Indianapolis 500: The Simulation
Last updated: January 14, 2026
Overview
Indianapolis 500: The Simulation is a landmark racing video game released in December 1989, developed by Papyrus Design Group and published by Electronic Arts1. It was hailed as the first step of differentiating racing games from the arcade realm and into true racing simulation, marking a pivotal moment in the evolution of the genre2. The game accurately simulated the famous Indianapolis 500 Mile race, held annually at the Indianapolis Motor Speedway on Memorial Day weekend, one of the most famous automobile racing events in North America3.
The game was groundbreaking in multiple respects, featuring one of the first true 3D polygon graphics engines to appear on the PC platform4. It represented the debut release from Papyrus Design Group, a studio that would go on to become legendary in the racing simulation genre5. The game’s commitment to realism extended beyond graphics to include detailed car setup options, realistic physics, and an accurate representation of the 1989 Indianapolis 500 starting grid6. Magazine reviewers at the time suggested that anyone who couldn’t handle the simulation’s demanding gameplay should “stick to Out Run” or other less realistic software7.
Indianapolis 500: The Simulation established many conventions that would define sim racing for decades to come, including cockpit-only perspective, detailed car customization, and authentic race day procedures8. The game’s development team, led by David Kaemmer, would eventually evolve through various iterations of NASCAR and IndyCar simulations before morphing into iRacing, demonstrating the lasting impact of this pioneering title on the entire racing simulation industry9.
Game Info
Story Summary
Indianapolis 500: The Simulation places players in the role of a rookie driver competing in the prestigious 1989 Indianapolis 5003. Unlike narrative-driven games, the title focuses entirely on the authentic racing experience, casting players as the driver of car number 17, which replaces Rich Vogler’s Car #29 from the actual 1989 race2. Vogler had qualified 33rd and last place in the real event, giving players the challenge of starting from the back of the grid6.
The game recreates the complete 1989 Indianapolis 500 field, featuring all 33 cars that competed in the actual race9. Players must navigate not only the high-speed challenges of the 2.5-mile oval circuit but also the strategic elements of pit stops, tire management, and fuel consumption8. The authentic starting lineup means players race against the same competitors who took to the track on that Memorial Day weekend in 19896.
The simulation allows players to experience the full race day journey, from qualifying sessions using a four-lap average system to the main event itself3. Race lengths can be customized to 10, 30, 60, or the full 200 laps, allowing both casual players and dedicated simulation enthusiasts to experience the Indianapolis 500 at their preferred intensity level10. Higher difficulty modes introduce car damage and the full-course yellow caution system, creating authentic race conditions3.
Gameplay
Interface and Controls
Indianapolis 500: The Simulation presents the action exclusively from a first-person cockpit perspective, a bold design choice that was among the first in racing game history8. The game supports multiple input methods depending on platform: the PC version relies primarily on keyboard controls, while the Amiga version offers joystick, keyboard, and mouse options8. The interface displays essential racing telemetry including speed, RPM, lap times, and position information10.
The game features an innovative and easy-to-use replay feature which allows players to re-run races from a variety of angles, and also pause and rewind the action11. This was a groundbreaking feature for its era, allowing players to analyze their performance and enjoy memorable racing moments from multiple perspectives. Sound support includes PC speaker, Tandy/PCjr, Ad Lib, and Roland MT-32 options, with the Roland providing the highest quality audio experience4.
Structure and Progression
The game structure follows the authentic Indianapolis 500 race weekend format:
- Qualifying: Players must complete four timed laps, with their average speed determining their starting position among the 33-car field3
- Race Setup: Before each race, players can adjust car settings to optimize performance for track conditions10
- Race Day: The main event features options from 10 laps to the full 200-lap distance3
- Pit Strategy: Managing tire wear and fuel consumption becomes critical in longer races8
The game offers three difficulty modes that fundamentally change the racing experience3. Lower modes remove car damage and the full-course yellow system, which can lead to repeat carnage including traffic collisions and huge pile-ups when crashes occur3. Higher difficulty settings demand careful car management and strategic decision-making throughout the race10.
Puzzles and Mechanics
While not featuring traditional puzzles, Indianapolis 500: The Simulation presents players with complex mechanical challenges that require understanding of racing dynamics12. The car setup system allows adjustment of wing down-force, tire pressures, wheel stagger, and turbo output, each directly affecting handling characteristics2. This was the first racing game to really allow car setup tweaking that directly affected handling2.
