Skip to main content

RPM Racing: Neither radical nor psychotic

RPM Racing was the first video game made by Blizzard (original name: Silicon & Synapse), the company that makes World of Warcraft. It was so eclipsed by its sequel, Rock n' Roll Racing, that it's hardly remembered today.

The RPM in the title stands for Radical Psycho Machine, a suitably 90's name for a racing game, but what struck me most when I started playing was how slow the vehicles are. It takes them a while to get going, they never get very fast, and they lose a lot of speed with every collision. The second thing I noticed about the game is how barebones it is. The tracks are plain and unadorned, beyond the track is just green grass, and the background music is bland and unmemorable.

One annoying quirk is that RPM Racing is always in split screen, even when you're playing alone! The bottom half of your TV is wasted showing a computer car's movement. The game uses the SNES's Mode 5 graphics, which are supposed to be higher quality, but you would never know it from this plain-looking game.

You earn money from finishing first or second and can spend it to upgrade your shocks, armor, tires, and engine. The upgrades are not very expensive, but you can't go to the second or third tiers of equipment until you reach certain levels. Eventually you can buy mines, shots of oil slick, and nitro blasts, but I found these unnecessary to win. It took me a few races to get a handle on the controls (especially holding R or L to take sharp turns), but after that it was easy. So I saved my money for the necessary upgrades and to pay the exorbitant entry and levelling costs.

You see, RPM Racing uses a track system that may be unique in racing games. Instead of playing through pre-determined circuits, you get to choose which track you want to play every time. The catch is that they have escalating entry fees, so you have no choice but to work your way up slowly. Not only does each track have an entry fee, but the tracks are divided into 24 levels and moving up a level has an even heftier fee. In fact, it's possible to pay the fee and then lack the funds to enter any races on that level! If this happens, you have to go back down one or more levels until you find a track you can afford. If you're out of money, you'll have to return to level 1. Any fees you paid to level up are lost, and you must start all over from scratch!

This system is terrible. While the quasi-role-playing element sounds interesting in theory, in practice you have to keep replaying the same races repeatedly, grinding for cash. RPM Racing gives you the worst part of RPGs without the fun story or characters, of which this game has noneThere is no story, no characters, nothing, just 128 same-y tracks.

The racing itself is as unremarkable as the sound and graphics. There are paved roads, dirt roads, and slippery ice. Your vehicle can't go off the track, but simply bumps against an invisible wall. If it gets hit too many times, it explodes and re-spawns, costing you a few seconds. You can keep playing new tracks as long as you like, but the gameplay never changes.

The game records your best time on each track, so in theory you could try to best your times as you replay levels for cash. It also has a level editor that can save six tracks, if that's your jam. After a couple hours with this game, I felt I had seen all it had to offer.

I was disappointed with RPM Racing. Perhaps my expectations were skewed by having played a lot of Rock n' Roll Racing as a kid. A better point of comparison for a very early SNES game may be R.C. Pro-Am on the NES. This game looks a lot like that one, only upgraded to 16 bits. But R.C. Pro-Am came out in 1988, was faster paced, and had better music. Plus, the SNES launched with an excellent racing game, F-Zero, with cars that moved blazingly fast. While that game had neither weapons nor upgrades, it is far better than RPM Racing. Because of the existence of Rock n' Roll Racing, there's no reason to play this today other than historical interest.

Grade: D

Linked Reviews
"Even with only four vehicles per race, the game runs fairly slowly, and the controls lack responsiveness. There's a forgettable sort of banality to the visuals."
— Daniel Greenberg, Ultimate Nintendo: Guide to the SNES Library, 2.5/5

"Weapon options like mines and oil slicks are painfully expensive. And again the racing itself just isn't fun."
— Jeremy Parish, Super NES Works

Comments

  1. I’m exploring vehicles and cars for sale to find a dependable car that fits my budget and lifestyle. Whether I’m looking for a daily driver, a family vehicle, or a high-end model, I can choose from a wide range of options. With quality vehicles and professional support, I can make the right choice for my next purchase. https://patriot-autos.net/

    ReplyDelete

Post a Comment

Popular posts from this blog

Super Mario Bros. 2: The great American Mario sequel

I began my retro-video-gaming quest two and a half years ago with Super Mario Bros. To celebrate this, my 100th review, I've chosen Super Mario Bros. 2, one of my all-time favorite NES games. Super Mario Bros. 2 is a reskin of the Famicom Disk System game, Dream Factory: Heart-Pounding Panic . Howard Philips, the PR face of Nintendo of America in the early days, rejected the Japanese Super Mario Bros. 2  ("The Lost Levels") for American release because it was too difficult. Mario's creator, Shigeru Miyamoto, helped develop Heart-Pounding Panic. Its creative use of both vertical and horizontal side-scrolling made it the ideal candidate for a Mario sequel. This was a stroke of genius, as it is far superior to the Lost Levels. Its deviations from the Mario formula should not be held against it, because there was no Mario formula back then! Among the many differences from the original Super Mario Bros. is the fact that, at the beginning of each stage, you choose whether ...

Demon's Crest: 30th anniversary

Demon's Crest, a kind of sequel to Gargoyle's Quest II on the NES, was not a commercial success. According to Nintendo Power, it even recorded negative sales one week due to people returning it! I understand why, despite the fact the game is good: it's too short, especially if you don't search for all the crests. Demon's Crest is cryptic in a way that reminds me of games from the 80's. To beat the game properly, you need to gather the other four pieces of the fire crest, plus five other crests hidden across seven stages. However—and this is where the designers crucially erred—the most common outcome is to prematurely encounter the final boss, Phalanx, after the fourth stage (he mentions how he didn't expect to see Firebrand so soon), beat him, and get the "bad" ending. The credits roll, and you think, wow, my hour of playing wasn't worth $60. Now, a video-game nerd, such as yours truly, might object and say, "Wait! Can't you see that...

The Legend of the Mystical Ninja: A whimsical adventure in Japan

Growing up, I played The Legend of the Mystical Ninja at my best friend's house (though I was bad at it), and I had been looking forward to trying it again. It's an unusual, fun adventure game. I recently learned that in Japan Legend of the Mystical Ninja was preceded by three Famicom games and followed by three more Super Famicom games, none of which were localized for the West! The Japanese name of the series is Go for It, Goemon! It's based on a 1980 Japanese arcade game called Mr. Goemon. The emulation community put out fan translations of the Famicom games between 2009 and 2017. Surprisingly, no translations of the Super Famicom games existed until 2020, all three created by the same people . The series takes place in early-modern Japan. It has a light-hearted anime aesthetic. The titular character is a spiky-haired kid named Goemon. If a second player joins the simultaneous action (highly recommended), Goemon is assisted by an older, overweight ninja named Ebisumaru. ...