NASCAR Racing 2003 Season

Last updated: January 22, 2026

Overview

NASCAR Racing 2003 Season (commonly abbreviated as NR2003) is a stock car racing simulator developed by Papyrus Design Group and published by Sierra Entertainment, released in February 2003 for Windows and later for Mac OS X.1 The game represents the eighth and final entry in Papyrus’s acclaimed NASCAR Racing series, which began in 1994 and revolutionized PC racing simulations.2 Featuring all 23 real-world NASCAR Winston Cup Series tracks, officially licensed teams, drivers, and sponsors from the 2003 season, the game established what PC Gamer called “a daunting new standard for PC racing simulations that may take years to eclipse.”1

The simulation was developed in close collaboration with Goodyear Tire & Rubber Company and Jasper Motorsports (Winston Cup team #77) to create an unprecedented level of authenticity in its physics modeling.3 “To date no other game has delivered the same level of authenticity; the same feeling that you are indeed in control of a large and very powerful stock car,” noted GameSpot’s review.4 The game supported up to 42 players racing simultaneously online, featured adaptive artificial intelligence that adjusted to player skill levels, and included comprehensive driving aids for newcomers alongside the depth demanded by hardcore simulation enthusiasts.5

NR2003’s release marked the end of an era for Papyrus, as Electronic Arts acquired the exclusive NASCAR video game license beginning in 2004, forcing the game to be pulled from store shelves.6 Despite this, the game has maintained a dedicated community for over two decades, sustained by extensive modding capabilities that have kept it relevant as “the greatest representation of NASCAR in gaming history.”7 The game’s source code was later purchased by Dave Kaemmer and became the foundation for iRacing, the premier online racing simulation service.8

Story Summary

As a racing simulation rather than a narrative-driven game, NASCAR Racing 2003 Season does not feature a traditional story. Instead, the game places players in the role of a NASCAR Winston Cup Series driver competing through an authentic recreation of the 2003 racing season.5 Players can participate in single races, practice sessions, or complete championship seasons pursuing the Winston Cup title across all 23 official tracks on the schedule.4

The game captures the atmosphere and drama of professional stock car racing through its comprehensive simulation of race day activities. From qualifying sessions to pit strategy, tire wear management, and fuel calculations, every aspect of NASCAR competition is represented.10 Players experience the intensity of close-quarters racing at 200 mph, the strategic decisions of when to pit under caution, and the challenge of maintaining consistency over race distances ranging from short sprints to full 500-mile events.4

Career progression involves building driver skills and understanding the nuances of each track’s characteristics. The adaptive AI system ensures that races remain competitive regardless of player skill level, automatically adjusting opponent difficulty to provide appropriate challenge.11 Weather conditions, track temperature, and rubber buildup on the racing surface all dynamically affect car handling, requiring drivers to continuously adapt their strategies throughout events.10

Gameplay

Interface and Controls

NASCAR Racing 2003 Season offers comprehensive control options supporting keyboard, mouse, analog joysticks, and dedicated racing wheels with force feedback.12 The cockpit view provides authentic instrument displays showing RPM, speed, oil pressure, water temperature, and fuel levels, while optional driving aids including anti-lock brakes, automatic shifting, automatic clutch, and traction control help newcomers learn the fundamentals.13

“You truly get the feel of having a 750-horsepower beast at your control, a beast that responds best to gentle nudges,” observed GameSpy’s review.3 The physics model accurately simulates the behavior of heavy stock cars on banked oval tracks, with tire temperatures, aerodynamic drafting, and suspension dynamics all affecting handling characteristics. Force feedback wheels communicate road surface conditions, tire grip levels, and the effects of aerodynamic turbulence from nearby cars.12

Structure and Progression

The game structures competition around the official 2003 NASCAR Winston Cup Series schedule:4

  • Single Race: Jump into any track for immediate racing action
  • Practice Sessions: Unlimited testing to develop car setups
  • Qualifying: Time trials to determine starting positions
  • Championship Season: Full schedule of 36 races pursuing the Winston Cup title
  • Online Multiplayer: Up to 42 players competing via Internet or LAN5

Players can customize race lengths from short sprints to full-distance events, adjust field sizes up to 43 cars, and modify numerous race parameters including fuel consumption rates, tire wear, and caution frequency.4

Tracks

The game includes all 23 tracks from the 2003 NASCAR Winston Cup Series schedule, plus one fantasy track:4

