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1996-05-13
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~Micro Machines
A complete track-by-track guide - By Simon Burrows
Before we start, I'd just like to say that when I give a
direction in ''s then I mean as you view it, looking down onto
the track. So, for example, if you imagine having a bird's-
eye-view of the map, and I say 'right' then I'm talking about
something towards the right of this map - not right of the track
or sommit' else!!!
~ * * *
~Race 1 - The Breakfast Bends
Now that you've finally got past the memory conflicts,
SoundBlaster set-ups, and video-mode configurations - it's time
to start your first race. This one will take place on top of a
messy breakfast table, full of waffles, oranges, spilt milk,
and, corn flakes!! With this course, staying on the track is
very important. All the blockages ready to foil your attempts
to win the race are off the track. The only thing that you
could construe as an on-track blockage is the huge waffle at
the 'top' of the course. Don't worry about this, though,
because it just acts as a ramp and will not get in your way. In
fact, if you can manage to stay on the track all the time -
only straying off to cut the top-left and top-right corners -
you should be safe at all times and have a free-ride to a
comfortable win. When you've finished the race, though, don't
think you can have a quick breakfast snack before the next
race 'cos if you do you'll get indigestion and you'll come a
pathetic second. Hah!!
~Race 2 - Desktop Drop-off
This race is really fun to do, and with a bit of practice can be
a synch to beat the other cars on. It takes place on the
standard type of student's desk - pencils, rulers and books
everywhere; spilt ink; huge A4 folders and upturned books; and,
of course, lots of incorrect sums!! I find that starting the
race, you shouldn't hold down accelerate straight away, but
rather hold on a fraction of a second before cutting the first
corner. Don't worry - this is the best way of dodging the
pre-race pile-up which always occurs when the flag goes down!!
Because the race is played over two desks, you have to ind a
way of getting between them both on two occasions. Once,
this is done by using a closed folder as a ramp. This jump
will always be safe as long as you take it fast and don't move
around too much in mid-air. The other is taken by going over two
rulers stretched over the desks. Beware though, one of these
rulers (that to the right of the screen) has a rubber on it, so
stick to the other!! In order to retain speed, cut corners at
both the bottom-left and bottom-right corners - saving you from
braking to avoid the ensuing fall off the desk. Apart from
that, stick to the track as much as you can and beware for the
narrowed track which occurs in two places at the 'top' of the
course!!
~Race 3 - Oilcan Alley
So, you've braved the breakfast table and the desktop - next stop
is the this little course - the "Oilcan Alley". During this
race, you will find a few places where glue has been
ceaselessly splodged onto thetrack, and more close-by. This
glue can be very dangerous to your chances of winning the
race, so be careful as you approach it and if you're feeling
confident, shunt some other cars into it as you pass. In fact,
I've found that if you follow the outside line of the track -
rather than the track itself - you should end up with no more
than the winner's medal and lots of kisses from envious
onlookers!! Remember though, this method does need a little
concentration. There are two things that might leave you
sobbing in the corner - one is the narrow gaps made up of screws
and pencils laid over the edges of the marked out course. These
need to be either dodged completely by driving wide around
them, or masterly driven-through by moving into the centre of the
track as you pass their threat. The other is the four patches
of oil found on the track. These will affect you if you take the
outside line, so, for these, you must go even wider if you don't
want to be slowed to a snail's pace as you drive over them. As a
general guide: one patch is soon after the start, on the first
straight; another two are at the 'top' of the course on that
straight; and a fourth is on the straight at the 'bottom' of the
course, approaching the finishing line.
~Race 4 - Sandy Straights
Hey, at last, we've reached our first 'difficult' course!!
Here we brave what can only be described as a children's
sand-pit - that is, unless this house has a beach for a
garden!! The few problems here include miniature streams for
you to sink into; perfectly constructed sand-castles to bump
off; and tiny little beach-spades to watch out for!! You
don't need to worry too much about the spades since you can run
over all but their handles without slowing down at all. The
sand-castles are a bit more of a nuisance, but not fatal. All
you do if you hit one is either bump off them or stop-dead in
front of them. Just pay a little care to them, though,
because they can lose you a few vital seconds if one gets in
your path. The third problem I mentioned is the 'streams'. If
you follow the marked out course the whole time, you should
only encounter these once a lap. Each time you do, the trick is
to use the wooden ramp kindly constructed by a handy workman,
just ready to help you over the water. In order to make sure
you don't mess this bit up, slow down as you reach the final
corner before the hazard, then flick over it before taking the
right turn to avoid yet more water. Apart from that, you just
need a little fine-tuning to the way you take the corners. If
you accelerate into them, you will soon find yourself slipping
and sliding around as though you've got slick tyres on a wet
race course. Instead, brake a little into the corners then
accelerate out of them - just like a nervous little learner
should always do!! That's covered everything apart from the
two long straights down the 'right' of the track where you
can just accelerate like mad - you deserve it!!!
