Need for Speed II
Need for Speed II is a 1997 racing video game developed by EA Canada and EA Seattle and published by Electronic Arts.[1][2] It is the second installment in the Need for Speed series, shifting focus from the original's police pursuits to high-speed arcade-style racing with exotic supercars on diverse international tracks.[3] Released initially for Microsoft Windows on April 30, 1997, and PlayStation on March 31, 1997, the game emphasizes simulation and arcade driving modes without law enforcement elements.[1][2] The gameplay features nine selectable supercars, including the McLaren F1, Ferrari F50, and Lotus GT1, which players can customize for gear ratio, downforce, and brake bias.[3][4] Races occur across six circuit-based tracks inspired by real-world locations such as the Australian Outback, the Alps, and Nepal's mountains, with fixed environmental conditions, such as snow on mountain tracks, influencing handling.[3][5] Core modes include single races for practice, tournaments for progression, and knockout challenges where the last-place racer is eliminated each lap.[3] A later Need for Speed II: Special Edition, released in November 1997 for Windows, added 3Dfx Glide support, four new cars, a bonus track called Last Resort, mirrored and reverse race options, and a "Wild" mode for exaggerated physics.[6][7] Critically, the game received mixed reviews for its improved 3D graphics and car variety but was critiqued for unrealistic physics, demanding hardware requirements, and the absence of police chases that defined its predecessor.[8] Despite these, it contributed to the series' evolution toward arcade racing, influencing future entries with its emphasis on visual spectacle and global settings.[8]Development
Conception
Following the success of the original Road & Track Presents: The Need for Speed, Electronic Arts Canada sought to evolve the franchise by abandoning the Road & Track magazine license, which had imposed simulation-focused constraints on vehicle handling and realism. This decision enabled direct licensing agreements with individual automobile manufacturers, allowing for a broader selection of exotic cars like the Ferrari F50 and Ford GT90 without the need to adhere to magazine-vetted accuracy standards.[9] The sequel shifted toward a more accessible, arcade-style racing experience to appeal to a wider audience, moving away from the original's semi-serious simulator elements and emphasizing high-speed fun over precise driving physics. To further differentiate from the first game's American-centric open-road routes, developers incorporated international circuit themes, including European-inspired alpine landscapes alongside tracks evoking North American, Australian, and Asian settings, for a global sense of adventure.[10][3] A key conceptual pivot was the complete removal of police pursuits, a core mechanic in the debut title, making Need for Speed II the first entry dedicated exclusively to unhindered, competitive racing without law enforcement interruptions. Early conceptualization also explored a port for the Panasonic M2 console, an upgraded successor to the 3DO, but the project was scrapped when Panasonic canceled the hardware in mid-1997 amid fierce competition from the PlayStation and Nintendo 64.Production
Development of Need for Speed II was led by EA Canada in collaboration with EA Seattle, which handled aspects of the PC version. The project took place during the mid-1990s, culminating in the game's launch on March 31, 1997, for PlayStation and April 30, 1997, for PC platforms.[11][12][13] The production team worked closely with car manufacturers, including Ferrari and Lamborghini, to secure licenses for featuring their vehicles with accurate models and performance characteristics, moving away from the previous game's magazine tie-in to direct partnerships.[14][9] This allowed for an impressive roster of exotic cars, such as the Ferrari F50 and Lamborghini Diablo SV, integrated into the game's arcade-style racing.[14] Technical challenges arose in rendering high-detail 3D environments and car models on the era's hardware, particularly the PlayStation, where limitations in processing power required optimizations for smooth gameplay and visual fidelity. Similar constraints affected audio implementation, with adaptive music systems designed to vary by player performance but simplified to linear tracks on consoles due to hardware restrictions.[12][15] For the Japanese market, the game was localized and released as Over Drivin' II, featuring minor adjustments such as translated text and interface elements to suit regional preferences while retaining core content.[13]Gameplay
