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{{dablink|"Racing game" redirects here. For the type of board game, see [[race game]].}}
{{dablink|"Racing game" redirects here. For the type of board game, see [[race game]].}}
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{{refimprove|date=December 2009}}
{{VG Simulation}}

A '''racing video game''' is a genre of [[video game]]s, either in the [[First person (video games)|first-person]] or [[virtual camera system|third-person perspective]], in which the player partakes in a [[racing|racing competition]] with any type of land, air, or sea [[vehicle]]s. They may be based on anything from real-world racing leagues to entirely fantastical settings. In general, they can be distributed along a spectrum anywhere between hardcore [[simulation video game|simulations]], and simpler [[arcade game|arcade]] racing games.
A '''racing video game''' is a genre of [[video game]]s, either in the [[First person (video games)|first-person]] or [[virtual camera system|third-person perspective]], in which the player partakes in a [[racing|racing competition]] with any type of land, air, or sea [[vehicle]]s. They may be based on anything from real-world racing leagues to entirely fantastical settings. In general, they can be distributed along a spectrum anywhere between hardcore [[simulation video game|simulations]], and simpler [[arcade game|arcade]] racing games.


== History ==
== History ==
===1970s===
===1970s===
The [[arcade game]] ''[[List of Taito games|Astro Race]]'', released by [[Taito]] in 1973, was an early racing game, where players controlled spaceships that race against opposing ships, while avoiding comets and meteors. The game allowed [[Multiplayer|two-player]] competitive gameplay and was presented in [[black and white]] graphics.<ref>{{KLOV game|id=6949|name=Astro Race}}</ref> The following year, Taito released ''[[List of Taito games|Speed Race]]'', a single-player car racing game with an overhead view and black-and-white graphics.<ref>{{KLOV game|id=9709|name=Speed Race}}</ref> The arcade game ''[[Gran Trak 10]]'', released by [[Atari]] in 1974, is also considered a progenitor of the racing genre. ''Gran Trak 10'' presents an overhead view of the track in low resolution [[white on black]] graphics, on which the player races against the clock to accumulate points. While challenging, it is not competition racing.
The [[arcade game]] ''[[List of Taito games|Astro Race]]'', released by [[Taito]] in 1973, was an early racing game, where players controlled spaceships that race against opposing ships, while avoiding comets and meteors. The game allowed simultaneous [[Multiplayer|two-player]] competitive gameplay, was controlled using an early four-way joystick, and was presented in [[black and white]] graphics.<ref>{{KLOV game|id=6949|name=Astro Race}}</ref> The following year, Taito released ''[[List of Taito games|Speed Race]]'', an early black-and-white car racing game designed by [[Tomohiro Nishikado]] (of ''[[Space Invaders]]'' fame)<ref name=Kohler-16>Chris Kohler (2005), ''Power-up: how Japanese video games gave the world an extra life'', p. 16, [[BradyGames]], ISBN 0744004241</ref> that introduced [[collision detection]] and an overhead vertical [[scrolling]] view,<ref name=Barton-197>Bill Loguidice & Matt Barton (2009), ''Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time'', p. 197, [[Focal Press]], ISBN 0240811461</ref> with the course width becoming wider or narrower as the player's car moves up the road, while the player races against other rival cars, more of which appear as the score increases. It also featured an early [[racing wheel]] [[Game controller|controller]] interface with an [[Throttle|accelerator]], [[gear shift]], [[speedometer]] and [[tachometer]]. It could be played in either single-player or alternating two-player, where each player attempts to beat the other's score.<ref>{{KLOV game|id=9709|name=Speed Race}}</ref> The game was re-branded as ''Racer'' by by [[Midway Games]] for released in the United States and was influential on later racing games.<ref name=Barton-197/> That same year, [[Atari]] released the arcade game ''[[Gran Trak 10]]'', which presented an overhead view of the track in low resolution [[white on black]] graphics, on which the player races against the clock around a track to accumulate points; while challenging, it was not competition racing.


[[Image:Fonz 1976 sega arcade.PNG|150px|thumb|''[[Fonz (arcade)|Fonz]]'' (1976)]]
[[Image:Fonz 1976 sega arcade.PNG|150px|thumb|''[[Fonz (arcade)|Fonz]]'' (1976)]]


In 1976, [[Sega]] released ''[[Fonz (arcade)|Fonz]]'', based on the [[sitcom]] ''[[Happy Days]]''. It was an early [[motorbike]] racing game, the aim of which was to steer the vehicle across the street, while avoiding any on-coming motorcycles or driving off the road.<ref>{{KLOV game|id=12812|name=Fonz}}</ref> That same year, Taito released ''[[List of Taito games|Crashing Race]]'', a two-player competitive car racing game where each player must try to crash as many computer-controlled cars as possible to score points, and the player with the most points wins.<ref>{{KLOV game|id=7422|name=Crashing Race}}</ref> ''Night Racer'', released by Micronetics<ref>http://www.arcadeflyers.com/?page=thumbs&db=videodb&id=731</ref> in 1977 and ''[[Night Driver]]'' released by [[Atari]] in 1976 extended the genre into three dimensions by presenting a series of posts by the edge of the road. There was no view of the road or the player's car and the graphics are still low resolution white on black. Like ''Gran Trak 10'', gameplay was a race against the clock.
In 1975, [[Nintendo]] released ''EVR-Race'', an early [[horse racing]] [[simulation game]] with support for up to six players.<ref>[http://www.1up.com/do/feature?pager.offset=1&cId=3181467 Where Were They Then: The First Games of Nintendo, Konami, and More (Nintendo)], [[1UP]]</ref> In 1976, Taito released ''[[List of Taito games|Crashing Race]]'', a simultaneous two-player competitive car racing game where each player must try to crash as many computer-controlled cars as possible to score points, and the player with the most points wins.<ref>{{KLOV game|id=7422|name=Crashing Race}}</ref> That same year, [[Sega]] released ''[[Fonz (arcade)|Moto-Cross]]'', an early black-and-white [[motorbike]] racing game, based on the [[motocross]] competition, that was most notable for introducing an early three-dimensional [[Third person (video games)|third-person]] perspective.<ref name=Moto-Cross>{{KLOV game|12812|Moto-Cross}}</ref> Later that year, [[Gremlin Industries|Sega-Gremlin]] re-branded the game as ''[[Fonz (arcade)|Fonz]]'', as a tie-in for the popular [[sitcom]], ''[[Happy Days]]''.<ref name=Fonz>{{KLOV game|id=12812|name=Fonz}}</ref> Both versions of the game displayed a constantly changing forward-scrolling road and the player's bike in a third-person perspective where objects nearer to the player are larger than those nearer to the horizon, and the aim was to steer the vehicle across the road, racing against the clock, while avoiding any on-coming motorcycles or driving off the road.<ref name=Moto-Cross/><ref name=Fonz/> The game also introduced the use of [[haptic feedback]], which caused the handlebars to vibrate during a collision with another vehicle.<ref>Mark J. P. Wolf (2008), ''The video game explosion: a history from PONG to Playstation and beyond'', p. 39, [[ABC-CLIO]], ISBN 031333868X</ref> That same year also saw the release of two arcade games that extended the car driving subgenre into three dimensions with a [[First person (video games)|first-person]] perspective: Sega's ''Road Race'', which presents a roadside scene of the race, displaying a constantly changing forward-scrolling S-shaped road with two obstacle race cars moving along the road that the player must avoid crashing while racing against the clock,<ref>{{KLOV game|12733|Road Race}}</ref> and Atari's ''[[Night Driver]]'', which presented a series of posts by the edge of the road though there was no view of the road or the player's car and the graphics were still low resolution white on black, and like ''Gran Trek 10'', gameplay was a race against the clock.


''Comotion'', released by [[UPL]] in 1977, was an early four-player racing game, with an overhead view.<ref>{{KLOV game|7378|Comotion}}</reF> ''[[List of Taito games|Road Champion]]'', released by Taito in 1978, was an overhead-view timed car racing game where players try to race ahead of the opposing cars and cross the finish line first to become the winner.<ref>{{KLOV game|id=9334|name=Road Champion}}</ref> ''[[Monaco GP (arcade game)|Monaco GP]]'', released by [[Sega]] in 1979,<ref name="system16">[http://www.system16.com/hardware.php?id=683&page=1#3112 System16 Hardware: DISCRETE LOGIC HARDWARE]</ref> improved upon previous overhead-view racing games with a vertically [[scrolling]] view and color graphics.
In 1977, Micronetics released ''Night Racer'', a first-person car racing game similar to ''Night Driver'',<ref>http://www.arcadeflyers.com/?page=thumbs&db=videodb&id=731</ref> while Sega released ''Twin Course T.T.'', an early simultaneous competitive two-player motorbike racing game.<ref>{{KLOV game|12829|Twin Course T.T.}}</ref> That same year, [[UPL]]'s ''Comotion'' was an early four-player car racing game, with an overhead view.<ref>{{KLOV game|7378|Comotion}}</reF> ''[[List of Taito games|Road Champion]]'', released by Taito in 1978, was an overhead-view timed car racing game where players try to race ahead of the opposing cars and cross the finish line first to become the winner.<ref>{{KLOV game|id=9334|name=Road Champion}}</ref> In 1979, [[Sega]]'s ''[[Head On (arcade game)|Head On]]'' was a racing game that played like a [[List of maze chase games|maze chase]] game and is thus considered a precursor to the 1980 hit ''[[Pac-Man]]''.<ref>[http://www.the-nextlevel.com/feature/forgotten-gems-of-the-maze-chase-genre/ Forgotten Gems of the Maze Chase Genre], The Next Level</ref> ''[[Monaco GP (arcade game)|Monaco GP]]'', released by Sega in 1979,<ref name="system16">[http://www.system16.com/hardware.php?id=683&page=1#3112 System16 Hardware: DISCRETE LOGIC HARDWARE]</ref> improved upon previous overhead-view racing games with a vertically scrolling view and color graphics.


