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NASCAR® Heat™
front cover
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Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Sound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Controls Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Replay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Paint Kit Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
TABLE OF CONTENTS
Chapter 3: Beat the Heat . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Taking the Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Before You Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Release Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
License Agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Superspeedway . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Speedway . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Short Course . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Advanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
NASCAR® Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Chapter 1: Revving Your Engines — Your First Race . . . 6
High Octane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
“Installing” the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Mystery Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Setting Up a Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Chapter 4: Race the Pro . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Running a Quick Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Chapter 5: Wrenching the Car . . . . . . . . . . . . . . . . . . . . . . 41
Chapter 2: Game Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Garage Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
The Information Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
The Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Setup Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Beat the Heat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Race the Pro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Chapter 6: A Brief History of NASCAR® Racing . . . . . . . 48
NASCAR® Winston Cup Champions . . . . . . . . . . . . . . . . . . . . . 51
Single Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
The Race Day Menu: Single Race Mode . . . . . . . . . . . . . . . . . 16
Championship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
The Race Day Menu: Championship Mode . . . . . . . . . . . . . . . 20
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Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
License Agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Hot Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Back cover
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BEFORE YOU START
INTRODUCTION
RELEASE NOTES
The NASCAR® Heat™ CD-ROM has a Release Notes file where you
can view updated information about the game. To view this file,
click on the title screen’s Release Notes button.
LICENSE AGREEMENT
To view the License Agreement, insert the NASCAR® Heat™ CD-ROM
disc into the CD-ROM drive. In the Windows ® desktop, double-click
on “My Computer” and then double-click on the CD-ROM drive
icon: double-click on the License.txt file to view the License
Agreement. You can also read the License Agreement on page 53 of
this manual.
SYSTEM REQUIREMENTS
®
Operating System:
Windows 95/98
Processor:
Pentium II 233 MHz or higher
Memory:
32 MB RAM
Hard Disk Space:
20 MB Free
CD-ROM Drive:
8X Speed
Video:
Any Direct 3-D compatible video card
(4 MB AGP or better)
DirectX:
DirectX version 7.0 (included) or higher
Modem:
33.6 baud (for modem/Internet play)
®
RECOMMENDED DEVICES
Sound:
DirectX compatible sound card
Control:
Windows–compatible
Joystick or steering wheel
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Welcome race fans! Are you ready to feel the heat of full-throttle,
door-to-door, NASCAR® racing? It makes no difference whether
you’re a racing rookie or a simulation veteran; NASCAR® Heat™
throws you into the easily managed action instantly. In other
words, you don’t have to be a pro to experience the excitement
of the pros.
Climb into the drivers seat and you’re ready for all the thrills –– and
spills –– of America’s #1 motorsport. NASCAR® Heat™ offers you
top-name drivers and tracks. You can learn how it feels to rub
fenders with Dale Earnhardt, Jeff Gordon, Dale Jarrett and Mark
Martin. Moreover, you can mix it up with the “big boys” on
NASCAR®’s hottest tracks, including the world famous Daytona
International Speedway.
Fun is what counts in racing, and you’ll have it at every turn. For
example, NASCAR® Heat™’s Race the Pro mode pits you against
hot shoes such as Bobby Labonte, Dale “The Intimidator” Earnhardt,
and Rusty Wallace in head-to-head duels for driving supremacy.
On the flip side of the car, our Beat the Heat feature plops you into
the middle of more than thirty adrenaline-charged racing scenarios,
often with NASCAR®’s top personalities providing helpful tips.
Better still, NASCAR® Heat™ is geared for all skill levels. Those who
haven’t driven a computer racing simulation need not worry —
Hasbro Interactive and MGI have you covered. NASCAR® Heat™ is
designed to dynamically adjust to give NASCAR® fans of all skill
levels the ultimate NASCAR® racing experience.
Nevertheless, experienced simulation racers need not fret. NASCAR®
Heat™ is loaded with enough options to keep you busier than a
one-man pit crew. And that is the game’s special attraction.
Whether you are the second coming of Earnhardt or are
challenged by driving a golf cart, there are racing thrills for
you in NASCAR® Heat™.
Gamers with the need for speed are in for a real treat. We’ve
prepared the most exhilarating, thrill-ride action ever spawned
by a stock car racing title. So, what are you waiting for? Just hit
the throttle!
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CHAPTER 1:
REVVING YOUR ENGINES — YOUR FIRST RACE
Exit will allow you to leave the game and return to your Windows
desktop.
Before you hit the track, you
need to do a couple of
things. Don’t stress: getting
NASCAR® Heat™ up and
running will only take a few
minutes with these
instructions. First, check and
see if your computer meets
the system specifications.
Next, place the disc in your
CD-ROM drive. Once that’s
done, prepare for a couple
laps around Daytona.
SETTING UP A RACE
“INSTALLING” THE GAME
NASCAR® Heat™ does not require installation to play. Just follow
these simple steps and you’re ready for action:
®
1. Launch Windows 95/98.
2. Insert the NASCAR® Heat™ CD-ROM game disc into your
CD-ROM drive.
3. Click on the “Play” button on the NASCAR® Heat™ title screen.
®
After tearing through the package and “installing” the software,
you are probably ready to rock. We understand. You bought the
game to race, not read. So, let’s go ahead and take a few laps at
Daytona. First, launch
NASCAR® Heat™ and
watch the introduction.
Next the Main Menu will
appear on your screen. This
is where we’ll begin.
NOTE: Before configuring
features within NASCAR®
Heat™ you need to add
and calibrate all steering
wheel and joystick devices
in Windows®. Do this by
exiting NASCAR® Heat™
and clicking on the Windows®
Start menu. Choose Settings, then select Control Panel.
Next, click on the Game Controller icon. Use the on-screen
directions to add and calibrate the appropriate input device
to your system.
Follow these simple steps every time you want to play the game.
Clicking on the Setup button on the NASCAR® Heat™ title screen
will allow you to play the game from your hard drive as well as
set up a Desktop Icon and a Start Menu shortcut to the game.
To play the game from your hard drive, click on the “Start”
®
button on the Windows task bar, then click on Programs\Hasbro
Interactive\NASCAR Heat once the game has been loaded. To
®
Uninstall the game, click on “My Computer” in the Windows
desktop, click on the control panel and click on Add/Remove
Programs. Locate NASCAR® Heat™ from the list of files to remove
and click on the Add/Remove… button.
NOTE: The NASCAR® Heat™ CD-ROM must be inserted in your
CD-ROM drive in order to play the game.
Release Notes contain updated information about the game.
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Before you go anywhere, you’ll have to check your controls.
NASCAR® Heat™ does its best to configure itself for your controller,
but better safe than sorry…you wouldn’t want to see the green flag
fall without knowing where your gas is! Left-click on Options and
then select Controls from the Options menu. The Controls screen
enables gamers to set their features according to their input device,
which can be the keyboard, or any game controller supported by
Windows® (e.g. gamepad, joystick, or steering wheel).
Configuring your game controls is simple. Just click on each input
box next to the corresponding car control. When the “Set Control”
window appears, apply the input from your keyboard or game controller that you wish to activate that particular car control. For
example, select the Steer Left input box. A large “Set Control” window appears. If using a steering wheel, simply turn the wheel left
to configure the setting accordingly. Thus, every time you move
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your wheel left your car will
turn in that same direction.
Be sure to configure all the
necessary features with your
input device(s). The Default
settings include configurations for both the keyboard
and a joystick. Auto shifting
works like an automatic
transmission: When it is activated, you won’t have to
worry about configuring or
CAR CONTROLS
INPUT BOXES
SET CONTROL
using the Upshift, Downshift,
WINDOW
and Clutch functions. Once
you’re pleased with all the configurations, select Back to return to
the Options menu and then the Main Menu.
TIP: To get the most out of NASCAR® Heat™, we recommend using
a steering wheel and pedal combo. Joysticks are the next best thing.
Refer to page 25 for further information on controls and controllers. From the Main Menu, left-click on Single Race to display
the Drivers menu, where you’ll see a list of drivers whose cars you
can race or drive. Once you decide on a driver, highlight the name
by clicking on it and then choose Select at the bottom right of the
screen to go to the next screen.
The Tracks menu now fills the screen. Simply left-click on “Daytona”
to highlight the track. Click on Select at the bottom right of the
screen to finalize your decision and advance to the Race Day menu.
We’re almost ready to burn some rubber.
Since you’re only going to take a quick trip around the track, we
need to modify the number of laps for the race. Left-click on the
Setup button to access the Setup menu.
RUNNING A QUICK RACE
The green flag waves and you’re racing! Take it easy: be smooth, try
to avoid jerky movements and just follow the leader as the pack
accelerates through Daytona’s first two turns. Wait until the back
straight to pass, pick off a couple of cars, and then drop back in
line. Continue the pattern for two laps — never letting off the
throttle — and you’ll finish reasonably well.
What You’ve Discovered
You may have found that although NASCAR® Heat™ is great fun,
there is room for personal improvement. The first thing you probably noticed on your initial trip around Daytona is the aggressive
competition. Face it, the pros aren’t going to give you any slack, so
neither is NASCAR® Heat™ (well, maybe a little!). Driving well
requires knowledge and a bit of practice. Overall, if you’re going to
stay in the race, you’ll have to do a couple of things well.
First, you should always have an idea of where your competition is.
This means that you must pay attention to your Spotter, the voice
you hear calling out such instructions as “car low” or “clear high.”
He warns you of nearby opponents, information invaluable for
preventing wrecks. Always listen to your Spotter, and you will have
a much better chance of keeping your car shiny side up.
Secondly, you must drive “the line” to be competitive. For those
of you unfamiliar with this racing term, the line is the fastest and
most efficient path around a track. Don’t be fooled: the line is
usually not the shortest path, especially when racing ovals. The key
to driving the line is knowing how to drive a course’s curves. You
want to exit each turn in a manner that gives you the fastest speed
on the ensuing straight. How you enter each turn, of course, affects
the outcome of your exit. Furthermore, the line for each track is
different. Only getting out there and practicing will teach you
those differences.
TIP: Watch how the Artificial Intelligence (AI) cars follow the line.
Click on the left-hand arrow button under Race Length to reduce
the length of the race to 2 laps (or 1%). Select Back to return to the
Race Day menu page. Click on the Race button to head onto
Daytona. Enjoy the ride!
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TIP: The darker portion of the tracks in NASCAR® Heat™ show the
racing groove — the section of the track where other cars have
layed more rubber. The groove is a good indication of the line.
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A Second Try
Overview of Special Features
Let’s start the race again and
see if you can do a bit better.
After all, there’s always room
for improvement.
Let’s take a look at a couple of the cool features we’ll explain in the
ensuing chapters. For starters, the game’s Beat the Heat mode features some of the most exciting (and even informative) racing action
ever. Pass the Beat the Heat challenges and you should be able to
hold your own on any circuit against any driver. NASCAR® Heat™, by
default, is set on Normal mode. This was designed to give players of
all skill levels a great door-to-door racing experience. More experienced players can increase the difficulty settings to their liking.
NASCAR® Heat™ offers racing fans more than just single race and
championship season contests. Along with multiplayer functions,
NASCAR® Heat™ also gives fans the chance to test their skill against
top-rated NASCAR® drivers in the Race the Pro mode. What can be
more exciting than going head-to-head with some of racing’s best?
