Gotham Racing, Turn 10, Xbox, Xbox 360, Xbox LIVE, the Xbox logos, and/or other Microsoft products referenced
herein are trademarks of the Microsoft group of companies.
Welcome to the Forza Motorsport™ 2 Limited Collector’s Edition, your passport
to the world of automobile racing, both simulated and real.
Forza Motorsport 2 players have two things in common: a passion for cars and
racing, and a consuming desire to win, and this book is designed to feed that
passion. In its pages you will:
Get a behind-the-scenes look at what went into the making of the most
detailed and immersive racing simulation to date.
Find a wealth of information on the cars and tracks you can experience in
Forza Motorsport 2.
Learn about racing techniques that can fuel your success in Forza Motorsport 2.
An Interview with Lead Designer
Dan Greenawalt
Lead Designer Dan Greenawalt is the keeper of
the vision for the Forza Motorsport franchise. In
this revealing interview Dan takes you behind the
scenes for a better understanding of that vision,
and of the physics that underlie this extraordinarily
realistic auto racing simulation. From the tire
physics that determine whether your car will stay
stuck to the road or spin off the course, to his
views on the automotive playground he is creating
and constantly improving, to his emphasis on the
joy of driving and his plans for the future of Forza Motorsport, this interview provides an intriguing
look into the world behind the game.
“I envision Forza
Motorsport as the
place where car lovers
can gather to talk and
argue about cars they
like and racing they’re
interested in. I want
to bring people with
this passion together
regardless of their
other differences.
My goal for the
Forza Motorsport
franchise is broad
and inclusive.”
The Vision
TheVision
Q: What are the physics behind the Forza Motorsport 2
racing simulator? What are the components of real-world
racing you had to re-create?
We spent a ton of time working on the physics. We used a lot of sources, but
especially Milliken & Milliken’s Race Car Vehicle Dynamics, a very reputable
source on vehicle dynamics and tuning, with the graphs and the math as
well as general theory. It’s used a lot, not only for racing sims, but also by
racing engineers. It was the single biggest influence for us; it became the
way we spoke.
We made a technology demo with five meticulously researched cars to
prove our physics engine. In many ways we were just trying to see what we
could do. We poured six months into that demo, and the results were really
incredible. There were no licensing agreements at this point, so we had cars
rolling over, taking heinous damage, shedding parts—but you’ve got to make
some allowances when you have agreements with fifty different premium car
manufacturers. It was an all-star team of guys who had all been involved in one
racing franchise or another—Rally Sport Challenge, Project Gotham Racing®,
or Midtown Madness®. The physics was where we were at our purest, and I
haven’t seen many simulations that match the accuracy of Forza Motorsport.
Q: So you slowly moved away from an entirely purist
approach to an emphasis more on game design
and gameplay.
I love physics, and I like working on that aspect of the game in particular.
While we were working on the demo, I was also working on the vision and the
“pillars”—the features—that support that vision. I had to flesh it out from the
top down. We all threw features at the wall to see what would stick. I worked
to pull it all together and create a cohesive game design. We repeated this
process for six months to get our vision honed. Not just the vision for Forza Motorsport version one, but for the franchise. This helped me get a better
vision of where I want us to be in six or ten years—the game I want Forza Motorsport version six to be. This sort of forethought allows us to start planting
little road signs in the game, minor features we could develop over time into
major ones.
Q: It sounds like your vision of the user experience shifted
over time to become an online multiplayer experience,
much more involved in version two.
In many ways, Project Gotham Racing and Forza Motorsport are brother and
sister products. We share technology; but more than anything, we share a
charter to keep pushing the bounds of online play. Microsoft in general and
our teams in particular believe that online play is where gaming is at today.
We also believe that the most influential innovations in this genre are going to
come in the online space. Our goal every time Project Gotham Racing or Forza Motorsport ships a new version is to make sure it just keeps getting better
and better. We pushed the boundaries in the original Forza Motorsport; no
game had so many scoreboards. We write to multiple scoreboards at once; no
one had ever done that, and we had a seamless online to single-player Career
mode. At the Xbox 360™ launch, Project Gotham Racing 3 (PGR® 3) came
out with even more fantastic online features, like Spectator mode. Now we’re
pushing the boundaries again with our Auction House, tournaments, and
other new features. I really want to get us to a new way of experiencing racing
games in the future, so we’ve got to keep making forward progress.
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Q: Tire simulation is a big part of the physics model, and
people don’t usually focus on that in racing games. What
did you learn in trying to develop a realistic tire formula?
We tried different tire models after our “green light” demo. We kept tuning
the physics model, finding bugs, and working on it. New cars exposed new
issues. We had two basic ways of expressing the tire physics. The traditional
way that simulation racing games do this is Pacejka’s Magic Formula—no joke,
that’s what it’s called. It’s got a whole slew of variables you tune and input,
and it spits out friction values. But the cars didn’t control the way we wanted
and the results didn’t mesh with a lot of our real-world data. I’ve had enough
experience tuning with that formula that I can feel it at work when I play some
racing simulations. It’s not quite right, but it’s close. Toyo put me in contact
with their tire engineers. It was hard to understand the data they were giving
me, and I had to ask a lot of questions, but they slowly brought me up to
speed to where I could understand what their graphs and data were saying.
Pacejka’s formula is close, and really good in most situations, but not all, and
not for transitions between states. It just doesn’t feel right.
So we went to what could best be described as a table system. We have a table
that linearly interpolates between the curves we have for different weights, tire
pressures, and other variables. It’s a very big, computationally difficult system.
That’s what was nice about Pacejka’s formula when we were using it—it’s
very lightweight, where our approach is extremely heavy. That’s why in Forza Motorsport, drifting, for example, is very real and very responsive. Drifting is
all about weight transition, and you can control it with your throttle in Forza Motorsport because in our model the movement between those curves is very
smooth and precise. We spent a lot of time getting it right. The tire model
is amazing, but there are always things to improve. There are things in our
physics model I’ll want to improve forever.
Forza Motorsport 2 is a simulation, not a complete emulation—no one has
ever done that, no matter what they claim. We can’t completely emulate tire
technology until the scientists learn it, and they haven’t learned it all yet. Tires
do some funky things. They’ve got load sensitivity, which involves nonNewtonian physics. A tire with a coefficient of friction of 1.0 at 500 kg actually
develops a smaller coefficient of friction at 1,000 kg. With 500 kg on the tire,
it might require a value of 500 kg force to push it. But with a 1,000 kg load, it
might require a value of 800 kg force to push it. Understanding this is huge in
understanding how tires function. It’s a big deal to simulate this, though few
people know about it. When I told the tire engineers, they were amazed we
were doing it.
Q: Please elaborate on why tires are so important in
racing. Why do most people give more thought to parts
upgrades than to tires?
People tend to take their tires for granted; you see the tires on your car every
day. But turbochargers and computer-controlled fuel injection systems are
like alien technology to many folks—they’re high tech and people don’t see
them every day. People think they understand everything about tires, and
unfortunately tires are the part of the car they usually understand least.
