of the successor Grand Prix 2. In 1994, the Amiga version of F1GP benefitted from a game editor called F1GP-Ed. Whilst this was not the first editor made for the Amiga, it proved to be the most evolved and widely adopted over time. Because of 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. These could handle just about every possible trick that was available, except one: the mentioned "slow-motion driving" effect. The game didn't store the CPU-load data, which could be displayed via a function key, in any save game file. There was no way to exclude the possibility that someone maximized the graphics detail on purpose to force a slowdown of the action. In practice, F1GP was already an 'older' game when online competitions appeared. This meant that most used computers could easily handle the highest detail at the highest framerate. As such, F1GP-based competitions were actually not hit by the "slow-mo" cheat. Both because the communities were small, and because the CPU-power surplus meant that the effect and its possible usefulness as a way to cheat were less well known. Its successor Grand Prix 2 though, was notorious for its high CPU-demands. When it appeared, there were no systems available that could handle it at full detail. 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. This problem kept bugging the community for several years until the utility GP2LAP was developed to monitor and log the CPU load dynamically during the driving. Play by Mail Mode A special PBM or Play by Mail mode was introduced in F1GP. Players would choose one of the drivers for the particular race and when their turn was up save the game onto floppy disk. The disk would then be sent via second class mail to other participants in the event to continue with their turn. This would again