Fact-checked by Grok 2 weeks ago

Pole Position

Pole Position is a pioneering arcade racing video game developed and published by Namco in Japan in 1982, with licensing to Atari, Inc. for manufacturing and distribution in North America. The game places players in control of a Formula One-style race car navigating the Fuji Speedway circuit, beginning with a one-lap qualifying time trial to set the starting position among seven computer-controlled opponents before competing in a full race. Released initially in on September 16, 1982, Pole Position quickly achieved massive commercial success, becoming the highest-grossing in for that year and the top-earning worldwide in 1983. By , it had generated approximately $60.9 million in revenue from sales of over 24,550 cabinets, reflecting its widespread popularity in arcades across , the , and . The game's arcade cabinets featured realistic controls including a , gear shift, , and , enhancing the immersive driving experience. Innovatively, Pole Position employed sprite scaling techniques to simulate a pseudo-3D environment, creating a sense of depth and high speed on the 2.709-mile Fuji Speedway track with chicanes, straights, and elevation changes, which was groundbreaking for arcade racing titles at the time. Players had 90 seconds for the qualifying lap, with faster times earning pole position advantages, while the subsequent race required overtaking AI cars that varied in skill based on the player's performance. This structure, combined with crashing mechanics that ended the game upon collision, emphasized precision driving and strategy. The game's influence extended beyond arcades, leading to successful ports for home consoles such as the in 1983, which itself became a major hit, as well as versions for other platforms including the , Atari 8-bit computers, and later re-releases. It spawned a sequel, in 1983 with additional tracks like the , and even inspired a short-lived animated television series in 1984. is widely credited with popularizing the racing genre in arcades and laying foundational elements for future titles by demonstrating effective use of scaling sprites for dynamic visuals.

Gameplay

Core Mechanics

Pole Position's primary objective is to simulate through a two-phase structure: a qualifying followed by a championship race. The player controls a single race car and must complete one lap of the circuit in 73 seconds or less during the qualification to unlock the main event, where they compete against seven CPU-controlled opponents over multiple laps. Qualifying times determine the player's starting position, with faster laps earning the coveted and better odds for victory; failing the time limit ends the game without proceeding to the race. This system emphasizes precision driving to build momentum for the competitive phase. Gameplay relies on realistic controls mounted in the , including a for directional input, accelerator and pedals to manage speed, and a gear shift lever for toggling between low gear (better in corners) and high gear (top speed on straights). The car responds dynamically to inputs, with oversteer or understeer possible on turns if not handled properly. Collisions with opponent vehicles or trackside billboards trigger spin-outs, brief loss of control, or full crashes that halt progress and deduct time, requiring quick recovery to minimize losses. consumption adds strategic depth, as the tank depletes over the race; running out results in disqualification, while conserving it yields bonus points based on remaining time. Scoring rewards performance holistically, combining race outcomes with skill-based bonuses. Finishing positions award base points—such as for first place—while passing each opponent car without collision grants 50 points, encouraging aggressive yet clean overtakes. At race end, 200 points are added per second of unused fuel, and exceptional qualifying times provide upfront bonuses (e.g., 4,000 points for under 58.5 seconds). These mechanics promote balanced play, balancing speed, avoidance, and to maximize totals. Visually, the game utilizes a pseudo- perspective from behind the player's car, rendering the twisting road and environment through scaling sprites for opponents, billboards, and roadside objects to simulate depth and motion. The road surface warps and sways to convey speed, creating an immersive chase-view effect without true 3D hardware. This sprite-based approach was a technical advancement, delivering smooth scaling and color gradients for a realistic feel on 1982-era arcade systems. A key innovation, was the first racing game to mandate a qualification, mirroring real pole position procedures and setting it apart from direct-start competitors by requiring demonstrated skill upfront. This feature heightened replayability and tension, influencing subsequent racers with its blend of and accessibility.

Tracks and Modes

The primary track in the original arcade version of Pole Position is a digitized recreation of Japan's circuit, spanning approximately 4.36 kilometers (2.709 miles) and incorporating multiple turns, extended straightaways, and subtle elevation changes to mimic real-world racing dynamics. The daytime setting includes roadside billboards displaying product placements, such as branding and other advertisements, enhancing the immersive environment.) Race progression begins with a single qualifying lap, during which players must achieve a competitive time to secure a starting position for the main event—a three-lap against CPU-controlled Formula 1 cars. Qualifying performance determines the challenge level, with poorer positions resulting in faster opponents, escalating difficulty across subsequent races. management plays a critical role, as the car's fuel gauge depletes based on speed and distance; exhaustion before race completion terminates the event prematurely. The game supports single-player exclusively, with no multiplayer options in the release. Operational s include Attract for promotional demonstrations, Play for core sessions, High-Score for recording top performances via initials, and Self-Test for diagnostics. While the qualifying serves as an initial low-pressure familiarization opportunity, no dedicated practice exists for unrestricted free driving without timers or opponents. High scores, reflecting overall race outcomes including times and positions, are displayed on an in-game table ranking the top qualifiers.

