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Home » PC » Micro Machines 2 » Micro Machines 2 FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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SUPER LEAGUE:

You race in a league of four divisions. When you end first after four courses your move up to a higher division, ending at division 1. The courses are usual 3 lap races.

-Division 4             -Division2
1 Tiny treehouse        1 Attic antics
2 Garden jumps          2 Jelly jitters
3 Rim runners           3 Picnic problems
4 Chainsaw chase!       4 Plate hop

-Division 3             -Division1
1 Cue capers            1 Turbo blast
2 Rapid results         2 Pipe patience
3 In a spin             3 Pinball panic
4 Step on it            4 Raining champ


TIME TRIAL:

This is where records are set. Records and shadows are saved (read section
3.0 for more information). You can choose to race a time trial for either one or three laps on one of the following tracks.

1 Roller coaster        10 Pool slalom          19 Musical hits
2 Tiny treehouse        11 Bathtub burnoff      20 Step on it
3 Ferry fiasco          12 Dervish danger       21 Crossing chaos
4 Basement bumps        13 Frosty reception     22 Vice squad
5 Whine on!             14 Pinball panic        23 Stream struggle
6 Chainsaw chase!       15 Bricks n trees       24 Rim runners
7 Garage games          16 Banked oval          25 Treehouse tiles
8 Water chase           17 Ups n downs          26 Garden jumps
9 Turbo turns           18 Ball chase           27 Driller killer


2.3  2, 3 AND 4 PLAYER MODE
---------------------------

These are the options you can choose from in one of the multiplayer menu's.

SINGLE RACE:

At the heart of mm2 lies the multiplayer head to head race. In single race you choose one of the same 27 tracks that are available in time trial (see 2.2).

Playing 2 player head to head is exactly like playing 1 player head to head (see 2.2) except you race against a human player instead of a computer opponent. To win, turn all the lights to your color, or have the most lights turned to your color when the three laps are over.

Playing 3 player head to head is slightly different from 1 or 2 player head to head. For one, the 3 lap limit is off so you race until someone wins on reaching eight lights (again all start with four). Instead of one row of lights for two players there is one for each player. The player who goes off the screen first loses a light, the winner gains a light and the one 'in the middle' stays where he is. 4 player head to head is the same as 3 player head to head, except there are 4 rows of lights and they consist of twelve lights instead of eight. The player that goes off the screen first loses two lights, the second one loses one light, the third one gains one light and the winner gains two lights.
Note that you need at least one extra controller to play in 4 player mode.

Note that for each head to head race you receive a certain amount of points, depending on your final position. In a 2 player game, the winner gets 30 points and the other one gets nothing. In a 3 player game, the winner gets 30 points, who comes out 2nd gets 15 points and who comes out 3rd gets nothing.
In a 4 player game the 1st one gets 30, the 2nd one gets 20, the 3rd one gets
10 and the 4th one gets nothing. Your total amount of points is shown on the intermission screen between each course. This score remains throughout the whole game.


TOURNAMENTS:

In tournament you can choose between 3 tournament modes, shown below. In each tournament you race head to head against others (like in single race). You basically have to win the most courses out of five. If the tournament is undecided after five courses (possible in 3 player mode), you simply start at the first course again until one comes out first.

- Rookie Races          - Mega Mix              - Pro Tournament
1 Tiny treehouse        1 Random                1 Treehouse tiles
2 Sand castles          2 Random                2 Turbo turns
3 Vice squad            3 Random                3 Ferry fiasco
4 Water chase           4 Random                4 Jelly jitters
5 Rim runners           5 Random                5 Pool slalom


TIME TRIAL:

Multiplayer time trial is just like 1 player time trial, but you take turns racing a track. Highscores count the same.


2.4  4 PLAYER TEAMS
-------------------

This is like multiplayer head to head (see 2.2), only you race with two teams of two players (red team vs blue team). Like in 2 player head to head, in the left upper corner there is the row of eights lights to conquer. The team that survives wins a light, the other one loses one.
Mucho fun.


SINGLE RACE:

Race 4 player teams head to head on one of the 27 time trial tracks (see 2.2).


TOURNAMENTS:

Race a 4 player teams tournament exactly like in 2, 3 or 4 player mode (see 2.3).


2.5  PARTY PLAY
---------------

Party play allows 4 to 16 people to enter a big knockout tournament. In each round the players are randomly paired in 2 player head to head races (see 2.3). The winners of the races enter the next round where they are again paired and so forth towards the final race that decides the winner of the tournament. One track per round is to be chosen.


