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Sim racing
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===Arcade simulator era (1982β1989)=== Prior to the division between arcade-style racing and sim racing, the earliest attempts at providing driving simulation experiences were arcade [[racing video game]]s, dating back to ''[[Pole Position (video game)|Pole Position]]'',<ref>{{Cite conference |last1=Redmill |first1=K.A. |last2=Martin |first2=J.I. |last3=Ozgliner |first3=U. |date=2000 |title=Virtual environment simulation for image processing sensor evaluation |url=https://ieeexplore.ieee.org/document/881019 |conference=International Conference on Intelligent Transportation |publisher=[[IEEE]] |pages=64β70 |doi=10.1109/ITSC.2000.881019 |isbn=978-0-7803-5971-0 |url-access=limited |access-date=2024-10-30 |via=[[IEEE Xplore]]}}</ref> a 1982 [[arcade game]] developed by [[Namco]], which the game's publisher [[Atari]] publicized for its "unbelievable driving realism" in providing a [[Formula 1]] experience behind a [[racing wheel]] at the time. It featured other [[artificial intelligence|AI]] cars to race against, crashes caused by [[Collision detection|collisions]] with other vehicles and roadside signs, and introduced a qualifying lap concept where the player needs to complete a [[time trial]] before they can compete in [[Grand Prix motor racing|Grand Prix]] races.<ref>{{KLOV game|id=9063|name=Pole Position}}</ref> It also pioneered the [[Third-person (video games)|third-person]] rear-view perspective used in most racing games since then, with the track's vanishing point swaying side to side as the player approaches corners, accurately simulating forward movement into the distance.<ref>{{Cite book |url=https://books.google.com/books?id=hWSUAgAAQBAJ |title=The Video Game Theory Reader 2 |date=2009 |publisher=Routledge |isbn=978-0-415-96283-4 |editor-last=Perron |editor-first=Bernard |location=New York |pages=157 |language=en |access-date=2024-10-30 |editor-last2=Wolf |editor-first2=Mark J.P.}}</ref> In a 2007 retrospective review, ''[[Eurogamer]]'' called it "a simulation down to the core: those dedicated will eventually reap success but most will be deterred by the difficulty".<ref name="EuroG">{{cite web |last1=Wild |first1=Kim |title=Pole Position |url=https://www.eurogamer.net/articles/pole-position-review |website=[[Eurogamer]] |publisher=[[Gamer Network]] |access-date=January 19, 2021 |archive-url=https://web.archive.org/web/20191010111459/https://www.eurogamer.net/articles/pole-position-review |archive-date=October 10, 2019 |date=October 29, 2007}}</ref>[[File:ESports-SimRacing ADAC-Digital-Cup-2019 DAMC05 BMW Z4 GT3.jpg|thumb|Many cars are digitally recreated for sim racing like this [[BMW]] Z4 GT3 from ''[[Assetto Corsa]]''.<ref>{{Cite web |title=bmw_z4_gt3 |url=https://assetto-db.com/car/bmw_z4_gt3}}</ref>]]''[[Pole Position II]]'' was released in 1983 and featured several improvements like giving the player the choice of different race courses.<ref>{{KLOV game|id=9064|name=Pole Position II}}</ref> ''[[TX-1]]'', developed by Tatsumi in 1983,<ref>{{Cite web |title=TX-1 - Tatsumi (Video Game, 1983) - Japan |url=https://flyers.arcade-museum.com/videogames/show/5622 |access-date=2024-10-30 |website=The Arcade Flyer Archive |publisher=International Arcade Museum |language=en-US}}</ref> was licensed to Namco,<ref name="TX-1" /> who in turn licensed it to Atari in America,<ref name="TX-1" /> thus the game is considered a successor to ''Pole Position II''.<ref name="TX-1" /> ''TX-1'', however, 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 also used [[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> Since the mid-1980s, it became a trend for arcade racing games to use hydraulic [[motion simulator]] [[arcade cabinet]]s.<ref name="arcadeheroes">{{cite news |title=Sega's Wonderful Simulation Games Over The Years |url=https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/ |access-date=22 April 2021 |work=Arcade Heroes |type=Blog |date=6 June 2013}}</ref><ref name="Horowitz">{{cite book |last1=Horowitz |first1=Ken |title=The Sega Arcade Revolution: A History in 62 Games |date=6 July 2018 |publisher=[[McFarland & Company]] |isbn=978-1-4766-3196-7 |pages=96β9 |url=https://books.google.com/books?id=7qZhDwAAQBAJ&pg=PA96}}</ref> The trend was sparked by [[Sega]]'s "taikan" games, with "taikan" meaning "body sensation" in Japanese.