Pole Position II

Arcade 1983 Namco Driving Race (chase view)
Pole Position II is a 1-player game using a color raster-scan video display. Game action takes place at four different raceways - the Fuji Speedway in Japan, the Test Track (an oval track like Indy), the Seaside Speedway (with the Long Beach Pike in the background), and the Suzuka Speedway in Japan. The unique and picturesque scenery around each raceway adds exciting realism to each race!

The player drives a Formula-1 race car on each track. The first objective of the game is to finish the qualifying lap as quickly as possible. If the player beats the time, he qualifies for the race. If not, he drives the remainder of his time along the qualifying course.

As a qualifier, the player is ranked according to his qualifying lap time, from the 1st (pole) position to 8th. The second objective of the game is to race against the clock and other cars to finish the specified number of laps ('Nr. of Laps' dip switch setting; 3 laps is the default) of the race as fast as possible, and to achieve the highest score possible. The player earns points for passing cars, driving on the track, and finishing the race with time remaining. He is rewarded with an extended-play lap for completing the first lap within a certain amount of time (depending on the 'Extended Rank' dip switch setting).

To start play, the player must first insert the correct number of coin(s) for a game (according to the coin dip switch settings, 1 coin/1 credit is the default for both 'Coin A' and 'Coin B' dips). He then turns the steering wheel until the track he wants to drive on is highlighted in white. The game starts when the player steps on the accelerator. The player's car will appear behind the starting line and a certain amount of time, in seconds ('Game Time' dip switch setting; the default is 90 seconds), will be on the clock. The player's car must finish the qualifying lap within a certain amount of time (which varies depending on the 'Practice Rank' dip switch setting) to be in the race. If the player does not qualify, his car continues on the track until the 'Game Time' elapses.

If the player has qualified, just before the race begins, the player's car (flashing on the screen) is placed at the starting line with seven other cars. The position of the car depends on the position earned during the qualifying lap. (The player's car is always placed at the 8th position in the attract mode.)

The starting lights flash from red to green, and the race begins. Racing hazards are other racing cars, sharp turns, water puddles, and road signs. (All of these hazards except for water puddles are also present on the qualifying lap.) As the race progresses, more cars appear on the track. If the player's car hits another car or a road sign, it is destroyed in an explosion. (Pole Position II adds flying debris to the visual effect.) The player's car reappears in a few seconds and the race continues. Driving through water puddles or off the track slows down the player's car even more than in the original "Pole Position".

Experience will teach the player which turns on which tracks require slight steering (because they're banked) and which turns require fast and forceful steering. He jockeys for position with the other racers, while keeping his eye on the clock at the top of the screen. When his time runs out, the race is over. If he has beaten the racing lap time and has seconds remaining, the remaining seconds are added to the extended lap time, which varies depending on the track and the 'Extended Rank' dip switch setting.

The top score achieved by a player appears at the top of the screen. The time allotted for the lap is displayed under the top score. Increasing lap time (in seconds and hundredths of a second) and the speed of the car appear last. Each track has its own separate high score list.
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Pole Position II

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Technical

CPU
  • maincpu Z80 (@ 3 Mhz)
  • sub Z8002 (@ 3 Mhz)
  • sub2 Z8002 (@ 3 Mhz)
  • 51xx:mcu MB8843 (@ 1 Mhz)
  • 52xx:mcu MB8843 (@ 1 Mhz)
  • 53xx:mcu MB8843 (@ 1 Mhz)
  • 54xx:mcu MB8844 (@ 1 Mhz)
Chipset
  • Namco (@ 0 Mhz)
  • DISCRETE
  • Pole Position Custom
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 60.606061 Hz
Controlers
  • Number of players 1
  • Number of buttons 1
  • Kind of controler
    1. pedal
    2. pedal

Pole Position II Screenshots

Pole Position II - Screen 1
Pole Position II - Screen 2
Pole Position II - Screen 3
Pole Position II - Screen 4
Pole Position II - Screen 5

Clones of Pole Position II

Scoring for Pole Position II

Points are scored for every foot of track driven.
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 timer.

