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NASCAR 99
NASCAR 99
from Wikipedia
NASCAR '99
North American PlayStation cover art featuring the cars of Dale Earnhardt, Mark Martin, Terry Labonte, and Kyle Petty
DeveloperStormfront Studios
PublisherEA Sports
SeriesEA Sports NASCAR
PlatformsNintendo 64, PlayStation
ReleaseNintendo 64
  • NA: September 10, 1998[1]
  • EU: November 1998
PlayStation
  • NA: September 22, 1998
  • EU: October 23, 1998[2]
GenreRacing
ModesSingle Player, Multiplayer

NASCAR '99 is a racing simulator video game developed by Stormfront Studios and published by EA Sports. It was released for Nintendo 64 on September 10, 1998,[1] and for the PlayStation on September 22.[3] NASCAR '99 was the second game in the EA Sports NASCAR series of video games.

Features

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NASCAR '99 is the second game relating in EA Sports NASCAR series of video games. The game features thirty-one of the drivers from the 1998 Winston Cup Series season and six legendary drivers.[4] The game also includes seventeen different NASCAR race tracks, including Atlanta Motor Speedway, Sears Point, and Michigan International Speedway.[4] Furthermore, the game includes instructions from a crew chief, such as when to make a pit stop or when cars are around the player.[4]

Development

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EA confirmed the game's existence in April 1998.[5]

Reception

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The game received average reviews on both platforms according to the review aggregation website GameRankings.[6][7] The game was praised for its authenticity, although critics felt that the graphics and sound effects were not improved from the previous game, NASCAR '98. Also, critics stated that the player would become "tired" of the game if they were a "racing-game fan".[4] Next Generation said of the PlayStation version, "While not a huge improvement over NASCAR 98, it is a better game, and makes it a worthy upgrade if only for the Dual Shock [sic] support."[23] Air Hendrix of GamePro said in the October 1998 issue that the Nintendo 64 version "redlines the thrills with quality stock-car action. Rookies will delight in the wild, bumper-grinding arcade side, while pros who dig sim racing will face off against tough CPU cars that block passing lanes and take you into the wall."[26][c] An issue later, Hendrix stated, "If you're choosing between the PlayStation and N64 versions, the PlayStation game easily takes the pole – though not by a huge margin. All told, race fans in general and NASCAR fans in particular won't go wrong peeling out of pit row with this title."[27][d]

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
NASCAR 99 is a developed by Stormfront Studios and published by , released in September 1998 for the PlayStation and consoles. The game emulates the excitement of Winston Cup Series racing, allowing players to compete in authentic stock car events with realistic physics and track conditions. Central to NASCAR 99 are its 37 officially licensed drivers and cars, comprising 31 active competitors from the 1998 season—such as , , and —alongside six unlockable legendary figures including , , and . The title spans 17 licensed NASCAR tracks, supporting up to 24 cars on-screen per race, with options for day and night racing to capture the sport's diverse scheduling. Gameplay modes include single races for quick sessions, a full season mode to pursue the championship, and split-screen multiplayer for two players, all powered by the engine from the earlier Andretti Racing. Immersive elements feature real-time commentary by broadcasters and , enhancing the broadcast-like atmosphere, while legendary drivers are unlocked through top-five finishes at specific tracks during season play. As ' inaugural title for these platforms, NASCAR 99 emphasized arcade-style accessibility blended with simulation depth, including car customization, marking a milestone in licensed gaming. The soundtrack incorporates high-energy rock tracks from artists like and , adding to the adrenaline-fueled experience.

