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NASCAR 2000
NASCAR 2000
from Wikipedia
NASCAR 2000
North American PlayStation cover art featuring the cars of Dale Earnhardt, Terry Labonte, and Mark Martin
DevelopersStormfront Studios
Software Creations (GBC)
PublisherEA Sports
SeriesEA Sports NASCAR
PlatformsNintendo 64, PlayStation, Microsoft Windows, Game Boy Color
ReleaseNintendo 64
  • NA: September 13, 1999[1]
PlayStation
  • EU: September 24, 1999
  • NA: September 27, 1999[2]
Windows
Game Boy Color
GenreRacing
ModesSingle-player, multiplayer

NASCAR 2000 is a racing simulator video game developed by Stormfront Studios and published by EA Sports.

Publication history

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The game was released in 1999 for Nintendo 64 and PlayStation and in 2000 for Microsoft Windows and Game Boy Color. The game is based on the 1999 NASCAR Winston Cup Series, with Adam Petty's 1999 Busch Series car and several legends such as Richard Petty and Alan Kulwicki also included. The game, along with NASCAR 98, is regarded as one of the best of EA Sports NASCAR series of video games. It was the last game for PC until NASCAR Thunder 2003. This game was the fourth title of the series.

The Windows version of the game includes manufacturer branding on the cars.

The soundtrack to the game features instrumental versions of songs from the Blues Traveler album Save His Soul.

Reception

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Doug Trueman of NextGen said that the PlayStation version "would have been a terrific title several years ago, but now it looks and sounds incredibly dated."[32]

Michael Lafferty of GameZone gave the PC version nine out of ten, calling it "an adrenaline rush."[37] However, Ash of GamePro said that the Nintendo 64 version "has a lot going for it, but it just couldn't close out the race."[38][b]

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
NASCAR 2000 is a simulation video game that emulates the sport of as governed by the (NASCAR). Developed by Stormfront Studios and published by (EA) under the brand, it was released in September 1999 for the and PlayStation consoles, with the Microsoft Windows version released on February 29, 2000. The game includes a roster of 33 licensed NASCAR drivers from the 1999 season, such as Dale Earnhardt Jr., , and , alongside 7 legendary drivers like and . It features 18 officially licensed NASCAR tracks, including Homestead-Miami Speedway and , supplemented by several fictional road courses for variety. Players can engage in multiple modes, including quick races, single events, a full or abridged championship season following 's points structure, and a special "Race Against the King" challenge against . The simulation emphasizes realistic handling with updated physics and AI, six camera views (including in-car perspectives), split-screen multiplayer for up to two players on PlayStation, and authentic audio commentary from announcers and , along with crew chief advice. As part of ' ongoing NASCAR series, it builds on predecessors like NASCAR Revolution by incorporating more current drivers and refined gameplay mechanics.

Development

Studio Involvement

The development of NASCAR 2000 was primarily led by Stormfront Studios, an American game developer founded in 1988 and known for its work in sports simulations, for the , PlayStation, and Windows versions. Stormfront had established expertise in the genre through prior titles in the series, including and , which helped build their reputation for authentic racing simulations. Key personnel included producer Morgan Roarty and assistant producer Chris Esaki, who oversaw the adaptation of real-world data from the 1999 Winston Cup Series to ensure accurate representation of drivers, teams, and tracks. The Game Boy Color port was handled by Software Creations Ltd., a British studio specializing in adaptations for handheld platforms, allowing the core experience to reach portable audiences while maintaining ties to the original 1999 season data. A notable narrative element in the game's design was the inclusion of special cars for legendary drivers like and , providing players with historical context and tribute options within the simulation. The roster also featured current 1999 drivers, including driving his Busch Series car.