So you think you’re good; see if you have what it takes to be a pro.
Flash by the Start/Finish, nestle behind the cars in front,
lightly tapping your brakes
if necessary. Remember that
Daytona International
Speedway enables competent drivers to easily average
190-plus-mph. Once you are
clear of the initial traffic jam, you should never have to let off the
throttle.
Move close to the outside wall after you pass the pit exit. Turn in
where the grandstands end, and nudge your car toward the yellow
dotted line near the apron. Nip the apron as you blast by the red
star in front of the outside wall’s “Daytona.” Straighten your wheels
and launch your car onto the back straight.
A smooth exit out of Turn
Two is critical to a fast lap.
Give the car its head and
drift towards the wall on
exit; doing so scrubs less
speed. Remember, the back
straight is Daytona’s longest
straight, and the faster you
enter this stretch, the faster
you will roar down it.
Ease into Turn Three as soon
as you feel the car banking
at the end of the straight.
Move towards the yellow dotted line and clip the apron’s yellow
line as you pull adjacent to the word “Daytona” on the outside
wall. Blast out of Turn Four and drift to the wall. As soon as you
pass pit road to your left, drift inside, clipping the inside apron at
the Start/Finish line. Do it again, and you’ll find yourself rising
steadily up the field... and this is just your second race!
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CHAPTER 2: GAME MENUS
THE MAIN MENU
From the Main Menu screen you can select a game mode, create a
Player Name, control Options (visual enhancements, audio effects,
®
replays, and game controls), and Exit the game to your Windows
desktop.
NOTE: The Back button, which is found on most screens, will always
return you to the previous screen.
Game Modes
Beat the Heat: Participate in the game’s famous Beat the Heat
challenges. Arranged in sets, these challenges are a white-knuckle
adventure with more than 30 scenarios to pass. Pass each challenge
and you’ll be awarded a Gold, Silver, or Bronze trophy for your skill
and will advance to the next scenario.
Race the Pro: Would you like to go head-to-head against some of
NASCAR®’s best? Well, click here to set up battles at various venues
against Bobby Labonte, Dale Earnhardt Jr. and a host of others. The
car that you’re racing against represents lines the drivers have laid
down themselves while playing NASCAR® Heat™ and racing the
tracks. See if you have what it takes to challenge stock car racing’s
hottest stars.
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Single Race: Run against the pros on NASCAR®’s famous tracks,
including Daytona International Speedway, Bristol Motor Speedway,
Lowe’s Motor Speedway, and Talladega Superspeedway.
plete each set, your rating is tracked on the rate-o-meter, from
Rookie to Champion. Clicking on the Select button takes you to a
more detailed Beat the Heat Set screen, featuring that set’s challenges.
Championship: Ever wanted
to pursue a career in
NASCAR® racing? Well,
dreams do come true. Sure,
you might not smell the
steaming asphalt, but
NASCAR® Heat™’s
Championship mode is the
next best thing. This mode,
with its grueling season
schedule, allows you to compete in the points standings.
Experience all the ups and
downs of a racing season
first hand.
Note: The Select button will only appear for those sets you have
qualified for. Use the Back button to return to the Beat the Heat
menu.
Multiplayer: NASCAR® Heat™ enables multiple players to mix things
up against each other via modem, ISDN, Cable/DSL, or LAN.
BEAT THE HEAT MENU
Select the Beat the Heat button on the Main Menu screen to view
the Beat the Heat menu screen. You begin with simple and easy
challenges at Daytona and gradually work your way up to the
adrenaline-pumping High Octane challenges. There are six Beat the
Heat sets.
Set 1, Superspeedway
Set 2, Speedway
Set 3, Short Course
Set 4, Advanced
Set 5, NASCAR® Race
Set 6, High Octane
The Beat the Heat window displays the various sets and type of
challenges. Use the arrow buttons to preview the sets. While you
can preview sets, you cannot race the sets out of order. You’ll begin
racing in the Set 1, Superspeedway, and must successfully pass all
the challenges before you can select Set 2, Speedway. As you com-
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BEAT THE HEAT WINDOW
Use your mouse to select a
highlighted challenge. As
with the sets, you must successfully complete the challenges in sequence and
cannot select challenges
you have not qualified for.
The challenge criteria tell
you what sort of performance is required to win a
Gold, Silver, or Bronze trophy and advance to the
next challenge. To begin
the highlighted challenge
ARROW
RATE-O-METER
in the upper right-hand
BUTTONS
area of the page, simply
select Go Race! Allen Bestwich will give you a video introduction for
every challenge and a NASCAR® driver will introduce the High
Octane challenges. Get ready — once the track loads you’ll be
dropped right into the action. Back returns you to the previous page
and Options displays the
Options screen.
After completing each
challenge you must hit the
“Esc” key to exit to the
Results screen. From here,
you can select: Back to
return to the set screen;
and Try Again! to try the
same test. If you’ve passed
and won an award you
can Try Again or go Back to
the set menu, where you’ll
find the next challenge
highlighted.
CHALLENGE CRITERIA
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RACE THE PRO MENU
Selecting the Race the Pro
button on the Main Menu
displays the Race the Pro
menu. Race the Pro offers
you the chance to race various NASCAR® drivers in headto-head action. Use the arrow
buttons to scroll through the
various drivers. Adjust the
difficulty level by clicking on
either the Normal or Expert
setting and choose the track
on which you wish to compete by clicking the appropriate name.
Click on Go Race! once you’ve made your selections. You’ll start
out at race speed heading for the Start/Finish line where you will
find a ghost car image of the pro. From then on, it’s head-to-head
action as you Race the Pro. You can hit the “Esc” key at any time
to Resume, Restart, Replay, or End the Race. After each race you
can press the Space bar to watch a replay of the race or click on
Try Again! to race the same challenge.
SINGLE RACE MENU
In Single Race mode, you’ll get to race against a field of opponents
in a single race while driving the NASCAR® driver’s car of your
choice. Single races can be set up by clicking on the Main Menu’s
Single Race button.
Drivers Menu:
Single Race Mode
After selecting the Single
Race feature, the Drivers
menu screen appears and
displays a list of available
NASCAR® drivers and Player
Names. Click on the arrow
buttons or scroll bar to navigate through all the names.
Click on a name to highlight
it. Once you’ve decided on a
driver, finalize your decision
14
by clicking on Select. If you do not want to race for a particular
driver, you can always choose the Hasbro car #113, which gives you
access to the Paint Kit. See page 30 for more information about the
Paint Kit.
NOTE: Although it may seem at first as if you are racing as the
selected driver, you are instead driving his car. For example, if you
choose Dale Jarrett, you will drive his car using the name you typed
in under Player Name in the Main screen. Your name (as you
entered it) is listed as the driver for the Hasbro car #113. Also, if
you choose a real car (e.g., Jarrett), you will be listed as the driver
of that car in-race and on all Records screens. Since you would be in
Jarrett’s car, he would not be racing and his name would thus be
left out of that race’s lineup and finish standings.
Tracks Menu
After choosing a driver and clicking Select from the Drivers screen,
the Tracks menu appears.
Use the scroll bar and
arrow buttons to navigate
through the full list of
tracks. Click on a track
name to highlight it. Race
Stats will display facts
about the event being held
at that track. The Race Date
refers to the date of the
event on the NASCAR® 2000
racing schedule. Race Time
indicates whether the event
takes place at night or
EVENT ICON
during the day. Race Length
indicates the number of miles that comprise that particular race.
Since NASCAR® often holds two races at each track, clicking the
Event icon usually shows other events for the same track. For example, one event at Lowe’s Motor Speedway is a 600-mile race held at
night. Clicking on the Event icon reveals that a 500-mile race is also
held during the day. Note that not all tracks offer two events; some,
such as Phoenix, Watkins Glen, and Sears Point, only have one race
per season.
Once you’ve found a track and event you want to race in, click on
Select.
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THE RACE DAY MENU:
SINGLE RACE MODE
Once you choose an event you
advance to the Race Day menu.
Race Info displays information
about the race length, your
opponents’ AI strength, the
number of flags, and your
qualifying position. Use the
arrow buttons to control the
setup for your single race.
The Records feature contains your lap and race speed records from
previous races on this track. Options permits you to modify graphics, sound effects, and control configurations. Click on Back to
return to the previous screen. Hit “Esc” on your keyboard to end a
race, leave the track or return to the previous menu.
NOTE: Clicking on Records takes you to the Records screen where
records for lap times and average speed records are listed by driver
and date. Use the arrow buttons in the upper right quarter of the
screen to view the appropriate statistics. Select Clear to delete all
records for that track and Back to return to the Race Day menu.
Practice: Clicking here permits you to take practice laps around the
given track, an excellent means of familiarizing yourself with the
particular nuances of a course.
Setup Features
Race Parameter
Function
Realism
Controls how realistically your car
performs. Normal mode is the easier of
the two; Expert is the more realistic.
Opponent Strength
Overrides the Adaptive AI of NASCAR®
Heat™ (a feature that dynamically
adjusts the computer-controlled
opponents based on how you drive).
Allows you to modify the skill level of
opponents, including a mode for
customizing the computer AI difficulty
percentage.
Race Length
Modifies number of laps you run during
a race.
Pack Size
Modifies number of opponents.
Ghost Mode
Creates a ghost car representing your
best lap.
Wear Factor
This increases how quickly the tires wear
and the gas is used.
Flags
None, Black, and All. None means that
no flags are thrown during the race.
Black means that cars may be blackflagged for serious infractions, and All
means that the entire spectrum of
NASCAR® flags are used.
Caution/Pitroad Driving
When selected the computer will pilot
your car to the pits from the entrance of
pit road. You’ll regain control of your car
when you re-enter the racetrack.
Qualify: This feature enables you to qualify for the race. You do not
have to qualify for races; however, if you blow off qualifying you’ll
have to start at the back of the grid.
Race: Select this button to begin the event.
Garage: Click here if you need to make some adjustments to your
car’s chassis, tires, gears, etc. See Chapter 6 for more information on
NASCAR® Heat™’s Garage features. IMPORTANT! This option is only
available in Expert mode.
Setup: This feature allows you to modify race parameters, including
the number of opponents and race length. Changes to applicable
features are reflected in the Race Info section.
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CHAMPIONSHIP MENU
Like setting up single races,
championship seasons
involve several menu screens.
To start a racing season, you
must first click on the Main
Menu’s Championship button. This will take you to the
Career Menu.
The Career Menu
In order to race a champiDRIVER SLOTS
onship season, you must first
register. Click on a car in the Driver Slots and then select Create.
Once you have registered, your name (either the name of a real
driver or a name you created, if you choose the Hasbro car #113)
will fill one of the empty slots.
NOTE: Retiring a career is simple. Return to the Career screen and
click on the particular driver you wish to remove. Next, select the
Delete feature at the bottom of the screen and follow the on-screen
instructions.
Drivers Menu: Championship Mode
Clicking Create advances you to the Drivers screen, discussed in the
Single Race Menu section, page 14. Use the arrow buttons or scroll
bar to navigate the driver index and then click on a driver’s name.
