Micro Machines 1991 uses a range of different levels and visuals but uses the same base mechanics throughout all of the different levels and bonus races. Micro Machines starts with multiple screens that are purely for the player to select different game modes and characters, two game modes are present in the game “Challenge” and “Head to Head” these game modes involve different race types and gameplay mechanics, although single player mode is the only game mode I experimented with as Multiplayer mode did not seem to function properly. After a game mode has been selected from the two, a second screen will appear allowing the player to select one of eleven characters, for a game released in 1991 this was truly innovative as apart from the wide variety of characters, a range of different cars types and terrains are cycled throughout the 20 races that the player will encounter. I did not know whether the character selection added any different abilities based on the character, so I researched this and found a very helpful source that explained this very clearly. “It features a colourful cast of characters, each of whom have their own distinct driving abilities. Whom you choose for your driver does not affect your car's performance, but it does make for one racer you won't have to face in the Challenge, so you should probably choose one of the stronger characters.” (GameFaqs, 2009). From this online guide I was able to find that although the characters have different personalities these in fact do not affect the performance or playstyle of the vehicle, so it seems pointless to have eleven characters if they all have the same abilities anyway. The first race is a qualifying run that must be completed to be able to progress to the main races, the controls of the cars or in this case the speed boat are very loose and use a combination of the arrow keys for directions and the “Z” and “X” keys to move forward or in reverse, this seems to be a very random choice of controls as a typical game would use “WASD” and the mouse or a combination of the two. I feel that the sensitive controls are also due to the fact that the cars seem to increase in speed quickly allowing for sharp turns to end in disaster. In addition to this, the top down viewing angle is very fun but also very problematic as you are unable to predict the course, especially on your first lap and you are unable to see and plan out where all the obstacles are placed or where the track leads. You are forced to remember the layout of the track, due to the lack of a mini-map, this is perfectly manageable in the earlier levels but as you progress the races become longer and almost impossible to remember the entire layout from memory. This may also be a contributing factor to the loose and sensitive controls as you have to make last minute adjustments to the cars positioning to be able to move smoothly past an opponent or obstacle. MTLH, GameFaqs, 2019 says The top-down view camera is too close on the action, essentially making it really difficult to see obstacles and other hazards on your first track run. This is further problematic when it comes to later races where the cars that the player drives become very quick, which reduces the time that the player has to anticipate obstacles, such as narrow bridges and sharp turns.
Sounds and audio play an important role in the overall feel and experience of the game. Two different major-key soundtracks are played at the start of the game in the main menu and when the player wins or progresses to another race. All of the major-key soundtracks within the game are non-diegetic and are parallel to the mood of the scene that it is being played with, these soundtracks are all in the form of an accelerando, the pace of the music increases significantly to fuel the players adrenaline ready for the series of fast paced, tense and fun races ahead. https://www.youtube.com/watch?v=oGJ1vsoFHw0 (Ace1000ks1975, 2023). An array of different sound effects are also present throughout the gameplay ranging from car engine noises, to bubbling water and crashing sounds, all of which are diegetic and parallel to the scene in the game. The sound effects are very important to set the scene and ensure fidelity as no other non-diegetic soundtracks are present in the race events. The only non-diegetic sound effects within the race events are the sounds of the lap counter counting down and the other UI noises that are heard throughout. After the player has lost an event another soundtrack is heard, but this soundtrack is in a minor-key and gives off a feeling of sadness and loss, as the player has lost a life and been eliminated from the race. These soundtracks and sound effects will be very important when it comes to reimagining this game as each element gives the game a unique feel and experience.
The art style used is consistent throughout and consists of using pixel art and flowing colours to create simple, yet detailed track layouts and environments. These environments are different in every race event and are designed to look like upscaled household objects such as a bathtub, poker table and a breakfast table. All tracks are filled with an array of different objects such as cereal, books and pencils, these objects look extremely large next to the micro cars which reinstates the idea of micro machines. I really like the idea of the art and level design because the scaling of the cars and the hazards within the races are well thought of and fit perfectly with the playful driving mechanics within the game. This art style and free flowing level design all work really well with the various audio ques and control set to create a simplistic yet playful game that fits perfectly with the childish racer genre that is given off from the game. I must ensure to include a similar art style within my reimagined game to ensure that it fits with the original perfectly. Another element within the game that is significantly important is the level design, all of the levels apart from the qualifying race has no fixed track layout although the player is respawned if they venture too far from the track that is laid out using an array of household objects such as bubbles or cereal. The open track layout allows for players to mould their gameplay experience and find the perfect racing line that they can follow. This open track layout seems to have been included on purpose as multiple hazards and obstacles are often placed on the track, so going off of the track is the only option if the player does not want to crash or collide with spills or bubbles that reduce the cars speed. The first race is the only race that has a strict layout that has probably been included to gently ease the player in and give a comfort blanket for new players who may feel overwhelmed by the large maps, open tracks and hazards. I will include a similar closed track qualifier to ease the player in and then move to more open track race events that increase in difficulty. I really like the elimination function that is seen in the game when a player wins a race and then an opponent is eliminated until the player reaches the final races when a winner is crowned. This seems to be a great mechanic that works really well with the racing genre and theme so I will make sure to include a similar mechanic in my final game to keep it exciting and fresh.
