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The next major milestone was the 1992 release of Formula One Grand Prix (AKA World Circuit in some markets) by Micro Prose, also developed by Geoff Crammond. Multiplayer was made possible by allowing different drivers to take turns, and racers could also hook up their machines for racing via a null modem cable. Leagues emerged where drivers would submit records of their single player races to compare with other drivers.This is the first sim in which drafting/slip streaming was possible.It is this level of difficulty that distinguishes sim racing from "arcade" driving games where real-world variables are taken out of the equation and the principal objective is to create a sense of speed as opposed to a sense of realism.
With Indy 500, players could race the full 500 miles (800 km), where even a blowout after 450 miles (720 km) would take the player out of the competition. It was around this time that sim racing began distinguishing itself from arcade-style racing.Sim (simulated) racing is the collective term for computer software that attempts to accurately simulate auto racing, complete with real-world variables such as fuel usage, damage, tire wear and grip, and suspension settings.such as threshold braking, how to maintain control of a car as the tires lose traction, and how properly to enter and exit a turn without sacrificing speed.The specific problem is: This section should be a text about Racing Simulators development and improvement in the world of simulation, not just a list of the releases.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.