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Need for Speed II (Windows)
Created: 1726690283 (2024-09-18T20:11:23Z), Updated: 1733170428 (2024-12-02T20:13:48Z), 3345 words, ~14 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
The Special Edition of the second Need for Speed game (オーバードライビンII in Japan as usual), released in 1997, one year after the Special Edition of the first game. Now, I tried this game a couple of years ago, but I didn't get far that time, so this is my first time I'm trying it out for real. A huge step forward from the first game, I must say, but let's not get ahead of ourselves. Let's look at the intro video first, which for some weird reason, has smaller resolution than what NFS1 had (NFS1 was 320x240 with 320x192 for the inner part, while NFS2 has a pretty weird 304x224 resolution—but when played back ingame, it has a black border around the video, probably to pad it to 320x240, but I didn't verify it). Also new year, so new EA logo, while the Pioneer Productions logo went away.
Still 90% real-world footage. Also, did you notice the right 2 pixels columns for some reason lack color information in the real-word footage? Maybe a messed up chroma subsampling resulting from the weird resolution mentioned above? Who knows, but still weird that no one in the production team noticed it. It was in the original PS Intro, and survived until SE. ¯\_(ツ)_/¯
Also, love the video around 1:06, old Fiat honking and flashing lights at the car in front of it, then starting to overtake it, while the two sportscars trying to make a race behind them. When you could do things like that, without having a fucking speed camera on every corner, conditioning drivers into idiot pussies who can't even find the gas pedal in the car. Also, what's the obsession showing all those gear shifts in the video? (We're still in the age of H-shifters, instead of putting paddle shifters in anything that looks remotely a sportscar.) Ameritards don't even know what a manual gearbox is! Someone should have told the Italian production crew who made the intro video...
The Main Menu#
After the intro video you end up in the main menu—and OMG, they used the same menu music as NFS3! I mean, to not break space-time continuum, NFS3 reused some music from NFS2, and not the other way around... (Also they only reused one out of the two menu music pieces, but the RNG seems broken and it always selects Romulus 3 when starting up the game). Plus, the look and feel is also much more like what you had in NFS3/4 (with a bit less visual eye candy), instead of the magazine inspired thingy in NFS1. Instead of selecting between singleplayer and multiplayer on the first screen, that setting is now hidden under game setup, along with a new split screen option. Woohoo! Too bad there's no one to try it with, and I can't drive two cars at the same time. Also game modes were reshuffled, you have three modes (instead of 4 in NFS1):
Single race: this is the combination of Time Trial, Head to Head and Single Race from NFS1. Instead of separate modes, you can select the number of opponents between 0, 1 and 7 in the opponents menu. (Why can't you select anything between 2 and 6?!) When not using the full grid, you can enable traffic, which is exactly as annoying and stupid as in NFS3 and 4. Unlike NFS1, police is absent from this game—and well, based on how limited and pushover they were in NFS1, it's not a big loss.
Tournament: more or less what you had in NFS1. You can race the tracks in any order, and you need to be the first score wise, you don't have to win every race. The random car class restriction by track is still here. To save the state of the tournament, you still have to go to the settings menu... You can unlock bonus cars by winning the tournament.
Knockout: a new mode in NFS2. Each race, the last player is eliminated from the knockout. So practically you only have to win the last race, but you can't be the last in any of them. One wrong move, and you're toast. Unlike tournament, you have to race the tracks in order, with the same car. And here comes the worst: no restart, and no save. If you fuck up the 7th race, or the game freezes (which happens, unfortunately), tough luck, start over. But if you manage to win, you'll unlock probably the raddest bonus track in the history of NFS.
In the same menu, you have an option called style, and man, I wish I found it earlier. Now, calling it style was about as good as placing save/load into the settings menu, it should have been called physics mode, because that's what option affects.
Arcade: the default one, but probably calling it non-physics mode would be more correct. Cars have insane acceleration, braking, and in most cases, insane oversteering. When driving, your car is in one of the two possible modes: it either has grip on the road, or you have Tokyo drift, and nothing in-between. The change between the two modes are abrupt and pretty much arbitrary, hope you have good reflexes.