Development

Concept and Design

Development of began in 1979 at and spanned a three-year cycle, culminating in its 1982 release. The project was led by designers Kazunori Sawano, known for , and Shinichiro Okamoto, designer of , with assistance from electro-mechanical engineer Sho Osugi and programming by Koichi Tashiro. Inspired by real and Namco's earlier efforts in the genre, including the electro-mechanical F-1 (1976) and the maze-based racer (1980), the team aimed to capture the thrill of authentic motorsport within arcade constraints. The core design goals centered on simulating a realistic experience accessible to casual players, featuring a novel qualifying lap to determine starting position—mirroring the "" concept in F1—followed by a full race against computer-controlled opponents. Shinichiro Okamoto emphasized creating a "complete that would allow a player to execute real driving techniques," such as gear shifting and cornering, while prioritizing intuitive controls to avoid frustrating newcomers. This balance between realism and enjoyment was a key challenge, as the team iterated to ensure the game appealed to a broad audience without sacrificing its F1-inspired authenticity. A pivotal design decision was to feature the real layout of Japan's for the game's sole track, marking the first time an arcade racing game incorporated an actual racetrack to enhance player recognition and immersion. The visuals relied on hand-drawn, scaling sprites to depict cars and scenery in a pseudo-3D perspective, while audio featured synthesized engine roars, tire screeches, and crash effects, all adapted to the era's hardware limitations on color and processing.

Technical Implementation

Pole Position utilized the Pole Position arcade system board, featuring a 8-bit CPU operating at 3.072 MHz as the primary processor for game logic and input handling, augmented by two Zilog Z8002 16-bit CPUs at the same clock speed to manage graphics rendering and audio processing. This multi-processor architecture enabled efficient division of tasks on 1982-era hardware, with the 16-bit CPUs providing the computational power needed for real-time simulations. The system included for working memory and to store game data, including track layouts and sprite graphics. Graphics were displayed at a resolution of 256 × 224 pixels with support for up to 3840 colors simultaneously, achieved through custom Namco hardware that facilitated pseudo-3D road projection via raster scanline techniques. The road environment was generated by calculating perspective distortion on a per-scanline basis, simulating depth through varying widths and positions of road elements like curbs and center lines, while scaling sprites for approaching billboards and distant scenery to enhance the illusion of motion. Opponent cars were rendered as multi-layered sprites with hardware-assisted scaling and collision mapping, allowing for dynamic positioning relative to the player's vehicle without full 3D modeling. This approach prioritized smooth vertical scrolling over complex polygon rendering, fitting the limitations of the era's raster display. Audio implementation relied on a 6-channel stereo Programmable Sound Generator () for polyphonic music and sound effects, such as screeches and gear shifts, complemented by a (DAC) for realistic engine noise variation based on speed. Custom I/O controllers integrated , producing digitized voice samples like "Start your engines!" and "!" to announce race phases, adding immersion without dedicated voice ROMs. To maintain fluid gameplay, the core loop optimized rendering by updating the pseudo-3D road projection 60 times per second, dividing the viewport into horizontal segments for rapid recalculation of curves and elevation changes. Fuel consumption and speed mechanics employed straightforward algorithms, including gear-dependent acceleration curves that adjusted thrust linearly with throttle input while decrementing fuel based on velocity thresholds, ensuring responsive controls on the constrained hardware. Limitations included minor sprite priority conflicts during overtakes, potentially causing brief visual artifacts, and the absence of save states inherent to arcade design.

Hardware

Cabinet Variants

Pole Position was released in two primary cabinet variants: the standard upright model and the deluxe cockpit version, both designed to enhance the immersive racing experience through dedicated controls and ergonomic layouts. The upright cabinet features a sit-down configuration with a 19-inch color monitor mounted in a compact frame, accompanied by a steering wheel, accelerator pedal, and two-position gear shifter. Its dimensions measure approximately 72 inches in height, 25.25 inches in width, and 35.5 inches in depth, with a weight of around 350 pounds, making it suitable for standard arcade installations. The cabinet offers an enclosed, more realistic with a , roll-cage styling, and a wider for greater and . Measuring roughly 76 inches in , 25.25 inches in width, and 65 inches in depth, it weighs approximately 350 pounds and commanded a higher , resulting in fewer units produced compared to the upright model. Both variants include a for directional control, a two-position shifter toggling between low and high gears, and coin slots accommodating 1 or 2 players, though gameplay supports single-player sessions only; force-feedback mechanisms are absent in line with early arcade technology. For accessibility, the cockpit version incorporates an adjustable to accommodate varying player heights, while the marquee artwork on both cabinets prominently displays Formula 1 cars racing on the track. The cabinets were manufactured by in and under license by in the United States.

