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{{Infobox video game
{{refimprove|date=July 2008}}
{{gameguide|date=July 2008}}

{{Infobox VG
|title = R.C. Pro-Am
|title = R.C. Pro-Am
|image = [[File:RC Pro Am cover.jpg|250px|R.C. Pro-Am]]
|image = [[File:RC Pro Am cover.jpg|256px|R.C. Pro-Am]]
|caption = North American cover art of ''R.C. Pro-Am''
|caption = North American cover art of ''R.C. Pro-Am''
|developer = [[Rare Ltd.|Rare]]
|developer = [[Rare Ltd.|Rare]]
|publisher = [[Nintendo]]
|publisher = [[Nintendo]] <small>(NES)</small><br />[[Tradewest]] <small>(Sega Genesis)</small>
|distributor = Nintendo
|designer =
|composer = [[David Wise (composer)|David Wise]]
|composer = [[David Wise (composer)|David Wise]]
|released = {{collapsible list|title=February&nbsp;1988|'''NES'''<br />{{Video game release|NA=February 1988|EU=April 15, 1988}} '''Sega Genesis'''<br />1992}}
|released = {{vgrelease|NA=February 1988|EU=April 15, 1988<ref>{{cite journal |title=retrodiary: 1&nbsp;April – 28&nbsp;April |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=[[Bournemouth]] |issue=88 |date=April&nbsp;2011 |page=17 |issn=1742-3155 |oclc=489477015}}</ref>|UK=October 1998}}
|genre = [[Racing video game|Racing]] <br> [[Vehicular combat game|Vehicular combat]]
|genre = [[Racing video game|Racing]], [[Vehicular combat game|vehicular combat]]
|modes = [[Single-player video game|Single-player]]
|modes = [[Single-player video game|Single-player]]
|platforms = [[Nintendo Entertainment System|NES/Family Computer]]
|platforms = [[Nintendo Entertainment System]], [[Sega Genesis]]
|media = 512-kilobit [[ROM cartridge|cartridge]] <small>([[Digital media|Physical]])</small>
|media = 512-kilobit [[ROM cartridge|cartridge]]
}}
}}
'''''R.C. Pro-Am''''' is a [[racing video game]] developed by UK-based company [[Rare Ltd.|Rare]]. It was released for the [[Nintendo Entertainment System]] (NES) by [[Nintendo]] in North America February&nbsp;1988 and in Europe on April&nbsp;15 that year. It is a single-player game presented in an overhead [[isometric graphics in video games and pixel art|isometric perspective]]. The player controls a [[radio-controlled car]], and the object is to race against three other cars and qualify for the next race by finishing in the top three. Players collect items to improve performance, and they must avoid a variety of hazards such as rain puddles and oil slicks. It is one of the first racing games to feature [[vehicular combat game|vehicular combat]], which players can use missiles and bombs to temporarily disable opposing cars. Originally titled ''Pro Am Racing'', ''R.C. Pro-Am'' was also [[porting|ported]] to the [[Sega Genesis]] in 1992 as ''Championship Pro-Am'', an [[enhanced remake]] that has improved graphics and additional features.


''R.C. Pro-Am'' has been considered one of Rare's first successful titles for the NES, and it received much praise for its graphics, sound, gameplay, and enjoyability. The game distanced itself from earlier racing titles by using an overhead, instead of a first-person, perspective. Reviews have consistently cited the game as inspiration for future games such as ''[[Super Off Road]]'', ''[[Rock n' Roll Racing]]'', and the ''[[Mario Kart]]'' series. It has been consistently appeared in many "top games of all time" lists, and it has been listed as one of the best NES titles in its library.
[[Image:NES R.C. Pro Am.png|thumb|right|Gameplay screenshot]]

