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Racing game
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===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>
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