Gameplay

Core Mechanics

NASCAR 99 simulates the handling of NASCAR stock cars through a physics model that emphasizes realistic on oval tracks, allowing players to adjust settings for arcade-style ease or full realism. The game's physics include speed-sensitive , where higher settings make control more challenging at elevated speeds, and car balance adjustments to counteract oversteer (loose handling) or understeer (tight suspension push). Drafting mechanics enable players to drive in the aerodynamic wake of leading cars, reducing drag for increased speed and , with a "slingshot" pass technique involving precise positioning behind a competitor before accelerating to overtake. Tire wear and management add strategic depth to races, as higher pressure improves cornering grip but accelerates degradation, prompting timely pit stops signaled by the crew chief's audio alerts for worn tires or low levels. Players must balance these resources over long races, where drafting conserves by minimizing engine load in the of other vehicles, while hastens consumption and tire breakdown. setup options, such as gear ratios for versus top speed and adjustments for across corners, further influence handling and endurance. The system integrates crew chief voice instructions to guide adjustments, with players selecting services like tire changes, fuel top-offs, or chassis tweaks (e.g., for stability or for corner balance) via an in-race menu during stops. These stops simulate real procedures, where efficient execution can gain positions, and the crew chief provides audible cues on optimal timing based on race conditions, such as notifying players of impending cautions or resource needs. Audio features enhance immersion with authentic engine sounds that vary by viewpoint, such as intensifying in the perspective, and these were recorded directly from actual races for realism. The game includes TV-style announcer commentary drawn from the 1998 Winston Cup Series season, featuring broadcasters for play-by-play and for analysis, alongside spotter and crew chief voices offering real-time race advice. Graphically, NASCAR 99 employs 3D polygonal models for cars and tracks, rendering high-resolution vehicles and 17 licensed circuits with night racing options at select venues like . Weather effects are absent, confining races to dry conditions for consistent simulation of standard NASCAR environments.

Tracks and Drivers

NASCAR 99 features a roster of 31 drivers from the 1998 Winston Cup Series, capturing the authenticity of that season's competition with licensed representations of their cars and teams. Prominent examples include driving the #24 DuPont Chevrolet for , in the #3 Goodwrench Chevrolet for , and piloting the #6 Valvoline Ford for Roush Racing. These drivers are depicted with accurate vehicle models and team affiliations, allowing players to select from a field that mirrors the real-world lineup, including other stars like (#2 Miller Lite Ford, Penske Racing) and (#5 Kellogg's Chevrolet, ). In addition to the contemporary roster, the game includes six legendary drivers as unlockable content, earned through strong performances in Championship mode, such as finishing in the top five at specific races. These icons—, , , David Pearson, , and —represent NASCAR's storied history and can be raced with classic car liveries once unlocked. The game incorporates 17 tracks from the 1998 NASCAR schedule, emphasizing realistic layouts and environmental details to replicate professional racing conditions. Key venues include , , and (formerly Sears Point Raceway), along with others like and . These circuits support various race formats, contributing to the game's fidelity to the season's calendar. Car customization in NASCAR 99 is restricted to authentic paint schemes associated with the licensed teams and drivers, ensuring visual accuracy without allowing player-created designs. For instance, selections from feature the signature or schemes, while Roush Racing options display branding, maintaining the integrity of official aesthetics across all vehicles.

