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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

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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.

Menu misc0JXL PNGMenu misc1JXL PNGMenu misc2JXL PNG

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.

Track0JXL PNGTrack1JXL PNGTrack2JXL PNG

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...

Car0JXL PNGCar1JXL PNGCar2JXL PNGCar3JXL PNGCar4JXL PNGCar5JXL PNGCar6JXL PNG

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:

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).

Menu, software rendererJXL PNGMenu, Voodoo cardJXL PNGMenu, NFSIISE 640x480JXL PNGMenu, NFSIISE 1600x1200JXL PNGMenu, Silent classicJXL PNGMenu, Silent classic, no effectsJXL PNGMenu, Silent GlideJXL PNG

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.

Ingame, software rendererJXL PNGIngame, Voodoo cardJXL PNGIngame, NFSIISE 640x480JXL PNGIngame, NFSIISE 1600x1200JXL PNGIngame, Silent classicJXL PNGIngame, Silent classic, no effectsJXL PNGIngame, Silent GlideJXL PNG

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.

Ingame, software rendererJXL PNGIngame, Voodoo cardJXL PNGIngame, NFSIISE 640x480JXL PNGIngame, NFSIISE 1600x1200JXL PNGIngame, Silent classicJXL PNGIngame, Silent classic, no effectsJXL PNGIngame, Silent GlideJXL PNG

This post is part of se­ries nfs: 1, 2, 3:HP (W, PSX), 4:HS, 5:PU, MCO, 6:HP2