What? You thought this would be a SNES game? Ha ha! That Super ain’t load bearing, you silly billy! Fuck you! It’s the Game Boy!
R.C. Pro-Am rules. This is known. R.C. Pro-Am 2 eventually sacrificed just a bit of the first one’s focus on blistering speed due to zooming the camera out, but more than made up for it with better track design, wackier hazards, and shopping. Super lands in the middle, which is to say it has the former’s simpler courses, the latter’s slower speed, and of course no shopping. It also feels a smidge more slippery than I remember the other two being. It’s a testament to how perfectly Rare nailed the original that this is as enjoyable as it is despite that.
GB Pro-Am is a pretty lean offering. You fire it up, it throws some splash screens at you, and the game just kinda starts. The objective is the same as the original: race while collecting things, because Rare couldn’t help themselves even before the N64 arrived and the Collectivitus metastasized. Here that means Scrabble tiles that spell Nintendo, upgrades on the track, and weapons to ruin your fellow racers’ expensive R.C. cars. I saved my allowance for a month to finally get this thing and you, what, shot it with a missile in my first race? What the fuck, man? How’d you even install that? Why don’t we have those?
Anyway yeah, that’s all you do. Eventually you’ll spell NINTENDO like a good lil consumer and get a new car, fully stripped of upgrades of course, so you can just keep doing it ad infinitum. I say that like I haven’t done this plenty of times – turns out even when R.C. Pro-Am is at its worst, it’s still quite good.


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