===1980s===
===1980s===
In 1980, Namco's driving game ''[[Rally-X]]'' was the first game to feature [[Video game music|background music]],<ref>[http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-2 Gaming's Most Important Evolutions (Page 2)], [[GamesRadar]]</ref> as well as the first game to allow [[scrolling]] in multiple directions, both vertical and [[Side-scrolling video game|horizontal]], and it was possible to pull the screen quickly in either direction.<ref>[http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-3 Gaming's Most Important Evolutions (Page 3)], [[GamesRadar]]</ref> It also featured an early example of a [[Mini-map|radar]], to show the [[Rallying|rally]] car's location on the map.<ref>{{KLOV game|9259|Rally-X}}</ref> ''[[Turbo (video game)|Turbo]]'', released by [[Sega]] in 1981, was the first racing game to feature a [[Third person (video games)|third-person perspective]], rear view format.<ref>{{KLOV game|id=10216|name=Turbo}}</ref> ''[[Alpine Ski]]'', released by Taito in 1981, was an early [[Winter sport|winter]] [[sports game]], a vertical-scrolling racing game that involved maneuvering a [[Skiing|skier]] through a [[downhill]] ski course, a [[Slalom skiing|slalom]] racing course, and a [[ski jumping]] competition.<ref>{{KLOV game|id=6871|name=Alpine Ski}}</ref> ''[[Bump 'n' Jump]]'', released by [[Data East]] in 1982, was a vertical-scrolling driving game where the player's car jumps or bumps enemy cars for points, while bonuses were awarded for completing levels without hitting any cars.<ref>{{KLOV game|id=7234|name=Bump 'n' Jump}}</ref>
In 1980, Namco's overhead-view driving game ''[[Rally-X]]'' was the first game to feature [[Video game music|background music]],<ref>[http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-2 Gaming's Most Important Evolutions (Page 2)], [[GamesRadar]]</ref> as well as the first game to allow [[scrolling]] in multiple directions, both vertical and [[Side-scrolling video game|horizontal]], and it was possible to pull the screen quickly in either direction.<ref>[http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-3 Gaming's Most Important Evolutions (Page 3)], [[GamesRadar]]</ref> It also featured an early example of a [[Mini-map|radar]], to show the [[Rallying|rally]] car's location on the map.<ref>{{KLOV game|9259|Rally-X}}</ref> ''[[Alpine Ski]]'', released by Taito in 1981, was an early [[Winter sport|winter]] [[sports game]], a vertical-scrolling racing game that involved maneuvering a [[Skiing|skier]] through a [[downhill]] ski course, a [[Slalom skiing|slalom]] racing course, and a [[ski jumping]] competition.<ref>{{KLOV game|id=6871|name=Alpine Ski}}</ref> ''[[Turbo (video game)|Turbo]]'', released by [[Sega]] in 1981, was the first racing game to feature a [[Third person (video games)|third-person perspective]], rear view format.<ref>{{KLOV game|id=10216|name=Turbo}}</ref> It was also the first racing game to use [[Sprite (computer graphics)|sprite]] [[2.5D#Scaling along the Z axis|scaling]] with full-color graphics.<ref>[http://uk.retro.ign.com/articles/974/974695p1.html IGN Presents the History of SEGA], [[IGN]]</ref> ''[[Bump 'n' Jump]]'', released by [[Data East]] in 1982, was a vertical-scrolling driving game where the player's car jumps or bumps enemy cars for points, while bonuses were awarded for completing levels without hitting any cars.<ref>{{KLOV game|id=7234|name=Bump 'n' Jump}}</ref>


[[Image:Pole0000.png|thumbnail|left|''[[Pole Position (video game)|Pole Position]]'' (1982)]]
[[Image:Pole0000.png|thumbnail|left|''[[Pole Position (video game)|Pole Position]]'' (1982)]]


True "racing" as it is now generally accepted was started by the [[Namco]] game ''[[Pole Position]]'' in 1982. This time the player has [[Artificial intelligence|AI]] cars to race against, and a time limit pushes the player to go faster. ''Pole Position'' is also the first game to be based on a real racing circuit. The game introduced color graphics at a much higher resolution than earlier titles and pioneered the now common rear-view racer format used in nearly all racing games since then.<ref>{{KLOV game|id=9063|name=Pole Position}}</ref> ''[[Pole Position II]]'' was released the following year, and featured improvements like giving the player the choice of different race courses as well as more colourful landscapes lined with advertising bill-boards.<ref>{{KLOV game|id=9064|name=Pole Position II}}</ref>
The game that set the template for racing video games was the [[Namco]] game ''[[Pole Position]]'' in 1982. This time the player has [[Artificial intelligence|AI]] cars to race against, and a time limit pushes the player to go faster. ''Pole Position'' is also the first game to be based on a real racing circuit. The game introduced color graphics at a much higher resolution than earlier titles and pioneered the now common rear-view racer format used in nearly all racing games since then. It also featured crashed caused by [[Collision detection|collisions]] with other vehicles and roadside signs, and was the first game to feature a qualifying lap, where the player needs to complete a [[time trial]] before they can compete in [[Grand Prix]] races. The game's publisher [[Atari]] publicized the game for its "unbelievable driving realism" in providing a [[Formula 1]] experience behind a [[racing wheel]] at the time,<ref>{{KLOV game|id=9063|name=Pole Position}}</ref> for which it is considered the first attempt at a [[Sim racing|driving simulation]].<ref>[[IEEE Intelligent Transportation Systems Society|IEEE Intelligent Transportation Systems Council]] & [[IEEE Electron Devices Society]] (October 1-3, 2000), [http://books.google.co.uk/books?id=TpVVAAAAMAAJ ''2000 IEEE Intelligent Transportation Systems Conference proceedings''], p. 65, [[Institute of Electrical and Electronics Engineers]], ISBN 0780359712</ref> The game's graphics featured full-colour landscapes with [[Sprite (computer graphics)#Move to 3D|scaling sprites]], including race cars and other signs, and a perspective view of the track, with its vanishing point swaying side to side as the player approaches corners, accurately simulating foward movement into the distance.<ref>Bernard Perron & Mark J. P. Wolf (2008), ''Video game theory reader two'', p. 157, [[Taylor & Francis]], ISBN 041596282X</ref>