~Race 5 - Oatmeal in Overdrive
Just couldn't keep away, heh? Well, this kitchen is certainly
cute with such an intricately pattered table-cloth!! Not!!
Anyway, this time you will find that the table has been changed
around a little to add variety to the races. The same old
hazards are there: the oranges, the waffles, the juice and the
milk - but this time you get the added fun of free-wheeling over
a big box of "Toppies" breakfast cereal!! As you begin the
race, quickly drift over to the right of the track so you are
just off it, to the inside. This, as long as you don't hit
the waffle dangerously poised to block your way, will steer you
clear of the sticky orange juice lying ahead in the middle of the
track, and should give you a healthy lead over your misguided
friends who don't get the same idea, and instead, slow down to
walking speed as they trundle over it!! After that, cut the
first corner completely, then continue the very easy course,
following the way-marked route, until you reach the "Toppies".
Here, straighten up quickly then speed up dramatically to ensure
you hit the ramp dead-on and clear the box with ease. The
rest of the track should prove as easy as saying "MILK"
backwards, with the only danger being the other drops of orange
juice, dripped near to the others, but just the other side of
the start/finish line. Just steer wide of these and, a few laps
later, victory will be yours!!
~Race 6 - The Cue Ball Circuit
Now it's time for a little light entertainment with a jolly good
game of pool. Well, we could play pool if someone worked out the
rules, got rid of all the annoying green balls, and made sure
that the chalk was on the cues, not in the centre of the
action!! Oh well, I suppose we could make a little track and
race our Formula 1 micro-machines around it instead, couldn't
we ?? Anyway, when you begin the race you will soon learn that
this race is a really fun one to compete in - but still a bit
tough! You need to learn early on that it is possible to go
at full speed for 90% of the course, only slowing down for
the remaining 10% when you are approaching the playing-card
ramps, going up them, and turning corners on the sides of
the table. These will all need to be taken slowly if you are
to avoid messing around with falling off the sides, and losing
valuable time. Other obstacles include all the pool balls lying
around, and the pockets. The balls don't seem to roll
around at all but there are so many of them that you will have
to be on your toes and stick to the path if you're going to
avoid them all. There is only one pocket on the track which
you do have to go through and that is the one at the bottom
right. All the others are to be left well alone if you are to
avoid lengthy delays!! Approach this pocket as straight as
possible and avoid at all costs the possibility of rattling
around in the jaws of it. If you do manage to get in
successfully (and only one car can at a time) you will be
whisked away to finally submerge back into view again, this time
coming out from the centre-right pocket! Once you have gone a
little further along, around a few bends, you will finally
approach the ramps up onto the side of the table. As I've said
already, these need to be approached and dealt with slowly if it
isn't going to end in tears. however, as soon as you've made
the 90 degree turn after them and have straightened up on the
side of the table, it's time to accelerate to full speed again as
you go down the straight - this is the perfect time to make up
valuable time on your opponents!
~Race 7 - Handy-Man's Curve
There is little to say about this track because it is very
similar to "Oilcan Alley" in both appearance and play. The
trick, once again, is to take refuge on the outside line of
the marked out track and stay there. You will still have to
make sure you dodge the glue and the splodges of oil, but
none of these are too difficult with a little practice.
Other hazards include the 2 over-sized screwdrivers but there
shouldn't prove too much of a problem so long as you keep to
the basic line of the track. Watch out for the two hairpin
bends as these can be costly if overshot. But remember,
you'll get really caught up of you take them early because the
inside of both of them are full of bolts and screws. Another
important thing to remember is that it is possible to get in a
real mess if you miss something, get banged off the track by an
opponent, or take a corner too early or late. If you find
yourself in such a situation, seemingly miles from the track
with several obstacles in your way, calmly take yourself back
by the quickest route, not hurrying else you'll end up
getting even more stuck!!
