Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
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.