Design Choices

NASCAR 2000 emphasized a realistic of , drawing on the official license to replicate the intensity of Winston Cup Series events while prioritizing accessibility for a broader audience. The game's car physics were intentionally tuned to be more forgiving than those in Papyrus Design Group's prior PC titles, such as NASCAR Racing 3, allowing players to maintain control through turns with less precision and reducing the steep associated with hardcore simulations. This design choice balanced authenticity—incorporating factors like drafting, tire wear, and fuel management—with approachable handling, making it suitable for console gamers new to the genre. A key licensing decision involved the inclusion of official manufacturer branding exclusively in the Windows version, featuring authentic representations of Ford, Chevrolet, and Pontiac vehicles to enhance visual fidelity and immersion for PC players. Console versions, developed for platforms like PlayStation and , omitted these manufacturer logos due to separate licensing constraints, opting instead for generic car models that still captured the era's stock car aesthetics. This differentiation stemmed from the complexities of securing automotive approvals across platforms, allowing the PC edition to stand out with more detailed sponsorship and vehicle authenticity. The game integrated rosters from the , featuring 33 licensed current drivers—such as Dale Earnhardt Jr., , and —alongside 7 legendary drivers like and , for a total of 40 drivers. It also included 18 official real-world tracks and additional fantasy courses to expand gameplay variety. This selection ensured players could experience a faithful recreation of the previous season's lineup and venues, such as superspeedways and short ovals, while the fantasy tracks introduced creative road-racing elements not typical in standard events, broadening the simulation's appeal without diluting its core focus. Audio design choices further supported the immersive atmosphere, incorporating instrumental versions of tracks from Blues Traveler's 1993 album as part of the soundtrack to evoke the high-energy vibe of race weekends. Complemented by TV-style commentary from announcers and , along with in-race spotter calls, these elements created a dynamic auditory experience that reinforced the game's commitment to realistic presentation.

Publication

Release Timeline

NASCAR 2000, published by , was first announced in mid-1999 with previews emphasizing its alignment with the ongoing season. The version launched in on September 13, 1999, marking the initial release of the title. This was followed by the PlayStation version, which debuted in on September 24, 1999, and in on September 30, 1999. The Windows port arrived later in 2000, with a specific release date of , 2000. The Game Boy Color adaptation was issued in July 2000, with a North American release on July 24 and later in 2000, extending the game's availability to handheld players. Marketing efforts centered on the game's tribute to legendary drivers and its commitment to realistic simulation, including authentic 1999 season elements like tracks, vehicles, and race dynamics to appeal to enthusiasts.

Platform Versions

NASCAR 2000 was released across four platforms, each adapted to the hardware's capabilities while maintaining core elements like the authentic driver lineup from the 1999 NASCAR season and season mode structure. The console versions feature 33 drivers plus 7 legendary drivers, while the Game Boy Color version includes 26 drivers. The version utilized 3D graphics for the system's standard hardware and cartridge format, avoiding load times but facing technical constraints that led to frame rate drops during intense effects like tire smoke. In contrast, the PlayStation version leveraged the for enhanced visuals, additional content such as five fantasy tracks beyond the 18 real NASCAR ovals, and improved audio featuring real-life broadcasters and alongside crew chief and spotter commentary. The Windows PC version offered higher fidelity physics for more realistic handling and crashes, detailed car models with full manufacturer branding like Chevrolet and Ford logos, and supported multiplayer over LAN or the , marking it as the last title on PC until NASCAR Thunder 2003 in 2002. The Game Boy Color port, developed by Software Creations, shifted to 2D top-down racing with simplified controls suited to the handheld's , featuring 16 real tracks—a reduction from the console count—and no multiplayer, though it retained battery-backed saves for season progress. Across platforms, variations arose in performance: cartridge-based N64 had instantaneous transitions without loads, while CD-ROM versions on PlayStation and PC experienced brief loading between races, and the GBC's 2D engine prioritized portability over depth. Multiplayer support differed significantly, with split-screen on N64 and PlayStation for two players, network options on PC, and solo play only on .