2.6  THE CONSTRUCTION KIT
-------------------------

Alias the track editor, is an extra in the game to add even more richness to the amount of courses and modes in mm2. However, it's quite restricted and it doesn't allow making courses of the quality of the normal courses in the game. It still is a fun addition, since besides designing the track you can redesign the graphics of the course in a small editor and even redesign the vehicle for the track. The course is saved in a single file which you can easily exchange with others. The files are in the /construc folder. After creating a course you can race multiplayer head to head and time trials on it.


---


3.0  HIGHSCORES AND SHADOWS
---------------------------

When you set a highscore in time trial, it will be saved to the name you gave your character. Also a shadow, which is the shadow of your car from when you raced the highscore, will be saved and will appear the next time you do a time trial on that course. Course 3 and 21 are exceptions to this because of their unpredictable nature.

If you want to share or backup the highscores and/or shadows, the highscores are saved in a file named nrvfile.dat in the \present folder, the shadows are saved in separate files in the \shadows folder.

Some highscores for you to beat: 1 lap      3 laps

Roller coaster      1.00.56    0.19.84
Garage games        0.33.32    0.11.24
Water chase         0.46.02    0.15.62
Pool Slalom         1.06.24    0.20.44


3.1  CHEATS
-----------

There are no known in-game cheats whatsoever. There are trainers available for mm2 and the memory is easily modifiable by memory hack tools such as
Gamewizard 32. But since there aren't any new features to gain by winning or cheating there's no big point doing it though.
Still, you might want to freeze the lap number in 2 player head to head...

Here are some memory addresses and their corresponding values:
1DE90B - Number of lives left in a race
1DD081 - Number of laps left in a race
1DCE93 - Number of points won in 1 player head to head
1DD877 - Number of cars collected during bonus course


3.2  HINTS AND STRATEGIES
-------------------------

This section is mainly meant for head to head multiplay.

There is quite some depth to reach improving in mm2. Firstly, there are many opportunities to take little shortcuts to get ahead of your opponents or even rid yourself of them at once. Secondly, to rule in head to head is to know battle. As important as taking tight corners is knocking other players off their way. This adds quite an attack-defend layer to the racing on some courses, especially on the Water Chase (the ultimate ride - played almost like chess). The main idea for mm2 strategy is know how to use the tracks.
I'll explain some tricks that make the difference between winning and losing:

- Bump 'em off
It's very simple: bump your opponent off the track! Against the scenery, into walls, off the track path or best of all push 'em down from bridges and edges so they fall down and crash. Just a small sideways bump at the right moment is sometimes enough to get your opponent out of balance, make him bump into another opponent, make him skid out of corners, make him crash into an obstacle. Hint: give your victim a little push to the side right before a jump and he will fly off to New Zealand.

- The break attack
Very effective trick, especially when more than two people play. When you're ahead of someone, make sure you drive in his way and hit the brake. Right when the victim bangs into your rear, release the brake and accelerate again.
The bump will give you a boost to regain speed and slows your opponent down, sometimes enough to kick him off the screen.
If you're practiced enough, you can do this trick while steering towards the other player from a more diagonal position. Counting completely on a successful hit you can regain direction and speed at the same time. Of course a simple countermeasure from your victim by simply steering to avoid you will likely cost you the point.

- The pinball attack
Like the break attack, only you use an obstacle to do the trick. You really got to know the track for this. At the right moment, deliberately crash your car into an obstacle so you bump backwards, hitting someone behind you. If done right Newton's law will launch him back off the screen and give you back your speed. Of course you shouldn't crash at a 90' angle into something for you will not be able to avoid it when you get your speed back. Use something that throws you back diagonally. Turns in the track are best for the pinball attack.

- The turn attack
When on the inside of a curve in the road, you are very dangerous to the ones on the outside, for obvious reasons I assume. Now, you can simply put take a turn two ways: in a carefully positioned way and in a suicidal way with no holding back. The latter will of course get you into trouble under normal circumstances. But you will be faster, gaining on the ones ahead of you and bumping into them somewhere along the curve will punch them off course and restore your direction to get through the curve safely.

- Be a threat
Being ahead of others gives you an advantage, which of course you want to keep. Keep your opponents back and busy by making threatening moves and taking positions as dangerous to them as possible.

Further obvious hints are practice and learn the courses. At first the driving may seem difficult but it's easy to pick up. Hard to master though!

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  1. Micro Machines 2 FAQ by System on 09/03/2006, 09:50