Home News Forum                            
 

Play your favorite classic games and more with the GameEx front end. Read more.

polepos: MAME ROM Information.


History:

Pole Position (c) 1982 Namco.


Pole Position is a 1-player game using a color raster-scan video display. Game action takes place at the Fuji Speedway in Japan. The country around the speedway consists of green meadows, hills, and snow-capped Mt. Fuji.


The player drives a Formula-1 race car on the track. The first objective of the game is to finish the qualifying lap as quickly as possible. If the player beats the clock, he qualifies for the race. If not, he drives out 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 the 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).


The game starts with the player's car 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 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 place 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, road signs, and water puddles. (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. 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.


Racing into the first turn, the player must let up on the accelerator slightly to make the corner. Road signs flash along the side of the track. Depending on how well the player manipulates the controls, he can either roar through the hairpin turns like a champion or spin out in a flaming crash. 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 '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 appears last.


- TECHNICAL -


[Upright model]

The upright version of Pole Position came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The side art consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene. While the marquee had a Pole Position logo superimposed over a view of several race cars coming directly at you. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a 2-position shifter. The upright version had a gas pedal, but no brake pedal.


Game ID : PP


Main CPU : Z80 (also drives the sound), Z8002 (x2)

Sound Chips : Namco 6-channel stereo WSG, DAC (engine sound), discrete circuitry (crash and skid sounds), custom DAC (speech)


Screen orientation : Horizontal

Video resolution : 256 x 224 pixels

Screen refresh : 60.61 Hz

Palette colors : 128


Players : 1

Controls : Steering wheel, gear shifter (Hi and Low)

Pedals : Accelerator only


- TRIVIA -


Released in July 1982 in Japan.


This game was one of the choices presented to Bally/Midway from Namco for sub-licensing. Bally/Midway chose Mappy while Atari was left with Pole Position. Pole Position went on to become the biggest game of 1983.


When Pole Position was introduced in 1982, players lined up in arcades around the world to grip the steering wheel and stomp on the gas pedal of a driving game so realistic that the players -- just like their cars -- were swerving around the corners. Pole Position was a 14-carat contribution to the golden age of video games. Pole Position started the trend for photo-realism in video game graphics. In addition to great graphics, it had great game play and it was a huge success, dominated game charts for almost about 2 years.


This was the first driving game to be based on a real circuit : The action takes place at Fuji Speedway in Japan. The snow-capped Mt. Fuji appears in the background.


* A place in video game history : "Pole Position stands out as the racing game that really appealed to the general public, " said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It went into arcades across the nation, where it can still be found. Pole Position machines were placed everywhere -- even in gas stations!". The popularity of Pole Position was based on its realism. Players felt as if they were actually in the driver's seat. "Racing games before Pole Position tended to have a top-down perspective in which you floated over the course, which wasn't terribly realistic, " Lindsey said. "Pole Position's eye-level point of view gave it a great deal of realism, and this point of view became a standard for racing games that followed. In addition, it provided a lot of peripheral cues. You saw lots of things zipping by on the side of the screen and this really added to the excitement of the game. Pole Position also had great sound. You could hear the gears winding out in the stretches. As you zipped by another car, you could hear that car's engine. All of these details added to the overall effect. Pole Position was, and still is, an awfully nice game.".


* The great 25-cent escape : Chris Lindsey believes that a big reason why Pole Position has remained such a timeless classic is that it has always appealed to women, in addition to men. "I think there are quite a few game developers who would like to figure out why some games appeal to females, " Lindsey said. "Perhaps this is just pop psychology, but I've seen two types of games women will take to : racing games, and games in which the character, or your representation on screen, is doing something besides destroying bad guys. I don't know if that's the correct way to describe it, but that is what I've seen. I've had occasion to work in different types of entertainment facilities, large and small, very modern and, of course, the museum. Without fail I see women take to "Pac-Man", and I see them take to racing games, almost regardless of what the racing game is."


