Along the way you can spend your winnings on upgrading or replacing your car, which is a necessity as your opponents will be doing the same, quite aggressively. You move on to the next planet once you’ve accumulated enough points to advance. The main game mode has you racing and fighting your way through 6 planets against the local champion and 2 other racers who follow you through the whole game. Each vehicle has a range of weapons, both forward and rearward facing to add a bit of spice to proceedings as well as some less lethal power ups such as jump jets or rocket boosters. RPM Racing isn’t a very good game in my opinion and I very much doubt a direct sequel would have had either the awesome 90s comic book aesthetic or headbanging soundtrack of the game we ended up getting.Īt its core, Rock n’ Roll Racing is a fairly typical isometric racer in the style of RC Pro-Am and its many clones with an added emphasis on vehicular combat. Rock n’ Roll Racing was reportedly going to be a direct sequel to RPM Racing at some point during development but thanks to a bit of publisher interference what we got instead was a much more exciting package. This was another isometric game which was a forerunner to Rock n’ Roll Racing in many respects. In 1992 they released RPM (Radical Psycho Machine) Racing. Silicon & Synapse ,as they were back then, developed the game and Interplay published it in the USA in 1993 and Europe in 1994 for both the Super Nintendo and Megadrive.Īs unlikely as it seems for the company that became Blizzard to make a racing game, Rock n’ Roll Racing wasn’t even their first attempt at the genre. But Nintendo was interested in original ideas.Rock n’ Roll Racing is a game that I’ve actually wanted to talk about for a long time and thanks to Blizzard re-releasing it earlier this year as part of their 30th anniversary compilation, the Blizzard Arcade Collection, I have cause to do so.Īlthough referred to today as a Blizzard title, Rock n’ Roll Racing’s original release actually predates the Blizzard brand name. Other companies were importing ideas from America and adapting them to the Japanese market, only making them cheaper and smaller. "Here were these very serious men thinking about the content of play. "There was something different about Nintendo," Uemura said. Uemura retired from Nintendo in 2004 where he remained an advisor in the Research and Engineering Department.ĭuring a talk at The National Videogame Museum last year (as detailed by Eurogamer), the legendary engineer spoke fondly about his former employer. While Uemura was mainly known for his work on Nintendo's hardware, the engineer also spent time working on a number of NES games too including the likes of Baseball, Clu Clu Land, and Ice Climber.
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The Famicom launched in 1983 and became so popular that it spurred on the development of the SNES (or Super Famicom), which Uemura continued to work on from 1988. In 1981, Uemura began working on the Famicom - also known as the NES - after Nintendo's then-president Hiroshi Yamauchi pushed for the company to create a video game console capable of playing games on different insertable cartridges.
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He was one of the genius minds behind some of our best game memories. Masayuki Uemura, the former lead architect of the NES and SNES, has passed away. The division itself focused on hardware and led to Nintendo's Color TV-Game systems that started in 1977 and acted as one of Nintendo's first steps in manufacturing domestic video games. Uemura, who joined Nintendo in 1972, began working alongside Gunpei Yokoi and Genyo Takeda on electronic light gun games including the popular Japanese arcade Laser Clay Shooting System, which Nintendo released in 1973.įollowing his success, Uemura was appointed as head of Nintendo's R&D2 division. Masayuki Uemura, the designer of the NES and SNES, has died at the age of 78.