Tire compounds are really crazy. We were at an American Le Mans Series
(ALMS) race in Portland, Oregon, under very hot conditions, and saw how tires
have a huge impact on racing. The science behind tire technology is always
changing. We can get amazing performance out of tires, and the tires of today
are much better than tires even just five years ago. That extreme rate of rapid
iteration doesn’t happen with turbos or many other engine technologies.
Your car talks to the road through four little tire contact patches, and it’s how
you manage those patches that makes everything work. After the ALMS race
the manager of the winning team said the only reasons they won were their
drivers and their tires, that both really came through in the heat.
The tires have many layers, all of which are meant to react to heat, torque, and
force in various ways. If they do what they’re supposed to do, they create the
The Vision
TheVision
necessary coefficient of friction. When you start twisting that contact patch
the tire winds up like a spring and gives you the slip angle required to hit peak
friction. Doing that is a very complex process. It’s interesting that different tire
compounds, like a Y-rated tire, or a DOT-spec tire, or a racing tire, have very
different characteristics. You look at them—they’re just some rubber on a rim.
It’s not just the tread that gives tires their characteristics. Tread quality is
essential, but it mostly comes down to the composition and construction of
the tire. How sticky it is, how it reacts to heat, how the sidewalls flex, all make
a huge difference.
Q: Is there ever a reason not to use sticky tires?
As someone who tracks his car, I can tell you that sticky is more expensive to
buy and that you’re going to go through them faster because they’re softer,
so you have to buy more of them. They also generally react badly to high heat.
In that hot ALMS race, most teams were running on their hardest-compound
tires. Because of the heat, those hard tires were getting soft and losing rubber,
leaving “marbles” all over the track. On a cool day you would go with a softer
compound and might only have to pit, say, once an hour. On a hot day you’d
go with your hardest compound, and might also have to pit at the same rate.
If you had stuck with the soft tires on that hot day, you might have had to
pit twice as often. Also, on a hot day the softer tires might blister and fail. In
Forza Motorsport, tire pressure increases as the tires heat up. This changes the
contact patches and tire friction, and affects your handling.
Q: What is the process of tuning more than 300 cars to
make them feel right?
We use roughly 9,000 individual variables just to define the physics for a single
car—not including the tires, but for the variables that define the car and its
upgrade parts (from spring rates, damping bump and rebound, to weight,
aerodynamics, and so on). Even race cars that can’t be upgraded involve 5,000
numeric values to define each car.
It all started when we were figuring out and iterating on the physics, and I was
trying to determine whether there were patterns. We were reading Milliken
& Milliken as well as other vehicle dynamics books and trying to identify how
the cars relate to each other. Basically, we were developing a math model for
tuning the cars. The hardest thing is, you can’t find, for example, spring rate
data for all 300 cars. You’re lucky if you can get it for 20% of them, from the
manufacturers and from research. Sometimes you can get that kind of data
on fan Web sites, which can be freaky that way. Sometimes we contacted
the spring manufacturers, not the car manufacturers. The manufacturers we
contacted were based on the continuum of all of the cars, so we could get
a really even spread of data on low-end cars to high-end cars to race cars,
finding out about progressive springs versus linear springs, and so on.
Then we looked at ride height, the weight of the car, and what we call the
“goodness rating,” from reading reviews and learning a lot about each car.
We ranked the cars based on their “goodness,” and arranged those values
into buckets. For example, we might put a Ford Focus SVT a little lower than
a Subaru WRX STi. When we set the spring rates for those cars, and we don’t
have the actual spring rates for them, we use a formula, a mathematical model,
to automatically tune those numbers for us. Then we put in critical damping,
and offset damping with “goodness,” ranking cars by region. A lot of this we
call “automagic”—it’s our voodoo magic that we do in the game, and it’s the
only thing that makes it possible to tune 9,000 numbers on 300 cars.
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TheVision
Proving that this automagic model could work to tune the cars was a big part
of our getting the green light for version one. And there’s a ton of testing that
goes on. We list and graph the numbers we get, looking for anomalies, and
then we test the cars by hand. For example, one may come out with a really
loose spring rate. Sometimes we find that our formula isn’t taking weight
distribution into account as well as it should. Then we rework the formula,
reexport all the cars’ values, and retest. That’s a lot of systems—engine systems,
such as turbo pressure, rpm, inertia, and so on. Some things we get to research
a lot, like all of our stock turbo pressures. We went through and tested them,
and made sure that they were in the right stack rank relative to each other and
that their results in the game matched our research and knowledgebase.
Q: For the original Forza Motorsport, racing driver Gunnar
Jeanette made some suggestions about cars he had
driven, and you were able to change some numbers on
the fly to make the car more realistic. Is that something
you’re doing for Forza Motorsport 2?
There are two sides to it. Some of the cars drive the way they do because it’s
completely predictable. You look at the car’s behavior and it’s easy to see why
it behaves that way. If it understeers and you see that it’s front-weighted with
no downforce, all the tires are the same size and its spring rate is tighter on
the front, obviously it’s going to understeer. In a front-drive car with 60% of
the weight on the front wheels, it’s just physics that the car will understeer. So
there are a whole bunch of characteristics people comment on—“You really got
that right!” I say, “We didn’t have to get it right—the physics got it right!”
Q: So we’re really talking about hand tuning.
After the automagic has done its thing, then you go in and hand tune.
For instance, getting the nuances of the suspension right is less about oversteer
and understeer and more about controlling the car with the throttle through
a turn; how getting onto, off of, and back onto the brakes creates oversteer;
how braking and throttle techniques affect the car. We’ve got a really good
team—guys who are rally drivers, guys who have driven all kinds of cars. So
we start tuning that way. But inevitably there are cars no one on the team has
driven, like the Lancia Stratos. We had trouble finding reviews on it; we just
knew it was a famous rally car, but our physics got a ton of that stuff right.
You start putting in the weight distribution, the size of the car, its moment of
inertia, and it starts getting better and better.
Q: How do you handle implementing upgrades? When does
the upgrade variable come in?
Some of the upgrade variables are researched heavily in order to create the
model. The issue is that our Level 3 upgrades are full racing upgrades, as if
you had a million dollars to burn, which very few people have, especially on
a lower-class car. No one is going to spend so much upgrading cars like that,
so we have some cars people don’t race much, and have no idea how much
power that engine can really make. So we have to use some math and our
model to figure it out. The car has a certain displacement and configuration,
it’s a certain size, has a certain rpm redline and top speed, and we take all
those things and put them together and come up with what we think is its
theoretical maximum torque and horsepower. But believe me, gas velocity out
of the valves and headers can be a real pain to estimate.
The Vision
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Q: Since you have to account for things you can’t find in
reality but that can exist in the sim, are there times
when the potential for so many car modifications seems
too crazy and unbelievable even though the math says
the model is right?
When I was developing the franchise vision, I hit on the idea early that this is
an automotive playground, a sandbox. We could have gone the route of
a super-credible, licensed parts catalogue. We could have said, “Exactly what
parts really are available for, say, the Mark II GTI? Oh, these parts are available
in the real world—okay, then that’s exactly what the player will get—no
more and hopefully no less. It’s sort of limiting for cars that for one reason or
another have never gotten a lot of race R&D in the real world.