~Race 8 - Bermuda Bathtub
This level is really going to test your skills in this game and
it will often seem like a good long soak in a hot tub would
be much more enjoyable than this treacherous course.
However, I'm sure you're adventurous side will win out in
the end and it will be time to climb into your speedboat and
join in the fun. The course itself has few obstacles, but
still is very difficult. Your opponents will make sure of that.
The only way to win the course is to whiz round at maximum
speed making few or no mistakes and being downright bad-tempered
to all your opponents. The best way to do this is to shunt
them off into the frothy bubbles along both sides of the
course every time you get the chance. Make sure you don't get
caught up in it yourself, though!! The one obstacle you really
need to worry about is the whirlpool. This is right in the
middle of the course at the 'bottom' of the level, by the taps.
Going near the side of this will drag you off course into the
bubbles, and slamming into the centre will result in you
being completely washed away down the plug hole - that wastes
many valuable seconds. The only way I can see to get past
this without losing too much time is to drive your boat
straight into the bubbles, tap-side of the whirl. This will
slow you down a bit, but at least you leave the danger well
alone. When you have gone well past it, pull yourself back onto
the track, straighten up, then accelerate like mad to catch up
with the opposition again. Another problem you will
encounter is the gormless rubber duck which seems to have
strayed into the middle of the course to the 'right' of the
track. Obviously, this needs to be taken by driving around it -
I suggest down the left of the track. The final point worth
mentioning is the tunnel. The needs to be taken dead
straight if you don't want to rattle around in it's mouth and
make a real hash of it. This is also a good place to ruin
other driver's chances of winning the race. If you get the
chance, and you're feeling brave, try to shunt them slightly
off course so they miss the tunnel-entrance - watch out though,
they sometimes do the same thing to you. Of course, once you
get into the tunnel, you musn't go left or right there either,
otherwise you will be blindly fiddling around trying to emerge
at the right end of it and will look a right fool!!!
~Race 9 - Sahara Sand-pit
This track is another simple one, but still difficult
and very competitive. The obstacles are mostly around the
edges of the track leaving you free, so long as you can
follow the way-marked route, of their hassles. Instead, you
have to worry about the other cars. By this stage of the
game, they are becoming more and more devious so be careful. At
the start of the race you need to follow the track round the
first right hand bend, then slow down in order to take first
the left, then the 90 degree right, safely. As soon as you've
done that, head off at full speed down the 'top' straight. As
with "The Sandy Straights", as long as you don't hit the handle,
the spade is harmless. Now follows two wooden bridges over the
stream, much easier than the ramp on the previous sand-pit
level, I must say - then a few sand-castles. Thesecastles are
easily avoided by keeping to the track and if you can do this,
you also get three or four longish straights to boost the speed.
Another thing to remember is that the rocks and rock pools
around the edges of parts of the track are bad news so a bit of
slowing down etc., on the corners is sometimes the only way to
stay out of trouble and, more importantly, stay in front!!!
~Race 10 - The potted Passages
At last, we've reached another location in the game - that is,
unless the bubbles in the bath have been skilfully painted
like hedges with apples on, and the rest of the water has been
drained so the bath could be covered with mini paving-slabs!!
Anyway, this level actually does remind me a lot of "Bermuda
Bathtub" because of the franticness of it. Unless you can get
in front and stay in front, you can never succeed even if most
things you do are perfect! As you have undoubtedly
noticed, you are now controlling mini remote-control helicopters
which, unlikely that it may seem, feel almost the same as the
other vehicles except it's a little easier to turn with them, I
think. One problem in this track is the other drivers. These
seem much more persistent and determined in this level,
especially when it comes to ramming you around and ruining your
line into the next corner! I said that you need to keep in
front, well, unlike what you might think, this doesn't mean that
you have to accelerate the whole time - no such luck! In fact,
because of the annoying bushes sticking out in several places
around the track, you will have to coax on the brakes in a
few places if you are to continue to go around in a good
general direction! Three places to look for, and be careful at,
are the narrow parts of the track. These, being the bottom-left
and right and top-left can be nearly impossible to
accomplish at full speed. If you win, congratulate yourself with
one of the gardener's best apples!!!!
~Race 11 - (I've forgotten what this is called)
This is another simple track which shouldn't prove too difficult.
There are plenty of straights, and, you get to drive along
this excellent table cloth again. They must use a strong
biological powder to clean these orange juice stains though, you
know, because they seem to move on every track that appears on
this table, but, the old ones never leave a mark - weird heh?