* Lindsey said the comparative lack of violence in Pole Position and other racing games might explain their popularity with women -- as well as with men. "I think violence in games is fairly thoughtless for men, and for some women, the violence in a video game may stick out, " Lindsey said. "Violence in gaming is not an experience that most people seek even though they like video games. When those people find games that are engaging, and that offer outstanding game play, there is a desire on their part to dive into it. These racing games really offer that.".


* Namco notes : The engineers who created Pole Position knew they had created something special when a steering wheel was first connected to the prototype game in their lab. Later, when Pole Position was released, engineers visiting the arcades found that the waiting lines were so long that they curled back and forth within the arcade and then extended out the door.


Pole Position is widely cursed by collectors as having the worst hardware design of any arcade game released in the 1980s. Internal documents that have recently surfaced bear this fact out. The circuit board underwent a large number of modifications and design changes that, while finally allowing the game to function, made the boards fragile. Proof can be found by the piles of Pole Position video PCBs with burnt edge connectors sitting on collectors' workbenches :). Working replacement Pole Position PCBs are very hard to find these days, and almost all of the known repair shops won't even look at them, much less attempt to fix them.


Les Lagier holds the official record for this game with 67, 310 points.


A Pole Position cockpit model appears in the 1983 movie 'Joysticks'.


A Pole Position upright model appears in the Judas Priest music video 'Freewheel Burning'. The gameplay shows the head of Rob Halford (lead singer) in the player's car :)


Parker Brothers released a board game based on this video game (same name) : Players put various movement cards (move 5, move 4, move rookie/move 2, move 2/shift track) in an attempt to be the first car around the track.


Approximately 20, 400 units were produced by Atari (~17, 250 Uprights and ~3, 150 Cockpits).


Original products :

Namco's Pole Position [Upright model] (July 1982)

Namco's Pole Position [Cockpit model] (July 1982)


Licensed products :

Atari's Pole Position [Upright model] (November 1982)

Atari's Pole Position [Cockpit model] (November 1982)


Unofficial products :

Top Racer (1983)


- UPDATES -


Differences between the Namco and Atari versions :


* The Atari version has an extra dip switch setting ("Speed Unit") that allows the user to toggle between using the English system and the metric system to measure the distance of one lap around the track (as shown on the title screen) and the speed of the player's car (as shown on the upper-right corner of the screen during game play). By default, the game uses the metric system. Namco's original version does not have this dip and exclusively uses the metric system.


* On the title screen, the distance of one complete lap around the track is displayed. Namco's original version gives this distance in meters ('1LAP 4359M'). In Atari's version, if the 'Speed Unit' dip is set to using the metric system ('km/h'), the distance is expressed in kilometers and thousandths of a kilometer (1LAP 4.359 km); if it is set to using the English system ('mph') the distance is expressed in miles and thousandths of a mile (1LAP 2.709mi.').


* At the start of the game, a Goodyear blimp carries a white banner with Japanese writing across the screen in the Namco version while a blimp with the word 'Atari' carries a white banner with the words 'PREPARE TO QUALIFY' across the screen in the Atari version (A female voice can be heard saying 'Prepare to qualify!' as the blimp and banner fly across the screen).


* There are billboards for "Dig Dug", "Centipede", and Pole Position in the Atari version, and various billboards including 'Pepsi', 'Marlboro', and 'Champion' in the Namco version.


* If the racer qualifies in the Atari version, the blimp will fly across the screen again, only this time carrying new white banner with the words 'PREPARE TO RACE'; also the voice will say, 'Great driving. You qualified to race'.


* The sign above the cars at the start of the race says "Start". When the player completes a lap, the sign says "Namco" in the Namco version and "Fuji" in the Atari version. If the player finishes the race (and the girl waving the checkered flag appears on the screen), the sign will say "Goal" in both versions.


- SCORING -


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 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 AND TRICKS -


* Hints for Game Play :

1) Avoid puddles and the sides of the track because these slow you down.

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) Successful completion of a turn depends on braking skill.

5) Engine sound will cue the driver when to shift to high gear.

6) When sliding, steer into the skid.


* Instead of pressing down on the gas pedal for acceleration, placing your foot underneath the gas pedal and lifting the pedal up with your instep caused the car to go even faster.