Also, we could have exposed the player to the money pit and no-win situations
that define tuning in the real world. One turbo is more reliable; one has better
low-end spool-up. Why use this suspension part instead of that one? One is
better at low-speed bump compression and the other is better at high-speed
bump compression. Which one is better? Neither, but one is more expensive.
That’s real tuning. That’s what I’ve got to do on my own car. That’s why my
“check engine” light is always on for one reason or another and my fenders rub
during track days.
I want to make this a sandbox or playground where people can safely
experiment. I want to invite people in and teach them a ton of things, but not
require them to already know it all. If we throw them into the deep weeds
and expect them to already know everything there is to know about cars and
upgrades, most won’t even know where to start. I didn’t feel it would be
very inviting. Moreover, it wouldn’t be as good a place for people to learn. If
you buy a car that in the real world doesn’t have many upgrade options or a
tuning community, we’d have to say, “Sorry, this car doesn’t get any substantial
upgrades.” It’s not that parts couldn’t be made for those cars; there simply
isn’t demand for them in the real world.
What we want to do is make it all about real-world potential: “Hey man, if you
had three million dollars and really like a particular car, you can go ahead and
upgrade it. We’ll do the legwork to make sure the results are plausible and
rooted in real science.” This makes our upgrade system a really cool playground
where people can learn about cars and upgrades.
Q: Someone in the Forza Motorsport community tuned an
Integra to go over 250 mph, so I guess in the sandbox
it’s theoretically possible?
It’s hard to know. We simulated cars driving on an open plane at their top
speed and tried with gearing to match theoretical top speed in our database.
In some cases we ended up tuning drag coefficient and driveline losses quite a
bit. What’s important to me is that we really do our homework, really do our
math to figure it all out, so if you see it in the Forza Motorsport games, it really
is possible.
Q: So it’s a balance between the sandbox element and also
being credible.
It’s all about being credible. It’s whether or not our math shows it could be
done in the real world given time, money, and expertise. We look at the math
and say, “Wait a minute—with that frontal area and drag, you need this much
power to put enough torque onto the ground to reach that speed”—it’s
mathematical. Sometimes I don’t believe our results and we have to test them.
Sometimes we have to rework the system to provide better results.
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Q: What do you think people responded best to in the
original Forza Motorsport?
First and foremost, Forza Motorsport is a fantastic simulator. The thing we
really did well was the thing we had to do well, the thing we’re always going
to have to do well: create a fun, deep, and rewarding driving experience.
We had to create an experience that was fun to drive and easy to get into
while maintaining a deep and rewarding path to mastery. You pick up Forza Motorsport and if you’re not really good at it, you can use driving assists. We
don’t dumb the physics down; we bring the player up using assists. Players can
start turning them off one by one as they advance down the path to mastery.
I want Forza Motorsport to have all the depth of a great sim, but I also want
people to be able to play it. Once you start turning the assists off, you can
start expressing yourself in your driving, the way you can in the real world. You
can be really fast, you can drift, you can be stylish, and you can recover when
you start to screw up. Once you get skilled at the game, it no longer feels
like a razor-thin edge, where if you get any yaw going in your car—goodbye,
you’re out of here. You can start playing with the physics and making the car
obey your every command. In the real world it all comes down to sensitivity
and timing. You see a guy like Juan Pablo Montoya in a car with racing slicks.
Racing slicks are the most intolerant tires there are, and he can still get the
car’s back end out a little bit and whip it back in and not spin out because
he can feel it and he’s on it instantly. You can do that in Forza Motorsport.
We can build a game around the player’s path of mastery, but at heart Forza Motorsport is a fantastic simulator, and it’s a fun simulator.
Q: Now that version two is wrapped up, as the visionary,
what do you see down the road for the Forza Motorsport franchise?
We’ve only built a small percentage of the game I see in my head. In some
instances, the technology isn’t there yet. In others, we just haven’t had time to
fully realize the experience I’m chasing. As before, we’ve made little road signs
about what’s coming in the future. In a lot of ways it’s about experimentation.
We try little bits of things to see how people react, whether people have fun
and maybe even learn a thing or two. It’s one thing to design something and
proclaim, “People are going to love this!” It’s another thing to put a little bit
out there and ask, “How does this taste?” Give them a little sample. It’s a
chance for me to watch them. People say they like a feature or don’t like it.
Players are rarely good at articulating what they like or don’t like, but they are
spot on at identifying whether or not they are having a good time. To learn
what they’re really feeling and enjoying, it’s important to watch them, watch
how they play. They might say, “Oh, I’m really frustrated with this!” But they’re
smiling. Or they might say, “I’m really enjoying that,” but it looks like they’re
fidgeting, like they want to leave. Often there is some other aspect of the
experience that they do not perceive that is having a greater effect than what
they identify. It’s our job to sniff that out.
Q: So you’re going to be perfecting that fun-to-drive
experience for every version of the game?
What I’m trying to capture is the joy of being a race car driver and sports car
enthusiast, not the experience of having to pay for fuel, pay for tires, blow
your engine, get scammed by a shady tuner, and so on. We don’t want to
simulate the struggle to get a ride with a team, because that’s not the joy
of driving. There are people who may want that game, but that’s not what
this game is about. This game is about the joy of collecting, customizing,
and driving amazing cars and learning how to get good at it. We don’t just
dumb the physics down. We let the player experience the car in its full glory
and supplement their skills with powerful assists. We’ve got to build a game
that grabs people. Where car collecting, car upgrading, car customization,
car owning, car trading, and living in a community and interacting with other
people are all great things to do. At any moment you can go in there and have
a great experience. I want to get gamers excited about cars, and car people
excited about games.
The Vision
TheVision
Q: So the game is really built around the core experience—
the joy of driving.
The driving experience is definitely the core mechanic of the game—it’s what
we had to get right. However, at the heart of the vision, the grain that got this
whole thing growing is “car lust,” a passion for cars. That’s what sprouted
the simulation, sprouted the upgrades and customization, what sprouted this
community. Everything came from that. So simulation is the core mechanic,
but it’s not the seed of the game. The seed is that emotional response you have
when you see an amazing car on the street. That’s car lust.
Q: Can you give us a hint of what you’re thinking about for
Forza Motorsport 3? What would you like to add to the
experience that will significantly change it?
For me the future of gaming is all about pushing online and community.
Online gaming plays to that seed, that car lust, but not everyone is good at
driving. Having car lust doesn’t mean you have a big bank account, doesn’t
mean you’re a male, doesn’t mean you’re good at driving, doesn’t mean
you’re a dexterous gamer with fast reactions. That nugget of car lust is way
more universal. It’s shared by a lot of people in all walks of life. So for me, the
future is about getting more people who share car lust to experience the game;
bringing them together to play. They don’t all have to be driving; they can be
doing different things to be part of the community. They can be equally valued
in the community if we give them the right tools. Even if I like muscle cars and
you like European cars, we’ve still got something to talk about. You may be
more dexterous, a really good sim racer. Maybe I’m not so good at it. But let’s
say I’m really good at painting, or tuning, or strategizing, or getting people
together in a community. There are a lot of skills you can use to be part of the
Forza Motorsport community. It’s all about giving a diverse group of people
brought together by “car lust” the tools they need to add value in
the community.