Each of the three selectable Indy car chassis and engine combinations performs differently, requiring players to learn the unique characteristics of their chosen machine9. The game demands mastery of the racing line, braking points, and throttle control around the Indianapolis oval’s four corners8. Fuel strategy and pit stop timing add another layer of complexity, as players must balance speed against the need to conserve resources over the race distance10.
Reception
Contemporary Reviews
Indianapolis 500: The Simulation received widespread acclaim upon release, with publications praising its unprecedented realism and technical achievement7. Computer Gaming World reviewer Barry Werger described the game as a “hyper-realistic simulation [and] a valuable educational tool,” while also advising less dedicated players to “stick to Out Run”7. This sentiment captured the game’s position as a serious simulation rather than an accessible arcade racer.
Amiga Joker awarded the game 82% in their December 1990 review by Max Magenauer13. The publication praised the conversion while noting the technical achievement of bringing such a complex simulation to the home computer market. Various European gaming magazines provided scores ranging from 44% to 100% across different publications and platforms between 1990 and 199413.
In May 1991, Amiga Power listed Indianapolis 500 as the 9th best game of all time, demonstrating its lasting impact on the platform7. PC Gamer UK would later rank it as the 38th best computer game of all time in their April 1994 issue, describing it as “pure racing action at its best”7. DOS Days retrospectively awarded the game 7/10, noting that “1989 saw us entering into a new era of graphical detail with the launch of the very first DOS game with 3D polygons”4.
Modern Assessment
Modern assessments continue to recognize Indianapolis 500: The Simulation as a pioneering achievement in racing game history4. MobyGames aggregates critic reviews to an 84% score based on 22 ratings12. User reviews on MobyGames praise the game’s technical achievements, with one reviewer noting that “Indy 500’s graphics are simply stunning considering the system requirements. You cannot find a PC that won’t run this game well”12.
Computer Gaming World later listed the game as the 122nd-best computer game ever released in their November 1996 retrospective7. The Old-Games.RU community rates it 8/10 by reviewer Fabricator, with users giving an average of 5/1014. The LaunchBox Games Database community rates the DOS version 4.24/5 and the Amiga version 3.93/515.
Aggregate Scores:
- MobyGames: 84% (22 critic reviews)12
- My Abandonware: 4.58/5 (88 votes)16
- LaunchBox (DOS): 4.24/515
- LaunchBox (Amiga): 3.93/515
- Old-Games.RU: 8/10 (reviewer), 5/10 (users)14
Development
Origins
Indianapolis 500: The Simulation emerged from Papyrus Design Group, a studio founded by David Kaemmer and Omar Khudari with the specific goal of creating authentic racing simulations17. The development budget totaled approximately $70,000 over an 18-month development period7. This modest budget produced a title that would fundamentally reshape expectations for racing game realism.
The development team sought to create an experience that accurately represented what it felt like to compete in the Indianapolis 500, going beyond the superficial representation of racing found in arcade games of the era8. The choice to focus exclusively on the Indianapolis Motor Speedway allowed the team to concentrate their efforts on perfecting every aspect of that single iconic venue4. Race Sim Central notes that side-by-side comparisons of the Indianapolis track in the game alongside real-life footage reveal “incredible” accuracy for the time the software was released8.
Production
The production of Indianapolis 500: The Simulation required solving numerous technical challenges, particularly in creating a functioning 3D polygon graphics engine on the limited hardware of late 1980s personal computers4. The team developed custom rendering technology that could shift colored 3D polygons around the screen at remarkable speeds, creating what Top Gear described as graphics that “look more like the world’s most painful magic eye puzzle” by modern standards9.
Rob Hubbard, who was new to Electronic Arts as music director at the time, composed the game’s audio2. His work on the title helped establish the atmospheric sound design that would become a hallmark of simulation racing games. The game used manual-based copy protection, a common method of the period requiring players to answer questions from the physical documentation2.
Development Credits:4
- Designer: David Kaemmer
- Designer: Richard Garcia
- Designer: Wilfredo Aguilar
- Composer: Rob Hubbard
Technical Achievements
Indianapolis 500: The Simulation represented a quantum leap in racing game technology, becoming one of the first true 3D polygon titles to hit the PC platform4. The game rendered all vehicles and trackside objects as three-dimensional polygons rather than the sprite-based graphics common to racing games of the era9. This technical achievement was revolutionary, establishing the foundation for all future 3D racing simulations.
