

Need for
Speed II, released in
Japan as Over Drivin' II, is a 1997 racing video game, developed byElectronic
Arts Canada and published by Electronic Arts. It is a part of the Need for
Speed series and follows Road & Track Presents: The Need for Speed, significantly
deviating from the emphasis of realism in The Need for Speed to arcade-like
gameplay, though it introduces car tuning. As does its predecessor, Need for
Speed II features several exotic cars, and includes tracks set in various parts
of the world. The game also opted to remove police pursuits introduced in The
Need for Speed.
Gameplay
There are
three main game types. The first two are single race and tournament and the
last is a knockout race. Single races allow players to become familiar with the
circuits and increase their skill of any one of the six tracks. The six tracks
are called Mediterranean, Mystic Peaks, Proving Grounds, Outback, North
Country, and Pacific Spirit.[1] Cars that are playable from the start include
the McLaren F1, Ferrari F50, Ford GT90, Jaguar XJ220, Lotus GT1 and Lotus
Espirit V8, Italdesign Cala, and theIsdera Commendatore 112i.[1] A bonus car,
the Ford Indigo concept, can be unlocked as well. The game features extensive
multi-player options including two to eight players over a LAN, by modem or
serial connection and with split-screen racing.
In a single
race the player selects the opposing car, while all cars compete in a
tournament and at the start of a knockout race. There is also two playing
styles—arcade or simulation. Arcade mode improves handling while simulation
mode is intended to provide more realism. The number of laps can be chosen
from two, four or six. Automatic or manual transmission as well car paint color
are selectable in all game types.
A tournament
race involves playing all tracks in order with the starting track able to be
selected. Only after successfully completing a tournament in first place can
knockout races can be played. Knockout races involve racing two laps over each
of the six tracks with a number of opponents. These disqualification races
always start on the easiest circuit and continue through each map, with the
player who finishes last being eliminated after each race. After advancing
through all the tracks another circuit is revealed. Monolithic Studios can then
only be played by completing all knockout races first.
Special features
As in the
original Need for Speed, the game features detailed specifications, history,
and audio commentaries on each vehicle. The largest feature are several full
motion video (FMV) segments for each of the cars, several of them being the
professional produced videos for the concept vehicles. Additionally, each
vehicle interior could be viewed through genuine photographs taken in a 360
degree panoramic view. This marks the last time such extravagant features are
to be found in the Need for Speed series as future games render any material
completely in 3D.
It is also
possible to enter a number of codes at the start menu which if entered
correctly, would make a swooshing noise. These codes replaced the chosen car
with a vehicle from the games backdrop traffic. These vehicles could then be
raced instead and had more realistic performance. Background vehicles included
a Volkswagen Beetle, Volkswagen Variant, Mazda MX5, Jeep Comanche, Volkswagen
Transporter, Yellow School Bus, Citroën 2CV, Jeep YJ, Toyota Landcruiser, Audi
100 Quattro, twoUnimogs, BMW 520i, Mercedes-Benz SL 500, and Volvo 850 R
station wagon.You could also drive various parts of the scenery including a
large green T-rex, a little wooden kiosk and a western style wagon. The scenery
items made no engine noise but would always make a tire screech when moving off
the start
line.
Development
Need for
Speed II was developed by EA Canada. The lead programmer for the game was
Laurent Ancessi with Wei Shoong Teh and Brad Gour as senior programmers.[4] To
ensure the physics of fast car handling and performance were as accurate as
possible the programmers collaborated with the manufactures of each vehicle.
Music
As does its
predecessor, the section of music present in Need for Speed II consists of both
instrumental "rock" and "techno" music. The music was
composed, performed and produced by Alistair Hirst, Crispin Hands, Jeff van
Dyck, Koko Productions, Robert Ridihalgh, Romolo Di Prisco and Saki Kaskas. The
game's racing music are composed in a way that each two musical tracks are best
played in specific racing tracks, using specific musical instruments and songs
relative to the track's location alongside rock and techno musical instruments.
The game also allows the player to enable what is known as "interactive
music," which allows the game to play specific breaks when the player is
driving along a specific portion of a racing track. The feature is also programmed
to react to the player crashing, driving slowly, or leading from a pack of
racers.
These traits
are short lived in the initial portion of the series, with only its Special
Edition and its successor, Need for Speed III: Hot Pursuit (1998), reusing
these features. Only with the release of Need for Speed: Hot Pursuit 2 (2002)
were both rock and electronic music featured in the play list again, while
interactive music was only reintroduced to a limited extent with the release of
Need for Speed: Most Wanted (2005), which extensively uses the feature in
police pursuits, the music reacting to the heat level the player is currently
in, and the player hiding or being arrested. Need for Speed: Carbon (2006)
features interactive music additionally in canyon races, reacting to whether
the player is in the lead, or if the player wins or rams through a guard rail
and falls over the edge of the road.
SCREENSHOTS
System requirements
Pentium 2 90 MHz
16 MB RAM
DirectX 3.0
120 MB free hard
disk space




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