Fact-checked by Grok 2 weeks ago

RPM Racing

RPM Racing, also known as Radical Psycho Machine Racing, is an racing developed by Silicon & Synapse (later ) and published by Interplay Productions for the in November 1991. It serves as the studio's debut title and a remake of the 1985 Commodore 64 game Racing Destruction Set by , porting the original's core engine and track editor while adding combat elements inspired by games like R.C. Pro-Am. The game features an isometric-style overhead view where players control customizable across 128 predefined tracks with varied surfaces like pavement, dirt, and ice, emphasizing traction, obstacles, and using weapons such as oil slicks, nitro boosts, and mines. Players can select from three vehicle classes, upgrade components including engines, tires, shocks, and armor, and compete in single races, a full season mode with escalating entry fees and cash prizes, or custom tracks created via the built-in editor, which supports up to 6 saved layouts. Supporting 1-2 players with battery-backed saves, it introduced opponents and class progression, making it a foundational entry in Blizzard's early portfolio. As a launch-era SNES title, RPM Racing received mixed reviews for its innovative track design and but was critiqued for slow speeds and primitive compared to contemporaries. It laid the groundwork for Blizzard's 1993 sequel , which expanded on its mechanics with licensed rock music and more dynamic combat, influencing the company's signature blend of humor, sci-fi themes, and accessible seen in later hits like StarCraft and . The game was re-released in the Blizzard Arcade Collection in 2021 for modern platforms, including quality-of-life features like rewind and save states.

Gameplay

Game Modes

RPM Racing offers several game modes that structure player engagement through competitive , progression, and . The primary single-player is the full season or , where players compete in a series of tiered races across multiple levels to build their . In this , participants earn cash prizes by achieving high placements, typically requiring consistent wins or top finishes to accumulate sufficient funds for entry fees into higher levels and upgrades. There are 24 levels, starting from the beginner Level 1 and progressing to the advanced Level 24, with each level featuring tracks of increasing difficulty, length, and entry costs. Players can freely drop to lower levels if short on funds but must pay escalating fees to advance, emphasizing strategic progression driven by successes. Upgrades for components like engines, tires, shocks, and armor—each available in three levels—are unlocked and purchased using earnings, enhancing performance to tackle tougher competitions. The supports four battery-backed save slots for tracking progress. A distinctive feature of all modes, including single-player, is the mandatory split-screen display, which divides the view between the player's car and an opponent even when playing solo; this setup simulates head-to-head racing but can feel restrictive in solitary play. The fills the second screen with one of eight opponents, each piloting distinct vehicles, adding variety to single-player challenges. For practice, players can select individual races from the pre-built tracks without committing to the full season, allowing honing of skills on specific courses before career attempts. There are 128 pre-built tracks in total, distributed across the levels with varying surfaces like , , and that influence handling and strategy. Multiplayer mode supports two players in split-screen format for direct head-to-head , enabling simultaneous racing on the same with real-time rivalry. This integrates seamlessly with the single-race or structures, allowing friends to compete for prizes or simply race for fun, though it lacks capabilities. Custom extends both single- and multiplayer options by letting players design their own courses using a grid-based editor, which can then be raced on for or , further structuring creative progression beyond the standard pre-built content. Vehicle types and basic upgrades are selectable across , providing foundational without delving into advanced in-race .

