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It attempted to realistically simulate car driving, with the car jumping up and down, turning back and forth, and spinning up to 180 degrees, with an emphasis on acceleration, braking, and gear shifting, along with the need for counter-steering to avoid spin-outs.It also featured a day-night cycle, accurately simulated courses approved by the Automobile Club de l'Ouest, and force feedback to simulate road vibration in the form of a vibrating steering wheel that reacts to the driver's acceleration and off-road bumps.Suddenly a resolution of 320×200 seemed a poor option and NASCAR was the race sim of choice for anyone with a capable PC, particularly in North America.It was the first sim where cars no longer looked like boxes. Moreover, the first real online racing started with NASCAR 1 using the "Hawaii" dial-in servers and it was not uncommon for these early sim racers to have 0 to 00 phone bills.It featured other AI cars to race against, crashes caused by collisions with other vehicles and roadside signs, and introduced a qualifying lap concept where the player needs to complete a time trial before they can compete in Grand Prix races.
REVS had a big fan base in England, but not so much in the United States.
TX-1, however, placed a greater emphasis on realism, with details such as forcing players to brake or downshift the gear during corners to avoid the risk of losing control, and let go of the accelerator when going into a skid in order to regain control of the steering.
It also used force feedback technology, which caused the steering wheel to vibrate, and the game also featured a unique three-screen arcade display for a more three-dimensional perspective of the track.
This was then superseded by the widely popular Hard Drivin' which was an arcade and home computing staple released in 1989, and one of the most widely played simulators up to that point.
Sim racing is generally acknowledged to have really taken off in 1989 with the introduction of Papyrus Design Group's Indianapolis 500: The Simulation, designed by David Kaemmer and Omar Khudari on 16-bit computer hardware.