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[[Image:NES_R.C._Pro_Am.png|thumb|Screenshot R.C. Pro-Am]]
{{Infobox CVG| title = R.C. Pro-Am
|image = [[Image:Rcpro-am.png|R.C. Pro-Am title screen]]
'''''R. C. Pro-Am''''' is a [[video game]] that was developed by [[Rare (video game company)|Rare]] and released for the [[Nintendo Entertainment System]] in [[1988]]. It is a [[racing game]] involving remote control cars and thus utilizes an out of vehicle perspective.
|developer = [[Rare (video game company)|Rare Ltd.]]
|publisher = [[Nintendo]]
|designer =
|engine =
|released = [[1987 in video gaming|1987]]
|genre = [[Racing]]/[[Vehicular combat game|Vehicular combat]]
|modes = [[Single player]]
|ratings =
|platforms = [[Nintendo Entertainment System]]
|media = [[Cartridge (electronics)|Cartridge]]
}}
'''''R.C. Pro-Am''''' is a [[video game]] that was developed by [[Rare (video game company)|Rare]] and released for the [[Nintendo Entertainment System]] in [[1987]]. It is a [[racing game|racing]]/[[vehicular combat game]] that puts the player not in the driver's seat, but rather on the sidelines, using a remote control to operate the [[Radio-controlled_car|R.C. Cars]] and thus utilizes an [[isometric projection|isometric]] out-of-vehicle perspective. The game's success led to the development of multiple sequels for both the NES and [[Game Boy]] platforms.


''R.C. Pro-Am'' was a very popular game at the time, and has a impact that can still be seen today.. ''R.C. Pro-Am'' is the first true racing games to incorporate the use of weapons to temporarily disable competitors. By picking up missiles, bombs, and [[roll cage]] [[power-up]]s, the player can literally blow away the competition, at least temporarily. To add to the intensity of the gameplay, there are several roadside hazards that can stop racers. The fast and "loose" style of racing, ''and'' the use of weapons and hazards was later replicated to much popularity in such games as ''[[Re-Volt]]'', ''[[Mario Kart]]'', and ''[[Rock 'N Roll Racing]]''. ''R.C. Pro-Am'' is also the first title to add speed boost regions to parts of the track (this in contrast to nitro/boost power-ups which were available in earlier games).
It is also one of the first racing games to incorporate the use of weapons to temporarily disable competitors. Missiles, bombs, and a roll cage that makes the player invincible are used to literally blow away the competition.
[[Image:NES_R.C._Pro_Am.png|thumb|right|Gameplay screenshot]]


==Gameplay==
Also on every course was a letter that the player could collect. If the letter is collected on each track, every eight tracks the letters spell out "Nintendo"; accomplishing this would upgrade the RC Cars to faster, more nimble models.


''R.C. Pro-Am'' plays very similar to early 1980's overhead racers like ''[[Super Sprint]]''; the game is fast, has very simplified physics, and the courses have a large number of twists and turns. The difference from those titles, is that ''R.C. Pro-Am'''s game engine has much more [[drifting]] involved, as cars will glide and spin around corners. Also, only the portion of the track around the player's vehicle is displayed, as opposed to the whole entire track. The game is presented from an [[isometric projection|isometric viewpoint]], giving an illusion of three dimensions. The controls are simple, with one button being used to accelerate, and the other used for either firing weapons or honking the [[car horn|horn]].
A sequel, ''[[R.C. Pro-Am II]]'' was released in [[1992]] with more tracks and slight game play tweaks. A [[Game Boy]] version called ''[[Super R.C. Pro-Am]]'' was released on [[Jan 1]], [[1991]].
===Collectable Part Upgrades===
[[Image:Rc-proam 02.png|thumb|right|Status screen, shown in between levels]]


There are three types of upgrades that can be collected on the course. Cars initially started with 0 points for each statistic, with the level increasing with each pickup to a maximum of 4. In addition, picking up any of these power-ups results in a quick instant burst of speed. These enhancements can also be acquired by the computer-controlled cars:
{{sports-cvg-stub}}

* [[Car engine|Higher top speed]] – the Engine Upgrade increases the maximum speed and appears on the track as a blue-colored [[engine block]].
* [[Turbo|Turbo acceleration]] – This upgrade increase the rate of acceleration and appears on the track as a hen a blue [[flywheel]].
* [[Tire|Super sticky tires]] – Acquisition of this pickup enhances the turning ability of the car. This upgrade appears on the track as a black tire.