The simulation engine accurately modeled the physics of IndyCar racing, including the effects of aerodynamic adjustments, tire grip, and fuel load on vehicle handling2. The game featured a fully functioning pit lane where players could make tire changes and refuel during races9. Each chassis and engine combination in the game performed differently, reflecting the diversity of equipment used in actual IndyCar competition9.
Technical Specifications
DOS Version:4
- Resolution: 320x200
- Colors: 256 (VGA/MCGA), 16 (EGA)
- Graphics Modes: VGA, EGA, CGA, Tandy/PCjr, Composite CGA
- Audio: PC speaker, Tandy/PCjr, Ad Lib, Roland MT-32
- CPU Required: Intel 8088/8086 (386DX-25 ideal)
- RAM: 384 KB minimum (512 KB or more recommended)
- Media: Two 5.25” DS/DD 360 KB floppy disks
- Installed Size: 685 KB4
Amiga Version:16
Cut Content
No documented cut content has been identified in available research materials. The game appears to have shipped with its intended feature set intact, though the single-track limitation suggests scope constraints during development4.
Version History
| Version | Date | Platform | Notes |
|---|---|---|---|
| 1.0 | December 1989 | DOS | Initial public release4 |
| 1.0 | October 1, 1990 | Amiga | Amiga port with minor programming differences15 |
| - | 1990 | DOS | Brazilian release by Electronic Arts16 |
Technical Issues
The Amiga version contained a programming error that resulted in two cars being numbered 20 in the field7. The DOS version’s engine sound was described by one reviewer as sounding “like a swarm of angry, metallic hornets”6. Users reported that the ET4000 graphics card could cause cyan fills issues in certain display configurations4.
Several gameplay issues were noted by contemporary players, including clumsy AI that could run the player off the road and lapped cars that failed to yield appropriately6. The Amiga version suffered from frame-rate issues that impacted the smoothness of the racing experience6. Control sensitivity was also criticized, with reports of the car jerking under player input14.
Easter Eggs and Trivia
- Rich Vogler’s Legacy: The player’s car #17 replaces Rich Vogler’s Car #29, who qualified 33rd and last place in the actual 1989 Indianapolis 5002
- Emerson Fittipaldi: The legendary driver Emerson Fittipaldi was shown playing this game during an Indianapolis 500 television broadcast16
- iRacing Connection: The source code from Indianapolis 500: The Simulation was later used as the basis for early builds of iRacing.com, demonstrating the lasting technical legacy of the game6
- Authentic Grid: The game accurately mimics the starting line-up from the 1989 Indianapolis 500 race, with all 33 competitors represented4
- Same Year as Super Mario Land: The game released in the same year as Nintendo’s portable classic, highlighting the diverse gaming landscape of 19899
Voice Cast
Indianapolis 500: The Simulation does not feature voice acting. The game’s audio consists of engine sounds, environmental effects, and Rob Hubbard’s musical compositions2.
Legacy
Sales and Commercial Impact
Indianapolis 500: The Simulation achieved significant commercial success, selling more than 200,000 units by 19947. This sales performance validated the market for serious racing simulations and paved the way for Papyrus Design Group’s subsequent titles. The game established Electronic Arts as a publisher willing to support ambitious simulation projects alongside their more accessible sports titles.
The commercial success of Indianapolis 500 directly enabled Papyrus to develop their immensely successful racing series, including NASCAR Racing and IndyCar Racing16. The game proved that a dedicated audience existed for realistic racing simulations, fundamentally changing publishers’ perceptions of the racing game market5.
Collections
Indianapolis 500: The Simulation has been preserved through various digital distribution channels and emulation services. The Internet Archive hosts a playable version with over 47,509 views and 153 favorites as of recent counts3. Multiple abandonware and retro gaming sites offer the game for download, ensuring its continued availability to modern players interested in racing game history16.
Fan Projects
While no major fan remake projects have been documented, the game’s legacy lives on through the continued development of Papyrus-descended simulations. The source code’s influence on iRacing.com represents perhaps the most significant continuation of the game’s technical achievements6. Racing simulation enthusiasts continue to reference Indianapolis 500 as a foundational text in discussions of the genre’s evolution8.
