IndyCar Racing

Short description: 1993 video game

This page is about the video game. For the sport of IndyCar racing, see American open-wheel car racing.

IndyCar Racing

Developer(s)| Papyrus Design Group
Publisher(s)|

* NA: Papyrus
* EU: Virgin Interactive

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
Release| 1993
Genre(s)| Sim racing
Mode(s)| Single-player, multiplayer

IndyCar Racing is a sim racing video game by Papyrus Design Group released in 1993 for MS-DOS.[1] Papyrus, consisting of David Kaemmer and Omar Khudari,[2] previously developed Software: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]

A sequel was released in 1996: IndyCar Racing II.

## Contents

* 1 Gameplay
* 1.1 Drivers
* 1.2 Qualifying
* 1.3 Races
* 1.4 Championship seasons
* 1.5 Instant replay function
* 1.6 Crashes
* 2 Reception
* 3 References
* 4 External links
* 5 Features
* 6 History
* 7 See also
* 8 References
* 9 External links

## Gameplay

Racing scene

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

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

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

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

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.

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

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

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

Reception

| Review scores

Publication| Score
Hyper| 92%[4]
MacUser| [5]
Electronic Entertainment| 9 out of 10[6]

Shipments of IndyCar Racing to retailers surpassed 400,000 units by 1999.[7] 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".[8]

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".[9]

IndyCar Racing was named Best Sports Program at the 1994 Codie awards.[10][11] 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".[12] 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".[13]

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".[14] 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".[15]

## References

1. ↑ "The Story of Papyrus Racing Games". GameSpot. CNET. http://uk.gamespot.com/features/6103365/p-5.html?sid=6103365&page=5.
2. ↑ "The History of Papyrus Racing - p. 2". http://www.gamespot.com/features/6103365/p-2.html.
3. ↑ Gord Goble. "PC IndyCar Series Review". GameSpot. CNET. http://uk.gamespot.com/pc/driving/indycarseries/review.html.
4. ↑ Mansill, Ben (February 1994). "Indycar Racing". Hyper (3): 61. https://archive.org/details/hyper-003/page/60/mode/2up?q="james+pond+3". Retrieved July 2, 2021.
5. ↑ Loyola, Roman (June 1997). "The Game Room". MacUser. http://macuser.zdnet.com:80/mu_0697/departments/personal_mac/game.html.
6. ↑ Kawamoto, Wayne (March 1994). "IndyCar Racing". Electronic Entertainment 1 (3): 106, 107.
7. ↑ "Designer's den: Adam Levesque". http://rpgvault.ign.com/features/den/den1.shtml.
8. ↑ Goble, Gord (24 July 2004). "History of Papyrus Racing Games". GameSpot. http://www.gamespot.com/features/6103365/.
9. ↑ Goble, Gordon (February 1994). "Out Of The Pits". Computer Gaming World: 32–34. http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=115.
10. ↑ "1994 Codie Awards Winners". Archived from the original on February 15, 2005. https://web.archive.org/web/20050215091406/http://spa.org:80/codies/2005/history_1994.asp. Retrieved December 4, 2024.
11. ↑ "Software Publishers Association Picks Codie Winners". Computer Gaming World: 12. May 1994. http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=118.
12. ↑ "Announcing the New Premier Awards". Computer Gaming World (119): 51–54, 56–58. June 1994. http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=119.
13. ↑ Staff (March 1994). "The First Electronic Entertainment Editors' Choice Awards". Electronic Entertainment 1 (3): 61–65.
14. ↑ Staff (August 1994). "PC Gamer Top 40: The Best Games of All Time". PC Gamer US (3): 32–42.
15. ↑ Staff (April 1994). "The PC Gamer Top 50 PC Games of All Time". PC Gamer UK (5): 43–56.

## External links

* MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

## Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

## History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
10. ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
11. ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
14. ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
15. ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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Papyrus Design Group video games

Open wheel racing|

* Indianapolis 500
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* NASCAR Racing
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* J. R. R. Tolkien's Riders of Rohan
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Games based on Indy car racing

| 1970s|

* Indy 500 (Atari)

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1980s|

* Indianapolis 500

1990s|

* ABC Sports Indy Racing
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* CART Fury Championship Racing
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* Car Town
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