Racing Mechanics and Features

RPM Racing utilizes an top-down perspective, rendering races in a pseudo-3D style that simulates depth through scaled graphics on uneven terrain like hills and ramps. This eight-way scrolling view facilitates navigation across diverse track surfaces, including pavement, dirt, and ice, where traction and obstacles significantly influence vehicle control. Players select from three vehicle types—a truck, a sports , or a formula car—each performing differently depending on the track surface, such as superior for the on bumpy or dirt paths and higher speed for the sports car on . Handling varies accordingly, with factors like surface type affecting , , and overall to encourage strategic vehicle choice per race conditions. An upgrade system permits enhancements to key components using earnings from races: boosts top speed, tires improve on slippery or loose surfaces, shocks enhance over rough , and armor increases to from crashes or actions. These tiered upgrades, available in multiple levels, allow progressive customization to optimize performance across the game's 128 tracks. To introduce combat into the racing formula, players equip power-ups and weapons like oil slicks for causing opponent skids, deployable mines for direct damage, and nitro bursts for short acceleration surges. Collisions and weapon hits reduce vehicle health, leading to explosions and respawns with time penalties, thus blending pure speed with aggressive tactics during two-car races. The track editor, directly ported from the 1985 game Racing Destruction Set, empowers users to design custom ovals or intricate circuits via a grid system of interlocking pieces, including straights, turns, crossovers, jumps, and surface variations like ice or dirt. Adjustable parameters such as gravity, lap counts, and track width add depth to creations, with up to six custom tracks savable; the game provides 128 pre-built tracks as starting points or templates for modification.

Development

Studio Background

Silicon & Synapse was founded in February 1991 by three graduates: , , and Frank Pearce. The company started with modest resources, pooling $20,000 in seed funding to establish operations in a small 600-square-foot office in . This initial capital supported the trio's vision of creating video games, drawing on their shared interest in . As their debut project, Silicon & Synapse selected a of the 1985 Electronic Arts title Racing Destruction Set, reimagined as RPM Racing for the . This choice was influenced by a publishing agreement with Interplay Productions, which provided access to the original game's engine and ensured distribution for the new console. The deal, facilitated by Adham's prior connections to Interplay founder , allowed the fledgling studio to focus on adaptation and enhancement rather than building from scratch. Key team members included producer Michael Quarles, who oversaw production, programmer Allen Adham, who handled core coding tasks, and artist Rob Nesler, responsible for visual design elements. This small group's efforts marked RPM Racing as Silicon & Synapse's inaugural release in 1991. The company would later rebrand as in 1994, solidifying its identity beyond the early porting and remake work.

Production and Technical Challenges

RPM Racing's development by Silicon & Synapse marked a significant undertaking as one of the earliest efforts by a U.S.-based team to target the (SNES), a platform that had only recently launched in in August 1991. The studio, founded in February 1991, completed the entire production cycle from concept to release in under a year, with the game launching in November 1991. This accelerated timeline was enabled by reusing the core logic engine and track editor from ' 1985 Commodore 64 title, Racing Destruction Set, which served as the foundational blueprint for the SNES adaptation. The porting process itself took approximately four to six months during the first half of 1991, allowing the small team to focus on adapting the mechanics to the new hardware rather than building from scratch. A key technical enabler for this rapid iteration was the Sluggo III, a custom hardware ROM emulator developed by Interplay programmer Rebecca Heineman, which connected the SNES to systems like the Apple IIgs or PC for faster testing and debugging. Heineman's device facilitated the development of RPM Racing's audio components and overall integration, bypassing the limitations of physical cartridge swaps and enabling quicker cycles of code adjustments and gameplay verification. As one of the first Western teams working on the SNES, Silicon & Synapse relied on translated Japanese technical documentation and imported development kits, navigating the platform's 65816 processor and assembly language programming—described by co-founder Frank Pearce as "not very fun unless you’re really a techno-geek"—without the benefit of readily available English-language resources from Nintendo of America. Graphically, the team opted for the SNES's high-resolution mode (Mode 5), doubling the standard 256x224 resolution to 512x448 pixels to achieve sharper, more detailed sprites for vehicles and environments. This choice, programmed primarily by Heineman, made RPM Racing the only U.S.-released SNES title to employ double-resolution graphics throughout its core gameplay, enhancing the isometric racing perspective inherited from the original Commodore 64 game. However, the trade-off was a restricted 4-bit color palette limited to 16 colors per screen, compared to the standard 8-bit (256-color) mode, which contributed to a visually subdued appearance often described as "bland" due to the reduced vibrancy and depth. These compromises highlighted the hardware constraints and experimental nature of early SNES development, prioritizing detail in sprite scaling over colorful palettes to fit the ported engine's demands within the console's memory limits.

