Racing video game

The racing video game genre is the genre of video games , whether in first person or third person perspective , in which the player participates in a racing competition with any type of land, water, air or space vehicle . They can be based on anything from real world racing championships to totally fantastic settings. In general, they can be distributed along a spectrum anywhere between hard simulations and simple arcade racing games. Racing games can also fall into the category of sports games .

Content

 

  • 1History
    • 11960
    • 21970
    • 31980
    • 41990
    • 52000
  • 2subgenres
    • 1Arcade style runners
    • 2driving simulators
    • 3Kart racing games
  • 3See also
  • 4References

History

1960

In 1969, Sega released the electromechanical GP , which had a first-person view , electronic sound, a dashboard with a steering wheel and accelerator, and a forward – scrolling road projected onto a screen.

1970

In 1973, Atari released Space Race , an arcade video game in which players control spaceships that race against opposing ships while avoiding comets and meteors. It is a competitive two player game controlled with a two way joystick, and features black and white graphics. That same year, Taito released a similar themed space video racing game Astro Race , which uses a four-way joystick .

The following year, Taito released Speed ​​Race , an early racing game designed by Tomohiro Nishikado (of Space Invaders fame). The game featured a flying controller, and vertical scrolling in the head , with the course width becoming wider or narrower as the player’s car moves on the road, while the player races against other rival cars , more appearing as the score increases. The game was re-branded as Wheels by Midway Games for release in the United States and was influential on subsequent racing games. In the same year,Atari released another vehicle driving game soon in arcades, Gran Trak 10 , which features a single-screen top view of the track in low-resolution black-on-white graphics. It was one of the first driving simulators to feature race between cars and a steering wheel controller.

Fonz (1976)

In 1976, Sega released Moto-Cross , re-branded as Fonz in the United States, as a tie-in for the popular Happy Days sitcom . The game featured a three-dimensional perspective view, as well as tactile feedback , which caused the motorcycle handlebars to vibrate during a collision with another vehicle. In October 1976, Atari Night Driver presented a first-person view ,. Considered the first “scandalous” arcade game, Exidy ‘s Death Race(1976) has been widely criticized by the media for its violent content, which only served to significantly increase its popularity.

In 1977, Atari released Super Bug , a historically significant racing game as “the first game to feature a sliding game field” in multiple directions. Sega has released Double Course TT , a two player racing motorcycle. Another notable video game from the 1970s was the driver , a Racing- action game released by Kasco (Kansai Seiki Seisakusho Co.) which used 16mm films to project full motion video on the screen, although its gameplay had limited l interaction, which require the player to match their steering wheel, accelerator and brake with movements displayed on the screen, just like the sequences in subsequent laserdisc video games .

1979 also saw the release of Vectorbeam ‘s Speed ​​Freak , a 3D vector racing game, which Killer List of Videogames calls’ very impressive and ahead of its time’.

1980

In 1980, Namco ‘s head-view driving game Rally-X was the first game to feature background music , and allowed scrolling in multiple directions, both vertical and horizontal , and it was possible to quickly extract the screen in both directions. It also featured a radar , to show the event of the car’s location on the map. Alpine skiing , published by Taito in 1981, was a winter sports game, a vertical scrolling racing game that involved maneuvering a skier through adownhill skiing course, a slalom running course, and a competition ski jump . Turbo , released by Sega in 1981, was the first racing game to use sprite resizing with color graphics.

One of the most influential racing games was released in 1982: Pole Position , developed by Namco and published by Atari in North America. It was the first game to be based on a real racing circuit, and the first to present a qualifying lap, in which the player must complete a time trial before they can compete in the Grand Prix races. While not the first third-person racing game (it was preceded by Sega Turbo ), Pole Position has established the conventions of the genre and its success has inspired numerous imitators. According to electronic games, for the first time in amusement salons, a first-person racing game gives a higher premium for passing cars and finishing cars among leaders not only for keeping all four wheels on the road. “According to IGN , it has been “the first racing game based on a real world racing circuit ( Fuji Speedway in Japan)” and “checkpoints introduced”, and that its success, as “the most recessed arcade game in North America in 1983, cemented the genre in place for decades to come and inspired a horde of other racing games. ”

In 1983, Kaneko produced Roller axes , a pilot skating .