''[[List of Taito games|Change Lanes]]'', released by Taito in 1983, was a third-person racer where the player's car had fuel that reduces while driving, thus the driver must pick-up fuel cells to get a refuel at each checkpoint, while crashing into cars or obstacles would slow down the car and further reduce its fuel. If the fuel runs out, the game would end.<ref>{{KLOV game|id=7314|name=Change Lanes}}</ref> That same year, [[Kaneko]] produced ''Roller Aces'', an early [[roller skating]] racer played from a third-person perspective,<ref>{{KLOV game|id=7314|name=Fighting Roller}}</ref> while [[Irem]] released ''[[MotoRace USA]]'', an early partially third-person [[#Motorcycle racing games|motorbike racer]],<ref>{{KLOV game|id=10185|name=Traverse USA}}</ref> where the player travels across the US and refuels at various cities along the way, while avoiding crashes that can cause a substantial loss of fuel, causing the game to end if the fuel is depleted.<ref>{{KLOV game|id=8758|name=MotoRace USA}}</ref>
''[[Pole Position II]]'' was released in 1983, and featured improvements like giving the player the choice of different race courses as well as more colourful landscapes lined with advertising bill-boards.<ref>{{KLOV game|id=9064|name=Pole Position II}}</ref> ''[[TX-1]]'', created by [[Tatsumi]] in 1983,<ref name=Icon/> was licensed to both Namco in Japan<ref name=TX-1/> and Atari in America,<ref name=Icon>''Atari: Webster's Facts and Phrases'', [http://books.google.co.uk/books?id=_pZqhctbBm0C&pg=PA30 p. 30], [[ICON Group International]], 2008, ISBN 0546656145</ref> thus it is sometimes considered an unofficial sequel to ''Pole Position II''.<ref>''Atari: Webster's Facts and Phrases'', [http://books.google.co.uk/books?id=_pZqhctbBm0C&pg=PA26 p. 26], [[ICON Group International]], 2008, ISBN 0546656145</ref> ''TX-1'' placed a greater emphasis on realism, with details such as forcing players to brake or downshift the gear during corners to avoid the risk of losing control, and let go of the accelerator when going into a skid in order to regain control of the steering. It was also the first car driving game to use [[Haptic technology|force feedback]] technology, which caused the steering wheel to vibrate, and the game also featured a unique three-screen arcade display for a more [[2.5D|three-dimensional]] perspective of the track. It also introduced [[nonlinear gameplay]] by allowing players to choose which path to drive through after each checkpoint, eventually leading to one of eight possible [[Multiple endings|final destinations]].<ref name=TX-1>{{KLOV game|id=10004|name=TX-1}}</ref> ''[[List of Taito games|Change Lanes]]'', released by Taito in 1983, was a third-person racer where the player's car had fuel that reduces while driving, thus the driver must pick-up fuel cells to get a refuel at each checkpoint, while crashing into cars or obstacles would slow down the car and further reduce its fuel. If the fuel runs out, the game would end.<ref>{{KLOV game|id=7314|name=Change Lanes}}</ref> That same year, [[Kaneko]] produced ''Roller Aces'', an early [[roller skating]] racer played from a third-person perspective,<ref>{{KLOV game|id=7314|name=Fighting Roller}}</ref> while [[Irem]] released ''[[MotoRace USA]]'', an early partially third-person [[#Motorcycle racing games|motorbike racer]],<ref>{{KLOV game|id=10185|name=Traverse USA}}</ref> where the player travels across the US and refuels at various cities along the way, while avoiding crashes that can cause a substantial loss of fuel, causing the game to end if the fuel is depleted.<ref>{{KLOV game|id=8758|name=MotoRace USA}}</ref> An early attempt at creating a home driving simulator was [[Takara Tomy|Tomy]]'s ''Turnin' Turbo Dashboard'', also released in 1983. It was the first home video game to feature a racing wheel controller.<ref>[http://www.pcpro.co.uk/features/361591/the-top-ten-retro-gaming-secrets/2 The top ten retro gaming secrets: Steering wheel controllers are older than you think], [[CNET.com]]</ref>


In 1984, several early racing [[laserdisc video game]]s were released, including Sega's ''GP World''<ref>{{KLOV game|id=7874|name=GP World}}</ref> and Taito's ''Laser Grand Prix''<ref>{{KLOV game|id=8383|name=Laser Grand Prix}}</ref> which featured live-action footage, [[Aruze|Universal]]'s ''Top Gear'' featuring 3D animated race car driving,<ref>{{KLOV game|id=Top Gear|name=GP World}}</ref> and Taito's ''[[List of Taito games|Cosmos Circuit]]'', featuring animated futuristic racing.<ref>{{KLOV game|id=7410|name=Cosmos Circuit}}</ref> Taito also released ''[[List of Taito games|Kick Start]]'', a fully third-person motorbike racing game,<ref>{{KLOV game|id=8301|name=Kick Start}}</ref> and ''[[List of Taito games|Buggy Challenge]]'', an early [[dirt track racing]] game featuring a [[Dune buggy|buggy]].<ref>{{KLOV game|id=7230|name=Buggy Challenge}}</ref> Other early dirt racing games from that year were [[dirt bike]] games: [[Nintendo]]'s ''[[Excitebike]]''<ref>{{KLOV game|id=7725|name=Excitebike}}</ref> and [[SNK]]'s [[motocross]] game ''[[List of SNK games#1984|Jumping Cross]]'',<ref>{{KLOV game|id=12730|name=Jumping Cross}}</ref> both played from a [[Side-scrolling video game|side-scrolling view]]. SNK also released ''[[List of SNK games|Gladiator 1984]]'', an early [[horse racing]] game,<ref>{{KLOV game|id=7951|name=Gladiator 1984}}</ref> and ''[[List of SNK games|Mad Crasher]]'', an early [[#Futuristic racing games|futuristic racing game]], where the player drives a futuristic motorbike along diagonal-scrolling futuristic roads suspended in mid-air, while leaping across gaps, shooting other cars, and getting bonuses and power-ups.<ref>{{KLOV game|id=8483|name=Mad Crasher}}</ref> Another racing game that involved [[Shooter game|shooting]] that year was ''[[Seicross]]'', where the player rides a motorcycle-like craft, bumps other riders, collects power modules and shoots blue coins.<ref>{{KLOV game|id=9481|name=Seicross}}</ref> Other notable arcade releases that year include [[Konami]]'s ''[[Road Fighter]]'', a vertical-scrolling racer where the aim is to drive fast, pass cars and avoid accidents for maximum points, while reaching check points before running out of fuel;<ref>{{KLOV game|id=9335|name=Road Fighter}}</ref> and ''[[TX-1]]'', produced by [[Tatsumi]] and published by Atari, featuring a unique three-screen arcade display for the front, left and right perspectives.<ref>{{KLOV game|id=10004|name=TX-1}}</ref>
In 1984, several early racing [[laserdisc video game]]s were released, including Sega's ''GP World''<ref>{{KLOV game|id=7874|name=GP World}}</ref> and Taito's ''Laser Grand Prix''<ref>{{KLOV game|id=8383|name=Laser Grand Prix}}</ref> which featured live-action footage, [[Aruze|Universal]]'s ''Top Gear'' featuring 3D animated race car driving,<ref>{{KLOV game|id=Top Gear|name=GP World}}</ref> and Taito's ''[[List of Taito games|Cosmos Circuit]]'', featuring animated futuristic racing.<ref>{{KLOV game|id=7410|name=Cosmos Circuit}}</ref> Taito also released ''[[List of Taito games|Kick Start]]'', a fully third-person motorbike racing game,<ref>{{KLOV game|id=8301|name=Kick Start}}</ref> and ''[[List of Taito games|Buggy Challenge]]'', an early [[dirt track racing]] game featuring a [[Dune buggy|buggy]].<ref>{{KLOV game|id=7230|name=Buggy Challenge}}</ref> Other early dirt racing games from that year were [[dirt bike]] games: [[Nintendo]]'s ''[[Excitebike]]''<ref>{{KLOV game|id=7725|name=Excitebike}}</ref> and [[SNK]]'s [[motocross]] game ''[[List of SNK games#1984|Jumping Cross]]'',<ref>{{KLOV game|id=12730|name=Jumping Cross}}</ref> both played from a [[Side-scrolling video game|side-scrolling view]]. SNK also released ''[[List of SNK games|Gladiator 1984]]'', an early [[horse racing]] game,<ref>{{KLOV game|id=7951|name=Gladiator 1984}}</ref> and ''[[List of SNK games|Mad Crasher]]'', an early [[#Futuristic racing games|futuristic racing game]], where the player drives a futuristic motorbike along diagonal-scrolling futuristic roads suspended in mid-air, while leaping across gaps, shooting other cars, and getting bonuses and power-ups.<ref>{{KLOV game|id=8483|name=Mad Crasher}}</ref> Another racing game that involved [[Shooter game|shooting]] that year was ''[[Seicross]]'', where the player rides a motorcycle-like craft, bumps other riders, collects power modules and shoots blue coins.<ref>{{KLOV game|id=9481|name=Seicross}}</ref> Other notable arcade releases that year include [[Konami]]'s ''[[Road Fighter]]'', a vertical-scrolling racer where the aim is to drive fast, pass cars and avoid accidents for maximum points, while reaching check points before running out of fuel;<ref>{{KLOV game|id=9335|name=Road Fighter}}</ref> and [[Irem]]'s ''[[The Battle-Road]]'', an early [[Open world|open-ended]] [[Vehicular combat game|vehicle combat]] racing game that featured branching paths and up to 32 possible routes.<ref>{{KLOV game|7055|Battle-Road, The}}</ref>


Racing games in general tend to drift toward the arcade side of reality, mainly due to hardware limitations, especially in the 1980s and 1990s. It is, however, untrue to say that there were no games considered simulations in their time. In 1984, [[Geoff Crammond]], who later developed the ''Grandprix'' series (Known collectively as GPX to its fanbase), produced what is considered the first attempt at a racing simulator, ''[[REVS (computer game)|REVS]]'', for the BBC Microcomputer. The game offered an unofficial (and hence with no official team or driver names associated with the series) recreation of British Formula 3. The hardware capabilities limited the depth of the simulation and restricted it (initially) to one track but it was far above any other games at the time in terms of detail.
Racing games in general tend to drift toward the arcade side of reality, mainly due to hardware limitations, especially in the 1980s and 1990s. It is, however, untrue to say that there were no games considered simulations in their time. In 1984, [[Geoff Crammond]], who later developed the ''Grandprix'' series (Known collectively as GPX to its fanbase), produced what is considered the first attempt at a racing simulator on a home system, ''[[REVS (computer game)|REVS]]'', released for the BBC Microcomputer. The game offered an unofficial (and hence with no official team or driver names associated with the series) recreation of British Formula 3. The hardware capabilities limited the depth of the simulation and restricted it (initially) to one track, but it offered a semi-realistic driving experience with more detail than most other racing games at the time.<ref>{{cite web|title=The History of Papyrus Racing - Page 2|url=http://www.gamespot.com/features/6103365/p-2.html|publisher=''[[Gamespot]]''|accessdate=2008-04-07}}</ref>