Anyway, as I was saying, there are plenty of straights
which will give you a good chance to catch up some valuable
seconds on the opposition. These appear as one huge one at
the far-'left', one at the far-'right', and, a shorter one,
also towards the 'right'. Watch out though, the corner to the
'top' of the far-'right' straight is really tight and if
you're not careful you'll end up plummeting of the edge of
the desk. If you can't think of anything better to try,
simply take it quite slowly and cruise round the corner - most
other cars wont do this and will really mess up!! You'll also
need to be careful at the 'bottom' of that same straight because
you need to have straightened up before you reach the cereal
packet just around the corner. The rest of it is really quite
simple. When the orange juice is in the way, dodge around and
you shouldn't find further obstacles off the track to bother
you. The one waffle that's in this way is the same as in race
one - you can drive straight over it. And, hey, if that
apple didn't fill you up from the previous track, get your
blood-sugar level up with a tasty bowl of "Toppies" when
you've finally won the race!!!
~Race 12 - Bermuda Bathtub (not too original!!!!!!!!!)
This might seem to be as fun as "The Cue Ball Circuit" when I
say that you may as well hold down the accelerate button 99%
of the time, however, those bubbles don't seem to give the
same edge as the glossy green pool table - maybe it's because
we've had two baths already and things are getting a bit boring,
not to mention TOO clean. Anyway, the 1% of the time you don't
really want to hold down the accelerate key is where you have to
pass another plug-hole whirlpool. More of that later. At the
start of the race, you will begin by skimming over an all-in-one
shampoo and conditioner bottle (or sommit' like that,
anyway). Next you get the rest of you clean by passing over a
beautiful green bar of soap, then you pass that gormless
rubber duck again - it ain't moved much 'as it?? The only
one of these obstacles you need dodge is the duck which can be
taken by going down either side of it. You now follow the
basic course of the track to the 'bottom' of the level with
nothing to really get in your way. A good time to do some
serious ramming if you ask me. After this, you'll meet up with
the straight and soon enough, half-way along this, you'll
find the aforementioned whirlpool. Even this is easy,
though, because either side of it is clear for you to plough
through the bubbles then accelerate away again. Just be careful
not to be too complacent because not only will it take valuable
seconds for you to be replaced onto the track if you get sucked
down into it, but you will also be put back at the start of the
straight again which means you've got to do get back past it
again - what a bind!!!
~Race 13 - Bedroom Battlefield
After all that racing around on the breakfast table, the sand-
pit, the pool table, and the work-desk, it's finally time to
head upstairs and catch forty winks before the next race. No
such luck I'm afraid. No, actually, it's time for the 13th
race in the series, this time taking place on a beautiful
purple carpet in the kid's bedroom with such obstacles as
playing cards, marbles, dice and chequers. The most fun part
about this game is the fact that it's time to don those tanks
at last and have a real battle of the toys! And, hey, what
makes things even better is that because you start of at the
back of the grid, you can shoot the other three tanks straight
away and immediately give yourself a head start over them.
Watch out, though, throughout the rest of the race you will be
shot at by the opposition at every opportunity so keep on your
toes!! The most important thing to think about during the race
is the fact that the whole way around, there are things you can
collide with. If you do collide with these obstacles, not only
will you thunder to a complete halt, but you will also leave
yourself completely open to attack from behind as you struggle
around the object. I suggest that instead of going full speed
around the track, you try to get around without having to stop,
using a lower speed as the way to make this possible. And
surely, the one place you musn't go full pelt is where you come
across the draught's board. The bast plan here is to slow
right down and make your way around the black and white pieces
expertly, hardly hitting one. Apart from that, just keep going,
watch your back, and play nasty with all the opposition!!
~Race 14 - Pitfall Pockets
Well after the rather slow antics in the tanks in the bedroom,
one getsthe chance to take on the opposite extreme now and use
the F1 cars on the pool table again. This track has been
expertly laid out once again, and you must really concentrate
the whole time if you are going to survive. There is
hardly any straight track to thunder down, and that which there
is, always seems to come to an abrupt halt with a tricky
corner at the end of it. This is another race where you can go
at full speed nearly all of the time but you must learn it as
well as you can so you don't mess up. The obstacles are very
similar to that on the last pool table (obviously) so the
gameplay can often be similar. As with that level, take your
time approaching, going-over, and departing the card ramps which
lead of an on to the raised edges of the table. If you don't, it
is more than likely that you'll go plummeting over the side of
the table or get stuck somewhere you'd really rather not be.
