IndyCar Racing

Last updated: January 9, 2026

Overview

IndyCar Racing stands as one of the most influential racing simulations ever created, developed by Papyrus Design Group and published by Sierra On-Line in 19931. Following the success of their Indianapolis 500: The Simulation (1989), Papyrus created what many consider “the motor sports aficionado’s dream come true”2. The game was intended as a realistic simulation of CART IndyCar Racing, featuring authentic tracks, drivers, and the complete 1993 IndyCar season3.

The development was spearheaded by David Kaemmer, whose philosophy was simple yet revolutionary: “I wanted to make a program that would show someone, as much as possible, what it was like to drive a racecar”4. This approach resulted in what Computer Gaming World called “the only current driving sim where 180 mph feels like 180 mph”2. The game’s complex physics simulation contained hundreds of variables influencing car handling, making it a landmark achievement in racing game realism5.

Gameplay

Interface and Controls

IndyCar Racing featured multiple viewing perspectives including first-person, rear view, and rear aerial view8. The game supported various input devices including keyboard, mouse, and racing/steering wheel controllers, with Papyrus specifically recommending local bus video or PCI video for optimal speed9. Players could experience authentic IndyCar racing with detailed physics simulation and realistic damage and controls10.

The game included comprehensive telemetry data for realism and interactive driving schools to help players master the complex art of IndyCar racing11. As one reviewer noted, “Even on the easiest of settings, driving an IndyCar is comparable to riding a wild bull”12, emphasizing the game’s commitment to authentic simulation over arcade-style accessibility.

Structure and Progression

The original IndyCar Racing featured eight official track names and designs with authentic sponsors and logos7. Players could compete in single races, championship seasons, or pre-season testing, with the game including the complete roster of real IndyCar drivers from the 1993 season1. The tracks included Michigan International, Nazareth PA, Laguna Seca, Portland International, Milwaukee, Loudon NH, Toronto, and Long Beach13.

Mechanics and Realism

The key to the game’s acclaim was its complex and accurate physics model containing hundreds of variables that influenced car handling5. Players had access to thirteen different customizable characteristics for their cars, leading GameRevolution to observe: “You could spend an entire week inside the garage just fiddling with the many ways to improve your car’s performance”12. The simulation was so detailed that cars generated 675 horsepower, matching real IndyCar specifications8.

Reception

Contemporary Reviews

PublicationScoreNotes
MobyGames8.1/101993 release14
Hyper92%February 19942
Electronic Entertainment9/10March 19942
MyAbandonware4.65/5User aggregate15

Modern Assessment

Modern players continue to praise the game’s technical achievements. One user review noted: “Unbelievable physics model - even by today’s standards. Car damage is very accurately portrayed and you have to be a very skilled driver to navigate a lap, let alone a whole race”16. Another described it as “One of the greatest racing games of all time!!” emphasizing that “No game has come this close to the real thing”17.

The game’s graphics have also aged remarkably well, with one modern reviewer observing: “when this first came out, it had some of the best graphics for a racing game for it’s time. The 3d polygons still look pretty decent now, decades later actually”15.

Development

Origins

IndyCar Racing emerged from Papyrus Design Group’s previous success with Indianapolis 500: The Simulation, which was developed on a modest $90,000 budget8. David Kaemmer, the lead developer, came to racing simulation without a strong racing background initially18. The game was built as a successor to Indianapolis 500: The Simulation (1989) and incorporated improvements from NASCAR Racing8.

Production

The development team included key figures like David Kaemmer and Richard Barcia as programmers8. The game featured voice work by Paul Page as the announcer and Virginia Capers as narrator9. Music was composed by George Alistair Sanger and Joe McDermott1. The development process took approximately 2 years for the PC version, with an additional 8-9 months for the Amiga port8.

Technical Achievements

IndyCar Racing pushed the boundaries of racing simulation technology. At release, one technical analyst noted: “At this point IndyCar is practically matching coinop racers from Sega and Namco that run on dedicated hardware specifically designed for racers. The Sony PlayStation of 1994 isn’t even out yet”19. The game featured 640x480 SVGA graphics, digital stereo sound, and could achieve up to 60 fps8. It supported various sound systems including Sound Blaster, ProAudio, and limited Gravis UltraSound8.

Legacy

IndyCar Racing spawned a successful franchise with IndyCar Racing II released in 199512. The series evolved through multiple iterations and re-releases, including versions published as CART Racing after CART lost rights to the IndyCar name due to the 1995 feud with Tony George20. The game’s influence on racing simulations cannot be overstated, with modern sim racing communities still active around the title21.

The game earned numerous accolades, including Computer Gaming World’s Simulation Game of the Year award in June 1994, with the publication calling it “the motor sports aficionado’s dream come true”2. It also won Best Sports Program from the SIIA CODiE Awards in 199422.

Downloads

Purchase / Digital Stores

  • Currently not available on modern digital platforms

Download / Preservation

Series Continuity

References

Footnotes

  1. MobyGames - IndyCar Racing – - Basic game information and development details 2 3 4 5

  2. Wikipedia - IndyCar Racing – - Computer Gaming World award quote 2 3 4 5

  3. ClassicReload - IndyCar Racing – - Game development context and simulation details

  4. GameSpot - History of Papyrus Racing Games – - David Kaemmer quote about development philosophy

  5. RaceSimCentral - Papyrus Returns to Winners Circle – - Physics model details 2

  6. PCGamingWiki - IndyCar Racing – - Designer credits

  7. Internet Archive - IndyCar Racing 1993 – - Platform information 2

  8. Archive.org - IndyCar Racing Manual – - Technical specifications and viewing options 2 3 4 5 6 7 8

  9. FreeGameEmpire - IndyCar Racing Manual – - Hardware recommendations 2

  10. Archive.org - IndyCar Racing Details – - Gameplay features description

  11. Archive.org - MS-DOS IndyCar Racing II – - Feature list including telemetry and driving schools

  12. Wikipedia - IndyCar Racing II – - GameSpot review quote about difficulty 2 3

  13. NeverDieMedia - IndyCar Racing – - Track listing

  14. MobyGames - IndyCar Racing Reviews – - Review scores

  15. MyAbandonware - IndyCar Racing II – - User aggregate score 2

  16. GOG.com - IndyCar Racing Dreamlist – - User review about physics

  17. MobyGames - IndyCar Racing II – - Twilightseer user review

  18. Web Archive - IGN RPGVault – - Adam Levesque quote about racing background

  19. Lilura1 Blog - Papyrus Racing Games – - Technical achievement comparison

  20. Alison Hine - CART Racing – - Name change and re-release details

  21. ICR2.net – - Active community website

  22. Web Archive - Software Publishers Association – - CODiE Awards recognition