Need for Speed: Hot Pursuit 2 (Windows, GameCube, Xbox)
Need for Speed: Hot Pursuit 2 |
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Developers: EA Seattle This game has hidden development-related text. This game has a prototype article This game has a prerelease article |
This game/console's online features are no longer supported. While this game/console's online features were once accessible, they are (as of June 30, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content. |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Need for Speed: Hot Pursuit 2 is a sequel to the original Hot Pursuit, which also serves as the series' foray into the sixth generation of consoles. The Windows, GameCube and Xbox versions are significantly different from the PlayStation 2 version of the game, being developed by EA Seattle rather than EA Black Box.
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Debugging Stuff
An option called "Debug" can be seen among the text files. The exe also references a debug HUD. However, it's unknown if any other remnants survive of this.
Unused Audio
This version of Hot Pursuit 2 has leftovers from the original PlayStation 2 release, as well as sounds from the previous Seattle-developed NFS entries, and unknown sound effects that aren't used anywhere.
To do: Get the audio uploaded. |
Unused Text
DEBUG this widget needs a descriptive tool tip
A placeholder widget message. This would have been seen when a widget needed a description.
Unused Textures
There are a couple of textures in GUIart.viv that are nowhere to be found in the release version of the game:
Unused car select logo for Ford SVT Mustang Cobra R.
Alternative version of the radar and a mockup of how it could've looked like.
A few textures supposedly used for menus and loading screens that don't seem to match the style of those used in the final game.
Unused Vehicles & Skins
An unused school bus mesh can be found in the files.
Unused Tracks
A folder called "Testbed" is only found in the Gamecube and Xbox versions. Trying to play split screen on those tracks mode will reveal hidden reflective surfaces with the words "No Cookie" spelt backwards.
level00
A test track which has invisible walls in it.
level01
A simple oval track, but the finish line is broken.
level02
Only trees can be seen, but no roads, so the player is unable to move. Maybe a test reset?
Unused Event Tree
- FrontEnd directory contains Top Cop.ini configuration file for unused Top Cop event tree.
- This event tree has several unique game modes: "Pursuit and Capture", "Interdepartmental Race", "Fox and Hound".
- Top Cop also mentioned in text.ENG from text directory.
Platform Differences
- In the GameCube and Xbox versions, all ini files are loaded from a file called inis.viv, instead of reading ini files from each folder in the Windows version.
- The loading bar on the GameCube version has a different look to it.
- The GameCube version does not support online multiplayer, as Nintendo was not really pushing those features for the system.
- Gameplay hints before races are absent in the GameCube version.
- Despite not being ticked on the back of the box, custom soundtracks are supported on the Xbox version and is the only version of the game to support this feature.
Demo Differences
North America | AU |
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Configs
- The GameCube release contains 2 versions of dop4.bat file in actors and cars directories.
- Contents of actors counterpart.
dir /s /b /a-d | p4 -x - add p4 diff -sd //depot/hp2/core/game/ngc/actors/... | p4 -x - delete p4 diff -se //depot/hp2/core/game/ngc/actors/... | p4 -x - edit
- Contents of cars counterpart.
dir /s /b /a-d | p4 -x - add p4 diff -sd //depot/hp2/core/game/ngc/cars/... | p4 -x - delete p4 diff -se //depot/hp2/core/game/ngc/cars/... | p4 -x - edit
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- To do
- Need for Speed series
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Games > Games by series > Need for Speed series