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Need for Speed III: Hot Pursuit (PlayStation)
Created: 1737323617 (2025-01-19T21:53:37Z), 6221 words, ~26 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
Trying to survive the Christmas (yes, it took me almost a month to write a post, again), I had a weird idea. Console versions of early NFS games were sometimes different from the normal Windows releases, so I decided to check out some of them before moving on to more "modern" NFSs. Why NFS3? I know the original 3DO version of NFS1 is pretty different from the later ports, but honestly I didn't want to touch NFS1 again. Plus I wanted to try this on my Vita, and emulating PSX is way easier there than emulating 3DO. NFS2, I booted it up on my Vita, but apart from a different EA logo and different HUD during the races, it's pretty much the same as the (non-SE) Windows version. A quick internet search also revealed no huge differences between the two platforms. So, NFS3. No huge disparity between the two versions, like in NFS1/4/5, but still, different menus, some different mechanics, different cars, but most importantly, it has 5 hidden tracks they removed from the Windows version, and the unfinished TR02B track! The lost sister track of Empire City!
Despite this is still NFS3, I can't redirect you to my Windows NFS3 review to check out the intro... because it's different. For fuck's sake EA. So, here you are, NFS3 intro, but from the PlayStation version this time.
Where to start? New soundtrack under EA logo. Which is weird, because NFS2SE and Windows NFS3 had the same logo and soundtrack, but PlayStation NFS3 was released between the two. Apparently which logo they use is not only time-dependent. Dolby Surround©®℗🄯™℠¤$€§‰¶〒🚽⚠etc. logo is same as ever.
Then onto the actual intro, where we find some other differences too. It doesn't have the in-game videos from the Windows version, for obvious reasons, but no in-game footage from the PS version either. All real life videos, just like in NFS2, including some Nazca C2 footage not seen in the Windows version (probably because it lacks C2).
Then onto the technical parts, because I wanted to extract the intro from the game files, like I did for other blogposts.
I mounted the .cue
and looked at it, it has every file thrown into the root dir, except a lonely movies
dir... exactly what I need.
There are some .xa
files inside, file
said "MDEC video stream", cool, play it.
$ mpv movies/demo1av.xa
Failed to recognize file format.
Exiting... (Errors when loading file)
Ehh?
Didn't FFmpeg have support for MDEC?
Let's see ffprobe
directly:
$ ffprobe movies/demo1av.xa
movies/demo1av.xa: Input/output error
Eeeeeh? I/O error? What the hell is FFmpeg doing? Some incorrectly mapped error code?
$ cp movies/demo1av.xa /mnt/ram/
cp: error reading 'movies/demo1av.xa': Input/output error
Whaaaaaaat? This is a fucking disc image I extracted from a 7z file, how can it throw read error? After some searching on the net, I found a description of PlayStation 1 Video Format, and then I enlightened. The answer is, of course, Sony. If you need something to be done in the most retarded way humanly possible, you can count on Sony doing that. I knew from previously audio and data CDs are stored differently, as audio CDs have no checksums... but I didn't know you can change between these two (actually more than two) modes on a per-sector basic. What is Sony doing in short is storing the video stream of the movies in Mode 1 Form 1 sectors, but the audio stream as Mode 2 Form 2 sectors, mixing these two kinds of sectors in the same fucking file! Of course, Linux only supports Form 1 sectors, because you only see them in normal data discs. Aaaarrrggghhh!
So, how to actually get these files off the disc?
In the end I used jpsxdec to extract the xa files to local files.
Interestingly, file
now detect these files as "data", but FFmpeg can finally open them (even if spewing shitloads of errors in the console).
In principle, I could have used the GUI thingy to convert these xa files to more normal avi files, but using FFmpeg was just easier.
So what did I get?
An intro video divided into two sections, 15 FPS, full-range YUV420, and audio with 37800 Hz sampling rate.
Well, apart from the 15 FPS, not exactly the usual stuff.
And I didn't say anything about the resolution.
The first file, NLOGVA.XA
containing the EA and DS logos, is 256x240.
WTF resolution, but apparently it's a standard PS1 resolution.
Analog TVs didn't really have a horizontal resolution (only vertical), as it was just one continuous signal, so it was still stretched on screen to 4:3.
No square pixels for you (they're about 1.25 as wide as tall).