Modes
Need for Speed II offers several distinct game modes that cater to different play styles, allowing players to engage in quick races or structured competitions against AI opponents. These modes emphasize high-speed racing on international tracks, with objectives centered on outpacing rivals through skillful driving and strategic line choices. All modes support selectable difficulty levels and opponent counts, though traffic and police pursuits are absent to focus on pure racing dynamics.[3] In Single Race mode, players select any unlocked track and vehicle for a standalone contest, typically spanning multiple laps without progression requirements. The objective is simply to finish first against a field of AI cars, providing an accessible entry point for testing handling and speed on specific courses. This mode unlocks additional content as players succeed in other challenges, encouraging repeated play to access the full roster, with adjustable traffic density to vary civilian vehicle presence on tracks.[3][16] Tournament mode structures gameplay as a championship series, where players compete in a sequence of four-lap races across all available tracks in any order. Success demands accumulating the highest points total by consistently placing first (base game) or based on position (Special Edition), with each event building toward overall victory and unlocking new vehicles like the Ford Indigo upon completion. This mode simulates a global racing circuit, increasing difficulty progressively to test endurance and adaptability. Tracks and the Ford Indigo are unlocked sequentially through this mode.[16][17] Knockout mode introduces elimination mechanics, starting with up to eight AI opponents (nine in the Special Edition) in a multi-race format akin to musical chairs. At the end of each two-lap race on sequential tracks, the last-place finisher is removed, continuing until only one racer remains; players must avoid finishing dead last in every event to survive. This high-stakes structure rewards consistent performance over outright speed in isolated laps, culminating in a final duel on Monolithic Studios upon full completion, which also unlocks the track.[18][16][19] Multiplayer options enable competitive play between two participants via split-screen on PC, supporting all core modes with simultaneous control. Additionally, the game integrates early internet features through Mplayer.com for online races, allowing remote opponents to join sessions over dial-up connections, though limited to basic track-based contests without advanced matchmaking. These features marked an early step toward networked racing in the series, emphasizing direct rivalry in real-time.[3][9] Certain modes impose restrictions on customization to ensure competitive balance; for instance, tournament and knockout races lock tuning settings like downforce, brake bias, and gear ratios, confining players to predefined vehicle classes without alterations. In contrast, single-player races permit full access to these features.[20]Vehicles and tracks
Need for Speed II features eight selectable vehicles in its base version, emphasizing European sports cars and concept vehicles from the 1990s, such as the McLaren F1, Ferrari F50, Lotus GT1, Jaguar XJ220, Ford GT90, Isdera Commendatore 112i, Italdesign Calà, and Lotus Esprit V8. Most are available from the start, with the Ford Indigo unlocked via Tournament mode.[3] These cars differ in performance characteristics like acceleration, top speed, handling, and braking, allowing players to choose based on track demands, with no customization options available at launch.[3] The Special Edition expands this roster to twelve vehicles by adding the Ferrari F355 F1, Ford Mustang Mach III, Italdesign Nazca C2, and Ford Indigo.[6] The game includes seven tracks, with six regular courses unlocked progressively through modes like Tournament and the seventh unlockable via Knockout. Proving Grounds is set in Norway with a testing facility motif, featuring straightaways for high-speed runs and basic elevation changes. Outback captures Australian wilderness with dusty trails, jumps, and wide-open plains that encourage aggressive driving. North Country represents North European regions, highlighted by snowy inclines, narrow bridges, and traffic-heavy roads. Pacific Spirit evokes Canadian twisty forested paths with multi-level sections and shortcuts. Mediterrano draws from Greek coastlines, incorporating coastal roads, tunnels, and sharp turns with a risky wooden bridge. Mystic Peaks is themed around Nepal's mountains, with steep inclines, hairpin curves, significant elevation shifts, snow, and plane crash debris that test vehicle handling.