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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 on a home system, REVS, released for the BBC Microcomputer.
In 1989, Atari released Hard Drivin', another arcade driving game that used 3D polygonal graphics.
The game also featured up to five multiple endings depending on the route taken, and each one was an ending sequence rather than a simple "Congratulations" as was common in game endings at the time.
In the same year, Atari produced Road Blasters, a driving game that also involved a bit of shooting.
In 1973, Atari released Space Race, an arcade video game where players control spaceships that race against opposing ships, while avoiding comets and meteors.
It is a competitive two-player game controlled using a two-way joystick, and features black and white graphics.
It also featured force feedback, where the wheel fights the player during aggressive turns, and a crash replay camera view.
That same year, the now defunct Papyrus Design Group produced their first attempt at a racing simulator, the critically acclaimed Indianapolis 500: The Simulation, designed by David Kaemmer and Omar Khudari.
While not the first third-person racing game (it was predated by Sega's Turbo), Pole Position established the conventions of the genre and its success inspired numerous imitators.
According to Electronic Games, for "the first time in the amusement parlors, a first-person racing game gives a higher reward for passing cars and finishing among the leaders rather than just for keeping all four wheels on the road".
The game is generally regarded as the first true auto racing simulation on a personal computer.
Accurately replicating the 1989 Indianapolis 500 grid, it offered advanced 3D graphics for its time, setup options, car failures and handling.
According to IGN, it was "the first racing game based on a real-world racing circuit (Fuji Speedway in Japan)" and "introduced checkpoints," and that its success, as "the highest-grossing arcade game in North America in 1983, cemented the genre in place for decades to come and inspired a horde of other racing games".