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In the middle of the race (when cars were going around and around and there were no cautions for about one hundred laps) I got inspired to write this article as I saw a clear analogy between NASCAR racing and strategic planning. Since I had no paper or pen, I typed myself an email on my phone using my middle right finger! Needless to say, it took me a while to type this entire article with one finger yet I thought it was worth it to share with you my observations as a result of this wonderful experience:
Marci Malzahn is a banking executive and founder of Malzahn Strategic (
www.malzahnstrategic.com), a community bank consultancy focused on strategic planning, enterprise risk management and talent management. Marci is also an author and motivational/ inspirational speaker. You can contact Marci through her website at
www.marciamalzahn.com, and for speaking engagements please contact Preferred Speakers at
www.preferredspeakers.com.
At Charlotte Motor Speedway the action does not stop at being just a spectator at a race. You can drive a NASCAR race car by yourself! If you are looking to grab the wheel and drive a NASCAR race car or take a NASCAR ride along then the Richard Petty Driving Experience will give you an unforgettable NASCAR experience. Book Richard Petty Driving Experience today!
The NASCAR Hall of Fame was built to honor NASCAR icons and create an enduring tribute to the drivers, crew members, team owners and others that have impacted the sport in the past, present and future. Ready to relive racing history? Plan your visit today.
NASCAR Racing is a series of car racing video games originally developed by Papyrus Design Group in the 1990s. The series started in 1994 and ended with the release of NASCAR Racing 2003 Season in 2003. Later NASCAR games were released by Electronic Arts who, through their EA Sports brand, took over the official NASCAR license. This article deals with the original series release, NASCAR Racing.
Damage is realistically modeled, but can be turned off to make the player's car indestructible. The effect of crashes varies depending on severity. Very minor impacts have no effect. Heavier impacts can cause sheet metal damage, which hurts aerodynamics and may cause engine overheating. A crumpled hood can also make it difficult for the player to see the track. Heavy impacts will damage a wheel or even blow the engine. Damage can be repaired in the pit stop, except for blown engines which are not repairable. Damaged sheet metal is removed, making for an imperfect repair with impaired aerodynamics.
The vehicle's sensitivity to crash impacts was increased in a patch to the game. In the readme file attached to this patch, Papyrus explained that the primary motivation for this change was multiplayer mode, where violent players had previously been able to achieve faster lap times by deliberately hitting walls.
Repairs require a considerable amount of time (generally 1 minute or longer) to complete. This combined with the impaired performance means that damaged vehicles will not contend for a high finish, but can still race for points which accumulate in the season standings. This game uses a scoring system similar to what NASCAR was using at the time, where all finishing positions earn a varying number of points.
Yellow flags can also be turned off and players can run any race distances of their choosing. The speed of computer opponents is also adjustable, providing a competitive race for players of varying skill levels.
The game contains many real-life drivers. The game is the first stock car racing simulator to include real sponsors on their respective cars. Alcohol and tobacco sponsors were removed, but alternate car sets from fans restored many of these.
NASCAR Racing also gives players the ability to set up their car in a realistic manner by adjusting the airdam height, rear spoiler angle, gear ratios, shocks, tire pressures, cambers and more.
Driving physics are realistically modeled in the game. The adjustable variables have a significant effect on handling, and the tires themselves will grip differently depending on wear and temperature.
Tires are modeled in much detail. The game keeps track of 3 temperatures for each tire, reflecting temperatures at the center, inner, and outer edges. Numerous variables can influence tire temperatures. For example, an underinflated tire will tend to heat more at the edges rather than the center. An incorrect camber setting can cause one edge to heat more than the other. Temperatures are also influenced by many other factors such as weight distribution, toe-in, driver behavior, and the cornering characteristics of the race track. Tires in the game perform optimally at elevated temperatures, but if they heat excessively this effect is lost. The player can view current tire temperatures using an in-game keyboard command.