- SERIES -


1. Pole Position [Upright model] (1982)

1. Pole Position [Cockpit model] (1982)

2. Pole Position II (1983)

3. Final Lap (1987)

4. Final Lap UR (1988)

5. Final Lap Twin (1989, NEC PC-Engine)

6. Final Lap 2 (1990)

7. Final Lap 3 (1992)

8. Final Lap R (1993)

9. Final Lap 2000 (2000, Bandai WonderSwan)

10. Final Lap Special (2001, Bandai WonderSwan Color)


- STAFF -


Sound : Nobuyuki Ohnogi


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1983)

GCE Vectrex (1983)

Atari XEGS

Mattel Intellivision (1987)

Atari 7800 (1989)

Sony PlayStation (1996, "Namco Museum Vol.1")

Nintendo 64 (1999, "Namco Museum 64")

Sega Dreamcast (1999, "Namco Museum")

Sony PlayStation 2 (2001, "Namco Museum")

Nintendo GameCube (2002, "Namco Museum")

Microsoft XBOX (2002, "Namco Museum")

Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")

Microsoft XBOX (2005, "Namco Museum 50th Anniversary")

Nintendo GameCube (2005,"Namco Museum 50th Anniversary")

Microsoft XBOX 360 (2008, "Namco Museum Virtual Arcade")


* Computers :

Atari 800 (1983)

Commodore VIC-20 (1983)

Commodore C64 (1983)

Texas Instruments TI-99/4A (1983)

Sinclair ZX Spectrum (1984)

Amstrad CPC (1985)

PC [MS-DOS] (1986)

PC [MS Windows 95, 3.5''] (1995, "Microsoft Return of Arcade")

PC [MS Windows, CD-ROM] (2000, "Microsoft Return of Arcade 20th Anniversary")

PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")


* Others :

Ms. Pac-Man TV Game (2004 - Jakks Pacific)

Ms. Pac-Man TV Game Wireless Version (2005 - Jakks Pacific)

Apple iPhone (2008, "Pole Position Remix")

Retro Arcade featuring Pac-Man (2008 - Jakks Pacific)


- SOURCES -


Game's rom.

Machine's picture.




MAME Info:

0.79u1 [Nicola Salmoria]

0.36b14 [Aaron Giles]

0.36b11 [Aaron Giles, Ernesto Corvi, Juergen Buchmueller]

0.35b9 [?]


Artwork available


NOTE:

- Pole Position was the first driving game to be based on a real circuit (Fuji).


Bugs:

- Playback of inp incorrect after a while. reesal (ID )

- When you start with full gas in the Namco version you can hear the tyres screeching, in the Atari version not. Kold666 (ID 01114)


WIP:

- 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.

- 0.135u1: Added clone Top Racer (no MB8841 + MB8842). Removed clone Top Racer (set 2). Changed description of clones 'Top Racer (set 1)' to 'Top Racer (with MB8841 + MB8842, set 1)' and 'Top Racer (set 3)' to 'Top Racer (with MB8841 + MB8842, set 2)'. Renamed (topracrb) to (topracera). David Haywood documented presence of Namco customs on the Pole Position bootleg (Top Racer) sets. Removed Namco devices from bootlegs which don't have them.

- 0.133u5: Couriersud fixed unable to find input port in clone Top Racer (set 2).

- 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.).

- 0.129u6: Mr. Do added built-in layouts for Pole Position.

- 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.

- 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.

- 18th February 2007: Mr. Do - Zorg's vector of the upright bezel for Pole Position is ready to go. I also included the graphics for the gearshift for Pole Position. Note that this won't work until the driver is updated. Also fixed the screen position on the cockpit bezel (finally got it, red!).

- 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 and replaced Namco 54XX with 3x DAC sound.

- 26th November 2006: Mr. Do - We have a Pole Position Upright bezel, thanks to the loan by Vintage Arcade Superstore and cleanup by Ad_Enuff.

- 3rd September 2006: Mr. Do - Added vectorized the bezel version of Pole Position (Atari Cockpit) by Ad_Enuff.

- 0.97u1: Mamesick moved LO/HI gearshift display in Pole Position to debug-only build.