Although the driver you select will appear in one of the Driver slots
on the Career screen, you will not be racing as that particular driver,
but rather will be driving that driver’s car. For instance, if you select
Dale Earnhardt Jr. from the driver index you will not assume Dale’s
identity; instead, the name that you submitted as a Player Name will
appear in the season standings. Dale Earnhardt Jr. will not, in this
instance, appear in any season races. This is because you will be driving his car in all the Championship races. So, you can take the wheel
of a licensed car or any of the fake cars. And by default, you are listed on the Driver select screen as the driver of the Hasbro car #113.
After choosing a driver, click on Select to advance to the next menu
screen.
18
Setup Menu
Choosing Select on the
Drivers menu activates the
Setup menu. The
Championship Race Setup
menu is slightly different
than the one for Single
Race mode. Unlike the former, the Championship
Race setup parameters
include a Season feature.
Use the arrow buttons to
adjust the season length.
Options exist for Full,
Medium and Short seasons. By default, the Season Type is set to Full.
Specific information about other Setup features and their functions
are listed on page 17. Once you’re satisfied with the parameters, just
click on Select. However, keep in mind that you will not be able to
adjust these settings once you start your first race of the season.
Standings Screen
Clicking on the Select feature in the Setup menu screen calls up the
Standings screen. This screen contains a roster of Championship season drivers, including points and finish statistics. Use the arrow buttons in the upper and lower left corners of the roster window to
navigate the list. Time indicates how much time you’ve spent with
this season.
Next Race reveals the next
event on your schedule.
Back returns you to the
previous screen; clicking on
Options displays the
Options menu, which is discussed later in this chapter.
To begin a race in
Championship mode, you
must click Schedule from
the Standings screen.
The Schedule screen contains a roster of events
arranged in chronological order, with the current Race Day event
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highlighted. Navigate through the events by using the arrow buttons on the upper and lower left-hand corners of the roster.
To view the results of the event highlighted on the Schedule screen,
click on the Results button. You’ll see the Results screen, which
shows driver statistics for the displayed event. Click on the arrow
buttons surrounding an event’s name to view data for other events.
Click on Back to return to the Schedule screen.
You must click on Next Event to advance to the Race Day menu for
the upcoming event, which is highlighted in the Schedule screen’s
event roster.
THE RACE DAY MENU:
CHAMPIONSHIP MODE
Practice, Qualify, and Race
work the same way as those
for Single Race mode,
described on page 16. If you
are playing Expert mode, the
Garage button is also present. (See page 41 for more
information on this feature.)
The Championship Race Day
screen, like that for Single
Race mode, also contains a
Race Info section, along with Records, Options, and Back features,
described on page 16. However, the Race Day menu page for the
Championship mode differs somewhat from the one for Single Race
mode. The Championship Race Day screen does not contain a Setup
button, as you can only setup the race parameters at the beginning
of the season.
Click on Race to start the event. When the race is over hit “Esc” to
exit and view the Results screen.
MULTIPLAYER MENUS
Click on the Multiplayer
button from the Main
Menu to display the
Multiplayer menu.
1. Pick a driver from the
Drivers roster and click
Select.
2. Choose a connection:
either a 33.6K Modem, 56K
Modem, ISDN, Cable/DSL,
or LAN.
LIST OF PLAYERS
CHAT WINDOW
To Join a Game
Click on Find and enter the host’s IP address in the Find Game window to locate multiplayer games. Note: In order to join a game, the
person hosting the game must provide you with his or her IP
address. See “How to Find Your IP Address” on page 22.
To Host a Game
Click on the Create button. Enter a name for your server and password (optional) in the Create Server window and then click OK.
Another Multiplayer menu screen will appear.
Use the arrow buttons to choose the track, and set realism level,
wear factor, race length, and AI cars. Note: You must inform other
players via phone, email, or some other method of your server
name. Without this information, other players will not be able to
join your game. There is an sixteen player limit to all multiplayer
games.
When players join the game, their name will appear in the list of
players and you can chat with them by typing messages in the chat
window. Shift-clicking a name will boot that player from the game.
CHAT
Hasbro Interactive and NASCAR® do not monitor, control,
endorse, or accept responsibility for the content of text or voice
chat messages transmitted through the use of this product. Use
of the chat function is at your own risk. Users are strongly
encouraged not to give out personal information through chat
transmissions.
Kids, check with your parent or guardian before using the chat
function or if you are concerned about any chat you receive.
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Click on Qualify if you want players to run qualifying laps in order
to set the starting grid. Otherwise, leave it unchecked and NASCAR®
Heat™ will automatically create a lineup. When everyone’s ready,
click on Go Race! From then on, it works just like Single Race mode,
except there are real people behind the wheels of those cars.
®
How to Find Your IP Address Using Windows 95/98
To find your IP address so that you can communicate it to other
players, follow the steps detailed below:
1) Connect to your ISP (Internet Service Provider). This MUST be
done before continuing.
OPTIONS MENU
Option menus are available
in the following menus:
Main, Beat the Heat, Race
the Pro, Race Day, and
Schedule.
Most Options menus
contain four buttons.
2) Click on the START button on your Windows 95/98 Task Bar,
and then click on RUN.
Graphics: Adjusts the visual
properties, such as screen
resolution, and special
effects (e.g. smoke, shadow, and skids) level.
3) When the RUN window appears, type “winipcfg” (without
quotes), and then click OK.
Sound: Selecting this button adjusts Audio modifications, including
sound controls and game sounds.
4) The box labeled “IP Address” is your IP address for that session.
Note: Your IP address may change each time you log on
depending on your ISP.
Controls: Advances to the Controls screen, where you can configure
your input devices (e.g., keyboard, joystick, wheel, etc.).
®
5) If you are hosting the game, you must communicate your
current IP address to the other players wishing to join the game.
You can do this via:
• E-mail – Use your e-mail program to send your IP address to
other players, OR
• Phone – Call the other players and tell them your IP address
via a second phone line, OR
• Chat or Instant Message Programs – Use programs such as
ICQ or AOL Instant Messenger to send your IP address to the
other players.
Helpful Web Site Addresses
ICQ – http://www.mirabilis.com
AOL Instant Messenger – http://www.aol.com/aim/
Kids, check with your parent or guardian before visiting any web site.
Replay: Click this button to load and view replays of saved races.
The Graphics Menu
The Graphics menu allows
you to adjust visual features and test the frame
speed of your computer.
Visual Quality controls
Detail Level, Draw
Distance, and Effects Level.
Detail Level adjusts the
graphical detail. For
instance, low Detail
Level blacks out the car
windows. Draw Distance
determines how far ahead objects can be seen. Of course, the higher the setting, the further ahead you see.
NOTE: The further up the road you can see, the smoother your
control input will be and the faster you will drive. On the other
hand, low-end computers can’t handle too much detail without
dragging down the frame-rate, and low frame-rate is a certain
recipe for driving disaster.
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Effects Level adjusts the level of such effects as skid marks, shadows
and smoke.
of the sounds. Modify how loud sounds are with the Volume slider.
Fidelity determines whether the game runs in 8- or 16-bit sound.
The Mirror feature creates a rearview mirror.
Game Sounds controls the game features’ volume. Use the slider or
the arrow buttons to control the volume for the Spotter and the
Music.
Resolution has up to four settings, depending on the capabilities of
your computer: 640 x 480, 800 x 600, 1024 x 768, and 1280 x 1024.
The more pixels crammed onto your screen, the better the picture.
Running higher resolutions, however, requires more memory and
computer power and could slow the game.
Mipmapping is a smoothing technique that improves the game’s
overall visual quality. It prevents objects from looking “blocky”
when they are nearby. Control this feature by clicking on the checkbox.
Detail Level should be set low if your computer is slow.
Click on the Benchmark button to test the implemented graphic settings with a short video clip. After it finishes playing, the frame-rate
for that clip appears in the small box under the Benchmark heading.
Frame-rate is the number of times per second that the computer
screen is refreshed. For example, a reading of 20.3 indicates that, on
average, your computer screen refreshed 20.3 times per second. The
higher the frame-rate, the easier the driving. Readings with a
frame-rate of at least 18 are good. Anything lower than 18 frames
per second is difficult to drive. Turn off options or lower the graphics settings to increase your frame-rate.
NOTE: Most graphics features require additional memory and computing power. Turning down visual enhancements or lowering the
screen enhancements can boost the frame-rate.
Select Back to return to the Options menu.
Click Default to restore NASCAR® Heat™’s default audio settings.
THE CONTROLS MENU
Clicking the Options
menu’s Controls button displays the Controls menu.
Activate Auto shifting and
Auto reverse by clicking on
the appropriate box.
Default steering features
are programmed for both
steering wheels and joysticks. For example, “Joy
Up” corresponds to both
CAR CONTROL
pressing a steering wheel’s
accelerator pedal and moving a joystick forward — both of these
input device actions will activate the car’s
throttle. The other features are configured
with specific keyboard keys.
INPUT CONTROL
SET CONTROL
WINDOWS
Back returns you to the Options menu.
Selecting Default resets all
Graphic features to their
default settings.
THE SOUND MENU
Clicking Sound in the
Options menu displays the
game’s audio output controls.
Sound Controls control the
overall volume and quality
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Default Controls Configurations & Functions
Feature
Default Configuration
Function
Steer Left
Joy Left (wheel/joystick)
(keyboard)
Turns car towards the left
Steer Right
Joy Right (wheel/joystick)
(keyboard)
Turns car towards the right
Throttle
Joy Button 1 (wheel/joystick)
(keyboard)
Accelerates car
Brake
Joy Button 2 (wheel/joystick)
(keyboard)
Decelerates car
Reverse
R
Backs up car
Upshift
A
Manually shifts car
into a higher gear
Downshift
Z
Manually shifts car
into a lower gear
Clutch
C
Hold while manually
switching gears
Look Left
J
View opponents on your left
Look Right
K
View opponents on your right
Auto Shifting
(Activated)
Car automatically shifts
gears when necessary
Auto Reverse
(Deactivated)
Car automatically reverses
itself when necessary
To reconfigure controls, click on the various input control boxes. For
example, move your cursor over the Steer Left area and click on the
corresponding input control box — the window with the words
“Joy Left” inside. The “Set Control” window will appear; now, execute the action you wish to trigger steering left. For instance, press
the “L” key if you wish to use this action for steering your car left.
The newly configured key will appear in the Steer Left input control
box.
NOTE: If using a steering wheel or joystick, don’t forget to add and
®
calibrate your input device within Windows before making control
configurations in NASCAR® Heat™. Do this by first returning to your
26
desktop. Click on the Start menu button. Move your cursor over
Settings and click on Control Panel from the pop-up menu. Next,
select Game Controllers from the Control Panel contents. Select the
General tab. Click on the Game Controller’s Add/Remove … button
to add the new device and then select the Properties button to calibrate it. Select the Advanced tab. If using a steering wheel you
should deactivate the “Poll with interrupts enabled” checkbox.
When activated, this feature tends to create jitter in the steering
wheel. Click the OK button to finalize the new settings. Now you
can set the controls within NASCAR® Heat™.
The Advanced Screen
Click on the Advanced icon
in the Controls screen to
access the Advanced
screen. Here you may
fine-tune your Steering,
Throttle and Brake controls
with the Dead Spot and
Overshoot functions.
Dead Spot helps when
your input device is too
sensitive. Suppose your car
is too sensitive to steering
input, making it hard to control. To decrease its sensitivity, increase
the wheel’s Dead Spot with the arrow buttons.
