Today I bought a copy of Micro Machines for NES and to my shock, it doesn't work! I've opened it up and looked at the PCB, and it seems completely fine the caps are not inflated/gone bad and even the contact pins are shiny and nice.
I've tried it with a few my lockout chip disabled NES, a few Famiclones as well as a Famicom with a 72 pin adapter, and still get nothing.
Does the game require the lockout chip to function? Any help anyone can give is much appreciated.
Is it the small Aladdin Deck Enhancer cart or the full-size NES cart version?
For what it's worth, I have a broken copy of Micro Machines as well. Dunno if that's a trend.
It is the full sized NES cart.
Quote from: satoshi_matrix on December 13, 2010, 10:02:24 am
Does the game require the lockout chip to function?
No. I know that for a fact.
My Micro Machines cart has a switch on the back to bypass the chip. I had to switch the position on it to play it on an official top loading NES, though I still have problems getting it working on my toaster NES.
That's odd my copy worked just fine on my toaster maybe you guys got unlucky? Or I just got lucky... :P
My copy is missing the switch in the back & works on my toaster, even before I disabled the lockout on the NES.
I think you might just have a bad cart. Mine works fine on my toaster NES (with lockout chip), my Yobo Famiclone, and my Famicom with a converter. One thing to note though is that the "CODE MASTERS" screen is messed up whenever I put it in something other than my toaster.
To be fair, the problems with my toaster and MM is probably just my toaster NES being finicky. It starts to work and go to the splash screen then does the flip and reset thing. My Quattro Adventure cart works fine on it.
My splash screen would show up too, and flick reset until I disabled the lockout chip. Then I could play it.