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Richard Yasi on Grand Prix Legends, Papyrus, and The Final Days of a Studio

If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.

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IndyCar Racing II

ICR2 is a simulation of the 1995 IndyCar Series. It featured 15 tracks and a selection of chassis and engines.

Re-released as CART Racing.

RSC Podcast RSC Podcast Episode 7 – Management Simulations, F1 Managers, Always Used To Be Better?

Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.

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Tim Wheatley

GT Interactive’s recent announcement of an upcoming title has been confirmed by Gordon Goble over at GameCenter, who also managed to get some extra comments from the developers.

Check out the article contents below:

You can add GT Interactive to the suddenly lengthy list of computer gaming distributors who have decided that realistic automobile racing makes for very good subject matter. In Trans-Am Racing, set for debut this October, GT takes racing simulation fanatics on a historical trek back to a time when late ’60s/early ’70s muscle cars shook tracks across North America.

Trans-Am Racing will ask computer drivers to test, modify, and race in an environment that GT promises will re-create the period, keeping a strict eye on maintaining the detailing and accuracy of each of the classic muscle cars. In that regard, GT has teamed with the Sports Car Club of America (the Trans-Am sanctioning body) for licensing of the cars from the 1968 to 1972 era, and Engineering Animation Inc. (EAI), a data visualization company with a decade of auto accident re-creation experience, for the 3D imagery and physics that make up the game.

Accident re-creation, huh? That should certainly make for some mighty fine crashes, though GT Interactive communications manager Lance Seymour assures us that gaming newcomer EAI is capable of far more than simply calculating how a car breaks apart in a collision. “There are people at EAI with quite a bit of industry experience,” says Seymour.

Trans-Am racers can jump behind the wheel of such four-wheeled icons as the ’66 Dodge Dart, ’68 Camaro, and ’70 Boss Mustang FB while driving through venerable circuits like Lime Rock, Riverside, and Bridgehampton. The competition? Well, let’s just say it will include the likenesses of Parnelli Jones, Mark Donohue, and Dan Gurney.

Though details are sketchy at this point, Seymour assures us that car modification will be extremely realistic, including “almost anything you can dream up.” Track detail will be “historically accurate,” and players will have control over “every single aspect of the game.” Seymour also says Trans-Am Racing is “a true simulation. We’re really looking to establish a presence in the racing simulation genre and we’re going all out to do so.”

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Trans-Am Racing ’68-’72

Originally announced to be released on PC and limited consoles. Never released.

 
 
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