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	<title>F1 2010 &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>F1 2010 Hitting The iPhone &#038; iPod</title>
		<link>https://gamingbolt.com/f1-2010-hitting-the-iphone-ipod</link>
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		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Thu, 21 Jul 2011 13:12:06 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[F1 2010]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[ipod]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=36748</guid>

					<description><![CDATA[Codemasters&#8217; F1 2010 is set to launch for iPhone and iPod as Jump Games today announced the launch of the official F1 2010 GAME. The iOS version of F1 2010 will include all of the official teams, drivers and circuits including the night race at Singapore. The game will include the 12 official teams, and [&#8230;]]]></description>
										<content:encoded><![CDATA[<p style="text-align: left;" align="center"><a href="https://gamingbolt.com/wp-content/uploads/2011/07/mzl.zggdjhdk.320x480-75.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-36750" title="mzl.zggdjhdk.320x480-75" src="https://gamingbolt.com/wp-content/uploads/2011/07/mzl.zggdjhdk.320x480-75.jpg" alt="" width="480" height="300" srcset="https://gamingbolt.com/wp-content/uploads/2011/07/mzl.zggdjhdk.320x480-75.jpg 480w, https://gamingbolt.com/wp-content/uploads/2011/07/mzl.zggdjhdk.320x480-75-300x187.jpg 300w" sizes="(max-width: 480px) 100vw, 480px" /></a></p>
<p style="text-align: left;" align="center">Codemasters&#8217; F1 2010 is set to launch for iPhone and iPod as Jump Games today announced the launch of the official F1 2010 GAME.</p>
<p style="text-align: left;">The iOS version of F1 2010 will include all of the official teams, drivers and circuits including the night race at Singapore. The game will include the 12 official teams, and race on the 19 official tracks from the season.</p>
<p style="text-align: left;">The game will offer 3 game modes – Time Trial, Endurance and Party Play.</p>
<ol>
<li>Time Trial is all about achieving the fastest lap on the selected circuit with a ghost car running ahead of the user with a default completion time. Each time that the user beats the ghost car&#8217;s lap time, the ghost becomes the user’s next time to beat.</li>
<li>Endurance is an extension to time trial where the users will need to check their consistency of speed throughout the number of laps chosen and the average time will be registered.</li>
<li>Party Play is a multiplayer mode, which will allow users to compete against up to 4 of their friends on the same device.</li>
</ol>
<p style="text-align: left;">The game will be available on the <a href="http://itunes.apple.com/us/app/f1-2010-game/id442391068?mt=8">Apple Appstore </a>at USD 2.99.</p>
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		<title>Codemasters: Gran Turismo 5 &#8216;can&#8217;t match F1 2010&#8217;s adrenaline rush&#8217;</title>
		<link>https://gamingbolt.com/codemasters-gran-turismo-5-cant-match-f1-2010s-adrenaline-rush</link>
					<comments>https://gamingbolt.com/codemasters-gran-turismo-5-cant-match-f1-2010s-adrenaline-rush#respond</comments>
		
		<dc:creator><![CDATA[Daniel Ravid]]></dc:creator>
		<pubDate>Wed, 24 Nov 2010 20:56:22 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[F1 2010]]></category>
		<category><![CDATA[Gran Turismo 5]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=15321</guid>