Then the second part of the intro is stored in 256x192, so unlike the Windows version, it is an actual widescreen format, for an aspect ratio of 5:3 (or 15:9).
All I did was specifying -sar 1.25
when encoding the video above, if it appears squished, try to play it in a real video player.
Despite the lower resolution, this still seems a bit better than the Windows version, MPEG artifacts are less visible.
Trying to play this thing on a PS Vita#
As I mentioned, first I tried this on my Vita. I downloaded an EBOOT from the at that time dying (now dead) CDRomance site (mirror), and popped it into Adrenaline. I started the game, flicked through the game modes, then went onto knockout mode, thinking it would be probably easier to beat than tournament, as I only have to avoid being the last. Mode simulation, difficulty expert, Diablo SV car, race, what could go wrong? A lot, actually. First, handling in the PSX version is vastly different than the Windows version, plus expert knockout means random track conditions—translation: 80% night, and night is even darker here. So of course I was knocked out on Hometown. Okay, try this on beginner difficulty—same result. Ehh? Try a few more times, until I was finally able to beat Hometown on beginner difficulty. This will be tough, was on my mind, but the rest wasn't so bad as soon as I got the hang of it. Like in NFS2 and unlike in Widows NFS3, you can't save the knockout state, but I won't judge you if you use save states. Especially with the expert knockout. After finishing the beginner one, I went back to the expert again, and I was still last. And not with a few milliseconds, but something like 20+ seconds. Just uh, how? It took another bunch of attempts to just not get knocked out on the first race. But hey? Maybe it's doable? Something like 1393 save states later—yes, it's doable. There was like one race where I didn't finish second last. I think this game also has what I bitched about in the NFS4 review, if you let your opponents get too far ahead, the game stops properly simulating the AI opponent and they become impossibly fast. And how the hell am I gonna win the tournament, where it's not enough to finish second last each race? The answer is, not on a Vita.
But before I switch over to the desktop, here's a recording of me racing an expert single race (not knockout) on Redrock Ridge. Probably my least favorite track in NFS3 (along with the sister Lost Canyons track), but I've chosen this track because I've already uploaded videos of Hometown, Atlantica (both for 3 and 4!), Rocky Pass, Empire City, and the longer variant tracks are just too long. What you see here is what I saw on Vita screen, the only editing I did was removing the black bars (Vita screen is 16:9). In particular, you see the artifacts of me scaling the PS1 resolution by 1.125 to almost fill the PS Vita screen (vertically). And I say almost, because after watching the recording, I realized there's a two pixels wide black bar at the top and bottom of the image, so the vertical resolution is only 540 pixels in the video, instead of 544.
Where to start unpacking this. The first thing you'll probably notice is the missing music. There's a comment about this on the CDromance page, looks like it affects the Vita too. Later I tried to convert the original PSX game to EBOOT with pop-fe, same results.
Next is the lackluster graphics (compared to the Windows version, it looked bad on Vita, but seeing it on a 20+″ monitor is surprisingly painful) with slideshow framerate ingame.
I recorded it using "less than" 60 FPS with vita-udcd-uvc, but in retrospective, I should have probably stayed with 30 FPS, as the game usually stays even below it, averaging around 25 FPS.
Oh, and some recording rant.
This vita plugin streams video through the USB, but not audio.
The official workaround is to use the headphone output of the Vita.
First I tried to get Bluetooth audio streaming to the computer working, I could quickly set it up between PipeWire and my Android phone, but Vita—nope.
It wasn't easy to pair to begin with, when I tried Vita displayed a bunch of numbers and asked me to confirm on the other device, but Bluez just switched into paired mode without any questions, and Vita failed the pairing a few seconds later.
Just perfect.
Some internet searching led me to using agent KeyboardOnly
inside bluetoothctl
, this switched to a different pairing mode where I had to enter the numbers from Vita into bluetoothctl
's command line, but at least it worked.
Audio?
Nope.
Just a crossed out speaker icon in Vita, volume up/down button doesn't do anything, and no sound played through Bluetooth.
If I tried to change profile in PipeWire, it just disconnected, never to reconnect for more than a few seconds again.
So after a while I gave up, and reverted to the analog recording workaround.
But don't connect the Vita to the same computer as you're recording from, it seems to generate a lot of noise.
What worked best for me was to connect the USB to the laptop, unplug the laptop (so the mains 50 Hz disappears), record the video on the laptop and record the sound from my desktop machine.