'''''R.C. Pro-Am''''' is a [[video game]] that was developed by [[Rare Ltd.|Rare]] and released for the [[Nintendo Entertainment System]] in [[1988]].<ref>[http://www.nintendo.com/consumer/gameslist/manuals/completeoldgameslist.pdf Complete Nintendo "Old Games" List, published by Nintendo]</ref> 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, with 2.3 million games sold.,<ref>Business Week, May 29, 1995: "KILLER INSTINCT FOR HIRE"</ref> and the game's design had an impact that can still be seen today. ''R.C. Pro-Am'' was one of the first 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 combined with 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==
==Gameplay==
<!--Basic "how-to-play", controls-->
''R.C. Pro-Am'' plays very similar to early 1980s 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 (motorsport)|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 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]]. The sound is very minimal in the game, with title and game over music numbers, track and racing sound effects, and a short melody played right before each race.
''R.C. Pro-Am'' is a [[racing video game]] in which a single player controls a [[radio-controlled car]] against three opposing cars around a track from an overhead [[isometric graphics in video games and pixel art|isometric perspective]].<ref name="FunClub5">{{cite journal |title=''R.C. Pro-Am'' |magazine=Nintendo Fun Club News |publisher=[[Nintendo]] |location=[[Redmond, WA]] |volume=1 |number=5 |date=February–March&nbsp;1988 |pages=4–5}}</ref><ref name="Davison">{{cite web |last=Davison |first=John |title=25 Years of Rare |publisher=''GamePro'' |date=June&nbsp;2, 2010 |accessdate=August&nbsp;1, 2011 |url=http://www.gamepro.com/article/features/215329/25-years-of-rare/}}</ref> Players use the horizontal buttons on the [[control pad]] to steer their car left or right, and they use the other buttons to accelerate, fire weapons, and pause the game.<ref>''R.C. Pro-Am'' Instruction Manual, p. 3. "2. Name of Controller Parts and Operating Instructions".</ref> Consisting of 24 tracks total,<ref name="FunClub5" /> the goal of each race is to qualify for the next track by finishing in the top three in the four-car field; the [[game over|game ends]] if the player finishes in fourth;<ref>''R.C. Pro-Am'' Instruction Manual, p. 5. "3. How to Play".</ref> however, players are given two [[continue (video games)|continue]]s in which they can restart the previous race, although they will lose all points accumulated up to that point if they use these.<ref name="Manual12">''Championship Pro-Am'' Instruction Manual, p. 12.</ref> For each successful completion of a race, the player receives a trophy; if a high enough score is obtained, players receive larger "High Score Trophies", and they receive the "Super Trophy" for achieving the highest score.<ref name="Manual8">''R.C. Pro-Am'' Instruction Manual, p. 8. "Race for Trophies".</ref> If the game ends, and players reach a high enough score, they can record it on the game's high score table; however, the table resets when the console power is turned off.<ref>''R.C. Pro-Am'' Instruction Manual, p. 4. "2. Name of Controller Parts and Operating Instructions".</ref>


[[Image:NES R.C. Pro Am.png|thumb|left|Gameplay screenshot]]
===Collectable Part Upgrades===
<!--Items-->
[[Image:Rc-proam 02.png|thumb|right|Status screen, shown in between levels]]
Throughout the courses, there are items on the track in which players can collect by touching them. They include "tune-up items" that help increase the car's performance, such as turbo acceleration, "hotter engines" for higher top speed, and "super sticky tires" for increased traction and cornering.<ref name="FunClub5" /> Accumulated tune-up items are displayed on the "track conditions" screen between races.<ref>''R.C. Pro-Am'' Instruction Manual, p. 6. "Other Items".</ref> Players can also collect weapons that can temporarily disable other vehicles: missiles take out opposing cars from the front, while bombs take them out from the rear. Ammunition, in the form of stars, help replenish players' weapon supply,<ref name="FunClub5" /> and the number of missiles and bombs carry over to the next race.<ref name="Manual8" /> Also located on the track are [[roll cage]]s that help protect cars from damage (in which opponents can also collect),<ref name="Manual8" /> and stationary "zippers" that give cars an extra speed boost.<ref name="FunClub5" />


<!--Hazards, spelling "NINTENDO"-->
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 NOT be acquired by the computer-controlled cars:
Along with items on the track that help improve performance, there are various hazards that must be avoided: oil slicks that cause cars to spin out of control, water puddles and "rain squalls" that slow cars down, pop-up barriers, and skulls that decrease the player's ammunition. Finally, located on each track is a "bonus letter".<ref name="FunClub5" /> If players can successfully spell "NINTENDO" by collecting enough bonus letters, they will earn a 40,000-point bonus and the ability to drive an upgraded car. Players can upgrade from a standard truck to a faster 4-Wheeler and then to the fastest Off Roader.<ref>''R.C. Pro-Am'' Instruction Manual, p. 7.</ref>


<!--Championship Pro-Am-->
* [[Car engine|Higher top speed]] &ndash; the Engine Upgrade increases the maximum speed and appears on the track as a blue-colored [[engine block]].
The [[Sega Genesis]] version of ''Championship Pro-Am'' features some gameplay differences from the NES version of ''R.C. Pro-Am''. In ''Championship Pro-Am'', players race against five other vehicles instead of three,<ref name="Manual3">''Championship Pro-Am'' Instruction Manual, p. 3.</ref> but players still must place in the top three to move to the next race.<ref name="Manual12" /> Another feature is that race records are recorded;<ref name="Manual3" /> players are prompted to enter their name before the game start to track high scores and race records.<ref>''Championship Pro-Am'' Instruction Manual, p. 5.</ref> Finally, players instead try to successfully spell "CHAMPION" in order to upgrade to a new car.<ref>''Championship Pro-Am'' Instruction Manual, p. 9.</ref>
* [[Turbo|Turbo acceleration]] &ndash; This upgrade increase the rate of acceleration and appears on the track as a blue [[turbo impeller]].
* [[Tire|Super sticky tires]] &ndash; Acquisition of this pickup enhances the turning ability of the car. This upgrade appears on the track as a black tire.


