Development
The game was developed by Geoff Crammond as a follow up to 1991's Formula One Grand Prix (which was known as World Circuit in the US).
It was the first serious racing simulation programmed with all three axes in it—i.e. the ability for vehicles to get airborne in the game. (1990's Stunts and Stunt Driver featured this ability, but were not racing simulations of a series.) However, GP2 lacked the feature of having a car flip over entirely, which not yet was seen in hardcore racing simulations. Microsoft's Monster Truck Madness (1996), simulating monster truck racing, may have been the first to have that feature.
It included more extensive physics and included image mapping over the 3D model of the car to show vehicle liveries, a feature that emerged in racing simulations with Papyrus' 1993 IndyCar Racing.
Read more about this topic: Grand Prix 2
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