Four-in-one Formula One: Looking Back At F1 Challenge 99-02

F1-Challenge-99-02-Retrospective-Montreal-1999-Häkkinen.jpg
Released over 20 years ago, F1 Challenge 99-02 would be the final EA Sports Formula One game until 2022. To say that the title left an impression would be an understatement.

Around the turn of the millenium, Formula One was a very different animal compared to today’s version of the World Championship. Instead of hybrid ‘power units’, screaming V10 engines were the norm. Michael Schumacher and Mika Häkkinen battled for the title three years in a row. And the Hockenheimring still had its characteristic long straights through the forest.

As the year 2000 rolled around, F1 games were in the hands of not just one, but two publishers. Both EA Sports and Sony had acquired licenses, and the result were two series of games. On the EA side of things, they would simply be titled F1 2000 and so on, while Sony went with Formula One 2000, et cetera. Plus, the PC and console versions of the same series tended to differ significantly, even between PlayStation 1 and 2. Kind of confusing, right?

Well, it got better. After F1 2002, EA Sports did not have a license to create F1 games anymore. While Sony continued all the way up to the 2006 season with Formula One 06 and F1 Championship Edition, EA Sports was done – or were they? 2003 did see an EA F1 title after all – only did not feature the ten-current season.

F1-Challenge-99-02-Retrospective-Montreal-1999.jpg

Four seasons on the grid: F1 Challenge 99-02‘s approach was – and still is – quite unique.

One Game, Four F1 Seasons​

Instead, EA and developer Image Space Incorporated decided to go for one last hurrah. The result: F1 Challenge 99-02. As the name implies, the game featured all cars, teams, drivers, tracks and season-specific rules for the 1999 to 2002 seasons. Additionally, a console version for PlayStation 2 and Xbox called F1 Career Challenge was released, though this was ceated by Visual Science and differed significantly from the PC-only F1 Challenge 99-02. We shall focus on said PC version in this article.

At a time where many sim racers hope for the return of classic cars to the current EA Sports F1 series, the thought of four full F1 seasons in one game – without any mods required – seems improbable, but not super exotic. However, back in 2003, this was basically unthinkable.

Personally, I had always dreamt about an F1 game covering all seasons of the series history as a kid. F1 Challenge 99-02 may have only featured a fraction of it, relatively speaking, but it was the next best thing. Needless to say that many hours were spent at my childood best friend’s PC (as I did not have one at the time) going back to these seasons that were still fresh on our minds.

Nurburgring-GP+F1Chicane-98-01.png

The GP loop of the Nürburgring in its pre-2002 configuration sans Mercedes Arena. Image credit: racingcircuits.info

F1 Challenge 99-02: Changes For Each Year​

As mentioned, the game had everything for each season. Each car had its unique model and livery, all the drivers were there, and even the tracks changed depending on the season. For instance, the Nürburgring did not have the Mercedes Arena as its first sector until 2002. So if you ran any of the previous seasons, the old Castrol-S would be in place instead. Similarly, the infamous Prima Variante at Monza only appeared from 2000 onwards, so the 1999 version still has the double left-right chicane of Variante Rettifilo.

It has to be said, though, that the accuracy of the tracks really has a lot of room for improvement – something that even players of the present EA Sports F1 series tend to criticize from time to time. Of course, all the trademark corners and surroundings are there, but in some cases, they do not look like you would expect. At least I cannot recall Monza ever having grass slopes next to the track on the run up to Curva Grande.

F1-Challenge-99-02-Retrospective-Benetton-Monza-1999-Curva-Grande.jpg

Have they lifted the track or lowered the grass next to it at Monza since 1999?

Of course, this was before laser-scanned tracks had started to appear in racing games and simulations. Geoff Crammond’s Grand Prix 4 did include GPS-based circuits, however, meaning they were much more accurate than those in F1 Challenge 99-02.

F1 Challenge 99-02: Laying The Groundwork For rFactor​

Meanwhile, the physics engine of the game was one of its showpieces. Sure, there were driving assists, but peel back those helpers and you get a fully-fledged simulation. As mentioned previously, Image Space Incorporated took care of development, and that name will ring a bell with many sim racers. It is, of course, the same studio that would create rFactor just two years later. In fact, both F1C 99-02 and rF use the ISImotor engine that would go on to power titles like those of the GTR series and rFactor 2, among others.

