Overview
Pole Position put players behind the wheel with a view from behind their car—a perspective that became racing game standard. Namco’s sprite scaling created the illusion of speed as the Fuji Speedway rushed toward you. Qualify, then race: the formula seems obvious now because Pole Position invented it.
Fast facts
- Developer: Namco.
- Release: 1982.
- Track: Fuji Speedway.
- Innovation: Rear-view racing perspective.
Visual technique
| Feature |
Method |
| Pseudo-3D |
Sprite scaling |
| Road |
Horizontal stripe scaling |
| Scenery |
Pre-scaled sprite sets |
| Speed illusion |
Rapid scaling |
Game structure
| Phase |
Objective |
| Qualifying |
Set lap time |
| Starting position |
Based on qualifying |
| Race |
Finish before time expires |
| Time extension |
Checkpoints |
Controls
| Input |
Function |
| Steering wheel |
Direction |
| Accelerator |
Speed |
| Brake |
Slow down |
| Gear shift |
High/low |
Track elements
| Element |
Hazard |
| Other cars |
Collision |
| Roadside objects |
Billboards, signs |
| Road edges |
Slowdown |
| Puddles |
Loss of control |
Cabinet design
| Feature |
Detail |
| Sit-down version |
Immersive |
| Steering wheel |
Force feedback |
| Pedals |
Analog control |
| Gear shift |
Mechanical feel |
Advertising integration
Real billboards in-game:
- Marlboro (later removed)
- Pepsi
- Canon
- First in-game advertising
Technical achievement
| Innovation |
Impact |
| Sprite scaling |
Speed sensation |
| Perspective |
Genre standard |
| Cabinet integration |
Immersion |
Home versions
| Platform |
Quality |
| Atari 2600 |
Impressive for hardware |
| Atari 7800 |
Good port |
| C64 |
Solid adaptation |
Sequel
Pole Position II (1983):
- Multiple tracks
- Enhanced graphics
- Same core gameplay
Legacy
Pole Position established:
- Behind-car racing view
- Qualifying + race structure
- Sprite scaling racing
- Racing game conventions
Influence
Direct descendants:
- Out Run
- Hang-On
- Every rear-view racer
See also