					<description><![CDATA[Codemasters has said that the just released Gran Turismo 5 &#8216;can&#8217;t match F1 2010&#8217;s adrenaline rush&#8217;. &#8220;GT5 is going to be a phenomenal product, with the time and investment Sony have made in it, you can have a technically phenomenal game, but you can also have a game concept that doesn&#8217;t really appeal [to some racing fans] [&#8230;]]]></description>
										<content:encoded><![CDATA[<p style="text-align: center"><a href="https://gamingbolt.com/wp-content/uploads/2010/01/granturismo5.jpg"><img decoding="async" class="aligncenter size-full wp-image-6078" src="https://gamingbolt.com/wp-content/uploads/2010/01/granturismo5.jpg" alt="" width="505" height="284" srcset="https://gamingbolt.com/wp-content/uploads/2010/01/granturismo5.jpg 500w, https://gamingbolt.com/wp-content/uploads/2010/01/granturismo5-300x168.jpg 300w" sizes="(max-width: 505px) 100vw, 505px" /></a></p>
<p>Codemasters has said that the just released Gran Turismo 5 &#8216;can&#8217;t match F1 2010&#8217;s adrenaline rush&#8217;.</p>
<p>&#8220;GT5 is going to be a phenomenal product, with the time and investment Sony have made in it, you can have a technically phenomenal game, but you can also have a game concept that doesn&#8217;t really appeal [to some racing fans] and could be accused of &#8211; and you have to be careful how you write this &#8211; of being boring. &#8221; said CEO Rod Cousens during an interview with <a href="http://www.computerandvideogames.com/article.php?id=277590" target="_blank">CVG</a>.</p>
<p>&#8220;We don&#8217;t have that problem. We feel the adrenaline rush that we&#8217;ll always provide in F1 will not be matched by anyone else. You&#8217;re going to have all the cars, all the tracks and all the worldwide locations &#8211; not to mention the best strategy, and the best damage, as far as we can. If you&#8217;re an F1 fan, you don&#8217;t need to go anywhere else for that.&#8221; he added.</p>
<p>Gran Turismo 5 was released worldwide this morning.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">15321</post-id>	</item>
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		<title>F1 2010: Codemasters responds to issues</title>
		<link>https://gamingbolt.com/f1-2010-codemasters-responds-to-issues</link>
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		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Sun, 03 Oct 2010 16:47:05 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[F1 2010]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=11652</guid>