<ref name="Horowitz" /> The "taikan" trend began when [[Yu Suzuki]]'s team at Sega (later known as [[Sega AM2]]) developed ''[[Hang-On]]'' (1985), a [[racing video game]] where the player sits on and moves a [[motorbike]] replica to control the in-game actions.<ref>{{cite news |title=The Disappearance of Yu Suzuki: Part 1 |url=http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1 |archive-url=https://web.archive.org/web/20160602020545/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1 |access-date=22 April 2021 |work=[[1Up.com]] |date=2010 |page=2 |url-status=dead |archive-date=2016-06-02}}</ref> ''Hang-On'' was a popular [[Grand Prix motorcycle racing|Grand Prix]] style rear-view motorbike racer,<ref name="Hang-On">{{KLOV game|id=8068|name=Hang On}}</ref> was considered the first full-body-experience video game,<ref name="gamecentercx">{{Cite episode |title=Atlantis no Nazo (Mystery of Atlantis) |series=GameCenter CX |series-link=GameCenter CX |network=[[Fuji TV One]] |season=2 |number=1}}</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 AI of the computer-controlled motorcyclists.<ref name="Hang-On" /> It used [[Haptic technology|force feedback]] technology and was also one of the first [[arcade game]]s to use [[History of video game consoles (fourth generation)|16-bit graphics]] and Sega's "[[Sega Super Scaler|Super Scaler]]" technology that allowed [[2.5D|pseudo-3D]] [[Sprite (computer graphics)#Move to 3D|sprite-scaling]] at high [[frame rate]]s.<ref>{{Cite web |last=Fahs |first=Travis |date=2009-04-21 |title=IGN Presents the History of SEGA |url=https://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=3 |access-date=2024-10-30 |website=IGN |language=en}}</ref> Suzuki's team at Sega followed it with hydraulic motion simulator cabinets for later racing games, such as ''[[Out Run]]'' in 1986.<ref name="arcadeheroes" /> In 1986, [[Konami]] released ''[[WEC Le Mans]]'', an early car driving simulator based on the [[24 Hours of Le Mans]]. It attempted to realistically simulate car driving, with the car jumping up and down, turning back and forth, and spinning up to 180 degrees, with an emphasis on acceleration, braking, and gear shifting, along with the need for counter-steering to avoid spin-outs. It also featured a day-night cycle, accurately simulated courses approved by the [[Automobile Club de l'Ouest]], and 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> The first racing game with simulation pretensions on a home system is believed to have been ''[[Chequered Flag (video game)|Chequered Flag]]'', released by Psion on the 8-bit [[ZX Spectrum]] in [[1983 in video gaming|1983]]. ''[[REVS (computer game)|REVS]]'', followed in [[1986 in video gaming|1986]]. ''REVS'' was a [[Formula Three|Formula 3]] sim that delivered a semi-realistic driving experience by [[Geoff Crammond]] that ran on the [[Commodore 64]] and [[BBC Micro|BBC]]. ''REVS'' had a big fan base in England, but not so much in the United States.<ref name="GSpot-Papyrus" /> [[3D computer graphics|3D polygon graphics]] appeared in arcade racing simulators with Namco's ''[[Winning Run]]'' (1988) and Atari's ''[[Hard Drivin']]'' (1989),<ref name="Williams">{{cite book |last1=Williams |first1=Andrew |title=History of Digital Games: Developments in Art, Design and Interaction |date=16 March 2017 |publisher=[[CRC Press]] |isbn=978-1-317-50381-1 |pages=175β6}}</ref> the latter also becoming a staple on [[home computers]], where it was one of the most widely played simulators up to that point. During the late 1980s to early 1990s, arcade racing games such as ''Out Run'' and ''[[Virtua Racing]]'' (1992) had increasingly elaborate, hydraulic motion simulator arcade cabinets,<ref name="arcadeheroes" /> with arcade racers such as ''Virtua Racing'' and ''[[Daytona USA]]'' (1993) increasingly focused on simulating the speed and thrills of racing.<ref name="Williams" /> At the same time, arcade racing games gradually moved away from the more difficult simulation style of ''Pole Position''.<ref name="EuroG" /> By the early 1990s, arcade racing games had less emphasis on realistic handling or physics, and more emphasis on fast-paced action, speed and thrills.
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