[[Image:FinalLap.png|thumb|250px|right|''[[Final Lap]]'' (1987)]]
[[Image:FinalLap.png|thumb|250px|right|''[[Final Lap]]'' (1987)]]


In 1985, Sega released ''[[Hang-On]]'', a popular early [[Grand Prix]] style rear-view motorbike racer,<ref>{{KLOV game|id=8068|name=Hang On}}</ref> considered the first full-body-experience video game.<ref name="gamecentercx">[[Retro Game Master|GameCenter CX]] - 2nd Season, Episode 13</ref> That same year, [[Jaleco]] released ''[[City Connection]]'', a [[Platform game|platform]]-racer where cops chase the player around different cities in the US, UK, France, Japan and India.<ref>{{KLOV game|id=7452|name=Cruisin}}</ref> In 1986, Sega produced ''[[Out Run]]'', one of the most graphically impressive games of its time. It used two Motorola 68000 CPUs for its 2D sprite-based driving engine, and it became an instant classic that spawned many sequels. It was notable for giving the player the choice of which route to take through the game and the choice of soundtrack to listen to while driving.<ref>{{KLOV game|id=8938}}</ref> In 1987, Namco produced ''[[Final Lap]]'', the first arcade game that allowed multiple machines to be linked, allowing for [[multiplayer]] races. In the same year, Atari produced ''[[RoadBlasters]]'', a driving game that also involved a bit of shooting.
In 1985, Sega released ''[[Hang-On]]'', a popular Grand Prix style rear-view motorbike racer,<ref name=Hang-On>{{KLOV game|id=8068|name=Hang On}}</ref> considered the first full-body-experience video game,<ref name="gamecentercx">[[Retro Game Master|GameCenter CX]] - 2nd Season, Episode 13</ref> and was regarded as the first motorbike simulator for its realism at the time, in both the handling of the player's motorbike and the [[artificial intelligence]] of the computer-controlled motorcyclists.<ref name=Hang-On/> It used [[Haptic technology|force feedback]] technology and was also one of the first arcade games to use [[History of video game consoles (fourth generation)|16-bit graphics]] and Sega's "Super Scaler" technology that allowed [[2.5D|pseudo-3D]] [[Sprite (computer graphics)#Move to 3D|sprite-scaling]] at high [[frame rate]]s.<ref>[http://uk.retro.ign.com/articles/974/974695p3.html IGN Presents the History of SEGA: World War], [[IGN]]</ref> That same year, [[Jaleco]] released ''[[City Connection]]'', a [[Platform game|platform]]-racer where cops chase the player around different cities in the US, UK, France, Japan and India.<ref>{{KLOV game|id=7452|name=Cruisin}}</ref>

In 1986, Sega produced ''[[Out Run]]'', one of the most graphically impressive games of its time. It used two Motorola 68000 CPUs for its 2D sprite-based driving engine, and it became an instant classic that spawned many sequels. It was notable for giving the player the [[Nonlinear gameplay|non-linear]] choice of which route to take through the game and the choice of soundtrack to listen to while driving,<ref>{{KLOV game|id=8938}}</ref> represented as radio stations.<ref>Brian Gazza, [http://www.hardcoregaming101.net/outrun/outrun.htm Outrun], Hardcore Gaming 101</ref> That same year, Konami's ''[[WEC Le Mans]]'' was a race driving simulator that attempted to accurately simulate the [[24 Hours of Le Mans]] competition, with fairly realistic handling, a day-night cycle, and the use of force feedback to simulate road vibration in the form of a vibrating steering wheel that reacts to the driver's acceleration and off-road bumps.<ref>{{KLOV game|10383|WEC Le Mans 24}}</ref> In 1987, Namco produced ''[[Final Lap]]'',<ref name=Final-Lap>{{KLOV game|7797|Final Lap}}</ref> the unofficial sequel to ''Pole Position II''.<ref>[http://books.google.co.uk/books?id=_pZqhctbBm0C ''Atari: Webster's Facts and Phrases''], pp. 26 & 44, [[ICON Group International]], 2008, ISBN 0546656145</ref> ''Final Lap'' was the first arcade game that allowed multiple machines to be linked, allowing for [[multiplayer]] races.<ref name=Final-Lap/> That same year, [[Square (company)|Square]] released ''[[Rad Racer]]'', one of the first [[List of stereoscopic video games|stereoscopic 3D]] games.<ref>[http://www.shacknews.com/onearticle.x/52788 James Cameron: True 3D Gaming Is the Future, Already in Upcoming Avatar Game], [[Shacknews]]</ref> In the same year, Atari produced ''[[RoadBlasters]]'', a driving game that also involved a bit of shooting.


In 1988, [[CBS Sony]] released ''[[List of Family Computer games#P|Paris-Dakar Rally Special]]'', an imaginative racing game with [[Platform game|platformer]] and [[Action-adventure game|action-adventure]] elements, featuring [[Dakar Rally]] cars that could fire bullets, the driver able to exit the car and go exploring to lower a bridge or bypass other obstacles, underwater driving sections, and at times having avoid a fleet of tanks and fighter jets.<ref>[http://www.gamasutra.com/view/feature/6251/gems_in_the_rough_yesterdays_.php?print=1 Paris-Dakar Rally Special], [[Gamasutra]]</ref> That same year, Atari introduced ''[[Hard Drivin']]'', the first arcade driving game that included force feedback as well as 3D polygonal graphics. This is the first game where the wheel actually fights the player during aggressive turns. It also featured a crash replay camera view.
In 1988, Taito released ''[[Chase H.Q.]]'', a unique racing game where the player drives a police car that must chase criminals within a time limit.<ref>{{KLOV game|7318|Chase H.Q.}}</ref> That same year, [[CBS Sony]] released ''[[List of Family Computer games#P|Paris-Dakar Rally Special]]'', an imaginative racing game with [[Platform game|platformer]] and [[Action-adventure game|action-adventure]] elements, featuring [[Dakar Rally]] cars that could fire bullets, the driver able to exit the car and go exploring to lower a bridge or bypass other obstacles, underwater driving sections, and at times having avoid a fleet of tanks and fighter jets.<ref>[http://www.gamasutra.com/view/feature/6251/gems_in_the_rough_yesterdays_.php?print=1 Paris-Dakar Rally Special], [[Gamasutra]]</ref> The following year, Atari introduced ''[[Hard Drivin']]'', the first arcade driving game that included 3D polygonal graphics. It also featured force feedback, where the wheel fights the player during aggressive turns, and also featured a crash replay camera view.


===1990s===
===1990s===
In 1990, the now defunct [[Papyrus Design Group]] produced their first attempt at a racing Simulator, the critically acclaimed ''[[Indianapolis 500: The Simulation]]''. Accurately replicating the 1989 Indianapolis 500 grid, it offered advanced 3D graphics for its time, setup options, car failures and handling. The damage modelling, while not accurate by today's standards, was capable of producing some spectacular and entertaining [[Multiple-vehicle collision|pile-ups]]. It was later almost forgotten with the success of Crammond's [[Formula One Grand Prix (Geoff Crammond)|Formula One Grand Prix]], though the 1992 game's graphics were, in some ways, superior to Formula One's.
In 1990, the now defunct [[Papyrus Design Group]] produced their first attempt at a racing simulator, the critically acclaimed ''[[Indianapolis 500: The Simulation]]'', designed by David Kaemmer and Omar Khudari. The game is generally regarded as the first true auto racing simulation on a personal computer. Accurately replicating the 1989 Indianapolis 500 grid, it offered advanced 3D graphics for its time, setup options, car failures and handling. Unlike most other racing games at the time, ''Indianapolis 500'' attempted to simulate realistic [[Game physics|physics]] and [[telemetry]], such as its portrayal of the relationship between the four contact patches and the pavement, as well as the loss of grip when making a high-speed turn, forcing the player to adopt a proper racing line and believable throttle-to-brake interaction. It also featured a garage facility to allow players to enact modifications to their vehicle, including adjustments to the tires, shocks and wings.<ref>{{cite web|title=The History of Papyrus Racing - Page 2|url=http://www.gamespot.com/features/6103365/p-2.html|publisher=''[[Gamespot]]''|accessdate=2008-04-07}}</ref> The damage modelling, while not accurate by today's standards, was capable of producing some spectacular and entertaining [[Multiple-vehicle collision|pile-ups]].