Release

Original Launch

RPM Racing was initially released in in November 1991 for the (SNES) by publisher Interplay Productions. Developed by the American studio Silicon & Synapse, it marked one of the earliest titles created by a U.S.-based team for the newly launched SNES console in the region, capitalizing on the system's adoption following its August 1991 debut. The game positioned itself as a high-speed arcade racer, leveraging the SNES's advanced graphics capabilities to differentiate from Japanese launch titles like . In , the game launched on March 19, 1992, for the Super Famicom under the full title R.P.M. Radical Psycho Machine Racing, published by Victor Musical Industries. This release featured localized packaging and branding that emphasized the "Radical Psycho Machine" subtitle, aligning with the game's intense, weapon-equipped racing formula. Interplay Productions played a key role in the North American distribution and promotion, integrating RPM Racing into their lineup of arcade-style games such as series and , which helped establish it as an accessible entry point for Western SNES owners seeking fast-paced multiplayer action. The launch benefited from Interplay's established relationships with retailers, ensuring wide availability during the console's early holiday season push.

Re-releases and Ports

RPM Racing was re-released on April 13, 2021, as part of the Arcade Collection, a digital compilation made available worldwide on , , , and PC via . This addition followed the collection's initial launch in February 2021 with other early titles, expanding it to include five classic games in total. The re-release preserves the original (SNES) version of RPM Racing through faithful emulation, maintaining its authentic gameplay and visuals without core alterations to the mechanics. To enhance modern playability, incorporated quality-of-life features such as rewind functionality for retrying sections, save states, and online leaderboards for competitive tracking. These additions allow players to experience the game as originally intended while accommodating contemporary hardware and user preferences. This digital revival was specifically timed to coincide with Blizzard Entertainment's 30th anniversary in 2021, serving to highlight the company's early history under its original name, Silicon & Synapse, when RPM Racing debuted as its first published title. As of 2025, no further ports or re-releases of RPM Racing beyond the original SNES cartridge and the Blizzard Arcade Collection have been announced or made available.

Reception

Critical Reviews

Upon its release, RPM Racing received mixed reviews from critics, with scores ranging from low to high depending on the outlet and region. awarded an average score of 5.3/10 across four reviewers, describing the racing as functional but ultimately repetitive due to the game's progression system and limited variety in challenges. provided an overall score of 6/10, with individual ratings ranging from 5.25 to 6.25/10; the publication praised the included track editor for its depth and creativity but criticized the title for lacking innovation in core racing mechanics compared to contemporaries. In , Joystick magazine gave RPM Racing a strong 87%, emphasizing the enjoyment derived from its multiplayer mode, where split-screen racing added competitive fun despite technical limitations. outlets were more critical, with Total! scoring it 46% for its bland graphics and uninspired design that failed to capitalize on the SNES's capabilities, while rated it 30% (noted as approximately 40% in some aggregates), highlighting jerky scrolling, sluggish controls, and dull aesthetics stemming from a limited color palette and mandatory split-screen view even in single-player modes. Overall, the mixed reception established RPM Racing as a solid but unremarkable early SNES title, competent in its formula yet hindered by visual and pacing shortcomings.

Commercial Performance

RPM Racing, published by Interplay Productions, was released in on November 1, 1991, as an early title for the , helping to build the console's initial software library during its early adoption in the region. Exact sales figures for the title have not been publicly disclosed by Interplay or Silicon & Synapse. The game achieved modest commercial performance, selling enough units to demonstrate the studio's capabilities without becoming a , but sufficient to secure contracts for two additional projects with Interplay. This early success was instrumental in establishing Silicon & Synapse's reputation as a reliable , paving the way for further collaborations with Interplay on titles such as and facilitating the studio's shift toward original game creation.