					<description><![CDATA[Certain fans of the game have accused Codemasters of scripting the AI in to the game. However Codemasters have denied any such thing has been developed in to the game. Over at the Codemasters official forums the following was published: Hi everyone. As you are aware work is on-going towards a patch for the game, [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img decoding="async" class="aligncenter" title="F1" src="https://gamingbolt.com/wp-content/uploads/2010/02/Codemasters_Logo.jpg" alt="" width="505" height="284" /></p>
<p>Certain fans of the game have accused Codemasters of scripting the AI in to the game. However Codemasters have denied any such thing has been developed in to the game. Over at the Codemasters official <a href="http://community.codemasters.com/forum/f1-2010-game-1316/433396-ai-issues-response.html">forums</a> the following was published:</p>
<blockquote><p>Hi everyone.</p>
<p>As you are aware work is on-going towards a patch for the game, and we will release details on this as we move through the patch creation process. Your constructive feedback has been invaluable in helping us both identify and work to resolve issues with the game, and we appreciate your detailed posts.</p>
<p>Some of the identified issues have led (understandably) to people making assumptions about the game that are not accurate, so we felt that in order to reassure you and explain better the process which we are going through at the moment, we’d address a few common queries, in particular relating to AI. In putting this post together, we spoke to various people from across the development team, including the leads and specialists who are working directly on addressing the issues that have been raised.</p>
<p>The AI system implemented in F1 2010 is very complex, and is certainly not scripted in any way. Every AI driver is trained with a series of race behaviours such as overtaking, defending a position and slipstreaming etc. On top of these behaviours we have a unique set of characteristics. These characteristics are defined per driver so you’ll notice some subtle differences. Some drivers are better at race starts or are better at overtaking (they look for narrower gaps), or are better in the rain, or are more aggressive, or are better around certain race tracks. We also have a system which can make certain drivers have a particularly good or bad race depending on a number of factors. All of this driver variance is of course combined with the cars themselves also having varying levels of performance.</p>
<p>It’s also important to note that in order to make the tracks as richly detailed as they are, we use far more textures than the consoles can physically hold. As with many games, we actively stream in and out textures based on the position of the player. This, plus the fact we don&#8217;t simulate many visual effects on the far side of the track from the player &#8211; a &#8220;level of detail” system employed to save valuable processor time &#8211; would mean there would be a significant pop or delay if we were to allow you to switch cameras between drivers on track.</p>
<p>Practice &amp; Qualifying AI<br />
In practice &amp; qualifying (P&amp;Q) there are two fundamental issues which have meant that we had to make some implementation decisions for the AI in F1 2010. These two issues are our jump-to-sector feature and the fast-forward feature that is available on the car monitor in the garage.</p>
<p>The jump-to-sector feature necessarily simulates teleporting a car instantly to a position while the fast-forward feature allows the player to speed up time. The latter prevents us from simulating the actual AI travelling around the track 100% of the time as we cannot accurately simulate 24 cars where we have accelerated the passage of time by as much as a factor of 30. An F1 car can move at over 200mph. With 30 times speedup, we cannot simulate car physics at 6000+mph without losing some fidelity. F1 cars obviously cannot move this fast. We therefore implemented a system whereby the AI times in such circumstances are calculated based on a ‘football management” style simulation model. Using this model all of the race factors, such as the car, driver, weather, tyres, engine, track conditions, traffic are all taken into account and a lap time is produced. These generated times are well considered and guided by a huge amount of data; they are not randomly generated. Nevertheless they remain simulated approximations using this model.</p>
<p>For P&amp;Q sessions we spent a long time experimenting with flipping back and forth between this simulated system and actual AI physical timing, as the fast-forward is engaged and disengaged, but it lead to the potential for subtle exploits which we were not comfortable with. Therefore all AI times in these P&amp;Q sessions use this simulation method.</p>
<p>Race AI<br />
As none of the above feature restrictions are relevant in the race itself, we DO NOT use any other systems in the race other than the AI cars all physically driving the race just as the player does. Other factors also contribute to the AI lap times and the variation in their race pace. These include race start behaviours, their ultimate race pace which takes into account elements such as fuel and tyre degradation, weather, conserving / cooling engines etc, their in and out laps in the pit stop phase and their finishing pace.</p>
<p>We have seen several email and forum threads which suggest that an AI car’s performance is determined by where they are positioned currently in the race, or where they are in relation to the player which absolutely isn’t the case.</p>
<p>Based on some of the feedback we’ve received we are looking into the variation of AI race pace, as well as working hard to address as many of the following issues as possible in the upcoming patch, which aren’t AI specific but are adding to the assumptions that we are using fake or scripted AI:</p>
<p>Pit Stop<br />
Several pit stop issues have been reported;</p>
<p>* The AI not making a mandatory pit stop during a dry race of 20% or more<br />
* The player being forced to wait in the pits before being released<br />
* The player or AI cars becoming stuck in the pit lane<br />
* The use of flashback breaking the AI pit strategies</p>
<p>We’re currently investigating each of these issues and recognise that these would have a significant impact on the way that the race pans out. As ever with fixing these issues it’s a case of finding out how to repeat the problem so that we can track the issues down and fix them.</p>
<p>Split times<br />
A few of you have correctly spotted that the race leader isn’t always the quickest on the first lap of the race. This is an issue whereby the start line is resetting the AI lap timings rather than everyone’s time being taken from when the start lights go out, which of course should be the case on the first lap.</p>
<p>It’s important to also note that the lap times displayed on screen in F1 2010 are compared to the gap to the leader, rather than being split times to the car in front or behind. They are calculated on the time difference within sectors, on a lap by lap basis. For example, the players lap and individual split times on any given lap is compared to the race leader only.</p>
<p>Track reset<br />
There are a few videos and threads where the AI have been seen to spin off and then teleport around the track. Again this isn’t an intentional component of the AI systems. We have a retrieval system that will reset cars to the track if they manage to get out of the world which is intended for use in a number of scenarios such as violent collisions. In these cases it appears that this retrieval system has fired off by mistake.</p>
<p>Race engineer speech<br />
There are a few issues whereby the information which the race engineer is feeding you in relation to gaps to the car in front seems to be at odds with what is happening in the race. Again this isn’t tied into the AI at all. It’s purely speech logic and triggers.</p>
<p>Fuel simulation and tyre degradation<br />
This has been implemented for both players and AI cars. We’ll investigate the drop offs and see if the numbers need tweaking as part of the patch.</p></blockquote>
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		<post-id xmlns="com-wordpress:feed-additions:1">11652</post-id>	</item>
		<item>
		<title>F1 2010 beats Halo: Reach in UK</title>
		<link>https://gamingbolt.com/f1-2010-beats-halo-reach-in-uk</link>
					<comments>https://gamingbolt.com/f1-2010-beats-halo-reach-in-uk#comments</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 27 Sep 2010 10:25:03 +0000</pubDate>
				<category><![CDATA[Industry News]]></category>
		<category><![CDATA[F1 2010]]></category>
		<category><![CDATA[Halo Reach]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=11465</guid>

