1941–1976: Electro-mechanical driving games The basis for racing video games were arcade driving
electro-mechanical games (EM games). The earliest mechanical racing
arcade game dates back to 1900, when the
London-based Automatic Sports Company manufactured a mechanical
yacht racing game,
Yacht Racer. Mechanical car driving games later originated from British
amusement arcades in the 1930s. In the United States,
International Mutoscope Reel Company adapted these British arcade driving games into the electro-mechanical game
Drive Mobile (1941), which had an upright
arcade cabinet similar to what arcade video games would later use. A
steering wheel was used to control a
model car over a road painted on a metal
drum, with the goal being to keep the car centered as the road shifts left and right. Kasco introduced this type of driving game to Japan as
Mini Drive in 1958. which was licensed by
Chicago Coin for release in North America as
Speedway in 1969. It had a circular racetrack with rival cars painted on individual rotating discs illuminated by a lamp, resembling a windscreen view. The gameplay involved players driving down a circular road while dodging cars to avoid crashing, The gameplay is viewed from the perspective of the driver's viewpoint, which is displayed on the screen using a projector system. It was Japan's highest-grossing arcade game for two years in a row, in 1976 and 1977.
F-1 is believed to have been influenced by
Indy 500, and would in turn be influential on Namco's racing video games in the 1980s.
1970: Mainframe racing game The
BBC television program
Tomorrow's World broadcast a
mainframe computer racing game played between TV presenter
Raymond Baxter and British two-time
Formula One world champion
Graham Hill on their 1970 Christmas special, broadcast on Christmas Eve, 1970. The game was written by
IBM-employee, Ray Bradshaw, using
CALL/360 and required two data centre operators to input the instructions.
1972–1988: Top-down 2D racing video games Atari founder
Nolan Bushnell had the idea for a driving video game in the early 1970s. When he was a college student, he worked at an arcade where he became familiar with EM driving games, watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates. When he founded Atari, Bushnell had originally planned to develop a driving video game, influenced by
Speedway, but they ended up developing
Pong (1972) instead. The earliest rudimentary racing video game to be released dates back to 1972, with the release of the first
video game console, the
Magnavox Odyssey. It included a game called
Wipeout, where the player moves a dot around a race track that is outlined by an overlay placed on the television screen. It required the use of physical items to play, including a
race game board, screen overlay, car tokens and pit stop cards. 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 with black and white graphics and controlled with a two-way joystick. The following year, Atari released the first driving video game in the arcades,
Gran Trak 10, which presents an overhead single-screen view of the track in low resolution white-on-black graphics. It inspired the
Kee Games clone
Formula K, which sold 5,000
arcade cabinets. In late 1974,
Taito released
Speed Race designed by
Tomohiro Nishikado (of
Space Invaders fame), in which the player drives down a straight track dodging other cars. The game used
vertical scrolling, inspired by two older
electro-mechanical games: Kasco's
Mini Drive and Taito's
Super Road 7.
Speed Race was re-branded as
Wheels by
Midway Games for release in North America and was influential on later racing games. Midway also released another version,
Racer, with a sit-down cabinet.
Speed Race became a hit in Japan, Sega's
Monaco GP (1979) was one of the most successful traditional 2D racing games, becoming the most popular arcade driving game in the US
in 1981, and among the highest-grossing games that year, while making a record number of appearances on the
RePlay arcade charts through 1987. In 1980,
Namco's overhead-view driving game
Rally-X was one of the first games to have
background music, and allowed
scrolling in multiple directions, both vertical and
horizontal. It also uses a
radar, to show the
rally car's location on the map.
1976–1992: Pseudo-3D racing video games '' (1976) upright arcade cabinet In February 1976,
Sega released the arcade game
Road Race, which was re-worked into a
motorbike variant
Moto-Cross, also known as
Man T.T. (released August 1976). The game featured a three-dimensional perspective view, as well as
haptic feedback, which caused the
motorcycle handlebars to vibrate during a collision with another vehicle. In Spring 1976, the arcade game
Nürburgring 1 presented a
first-person view. Considered the first "scandalous" arcade game,
Exidy's
Death Race (1976) was widely criticized in the media for its violent content, which only served to substantially increase its popularity. Sega released a two-player version of
Man T.T. called
Twin Course T.T. in January 1977. 1979 saw the release of
Vectorbeam's
Speed Freak, a
three-dimensional vector racing game, which
Killer List of Videogames calls "very impressive and ahead of their time".
Turbo, released by Sega in 1981, was the first racing game to use
sprite scaling with full-color graphics.
Pole Position, developed by Namco and released by Atari in North America, was released in 1982. It is considered "arguably the most important racing game ever made." It was an evolution of Namco's earlier racing
electro-mechanical games, notably
F-1 (1976), whose designer Sho Osugi worked on
Pole Position. According to
IGN, it also "introduced checkpoints," and its success, as "the
highest-grossing arcade
game of 1983 in North America, cemented the genre in place for decades to come and inspired a horde of other racing games". It sold over 21,000 arcade cabinets in the US by 1983, and again became the highest-grossing
arcade game of 1984 in the US. Taito's
Laser Grand Prix, introduced in July 1983, was the first racing
laserdisc game, using pre-recorded live-action footage. In 1984, several other racing laserdisc games followed, including Sega's
GP World with live-action footage and
Universal's
Top Gear featuring 3D animated race car driving. The same year,
Irem's
The Battle-Road was a
vehicle combat racing game with branching paths and up to 32 possible routes.
