Codemasters interview
C3: Could you please share with our readers a little about your role in this project and what you have worked on in the past?
Henning Thompson, Programmer - Supersonic: I was the lead programmer working on MMv4 DS and worked on various areas of the game. I worked mainly on the graphics engine and wireless systems.
Peter Williamson, Managing Director - Supersonic: Ive worked on many of the previous MM games (MM2, MM96 and MM Military on the Megadrive). Ive also worked on other Supersonic titles in the same genre including Mashed and Circuit Breakers.
C3: Micro Machines has such a strong following from over the years. Is there any worry that this new edition will not be received as well as past titles?
Pete: The series is pretty new to handhelds and there are some big issues relating to this. One of MMs main strengths has always been the multi-player options so we were really keen to get this going over wi-fi. Being able to enjoy the classic Micro Machines multi-player experience, but with your own screen is really nice. We were also keen to make sure the single player game was as good as possible as this is obviously essential to a handheld system.
Jamie Firth, Producer - Codemasters: Nostalgia can be a powerful enemy and your best friend at the same time, but being massive fans of the series ourselves has helped! Ive always blamed my GCSE Art E grade squarely at the door of MMv2: Toilet Seat was my middle name (or at least thats what the big kids called me.) I think its good karma that Im giving something back being involved in making it now!
When youre dealing with a new version of a classic game like those, of course theres going to be expectation: no-one wants their childhood memories ruined. But weve got the original developers of v1, v2 and v3 making v4: we always stood a good chance when no-one knows fun, addictive little-car games like Supersonic! So long as I got the game I wanted to play (and I have) I have just hoped and trusted that everyone else who has followed the series would not be disappointed. There was always going to be at least one satisfied customer!
C3: What differences are there between the DS version of MMv4 and the others that have already been released?
Henning: The different versions are all quite similar. The DS version allows the user to control the car using the touch screen though.
Pete: The DS is the least powerful of the machines the new version is available for so weve worked really hard to get the gameplay and graphics on the DS as close as possible to that of the other versions. The addition of touch screen controls and Wi-Fi play on DS adds a lot to the DS version.
C3: How does MMv4 use the various functions of the Nintendo DS? And what was the reason behind excluding Wi-Fi online races?
Henning: The user is able to use the touch screen to control the car. Wireless mode for up to four players has also been included.
Pete: We didnt include Wi-Fi Internet races because there are significant technical issues involved with implementing this. The DS is a great machine, and its Internet connectivity is really nice but the nature of MM is that its a very immediate game and the latency inherent within the Internet would have compromised the gameplay too much.
C3: What modes are being worked on for both solo action and multi-player gaming?
Henning: The single player game has various game modes including battles, races, chases, time trials and checkpoint games. The multiplayer mode allows the user to battle or race with up to three opponents. There is also a trading mode that allows players to swap cars with each other using the DS wireless capabilities.
C3: If MMv4 is successful enough, is it likely that we will receive further games in the series on the Nintendo portable?
Jamie: Time will tell. Obviously the DS is a perfect platform for Micro Machines: it has a fun, party feel to it just like the game. The reactions been great so far, so we shall see!
C3: Are there plans to bring the Micro Machines franchise to the Nintendo Wii? And what are your thoughts on the control system for racing games such as MM?
Jamie: I certainly wouldnt rule out the possibility of a Wii version. Id guess that everyones looking at their titles and seeing how the controls could be adapted for the Wiimote and Nunchucks at the moment. Given the uniqueness of the way that Micro Machines works I think wed want to be 100% sure that we could make the same massively fun experience translate successfully to the control method.
Maybe pushing the cars around? Maybe an accelerator and then you turn the cars with your chucks? Im sure all budding games designers out there would want to chip in with some ideas!
C3: Has any thought gone into bringing other Codemasters properties to Nintendo platforms, either the Wii or DS in the near future?
Jamie: Were always looking at the feasibility of all of our titles on every platform: thats just a given. Weve just announced Heatseeker, which will be out in March next year on multi-formats (including Wii) and now Micro Machines is in the bag were looking into lots of DS titles at the moment so watch this space!
C3: Could you see many developers using the idea of downloads via WiiConnect24 and does the idea take your interest at all? How do you think the idea could be used for something like the MM franchise?
Jamie: WiiConnect24 is going to be great in bringing the same ease of downloads as XBOX Marketplace has introduced for their users. Certainly I think theres great value in this sort of service and its a very exciting addition for gamers. For something like Micro Machines I would think that there would be mileage in additional tracks and cars to download, but as I say our Wii strategy for MM is as yet undecided.
C3: What are your thoughts on the three next generation systems in general?
Henning: The new Wii controller looks very exciting and I am interested to see how games make use of the additional features it allows. All three consoles look very impressive and I still have not decided which ones to get.
Jamie: Obviously Nintendo have captured the imagination with the Wii and have taken the fully deserved plaudits for that: theyve built up a lot of excitement and clamour for it. I think games design pretty much ground to a halt for a while there whilst people said Ooh, how about a darts game? How about dealing cards? How about throwing
something? and Im really looking forwards to something a bit different. The 360 has got itself established with its head start and I particularly like the Marketplace and achievements angle. The PS3 has probably had the most talk about it (probably because we know comparatively less about it) and Sony are having to deal with a pretty tough crowd at the moment with all the negative talk. But its Sony isnt it? I wouldnt be at all surprised if that all blows over closer to the time and turns the doubters around like they have many times before.
Most interestingly from an industry perspective youve got there 3 consoles with some particular needs and differences. Weve always had games tailored to suit the platform, but I suspect that the days of simply being able to port most of the code (certainly the design) from one platform to another could be numbered
But that can only be a good thing to encourage variety and innovation.
C3: Finally, what games have you been playing lately?
Henning: I like playing Pro Evolution Soccer 5 and am very excited about the next version. I am very interested in how the DS version will use the touch screen and what other features will be included.
Jamie: An hour of PES a day for exercise naturally, but keeping an eye on all the new titles coming out. Its such a busy time at the minute in terms of releases, with everyone making such a great variety of titles (Guitar Hero, Loco Roco and Brain Training have taken a big part of my life already this year!) Im finding it difficult to get into a game too far before something else comes along I want to try! Happy days for gamers!