- 0.94u2: Derrick Renaud added proper watchdog to Pole Position.

- 0.90u3: Steve Ellenoff added clone Top Racer (set 3). Derrick Renaud added proper filters to Pole Position engine sound and proper filters to the Namco52 sample player of Bosconian, Galaga, Pole Position and Xevious. Adjusted relative effect volumes per schematics.

- 14th January 2005: Derrick Renaud - Added proper filters to engine sound. Also i am working on adding the proper filtering to the speech (Namco 52XX voice effects) of Pole Position. The final sound comes out of pin 14 of the LM324. R/C components and a op-amp affect the filtering.

- 0.90u2: Derrick Renaud updated the Namco 54XX noise sound and added the R/C values to Bosconian, Galaga, Pole Position and Xevious.

- 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.

- 0.87u4: Pierpaolo Prazzoli added clone Top Racer (set 2) (bootleg 1982). Changed description of clone 'Top Racer' to 'Top Racer (set 1)'.

- 0.79u1: Nicola Salmoria fixed various mistakes in the Pole Position ROM loading (missing one speech ROM and vertical scaling PROMs). Also sprite zooming should now be closer to the hardware. Added new cpu1 rom ($0 - Top Racer has same crc), missing gfx6 rom ($0) from Pole Position (Atari version 2), sound3 rom ($6000) from Pole Position II and 2x new prom ($1000, 1020). Changed Z80 CPU1 and Z8002 CPU1/2 clock speeds to 3072000 Hz and added Namco 52XX and Namco 54XX sound.

- 0.76u2: Removed 2nd Player.

- 15th September 2002: Stephane Humbert fixed a small issue in the Pole Position MCU coinage handling.

- 0.37b12: Changed VSync to 60.606060Hz.

- 0.36b14: Aaron Giles added Pole Position (Namco 1982). Changed 'Pole Position (version 2)' to clone '(Atari version 2)' and clone '(version 1)' to '(Atari version 1)'. Renamed (polepos) to (poleposa).

- 6th January 2000: Aaron Giles added the Japan Pole Position romset.

- 0.36b11: Added Pole Position (version 2) (Namco 1982 (Atari license)) and clones (version 1) and Top Racer (bootleg) [Aaron Giles, Ernesto Corvi, Juergen Buchmueller].

- 25th November 1999: Takahiro Nogi fixed some problems in the sample playing of Pole Position.

- 24th November 1999: Ernesto Corvi hooked up the two missing samples to the Pole Position driver.

- 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 clone Pole Position (set 2) (Testdriver).

- 0.35b9: Added Pole Position I (Testdriver) and clones (alternate set) and (bootleg).


ARCADE RELEASE: Pole Position (Namco) - 1982/Sep/24


LEVELS: 2


Recommended Games (F1-3D):

Turbo

Pole Position

Pole Position II

TX-1

Driving Force

WEC Le Mans 24

Continental Circus

Final Lap

Final Lap 2

Final Lap 3

Final Lap R

Winning Run

Winning Run Suzuka Grand Prix

Winning Run 91

Super Monaco GP

Super Monaco GP (Mega-Tech)

Driver's Eyes

F1 Exhaust Note

Grand Prix Star

F-1 Grand Prix Star II

Racing Beat

Ground Effects

Virtua Racing

Daytona USA

Daytona USA 2

Daytona USA 2 Power Edition

Ace Driver

Driver's Edge

F1 Super Battle

Racin' Force

INDY 500 Twin

Slipstream

Ace Driver: Victory Lap

Sega Touring Car Championship

Super GT 24h

LeMans 24

Ferrari F355 Challenge

Ferrari F355 Challenge (Twin)

Ferrari F355 Challenge 2 (Twin)

Maximum Speed


Romset: 193 kb / 40 files / 65.8 zip




MAME XML Output:

       <game name="polepos" sourcefile="polepos.c">
              <description>Pole Position</description>
              <year>1982</year>
              <manufacturer>Namco</manufacturer>
              <rom name="pp1_9b.6h" size="8192" crc="94436b70" sha1="7495c2a8c3928c59146760d19e672afee01c5b17" region="maincpu" offset="0"/>
              <rom name="pp1_10b.5h" size="4096" crc="7174bcb7" sha1="460326a6cea201db2df813013c95562a222ea95d" region="maincpu" offset="2000"/>
              <rom name="pp1_1b.8m" size="8192" crc="361c56dd" sha1="6e4abf98b10077c6980e8aa3861f0233135ea68f" region="sub" offset="1"/>
              <rom name="pp1_2b.8l" size="8192" crc="582b530a" sha1="4fc38aa8b70816e14b321ec778090f6c7e7f1640" region="sub" offset="0"/>
              <rom name="pp1_5b.4m" size="8192" crc="5cdf5294" sha1="dbdf327a541fd71aadafda9c925fa4cf7f7c4a24" region="sub2" offset="1"/>
              <rom name="pp1_6b.4l" size="8192" crc="81696272" sha1="27041a7c24297a6f317537c44922b51d2b2278a6" region="sub2" offset="0"/>
              <rom name="pp1_28.1f" size="4096" crc="5b277daf" sha1="0b1feeb2c0c63a5db5ba9b0115aa1b2388636a70" region="gfx1" offset="0"/>
              <rom name="pp1_29.1e" size="4096" crc="706e888a" sha1="af1aa2199fcf73a3afbe760857ff117865350954" region="gfx2" offset="0"/>
              <rom name="pp1_25.1n" size="8192" crc="ac8e28c1" sha1="13bc2bf4be28d9ae987f79034f9532272b3a2543" region="gfx3" offset="0"/>
              <rom name="pp1_26.1m" size="8192" crc="94443079" sha1="413d7b762c8dff541675e96874be6ee0251d3581" region="gfx3" offset="2000"/>
              <rom name="pp1_17.5n" size="8192" crc="2e134b46" sha1="0938f5f9f5cc6d7c1096c569449db78dbc42da01" region="gfx4" offset="0"/>
              <rom name="pp1_19.4n" size="8192" crc="43ff83e1" sha1="8f830549a629b019125e59801e5027e4e4b3c0f2" region="gfx4" offset="2000"/>
              <rom name="pp1_21.3n" size="8192" crc="5f958eb4" sha1="b56d84e5e5e0ddeb0e71851ba66e5fa1b1409551" region="gfx4" offset="4000"/>
              <rom name="pp1_18.5m" size="8192" crc="6f9997d2" sha1="b26d505266ccf23bfd867f881756c3251c80f57b" region="gfx4" offset="8000"/>
              <rom name="pp1_20.4m" size="8192" crc="ec18075b" sha1="af7be549c5fa47551a8dca4c0a531552147fa50f" region="gfx4" offset="a000"/>
              <rom name="pp1_22.3m" size="8192" crc="1d2f30b1" sha1="1d88a3069e9b15febd2835dd63e5511b3b2a6b45" region="gfx4" offset="c000"/>
              <rom name="pp1_30.3a" size="8192" crc="ee6b3315" sha1="9cc26c6d3604c0f60d716f86e67e9d9c0487f87d" region="gfx5" offset="0"/>
              <rom name="pp1_31.2a" size="8192" crc="6d1e7042" sha1="90113ff0c93ed86d95067290088705bb5e6608d1" region="gfx5" offset="2000"/>
              <rom name="pp1_32.1a" size="4096" crc="4e97f101" sha1="f377d053821c74aee93ebcd30a4d43e6156f3cfe" region="gfx5" offset="4000"/>
              <rom name="pp1_27.1l" size="4096" crc="a61bff15" sha1="f7a59970831cdaaa7bf59c2221a38e4746c54244" region="gfx6" offset="0"/>
              <rom name="pp1_7.bpr" size="256" crc="f07ff2ad" sha1="e1f3cb10a03d23f8c1d422acf271dba4e7b98cb1" region="proms" offset="0"/>
              <rom name="pp1_8.bpr" size="256" crc="adbde7d7" sha1="956ac5117c1e310f554ac705aa2dc24a796c36a5" region="proms" offset="100"/>
              <rom name="pp1_9.bpr" size="256" crc="ddac786a" sha1="d1860105bf91297533ccc4aa6775987df198d0fa" region="proms" offset="200"/>
              <rom name="pp1_10.bpr" size="256" crc="1e8d0491" sha1="e8bf1db5c1fb04a35763099965cf5c588240bde5" region="proms" offset="300"/>