System Specifications

The Namco Pole Position arcade system utilized a dedicated known as the Namco Pole Position hardware, which served as the core processing unit for the game. This board featured a 8-bit CPU operating at 3.072 MHz as the main processor, responsible for overall game logic and input handling. Complementing it were two Zilog Z8002 16-bit CPUs, also clocked at 3.072 MHz, which managed graphics rendering and sound generation; one Z8002 specifically handled audio processing. The video subsystem employed custom integrated circuits to achieve the game's signature pseudo- scaling effects for the road and sprites, rendering on a raster display with a of 256 x 224 pixels at approximately 60 Hz. Color output was generated through a palette system integrated with the custom video hardware, supporting a vibrant display suitable for the era's monitors. One of the secondary Z8002 CPUs contributed to scaling calculations, enabling smooth perspective simulation without full 3D polygon rendering. Peripherals included a board storing program code, track graphics, and audio samples, typically comprising EPROMs for data retrieval. Input/output functionality was managed via custom I/O controllers that interfaced with the , accelerator/brake pedals, and gear shifter, converting analog and digital signals for game input. The power supply unit was designed for standard arcade operation, accepting 100-120V input for North American models and delivering regulated 5V to the boards, with additional low-voltage lines for peripherals. Compatibility features centered on the proprietary for board interconnection, which was not natively JAMMA-compliant due to the game's 1982 release predating the 1985 standard; however, aftermarket adapters enable integration into JAMMA harnesses for modern cabinet installations. Later revisions, such as those in , incorporated sound upgrades including enhanced waveform synthesis via the 52xx chip at 1.536 MHz, alongside a DAC for engine simulation. Maintenance considerations for the system included addressing common hardware degradation, such as corrosion from leaked batteries on the CPU board used for high-score retention, which could damage nearby components like chips. The static display elements, including the road and horizon lines, contributed to monitor phosphor over prolonged use, a typical issue for CRT-based games of the period. A built-in service mode, accessible via a cabinet switch, allowed operators to run diagnostics, calibrate controls, and adjust audio/video settings for . Variations between the Japanese Namco original and the US Atari-licensed version involved minor adaptations for regional standards, including optimized for 120V mains and compatibility with American coin mechanisms to accept quarters and dollars without mechanical modifications. These tweaks ensured reliable operation in US arcades while preserving the core hardware architecture.

Release

Arcade Distribution

Pole Position was first released in Japanese arcades in September 1982 by , marking the game's debut as a pioneering title. The title quickly gained traction in the domestic market, leveraging 's established presence. licensed the game to Inc. for manufacturing and distribution outside , with the release occurring in November 1982. handled production of cabinets tailored for North American operators, including upright and variants to suit various locations. Distribution extended to through in 1983, while exports to other Asian markets remained limited under 's direct oversight. In 1983, introduced as an updated version of the original, incorporating new tracks such as the Suzuka Circuit while maintaining the core structure; it was positioned and distributed as a full , with managing Western releases starting in November. This variant expanded the game's appeal without requiring entirely new hardware, facilitating broader deployment.

Home Console Ports

The Atari 2600 version of Pole Position, released in 1983 by Atari, Inc., featured significantly simplified graphics compared to the arcade original, with basic blocky sprites for cars and a monochromatic track to accommodate the console's hardware limitations. Controls were adapted to the joystick, incorporating auto-acceleration and using the fire button for braking, while gear shifting was handled via directional inputs, diverging from the arcade's steering wheel and pedals. Although it retained a qualifying lap mechanic, the version omitted advanced features like multiple track selections, focusing solely on the Fuji Speedway circuit. Between 1986 and 1990, this port sold 578,281 units in the United States, generating $3,642,246 in revenue, making it one of the top-selling Atari 2600 titles during that period. Additional 1980s home ports expanded availability across various platforms, often with further adaptations to fit system constraints. The and versions, both released in 1983 by , closely mirrored the 2600 edition in gameplay but benefited from improved color palettes and slightly smoother scrolling on the more capable hardware, though still limited to a single track. The 64 port, published in 1984 by Atarisoft and later by Datasoft, introduced better sound effects and but reduced the number of on-screen opponents to three for performance reasons. Ports for the (1984, Atarisoft) and other systems like the TI-99/4A (1984, Atarisoft) and (1983, GCE) similarly featured pared-down visuals, with the using its vector display for a unique line-drawn aesthetic while maintaining core racing mechanics. These early adaptations generally omitted the arcade's track selection and billboards, prioritizing stable frame rates over fidelity. In the 1990s and 2000s, appeared in retrospective compilations, preserving the original arcade experience through . It was included in Volume 1 for the , released in 1995 by , allowing players to access the full upright cabinet version alongside other classics. Subsequent collections on platforms like the and carried over this emulation, adding save states and adjustable difficulty options not present in 1980s ports. A mobile adaptation, , launched for devices in September 2008 by Namco Bandai Games, updated the visuals with enhanced graphics and added bonus tracks while retaining the time-trial qualifying system. Modern re-releases have focused on faithful arcade emulation without full remakes. The edition, published by , arrived on in July 2023, offering customizable settings like screen orientation and lives alongside online leaderboards. In December 2024, My Arcade released the Pocket Player MAX, a handheld emulating the original arcade ROM with built-in controls, targeting portable retro play. These versions emphasize preservation, avoiding major alterations to the core loop while providing accessibility enhancements like variable difficulty.