This meant that the game was far from being a “mash the throttle like crazy and feel like Schumi” type of deal. Instead, tire temperatures, your car setup and precise inputs all made a difference on how well you would turn your laps.

F1-Challenge-99-02-Retrospective-Spa-2001-Damage-Model.jpg

Crashes were certainly spectacular, thanks to the intricate damage model.

This finesse extended to the damage model as well – a slight wall tap could mean a bent suspension arm. Bigger incidents would see parts break off, pieces of carbon fiber fly through the air, cars catching fire, and even deforming on impact. 12-year old me certainly did not think that this would ever be possible before the game released. Sliders for damage percentage were available, however, if you wanted to be less stressed about knocking loose your front wing.

If you did, however, your race engineer would be in your ears informing you of your mishap. In fact, Jeff’s dad tended to talk quite a lot, even notifying you about lost wings of other cars. More useful comments included drivers having gone off and in which sector, retirements or gaps. Cars could also stall on the grid, as was common back then – which will also prompt an engineer’s remark.

Dedicated Community​

F1 Challenge 99-02 did not enjoy a long period of popularity just because of its base content, though. Just like rFactor, the game was very mod-friendly. And just like Grand Prix 4 or Grand Prix Legends, for instance, a small but dedicated community keeps the title alive and updated with mods for any season or even track-based racing discipline you can imagine.

Unfortunately, getting F1C to run on modern equipment is not exactly smooth sailing. There are no digital copies to buy, so you would have to have the original CD-ROM (remember those?) floating around. And even then, many modern PCs do not even feature a disk drive anymore, although external USB disk drives can help with that.

F1-Challenge-99-02-Retrospective-Montreal-1999-Zonta.jpg

You thought we would mention the 1999 season without the glorious zipper livery of that year’s BAR?

Once the game is up and running, it might end up looking stretched, depending on your monitor, as many modern “standard” resolutions are not featured. Plus, F1C only recognizes two controllers going off of the Windows game controller list. This means it will only pick up the two at the very top. This can be an issue with Fanatec wheelbases, for example. They tend to occupy two spots on the list – one for the base, on for the actual wheel. In short: Some tinkering will likely be needed. That, or a gamepad – which is where the driving aids come in handy, too.

F1 Challenge 99-02: Early 2000s Milestone​

It may not hold up all that well anymore in 2024, but F1 Challenge 99-02 was a milestone in sim racing when it released. Now, we are in the age of older games reappearing as remasters or remakes. And with EA Sports having the F1 license again, thinking of those four F1 seasons being featured in-depth and with modern tech certainly gets the imagination going.

What are your memories of F1 Challenge 99-02? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

With unrealistic data this game was nearly undrivable using a wheel despite the good physics engine. Considering we used keyboard back in the days, it's still a very good one.
 
If you had Logitech back then you sure you had reverse forces checked.
If not yes felt like driving a tight rope. lol
F1-2000 to F1C never had a issue driving any of them fast
Turbo mod in F1-2002 and F1C was fantastic drive
so was Ralph Humnmerich. :O_o:
 
Last edited:
I wonder if Ralph is still around. I remember it was always a toss up between his and CTDP's mods, as they were both top quality.
I´m almost sure that Ralph was vehicle artist in pCARS, alongside another legend, Ivo Franic. But I can be wrong.
 
Last edited:
A 'Where are they now' look back at those artist could be a good title.
After this thread became active, I went looking for all the saved mods.
I found two DVDs filled with Ralph, SLN and a whole host of other creator mods for F1C.
Maybe I'll build a retro machine to relive that era occasionally.
 
Comparing the modding community of F1C to thoze.of GPL and GP4... no way. F1C was absolutely huge in modding. Some mods are still unmatched so many years after : Prototype C and its many seasons, Sport Car Challenge with the ALMS cars and tracks, the historic and modern F1 complete seasons and their tracks (all now in the VB mod I n3cer played but should) classic GTs lod (I don't remember the name), Muscle cars (MCO was the name I think), DTM2002 (OR 2003?), WGTS (a brillant but too late mod as GTR1, based on F1C's engine, came out at the same time with its tremendous graphics improvements)... no other game has received mods on that scale. In a certain way GTR2 by collectkng individual cars and skins and working with the files to recreate championships. The same with AC. But that's really different than the F1C's complete mods.