Qualifying Lap Placement Bonus :
(Qualifying times vary depending on both the track and the 'Practice Rank' dip switch setting)
Pole Position (1st place) : 4000 points
2nd place : 2000 points
3rd place : 1400 points
4th place : 1000 points
5th place : 800 points
6th place : 600 points
7th place : 400 points
8th place : 200 points

Tips on Pole Position II

* Hints for Game Play :
1) Avoid puddles and the sides of the track because these slow you down. In Pole Position II, puddles slow you down even more than in the original "Pole Position".
2) Accelerate before the green light appears, and stay ahead of other racers.
3) Drive to the inside of the track to make the corners.
4) Do not over steer (tracks are banked).
5) Engine sound will cue the driver when to shift to high gear.
6) When sliding, steer into the skid.
7) Drive over water puddles at 370 km/h (230 mph), and you will have turbo charge power.

* Easter Egg :
1) Enter service mode.
2) Turn wheel to 04; Change the shifter from LO to HI.
3) Turn wheel to 45; Change the shifter from LO to HI.
4) Turn wheel to 55; Change the shifter from LO to HI.
5) Turn wheel to 56; Change the shifter from LO to HI.
6) Turn wheel to 91; Change the shifter from LO to HI.
'(c) 1982 NAMCO LTD.' will appear on the screen.

Pole Position II and M.A.M.E.

0.36RC1 [?]
0.36b11 [Aaron Giles, Ernesto Corvi, Juergen Buchmueller]
0.36b6 [?]

