Pole Position for Atari 8-bit computers | Review

Undoubtedly a classic in Formula 1 car racing, «Pole Position» truly marked a before and after in arcade games, thanks to its innovative graphical approach and gameplay.

Developed by Namco in 1982 and distributed by Atari in the United States on year later, «Pole Position» was a pioneer in introducing a pseudo-3D third-person perspective from behind the car. This feature offered a more realistic driving experience compared to the overhead views of its contemporaries - an approach that has endured and evolved in driving games to the present day.

Similarly, this game was innovative in introducing a time trial lap to qualify for a championship race, a mechanic that added a layer of depth and challenge for players.





Moreover, it was the first to feature a circuit based on a real location, the Fuji Speedway, allowing players to observe the iconic Japanese mountain in the distance. It is also recognized for innovating by incorporating advertising within the gameplay, with signs of well-known brands on the sides of the track.

The popularity and cultural impact of this title extend beyond its original arcade release, establishing itself as a timeless classic in the history of video games.


Additionally, it stood out for its commercial success in Japan and worldwide during the early '80s, leading to the creation of a sequel and an animated series.

The adaptation for Atari 8-bit computers aims to replicate the arcade experience within the technical capabilities of home machines of that time—a no small challenge considering the graphical and technical ambition of the original, contrasting with the inherent limitations of home hardware.


This version of «Pole Position» allows players to choose from three race circuits (Malibu Grand Prix, Namco Speedway and Atari Grand Prix), including a practice mode, and options to adjust the race length—from one to eight laps.

The graphics of the Atari 8-bit version are much simpler and perhaps a bit blurry, but the smoothness of the movement compensates for it....

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