Unfortunately this requires you to manually sync up audio and video later, but this produced the smallest amount of noise.
Nevertheless, I still applied a noise reduction filter in Tenacity (an Audacity fork without the telemetry) afterward.
Also note at the race end, I beat the best simulation time for this track, still only finished third. The same as Windows NFS3/4 on harder difficulty levels, AI being faster than the fastest times, but not counting as a record.
Trying to play this thing in DuckStation#
This also wasn't as simple as I thought.
I had an old DuckStation build lying around, but I wanted to check if there's a newer version, then the shit hit the fan.
This is when I had to realize DuckStation effectively became proprietary software because apparently the retarded author had a mental breakdown or something.
So I got the latest GPL version, tried to build it—oh, they removed the nogui version.
Only the bloated mess Qt version remains.
Argh.
First I tried to revert the removal commit, but of course so much changed in the code in the meantime, it failed to build.
OK, check out the version before the removal—still doesn't build.
I mean, the commit was named "NoGUI: Purge unused code", so I guess this was an unmaintained feature for some time.
In the end, I found commit d4d7a13fed to almost work, only needed a few small adjustments to the code.
Also, old version used the value of XDG_DATA_DIR
environment variable to figure out where to place settings, this version now uses XDG_CONFIG_DIR
.
While this is the appropriate env var, it no longer allows me to just put DuckStation's config dir to somewhere else, when I'd like to have separate configs for the games I have.
In the end, if I was patching DuckStation already, I went a bit further and added a DUCKSTATION_HOME
env var, just to move DuckStation's configs to a different dir while leaving Qt and Fcitx settings and whatnot alone.
You can get my changes from my git server (mirror).
Afterward, I spent some time messing around with DuckStation settings, here's a list of important ones I've changed (hopefully I'm not forgetting anything). Despite my rant about the Qt version above, I recommend doing the settings from the Qt GUI, as not every setting is exposed on the nogui. After setting up the game, you can forget about the Qt bloat.
- Interface: to your liking
- BIOS: enable Fast Boot to skip the horrible PlayStation boot logo.
- Console: Enable Overclocking, and set it to something like 400%, or maybe even a bit more. The game seems to work fine overclocked (capped at 64 FPS, like the Windows version, only police siren will look weird), and a 400% overclock is about what you need to get a mostly stable 60 FPS. Under CD-ROM emulation, set both Read Speedup and Seek Speedup to 10x (the maximum), so it won't take ages for the game to load.
- Emulation: enable Rewind if you want (and your HW is powerful enough). If you do, don't forget to set up some key bindings for it.
- Memory Cards: I usually select shared, since I have a different config dir for each game, but select whatever you want here. You do not need a second card.
- Graphics/Rendering: Internal Resolution: Automatic; Down-sampling: Disabled; Texture Filtering: Nearest-Neighbor (Bilinear looks very bad where texture seams are connected, JINC2/xBR looks crap IMHO, but up to you); Aspect Ratio: Stretch To Fit (this will stretch the menus and HUD, but not 3D ingame if you enable widescreen hack); Crop: All Borders (interestingly Only Overscan Area crops off a bit too much); Scaling: Bilinear (if you want some antialiasing in 3D geometry); and check the following options: True Color Rendering, PGXP Geometry Correction, Force 4:3 For FMVs, Widescreen Rendering, and maybe Disable Interlacing and FMV Chroma Smoothing (not sure they do anything here...).
- Graphics/PGXP: disable Perspective Correct Textures, it's buggy with this game. The rest is probably fine on the default values (Culling Correction and Preserve Projection Precision enabled).
- Graphics/OSD: to your liking
Then under Settings/Controllers, set up your controller somehow. I recommend selecting Analog Controller (this game supports it), and under Settings enable Force Analog Mode on Reset. Otherwise, you'll forget to switch to analog mode before starting a race, and doing so will make the game forget all your bindings! It's even worse than the Windows version, so check in-game settings time to time, this games likes to reset them randomly too. But back to DuckStation, also set Analog Sensitivity to 100%. Ignore the retarded comment about 130% to 140% recommended on modern controllers, it will just destroy precision for no good reason. Like those cheap chink controllers where they try to turn the analog joystick into digital. What kind of brain damage is required to think this is a good idea?! If you're using a DS4 controller, I do not recommend using the "obvious" mapping, as L2/R2 is digital on the PSX controller. What I did was instead to bind L2 to left joystick down, and R2 to right joystick right. Weird, but this game, unlike 99% of console games, allows you to set up custom bindings, except for menu hotkeys (so you might still want to bind circle as cross and cross as triangle and triangle as circle if you're used to nip layout). And yes, analog gas/break works, despite none of the built-in presets using a binding where they are analog inputs.
