difficult to judge direction. Force Field 3 Repels any very close opponents away. Mallet 3 Crushes any vehicle under it. Mines 3 Explodes vehicle that drives over it. Missile 3 Travels straight ahead on current level, so avoid uneven surfaces. Can ricochet off objects. Turbo Boost ! Gives vehicle burst of acceleration and speed. Wheels of Fire '5 Half way to a fire ball. Sort of. SCENERY NUM SIDE EFFECT Green spillage '3 Causes fire ball. Milk ! Reduces grip. Red spillage '3 Causes invisibility. Transparent spillage ! Slows vehicle down. KEY: ! = instantaneous, ' = number of seconds, % = directable. % = By holding down on the joypad, you can fire some weapons behind you. It is a good thing to figure out what each power up on a course is and then decide which one is most effective with your driving method and try to pick it up on each lap. This can be the difference between winning and losing a race, regardless of driving skill. Some power ups are hidden away. 2.6 SHADOW RACING When you complete a Time Trial your exact race movement is remembered and if you race the same course again, without loading a new one, then you can race against the shadow of your previous attempt. If you beat the shadow, then that new performance will replace it, if you don't then it won't. Simple. 2.7 MODES OF PLAY There are numerous modes of play, but they are all based on a couple of basic themes. These are discussed below, along with any other modes that deserve a special mention. SINGLE RACES The aim is to get all the lights down the side of the screen to your colour by getting far enough, usually about a screen, ahead of your opponent several time in a race. The winner is the first to do this or, failing that, the one who has the majority of points after the three laps. If all is equal after the laps whoever gets the next point wins (a playoff). CHALLENGES This is the more normal race mode. You have to finish first or second to progress to the next course. To win a group, you must come first in the last race of the group. Vehicles are awarded for coming first in a race. DRIVING SCHOOL Learn the Micro Machine essentials here. Do it a couple of times. Any new friends coming to play, although they may find it boring are well advised to do the first few lessons, at least. HEAD TO HEAD Vehicles are awarded for completing a group. Don't be too concerned with laps if you can get away with it. Spot the sections of the course you can get a big lead on and exploit them. TIME TRIALS Vehicles are awarded for beating your current record. Time Trial Challenges are great ways of getting at a lot of records in one go. COLLECTING It is perfectly legitimate, in my book, to repeatedly race Time Trials and Challenges to further your vehicle collection. Even if you've completed them fully, many times before. --- 3.0 CHEATS There are some really cool cheats for MMV3. Using any of these cheats will not give a validation code suitable for the Hall of Fame. NAME ENTRY Enter these on the name entry/character selection screen. A beep will let you know that the cheat has been recognised. 3LIVES Unknown. CATLIVES Nine lives in one-player mode. CONFETTI Unknown. GIMMEALL All tracks available in multi-player game. NOTANKS Tanks are still available, but cannot shoot. TANKS4ME Race tanks on all tracks, but not on water. WINTERY Reduced grip, as if you're driving on ice, but graphics stay the same. DURING THE GAME During the game, it's best done on the PAUSE screen, enter a code below. A beep will let you know that the cheat has been recognised. Entering the code toggles the cheat on/off. [KEY: U=Up, D=Down, L=Left, R=Right, O=Circle, X=Cross, S=Square, T=Triangle] ANY OBJECT D D U U R R L L BEHIND CAR VIEW L R S O L R S O BIG BOUNCES S R R D U D L D D DOUBLE SPEED S X O S T X X X X FLOATING OBJECTS S T S S T S S T X SLOW CPU CARS O T S X O T S X DEBUG MODE S U D D S O O T X Under Debug Mode the following button presses are available: SELECT+X Quit Race + Win (except Time Trial). SELECT+U|D|L|R Change camera angles. SELECT+L2|R2 Change camera zoom in/out. SELECT+S Turn players car into CPU drone. X+T+O+S Blow up all cars. 3.1 HIDDEN OPTIONS To start with you can race Beginner, Tricky and Difficult. On completion