              <rom name="pp1_11.bpr" size="256" crc="0e4fe8a0" sha1="d330b1e5ebccf5bbefcf71486fd80d816de38196" region="proms" offset="400"/>
              <rom name="pp1_15.bpr" size="256" crc="2d502464" sha1="682b7dd22e51d5db52c0804b7e27e47641dfa6bd" region="proms" offset="500"/>
              <rom name="pp1_16.bpr" size="256" crc="027aa62c" sha1="c7030d8b64b80e107c446f6fbdd63f560c0a91c0" region="proms" offset="600"/>
              <rom name="pp1_17.bpr" size="256" crc="1f8d0df3" sha1="b8f17758f114f5e247b65b3f2922ca2660757e66" region="proms" offset="700"/>
              <rom name="pp1_12.bpr" size="1024" crc="7afc7cfc" sha1="ba2407f6eff124e881b354f13205a4c058b7cf60" region="proms" offset="800"/>
              <rom name="pp1_6.bpr" size="1024" crc="2f1079ee" sha1="18a27998a78deff13dd198f3668a7e92f084f467" region="proms" offset="c00"/>
              <rom name="pp1_13.bpr" size="32" crc="4330a51b" sha1="9531d18ce2de4eda9913d47ef8c5cd8f05791716" region="proms" offset="1000"/>
              <rom name="pp1_14.bpr" size="32" crc="4330a51b" sha1="9531d18ce2de4eda9913d47ef8c5cd8f05791716" region="proms" offset="1020"/>
              <rom name="pp1_5.bpr" size="256" crc="8568decc" sha1="0aac1fa082858d4d201e21511c609a989f9a1535" region="namco" offset="0"/>
              <rom name="pp1_15.6a" size="8192" crc="b5ad4d5f" sha1="c07e77a050200d6fe9952031f971ca35f4d15ff8" region="engine" offset="0"/>
              <rom name="pp1_16.5a" size="8192" crc="8fdd2f6f" sha1="3818dc94c60cd78c4212ab7a4367cf3d98166ee6" region="engine" offset="2000"/>
              <rom name="pp1_11.2e" size="8192" crc="45b9bfeb" sha1="ff8c690471944d414931fb88666594ef608997f8" region="52xx" offset="0"/>
              <rom name="pp1_12.2f" size="8192" crc="a31b4be5" sha1="38298093bb97ea8647fe187359cae05b65e1c616" region="52xx" offset="2000"/>
              <rom name="pp1_13.1e" size="8192" crc="a4237466" sha1="88a397276038cc2fc05f2c18472e6b7cef167f2e" region="52xx" offset="4000"/>
              <rom name="pp1_14.1f" size="8192" crc="944580f9" sha1="c76f529cae718674ce97a1a599a3c6eaf6bf561a" region="52xx" offset="6000"/>
              <rom name="pp1_4.bpr" size="256" crc="2401c817" sha1="8991b7994513a469e64392fa8f233af5e5f06d54" region="user1" offset="0"/>
              <device_ref name="namco51"/>
              <device_ref name="namco52"/>
              <device_ref name="namco53"/>
              <device_ref name="namco54"/>
              <chip type="cpu" tag="maincpu" name="Z80" clock="3072000"/>
              <chip type="cpu" tag="sub" name="Z8002" clock="3072000"/>
              <chip type="cpu" tag="sub2" name="Z8002" clock="3072000"/>
              <chip type="cpu" tag="51xx:mcu" name="MB8843" clock="1536000"/>
              <chip type="cpu" tag="52xx:mcu" name="MB8843" clock="1536000"/>
              <chip type="cpu" tag="53xx:mcu" name="MB8843" clock="1536000"/>
              <chip type="cpu" tag="54xx:mcu" name="MB8844" clock="1536000"/>
              <chip type="audio" tag="lspeaker" name="Speaker"/>
              <chip type="audio" tag="rspeaker" name="Speaker"/>
              <chip type="audio" tag="namco" name="Namco" clock="48000"/>
              <chip type="audio" tag="discrete" name="DISCRETE"/>
              <chip type="audio" tag="polepos" name="Pole Position Custom"/>
              <display tag="screen" type="raster" rotate="0" width="256" height="224" refresh="60.606061" pixclock="6144000" htotal="384" hbend="0" hbstart="256" vtotal="264" vbend="16" vbstart="240" />
              <sound channels="2"/>
              <input players="1" buttons="1" coins="2">