===Weapons and defenses===
==Development and reception==
{{Video game reviews
The attack weapons in ''R.C. Pro-Am'' are [[missile]]s and [[bomb]]s. Each time you drive over a missile or bomb icon, you gain five rounds and the weapon available (all of the ammo you have already collected) changes to that type.
|Allgame={{Rating|4.5|5}}<ref name="Allgame">{{cite web |last=Couper |first=Chris |title=''R.C. Pro-Am'' – Review |publisher=[[Allgame]] |accessdate=July&nbsp;20, 2011 |url=http://www.allgame.com/game.php?id=11931&tab=review}}</ref>

}}
Missiles are used to attack opponent cars ahead of you, allowing you to pass them while they are disabled. Bombs are shot out of the rear of the vehicle, allowing you to stop an opponent vehicle from accelerating past you.
<!--Development/release-->

''R.C. Pro-Am'' was developed by UK-based company [[Rare Ltd.|Rare]]. In 1987, the game was originally titled ''Pro-Am Racing'' but was later renamed.<ref name="FunClub3">{{cite journal |title=''Pro-Am Racing'' |magazine=Nintendo Fun Club News |publisher=[[Nintendo]] |location=[[Redmond, WA]] |volume=1 |number=3 |date=Fall&nbsp;1987 |page=15}}</ref> It was released for the [[Nintendo Entertainment System]] (NES) by [[Nintendo]] in February&nbsp;1988 in North America;<ref>{{cite web |url=http://nintendo.com/consumer/gameslist/manuals/nes_games.pdf |title=NES Games |format=PDF |publisher=[[Nintendo]] |accessdate =July&nbsp;17, 2008|archiveurl=http://web.archive.org/web/20070317023021/nintendo.com/doc/nes_games.pdf|archivedate=March&nbsp;17, 2007 |page=10}}</ref> it was released in Europe on April&nbsp;15 that year.<ref>{{cite journal |title=retrodiary: 1&nbsp;April – 28&nbsp;April |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=[[Bournemouth]] |issue=88 |date=April&nbsp;2011 |page=17 |issn=1742-3155 |oclc=489477015}}</ref> It would later be ported to the [[Sega Genesis]] under the title ''Championship Pro-Am'' and released by [[Tradewest]] in 1992.<ref>{{cite web |title=''Championship Pro-Am |publisher=[[GameSpot]] |accessdate=August&nbsp;2, 2011 |url=http://www.gamespot.com/genesis/driving/championshipproam/index.html}}</ref> The game's music was composed by Rare's lead music composer [[David Wise (composer)|David Wise]], known for his work on ''[[Cobra Triangle]]'' as well as the ''[[Donkey Kong Country]]'' and ''[[Banjo-Kazooie (series)|Banjo-Kazooie]]'' series.<ref name="Nagata">{{cite web |last=Nagata |first=Tyler |title=Game music of the day: ''R.C. Pro-Am'' |publisher=[[GamesRadar]] |date=September&nbsp;21, 2010 |accessdate=July&nbsp;20, 2011 |url=http://www.gamesradar.com/f/game-music-of-the-day-rc-pro-am/a-201009211650825040}}</ref>
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. Computer players could NOT fight back or collect these items.

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. This one CAN be collected by the computer players.

===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.

===Computer AI===
The computer is very weak on track 1, but gets progressively harder as the player advances through the tracks. In the first 24 tracks, if the blue car is significantly behind the player, it will speed up to a speed somewhat faster than the player's current maximum speed. But if the blue car is significantly ahead of the player, it will slow down to a speed significantly slower than the player's current maximum speed. The green and yellow cars maintain a constant speed, usually slightly slower than the player's current maximum speed, but if the player shoots and destroys an opposing car, the player risks having the yellow car reach the "impossible" constant speed of 127&nbsp;mph. (The player's absolute maximum is 103&nbsp;mph)

After the 2nd loop, the computers will rapidly become faster. By track 29, all three computers will attain 127&nbsp;mph immediately, requiring the player to constantly destroy at least one car during the race or lose the game.

===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 called "zippers" that act as an instant boost whenever a vehicle runs over them. They 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.

===Winning and losing===
<!-- Deleted image removed: [[Image:R.C. Pro-Am trophy room.png|thumb|right|The trophy room|{{deletable image-caption|1=Thursday, 23 April 2009}}]] -->

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 one of three [[continue]]s.

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 eventually a large championship [[trophy]].

===Levels===
There are approximately twelve different track layouts in ''R.C. Pro-Am''; level layouts are repeated indefinitely, 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. However, the 24th level could be understood as the "last" level because it is the largest track and has the most number of laps (9 laps); then after the 24th level, the 25th level is actually the same as the first just as the 26th is the same as the second, indicating that after Level 24, the level sequence starts over. 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. This game is more of a sequel than in remake in that it has a set of 24 completely unique tracks, the tracks have more obstacles, the game plays much slower, the levels end when the last car passes the finish line, and the game actually ends when you spell NINTENDO the 3rd time.


