how many pixels and what color the lines had to be to create roads to Gebelli. Square produced six different versions of Rad Racer for different regions to accommodate the different 3D viewing systems needed if players were using either a typical television or the Famicom 3D System and a different version required for the PAL region. At the time, programmers usually worked on games individually, which Tokita described having someone to work with as an asset. Tokita designed and wrote the program for the billboards that appear in the game. Tokita also made all four levels and during the process, he learned that the middle two levels shared assets, which saved time and memory. Shibuya worked on the character sprites in which Final Fantasy developer Koichi Ishii stated that the sprites of 3-D Battles of WorldRunner and Rad Racer typify Kazuko Shibuya’s pixel art style. Akitoshi Kawazu’s designed the Rad Racer ending that indicated with dots how far the player's progress. Rad Racer was released in Japan on August 7, 1987. It was later released in North America in October 1987 and in Europe on January 15, 1988. In August 1987, Nintendo released an arcade machine called Playchoice-10 that contained up to ten popular NES titles. Amongst the eligible NES games, Rad Racer was also available on the arcade machine. Reception Rad Racer was met with favorable reviews, enjoyed commercial success, and sold 1.96 million copies. It also ranked 8th on Nintendo Power'''s player's poll Top 30. Famitsu praised the sense of speed but felt the game was slightly monotonous. Japanese publication Family Computer Magazine applauded the variety of game landscapes found in different levels. British magazine Computer and Video Games called it an "extremely playable racing game" and said "things get very fast and competitive as you get further into the game." Retrospective reviews gave the title a more mixed reception. Skyler Miller of GameSpot, in his article The History of Square, commented that the game bears more than a passing resemblance to Out Run," but went on to say that "it's more than just a clone" and credited the game with "effectively convey[ing] the proper sense of speed." He continued to criticize the 3D effect, stating it created some sense of depth to the gameplay but was hindered by a pronounced screen flickering. He concluded that the game does not require 3D features and that it stands