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Final Lap
View on Wikipedia| Final Lap | |
|---|---|
Japanese arcade flyer | |
| Developer | Namco Famicom |
| Publishers |
|
| Composer | Shinji Hosoe |
| Series | Final Lap |
| Platforms | Arcade, Family Computer |
| Release | Arcade Famicom
|
| Genre | Racing simulation[1] |
| Modes | Single-player, multiplayer |
| Arcade system | Namco System 2 |
Final Lap[a] is a 1987 racing simulation video game developed and published by Namco.[1] Atari Games published the game in the United States in 1988. It was the first game to run on Namco's then-new System 2 hardware and is a direct successor to Namco's Pole Position (1982) and Pole Position II (1983). It was ported to the Famicom by Arc System Works, making it Arc System Works' debut game.[2]
Final Lap was the first racing game to allow up to eight players to simultaneously race on the Suzuka Circuit in a Formula One race. This was, at the time, considered a revolutionary feature, and was implemented by linking together up to four two-player sitdown-style arcade cabinets.
There was also a single-player mode, in which the player's score was based on how far the car traveled until time ran out or if the player completed four laps. It was a major commercial success in Japan, becoming the third highest-grossing arcade game of 1988, the highest-grossing dedicated arcade game of 1989, and second highest dedicated arcade game of 1990.
Gameplay
[edit]
The player drives Formula One cars of the 1987 season and may choose between Williams-Honda, Lotus-Honda, McLaren-Porsche, or March-Cosworth. 1987 was the first year a Formula One grand prix was held on the Suzuka Circuit, the main track in the game. The track layout is reproduced accurately, going so far as to include sponsor billboards, but the length is greatly shortened, and it takes less than forty seconds to complete one lap in the game.
The Famicom version is mostly unrelated to the original arcade game, including more tracks and somewhat simpler game play. The Famicom version features both a single-player and two-player split screen mode. The game uses an upgrade system, rather than different cars. The game will slowly increase the computer controlled car's difficulty, requiring the player to continuously upgrade the car in order to keep up. The upgrades consist of engine upgrades, brake upgrades, tire upgrades, and extra boost. The game was released in Japan on August 12, 1988.[3]
Reception
[edit]| Publication | Score |
|---|---|
| AllGame | |
| Computer and Video Games | Positive[1] |
| Sinclair User | 9/10[5] |
| Commodore User | 5/5[6] |
This section needs expansion. You can help by adding missing information. (September 2021) |
Final Lap was a major commercial success in Japan, where it remained one of the most-popular and profitable arcade games, being towards the top of arcade earnings charts for three consecutive years.[7][8][9] It was Japan's third highest-grossing arcade game of 1988 (below After Burner and Operation Wolf),[10] and went on to become Japan's highest-grossing dedicated arcade game of 1989.[11] It was later Japan's second highest-grossing dedicated arcade game of 1990 (below Super Monaco GP).[12]
The game received positive reviews from critics. Clare Edgeley of Computer and Video Games called it "a first class racing sim" that is "tremendously addictive" especially in multiplayer mode and a "definitive must" for all racing drivers.[1]
Legacy
[edit]Final Lap was followed by Final Lap 2 in 1990 which featured courses in Japan, the United States, Italy, and Monaco; Final Lap 3 in 1992, which featured courses in England, France, San Marino, and Spain; and Final Lap R in 1993, which featured courses in Belgium, Brazil, Germany, and Hungary.
There were also a number of spin-offs: a racing-RPG Final Lap Twin released for the TurboGrafx-16 in 1989; and Final Lap 2000 and Final Lap Special, a pair of games released for the WonderSwan and WonderSwan Color respectively.
Notes
[edit]References
[edit]- ^ a b c d e f "Arcade Action". Computer and Video Games. No. 77 (March 1988). February 1988. pp. 90–3.
- ^ Arc System Works 25th Anniversary Character Collection. ASCII Media Works. October 22, 2013. p. 246.
- ^ "Final Lap International Releases". Giant Bomb. Retrieved 2020-04-12.
- ^ Cook, Brad (1998). "Final Lap - Review". Allgame. Archived from the original on 15 November 2014. Retrieved 14 October 2019.
- ^ "Coin Ops". Sinclair User. No. 75 (June 1988). 18 May 1988. pp. 82–3.
