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==Sub-genres== ===Arcade-style racing=== [[File:Sega Rally.jpg|thumb|''[[Sega Rally]]'' arcade racing games at the [[Veljekset Keskinen]] department store in [[Tuuri]], Finland in 2017]] Usually, [[Arcade game|arcade]]-style racing games put fun and a fast-paced experience above all else, as cars usually compete in unique ways. A key feature of arcade-style 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 significantly to take most turns, arcade-style racing games generally encourage the player to "powerslide" the car to allow the player to keep up their speed by [[Drifting (motorsport)|drifting]] through a turn. [[Collision]]s with other racers, track [[road debris|obstacles]], or traffic vehicles is usually much more exaggerated than simulation racers as well. For the most part, arcade-style racers simply remove the precision and rigor 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 sprints, with one or multiple paths sometimes with checkpoints, or other types of competition, like [[demolition derby]], jumping, or testing driving skills. Popular arcade-style racing franchises include ''[[Battle Gear]]'', ''[[Out Run]]'', ''[[Ridge Racer (series)|Ridge Racer]]'', ''[[Daytona USA (arcade game)|Daytona USA]]'', ''[[Need for Speed]]'', ''[[Sega Rally]]'', ''[[Cruis'n (series)|Cruis'n]]'', ''[[Burnout (series)|Burnout]]'', ''[[Rush (videogame series)|Rush]]'', ''[[Midnight Club]]'', ''[[Project Gotham Racing]]'', ''[[TrackMania]]'', ''[[MotorStorm (series)|MotorStorm]]'' and ''[[Forza Horizon (series)|Forza Horizon]]''. Conversely, many arcade racing games in [[amusement arcade]]s frequently use hydraulic [[motion simulator]] [[arcade cabinet]]s that simulate the look and feel of driving or riding a vehicle. For example, a motorbike that the player sits on and moves around to control the on-screen action, or a car-like cabinet (with seats, steering wheel, pedals and gear stick) that moves around in sync with the on-screen action. This has been especially common for arcade racing games from [[Sega]] since the 1980s.<ref name="arcadeheroes"/><ref name="Horowitz"/> However, this can typically only be found in arcade racing games for amusement arcades, rather than arcade-style racing games for home systems. During the mid-late 2000s there was a trend of new [[street racing]]; imitating the [[import scene]], one can [[car tuning|tune]] [[sport compact|sports compact]]s and [[sports car]]s and race them on the streets. The most widely known ones are the ''[[Midnight Club 3: DUB Edition]]'' and the ''[[Midnight Club]]'' series, certain entries in the ''[[Need for Speed]]'' and ''[[Test Drive]]'' series, ''[[Initial D Arcade Stage|Initial D]]'' series, the ''[[Juiced (series)|Juiced]]'' series and ''[[FlatOut 2]]''. Some arcade-style 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 game]]s such as the ''[[Mario Kart]]'' series, but this kind of game mechanic 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]]'', ''[[Grip: Combat Racing]]'', ''[[Re-Volt]]'' and ''[[Blur (video game)|Blur]]''. There are also [[Vehicular combat game]]s that employ racing games elements: for example, racing has been featured as a game mode in popular vehicular combat franchises such as ''[[Twisted Metal]]'', ''[[Destruction Derby]]'' and ''[[Carmageddon]]''. ===Simulation racing=== {{main|Sim racing}} [[File:Interaction-Magazine-1998-Holiday.jpg|thumb|[[Sierra Entertainment|Sierra On-Line]] was a leading publisher of 1990s simulation racing games, including titles like ''[[NASCAR Racing 1999 Edition]]'' and ''[[Grand Prix Legends]]''.]] Simulation style racing games strive to convincingly replicate the handling of a real [[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 [[trail braking]]) are given priority in 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 system|traction control]] (TC), [[anti-lock brakes]] (ABS), steering assistance, damage