Marketing

Advertising Strategies

Atari's promotional efforts for Pole Position began with its debut at the 1982 Amusement & Music Operators Association (AMOA) trade show, where live demos showcased the game's realistic Formula 1-style racing mechanics. The game later received the AMOA award for Most Played Videogame in 1983, highlighting its appeal to arcade operators. Promotional flyers distributed at the event and to operators emphasized the title's "real F1 action," positioning it as a premium racing simulator with authentic track views and high-speed competition to attract placements in high-traffic locations. To reach consumers and build buzz for the home console ports, aired a distinctive television commercial in 1983 exclusively on , featuring dynamic footage of in-game racing sequences set to upbeat music, which targeted the young, music-oriented demographic and underscored the game's thrilling experience. Complementing this, print advertisements appeared in gaming magazines such as the December 1982 issue of , where promoted the coin-op version with slogans like "Hook up to awesome," focusing on its immersive controls and earning potential for venues. Incentives for arcade operators included free cabinet trials and performance guarantees to encourage rapid adoption, with bundles offering high-score save kits to extend playtime and boost revenue retention. Cross-promotions tied the game loosely to real Formula 1 events through thematic alignment rather than formal partnerships, avoiding celebrity endorsements to keep costs focused on distribution.

Product Placement

Pole Position featured one of the earliest instances of product placement in arcade video games, integrating real-world brand advertisements into the racing environment to diversify revenue streams beyond coin-operated play. Along the Fuji Speedway track, roadside billboards displayed logos for companies such as Pepsi, Canon, Champion, Agip, Martini & Rossi, and S.E.V. Marchal, visible to players during races. These elements enhanced the game's immersive realism by simulating a sponsored Formula One event, though the North American Atari release replaced them with promotions for Atari titles like Dig Dug and Centipede to avoid licensing issues. The player's car and competing vehicles sported fictional liveries without overt real-brand logos, maintaining a focus on generic racing aesthetics rather than direct automotive endorsements. No audio advertisements were incorporated, keeping commercial elements confined to visual cues. Namco's inclusion of these brands stemmed from strategic partnerships with select sponsors, allowing for exclusive placements that provided supplementary income through licensing fees, separate from arcade earnings. However, not all integrations were authorized; the unauthorized use of the logo on billboards led to a lawsuit from Philip Morris against approximately one year after the release, resulting in a for the company to recall and replace affected ROMs to remove the infringing material. This incident drew minor criticism for overt commercialization in gaming but ultimately underscored the placements' role in heightening the game's authentic, trackside atmosphere. The practice pioneered by influenced subsequent arcade racers, such as Sega's 1986 title , which incorporated official Ferrari licensing as a form of branded product integration.

Reception

Critical Reviews

Upon its 1982 arcade release, Pole Position garnered positive attention from contemporary critics for its innovative driving simulation and sense of speed. In a 1983 review, Electronic Games magazine praised the game's realistic portrayal of Formula One racing, including smooth pseudo-3D graphics and responsive steering controls that mimicked real-world driving challenges. Critics also pointed out limitations in the original arcade version. The game's single Fuji Speedway track led to repetitive gameplay after multiple sessions, with difficulty spikes in later laps making qualification and completion frustrating for casual players. Joystik magazine in 1983 echoed these concerns in reader feedback, describing play sessions as disappointingly short—often under a minute for 25 cents—due to the unforgiving collision mechanics and time pressure. Retrospective analyses continue to celebrate Pole Position's influence on . Publications such as Retro Gamer have retrospectively emphasized its genre-pioneering status, crediting the third-person rear-view perspective and qualifying lap mechanic as foundational elements that shaped subsequent arcade racers. The game received no formal awards upon release, but it frequently appears in retrospectives ranking top arcade titles, such as the Museum of the Game's list of highest-earning coin-op games, where it ranks among the top 60 influential releases of the early 1980s. Port-specific feedback was more varied; the 1983 Atari 2600 adaptation earned mixed responses, with Video Gaming Illustrated criticizing its downgraded graphics, simplified track layout, and reduced sense of speed as significant departures from the arcade's fidelity.