  • Superspeedways: Daytona International Speedway, Talladega Superspeedway
  • Intermediate Ovals: Atlanta Motor Speedway, California Speedway, Chicagoland Speedway, Homestead-Miami Speedway, Kansas Speedway, Las Vegas Motor Speedway, Lowe’s Motor Speedway, Michigan International Speedway, Texas Motor Speedway
  • Short Tracks: Bristol Motor Speedway, Martinsville Speedway, New Hampshire International Speedway, North Carolina Speedway, Phoenix International Raceway, Richmond International Raceway
  • Road Courses: Infineon Raceway, Watkins Glen International
  • Unique Ovals: Darlington Raceway, Dover International Speedway, Indianapolis Motor Speedway, Pocono Raceway
  • Fantasy Track: Coca-Cola Superspeedway4

Night racing is available at Bristol Motor Speedway and Daytona International Speedway, featuring dynamic lighting effects.4

Puzzles and Mechanics

The simulation’s depth centers on car setup and race strategy rather than traditional puzzles. The garage area provides extensive adjustment options for suspension geometry, gear ratios, aerodynamic downforce, tire pressures, and dozens of other parameters.10 “This is a sim, so the cars are not easy to drive, nor are they straightforward to setup,” notes the community guide.14

Pit strategy plays a crucial role in race outcomes, requiring decisions about when to pit, how much fuel to take, whether to take two or four tires, and whether to make chassis adjustments.4 The game simulates tire wear and fuel consumption realistically, forcing players to balance speed against longevity. Drafting aerodynamics at superspeedways create strategic opportunities for slingshot passes and multicar breakaways.3

The AI rating system uses separate parameters for driver skill (qualifying ability, track-type preference, consistency, aggression, finishing ability) and car performance (engine, aerodynamics, chassis, reliability), creating realistic variation in competitor behavior. “A premier driver is not going to have winning results with a mediocre car, nor is a lousy driver always going to win with a hotrod.”15

Reception

Contemporary Reviews

NASCAR Racing 2003 Season received critical acclaim upon release, earning what Metacritic described as “generally favorable reviews” with an aggregate score of 89/100 based on 18 reviews.1

PC Gamer US awarded the game 95%, with reviewer Andy Mahood declaring it “established a daunting new standard for PC racing simulations that may take years to eclipse.”1 IGN scored it 9.3/10, with Randy Magruder stating “NASCAR Racing 2003 will be the reference work for NASCAR sims for the forseeable future.”16 He added: “It’s almost time to stop thinking of this as a game and just as a flat out simulation.”17

GameSpot gave the game 8.8/10, with reviewer Gord Goble noting: “Though NASCAR Racing 2003 Season isn’t quite a revolutionary game, it is nevertheless a worthy finale for the series.”4 He praised the authenticity: “Many have tried, but to date no other game has delivered the same level of authenticity.”4

GameSpy awarded an “Outstanding!” rating, with Scott Osborne highlighting “Thrilling, challenging races; immersive detail and realism; excellent graphics and audio” while noting “Serious graphics optimization issues; upgrades from 2002 significant, but not huge” as drawbacks.3 PC Gameworld gave a perfect 100/100 score.17

French publication Jeuxvideo.com scored it 16/20, with reviewer Dinowan praising it as “Une suite très honnorable qui innove peu mais bien” (A very honorable sequel that innovates little but well), while noting the AI sometimes felt like “HAL from 2001: A Space Odyssey in his ‘I never make mistakes’ style.”18

Game Chronicles declared: “This is the ultimate NASCAR simulation and with downloadable content it will be the last one you ever need.”17 Yahoo! stated: “No other racing game on any platform simulates the NASCAR experience this accurately.”19

Modern Assessment

Two decades after release, NASCAR Racing 2003 Season continues to be regarded as the pinnacle of NASCAR simulation gaming. “Rarely is a game able to stand the test of time quite like NASCAR Racing 2003 Season,” notes Daily Downforce. “It hits all of the points that a NASCAR simulation should, and it does incredibly well.”20

Community sentiment remains overwhelmingly positive. “22 years and this title still holds up remarkably well. Nothing released since has measured up to the quality of this game,” commented one GOG wishlist user.7 “The greatest representation of NASCAR in gaming history. Infinitely moddable, infinitely customizable,” praised another.7

The game maintains an active speedrunning community with 253 total runs submitted by 45 players across 35 different track categories.21