===Weapons and defenses===

The attack weapons in ''R.C. Pro-Am'' are [[missile]]s and [[bomb]]s. The cars featured a dual weapons system, which enabled a player to collect both ammo types without replacing what was already collected. Collecting stars on the track increases your stockpile maximum by one (in addition to awarding 100 points) while collecting skull icons decreases it by one.

In addition, running over an icon resembling a [[roll cage]] places a shield around whichever player (including computer-controlled ones) that collected it. This power-up can also be a weapon; contact with a shield-equipped player causes a spin-out and possible destruction. The shield can be destroyed through conventional weapons.{{cite-needed}}

===Upgrading cars===
On every course is a glowing letter that the player can collect which corresponds to one of the eight letters in "[[Nintendo|NINTENDO]]". Once all the letters have been collected, which at the earliest can happen every eight levels, the player's car is upgraded. From the initial [[pick-up truck]], the player upgrades to a [[SCV|sports van]]. The third, and final upgrade, is a race car. The process of upgrading resets all car upgrade counters to zero; however, it is believed that the actual performance gain is retained.

== Track objects==

There are four types of track obstacles that appear in fixed locations on each track. Their impact ranges from a temporarily slow-down to temporary destruction.

* Water puddle - When driven through, slows car down.
* [[Oil slick]] - Causes tires to get slippery, and makes the car spin out.
* [[cumulonimbus incus|Rain cloud]] - Essentially a moving water puddle; shifts back and forth perpendicular to the track- driving through causes car to slow down.
* Pop-up walls - These hazards are built into the track and 'pop' a barrier above the surface of the road, rotating in fixed time intervals. If a car comes into contact with an extended wall, it crashes.

In addition there are ">>>" decorated parts of the track that act called "zippers" that act as an instant boost whenever a vehicle runs over them. Theyt are scattered across many of the tracks, especially in later levels. Much of the challenge in the game, especially in later levels, revolves around ensuring to hit every zipper, to ensure top speed. ''R.C. Pro-Am'' is the first racing video game to ever have a speed boost sections of the track. This would be later be duplicated in many games, including ''[[F-Zero]]'' and ''[[Wipeout 2097]]''

== Winning and losing ==
[[Image:Rc_proam_trophy.gif|thumb|right|The trophy room]]

As soon as the first place car crosses the finish line, the race is stopped immediately and runner-up positions are determined by the vehicles' relative order at that moment. If the player does not finish in at least third place, then a state of game over is reached, where the player has the option to use to use one of three continues.

Between each level the trophy room is displayed, showing the addition of the trophy earned for the just-completed race. Also, at the top of the screen, is an "overall" ranking trophy, which signifies the place on the [[high score]] table. The large trophies will start with a "6", counting down to eventualyl a large championship [[trophy]] like the one pictured.

==Levels==
There are approximately twelve different track layouts in ''R.C. Pro-Am''; level layouts are repeated indefinately, but add more zippers and hazards as the level increases. It is believed that the game has no end — there are accounts of people who have played with the use of an aid tool (such as the [[Game Genie]]) specifically to determine if there is a last level. Thus far, players have gone past the 200th level mark with no end in sight.

== Sequels, remakes and clones ==
A [[Game Boy]] version called ''[[Super R.C. Pro-Am]]'' was released on [[January 1]], [[1991]]. A sequel, ''[[R.C. Pro-Am II]]'' was released in [[1992]] with more tracks, new weapons, the addition of jumps to the tracks, a four-player multiplayer mode, mini-games and other game play tweaks. In 1992, an [[enhanced remake]] of ''R.C. Pro-Am'' was released for the [[Sega Mega Drive/Sega Genesis]], entitled ''[[Championship Pro-Am]]''. The game is almost exactly the same except for the following changes:
*Graphics and music enhanced to meet the capabilities of the Genesis/Megadrive
*The bonus letters "NINTENDO" have been replaced with "CHAMPION"
*Players enter their initials in at the beginning of the game, not the end.
*Instead of just being three computer opponents, there is up to five opponents.