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. 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 offered a semi-realistic driving experience with more detail than most other racing games at the time. Since the mid-1980s, it became a trend for arcade racing games to use hydraulic
motion simulator arcade cabinets. The trend was sparked by
Sega's "taikan" games, with "taikan" meaning "body sensation" in Japanese.
Hang-On was a Grand Prix style motorbike racer. It used
force feedback technology and was also one of the first arcade games to use
16-bit graphics and Sega's "
Super Scaler" technology that allowed
pseudo-3D sprite-scaling at high
frame rates. and one of the year's highest-grossing arcade games in Japan and London. Suzuki's team at Sega followed it with hydraulic motion simulator cockpit cabinets for later racing games, notably
Out Run (1986). represented as radio stations. The game has up to five 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. It became Sega's best-selling arcade cabinet of the 1980s, with over 30,000 arcade cabinets sold worldwide. The same year, Durell released
Turbo Esprit, which had an official Lotus license, and working car indicator lights. In 1987,
Square released
Rad Racer, one of the first
stereoscopic 3D games. In the same year, Atari produced
RoadBlasters, a driving game that also involved a bit of shooting. One of the last successful pseudo-3D arcade racers was Sega's
Super Monaco GP (1989), a simulation of the
Monaco Grand Prix. It was the third highest-grossing
arcade game of 1989 in Japan, and again the third highest-grossing
arcade game of 1990 in Japan. In 1992, Nintendo released
Super Mario Kart, but it was known that it was
pseudo-3D racing. Here it has items to affect players from racing and the referee,
Lakitu will help you out to know the rules and rescue racers from falling down.
1988–1994: Transition to 3D polygon graphics '' (1994) twin-seat arcade cabinet In 1988, Namco released
Winning Run, which used
3D polygon graphics. It became the second highest-grossing
arcade game of 1989 in Japan. It improved on earlier 3D racing games with more complex 3D models and backdrops, higher frame rate, and switchable camera angles including chase-cam and first-person views. IGN considers it the third most influential racing game of all time. And thus began the
polygon war of driving games. Sega later released
Daytona USA, which featured 3D polygon graphics with
texture filtering.
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. 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. In 1995,
Sega Rally Championship introduced
rally racing and featured
cooperative gameplay alongside the usual competitive multiplayer.
Sega Rally was also the first to feature driving on different surfaces (including
asphalt,
gravel, and
mud) with different
friction properties and the car's handling changing accordingly, making it an important milestone in the genre.
1996–present: Modern racing games During the early-to-mid-1990s, SEGA and Namco largely had a monopoly on high-end arcade racing games with realistic 3D visuals. In 1996, a number of competitors attempted to challenge their dominance in the field, including Atari Games with
San Francisco Rush: Extreme Racing,
Gaelco with
Speed Up,
Jaleco with
Super GT 24h, and
Konami with
Winding Heat. In 1996,
Nintendo created a 3D game called
Mario Kart 64, a sequel to
Super Mario Kart and has an action so that
Lakitu needs to either reverse, rev up your engines to Rocket Start, or rescue players.
Mario Kart 64 focused more on the items used. It was considered the most realistic racing simulation game in its time, The
Gran Turismo series has since become the second-most successful racing game franchise of all time, selling over 100 million units worldwide as of June 2025. 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 the less serious
Sega Rally Championship.
Motorhead, a PC game, was later adapted back to arcade. In the same year, Sega releases
Daytona USA 2 (Battle On The Edge and Power Edition), which is one of the first racing games to feature realistic
crashes and
graphics. The year 1999 introduced
Crash Team Racing, a kart racing game featuring the characters from
Crash Bandicoot. It was praised for its controls and courses. Crash Bandicoot and its racing series has continued, with the most recent game being
Crash Team Racing: Nitro Fueled (June 2019). The year 1999 also 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, a
sandbox racing game 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 Call Ambulance, 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. In 2001
Namco released
Wangan Midnight to the arcade and later released an upgrade called Wangan Midnight R. Wangan Midnight R was also ported to the PlayStation 2 by Genki as just Wangan Midnight. Also in 2008,
Nintendo released
Mario Kart Wii on the
Wii which featured a
Wii steering Wheel. It was the sixth installment of the
Mario Kart series. It became one of the best selling video games of the 2000s. In 2003, Rockstar San Diego's
Midnight Club II was the first racing game to feature both playable cars and playable motorcycles. Namco released a sort of sequel to
Wangan Midnight R called
Wangan Midnight Maximum Tune. There is a wide gamut of driving games ranging from simple action-arcade racers like
Mario Kart World (for
Nintendo Switch 2) and
Sonic Racing: CrossWorlds to ultra-realistic simulators like
Grand Prix Legends,
iRacing,
Virtual Grand Prix 3,
Live for Speed,
NetKar Pro,
Assetto Corsa,
GT Legends,
GTR2,
rFactor,
X Motor Racing,
CarX Street, and iPad 3D racer
Exhilarace. ==See also==