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Need for Speed II

Need for Speed II is a developed by and and published by . It is the second installment in the Need for Speed series, shifting focus from the original's police pursuits to high-speed arcade-style with exotic supercars on diverse international tracks. Released initially for Microsoft Windows on April 30, , and on March 31, , the game emphasizes simulation and arcade driving modes without law enforcement elements. The gameplay features nine selectable supercars, including the , , and Lotus GT1, which players can customize for gear ratio, , and brake bias. Races occur across six circuit-based tracks inspired by real-world locations such as the Australian Outback, the , and Nepal's mountains, with fixed environmental conditions, such as snow on mountain tracks, influencing handling. Core modes include single races for practice, tournaments for progression, and knockout challenges where the last-place racer is eliminated each lap. A later Need for Speed II: , released in November 1997 for Windows, added Glide support, four new cars, a bonus track called , mirrored and reverse race options, and a "Wild" mode for exaggerated physics. Critically, the game received mixed reviews for its improved graphics and car variety but was critiqued for unrealistic physics, demanding hardware requirements, and the absence of chases that defined its predecessor. Despite these, it contributed to the series' evolution toward arcade racing, influencing future entries with its emphasis on visual spectacle and global settings.

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. 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. 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 interruptions. Early conceptualization also explored a port for the console, an upgraded successor to the , but the project was scrapped when canceled the hardware in mid-1997 amid fierce competition from the and 64.

Production

Development of Need for Speed II was led by EA Canada in collaboration with , 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 and April 30, 1997, for PC platforms. The production team worked closely with car manufacturers, including and , 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. This allowed for an impressive roster of exotic cars, such as the and Lamborghini Diablo SV, integrated into the game's arcade-style racing. Technical challenges arose in rendering high-detail 3D environments and car models on the era's hardware, particularly the , 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. 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.

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. In Single Race mode, players select any unlocked and for a standalone contest, typically spanning multiple laps without progression requirements. The objective is simply to finish first against a field of 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 presence on . Tournament mode structures as a 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 (), with each event building toward overall victory and unlocking new vehicles like the upon completion. This mode simulates a global racing circuit, increasing difficulty progressively to test endurance and adaptability. Tracks and the are unlocked sequentially through this mode. Knockout mode introduces elimination mechanics, starting with up to eight AI opponents (nine in the Special Edition) in a multi-race format akin to . At the end of each two-lap race on sequential , 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 in isolated laps, culminating in a final on Monolithic Studios upon full completion, which also unlocks the . 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 . These features marked an early step toward networked racing in the series, emphasizing direct rivalry in real-time. 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.

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. 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. 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. The game includes seven tracks, with six regular courses unlocked progressively through modes like and the seventh unlockable via . Proving Grounds is set in with a testing facility motif, featuring straightaways for high-speed runs and basic elevation changes. Outback captures wilderness with dusty trails, jumps, and wide-open plains that encourage . 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 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. These tracks integrate environmental hazards like oncoming traffic on certain routes, which can be toggled off, and shortcuts that reward skillful navigation. The seventh track, Monolithic Studios, is unlockable and themed as a movie lot in the United States, complete with backlot sets, ramps, and destructible props for cinematic racing sequences. Tracks are unlocked progressively through the tournament mode, where players must complete races in sequence to access subsequent courses, promoting strategic selection based on each track's unique challenges like off-road detours and variations in some areas. The introduces the track, an industrial wasteland with polluted environments, conveyor belts, and mirrored variants of existing tracks for added replayability, further enhancing the progression system.

Customization

In Need for Speed II, players can modify vehicle performance through 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. adjustments for the front and rear sections of the car—available in stock, medium, or high settings—increase aerodynamic 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. Color customization enables players to select from multiple preset paint options for each , altering its appearance while retaining the default scheme if desired. For example, the offers choices including black, yellow, teal, white, grey, and brown, providing visual variety without affecting mechanics. Transmission can also be toggled between for simpler control or manual for greater precision in shifting. 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 roots.

Audio

Soundtrack

The soundtrack of Need for Speed II was composed by Jeff Dyck, Alistair Hirst, , and Traz Damji, consisting entirely of original electronic and rock compositions without any licensed music. These tracks were designed to evoke the thematic environments of the game's courses, incorporating elements such as industrial beats for the urban track and more orchestral, folk-influenced rock for the mountainous route. 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 and intensity of tracks across three levels based on conditions, such as high speeds or close competition with opponents. This adaptation enhances by ramping up the music during tense moments, with songs edited in to maintain flow. The applies to race themes, while and 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:
TrackTitleComposer(s)Duration
1Headless HorseJeff Dyck / (feat. Angela Somerville)5:23
2Feta Cheese4:05
3EspritRomolo Di Prisco0:42
4Jeff Dyck2:45
5Hell Bent For LederhosenAlistair Hirst5:11
6Koko Productions3:02
7Crispin Hands3:45
8Lotus Esprit V8Jeff Dyck2:58
9Mitsubishi GTO3:12
10Jeff Dyck2:47
11Toyota Supra Turbo3:20
12 (Out Of The Blue)Jeff Dyck3:35
13FasolathaJeff Dyck & 3:31
The Need for Speed II: Special Edition retains this core but introduces minor variations, including additional compositions by Traz Damji for title screens and select race themes, along with extended mixes for certain tracks. These changes primarily enhance the PC version's audio without altering the interactive framework.

