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Rpm - Radical Psycho Machine Racing
Rpm - Radical Psycho Machine Racing - Super Nintendo - Console Nintendo
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Rpm - Radical Psycho Machine Racing
 OrsonHobb
Game name (by Region)
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Asie
   Japon R.P.M. Racing
 Archangel54
Continent Américain
   USA Radical Psycho Machine Racing
 Archangel54
Publisher
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Developer
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Silicon & Synapse
Number of Players
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0 -  1-2 (20370 Games)
Rating
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0 -  3/20 (174 Games)
Rating Categories
Genre(s)
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0 -  Racing, Driving (6072 Games)
Release date(s)
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USA 01/11/1991
Japon 19/03/1992
Synopsis
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Allemand RPM Racing ging Rarewares R.C. Pro-Am 1988 und Electronic Art's Racing Destruction Set 1985, wobei letzteres den größeren Einfluss hat. Es ist ein Vorläufer von Rock 'n Roll Racing, das vom selben Entwickler durchgeführt wurde.

Kampf, Hindernisse und Traktion auf den nicht flachen Strecken spielen eine wichtige Rolle. Es stehen 3 Fahrzeugtypen zur Auswahl, die auf Fahrbahn-, Schmutz-, Eis-, flachen oder holprigen Strecken unterschiedliche Leistungen erbringen. Autos können mit Öl, Nitro und Minen bewaffnet werden. Zusätzlich gibt es 3 Stufen von Reifen, Motoren, Stoßdämpfern und Panzerungen.

 J43g3r
Anglais RPM Racing was preceded by Rareware's R.C. Pro-Am in 1988 and Electronic Art's Racing Destruction Set in 1985, with the latter being the larger influence. It is a precursor to Rock 'n Roll Racing, which was done by the same developer.

Combat, obstacles, and traction on the non-flat tracks play a significant role. There are 3 vehicle types to choose from that perform differently on pavement, dirt, ice, flat or bumpy tracks. Cars can be armed with oil, nitro, and mines. Additionally, there are 3 levels of tires, engines, shocks, and armor.

There are full race season, single race, and custom track modes. In 1 player games, the 2nd player is replaced with one of 8 AI opponents who are each associated with their own vehicle.

In season mode, each track has an entrance fee and cash prize for placing 1st; often lesser cash prizes for lesser placements are also awarded. For an additional fee, racers can opt to move to a higher racing class (levels) where fees and prizes are bigger. Each class has its own set of tracks that the player may choose from. No track is mandatory or unavailable within a class. The player also has the option of going back to a lower class for free, which may become necessary if funds are eaten up be fees without winning prizes. However, going up always incurs a fee, even if the player has been there before.

Custom track designing is not intuitive but fairly easy to learn. Players can set the track's laps, gravity, and starting line type. Each track section can be pavement, dirt, or ice. Track sections are laid out like puzzle pieces on a 2D non-isometric grid (Pipe-Mania style). Sections include horizontal and vertical straights, four standard 90° turns, eight T-sections for diverging and converging multiple paths in any direction, and a criss-cross. Either a horizontal or vertical special straight section is used as the starting grid. The starting grid can be oriented forward, reversed, face-off with player 1 forward, or face-off with player 1 reversed. 7 points are used to adjust the 6 slopes in straight sections to 5 different heights. Slopes can be flat (0:1), inclined (1:1), or steep (2:1). Non-straight sections can only be adjusted for height for the entire section at once. An isometric view of individual sections is provided to help to orient the section's design to the adjacent sections. If the edge of a section does not match the height of the adjacent section(s), the player is warned immediately but may proceed without correcting the error immediately. But such error must be eliminated before the track can be saved. Also required for a track to be saved is no dead ends, and a starting grid section. The track verification is surprisingly liberal, even allowing diverging and converging paths that are against the flow of traffic (like turning around and going the wrong way up a freeway merging lane). The AI opponents are generally not able to discern the fastest or shortest route and can even be diverted into a path with no natural exit, or with very clever path designs, valid lap paths can be entirely different for player 1, player 2, and AI players; which can lead to interesting traffic patterns.
Espagnol RPM Racing fue precedido por Rareware's R.C. Pro-Am en 1988 y Electronic Art's Racing Destruction Set en 1985, siendo esta última la mayor influencia. Es un precursor de Rock 'n Roll Racing, que fue hecho por el mismo desarrollador.rnrnEl combate, los obstáculos y la tracción en las pistas que no son planas, desempeñan un papel importante. Hay 3 tipos de vehículos para elegir que funcionan de manera diferente en pavimento, tierra, hielo, pistas planas o llenas de baches. Los coches pueden ser armados con aceite, nitro y minas. Además, hay 3 niveles de neumáticos, motores, choques y armaduras.rnrnHay un modo temporada, carrera individual y modos de pistas personalizada. En el modo de 1 jugador, el segundo jugador es reemplazado por uno de los 8 oponentes de la computadora (IA) que están asociados con su propio vehículo.
 ToninoWarrior
Français Ce jeu est basé sur le même principe que rock and roll racing. Il permait de choisir entre trois vehicules et ayant la possibilité de "pimper" son véhicule.Les graphiques son médiocres et la musique aussi.

 marblemad
Italien Questo gioco si basa sulla stessa premessa delle corse rock and roll. Ti permetteva di scegliere tra tre veicoli e la possibilità di "sfruttare" il tuo veicolo. La grafica suona mediocre e così anche la musica.
 Yorick7805
Portugais Este jogo é baseado no mesmo princípio das corridas de rock and roll. Permitia escolher entre três veículos e ter a possibilidade de "cafetear" o seu veículo. Os gráficos soam pobres e a música também.
 xgrind
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