On track, the game suffered a lot from the spinning syndrome at low speed, which was uncaychable and unrealistic. Some mods have really managed to decrease that aspect though. Racing with the AI was satisfying, car damage was deeply implemented and quiet unmatched in racing sims. Maybe I was bad but for me the base setups were bad and kncrease the spinning syndrome.

I spent more time in mods than in the F1s, and in the F1s I prefered the modded ones (the RH and CTDP, both were great mods).

My most played mod was SCC. I even changed all the cars sounds, which were atrocious (the bad point of the mod). Racing with that amazing gree F550 , with a heavily modified bodykit, the Pagani Zonda, the Bentley LMP1, was absolutely fantastic. The problem is that this mod uses a dedicated exe file that doesn't work anymore in recent Windows versions. Since that moment, around 5 years ago, I stopped using F1C. It has serves many years... I am now tempted to download the VB mod and reinstall the Prototype C mod...
 
I wouldn't mind trying F1C with the hardware I have now.

I did find the game to be difficult, almost impossible to lap consistently. Pretty sure I could far better now with my current wheels and pedals.
I did not long ago. Let's just say that this title is in the past for good reason, no Direct Drive nor Load Cell pedals will help.

I was never able to make VB mod collection to work though. So I basically used the vanilla cars and 2003 mods.
 
Comparing the modding community of F1C to thoze.of GPL and GP4... no way. F1C was absolutely huge in modding. Some mods are still unmatched so many years after : Prototype C and its many seasons, Sport Car Challenge with the ALMS cars and tracks, the historic and modern F1 complete seasons and their tracks (all now in the VB mod I n3cer played but should) classic GTs lod (I don't remember the name), Muscle cars (MCO was the name I think), DTM2002 (OR 2003?), WGTS (a brillant but too late mod as GTR1, based on F1C's engine, came out at the same time with its tremendous graphics improvements)... no other game has received mods on that scale. In a certain way GTR2 by collectkng individual cars and skins and working with the files to recreate championships. The same with AC. But that's really different than the F1C's complete mods.

On track, the game suffered a lot from the spinning syndrome at low speed, which was uncaychable and unrealistic. Some mods have really managed to decrease that aspect though. Racing with the AI was satisfying, car damage was deeply implemented and quiet unmatched in racing sims. Maybe I was bad but for me the base setups were bad and kncrease the spinning syndrome.

I spent more time in mods than in the F1s, and in the F1s I prefered the modded ones (the RH and CTDP, both were great mods).

My most played mod was SCC. I even changed all the cars sounds, which were atrocious (the bad point of the mod). Racing with that amazing gree F550 , with a heavily modified bodykit, the Pagani Zonda, the Bentley LMP1, was absolutely fantastic. The problem is that this mod uses a dedicated exe file that doesn't work anymore in recent Windows versions. Since that moment, around 5 years ago, I stopped using F1C. It has serves many years... I am now tempted to download the VB mod and reinstall the Prototype C mod...
I have just driven a lap at Monza in SCC. If you are interested I can give you some information how to get SCC running in Win 10
 
Last edited:
My most played mod was SCC. I even changed all the cars sounds, which were atrocious (the bad point of the mod). Racing with that amazing gree F550 , with a heavily modified bodykit, the Pagani Zonda, the Bentley LMP1, was absolutely fantastic. The problem is that this mod uses a dedicated exe file that doesn't work anymore in recent Windows versions. Since that moment, around 5 years ago, I stopped using F1C. It has serves many years... I am now tempted to download the VB mod and reinstall the Prototype C mod...
In fact, many of these mods were transferred to rF1. (Including SCC). And it works great with DD and Win10 steering wheels.
I did not long ago. Let's just say that this title is in the past for good reason, no Direct Drive nor Load Cell pedals will help.
Unfortunately it is so. My favorite simulator is GTR2, which I still have installed, but as much as I like it, I can't help but admit that it's outdated.
 
  • Like
Reactions: pai
In fact, many of these mods were transferred to rF1. (Including SCC). And it works great with DD and Win10 steering wheels.

Unfortunately it is so. My favorite simulator is GTR2, which I still have installed, but as much as I like it, I can't help but admit that it's outdated

I think that right there is a common misconception that the majority use to justify their own feelings.
It is like having a negative opinion on rFactor2 when you don't even drive it.
Positive reinforcement it's called. :coffee:
People that love old sims don't need to justify anything to themselves.