- ^ Kelly, Nick (May 1988). "Arcades: Final Lap". Commodore User. Archived from the original on 2 February 2019. Retrieved 13 October 2019.
- ^ "Game Machine's Best Hit Games 25 - アップライト, コックピット型TVゲーム機 (Upright/Cockpit Videos)". Game Machine (in Japanese). No. 325. Amusement Press. 1 February 1988. p. 23.
- ^ "Game Machine's Best Hit Games 25 - アップライト, コックピット型TVゲーム機 (Upright/Cockpit Videos)". Game Machine (in Japanese). No. 360. Amusement Press. July 15, 1989. p. 23.
- ^ "Game Machine's Best Hit Games 25 - アップライト, コックピット型TVゲーム機 (Upright/Cockpit Videos)". Game Machine (in Japanese). No. 368. Amusement Press. November 15, 1989. p. 23.
- ^ "Game Machine's Best Hit Games 25: '88 / "Game of the Year '88" By Game Machine" (PDF). Game Machine (in Japanese). No. 348. Amusement Press, Inc. 15 January 1989. pp. 10–1, 26.
- ^ "Videos of The Year; "Tetris", "Chase H.Q."" (PDF). Game Machine (in Japanese). No. 372. Amusement Press, Inc. 15 January 1990. p. 26.
- ^ ""Tetris" Has Still Earned More Than "Final Fight"" (PDF). Game Machine (in Japanese). No. 396. Amusement Press, Inc. 1 February 1991. p. 22.
External links
[edit]Final Lap
View on GrokipediaDevelopment
Conception and Design
Namco conceived Final Lap as a direct evolution of their groundbreaking 1982 arcade racing game Pole Position, seeking to expand the single-player focus into a communal experience that captured the excitement of competitive racing. Under the leadership of company founder and president Masaya Nakamura, who oversaw Namco's arcade innovations during the 1980s, the internal development team aimed to leverage advanced networking technology to enable simultaneous multiplayer play, marking a significant shift toward social arcade gaming.[6][7] The design drew inspiration from real Formula One races, particularly those held at Japan's Suzuka Circuit, which hosted its inaugural F1 Grand Prix in 1987—the same year as the game's release. Namco's team prioritized replicating the intensity of a crowded starting grid by supporting up to eight players across linked cabinets, the first such implementation in a driving game with built-in communications functions. This allowed players to compete in real-time, bumping vehicles and vying for position in a shared race environment.[8][9][3] Key design choices emphasized arcade accessibility, retaining the loose steering and skidding physics from Pole Position to ensure intuitive controls and broad appeal, while forgoing deep simulation elements in favor of fast-paced, replayable sessions. The game's F1 theme incorporated authentic team liveries for vehicles representing squads like Williams, Lotus, and McLaren, enhancing immersion without compromising the core fun of multiplayer rivalry.[3]Technical Implementation
Final Lap utilized Namco's System 2 arcade hardware platform, consisting of a CPU board and a dedicated graphics board for processing and rendering.[10] The system featured dual Motorola 68000 microprocessors operating at 12.288 MHz for primary computation tasks, supported by a Motorola 6809 sound CPU at 3.072 MHz and a Hitachi HD63705 microcontroller at 2.048 MHz.[10] This configuration enabled efficient handling of the game's demanding real-time requirements, particularly for multiplayer racing simulations. The graphics subsystem employed 2D sprite-based rendering combined with tilemap layers to depict tracks and vehicles, achieving a resolution of 288x224 pixels with up to 6144 colors from a 24-bit palette.[10] A key innovation was the use of a dedicated rotate/zoom tile plane (256x256 tiles) alongside 128 scalable sprites, which created pseudo-3D effects for the Suzuka Circuit's turns by dynamically scaling and rotating elements to simulate depth and curvature.[11] Sprites for cars and roadside objects were scaled in real-time to enhance the illusion of three-dimensional movement, prioritizing smooth perspective shifts over full polygonal modeling.[10] Audio implementation relied on a Yamaha YM2151 FM synthesis chip at 3.57958 MHz for musical scores, augmented by the Namco C140, a 24-channel 8-bit PCM sample player introduced in this title.[10][12] The C140 handled dynamic sound effects such as engine roars, tire screeches, crowd cheers, and Formula One-style announcements by playing compressed PCM samples through stereo outputs, integrating seamlessly with the YM2151 for immersive auditory feedback.[12] Multiplayer functionality was realized through a custom networking system that linked up to four cabinets, supporting real-time synchronization for as many as eight players across dual-monitor setups per unit.[3] Each cabinet featured two independent video displays for 2-4 players total per linked group, with the networking interface ensuring coordinated race progression and position updates without significant desynchronization.[13] This linking overcame cabling and timing constraints inherent to 1980s arcade environments, allowing shared races on the Suzuka Circuit while maintaining responsive controls.[14]Gameplay