Legacy

Series Influence

Rock n' Roll Racing (1993) emerged as the direct to RPM Racing, initially conceived as its sequel under the working title RPM II by Silicon & Synapse (later ). Developed for the , it built upon RPM Racing's foundational codebase and engine, reusing the core isometric racing mechanics while introducing iterative enhancements to overcome the original's technical constraints. Key improvements included richer color palettes that expanded beyond the high-resolution mode limitations of RPM Racing, along with the addition of weapon-based and a soundtrack featuring MIDI adaptations of heavy metal tracks from artists like and . These elements addressed RPM Racing's simpler visuals and lack of variety, transforming the racing formula with basic into a more dynamic, sci-fi battle-racer with alien planets and explosive action. The success and lessons from RPM Racing's engine reuse in influenced Blizzard's early portfolio, enabling a transition from racing remakes and sequels to original intellectual properties such as : Orcs & Humans (1994). This evolution refined isometric mechanics concepts that carried forward into subsequent titles, emphasizing creative expansion over direct replication.

Modern Recognition

The 2021 Blizzard Arcade Collection, which included RPM Racing as part of a free update adding two additional titles, received generally favorable critical reception for its nostalgic appeal and modern enhancements tailored to contemporary players. Critics praised the compilation's ability to evoke early creativity through restored originals alongside "Definitive Editions" featuring updated visuals, support, and quality-of-life improvements like rewind functionality and save states, which were applied to non-original versions within the package. While user scores on averaged lower at 3.5 out of 10, reflecting mixed opinions on the collection's overall value, RPM Racing specifically benefited from these features, allowing easier access to its track editor and multiplayer modes without the original's hardware limitations. RPM Racing has gained retrospective recognition as Blizzard Entertainment's "forgotten first game," often highlighted in company histories and founder interviews as the debut project of Silicon & Synapse, the studio that evolved into Blizzard. In a 2019 IGN interview with co-founder Allen Adham, the title was described as an "obscure racing title" that marked the team's initial foray into console development, underscoring its overshadowed status amid Blizzard's later RPG dominance. Similarly, a 2024 analysis of overlooked Blizzard titles positioned RPM Racing among the developer's early experiments that laid foundational mechanics for future hits like Rock n' Roll Racing. The game's preservation value lies in its representation of early U.S.-based SNES development during the 16-bit era, as one of the first titles fully created by an team for the platform, originating from a small independent studio navigating limited resources. This indie heritage is evident in its adaptation of the 1985 computer game Racing Destruction Set (originally for Commodore 64 and Apple II), showcasing innovative use of the SNES's high-resolution mode for pseudo-3D visuals at a time when most U.S. developers were still adapting to Nintendo's hardware. As of November 2025, RPM Racing has seen no new official ports beyond the collection, though emulated playthroughs on demonstrate sustained niche interest among retro enthusiasts. As of 2025, fan communities continue to share custom tracks and emulated playthroughs. The game's soundtrack, composed with the SNES's limited audio capabilities, has found appreciation in retro gaming communities for its upbeat, synth-driven tracks that complement the action, often shared via fan rips and playlists dedicated to 16-bit era music. This audio element contributes to discussions on early sound design, bridging to the more iconic rock-infused scores of its successors in preservation circles.