If anything I admire the types have stuck with GPL and GTR.
They don't suffer insatiable urges to move on.
 
Last edited:
This was THE game that got me into virtual racing. Sure, I did play some NFS titles before, but this is the one because of which I used to do my homework between classes in school so that I have more time to play. I was obsessed, I always thought I could do better so I would run endless laps around the track to perfect it. I was making my parents crazy with it. RH mods for 2003-2005 seasons were a must as well for me.
 
Don't quite understand the hesitation and grumpiness towards older sims.

As an ancient simmer myself, I can run many of my old games from CD/DVD on my Win11Pro modern day PC (5700X + RX6800XT) without any problems.
For instance, most recently this weekend when I found my old F.E.A.R. DVD from 2005. Really just Plug&Play where I per spinal reflex uses WinXP SP2 compatibility. And zero tweaks along the way.

And same procedure with my F1C99-02. After all, only 1 CPU thread is used, I haven't researched whether I can use CC, so that I don't have to manually assign all CPUs. However, doesn't matter to me. It runs without any issues on my PC and actually better with my T300RS-GT + T-LCM + 2xT8HA hardware than when I used my Guillemotte Ferrari FFB or G27 in the F1C99-02 high days.
And what I especially think of is the countless good mods that makes it a good sim experience, even today.

So I just have to understand the perceived limitations correctly - is it primarily in relation to DD wheel software?
A few months ago I borrowed a Moza R9, but only got to test it on modern sims.
 
Last edited:
OverTake
Premium
I think what makes it easier to run as to peripherals is using a connected set of a manufacturer like you do @stenovitz - having pedals and shifter connected to a wheelbase makes it register as one device in Windows, afaik. Running a mix-and-match type of setup makes this harder as they all register as separate devices.
 
I think what makes it easier to run as to peripherals is using a connected set of a manufacturer like you do @stenovitz - having pedals and shifter connected to a wheelbase makes it register as one device in Windows, afaik. Running a mix-and-match type of setup makes this harder as they all register as separate devices.
OK or maybe due to same brand, hence one and same controller software?
My two T8HA's are separately connected as USB (to same powerconnected USB hub as main wheel (+pedals) USB attachment).

Could go further way back. During Cov-19 lock down I had great fun getting my 1996 Grand Prix 2 DOS title alive with same hardware, this after watching an excellent walk-through on YT.
 
Last edited:
OverTake
Premium
Possibly. In F1C's case, at least when I tried to get it going, it seemed to only recognize the first two devices on the Windows game controller list. As mentioned in the article, Fanatec stuff gets picked up as two devices somehow, which is a bit of a problem in that case.

From your setup, it could be that the game picks up the wheel, wheelbase and shifter (as they are all connected if I understood that correctly) plus the shifters as just two devices. Or it is indeed the software from the same manufacturer, don't have the hardware to check :D
 
In 2002 I bought a DVD burner and got a free copy F1 2002. I gave up trying to fly it with my Joy Stick. I gave that up quickly. A year later I was in line at a big box store and beside me was a Logitech Momo on sale. I shifted the socks and underwear to one hand and scooped up the feather weight box.

22 years or so later we are still talking about it.

My favorite memory of the game was after a month of trying I beat Shummies time at Brazil by a couple of hundreds of a second.

Yes I was the King.

Haha lol
 
Premium
woot woot.

Loaded in at 800x600, nearly went blind. Only detected my pedals and keyboard, so I had to steer with my arrow keys. Might unplug my pedals and if it detects my wheel just use the paddles for throttle and brake.
f1c.jpg
 
Possibly. In F1C's case, at least when I tried to get it going, it seemed to only recognize the first two devices on the Windows game controller list. As mentioned in the article, Fanatec stuff gets picked up as two devices somehow, which is a bit of a problem in that case.

From your setup, it could be that the game picks up the wheel, wheelbase and shifter (as they are all connected if I understood that correctly) plus the shifters as just two devices. Or it is indeed the software from the same manufacturer, don't have the hardware to check :D
The trick is to use a Device Sorter software, which will define the order of devices you want, and therefor select which ones will get picked up by the game.
 

Latest News

Article information

Author
Yannik Haustein
Article read time
6 min read
Views
7,852
Comments
58
Last update

Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


Results are only viewable after voting.
Back
Top