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Papyrus Racing Games / Sierra Entertainment
Is this Papyrus Last Nascar Racing Game? |
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The crème de la crème looks set to cream the competition once again.
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The same effect is accomplished through the use of varying weather conditions during and between sessions. What this means is that
you'll need to be prepared in case the clouds go away and the track heats up or if the rain starts to fall. As any experienced racer knows, you have to drive the track
conditions as well as the car. Other small touches have been added, as well, including realistic flags so you can tell at a glance which way and how powerful the wind
is blowing, animated objects, varying car models, animated drivers in replay mode, and opponent pit crews re-creating the confusion that can occur when multiple cars
are coming into pit row at the same time. "The Automatic AI percentage is an estimation made by the game of about where it thinks your driving skill is for each track. After a race is complete the game compares the speeds of your laps to the speeds of the AI's laps, and makes an adjustment to the auto AI percentage. The aim is to try to come up with AI of fairly similar strengths within a couple of races.
Papyrus did their physics homework The Adaptive Speed Control (ASC), however, actually varies the speed of the AI while out on the track. The player is compared to the leading AI of the race -- if the lead AI is too far ahead the whole field slows up a bit to let the player catch up. Conversely if the player is out ahead, the field will be sped up to catch up. The aim of the ASC is to keep the player up in the lead pack. The speed the AI drive once the player is actually in the lead pack is somewhat based on the current strength percent set for the weekend, so you still need to have their base strength setting in the right ballpark to have a good competitive race." Papyrus hasn't been content to rest on its laurels in the physics department, either. Most PC racing aficionados would agree that the
last NASCAR game was an amazing representation of how a real car performs. So what did Papyrus do? They went in and reworked almost every aspect of the physics model
to bring it even closer to what a real driver would experience out on the racetrack. Steve Myers, one of the game's producers, explains and describes the changes:
Anyone with an interest in racing games should be looking forward to this latest release, especially since this is the last NASCAR game that Papyrus plans on making -- EA has acquired the exclusive rights to the NASCAR license for the foreseeable future. The time spent with the demo has this longtime fan excited to get his hands on the full release, which will contain all the teams, drivers, sponsors, and tracks that will make up the 2003 season, including the new renovations of the Infineon and New Hampshire circuits. It's a crying shame that NASCAR has effectively shut out Papyrus from making future versions, but at least we'll have NR2003 to remember them by. RacelineCentral Bids a farewell to a couple of the finest game making companies to appear in the community. Papyrus and Sierra, Now hit the history books as their doors close for good. The gaming community hopes that history will only help to improve the future of gaming and not to repeat itself with the loss of gaming icons we grew up with and enjoyed for years. We will miss you both...
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