A racing video game is a genre of video games, either in the first- or third-person perspective, in which the player partakes in a racing competition with any type of land, air, or sea vehicles. They may be based on anything from real-world racing leagues to entirely fantastical settings. In general, they can be distributed along a spectrum anywhere between hardcore simulations, and simpler arcade racing games.
History
The arcade game Gran Trak 10 , released by Atari in 1974, is generally considered the progenitor of the genre. Gran Trak 10 presents an overhead view of the track in low resolution white on black graphics, on which the player races against the clock to accumulate points. While challenging, it is not competition racing. Night Racer , released by Micronetics in 1977, extended the genre into three dimensions by presenting a series of posts by the edge of the road. There was no view of the road or the player's car and the graphics are still low resolution white on black. Like Gran Trak 10 , gameplay was a race against the clock. Turbo (1981) by Sega was the first racing game to feature a third-person perspective, rear view format.
True "racing" as it is now generally accepted was started by the Namco game Pole Position in 1982. This time the player has AI cars to race against, and a time limit pushes the player to go faster. Pole Position is also the first game to be based on a real racing circuit. The game introduced color graphics at a much higher resolution than earlier titles and pioneered the now common rear-view racer format used in nearly all racing games since then.
Racing games in general tend to drift toward the arcade side of reality, mainly due to hardware limitations, especially in the 1980s and 1990s. It is, however, untrue to say that there were no games considered simulations in their time. In 1984, Geoff Crammond, who later developed the Grandprix series (Known collectively as GPX to its fanbase), produced what is considered the first attempt at a racing simulator, REVS, for the BBC Microcomputer. The game offered an unofficial, (and hence with no official team or driver names associated with the series) recreation of British Formula 3. The hardware capabilities limited the depth of the simulation and restricted it (Initially) to one track but it was far above any other games at the time in terms of detail.
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 it became an instant classic that spawned many sequels. In 1987, Namco produced Final Lap , the first arcade game that allowed multiple machines to be linked, allowing for multiplayer races. In the same year, Atari produced RoadBlasters , a driving game that also involved a bit of shooting. In 1988, Atari introduced Hard Drivin' , the first arcade driving game that included force feedback as well as 3D polygonal graphics. This is the first game where the wheel actually fights the player during aggressive turns. It also featured a crash replay camera view.
In 1990, the now defunct Papyrus Design Group produced their first attempt at a racing Simulator, the critically acclaimed Indianapolis 500: The Simulation . Accurately replicating the 1989 Indianapolis 500 grid, it offered advanced 3D graphics for its time, setup options, car failures and handling. The damage modelling, while not accurate by today's standards, was capable of producing some spectacular and entertaining pile-ups. It was later almost forgotten with the success of Crammond's Formula One Grand Prix but to this day many argue that it boasted superior graphics to the 1992 title.
Formula One Grand Prix became the new champion of sim racing. It boasted unparalleled detail and a full recreation of the drivers, cars and circuits of the 1991 Formula One World Championship. However, the U.S. version (known as World Circuit ) was not granted an official license by the FIA, so teams and drivers were renamed (though all could be changed back to their real names using the Driver/Team selection menu): Ayrton Senna became "Carlos Sanchez", for example.
On the other end of the spectrum, Sega produced Virtua Racing. While not the first game with 3D graphics (see REVS), it was able to combine the best features of games at the time, along with multiplayer machine linking and clean 3D graphics to produce a game that was above and beyond the arcade market standard of its time. Also, Nintendo broke new ground by introducing the Mario Kart series on the SNES with Super Mario Kart. Using the familiar characters from the Mario franchise, the game not only departed from the realism paradigm by using small karts for the players to drive, but also featured bright, colourful environments and allowed the players to pick up power-ups to improve performance or hamper other racers. This franchise also spawned multiple sequels.
In 1993, Namco struck back with Ridge Racer , and thus began the polygonal war of driving games. Sega struck back in 1994 with Daytona USA , while Midway introduced Crusin' USA. Atari didn't join the 3D craze until 1997, when it introduced San Francisco Rush. In 1996, Konami introduced GTI Club which allowed free roaming of the environment - something of a revolution that had only been done in 3D before in Hard Drivin'. In 1997, Gran Turismo was released for the PlayStation. It was considered the most realistic racing simulation game in its time, combined with playability, enabling players of all skill levels to play. The Gran Turismo series has since become one of the most popular racing franchises ever, with the series selling more than 50 million copies worldwide.
By 1997, the typical PC was capable of matching an arcade machine in terms of graphical quality, mainly due to the introduction of first generation 3D accelerators such as 3DFX Voodoo. The faster CPUs were capable of simulating 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 world of rally driving (previously only available in Sega's less serious Sega Rally Championship). Motorhead, a PC game, was later adapted back to arcade.
1999 marked a change of games into more "free form" worlds. Midtown Madness for the PC allows the player to explore a simplified version of the city of Chicago using a variety of vehicles and any path that they desire. In the arcade world, Sega introduced Crazy Taxi, where you are a taxi driver that needed to get the client to the destination in the shortest amount of time. A similar game also from Sega is Emergency Ambulance Driver, with almost the same gameplay (pick up patient, drop off at hospital, as fast as possible). Games are becoming more and more realistic visually. Some arcade games are now featuring 3 screens to provide a surround view.
In 2000, Angel Studios (now Rockstar San Diego) introduced the first free-roaming, or the former "free form", racing game on video game consoles and handheld game consoles with Midnight Club: Street Racing which 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 enclosed tracks for races, the game uses various checkpoints on the free roam map as the pathway of the race, giving the player the option to take various shortcuts or any other route to the checkpoints of the race.
There is a wide gamut of driving games ranging from simple action-arcade racers like Mario Kart: Double Dash!! (for Nintendo GameCube) and Nick Toon Racers to ultra-realistic simulators like Grand Prix Legends, iRacing, Live for Speed, and rFactor -- and everything in between.
Sub-genres
Racing simulators
Main article: Sim racingSimulation style racing games strive to convincingly replicate the handling of an automobile. They often license real cars or racing leagues, but will use fantasy cars built to resemble real ones if unable to acquire 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 drafting) are given priority in the 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 (TC), anti-lock brakes, steering assistance, damage resistance, clutch assistance and automatic gearbox. Also driving views, other than the interior driver view, are arcade. This softens the learning curve for the difficult handling characteristics of most racing cars.
The Formula One World Championship has a fan base all over the world and is one of the racing series with the most simulation adaptations.
Some of these racing simulators are customizable, as game fans have decoded the tracks, cars and executable files. Large internet communities have grown around the simulators regarded as the most realistic and many websites host internet championships.
In a car racing game, the primary gameplay mode is driving the car. However, they sometimes offer a secondary mode for tuning up the car. There are various principles in winning car racing games, some of which apply to real life situations while most are unique to the game itself.
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