introduction of Papyrus Design Group's Indianapolis 500: The Simulation, designed by David Kaemmer and Omar Khudari on 16-bit computer hardware. The game is often generally regarded as the personal computer's first true auto racing simulation. Unlike most other racing games at the time, Indianapolis 500 attempted to simulate realistic physics and telemetry, such as its portrayal of the relationship between the four contact patches and the pavement, as well as the loss of grip when making a high-speed turn, forcing the player to adopt a proper racing line and believable throttle-to-brake interaction. It also featured a garage facility to allow players to enact modifications to their vehicle, including adjustments to the tires, shocks and wings. With Indy 500, players could race the full , where even a blowout after would take the player out of the competition. The simulation sold over 200,000 copies. It was around this time that sim racing began distinguishing itself from arcade-style racing. Consoles saw the release of Human Entertainment's Fastest 1 for the Sega Mega Drive/Genesis in 1991. It was considered the most realistic Formula 1 racing simulation up until that time. In 1991, Namco released the arcade game Mitsubishi Driving Simulator, co-developed with Mitsubishi. It was a serious educational street driving simulator that used 3D polygon technology and a sit-down arcade cabinet to simulate realistic driving, including basics such as ensuring the car is in neutral or parking position, starting the engine, placing the car into gear, releasing the hand-brake, and then driving. The player can choose from three routes while following instructions, avoiding collisions with other vehicles or pedestrians, and waiting at traffic lights; the brakes are accurately simulated, with the car creeping forward after taking the foot off the brake until the hand-brake is applied. Leisure Line magazine considered it the "hit of the show" upon its debut at the 1991 JAMMA show. It was designed for use by Japanese driving schools, with a very expensive cost of AU$150,000 or per unit. The next major milestone was the 1992 release of Formula One Grand Prix (AKA World Circuit in some markets) by MicroProse, also developed by Geoff Crammond. This moved the genre along significantly. 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. This only allowed two drivers to race. Leagues emerged where drivers would