Another tip is to try to learn the corners. By this I don't
mean practice the track time and time again until you have
perfected it, but more look out for things which will remind
you of the best way to do things. Doing this will make sure you
cut down on overshooting or taking too soon, the tricky corners
of this table-top speed trap!
~Race 15 - Pencil Plateau
This is another exciting race with plenty of jumping between
different platforms. Fortunately, though, it is blatantly
obvious which direction to go, so you shouldn't have too many
problems. By now, of course, things are getting tough so
watch out for several tricky corners, annoyingly placed
obstacles and narrow bridging rulers. Right at the start of
the race, fire down the accelerator and take the first corner
early to avoid spinning straight off the table again. Now
follow the track around a bit, going in between the ruler and
the open folder, trying your best to miss both as they sometimes
put you off course. Now you can go round a little more,
slowing down dramatically to take the left hand bend so you
don't lose your footing in the ink and fall off the table again.
Now follows the huge straight where you can really hit the pedal
to the metal!! Be careful when you take the open-book-jump
because soon afterwards you will have to move to your left a
bit in order to take the ruler bridge. The best way to do it,
in fact, is to jump using the left hand side of the open-book
because you should then be on-line for the bridge anyway without
having to make any alterations! Once over the bridge, take the
next long straight going all the way to the 'bottom' of the
screen. Remember to watch out here, because at the bottom there
is a really tricky corner. You must slow right down as you come
level with the open book so you don't either hit the obstacles
to the inside of the track, or fall off the table to the
outside! Now you take on another straight with two narrowed
points along it somewhere. Simply take to the centre of the
track and you should be alright. Soon you'll find yourself
going back up the screen again in a rather wiggly shape, then
reaching the second ruler bridge. This one is twice as
narrow as the other one so be very careful as you cross.
What makes things more difficult is that as soon as you're
over it, you need to turn first right, then left, in order to
avoid plenty of stationary stationary! After accomplishing
this you need to straighten right up for the two folder jump
over the gaps in the table. As soon as you are straight, get
back up to top speed again because there's nothing to stop you
until you are over the second of the two. When you do reach
this point, slow down just past the closed folder and take the
U-bend round and over the second narrow ruler bridge. Take
this one with as much caution as before, then take the final
few bends around the book, the open folder and the ruler.
Finally you should reach the finishingline, just in time
for........another two laps!!!
~Race 16 - The Dare-devil Dunes
After those rather hair-raising jumps and corners in the last
race, this one is a lot safer and slower to race round,
although you should still stay on your toes. There are still the
same problems: the streams, the sand-castles, the spades and
the dunes, but these are more difficult to pass than the last
time we embraced such a sandy circuit! You must remember the
general driving tactic from "Sandy Straights" where you slowed
into the corners then accelerated out of them. This should stop
you from slipping around too much. At the start of the circuit
you must take a dangerous corner around to the right to avoid
the three pools immediately in front of you. Next, take the u-
bend around and use the wooden ramp as an aid over a third
water pool. Now go right, hop over the blade of the spade, then
take the sharp left, followed by another u-bend over a fifth
water-pool. This part can be quite difficult so concentrate
and use the brakes every time. When you've completed that, you
get the first straight of the track - a good place to go full
speed and make up a few valuable seconds on the opposition. Next,
you come up against a very difficult section of the track
which will take a good deal of practice to perfect. You will
have to go over two zigzags in the path, closely guarded by two
water-pools ready to highlight any mistakes you make! The reward
for completing that section is another long straight followed by
a few ninety degree bends to take you around the lone sandcastle.
Whatever you do, don't crash into this as it wastes another few
valuable seconds! Finally you will take the last straight heading
towards the last water-pool. Take this corner down the centre of
the track, going in between the pool and the rocks. You will
soon be back at the start/finish line again! Now, hey, that
wasn't too difficult was it? and the good news is, that's the
last time you'll have to venture out doors into the sand-pit so,
for now, you can relax and play in the rocks and pools for a bit!