Overshoot compensates for an input device that is not sensitive
enough. Press the key or pedal configured as your throttle input.
The indicator window next to Throttle illustrates with a red bar how
effective this input is. The farther the bar reaches to the right, the
more effective the input. Let’s say that the bar only covers 80% of
this window, indicating that your input device is not working to full
capacity. Use the Overshoot function to compensate for inadequate
input by applying 20% Overshoot to push your throttle capacity to
a full 100%. Thus, although your input device lacks sufficient input,
the Overshoot feature provides adequate compensation.
Non-Linear Steering: Linear steering devices include steering wheels
and joysticks. These devices offer a full line of smooth, controlled
circular motion created in the same motion as your hand(s) on the
input device. For example, turning a joystick left in a 45-degree
angle moves the car in the exact same motion and direction.
Keyboard input, however, is considered a digital or non-linear
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device. Although pressing keys moves your car in the same range as
a steering wheel and joystick, the actual movements made by pressing the keys are not linear. Instead, they consist of digital-controlled
movement similar to turning a light switch on and off. Due to the
nature of non-linear steering, movement can be jerky and hard to
control. Applying the Non-Linear Steering function makes using the
keyboard as a steering input device much easier.
Supersampling queries or “samples” your input device at high rates,
obtaining the most accurate readings from your joystick, steering
wheel, and/or keyboard. Although the feature allows you to control
your car more easily, it slows the game on low-end computers.
Smoothing levels or “smooths” the input obtained from your
device, preventing car movements from being jerky. Be sure to use
this feature if steering from the keyboard. Simply click on the function to activate it. Once activated, a check appears in its adjacent
box. To deactivate the function, click on it again.
REPLAY MENU
A replay of your performance is available after the
race: just press your “Space
bar” to start replay. During
the replay a control box
appears in the lower righthand corner of the screen.
This box contains features
that resemble those found
on a VCR.
Control buttons
Viewing perspective
Driver selection
Cues the
start
28
Cues the
replay’s final
moment
Advances
the replay
Rewinds the
replay
Plays the clip
Stops the
action
NOTE: Click the Full button to view the replay screen without the
control box. Right- or left-clicking your mouse retrieves the control
box.
Clicking on the arrow buttons surrounding the viewing perspective
box adjusts the viewing perspective. The different views and their
characteristics are listed below. Clicking on the arrow buttons
around the driver selection box allows you to view the race from
the perspective of other drivers.
Replay Viewing Perspectives
Perspective
Characteristic
TV
Multiple camera angles similar to those used for
televised racing events
Cockpit
Perspective from inside the car’s cockpit
Bumper
View race from the car’s front bumper
Chassis
A look at the car’s front wheels and springs
Rear
View race from the car’s back bumper
Near Chase
View the car from a nearby perspective
Chase
View back end of the car from several car lengths away
Far Chase
View the car from a slight distance
Rear Chase
View front end of the car from several car lengths away
Overhead
View the car from a directly overhead perspective
Aerial
A more distant and encompassing overhead view of
the car and track
NOTE: NASCAR® Heat™’s
replay features, along with
the challenge scenarios,
are instrumental for building your skills. By watching
and critiquing your performances, you’ll see
where you can improve.
Furthermore, turning the
camera on your opponents
enables you to study the
pros.
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Replay Control Buttons
Save allows you to name and
save a replay. A Save Replay
window appears on the
screen. Enter a new name for
the replay and click on Save.
Paint Kit Windows
The 3D window contains a 3D image of your vehicle. To rotate the
car, move the pointer to the screen (it will change into a hand),
hold down the left mouse button, and drag the car in the desired
direction.
The section window below the 3D window contains a display of
the sections of the car. Clicking on a section does three things:
• It highlights that particular section of the car in this window.
• Shifts the 3D image (in 3D window) so that highlighted
section of the car is visible.
• Displays the section in the editing window (located in
the upper right area of the screen).
Replay opens a previously
saved replay from the
Options menu. The Open
Replay window appears
again. Click on the replay
that you wish to view. Once
highlighted, click Load to
view the replay.
Stats will take you to a secondary Replay screen that displays race
statistics and your car controls alongside a small-screen version of
the replay. You can use this screen to see what you did with your
car controls during various portions of the race.
Exit closes the replay session.
PAINT KIT SCREEN
3D WINDOW
SECTION
WINDOW
EDITING
WINDOW
The Paint Kit screen allows
players to paint and decal
the stock car machine of
their dreams. Be the envy of
your friends during multiplayer contests, as you show
off your craftsmanship on
the track and in the paint
shop.
Unless you are racing an officially licensed NASCAR® car,
the Paint Kit screen is available from the Drivers menu.
SELECTED
COLOR
COLOR
You can not paint or add
COLOR
SPECTRUM PALETTE
decals to NASCAR®’s officially
BOX
licensed cars. After selecting
a car, the Paint Kit button
appears on the bottom of
the screen. Click on it to advance to the Paint Kit screen.
30
The editing window allows you to apply paint and decals to the
section of the car you have selected from the selection window.
Selecting Paint: The color spectrum and the color palette are your
primary means of selecting paint. Click on the color spectrum to
select a color. Selecting a color from the color spectrum will also display various hues of that color in the color palette; you can then
click on a color in the color palette. Whatever color you select
appears in the selected color box and will be applied by all your
paint tools.
NOTE: While you can use the cursor to select colors in the color
spectrum and color palette, you can also use the dropper tool to
select colors from the section of the car displayed in the editing
window. This allows you to select a color for your paint tools that
will match the colors of the car.
PAINT
KIT
TOOLS
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Paint Kit Tools
Using these buttons is fairly simple and self-explanatory. It is impor-
Button
tant, however, to keep in mind that a number of these features can
Function
Draws freehand lines
be used in conjunction with each other. For instance, when applying
decals you may need to rotate images. Let’s say you click on
and
Draws straight lines
choose “2” from the digits section. You want to place the number
Places filled rectangles and squares
on the car roof so that it reads from the left door to the driver’s
Selects paint color from either spectrum, palette,
or sections of the car in the editing window
door, instead of from back window to front window. Before applying the digit, click
and the number will appear as you want.
Then click on the roof of the car in the edit box to add the digit.
Copies selected area
Magnifies viewing area
Rotates decals and images in a counterclockwise manner
Remember that
created with the
line width on
are used to rotate and flip images
and
and
. Use
,
,
and
to adjust the
Coordinating these features properly
makes customizing your car easier and much more fun.
Rotates decals and images in a clockwise manner
Back returns you to the Drivers screen.
Adjusts brush size to a narrow width
Save, of course, saves the changes made to your car.
Adjusts brush size to a medium width
Adjusts brush size to a large width
Adjusts brush size to a large uneven width, giving lines the
appearance of being applied with a spray can
Export sends images to other paint programs or another copy of
NASCAR® Heat™.
Import saves the current paint job to the NASCAR® Heat™ folder on
your hard drive.
Allows selection of hood and body decals and digits
Removes the last change made
Flips decals and digits from left to right
Flips decals and digits from top to bottom
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Template advances you to the Template screen.
CHAPTER 3: BEAT THE HEAT
Template Screen
The Template screen contains features similar to those found on the
Paint Kit screen. For instance, the 3D window and the section window work the same as in the Paint Kit. The template window, however, displays several templates that produce the finished paint job
in the 3D window. Modify the template patterns by clicking the
golden arrow buttons around the template selection box; each
number represents a different template pattern. Modify the patterns’ colors by clicking on the color spectrum or color palette and
then clicking on the color block of each template to apply the color.
If you’re happy with the results, click Approve then select Back to
exit the Paint Kit menu.
NOTE: If you’ve made changes to your car’s design but haven’t
saved them, clicking on Back gives you the chance to do so.
A File Changed window will prompt you to save your changes.
NASCAR® Heat™’s Beat the Heat mode is perhaps the most innovative feature to ever grace a racing game. Just click the Main Menu’s
Beat the Heat button and you’re ready to go.
Beat the Heat begins with basic challenges, such as successfully completing a turn within a specific time limit, and culminates with
adrenaline-pumping racing scenarios that require consummate racing skill to win. Beat the Heat has six sets:
1. Superspeedway
2. Speedway
3. Short Course
4. Advanced
5. NASCAR® Race
6. High Octane
TEMPLATE
PATTERN
BOX
COLOR
BLOCK
TEMPLATE WINDOW
34
Each set contains six challenges that you must successfully complete,
according to specific criteria. Awards (Gold, Silver and Bronze trophies) are handed out for each successfully completed challenge.
You race until you succeed. Podium finishes (Gold, Silver, and Bronze
trophies) allow racers to either try the contest again (in hopes of
bettering their result) or advance to the next challenge.
You have to successfully complete all the challenges in a set before
you advance to the next set. Thus, you won’t be able to select or
view the contents of Set 3, The Short Course, until you master all
the challenges in both The Superspeedway (Set 1) and the
Speedway (Set 2).
Throughout the Beat the Heat challenges, you will receive 3 points
for every Gold trophy you receive, 2 points for every Silver, and 1
point for every Bronze. The total of those points is used to give you
a Beat the Heat rating as displayed in the rate-o-meter on the main
Beat the Heat screen — from Rookie to Champion.
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TAKING THE CHALLENGE
Choose Select to view the
challenges and objectives for
a given set. Click on a highlighted challenge from the
list and click Go Race!. (Note:
You can only choose highlighted challenges and must
pass all previous challenges
to advance to the next one.)
After completing the challenge, watch the replay by
hitting the Space Bar on your
keyboard or hit “Esc” to view
the Results Screen.
NOTE: Pause or exit a challenge by pressing the “Esc” key and
following the on-screen instructions.
The Results Screen indicates
whether you passed the challenge and, if so, what kind of
trophy you’ve won.
• Try Again! restarts
the challenge.
• Back returns you to
the Challenge screen.
NOTE: Quitting Beat the Heat
is simple. Select Back to exit
the Beat the Heat menu and
return to the Main Menu.
Click Exit to exit NASCAR®
Heat™. Don’t worry. You can pick up where you left off. Your
results are automatically saved.
SUPERSPEEDWAY
NASCAR®’s largest and fastest tracks comprise the first Beat the Heat
set. Awards criteria are based on either finishing position or lap
time. There are challenges on Daytona International Speedway and
Talladega Superspeedway. Your initiation into the ranks begins with
successfully completing your first turn at Daytona. From there you’ll
learn to draft properly, battle for position at Talladega, and even
36
get a chance to race Jeff Gordon’s #24 Chevrolet in the Pepsi 400 at
Daytona. There are two keys to successful superspeedway driving:
Be smooth, and mash that gas!
SPEEDWAY
Although only the second set in your Beat the Heat career, you’ll
find plenty of excitement in the challenges we’ve laid out for you.
You begin and finish this set at Dover Downs International
Speedway, but between visits to Dover’s banks a lot happens.
Prepare for a metal-grinding showdown at Texas Motor Speedway.
We also have some last-lap action waiting for you in several
contests, including evading a massive pile-up at Lowe’s Motor
Speedway. If that wasn’t enough, Dale Earnhardt will be breathing
down your neck in a thrill-packed “Pass or be Passed” challenge.
