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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.
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.
It also pioneered the third-person rear-view perspective used in most racing games since then, with the track's vanishing point swaying side to side as the player approaches corners, accurately simulating forward movement into the distance.
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 was considered the most realistic Formula 1 racing simulation up until that time.
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.