Simulation: this is a more realistic mode (well, as realistic as 1997 HW and SW allowed). Cars no longer reach their top speed in 2 seconds, you can actually drive around without having a drifting competition in each corner. I'm not sure this is just because of the generally slower speeds, or even the gravity is different, but bumps no longer send you flying for that long. If I had found out what this cryptic setting do at the beginning of the game, I wouldn't have touched the arcade mode at all. There are a few downsides, though. Just as the cars no longer accelerate that insanely fast, the same is true for breaking, so if you got used how to drive in arcade mode, you'll end up in the wall a lot. Sometimes even after finishing the game. Also, no ABS, so say goodbye to steering while breaking.
The trophy will be delivered to the driver's grave
Wild: a new mode in SE. From a quick look it looks like arcade, just even faster, but I didn't really try this mode. Normal arcade is crazy enough.
The game has 7 tracks (plus one bonus), available in mirrored and now also in reversed! That's four variations for the price of one track, yay! And the number of laps can be 2, 4, or 8, on every track. Yup, this is where it started. Also, the logo of the first track, Proving Grounds, doesn't it look like the Pioneer logo from NFS1 intro? Just like in NFS1, you have a small presentation and stats for each track.
Update 2024-12-02: added an actual track presentation here too.
On the cars front, it has 12 cars, plus 3 bonus cars, mostly exotic cars, as is the generic theme of classic NFS titles. You still have the random info about each car, with some company history, slideshow, video... but unlike NFS1, you can change the colors of the cars! Well, you can only choose from a few predefined ones, and some cars have fixed colors, and you don't have a preview like in NFS3, but still. A new feature is that you have some basic tuning capabilities on the cars. But I'm too noob for cars, so I never used it...
Unlike NFS1, you can select the opponents' cars or car classes, and whether you want traffic or not (with zero or one opponent).
Oh, and finally you can have km/h display instead of mph!
The cryptic horizon setting under graphics means enable skybox.
Saving and loading tournaments and replays are still under settings.
And the latter one deserves some explanation.
In knockout mode, after each race, you get a save replay option on the result screen.
If you don't select it, and instead select continue, the knockout continues with the next trace and your replay is poof.
But what happens after a normal/tournament race?
There's no option to save the replay on the race results screen.
You have to quit the results, go to settings, save replay, and that option will save the last replay.
Seriously, what kind of ass-backwards logic is this!?
Especially that in knockout mode they have the save button in a logical position, so it's not like they'd have to do extra development!
Heck, if the code is not hopelessly spaghetti, you'd just need to remove a single if
to have save button on normal race results too.
(ノಠ益ಠ)ノ彡┻━┻
Gameplay#
Enough of trivial matters, let's race already! And I have to say, playing this after NFS1, I was mind blown. The improvements from NFS1 are impressive, it's like a completely different game. It actually has physics! You can drive the car around! Well... of course don't expect a modern simulator, even NFS3/4 handles weird, but still, I'd take this over NFS1 any day.
Not the AI, though, it's as stupid as always in classic NFSs, with the addition that it likes to create mayhem way more than in NFS3 and later.
At least, in NFS3, the AI can, mostly, drive through the track.
Here they are more often in the wall or rolling or crashing than not, and you can consider yourself lucky if you're not torpedoed out of the track.
Which gets me to the next point, in NFS2 you can actually fall off the track!
Mostly on bridges and on the Mystic Peaks track, if you fly off the track, there's no invisible wall in the air to bump back from like in later NFSs, but you instead fall off the track.
Looks cool, but there's still no reset button, if you fall off or roll over, you'll have to watch the scenery for a couple of hours before the game decides to have mercy on you and reset you back on the track.
If you're not lucky enough and stay on stable ground, you have to get back to the track on your own.
Looks like I was wrong, there's a reset button, it's just bound fixed to F11 (F12 for the second player) without mentioning it anywhere in the game.
Even this GameFAQ guy who played NFS2 for years didn't know about it!
(And by the way, what's with this guy?
He complains about only being able to race against 7 AI cars in SE versus 11 in the normal NFS2, because it's more fun.