Phew, sorry for the wall of text, you can now start the game—if you do not need to import your savegame from Vita.
Unfortunately Vita/PSP's PSX emulator use some encrypted shit format to store save games, so you have to convert it.
I've found a javashit converter here, it converted the Vita's VMP file to something DuckStation understood.
Put it in the correct directory ($DUCKSTATION_HOME/memcards/shared_card_1.mcd
if you're using shared cards), boot the game, change keybindings and you're ready.
You might want to enable Dolby Surround here, look at the Dolby Surround section of the Windows review, the same steps work here too.
So lo and behold, the same game as above, but running in DuckStation:
It has music (and it starts right with a music missing from the Windows release!), loading doesn't take ages, it has a better than slideshow framerate, 3D geometry is discernible...! Cars sometimes move in a weird way in the distance, but you'll get used to it after a few races. And the best of all, I can win the race without breaking a sweat. Apparently, the best way to play this PSX game is to emulate it on a moderately powerful computer. PC Master Race. Ever fucking time.
And why is my best time on DuckStation about 15 second better than on Vita? Part is the better framerate, I think, more clear visuals, but also the controller. Vita doesn't have the best ergonomics, and the tiny stick makes it really hard to have any kind of precision in your steering. It's practically impossible to have any fine steering in Vita (not that these controllers are best for driving anyway, but without a dedicated steering wheel, it's probably the best I can get).
So anyway, what happened when I tried tournament in DuckStation, fresh after migrating from Vita? I realized I can use the bonus El Niño car after completing the knockout, so I selected it, and started the expert tournament. 4th place on Hometown. Yoo-hoo! Then the game told me I'm eliminated. WTF!? Anyway, I retried, and on second try I could win it, and the rest of the tournament wasn't a big deal. I don't think I even had to use save states here, plus you can save the tournament state between races, so yeah. Winning the tournament awarded me the Mercedes-Benz CLK-GTR, but not the Jaguar XJR-15. You have to win the beginner tournament if you want the Jaguar. No fucking way, I can't be bothered to do this again. Sigh. Also, unlike the auto-save Windows version, here you have to go into the options(!), then memory card, and finally save settings to save the unlocked car(!!).
The Menu#
Enough of the technical bullshit, let's look at the game. It starts with game setup, where you can select between 5 race modes:
- single race: a single race (duh), more or less the same as in the Windows version. Select the track, conditions, your car, opponents, and go.
- hot pursuit: the hot pursuit mode from the Windows version, except you can't be a cop. And the in-game mechanics are a bit different, more info later.
- tournament: this is a bit different from the Windows version, as you can select the track conditions (even on expert) and you can change cars between the tracks. Plus as I already mentioned, you can be knocked out if you don't finish in the top-few places.
- knockout: I'm not completely sure what this mode wants to be. You race through a random subset of the available tracks, with Hometown being always the first and Empire City the last. Like in NFS2 and unlike Windows NFS3, you can't save your state between the races. On beginner knockout you have nice conditions, on expert random (so 99% of time, shit).
- practice: a mode exclusive to the PS version. You race alone (against the clock?), with the ability to turn on some assists (they're unavailable in this game normally). You have braking assist and traction assist, I assume they're similar to the Windows version. You have a best line option, but instead of cones you just get a barely visible skidmark along the "best line". The rally style navigator is available as tutor, and a ghost car option to have ghost cars. But you can't save ghost cars like in the Windows version, you just race along your previous (or best?) lap's ghost car in the same race.
In all modes you can select between two styles, arcade and simulation. Learning from NFS2, I didn't even touch the arcade, maybe it wasn't a good idea. In all modes expect practice you can select a skill level between beginner and expert. Very gradual, yeah.
On tracks front, there's not much difference. Forward/backward, mirrored, night driving, weather, records, the same as in the Windows version. And of course, track presentation:
Almost the same, but without the hand-drawn map, and the click during the last sentence of the presentation:
Take it tight and fast, sliding your back in *click* through the turn to achieve success.