References

  1. [1]
    RPM: Radical Psycho Machine Racing – Release Details - GameFAQs
    Platform: Super Nintendo ; Developer: Silicon & Synapse ; Publisher: Interplay ; Release: November 1991 ...
  2. [2]
    RPM Racing (1991) - MobyGames
    Sep 14, 2008 · 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.
  3. [3]
    Rock N Roll Racing's unmistakable influence on the Blizzard style
    Mar 25, 2025 · Blizzard, then Silicon & Synapse, had released a game titled RPM Racing (Radical Psycho Machine Racing) on the SNES and were developing a sequel ...
  4. [4]
    RPM Racing: Neither radical nor psychotic - Nintendo Classics
    Jan 13, 2022 · RPM Racing, Blizzard's first game, has slow vehicles, barebones tracks, a unique track system with escalating fees, and a lack of story or ...
  5. [5]
  6. [6]
    RPM (Radical Psycho Machine) Racing - SNES Central
    Game Code: RP / V3 in Japan, Genre: Racing / Overhead view ; US Title: RPM (Radical Psycho Machine) Racing, US Publisher: Interplay ; Japan Title: RPM (Radical ...
  7. [7]
    Blizzard® Arcade Collection for Nintendo Switch - Nintendo Official Site
    ### Summary of RPM Racing from Blizzard Arcade Collection Page
  8. [8]
    RPM Racing (Interplay) Review | ACE - Everygamegoing
    Rating 30% Feb 7, 1992 · Four cars do battle over a series of eight-way scrolling isometric-perspective tracks, bouncing over hills and ramps, performing hairpin ...
  9. [9]
    Racing Destruction Set (1985) - MobyGames
    ### Summary of Racing Destruction Set
  10. [10]
    SNES A Day 19: RPM Racing
    Jun 13, 2014 · RPM Racing, released in 1991, is the first game by Silicon & Synapse. It has a track editor, but is not very good, with slow cars and a split- ...<|control11|><|separator|>
  11. [11]
    The History of Blizzard - IGN
    Oct 21, 2010 · In 1992 Blizzard (still known as Silicon and Synapse) released a remake of Racing Destruction Set called RPM Racing on the Super Nintendo ...
  12. [12]
    Alum are stars of gaming world - Daily Bruin
    Aug 26, 2010 · It began with three UCLA graduates, $20,000 and a 600-square-foot office in Irvine. ... Silicon & Synapse, the small company Michael Morhaime, ...
  13. [13]
    AGDC '07: Blizzard president Mike Morhaime - GameSpot
    Sep 6, 2007 · MM: When we first started, our initial name was Silicon and Synapse. ... GS: That was how you guys started, three guys and $20,000. You ...Missing: Michael | Show results with:Michael
  14. [14]
    Why Silicon and Synapse Is A $68 Billion Company You've ... - Inverse
    Jun 1, 2024 · So along with Frank Pierce (a third friend of theirs from school), Morhaime and Adham started Silicon and Synapse. The name was a nod to the ...
  15. [15]
    How Interplay Founder Helped Jump-Start Blizzard — IGN Unfiltered
    Jun 6, 2017 · So, thanks to a publishing deal with Interplay, Silicon & Synapse was able to create and launch the Super Nintendo game RPM Racing in 1991.
  16. [16]
    RPM Racing credits (SNES, 1991) - MobyGames
    Michael Quarles. Associate Producer, Matthew Findley. Executive Producer, Brian Fargo. Art Director, Todd J. Camasta (Todd Camasta). Artists, Robert Nesler (Rob ...
  17. [17]
    The Early Days of Blizzard With Co-Founder Allen Adham - IGN
    Jan 13, 2019 · A somewhat obscure racing title for the Super Nintendo called RPM Racing, released within the first year of the formation of Silicon & Synapse; ...
  18. [18]
    20 Years of Blizzard: Frank Pearce Interview - AusGamers.com
    Feb 13, 2011 · In the first half of 1991 we were working on a game called RPM Racing, and it might have been the first cart launched on the Super Nintendo ...
  19. [19]
    Rebecca Heineman interview - Atari Compendium
    Rebecca Heineman: A Sluggo III ROM emulator I built to develop Atari 800, C ... I used this to develop Wolf 3-D, Out of This World, and the audio on RPM Racing.
  20. [20]
    How R.P.M. Racing created double-rez SNES graphics with one weird trick
    ### Summary of Graphical Decisions and Development for RPM Racing
  21. [21]
    RPM Racing | Video Game | VideoGameGeek
    RPM Racing (short for Radical Psycho Machine Racing) is a Super Nintendo Entertainment System racing ... Sluggo' development system created by Bill Heineman and ...
  22. [22]
    RPM Racing (February 1992) (JP) - R - Retromags Community
