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Road & Track Presents: The Need for Speed (DOS)
Created: 1724509051 (2024-08-24T14:17:31Z), Updated: 1733170428 (2024-12-02T20:13:48Z), 2135 words, ~9 minutes
Tags: review, western, ea, nfs, racing
This post is part of series nfs: 1, 2, 3:HP (W, PSX), 4:HS, 5:PU, MCO, 6:HP2
It happened. In 2024, I finally checked out the first NFS game from 1994, having the mouthful title of "Road & Track Presents: The Need For Speed," (known as Over Drivin in Japan, or the full title of ロード&トラックプレゼンツ:オーバードライビン) or more exactly the DOS version of the Special Edition, released in '96. (The Road & Track refers to some American car magazine EA collaborated with while creating this game.) It also had a Windows version, but according to PCGamingWiki, getting the Windows version to work is a PITA compared to the DOS version, and honestly I'd rather not mess around with wine for a half day again, so I just popped it into DOSBox-X.
The time of intros made of 100% real world videos. The funky thing about the intro is that is made up of three different videos and the middle one has a different resolution than the others. I've combined them into a single webm that changes resolution midway (and also included the final loading image at the end, which has a third resolution and different FPS for ultimate mindfuck). If your browser didn't crash trying to play the video, congratulations. Also, the middle video (between the EA/Pioneer logo, and the Need For Speed "title") is actually randomly chosen from 3 different videos every time you start the game, so you might see something else when launching the game. I've made the above from video #1, if you want to see #2 or #3, I guess you'll have to get the game. In addition, every time you win a race, the game will play a video randomly chosen from a pool of 7 and when you're busted by a cop you also get a random video (from 3), and every car in the game has a video. I guess they had to fill up the CD somehow...
Before you start a race#
When you start the game, it asks you whether you want single player or state-of-the-90s modem or serial port multiplayer. I only tried the single player one, even though with DOSBox you're supposed to be able to play over IP. But I have no friends anyway, so single player then.
The game has 8 cars (plus one fictional bonus car, unlocked when you win the tournament)—but you can't change their color. For each car, you can view various stats and information about them (only in ameritard units, like cubic inch and other abominations), you have a small photo gallery, audio commentary... the standard stuff in all classic era NFS games. Anyway, you also have one (real life) video for each car, driving around on various test tracks with extremely weird camera angles. What's the point of it, I have no idea. The other parts at least look like something you'd find in a printed car magazine. I'm personally not too interested in things like these, I just select a car and press race.
As for the tracks, there are also 8 of them in the Special Edition, with one extra unlockable. You also have a map and an audio commentary, like in all classic NFS games, if you think about it, many of the basic features of the early NFS games are already there. One trivia is that this game had point-to-point sprint races, not just circuits. Before I tried this game, I always thought NFS5 (that weird Porsche game) was the first to have them. Why did they remove it from NFS2? No idea. But unlike NFS5 (and later), sprint races here are made up of 3 segments—I guess they couldn't fit the whole track into 8 MiB RAM... Each segment has a start and finish, you have a normal start at each, and at the end the times of the three segments are added together. So you can even win if you're not the first to finish the last segment, it's like some rally game. No such segmenting stuff on circuits, and you can select between 2, 6 or 12 laps (4, 8, 16 for Rusty Springs Raceway and the bonus track). Where did those numbers came from? But at least it's good to know even in the first NFS you couldn't have odd number laps...
Update 2024-12-02: since track presentations became a pet peeve of mine in the later articles, here's one from NFS1 too:
"Roads snaking everywhere, underpasses, overpasses, concrete barriers, long winding tunnels"—ohh, he's almost having an orgasm just from thinking about them! Ok, ok, I understand, I stop here. End update.
Finally, the available game modes:
Time Trial: what it says on the tin. You're alone, racing against the clock.
Head to Head: you race against a single opponent, and you can select his car too. On road tracks, you have traffic and police. Yes, this game had police, even though they're pretty lame, the just turn on the siren, and that's about it. If you somehow crash around a police car or slow down too much, they'll catch you, but I only player a few races with police so I'm not completely sure of the specifics.
Single Race: one race against a full grid (7 opponents, I think). No traffic or cops here.
Tournament: multiple Single Races chained together. After each race you get some points, and whoever has the most points when finishing, wins. You can use this to unlock the bonus car, bonus track and mirrored tracks. Unlike other modes, you're restricted of the cars you can select (and opponent cars are also fixed). A very annoying "feature" here is that you can't restart a race in this mode, but you can save and reload the state of the tournament after each race. So practically you can restart a race, it just takes a ridiculous amount of clicks. (Also, guess what, where's the tournament save and load option? Inside settings...)