Sound design

The sound design in Need for Speed II prioritizes immersive audio through detailed vehicle and environmental effects, complementing the game's high-speed . Engine sounds are a core element, with players able to toggle between standard and high quality modes in the options menu to enhance auditory feedback during and gear shifts. These sounds vary by vehicle type, contributing to a sense of despite some similarity across models. Environmental audio includes dynamic effects like tire screeches during sharp turns, crash impacts upon collisions, and traffic horns from AI vehicles, which add tension to urban and highway races. Weather-related sounds, such as rain patter on the Alps track, further integrate with the game's varied locales to heighten immersion. Voice acting is minimal, limited to menu navigation prompts and win/lose race announcements, voiced by Jim Conrad to guide players without overwhelming the core racing focus. On the PC version, 3D audio positioning via enables directional sound cues, allowing players to locate opponents in multiplayer races through spatialized engine and effect audio.

Release

Platforms

Need for Speed II was initially released for the in on March 31, 1997, followed by a launch in May 1997. A Greatest Hits edition followed for in in 1998. The version supported analog controls via the , providing smoother steering input compared to digital-only schemes, and ran at a consistent 30 frames per second for fluid arcade racing. The game launched for Windows PCs on April 30, 1997, in , with European availability in April 1997. The PC edition utilized 3 for enhanced graphics rendering and supported resolutions up to 800x600, allowing for sharper visuals on period hardware beyond the PlayStation's fixed output. It also featured early multiplayer capabilities through IPX networking, enabling up to eight players in LAN races. In , the title was released exclusively for on July 3, 1997, under the name Over Drivin' II, featuring localized Japanese text and minor user interface adjustments to suit regional preferences. No ports were developed for other consoles beyond the PlayStation.

Need for Speed II: was released on October 29, 1997, in as an enhanced version exclusively for Windows PCs, with subsequent releases in and in early 1998. This edition served as a retail re-release that incorporated several content expansions and technical enhancements to the original game, aiming to prolong its relevance amid advancing PC hardware. The Special Edition introduced one new track, Last Resort, a challenging industrial-themed course featuring tight corners, ramps, and hazardous environments that tested player precision and speed management. It also added four new drivable vehicles to the roster: the F1, a high-performance emphasizing agility; the Ford Mustang Mach III concept, known for its powerful acceleration; the Italdesign C2, a sleek prototype with balanced handling; and the , previously an unlockable bonus in the base game but now accessible from the start. Additionally, three new bonus cars— the Bomber BFS (a rugged ), FZR 2000 (a futuristic speedster), and Tombstone (a stock car-inspired racer)—could be unlocked through mode performance, providing variety for arcade-style play without competing in official races. A key gameplay addition was the "Wild" driving style, which altered vehicle physics to enable extreme speeds, exaggerated jumps, and more chaotic collisions, accompanied by denser traffic for heightened risk and replayability. To further expand track options, the edition included mirrored versions of existing courses, allowing players to experience reversed layouts that demanded adapted strategies and refreshed familiarity with routes. On the technical side, the Special Edition provided official support for 3dfx Voodoo graphics cards via Glide API, delivering smoothed textures, enhanced visual effects like improved lighting and particle details, and hardware-accelerated rendering that significantly elevated graphical fidelity over the original's software mode. This integration positioned it among the early titles to leverage acceleration, though features such as cockpit view were limited to software rendering. Unlike the base game's multi-platform availability, the Special Edition remained PC-exclusive, with no equivalent updates for the version.

Reception

Critical response

Upon its 1997 release, Need for Speed II garnered mixed or average reviews from critics, earning an aggregate score of 71/100 on for the version based on five professional evaluations. The PC port received a comparable 68/100 on , reflecting general approval tempered by technical shortcomings. Reviewers frequently praised the game's diverse selection of high-performance vehicles, including exotics like the and , which added replayability through varied driving dynamics. Track designs were highlighted for their inventive layouts spanning international locales, from alpine passes to coastal highways, contributing to an immersive sense of speed and exploration. noted the "cool cars" and "inventive tracks" as standout elements that elevated the arcade-style racing above its predecessor. However, criticisms centered on technical flaws, including noticeable pop-in of environmental details and textures during high-speed traversal, which disrupted immersion on both platforms. inconsistencies were a common complaint, with opponent cars exhibiting erratic pathing and collision responses that could lead to unfair advantages or frustrating pile-ups. Handling mechanics drew comparisons to more simulation-oriented rivals like , released later that year; critics found Need for Speed II's arcade physics loose and less precise, lacking the weighty realism that defined the competition. GameSpot's review echoed this, scoring the PC version 7/10 and describing the controls as functional but unrefined for precise cornering. The Need for Speed II: for PC, issued in late 1997, addressed some graphical complaints through native Glide support, delivering enhanced textures, , and smoother frame rates on compatible hardware. Outlets like commended the visual upgrades that made tracks feel more vibrant while acknowledging persistent core issues such as quirks and handling limitations. Overall, contemporary coverage offered scant analysis of the soundtrack or multiplayer modes, focusing primarily on single-player racing and technical performance.

Commercial performance

Need for Speed II experienced solid commercial performance upon its 1997 release, contributing significantly to the early growth of franchise, which ultimately surpassed 100 million units sold worldwide by 2009. The game's PC version, particularly bolstered by the free patch that added and tracks, drove strong initial sales among PC gamers, while the port capitalized on the console's rising popularity in the late despite competition from titles like . Although detailed regional sales breakdowns are unavailable, Need for Speed II was regarded as a reliable performer in ' lineup during an era when the racing genre was gaining traction, helping to solidify the series' foundation without achieving the blockbuster status of later installments like Need for Speed: Most Wanted. In the long term, the title's success ensured the franchise's continuation, though it has not seen remasters, re-releases, or ports to modern platforms as of 2025, unlike more prominent entries in the series.

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