Author Topic: Micro Machines 2: Turbo Tournament (MD)  (Read 279988 times)

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Offline Maxim

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Offline Maxim

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #46 on: July 04, 2007, 12:13:19 pm »
Rim Runners

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I had to make up the centre using tiles from the tilemap, luckily it was not too hard.

Offline Maxim

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #47 on: July 04, 2007, 12:31:55 pm »
Vice Squad

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Offline The Ultimate Koopa

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #48 on: July 04, 2007, 01:00:41 pm »
Cool... but what are those little pink things on the Vice Squad map where the vices are? Also, if/when you do Garden Jumps... when you get down to the bottom of the stage, there's an area that I tried to get to, and I think you have to really drive slowly, because it's a piece of soil that's only about as wide as your vehicle and one slip and you're in the water... it's going right (as in left on the controls)

Offline Maxim

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #49 on: July 04, 2007, 01:19:58 pm »

Offline Maxim

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #50 on: July 04, 2007, 01:37:52 pm »
I fixed Vice Squad. It was a bit of unfilled background.



Driller Killer

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Offline The Ultimate Koopa

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #51 on: July 04, 2007, 01:42:13 pm »
W00t...

Is Treehouse Tiles too hard, then? Also, will you be doing any maps from courses not in the Time Trials? (Challenge and Super League)

Offline Maxim

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #52 on: July 04, 2007, 03:47:46 pm »
I haven't played it in about 10 years, some savestates would help - or cheats and/or Action Replay codes.



Treehouse Tiles will be hard for the same reason as Tiny Treehouse - hard work separating black pixels from a black background.



I can go back and try to fix up some of the five incomplete ones I have, too.

Offline The Ultimate Koopa

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #53 on: July 04, 2007, 03:53:49 pm »
I could do some savestates for you if you want... You use Gens, right? As in the *.gsv, *.gs1, etc savestates?

Offline Maxim

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #54 on: July 05, 2007, 02:28:01 am »
Yes, Gens KMod which I believe does not introduce any savestate incompatibility.

Offline The Ultimate Koopa

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #55 on: July 05, 2007, 04:50:34 am »
OK here's the first 10 challenge races, excluding already made maps:

http://h1.ripway.com/ukmidis/micromachinesiichallengepart1.zip



It includes Sand Castles, Pinball Pirsuit, Cob Challenge, Ceiling Circuit, ATV Action, Lights Out! and Ball Bonanza.

Offline Maxim

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #56 on: July 05, 2007, 06:06:45 am »
I'm interested in getting the special items on the maps too, so some of the "already mapped" ones will need to be checked for that.

Offline The Ultimate Koopa

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #57 on: July 05, 2007, 06:26:35 am »
What do you mean by special items?

Offline Maxim

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #58 on: July 05, 2007, 07:05:23 am »
There are special squares "hidden" (off-track) on the maps that do things like let you automatically win, get an extra life, or increment your lap counter. Here's some, for example.

Offline The Ultimate Koopa

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RE: Micro Machines 2: Turbo Tournament (MD)
« Reply #59 on: July 05, 2007, 08:20:27 am »
I haven't found any of those "special squares"... what do they actually look like? I looked "on the bottom right off the track on the 2nd lap of ceiling circuit" or "in the middle of the table in Driller Killer", and I haven't found anything.