Commercial Success

Pole Position achieved significant commercial success in the arcade market, particularly in . By 1983, over 21,000 cabinets had been sold in the United States, generating approximately $61 million in hardware revenue. The game's coin-operated earnings were substantial, averaging $9.5 million per week across operators in 1983, with each machine earning about $450 weekly. It topped the US arcade charts for 1983 and 1984, becoming the highest-grossing arcade title those years and surpassing previous leaders like within the racing genre. The home console ports also contributed to its overall market performance. The version, released in 1983, sold 578,281 units in the between 1986 and 1990 alone, with total sales for the port reaching approximately 1.2 million units worldwide; the version sold 12,492 units in the same period. dominated the racing category in the , establishing it as the highest-grossing game of its era in that segment due to innovative features like the qualifying lap, which enhanced and player engagement. Its popularity waned by 1985 amid competition from sequels and new titles. Globally, the game performed strongly in , where it was the top earner in , in the , and in , where it was among the top-grossing games in 1983.

Legacy

Genre Influence

Pole Position significantly shaped the racing by introducing key mechanics and visual techniques that became industry standards. One of its primary innovations was the qualifying , a preliminary lap to determine starting position, which added tension and strategy before the main race; this feature was later adopted in simulation-focused titles like , where players must achieve the fastest qualifying time to secure and gain a competitive edge. The game's use of sprite-scaling to create a pseudo-3D effect, enlarging and shrinking car sprites to simulate depth and speed, influenced subsequent racers such as Chase H.Q., which employed similar scaling techniques for its behind-the-vehicle pursuits while incorporating police chase elements. The title also drove a pivotal shift in perspective within arcade , moving away from top-down views prevalent in earlier titles toward a third-person "chase cam" positioned directly behind the player's car, enhancing immersion and the sense of velocity. This behind-the-car viewpoint directly impacted home console adaptations like Enduro (1983), which built on the scrolling racer format with day-night cycles, and (1987), a title that refined the pseudo-3D road rendering inspired by 's foundational approach. By centering gameplay around Formula 1-style circuits and high-speed overtaking, popularized the F1 theme in video games, inspiring a wave of simulations that emphasized and mastery over simplistic avoidance. Its cultural reach extended to unlicensed clones on personal computers. Pole Position received recognition for its enduring impact, appearing as a finalist in the 2021 World Video Game Hall of Fame for revolutionizing arcade racing conventions, and it is frequently cited in retrospective analyses of for establishing core genre tropes like time-based progression and perspective-driven immersion. Despite these contributions, the game faced criticism for its repetitive linear tracks and limited environmental variety, which constrained replayability and prompted later developers to evolve the genre toward more dynamic, open-world racers with diverse terrains and multiplayer elements.

Adaptations and Re-releases

Pole Position received one direct sequel, , released in arcades in 1983 by and distributed by in . The game retained the core qualifying lap and race mechanics of the original but introduced three new tracks alongside the returning : Suzuka Circuit, a seaside course resembling Long Beach, and a for . It featured enhanced graphics with more detailed environments, including billboards and varied landscapes, and supported a cockpit-style with gear shifting for immersive play. No further official sequels followed in the series. Beyond gaming, inspired a loosely adapted animated television series produced by in 1984. The show, titled , aired for 13 episodes as part of 's Saturday morning lineup, following siblings Dan, Tess, and Daisy Darret who operate a stunt show with intelligent cars named Roadie and Wheels while secretly combating crime. It diverged significantly from the game's racing focus, emphasizing adventure and espionage elements, and concluded its original run with reruns through 1986. The game has seen numerous re-releases across digital collections and modern hardware, beginning with inclusions in compilations during the 1990s and continuing through the 2010s on platforms like and . In 2023, Bandai Namco reissued the original via the series on , preserving the authentic 1982 arcade experience with options for qualifying laps and races. The sequel followed later in 2023 on the same platform. Additionally, in 2024, My Arcade launched the Racing Player, a portable handheld device emulating the original with realistic controls, high-score saving, and built-in speakers. Fan-driven efforts have produced unofficial remakes, notably a 2019 version utilizing the PPEngine, which reverse-engineered the original game's logic while updating visuals to full graphics with and shadows. This project aimed to recreate the experience faithfully without official endorsement. As of 2025, no official remake has been announced by Bandai .