In 1984, several races of laserdisc video games were released, including Sega GP World and Taito Laser Grand Prix which featured live-action shooting, universal ‘s Top Gear 3D animation race driving vehicles with and of Taito Cosmos Circuit , with futuristic racing animation. Taito also released Kick Start , Buggy Challenge , a dirt road racing game with a buggy . Irem s’ The Battle-road , a vehicle fight racing game that featured branching routes and up to 32 possible routes.

Racing games in general tend to drift towards the arcaded side of reality, mainly due to hardware limitations, especially in the 1980s and 1990s. It is, however, false to say that there were no games considered simulations in their time. In 1984, Geoff Crammond , who later developed the Grandprix series (collectively known as GPX to his fanbase), produced what is considered the first attempt at a racing simulator on a home system, GIRI, released for the BBC microcomputer. The game offered an unofficial (and therefore without the names of the teams or official drivers associated with the series) recreation of British Formula 3. Hardware capabilities limit the depth of the simulation and limited it (initially) for one track, but it offered a semi-realistic driving experience with more detail than many other racing games at the moment.

In 1985, Sega released Hang-On , a motorcycle racer-style Grand Prix. It used technology’s comeback and was also one of the first arcade games to use 16-bit graphics and Sega’s “Super Scaler” technology that allowed for pseudo-3D sprite-scaling at high frame rates .

In 1986, Durell Turbo Esprit released , which had an official Lotus license, and featured working auto light indicators. Also 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 became a classic that spawned many sequels. It was remarkable for giving the player the non-linear choice of which path to take through the game and the choice of soundtrack to listen to while driving, represented as radio stations. The game also featured up to five multiple endings depending on the path chosen, and each was a final sequence rather than a simple “Congratulations”, as was common in game endings at the time.

In 1987, Piazza released Rad Racer , one of the first stereoscopic 3D games. In the same year, he produced Atari RoadBlasters , a driving game that involved some shooting too.

CBS Sony has released the Paris-Dakar Rally Special , a fantasy racing game with platformer and action-adventure elements, with Dakar Rally cars that could shoot bullets, the driver able to get out of the car and go exploring to lower a bridge or bypass other obstacles, underwater driving sections, and sometimes having to avoid a fleet of tanks and fighters. In the same year, Namco released Winning Run .

In 1989, Atari released Hard Drivin ‘ , another arcade driving game that uses polygonal 3D graphics. It also featured the return of force, where the wheel fights the aggressive cornering player, and a replay crash camera. In the same year, the now-defunct Papyrus Design Group produced their first attempt at a racing simulator, the acclaimed Indianapolis 500: The simulation, designed by David Kaemmer and Omar Khudari. The game is generally considered to be the first real racing car simulation on a personal computer. By accurately replicating the 1989 Indianapolis 500 grid, it offered advanced 3D graphics for the era, configuration options, car breakdowns and handling. Unlike many other racing games, at the moment, Indianapolis 500 has attempted to simulate realistic physics and telemetry, such as its representation of the relationship between the four contact patches and the floor, as well as the loss of grip when making a curve at high speed, forcing the player to adopt a correct and credible stroke line the interaction of the valve at butterfly-a-brake. It also featured a garage to allow players to implement changes to their vehicle, including adjustments to tires, shock absorbers and wings. Damage modeling, although not accurate by today’s standards, has been able to produce some spectacular and fun pile-ups .