resistance, clutch assistance, and automatic gear changes. Sound plays a crucial role in player feedback in racing games, with the engine and tire sounds communicating what is physically happening to the car. The three main elements of car audio are [[intake]], exhaust, and internal engine sounds. Recorded samples of those elements are implemented in-game by methods such as [[granular synthesis]], loop-based modelling, or physical modeling. Tire sounds modulate loop samples or pitch based on [[slip angle]] and deformation to let the player know the limit of grip. The best sounding games effectively integrate the sound model with the vehicle and tire simulation models.<ref>{{Cite podcast |url=http://www.gameaudiopodcast.com/?p=399 |title=#18 β Racing Games |website=Game Audio Podcast |host=Anton Woldhek and Damian Kastbauer |date=May 1, 2012 |archive-url=https://web.archive.org/web/20120531170356/http://www.gameaudiopodcast.com/?p=399 |archive-date=2012-05-31 |url-status=live}}</ref><ref>{{Cite magazine |last=Kastbauer |first=Damian |date=May 2012 |title=Vroom Vroom: A Study of Sound in Racing Games |url=https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Archives/GDM_May_2012.pdf#page=54 |url-status=live |magazine=[[Game Developer (magazine)|Game Developer]] |volume=19 |issue=5 |page=54 |archive-url=https://web.archive.org/web/20210811025321/https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Archives/GDM_May_2012.pdf |archive-date=2021-08-11}}</ref><ref>{{Cite web |last=Nichols |first=David |date=May 1, 2012 |title=Racing Games: A Sound Study |url=http://www.tracktimeaudio.com/?p=322 |archive-url=https://web.archive.org/web/20190305170505/http://www.tracktimeaudio.com/?p=322 |archive-date=2019-03-05 |website=Track Time Audio}}</ref> Some of these racing simulators are customizable, as game fans have decoded the tracks, cars, and executable files. Internet communities have grown around the simulators regarded as the most realistic and many websites host internet championships. Some of these racing simulators consist of ''[[Forza (series)|Forza Motorsport]]'', ''[[Gran Turismo (series)|Gran Turismo]]'', ''[[GTR2]]'', ''[[Assetto Corsa]]'', ''[[iRacing]]'', ''[[Project CARS]]'', ''[[Automobilista 2]]'' and many more.<ref>{{cite web|url=https://www.autoguide.com/top-5-racing-simulator-games|title=Top 5 Best Racing Simulator Games|first1=Sam |last1=McEachern |date=December 9, 2018 |website=Auto Guide}}</ref> ===Kart racing=== {{main|Kart racing game}} [[File:SuperTuxKart_in-race_(2018).png|thumb|''[[SuperTuxKart]]'', an example of a kart racing video game]] Kart racing games have simplified driving mechanics while adding obstacles, unusual track designs and various action elements.<ref name="AI">{{cite book|last1=Schwab|first1=Brian|date= 2009|title=AI Game Engine Programming|url=https://books.google.com/books?id=UbMLAAAAQBAJ&pg=PA192 |publisher=Cengage Learning|page= 192|isbn=978-1-58450-628-7|access-date=2014-11-27}}</ref> Kart racers are also known to cast characters known from various [[platform game]]s or [[animated cartoon|cartoon television series]] as the drivers of "wacky" vehicles.<ref name="Archi">{{cite book|last1=Gregory|first1=Jason|date= 2009-06-09|title=Game Engine Architecture|url=https://books.google.com/books?id=az_Oi9mSSiIC&pg=PA19 |publisher=CRC Press|page= 19|isbn=978-1-4398-7918-4|access-date=2014-11-27}}</ref> Kart racing games are a more [[Arcade racing|arcade-like]] experience than other racing games and usually offer modes in which [[player characters]] can shoot projectiles at one another or collect [[power-up]]s.<ref name="Archi" /><ref>{{cite web| title=The Kart Racing Genre| url=http://www.gamelitist.com/2012/06/the-kart-racing-genre/| author=Adedeji, Shola| date=2012-06-14| publisher=Gamelitist| access-date=2014-12-02| archive-url=https://web.archive.org/web/20141211113252/http://www.gamelitist.com/2012/06/the-kart-racing-genre/| archive-date=2014-12-11}}</ref> Typically, in such games, vehicles move more alike [[go-kart]]s, lacking anything along the lines of a [[gear stick]] and [[clutch pedal]].