Related Publications
- Game Manual: Included with retail copies, featuring copy protection questions and car setup guidance2
- Reference Card: Quick reference for keyboard controls and basic gameplay4
Critical Perspective
Indianapolis 500: The Simulation occupies a unique position in gaming history as the title that definitively separated racing simulations from arcade racing games8. Race Sim Central identifies it as “the title that finally tore a rift between racing game and racing simulation,” establishing a distinction that persists to this day8. The game demonstrated that personal computers could deliver experiences approaching the complexity and authenticity previously reserved for professional training equipment.
The game’s influence extends far beyond its direct sequels. Top Gear suggests that Indianapolis 500: The Simulation “could make a reasonable claim to being the first proper PC sim,” positioning it as an ancestor to the entire modern sim racing genre9. Its technical innovations—3D polygon graphics, detailed car physics, authentic track modeling—became standard features that players now take for granted. The trajectory from this $70,000 development to iRacing’s multi-million dollar operation illustrates how thoroughly the game’s vision has permeated the racing simulation industry7. For players seeking to understand the origins of sim racing, Indianapolis 500: The Simulation remains essential historical documentation of a pivotal moment when racing games transformed into something approaching authentic driving experiences11.
Downloads
Download / Preservation
- Internet Archive
- MyAbandonware
- DOS.Zone (Browser Play)
- ClassicReload (Browser Play)
- RetroGames.cz (Browser Play)
- Play Classic Games
Series Continuity
Indianapolis 500: The Simulation launched Papyrus Design Group’s career as the premier developer of racing simulations5. While not part of a numbered series, the game established the technical and design foundations that would inform all subsequent Papyrus titles. The studio went on to develop IndyCar Racing (1993) and the NASCAR Racing series, building directly upon the simulation engine and design philosophy established with this inaugural effort16.
The game’s DNA can be traced through the entire evolution of serious racing simulation on personal computers6. David Kaemmer, the game’s lead designer, co-founded iRacing.com, which continues to develop and operate one of the most respected online racing simulation services in the world6. In this sense, Indianapolis 500: The Simulation represents the genesis point for a lineage of racing simulations that continues to evolve over three decades later9.
- Next: IndyCar Racing (1993)
References
Footnotes
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Wikipedia – Indianapolis 500: The Simulation – developer, publisher, platforms, release dates ↩ ↩2 ↩3 ↩4
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Agent Palmer – Revisiting Indianapolis 500 – car setup features, player car details, Rob Hubbard info, Computer Gaming World review ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10
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Internet Archive – Indianapolis 500 – gameplay features, race description, difficulty modes ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9
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DOS Days – Indy 500 – technical specifications, development credits, 3D polygon graphics, version history ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12 ↩13 ↩14 ↩15 ↩16 ↩17
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Wikipedia – Papyrus Design Group – developer background, company history ↩ ↩2 ↩3
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Highway Forever – Indianapolis 500 Review – iRacing connection, AI issues, sound description, Rich Vogler details ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10
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Wikipedia – Indianapolis 500: The Simulation – reviews, sales figures, awards, development budget, Barry Werger quote ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11
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Race Sim Central – Indianapolis 500 – first-person view, control methods, track accuracy, simulation significance ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12
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Top Gear – Remembering Indianapolis 500 – 3D graphics, 33 cars, iRacing evolution, contemporary context ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10
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Play Classic Games – Indianapolis 500 – race lengths, car customization options ↩ ↩2 ↩3 ↩4 ↩5
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The King of Grabs – Indianapolis 500 PC – replay feature, historical significance ↩ ↩2
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MobyGames – Indianapolis 500 Reviews – aggregate score, user reviews, technical praise ↩ ↩2 ↩3 ↩4
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AMR – Indianapolis 500 Reviews – Amiga Joker score, multiple magazine review scores ↩ ↩2
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Old-Games.RU – Indianapolis 500 – Russian review scores, control issues, AI problems ↩ ↩2 ↩3
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LaunchBox Games Database – Papyrus Games – community ratings, Amiga release date ↩ ↩2 ↩3 ↩4
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My Abandonware – Indianapolis 500 – user rating, publishers, file sizes, sound support, Fittipaldi trivia ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7
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RetroGames.cz – Indianapolis 500 – developer founders, Rob Hubbard details ↩
