R.C. Pro-Am II/Game Mechanics
From SDA Knowledge Base
Contents
Items
- 250$. If it's blinking, any car can grab it. Otherwise, only the car with the corresponding color can collect it.
- 100$. If it's blinking, any car can grab it. Otherwise, only the car with the corresponding color can collect it.
- 100$. If you're equipped with a bought weapon, this item will increase the ammo by 5.
- 100$. If you're equipped with a bought weapon, this item will increase the ammo by 1.
- No money. Collect the letters P, R, O, A, M and I (twice) to upgrade the car. The car can be upgraded twice.
- No money, one nitro. If it's blinking, any car can grab it. Otherwise, only the car with the corresponding color can collect it.
- No money, gives either missiles or bombs with unlimited ammo. You can't tell from the question mark if it's one or the other, but the same question mark always contains the same weapon.
- No money, prevents you from crashing after driving through an oil slick. If a car touches another car having the roll cage, it will start spinning and crash if hitting the border of the track. If both cars have the roll cage, nothing happens.
- No money, one continue
Speed
The speed is tracked in RAM-address 05C2.
Max speeds
The below table shows how the max speeds increase with the upgrades (the numbers in the motor rows correspond to their additional speed boost).
Default | 1st upgrade | 2nd upgrade | |
Standard | 79 | 85 | 88? |
Red | 6 | 6 | 6? |
Black | 9 | 9 | 9? |
Silver | 11 | 11 | 11 |
Gold | 12 | 12 | 11 |
Hyper | 12? | 12 | 12 |
Mega | 15? | 15? | 15 |
In addition to the boost of the speed stats, each new motor also improves the acceleration. So even though Gold and Hyper don't appear to add much over Silver, they have better stats (not enough to make them good choices though).
Test of upgrade combinations
A primitive test was made by timing (in frames) one lap of track 6 with different combinations of motors and tires. Several completions were made for each combination and then the best time was noted down. The test was of course still subject to execution mistakes, but should give an idea of what time differences to expect. Due to limited money available, some combinations could not be tested for this track.
Standard | Skinny | Nooblies | Dynafit | |
Standard | 1500 | 1444 | 1421 | 1410 |
Red | 1374 | 1355 | 1320 | 1313 |
Black | 1389 | 1302 | 1273 | n/a |
Silver | 1310 | 1273 | n/a | n/a |
Zippers
Zippers appear to give a speed boost of around 40 for 11 frames and then the speed is reduced by one or two every 5 or 6 frames until the max speed for the car upgrade/motor is achieved. The game mechanics behind the speed reduction is not known. Very roughly, a zipper saves about one second.
Nitros and start boosts
The nitro and start boost effect are governed by the same game mechanics. The effect goes through 4 phases (RAM-address 061E):
- The counter in 0622 counts down from 32 (nitro) or 40 (start boost) by one every frame. When the counter reaches 0, phase 2 begins.
- RAM-address 0626 increases by 8 every frame for 8 frames (so ending at 64). 0626 is effectively what boosts the car. This value can be made to roughly correspond to a speed boost by using a multiplication factor of 0.75 and adding the result to the speed in 05C2.
- 0622 is reset to 32 and starts to count down yet again. When the counter reaches 0, phase 4 begins.
- This is a reversal of phase 2. So 0626 decreases by 8 every frame until it reaches 0. This is also the point when a new nitro can be used.
It's important to note the following things:
- The nitro boost is not affected by speed reductions from water or logs. That means they are extra useful when crossing these obstacles.
- By activating the nitro so you're in phase 2 while entering the obstacle, you can save additional time by not losing as much speed as you otherwise would have.
- Both nitros and logs generate lag, so it's sometimes actually a time loss to use nitros to cross a log section.