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Driving simulator
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== Entertainment == {{Main|Racing game|Sim racing}} In the 1980s, it became a trend for [[arcade racing game]]s 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 |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> Suzuki's team at Sega followed it with hydraulic motion simulator cockpit cabinets for later racing games such as ''[[Out Run]]'' (1986). Sega have since continued to manufacture motion simulator cabinets for arcade racing games through to the 2010s.<ref name="arcadeheroes"/> In 1991, [[Namco]] released the arcade game ''Mitsubishi Driving Simulator'', co-developed with [[Mitsubishi]]. It was a serious educational street driving simulator that used 3D polygon technology and a sit-down arcade cabinet to simulate realistic driving, including basics such as ensuring the car is in neutral or parking position, starting the engine, placing the car into gear, releasing the hand-brake, and then driving. The player can choose from three routes while following instructions, avoiding collisions with other vehicles or pedestrians, and waiting at traffic lights; the brakes are accurately simulated, with the car creeping forward after taking the foot off the brake until the hand-brake is applied. ''Leisure Line'' magazine considered it the "hit of the show" upon its debut at the 1991 [[JAMMA]] show. It was designed for use by Japanese [[driving schools]], with a very expensive cost of AU$150,000 or {{US$|{{To USD|150|AUS|year=1990|round=yes}},000|1990|round=-3}} per unit.<ref>{{cite magazine |title=Japanese JAMMA Show |magazine=Leisure Line |date=November 1991 |page=5 |publisher=Leisure & Allied Industries |location=Australia |url=https://archive.org/details/Leisure_Line_1991-11_Leisure_Allied_Industries_AU/page/n4}}</ref> Advances in processing power have led to more realistic simulators known as [[sim racing]] games on home systems, beginning with [[Papyrus Design Group]]'s groundbreaking ''[[IndyCar Racing]]'' (1993) and ''[[Grand Prix Legends]]'' (1998) for [[IBM PC compatible|PC]] and ''[[Gran Turismo (1997 video game)|Gran Turismo]]'' (1997) for [[home consoles]]. Occasionally, a [[racing game]] or driving simulator will also include an attachable [[Racing wheel|steering wheel]] that can be used to play the game in place of a [[Game controller|controller]]. The wheel, which is usually plastic, may also include pedals to add to the game's reality. These wheels are usually used only for arcade and computer games. In addition to the myriad commercial releases there is a bustling community of amateur coders working on closed and [[open source]] free simulators. Some of the major features popular with fans of the genre are online [[racing]], realism and diversity of cars and tracks.
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