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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.

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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When you say PC race sim, you’re usually talking about one of a smattering of games from just a few of companies: World Circuit and Grand Prix II from MicroProse and IndyCar, ICR II, and NASCAR Racing from Papyrus Design Group. Despite rumors to the contrary, there just haven’t been any other games worthy of the term simulation.

Well, get set race fans, because that’ll change this spring as Eidos Interactive (the same folks who brought us Tomb Raider) releases the surprise racing find of 1997, Power F1. Recently I had the chance to take an alpha version of this little beauty for a spin, and although Eidos insists Power F1 isn’t really meant to compete with hard-core simulations, it comes pretty danged close in a number of areas.

As the name suggests, Power F1 takes us on a journey through the Formula 1 jungle. With official licensing from the FIA Formula 1 World Championship, the game features all 17 circuits from the 1995 F1 season plus real-life colors, sponsors, and drivers. As a matter of fact, it looks as clean and sophisticated as the acclaimed Grand Prix II, and that in itself is a remarkable feat.

The game offers both an in-cockpit view and a behind-the-car, “chase” perspective on things, each filled with data and graphic detail. Out on the course, you’ll see almost everything a real driver would see, including billboards, tire smoke, wonderful little 3D mirrors, clouds with optional perspective correction, red-and-white painted curbing, and stunning grandstands and pit areas. Of course you’ll see the other cars too, but though they’re sharp and very detailed, at times they do come across a bit out of perspective, looking rather long from the sides.

Eidos says Power F1 will make this whole racing process a bit less strenuous on beginners, and to that end it’s built an on-screen help system. Hit the F1 key and you’ll get a continuous series of racing tips and advice such as “Jim Clark Kurve–right left,” or “long fast right.” Combined with braking assistance, optional automatic tranny, variable opponent strength, and positional indicators, this makes racing far less intimidating.

As for the drive itself, well, it doesn’t quite have the frightening reality of a Papyrus game or the authentic tire feedback of GP II, but it’s a far sight ahead of anything else out there, with just enough car setup modifications to make things interesting. The tracks, although beautiful and complemented with working curbing, sand traps, and textured pavement, are again a bit less demanding than those of the MicroProse game. Monaco looks and feels like Monaco, but it has looser turns, that while enjoyable, are a bit less technical.

Practice and qualifying modes, penalties for jump starts, disqualifications for dangerous driving, and full-blown pit stops add to the flavor. Power F1 will also offer several multiplayer options (including split-screen two-player and six-player network games) and a straightforward, intuitive menu system.

Says Eidos representative Gary Keith, “We want to price the game very competitively.” Therefore expect Power F1 to enter the market in the $50 range. As an extra incentive, Eidos will bundle the arcade driving game Big Red Racing. The exciting package should be out this March.

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