<!--Nintendo Fun Club News/Nintendo Power-->
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:
''R.C. Pro-Am'' received preview coverage in the Fall&nbsp;1987 issue of ''[[Nintendo Fun Club News]]'' – the company's predecessor to its [[house organ]] ''[[Nintendo Power]]''.<ref name="FunClub3" /> It received a more in-depth look into the game in the proceeding December&nbsp;1987 issue, saying that "this game is a must for RC Car (radio-controlled) owners".<ref>{{cite journal |title=Sneak Peeks – ''Pro Am Racing'' |magazine=Nintendo Fun Club News |publisher=[[Nintendo]] |location=[[Redmond, WA]] |volume=1 |number=4 |date=December&nbsp;1987 |page=12}}</ref> It was featured on the cover of the magazine's February–March&nbsp;1988 issue, which also featured a full walkthrough.<ref name="FunClub5" /> Later, in ''Nintendo Power'', ''R.C. Pro-Am'' was 6th in its "Top&nbsp;30" NES games list in its premiere issue in July&nbsp;1988; it was also the top "Dealer's Pick" in that issue.<ref>{{cite journal |title=Top 30 |magazine=[[Nintendo Power]] |publisher=[[Nintendo]] |location=[[Redmond, WA]] |issn=1041-9551 |oclc=18893582 |issue=1 |date=July–August&nbsp;1988 |pages=103–104}}</ref> It went down to the 8th position in September&nbsp;1988,<ref>{{cite journal |title=Top 30 |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issn=1041-9551 |oclc=18893582 |issue=2 |date=September–October&nbsp;1988 |page=103}}</ref> and 12th in November.<ref>{{cite journal |title=Top 30 |magazine=Nintendo Power |publisher=Nintendo |location=Redmond, WA |issn=1041-9551 |oclc=18893582 |issue=3 |date=November–December&nbsp;1988 |page=103}}</ref> ''[[Bloomberg Businessweek]]'' listed ''R.C. Pro-Am'', along with ''[[Cobra Triangle]]'', as Rare's most notable video games in the NES library.<ref>{{cite journal |last=Dawley |first=Heidi |last2=Eng |first2=Paul M. |title=''Killer Instinct'' For Hire |magazine=[[Bloomberg Businessweek]] |publisher=[[Bloomberg L.P.]] |location=[[New York City]] |date=May&nbsp;29, 1995 |issn=0007-7135 |oclc=1537921 |url=http://www.businessweek.com/archives/1995/b3426108.arc.htm |accessdate=August&nbsp;4, 2011}}</ref>
*Graphics and music enhanced to meet the capabilities of the Genesis/Mega Drive
*The bonus letters "NINTENDO" have been replaced with "CHAMPION"
*You earn additional improvements by spelling CHAMPION a third and fourth time to earn superchargers. These superchargers increase your speed from 104&nbsp;MPH to 108&nbsp;MPH(single-staged) to 110&nbsp;MPH(double-staged).
*Players enter their initials at the beginning of the game, not the end.
*There are five opponents instead of three.
*Cars under the effect of a roll cage powerup cannot be destroyed by missiles and bombs.
*Dash zones earn 100 times the points than the Nintendo versions.
*There are lap records for each track. Defeating the record adds 500 points to your score.
*You earn extra continues every time you win five consecutive races.


<!--Other magazines-->
The game ''[[R.C. Grand Prix]]'' for the [[Sega Master System]] is very similar to ''R.C. Pro-Am'' and was developed as a more realistic response or clone, created to try to replicate the popularity of ''R.C. Pro-Am''.<ref>[http://www.smstributes.co.uk/view_article.asp?articleid=36 Sms Tributes<!-- Bot generated title -->]</ref>
The game was reviewed in ''[[Computer Gaming World]]'' and called it "a compelling, innovating approach to car racing videogames". Reviewer Bill Kunkel said that it distanced itself from earlier racing titles such as [[Sega]]'s ''[[Enduro Racer]]'', [[Nintendo]]'s ''[[Mach Rider]]'', and [[Atari]]'s ''[[Pole Position]]'' by going from a more traditional first-person perspective to an overhead perspective. He also praised the game's simplicity and controls, comparing them to controlling an actual radio-controlled car. His criticisms were that the game does not have a two-player feature and that the instruction booklet did not adequately enough describe the gameplay or what any of the items do. He concluded by lauding its graphics and sound, saying that they "help make this the best game of its kind ever produced in any electronic game format".<ref name="CGW">{{cite journal |last=Kunkel |first=Bill |title=Video Gaming World: Start Your Engines |magazine=[[Computer Gaming World]] |issue=54 |date=December&nbsp;1988 |page=65 |issn=0744-6667 |oclc=150247674 |publisher=Golden Empire Publications |location=[[Anaheim, CA]]}}</ref>