References

  1. [1]
    Pole Model: How Namco's Pole Position Revolutionised Racing - IGN
    Dec 19, 2022 · First released in Japan on September 16, 1982, Pole Position arrived in the US (where it was distributed by Atari) and Europe later that same ...
  2. [2]
    Pole Position - Videogame by Atari | Museum of the Game
    Pole Position is a Videogame by Atari (circa 1982). Race your Indy car around the Fuji course before the timer runs out. The first run is the qualifying lap ...
  3. [3]
    Pole Position Arcade – Classic Racing Game History and Gameplay
    Released in 1982 by Namco (and distributed by Atari in North America), Pole Position revolutionized the arcade racing genre. As one of the first racing games to ...
  4. [4]
    The 25 Best-Selling Arcade Games Of All Time | HowStuffWorks
    Nov 3, 2017 · 16. Pole Position (1982). Cabinets Sold: 24,550. Revenue by 1988: $60.9 million. Adjusted for Inflation: $126 million. The ...
  5. [5]
    Pole Position - Strategy Guide - Arcade Games - By RGuerra
    As the driver of a Formula 1 racer, you are required to maneuver around the 2.709 mile course in a breathtaking race against the clock, and other racers.
  6. [6]
    Pole Position — StrategyWiki | Strategy guide and game reference wiki
    Jul 6, 2023 · The game is divided into two parts: the qualifying lap, and the big race itself. The qualifying lap is the most important part of the game, ...
  7. [7]
    Atari Video Game, "Pole Position," 1983 - The Henry Ford
    Pole Position was a top hit at American arcades in 1982. The home version, issued the following year for the Atari 2600 console, enjoyed similar success.Missing: facts | Show results with:facts<|control11|><|separator|>
  8. [8]
    PolePositionTM 2182ndprinting 1 | PDF - Scribd
    PolePositionTM-2182ndPrinting-1 - Free download as PDF File (.pdf) or read online for free. Pole Position arcade manual operation.
  9. [9]
    Getting Good: Pole Position - PrimeTime Amusements
    Sep 7, 2022 · We're going to give a brief overview of the basics in Pole Position, as well as give a few tips and tricks on how to maximize your performance each run.
  10. [10]
    [PDF] Pole Position - Arcade Museum
    A glossary of terms is in the back of this manual for your convenience. In addition, schematic diagrams of the game cir- cuitry are included with this manual.
  11. [11]
    Pole Position scoring does not add up
    Jun 30, 2008 · At the end of the game, 50 points are scored for each car the driver passed. Finishing the game awards 200 points for each second left on the ...Pole Position StatisticsPole Position WR alert!More results from forums.arcade-museum.comMissing: system | Show results with:system
  12. [12]
    Pole Position (Game) - Giant Bomb
    Pole Position was an arcade game released in 1982, developed by Namco. The game is seen as revolutionary for its popularization of sprite based, pseudo-3D ...
  13. [13]
    Pole Position - General 6 — Square Eye Retro Arcade
    The game's graphics featured full-colour landscapes with scaling sprites, including race cars and other signs, and a pseudo-3D, third-person, rear perspective ...
  14. [14]
    Racing Game History: Namco's Pole Position (1982) - - Podium Life
    May 31, 2023 · Pole Position is the first racing game to have a qualifying race. Players who complete the qualifier time trial in less than 120 seconds make it to the game's ...
  15. [15]
    XP Arcade: Pole Position
    Apr 16, 2025 · Pole Position pulled off a chase-cam, faux 3D racer with large, scaling sprites and a sense of speed four years before Sega released OutRun in arcades.
  16. [16]
    NamCompendium 12: Pole Position
    Sep 24, 2018 · Namco seems to think well of Pole Position, which was released in July 1982 in Japan, but it found even greater success in the United States.
  17. [17]
    Early Arcade Classics: 1985-87 Interviews - shmuplations.com
    Dec 23, 2021 · This compilation of short interviews covers the arcade classics of Pac-Man, Galaxian, Pole Position, Track & Field, and Space Invaders.Missing: history 1979 Rally- X
  18. [18]
    namco pole position hardware - System 16
    HARDWARE DESCRIPTION. Main CPU : Z80 Secondary CPUs : 2 x Z8002 Sound CPU : Uses one of the secondarys CPU's for the sound as well<|control11|><|separator|>
  19. [19]
    Namco Pole Position (system board) - Codex Gamicus - Fandom
    Namco Pole Position specifications · Main CPU (Central Processing Unit) processor : Zilog Z80 (8/16-bit) @ 3.1 MHz (0.45 MIPS) · Secondary CPU processors : 2 x ...Missing: ROM | Show results with:ROM
  20. [20]
    Pole Position technical specs - PixelatedArcade