Artwork available

WIP:
- 0.147u2: Hooked up clone 'Gran Premio F1 (Italian bootleg of Pole Position II)' to use the new TMS5220 implementation [Osso].
- 0.143u3: hap fixed high-score music has a hung note throughout and clones Pole Position II (Atari) and Pole Position II (bootleg) does not start.
- 0.142u6: Convert Pole Position driver to MCFG_SCREEN_RAW_PARAMS and scanline-based IRQ timing [Alex Jackson, O. Galibert]. This fixed bad game sound.
- 0.140u1: Derrick Renaud optimized speed of DISCRETE_DAC_R1.
- 6th September 2010: Mr. Do - Awhile back I added in built-in gear shifters for most of the driving games in MAME. But, I neglected to also add them to the external artwork for the games that had them. So go ahead and grab this LAY file update, which adds them in to the five driving games affected, plus also fixes the real artwork for both Pole Postions, which broke some time ago due to a source update.
- 0.139u1: Atari Ace removed global variables from NAMCO sound core.
- 0.138u4: Various improvements to Pole Position driver [Alex Jackson]: Corrected the way the steering wheel is hooked up, fixing the jittery steering in the sets with MCUs. Added a new layout file for the bootleg sets without MCUs (topracern and polepos2bi). Converted clock frequencies to crystal values from xtal.c. Added correct ROM names for the Namco-manufactured sets (polepos and polepos2). Completely removed the unused global variable polepos_gear_bit. Fixed a couple of bootleg ROMs that were very likely bit-rotted.
- 0.135: f205v and David Haywood added clone Gran Premio F1 (Italian bootleg of Pole Position II).
- 24th October 2009: f205v dumped Gran Premio F1 (bootleg 1983). This is an Italian bootleg of Pole Position II with Italian voice.
- 0.133u1: Renamed (poleps2a) to (polepos2a) and (poleps2b) to (polepos2b).
- 0.131u3: Aaron Giles changed the Namco 52xx and 53xx devices to run the actual MCU instead of simulating the behavior. Hooked them up properly in Pole Position. Added mirrors to Pole Position memory maps. Replaced audio Namco 52XX with 3x MB8843 (1536000 Hz) CPU4/5/6. Changed MB8844 CPU7 clock speed to 1536000 Hz.
- 0.130: Kevin Eshbach added placeholders for the two PAL's on Atari's version of Pole Position 1 and 2 (I could not read the last digit of the PAL at 5c.).
- 0.129u4: Changed Custom sound to Pole Position Custom.
- 9th January 2009: Mr. Do - I almost missed a pretty cool update that just took place in 0.129 (which Aaron was kind enough to point me at). It seems that a few weeks back (specifically, 0.127u3), Nathan Woods updated things so that artwork can be hooked up to pretty much any input bit. This opens up a whole new world of possibilities (if you use your imagination). So anyway, Aaron took the first step, and added a basic built-in gearshifter to Pole Position and Pole Postion II. And since I already had the other pics done, it only took a couple minutes to hook up the external artwork. So go and redownload Pole Position I and II, and you'll now finally know what gear you're always in.
- 0.129: Aaron Giles added simple built-in layout for Pole Position showing the position of the shifter. Removed debug build hack to popmessage the shifter state.
- 27th December 2008: Mr. Do - Kiltron knocked a few bezels out this month including Pole Position 2, which were on loan from Gene at Vintage Arcade.
- 0.119u3: David Haywood added the rom loading for roms 51xx, 52xx and 53xx.bin, which are dumped but not yet hooked up.
- 0.118u5: Changed palettesize to 3840 colors.
- 0.118u2: Alex Jackson removed redundant hard-coded definitions for Pole Position pedals.
- 0.114u1: Replaced MB88xx CPU4 with MB8844.
- 0.112u2: Replaced 3x DAC sound with Discrete.
- 0.112u1: Replaced implementation of Namco 54xx sound chip with new MB8844 CPU core running the original embedded ROM code. Removed old sound core. Pole Position and Bosconian no longer require samples as a result [Nicola Salmora, Ernesto Corvi, Guru]. Added MB88xx (256000 Hz) CPU4 with 1k rom 54xx.bin. Replaced Namco 54XX and Samples sound with 3x DAC sound.
- 0.97u1: Mamesick removed LO/HI gearshift display in Pole Position II (only enabled in a debug build).
- 0.89u5: Jarek Burczynski improved the Namco 54XX Noise Generator (Type A and B emulated, type C algo still unknown). Removed pp2_17.wav sample.
- 0.79u1: Nicola Salmoria fixed the polepos2 title screen which had been broken since day 1, strange that nobody noticed. Also fixed various mistakes in the polepos ROM loading (polepos2 was using the wrong engine sound ROMs - it's turbo!) and removed various bad dumps from polepos2b and poleps2c, they turned out to be the same version so poleps2c is removed. Changed clock speed of the Z80 and the 2x Z8002 CPUs to 3072000 Hz and added Namco 52XX and Namco 54XX sound.
- 0.76u2: Removed 2nd Player.
- 0.37b12: Changed VSync to 60.606060Hz.
- 0.36RC1: Added Pole Position II and clone Pole Position II (Atari). Changed 'Pole Position II (Atari set 1)' to clone '(Atari bootleg 1)' and clone '(Atari set 2)' to '(Atari bootleg 2)'. Renamed (polepos2) to (poleps2b) and (poleps2a) to (poleps2c).
- 24th February 2000: Aaron Giles added the Japan romset of Pole Position 2.
- 0.36b14: Changed description to 'Pole Position II (Atari set 1)' and clone '(set 2)' to '(Atari set 2)'.
- 0.36b12: Added 'Speed' and 'Unknown' dipswitch.
- 18th December 1999: Aaron Giles fixed Pole Position II dipswitches.
- 0.36b11: Added Pole Position II (set 1) (Namco 1983 (Atari license)) and clone (set 2) [Aaron Giles, Ernesto Corvi, Juergen Buchmueller].
- 23rd November 1999: Takahiro Nogi added partial stereo sound to Pole Position.
- 22nd November 1999: Aaron Giles, Ernesto Corvi and Juergen Buchmueller have submitted a fully working Pole Position 1 / 2 driver, it only lacks explosion and screeching tires samples.
- 0.36b6: Added Pole Position II (bootleg) (Testdriver).

LEVELS: 2

Romset: 225 kb / 44 files / 78.5 zip
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