''Formula One Grand Prix'' became the new champion of sim racing. It boasted unparalleled detail and a full recreation of the drivers, cars and circuits of the 1991 Formula One World Championship. However, the U.S. version (known as ''World Circuit'') was not granted an official license by the FIA, so teams and drivers were renamed (though all could be changed back to their real names using the Driver/Team selection menu): [[Ayrton Senna]] became "Carlos Sanchez", for example.
Crammond's ''[[Formula One Grand Prix (Geoff Crammond)|Formula One Grand Prix]]'' in 1992 became the new champion of sim racing, until the release of Papyrus' ''[[IndyCar Racing]]'' the following year.<ref>{{cite web|title=The History of Papyrus Racing - Page 3|url=http://www.gamespot.com/features/6103365/p-3.html|publisher=''[[Gamespot]]''|accessdate=2011-01-30}}</ref> ''Formula One Grand Prix'' boasted detail that was unparalleled for a computer game at the time as well as a full recreation of the drivers, cars and circuits of the 1991 Formula One World Championship. However, the U.S. version (known as ''World Circuit'') was not granted an official license by the FIA, so teams and drivers were renamed (though all could be changed back to their real names using the Driver/Team selection menu): [[Ayrton Senna]] became "Carlos Sanchez", for example.


[[Image:Virtua Racing.png|thumb|left|''[[Virtua Racing]]'' (1992)]]
[[Image:Virtua Racing.png|thumb|left|''[[Virtua Racing]]'' (1992)]]


On the other end of the spectrum, Sega produced ''[[Virtua Racing]]'' in 1992. While not the first game with 3D graphics (see REVS), it was able to combine the best features of games at the time, along with multiplayer machine linking and clean 3D graphics to produce a game that was above and beyond the arcade market standard of its time. Also, [[Nintendo]] broke new ground by introducing the [[Mario Kart]] series on the SNES with [[Super Mario Kart]]. Using the familiar characters from the [[Mario]] franchise, the game not only departed from the realism paradigm by using small karts for the players to drive, but also featured bright, colourful environments and allowed the players to pick up power-ups to improve performance or hamper other racers. This franchise also spawned multiple sequels.
On the other end of the spectrum, Sega produced ''[[Virtua Racing]]'' in 1992. While not the first game with 3D graphics (see ''REVS''), it was able to combine the best features of games at the time, along with multiplayer machine linking and clean [[3D computer graphics|3D graphics]] to produce a game that was above and beyond the arcade market standard of its time. Also, [[Nintendo]] broke new ground by introducing the ''[[Mario Kart]]'' series on the SNES with ''[[Super Mario Kart]]''. Using the familiar characters from the [[Mario]] franchise, the game not only departed from the realism paradigm by using small karts for the players to drive, but also featured bright, colourful environments and allowed the players to pick up power-ups to improve performance or hamper other racers. This franchise also spawned multiple sequels.


In 1993, Namco struck back with ''[[Ridge Racer (video game)|Ridge Racer]]'', and thus began the polygonal war of driving games. In the same year [[Electronic Arts]] produced [[The Need for Speed]], which would later spawn the world's most popular racing game series and the fifth most popular [[video game]] series overall. Sega struck back in 1994 with ''[[Daytona USA (arcade game)|Daytona USA]]'', while Midway introduced Crusin' USA. Atari didn't join the 3D craze until 1997, when it introduced [[San Francisco Rush]]. In 1996, Konami introduced [[GTI Club]] which allowed free roaming of the environment - something of a revolution that had only been done in 3D before in [[Hard Drivin']].
In 1993, Namco struck back with ''[[Ridge Racer (video game)|Ridge Racer]]'', and thus began the [[Polygon (computer graphics)|polygonal]] war of driving games. Sega struck back that same year with ''[[Daytona USA (arcade game)|Daytona USA]]'', one of the first video games to feature [[Texture filtering|filtered]], [[Texture mapping|texture-mapped]] polygons, giving it the most detailed graphics yet seen in a video game up until that time.<ref>[http://uk.retro.ign.com/articles/974/974695p8.html IGN Presents the History of SEGA: Reap What You Sow], [[IGN]]</ref> The following year, [[Electronic Arts]] produced ''[[The Need for Speed]]'', which would later spawn the world's most popular racing game series and the fifth most popular [[video game]] series overall. In the same year, [[Midway]] introduced ''[[Crusin' USA]]''. In 1996, [[Konami]] introduced ''[[GTI Club]]'' which allowed free roaming of the environment, something of a revolution that had only been done in 3D before in ''[[Hard Drivin']]''. Atari didn't join the 3D craze until 1997, when it introduced ''[[San Francisco Rush]]''.


[[Image:Gran Turismo Screenshot.jpg|thumb|''[[Gran Turismo (video game)|Gran Turismo]]'' (1997)]]
[[Image:Gran Turismo Screenshot.jpg|thumb|''[[Gran Turismo (video game)|Gran Turismo]]'' (1997)]]


In 1997, ''[[Gran Turismo (video game)|Gran Turismo]]'' was released for the [[PlayStation]], after being in production for five years since 1992.<ref>http://venturebeat.com/2010/01/14/gran-turismos-creator-takes-a-fifth-stab-at-a-perfect-racing-game/</ref> It was considered the most realistic racing simulation game in its time <ref name=GameSpot/>, combined with playability, enabling players of all skill levels to play. It is considered the most influential console racing game of all time, featuring the most realistic driving simulation seen on a console up until that time {{cn|date=January 2011}}, offering a wealth of meticulous tuning options, and introducing an [[Nonlinear gameplay|open-ended]] [[Be-a-pro mode|career mode]] where players had to undertake [[driving test]]s to acquire [[Driver's license|driving licenses]], earn their way into races and choose their own career path.<ref name=GameSpot>[http://www.gamespot.com/features/6148640/index.html The Greatest Games of All Time: ''Gran Turismo''], [[GameSpot]]</ref> The [[Gran Turismo (series)|''Gran Turismo'' series]] has since become the most popular racing game franchise of all time, selling over 61.41 million units worldwide.<ref>{{cite web|url=http://www.gtplanet.net/5-5-million-copies-of-gt5-sold-series-tops-60-million/ |title=http://www.gtplanet.net/5-5-million-copies-of-gt5-sold-series-tops-60-million/ |accessdate=2010-12-10 |date=2010-12-10 |publisher=Sony Computer Entertainment}}</ref>
In 1997, ''[[Gran Turismo (video game)|Gran Turismo]]'' was released for the [[PlayStation]], after being in production for five years since 1992.<ref>http://venturebeat.com/2010/01/14/gran-turismos-creator-takes-a-fifth-stab-at-a-perfect-racing-game/</ref> It was considered the most realistic racing simulation game in its time,<ref name=GameSpot/> combined with playability, enabling players of all skill levels to play. It offered a wealth of meticulous tuning options and introduced an [[Nonlinear gameplay|open-ended]] [[Be-a-pro mode|career mode]] where players had to undertake [[driving test]]s to acquire [[Driver's license|driving licenses]], earn their way into races and choose their own career path.<ref name=GameSpot>[http://www.gamespot.com/features/6148640/index.html The Greatest Games of All Time: ''Gran Turismo''], [[GameSpot]]</ref> The [[Gran Turismo (series)|''Gran Turismo'' series]] has since become the most popular racing game franchise of all time, selling over 61.41 million units worldwide.<ref>{{cite web|url=http://www.gtplanet.net/5-5-million-copies-of-gt5-sold-series-tops-60-million/ |title=http://www.gtplanet.net/5-5-million-copies-of-gt5-sold-series-tops-60-million/ |accessdate=2010-12-10 |date=2010-12-10 |publisher=Sony Computer Entertainment}}</ref>


By 1997, the typical PC was capable of matching an arcade machine in terms of graphical quality, mainly due to the introduction of first generation 3D accelerators such as 3DFX Voodoo. The faster CPUs were capable of simulating increasingly realistic physics, car control, and graphics. [[Colin McRae Rally]] was introduced in 1998 to the PC world, and was a successful semi-simulation of the world of rally driving (previously only available in Sega's less serious [[Sega Rally Championship]]). [[Motorhead (video game)|Motorhead]], a PC game, was later adapted back to arcade.
By 1997, the typical PC was capable of matching an arcade machine in terms of graphical quality, mainly due to the introduction of first generation 3D accelerators such as 3DFX Voodoo. The faster CPUs were capable of simulating increasingly realistic physics, car control, and graphics. [[Colin McRae Rally]] was introduced in 1998 to the PC world, and was a successful semi-simulation of the world of rally driving (previously only available in Sega's less serious [[Sega Rally Championship]]). [[Motorhead (video game)|Motorhead]], a PC game, was later adapted back to arcade.
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<div style="-moz-column-count:2;column-count:2;">
<div style="-moz-column-count:2;column-count:2;">