What you have on Windows is like playing a scratched audio CD and the player skips a bit. I have no idea how did they make it.
On cars front, there are more changes. On the technical side, you can't have custom colors, and from car showcase, the interior panoramas are missing. The rest is pretty much the same, except car tuning has some commentary on what the individual options do for retards like me. It only has 9 playable cars compared to the Windows version's 12+ (19 if you have all regional & downloadable cars), but at least there are no regional differences from what I can tell.
Finally, you can select your opponents in single race and hot pursuit mode. There's no class system in this game, when you have a single opponent, you select his car (no random), when racing against a full grid, you can have the same car for everyone or random. When not racing against a full grid, you can have traffic, but unlike the Windows version, you can select the traffic intensity.
Gameplay#
I'll try to summarize the differences here, this post is already too long. First is, handling. It handles wildly differently than the Windows version, to be honest, it's closer to NFS2. Simulation mode is pretty bad, your cars are almost accelerating faster than braking, and you have the weird binary grip-or-slide thing from NFS2, except it's a bit less noticeable and harder to do slide consistently. And when you fail to do it, you'll end up in the wall, because these cars need a kilometer to stop, and almost none of them have ABS (not even the super futuristic bonus car!). Oh, and usually all you need is a little nudge to flip your car over! At least, it lands on its tires after done spinning, most of the time.
No cockpit view. Both the software Windows and PlayStation version of NFS2 had it, the Windows version of NFS3 had it, dunno why it's missing here. But as far as I can tell, neither the PlayStation version of NFS4 nor 5 have it.
Police is also weird. No police scanner like in the Windows version, you don't really know when the pursuit begins or ends, it just kinda happens. You no longer have a ticket counter like in the Windows version, instead every time when you're caught, you'll get either a warning, a fine, or get busted. What's the logic behind it? I have no fucking idea. But on two lap races, after getting fined for the second time, you still hear something along the lines of next time you're arrested, so I guess you can get caught the number of laps you race still applies, except sometimes you get caught earlier. Also, police is fucking bullshit here, you don't even have to stop to be arrested, it's enough to slow down a little bit. Or hit a roadblock, even if you're able to continue, most of the time they will catch you. Or flip over, even if you land on your tires. What the hell is this shit?! On the other hand, spike strip is no not an instant fail, it just kinda slows you down. Resetting your car might help, at least I was able to get away after a spike strip once, even though I was pretty close to the finish line.
Night driving is horrible in this game, unless you fuck up your gamma settings, you won't see anything further than 2 meters in front of you. You don't have light cones either, just a very sharp line perpendicular to your viewport, whatever is nearer than it is visible, everything else is fucking dark. And in police mode, if you enabled the CPU overclocking, the police sirens will go a bit crazy, but I still take that over the slideshow I get without overclocking. I mean, this is what you have in DuckStation without overclocking:
Some solid 9 FPS. I'm not sure how accurate DuckStation is, 9 FPS looks way too low even in '98, and it runs with higher framerates on my Vita, but PSP/Vita's PSX emulation is not known to be the most accurate, so I have no idea. But here's what you get with overclocking:
A bit like disco, but still way better than the slideshow. (Also take note of the icicles on the signs, no such thing in the Windows version.)
The HUD is also simpler than the Windows version, no opponent list, no non-rotating minimap, the finish line is marked with a single green pixel next to the track. But instead you can set map to radar mode, which means just hide the track from the map and zoom the fuck in. Might be useful to see better who is around you, but then you lose the map. After finishing the race, you can view a replay, but not save it for later, like in NFS6. On PC, even the original NFS1 had savable replays. Ghosts and knockouts are also unsavable. In short, this game feels like NFS3 running on NFS2 engine.
Hidden tracks#
I'm not going to lie, the main reason I tried this game was the hidden tracks missing from the Windows version. I kinda played them using mods for NFS4 (1, 2, 3, 4, 5), but I wanted to see the original. Also TR02B! But not so fast, the normal hidden tracks first. You can only unlock them by entering their respective cheat codes as player names, and it's a major PITA with NFS3's two button input method. And you have to redo it after each reboot of the game, since this is not saved with your setting unlike other, normally unlockable items. The tracks are:
- AutoCross, unlocked using
XCNTRY
, a dirt track with lots of huge and stupid jumps. You will be upside down a lot.
