NASCAR Racing 2
Last updated: January 9, 2026
Overview
NASCAR Racing 2 was a groundbreaking racing simulation released in 1996 by Papyrus Design Group and published by Sierra On-Line1. The sequel to Sierra’s award-winning NASCAR Racing, NASCAR Racing 2 used a completely new game engine that improved the graphics, physics, sound, and multiplayer capabilities over its predecessor2. The game featured all the official cars, tracks, and drivers of the 1996 NASCAR Winston Cup Series season, along with new features including an arcade mode, mouse interface, and radio spotter functionality3.
Developed by the same team that created the original NASCAR Racing, the game represented a significant technical advancement in racing simulation. As one contemporary reviewer noted, “NASCAR 2 is not a toy. This is a game where every track must be considered individually when tweaking the design of your car”4. The game’s commitment to realism was so thorough that Dale Earnhardt Jr. later described it as being “ahead of its time, just so ahead of its time”5.
Game Info
Story Summary
NASCAR Racing 2 does not feature a traditional narrative story, but rather immerses players in the authentic NASCAR racing experience. Players take on the role of a NASCAR driver competing in the 1996 Winston Cup Series season, experiencing the full scope of professional stock car racing9. The game includes crew chief and spotter audio that alert players to track conditions, with voice acting by Ronald Gaines as the spotter and Elton Sawyer and Patty Moise as racing advisors1011.
Gameplay
Interface and Controls
NASCAR Racing 2 introduced a new mouse-driven interface that made the game more accessible than its predecessor3. The game supported multiple control options including keyboard, joystick, and steering wheel controllers, with Sierra acknowledging in their monthly magazine ‘InterAction’ that “the only satisfying way to play is with the $130 steering wheel module”9. The game featured both first-person and behind-view camera perspectives for racing8.
Structure and Progression
The game included 16 realistic tracks from the NASCAR Winston Cup Circuit, many of which were updated to reflect recent changes and add even more realism3. Players could compete in full season championships or individual races, with a maximum field of 39 cars8. The game offered both simulation and arcade modes, making it accessible to players of varying skill levels2. Sierra made “EVERYTHING optional,” allowing players to customize their experience extensively9.
Puzzles and Mechanics
The core gameplay revolved around realistic NASCAR racing mechanics, including detailed car setup options and track-specific tuning requirements4. The instruction manual was notably comprehensive, including advice on how to adjust the car’s setup and find the preferred racing line at each track12. Players had access to garage tuning, paint shop customization, and instant replay features8. The game supported multiplayer racing for up to 8 players over IPX networks8.
Reception
Contemporary Reviews
| Publication | Score | Notes |
|---|---|---|
| Computer Gaming World | 100% | Called it “completely professional” and said it “continues down that near legendary road of glory”7 |
| GameSpot | 9.2/10 | Described it as “a completely professional game, both in its execution and in its dedication to the NASCAR tradition”7 |
| MobyGames | 86% | Strong critical reception7 |
| GameFabrique | 8/10 | Praised as “fab” with unmatched realistic racing9 |
Modern Assessment
Modern retrospective reviews have maintained the game’s reputation as a landmark racing simulation. MyAbandonware rates it 4.56/5, with reviews noting it as “an excellent racing sim” where “Papyrus was well ahead of the others when it developed this simulation engine”13. The game created “incredibly realistic experiences” that set new standards for racing simulations14.
Development
Origins
NASCAR Racing 2 emerged from the success of the original NASCAR Racing, with Papyrus and Sierra taking the same formula and expanding upon it15. The development team, led by Dave Kaemmer’s physics expertise, sought to create a more comprehensive racing experience1. According to Steve Myers, one of the developers, the team knew this would be their final NASCAR game and included extensive customization options, eventually releasing the Sandbox tool so the community could build their own tracks5.
Production
The game was developed by Papyrus Design Group, which had been absorbed by Sierra between the first and second NASCAR Racing games16. Key team members included Dave Kaemmer handling the physics model, Matt Marsala as director, and various other specialists in graphics, sound, and gameplay design1. The development process focused on creating a new game engine that would significantly improve upon all aspects of the original game6.
Technical Achievements
NASCAR Racing 2 featured significant technical improvements including faster SVGA graphics, support for 3Dfx acceleration through DOS, and Rendition support through Windows8. The game supported various graphics APIs including Glide for 3dfx graphics cards17. Despite being DOS-based and rendering at 320x200 resolution, it achieved improved frame rates over the first game18. The new physics engine provided unprecedented realism in stock car racing simulation19.
Legacy
NASCAR Racing 2 won multiple awards including Computer Games Strategy Plus 1996 ‘Racing Simulation’ of the Year and Computer Gaming World Readers’ Choice ‘Sports Game of the Year’20. The game established new standards for racing simulations and influenced future NASCAR gaming development18. It was later made available as part of the NASCAR Racing Online Series through Total Entertainment Network, representing one of the early organized online racing competitions21.
The game’s impact extended beyond gaming, with professional NASCAR drivers like Dale Earnhardt Jr. acknowledging its revolutionary realism5. Its technical achievements in physics simulation and authentic NASCAR presentation established Papyrus as the premier developer of racing simulations in the late 1990s22.
Downloads
Purchase / Digital Stores
- GOG Dreamlist - Community wishlist
- No longer commercially available
Download / Preservation
Series Continuity
- Previous: NASCAR Racing (1994)
- Next: NASCAR Racing 3 (1999)
References
Footnotes
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MobyGames – - Developer and publisher information ↩ ↩2 ↩3 ↩4
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Internet Archive – - Game engine and feature improvements ↩ ↩2
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DOS Games Archive – - Official game description and features ↩ ↩2 ↩3
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New York Times – - Dale Earnhardt Jr. quote about game being ahead of its time ↩ ↩2 ↩3
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Sierra Gamers – - Developer information ↩ ↩2
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GameFabrique – - Game scope description ↩ ↩2 ↩3 ↩4
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ClassicReload – - Manual quality description ↩
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MyAbandonware – - User review and rating ↩
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GamesNostalgia – - Modern assessment ↩
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Daily Downforce – - Development approach ↩
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Sierra Gamers Forums – - Papyrus acquisition information ↩
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Old PC Gaming – - Technical specifications ↩ ↩2
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MobyGames Reviews – - Physics engine assessment ↩
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Web Archive – - Awards information ↩