* 1973 ''[[List of Taito games|Astro Race]]'' - Taito
* 1974 ''[[List of Taito games|Speed Race]]'' - Taito
* 1974 ''[[Gran Trak 10]]'' - Atari
* 1974 ''[[Gran Trak 10]]'' - Atari
* 1977 ''[[Night Racer]]'' - Micronetics
* 1975 ''EVR-Race'' - Nintendo
* 1976 ''[[List of Taito games|Crashing Race]]'' - Taito
* 1976 ''[[Fonz (arcade)|Moto-Cross]]'' - Sega
* 1976 ''[[Fonz (arcade)|Fonz]]'' - Sega
* 1976 ''Road Race'' - Sega
* 1976 ''[[Night Driver]]'' - Atari
* 1976 ''[[Night Driver]]'' - Atari
* 1977 ''[[Speed Freak]]'' - Vectorbeam
* 1977 ''Night Racer'' - Micronetics
* 1977 ''Comotion'' - UPL
* 1977 ''Twin Course T.T.'' - Sega
* 1978 ''[[List of Taito games|Road Champion]]'' - Taito
* 1979 ''[[Speed Freak]]'' - Vectorbeam
* 1979 ''[[Monaco GP (arcade game)|Monaco GP]]'' - Sega
* 1979 ''[[Monaco GP (arcade game)|Monaco GP]]'' - Sega
* 1981 ''[[Turbo (video game)|Turbo]]<ref>[http://www.ilovethe80s.com/arcade_fullsize_turbo1.htm Turbo Arcade Game, Turbo Video Game, Sega Turbo Arcade Game, Sega Turbo - ilovethe80s.com<!-- Bot generated title -->]</ref> - Sega
* 1979 ''[[Head On (arcade game)|Head On]]'' - Sega
* 1980 ''[[Rally-X]]'' - Namco
* 1981 ''[[Turbo (video game)|Turbo]]''<ref>[http://www.ilovethe80s.com/arcade_fullsize_turbo1.htm Turbo Arcade Game, Turbo Video Game, Sega Turbo Arcade Game, Sega Turbo - ilovethe80s.com<!-- Bot generated title -->]</ref> - Sega
* 1981 ''[[Alpine Ski]]'' - Taito
* 1982 ''[[Bump 'n' Jump]]'' - Data East
* 1982 ''[[Pole Position]]'' - Namco
* 1982 ''[[Pole Position]]'' - Namco
* 1983 ''[[Pole Position II]]'' - Namco
* 1983 ''[[TX-1]]'' - Tatsumi
* 1983 ''[[Up'n Down]]'' - Sega
* 1983 ''[[Up'n Down]]'' - Sega
* 1984 ''[[TX-1]]'' - Tatsumi
* 1983 ''[[List of Taito games|Change Lanes]]'' - Taito
* 1983 ''Roller Aces'' - Kaneko
* 1984 ''GP World'' - Sega
* 1984 ''Top Gear'' - Universal
* 1984 ''Laser Grand Prix'' - Taito
* 1984 ''[[List of Taito games|Cosmos Circuit]]'' - Taito
* 1984 ''[[List of Taito games|Buggy Challenge]]'' - Taito
* 1984 ''[[List of Taito games|Kick Start]]'' - Taito
* 1984 ''[[Excitebike]]'' - Nintendo
* 1984 ''[[List of SNK games#1984|Jumping Cross]]'' - SNK
* 1984 ''[[List of SNK games|Gladiator 1984]]'' - SNK
* 1984 ''[[List of SNK games|Mad Crasher]]'' - SNK
* 1984 ''[[Seicross]]'' - Nichibutsu
* 1984 ''[[Road Fighter]]'' - Konami
* 1984 ''[[The Battle-Road]]'' - Irem
* 1985 ''[[City Connection]]'' - Jaleco
* 1985 ''[[Hang-On]]'' - Sega
* 1986 ''[[Out Run]]'' - Sega
* 1986 ''[[Out Run]]'' - Sega
* 1986 ''[[WEC Le Mans]]'' - Konami
* 1987 ''[[Rad Racer]]'' - Square
* 1987 ''[[Rad Racer]]'' - Square
* 1987 ''[[Continental Circus]]'' -Taito
* 1987 ''[[Continental Circus]]'' -Taito
* 1987 ''[[Final Lap]]'' - Namco
* 1988 ''[[Chase HQ]]'' - Taito
* 1988 ''[[Chase HQ]]'' - Taito
* 1988 ''[[Hard Drivin']]'' - Atari
* 1988 ''[[Power Drift]]'' - Sega
* 1988 ''[[Power Drift]]'' - Sega
* 1988 ''[[List of Family Computer games#P|Paris-Dakar Rally Special]]'' - CBS Sony
* 1989 ''[[Hard Drivin']]'' - Atari
* 1989 ''[[Special Criminal Investigation|SCI]]'' - Taito (Chase HQ 2)
* 1989 ''[[Special Criminal Investigation|SCI]]'' - Taito (Chase HQ 2)
* 1991 ''[[Rad Mobile]]'' - Sega
* 1991 ''[[Rad Mobile]]'' - Sega
Line 493: Line 530:
* 1992 ''[[Virtua Racing]]'' - Sega
* 1992 ''[[Virtua Racing]]'' - Sega
* 1993 ''[[Ridge Racer (video game)|Ridge Racer]]'' - Namco
* 1993 ''[[Ridge Racer (video game)|Ridge Racer]]'' - Namco
* 1993 ''[[Daytona USA (arcade game)|Daytona USA]]'' - Sega
* 1994 ''[[Cruis'n USA]]'' - Midway
* 1994 ''[[Cruis'n USA]]'' - Midway
* 1994 ''[[Daytona USA (arcade game)|Daytona USA]]'' - Sega
* 1994 ''[[Sega Rally Championship]]'' - Sega
* 1994 ''[[Sega Rally Championship]]'' - Sega
* 1995 ''[[Rave Racer]]'' - Namco
* 1995 ''[[Rave Racer]]'' - Namco
Line 548: Line 585:


== References ==
== References ==
{{reflist}}
{{reflist|2}}


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Revision as of 01:13, 3 February 2011

A racing video game is a genre of video games, either in the first-person or third-person perspective, in which the player partakes in a racing competition with any type of land, air, or sea vehicles. They may be based on anything from real-world racing leagues to entirely fantastical settings. In general, they can be distributed along a spectrum anywhere between hardcore simulations, and simpler arcade racing games.

History

1970s

The arcade game Astro Race, released by Taito in 1973, was an early racing game, where players controlled spaceships that race against opposing ships, while avoiding comets and meteors. The game allowed simultaneous two-player competitive gameplay, was controlled using an early four-way joystick, and was presented in black and white graphics.[1] The following year, Taito released Speed Race, an early black-and-white car racing game designed by Tomohiro Nishikado (of Space Invaders fame)[2] that introduced collision detection and an overhead vertical scrolling view,[3] with the course width becoming wider or narrower as the player's car moves up the road, while the player races against other rival cars, more of which appear as the score increases. It also featured an early racing wheel controller interface with an accelerator, gear shift, speedometer and tachometer. It could be played in either single-player or alternating two-player, where each player attempts to beat the other's score.[4] The game was re-branded as Racer by by Midway Games for released in the United States and was influential on later racing games.[3] That same year, Atari released the arcade game Gran Trak 10, which presented an overhead view of the track in low resolution white on black graphics, on which the player races against the clock around a track to accumulate points; while challenging, it was not competition racing.

Fonz (1976)

In 1975, Nintendo released EVR-Race, an early horse racing simulation game with support for up to six players.[5] In 1976, Taito released Crashing Race, a simultaneous two-player competitive car racing game where each player must try to crash as many computer-controlled cars as possible to score points, and the player with the most points wins.[6] That same year, Sega released Moto-Cross, an early black-and-white motorbike racing game, based on the motocross competition, that was most notable for introducing an early three-dimensional third-person perspective.[7] Later that year, Sega-Gremlin re-branded the game as Fonz, as a tie-in for the popular sitcom, Happy Days.[8] Both versions of the game displayed a constantly changing forward-scrolling road and the player's bike in a third-person perspective where objects nearer to the player are larger than those nearer to the horizon, and the aim was to steer the vehicle across the road, racing against the clock, while avoiding any on-coming motorcycles or driving off the road.[7][8] The game also introduced the use of haptic feedback, which caused the handlebars to vibrate during a collision with another vehicle.[9] That same year also saw the release of two arcade games that extended the car driving subgenre into three dimensions with a first-person perspective: Sega's Road Race, which presents a roadside scene of the race, displaying a constantly changing forward-scrolling S-shaped road with two obstacle race cars moving along the road that the player must avoid crashing while racing against the clock,[10] and Atari's Night Driver, which presented a series of posts by the edge of the road though there was no view of the road or the player's car and the graphics were still low resolution white on black, and like Gran Trek 10, gameplay was a race against the clock.

In 1977, Micronetics released Night Racer, a first-person car racing game similar to Night Driver,[11] while Sega released Twin Course T.T., an early simultaneous competitive two-player motorbike racing game.[12] That same year, UPL's Comotion was an early four-player car racing game, with an overhead view.[13] Road Champion, released by Taito in 1978, was an overhead-view timed car racing game where players try to race ahead of the opposing cars and cross the finish line first to become the winner.[14] In 1979, Sega's Head On was a racing game that played like a maze chase game and is thus considered a precursor to the 1980 hit Pac-Man.[15] Monaco GP, released by Sega in 1979,[16] improved upon previous overhead-view racing games with a vertically scrolling view and color graphics.