Game Modes

NASCAR 99 offers a range of single-player and multiplayer modes designed to replicate the excitement of Winston Cup racing, allowing players to engage in everything from casual races to full-season campaigns with up to 24 cars on-screen. The game's modes emphasize progression through points-based competition and customizable experiences, supporting both simulation-focused play and quick sessions. The core single-player career mode, known as Season or Championship mode, simulates a complete Winston Cup season where players accumulate points across multiple races to vie for the title. Players can create a new season or load a saved one, participating in a full schedule of events that includes qualifying, practice sessions, and main races, with points awarded based on finishing positions—such as 175 for first place and 134 for tenth. Progression is tracked via season standings, info summaries, and record books, and the mode supports saving progress using the 64's Controller Pak or equivalent on PlayStation; finishing in the top five in Championship mode races of 50% or greater length unlocks legendary drivers for use in other modes. For more immediate racing, Quick Race mode launches players into a single event with default settings, featuring as the driver on the track, though random selection of drivers and tracks is available by pressing the R button for variety. Single Race mode expands on this by providing extensive customization options, including choices for race type (main event, qualifying, practice, or final practice), track and driver selection from the roster of 37 real drivers, and adjustments to car setup parameters like transmission, rear spoiler, , pressure, and gear ratios. NASCAR-specific options allow toggling rules for realism, such as , breakdowns, yellow flags, and pit strategies, enabling tailored individual events without long-term commitment. Time Trial mode focuses on individual performance, challenging players to set the fastest single time on any selected track in a solo session, with results displayed relative to the best possible to gauge skill. This mode serves as a practice tool for honing times and is integral to qualifying in other modes, where the recorded time determines starting grid position. Complementing this, a dedicated mode offers unlimited s on chosen tracks to experiment with car setups and driving lines, free from competitive pressure. Multiplayer support in NASCAR 99 is limited to two-player split-screen head-to-head on both the PlayStation and Nintendo 64 platforms, where participants start from the back of the field without qualifying. Options include enabling Speed Comp for performance boosts and adding computer-controlled cars to fill an 8-car grid, fostering competitive duels that maintain the game's simulation depth while accommodating local play.

Development

Production Team

NASCAR 99 was developed by Stormfront Studios, a video game developer founded in 1988 and based in San Rafael, California. The studio was led by Don Daglow, who served as president, CEO, and executive in charge of production for the project. Daglow brought extensive experience in sports simulations, having previously directed the development of the Tony La Russa Baseball series at Stormfront, which emphasized realistic gameplay mechanics and strategic depth in sports titles. The core development team at Stormfront included designers, programmers, and artists focused primarily on adapting the game for console platforms such as the PlayStation and Nintendo 64. Key contributors included and William R. Moore on design and programming, James Larsen and William M. Sullivan on art direction, and additional support from Masami Yamada as development executive. This team built upon the foundation of the prior entry, , to enhance console-specific features like split-screen multiplayer and analog control support. Published by EA Sports, NASCAR 99 represented the continuation of their official NASCAR racing series following the 1997 release of . EA announced the game's development in April 1998, confirming its production alongside other upcoming titles. Co-development efforts involved securing official licensing from NASCAR, which enabled the inclusion of authentic audio elements such as commentary by broadcasters and , as well as crew chief assistance features.

Design Choices

The development team at Stormfront Studios opted to retain the core engine from the previous year's , originally derived from Andretti Racing, to accelerate production timelines and leverage established technology for console ports. This choice resulted in graphics and that closely mirrored the predecessor, with smooth of tracks and vehicles but limited advancements in visual fidelity or audio depth due to the shared framework. Sound effects like engine roars and crowd noise provided immersive feedback, with improvements including added mainstream rock tracks, while prioritizing stability over major innovation in a competitive annual release cycle. To broaden appeal on console platforms, the game emphasized an arcade-simulation hybrid approach, blending realistic NASCAR physics—such as drafting and tire wear—with accessible controls and forgiving handling to suit casual players. This balance distinguished ' version from Design Group's more hardcore PC simulations, allowing newcomers to enjoy high-speed racing without steep learning curves while offering tunable options like damage models for simulation enthusiasts. A notable upgrade for the PlayStation version was the integration of controller support, enabling vibration feedback to simulate road rumble, collisions, and speed sensations, enhancing immersion beyond the standard analog controls. This feature addressed a key limitation of and aligned with Sony's hardware push, though it was absent on the due to the platform's lack of native vibration capability. Nintendo 64 hardware constraints, including limited RAM and processing power, necessitated simplifications in multiplayer functionality, restricting it to two-player split-screen mode without online connectivity—a standard for the era but a missed opportunity compared to emerging PC features. In split-screen play, frame rates dipped slightly and environmental details were reduced to maintain playability, reflecting the cartridge-based system's challenges in handling simultaneous views.