Enough bullshit, let's drive already#
So, khm, here comes the part I didn't want to get into at the beginning of the post. Maybe I had too high expectations (I was mostly used to NFS3 and later ones, after all), but it was a disappointment. I mean, graphically it's fine, it's about what I expected from a game of this age, sound is cool too. But physics. Oh my. More like a lack of it. I get it, you had a 75 MHz processor, and you had to squeeze into it a software 3D renderer, AI, sound, and a physics engine. Compromises had to be made. And while I understand it was better than what most other games at that time could too, it's still the age of racing games, where you stay exactly in the line or everything breaks down. And in addition to this, ridiculous amounts of hidden walls. Practically there's a hidden wall along the edge of road, but it's a bit random. Sometimes you can't even get close to the white line signaling the end side of the road, and sometimes you can go into the dirt next to the road, but still hit an invisible wall halfway between the side of the asphalt and a fence running along the track. And the interaction with wall, whether it's visible or not, is a massive slowdown. Even though there's no damage, you don't want to hit walls in this game. Plus the AI, it was annoying in NFS3/4, but here it's a special kind of nightmare. In the NFS4 review, I wrote the following about the AI:
they follow a path, and if you're in their way, they'll just force their way through.
Now, here it's the same, except the physics engine is weird as crap, and collisions with AI cars feel like you have zero mass and them having infinite. You have no chance, they'll spin you out, flip you over upside down, and make you make that fucking sound. And they also cheat, they travel the road following a sine wave, without losing speed, and somehow centrifugal forces in the corners don't apply to them, so they can take the corners at stupid speeds. Don't try to imitate them, you'll crash into the (invisible) wall.
(EDIT 2024-09-27: by the way, did you notice all the details at the right side of the track? The sandy beach and parasols just at the start of the video? Or around 0:51 or 1:02, sand, then shallow water, then deep water? I only noticed it after watching the video for the 100th time doing comparisons between various video encode settings. The things you probably never notice when playing, because you're too busy watching the road ahead of you.)
But hey, we have a working speedometer! Ignore the fact that the steering wheel doesn't rotate along its center...
Oh, and a pretty annoying feature: at the start of the race, you have to shift into drive. You can't do that before the countdown, and after the countdown, you don't want to wait a lot. I mean, I get it, more realistic, but pretty annoying and that's not how of every later NFS games work. Also, if you crash, sometimes the game puts you back into N, making sure you'll lose a second or two until you figure it out.
There's a replay video (yes, it already had saveable replays!) of me trying to do a race for the first time without any kind of cheating. Yes, I never bothered to figure out how this non-physics is supposed to work. And you know what's the best about it? I got the third best time on this track, the two better times were from a time trial, and yet I only finished 5th. (And before you ask, this feature is still present in NFS4.)
This also showcases a new feature of Special Edition, race at evening. But as you can see, it's more like late afternoon that evening, and just a palette swap. Don't expect any light effects. Also there's some soundtrack, but by the default it's so quiet that you won't hear anything of it.
Here's a second video, where I tried harder, best of 4-5 tries. It's the game where you have to drive almost perfectly if you want to win, not the win all races on first try unless you're a complete retard like in later NFS games, but how to do it on the non-straight parts, I couldn't figure out. DOSBox-X save states were a useful feature in completing the tournament without spending a year of my life perfecting each tracks.
You can also see some weird handling of timings at the end, the opponent was clearly in front of me, but it only counts tenth of seconds, and I had the same time as the first, so it counted me as first. Then on the post race screen, we're both first. Just so that in the next screen, I'm the only first again...
Fun fact, if you you select a mirrored track, in the rear-view mirror, you'll see the back of the cars instead of the front! But hey, at least you have a working rear-view mirror, even if you can't see any objects in it, only the roads and other cars. (I have a suspicion that they actually didn't model the back of the objects, as the camera only ever points forward. Even when using the in car camera, if you turn around, it switches to a third person camera looking ahead. And it only has mirrored tracks, not reverse.)
Technical shit#
Actually, not much, relative to the age of the game.
Originally I went through the pain of setting up GUS sound for DOSBox, thinking that it might give me a better option, but I don't think NFS1 can actually use any of the extra features it has.
The default SoundBlaster card emulated by DOSBox-X is more than enough.
Here is the config file I used, mostly standard stuff, and some autoexec
goodie so things are mounted correctly.
But it should start even with the default config.
(I've disabled joystick because SDL with evdev backend is stupid since and recognizes everything as joystick, and I didn't feel like figuring out how to use joystick with this game.)
[sdl]
output=openglpp
autolock=true
[render]
doublescan=false
aspect=true
[video]
allow low resolution vesa modes = false
[dosbox]
fastbioslogo=true
startbanner=false
quit warning=false
[dos]
hard drive data rate limit = 0
floppy drive data rate limit = 0
[joystick]
joysticktype=none
[mixer]
rate=48000
[autoexec]
mount c: c
imgmount d: NFSSEBBC.cue
c:
cd nfsse
Conclusion#
I really don't want to bash this game (unlike some later NFS installments), so I'll keep this short. Humble beginnings of a great series. Yes, it's rough around the edges, and if you haven't played it before, I don't think I can recommend it (other than some cursory checking), but still, this is how the NFS series started.