Gameplay

Core Mechanics

NASCAR 2000 features intuitive controls tailored to the and PlayStation platforms, utilizing analog sticks for steering to provide precise vehicle handling during high-speed races. Acceleration is managed via the primary face button (X on PlayStation, A on N64), allowing players to throttle up smoothly on straightaways, while braking is assigned to another face button (Square on PlayStation, B on N64) for controlled deceleration into turns. These inputs support both automatic and modes, with shifting handled through shoulder buttons (R1/R2 on PlayStation, Z/C-buttons on N64), enabling players to adapt to different driving styles without excessive complexity. The game's physics model emphasizes accessibility while incorporating realistic NASCAR elements, such as forgiving handling that permits easier navigation through turns compared to earlier titles like , reducing the risk of spins for novice players. Drafting is simulated authentically, where vehicles gain speed by closely following others to reduce air resistance, a key strategy on ovals, and collisions produce varied effects based on impact severity, including minor bumps that alter trajectories without catastrophic damage. Tire wear accumulates over laps, affecting grip and necessitating strategic management, while fuel consumption requires monitoring to avoid running dry mid-race. Pit stops integrate these elements, allowing players to refuel, change tires, repair damage, and adjust handling via crew chief prompts, adding depth to race strategy. Camera options enhance player immersion and tactical awareness, including in-car () views for a first-person perspective, chase (bumper or hood) cameras that follow behind or atop the , and overhead angles for broader track oversight. Switching between views is straightforward via a dedicated (Circle on PlayStation, C-up on N64), though the view may experience dips on older hardware. These collectively define the simulation's balance between realism and playability, focusing on oval racing dynamics without overwhelming complexity.

Visual and Audio Elements

NASCAR 2000 employs 3D polygonal models for cars and tracks across its console and PC versions, delivering detailed vehicle designs complete with sponsor logos and scaled representations of NASCAR circuits that evoke an authentic environment. On the PC platform, the were lauded as the most advanced for a stock-car up to that point, with maximum detail settings rendering cars that closely mirrored their real-world counterparts in appearance and texture quality. The PlayStation version similarly features well-modeled tracks and finely detailed automobiles, contributing to a visually immersive experience despite occasional dips in certain camera angles. In contrast, the edition presents lower polygon counts and simpler textures, resulting in reduced visual fidelity compared to PC and PlayStation, though it maintains functional suitable for the hardware. The Game Boy Color port adapts these visuals through overlaid 2D sprites to approximate 3D effects, yielding smooth animations but with notably low detail on tracks and , prioritizing playability over graphical complexity on the handheld's limited capabilities. Audio elements in NASCAR 2000 emphasize realism through robust roars and squeals that accompany acceleration, braking, and cornering maneuvers, heightening the intensity of races. Race commentary, voiced by NASCAR broadcasters and , provides dynamic narration of events such as overtakes, position changes, and cautions, with a spotter offering tactical advice on competitor proximity and pit strategies; while occasionally inaccurate, this system adds to the broadcast-like feel. The game's soundtrack incorporates instrumental renditions of songs from Blues Traveler's 1998 album , including "Love & Greed," "Crash and Burn," and "NY Prophesie," blending rock influences with the high-speed action. Crowd noise is minimally represented, focusing instead on mechanical and commentary layers to simulate a focused racing ambiance. Platform-specific audio variations are evident, particularly on the Game Boy Color, where sounds are heavily compressed, including sampled race commentary by and , crew chief prompts, spotter advice, basic engine effects, and a single looping background track that can become repetitive, with decent scaling for volume levels. The absence of dynamic weather effects underscores a commitment to core over environmental variability, though announcer calls during overtakes and other key moments enhance player engagement without relying on such features.

