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Car and Driver (video game) Lerner Research: Electronic Arts: DOS 1992 Car Town: Cie Games Glu Mobile: FMP, iOS 2010-07-27 Car Wars: Texas Instruments: Texas Instruments: TI-99/4A 1981 Carmageddon: Stainless Games: Sales Curve Interactive, Interplay Productions: DOS, WIN, Mac, PS1, N64, GBC, iOS, Droid 1997-06-30 Carmageddon II: Carpocalypse ...
The New York Times' 100 Best Books of the 21st Century is a ranked list of the 100 best novels published in the English language since January 1, 2000. Selection criteria [ edit ]
List of American football video games; List of association football video games; List of Australian rules football video games; List of baseball video games; List of basketball video games; List of cricket video games; List of ice hockey video games; List of rugby union video games; List of volleyball video games
Most of the 21 books are about cars, but not all. ... Corvette — America's Star-Spangled Sports Car: 1953-1982. ... Car and Driver’s 10 Best Cars through the Decades.
Racing video games are one of the most traditional of video game genres. They typically place the player in the driver seat of a high performance vehicle, or driving other mechanical or carriage vehicles and require the player to race against other drivers or compete in timed runs.
The new name is derived from the new feature by which a player who has teammates in the field can actually switch to their teammates' cars and control them during a race. It was released on August 30, 2005. Released on September 6, 2006, NASCAR 07 was EA Sports' tenth game in the series. NASCAR 09 was the final game in the EA Sports NASCAR ...
Gran Turismo [a] [b] (GT) is a series of sim racing video games developed by Polyphony Digital. [7] Released for PlayStation systems, Gran Turismo games are intended to emulate the appearance and performance of a large selection of vehicles, most of which are licensed reproductions of real-world automobiles.
Why Games are the 21st Century's Most Serious Business (ISBN 0-7535-1985-2) written by Tom Chatfield. A cultural and intellectual exploration of the multiple roles played by games in the 21st century and the myths and attitudes surrounding them. Gamelife: A Memoir (ISBN 9781925240252) written by Michael Clune.