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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.

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?

 

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According to Rick Genter of Papyrus in a reply on R.A.S. the software used at the 1995 Indy 500 Fanfest was in fact not IndyCar Racing 2.0, but a one-off build that while running in SVGA did not have the updated textures and models of the upcoming sequel.

Rick also noted that while they do have special versions of the software with LAN support they were using, this is not a feature they intend to implement into the retail product.

I think you misunderstood.

What we showed at Fanfest was specially made just for Fanfest. It was not ICR 2.0. It did have SVGA-quality car definitions, but did not have the new artwork being developed for ICR 2.0.

Furthermore, while yes, we do run multiplayer testing in-house over a Novell network, there are no plans at this time to release such a product. The multiplayer service is a dial-in service provided by Papyrus through which you can race against other players in various leagues. Again, there is no plan at this time to release a multiplayer, network version of ICR or NASCAR.

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