Core Mechanics
Final Lap employs straightforward arcade controls to simulate Formula One racing, emphasizing accessibility for players in a single-player context. The cabinet features a steering wheel for directional input, an accelerator pedal to build speed, a brake pedal for deceleration, and a two-position gear shifter toggling between low and high gears to optimize performance on straights and corners. Collision detection triggers realistic consequences, such as spin-outs or sudden slowdowns when the player's car contacts AI vehicles or track barriers, without causing a game-over explosion but instead penalizing position through lost time.[3][15] The physics engine delivers a simplified arcade-style simulation, prioritizing fun over realism with loose steering that promotes skidding through turns and requires strategic use of braking and downshifting to regain grip. Handling is grip-based, challenging players to balance speed and traction across the Suzuka circuit's 18 corners, including high-speed chicanes and notable elevation shifts that affect momentum. This design encourages aggressive yet controlled driving, where oversteer can lead to off-track excursions if not managed properly.[3][15] Races in single-player mode consist of up to four laps against AI opponents, with scoring determined by total distance covered before time expires or the laps conclude. The game can optionally link cabinets for multiplayer expansion, allowing up to eight players to race simultaneously.[3] At the start, players select from four licensed F1 teams—March, McLaren, Williams, or Lotus—each with unique liveries.[13]Multiplayer and Modes
Final Lap pioneered simultaneous 8-player racing in arcades by allowing operators to link up to four two-player "Twin" cabinets via Namco's proprietary networking system, enabling all participants to compete in a single Formula One-style race on a replica of the Suzuka Circuit.[16] Each Twin cabinet featured two separate monitors to provide individual third-person views for its two players, ensuring focused gameplay amid the shared competition while reducing the number of CPU opponents to maintain performance.[17] This configuration fostered a social arcade experience, where players could engage in direct rivalries through overtaking maneuvers, though collisions with opponents or track barriers could disrupt momentum for multiple racers in the tightly packed field.[18] The game supported distinct modes to cater to solo practice and group play. In single-player mode, akin to a time trial, participants aimed to travel as far as possible on the Suzuka Circuit until a timer expired or they completed four laps, with scoring based on distance covered to encourage skill refinement.[16] Multiplayer mode, often framed as a grand prix event, activated the full 8-player linking for head-to-head races, prioritizing immediate competition over progression systems like careers. High-score tables were stored locally on each cabinet, allowing players to vie for top times and distances without broader connectivity.[13] Accessibility was enhanced through operator-configurable options, including adjustable difficulty levels that altered CPU behavior and starting positions to accommodate novice and expert players in both solo and linked sessions.[13]Release
Arcade Release
Final Lap was released in Japanese arcades in December 1987 by Namco. The game received an international rollout in 1988, with Atari Games handling distribution and manufacturing in North America beginning in May. This launch marked Namco's introduction of networked multiplayer racing to arcades, allowing up to eight players across linked cabinets. The arcade version utilized both upright and sit-down cabinet designs, with the sit-down models featuring dual controls for two players per unit and built-in casters for mobility. Up to four cabinets could be networked together via proprietary linking technology, enabling simultaneous multiplayer races—a novel feature at the time. Cabinets bore prominent Formula One branding, including team logos from 1987 constructors like Williams-Honda, Lotus-Honda, McLaren-Porsche, and March-Cosworth, which lent an air of authenticity. Atari produced approximately 650 standard sit-down and 500 upright units for the North American market. Marketing for the arcade release emphasized its ties to the inaugural Formula One Japanese Grand Prix at Suzuka Circuit, the game's featured track, with promotional demos showcased at precursor events to modern industry expos in Japan. Initial deployment focused on urban arcades and family entertainment centers, where coin-operated play was standard at 100 yen per credit in Japan.Home Console Ports