Aggregate Scores:

  • Metacritic: 89/100 (18 critic reviews)1
  • MobyGames: 8.0 Moby Score, 84% critics average (15 ratings), 3.9/5 players (20 ratings)2
  • MyAbandonware: 4.52/522
  • Gamewise: 4.50/523

Development

Origins

NASCAR Racing 2003 Season represented the culmination of nearly a decade of stock car racing simulation development at Papyrus Design Group. The NASCAR Racing series had begun in 1994, becoming one of “the most solid franchises in games.”24 Development commenced after NASCAR Racing 2002 Season, with the game announced in September 2002.5

The game was developed during a turbulent period for Papyrus. Electronic Arts was aggressively pursuing exclusive licensing arrangements with major sports properties, and rumors circulated that NASCAR might be next.6 Rich Yasi, Papyrus Director of Design and Production, later confirmed: “It’s unfortunate that the relationship with NASCAR had to end. We did some high-quality work, but now it’s time to move on.”6 The team briefly considered naming the game “Final Season” in acknowledgment of the circumstances.6

Production

Knowing this would likely be their final NASCAR title, the development team approached the project with determination to create their definitive work. “They ‘pulled out the stops’ to give us the best possible experience, and set the bar as high as possible for EA,” Yasi explained.16

The physics engine received major attention, refined under consultation with NASCAR team engineers and developed in partnership with Goodyear Tire & Rubber Company and Jasper Motorsports.3 These partnerships provided real-world tire data and vehicle dynamics information that informed the simulation’s behavior. “We truly believe that it will serve as the industry benchmark for years to come,” stated producer Steve Myers.25

Charles Holtzclaw, Brand Manager at Sierra Entertainment, emphasized the legacy being built: “For over a decade, we have brought authentic and immersive driving experiences to the PC marketplace. We’re confident that NASCAR Racing 2003 Season will be a new benchmark in this successful line of outstanding titles.”24

Development Credits:2

  • Design Director: Richard Yasi
  • Associate Designer: Greg Hill
  • Producer: Steve Myers
  • Key People: David Flamburis, David Chait

The game credits list 150 people (99 developers, 51 thanks).2

Mac OS X Port

The Macintosh version was developed by Westlake Interactive and co-published by Aspyr Media.26 Announced in April 2003 and entering duplication by May 2003, the Mac version launched at $49.95 US.27 The port received positive coverage, with Macworld calling it “the swan song of a terrific game franchise that carefully simulates what it’s like to muscle a roaring NASCAR racing vehicle around real-world tracks.”28

Technical Achievements

The game engine, known as Papy3D, represented the pinnacle of Papyrus’s technical development, building on refinements made for Grand Prix Legends.5 Graphics featured new 3D rendering with animated pit crews, dynamic lighting, dirt and oil accumulation on windshields, helicopters circling the track, and detailed track surface mapping.1129

The simulation accurately modeled tire temperature effects, damage modeling, doppler audio effects, and sophisticated drafting aerodynamics.30 The netcode supported full fields of 42 players racing online simultaneously, a technical achievement that would later become foundational to iRacing.8

The game included multiple physics models hidden within the code, including CUP, GNS (Grand National Series), CTS (Craftsman Truck Series), and PTA (six-speed prototype) configurations, though only the Cup Series content was officially accessible in the vanilla release.8

Technical Specifications

Windows Version:1231

  • Minimum CPU: Intel Pentium II 450 MHz
  • Recommended CPU: Intel Pentium III 800 MHz
  • Minimum RAM: 64 MB
  • Recommended RAM: 128 MB
  • Video Card: 16 MB Direct3D-compatible (32 MB recommended)
  • APIs: Direct3D, OpenGL (unsupported)
  • DirectX: 8.1 or later
  • CD-ROM: 8X
  • Disk Space: 541 MB
  • OS: Windows 98/ME/2000/XP

Mac OS X Version:32

  • Minimum CPU: PowerPC G4 733 MHz (or G4 500 MHz Dual)
  • Recommended CPU: PowerPC G4 867 MHz
  • Minimum RAM: 256 MB
  • Recommended RAM: 512 MB
  • Video Card: 16 MB ATI Radeon or NVIDIA GeForce 2 MX (32 MB recommended)
  • Disk Space: 665 MB
  • OS: Mac OS X 10.1.5 or later

