Micro Machines 64 Turbo

Screenshots1 / 2

A top-down racing view shows two small toy vehicles on a green terrain with yellow leaf-shaped obstacles scattered across the surface. The left side displays a vertical health or power bar with colored segments in blue and purple. The upper right corner shows a lap counter reading "3" and what appears to be a timer display. The graphical style features low-polygon 3D models with a muted color palette typical of N64-era graphics. Vegetation and terrain details create a miniaturized diorama effect characteristic of the Micro Machines series.

Micro Machines 64 Turbo

迷你赛车64

4.3 (4.7K)
N64 Action 683 plays

Micro Machines 64 Turbo is an action racing game developed by Codemasters in 1999 for the Nintendo 64. The game features top-down racing gameplay where players control miniature toy cars competing in track races. Supporting up to eight players simultaneously, it emphasizes multiplayer action alongside single-player racing modes. Players navigate diverse tracks set in creative environments, from household locations to outdoor scenes, using responsive controls to accelerate, brake, and steer. The game includes various race types and challenges, progressing through different difficulty levels. With its arcade-style racing mechanics and focus on competitive multiplayer, Micro Machines 64 Turbo delivers fast-paced racing action accessible to both casual and experienced players seeking entertainment in short, intense races.

Developer
Released
Platform
N64
Genre
Action
Players
8P
Rating
4.3 / 5 (4.7K)
Last updated

About Micro Machines 64 Turbo

Micro Machines 64 Turbo arrived in 1999, a period when the Nintendo 64 was well into its commercial stride and racing games were expected to push 3D hardware to its limits. Codemasters, the UK studio already synonymous with the Micro Machines brand through its long run on the NES, Game Boy, Mega Drive, and PlayStation, brought the franchise to Nintendo's 64-bit console with a title that deliberately bucked the trend toward fully polygonal racers. Rather than chasing the photorealism of contemporaries, Micro Machines 64 Turbo doubled down on the series' defining conceit: tiny toy vehicles racing across oversized everyday environments — kitchen tables cluttered with cereal boxes and toast racks, garden paths flanked by flower pots, snooker tables, and bathroom floors — all rendered with enough detail to make the sense of miniature scale feel genuinely convincing on the N64's hardware.

Gameplay follows the established Micro Machines formula. Players choose from a roster of vehicle classes — including F1 cars, monster trucks, hovercrafts, and speedboats — each handling distinctly and suited to specific track types. Controls are deliberately accessible: steering and acceleration are straightforward, but mastering the game demands learning each vehicle's momentum, the way hovercrafts drift wide on corners, or how speedboats skip unpredictably across water surfaces. Tracks are laid out as single continuous loops or point-to-point courses through their themed environments, and the camera pulls back dynamically to keep all competitors in frame. The signature elimination mechanic from earlier entries returns: fall too far behind the leader and scroll off the edge of the screen, and you lose a life. This creates a natural rubber-band tension without any artificial speed assistance — the pressure is spatial rather than statistical.

The game's most headline-grabbing feature is its multiplayer support for up to eight players simultaneously, achieved by using two N64 Multitap-style Four Controller Pak adapters. In an era when four-player split-screen was considered the ceiling for console multiplayer, cramming eight human players into a single race was a genuine technical and social spectacle. The eight-player mode uses a shared, non-split screen, meaning all players occupy the same camera view — a design that amplifies the chaos and keeps the action communal rather than isolated.

A single-player Challenge mode provides structured progression through increasingly difficult race series and head-to-head challenges, while a Time Trial mode lets players refine lap times on individual tracks. The AI opponents scale in aggression across difficulty tiers, and later cups introduce track hazards — moving obstacles, slippery surfaces, and environmental traps — that demand memorisation as much as reflexes. The game was received warmly in its era as a reliable party title, praised for its pick-up-and-play accessibility and the sheer novelty of its eight-player capacity, though some critics noted that the single-player content felt thin compared to the multiplayer spectacle.

What makes it special

Micro Machines 64 Turbo's eight-player simultaneous multiplayer on a single screen was a verifiable technical landmark for home console racing games in 1999. Requiring two controller adapters to connect up to eight controllers to one N64, the game supported more simultaneous local players than virtually any other console title of its generation. The shared-camera design meant that rather than dividing the screen, all eight players competed within the same view, making the experience feel like a communal spectacle rather than isolated competition — a design philosophy that made it a fixture at parties and gatherings throughout the late 1990s and early 2000s.

