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.
As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.
NASCAR Racing, followed up two years later by its sequel, NASCAR Racing 2, is a 1994 racing video game by Papyrus Design Group.
The game simulated the 1994 NASCAR Winston Cup. It featured many drivers, Gen-4 chassis (Ford Thunderbird, Chevy Lumina, Pontiac Grand Prix) and both Hoosier and Goodyear tires.
Nine tracks were included that could be raced individually or as part of a championship season. A subsequent expansion pack added a further seven tracks, but neither Daytona or Indianapolis were ever released.
Versions
NASCAR Racing was released for PC on 3.5″ Floppy with a separate addon pack, CD-ROM combined in various versions, and also as hardware accelerated builds for Matrox Millennium, NVIDIA NV1 and 3D Blaster VL Bus graphics cards. It was also bundled with a lot of early hardware including wheels, pedals and gamepads.
The Mac version, released in 1996 for Power PC Macs, included an updated 1996 carset as well as a number of other exclusive features such as voice commands, replay export to Quicktime MP4 and an uncapped framerate.