SHORT COURSE
As the tracks get shorter, the challenges get tougher. Be prepared to
not only learn how to use your brakes, but play bumper tag as well.
Your first exercise is on NASCAR® circuit’s slowest track, Martinsville
Speedway. Later, you’ll have to help your teammate, Bobby Labonte,
pass some of the competition, and you’ll find that trading some paint
is in order. More chaos awaits at Richmond International Speedway.
Finally, during the last two challenges, you’ll battle NASCAR®’s best
short track drivers in the
race’s closing laps.
ADVANCED
Set 4 places you onto the
most difficult tracks in
NASCAR®’s schedule. You’ll
learn the importance of
drafting at Talladega
Superspeedway, and later,
play challenges at Phoenix
International Speedway
and Las Vegas Motor
Speedway — driving the toughest “lines” in the business. But without a doubt, your hardest opponent in this section is those dang
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right-hand turns. If you think
the speedways were hard,
just wait till you try taming
the Watkins Glen
International and Sears Point.
NASCAR® RACE
Racing six of the most diverse
venues on the NASCAR®
schedule comprise the Set 5
challenges — all based on
actual occurrences from the
2000 season!
HIGH OCTANE
Having completed various challenges and races, the final chapter in
the Beat the Heat challenges turns up the pressure full throttle. The
six scenarios offered here require lots of “shoe,” and a bit of brains.
For example, to grab a victory at Loudon, you must balance an
aggressive run with fuel conservation. Another dares you to hold
off the competition while pounding through lapped cars at Lowe’s
Motor Speedway. See if you can take home the Cup when placed in
the same situation as 1999 NASCAR® Winston Cup Champion Dale
Jarrett. Finally, to cap things off, race as “Little E” in a classic match
against the Intimidator. This is NASCAR® racing at its best!
MYSTERY SET
And just to entice you even more, once you pass all 36 of the Beat
the Heat challenges, you’ll unlock the Mystery set. Here, you’ll face
everything from the young guns of 2000 to the king himself,
Richard Petty, in the ultimate NASCAR® clash!
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CHAPTER 4: RACE THE PRO
NASCAR® Heat™ is full of firsts. Besides our unique Beat the Heat
challenges, you can compete one-on-one against NASCAR® Winston
Cup’s hottest names. That’s right. For the first time in gaming history, you can actually race against cars driven by real NASCAR® drivers!
Each pro’s car is a virtual representation of recorded laps they’ve
taken around that track while playing NASCAR® Heat™. Thus,
you’re actually racing against the pros –– and NOT against a computer simulation of the selected driver. This is as close to the real
thing as you can get. Just think, you’re competing against champions such as Dale Earnhardt and Rusty Wallace!
Go head-to-head against stock car racing’s biggest stars and see
how you really stack up against NASCAR® Winston Cup Cup’s elite.
Learn firsthand how to tame the toughest tracks on the 2000 schedule. Watch how each driver lays his unique line, and try to duplicate
his success. Or if you want, forge your own path.
The Race the Pro Menu
Select the Main Menu’s Race the Pro button to display the Race the
Pro menu. A driver window is in the screen’s center. Several options,
which control the driver, the track and realism level, are located
there. Three features hang at the bottom of the page. Click Back to
return to the Main Menu, select Options to access the Options
menu, and choose Go Race! to... you guessed it — go race.
The driver window, as mentioned earlier, contains two options. A
picture of a driver and his car appears in the left half of the window. Click the arrows to
the right or left of the window to view the available
drivers. Once you decide
on a driver, choose a track
for your showdown. For
example, the Bobby
Labonte window contains
three venues: Atlanta,
Bristol, and North Carolina.
Click on one. Finally, select
Go Race! to head to the
track.
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You compete against a ghost- car image of the driver’s car. The car
races the exact line laid down by the drivers while playing NASCAR®
Heat™. If the pro beats you to the line, he’ll wait until you arrive
and then start again. After completing the laps, a statistics window
pops on the screen detailing your driving. Press the Space bar key to
view a replay of your performance. When done, click on the Replay
panel’s Exit button to view the performance page. This screen indicates how you did against the pro. Select Back to return to the Race
the Pro menu and choose Try Again! to compete in the same challenge once more. See if you can beat the pro on all his given tracks.
CHAPTER 5: WRENCHING THE CAR
You’ll never have to turn a cyber-wrench to go fast in NASCAR®
Heat™. In fact, in Normal mode you won’t even see the Garage
menu. But true gearheads will soon want to use the Expert mode,
and for those racers we’ve included this chapter.
THE GARAGE MENU
Selecting Garage from the
Race Day menu displays the
Garage menu. From this
screen you may adjust your
chassis and gearing.
NOTE: The Garage menu is
only available when racing
in Expert mode, which
must be selected when you
setup a race.
INFORMATION
WINDOW
COMPONENT
SETUP BOXES
Type the setup name for your
setup in the Setup Name box so you can save this setup and use it
again. Note: Do not hit the “Enter” key after you type a setup name.
Doing so will load the track and take you to the race. When you are
through typing, simply click the cursor anywhere other than the
Setup Name box. Below the setup name are the controls for Front
Sway Bar, Rear Sway Bar, Brake Bias, Spoiler Angle, Grille Tape and
Wheel Lock, each of which is described below. Adjust these components with the arrow buttons.
Note: Loose (also known as oversteer) is the term used to describe a
car when its rear tires slide toward the outside wall more quickly
than the front. In other words, if your car want to swap ends, it’s
loose. Some people also refer to this condition as oversteer. Push
(also known as understeer) is the opposite of loose. A car is pushing
when its front tires slide toward the outside wall faster than the
rear.
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Front Sway Bar
The thickness of the sway bar determines how stiff the chassis will
be. To stiffen the chassis, use a thicker sway bar. This will affect how
much the car slides in a corner.
Rear Sway Bar
The thickness of the sway bar determines how stiff the chassis will
be. To stiffen the chassis, use a thicker sway bar. This will affect how
much the rear tires slide in a corner.
Brake Bias
This is a percentage indicator of how much force is applied to the
front brake pads when squeezing your brakes. The front brakes do
the majority of the stopping; accordingly, they should have a slight
bias — such as 55%. Dialing in too much front brake bias is inefficient because the rear brakes won’t do their share of the stopping.
Too much rear brake bias will lock up the rear tires, usually resulting
in a spin.
Spoiler Angle
Raising the spoiler angle creates more aerodynamic downforce at
the car’s rear. This reduces oversteer, but also adds drag, which
slows the car’s top speed. If you raise the spoiler you may need to
change your gearing in order to get down the straights as quickly as
possible.
Grille Tape
This window displays the amount of your grille covered by duct
tape. Covering the grille with tape aerodynamically aids your car,
but also raises your engine temperature. A hot engine is likely to
blow, so there is a constant trade off between the aerodynamic aid
given by the tape and the engine temperature. In general, it’s wise
to use as much tape as possible without overheating your engine.
Wheel Lock
This window indicates the degrees that the front wheels turn (from
side to side). The higher the number, the sharper the corner your
car may take. On road courses or short ovals you may need to go as
high as 15-20 degrees.
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THE INFORMATION WINDOW
The information window displays various information about components of your car and allows you to adjust them. To select a component, click on the yellow header in the component’s setup box.
Information about that
component will appear in
the information window.
To make adjustments to
the components use the
arrow buttons in the information window and
changes to those components will be displayed in
the component setup box.
Let’s take a look at the different setup boxes.
Weight
Clicking on the yellow weight header displays information on the
car’s weight in the information window. The car’s weight bias is
adjusted using the sets of arrow buttons — labeled Front Weight,
Left Weight, and Wedge — within the larger information window.
Front Weight measures the car’s front weight bias. You’ll normally want to keep this number close to 50%. If everything else
is equal, the weighted end will tend to break loose first when
cornering. Hence, if 51% of your weight is in the front, your
front tires will tend to slide before the rear tires, causing your
car to push/understeer.
Left Weight measures the car’s left weight bias. On ovals you’ll
want to have more weight on the left. That makes it easier to
go quickly through those left-hand turns. On road course you’ll
usually want to keep this weight evenly distributed.
Wedge is the amount of weight applied to each wheel on the
car. When you add more wedge, it pushes the spring down
harder on the wheel and changes the weight of the wheel.
Therefore, the balance of the car changes. If the car is
loose/oversteers, add more wedge to the right rear. Doing so
will push the spring down and force the right rear wheel and
left front wheel to tighten up. You do the opposite when the
car is tight.
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NOTE: On most road courses you’ll want 50% wedge — both fronts
equal and both rears equal. Some road courses, however, favor a bit
of reverse wedge. If the road course has a preponderance of fast
right-hand turns you may want to run the wedge above 50%.
NOTE: Both shocks and springs dampen the transfer of weight to
the wheels and soften the ride of the car. Without springs or shocks,
the wheels might instantly go from bearing no load at all to bearing 100% load. Such a car would be difficult, if not impossible, to
control.
Shocks
Clicking on the yellow Shocks header displays the shocks’ information in the information window. The window displays two values
per corner of the car: Bump and Rebound.
Bump is a measure of how quickly the shock compresses. The
higher the number, the more the shock will resist compression
and the stiffer the shock will be.
Rebound is a measure of how quickly the shock expands after
it has been compressed. The higher the number, the more the
shock will resist expansion and the stiffer the shock will be.
Adjusting shocks can cure many corner entry and exit problems.
The higher the number for Bump and Rebound, the stiffer the
shocks will be. If your car is loose/oversteers on corner entry, soften
the right rear shock. If it pushes/understeers on corner entry, soften
the right front. On most ovals a 1:3 Bump:Rebound ratio works
well. Hence, if you soften Bump 10 pounds, you should soften
Rebound 30. Road racing uses much closer to a 1:1 ratio.
Springs
Springs control the transition of load to the wheel. Stiffening a
spring normally loosens the corner in question. For example, stiffening the right rear spring may make the car a bit looser/cause oversteering on left-hand turns. If your car pushes/understeers on corner
entry, soften the right front spring.
Tires
Clicking on the yellow Tire header displays the tire inflation information. Here you can raise and lower the tire pressures of all four
car tires. To a degree tires are like less sensitive springs (or shock
absorbers). Lowering the tire pressure is equivalent to softening the
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spring. Accordingly, lowering the tire pressure will give you more
grip (and a bit more drag). If your car is loose/oversteering on the
ovals, try lowering the right rear tire pressure. Of course there’s a
limit to how low you can go. Anything below 26 pounds will cause
the sidewall to soften, which in turn causes the tire to roll over on
itself. That’s not a good thing, so keep those pressures above 26 PSI.
NOTE: There are four tires in the information window. Each has
three numbers on it. These numbers represent the current tire temperatures. Take your car out on the track for ten laps, bring it in to
the pits, and check those temps. They will go a long way toward
telling you what is happening with your car. For example, if a tire’s
outside temperature (O) is hotter than its inside temperature, the
tire is under inflated. If the inside temperature (I) is hotter than the
outside temperatures, the tire is over inflated. If the outside tire
temperature is higher than both the middle (M) and inside temperatures, that wheel has too much positive camber.
Camber
If you took the body off a NASCAR® Winston Cup car and knelt
directly in front of the bare chassis, you would notice that the tires
are not perpendicular to the road. Each is canted a few degrees.