Q: So races are won by collaborative effort?
My goal is to look at the kinds of things people can be good at. If they have
that car lust, they can find ways to be successful and rewarded and valued in
the community. While in a lot of ways this resembles a racing team, I’m not
interested in simulating a racing team per se. What I want is for someone
who isn’t necessarily a great gamer but who loves cars, to feel they should be
playing Forza Motorsport to connect with other car lovers. When a new car
comes out and people read about it, they should be able to drive it in
our simulation.
I envision Forza Motorsport as the place where car lovers can gather to talk
and argue about cars they like and racing they’re interested in. I want to bring
people with this passion together regardless of their other differences. My goal
for the Forza Motorsport franchise is broad and inclusive.
CA R M AN UFAC TU RER S
Car Manufacturers
2
CarManufaCturers
AC URA
In creating a very large stable of cars for our players, the Forza Motorsport
team has worked with fifty car manufacturers from all over the world. Each
manufacturer has a history of its own, and each has made its contribution to the
evolution of the automobile.
In this section of the Forza Motorsport 2 Limited Collector’s Edition book you will
learn about the following automobile manufacturers:
Acura
Aston Martin
Audi
Bentley
BMW Motorsport
Buick
Cadillac
Chevrolet
Chrysler
Dodge
Eagle
Ferrari
Ford
Honda
Hyundai
Infiniti
Jaguar
Koenigsegg
Lamborghini
Lancia
Lexus
Lotus
Maserati
Mazda
McLaren
Mercedes-Benz
MINI
Mitsubishi
Nissan
Opel
Pagani
Panoz
Peugeot
Plymouth
Pontiac
Porsche
Proto Motors
Renault
Saab
Saleen
Saturn
Scion
SEAT
Shelby
Subaru
Toyota
TVR
Vauxhall
Volkswagen
Volvo
In 1986, Honda Motor Co. of Japan started producing the Acura line of cars
for several markets, including the U.S., becoming the first of three Japanese
manufacturers to launch separate luxury brands. The first Acura models—the
Legend, Integra, and especially the avant-garde NSX—set the tone for the new
brand, with a dual emphasis on luxury and performance. The late Formula One
champion Ayrton Senna consulted on the NSX’s suspension and chassis
tuning, and the car was both a stunning performer and suitable for everyday
street driving.
Acura also produced some very desirable special models with an extra emphasis
on performance. The 195-hp Integra Type-R features a race-tuned suspension,
high-performance tires, powerful brakes, and special seats. The NSX-R, introduced
in 1992 for Japan and Europe and updated in 2002, is a lightened version of
this already super car. Its 290-hp V6, aggressive suspension, and improved
aerodynamics allow it to compete successfully against more powerful cars.
2001 Acura Integra Type-R
Car Manufacturers
2
AS TON M ARTIN
AU DI
This British manufacturer of hand-crafted high-performance sports cars was
founded in 1914. After early competition successes (the Aston name was derived
from an English hillclimb course), Aston Martin focused on racing during the
1920s and 1930s. In 1947, Aston Martin was acquired by David Brown Limited,
which launched the long line of “DB” high-performance sports cars for which the
company is best known. The series began with a few examples of the Two Litre
Sports/DB1 in 1948 and the DB2 in 1950. Racing versions of the Aston Martin
sports cars achieved great racing success during the 1950s, culminating in a
first-place finish at the Le Mans 24-hour road race in 1959.
In the 1960s, Aston Martin decided to concentrate on road car production,
creating perhaps its most famous car, the DB5, in 1963. This sports car began
a long relationship with secret agent James Bond after appearing in the film
Goldfinger in 1964, and gained the company and its cars many new admirers.
The DB line of sports cars continues to this day, with the award-winning DB9.
Aston Martin returned to motor racing in 2005 with a racing version, the DBR9.
The current three-car lineup also includes the V8 Vantage and the Vanquish S.
August Horch, who founded a car company under his own name in 1899, started
Audi (the Latin translation of Horch) in 1909. Early Audis were luxurious, and
also had some competition success. In 1932, four German car companies (Audi,
Horch, DKW, and Wanderer) merged to form Auto Union; the four linked rings
of the current Audi logo represent the four companies. Along with racers from
Mercedes-Benz, mid-engine Auto Union race cars designed by Ferdinand Porsche
dominated motor racing in the 1930s.
In 1964, Volkswagen acquired the company and revived the Audi name. The car
that launched Audi’s modern reputation as a technology leader and maker of
advanced, competitive cars was the four-wheel drive Audi quattro in 1980. The
Group B racing version of the Audi 200 quattro dominated the TransAm series
in 1988, and sent competitors back to the drawing board. Audi’s popular A4, A6,
and A8 series cars first appeared in 1996. The high-performance all-wheel-drive
S-series versions of these cars have been successful in amateur competition, and
Audi’s Le Mans Prototype race cars have played a dominant role at the top level
of motor racing, led by the 550-hp R8, which won the 24 Hours of Le Mans three
times in a row. In 2006, Audi introduced its latest Le Mans Prototype, the Dieselpowered R10 TDI, which won in its first outing at the Twelve Hours of Sebring, as
well at the 2006 24 Hours of Le Mans.
2001 Aston Martin Vanquish
2006 Audi RS 4
Car Manufacturers
2
BE NTL EY
BM W M OT ORS PO RT
W. O. Bentley founded this legendary British marque in 1919, and decided to
prove and promote his cars through competition. In 1924 a 3-liter, 4-cylinder
Sport model won Bentley’s first victory at Le Mans. In 1926–1927, Bentley
introduced the 6.5-liter Speed Six and the sportiest Bentley, the 4.5-liter 4cylinder. This was Bentley’s golden age, with four consecutive Le Mans wins
in 1927–1930 shared among the three models. The drivers, who came to
be called “The Bentley Boys,” were amateur sportsmen who drove fast and
lived glamorously. Their big, British racing green Bentleys stood out for both
performance and size, dwarfing most continental racers. Ettore Bugatti compared
them to trucks, commenting that Bentley built “the world’s fastest lorries,” but
Bentleys quickly built a reputation as the world’s best sports cars.
With the Great Depression Bentley sales plummeted and in 1931 the company
was sold to Rolls-Royce. For many years most Bentleys were Rolls-Royces with a
different radiator shell. One major exception was the 1952 R Type Continental,
a beautiful 120-mph, four-seat fastback that still turns heads today. In the late
1980s, Bentleys again emphasized performance with turbocharged power and
roadholding to match. This transformation continued in 1998 when German
manufacturer Volkswagen bought Bentley and invested heavily in new models.
After a seventy-one-year lapse Bentley returned to racing with the Speed 8 Le
Mans Prototype, taking third place in 2001, second place in 2002, and winning
a sixth Le Mans victory in 2003.