    Arcade System Board: Namco Pole Position ; CPU: Zilog Z80 @ 3.072 MHz (x1) , Zilog Z8002 @ 3.072 MHz (x2) ; Cabinet Type: Environmental/Cockpit , Upright/Standard.Missing: game 1982 graphics
  21. [21]
    Lou's Pseudo 3d Page - Extent of the Jam
    Pole Position, on the other hand, uses both missile sprites for the sides of the road and then uses the ball sprite to draw a dotted line down the center.
  22. [22]
    video game cabinet Dimensions - Google Groups
    Pole Position Atari 72 25.25 35.5 Upright Pole Position Atari 76 25.25 65 Wrong? Friday, June 30, 2000. Page 7 of 12. Game Name Manufactor Height Width Depth ...
  23. [23]
    Pole Position Arcade game for sale
    In stockCabinet Styles. Upright/Standard; Environmental/Cockpit. Bezel, Bezel Image ... Additional information. Weight, 350 lbs. Reviews. There are no reviews yet ...
  24. [24]
    Pole Position (Sit Down) - Vintage Arcade Superstore
    In stockHere is a sit down Pole Position Arcade game for sale. This is a classic driving arcade game. You try to qualify to continue the game.Missing: Namco | Show results with:Namco
  25. [25]
    Arcade games | Video Game Sales Wiki - Fandom
    Pole Position: $579.6 million (hardware sales & coin revenue) by 1983; Pole Position II: $7.43 million (hardware sales) in 1983; Final Lap: $9.5 ...
  26. [26]
    Atari Pole Position to JAMMA Adapter - pcbjunkie.net
    While both versions of the game run on the same board, the Namco and Atari releases are different and not pinout compatible. This adapter has a built-in ...
  27. [27]
    Pole Position Repair Log--Bad ARIIs, Battery-Damaged Board, and ...
    Jun 22, 2023 · I have a pole position boardset with a burnt up edge connector, battery damage and boots to garbage, so I'm expecting some similar issues.Master List of Pole Position Repair Log LinksNew Pole Position has *surprise surprise* issuesMore results from forums.arcade-museum.comMissing: mode | Show results with:mode
  28. [28]
    Pole Position (Arcade) - The Cutting Room Floor
    Sep 8, 2025 · Pole Position (Arcade) ; Publishers: Namco (JP/INT), Atari, Inc. (US) ; Platform: Arcade (Pole Position hardware) Released in JP: July 1982
  29. [29]
    Pole Position II Release Information for Arcade Games - GameFAQs
    Platform: Arcade Games. Genre: Racing » Simulation » Automobile. Developer: Namco. Publisher: Atari, Inc. Release: November 1983. Franchises: Pole Position ( ...
  30. [30]
  31. [31]
    Pole Position/Versions - StrategyWiki
    Jul 21, 2022 · Pole Position/Versions · 1 Atari 2600 · 2 Atari 5200 & 400/800/XL/XE · 3 Commodore 64 · 4 Commodore VIC-20 · 5 IBM PC · 6 Intellivision · 7 TI-99/4A · 8 ...
  32. [32]
    Atari 2600 Manuals (HTML) - Pole Position (Atari) - AtariAge
    HTML Manual. POLE POSITION *POLE POSITION is engineered and designed by Namco Ltd. manufactured under license by Atari, Inc. Trademark and (c) Namco 1982.Missing: pdf | Show results with:pdf
  33. [33]
    Pole Position | Namco Wiki - Fandom
    Pole Position (ポールポジション) is a 1982 racing arcade game developed and published by Namco, and was licensed to Atari for North America.
  34. [34]
    Namco Museum - Wikipedia
    Six Namco Museum volumes were released for the PlayStation from 1995 ... Pole Position II is only supported in these compilations by Namco's neGcon joypad.Missing: mobile | Show results with:mobile
  35. [35]
    Pole Position Remix iPhone Review - IGN
    Rating 5/10 · Review by George RoushSep 19, 2008 · Pole Position: Remix is the same Pole Position you remember playing in the arcade but with added cars, bonus tracks, music and sound effects.Missing: 2009 | Show results with:2009
  36. [36]
  37. [37]
    Pole Position Pocket Player MAX: Our FIRST LOOK ... - GenXGrownUp
    Pole Position Pocket Player MAX: Our FIRST LOOK at the Revamped Design. Jon. 863 Videos. December 26, 2024.
  38. [38]
    Rewind: 30 Years Before 'GTAV,' There Was Atari's 'Pole Position ...
    For this week's edition of Ad Age Rewind, we take a look at an ad that ran on MTV in 1983 for the classic race car game "Pole Position."<|separator|>
  39. [39]
    Ads - Electronic Games Dec 1982 - VideoGame Pavilion
    Advertiser: Atari Inc. Related Games: Pole Position (Coin-op). No More Wires. Advertiser: Cynex Manufacturing Corp.
  40. [40]
    THE GAME TURNS SERIOUS AT ATARI - The New York Times
    Dec 19, 1982 · Recently Atari introduced Pole Position - yet another Japanese game. ... It has a tremendous advertising budget, estimated at more than ...
  41. [41]
    Pole Position (Arcade) - The Cutting Room Floor
    ### Summary of Product Placement, Billboards, Brands, Controversies, or Deals in Pole Position (Arcade)
  42. [42]
    Atari US Pole Position w/Original Billboards (Marlboro, Pepsi ...
