IndyCar Racing
Developer(s)Papyrus Design Group
Publisher(s)
Producer(s)Dan Scherlis
Designer(s)David Kaemmer
Programmer(s)David Kaemmer
Artist(s)Adam Levesque
Doug McCartney
Warren Sze
Writer(s)Steve Vandergriff
Jack Zinkan
Bill Tempero
Composer(s)Joe McDermott
George Alistair Sanger
Platform(s)MS-DOS
Release1993
Genre(s)Sim racing
Mode(s)Single player, Two-player

Manual for PC/Mac racing game. The fourth Papyrus racing game is the sequel to the 1993 IndyCar Racing. You race in open-wheel cars and there are different driving views, with detailed physics and a realistic simulation of damage and controls.

Sanskrit tools hyderabad map. IndyCar Racing is a racing video game by Papyrus Design Group released in 1993.[1] Papyrus, consisting of David Kaemmer and Omar Khudari,[2] previously developed Indianapolis 500: The Simulation, released in 1989.

The game was intended as a realistic simulation of IndyCar's 1993 PPG Indy Car World Series. The game featured a selection of the contemporary chassis and engines and eight circuits which could be raced individually or as part of a championship season. Subsequent expansion packs added a further seven tracks and, later, the Indianapolis Motor Speedway.[3]

The game was followed up two years later by a sequel, IndyCar Racing II.

  • 1Gameplay

Gameplay[edit]

The simulation offers the ability to race in single events or a full Championship season (made up of all the tracks installed and available on the player's computer); to take part in associated practice, qualifying and warm-up sessions; to set up and customize the car both on-track and in a dedicated 'garage' feature; and to race head-to-head against another player by connecting two computers, either via modems running at least 9600 bit/s or via a null-modem cable attached to the computers' serial ports.

Drivers[edit]

The game featured most drivers and teams of the 1993 season, with the prominent exception of Nigel Mansell. Mario Andretti and Danny Sullivan were included in generic liveries.

The Indianapolis Motor Speedway expansion included a paint shop allowing the user to create liveries.

Qualifying[edit]

There are two main types of qualifying session: For road courses, it featured a ten-minute 'open session' where the player can run as many laps as desired; For ovals, only two 'flying laps' are run, with the better of the two average speeds counting.The Indianapolis Motor Speedway expansion Four flying laps are run, and the average of the four lap speeds is used to determine grid position.

In all cases, the player starts the qualifying session from the pit lane, and is automatically in last place on the grid for the race. As in the game's predecessor, Indianapolis 500: The Simulation, all of the opposition drivers' qualifying positions are pre-determined, and although some cars may be out on track during the player's qualifying attempt, they will make no further improvements to their respective lap times or speeds. Skipping the qualifying session leaves the player at the back of the grid.

Races[edit]

With the exception of Indianapolis, all races begin with a standing start with cars two abreast on the grid, cars are three abreast at Indianapolis. A 'pit board' is shown on screen each time the player crosses the start/finish line.

Championship seasons[edit]

IndyCar Racing allows the player to take part in a full series of race weekends at every track available on the computer, with results from each race counting towards the Championship standings. The game automatically creates a season schedule based on the range of tracks installed. The full 16-race schedule is shown below in the Tracks section in its correct order; those in bold are the eight available with the original release of the game (so Long Beach would be the first race of the season unless the expansion pack was purchased and installed).

If there is a tie between two or more cars for the most laps led, the car which finished the race in the highest position is awarded the point. Cars which crash or retire late in a race, and are still in the top 12 at the end, are still classified and awarded the appropriate number of points.

Instant replay function[edit]

IndyCar Racing moved on significantly from the innovative but limited instant replay feature in Indianapolis 500: The Simulation. Whereas the latter offered a re-run of only the last 20 seconds of on-track action, and only from the perspective of either the player's own car or the leader, IndyCar Racing stores around an hour of footage from several different camera angles and for each of the active cars on the track. (Retired or crashed cars can no longer be selected for viewing after they are removed from the track.) Unlimited numbers of replays could be saved as well.