<!--Contemporary reviews-->
==Reception==
The game has continued to be well-received by contemporary video game reviewers. [[Allgame]]'s Chris Couper called ''R.C. Pro-Am'' "one of the best games for the NES", attributing to the game's realistic feel. He said that the game's challenge and sounds helped contribute to the its enjoyment level.<ref name="Allgame" /> ''[[Retro Gamer]]'' called the game a precursor to the [[Codemasters]] title ''[[Micro Machines (video games)#Micro Machines|Micro Machines]]'', and they compared the action and variety of items to the later ''[[Mario Kart]]'' series. They called the game one of Rare's best early titles, saying: "Radio-controlled car racing in videogame form was pretty much perfected here."<ref>{{cite journal |title=Nintendo's Greatest Games |magazine=[[Retro Gamer]] |issue=4 |date=May&nbsp;2004 |page=19 |issn=1742-3155 |oclc=489477015 |publisher=[[Imagine Publishing]] |location=[[Bournemouth]]}}</ref> Later in 2010, as part of Rare's 25th anniversary, the magazine said that it was Rare's first successful NES title as well as one of the first games to combine racing and [[vehicular combat]]. Readers ranked the game as the 22nd best game on a list of 25 most favorite games by Rare.<ref>{{cite journal |last=Hunt |first=Stuart |title=A Rare Glimpse |magazine=[[Retro Gamer]] |issue=84 |date=December 2010 |pages=28–43 |issn=1742-3155 |oclc=489477015 |publisher=Imagine Publishing |location=[[Bournemouth]]}}</ref>
''[[Computer Gaming World]]'' praised ''R.C. Pro-Am'' for its innovative use of an isometric viewpoint, saying the first-person perspective of previous racing titles was "overused". The graphics and sounds were praised for their quality. The only complaint to be had was a lack of a two-player mode.<ref name = "CGW">{{citation | date = Dec 1988 | last = Kunkel | first = Bill | periodical = [[Computer Gaming World]] | title = Video Gaming World: Start Your Engines | pages = 65}}</ref>


<!--Legacy-->
==See also==
''R.C. Pro-Am'' has appeared many times on various "best games" lists over the years. A survey conducted by ''[[GamePro]]'' in 1990 ranked ''R.C. Pro-Am'' as the 10th best sports video game at that time; gamers considered it a sports game despite disagreements by others.<ref>{{cite journal |title=Sport Pro-Shots – #10: ''R.C. Pro-Am'' |magazine=[[GamePro]] |issue=18 |date=January&nbsp;1991 |pages=118, 122 |issn=1042-8658 |oclc=19231826 |publisher=IDG Communications/Peterborough, Inc. |location=[[Peterborough, NH]]}}</ref> ''[[Game Informer]]'' listed the game at 84th on its "Top&nbsp;100 Games of All Time" list in its 100th issue in August&nbsp;2001.<ref>{{cite journal |title=Top 100 Games of All Time |magazine=[[Game Informer]] |issue=100 |date=August&nbsp;2001 |issn=1067-6392 |oclc=27315596 |publisher=Sunrise Publications |location=[[Eden Prairie, MN]]}}</ref> ''[[Paste (magazine)|Paste]]'' magazine listed it as the 8th best NES game of all time, saying that it is "way more fun than ''real'' remote-control cars, which never seemed to be equipped with missile capabilities".<ref>{{cite web |last=Killingsworth |first=Jason |title=Top 10 NES Games of All Time |publisher=''[[Paste (magazine)|Paste]]'' |date=November&nbsp;25, 2008 |accessdate=August&nbsp;1, 2011 |url=http://www.pastemagazine.com/blogs/lists/2008/11/top-10-nes-games-of-all-time.html}}</ref> [[IGN]] listed the game as the 13th best NES game of all time, citing its popularity amongst gamers as well as good sales. Executive Editor Craig Harris said that it was one of the first games to introduce the concept of vehicular combat and that it was inspiration for additional sequels, ''[[Super R.C. Pro-Am]]'' and ''[[R.C. Pro-Am&nbsp;II]]'', as well as the ''Mario Kart'' series.<ref>{{cite web |last=Harris |first=Craig |title=Top 100 NES Games – 13. ''R.C. Pro-Am'' |publisher=[[IGN]] |accessdate=August&nbsp;1, 2011 |url=http://www.ign.com/top-100-nes-games/13.html}}</ref> [[1UP.com]] listed it as the 14th best NES title, citing the game's good graphics and gameplay elements, though they said that difficulty level was too high. As with other retrospectives, the website staff listed the game as inspiration for future series such as ''[[Super Off Road]]'' and ''[[Rock n' Roll Racing]]''.<ref>{{cite web |author=1UP Staff |title=The Top 25 NES Games |publisher=[[1UP.com]] |date= |accessdate=August&nbsp;1, 2011 |url=http://www.1up.com/features/top-25-nes-games?pager.offset=2}}</ref> In an look back at Rare as part of its 25th anniversary, ''GamePro'' listed ''R.C. Pro-Am'' was one of Rare's best games, calling the release "one of Rare's finest moments".<ref name="Davison" />
* ''[[R.C. Pro-Am II]]''


