Of course, the top-down perspective and crazy weapons make this racer significantly different to every other speedster series. The Race mode is, as the name suggests, a racing contest between 12 players to reach the finish line. The main game modes – Race and Elimination – will be familiar to anyone with Micro Machines experience. The camera compounds this: focussing in without warning and often putting the leader at a disadvantage. For example, it’s not always clear which direction the track is winding or whether an object can be used as a shortcut. Like Mario Kart‘s Blue Shell, Micro Machines has some annoyances that help keep each race unpredictible. Books are frequently stacked up like ramps too, so you can daringly attempt a shortcut over the chasm between cupboards. On the kitchen level, you’ll be able to use the toaster as a launch pad to catapult yourself onto an otherwise impossible-to-reach platform. Not every object on the course is an obstacle though. There’s a reason you were always told not to play in the garage. And then there’s the annoying saw-blade on the DIY bench that mercilessly slices your toy car into shrapnel if you touch it. There’ll be a puddle of milk or jam stretched across the road on certain circuits that will send your car skidding around like a drunk cat on ice. One of the greatest aspects of the new Micro Machines is the attention to detail of the courses, with the same obstacles that you’d face if wheelin’ your toy car through the house.
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