Formula One Grand Prix (video game)

Formula One Grand Prix (known as World Circuit in the United States) is a racing simulator released in 1991 by MicroProse for the Amiga, Atari ST and PC created by game designer Geoff Crammond.

The game is a simulation of Formula One racing at the time and was noted for its 3D graphics, remarkably high framerate (25 fps) and attention to detail, in particular the player's ability to edit the teams and drivers and set up their car to their own personal specifications.

After Papyrus' Indianapolis 500: The Simulation, which was released three years earlier, it was the second serious 3D polygon-based racing sim (that is, without textures, except some for the scenery in the PC version).

Important were also the functional rearview mirrors and an "instant replay" system with a wide range of adjustable camera settings not seen in other games of the era.

In addition, action replays would automatically change camera position and angle according to what was happening on the track, a feature which is unavailable in leading F1 licensed games in 2019.

Vitally, the combination of graphics and physics meant players could actually "feel" whether they were driving fast or slow, and could predict how the car would respond.

Together with the 16 tracks and the atmosphere-packed rendition of complete Grand Prix weekends, it made F1GP a favourite with Formula One and racing sim fans for many years, and is still referred to occasionally in current reviews as a classic benchmark.

Depending on which driving assistances were activated, the game covered playability from a pure arcade-racer level up to the most advanced sim-level available at the time.

Players could choose to activate innovative help-functions like "brake-assistance" which would apply the brakes in time for a corner, displaying an "ideal line" on the tarmac to help learning the layout of a track, suggestions for the optimum gear, and others.

In order to compensate for the strict on-off nature of digital controllers, Geoff Crammond implemented a method to 'smoothen' the inputs.

As experience showed, a balance was found, which turned F1GP, and its successors, into a racing game that could be fully enjoyed and played well via digital input devices.

To this day, F1GP remains a unique and world leading example in providing a learning curve that caters from the utter driving novice to the very advanced sim-driver.

Geoff Crammond wrote the game long before the era of DirectX, OpenGL and 3D acceleration video cards, so F1GP was built around a proprietary 3D engine that ran in software.

The game did provide options to eliminate trackside details; (CTRL-D), and in addition, one could also choose a lower framerate to avoid the problem altogether.

The Grand Prix series never offered solid multiplayer network support, largely due to this design choice.

Another exploitable flaw lay in the physics engine, which only took account of horizontal collisions and ignored vertical velocity when calculating damage.

Due to the possibilities to edit the performance of the car, or to make other aspects of the game favour the player, there were also a lot of utilities to check for cheats.

Most people had difficulty finding a good compromise between details and smooth framerate, and the majority were likely playing in moderate slow-motion without being aware.

When the Grand Prix 2 community materialized and exploded far beyond what F1GP ever offered, it soon became apparent that some participants in the competitions submitted results that were totally unrealistic.

Telemetry-data files even showed typical signs of "slow-motion driving" (like impossibly fast gearchange speeds), but there was no way to unambiguously prove it.

The editors praised Geoff Crammond's past work and called Grand Prix "easily his masterpiece to date".

[13] Grand Prix and its sequel, collectively, were named the seventh best computer game of all time by PC Gamer UK in 1997.

This portal[17] was originally designed to augment SimRacingWorld, promoting community discussion and allowing casual players to remain aware of new developments, but it has since expanded to contain a selection of files.

Up to 1 April 2018, all new community developments were made available via this portal, but there was significantly more material on the SimRacingWorld website than on the group and thus it cannot be seen as a complete replacement.

[24] With the increasing speed and the decreasing latency of modern network connections, this type of multiplayer games is expected to become more relevant in the future.

Initial progress was good and a number of screenshots were released on 3 September 2006 to give an indication of the editor construction state.

Starting line of a race (Atari ST).
F1GP Site homepage screenshot
Chequered Flag screenshot
ArgEditor screenshot