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#22812256796954525 - NES R.C. Pro-Am (PRG1) - First track

RCProAm_FirstTrack.fm2
In 00:26.61 (1599 frames), 348 rerecords
Game: R.C. Pro-Am ( NES, see all files )
1 comment, 608 downloads
Uploaded 5/16/2015 8:07 AM by FatRatKnight (see all 245)
Break time! How well can I race the first course of the game? I make a very comfortable distance between myself and the CPU cars.
Alas, this is one of those "go on forever" games. I am aware of Dimon12321's TAS, and the point where it stopped, the third time it collected the NINTENDO letters, seems to be a good spot. This sample should show what sort of improvements one can make over that TAS.
Let's see... Any tricks, uh... Here's one:
The game very slowly adjusts your momentum to match your facing, and while they are far apart, your maximum speed is reduced. But there is a limit to this difference, and turning past this limit instantly affects your momentum. So turn hard to make the curve, then steer back to straighten yourself to minimize lost speed.
I am curious if TAS can race these things indefinitely, or whether the supply of ammo will prove decidedly finite against the cheat-fast CPU cars later on. In any case, here's a small TAS while I stall my write-up for Gauntlet.
Dimon12321
on 5/16/2015 9:26 AM
Thank you for your wish to make really improved TAS! As I didn't use the frame advance feature, I'd like to see how fast it's possible to beat each track.
You don't have to pick up the letters for "NINTENDO", they just give you extra score and take more time to count up at the end of each championship.
You have to abuse the distruction of cars with weapons you pick up because it makes yellow car to speed-up up to 170 KM/H. This way you finish each track faster, but you shouldn't be the last. I don't remember is it possible to make yellow car drive faster by wasting ammo, but if possible - you'll beat the game much faster.
Good luck!