1990

Of Crammond Formula One Grand Prix in 1992, he became the new sim racing champion, until the release of the IndyCar Papyrus which runs the following year. Formula One Grand Prix boasted detail that was unprecedented for a computer game at the time, as well as a complete recreation of the 1991 Formula One World Championship drivers, cars and circuits. However, the U.S. version (known as the World Circuit ) has not been officially licensed by the FIA, so teams and drivers have been renamed (although everything could have changed back to their real names using the menu. driver selection team): Ayrton Senna he became “Carlos Sanchez”, for example.

On the other end of the spectrum, Sega produced Virtua Racing in 1992. Although it is not the first arcade racing game with 3D graphics (it was preceded by Winning Run , Hard Drivin ‘ and Stunts ), it has been able to combine the best game features at the moment, along with multiplayer linking machine and clean 3D graphics to produce a game that was above and beyond the arcade market standard of its time, laying the foundations for subsequent 3D racing games.

In the same year, Nintendo was released Super Mario Kart , but it was known that it was pseudo-3D racing. Here has a voice to influence racing players and the referee, Lakitu will help you know the rules and rescue drivers from falling. In 1993, Namco hit back with Ridge Racer , and the polygonal war of driving games began. Sega struck again in the same year with Daytona USA , one of the first video games to make the filtered , structure-mapped polygons relevant, giving it the most detailed graphics ever seen in a video game so far. The following year, Electronic Artsproduced The Need for Speed , which would then spawn the world’s most successful racing game series and one of the top ten most successful video games in the series in general. In the same year, Midway introduced Crusin ‘to the United States of America .

In 1995, Sega Rally Championship introduced racing rally and featured cooperative play alongside the usual competitive multiplayer. Sega Rally was also the first to present driving on different surfaces (including asphalt , gravel and mud ) with different friction properties and driveability of the car changing accordingly, making it an important stage in the genre. I

In 1996, Nintendo created a 3D game called, Mario Kart 64 , a sequel to Super Mario Kart and has an action so that Lakitu needs one back, or it heats the Turbo Start engines. Lakitu can also save players. Unlike the Sega Rally Championship , Mario Kart 64 focus only on a few races and the elements used.

Atari didn’t join the 3D craze until 1997, when he introduced San Francisco Rush .

In 1997, Gran Turismo was released for the PlayStation , having been in production for five years since 1992. It has been considered the most realistic driving simulation game of its time, combined with gameplay, allowing players of all ages. skill levels to play. It offered a wide range of meticulous optimization options and introduced an open-ended career mode where players had to take driving exams to purchase driving licenses , earn their way into competitions and choose their career path. . The Gran Turismo series it has since become the second most successful racing game franchise of all time, selling over 80 million units worldwide since April 2018.

In 1997, the typical PC was capable of combining an arcade machine in terms of graphics quality, mainly due to the introduction of first generation 3D accelerators such as 3DFX Voodoo. The faster CPUs were able to simulate 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 rally world, previously only available in the less serious Sega Rally Championship . Motorhead , a PC game, was later adapted back to arcade. In the same year, Sega releases Daytona USA 2 (Battle On The Edge and Power Edition), which is one of the first racing games to feature realistic crashes and graphics.

1999 marked a change of games in multiple “free form” worlds. Midtown Madness for PC allows the player to explore a simplified version of the city of Chicago using a variety of vehicles and any route they desire. In the arcade world, Sega introduced Crazy Taxi , a sandbox racing game in which you were a taxi driver who needed to get the customer to their destination in the shortest amount of time. A similar game also from Sega is called an ambulance rescue, with almost the same gameplay (patient pick up, going to the hospital, as fast as possible). Games are becoming more and more visually realistic. Some arcade games we now find with 3 screens to provide a surround view.

2000

In 2000, Angel Studios (now Rockstar San Diego) introduced the first free-roaming, or former “free form”, racing game on video game consoles and portable game consoles with Midnight Club: Street Racing which it 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 closed tracks for races, the game uses various control points on the free roaming map such as the race route, giving the player the option to take various shortcuts or any other route to the race checkpoints. In 2001 Namco released Wangan Midnighton the porch and then released an update called Wangan Midnight R. Wangan Midnight R was also brought to PlayStation 2 by Genki as soon as Wangan Midnight.