German automobile and motorcycle manufacturer BMW (the Bavarian Motor
Works) began as a manufacturer of aircraft engines during the First World War,
so the BMW logo, a roundel of alternating blue and white quadrants, represents
a whirling aircraft propeller. The company produced its first car in 1927. By the
late 1930s, BMW was building two pre-war classics, the 327 sedan and the
328 roadster.
After WWII BMW resumed automobile production in 1952, and produced the
legendary 507 sports car in 1957. During the 1960s, BMW launched a series of
increasingly sophisticated models. With their independent suspensions, front
disc brakes, and emphasis on performance, BMW established its reputation as a
maker of cars for driving enthusiasts. In 1972, BMW created its racing subsidiary,
BMW Motorsport, which started producing the “M” high-performance versions
of standard BMW models in 1979.
2004 Bentley Continental GT
2002 BMW Motorsport M3-GTR (street version)
Car Manufacturers
2
BU ICK
CA DIL LA C
David Dunbar Buick, a Scottish immigrant to the U.S., started making gasoline
engines in 1899 and built his first car in 1902. He incorporated Buick Motor
Company in 1903, which was taken over the following year by William Durant,
later the founder of General Motors. By 1908, Buick® was producing about 8,000
cars annually, more than any other manufacturer. Buick pioneered the overhead
valve engine and started a racing team featuring Louis Chevrolet. Early racing
successes and a growing reputation for reliability solidified Buick’s reputation. It
became the first brand in the General Motors stable in 1908.
By the mid-1920s, Buick was producing more than a quarter-million cars a year,
but its sales slumped early in the Great Depression. In 1936, stylish new models
conceived by GM design chief Harley Earl revived Buick’s popularity. During WWII,
Buick built aircraft engines and military vehicles. Buick sales boomed during
the 1950s heyday of big, stylish American cars. In the 1960s and 1970s, Buick
introduced smaller, lighter, more innovative cars powered by V6 engines. In the
1980s and early 1990s, Buick again emphasized racing and competition, building
engines for the Indianapolis 500 and performance cars powered by turbocharged
V6s, especially the 1987 Regal GNX “muscle car.” Buick continues to be a
mainstay of the General Motors Corporation today.
Cadillac Automobile Company was founded by Henry Leland in 1902. In 1903
its first production car was an instant success, and in 1909 Cadillac® became
General Motors’ prestige brand and a leading innovator. Cadillac introduced fullyenclosed bodies in 1910, the first reliable electric starter in 1912, and a powerful
V8 engine in 1915. These and other innovations in the 1920s, including a betterbalanced V8 engine, a synchromesh transmission, and safety glass, enhanced
Cadillac’s reputation. In 1930, Cadillac introduced luxurious V16- and V12powered models. Soon Cadillac offered independent front suspensions (pioneered
by Chevrolet) and automatic transmissions.
During WWII, Cadillac V8s and transmissions powered American tanks. After
the war, Cadillac combined technical innovations and styling, introducing a
trendsetting overhead-valve V8 and tail fins. A British Allard powered by the
Cadillac V8 finished third at Le Mans in 1950, and a stock Cadillac coupe finished
10th, proving how potent the new engine was. Over the years Cadillacs grew
larger and more flamboyant, but in 1992 Cadillac introduced the twin-cam
Northstar V8, renewing an emphasis on performance. In 2000, Cadillac returned
to Le Mans with its Prototype racer, the LMP02, which it also campaigned in the
American Le Mans Series. The 2003 CTS and the 400-hp CTS-V race car continue
Cadillac’s return to performance-oriented production cars.
2004 Cadillac CTS-V1987 Buick Regal GNX
Car Manufacturers
2
CH EVR OL ET
CH RY SLE R
In 1911, William Durant enlisted Swiss-born racing star Louis Chevrolet to design
a car with broad appeal, and in 1912 the new Chevrolet Motor Car Company
introduced its first sedan with a long list of standard features. In 1915, Chevrolet®
introduced the 490 (priced at US$490) to compete directly with the best-selling
Ford Model T, and it was an instant success. By 1927, Chevrolet was the most
popular American car. When WWII started, the division was building over 1.5
million vehicles per year. After the war, Chevrolet reclaimed its place as the bestselling brand with popular features including automatic transmission and power
brakes, seat, and windows.
In 1953, Chevrolet launched what would become America’s most successful
sports car, the Corvette, and when Chevrolet introduced its legendary small-block
V8 two years later, it quickly found its way into the Corvette. The 1963 Sting Ray
with its fully independent suspension added to the Corvette’s popularity and
competitiveness. The compact, sporty Camaro debuted in 1967, and became
another instant best-seller. Today, Chevrolet continues to offer a car for nearly
every market niche, and the company’s nickname, “Chevy,” shows the popular
impact of this brand.
In 1910, Walter P. Chrysler became works manager for Buick Motor Company,
and then vice president of General Motors in 1919. In 1925 he founded Chrysler®
Corporation, and rapidly expanded it to become a serious rival to General Motors
and Ford. Chrysler started Plymouth® and DeSoto, and in 1928 acquired the large
and successful Dodge Brothers Corporation, which had sold two million cars
under its own name. In 1934, Chrysler introduced the Airflow, a streamlined car
that pointed to the future, but found few buyers. By 1937, Chrysler was building
more than a million cars a year.
In 1951, Chrysler introduced its powerful “Hemi” V8, which was continually
developed in the 1960s, growing in displacement from 331 cubic inches (5.4
liters) to 426 inches (7 liters) to become a major force in American automobile
racing. In 1998 the Chrysler Corporation merged with Daimler-Benz AG to
form DaimlerChrysler. Two products of this merger appeared in 2004. The
Chrysler Crossfire® sports car shares many components with the first-generation
Mercedes-Benz SLK. The Crossfire SRT-6 is a supercharged high-performance
model with a 320-hp version of the standard V6. The Chrysler ME Four-Twelve,
produced as a prototype, is a 250-mph, V12 powered mid-engine supercar billed
by the company as the “ultimate engineering and design statement from Chrysler
in terms of advanced materials, aerodynamic efficiency, and vehicle
dynamic performance.”
2006 Chrysler Crossre SRT62006 Chevrolet Corvette Z06
Car Manufacturers
DO DGE
EA GLE
Like the Wright brothers, the Dodge brothers (John and Horace) began in the
bicycle business, but around the turn of the twentieth century they switched
to making automobile parts. From 1902 until 1914, when they started the
Dodge Brothers Motor Vehicle Company, the brothers made parts for other
manufacturers, including transmissions for Olds and engines for Ford. The engine
deal netted them a ten percent interest in Ford Motor Company, which they sold
back to Ford in 1919 for US$19,000,000. Dodge Brothers cars, with their all-steel
bodies, rugged construction, and attention to detail, quickly built a reputation for
“dependability,” a word invented by a copywriter to describe them. After 10 years
the brothers had built a million cars, and made another million by 1928, when
they sold their company to the Chrysler Corporation.
Some of the most potent post-WWII Dodges, including the late-1960s Chargers,
were powered by a 426-cubic-inch (7-liter) version of Chrysler’s Hemi V8. In
1992, Dodge introduced the V10-powered Dodge Viper, a muscular retro sports
car that has competed internationally, winning in its class at Le Mans and in the
GT2 World Championship. Dodge has also produced performance versions of its
small cars, notably the Neon-based SRT4 and the PT Cruiser GT Turbo. For 2006,
Dodge reintroduced a Hemi V8-powered Charger, the SRT8.