This angle off perpendicular is the tire’s degree of camber. If the top
of the tire is closer to the chassis than the bottom, the tire has negative camber. If the top of the tire is further away from the chassis
than the bottom, the tire has positive camber.
NASCAR® Winston Cup cars race with negative camber on their right
side tires and positive camber on the left side tires. Here’s why. As
the car thunders through the oval track turns, centrifugal force ––
coupled with the tire’s adhesion to the track’s surface –– attempts to
roll the cars onto their roof. The pivot point of the rolling motion
(at least for our purposes) are the outside tires. So, if the right side
tires are slightly angled in, centrifugal force — working through the
chassis — will straighten them and increase the tires’ contact patch,
ultimately enhancing the car’s traction.
NOTE: Only a paperback book-sized piece of the tire actually contacts the asphalt. This small area is called the “contact patch.” Most
chassis adjustments are aimed at maximizing the size of the contact
patch. Camber is a good example. A vertical tire maximizes the
patch; an angled tire does not. Consequently, camber changes are
focused on ensuring that the tires are as close to vertical as possible
when cornering.
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By the same token, the left
side tires — which are
angled away from the chassis
— are pulled toward the
chassis. This makes them perpendicular to the track while
cornering and increases their
traction.
When racing road courses,
both fronts (and to a lesser
extent the rears) should have
negative camber. Negative
camber has its pros and cons.
Although the negative camber ensures that the outside tire is nearly
always vertical during a turn, the inside wheel only grips the track
with the inside portion of the tire. Nevertheless, most of a car’s
weight is on the outside tires when cornering, so it is critically
important that they maintain good contact with the road.
Gears
The gear ratio chosen has a direct effect on the car’s speed. You
may change the gear ratio for each gear or the overall gear ratio.
The higher the individual gear ratios, the more quickly the car will
accelerate, but the lower its top speed will be.
The final gear ratio is determined by considering both the final
drive and the gear ratios listed. This drive is a convenient method to
change your car’s overall gear ratio. Note that since both individual
gear ratios and the final drive determine the final ratio, adjusting
the final drive affects acceleration and top speed in each gear.
SETUP TIPS
Chassis adjustments are perhaps the most misused feature in all racing simulations. If not approached in a logical manner, tinkering
with the car can do more harm than good. Here are a couple of tips
to keep you on the straight and narrow.
The Car Isn’t Slowing You Down
When in doubt refer to this first tip. If you find NASCAR® Heat™ difficult to drive, it’s probably not your car’s fault. The game’s default
setups are good; practice will make them perfect. Many cyber test
drivers estimate that it takes 500 laps per track to learn to drive
quickly. While this may be a little more time than most gamers
have, at least drive through all of the challenges before entering
the garage.
Change One Thing at a Time
Make one change at a time and then test it. If your car is
loose/oversteers entering Martinsville’s Turn One, lower the right
rear tire pressure or soften the right rear shock, but don’t do both
at once. If you do, you’ll never know which (if either) helped (or
hurt).
Default Setting
If you find that you’ve made too many changes, you can always
click on the Default button to reset all the component setups.
Test Your Change
You can’t tell how a change affects your chassis until you get on the
track, heat your tires, and see how the car handles. To test your
changes, click on Test. Hit the “Esc” key twice to end your test laps.
Big Things First
Inexperienced tuners should change major things first (spoiler, sway
bars and gear ratios). This is the opposite of the manner in which a
NASCAR® team works, but appropriate for new chassis tuners. Make
big changes, such as the spoiler, sway bars or gears, first. Their
affect is felt more easily. Once you have experience deciphering the
car’s input, you may work on more subtle changes, such as shocks.
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CHAPTER 6:
A BRIEF HISTORY OF NASCAR ® RACING
IN THE BEGINNING…
Auto racing was a growing phenomenon in the early 20th century
American Midwest and South. While the Midwest held events in
Indianapolis and Milwaukee, the South ran on rural Carolina dirt
tracks and Florida beaches. Although popular, these stock car events
lacked structure. One of the South’s most notable racing promoters,
William “Bill” H. G. France, sought to change that. France had a
vision: to promote one main racing series, create a track schedule
free of conflicts, and establish a stock car points championship. He
coordinated a number of affiliates together at Daytona Beach’s
Streamline Motel on December 14, 1947, and the National
Association for Stock Car Auto Racing (NASCAR®) was born.
On February 15, 1948, NASCAR® held its first race, a modified stock
car event, at Daytona Beach. Virginia native Robert “Red” Byron
won the 149.6-mile event in Raymond Parks’ 1939 Ford. Byron, who
won 10 other races in ‘48, also was later crowned the organization’s
first national champion. Other racing greats, such as Marshall
Teague, Tim Flock, Curtis Turner, and Buddy Shuman, joined Byron
that inaugural season. Several female drivers were also on the circuit, including Ethel Flock Mobley, Sara Christian and Mildred
Williams. Offering more than 50 races, thousands of dollars in prize
money, and a diverse range of competition, NASCAR® officials
deemed their season a success.
THE ROARING ‘5OS
The ‘50s were a time of rapid growth and expansion. Major companies like Purolator, Goodyear Tire & Rubber Co., Pure Oil Company
(the forerunner of Union 76), and Champion Spark Plugs were key
sponsors and suppliers in NASCAR®’s first full decade. Major automobile manufacturers also joined the racing organization’s ranks.
After Herb Thomas and Marshall Teague’s success with Hudson
Motor Company’s Hornet, automakers such as Ford, Chevrolet,
Pontiac, Chrysler and Oldsmobile supplied vehicles. European
imports even entered stock car races when NASCAR® President Bill
France sponsored the “International Stock Car Grand Prix” in 1953.
The Langhorne Speedway (Pennsylvania) event featured both
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domestic and foreign vehicles, with Porsches and Jaguars racing
alongside America’s fastest stock cars.
It was an exciting time and some of NASCAR®’s most famous tracks
and drivers emerged in the 1950s. Darlington Raceway, the first
asphalt “superspeedway,” opened in 1950. Meanwhile, Bill France
dreamed of turning the swampy Daytona Beach course into a stock
car racing Mecca. His vision, persistence, and hard work eventually
paid off when NASCAR® erected an immense superspeedway. In
1959 Daytona International Speedway held its first race, a
Convertible Division event won by Shorty Rollins. Lee Petty, of
course, would win the first Daytona 500 (1959) in a classic finish, an
appropriate beginning for the now world-famous track and event.
In fact, the race was so close that it took France several days to sift
through film and declare a winner. Petty was confirmed the victor,
just nudging out runner-up Johnny Beauchamp. Petty, the father of
Richard Petty, also took home the Grand National championship
(now called the NASCAR® Winston Cup) that year. Marvin Panch,
Glen Wood, Buck Baker, Bill Rexford, Fred Lorenzen, and Everett
“Cotton” Owens were also major names on the circuit during
the ‘50s.
FAST TIMES
Over the next two decades Bill France saw his dream blossom;
NASCAR® emerged as the premier American motorsport. In 1961 the
Firecracker 250 was the first national telecast of a NASCAR® race.
And as the cameras started rolling, a slew of new racing stars took
the sport by storm. Ned Jarrett, David Pearson, Cale Yarborough,
Glenn “Fireball” Roberts, Bobby Allison, Joe Weatherly, Buddy Baker,
Lee Roy Yarbrough, and Benny Parsons were among the top drivers
of this era. However, the most dominant force in the sport was a
second-generation NASCAR® driver named Richard Petty. The North
Carolina native collected a total of seven NASCAR® Winston Cup
championships in the ‘60s and ‘70s. In his illustrious career “King
Richard” –– as he is affectionately called –– posted 200 victories, 27 of
those coming in his record 1967 season. America loves champions,
and Petty no doubt played an integral role in NASCAR®’s marketing
success.
France would eventually pass his legacy on to his son William C.
France in 1972. However, before he did, he made two more lasting
contributions to NASCAR®. In 1969, France unleashed the longest
track on the circuit, the 2.66-mile Talladega Superspeedway. The
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fastest lap recorded in NASCAR® history came on this Alabama track;
in 1987 Bill Elliot lapped Talladega at 212.809 mph. NASCAR®’s
largest sponsorship also came under France’s tenure. The R. J.
Reynolds Company announced in 1970 the most famous marketing
decision in sports history. Reynolds and NASCAR® agreed to rename
the Grand National racing division the NASCAR® Winston Cup. The
new sponsorship and faster tracks, along with a horde of new talent, quickly made NASCAR® the major racing series in the United
States.
NASCAR® WINSTON CUP CHAMPIONS
1999 — Dale Jarrett
1973 — Benny Parsons
1998 — Jeff Gordon
1972 — Richard Petty
1997 — Jeff Gordon
1971 — Richard Petty
1996 — Terry Labonte
1970 — Bobby Isaac
1995 — Jeff Gordon
1969 — David Pearson
THUNDER ROADS
1994 — Dale Earnhardt
1968 — David Pearson
During the ‘80s and ‘90s, NASCAR® racing continued to grow by
leaps and bounds. Several new tracks joined the NASCAR® Winston
Cup and Busch Grand National schedules, most notably Sears Point
Raceway, Texas Motor Speedway, and Phoenix International
Raceway. Television deals began becoming commonplace in the ‘80s.
Annual coverage of the Daytona 500 made it the most watched
motorsport event in America. Attendance at NASCAR® events grew
at a record pace, too. According to Goodyear, total attendance at
NASCAR® Winston Cup races in 1999 was nearly seven times what it
was in 1980, making it the largest spectator sport in the United
States.
1993 — Dale Earnhardt
1967 — Richard Petty
1992 — Alan Kulwicki
1966 — David Pearson
1991 — Dale Earnhardt
1965 — Ned Jarrett
1990 — Dale Earnhardt
1964 — Richard Petty
1989 — Rusty Wallace
1963 — Joe Weatherly
1988 — Bill Elliot
1962 — Joe Weatherly
1987 — Dale Earnhardt
1961 — Ned Jarrett
1986 — Dale Earnhardt
1960 — Rex White
1985 — Darrell Waltrip
1959 — Lee Petty
1984 — Terry Labonte
1958 — Lee Petty
1983 — Bobby Allison
1957 — Buck Baker
1982 — Darrell Waltrip
1956 — Buck Baker
1981 — Darrell Waltrip
1955 — Tim Flock
1980 — Dale Earnhardt
1954 — Lee Petty
1979 — Richard Petty
1953 — Herb Thomas
1978 — Cale Yarborough
1952 — Tim Flock
1977 — Cale Yarborough
1951 — Herb Thomas
1976 — Cale Yarborough
1950 — Bill Rexford
1975 — Richard Petty
1949 — Robert “Red” Byron
Close competition, classic finishes, and a number of personalities
have contributed to NASCAR®’s rapid expansion. Dale Earnhardt,
Terry Labonte, Rusty Wallace, Mark Martin, Dale Jarrett, Bill Elliott,
and Darrell Waltrip became household names during these two
decades. Moreover, a new breed of drivers is emerging today, taking NASCAR® into the new millennium. Jeff Gordon, Bobby Labonte,
Dale Earnhardt Jr., Matt Kenseth, Ward Burton and Tony Stewart
are the inheritors of a tradition that spans over fifty years. And the
way these young drivers are performing, it looks as if both they and
NASCAR® have a bright future. All in all, not a bad ride for a dream
that began on the swampy beaches of Florida. Here’s to yet another
half century of great racing! May they be as exciting and wild as the
first.
