Shortly after the release of Grand Prix Legends the sim racing community looked forward to another title that promised to offer a similar insight into historic racing. Trans-Am Racing ’68-’72 ultimately never released, a victim of a publishers shady dealings, but as a part of my research I uncovered a VHS of a never-released trailer for the game. Watch the trailer and read about what sim racing missed out on.
Video game development is full of names that have made groundbreaking steps you’ve never even heard about. Shawn Nash is a behind-the-scenes pioneer responsible for SODA Off Road Racing’s incredible physics, Papyrus’ graphical advancements and iRacing’s use of laser scan data for the physical track surfaces.
This interview with RSC, published in 2021, details his early life and career, through both his own company, Papyrus, Electronic Arts, to his time at iRacing.
This American studio was formed by David Kaemmer (co-founder of Papyrus) and John W. Henry (at the time owner of the Boston Red Sox and avid sim racer – he has since added NASCAR team ownership and more) after Papyrus was shut down by Vivendi, owners of Sierra, in 2004.
iRacing acquired the NASCAR Racing 2003 Season software engine (itself an evolution of Grand Prix Legends), pushed groundbreaking track technology for home use and developed a Web-based front end where users could easily find races in a variety of vehicle-types using the iRacing service.
The company has acquired a number of other studios, most notably Monster Games.