Did he forget to take his meds or WTF?
Doing one race against the AI decreases your life expectancy with 1 year, it's so fucking annoying!
Your races consist of trying to steer as far away from the AI as possible.)
And while there are no invisible walls in the air, there are still a few on the ground, but the situation is much better than in NFS1.
Here's a video of me trying to not get knocked out by the crazy AI:
(Notice the geometry floating in thin air around 0:16? Or the weird skybox as the camera rotates around? First I thought it's a bug from the widescreen patch (see last section), but no, it happens in the original version too. Normal car camera views are mostly OK, but replay camera views are buggy.)
And onto the tracks. Man, I love 'em. They're insane, they're stupid, but that's why they're probably pretty enjoyable. I think you only find more insane tracks in Re-Volt. There are a lot of bumps on the tracks, which will constantly send you flying, and especially on arcade mode, at times you'll feel like you're playing a flight simulator, not a car racing game. Of course, when you drive more seriously you don't want to take off at every bump, but otherwise they're pretty fun. If there's something I miss from later installments, is this insanity.
And music! OMG, music. While it was an afterthought in NFS1, in NFS2 they're just... perfect. Menu music by Rom di Prisco! Each racetrack has two unique music tracks, one techno and one rock, matching the theme of the track. But wait, there's more, this game has dynamic music! Different music plays depending on where you are on the track, just check the videos in this post, you'll hear the same music at the same spot on both laps. Unfortunately this feature was scrapped from NFS4, and only returned in limited form in Most Wanted many years later.
(The dust particles being all over the place is a bug of the widescreen patch.)
Versions and technical shit#
A new feature of the Special Edition is a Glide version of the game, to run it with hardware acceleration, if you were a super rich kid with a Voodoo video card in '97. No need to mention, most players at that time stuck to the original software renderer. Unlike NFS3, the Glide version was a separate executable, and there were some feature disparity between the two versions. The Glide versions had a few extra effects, a different countdown image at the race start, but there is a huge deficiency: it lacks the dashboard view. Seriously, what the fuck they were thinking? If I were to take a guess, they couldn't get that working before the deadline and they just shipped a rushed version, but still infuriating. The only reason I used this version, is because it has a widescreen patch and I can run in resolutions higher than 640x480. And later NFS versions lack cockpit view too, so it wasn't really that unusual.
Anyway, it's 2024 now (or later), and you want to play this fine game, what are your options? First, you have the original executables on the CD, but unless you have a Win98 machine (authentic real or virtual, PCem worked well in my tests, just don't forget to set Voodoo emulation threads to 2, the default 4 causes glitches in the main menu), forget about it. Don't try them on anything more modern, like other early NFS games, it won't run on NT based Windows or if you have a multicore CPU. So, what are your options? AKA why everyone plays the DOS version of NFS1 these days.
One common theme with all these patches (except NFSIISE), is that they supposedly solve the multicore CPU bugs, but when I tested them, they didn't (at least on wine, I didn't try on real Windows).
So be prepared to run these executables with taskset -c 0 wine ...
to force them (along with the whole wine) to a single CPU (and welcome the performance drop), otherwise the game will lock up, generally even before getting to the main menu.
And even with this option I saw some random lock-ups, so be prepared to use kill -9
when needed (and pray it doesn't happen during a knockout).
Same as NFS4, you'll need wine 6.19 or earlier if you want controller support.
For the software renderer, you have the NFSIISEN project, which patches the game executable, so it has a chance of starting on more modern Windows versions or under wine.
Just follow the instructions to copy the files to a directory.
Under wine, I recommend setting up a 4:3 virtual desktop in winecfg
, because otherwise it'll just stretch the game to your desktop's resolution.
Unlike the original game, this can run on resolutions higher than 640x480, but it will just upscale the 640x480 image, with pretty bad performance (but that might have to do with forcing the whole shit on one thread).
Now, onto the Glide version.
One contender, notable for having a native Linux version and not requiring taskset
workarounds is NFSIISE, not to be confused with the previously mentioned NFSIISEN (it's a completely different project despite being made by the same guy).