The Famicom port of Final Lap, developed by Arc System Works and published by Namco, debuted in Japan on August 12, 1988, marking Arc System Works' first game project.[19] Due to the Famicom's hardware constraints, the adaptation reduced multiplayer support to a maximum of two players—either alternating turns or simultaneous racing—compared to the arcade original's capacity for up to eight linked cabinets. Simplified graphics were necessary to manage sprite limitations, resulting in fewer on-screen elements, flatter track rendering, and less detailed environments while preserving essential pseudo-3D scaling effects. The port retained key elements like the challenging Suzuka Circuit and the season-long progression through 20 heats across various international tracks, including real Formula One circuits such as Suzuka, Monaco, Interlagos, and Hermanos Rodriguez, as well as non-F1 routes like those in Kenya and China, but omitted the arcade's cabinet-linking for grand prix modes. To address the lack of built-in save functionality, developers implemented a password system allowing players to input codes after completing heats, enabling resumption without restarting the entire championship.[20] No official North American NES release followed, though the game circulated via imports; team and driver names remained unchanged from the Japanese version, avoiding any licensing alterations.[19] A separate adaptation, Final Lap Twin, arrived for the PC Engine on July 7, 1989, exclusively in Japan and developed by Nova under Namco's publishing. This version diverged into a hybrid racing and role-playing format, where players manage a two-car team, upgrade parts, and compete in quests alongside traditional races, but it similarly curtailed multiplayer to two players and simplified some track visuals for hardware compatibility. Leveraging the PC Engine's advanced audio capabilities, it featured richer sound effects and music, enhancing the immersive feel over the Famicom iteration despite comparable graphical trade-offs.[21] The title later saw international release as Final Lap Twin on the TurboGrafx-16 in North America in February 1990, distributed by NEC.[22]Reception
Critical Reviews
Upon its arcade release in 1987, Final Lap received positive reviews from publications. Computer and Video Games described it as a "first class racing sim" that was "tremendously addictive," rating it 7 out of 10 and calling it a "definitive must" for racing fans. Common praises across reviews highlighted the immersive Formula 1 atmosphere, with detailed 3D polygon graphics and realistic engine sounds creating a sense of high-speed authenticity for the era. The multiplayer excitement was frequently lauded as a standout feature, allowing up to eight players to compete in linked cabinets, fostering social arcade play. Criticisms often focused on the limited track variety, confined to Suzuka alone, and the absence of car upgrades or customization options, which made sessions feel short and lacking depth after initial novelty.[2] Retrospective analyses in the 2010s have credited Final Lap as a pioneer in multiplayer arcade racing, emphasizing its technical achievements on Namco's System 2 hardware despite gameplay limitations. It has been noted for advancing linked-cabinet technology and influencing later titles in the genre.[4] The NES port, released in 1988 in Japan, brought the multiplayer thrill to home consoles with split-screen play, but was criticized for graphical and performance downgrades from the arcade original.Commercial Success
Final Lap's arcade version proved to be a major commercial success in Japan, where it became one of Namco's highest-earning titles of the late 1980s. It ranked as the third highest-grossing arcade game of 1988 in Japan according to contemporary charts and the highest-grossing dedicated arcade game of 1989. This success was bolstered by the game's innovative multiplayer linking system, which encouraged extended play sessions across multiple cabinets.[23] The home console port had a more modest impact, released for the Famicom in Japan on August 12, 1988. While exact sales figures are unavailable, it contributed to Namco's portfolio of racing titles on Nintendo's platform. Market factors played a role in its performance; the 1987 arcade release aligned with heightened F1 enthusiasm from the first Japanese Grand Prix at Suzuka Circuit, driving domestic adoption. However, in Western markets, competition from Sega's Out Run limited broader uptake of the arcade version.[4] Long-term revenue came from re-releases in Namco Museum compilations, such as the 1995 PlayStation volume, which bundled classic arcade games and achieved over 2.8 million units sold globally. These collections added modest but steady digital and physical sales through subsequent platforms, extending the game's economic footprint into the 2000s.[24]Legacy
Series Continuation