[3][5] These tracks integrate environmental hazards like oncoming traffic on certain routes, which can be toggled off, and shortcuts that reward skillful navigation.[5] The seventh track, Monolithic Studios, is unlockable and themed as a Hollywood movie lot in the United States, complete with backlot sets, ramps, and destructible props for cinematic racing sequences.[3] Tracks are unlocked progressively through the tournament mode, where players must complete races in sequence to access subsequent courses, promoting strategic vehicle selection based on each track's unique challenges like off-road detours and weather variations in some areas.[3] The Special Edition introduces the Last Resort track, an industrial wasteland with polluted environments, conveyor belts, and mirrored variants of existing tracks for added replayability, further enhancing the progression system.[6]Customization
In Need for Speed II, players can modify vehicle performance through tuning options that adjust handling characteristics prior to races. Brake bias can be shifted toward the front or rear to influence braking behavior and reduce understeer or oversteer during deceleration. Downforce adjustments for the front and rear sections of the car—available in stock, medium, or high settings—increase aerodynamic grip at the cost of top speed, making it particularly useful on winding tracks. Gear ratio modifications allow selection of stock for balanced performance, short for improved acceleration at the expense of top speed suited to technical courses, or tall for improved top speed at the expense of acceleration.[3][21][20] Color customization enables players to select from multiple preset paint options for each vehicle, altering its appearance while retaining the default scheme if desired. For example, the McLaren F1 offers choices including black, yellow, teal, white, grey, and brown, providing visual variety without affecting gameplay mechanics. Transmission can also be toggled between automatic for simpler control or manual for greater precision in shifting.[21][20] Driving styles offer a toggle between arcade mode, which features forgiving physics with improved acceleration, easier turning, and facilitated power slides, and simulation mode, emphasizing realistic traction limits, pronounced understeer in corners, and more demanding slide control. A third "wild" style variant enhances arcade-like chaos, amplifying collision effects and slide ease for aggressive play. These options allow adaptation to player skill levels while maintaining the game's arcade roots.[3][22]Audio
Soundtrack
The soundtrack of Need for Speed II was composed by Jeff Dyck, Alistair Hirst, Saki Kaskas, and Traz Damji, consisting entirely of original electronic and rock compositions without any licensed music.[23][24] These tracks were designed to evoke the thematic environments of the game's courses, incorporating elements such as industrial beats for the urban City track and more orchestral, folk-influenced rock for the mountainous Alps route.[25] The music emphasizes high-energy rhythms and synth-driven melodies to complement the racing intensity. A key feature of the soundtrack is its interactive system, which dynamically adjusts the tempo and intensity of tracks across three levels based on gameplay conditions, such as high speeds or close competition with opponents.[26] This adaptation enhances immersion by ramping up the music during tense moments, with songs edited in real-time to maintain flow. The system applies to race themes, while menu and title screen music remains static. The official album, The Music from Need for Speed II: Excessive Speed!, released in 1997, compiles the core tracks associated with vehicles, menus, and courses. Below is the full tracklist:| Track | Title | Composer(s) | Duration |
|---|---|---|---|
| 1 | Headless Horse | Jeff Dyck / Saki Kaskas (feat. Angela Somerville) | 5:23 |
| 2 | Feta Cheese | Saki Kaskas | 4:05 |
| 3 | Esprit | Romolo Di Prisco | 0:42 |
| 4 | Corroboree | Jeff Dyck | 2:45 |
| 5 | Hell Bent For Lederhosen | Alistair Hirst | 5:11 |
| 6 | Ford GT90 | Koko Productions | 3:02 |
| 7 | Ford Indigo | Crispin Hands | 3:45 |
| 8 | Lotus Esprit V8 | Jeff Dyck | 2:58 |
| 9 | Mitsubishi GTO | Saki Kaskas | 3:12 |
| 10 | Nissan 300ZX | Jeff Dyck | 2:47 |
| 11 | Toyota Supra Turbo | Saki Kaskas | 3:20 |
| 12 | City (Out Of The Blue) | Jeff Dyck | 3:35 |
| 13 | Fasolatha | Jeff Dyck & Saki Kaskas | 3:31 |