Content

Tracks

NASCAR 2000 includes 18 real-world tracks drawn from the schedule, faithfully replicating their configurations from that season to provide authentic racing experiences. These tracks encompass a variety of layouts, including high-banked superspeedways, intermediate ovals, short tracks, and road courses, each influencing race strategy through factors like banking angles, turn radii, and straightaway lengths. For instance, , a 2.66-mile with 33-degree banking, promotes high-speed drafting and pack racing due to its wide straights and minimal grip in turns. Among the real tracks, stands out as a 1.54-mile quad- with progressive banking reaching 24 degrees, its egg-shaped design encouraging drivers to utilize the higher line for speed while navigating the challenging apron. Short tracks like , a 0.533-mile with 24-28 degree banking, demand precise throttle control and aggressive bumping to maintain position in tight quarters. Road courses add diversity; , a 2.45-mile circuit with 11 turns including the famous "esses" and chicane, rewards cornering skill and braking precision over raw speed. Other notable venues include , whose 1.366-mile egg-shaped features a 25-degree frontstretch wall that shapes unique racing lines and tire wear strategies, and the newly added Homestead-Miami Speedway, a 1.5-mile racy with 6-18 degree variable banking for balanced handling. In addition to the real tracks, the game incorporates five fictional road courses created by to expand variety beyond traditional NASCAR ovals. These fantasy tracks, such as Salt Lake Speedway and Lakeshore, feature intricate layouts with elevation changes, hairpin turns, and extended straights that emphasize techniques like apex hitting and usage, differing from the high-speed ovals of the real series. While not based on actual venues, they replicate the strategic depth of real circuits by varying lap lengths from approximately 1.7 to 2.5 miles, allowing for diverse passing opportunities and setup adjustments. No dynamic elements like weather variations affect these tracks, ensuring focus on static layout replication and driver skill.

Drivers and Vehicles

NASCAR 2000 includes a roster of over 40 drivers, comprising 33 active competitors from the , such as in the No. 3 Chevrolet and in the No. 24 Chevrolet, along with rookies like , , and driving the No. 45 Pontiac. The game also honors NASCAR legends, featuring as "The King" in his iconic No. 43 Plymouth, and includes tributes to past champions like with his No. 7 , allowing players to race as these historical figures in select modes. The vehicles in NASCAR 2000 are authentic stock cars modeled after the 1999 models used in the series, primarily the , , and , with additional variants like and for legend drivers. The Windows PC version provides full branding and licensing details for sponsors and teams, enhancing visual authenticity compared to console ports. Customization options allow players to select and modify paint schemes and car numbers to create custom entries, while setup adjustments are limited to minor tweaks such as gear ratios for and top speed balance, tire pressure, and wedge settings, without advanced features. AI opponents exhibit unique behaviors tailored to each driver, with varying aggression levels—such as Earnhardt's bold passing maneuvers—and strategies that reflect real-world racing styles, contributing to dynamic pack racing interactions.

Modes

Single-Player Options

NASCAR 2000 offers several single-player modes designed to replicate the experience of professional without requiring online or split-screen opponents. The primary mode is the Season, which simulates the full 1999 Winston Cup Series schedule comprising 34 races across various track types, including ovals, short tracks, and road courses. Players select from 33 licensed drivers and their corresponding vehicles to compete for points awarded based on finishing positions, with the goal of accumulating enough to claim the overall ; progression involves managing race strategies, pit stops, and vehicle wear to maintain standings throughout the season. For more casual play, the Quick Race mode allows players to set up individual events on any of the game's 18 real NASCAR tracks or five fantasy courses, with customizable elements such as number of laps (adjustable from 3% to 100% of a full race length), opponent selection, and starting positions. This mode emphasizes immediate action and experimentation with different setups, including transmission type ( or manual) and basic car adjustments like tire pressure and wedge settings to influence handling and speed. A special single-player challenge is the "Race Against the King" mode, where players compete against legendary driver on ten different tracks. Beating Petty on all tracks unlocks additional content. Supporting skill development, Practice mode provides an unrestricted environment for free driving on selected tracks, enabling players to familiarize themselves with layouts, test car configurations, and refine driving techniques without competitive pressure or time limits. Complementing this is , a focused challenge where players aim to post the fastest lap times against the clock, with performance tracked for personal bests and comparisons across sessions; this mode is particularly useful for mastering qualifying strategies on high-speed ovals like Daytona. Difficulty settings span from to levels, scaling the aggressiveness and skill of AI opponents while optionally enabling driving aids such as to assist players; higher difficulties demand precise control to avoid AI-induced incidents like bumping or blocking, promoting realistic race dynamics without altering core physics. These options ensure accessibility for beginners while challenging experienced racers to pursue optimal lap times and consistent finishes.

