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Saturday 16 January 2016

NEED FOR SPEED 2 "SPECIAL EDITION"



 
Need for Speed II, released in Japan as Over Drivin' II, is a racing video game released in 1997. It is a part of the Need for Speed series and is the second installment in the series, following Road & Track Presents: The Need for Speed.

Gameplay

Like its predecessor, Need for Speed II allows players to race exotic cars, either against computer-controlled opponents or human opponents via a LAN, modem or serial connection. There are three distinct gameplay modes:
  • Single Race is largely carried over from the previous game, in which a player simply chooses a car and a course and completes a single race. The player can customize both the number and type of opponents as well as the number of laps to be completed.
  • Tournament is also carried over from The Need for Speed, in which the player must complete a series of races successfully to unlock a bonus car.
  • Knockout is a new type of tournament to the series. It consists of a series of 2-lap races with 8 opponents; the last-place finisher at the end of each race is eliminated from the competition. Successfully completing an entire Knockout (being the last surviving racer) unlocks a bonus track.
Unlike The Need for Speed, which featured a mix of both point-to-point and circuit courses, Need for Speed II features circuit courses only. Each track's scenery is inspired by real-life locations around the world:


A Jaguar XJ220 racing on the Mystic Peaks track
Unlike the previous game's tracks, which were realistically rendered generic locales, Need for Speed II's tracks mix real-world landmarks with elements of fantasy, in a somewhat similar fashion to the Cruis'n series of arcade games. For example, the Outback course has the player racing from the Sydney Harbour Bridge and the Sydney Opera House to the rural Australian Outback and back again in a matter of minutes.
Need for Speed II also introduced several new elements to the game. For the first time, players could customize the color of each car; additionally, a basic tuner allowed players to adjust each car's performance elements, including gear ratios, tires, and spoilers. Unlike The Need for Speed, however, Need for Speed II did not feature any police chases.

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 professionally-produced videos for the concept vehicles. Additionally, each vehicle interior could be viewed through genuine photographs taken in a 360 degree panoramic view.

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.[1] To ensure the physics of fast car handling and performance were as accurate as possible, the programmers collaborated with the manufactures of each vehicle.[2]

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 (then known as Jeff 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.

Soundtrack

An obscure soundtrack called Excessive Speed! The Music from Need for Speed II was released on April 28, 1997, containing twenty-two songs from the game.[3][4]
Two of the game's songs appeared in later Need for Speed installments; "Menu" was given a dubstep remix in The Run (2011), while "Romulus 3" appeared in III: Hot Pursuit as a menu theme. Both songs were added to the soundtrack of the 2015 Need for Speed game in its Legends Update.


NEED FOR SPEED 2 SE SCREEN SHOOTS 

 

 

 

NEED FOR SPEED 2 SE SYSTEM REQUIREMENTS

Two Types of System Requirements are given below.Minimum System Requirements and Recommended.
Need for speed 2 Minimum  System Requirements.
Operating System:Windows:98/Xp/7/8 and Windows Vista.
RAM: 64 MB
VGA : 16 MB
Hard Disk:100 MB
CPU: 90 MHz Processor
Need for speed 2 Recommended.  System Requirements.
Operating System:Windows:98/Xp/7/8 and Windows Vista.
RAM: 128 MB
VGA : 32 MB
Hard Disk:100 MB
CPU: 166 MHz Processor
DOWNLOADLOAD LINK IS GIVEN BELOW
NEED FOR SPEED 2 "SPECIAL EDITION"

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