Clone the git repo, build, copy the files from the CD, use the script to downcase the filenames, and run.
And it'll just work.
Just don't try to reuse the files with the Silent patch below, it has an incompatible save format, and if you open it with the exe, weird things will happen.
Everything works fine, since this is a 3D game, it will render it at your screen's native resolution, the only missing feature is widescreen support, which leads us to the next entry.
Silent patch, combined with modern patch.
Modern patch adds OpenGL renderer, widescreen support, optional nearest filtering, disableable Gouraud shading and fog.
HUD is stretched (and so the menus), so it's a bit ugly, but at least the 3D part is proper hor+.
Silent patch is supposed to fix some of the issues created by modern patch.
Add taskset
to the mix, and you'll end up with something that actually works most of the time.
One unique feature is that you can switch between the classic textures and Glide textures.
Glide textures have more colors (16 bpp instead of 8 bpp), but lower resolution.
IMHO the higher resolutions looks better than the extra color depth.
Now, getting this to work under wine is a bit involved, as it requires overwriting files with different casing, messing with dll overrides, and generally completely undocumented.
First make sure you have wine 6.19 or older if you want to use joysticks, run wine control joy.cpl
, and make sure you disable any duplicates/non-controllers.
(Like, for me, it finds my motherboard as a joystick device(?!!) with completely bogus readings.)
Then you have to do something like this (replace $stuff
with the correct values, make sure correct wine
is in path and WINEPREFIX
is set correctly):
cd $desired_destination_directory
# --no-preserve: CD will likely have permissions fucked up
cp -r --no-preserve=mode $nfs2_cd_mount_dir/{FE,GAME}DATA ./
unzip -Ppcgw $path_to_nfs2_se_patch_1.05.zip
# If you don't have ruby installed, try to find something here:
# https://unix.stackexchange.com/questions/5412/lowercasing-all-directories-under-a-directory
# Most of the answers require some debianism though, and I gave up figuring out
# which non-standard shit I need to execute them...
ruby -e "Dir['**/*'].reverse.each {|p| File.rename p, File.join(File.dirname(p), File.basename(p).downcase) }"
# overwrite files (can't mv, that can't merge directories...)
cp -r nfs2_se_patch_1.05/* ./
rm -rf nfs2_se_patch_1.05
unzip $path_to_SilentPatchNFS90s.zip
# readme.txt is for modern patch, ReadMe.txt is for silent patch, deal with it
# setup dll overrides, make sure wine/WINEPREFIX is correct!
echo $'REGEDIT4\n[HKEY_CURRENT_USER\\Software\\Wine\\DllOverrides]\n"dinput8"="native,builtin"' | wine regedit -
Here is a little comparison of the different versions, all set to the highest quality:
- The software renderer in 640x480
- The original Glide version running in PCem. This is probably the closest you can get to the authentic look of the original Glide game without owning a computer with an actual Voodoo card. Notice the dithering artifacts.
- NFSIISE running on Linux, in 640x480 resolution.
- NFSIISE running on Linux, 1600x1200 resolution.
- Silent patch in widescreen (1920x1200), using the classic textures.
- Silent patch, classic textures, nearest filtering, effects disabled.
- Silent patch, Glide textures.
Personally I used silent with classic textures, and so does the gameplay videos on this post (except menu screenshots, they were made in NFSIISE in 640x480, because other resolutions just stretch the 640x480 menus).
As you can see, there's little difference between how the menu looks in different versions, the 640x480 image is just stretched to the game's resolution. The software version's menu looks a bit darker. The reason behind this is that the Glide version has gamma correction, which applies both to 2D and 3D items. Without gamma correction ingame looks way too dark, but if you increase the brightness of the game, menus become brighter too.
More or less the first image you see after starting the Pacific Spirit track. The software renderer is completely different from the rest with the in-car view, different countdown image, and without the rain effect. Also note how all of the Glide wrappers make the HUD blurry, even when using 640x480 (except if I force nearest in Silent's patch). The aforementioned smaller resolution textures are not that bad on 640x480, but on HD resolutions, the Silent mod with classic textures look way better. Except for the skybox, I wish I could have Glide skybox with software textures.