Release

Platform Versions

NASCAR 99 was released on two platforms: the and the PlayStation. The version launched first in on September 11, 1998, followed by a European release in November 1998. This version utilized the console's cartridge format, with a ROM size of 96 Mbit (12 MB). In contrast, the PlayStation version arrived in on September 22, 1998, and in on October 23, 1998. It employed the standard format, which provided greater storage capacity and enabled enhancements such as cleaner audio quality and slightly better controls compared to the N64 edition.
PlatformNorth AmericaEurope
Nintendo 64September 11, 1998November 1998
PlayStationSeptember 22, 1998October 23, 1998
The PlayStation version supported the controller, incorporating analog control for more precise steering and vibration feedback to simulate road and collision sensations. The version, however, lacked force feedback or vibration features due to the controller's design limitations. While both versions shared the same core content, including tracks, drivers, and modes, the PlayStation edition supported 23 opponents compared to 19 on the N64, representing a content difference alongside hardware-specific optimizations.

Marketing and Distribution

EA Sports launched a marketing campaign for NASCAR 99 tied to the season. The campaign included TV commercials featuring the in-game avatar "Cyber Dale," a digital version of , to capitalize on his popularity among fans. The game's packaging prominently displayed box art with the cars of star drivers and , highlighting their star power to attract NASCAR enthusiasts to the console title. Distribution occurred through major retail outlets, contributing to EA's platform revenues in 1998. Advertising efforts focused on console gaming magazines, with previews and ads in publications such as and during the summer of 1998.

Reception

Critical Response

NASCAR 99 garnered mixed reviews from critics upon its release, with aggregate critic scores averaging around 69% across platforms according to contemporary compilations. The game was frequently lauded for its authentic simulation of , including realistic car handling and drafting mechanics that enhanced the competitive feel of oval-track battles. Positive feedback highlighted improvements in gameplay responsiveness compared to its predecessor, NASCAR 98. awarded the version a 7 out of 10, praising the more forgiving yet realistic controls and enhanced handling that made wheel-to-wheel racing more engaging. Similarly, the PlayStation version benefited from analog support, which reviewers noted provided smoother and more precise steering for better immersion in high-speed turns. Critics, however, pointed to a lack of significant evolution in presentation and innovation. specifically called out the visuals as largely unchanged from , describing them as adequate but uninspired for the hardware. Electronic Gaming Monthly's reviewers gave the PlayStation edition mixed scores ranging from 5 to 7 out of 10, with some expressing dissatisfaction over the overall lack of fresh features, preferring the prior installment. echoed these sentiments for the PlayStation release, scoring it 6.3 out of 10 and faulting the dull colors and repetitive track layouts that failed to advance beyond the series' established formula. Version-specific notes included acclaim for the Nintendo 64's split-screen multiplayer, which supported up to eight cars on-screen while maintaining playable framerates, making it a strong choice for local head-to-head races. In contrast, the PlayStation port was favored by some for its cleaner audio and slightly refined AI, though both platforms were seen as solid but not groundbreaking entries in the racing genre.

Commercial Performance

NASCAR 99 experienced solid commercial performance following its late 1998 release, particularly within the racing genre on console platforms. According to NPD Group data reported in early 1999, the game topped the sales charts for racing titles on both PlayStation and during the initial months post-launch, reflecting strong initial demand among enthusiasts. Lifetime figures, drawn from market tracking, indicate approximately 1.14 million units sold in the United States for the PlayStation version and 778,000 for , underscoring its sustained appeal without reaching blockbuster status. The title's market showing, while not transformative, provided sufficient momentum for EA to continue the NASCAR series, leading directly to the development and release of in 1999. This continuity highlighted the game's role in establishing a viable annual franchise amid growing interest in licensed racing simulations. As of 2025, NASCAR 99 has seen no official re-releases or remasters, with copies now primarily available through second-hand markets and retro gaming platforms.

References

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