<ref name="AI" /><ref name="Level Up!">{{cite book|last1=Rogers|first1=Scott|date= 2014-04-11|title=Level Up! The Guide to Great Video Game Design |url=https://books.google.com/books?id=2LNaAwAAQBAJ&pg=PA502 |publisher=John Wiley & Sons|page= 502|isbn=978-1-118-87721-0|access-date=2014-11-27}}</ref> While [[car combat]] elements date back to earlier titles such as [[Taito]]'s ''[[List of Taito games|Crashing Race]]'' in 1976, the kart racing subgenre was popularized by [[Nintendo]]'s ''[[Super Mario Kart]]'' in 1992 for the [[Super Nintendo Entertainment System]] (SNES), which spawned the ''[[Mario Kart]]'' series. The game was slower than other racing games of the time due to hardware limitations, prompting the developers to use a go-kart theme for the game. Since then, over 50 kart racing games have been released, featuring characters ranging from [[Nicktoons]] to ''[[South Park]]''.<ref>{{cite book|last1=Ryan|first1=Jeff|date= 2011-08-04|title=Super Mario: How Nintendo Conquered America|url=https://books.google.com/books?id=1k-6ksl3uLsC&pg=PT102 |publisher=Penguin|isbn=978-1-101-51763-5|access-date=2014-11-27}}</ref> ===Anti-gravity racing=== Anti-gravity racing games are a type of racing game where players use vehicles that hover or glide using anti-gravity technology to race against the clock or other competitors. These games often feature [[science fiction]] themes, with high-tech vehicles and futuristic track designs. A number of anti-gravity racing games may also feature [[Vehicular combat game|vehicular combat]] elements. In the arcades, anti-gravity racing games (originally known as futuristic racers) date back to the 1980s. The [[laserdisc games]] ''[[Star Rider]]'' (1983) and ''[[List of Taito games|Cosmos Circuit]]'' (1984) featured animated racing, using animated laserdisc video for the backgrounds.<ref name="gorzelany">{{cite journal|last1=Gorzelany|first1=Jim|title=Going Full Cycle|journal=Video Games|date=April 1984|volume=2|issue=7|pages=24β29|url=https://archive.org/stream/Video_Games_Volume_2_Number_07_1984-04_Pumpkin_Press_US#page/n24/mode/2up}}</ref><ref>{{KLOV game|id=7410|name=Cosmos Circuit}}</ref> [[Alpha Denshi]]'s ''Splendor Blast'' (1985) combined ''[[Pole Position]]'' style racing with ''[[Zaxxon]]'' style sci-fi vehicles, space settings and [[shoot 'em up]] elements.<ref>{{cite magazine |last1=Roberts |first1=Mike |title=Coin-Op Connection |magazine=[[Computer Gamer]] |date=June 1985 |issue=3 |publisher=[[Argus Press]] |pages=18β9 |url=https://archive.org/details/Computer_Gamer_Issue_03_1985-06_Argus_Press_GB/page/n17/mode/2up}}</ref> ''[[STUN Runner]]'' (1989) by [[Atari Games]] featured [[3D computer graphics|3D polygon graphics]] and allowed players to blast other vehicles.<ref>{{cite web |title=STUN Runner |url=https://www.retrogamer.net/retro_games80/stun-runner-2/ |website=[[Retro Gamer]] |date=20 December 2013 |publisher=[[Future Publishing Limited]] |access-date=15 May 2021}}</ref> On home consoles, anti-gravity racing games were defined by [[Nintendo]]'s ''[[F-Zero (video game)|F-Zero]]'' (1990) for the SNES, which spawned the ''[[F-Zero]]'' series. The [[PlayStation (console)|PlayStation]] game ''[[Wipeout (video game)|Wipeout]]'' (1995) by [[Psygnosis]] featured 3D polygon graphics and spawned the ''[[Wipeout (video game series)|Wipeout]]'' series. The ''F-Zero'' series subsequently made the transition to 3D polygon graphics with ''[[F-Zero X]]'' (1998) for the [[Nintendo 64]].<ref>{{cite book |last1=McGuire |first1=Morgan |last2=Jenkins |first2=Odest Chadwicke |title=Creating Games: Mechanics, Content, and Technology |date=23 December 2008 |publisher=[[CRC Press]] |isbn=978-1-56881-305-9 |url=https://books.google.com/books?id=swvSgicJM5IC&pg=PA493}}</ref>
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