The game ''[[R.C. Grand Prix]]'' for the [[Sega Master System]] is very similar to ''R.C. Pro-Am'' and is considered either a response or a clone, created to try to replicate the popularity of ''R.C. Pro-Am''. Developers Rare eventually create kart-style racing game, which took the gameplay elements founded in ''R.C. Pro-AM'', called ''[[Diddy Kong Racing]]'' for the [[Nintendo 64]].

== External links ==
* {{moby game|id=/rc-pro-am|name=''R.C. Pro-Am''}}
* [http://www.rareware.com/games/timeline/all_timeline.html Timeline of games published by Rare Ltd.]
* [http://www.gamefaqs.com/console/nes/game/587546.html Walkthrough for ''R.C. Pro-Am'' hosted by GameFAQs]
* [http://www.nintendocc.com/game_genie/nes/rc_pro-am.shtml Game Genie codes hosted by NintendoCC.com]
* [http://www.briansemu.com/sms/games/Rc%20Grand%20Prix/RC%20Grand%20Prix.html Page reviewing ''R.C. Grand Prix'']
[[Category:1988 computer and video games]]
[[Category:1988 computer and video games]]
[[Category:NES games]]
[[Category:NES games]]
[[Category:Rareware games]]
[[Category:Rareware games]]
[[Category: PlayChoice-10 games]]
[[Category:PlayChoice-10 games]]
[[Category:Racing games]]
[[Category:Racing games]]
[[Category:Vehicular combat games]]

Revision as of 00:48, 1 May 2006

Template:Current-GCOTW

R.C. Pro-Am
R.C. Pro-Am title screen
Developer(s)Rare Ltd.
Publisher(s)Nintendo
Platform(s)Nintendo Entertainment System
Release1987
Genre(s)Racing/Vehicular combat
Mode(s)Single player

R.C. Pro-Am is a video game that was developed by Rare and released for the Nintendo Entertainment System in 1987. It is a racing/vehicular combat game that puts the player not in the driver's seat, but rather on the sidelines, using a remote control to operate the R.C. Cars and thus utilizes an isometric out-of-vehicle perspective. The game's success led to the development of multiple sequels for both the NES and Game Boy platforms.

R.C. Pro-Am was a very popular game at the time, and has a impact that can still be seen today.. R.C. Pro-Am is the first true racing games to incorporate the use of weapons to temporarily disable competitors. By picking up missiles, bombs, and roll cage power-ups, the player can literally blow away the competition, at least temporarily. To add to the intensity of the gameplay, there are several roadside hazards that can stop racers. The fast and "loose" style of racing, and the use of weapons and hazards was later replicated to much popularity in such games as Re-Volt, Mario Kart, and Rock 'N Roll Racing. R.C. Pro-Am is also the first title to add speed boost regions to parts of the track (this in contrast to nitro/boost power-ups which were available in earlier games).

Gameplay screenshot

Gameplay

R.C. Pro-Am plays very similar to early 1980's overhead racers like Super Sprint; the game is fast, has very simplified physics, and the courses have a large number of twists and turns. The difference from those titles, is that R.C. Pro-Am's game engine has much more drifting involved, as cars will glide and spin around corners. Also, only the portion of the track around the player's vehicle is displayed, as opposed to the whole entire track. The game is presented from an isometric viewpoint, giving an illusion of three dimensions. The controls are simple, with one button being used to accelerate, and the other used for either firing weapons or honking the horn.

Collectable Part Upgrades

File:Rc-proam 02.png
Status screen, shown in between levels

There are three types of upgrades that can be collected on the course. Cars initially started with 0 points for each statistic, with the level increasing with each pickup to a maximum of 4. In addition, picking up any of these power-ups results in a quick instant burst of speed. These enhancements can also be acquired by the computer-controlled cars:

  • Higher top speed – the Engine Upgrade increases the maximum speed and appears on the track as a blue-colored engine block.
  • Turbo acceleration – This upgrade increase the rate of acceleration and appears on the track as a hen a blue flywheel.
  • Super sticky tires – Acquisition of this pickup enhances the turning ability of the car. This upgrade appears on the track as a black tire.