==References==
==References==
{{reflist}}
{{reflist|2}}
*{{cite manual |title=R.C. Pro-Am ''Instruction Manual'' |publisher=[[Nintendo]] |year=1988 |location=Redmond, WA |id=NES-PM-USA}}
*{{cite manual |title=Championship Pro-Am ''Instruction Manual'' |publisher=[[Tradewest]] |location=[[Corsicana, TX]] |year=1992}}


==External links==
==External links==
* {{moby game|id=/rc-pro-am|name=''R.C. Pro-Am''}}
* {{MobyGames|id=/rc-pro-am|name=''R.C. Pro-Am''}}


[[Category:1988 video games]]
[[Category:1988 video games]]

Revision as of 22:44, 16 August 2011

R.C. Pro-Am
R.C. Pro-Am
North American cover art of R.C. Pro-Am
Developer(s)Rare
Publisher(s)Nintendo (NES)
Tradewest (Sega Genesis)
Composer(s)David Wise
Platform(s)Nintendo Entertainment System, Sega Genesis
Release
February 1988
  • NES
    Sega Genesis
    1992
Genre(s)Racing, vehicular combat
Mode(s)Single-player

R.C. Pro-Am is a racing video game developed by UK-based company Rare. It was released for the Nintendo Entertainment System (NES) by Nintendo in North America February 1988 and in Europe on April 15 that year. It is a single-player game presented in an overhead isometric perspective. The player controls a radio-controlled car, and the object is to race against three other cars and qualify for the next race by finishing in the top three. Players collect items to improve performance, and they must avoid a variety of hazards such as rain puddles and oil slicks. It is one of the first racing games to feature vehicular combat, which players can use missiles and bombs to temporarily disable opposing cars. Originally titled Pro Am Racing, R.C. Pro-Am was also ported to the Sega Genesis in 1992 as Championship Pro-Am, an enhanced remake that has improved graphics and additional features.

R.C. Pro-Am has been considered one of Rare's first successful titles for the NES, and it received much praise for its graphics, sound, gameplay, and enjoyability. The game distanced itself from earlier racing titles by using an overhead, instead of a first-person, perspective. Reviews have consistently cited the game as inspiration for future games such as Super Off Road, Rock n' Roll Racing, and the Mario Kart series. It has been consistently appeared in many "top games of all time" lists, and it has been listed as one of the best NES titles in its library.

Gameplay

R.C. Pro-Am is a racing video game in which a single player controls a radio-controlled car against three opposing cars around a track from an overhead isometric perspective.[1][2] Players use the horizontal buttons on the control pad to steer their car left or right, and they use the other buttons to accelerate, fire weapons, and pause the game.[3] Consisting of 24 tracks total,[1] the goal of each race is to qualify for the next track by finishing in the top three in the four-car field; the game ends if the player finishes in fourth;[4] however, players are given two continues in which they can restart the previous race, although they will lose all points accumulated up to that point if they use these.[5] For each successful completion of a race, the player receives a trophy; if a high enough score is obtained, players receive larger "High Score Trophies", and they receive the "Super Trophy" for achieving the highest score.[6] If the game ends, and players reach a high enough score, they can record it on the game's high score table; however, the table resets when the console power is turned off.[7]

Gameplay screenshot

Throughout the courses, there are items on the track in which players can collect by touching them. They include "tune-up items" that help increase the car's performance, such as turbo acceleration, "hotter engines" for higher top speed, and "super sticky tires" for increased traction and cornering.[1] Accumulated tune-up items are displayed on the "track conditions" screen between races.[8] Players can also collect weapons that can temporarily disable other vehicles: missiles take out opposing cars from the front, while bombs take them out from the rear. Ammunition, in the form of stars, help replenish players' weapon supply,[1] and the number of missiles and bombs carry over to the next race.[6] Also located on the track are roll cages that help protect cars from damage (in which opponents can also collect),[6] and stationary "zippers" that give cars an extra speed boost.[1]

Along with items on the track that help improve performance, there are various hazards that must be avoided: oil slicks that cause cars to spin out of control, water puddles and "rain squalls" that slow cars down, pop-up barriers, and skulls that decrease the player's ammunition. Finally, located on each track is a "bonus letter".[1] If players can successfully spell "NINTENDO" by collecting enough bonus letters, they will earn a 40,000-point bonus and the ability to drive an upgraded car. Players can upgrade from a standard truck to a faster 4-Wheeler and then to the fastest Off Roader.[9]

The Sega Genesis version of Championship Pro-Am features some gameplay differences from the NES version of R.C. Pro-Am. In Championship Pro-Am, players race against five other vehicles instead of three,[10] but players still must place in the top three to move to the next race.[5] Another feature is that race records are recorded;[10] players are prompted to enter their name before the game start to track high scores and race records.[11] Finally, players instead try to successfully spell "CHAMPION" in order to upgrade to a new car.[12]

