Software:Indianapolis 500: The Simulation
| Indianapolis 500: The Simulation | |
|---|---|
| Developer(s) | Papyrus Design Group |
| Publisher(s) | Electronic Arts |
| Producer(s) | Richard Hilleman |
| Designer(s) | David Kaemmer[1] |
| Programmer(s) | David Kaemmer Scott Cronce Richard Garcia |
| Artist(s) | Nancy L. Fong Wilfredo J. Aguilar |
| Composer(s) | Rob Hubbard |
| Platform(s) | DOS, Amiga |
| Release | 1989 (DOS) 1990 (Amiga) |
| Genre(s) | Sim racing |
| Mode(s) | Single-player |
Indianapolis 500: The Simulation is a 1989 computer game for MS-DOS. It was hailed as the first step of differentiating racing games from the arcade realm and into racing simulation.[2] It was developed by the Papyrus Design Group, and distributed by Electronic Arts. An Amiga port was released in 1990.
Indianapolis 500: The Simulation attempts to be a full simulation of the Indianapolis 500 race, with 33 cars and appropriate Indy car "feel". While racing, it only offers a first-person perspective, but the game offers a replay mode as well. Indy 500 offers the ability to realistically set up the car, and any changes made to the car directly affect how it handles.
The field is represented as realistic and the qualifying order stays true to the 1989 Indianapolis 500 starting grid, with one exception: the player's car, numbered 17, replaces Car #29 of Rich Vogler, who qualified in 33rd and last place.
Gameplay
thumb|right|During-game screenshot while racing a 60-lap race in a Penske-Chevrolet car. The game offers four race settings:
- 10-lap race (no damage, no yellow flags)
- 30-lap race (no damage)
- 60-lap race
- 200-lap race
There are also practice and qualifying settings. Practice enables car setups to be altered and tested in real time. Choosing not to participate in the qualifying session results in one starting at the back of the field. The qualifying session requires four laps to be completed, with the mean value of the four lap times determining the qualifying position. No car damage can occur during a Practice session, although other cars may be present on the track and their wreckage remains on the track if the player's car collides with them at any point. Car damage can occur during qualifying sessions.
The cars one can drive are a yellow Penske-Chevrolet, a red Lola-Buick, or a blue March-Cosworth, with the Penske having the fastest default setup (but if one sets the car up well, any of the above racecars can compete effectively). Various settings can be changed during Practice from menus associated with Function keys F3–F10. One's own car is always numbered 17.
Indy 500's theme music was produced by Rob Hubbard, who at the time was new to Electronic Arts as a music director.[3]
Car setup
A wide and realistic variety of car settings can be altered during Practice in order to change car performance. In Practice mode, changes take immediate effect, making comparisons between even the slightest changes straightforward, and any number of "testing" laps can be driven (all of which are timed, again helping comparisons to be made). During Qualifying and Race sessions, all settings except Turboboost and the anti-roll bars can only be altered during a pit stop, and some settings are unchangeable even then.
Replay mode
Six camera angles are available:[2] In-Car, Behind, Track, TV, Sky and Leader/Crash. The replay mode offers the chance to review the previous 20 seconds of racing. If accident occurs, the Leader/Crash camera shows the crashed car. Leader/Crash camera is not available during practice and qualifying.
Crashes and retirements
The 32 computer-controlled cars can crash at any point in the race, or retire with mechanical problems during pit stops. In a 10-lap race, a crash causes a yellow flag to flash briefly in the top left of the screen, but all cars continue racing at full speed as if still under "green-flag" conditions. In all other race distances, yellow flags flash, cars slow down and are forbidden from passing until the incident is cleared. A crashed car typically stays on the circuit for 2–3 laps before being cleared, after which green flags flash as the leader exits turn 4, signalling that cars may continue racing. No yellow flags are shown if one's own car crashes, unless other cars hit the wreckage. During a yellow flag period, speeds are restricted to approximately 90 mph (against a typical race pace of up to 230 mph).
