SUPER R.C. PRO-AM (1991) DMG-RC-EUR RAREWARE ------------------------------------------------------------------------------- FAQ by retrobloke [email protected] Copyright T Shew 2009. Version 1.00 - Posted on GameFaqs 22 February 2009. Version 1.01 - Posted on GameFaqs 26 February 2009. Corrections and additional info. I post and update on GameFaqs. If you are in any doubt, then the latest version can be found there. I have given permission to supercheats and neoseeker to host my FAQs. ------------------------------------------------------------------------------- CONTENTS 01 - INTRODUCTION 02 - CONTROLS 03 - GAME SCREEN 04 - TRACK ITEMS 05 - OBSTACLES / HAZARDS 06 - TIPS and OBSERVATIONS 07 - EQUIPMENT UPGRADES 08 - MULTIPLAYER 09 - CREDITS @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 01 - INTRODUCTION I have owned this game for many years, but haven't played it that much until recently. In truth, there are better racing games for the original Game Boy, though possibly not at the time of its release. Micro Machines came later. Super RC Pro-Am was released for the original Game Boy in 1991. A version had previously appeared on the NES in 1988 which had no 'Super' in the title. There are differences between that game and this one. RC Pro-Am was followed by RC Pro-Am II, again on the NES, in 1992. In the game you race against three computer controlled opponents, in one-player mode, around a series of tracks. Your first objective is to avoid coming last in any of the races, and so avoid using up one of your three continues. There are pick-ups scattered around the track which improve your car's performance in the next race and thereafter. Weapons can also be used once you have picked up ammo. You can upgrade your car twice by collecting letters to spell N-I-N-T-E-N-D-O. Spell it out a third time and you will be awarded the Nintendo Championship Cup. You will have then beaten the game. There are twenty-four tracks in all, and you are allowed a maximum of three continues before it's 'GAME OVER'. The action is seen from an isometric viewpoint. In the real world racing RC cars is a popular activity in many countries. Races usually take place on undulating dirt tracks with jumps - from what I've seen of it on YouTube. The competitors, however, do not fire missiles at their opponents cars! @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 01 - CONTROLS D-PAD: LEFT - Steer left. RIGHT - Steer right. BUTTON A - Use weapon. BUTTON B - Accelerate. START - Start a new game at the title screen. Pause / Restart. SELECT - Not used. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 03 - GAME SCREEN TRACK VIEW - Where the action takes place. Your car will be shown with a number above it corresponding to your position in the race. Only your car shows a number. SCANNER - At the bottom of the screen you will see the track layout and the position of the cars. Your car is indicated by +. SPEED - In MPH. This info has no real bearing on gameplay. TRACK NUMBER - There are 24 in total. LAP STATUS - For example 2/3 (lap 2 of 3). BONUS LETTERS - (N-I-N-T-E-N-D-O) Each letter is available in turn. If you fail to pick up the letter presented on one track it will be made available on the next. As there are 24 tracks, and there are 8 letters in Nintendo, it is theoretically possible to complete the game without continues. The computer- controlled cars do not pick up the letters. AMMO - A picture representing a bomb or a missile with the number available for use. Bombs drop behind your car when you press Button A. Missiles fire forwards in a straight line when you press Button A. When you drive over the symbol for either type you will add another five to your arsenal, and determine the type available until you next drive over the other symbol. Ammo is saved from one track to the next. You must wait for a missile to explode before you can fire another. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 04 - TRACK ITEMS ZIPPERS - >>> Increase your speed temporarily when you drive over one of these. ROLL CAGES - Pick up one of these and gain temporary immunity from crashes when you spin into a wall, for example, after hitting an oil slick. 1 UP - Gives an extra continue. Rare. TYRES - Upgrade tyres at the end of the current race for better handling. MOTORS - Upgrade motor at the end of the current race for a better top speed. BATTERIES - Upgrade battery at the end of the race for better acceleration. BONUS LETTERS - see 03 - GAME SCREEN above. The computer-controlled cars DO NOT pick up 1 UP's, TYRES, MOTORS, BATTERIES, or BONUS LETTERS. They DO pick up ROLL CAGES, however. They also make use of the ZIPPERS. ------------------------------------------------------------------------------- AMMO - Represented by stars. Adds one bomb or missile. MISSILE - Switch to missiles if previously carrying bombs. Adds five to your arsenal. Can be used at close range without damaging your own car. BOMB - Switch to bombs if previously carrying missiles. Adds five to arsenal. Best used at close range as they explode immediately behind your car. The computer-controlled cars DO NOT pick up AMMO, MISSILES or BOMBS. Missiles and bombs are interchangeable. If you have a stock of one type then you will still have the same number of the new type when you drive over the symbol for the type you do not currently possess. The limit appears to be 25. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 05 - OBSTACLES / HAZARDS OIL SLICKS - You will spin out of control when you drive through one these. If you crash into the wall your car will explode unless you have picked a roll cage. Oil slicks aren't that dangerous when driving on the long straights. They present more of a threat near corners. PUDDLES - Driving through a puddle will slow you down. SAND - Driving through sand will slow you down. CONES - You will bouce off cones. Drive around them. Cones do not appear in the earlier races. They have the potential to slow you down more than anything else. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 07 - EQUIPMENT UPGRADES There is nothing here that you need to remember. If you see an upgrade grab it if you can, but you'll lose what you have gained when you upgrade to the next car by spelling N-I-N-T-E-N-D-O (see 03 - GAME SCREEN). TYRES BATTERIES MOTORS ------------------------------------------------------------------------------- STOCK SPONGE 6 VOLTS RED ------------------------------------------------------------------------------- UPGRADE 1 RUBBER 7.2 VOLTS BLUE ------------------------------------------------------------------------------- UPGRADE 2 RIBS 8.4 VOLTS BLACK ------------------------------------------------------------------------------- UPGRADE 3 SPIKES 9.6 VOLTS GOLD ------------------------------------------------------------------------------- UPGRADE 4 LUGS 12 VOLTS No.1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 07 - TIPS and OBSERVATIONS Corners are indicated on the track before you can see them. Begin your turn by steering left or right in good time. Oversteering is not necessarily a bad thing as you will slide sideways around the corners, and you can straighten up afterwards. There is probably not much need to take your thumb off the B Button at all when racing. The start/finish line is indicated on the scanner by X. If you are last with the finishing line approaching fire off missiles if you have them. Shooting another car too many times will cause it to gain speed. [I may have missed this point but for the FAQ by Brian P Sulpher of the NES game, RC Pro-Am, here on GameFaqs.] Save your missiles and bombs until you really need them to avoid coming last. Try using your car to block your rivals. This can prove to be an effective way of staying ahead of the pack. You will only lose a second when you crash, so I would suggest keeping the B Button depressed. Hopefully you will stay in contention. If you have the bombs, then drop them to slow your opponents as you approach the finishing line. They are very competitive and have a nasty habit of nipping past you at the last moment. When struggling to stay with the other cars on a particular track it is better to have missiles rather than bombs. When playing on a GBA SP your car is blue, and your opponents' cars are green. There isn't a lot more colour to be had by using a GBA. When you see a desirable pickup, but miss it, then note its position on the track and the scanner. You can then try to position your car to get it on the next lap. But, don't waste too much time going after pickups. It is better to stay in touch with the other cars. If you hit an oil slick and find yourself skidding towards the trackside try taking your thumb off the B Button. You will often avoid a crash by doing so. When you upgrade your car by spelling N-I-N-T-E-N-D-O all of your opponents' cars upgrade as well. You will lose all enhancements of tyres, motors and batteries. But, if you want to beat the game you have to upgrade to the next car. The three cars available are RC RACER, which is the one you start with; the SPEED DEMON; and finally, the fastest of the lot, the SPIKER. You will beat the game when you spell N-I-N-T-E-N-D-O whilst driving the Spiker. There is no save feature or password system for this game. You must beat the game in a single session. Unless you are being really naughty, heaven forfend, by playing the game on an emulator. Points, and bonus points for a fast time, are awarded at the end of each race, but don't appear to have any bearing on the gameplay. There is no high score table. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 08 - MULTIPLAYER 2P GAME For a two-player game you will need a Game Link cable and two carts. Both units must be switched on at the same time. One player should press START. 3P or 4P GAME It is possible to play a three- or four-player game using a four player adapter, two or three Game Link cables, and three or four carts. Player 1 connects the adapter cable, and the other players use the Game Link cables. Once everyone is connected up, with carts inserted, Player 1 switches his or her Game Boy on followed by the other players. When the game is running on all units Player 1 should press START followed by the other players. When 'READY TO RACE' shows on all units Player 1 must press START once more to begin the race. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 09 - CREDITS The instruction booklet which came with the game. The author's observations from playing the game. GameFaqs. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ This is probably the final version of this FAQ, but one should never say never. Feel free to email me at [email protected] should you have additional info or spot any errors, etc. I shall, of course, give credit. Thank you for reading this FAQ.