Weapons and defenses

The attack weapons in R.C. Pro-Am are missiles and bombs. The cars featured a dual weapons system, which enabled a player to collect both ammo types without replacing what was already collected. Collecting stars on the track increases your stockpile maximum by one (in addition to awarding 100 points) while collecting skull icons decreases it by one.

In addition, running over an icon resembling a roll cage places a shield around whichever player (including computer-controlled ones) that collected it. This power-up can also be a weapon; contact with a shield-equipped player causes a spin-out and possible destruction. The shield can be destroyed through conventional weapons.[citation needed]

Upgrading cars

On every course is a glowing letter that the player can collect which corresponds to one of the eight letters in "NINTENDO". Once all the letters have been collected, which at the earliest can happen every eight levels, the player's car is upgraded. From the initial pick-up truck, the player upgrades to a sports van. The third, and final upgrade, is a race car. The process of upgrading resets all car upgrade counters to zero; however, it is believed that the actual performance gain is retained.

Track objects

There are four types of track obstacles that appear in fixed locations on each track. Their impact ranges from a temporarily slow-down to temporary destruction.

  • Water puddle - When driven through, slows car down.
  • Oil slick - Causes tires to get slippery, and makes the car spin out.
  • Rain cloud - Essentially a moving water puddle; shifts back and forth perpendicular to the track- driving through causes car to slow down.
  • Pop-up walls - These hazards are built into the track and 'pop' a barrier above the surface of the road, rotating in fixed time intervals. If a car comes into contact with an extended wall, it crashes.

In addition there are ">>>" decorated parts of the track that act called "zippers" that act as an instant boost whenever a vehicle runs over them. Theyt are scattered across many of the tracks, especially in later levels. Much of the challenge in the game, especially in later levels, revolves around ensuring to hit every zipper, to ensure top speed. R.C. Pro-Am is the first racing video game to ever have a speed boost sections of the track. This would be later be duplicated in many games, including F-Zero and Wipeout 2097

Winning and losing

File:Rc proam trophy.gif
The trophy room

As soon as the first place car crosses the finish line, the race is stopped immediately and runner-up positions are determined by the vehicles' relative order at that moment. If the player does not finish in at least third place, then a state of game over is reached, where the player has the option to use to use one of three continues.

Between each level the trophy room is displayed, showing the addition of the trophy earned for the just-completed race. Also, at the top of the screen, is an "overall" ranking trophy, which signifies the place on the high score table. The large trophies will start with a "6", counting down to eventualyl a large championship trophy like the one pictured.

Levels

There are approximately twelve different track layouts in R.C. Pro-Am; level layouts are repeated indefinately, but add more zippers and hazards as the level increases. It is believed that the game has no end — there are accounts of people who have played with the use of an aid tool (such as the Game Genie) specifically to determine if there is a last level. Thus far, players have gone past the 200th level mark with no end in sight.

Sequels, remakes and clones

A Game Boy version called Super R.C. Pro-Am was released on January 1, 1991. A sequel, R.C. Pro-Am II was released in 1992 with more tracks, new weapons, the addition of jumps to the tracks, a four-player multiplayer mode, mini-games and other game play tweaks. In 1992, an enhanced remake of R.C. Pro-Am was released for the Sega Mega Drive/Sega Genesis, entitled Championship Pro-Am. The game is almost exactly the same except for the following changes:

  • Graphics and music enhanced to meet the capabilities of the Genesis/Megadrive
  • The bonus letters "NINTENDO" have been replaced with "CHAMPION"
  • Players enter their initials in at the beginning of the game, not the end.
  • Instead of just being three computer opponents, there is up to five opponents.

The game R.C. Grand Prix for the Sega Master System is very similar to R.C. Pro-Am and is considered either a response or a clone, created to try to replicate the popularity of R.C. Pro-Am. Developers Rare eventually create kart-style racing game, which took the gameplay elements founded in R.C. Pro-AM, called Diddy Kong Racing for the Nintendo 64.