1980s

In 1980, Namco's overhead-view driving game Rally-X was the first game to feature background music,[17] as well as the first game to allow scrolling in multiple directions, both vertical and horizontal, and it was possible to pull the screen quickly in either direction.[18] It also featured an early example of a radar, to show the rally car's location on the map.[19] Alpine Ski, released by Taito in 1981, was an early winter sports game, a vertical-scrolling racing game that involved maneuvering a skier through a downhill ski course, a slalom racing course, and a ski jumping competition.[20] Turbo, released by Sega in 1981, was the first racing game to feature a third-person perspective, rear view format.[21] It was also the first racing game to use sprite scaling with full-color graphics.[22] Bump 'n' Jump, released by Data East in 1982, was a vertical-scrolling driving game where the player's car jumps or bumps enemy cars for points, while bonuses were awarded for completing levels without hitting any cars.[23]

Pole Position (1982)

The game that set the template for racing video games was the Namco game Pole Position in 1982. This time the player has AI cars to race against, and a time limit pushes the player to go faster. Pole Position is also the first game to be based on a real racing circuit. The game introduced color graphics at a much higher resolution than earlier titles and pioneered the now common rear-view racer format used in nearly all racing games since then. It also featured crashed caused by collisions with other vehicles and roadside signs, and was the first game to feature a qualifying lap, where the player needs to complete a time trial before they can compete in Grand Prix races. The game's publisher Atari publicized the game for its "unbelievable driving realism" in providing a Formula 1 experience behind a racing wheel at the time,[24] for which it is considered the first attempt at a driving simulation.[25] The game's graphics featured full-colour landscapes with scaling sprites, including race cars and other signs, and a perspective view of the track, with its vanishing point swaying side to side as the player approaches corners, accurately simulating foward movement into the distance.[26]

Pole Position II was released in 1983, and featured improvements like giving the player the choice of different race courses as well as more colourful landscapes lined with advertising bill-boards.[27] TX-1, created by Tatsumi in 1983,[28] was licensed to both Namco in Japan[29] and Atari in America,[28] thus it is sometimes considered an unofficial sequel to Pole Position II.[30] TX-1 placed a greater emphasis on realism, with details such as forcing players to brake or downshift the gear during corners to avoid the risk of losing control, and let go of the accelerator when going into a skid in order to regain control of the steering. It was also the first car driving game to use force feedback technology, which caused the steering wheel to vibrate, and the game also featured a unique three-screen arcade display for a more three-dimensional perspective of the track. It also introduced nonlinear gameplay by allowing players to choose which path to drive through after each checkpoint, eventually leading to one of eight possible final destinations.[29] Change Lanes, released by Taito in 1983, was a third-person racer where the player's car had fuel that reduces while driving, thus the driver must pick-up fuel cells to get a refuel at each checkpoint, while crashing into cars or obstacles would slow down the car and further reduce its fuel. If the fuel runs out, the game would end.[31] That same year, Kaneko produced Roller Aces, an early roller skating racer played from a third-person perspective,[32] while Irem released MotoRace USA, an early partially third-person motorbike racer,[33] where the player travels across the US and refuels at various cities along the way, while avoiding crashes that can cause a substantial loss of fuel, causing the game to end if the fuel is depleted.[34] An early attempt at creating a home driving simulator was Tomy's Turnin' Turbo Dashboard, also released in 1983. It was the first home video game to feature a racing wheel controller.[35]

In 1984, several early racing laserdisc video games were released, including Sega's GP World[36] and Taito's Laser Grand Prix[37] which featured live-action footage, Universal's Top Gear featuring 3D animated race car driving,[38] and Taito's Cosmos Circuit, featuring animated futuristic racing.[39] Taito also released Kick Start, a fully third-person motorbike racing game,[40] and Buggy Challenge, an early dirt track racing game featuring a buggy.[41] Other early dirt racing games from that year were dirt bike games: Nintendo's Excitebike[42] and SNK's motocross game Jumping Cross,[43] both played from a side-scrolling view. SNK also released Gladiator 1984, an early horse racing game,[44] and Mad Crasher, an early futuristic racing game, where the player drives a futuristic motorbike along diagonal-scrolling futuristic roads suspended in mid-air, while leaping across gaps, shooting other cars, and getting bonuses and power-ups.[45] Another racing game that involved shooting that year was Seicross, where the player rides a motorcycle-like craft, bumps other riders, collects power modules and shoots blue coins.[46] Other notable arcade releases that year include Konami's Road Fighter, a vertical-scrolling racer where the aim is to drive fast, pass cars and avoid accidents for maximum points, while reaching check points before running out of fuel;[47] and Irem's The Battle-Road, an early open-ended vehicle combat racing game that featured branching paths and up to 32 possible routes.[48]

Racing games in general tend to drift toward the arcade side of reality, mainly due to hardware limitations, especially in the 1980s and 1990s. It is, however, untrue to say that there were no games considered simulations in their time. In 1984, Geoff Crammond, who later developed the Grandprix series (Known collectively as GPX to its fanbase), produced what is considered the first attempt at a racing simulator on a home system, REVS, released for the BBC Microcomputer. The game offered an unofficial (and hence with no official team or driver names associated with the series) recreation of British Formula 3. The hardware capabilities limited the depth of the simulation and restricted it (initially) to one track, but it offered a semi-realistic driving experience with more detail than most other racing games at the time.[49]

Final Lap (1987)

In 1985, Sega released Hang-On, a popular Grand Prix style rear-view motorbike racer,[50] considered the first full-body-experience video game,[51] and was regarded as the first motorbike simulator for its realism at the time, in both the handling of the player's motorbike and the artificial intelligence of the computer-controlled motorcyclists.[50] It used force feedback technology and was also one of the first arcade games to use 16-bit graphics and Sega's "Super Scaler" technology that allowed pseudo-3D sprite-scaling at high frame rates.[52] That same year, Jaleco released City Connection, a platform-racer where cops chase the player around different cities in the US, UK, France, Japan and India.[53]

In 1986, Sega produced Out Run, one of the most graphically impressive games of its time. It used two Motorola 68000 CPUs for its 2D sprite-based driving engine, and it became an instant classic that spawned many sequels. It was notable for giving the player the non-linear choice of which route to take through the game and the choice of soundtrack to listen to while driving,[54] represented as radio stations.[55] That same year, Konami's WEC Le Mans was a race driving simulator that attempted to accurately simulate the 24 Hours of Le Mans competition, with fairly realistic handling, a day-night cycle, and the use of force feedback to simulate road vibration in the form of a vibrating steering wheel that reacts to the driver's acceleration and off-road bumps.[56] In 1987, Namco produced Final Lap,[57] the unofficial sequel to Pole Position II.[58] Final Lap was the first arcade game that allowed multiple machines to be linked, allowing for multiplayer races.[57] That same year, Square released Rad Racer, one of the first stereoscopic 3D games.[59] In the same year, Atari produced RoadBlasters, a driving game that also involved a bit of shooting.

In 1988, Taito released Chase H.Q., a unique racing game where the player drives a police car that must chase criminals within a time limit.[60] That same year, CBS Sony released Paris-Dakar Rally Special, an imaginative racing game with platformer and action-adventure elements, featuring Dakar Rally cars that could fire bullets, the driver able to exit the car and go exploring to lower a bridge or bypass other obstacles, underwater driving sections, and at times having avoid a fleet of tanks and fighter jets.[61] The following year, Atari introduced Hard Drivin', the first arcade driving game that included 3D polygonal graphics. It also featured force feedback, where the wheel fights the player during aggressive turns, and also featured a crash replay camera view.

1990s

In 1990, the now defunct Papyrus Design Group produced their first attempt at a racing simulator, the critically acclaimed Indianapolis 500: The Simulation, designed by David Kaemmer and Omar Khudari. The game is generally regarded as the first true auto racing simulation on a personal computer. Accurately replicating the 1989 Indianapolis 500 grid, it offered advanced 3D graphics for its time, setup options, car failures and handling. Unlike most other racing games at the time, Indianapolis 500 attempted to simulate realistic physics and telemetry, such as its portrayal of the relationship between the four contact patches and the pavement, as well as the loss of grip when making a high-speed turn, forcing the player to adopt a proper racing line and believable throttle-to-brake interaction. It also featured a garage facility to allow players to enact modifications to their vehicle, including adjustments to the tires, shocks and wings.[62] The damage modelling, while not accurate by today's standards, was capable of producing some spectacular and entertaining pile-ups.

Crammond's Formula One Grand Prix in 1992 became the new champion of sim racing, until the release of Papyrus' IndyCar Racing the following year.[63] Formula One Grand Prix boasted detail that was unparalleled for a computer game at the time as well as a full recreation of the drivers, cars and circuits of the 1991 Formula One World Championship. However, the U.S. version (known as World Circuit) was not granted an official license by the FIA, so teams and drivers were renamed (though all could be changed back to their real names using the Driver/Team selection menu): Ayrton Senna became "Carlos Sanchez", for example.