Cut Content

Papyrus had planned a Craftsman Truck Series expansion pack before EA acquired the exclusive NASCAR license, as evidenced by unused green-white-checkered finish spotter dialogue found in the game files.33 The game also contains unused spotter insults that were left over from predecessors, which would normally play if the player collided with the pace car.33

Darrell Waltrip’s track tours, a feature from the previous version, were eliminated from this release.34 Cars from Chip Ganassi Racing were absent from the game.1 Additionally, the Grand National Series cars, Truck Series trucks, and six-speed PTA physics were present in the code but locked in the vanilla version, later unlocked by the community’s “Project Wildfire” mod.8

Version History

VersionDatePlatformNotes
1.0.0.0January 17, 2003WindowsInitial development build13
1.0February 11-14, 2003WindowsRetail release1
1.1.0.32003WindowsFirst update patch31
1.2.0.1September 16, 2003WindowsMajor update with AI, physics improvements35
1.2.72003Mac OS XPatcher32
1.2.82003Mac OS XUpdate32

The 1.2.0.1 patch introduced significant modifications including improved computer AI, enhanced physical model, better car control, improved trail building, graphics improvements, and user interface updates.35 This version is not multiplayer compatible with previous versions, and telemetry gathering programs from earlier versions are incompatible.31

Technical Issues

The game has several known compatibility issues:936

  • Game crashes when running fullscreen on PCs with insufficient system memory
  • Pure Virtual Function Call error in Visual C++ on modern Windows systems
  • The OpenGL renderer is unsupported and may not work on all graphics cards
  • Initial release had joystick compatibility problems
  • Nighttime rendering bugs at Charlotte Motor Speedway
  • Track loading problems on certain CD-ROM drives, particularly Kenwood models

The Mac OS X version does not work on macOS Catalina (10.15) or later due to removal of 32-bit application support.9 Additionally, as of 2020, the Mac version cannot run on emulators due to heavy reliance on OpenGL for 3D graphics.32

Modern installations require several patches and workarounds, including a no-CD patch, 4GB virtual memory patch to expand the original 2GB limit, and DirectX 8 to DirectX 9 updates.36

Easter Eggs and Trivia

  • An unobscured NASCAR Winston Cup Series logo appears on Chicagoland Speedway’s Victory Lane textures33
  • The game includes the fictional Coca-Cola Superspeedway track carried over from the 2002 edition18
  • Rachel Bolan from the rock band Skid Row appears as a driver in a green-and-purple car, a series tradition30
  • Ned Jarrett narrates the title sequence with the line “I’m Ned Jarrett. From Papyrus, this is NASCAR Racing”30
  • The European version has Terry Labonte removed from the default carset33
  • NASCAR drivers reportedly use the game for training purposes16

Legacy

Sales and Commercial Impact

NASCAR Racing 2003 Season achieved strong initial sales in the United States at its $49.99 retail price, though it did not match the commercial success of NASCAR Racing 4, which sold 260,000 units.5 The game sold at least 100,000 units in the U.S., contributing to total U.S. sales of NASCAR Racing computer games released in the 2000s reaching 900,000 units by August 2006.1

The game’s commercial life was cut short when Electronic Arts acquired the exclusive NASCAR video game license. “While it is rare for NASCAR to enter into an exclusive licensing arrangement, Electronic Arts has truly stood out in long-standing efforts to support the entire NASCAR industry,” stated Blake Davidson, NASCAR Licensed Products Managing Director.6 After Vivendi’s license to use NASCAR trademarks expired in 2004, remaining copies had to be removed from store shelves.8

Awards

  • PC Gamer US 2003 Best Racing Game1
  • GameSpy 2002 PC Racing Game of the Year (predecessor; NR2003 marketed as sequel)37
  • GameSpy 2003 PC Racing Simulation of the Year2
  • Macworld 2003 Game Hall of Fame – Best Gaming Twosome (with Logitech Momo Racing Wheel)28
  • IGN Editors’ Choice16

Company Closure

Papyrus Design Group was officially shut down by publisher Vivendi Universal in May 2004.4 “When Papyrus Racing Games released its final installment in the storied NASCAR Racing series in February of 2003 and was then officially shut down by publisher Vivendi Universal in May of this year, one of the most remarkable tales in all of computer gaming was seemingly brought to a disappointing and premature standstill,” wrote Gord Goble.38

“As simulations became hard to market, as they are often considered difficult and time-consuming, the 2003 version would be the last Papyrus game.”39 Electronic Arts had also acquired the exclusive NASCAR license for all platforms, eliminating their core audience.39

iRacing Foundation

Following Papyrus’s closure, Dave Kaemmer purchased the NR2003 source code and assets for $1 million through his company FIRST, LLC (later FIRST.net LLC).5 This code became the foundation for iRacing, the subscription-based online racing simulation service launched in 2008.