					<description><![CDATA[The unthinkable has happened. Halo: Reach, the super-successful First Person Shooter has been beaten by F1 2010 for the first position in UK, report the newly released Chart-Track&#8217;s figures. Halo: Reach reportedly saw an 80% drop in it&#8217;s sales since the first week of its release. The sales of Reach and Capcom&#8217;s newly released Dead [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2010/07/Halo-Reach.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-9859" src="https://gamingbolt.com/wp-content/uploads/2010/07/Halo-Reach.jpg" alt="" width="505" height="264" srcset="https://gamingbolt.com/wp-content/uploads/2010/07/Halo-Reach.jpg 628w, https://gamingbolt.com/wp-content/uploads/2010/07/Halo-Reach-300x156.jpg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a></p>
<p>The unthinkable has happened. Halo: Reach, the super-successful First Person Shooter has been beaten by F1 2010 for the first position in UK, report the newly released <a href="http://www.chart-track.co.uk/index.jsp?c=p/software/uk/latest/index_test.jsp&amp;ct=110015" target="_blank">Chart-Track&#8217;s figures</a>.</p>
<p>Halo: Reach reportedly saw an 80% drop in it&#8217;s sales since the first week of its release. The sales of Reach and Capcom&#8217;s newly released Dead Rising 2 couldn&#8217;t beat Codemasters&#8217; F1 2010 COMBINED. Even Move&#8217;s Sports Champions has dropped from the 2nd position to 5th.</p>
<p>Other games that have entered the list are Civilisation V, Final Fantasy XIV and Guitar Heroes: Warriors of Rock.</p>
<p>01. F1 2010 (Codemasters)<br />
02. Halo: Reach (Microsoft)<br />
03. Dead Rising 2 (Capcom)<br />
04. Civilization V (Take-Two)<br />
05. Sports Champions (Sony)<br />
06. Guitar Hero: Warriors Of Rock (Activision)<br />
07. Prince Of Persia: The Forgotten Sands (Ubisoft)<br />
08. Mafia 2 (Take-Two)<br />
09. Toy Story 3 (Disney)<br />
10. Final Fantasy XIV (Rockstar)</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">11465</post-id>	</item>
		<item>
		<title>F1 2010 GamePlay Video is sizzling</title>
		<link>https://gamingbolt.com/f1-2010-gameplay-video-is-sizzling</link>
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		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Mon, 16 Aug 2010 12:11:50 +0000</pubDate>
				<category><![CDATA[Video News]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[F1 2010]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=10583</guid>

					<description><![CDATA[Codemasters have released the first ever game play footage of the upcoming F1 2010. The video shows various aspects of the game play including various camera angles, race engineers managing the drivers and the cars and also various tracks like Suzuka, Melbourne and Spa. Check the video below:]]></description>
										<content:encoded><![CDATA[<p>Codemasters have released the first ever game play footage of the upcoming F1 2010. The video shows various aspects of the game play including various camera angles, race engineers managing the drivers and the cars and also various tracks like Suzuka, Melbourne and Spa. Check the video below:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="620" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="https://www.youtube.com/v/ULmULcvVY-A&amp;color1=0xb1b1b1&amp;color2=0xd0d0d0&amp;hl=en_GB&amp;feature=player_embedded&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
]]></content:encoded>
					
