same expectations of framerates as nowadays. The unmatched quality of the 3D representations in itself was enough to impress people, so the actual impact on single-player gaming was not seen as important. Later in the game's life, this effect became a larger issue. The Grand Prix series never offered solid multiplayer network support, largely due to this design choice. "Real time" in the game could differ between different players, and this conflicted with the all-important synchronization in a multiplayer context. The effect could also be misused to artificially slow down the action, and exploit the extra reaction time that became available to the player that way. Although largely irrelevant if one played the game on one's own, it was problematic for online competitions (see below). Successors Grand Prix 3 and Grand Prix 4 offered LAN-play and were even hacked to be playable over the Internet, but never performed reasonably. Even when the first boom of 3D acceleration chipsets revolutionized gaming, the concept was not reworked as this would have required a large rewrite of the game engine, and remained a problem (although less so because of the available computer power). Another exploitable flaw lay in the physics engine, which only took account of horizontal collisions and ignored vertical velocity when calculating damage. Thus, it was possible to use the rumble strips on some tracks to launch the car into the air, bypassing chicanes, and land without damaging the car. Historical online gaming and community F1GP was among the first wave of games that had a busy online community. The first competitions were organized via online services like CompuServe in 1993, with driver Ivan establishing a secure presence at the top of leaderboards. F1GP crossed over to the wider Internet once these became mainstream. The racing didn't actually happen online. F1GP only offered modem play. Thus, the competitions were based on submitted save-games of races and practice laps. These were then used in competitions around complete (or partial) races on the one hand, and so called "Hotlap Competitions" on the other hand. Often, the races followed the schedule of the real world Formula One competition. The community spawned a host of mods, making the game highly customizable for its time. Liveries, car-performance and the performance of the computer-opponents, camera-settings and many other settings could be edited. First attempts at a track-editor emerged, but this would only become reality after the arrival