“We used the NR2003 code as a starting point, taking advantage of its greatest strengths, such as the net code, which allows full fields of drivers to race online in real time, and the replay system,” the iRacing FAQ explained.8 “iRacing was designed to bring all racers under one roof but at the same time accommodate all of the various types of racing interests and levels.”40

Online Services Shutdown

Sierra shut down the official online servers on August 16, 2007.33 However, the community has maintained multiplayer functionality through custom server solutions and services like GameRanger.32

Modding Community

The game’s legacy is perhaps most defined by its extraordinary modding community, which has kept it alive and relevant for over two decades. “The modding community on NASCAR Racing 2003 is second to none,” notes Daily Downforce. “Tracks, drivers and cars from any era in NASCAR post-2003 can be found somewhere.”20

Community-created content includes car sets covering every NASCAR season from 1962 through 2024, custom tracks from around the world, and physics modifications for various racing series.41 The “Project Wildfire” mod, released shortly after the game’s launch, unlocked the hidden Grand National Series and Truck Series content as well as the six-speed PTA physics model.8

“NR2003 has proper physics, AI that can be raced against and most importantly, continuous content upgrade by huge number of players,” summarizes one community resource.41 The r/Nr2003 subreddit declares: “We’re dedicated to keeping this nearly 21-year-old sim alive and well.”14

Bonus Track Pack

In May 2003, Sierra released a free downloadable track pack containing three fictional tracks created exclusively by Papyrus Racing Games:42

  • Hillside International Speedway: A one-mile racetrack with 12-degree banked straights and 36-degree banked turns
  • Eight Bowl Superspeedway: A 2.5-mile figure-eight shaped track with flat straights and 31-degree banked turns, featuring a 25-foot tall bridge on the front straight
  • Papyrus Motorsport Park: A 3.77-mile road course described as a “Roval” (road course meets oval), designed to be accessible to novices

Collections

NASCAR Racing 2003 Season was not included in any official compilation releases due to the early termination of NASCAR licensing. Original physical copies remain collectible, with complete copies commanding prices around 94.43

  • Official Game Manual: Included with retail release, documenting controls, game modes, and setup options13
  • The game did not receive official hint book publication due to its nature as a racing simulation rather than puzzle-based game

Critical Perspective

NASCAR Racing 2003 Season occupies a unique position in gaming history as both a technical masterpiece and a victim of industry consolidation. The game represented the culmination of Papyrus’s decade-long refinement of stock car racing simulation, incorporating lessons learned from Indianapolis 500: The Simulation through Grand Prix Legends.8

“In my opinion, Papyrus arguably went out on top with their final release, NASCAR Racing 2003 Season. Everything they learned from Indianapolis 500: The Simulation onward made its way into this title,” reflects one retrospective.8 The game’s extraordinary longevity—still actively played and modded more than two decades after release—speaks to both its quality and the void left when EA’s exclusive license prevented competitors from matching its simulation depth.

The game’s influence extends beyond nostalgia. Its netcode and replay systems became foundational technologies for iRacing, which now serves as the premier competitive online racing simulation. “NR2003 was the last great independent NASCAR simulator,” notes Traxion.gg, and its DNA lives on in every iRacing event.8

Downloads

Download / Preservation

Community Resources

Patches

Series Continuity

NASCAR Racing 2003 Season is the eighth and final entry in Papyrus’s NASCAR Racing series, which began with the original NASCAR Racing in 1994.30 The series pioneered realistic stock car simulation on PC, introducing features like licensed sponsors, detailed damage modeling, tire temperature simulation, and sophisticated multiplayer support over its nine-year run.30

The game builds directly upon NASCAR Racing 2002 Season, featuring an updated driver, team, and sponsor roster, all 23 real-world NASCAR tracks, and a dramatically reworked physics engine.28 Unlike arcade-style NASCAR games of the era, Papyrus’s simulations focused on authentic physics and demanding driving models that appealed to serious racing enthusiasts.38

