What
MMV3 may lack in sound, it certainly makes up for in gameplay. It’s basically a port of the PSX game of the same title, and while the conversion has a few issues, in the end, it’s a solid romp through miniature-land.
For those who don’t know the premise of the game, you participate in a series of races against other vehicles on fantastic (as in crazy) landscapes. As you’re racing Micro Machines, the tracks are miniaturized. You’ll find yourself zooming around a breakfast table, or a pool table, or a backyard pond. It’s a very cool idea, and it’s implemented well on the GBC.
There are three main play modes, each with sub-modes of their own. In Single Player, you can choose to race against another opponent in Head to Head, do a series of courses in a Challenge tournament, beat certain times in a Time Trial Challenge, or race a single track in Time Trial. There are similar options for the 2 Player mode, and the Partyplay mode is more like Single Player with the Game Boy Color being passed between players and the best one winning.
There are two major race mechanics in Micro Machines V3. The first is your standard beat-everyone-else racing, like you’d think, and the second is a sort of pass-them-up mentality. If you can get your opponent far enough behind you on the track, you gain a “point” and you both start at the same place. You can lose “points,” obviously, and the first person to get all the points wins. It can go back and forth pretty crazily, but in general, the best racer wins. The PSX version did this style for pretty much every mode, and it got pretty wild, but the GBC only allows two players at a time.
And there are some problems with Micro Machines V3. The game doesn’t support the Game Link, so a maximum of two players can play at once -- and they play with a bizarre control scheme that gives one of them the D-Pad and Select, and the other the two buttons and Start. It’s tough, but both players are using the same method, so it’s fair. And the game has no battery back-up, meaning that high scores and whatnot are lost between plays. Passwords suck, folks, and we should have left them behind with the NES.