    Mar 11, 2023 · The original Atari US release of Pole Position had non-Atari signs. Instead of Centipede, Dig Dug and Atari signs, it had Marlboro, Pepsi, Canon, Champion, ...Missing: strategies 1982
  43. [43]
    OutRun (Video Game) - TV Tropes
    Completing the game awards 1,000,000 points per second remaining on the clock. Product Placement: In addition to the official Ferrari license (which came with a ...
  44. [44]
    [PDF] JoyStik - Digital Press
    Unfortu- nately, I do not, and am in- furiated that you would say. Pole Position is the best racing game around. I played it, and for 25 cents I got 50 seconds ...
  45. [45]
    Arcade Archives: Pole Position Review for PlayStation 4 - GameFAQs
    Rating 4.0 · Review by Master75Pole Position was a very fun arcade machine to run to in the game center. It was popular enough for it to be re-announced on future systems.
  46. [46]
    The Story Of Namco - Old School Gamer Magazine
    Sep 25, 2024 · Also in 1982, Namco entered the arcade racing genre with the driving game Pole Position. Inspired by Namco's earlier electric-mechanical game, F ...<|separator|>
  47. [47]
    Top Coin-Operated Videogames of All Time | Museum of the Game
    Top 41-60. 1982 - Pengo; 1982 - Pole Position; 1982 - Q*bert; 1982 - Robotron 2084; 1982 - Space Duel; 1982 - Time Pilot; 1982 - Tron; 1982 - Xevious; 1982 - ...
  48. [48]
    [PDF] VideoGaming Illustrated - Atari Compendium
    It's bad enough that fans of the arcade Pole Position will be disappointed; now, anyone who has already purchased Enduro will have no reason to bother with ...
  49. [49]
    The Economics of Arcades: From Boom to Bust (1978–1999) - Bitvint
    185) notes that arcade game revenue jumped from $50 million in 1978 to ... By 1982, Pole Position alone generated $9.5 million per week in operator ...
  50. [50]
    2600 sales - 86-90 - AtariAge Forums
    May 28, 2009 · As promised over in the Atari 7800 forum, here are the internal sales figures for the Atari 2600 games from 86 through 90.What Atari sales numbers do we have for their systems? (Research ...Consoles sales of Atari 2600 (and Sears too etc) for 77,78,79 etc?More results from forums.atariage.com
  51. [51]
    1983 | Video Game Sales Wiki - Fandom
    Pole Position, a racing game by Namco, was the highest-grossing arcade game in 1983. The following titles were the highest-grossing arcade games worldwide in ...
  52. [52]
    The Race Is On: Classic Video Games With Race Cars - CultureSonar
    Feb 28, 2017 · As 1983's highest grossing arcade experience, Pole Position inspired many subsequent titles for which checkpoints, qualifying laps, and the use ...
  53. [53]
    Chase H.Q. - FAQ - TurboGrafx-16 - By Dev - GameFAQs
    Jul 22, 2006 · ... Chase HQ is a Pole Position styled arcade racer, but with more than just racing going on. The premise is that you are a cop who has to chase ...Missing: influence | Show results with:influence
  54. [54]
    Driving and racing games that defined the segment - Autoblog
    Nov 1, 2019 · But Pole Position captured the imaginations of arcade-goers and became the spiritual ancestor of most racing games that followed. At the time, ...
  55. [55]
    2021 World Video Game Hall of Fame Inductees Announced
    May 6, 2021 · ... World Video Game Hall of Fame. They emerged from a field of ... Pole Position, Portal, and Tron. About Animal Crossing: Nintendo ...
  56. [56]
    REVIEW: Pole Position 2 (PP2, Pole Position II) by Atari 7800 Forever
    My only other complaint graphically is the lack of variety in roadside signs, but in the overall scheme of things that's very minor. Outside of Pole Position 2 ...
  57. [57]
    Pole Position II - StrategyWiki
    Dec 7, 2023 · It features three new race tracks, in addition to the original Fuji Speedway - Suzuka, Seaside (which resembles Long Beach), and a Test circuit (which ...
  58. [58]
    Pole Position II - Videogame by Atari | Museum of the Game
    Specs ; Videogame · 9064 · Wide Release · Racing · Orientation: Horizontal; Type: Raster: Standard Resolution; Color: Color.
  59. [59]
    Pole Position (TV Series 1984–1985) - IMDb
    Rating 6.5/10 (395) A teen stunt car team secretly fights crime with the help of their artificially intelligent cars.
  60. [60]
  61. [61]
    Pole Position remade in 3D with original game logic
    Jul 25, 2019 · PPEngine isn't just a 3D remake of the 1982 arcade game Pole Position, but a complete reverse-engineering of the original game's code.Missing: fan | Show results with:fan
  62. [62]
    Court Dismisses Bandai Namco's Lawsuit Against AtGames
    Nov 4, 2020 · The settlement agreement clears the way for AtGames to use Bandai Namco's properties in its Arcade Blast Lineup.