Crashes[edit]

Any opponent could crash at any point during the race (although subject to various constraints noted below). If the 'yellow flags' option is chosen from the 'OPTIONS'/'REALISM' menu selection, yellow flags will be waved immediately and a period of driving at reduced speed with no on-track overtaking will commence. Pit-stops can still be made during caution periods, and indeed if a crash occurs close to a standard pit-stop 'window', the majority of cars will usually take the opportunity to pit. Likewise, cars can retire due to mechanical failure during a caution period.

Racing under green-flag conditions recommences some laps later (varying from track to track) when the leader enters the home straight. Crashed cars show 'Crashed' next to their number and driver name on both the summary and the full standings charts.

Reception[edit]

Reception
Review scores
PublicationScore
MacUser[4]
Electronic Entertainment9 out of 10[5]

Shipments of IndyCar Racing to retailers surpassed 400,000 units by 1999.[6] According to Gord Goble of GameSpot, the game's global sales totaled roughly 300,000 units by 2004. He called this performance 'a definite step up from 1989's maiden effort and a real feather in the cap.'[7]

Creative PC-MIDI Keyboard eBayFunMix is a very simple mixing program where sample bass, drum, percussion, vocal and sound effects are allocated to the keys of the piano which can then be mixed and recorded. With Midi ouput, it also allows music notation software to help him compose his songs. Creative prodikeys pc-midi software installation cd. It include a program that will teach you how to play piano. Cons Piano not retractable, Piano keys not sensitive enough, Uncomfortable to use.

Computer Gaming World in 1994 called IndyCar Racing 'the only current driving sim where 180 mph feels like 180 mph', praising the simulation of drafting, AI drivers' behavior, and accurate depictions of racing tracks, while criticizing the documentation. The magazine concluded that it 'is the purest driving game ever let loose on the gaming public'.[8]

Indycar Racing Manual

IndyCar Racing was named Best Sports Program at the 1994 Codie awards.[9] It won Computer Gaming World's Simulation Game of the Year award in June 1994. The editors called the game 'the motor sports aficionado's dream come true.'[10]IndyCar Racing was a finalist for Electronic Entertainment's 1993 'Best Game' award, which ultimately went to X-Wing. The editors wrote that it 'is so realistic, A.J. Foyt could use it to practice'.[11]

In 1994 PC Gamer US named IndyCar Racing the 20th best computer game ever. The editors wrote that it 'looks great, sounds great, and feels great.'[12] That same year, PC Gamer UK named it the 9th best computer game of all time, calling it 'clearly the best motorsports game on the PC'.[13]

References[edit]

  1. ^'The Story Of Papyrus Racing Games'. GameSpot. CNET. Archived from the original on 29 September 2007. Retrieved 17 October 2006.
  2. ^'The History of Papyrus Racing - Page 2'. GameSpot. Retrieved 7 April 2008.
  3. ^Gord Goble. 'PC IndyCar Series Review'. GameSpot. CNET. Archived from the original on 12 December 2006. Retrieved 17 October 2006.
  4. ^Loyola, Roman (June 1997). 'The Game Room'. MacUser. Archived from the original on 21 February 2001. Retrieved 23 January 2020.
  5. ^Kawamoto, Wayne (March 1994). 'IndyCar Racing'. Electronic Entertainment. 1 (3): 106, 107.
  6. ^'Archived copy'. Archived from the original on 15 August 2000. Retrieved 23 January 2020.CS1 maint: archived copy as title (link)
  7. ^Goble, Gord (24 July 2004). 'History of Papyrus Racing Games'. GameSpot. Archived from the original on 3 August 2004.
  8. ^Goble, Gordon (February 1994). 'Out Of The Pits'. Computer Gaming World. pp. 32–34.
  9. ^'Software Publishers Association Picks Codie Winners'. Read.Me. Computer Gaming World. May 1994. p. 12.
  10. ^'Announcing the New Premier Awards'. Computer Gaming World (119): 51–54, 56–58. June 1994.
  11. ^Staff (March 1994). 'The First Electronic Entertainment Editors' Choice Awards'. Electronic Entertainment. 1 (3): 61–65.
  12. ^Staff (August 1994). 'PC Gamer Top 40: The Best Games of All Time'. PC Gamer US (3): 32–42.
  13. ^Staff (April 1994). 'The PC Gamer Top 50 PC Games of All Time'. PC Gamer UK (5): 43–56.

