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NASCAR 98

NASCAR 98
Nascar 98.jpg
North American PlayStation cover art
Developer(s) EA Sports
Publisher(s) EA Sports
Series EA Sports NASCAR series
Platform(s) Saturn, PlayStation
Release Saturn
  • EU: 1997
  • NA: November 13, 1997
PlayStation
  • JP: November 1997
  • NA: 1997
  • EU: March 19, 1998
Genre(s) Sim racing
Mode(s) Single Player, Multiplayer

NASCAR 98 is a racing simulator video game published and developed by EA Sports and released in 1997 for the Sega Saturn and the Sony PlayStation. This was the first of the EA Sports NASCAR series.

The original (non-collector's edition) version included 24 NASCAR cars and drivers, including Jeff Gordon, Dale Earnhardt, Mark Martin, Dale Jarrett, Rusty Wallace, John Andretti, and Terry Labonte; 10 official NASCAR tracks, including Charlotte Motor Speedway, Bristol Motor Speedway, and the then Sears Point International Speedway, the short track at Suzuka Japan, and six fantasy circuits; and in-depth car setups. One player could race with all 24 cars or two players could race with 8 cars on the track. There were single-race and Championship Season game modes, and gameplay settings allowed you to race with varying levels of race length, AI difficulty, and the realisticity of the simulation, among other settings.

NASCAR '98 included an instant replay feature, allowing the user to view the racing of his/her car back until about 30 seconds before the racing action was paused. It could be watched from any of several 'camera angles', such as front, back, left, right, top, and rotating. Non-user cars could not be focused on in instant replays.

NASCAR '98 had a limited damage system. Portions of the car would appear to "dent" inward after contact, but otherwise nothing changed graphically. A hard enough impact might result in a mechanical failure, or a tire in the region hit hardest might come loose from the car. AI cars would stop immediately after contact, while user cars would stop accelerating until they slowed to a near stop or made contact with a wall or other car. Non-contact random damage consisted of an engine failure, in which white smoke would pour out from behind the AI car, which would slow down and pull to the inside of the track, heading for the pit lane. User cars could not blow an engine.


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