Microrace
Microrace takes a traditional, top down view of the arcade karting genre - Ewan thinks that's just enough for a great game, but is Microrace a touch too small?
Version Reviewed: 1.0
Score: 79
Now this is more like it!
The point of a game, on any device, is to be entertaining and fun. No matter if it's a 50 hour monster like Modern Warfare Two or a smaller game on a handheld or a smartphone for those odd moments in the day, there's a certain space that a game needs to reach to be a success. Part of this is using the platform it is on to best effect (ahem - the Wii Wheel and Mario Kart); part of it is making sure there's a challenge for new players and experienced gamers; and part of it is that little spark that holds everything together.
MicroRace just about has all those three parts in the right proportions. The only thing missing is something other than kindling to keep the fire from raging from the initial spark. But I can forgive that because everything else is just about right in this title.

What we have here is a top down arcade racer – think of a cross between the classic “Super Sprint” and the aforementioned Mario Kart, with power ups to help you or hinder your opponents in your quest for victory The top down approach keeps all the action clear and fast on screen – although once (just once) in each race I had a stutter for about half a second during lap two. Other than that, the camera is smooth and keeps pace with the cars as they drive around the eight circuits packaged with the game.

What's great about MicroRace is that there is no “elastic physics” in evidence here. Rivals cars aren't given a speed boost to make a harder skill level, nor is your car given a few extra revs to make it easier. The key to catching and getting ahead of your opponents is simple race craft – taking the racing line and the fastest route round each corner to make up the distance is the only way to win.

This is incredibly refreshing, and it's coupled with an incredibly simple control system of just holding the pointer in the direction you want to the car to steer (acceleration is automatic to get you to top speed). It sounds unwieldy, but it takes about half a lap to get acquainted with the controls. Two laps later you're driving like a pro (or what you think a pro should drive like) and, after the first five lap race is over, I was hooked.
MicroRace has the physics and the UI sorted, so that means the few niggles are just that, and easily overlooked. First of all, the only racing option is for a single race (Quick Race). There's no collection of races, no Grand Prix-like progression with scoring on each race, not even a multi player version over Bluetooth - and that means that once you have the controls sorted and a clear idea how to win races, the challenge is suddenly gone – a bit more thought in the overall gameplay and there could be a very long lived game in here.

The second is that the power-ups (guns, turbo boost, oil slicks and the like) are all represented by such tiny icons on the race track that you have to pick up quite a few of them to be able to remember which does which. You carry one at a time and a double tap of the stylus on the screen activates each. It's a smooth implementation that doesn't require you to have another control on the screen or look away from your car, but you do need to remember to use it as there is no visual indicator beyond a tiny box on your car.
Overall MicroRace plays a good, if short, game. At times it does feel more 'proof of concept' than a fully fleshed out racing title. I'd have no doubt in recommending a MicroRace game that had the extra challenges and racing that Arcade Kart games now commonly come with. As it is, the engine is robust and ready for greatness, it just needs a really good structure to make best use of it. Still worth a download, but misses an “AAS Recommended” by a Stig's breath.
-- Ewan Spence, Dec 2009.
Review Discussion
Unregistered
Dear Ewan,
Good review, I am thinking to buy an N79, I just wanted to ask you what do you think is the future for symbian S60 V3 games, because now I hardly see any .sisx games being written for S60 V3 !! and java games are slow and not as smooth. please guide me soon
Unregistered
Even I wanted to know about this, with Ngage dead
1. are we going to get new games for S60 V3?
2. Please tell us the future of s60 V3 in the gamming arena?
3. will games which are written for s60 V5 work with S60 V3?
4. what is this Open Source Thing and QT ?
5. what is Symbian^2, Symbian^3 and Symbian^4, and which category does the N79 and n86 fall?
6. Is N79 QT enabled can I expect new symbian games for N79 in 2010?
Sorry for so many questions but please please answer me !! It will help me in making some decisions !!
Unregistered
Dear Steve, Evan or Rafe any one one but some one please help me, I really need some help frm you
Even I wanted to know about this, with Ngage dead
1. are we going to get new games for S60 V3?
2. Please tell us the future of s60 V3 in the gamming arena?
3. will games which are written for s60 V5 work with S60 V3?
4. what is this Open Source Thing and QT ?
5. what is Symbian^2, Symbian^3 and Symbian^4, and which category does the N79 and n86 fall?
6. Is N79 QT enabled can I expect new symbian games for N79 in 2010?
Sorry for so many questions but please please answer me !! It will help me in making some decisions !!
brendandonegan
I work for Symbian, so I think I can answer most of these.
1.) This depends on the developers, it's their choice if they want to address the S60 3rd edition market
2.) It should be fine as you'll see in a later point.
3.) Not if they use API's or features introduced for S60 5th edition. Ensuring that applications that are written for a newer platform work on an older one is a practically non-existent concept in the software world (would you expect games written for the PS3 to run on the PS2)?
4.) Open source describes the situation where the code for the software and the development of that software is public. If you go to
http://developer.symbian.org you can see Symbian code (you'll need to register). Qt is an application development framework which makes developing on Symbian a lot easier.
5.) These are different releases of the Symbian platform. Symbian^2 is finished and some features are present in the N97/Mini & X6, ^3 is in progress and devices should be available the middle of this year, ^4 is not yet distributed outside Nokia and devices will appear at the end of this year, probably. Neither the N86 or N79 feature any of these releases - they use S60 3rd edition.
6.) No current Nokia phone has Qt 'enabled' (i.e. built in), but Qt is compatible all the way back to 3rd edition FP1 and Nokia are working on a scheme to allow apps to get it on installation when needed. This goes back to your second question. If a game is written in Qt and the 'smart installer' works then it should be compatible across all Symbian phones going back to FP1.
Unregistered
Thanks brendandonegan,
Thanks so much for your help. I got much more Idea about symbian and I am less confused now.
Pawlee
i like, well, would like the sound of this
this should be released for s60 v3... i would love a a game like this on my n86... however... the developer has chose not to, so is now missin out on my (and probably some other peoples) money... both his loss and mine...
oh well ill get over it :/
hopefully it might come to s60 v3
Jejoma
Having played and enjoyed an earlier version (Dreamway) on my SE P900 (P800?) I couldn't resist trying this on my Samsung i8910. Sadly using a finger to stear rather blocked the view :frown: and the stylus I use does not work when dragged on the Samsung's screen.
Having said that, the game seemed fun but apart from maybe a slightly different track layout was the same game I played all those years ago. Ah, progress.
Edit: I see Dreamway also ran on S60 3rd Edition so if it is still around you 3rd Edition users should be able to join in the fun.
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