Eagle was the last reincarnation of American Motors Corporation (AMC), which
had been formed by the merger of Hudson Motorcar Company and NashKelvinator in 1954. In 1970, AMC acquired the Jeep name and facilities from
Kaiser-Willys, but fell on hard times in the 1980s. After a brief collaboration with
France’s Renault, AMC was sold in 1987 to Chrysler Corporation, which ran AMC
as its Jeep/Eagle division from 1988 to 1998. Chrysler’s goal was to attract driving
enthusiasts and would-be buyers of imported cars.
The division’s most successful model was the sporty Eagle Talon, based on the
Mitsubishi Eclipse. The Eclipse and the Talon, as well as the Plymouth version,
called the Laser, were manufactured in Normal, Illinois by a Chrysler/Mitsubishi
joint venture called Diamond Star Motors. From 1990 to 1998, these two-door,
front-wheel drive hatchbacks (powered by a Mitsubishi 4-cylinder engine and
turbocharged in the all-wheel-drive TSi model) were Eagle’s best-selling car. Its
success wasn’t enough to save Eagle, and Chrysler stopped producing the brand
in 1998.
2006 Dodge Charger SRT8
1998 Eagle Talon TSi Turbo
Car Manufacturers
FE RRA RI
FO RD
Ferrari is a legendary name. For 60 years this elite Italian manufacturer has built
some of the world’s fastest and most beautiful cars, and has won innumerable
races. Founder Enzo Ferrari drove his first race in 1919, and started Scuderia
Ferrari in 1929 sponsoring amateur drivers, many competing in cars built by Alfa
Romeo. In 1947 he founded Ferrari and started the string of stunning cars and
racing victories that continues today. In a sense, Ferrari’s intent was to build a
race car that could also be used on the street, but from the beginning Ferrari built
sports and Grand Touring cars to finance its racing efforts.
The first postwar Ferrari, the sleek Tipo 125S roadster, was powered by a 1.5-liter
V12, and started Ferrari’s long record of racing victories. In 1950 the Formula
One World Championship series began, and Ferrari soon won the first of 14 F1
championships to date. These victories and many more at Le Mans and elsewhere
have added to the fervor of Ferrari fans (Tifosi in Italian). Famous Ferrari cars
include the 250 GTO, the Testarossa, the Dino, the 550 Maranello, the F40,
the F50, the F430, and the Enzo. Pininfarina and a few leading designers and
coachbuilders have always created striking bodies for these cars, and Ferrari cars
continue to offer an outstanding blend of technical and esthetic excellence.
Henry Ford incorporated Ford Motor Company in 1903, and it rapidly grew to
become a major force in the fledgling automobile industry. The Ford Model
T, introduced in 1908, revolutionized the mass-production of affordable
automobiles. Key to its huge production was Ford’s pioneering use of the moving
assembly line. In nineteen years Ford manufactured more than fifteen million
Model Ts.
Ford entered the luxury market by purchasing the Lincoln Motor Company in
1922, and started the mid-priced Mercury brand in 1939. By 1927 the Model T
was losing sales to more modern cars from other companies, so Ford replaced
it with the more competitive Model A, and produced four million Model As in
four years. In 1932, Ford Motor Company became the first auto manufacturer
to offer an affordable V8-powered car. In the mid-1950s, Ford added the sporty
Thunderbird to its lineup, and the 1960s saw the introduction of the best-selling
Mustang. Ford introduced the exotic GT-40 in 1964, which won the Le Mans
24-hour road race four straight times in 1966–1969. In 2004, Ford began
producing a new street version of the Ford GT, directly inspired by the GT-40 race
car. At the other end of the spectrum, Ford entered the sport compact market
with the affordable high-performance SVT Focus.
2003 Ford Focus SVT1999 Ferrari 360 Modena
Car Manufacturers
HO NDA
HY UND AI
Starting in 1948, Soichiro Honda filled an important niche in post-WWII
Japan by building motorized bicycles, but his Honda Motor Company soon
grew to become one of the world’s largest and most successful motorcycle
manufacturers. This success allowed Honda to start building small cars in
1960. The energy crisis of the 1970s made Honda’s efficient Civic, with its lowemission CVCC engine, a best-seller in many markets. The mid-size Honda Accord
introduced in 1976 also added to the worldwide reputation of Honda. In the
1980s the company started building cars in the U.S. and Canada.
Soichiro Honda had always been interested in motorsports, and by 1961
his motorcycles were international winners. He sought the same success in
automobile racing at the highest level—in Formula One and Indy Car racing.
In 1964–1968, Honda campaigned its own cars in the Formula One World
Championship, and since 1983 has supplied engines to other constructors. In
1988, Honda-powered F1 cars won fifteen of sixteen races. In 2006, Honda once
again began running its own cars in the Formula One World Championship.
South Korean industrialist Chung Ju-Yung founded Hyundai Motor Company
in 1967 as part of his Hyundai Group, a major engineering, construction, and
shipbuilding enterprise. The company grew to become South Korea’s major car
manufacturer. Hyundai exported cars to Asia, Europe, and the Middle East in
the 1970s and 1980s, and entered the U.S. market in 1986 with the
subcompact Excel.
Hyundai soon established its reputation as a maker of affordable cars, starting
with subcompact models for entry-level buyers, then added both sportier and
more luxurious models to its lineup. Current Hyundai models include the Tuscani
sport coupe (called the Tiburon in the U.S. market). Now the seventh-largest car
maker in the world, Hyundai sells its vehicles in up to 193 countries across several
continents, and has sold around 2.5 million units worldwide.
2003 Honda S2000
2003 Hyundai Tuscani Elisa
Car Manufacturers
IN FIN IT I
JA GUA R
Japanese manufacturer Nissan Motor Company introduced its luxury Infiniti brand
in 1989, focusing on a blend of style, comfort, and performance. The Infiniti
flagship was the potent V8-powered Q45, which featured technology such as
active suspension and four-wheel steering. Over the years the Infiniti line has
grown to include the slightly smaller M45 sedan, the sporty G35 coupe (on the
same chassis as the Nissan Skyline), and G35 sedan.
British automobile maker Jaguar began in 1922 as the Swallow Sidecar Company,
building stylish aluminum sidecars for motorcycles. By 1926 it was also producing
custom bodies for other manufacturers’ cars. In 1931 the company began
building its own cars under the SS name (for Swallow Sidecars). Long, low,
and sporty, the SS1 looked like a more expensive car than it was. In 1935 the
company used the Jaguar name for the first time on a stunning new sports car,
the SS Jaguar 100.