Bibliography -
Ace1000ks1975. (2023) Micro Machines (1991) NES Soundtracks [YouTube]. Available from: https://www.youtube.com/watch?v=oGJ1vsoFHw0 [Accessed 4 January 2024]
GameFaqs. (2009) Micro Machines – Guide and Walkthrough [Website]. Available from: https://gamefaqs.gamespot.com/nes/587455-micro-machines/faqs/55994 [Accessed 3 January 2024]
GameFaqs. MTLH. (2019) Micro Machines – Review [Website]. Available from: https://gamefaqs.gamespot.com/snes/588490-micro-machines/reviews/168082 [Accessed 3 January 2024]
Project Proposal
Space Invaders - Playtest
The story idea behind the game is to defend the planet from an alien invasion by shooting the invaders before they can reach the bottom of the screen or the planet. This game is repayable because there are many different levels with each increasing difficulty, also there is a score system that records the players high-score so they can play again and beat their high-score. This is a great feature that I will be adding to my game as it helps with replay ability. Furthermore, the player only has three lives so this also adds to the difficulty of the levels because you have to be smart and strategic with your attacks because you only have limited lives, this will also be a feature that I will be including in my game. The challenging thing about creating this game will be the AI and movement of the aliens because I need to keep an original style whilst also ensuring that the game increases in difficulty just like in the original, but after some experimentation this should not be a problem. Also, the floor in which the player moves along can be broken just like the shields and this restricts the players movements, so I will have to workout a way to code in a breakable floor that will cause the player to limit movement, also the player can fall through the floor so I will have to look at a way of achieving this in Construct 3.
Space Invaders 1978 release by Taito, uses a range of levels each with increasing difficulty and increased firing rate from enemies also, the player achieves score points based on the enemies that they have defeated these points range from 10 to 100 and the score is recorded at the end of the level so players can beat each others highscores. The increasing difficulty was a result of memory being freed up on older machines so as a result the aliens increased in speed, this was never intentional but it was left in and included in later versions of the game. In addition to this, this increase in speed carried over to the second level where the difficulty of the level increased as well, now the enemies started lower on screen and fired at a much higher rate as a result of this, the player would die often allowing for increased money spent on the game because this game was originally shipped in arcade cabinets that required money to activate the game and to also restart. This game increases in difficulty very quickly and it does this by increasing the speed of the aliens based upon the amount of aliens left and the closeness of the player to the aliens. The speed of the aliens becomes unbearable and it becomes almost impossible for the player to shoot the aliens as the player cannot shoot that fast and ultimately move that fast. In addition to this, the player can not shoot any enemies that are positioned at the edge of the screen because the hitboxes of the enemies are small and the laser can not hit these enemies but they can hit the player, so this increases the difficulty and makes the player use a strategic method to hit these enemies. I will definitely ensure that hitboxes are possible to hit and will ensure that the controls of the player character are not slow or clunky, because this spoiled the experience of the first level as I kept losing on multiple occasions. The level design features a consistent design throughout all of the levels, the levels are made up of 55 aliens that use unique designs and each fire random lasers at the player dealing damage and breaking down the shield that protects the player. Each level also includes four shields that slowly break based on the hit position. I will include this mechanic as it helps the player to take a different approach instead of going in guns blazing. I really do not like that the player's laser sometimes travels through the enemies, I do not know whether this is a feature or a bug with the hitboxes of the enemies but either way I will be looking to not include this in my rethemed version.
The version of the game that I played was the SG-1000 version that released in 1985, the game features an 8-Bit art style with full colour rendering and faithfully uses the original designs of the arcade game, this all adds to the feel of the game as hardcore players can feel connected with the game and can also identify with the themes, (Games Database, 2024) “Surprisingly the SG-1000 port of the game was one of the most accurate of its time. Though it adds more color (the arcade version was simply black and white, with translucent overlays to mimic color), the SG-1000 version retains all the original graphics”. When I am creating my game I need to consider the art style that I use, I will most likely mimic the original 8-bit style because this was the widely used style at the time, also, the theme that I choose will need to reflect with the mechanics of the game so choosing a good theme and matching art style go hand in hand.
https://www.youtube.com/watch?v=Kx6yazgZslQ (The Strong Museum, 2020)
The game also uses basic SFX and a soundtrack that is made up of an increasing crescendo that is parallel to the action on screen because as the speed of the game increases so does the soundtrack, this is a great feature and I will need to consider this when I make the two soundtracks needed in the re-skinned game. Also, sound effects are used for the game and range from enemy defeat to laser firing. These sound effects are simple but effective as this gives the player an audio que for the action that they have carried out. When designing my sound effects I need to consider the depth in my sound effects because they only need to be simple to get the message across. The 8-bit art style used fits perfectly with the simple sound effects because the sound effects reflect nicely the sci-fi theme of the game. In addition to this, the sound choice greatly complements the controls and mechanics of the game because they function at the correct time and also react based on players input and actions.
Bibliography:
GamesDatabase. (2024) Space Invaders - Sega SG-1000 [Website]. Available from:
https://www.gamesdatabase.org/game/sega-sg-1000/space-invaders [Accessed 25 January 2024]
The Strong Museum. (2020) Theme from Space Invaders [Video]. Available from: https://www.youtube.com/watch?v=Kx6yazgZslQ [Accessed 25 January 2024]
Project Proposal