Dedicated players can spend a great deal of time optimizing the car's setup to perform at its best on a particular race track. This testing process is normally performed using the game's Practice or Testing modes. The player's setup can be saved to disk for future recall, and the game also provides a few prefabricated setups for each track.
Vehicles cannot lift into the air. The graphics system always renders them with all 4 wheels on the ground, although the physics system may attribute wheels with varying amounts of downforce (potentially resulting in no traction).
A separate program called the Paintkit was included with NASCAR Racing, which allowed users to design their own race cars and import them into the game. As well as this, players could change the car type (Chevrolet Lumina, Ford Thunderbird or Pontiac Grand Prix) and the brand of tires used (Goodyear or Hoosier).
Former racer-turned-broadcaster, Ned Jarrett loaned his voice to the game's title sequence, saying, "I'm Ned Jarrett. From Papyrus, this is NASCAR Racing". These were the only spoken words heard in the game as there was no in-race commentary or communication from the crew chief. Music for the game was provided by members of Skid Row, including bass player Rachel Bolan who also appeared in the game as a driver of a green-and-purple No. 00 car with the letters "RB" on the hood.
NASCAR Racing was a major commercial success.[1] Its sales reached 350,000 units by December 1995, following its October 1994 release,[2] and rose to 400,000 copies by February 1996.[1] In the United States, NASCAR Racing (bundled with its Track Pack add-on) was the 24th best-selling computer game of 1998, with another 225,737 units sold. Its revenue for that year was estimated at $2.28 million.[3] NASCAR Racing and its sequel shipped above 2 million copies globally by March 1998.[4]
NASCAR returns to Chicago July 6-7, 2024 for the NASCAR Chicago Street Race Weekend. Fans can look forward to two full days of action-packed racing, top-tier musical artist performances, family-friendly activities, and so much more throughout the iconic Grant Park.
In the mid-2000s, I finally got my hands on a copy of NASCAR Racing 2003 Season. My parents bought me a used copy from eBay for about $200 in 2005. Having been pulled off the shelves in early 2004 due to licensing challenges, it was the only way at the time to get the game.
The base edition of NASCAR Racing 2003 Season was pretty legit on its own. With the majority of the NASCAR Cup Series field included with realistic ratings, players could immerse themselves in racing at all 23 tracks on the current schedule at that time. It was still before the time of laser scanning, but these tracks had a true realistic nature surrounding them.
Administrative controls allowed those in charge of the lobbies to maintain the people, service penalties manually, throw cautions if the game did not catch something, or even give or take away laps from any driver.
If you just grabbed a copy off the shelf, installed it as is and did nothing more, NR2003 itself was a fantastic game already. Then there were the mods, the creatives and the community that kept this title going longer than anyone expected.
Mods were created to bring pretty much any vehicle to life on the NR2003 code. They were mostly NASCAR and affiliated racing series, but some of my favorite mods included IndyCar and some fictional ones. I always admired how painters could create such beauty on such an old game, especially through 3D renders.
Just on the 19th anniversary, the latest NASCAR NEXT Gen cars were released. Originally launched with the fourth generation of NASCAR race cars, now the seventh generation lives within this old abandonware. The community keeps the game alive. On top of that, I honestly think there are still some real-life NASCAR teams out there that might still be using NR2003 models to produce promotional work.
Track files were found to have multiple grooves of grip, unlike what the original tracks had utilized. The game tracks were all single groove, one lane, one way to race. It was found in programs like sandbox that people could lay down asphalt, concrete or paint lines that would interact differently with the tires on the cars.
GNS physics were like the CUP physics, or the base physics of the game, just lessened. Less horsepower, less speed, all the things that a NASCAR Xfinity Series car was at the time. The models made for these cars were exactly the NASCAR Cup Series bodies.
CTS was probably the most heralded physics setup. A NASCAR truck was 3D modelled to go with it as well. These physics had more power than the GNS but more drag as well, due to the boxy nature of a NASCAR truck and the way it interacted with aerodynamic properties.
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