~Race 17 - The Shrubbery Twist
This track makes a change from the few difficult ones we have
been going through lately. The trick with this one is to get in
front at the start then stay in front the whole time. This
might sound obvious, but it is the perfect way to take the
track on. The fact that there is a lot of vegetation means that
each corner should be taken a certain way if you want to stay
in front and not be forever spinning around trying to get loose
from the brambles. At the start of the race, try to get ahead
by taking the first corner down the inside line. When you
reach the straight at the 'top' of the course, try to take a
line at the 'bottom' of the track so you are ready to take the
turn at the end. When you get to the turn, make sure you take
it with a smooth action so you go straight between the
vegetation, not bumping from one side to the other. Next, pull
in right a bit, then take the short straight continuously
steering towards the fan to stop it from blowing you into the
bushes. Once past the fan, go through the chicane in one
straight line. If you try to take it's curves properly you will
often mess up and end up going in all the wrong directions.
Through the chicane, take the final two bends, and the 'bottom'
straight, down the inside line for an easy cruise to the
finish line. Whilst you collect the winner's trophy, ponder
for a moment on why there is a fan heater in the middle of the
garden!! In between pencils and pool balls perhaps, but now in
between apples and brambles!!
~Race 18 - Perilous Pit Stop
This one has got to be the most tedious and boring of the
courses! Throughout the whole track you'll come across blobs
of glue, pools of oil and the usual screws and bolts. You'll
probably hardly stay in top speed for more than two seconds at
all!! As you begin the race, keep to the bottom of the track and
you should avoid the first few glue patches. As you take the
wide u-bend, move right slightly so you come out at the top of
the track and keep away from the bolts to the inside of the
course. Now move back in a bit as you come along the next
straight so you approach the next bend in the centre of the
track. As you take the bend, move back to the right of the
track again to avoid more glue. Continue 'up' the screen along
the next straight. Avoid the glue by going slightly off the
track in between that and the bolt. Now you take the bend to
the left where you should go right of the next glue patch
before rejoining the track after it. As you go back left again,
cut in between the screw on the inside of the course and the glue
in the middle of the track. Continue 'down', following the
laid out track avoiding more glue as you go. Finally you will
reach the right then left bends that lead into a tiny straight.
On that straight, don't go to the left of the glue because that
will lead you into several bolts. Instead drive straight
through it or fly!!!! After taking the last left hand turn
you'll come back to the start/finish line again!! And
remember folks, if you're running out of petrol with more laps
to do, that handy oil bottle to the right might substitute
fuel for a little while at least!!!
~Race 19 - Wide Awake War Zone
This one is just as simple to do as the previous tank course
but still difficult as well (?). Those devious programmers
have made sure that there's always a match-box, a marble or a
dice just in the wrong place for you! One thing that is in
your favour, though, is that there's plenty of opportunities to
cut corners. The two places you shouldn't try to do this are
the books near the start of the course and the chess board three
quarters of the way around. At the chess-board, in fact, it is
vital that you do go through it otherwise you'll be blown up as
you get back onto the track. These two obstacles should
both be taken slowly to make sure you complete them without any
hiccups and so should the u-bend at the 'bottom' of the course,
near the end. To give you a head-start on this course, do like
you did on "Bedroom Battlefield", and quickly blast away all
the tanks. Now take this chance to get as far ahead as
possible. From here on in it's just a matter of staying away
from the opposition and cutting corners when you can. Also, be
careful at the places where you slow down because that's where
the enemy will target you the most. When you've won, you
might like to note that children these days must be too
computer orientated because the draught pieces haven't moved an
inch since the last time we were here, even if it was six tracks
ago!! Tut, tut. I blame it on the parents you know!!!!
~Race 20 - Crayon Canyons
Before we start, I'd just like to say that there are no crayons
on these canyons. Anyway, this course is another fast one
in places, but certainly not a full-throttle one all the time!
It is full of straights and these are usually taken as fast as
possible. However, you will usually find that you then have
to brake hard to take the tight turns that follow! At the
start, accelerate forward to take the first folder jump, then,
soon after landing, turn hard left to miss a dangerous drop off
the table. Next, move around the bend to the left before
easing right again to miss a second drop-off, this time into a
'canyon'. Now take the narrowed track through the middle
and ease right again, speeding all the time but making sure
you hit the ruler dead centre to stay safe. As you go around the
open folder and pencils, prepare to make the tight left hand
turn so you don't come off the table again, then, straighten up
so you're in line with both sets of rulers, and you're ready
to speed all the way down the long straight at the 'left' of
the track. When you get to the bottom of this straight, cut the
corner ever-so-slightly so you don't overshoot the bend then
straighten up again for the fourth ruler bridge. Once safely
across this, turn left with the track and take the short
straight up to the left hand bend. Here, slow slightly so you
have time to straighten slightly in time to hit bridge number
five safely. Over the bridge, slow down and take the next bend at
medium pace so you stay on the track all the time. Now slowly
roll over the blue folder very slowly otherwise you'll lose
control and end up plummeting down into the canyon. Once
you're over it, keep slow until you're round the right hand
bend and straight enough to take the next bridge at full speed.