External links[edit]

  • IndyCar Racing at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=IndyCar_Racing&oldid=937171980'

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/IndyCarRacingII

Go To

A typical screen in the Race Replay
Indy Car Racing II is a racing simulation released by Papyrus Design Group, Inc. in 1995. The game is a follow-up to the 1993 game Indy Car Racing and ran in MS-DOS and Windows 95 and its siblings. It simulates the 1995 Indycar racing season, with some minor changes due to licensing rights (for example, Indianapolis Motor Speedway is missing and no tobacco/alcohol advertising, so the Penske cars have Penske instead of Marlboro and Rahal/Hogan is missing Miller sponors)
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One can choose from a single race, a complete Championship season (15 races), and Pre-season testing. Multiplayer play is possible. Each race consists of practice, qualification, and the actual race. In Championship mode the points are tallied after each race, and if you have the most points, you win the Championship.

For its time, the game was a fairly advanced simulation, with completely customizable car settings, choice of various combinations of chassis, engines and tires, and realistic handling, wear and damage. Three basic settings are provided for each circuit. Furthermore, adversary cars can be swapped between drivers, including the aforementioned choice of chassis, engine, and tires. All color schemes and car textures can be modified, either through the included editor, exporting the textures to a photo-editing program such as Photoshop and then importing them back into the game, or creating custom textures yourself and replacing game files. Textures can be turned on and off independently by category while playing. Three views are provided: First person, rear view of the car, rear aerial view of the car. An extensive replay system is incorporated in the game, which offers multiple cameras, a replay of the entire race (or since it was last saved), and the ability to save (selected parts of) replays as .AVI movies. Opponent strength can be changed to match your skills. Race length can also be changed. Everything can be modified!

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In line with this, the manual provided with the game is a good example of a Strategy Guide, a Walkthrough, and All There in the Manual, all bundled into one.

Has examples of:

  • Artistic License – Physics: Averted. It is likely the most realistic indycar simulation ever made.
  • Collision Damage: Realistic, Arcade, or none.
  • The Computer Is a Cheating Bastard: Saving a game saves the positions and the laps, but not the time between cars. You have a 2 minute lead? Gone after saving.
  • Cutscene: DNF or Victory, depending on ..well..
  • Deadly Walls: Car damage on realistic? Avoid walls at all costs. Definitely correct as stock cars can sometimes brush the wall, scrape the paint, and keep going, but in an open-wheel car, even the slightest wall contact is likely to cause major damage.
  • Difficulty Levels: From 80% to 120% adversary strength, driving aids available, custom controls, etc.
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  • Everything Breaks: The cars can be totally destroyed by a crash. Averted with regards to the circuits.
  • Game Mod: Car sets from USAC (1960/1970s) up to today have been made, same goes for tracks. There's an active mod community around, and very dedicated (In fact Indianapolis was among the most requested tracks. Strangely the other missing track, Miami wasn't released until last year)
  • Gravity Screw: The simulation's only real point of failure: cars are glued to the track and don't flip over. Often leads to cars ending up inside each other in a horrible clipping bug that might cause cars to get stuck. Or launched around the track. Or cars end up on places they are not meant to go and the game crashes.
  • Hand Wave: In real racing, teams can do very little testing during the season. Pretty much every racing simulation has unlimited testing, and IndyCar Racing II calls it Preseason Testing.
  • Hit Points: The tire wear and motor temperature gauges, essentially. Drop below a certain value (or go above, for the temperature gauge), and you're likely a DNF.
  • Limited Sound Effects: The original sound effects are not very realistic. For example, the engine sound is not that of an Indycar, but ressembles the noise a scooter makes. Thankfully, there are better fan-made ones.
  • No Plot? No Problem!: There is no plot.
  • Parody Commercial: Some AI opponents are fictional drivers with idiosyncratic fictional sponsors. Their names, logos and slogans stray a bit into parody land.
  • Player Versus Player: Multiplayer network play.
  • Shows Damage: Watch your car loose its front wing, become undriveable due to punctures, or explode against the wall or other cars.

Index