Super R.C. Pro-Am
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Super R.C. Pro-Am | |
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Developer(s) | Rare |
Publisher(s) | Nintendo |
Release date(s) | January 1, 1991 |
Genre(s) | Racing |
Mode(s) | 1 to 4 players |
Rating(s) | Unknown |
Platform(s) | Game Boy |
Super R. C. Pro-Am is a video game developed by Rare and released for the Game Boy on January 1, 1991 as a sequel to R.C. Pro-Am for the Nintendo Entertainment System. It is a racing game involving remote control cars and thus utilizes an out of vehicle perspective.
Contents |
[edit] Story and Ending
The ultimate goal of the game is to win the Nintendo Championship cup. This is accomplished by spelling the word NINTENDO three times. Along the way, the player can pick up weapons and power-up items.
[edit] NINTENDO
Each track has the next letter needed of NINTENDO. For instance, if a player didn't pick up the letter "N" in Track One, the letter "N" would be on Track Two. A player is expected, although not required, to pick up a letter in each track. The first two times NINTENDO is spelled, the player is awarded a faster and better car. The third time NINTENDO is spelled, the player beats the game.
[edit] Vehicles
There are three vehicles in the game that the player receives as he or she progresses through the game. The player cannot choose which car to use. The three AI opponents also upgrade their cars whenever the player does.
- R.C Car - The standard default car. Initial speed is 68 miles per hour and has the worst handling and speed.
- Speed Demon - Given to the player after spelling NINTENDO once (expected after Track 8). Faster speed and better handling than the R.C Car.
- Spike Top - The fastest and best car; given to the player after spelling NINTENDO twice (expected after Track 16).
[edit] Upgrades
On each track there is one item to capture:
- Battery - Raises acceleration
- Motor - Raises speed
- Tires - Improves handling
There are four possible upgrades to each item. But because the items all reset after upgrading to a new car, it is usually not possible fully upgrade one item unless players are not capturing the NINTENDO letters.
[edit] Weapons
There are two possible weapons:
- Bomb - A small bomb would eject from the back of the player's car, blowing up the car behind it
- Missile - A small missile would eject from the front of the player's car, blowing up cars in front of it (missiles move in a straight line)
Bombs can be obtained starting in Track 3; Missiles can be obtained starting in Track 4. Picking up an item on the track (missile or bomb) replaces the weapon the player currently has. One important thing to note is that only one bomb or missile can be fired at a time. Also, the computer comes back faster and more aggressively the more times they are blown up with a weapon.
Ammo is needed to fire the weapons. They are the assorted stars that can be found all over the tracks. There is a limit of 25 ammo; after 25, the player will simply drive through the ammo as if it wasn't there.
[edit] Tracks
It is believed that there are only 24 tracks in the game (please verify this). Tracks progressively become harder and add more obstacles or items. An incomplete list of items introduced:
- Track One - NINTENDO, sand pits, motor
- Track Two - Zippers, roll cages, oil slicks, tires
- Track Three - Bombs, battery
- Track Four - Missiles, bomb item (switches to bombs)
- Track Nine - Half-open roadways (the road would only be half as wide
- Track Eleven - Full sand layers (not just pits)
- Track Thirteen - Traffic Cones
Tracks were also somewhat themed or have distinctive features; they incorporated a different way to run a track, or a new item altogether. Here is again an incomplete list of themed and distinctive tracks:
- Track One - Basic track
- Track Two - Basic track
- Track Three - Tight turns, bombs, three laps
- Track Four - Reliant on zippers, with missiles and bomb triggers
- Track Five - Roll cages (5-6 of them), the first track with true dangerously-positioned oil slicks
- Track Six - Sand pits track (difficult to maneuver)
- Track Seven - None?
- Track Eight - None?
- Track Nine - Half-open tracks (some points would force you to a smaller portion of the track)
- Track Ten - None?
- Track Eleven - Full sand layers; more difficult to go over and avoid
- Track Twelve - None?
- Track Thirteen - Traffic cones (really diverts the flow of traffic)
[edit] Track Items
There are a large assortment of track items to pick up:
Hazards:
- Oil Slicks - Causes the car to spin out and crash if it hits a wall while spinning.
- Water Puddles - Slow down the car considerably; they come in small puddles and large swaths.
- Traffic Cones - Impossible to pass through. Players must go around them.
Useful:
- Roll Cages - Makes the car invincible for about fifteen seconds. Other cars will spin out if they come in contact with a car with the roll cage power-up.
- Zippers - Gives the car a short burst of speed.
[edit] Strategy
- Rival cars go faster and become more aggressive the more the player destroys them
- Make an effort to avoid puddles and oil slicks
- The player can somewhat "push" the cars around, making it possible for the player to get slightly ahead of them
- Always pick up the letter and the power-up item
[edit] Legacy
Super R.C Pro-AM was a best-selling game; later printing runs bore the "Player's Choice - Million Seller" medal. While it is still a solid racing game, some elements have not aged well. The sound is very poor; the squealing of tires can be painful to hear.