1974 — Richard Petty
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TECHNICAL SUPPORT
If you are having technical difficulties with the NASCAR® Heat™
CD-ROM game, please consult the Release Notes file on the CDROM before calling technical support. If you call technical support,
please have the following information available (and be ready to
take notes):
1. The correct name of the game.
2. The type of computer you are running the game on.
3. Exact error message reported (if any).
For telephone technical support, please call (410) 568-2377. Support
hours are from 8:00 a.m. to 12:00 midnight, Eastern Standard Time,
Monday through Friday, and from 8:00 a.m. to 8:00 p.m., Eastern
Standard Time, Saturday and Sunday, holidays excluded. No game
hints will be given through this number.
You may also communicate with our technical support via the
Internet at:
http://support.hasbro.com
LICENSE AGREEMENT
*** IMPORTANT ***
This is a legal agreement between the end user ("You") and Hasbro Interactive, Inc., its affiliates and subsidiaries
(collectively "Hasbro Interactive"). This Agreement is part of a package (the "Package") that also includes, as applicable, executable files that you may download, a game cartridge or disc, or a
CD-ROM (collectively referred to herein as the "Software") and certain written materials (the "Documentation"). Any
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Software or the Documentation, or bonus game provided by Hasbro Interactive at no extra charge as part of the
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BY DOWNLOADING OR INSTALLING THE SOFTWARE, YOU ACKNOWLEDGE THAT YOU HAVE READ ALL OF THE
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ANY REPRESENTATIONS, CONDITIONS OR WARRANTIES, STATUTORY OR OTHERWISE, ON HASBRO INTERACTIVE’S BEHALF NOR TO VARY ANY OF THE TERMS OR CONDITIONS OF THIS AGREEMENT.
If You do not agree to the terms of this Agreement, do not download or install the Software and promptly return the
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This site contains an up-to-date interactive knowledge base and
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WARNING
READ THIS NOTICE BEFORE YOU OR YOUR CHILD USE THIS SOFTWARE
To find out more about the NASCAR® Heat™ CD-ROM game and
any other Hasbro Interactive products, please visit our main web
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Kids, check with your parent or guardian before visiting any web site.
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FOLLOW THESE PRECAUTIONS WHENEVER USING THIS SOFTWARE:
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Repetitive Strain Statement
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CAUTION
Some people may experience fatigue or discomfort after playing for a long time. Regardless of how you feel, you
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If your hands, wrist or arms have been injured or strained in other activities, use of this Software could aggravate
the condition. Before playing, consult a doctor.
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INTERNET-BASED PLAY; CHAT: This Software may include Internet-play features. If You choose to use such features, You will need to access the Internet. The Software or Documentation may also suggest links to certain
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should check with a parent or guardian before accessing the Internet, including without limitation any chat function,
on-line "arcade," or em@il Game. Internet game play may occur through one or more independent gaming or other
web sites (each a "Web Site"), including without limitation the MSN Gaming Zone run by the Microsoft Corporation.
Hasbro Interactive does not review or control, and disclaims any responsibility or liability for, the functioning and
performance of any Web Site, the terms of use of any Web Site, the privacy policies of any Web Site, and any content on or available via a Web Site, including, without limitation, links to other web sites and comments or other
contact between users of a Web Site. Hasbro Interactive does not endorse the Web Sites merely because a link to
the Web Site is suggested or established. Hasbro Interactive does not monitor, control, endorse, or accept responsibility for the content of text or voice chat messages, if applicable, transmitted through the use of the Software.
Use of the chat function, or other content or services of any Web Site is at Your own risk. You are strongly encouraged not to give out identity or other personal information through chat transmissions.
OWNERSHIP; COPYRIGHT: Title to the Software and the Documentation, and patents, copyrights and all other
property rights applicable thereto, shall at all times remain solely and exclusively with Hasbro Interactive and its
licensors, and You shall not take any action inconsistent with such title. The Software and the Documentation are
protected by United States, Canadian and other applicable laws and by international treaty provisions. Any rights
not expressly granted herein are reserved to Hasbro Interactive and its licensors.
OTHER RESTRICTIONS: You may not cause or permit the disclosure, copying, renting, licensing,
sublicensing, leasing, dissemination or other distribution of the Software or the Documentation by any means or in
any form, without the prior written consent of Hasbro Interactive. You may not modify, enhance, supplement, create derivative work from, adapt, translate, reverse engineer, decompile,
disassemble or otherwise reduce the Software to human readable form.
LIMITED WARRANTY:
Hasbro Interactive warrants for a period of ninety (90) days following original retail purchase of this copy of the
Software that the Software is free from substantial errors or defects that will materially interfere with the operation
of the Software as described in the Documentation. This limited warranty: (i) applies to the initial purchaser only
and may be acted upon only by the initial purchaser; and (ii) does not apply to any patch, update, upgrade, modification, or other enhancement provided by Hasbro Interactive with respect to the Software or the Documentation or
to any bonus game provided by Hasbro Interactive at no extra charge as part of the Package, which are provided
on an AS IS BASIS ONLY. EXCEPT AS STATED ABOVE, HASBRO INTERACTIVE AND ITS LICENSORS MAKE NO
OTHER WARRANTY OR CONDITION, EXPRESS OR IMPLIED, STATUTORY OR OTHERWISE, REGARDING THIS
SOFTWARE. THE IMPLIED WARRANTY THAT THE SOFTWARE IS FIT FOR A PARTICULAR PURPOSE AND THE
IMPLIED WARRANTY OF MERCHANTABILITY SHALL BOTH BE LIMITED TO THE NINETY (90) DAY DURATION OF
THIS LIMITED EXPRESS WARRANTY. THESE AND ANY OTHER IMPLIED WARRANTIES OR CONDITIONS,
STATUTORY OR OTHERWISE, ARE OTHERWISE EXPRESSLY AND SPECIFICALLY DISCLAIMED. Some jurisdictions do not allow limitations on how long an implied warranty or condition lasts, so the above limitation may not
54
apply to You. This limited warranty gives You specific legal rights, and you may also have other rights which vary
from jurisdiction to jurisdiction.
If you believe you have found any such error or defect in the Software during the warranty
period, (i) if you are in the United States, call Hasbro Interactive's Consumer Affairs Department at 800-683-5847
between the hours of 8:00 a.m. and 4:45 p.m Monday through Friday (Eastern Time), holidays excluded, and provide your Product number; or (ii) if you are outside the United States, send your original CD-ROM disc, game cartridge or disc, or, if applicable, the executable files that you downloaded, to Hasbro Interactive at Caswell Way,
Newport, Gwent, NP9 0YH, United Kingdom, together with a dated proof of purchase, your Product number, a brief
description of such error or defect and the address to which the Software is to be returned. If you have a problem
resulting from
a manufacturing defect in the Software, Hasbro Interactive’s and its licensors' entire liability and Your exclusive
remedy for breach of this limited warranty shall be the replacement of the Software, within a reasonable period of
time and without charge, with a corrected version of the Software. Some jurisdictions do not allow the exclusion or
limitation of relief, incidental or consequential damages, so the above limitation or exclusion may not apply to You.
LIMITATION OF LIABILITY:
HASBRO INTERACTIVE AND ITS LICENSORS SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL, CONSEQUENTIAL, EXEMPLARY OR OTHER INDIRECT DAMAGES, EVEN IF HASBRO INTERACTIVE OR ITS LICENSORS ARE
ADVISED OF OR AWARE OF THE POSSIBILITY OF SUCH DAMAGES. IN NO EVENT SHALL HASBRO INTERACTIVE'S AND ITS LICENSORS' AGGREGATE LIABILITY EXCEED THE PURCHASE PRICE OF THIS PACKAGE. Some
jurisdictions do not allow the exclusion or limitation of special, incidental, consequential, indirect or exemplary
damages, or the limitation of liability to specified amounts, so the above limitation or exclusion may not apply to
You.
GENERAL: This Agreement constitutes the entire understanding between Hasbro Interactive and You with respect
to subject matter hereof. Any change to this Agreement must be in writing, signed by Hasbro Interactive and You.
Terms and conditions as set forth in any purchase order which differ from, conflict with, or are not included in this
Agreement, shall not become part of this Agreement unless specifically accepted by Hasbro Interactive in writing.
You shall be responsible for and shall pay, and shall reimburse Hasbro Interactive on request if Hasbro Interactive
is required to pay, any sales, use, value added (VAT), consumption or other tax (excluding any tax that is based on
Hasbro Interactive's net income), assessment, duty, tariff, or other fee or charge of any kind or nature that is levied
or imposed by any governmental authority on the Package.
EXPORT AND IMPORT COMPLIANCE: In the event You export the Software or the Documentation from the country
in which You first received it, You assume the responsibility for compliance with all applicable export and re-export
regulations, as the case may be.
GOVERNING LAW; ARBITRATION: This Agreement shall be governed by, and any arbitration hereunder shall apply,
the laws of the Commonwealth of Massachusetts, U.S.A., excluding (a) its conflicts of laws principles; (b) the
United Nations Convention on Contracts for the International Sale of Goods; (c) the 1974 Convention on the
Limitation Period in the International Sale of Goods (the "1974 Convention"); and (d) the Protocol amending the
1974 Convention, done at Vienna April 11, 1980.
Any dispute, controversy or claim arising out of or relating to this Agreement or to a breach hereof, including its
interpretation, performance or termination, shall be finally resolved by arbitration. The arbitration shall be conducted
by three (3) arbitrators, one to be appointed by Hasbro Interactive, one to be appointed by You and a third being
nominated by the two arbitrators so selected or, if they cannot agree on a third arbitrator, by the President of the
American Arbitration Association ("AAA"). The arbitration shall be conducted in English and in accordance with the
commercial arbitration rules of the AAA. The arbitration, including the rendering of the award, shall take place in
Boston, Massachusetts, and shall be the exclusive forum for resolving such dispute, controversy or claim. The
decision of the arbitrators shall be binding upon the parties hereto, and the expense of the arbitration (including
without limitation the award of attorneys' fees to the prevailing party) shall be paid as the arbitrators determine. The
decision of the arbitrators shall be executory, and judgment thereon may be entered by any court of competent
jurisdiction.
Notwithstanding anything contained in the foregoing Paragraph to the contrary, Hasbro Interactive shall have the
right to institute judicial proceedings against You or anyone acting by, through or under You, in order to enforce
Hasbro Interactive’s rights hereunder through reformation of contract, specific performance, injunction or similar
equitable relief. For the purposes of this Paragraph, both parties submit to the jurisdiction of, and waive any objection to the venue of, the state and federal courts of the Commonwealth of Massachusetts.