Development and reception

R.C. Pro-Am was developed by UK-based company Rare. In 1987, the game was originally titled Pro-Am Racing but was later renamed.[14] It was released for the Nintendo Entertainment System (NES) by Nintendo in February 1988 in North America;[15] it was released in Europe on April 15 that year.[16] It would later be ported to the Sega Genesis under the title Championship Pro-Am and released by Tradewest in 1992.[17] The game's music was composed by Rare's lead music composer David Wise, known for his work on Cobra Triangle as well as the Donkey Kong Country and Banjo-Kazooie series.[18]

R.C. Pro-Am received preview coverage in the Fall 1987 issue of Nintendo Fun Club News – the company's predecessor to its house organ Nintendo Power.[14] It received a more in-depth look into the game in the proceeding December 1987 issue, saying that "this game is a must for RC Car (radio-controlled) owners".[19] It was featured on the cover of the magazine's February–March 1988 issue, which also featured a full walkthrough.[1] Later, in Nintendo Power, R.C. Pro-Am was 6th in its "Top 30" NES games list in its premiere issue in July 1988; it was also the top "Dealer's Pick" in that issue.[20] It went down to the 8th position in September 1988,[21] and 12th in November.[22] Bloomberg Businessweek listed R.C. Pro-Am, along with Cobra Triangle, as Rare's most notable video games in the NES library.[23]

The game was reviewed in Computer Gaming World and called it "a compelling, innovating approach to car racing videogames". Reviewer Bill Kunkel said that it distanced itself from earlier racing titles such as Sega's Enduro Racer, Nintendo's Mach Rider, and Atari's Pole Position by going from a more traditional first-person perspective to an overhead perspective. He also praised the game's simplicity and controls, comparing them to controlling an actual radio-controlled car. His criticisms were that the game does not have a two-player feature and that the instruction booklet did not adequately enough describe the gameplay or what any of the items do. He concluded by lauding its graphics and sound, saying that they "help make this the best game of its kind ever produced in any electronic game format".[24]

The game has continued to be well-received by contemporary video game reviewers. Allgame's Chris Couper called R.C. Pro-Am "one of the best games for the NES", attributing to the game's realistic feel. He said that the game's challenge and sounds helped contribute to the its enjoyment level.[13] Retro Gamer called the game a precursor to the Codemasters title Micro Machines, and they compared the action and variety of items to the later Mario Kart series. They called the game one of Rare's best early titles, saying: "Radio-controlled car racing in videogame form was pretty much perfected here."[25] Later in 2010, as part of Rare's 25th anniversary, the magazine said that it was Rare's first successful NES title as well as one of the first games to combine racing and vehicular combat. Readers ranked the game as the 22nd best game on a list of 25 most favorite games by Rare.[26]

R.C. Pro-Am has appeared many times on various "best games" lists over the years. A survey conducted by GamePro in 1990 ranked R.C. Pro-Am as the 10th best sports video game at that time; gamers considered it a sports game despite disagreements by others.[27] Game Informer listed the game at 84th on its "Top 100 Games of All Time" list in its 100th issue in August 2001.[28] Paste magazine listed it as the 8th best NES game of all time, saying that it is "way more fun than real remote-control cars, which never seemed to be equipped with missile capabilities".[29] IGN listed the game as the 13th best NES game of all time, citing its popularity amongst gamers as well as good sales. Executive Editor Craig Harris said that it was one of the first games to introduce the concept of vehicular combat and that it was inspiration for additional sequels, Super R.C. Pro-Am and R.C. Pro-Am II, as well as the Mario Kart series.[30] 1UP.com listed it as the 14th best NES title, citing the game's good graphics and gameplay elements, though they said that difficulty level was too high. As with other retrospectives, the website staff listed the game as inspiration for future series such as Super Off Road and Rock n' Roll Racing.[31] In an look back at Rare as part of its 25th anniversary, GamePro listed R.C. Pro-Am was one of Rare's best games, calling the release "one of Rare's finest moments".[2]

