NASCAR by Papyrus

Previewed by Ross Erickson

The law of specialization is what created civilization and trade in our world and it is this specialization that creates masterpieces like Indianapolis 500, IndyCar Racing, and now, NASCAR. Papyrus, designer of the previously mentioned simulations is outdoing itself once again with the creation of NASCAR. Focusing on what they know and do best, create driving simulations, Papyrus is bringing perhaps the most advanced, technically and graphically, driving simulation ever produced for ANY computer system.

NASCAR is, of course, the darling of the American auto-racing circuit with some drivers like Dale Earnhardt, Rusty Wallace, Bill Elliott and others achieving near Rock Star celebrity status. It is these heavy(ier) stock cars (compared to their Indycar counterparts) that really sets this simulation apart. Masters of IndyCar Racing will NOT be able to just plunk down in front of their T1 racing controls and master NASCAR in an afternoon. It's an entirely new animal with entirely new racing physics. Master physicist Dave Kaemmer has gone to great lengths to ensure that NASCAR is an entirely new 'game'. The graphical details and visible manifestations of the physics model, however, are similar and draw on the strengths of the IndyCar racing engine. With one MAJOR enhancement - the support of SVGA, 640x480x256 color. The difference from IndyCar Racing to NASCAR is unbelievable. The car graphics, track, stadium, and every- thing about the game looks much crisper, brighter and cleaner. It truely is something to behold. As true in life, however, 'better' comes with a price. I was running NASCAR on a fairly quick 486/66 with a VLB video card that isn't too shabby (43.3 frames on 3D Bench) and I can definitely agree with Papyrus claim that a Pentium (a FAST Pentium) will be required to truely enjoy the simulation (read: fast frame rate). NASCAR really bogged down on the 486/66. You CAN turn much detail off and remain in high-res, but the result isn't pleasing for any discriminating gamer. Bottom line? You gotta pay the MHz piper if you want to run in SVGA.

The sound effects are very lifelike and enjoyable. They really enhance the illusion of being in a high-performance stock car, right down to the tire squealing, gear-box shifting, and scrapes against the high wall.

Papyrus will be including a lot of tracks in NASCAR with much variety between them. Included will be:

SUPER SPEEDWAYS

Talladega Superspeedway
Michigan International Speedway
Atlanta Motor Speedway
Darlington Raceway

SHORT OVALS

New Hampshire International Speedway
Phoenix International Raceway

HALF MILE OVALS

Bristol International Raceway
Martinsville Speedway

ROAD COURSES

Watkins Glen International Raceway

Obviously missing from this list is Daytona which, according to Papyrus will require separate licensing. Can you smell a tracks disk enhancement pack? I knew you could.

There's a lot of car tuning as is customary from a Papyrus sim. You can change the rear spoiler angle, tire pressure, tire stagger and camber, and weight jacking.

If you have the horsepower to play NASCAR, it will be, undoubtedly, the finest driving simulation yet produced. If you don't have the horsepower, the game is still enjoyable to play at low-res, though you'll be pining away for more MHz. We can complain about that but isn't that ALWAYS the case? If gamers want more realistic sims and more WOW in their games, you always have to pay Intel for it. It's not a bad thing either. The experiences we're rewarded for upgrading are more than worth it. NASCAR will have you cheering the day you went Pentium.

This preview is Copyright (C) 1994 by Ross Erickson for Game Bytes Magazine. All rights reserved.