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Credits
Hasbro Interactive
Ed Martin
Executive Producer
J.R. Surprenant
Senior Producer
Dan McJilton
Associate Producer
Bobby Labonte
Chief Technical Advisor
Ann Marie Bland
Director of Marketing
Matt Kushner
Sr. Product Manager
Jim Ferris
Product Manager
Jon Alexander
Sandi Lawson
Licensing & Approvals
John Sutyak
Chief Creative Officer
David Walls
Creative Director
Brett Penkul
Erik Jeffery
Tim Burpee
Kevin Jamieson
Kevin Johnson
Jeffery Tolleson
Testers
Hunt Valley
Quality Assurance
Tom Falzone
QA Manager
Mark Gutknecht
QA Supervisor
Grant Frazier
Lead Tester
Barry Caudill
Ellie Crawley
Tyrone Fleet
Jason Gleason
Tim McCracken
Steve Purdie
Jeff Smith
Testers
Mark Russell
Editor
Laura Tomasetti
Director of Public
Relations
Brian Shea
John Wheeler
Bing Xu
Programming
Jayson Hill
Manager of Public
Relations
Lou Catanzaro
Isabelle Garbani
Art
Monster Games, Inc
Richard Garcia
Technical Lead
Graphics
Business
John Wheeler
Christian A. Salyer
www.sndelement.com
Sound
Dave Pollatsek
Physics
User Interface
Paintkit
Dave Broske
Opponent Control
Multiplayer
Owen Justice
Producer
Steve Webster
Chief Visual Officer
Troy Harder
Cars
Steve Martin
Manager of Creative
Services
John Borland
Brian Grivna
Tools
Randy Lee
Q.A. Supervisor
Elizabeth Mackney
Manager of Editorial/
Documentation
Services
Brian McCabe
Todd LeGare
Sue Spychalla
David Whiteman
Tracks
Mark Huggins
Q.A. Certification Lead
Paul Collin
Copywriter
Charles Lane
Lead Tester
Mark Walker
Mike Emberson
Documentation Writers
Michael Craighead
Director of Quality
Assurance
Kurt Boutin
Q.A. Manager
56
Additional Work by
Blue Fang Games, LLC
Michael Henson
Special Effects
Adam Levesque
Product Management
Video Production and
Voice Overs
Street and Smith’s
Productions
Traci Hultzapple
Jack Ahern
Glenn Vasko
Dave Nichols
Motion Capture
provided by
House of Moves
Special Thanks
NASCAR®
George Pyne
Blake Davidson
J.J. Damato
Dee Scott
Christi Moll
International
Speedway Corporation
Mike Brown
Speedway
Motorsports, Inc.
Marcus Smith
Bobby Labonte
Enterprises
Josh Neelon
Joe Gibbs Racing
Dan Alpern
Jimmy Makar
Tim Sullivan
Action Performance
Rob Emerick
Pam Seidenspinner
Hasbro Interactive
Richard Cleveland
Matt Collins
Debbie Finkst
Simz
Skip and Brian
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© 2000 Hasbro Interactive, Inc. All Rights Reserved. NASCAR ® is a registered trademark of the National Association for Stock Car Auto Racing, Inc.; The ‘Valvoline’
trademarks, Roush Racing and Mark Martin’s name and/or likeness used by authority
of Roush Racing, Livonia, MI; The ‘Exide’ trademarks, Roush Racing and Jeff Burton’s
name and/or likeness used by authority of Roush Racing, Livonia, MI; ‘Deere and
Company’ trademarks, Roush Racing and Chad Little’s name and/or likeness used by
authority of Roush Racing, Livonia MI; The ‘FamilyClick.com’ trademarks, Roush
Racing and Kevin Lepage’s name and/or likeness used by authority of Roush Racing,
Livonia, MI; Penske-Kranefuss Racing, L.L.C. trademarks, including the #12 and the
likeness of the racecar, and Jeremy Mayfield’s name and/or likeness are granted by
license from Penske-Kranefuss Racing, L.L.C. "Mobil 1", Mobil "Pegasus" and the
Flying Red Horse are registered trademarks of Mobil Oil Corp.; Richard Petty items
licensed by Petty Marketing Company, L.L.C. The Richard Petty name, signature and
silhouette are exclusive trademarks of Petty Marketing Company, L.L.C.; "The General
Mills trademarks used under license."; Terry Labonte — License Granted by Kellogg
Company and Hendrick Motorsports, TM, ® Kellogg Canada Inc. in/dans Canada; TM,
® Kellogg Company Inc. elsewhere/partout ailleurs/en otros paises; © 2000 Kellogg
Company. Used under license/utilize sous license/bajo licencia; ® #5 design ®
Hendrick Motorsports. Used under license/utilize sous license/bajo licencia; © 2000
Hendrick Motorsports.; The name and likeness of Dale Earnhardt Jr. are licensed
under the authority of Dale Earnhardt, Inc. Licensed by Jr. Motorsports, L.L.C. © 2000;
"Bobby Labonte ®", "#18 ®" and "Interstate Batteries" and "MBNA" licensed under
authority of Joe Gibbs Racing, Huntersville, NC; "Tony Stewart ®" and "The Home
Depot ®"licensed under authority of Joe Gibbs Racing, Huntersville, NC; ©2000 JG
Motorsports, Inc. The name and likeness of Jeff Gordon and the likeness of the #24
DuPont Automotive Finishes Chevrolet are used under license granted by JG
Motorsports, Inc.; Texaco, Robert Yates Racing and Ricky Rudd trademarks are used
under license.; The likenesses of #31 race car, the "RCR" Richard Childress Racing
checkered flag logo, and the stylized "31" are trademarks of Richard Childress Racing
Enterprises, Inc. and along with the likeness and signature of Mike Skinner (trademarks of Mike Skinner) and the Team Lowe’s and Lowe’s Home Improvement
Warehouse trademarks (trademarks of Low’s Companies) are used under license from
Richard Childress Racing Enterprises, Inc. Team Lowe’s and Lowe’s home Improvement
Warehouse are trademarks of LF Corporation.; ®M&M’s, "M" and the M&M’s
Characters are the trademarks of Mars, Inc. and its affiliates. . ©Mars, Inc. 2000.
©2000 MB2 Motorsports/KSR, Inc; Quality Care and Ford Credit are used under license
from Ford Motor Company. Dale Jarrett and Robert Yates Racing trademarks are used
under license.; (Sterling Marlin) ©SABCO RACING, INC. Trademark Usage by License
of COORS BREWING COMPANY, GOLDEN, COLORADO; CAT and Caterpillar are registered trademarks of Caterpillar Inc. © Caterpillar 2000 The trademarks of "Bill Davis
Racing" and the number 22 are licensed under the permission of Caterpillar. Ward
Burton’s likeness and signature are licensed under permission of TSII. Winston-Salem,
NC.; ©2000 J.G. Motorsports, Inc. Jeff Gordon name, likeness and signature and likeness of the J.S. Motorsports Inc. #24 Pepsi Racing Monte Carlo are used under license
by J.G. Motorsports, Inc. PEPSI, PEPSI-COLA, and the Pepsi Globe design are trademarks of Pepsi Co., Inc.; Andy Petree Racing, Joe Nemechek, and Oakwood Homes
are licensed under the authority of Andy Petree Licensing, Inc. Flat Rock, NC 2000;
The name and likeness of Steve Park are licensed under the authority of Dale
58
Earnhardt, Inc. Pennzoil ® is a registered trademark of Pennzoil – Quaker St. Co.;
Licensed by Rusty Wallace, Inc., and Penske Racing South; The likeness of Dale
Earnhardt and the #3 race car displaying the Richard Childress Racing, Inc. trademark
driven by Dale Earnhardt, and the Dale Earnhardt registered trademarks are used
under the administration of Dale Earnhardt, Inc. The likeness of the #3 race car, stylized #3 and the "RCR" checkered flag logo design are trademarks of Richard
Childress Racing Enterprises, Inc. and are used under license from Richard Childress
Racing Enterprises, Inc. The Trademarks "Goodwrench" and "GM" are used under
license from General Motors Corporation.; John Andretti ~ Officially licensed by Petty
Marketing Company, L.L.C., STP ® mark used under license. "the General Mills
Trademarks used under license."; Bobby Hamilton name and likeness and KODAK,
MAX and Trade Dress are trademarks licensed to Hasbro Interactive, Inc. by Eastman
Kodak Company. Design 4 is a trademark of Morgan-McClure Motorsports, Inc.; The
MICHAEL WALTRIP® Trademark and the Name and Likeness of Michael Waltrip are
owned by, and used under license from, Michael Waltrip, Inc. and/or Michael
Waltrip.; Daytona International Speedway ®, Daytona ®, The World Center of Racing
®, Daytona Speedweeks ®, Speedweeks ®, Daytona USA ®; Daytona 500 ®, The
Great American Race ®, Daytona logo – ® International Speedway Corporation;
Pepsi 400 ®; Darlington Logo is a ® of International Speedway Corporation,
Darlington Raceway ®, Darlington ®, Too Tough to Tame ®, Darlington International
Raceway ®; Phoenix Logo - ®International Speedway Corporation, Phoenix
International Raceway ®, The Phoenix Mile ®, PIR ®, World’s Fastest One-Mile Paved
Oval ®, Copper World Classic ®; Talladega Logo ®International Speedway
Corporation, Talladega Superspeedway ®, Talladega ®, The World’s Fastest
Superspeedway ®; Watkins Glen logo - ®International Speedway Corporation,
Watkins Glen ®, The Glen ®, Watkins Glen International ®, New York’s Thunder Road
™; Homestead Logo - ®International Speedway Corporation, Homestead – Miami
Speedway™; California Speedway ®; Michigan Logo - ®International Speedway
Corporation, Michigan Speedway ®; North Carolina logo - ® International Speedway
Corporation, North Carolina Speedway ®; Nazareth Speedway logo - ®International
Speedway Corporation, Nazareth Speedway ®; Richmond International Raceway ®;
Atlanta Motor Speedway ®, Bristol Motor Speedway ®, Lowe’s Motor Speedway ®,
Las Vegas Motor Speedway ®, Sears Point Raceway ®, and Texas Motor Speedway ®
including name, likeness, logos, event names and event logos are registered trademarks of Speedway Motorsports, Inc. Officially licensed product of Speedway
Motorsports, Inc. © 2000 www.GoSpeedway.com; "Jasper Engines and Transmissions"
Trademark: Robert Pressley name, signature and likeness of the #77 Jasper
Motorsports team and race car are used under licence granted by Jasper Motorsports,
LLC.
® denotes Reg. US Patent and TM office.
Developed by Monster Games, Inc.
Uses Bink Video.
Copyright © 1997-2000 by RAD Game Tools, Inc.
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HOT KEYS
F1 — In Car Cam / Bumper Cam
F2 — Chassis Cam
F3 — Near Chase / Chase / Far Chase
F4 — Sky Cam / Blimp Cam / TV Cam
F5 — Leader Board
F6 — Race Board
F7 — Tire Status / Damage Status
F8 — Pit Adjustments
F9 — Fuel: Fill Tank / Splash ‘n Go / None
F10 — Tires: 2 / 4 / None
F11 — Repairs: Yes / No
F12 — Restore Defaults
F8 — (Press Twice) Wedge Adjustment *
F8 — (Press 3 Times) Tire Pressure *
F9 — Left Front *
F10 — Right Front *
F11 — Left Rear *
F12 — Right Rear *
* For the above, please use bracket keys to make adjustments:
[ — Decreases
] — Increases
P — Pause
ESC — Quit Game
Space Bar — Reset Car from Roll Over
Page Up/Page Down — Scroll Cars
60