When you're set up, hit the throttle and fire down this, the
longest straight of the course. At the end, take the series
of bends around the folders and books a bit slower before
speeding down the 'bottom' straight, slowing for the narrower
part and left-hand turn. Finally, speed back 'up' the track and
over the last two folder jumps for a comfortable finish to the
lap. Of course, if you don't want to win and feel like a
little light entertainment, why not drive off the road a little
and onto one of those open folders. I'm sure one of them must
have a cool little essay or something interesting!
~Race 21 - Soap Lake City
There's not much to say about this track since it is so simple
even one of the rubber ducks could complete it in a new lap
record. The one real difference between this and the first
bath-tub level at least, is that this one is quite a bit
longer and more competitive so watch out. At the start, coast
around the first couple of bends, making sure that you stay on
the inside line all the time. As you get round the second bend
and onto the straight at the 'right', ease on the accelerator
and slide across to the right hand side of the track. As you
approach the bend slow a little and go all the way around it in
the centre of the track. Now move back to the inside again to
get past the rubber duck, and stay there for the next few bends
into the 'bottom' straight. If you aren't still there, get right
to the 'top' of the track and go that side of the whirlpool. Now,
still on that inside line, take the next bend past the second
rubber duck then take a central line for the first of the two
tunnels. As soon as you're out the other end, move around the
corner and slow down enough to make sure you're right in the
middle line for the next tunnel. Go through this as well then
slide over the soap and around the next few corners. All this
before taking the last, victorious straight. If you like,
just for an adventure, why don't you pretend that there aren't
and laps left and dig your way through the suds all the way
into the middle of the level. Yep, I thought you'd think it was
a good idea!
~Race 22 - The Leafy Bends
This one, I must admit, is very similar to the last
helicopter one except it's a little more exciting and there
are more sprinklers to cause havoc! The start is also very
similar to the other chopper level in the fact that you must
try to push your opponents over to the left hand side so your
can take the inside line down t-he right. The fan, straight
after this is also the same. The best way to get past it is
to get into the centre of the track then steer into it as you
cruise past. After this you will need to take the inside line
again along the 'top' straight before making sure you get the
correct angle down the diagonal passage at the 'top-left'. Make
sure whilst you are going down this that you don't bump around
from side to side because this will lose too much time. The
next diagonal is the same, then you come to another straight.
Dodge past the sprinklers as best you can, keeping down the left
side of the track for best results. At the 'bottom' you'll
reach the penultimate straight where you'll have to be
careful not to get overtaken 'cos you often will! The best way
to stop this from happening is to dodge from side to side and
dodge anybody trying it, into the hedges. Now make the final
diagonal just as 'smoothly' as before (if you are going to stay
ahead), before finally turning and taking the home straight.
And now, since this was the last race out in the garden you make
some lovely cuttings of these miniature apple plants and plant
some lovely petunias!
~Race 23 - Chalk Dust Chicane
This one is really fun to do but they're getting so difficult
you'll be glad there's only two more tracks left after it. The
action takes place on two pool tables - a big one and a small
one - and there is lots of jumping in between pockets and
plenty of dodging the pool balls. In fact, these balls are
so well placed that you're gonna' have to be so careful if you
want to miss every single one of them. The action starts on the
small table, and the first bit's easy. Head around the left hand
bend and fire straight into the heart of the top-left hand
pocket. This will take you to the top-right hand pocket of the
big table where you will have to make a big lap all around the
table. Your best bet is to stay on the track all the time and
slow down when you think it's necessary to hold onto the
corners. As you follow the track round, there are a few
points of danger: one is the bottom-right pocket. As you
approach this slow down and take the inside line so you don't
enter; the second one is the where the two balls narrow the
track. Here, go in between the two before taking the
chicane diagonally and then straightening up; the last one is
just after this when you must take the left bend very carefully
so you are ready, going straight into the right-middle
pocket. That will then take you back to the small table again
where you'll emerge from the middle-left pocket. From there,
zoom straight across the table right into the middle-right
pocket which will than take you to the bottom-right pocket of
the same table. From this follow the diagonal track and slow
down at the card ramp so you don't fall. Once on the side of the
table, turn right and head all the way up the length of the
table - making sure you evade the middle-left pocket there - and
then slow to take the card ramp back onto the table again. From
here you just cruise around the remaining few corners and back
to the start/finish straight! If you can manage that three
times without coming last then you're certainly on course for
reaching the final race!
