In 1990, the founders of Codemasters,
David and
Richard Darling, were at the
Consumer Electronics Show in Las Vegas, and were impressed with the popularity of the Nintendo Entertainment System in the US. They wanted to develop games for the system, but did not have a licence from Nintendo. In October 1989, programmer Andrew Graham developed a prototype,
California Buggy Boys, a racing game with a top-down view on a
scrolling dune-based race track. Its two player mode, based on the 1983
Adventure International game
Rally Speedway, does not employ
split screen, a technique that is hard to achieve on NES hardware. Instead, two players race on a single screen, hugging the screen edges as the distance between them grows. Once the distance is large enough, the winning player gains a point – a difference from
Rally Speedway, in which the losing player gains a time penalty instead. The prototype was showcased with multiple consoles networked. It featured buggies similar to those in
Power Drift, targeting the United States market. Codemasters then obtained a licensing deal with
Galoob, wanting a game based on its
Micro Machines toys.
California Buggy Boys was used as a base, and Galoob sent a good selection of toys to Codemasters. The development team did not have access to official Nintendo documents, and their knowledge of the NES's hardware came from
reverse engineering. They chose recognisable household environments such as tables, although the NES's limited graphics capabilities necessitates repetition. Artist Paul Perrot converted the
California Buggy Boys graphics using
Deluxe Paint and a
cross compiler. According to Graham, the team tried to keep the tracks short, as they were considered more enjoyable. Graham stated that the
artificial intelligence (AI) is basic by modern standards, and that it was difficult to replicate the multiplayer experience in single-player mode. The AI consisted of invisible arrows, which directed computer-controlled vehicles. Graham stated that
split screen was not viable on the NES, and that the single-screen system was something that he was eager to try. He further stated that he was "very happy" with the multiplayer mode, saying it is the best part of the game and made the single player mode "boring" in comparison. He was very pleased when Richard Darling stated that
Micro Machines is the best game they had ever made. Another multiplayer mode was shown at the Consumer Electronics Show, but was discontinued due to requiring a network.
Micro Machines was completed in September 1990. It was not submitted to
quality assurance, so a major bug that caused the game to
crash was discovered near completion. The bug occurred when the player tried to reverse on the first race, but none of the testers thought to do so as they thought it was so easy. It was determined that just one binary
bit was wrong, but many buggy
ROM chips had already been manufactured, so a device akin to a miniature
Game Genie was installed in the cartridges to correct it. ==Release==