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The paint shop lets you dress your car up any way you see fit.
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Unfortunately, though all the lessons are fully narrated and definitely informative, they are not interactive like those that accompany Electronic Arts' slick F1 series. Addressing such issues as rules, pitting, car tuning, general driving skills, and even graphics-performance maximization, the two-hour-plus driving school is a wonderful primer that is clearly not a last-minute throw-in. The most significant addition is undoubtedly the game's driving school component, a 10-lesson tutorial where newcomers will familiarize themselves with the essentials.
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Apart from the usual collection of drivers' aids such as automatic clutches, antilock brakes, traction control, simplified "arcade" mode, and unbreakable cars, NASCAR 2002 offers several important and helpful new perks.
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Yet it is the rookie driver, not the crash-happy renegade, who stands the most to gain from the latest NASCAR. Certainly fans of reverse-track racing and head-on multiple-car collisions now have a new marquee venue in which to hone their craft and run up their destructive totals. At Coca-Cola, a 240mph-plus top speed is not uncommon, nor is three-abreast racing, and there's a very real likelihood that if you do crash, your momentum will probably carry you for a half-mile or so until you eventually lurch to a stop. Featuring two monstrous 36-degree banked corners and two massive straightaways, this imaginary and perfectly symmetrical facility asks only that you leave your accelerator matted, the brake pedal untouched, and remain aware of how weightless you're going to feel at such tremendous speeds. Presumably named after a certain soda pop of some renown, the Coca-Cola Superspeedway is undoubtedly where you'll want to head to determine just how fast your virtual car can go. Though Papyrus seemingly hasn't endowed either with more than just a basic allotment of peripheral scenery, it has once again managed to highlight the subtle track surface and banking variations that make these two new NASCAR circuits as different as they can possibly be.Ĭonversely, the third and final new track is pure fantasy. Included in the trio are the latest real-life Winston Cup additions of Chicagoland Speedway and Kansas Speedway, both of which are near-identical 1.5-mile low-banked tri-ovals that feel substantially more exciting during a race than they outwardly appear. Whereas NASCAR 4 offered 21 circuits, NASCAR 2002 delivers three more for an impressively grand total of 24. All the circuits from NASCAR 4 return for another go, including the high-speed monster known as Talladega and the confining accident scene that is Bristol. Sizzling newcomer Tony Stewart brings his #20 Home Depot Pontiac, and four-time Winston Cup champion Jeff Gordon pilots his #24 DuPont Chevrolet. Perennial top finisher Dale Jarrett is here, as are Bobby Labonte and Jeff Burton. NASCAR 2002's Coca-Cola fantasy track is pure speed.Īs expected, NASCAR 2002 is licensed to the hilt and is consequently equipped with all the venues, drivers, cars, paint schemes, and sponsors of the 2002 Winston Cup season.
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NASCAR 2002 is not the quantum leap ahead some might have expected, nor is it free of flaws, yet it is another winning installment of what clearly can be considered the standard-bearer of all racing simulations.
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It also proves through a wide variety of new drivers' aids and tutorials that the hard-core Papyrus team has finally made the series more accessible to the many rookie and arcade-schooled drivers who once found the series prohibitively difficult. The latest in its revered NASCAR series, NASCAR Racing 2002 Season, proves once again that Papyrus is one of the most faithful and knowledgeable purveyors of racing games on the planet. Still, with just a single product, Papyrus Design Group continues to hold its own. Times have changed, of course, and now several development houses and publishers have access to the concepts and programming know-how that turn run-of-the-mill arcade racers into deep and authentic portrayals of motor sports.
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It wasn't so very long ago that the only truly realistic PC racing games were Papyrus racing games.