                     <control type="pedal" minimum="0" maximum="144" sensitivity="100" keydelta="16"/>
                     <control type="dial" minimum="0" maximum="255" sensitivity="30" keydelta="4"/>
              </input>
              <dipswitch name="Service Mode" tag="IN0H" mask="8">
                     <dipvalue name="Off" value="8" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Coin A" tag="DSWA" mask="7">
                     <dipvalue name="3 Coins/1 Credit" value="5"/>
                     <dipvalue name="2 Coins/1 Credit" value="3"/>
                     <dipvalue name="1 Coin/1 Credit" value="7" default="yes"/>
                     <dipvalue name="2 Coins/3 Credits" value="4"/>
                     <dipvalue name="1 Coin/2 Credits" value="6"/>
                     <dipvalue name="1 Coin/3 Credits" value="2"/>
                     <dipvalue name="1 Coin/5 Credits" value="0"/>
                     <dipvalue name="1 Coin/6 Credits" value="1"/>
              </dipswitch>
              <dipswitch name="Coin B" tag="DSWA" mask="24">
                     <dipvalue name="2 Coins/1 Credit" value="16"/>
                     <dipvalue name="1 Coin/1 Credit" value="24" default="yes"/>
                     <dipvalue name="2 Coins/3 Credits" value="0"/>
                     <dipvalue name="1 Coin/2 Credits" value="8"/>
              </dipswitch>
              <dipswitch name="Game Time" tag="DSWA" mask="96">
                     <dipvalue name="90 secs." value="96" default="yes"/>
                     <dipvalue name="100 secs." value="32"/>
                     <dipvalue name="110 secs." value="64"/>
                     <dipvalue name="120 secs." value="0"/>
              </dipswitch>
              <dipswitch name="Nr. of Laps" tag="DSWA" mask="128">
                     <dipvalue name="3" value="128" default="yes"/>
                     <dipvalue name="4" value="0"/>
              </dipswitch>
              <dipswitch name="Extended Rank" tag="DSWB" mask="7">
                     <dipvalue name="A" value="7" default="yes"/>
                     <dipvalue name="B" value="3"/>
                     <dipvalue name="C" value="5"/>
                     <dipvalue name="D" value="1"/>
                     <dipvalue name="E" value="6"/>
                     <dipvalue name="F" value="2"/>
                     <dipvalue name="G" value="4"/>
                     <dipvalue name="H" value="0"/>
              </dipswitch>
              <dipswitch name="Practice Rank" tag="DSWB" mask="56">
                     <dipvalue name="A" value="56" default="yes"/>
                     <dipvalue name="B" value="24"/>
                     <dipvalue name="C" value="40"/>
                     <dipvalue name="D" value="8"/>
                     <dipvalue name="E" value="48"/>
                     <dipvalue name="F" value="16"/>
                     <dipvalue name="G" value="32"/>
                     <dipvalue name="H" value="0"/>
              </dipswitch>
              <dipswitch name="Unknown" tag="DSWB" mask="64">
                     <dipvalue name="Off" value="64" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Demo Sounds" tag="DSWB" mask="128">
                     <dipvalue name="Off" value="128"/>
                     <dipvalue name="On" value="0" default="yes"/>
              </dipswitch>
              <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="unsupported" palettesize="3840"/>
       </game>
 
 


emumovies.com      Retro bytes Portal           Bookmark and Share

 
Developed by: Spesoft  Headsoft     Terms of use     Privacy    Advertise