After WWII, the company became Jaguar Cars Ltd. The beautiful 120-mph XK120
sports car appeared in 1948. The racing version, called the C-type, won Le Mans
in 1951 and 1953. In 1954, Jaguar introduced the more powerful XK140 sports
car and the D-type racer, which won Le Mans in 1955, 1956, and 1957. The
sensational 150-mph E-type sports car, introduced in 1961, was the most visually
striking in a long line of attractive cars. Ford Motor Company acquired Jaguar
in 1989, and has carefully preserved Jaguar’s unique identity. Between 1992 and
1994 Jaguar produced 281 XJ220 supercars, and in 1995 launched the sleek,
V8-powered XK-8 sports car. Most recently Jaguar unveiled its new supercharged
sports car, the Jaguar XKR. Building on the excellence of the most technologically
advanced Jaguar ever, the all-new XK with the 4.2 V8 engine introduced in late
2005, the XKR takes the Jaguar experience to new heights. For more than seventy
years Jaguar has maintained its vision of the well-bred sporting automobile,
combining superior performance with unique style.
1993 Jaguar XJ2202003 Inniti G35 Coupe
Car Manufacturers
KO ENI GS EGG
LA MBO RG HIN I
Christian von Koenigsegg founded his Swedish supercar company, Koenigsegg
Automotive Ltd., in 1994. Its mission is to build exclusive two-seat, mid-engine
super sports cars based on state of the art Formula One racing technology for
a few select customers. Bodies and chassis are made of lightweight carbon fiber
composite reinforced with Kevlar and aluminum honeycomb. These cars
offer a combination of race car performance and superior comfort for longdistance touring.
After three years of development and testing, Koenigsegg showed its first
production prototype at the Paris Motor Show in 2000, and delivered its first
production car, the 655-hp V8-powered CC8S, in 2002. This luxurious 240-mph
supercar features a custom leather interior and fitted luggage, along with a host
of high-tech features seldom seen outside of advanced race cars. Koenigsegg
introduced the 806-hp CCR in 2004, and the CCX, which delivers the same
performance using 91-octane fuel and meets even more stringent emissions
requirements, in 2006. Koenigsegg creates each car in its very limited production
specifically for each customer. Like racing cars, these formidable vehicles can
be set up to perform on any track or set of road conditions. Unlike racing cars,
they are well-mannered on the street and offer a level of luxury no race car driver
ever enjoyed.
After WWII, Ferruccio Lamborghini started converting military vehicles into
tractors, and began producing his own tractors in 1948. Many questioned his
judgment when he decided to build sports cars to compete with Ferrari, but in
1963 he founded Automobili Ferrucio Lamborghini. The 350 GT was the first in a
long line of striking designs to wear the charging bull badge, with Lamborghini’s
own V12 engine and chassis, and coachwork by Touring of Milan. In 1966,
Lamborghini produced the first mid-engine supercar, the Miura, a barely tamed
race car for the road, named for a legendary breed of Spanish fighting bulls. Its
4-liter V12 was mounted transversely behind the cockpit, and its sensational body
by Bertone blended aggressiveness and elegance.
In 1974, Lamborghini introduced the Countach, an angular mid-engine supercar
that never lost its ability to astonish first-time viewers and drivers. Its successor
had to be extreme and spectacular; the Diablo was all that and more, with
exotic styling, a 5.7-liter V12, and all-wheel drive. In 1998, Audi AG acquired
Lamborghini, and in 2001 replaced the Diablo with the Murciélago. Aptly named
for a famous fighting bull, it combines modern sophistication and brute force,
with a potent 6.2-liter V12 (enlarged to 6.5 liters in the 2006 Murciélago LP640)
and all-wheel drive. In 2003, Lamborghini introduced the Gallardo, a highperformance sports car designed for everyday use, with all-wheel drive and a 500hp V10. Ferruccio Lamborghini’s goal to build cars that compete with the world’s
best has been fully realized.
2002 Koenigsegg CC8S
2005 Lamborghini Murciélago
Car Manufacturers
4
LA NCI A
LE XUS
Vincenzo Lancia began building cars in 1906, and this Italian car manufacturer
(part of the Fiat Group since 1969) quickly developed a reputation for technical
innovation. Its first car, the 1907 Alpha, featured a tubular front axle. The 1913
Theta included the first built-in electrical system in a European car. The 1922
Lambda featured V4 power and independent suspension, and the 1933 Augusta
was the first sedan with a load-bearing monocoque body. The 1936 Aprilia was
one of the first mass-produced cars with a truly aerodynamic shape. The 1950
Aurelia was powered by the first V6, and mounted its clutch, gearbox, and
differential in a single unit on the rear axle.
Over the years, Lancia cars made their mark in road racing and at times
dominated rally competition. Winning Lancias included the D50 Formula One
racer that appeared in 1954. When the Lancia family sold its interest in the
company, Ferrari took over the Lancia team. The renamed Lancia/Ferrari D50
won the F1 world championship in 1955. Some of Lancia’s greatest competition
successes came from rally cars. The futuristic, wedge-shaped Lancia Stratos
won the World Rally Championship three straight times in 1974–1976. Even
more successful was the HF Integrale version of the Lancia Delta and its ultimate
development, the Evoluzione. This powerful four-wheel-drive hatchback won six
consecutive Constructors Championships between 1987 and 1992.
In 1989, Toyota Motor Corporation of Japan introduced its Lexus line of luxury
cars to the U.S. market, and then Great Britain, Canada, and Australia a year
later. The V8-powered LS 400 and the mid-size ES 250 set the tone for the new
brand with excellent build quality, value, and performance. Lexus has fleshed
out the line with sport coupe and sport utility models. Lexus cars have enjoyed
major success in North America, and were offered for sale in Japan for the first
time in 2005. Lexus successfully entered the world of sports car and endurance
racing in 2004 with its Daytona Prototype, powered by a competition version of
the company’s V8. Current models include the IS300 and IS350 compact sports
sedans and the V8-powered SC430 hardtop sports convertible.
1974 Lancia Stratos HF Stradale
2006 Lexus IS350
Car Manufacturers
4
LO TUS
MA SER AT I
Compared to some other British car manufacturers, Lotus is a relative newcomer,
founded by Colin Chapman in 1952. But Lotus has packed the stuff of legend
into its 55 years, including a long string of celebrated sports cars and seven
Formula One Championships. Chapman’s innovative designs emphasized
simplicity and lightness. In 1957, Chapman introduced two cars that exemplified
this approach: the elegant Lotus Elite sports coupe and the Lotus 7, a minimalist
high-performance roadster. The 7 remains in production after almost fifty
years, built by Lotus until 1973, and then by Caterham Cars, which bought the
manufacturing rights.
Lotus won its first Formula One victory in 1960 and its first World Championship
in 1963. By 1978, Lotus had won five more World Championships and continued
to innovate, experimenting with turbine power, four-wheel drive, lightweight
composites, and the use of ground effects to generate downforce. The Lotus
Esprit sports car, produced from 1976 to 2004, turned heads from the start,
particularly when it appeared in a James Bond movie as a car with submarine
capabilities. After Chapman died in 1982, the company changed hands. Under
GM ownership from 1986 to 1993, Lotus turned the modest Vauxhall Carlton
sedan into a 176-mph “super saloon.” Current models include the Elise roadster
and the Exige coupe. These diminutive fiberglass-bodied sports cars on
aluminum frames maintain Lotus’ fifty-year reputation for putting big
performance into small packages.