Pro tips

  • Learn each vehicle class separately — hovercrafts require you to steer into corners early to compensate for their wide drift, while F1 cars reward tight, late-apex lines.
  • In multiplayer, focus on staying ahead of the last-place player rather than chasing the leader — avoiding elimination is more important than winning individual laps.
  • Memorise hazard positions on later tracks; many moving obstacles follow fixed patterns and can be timed rather than dodged reactively.
  • On water-based tracks with speedboats, hug the inner edge of turns to reduce the distance lost to skipping — the boats lose significant speed when they bounce wide.
  • In single-player Challenge mode, replay early cups to build familiarity with the vehicle roster before tackling the harder series, where AI aggression increases sharply.

Micro Machines 64 Turbo Controls — N64 Keyboard Keys

Default keyboard bindings for Micro Machines 64 Turbo on our in-browser N64 emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
V Z (trigger) Z trigger (back)
Q L Left shoulder
W R Right shoulder
I C-Up C-Up (camera up)
K C-Down C-Down (camera down)
J C-Left C-Left (camera left)
L C-Right C-Right (camera right)
Enter Start Start / Pause

The N64 thumbstick is mapped to the arrow keys by default; many titles also let you remap it from the in-game options screen. The Z trigger is mapped to V.

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Micro Machines 64 Turbo Longplay & Gameplay Videos

Watch a full playthrough of Micro Machines 64 Turbo on N64 before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Micro Machines 64 Turbo" N64 longplay 1999

Micro Machines 64 Turbo Cheat Codes

24 community-curated cheats for Micro Machines 64 Turbo. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • Always 1st

    810BB1F80100
  • One Lap To Race

    810B88DE0101
  • Infinite 255 Lives

    800BB1C200FF
  • Access All Tracks

    810B88DA0001
  • Always Win Head 2 Head

    810BD5900008
  • Always Turbo Level 1

    810B40703100;810BBD300000
  • Fake Lap Mod

    800BD4910000
  • Infinite Ammo

    802085B10005
  • Always First

    810BB1F80100
  • Always Win Head -To Head

    810BD5900008
  • 1 Lap 2 Race

    810B88DE0101
  • Always Turbo Level 1 (Easy)

    810B40703100+810BBD300000
Show 12 more cheats
  • Infinite Lives

    800BB1C200FF
  • Slow CPU Cars

    810934820100
  • Turbo Mode

    810934840100
  • Debug Mode

    8109347E0001
  • All Tracks

    810B88DA0001
  • P1 Always First

    802085A10001
  • P2 Always First

    802088110001
  • P3 Always First

    80208A810001
  • P4 Always First

    80208CF10001
  • Always Place 1st

    802083F10001
  • Infinite\Lives

    800BAFD20009
  • Infinite\Specials On Pickup

    802084010005
Play Now

External references

Frequently Asked Questions

When was Micro Machines 64 Turbo released?

Micro Machines 64 Turbo was released in 1999 for the N64.

Who developed Micro Machines 64 Turbo?

Micro Machines 64 Turbo was developed by Codemasters, available to play in your browser on RetroGameSpace.

How many players does Micro Machines 64 Turbo support?

Micro Machines 64 Turbo supports up to 8 players, ideal for couch co-op or competitive sessions on the N64.

What type of game is Micro Machines 64 Turbo?

Micro Machines 64 Turbo is a Action game for the N64, playable instantly in your browser — no downloads, no installs.

How can I play Micro Machines 64 Turbo for free?

Open this page and click "Play Now" — Micro Machines 64 Turbo runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Micro Machines 64 Turbo in the browser?

No. Micro Machines 64 Turbo streams from a public archive into a browser-side N64 emulator. Nothing is installed on your computer.

Can I save my progress in Micro Machines 64 Turbo?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original N64 cartridge supported.

Does Micro Machines 64 Turbo work on mobile devices?

Yes — the N64 emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Micro Machines 64 Turbo this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Micro Machines 64 Turbo. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to complete the single-player mode?

Completing all Challenge mode cups and series typically takes between four and eight hours depending on difficulty chosen and familiarity with the Micro Machines formula. Mastering every vehicle class and achieving top times in Time Trial extends that significantly.

What do you need to play with eight players?

You need two N64 controller adapter accessories (such as the Expansion Pak-compatible four-player adapters) to connect up to eight controllers simultaneously to one console. All eight players share a single screen rather than split-screen.

Is Micro Machines 64 Turbo worth playing today?

For local multiplayer sessions it remains entertaining — the eight-player shared-screen mode is a rare experience even by modern standards. Single-player content is modest, so solo players may find it thin, but as a party game it holds up well.

What is the best strategy for new players starting out?

Start with the F1 car class, as it offers the most predictable handling and helps you learn track layouts without fighting vehicle physics. Once comfortable, experiment with monster trucks, which are slower but more forgiving of collisions with track obstacles.

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