Virtua Racing (1992)

On the other end of the spectrum, Sega produced Virtua Racing in 1992. While not the first game with 3D graphics (see REVS), it was able to combine the best features of games at the time, along with multiplayer machine linking and clean 3D graphics to produce a game that was above and beyond the arcade market standard of its time. Also, Nintendo broke new ground by introducing the Mario Kart series on the SNES with Super Mario Kart. Using the familiar characters from the Mario franchise, the game not only departed from the realism paradigm by using small karts for the players to drive, but also featured bright, colourful environments and allowed the players to pick up power-ups to improve performance or hamper other racers. This franchise also spawned multiple sequels.

In 1993, Namco struck back with Ridge Racer, and thus began the polygonal war of driving games. Sega struck back that same year with Daytona USA, one of the first video games to feature filtered, texture-mapped polygons, giving it the most detailed graphics yet seen in a video game up until that time.[64] The following year, Electronic Arts produced The Need for Speed, which would later spawn the world's most popular racing game series and the fifth most popular video game series overall. In the same year, Midway introduced Crusin' USA. In 1996, Konami introduced GTI Club which allowed free roaming of the environment, something of a revolution that had only been done in 3D before in Hard Drivin'. Atari didn't join the 3D craze until 1997, when it introduced San Francisco Rush.

Gran Turismo (1997)

In 1997, Gran Turismo was released for the PlayStation, after being in production for five years since 1992.[65] It was considered the most realistic racing simulation game in its time,[66] combined with playability, enabling players of all skill levels to play. It offered a wealth of meticulous tuning options and introduced an open-ended career mode where players had to undertake driving tests to acquire driving licenses, earn their way into races and choose their own career path.[66] The Gran Turismo series has since become the most popular racing game franchise of all time, selling over 61.41 million units worldwide.[67]

By 1997, the typical PC was capable of matching an arcade machine in terms of graphical quality, mainly due to the introduction of first generation 3D accelerators such as 3DFX Voodoo. The faster CPUs were capable of simulating increasingly realistic physics, car control, and graphics. Colin McRae Rally was introduced in 1998 to the PC world, and was a successful semi-simulation of the world of rally driving (previously only available in Sega's less serious Sega Rally Championship). Motorhead, a PC game, was later adapted back to arcade.

1999 marked a change of games into more "free form" worlds. Midtown Madness for the PC allows the player to explore a simplified version of the city of Chicago using a variety of vehicles and any path that they desire. In the arcade world, Sega introduced Crazy Taxi, where you are a taxi driver that needed to get the client to the destination in the shortest amount of time. A similar game also from Sega is Emergency Ambulance Driver, with almost the same gameplay (pick up patient, drop off at hospital, as fast as possible). Games are becoming more and more realistic visually. Some arcade games are now featuring 3 screens to provide a surround view.

2000s

In 2000, Angel Studios (now Rockstar San Diego) introduced the first free-roaming, or the former "free form", racing game on video game consoles and handheld game consoles with Midnight Club: Street Racing which released on the PlayStation 2 and Game Boy Advance. The game allowed the player to drive anywhere around virtual recreations of London and New York. Instead of using enclosed tracks for races, the game uses various checkpoints on the free roam map as the pathway of the race, giving the player the option to take various shortcuts or any other route to the checkpoints of the race.

In 2003, Rockstar San Diego's Midnight Club II was the first racing game to feature both playable cars and playable motorcycles.

There is a wide gamut of driving games ranging from simple action-arcade racers like Mario Kart: Double Dash!! (for Nintendo GameCube) and Nick Toon Racers to ultra-realistic simulators like Grand Prix Legends, iRacing, Virtual Grand Prix 3, Live for Speed, NetKar Pro, rFactor and X Motor Racing -- and everything in between.

General genres

Racing simulators

Simulation style racing games strive to convincingly replicate the handling of an automobile. They often license real cars or racing leagues, but will sometimes use fantasy cars built to resemble real ones if unable to acquire an official license for them. Vehicular behavior physics are a key factor in the experience. The rigors of being a professional race driver are usually also included (such as having to deal with a car's tire condition and fuel level). Proper cornering technique and precision racing maneuvers (such as drafting) are given priority in the simulation racing games.

Although these racing simulators are specifically built for people with a high grade of driving skill, it is not uncommon to find aids that can be enabled from the game menu. The most common aids are traction control (TC), anti-lock brakes, steering assistance, damage resistance, clutch assistance and automatic gear changes. Also driving views, other than the interior driver view, are arcade. This softens the learning curve for the difficult handling characteristics of most racing cars.

The Formula One World Championship has a fan base all over the world and is one of the racing series with the most simulation adaptations.

Some of these racing simulators are customizable, as game fans have decoded the tracks, cars and executable files. Large internet communities have grown around the simulators regarded as the most realistic and many websites host internet championships.

Currently the Racing Sim rFactor has the largest driver base because of its capability of modding. X Motor Racing also has the huge capability of modding and tweaking, including vehicle dynamics and tires. NetKar Pro and X Motor Racing are less popular because of their maximum complexity, but offer better physics simulation.

Arcade racers

Arcade style racing games put fun and a fast-paced experience above all else, as cars usually compete through odd ways. A key feature of arcade racers that specifically distinguishes them from simulation racers is their far more liberal physics. Whereas in real racing (and subsequently, the simulation equivalents) the driver must reduce their speed to take most turns, arcade racing games generally encourage the player to try to take turns as fast as possible (most arcade racers include a "powerslide" maneuver to allow the player to keep up their speed by drifting through a turn rather than slowly entering it). Collisions with other racers, track obstacles, or traffic vehicles is usually much more exaggerated than simulation racers as well. For the most part, arcade racers simply remove the precision required from the simulation experience and focus strictly on the racing element itself. They often license real cars and leagues, but are equally open to more exotic settings and vehicles. Races take place on highways, windy roads, or in cities; they can be multiple-lap circuits or point-to-point, with one or multiple paths (sometimes with checkpoints), or other types of competition, like demolition derby, jumping, or testing driving skills. Popular arcade racers are the Daytona USA series, the Rush, the Ridge Racer series, the Cruis'n Series, the Midnight Club series, and the classic Out Run.

During the mid-late 2000s there was a trend of new street racing; imitating the import scene, one can tune sport compacts and sports cars and race them on the streets. The most widely known ones are the Midnight Club 3: DUB Edition and the Midnight Club series, Need for Speed series, and the Juiced series.

Some arcade racing games increase the competition between racers by adding weapons that can be used against opponents to slow them down or otherwise impede their progress so they can be passed. This is a staple feature in "kart racing" games, such as the Mario Kart series, but this kind of gameplay also appears in standard, car-based racing games as well. Weapons can range from projectile attacks to traps as well as non-combative items like speed boosts. Weapon-based racing games include games such as Full Auto, Rumble Racing, and Blur.

List of racing game sub-genres

On-road

In a car racing game, the primary gameplay mode is driving the car. However, they sometimes offer a secondary mode for tuning up the car.[68] There are various principles in winning car racing games, some of which apply to real life situations while most are unique to the game itself.

Simulation-style racing games

Racing games that are more focused on realism.

Semi-simulation-style racing games

These games are neither simulators nor arcade racers; they stand in the middle of the spectrum.

Arcade-style racing games

Racing games that are not focused on realism.

Street racing games

Sports games

Event racing

Game related to sports events.

Exaggerated sports racing

Game related to exaggerated sports.

Monster truck racing games

To date, Monster Truck Madness is the only monster truck racing game that adds some simulation aspects, such as drag racing. The rest of the games are based either on car crush racing or vehicular combat.

Truck racing games

Motorcycle racing games

Kart racing games

Kart racers, popularized by (and often credited to) the Mario Kart series, are a style of racing game that introduces the ability to pick up items during the race, and use them to boost one's performance in a race, or to attack other players and hamper their progress. Like arcade racers, kart racers feature simple racing physics and imaginative environments to race in. The terminology itself was taken from Go-Kart racing.

Water racing games

Racing that takes place on the ocean, in the sea and on other water-based arenas.

Jetski racing games

Speedboat racing games

Off-road racing games

Off-road racing is a format of racing where various classes of specially modified vehicles (including cars, trucks, motorcycles and buggies) compete in races through off-road environments.

Futuristic racing games

With science fiction settings, these games take an abstract view to racing and may feature abstract vehicles such as hoverbikes and race in alien environments. Without having to follow physical laws, the races and vehicles can move with tremendous speeds.

Racing role playing games

Racing games that incorporate the elements of a RPG, such as character attributes and levels.

Mission-based racing games

Racing games feature the players' goal to not race around the tracks by going on a number of laps, but to pick up passengers to take them to somewhere they want to go or to carry things to somewhere.

Arcade racing games timeline

Vehicular combat games

In these games, gameplay is mostly focused on the combat aspect of driving games, having vehicles equipped with weapons used to attack opponents (or the vehicle itself is a weapon).

See also

References

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