- Caverns, unlocked using
XCAV8
, some dark underground cavern, with rectangular pillars all over the place, so it's a nightmare to drive.
- Scorpio-7, unlocked using
GLDFSH
(goldfish?), and underwater track. Take Aquatica's Neptune Tunnel, and turn it into a complete track. Looks extremely cool, but the track itself is pretty basic and boring.
- Space Race (so hidden track names can contain spaces after all?!), unlocked using
MNBEAM
, a race on some kind of futuristic space station. Also, one of the better tracks, even if a bit unfair at places.
- The Room, unlocked using
PLAYTM
. I seriously don't know what to write about this. Or what were they smoking when they came up with this map. Depending on how you look at it, you either race in some mutant giant's child's room, or you're driving an RC car in a normal child's room. It's the kind of track you drive once or twice for the WTF moment, then you forget about it.
To be honest, I'm a bit disappointed by these tracks. The general track quality is a bit lower than the normal tracks, but I can accept it, these are supposed to be Easter eggs. But. But... As you might be guessing from the screenshots, you can't have opponents on these tracks. Neither police nor night driving nor weather. Records are not saved for these tracks, and probably the worst of all, you have no music. I get it, they didn't want to compose music for these tracks, nor mess around with AI. But night driving, weather, records and some generic music, it should be something you get for free (or almost free) from the engine if you already developed it for the other tracks.
And now, the dessert, TR02B! So hidden it doesn't actually have a "real" name, TR02B is just the filename of the track on the CD. And it's unfinished, there are holes in the geometry, there are placeholder items, AI goes crazy at places. It starts at the same place as Empire City, so likely they wanted it to have a sister track like all other track pairs, but they scrapped the idea—most likely they couldn't finish it on time, and they forgot the files on the CD.
To race this track, you have practically two options. One, replace a different track on the CD with TR02B. I didn't try this method because... well, in the intro part, I mentioned how fucked up the file system on PSX CDs are. The second option is GameShark codes, and since DuckStation have support for them, it looked like a much easier alternative. DuckStation even comes with a set of cheats for NFS3! Of course, enabling TR02B is not among the list, so you have to load the Qt GUI, go to System -> Cheats -> Cheat Manager, and add the following code (source) (probably only works with the USA release):
301F78A7 0042
301F78BB 0041
301F8C41 0042
301F8C91 0042
301F8D6D 0041
301F8DA9 0041
301FAB0B 0042
301FAB1F 0041
301F8CB9 0042
301F8CE1 0042
301F8D59 0042
301F8DD1 0041
301F8DF9 0041
301F8E21 0041
I set Activation to Manual, since this code only needs to be injected once. After done, you can enable the cheat from the cheat menu (you do not need the GUI for this), then race on Empire City!
Notice how it has a Redrock Ridge as a loading screen, but with a different background than the real track. According to TCRF it's an early loading screen, but other than the finish line being shifted a little, it's the same track as the final.
After start, the minimap goes crazy at multiple points, and here AI can do unexpected things too, like suddenly stopping in front of you. And generally don't try to race against the AI on this track, AI was definitely not trained for this track (for example, at 2:47 I'm in the lead with 4 seconds, then the next measurement comes at 4:05 where I have an almost 54 seconds lead, the AI sucks hard at the last section). Dynamic sound is also borked, you hear the same few seconds long loop during the whole race. At around 1:00 it branches off to TR02B, and you can see things are largely unfinished here, but the track is still playable. It's a kind of pity they never finished this track, and gave us those 5(!) half-assed hidden tracks above instead. This could have showed the nicer side of the concrete jungle city, with the almost cult like office you have in the Windows version.
Then from now on, I'm going to compare the Window version's Empire City with the PlayStation version's Empire City with TR02B where applicable. First is just the start line:
The main difference here is the skybox. The Windows version has an orange cloudy (or more like Perlin noise) skybox, with some silhouette of a city between the track and the skybox. In the PS version, the skybox is just a gradient, and the silhouette is more visible (probably to hide the ugly skybox). The textures use nearest filtering in PS, so everything looks blockier even if the 3D geometry has the same resolution. The lights also look different (yellow instead of light, and bigger, probably to compensate for the missing resolution on normal PS), and the general lighting of the track is also a bit different. Onto TR02B, I think this is the only case in NFS3 where the second, more advanced track is actually brighter than the normal, but this might be just because it's unfinished... The sky is also weird, I think it was supposed to be green, but the brownish gradient remains, and the city silhouette is lacking an alpha channel instead, and it has a green sky with clouds. I think they wanted to have clouds in PS Empire City too, but they ran into the limitations of PSX, so they scrapped it.