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		<title>F1 2010 will have “the most authentic experience possible”</title>
		<link>https://gamingbolt.com/f1-2010-will-have-the-most-authentic-experience-possible</link>
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		<dc:creator><![CDATA[Daniel Ravid]]></dc:creator>
		<pubDate>Mon, 26 Apr 2010 20:34:11 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Video News]]></category>
		<category><![CDATA[F1 2010]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=8088</guid>

					<description><![CDATA[Codemasters released a new dev diary and screens, and according to Codemasters: “The preference has always been to go down the simulation path,” said Stephen Hood, Chief Games Designer at Codemasters Birmingham. “You can make a realistic sim easier to play for somebody but it’s very difficult to take an arcade handling system and make that [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Codemasters released a new dev diary and screens, and according to Codemasters:</p>
<p>“The preference has always been to go down the simulation path,” said Stephen Hood, Chief Games Designer at Codemasters Birmingham.</p>
<p>“You can make a realistic sim easier to play for somebody but it’s very difficult to take an arcade handling system and make that appeal to people who prefer simulation handling.”</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2010/02/Formula_One_2010.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-7127" src="https://gamingbolt.com/wp-content/uploads/2010/02/Formula_One_2010.jpg" alt="" width="550" height="310" /></a></p>
<p>The clip also features an ex-Super Aguri driver and F1 analyst for Radio Five Live.  Anthony Davidson, who is an advisor for the project, talks about trying to make the game “the most authentic experience possible”.</p>
<p>Check out the dev diary below!</p>
<p><object width="640" height="385"><param name="movie" value="https://www.youtube.com/v/26v9z7fetQU&hl=en_US&fs=1&color1=0xe1600f&color2=0xfebd01"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="https://www.youtube.com/v/26v9z7fetQU&hl=en_US&fs=1&color1=0xe1600f&color2=0xfebd01" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></p>
<p>F1 2010 is coming out  on May 21 in the UK for the PC, PS3, and 360.</p>
<p><a href="http://www.vg247.com/2010/04/26/f1-2010-promises-to-have-the-most-authentic-experience-possible-new-shots-dev-diary/">Source</a></p>
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		<title>F1 2010 to be revealed on March 17</title>
		<link>https://gamingbolt.com/f1-2010-to-be-revealed-on-march-17</link>
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		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Wed, 24 Feb 2010 16:32:46 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[F1 2010]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/2010/02/24/f1-2010-to-be-revealed-on-march-17/</guid>

					<description><![CDATA[Codemasters have confirmed that the formal reveal of the long awaited game based on Formula One will take place  on March 17, three days after the start of the real F1 season in Bahrain. Speaking to simnracingworld.com, Codemasters have said it will officially announce the game at a press conference in Bahrain. Codemasters have already [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/tag/codemasters/">Codemasters</a> have confirmed that the formal reveal of the long awaited game based on Formula One will take place  on March 17, three days after the start of the real F1 season in Bahrain. Speaking to <a href="http://www.simracingworld.com/news/1756-f1-2010-to-be-revealed-on-march-17th/">simnracingworld.com</a>, Codemasters have said it will officially announce the game at a press conference in Bahrain. Codemasters have already released the game on the <a href="https://gamingbolt.com/tag/wii/">Wii</a> and <a href="https://gamingbolt.com/tag/psp/">PSP</a> last year.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2010/02/Formula_One_2010.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-7127" title="Formula_One_2010" src="https://gamingbolt.com/wp-content/uploads/2010/02/Formula_One_2010.jpg" alt="" width="550" height="199" srcset="https://gamingbolt.com/wp-content/uploads/2010/02/Formula_One_2010.jpg 550w, https://gamingbolt.com/wp-content/uploads/2010/02/Formula_One_2010-300x108.jpg 300w" sizes="auto, (max-width: 550px) 100vw, 550px" /></a></p>
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