The player's car cannot be damaged by crashes in 10-lap or 30-lap races. In the longer races, excessively hard contact with a wall, fence or another car can cause wheel and/or engine damage. It is still possible to recover to the pits after damaging one front wheel, though the car is more difficult to control. Destruction of any two tires makes recovery extremely difficult, and in most cases impossible. A very large impact, especially to the rear of the car, may cause engine damage, from which there is no recovery. After being involved in a crash, computer-controlled cars are shown as "Crashed" in the Standings screen.
Retirements may also occur due to mechanical problems. If a car suffers mechanical problems, it will pull into the pits and remain there for the rest of the race. The problem that caused the car to retire is shown on the standings screen. Possible causes of retirement are: Bearing, Clutch, CV Joint, Engine, Gearbox, Ignition, Stalled, Valve, Vibration, Radiator and Oil Leak. Again, this only applies to computer-controlled cars; the player-controlled car does not suffer from random failures.
There is the ability to blow the engine if it goes too high in revs.
Finishing a race

After finishing, the top display ribbon will show the player's finishing position. If the player has been lapped during the race, this will also be shown. If the player has won the race, a brief end sequence of three images of the celebration will be displayed before returning to the menu.
Amiga version
An Amiga version of Indy 500 was released in late 1990. It ran from a single floppy disk, and was copy-protected using a simple manual-based question-and-answer method common with many other games of the period.
The game was identical to the MS-DOS version except in minor details. For example, an error in programming resulted in there being two cars numbered 20; in the MS-DOS version, one of these was numbered 12, correctly reflecting the 1989 Indianapolis 500 grid. Certain minor bugs were removed.
One instant replay could be saved to disk, as could up to three car settings. However, partly completed races could not be saved. Car control was via mouse, joystick or keyboard; mouse gave a particularly smooth, natural driving feel, and mouse sensitivity could be customised from the main menu.
Replays were only available to those with the optional 512KB ram upgrade installed (normally, Commodore's own "A501").
Development
The game was developed in 18 months with a budget of $70,000[4]
Reception
The game sold more than 200,000 units by 1994.[4]
Auto racer Barry Werger praised the game's graphics, controls, and realism in Computer Gaming World. He described it as a "hyper-realistic simulation [and] a valuable educational tool", and advised casual racers uninterested in running many laps to test each change to the racecar's design to "stick to Out Run".[2] The Amiga version was voted the 9th best game of all time in Amiga Power.[5]
In 1994, PC Gamer UK named Indianapolis 500 the 38th best computer game of all time. The editors called it "pure racing action at its best".[6] In 1996, Computer Gaming World declared Indianapolis 500 the 122nd-best computer game ever released.[7]
Further reading
- Jeux & Stratégie nouvelle formule #6[8]
References
- ↑ Goble, Gord (July 24, 2004). "History of Papyrus Racing Games". GameSpot. http://www.gamespot.com/features/6103365/.
- ↑ 2.0 2.1 2.2 Werger, Barry (May 1990). "The Great Race". Computer Gaming World (71): 38–39. http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=71. Retrieved 15 September 2016.
- ↑ "www.c64hq.com: Interview with Rob Hubbard". http://www.c64.com/interviews/hubbard.html.
- ↑ 4.0 4.1 "Race Cars, kings&castles". May 18, 1994. p. 46. https://www.newspapers.com/clip/107876381/the-boston-globe/. Retrieved August 19, 2022.
- ↑ Amiga Power magazine issue 0, Future Publishing, May 1991
- ↑ Staff (April 1994). "The PC Gamer Top 50 PC Games of All Time". PC Gamer UK (5): 43–56.
- ↑ Staff (November 1996). "150 Best (and 50 Worst) Games of All Time". Computer Gaming World (148): 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
- ↑ "Jeux & stratégie NF 6". April 1990. https://archive.org/details/jeux-et-strategie-nf-6/page/20/mode/2up.
Further reading
- "Indianapolis 500". Zero. 5. March 1990. pp. 22–23
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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- Indianapolis 500: The Simulation at Hall of Light