Then, onto the second shortcut you have on the track:
Looking at the pictures, I think it's just not nearest vs bilinear between Windows and PlayStation, I think they use slightly different textures. Like how the software and HW renderer uses different textures on Windows NFS2. TR02B is lacking those little barriers at the entrance (and everywhere else).
The other side of the shortcut, the same thing. It's a bit weird, though, in the Windows version you have light under the bridge, while in the PlayStation version, you have it outside, but despite this, in the PSX version, the wooden ceiling is more visible.
Then we get to the bridge underpass (where the road goes in spiral):
Not much to see here, except the building in the background, TR02B seems to have a different (likely placeholder) version of it. But going closer:
On the Empire City tracks, the last lamp before the bridge has no lamppost, it's in the wall. But in TR02B the wall is a bit further, and there's a lamppost. I've managed to crash into it a few times...
Next comes the tunnel, and I'm going to present two sets of images here:
Notice in the PlayStation's version of Empire City, there's clearly a fork in the road, and the left branch is blocked. In the Windows version, it's a solid wall, without any hint of a road being there. No wonder never playing the PS version before I didn't think there's a pair of this track before seeing this info on the internet somewhere. Also, the tunnel is blueish in the PS version, while it has bright yellow lights on Windows. And TR02B's tunnel is quite different, with a different building texture, and no extra lighting inside (but it's still more yellowish).
Next, leaving TR02B behind and traveling along Empire City, I took a screenshot of the police helicopter because I thought it's different between the two versions, but not really.
However, take note of the cool moon visible on the Windows version.
Next, the shortcut after the park signs (when you stay at the right side of the track, instead of going down with the road):
The last section, where you go through the building, is simply missing from the PS version! This also makes this shortcut way less lucrative, as it's not shorter but you still have the huge jump.
Next, the place where the two tracks join, from the previous turn:
On the right side of the Windows screenshot, you can see the exit of the shortcut, missing from the PlayStation version. But let's go closer:
On the PlayStation version, it's just little a concrete barrier, while the Windows version has a massive wall. But note they didn't extend the wall until the bridge like thing at the top, a road behind is still visible. I always thought this is another shortcut, but of course I could never find the entrance to it... On TR02B, this part of the track is clearly unfinished, even though the parts shared with Empire City are almost at the final version everywhere else.
Finally, the last shortcut:
It has a green light effect on the PlayStation. Also note the wall/barrier in front of it, it's missing from TR02B.
After this forensics analysis of Empire City and TR02B, there's one last thing I want to show. Some madman actually finished this track, and made it available for Windows NFS4. Mad props to him! Meet Coal Harbour, which might or might not be the real name of TR02B.
With a proper load screen! Also note this version is based on NFS4's Empire City, so the shared parts are the same as Empire City, not as what you have in TR02B, including the yellowish tunnel where they branch off.
And a little cheat#
I mentioned how fucking dark night mode is here, it was a nightmare on the Vita with zero brightness and contrast controls. But on DuckStation, you can have postprocessing GLSL shaders... and it gave me an idea. Unfortunately it only seems to work with the bloat Qt GUI, but it could be still a life-saver if you maxed out all the brightness settings your monitor can do. The shader is not complicated, the annotations required by DuckStation take up more lines than the actual code.
/*
[configuration]
[OptionRangeFloat]
GUIName = Limit
OptionName = LIMIT
MinValue = 0
MaxValue = 1
StepAmount = 0.01
DefaultValue = 0.2
[/configuration]
*/
void main()
{
vec4 color = Sample();
if (dot(color.rgb, color.rgb) < LIMIT*LIMIT)
color.rgb *= (1/LIMIT);
SetOutput(saturate(color));
}
Put it into $DUCKSTATION_HOME/shaders
, and enable it under Post-Processing when needed.
It has only one option, setting the brightness level, everything darker than the limit will be scaled to 0..1.
Not the prettiest effect, but gets the job done.