Multiplayer Features

NASCAR 2000 offered local multiplayer options tailored to each platform, emphasizing head-to-head racing without internet connectivity for most versions. On console versions for PlayStation and , players could engage in split-screen multiplayer supporting up to two participants, allowing simultaneous control of vehicles in real-time races alongside computer-controlled opponents. The Windows PC edition expanded this to up to four players via local network, direct connections, or online through EA Sports' NASCAR Racing Online service, enabling larger competitive fields while maintaining the game's realistic NASCAR physics for drafting and maneuvers. For the Game Boy Color port, multiplayer was facilitated through a link cable for head-to-head two-player races, where competitors selected tracks and vehicles to duel in shortened events focused on speed and . Console, handheld, and local PC play restricted interactions to physical setups like split-screen or cable links, with no support for remote or asynchronous hotseat turns due to the real-time nature of the racing simulation; online play was exclusive to the PC version. Competitive modes centered on versus racing, where players could apply handicaps such as adjusted starting positions or AI difficulty levels to balance skill disparities, heightening the intensity of drafting battles and close-quarters competition on tracks like Daytona or Talladega. These features encouraged social play, pitting human drivers against each other or mixed fields with single-player AI for fuller grids.

Reception

Critical Response

NASCAR 2000 received generally positive reviews for its PlayStation and PC versions, with aggregate scores reflecting above-average reception, while the Nintendo 64 and Game Boy Color ports garnered more mixed to below-average critiques. On GameRankings, the PlayStation edition averaged 78% based on multiple critic scores, including GameSpot's 7.6/10 and IGN's 7.2/10. The PC version also fared well, earning a 7/10 from GameSpot for its enhanced depth in simulation features like detailed car setup options and season tracking. In contrast, the N64 version averaged around 65% on sites like MobyGames, with IGN assigning it a 6.5/10. The Game Boy Color release received mixed-low scores, such as IGN's 7/10, but faced criticism for its simplified presentation. Critics praised the accessible physics in the PlayStation and PC versions, noting how the forgiving handling made the game approachable for newcomers while still capturing 's intensity through responsive controls and a draft meter. highlighted the accurate representation of the 1999 season, featuring 33 real drivers, 18 authentic tracks, and a career mode that tracks points, earnings, and records like top finishes, earning it a 7/10 for realism in stock-car action. The PC edition was particularly lauded for its depth, offering advanced customization like tire pressure and gear ratio adjustments that appealed to enthusiasts. However, the same forgiving handling drew mixed reactions; IGN's 7.2/10 review for PlayStation described it as a double-edged sword, easing gameplay but reducing the challenge for experienced racers seeking hardcore . The N64 version suffered from notable drops during races, which detracted from the experience and contributed to its lower scores, as noted in contemporary critiques. On , reviewers criticized the heavy simplification, including basic 2D graphics and limited controls that stripped away much of the core game's nuance, leading to a less engaging portable adaptation. Overall, console versions were appreciated for their fun, arcade-like accessibility, though they fell short of the PC's simulation fidelity.

Commercial Performance

NASCAR 2000, released in 1999 for PlayStation and by , with PC and versions following in 2000, achieved significant commercial success during the late 1990s gaming boom. The title sold 2.11 million units globally, earning recognition as the best-selling of its era. This performance aligned with the peak popularity of EA's series, which benefited from the growing console market and NASCAR's rising mainstream appeal . In the competitive landscape, NASCAR 2000 vied with Papyrus Design Group's NASCAR Racing 3, a PC-focused simulator released the same year that emphasized realistic physics over arcade-style accessibility. While NASCAR Racing 3 appealed to hardcore simulation enthusiasts, its sales were more modest, underscoring EA's broader multi-platform reach. NASCAR 2000 marked EA's final major PC release in the series before a temporary shift toward console dominance, with the next PC entry not arriving until NASCAR Thunder 2003 in 2002. The game's legacy endures through fan-driven emulation on modern PCs, allowing preservation and play on contemporary hardware despite no official re-releases or remasters. It received no major industry awards but played a key role in expanding the EA franchise's console footprint, paving the way for enhanced titles on and beyond that incorporated advanced graphics and career modes.

References

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