Officine Alfieri Maserati was founded in December, 1914, in Bologna, Italy. Since
then, Maserati has played a consistently important role in the history of sports car
culture and its development. In 1926, Alfieri Maserati and his brothers built their
first complete car, the Tipo 26, and Maserati himself drove it to a class win in its
first race. Before and after WWII, legendary racing drivers such as Tazio Nuvolari
and Juan Manual Fangio drove Maserati single-seaters to European victories. In
the U.S., Wilbur Shaw scored back-to-back wins at Indianapolis in 1939–1940
driving a Maserati 8CTF. In the early 1950s, the A6GCS sports car proved itself to
be a winner, and in 1957 the great Fangio won his fifth and final Formula One
championship in the Maserati 250F. Maserati then began building competition
cars for private entrants, including the race-winning Tipo 61, popularly dubbed
the “Birdcage” Maserati because of its complex tubular frame.
In the late 1950s, Maserati focused on building cars in larger numbers, starting
with the handsome aluminum-bodied 3500 GT. In the 1970s, Maserati produced
a series of mid-engine GT cars, including the Bora, Merak, Khamsin, and Mistral,
all named for desert winds. In 1993, Maserati was acquired by the Fiat Group.
With the technical collaboration of Ferrari, the company now makes fast and
elegant tourers including the Quattroporte sedan, and the Coupé and Gran Sport
(Coupé and Spyder) GT cars. Maserati has returned to racing with the MC12
supercar, and remains one of the great Italian makers of sports and luxury cars.
2005 Lotus Elise 111S
2004 Maserati MC12
Car Manufacturers
4
MA ZDA
The Toyo Kogyo Co. of Hiroshima, Japan, the predecessor of Mazda Motor
Corporation, built its first vehicle, the Mazda-Go three-wheeled truck, in 1931.
All of the company’s trucks were given the Mazda name, partly in reference to
Ahura-Mazda, the Zoroastrian god of light, and partly because it sounded like
the name of company founder, Jujiro Matsuda. The first Mazda passenger car, the
R360 coupe, appeared in 1960. In 1961, Mazda started technical cooperation
with the NSU of Germany for rights to develop and use the powerful, lightweight
rotary combustion engine originally designed by Dr. Felix Wankel.
Mazda started selling rotary-engined cars in Japan in 1967, the same year it
began exporting cars to Europe. Mazda entered the U.S. market in 1970 with
the rotary-powered RX-2, and introduced the slightly larger RX-3 in 1971. Their
ability to leave cars powered by larger conventional engines behind made a
big impression. Mazda introduced the RX-7 sports car powered by a twin-rotor
Wankel engine in 1978, and its combination of power and handling made it an
instant hit. The Mazda 787B prototype, powered by a four-rotor, 700-hp engine,
won at Le Mans in 1991. Current models include an updated version of MX-5/
Miata sports car, the Axela/Mazda 3 and Atenza/Mazda 6, and the latest Mazda
rotary-powered sports car, the RX-8.
Since 1990, McLaren Automotive in England has designed and produced a
limited number of exclusive, high-performance road cars. Along with Formula
One constructor and competitor Team McLaren Mercedes, the company is part
of the McLaren Group. The organization is named after the late Bruce McLaren,
a New Zealand-born racing driver, engineer, and race car designer whose
creations won races in series from Formula One to CanAm. The McLaren F1 is a
240-mph supercar that uses technology from Formula One racing, including a
strong, lightweight carbon fiber monocoque structure. Between 1992 and 1998,
McLaren built one hundred F1s, priced in excess of US$1 million each. The F1’s 6liter, 627-hp BMW V12 gives this exotic three-seat coupe tremendous speed and
acceleration, and the chassis provides handling to match. In 1995, F1s took first,
third, fourth, and fifth places at Le Mans 24 Hours, proving that a million dollars
also buys impressive durability, along with racing capability.
In 1999, McLaren started working with DaimlerChrysler to develop and build
the Mercedes-Benz SLR McLaren, which debuted in 2003. For a lucky few with
US$450,000 to spend, the new SLR provides unsurpassed levels of speed,
handling, safety, and comfort. Like the McLaren F1, the SLR wraps a very powerful
engine and a luxury interior in a lightweight composite structure. Its 5.4-liter,
617-hp AMG V8 propels the SLR to over 200 mph.
1997 Mazda RX7
1997 McLaren F1 GT
Car Manufacturers
4
ME RCE DE S-B EN Z
MI NI
Mercedes-Benz history reaches back to the dawn of the automotive era. In
Germany, Karl Benz and Gottlieb Daimler were working independently to perfect
the internal combustion engine and use it to propel a vehicle. In 1885, Benz
became the first to build and patent a gas-powered vehicle, the three-wheeled
Tri-Car. By 1900, both Benz and Daimler were selling cars in significant quantities.
Daimler distributor Emil Jellinek named a new model for his daughter, Mercedes.
In 1902 the low-slung Mercedes Simplex set a standard of performance with its
43-mph top speed. By 1911 the Blitzen (Lightning) Benz racer set a speed record
of 141 mph.
In 1926 the two companies merged to form Daimler-Benz, making cars under
the Mercedes-Benz name. Technical Director Ferdinand Porsche developed two
of Mercedes’ greatest cars, the supercharged SS and SSK in 1928–1931. Before
WWII, Mercedes became a dominant force in Grand Prix racing with a series of
technologically advanced machines. From 1952 to 1955, Mercedes returned to
racing with the Le Mans-winning 300 SL and the W196 Formula One car, which
proved equally dominant. In 1989, Mercedes started supplying engines to race
car constructors Sauber and McLaren. The company partnered with McLaren to
launch the 200-mph Mercedes-Benz SLR McLaren supercar in 2004. From the
spindly, bicycle-based Tri car to today’s SLR supercar, the history of Mercedes-Benz
is the history of the car itself.
One of the most popular cars in recent years is the new MINI, launched by BMW’s
MINI subsidiary in 2001. This small, nimble car is a modern interpretation of the
Morris Mini Minor, an even smaller car launched by British Motor Corporation in
1959 and produced until 2000. The original Mini was a revolutionary transverseengine, front-wheel drive design that devoted 80% of its petite frame to
passengers. It sipped gasoline, and handled surprisingly well, riding on tiny
ten-inch wheels. Race car builder John Cooper designed higher-performance
models called the Mini Cooper and Mini Cooper S. During its forty-year
production more than five million Minis were sold, and the original remains a
cult classic and tuner favorite.
In 1994, BMW bought the Rover Group, whose assets included the Mini, from
British Aerospace. BMW kept the little car in production while planning its
successor. The new MINI is available in three models: the basic MINI One powered
by a 90-hp, 4-cylinder engine, the 115-hp MINI Cooper, and the supercharged
170-hp MINI Cooper-S. An optional John Cooper Works tuning kit increases
horsepower to 210. In 2004 a soft-top MINI Cabriolet was added to the line.
The new MINI may be a lot bigger than the original version, but is its spiritual
successor, offering a lot of fun in what is for today a very small package.
2005 Mercedes-Benz SLR
2003 MINI Cooper S
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