In 2003, Rockstar San Diego’s Midnight Club II was the first racing game to feature both playable cars and motorbikes. Namco has released a sort of Wangan Midnight R sequel called Wangan Midnight Maximum Tune.

There is a wide range of driving games ranging from simple action-arcade racers like Mario Kart: Double Dash (for GameCube ) and Nick Toon Racers to ultra-realistic simulators like Grand Prix Legends , iRacing , virtual Grand Prix 3 , Live for speed , netKar Pro , GT Legends , GTR2 , rFactor , X Motor Racing and iPad 3D racer Exhilarace – and all the rest.

subgenres

arcade style runners

Arcade- style racing games put fun and a fast experience above all else, as cars usually compete in unique ways. A key feature of arcade-style runners that sets them apart from simulation pilots in particular is their far more liberal physics. While in real racing (and subsequently the simulation equivalents) the driver must reduce their speed significantly to take most of the laps, arcade-style racing games generally encourage the player to “Powerslide” the car to allow the player to maintain their speed by drifting through a turn. Collisions with other runners, obstacle courseor traffic vehicles is usually much more exaggerated than simulation runners as well. For the most part, arcade-style runners simply remove the precision and rigor required from the simulation experiences and focus strictly on the racing element itself. They often license real and sampled cars, but are equally open to more exotic settings and vehicles. The races take place on highways, windy roads, or in the city; they can be multiple lap or point-to-point circuits, with one or more routes (sometimes with control points), or other types of competition, such as demolition derby , jump, or driving skills test. Popular arcade-style runners include the Virtua Racing series, the Ridge Racer series, theDaytona USA series, the Sega Rally series, the Rush series, the Cruis’n series, the Midnight Club series, the Burnout series, the Out Run and MotorStorm series.

During the mid-late 2000s there was a trend of new road racing ; imitating the scene import , you can tune sport compacts and sports cars and run through the streets. The best known ones are the Midnight Club 3: DUB Edition and the Midnight Club series, some entries in the Need for Speed series, Initial D series, and the Juiced series.

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

driving simulators

Main article: Racing Sim

Simulation style racing games strive to convincingly reproduce the management of an automobile . I often license real race cars or leagues, but sometimes I use fancy cars built to look like real ones, if able to acquire an official license for them. Physical vehicular behavior are a key factor in the experience. The rigors of being a professional driver are usually also included (such as having to do with the condition of a car’s tires and fuel level). Appropriate curve technique and precision stroke maneuvers (such as path braking ) are given priority to racing simulation games.

Although these driving simulators are specifically built for people with a high degree of driving skills, it is not uncommon to find aids that can be activated from the game menu. The most common aids are traction control (TC), anti-lock braking system (ABS), power steering, damage resistance, clutch assistance and automatic gear changes.

Some of these driving simulators are customizable, as fans of the game have decoded the tracks, cars and executable files. Internet communities have grown up around simulators considered to be the most realistic websites and many sampled Internet hosts. Some of these driving simulators consist of Forza Motorsport, Gran Turismo, Assetto Corsa, Project Cars and many others.

Kart racing games

Main article: Kart racing game

Kart racing games are known for simplifying mechanical driving while adding obstacles, unusual track designs and various action elements. Kartists are also known for launching characters known from various platform games or cartoon television series such as drivers of “extravagant” vehicles. Kart racing games are a more arcade like experience than other racing games and usually offer ways in which player characters can shoot bullets at each other or collect power-ups . Typically, in such games, vehicles move more like go-karts , nothing is missing along the lines of a gear lever andclutch .

Crashing Race (1976) was the first game to include auto combat. The game was also slower than other racing games of the time due to hardware limitations, prompting developers to use a go-kart theme for the game. Since then, more than 50 racing kart games have been released, with characters from Nicktoons to Mario .

 

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