~Race 24 - Go For It!
Guess what? Yep, you're right, they still haven't moved a
single piece in that chess board. Actually, it surprises me
how they can move it around into a new position on the track
without all the pieces sliding about. I guess it's a magnetic
set!! Anyway, we're far too busy to worry about how the kids
spend their time in this micro-machine's house now we've reached
track 24 of 25!!! The race itself has very similar tactics to
the other two tank levels. You can still cut all the corners
apart from the chess board and you can still blast your three
opponents into oblivion at the start of the race to give
yourself a head-start over them. Be careful though, if you
make one mistake on this course they will have you for tea and
you'll probably never catch up again! When you reach the chess-
board, take the left-hand route until you reach the centre of
the board at the left edge to make it over to the track again.
Got it?? As I've already said, it's possible to cut all the
corners, but this is really important on the zigzags where too
much time is lost fiddling about when following the 'correct'
route. Instead, treat it like you have done the chicanes on
other tracks. Drive diagonally, straight through them.
When you have won, why not take a minute to think about the
normal toys kids have in their bedrooms. Okay, draughts maybe,
dice, marbles and Lego yes, but matches!! As they say "Matches,
matches never touch. They can hurt you very much!!"
~Race 25 - The Champion!
Phew, so now we're here - track 25!! It's a pity they didn't
spend a bit more time on this one really because it is quite
boring for a last level... Oh well, the only thing to do is make
it look like race one by winning it by over one lap. No such
luck I'm afraid. In fact, you'd be lucky to win full-stop, and
more likely to come third or fourth. Of course, to become the
supreme champion you must come first on this race so obviously
you're not going to be supreme champion, are you?? (only
kiddin'). Oh well, enough of the moaning, let's get on with
making sure you do as well as possible under the circumstances...
Right at the start you must be alert because no sooner have you
pressed the accelerator to start the race then to have to brake
hard again to take the first turn without plummeting over the
edge!! Once around the bend, head down the straight and slow a
bit in order to take the two u-bends successfully. When around
the second u-bend, drive down the inside line of the track so
you are lined up to go over the right hand ruler on the bridge.
Don't be tempted to take the left-hand ruler because that option
is blocked by a stray rubber. Now burn some rubber all the
way down the straight making sure you stay on the same line all
the way down so you take the second ruler bridge as well. When
you get near the end - in line with the far-end of the open
folder - slow right down so you can take the turn whilst
avoiding the ink slick in the middle of the track. Now
straighten up after the bend and get yourself into a position
which you are sure is the centre of the track. When you are
sure, burn some rubber again and fly through the two narrow
sections of the track and over a third ruler bridge. This next
bit is very difficult but at the same time you must keep going.
Because there is nothing inside the 'U' in the track doesn't
mean you can cut the corner. In fact, you must go all the way
to where the track doubles back on itself before you can do the
same thing. The problem is, though, whilst worrying about that
you also have to slow right down to stop yourself from falling
off the edge of the table, and, when you have made the turn, you
also have to quickly straighten up and accelerate away in
order to get over the next ruler bridge successfully and
quickly. Once back on the previous table gain,make the right
hand turn then push hard on the accelerator and thunder over both
folders. As soon as you've landed the second time, hit hard on
the brakes so you can make the turn without straying onto the
wrong bit of track which would surely be a big mistake. As you
go round this bend, straighten up for the next ruler and apply
the same tactics once on the next table as you did on the one
before. However, this one is made a little easier by the fact
that the bend is wider and the margin of error is bigger. Now,
back on the starting table again, make sure you stay on the
right bit of track and don't cut corners onto the next bit
otherwise you'll be blown up. Make your way around the
three quarters circle and cruise up to the final start/finish
line. Two laps later you'll have completed the game. Whether
is 1st place or 4th place, this is very satisfying!! (A lot
like finishing this walk-thru' really!!)
I thank you (and you thank me too!!)
~ =============
~By: Simon Burrows
~ =============