With EA’s exclusive NASCAR license beginning in 2004, no direct sequel was possible. The simulation racing community considers NR2003 the final “true” NASCAR simulator, with subsequent EA titles taking a more accessible arcade approach. The game’s spiritual successor came in 2008 with iRacing, developed by former Papyrus staff using NR2003’s codebase.8

References

Footnotes

  1. Wikipedia – NASCAR Racing 2003 Season – release dates, reviews, sales data, awards, development history 2 3 4 5 6 7 8 9 10 11 12

  2. MobyGames – NASCAR Racing 2003 Season – credits, ratings, technical specs, releases 2 3 4 5 6

  3. GameSpy – NASCAR Racing 2003 Season Review – review, physics partnership, gameplay impressions 2 3 4 5

  4. GameSpot – NASCAR Racing 2003 Season Review – review score, track list, features 2 3 4 5 6 7 8 9 10 11 12

  5. Grokipedia – NASCAR Racing 2003 Season – release dates, technical specs, development timeline, sales data 2 3 4 5 6 7

  6. GameSpot – NASCAR Stops Flirting, Now Exclusive to EA – EA licensing, Papyrus quotes 2 3 4 5

  7. GOG Dreamlist – NASCAR Racing 2003 Season – community quotes, preservation interest 2 3

  8. Traxion.gg – How iRacing Came to Be – iRacing connection, cut content, source code sale 2 3 4 5 6 7 8 9 10 11

  9. PCGamingWiki – NASCAR Racing 2003 Season – engine name, technical issues, compatibility 2 3

  10. Auto Racing Video Games Wiki – track list, release dates, features 2 3

  11. Macworld – NASCAR Demo Available – features, adaptive AI, system requirements 2

  12. MobyGames – Technical Specs – system requirements, input devices, multiplayer 2 3

  13. SimNASCAR – NR2003 Readme Documentation – official readme, system requirements, driving aids 2 3

  14. Reddit r/Nr2003 – Getting Started Guide – community resources, troubleshooting 2

  15. DaveyHo – NR2003 Drivers Ratings – AI rating system documentation

  16. IGN – NASCAR Racing 2003 Review – review score, developer quotes 2 3 4

  17. Metacritic – NASCAR Racing 2003 Season – aggregate score, critic reviews, user reviews 2 3

  18. Jeuxvideo.com – NASCAR Racing 2003 Season Test – French review, score breakdown 2

  19. Wayback Machine – Metacritic Archive – archived reviews

  20. Daily Downforce – Complete History of NASCAR Gaming – legacy assessment, modding community 2

  21. Speedrun.com – NR2003 – speedrun statistics, categories

  22. MyAbandonware – NASCAR Racing 2003 Season – user rating, download info

  23. Gamewise – NASCAR Racing 2003 Season – user rating, cheat documentation

  24. Wayback Machine – IGN Ship Announcement – publisher quotes, release announcement 2

  25. WorthPlaying – Q&A with Producer – Steve Myers quotes, development details

  26. MacTech – NASCAR Racing 2003 Coming to Mac – Aspyr announcement, Mac port details

  27. MacTech – NASCAR Racing 2003 In Duplication – Mac release status, pricing

  28. Macworld – 2003 Game Hall of Fame – Mac review, award, physics engine 2 3

  29. Internet Archive – Game Details – feature list, partnerships

  30. Wikipedia – NASCAR Racing Series – series history, voice cast, easter eggs 2 3 4 5

  31. Sierra Help – Patches – patch notes, system requirements, known issues 2 3

  32. Macintosh Repository – Mac specifications, version info, compatibility 2 3 4 5

  33. The Cutting Room Floor – NR2003 – cut content, unused audio, easter eggs 2 3 4 5

  34. Wayback Machine – GameSpot Archive – cut features, review details

  35. GamePressure – Patch Download – patch version, improvements 2

  36. Dr. Noise Paints – Installation Guide – modern installation, patches needed 2

  37. Wayback Machine – VU Games Newsletter – awards, marketing

  38. GameSpot – History of Papyrus – company history, closure 2

  39. Wayback Machine – MobyGames Papyrus – company closure context 2

  40. Wayback Machine – iRacing FAQ – iRacing development history

  41. NR2K3 Weebly – mod documentation, community content 2

  42. Wayback Machine – Sierra Track Pack – bonus tracks, descriptions

  43. PriceCharting – NR2003 – market values, collectibility