References

  1. ^ a b c d e f g "R.C. Pro-Am". Nintendo Fun Club News. 1 (5). Redmond, WA: Nintendo: 4–5. February–March 1988. {{cite journal}}: Check date values in: |date= (help)
  2. ^ a b Davison, John (June 2, 2010). "25 Years of Rare". GamePro. Retrieved August 1, 2011. {{cite web}}: Check date values in: |accessdate= and |date= (help); Italic or bold markup not allowed in: |publisher= (help)
  3. ^ R.C. Pro-Am Instruction Manual, p. 3. "2. Name of Controller Parts and Operating Instructions".
  4. ^ R.C. Pro-Am Instruction Manual, p. 5. "3. How to Play".
  5. ^ a b Championship Pro-Am Instruction Manual, p. 12.
  6. ^ a b c R.C. Pro-Am Instruction Manual, p. 8. "Race for Trophies".
  7. ^ R.C. Pro-Am Instruction Manual, p. 4. "2. Name of Controller Parts and Operating Instructions".
  8. ^ R.C. Pro-Am Instruction Manual, p. 6. "Other Items".
  9. ^ R.C. Pro-Am Instruction Manual, p. 7.
  10. ^ a b Championship Pro-Am Instruction Manual, p. 3.
  11. ^ Championship Pro-Am Instruction Manual, p. 5.
  12. ^ Championship Pro-Am Instruction Manual, p. 9.
  13. ^ a b Couper, Chris. "R.C. Pro-Am – Review". Allgame. Retrieved July 20, 2011. {{cite web}}: Check date values in: |accessdate= (help)
  14. ^ a b "Pro-Am Racing". Nintendo Fun Club News. 1 (3). Redmond, WA: Nintendo: 15. Fall 1987. {{cite journal}}: Check date values in: |date= (help)
  15. ^ "NES Games" (PDF). Nintendo. p. 10. Archived from the original (PDF) on March 17, 2007. Retrieved July 17, 2008. {{cite web}}: Check date values in: |accessdate= and |archivedate= (help)
  16. ^ "retrodiary: 1 April – 28 April". Retro Gamer (88). Bournemouth: Imagine Publishing: 17. April 2011. ISSN 1742-3155. OCLC 489477015. {{cite journal}}: Check date values in: |date= (help)
  17. ^ "Championship Pro-Am". GameSpot. Retrieved August 2, 2011. {{cite web}}: Check date values in: |accessdate= (help)
  18. ^ Nagata, Tyler (September 21, 2010). "Game music of the day: R.C. Pro-Am". GamesRadar. Retrieved July 20, 2011. {{cite web}}: Check date values in: |accessdate= and |date= (help)
  19. ^ "Sneak Peeks – Pro Am Racing". Nintendo Fun Club News. 1 (4). Redmond, WA: Nintendo: 12. December 1987. {{cite journal}}: Check date values in: |date= (help)
  20. ^ "Top 30". Nintendo Power (1). Redmond, WA: Nintendo: 103–104. July–August 1988. ISSN 1041-9551. OCLC 18893582. {{cite journal}}: Check date values in: |date= (help)
  21. ^ "Top 30". Nintendo Power (2). Redmond, WA: Nintendo: 103. September–October 1988. ISSN 1041-9551. OCLC 18893582. {{cite journal}}: Check date values in: |date= (help)
  22. ^ "Top 30". Nintendo Power (3). Redmond, WA: Nintendo: 103. November–December 1988. ISSN 1041-9551. OCLC 18893582. {{cite journal}}: Check date values in: |date= (help)
  23. ^ Dawley, Heidi; Eng, Paul M. (May 29, 1995). "Killer Instinct For Hire". Bloomberg Businessweek. New York City: Bloomberg L.P. ISSN 0007-7135. OCLC 1537921. Retrieved August 4, 2011. {{cite journal}}: Check date values in: |accessdate= and |date= (help)
  24. ^ Kunkel, Bill (December 1988). "Video Gaming World: Start Your Engines". Computer Gaming World (54). Anaheim, CA: Golden Empire Publications: 65. ISSN 0744-6667. OCLC 150247674. {{cite journal}}: Check date values in: |date= (help)
  25. ^ "Nintendo's Greatest Games". Retro Gamer (4). Bournemouth: Imagine Publishing: 19. May 2004. ISSN 1742-3155. OCLC 489477015. {{cite journal}}: Check date values in: |date= (help)
  26. ^ Hunt, Stuart (December 2010). "A Rare Glimpse". Retro Gamer (84). Bournemouth: Imagine Publishing: 28–43. ISSN 1742-3155. OCLC 489477015.
  27. ^ "Sport Pro-Shots – #10: R.C. Pro-Am". GamePro (18). Peterborough, NH: IDG Communications/Peterborough, Inc.: 118, 122 January 1991. ISSN 1042-8658. OCLC 19231826. {{cite journal}}: Check date values in: |date= (help)
  28. ^ "Top 100 Games of All Time". Game Informer (100). Eden Prairie, MN: Sunrise Publications. August 2001. ISSN 1067-6392. OCLC 27315596. {{cite journal}}: Check date values in: |date= (help)
  29. ^ Killingsworth, Jason (November 25, 2008). "Top 10 NES Games of All Time". Paste. Retrieved August 1, 2011. {{cite web}}: Check date values in: |accessdate= and |date= (help); Italic or bold markup not allowed in: |publisher= (help)
  30. ^ Harris, Craig. "Top 100 NES Games – 13. R.C. Pro-Am". IGN. Retrieved August 1, 2011. {{cite web}}: Check date values in: |accessdate= (help)
  31. ^ 1UP Staff. "The Top 25 NES Games". 1UP.com. Retrieved August 1, 2011. {{cite web}}: Check date values in: |accessdate= (help)CS1 maint: numeric names: authors list (link)

External links