of these more groups become available. Once you have got them they will stay, so if you decided to redo Difficult once you got Advance and did not complete it Advance would remain on the menu. Beginners -> Tricky -> Difficult -> Advanced -> Masters -> Rock Hard 3.2 SHORTCUTS It is important to remember that you don't have to stay within the confines of the marked road. It is beneficial most of the time to cut corners. In a few circumstances whole chicanes can be cut off, and as long as the computer controlled opponents stay follow the track you'll leave them behind. Driving as aggressively as possible is the only way to beat the later head to heads. It is possible to actually reach the power-up on top of the Love Triangle by doing a jump, with a fast car such as the Beamer, just before you leave the playing card ramp. Timing is essential. 3.3 SMALL THINGS DOUBLE DISTANCE If you jump just as you fire a tank shell it will travel about twice the distance. Great when someone's just out of reachand you're not gaining. Jumping when going airbourne will give your vehicle extra height. TURBO START If you start accelerating slightly before the second bleep, then when the race starts you will get a Turbo Start. A proper Turbo Start is greeted with a message saying so on the screen. SPECIAL FINISH 1 When come to the finish line, jump over it. Your vehicle will leave behind a small trail of smoke. SPECIAL FINISH 2 Jump just before you vehicle goes into it's first position celebration. If you get it right, you'll be treated to the camera zooming out to enompass huge bounces with smoke trails coming from your vehicle. 3.4 HALL OF FAME If you think that you have a fast Time Trial record, then you may want to get put it up against others. Codemasters offer a service as part of their web site, where you can enter your times into a Hall of Fame. If they are good enough, they will be automatically placed in the top three of the relevant course and section. http://www.codemasters.com/ To do this you need to fill in your Name, Location and the verification code which is displayed under your time on the records screen. --- 4.0 WHAT DO YOU KNOW? If you have any additions which you think should be included in this FAQ then please send them to me as below. Already there are a number of questions that need answering. 1 Do you have any vehicle statistics not listed? 2 Do you know any other cheat codes for the game? 3 Do you have any relevant information that would add to this FAQ? 4.1 CONTACTING THE AUTHOR The author of this FAQ, Matthew Sephton, can be contacted by e-mail or through his web page (which contains information about Björk, other music, Monkey (Magic), the Sony PlayStation and is the place to download some of my Windows 95 shareware). e-mail: [email protected] www: http://www.csc.liv.ac.uk/~u5ms/ 4.2 RELEASE This FAQ is obtainable from various places on the Internet, but the latest version can always be downloaded from this URL: http://www.csc.liv.ac.uk/~u5ms/PS/ I have written FAQs for Choro Q Racing/Penny Racers, Hermie Hopperhead, Motor Toon GP 2 and WipeOut 2097/XL which are also available. It might also be a good idea to visit the unofficial MMV3 page: http://www.geocities.com/TimesSquare/Castle/1171/ 4.3 E&OE All errors and omissions excluded. As far as I know the information in this document is accurate. Correct me if I'm wrong. Use at your own risk. 4.4 THANKS Original FAQ by Matthew Sephton. Thanks to my brother Chris Sephton for all his help and being fool enough to race me at Keepsies. Thanks to Jason at Codemasters
for his interest. Love Triangle power up trick from Terry . More cheats from newsgroup. At last, Michael Harwerth gets in the FAQ with some cheat words! -- 5.0 VERSION HISTORY 0.99, 08 Apr 1997 First public release to prompt for more information. Some tables are incomplete. 0.99b, 10 Apr Overall slight improvement. Some tables still incomplete. 0.99c, 18 Apr Love Triangle power-up added. Eagerly awaiting reply from Codemasters. 1.00, 14 May No reply from Codemasters. Cheats and tips from uk.games.video.playstation 1.01, 28 May More cheat words added. 1.02, 26 Jun A couple more cars added. 1.03, 12 Oct Cheats section refined, probable final edit.