The Final Lap series continued with direct sequels that built upon the original's Formula 1-inspired racing mechanics, introducing new tracks and hardware enhancements. An interim update, Final Lap UR, was released in 1988 for arcades, featuring refinements to the original game's graphics and gameplay. Released in 1990, Final Lap 2 marked the first major arcade follow-up, running on Namco's System 2 hardware, which provided improved graphics and smoother animations compared to the original's System 86 board.[25] The game added the iconic Monaco Grand Prix circuit alongside tracks in Japan (Suzuka), Italy (Monza), and the United States (Indianapolis oval), expanding the global scope of races.[26] Players could select from four Formula 1 teams—Williams, McLaren, March, and Lotus—each with redesigned cars, supporting up to eight players in linked cabinets for competitive multiplayer.[25] In 1992, Final Lap 3 concluded the main arcade trilogy, retaining the Namco System 2 platform while shifting focus to European circuits for a fresh lineup of challenges.[27] It featured new tracks including Silverstone Circuit (United Kingdom), Circuit Paul Ricard (France), Autodromo Enzo e Dino Ferrari (Imola, San Marino), and Circuit de Barcelona-Catalunya (Spain), emphasizing tighter, more technical layouts that tested precision driving.[27] The game supported multiplayer races across up to eight linked machines, building on the original's multiplayer foundation to heighten rivalry.[28] As the trilogy's finale, it refined time-trial and endurance scoring but did not stray far from its predecessors' core loop of lap-based progression. The series also spawned notable spin-offs that experimented with the formula. Final Lap Twin, released in 1989 for the PC Engine (and 1990 for the North American TurboGrafx-16), diverged into a hybrid racing-RPG experience, incorporating quest modes where players managed a racing team through top-down adventure elements alongside split-screen races.[21] This console-exclusive title blended Final Lap's high-speed action with narrative progression, such as recruiting drivers and upgrading vehicles via RPG mechanics.[29] The final entry, Final Lap R in 1993, served as a capstone arcade release on custom Namco System FL hardware, licensed by Formula One Constructors Association (FOCA) in collaboration with Fuji Television for authentic F1 branding and commentary.[30] It revisited classic tracks with updated visuals and supported multi-cabinet play, but marked the end of the franchise as Namco pivoted toward 3D racing simulations like Ridge Racer later that year.[31] The series was discontinued after 1993, reflecting the arcade industry's transition from sprite-based 2D racers to polygon-driven experiences.[32]Cultural Impact
Final Lap's introduction of linked arcade cabinets revolutionized multiplayer racing experiences in arcades, enabling up to eight players across four cabinets to compete simultaneously in a networked Formula One race—a first for the genre in 1987. This technical innovation fostered intense social competition in arcade environments, drawing crowds around interconnected machines and setting a precedent for communal gaming sessions that emphasized real-time rivalry and shared excitement.[3][33] The game's design directly inspired later titles, most notably Sega's Daytona USA in 1994, which expanded on the linked cabinet concept to support eight players and became a cornerstone of 1990s arcade culture by amplifying the social and spectacle-driven elements pioneered by Final Lap.[34] For preservation, Final Lap has been included in official Namco compilations such as Namco Collection Vol. 1 (1999), ensuring accessibility beyond original hardware. Emulation efforts, particularly through MAME, have seen significant advancements, including improved graphics and sound fidelity for variants like Final Lap R, while the Internet Archive hosts playable ROMs that maintain the game's historical integrity. Community-driven preservation highlights the title's enduring appeal, with its original F1-themed elements preserved in arcade ROMs despite licensing changes in some home ports.[35][36][33] In Japanese media, Final Lap stands as an early cultural icon tied to the Suzuka Circuit, one of its featured tracks, representing 1980s F1 enthusiasm and influencing portrayals of high-speed racing in gaming histories and motorsport narratives. The game's arcade prominence contributed to tropes of intense, license-inspired competition seen in subsequent Japanese racing simulations and broader F1 media depictions.[37][38] In modern contexts, Final Lap is recognized as a precursor to esports through its facilitation of arcade-based multiplayer events, embodying the social gaming roots that evolved into organized competitive scenes. Re-evaluations in the 2020s underscore its role in early networked play, linking 1980s arcade gatherings to today's global esports ecosystems, bolstered by the commercial viability that supported Namco's ongoing racing series.[39][40]References
- https://strategywiki.org/wiki/Final_Lap
- https://strategywiki.org/wiki/Final_Lap_2
- https://strategywiki.org/wiki/Final_Lap_3
- https://strategywiki.org/wiki/Final_Lap_R
