Unlike most other racing games at the time, Indianapolis 500 attempted to simulate realistic physics and telemetry, such as its portrayal of the relationship between the four contact patches and the pavement, as well as the loss of grip when making a high-speed turn, forcing the player to adopt a proper racing line and believable throttle-to-brake interaction.It also featured a garage facility to allow players to enact modifications to their vehicle, including adjustments to the tires, shocks and wings.The most influential racing game was released in 1982: Pole Position, developed by Namco and published by Atari in North America.
Accurately replicating the 1989 Indianapolis 500 grid, it offered advanced 3D graphics for its time, setup options, car failures and handling.
Formula One Grand Prix boasted detail that was unparalleled for a computer game at the time as well as a full recreation of the drivers, cars and circuits of the 1991 Formula One World Championship. On the other end of the spectrum, Sega produced Virtua Racing in 1992.
While not the first arcade racing game with 3D graphics (it was predated by Winning Run, Hard Drivin' and Stunts), 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, laying the foundations for subsequent 3D racing games.
with the course width becoming wider or narrower as the player's car moves up the road, while the player races against other rival cars, more of which appear as the score increases.
The game was re-branded as Wheels by Midway Games for release in the United States and was influential on later racing games.
That same year, Atari released another early car driving game in the arcades, Gran Trak 10, which presented an overhead single-screen view of the track in low resolution white-on-black graphics.