    Oct 26, 2025 · ... Silicon & Synapse and published by Victor Musical Industries in Japan for the Super Famicom. Released: (JP) March 19, 1992 (NA) November 1991.
  23. [23]
    Relive the Legacy: Announcing the Blizzard® Arcade Collection
    Feb 19, 2021 · UPDATE [4/13/2021]: Lost Vikings® 2 and RPM RacingTM are now also part of the Blizzard Arcade Collection. The Blizzard Arcade Collection ...Missing: re- ports
  24. [24]
    Blizzard Arcade Collection gets two more 1990s SNES hits, free
    Apr 13, 2021 · RPM Racing, which launched for Super Nintendo in 1991, was the predecessor to Rock N Roll Racing. Blizzard made Lost Vikings 2: Norse by Norse ...Missing: MobyGames | Show results with:MobyGames<|control11|><|separator|>
  25. [25]
    The Blizzard® Arcade Collection - Battle.net
    In stockIf you do not allow these cookies, you will still experience advertisements from Blizzard and its affiliates but they won't be tailored to your interests.
  26. [26]
    Electronic Gaming Monthly 31 : Free Download, Borrow, and Streaming : Internet Archive
    Insufficient relevant content. The provided content from https://archive.org/details/Electronic_Gaming_Monthly_31 is a general appeal for donations and does not contain the magazine issue or the review for RPM Racing. No reviewer names, scores, or comments regarding gameplay, visuals, repetitive nature, or other criticisms/praises are available.
  27. [27]
    RPM Racing (1991) by Silicon & Synapse SNES game
    ### Summary of External Review Scores for SNES Version of RPM Racing (1991-1992)
  28. [28]
    Blizzard Entertainment Inc. - MobyGames
    However, they were the first American developer to release a Super Nintendo title with RPM Racing, which became one of the first ten launch titles for the ...
  29. [29]
    Video games are serious business for Blizzard CEO Michael ...
    Aug 8, 2010 · During their first year, the group was paid $40,000 by a larger game publisher to build RPM Racing, a car game for the Super Nintendo system.
  30. [30]
    The Blizzard® Arcade Collection levels up: Two more games, new ...
    Apr 13, 2021 · Lost Vikings® 2 and RPM RacingTM have been inducted into the Blizzard Arcade Collection! But we're not stopping there.
  31. [31]
    Perfect Ten: 10 Blizzard games that everyone forgets existed
    Sep 18, 2024 · Technically, this game dates back to the time when Blizzard was still Silicon & Synapse, but it's still Blizzard. ... RPM Racing. And it ...
  32. [32]
    The History of Blizzard & How Their Games Began | Opium Pulses
    Jul 3, 2018 · In 1994, Silicon & Synapse were acquired by distributor Davidson & Associates for 6.75 million dollars. Followed by a brief name change to Chaos ...
  33. [33]
    Blizzard Arcade Collection critic reviews - Metacritic
    Blizzard Arcade Collection is a great collection made for early fans of the company, and it brings three great titles with their respective versions for ...<|separator|>
  34. [34]
    Blizzard Arcade Collection Review (Switch eShop) - Nintendo Life
    Mar 7, 2021 · The track design and handling work well for multiplayer, and the silliness of the concept is just right for throwaway racing. However, it's ...
  35. [35]
    Blizzard Arcade Collection user reviews - Metacritic
    May 14, 2023 · RPM Racing is filler but the other 4 are great. The obvious highlight of the bunch is the modernized version of Rock N Roll Racing with 16:9 and ...
  36. [36]
    Blizzard Arcade Collection - PCGamingWiki PCGW
    Aug 25, 2025 · Blizzard Arcade Collection is a collection of old titles by Blizzard Entertainment: Blackthorne, The Lost Vikings and Rock n' Roll Racing.
  37. [37]
    R. P. M. Racing (Super Nintendo) Complete Gameplay - YouTube
    Apr 24, 2023 · ... Games #News #Videogames #Review #Game #Detonado #Walkthrough #Ending #Reviews #Facts #Retro #Record #Roms #Emulator #Longplay #Speedrun #RPM ...
  38. [38]
    RPM Racing (SNES) (gamerip) (1991) MP3 - Video Game Music
    Aug 20, 2019 · Download RPM Racing (SNES) (gamerip) (1991) album to your PC for free as MP3. Free RPM Racing (SNES) (gamerip) (1991) soundtracks, RPM Racing (
  39. [39]
    Retro Game Music – 8-Bit, Chiptune & Arcade Synthwave - Spotify
    🕹️ Retro game music with chiptune, 8-bit, arcade, synthwave & retrowave vibes. Perfect for studying, coding, gaming, or reliving classic NES & SNES nostalgia.Missing: RPM | Show results with:RPM