If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Need for Speed: Underground 2

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Need for Speed: Underground 2

Developer: EA Black Box
Publisher: Electronic Arts
Platforms: PlayStation 2, GameCube, Xbox, Windows
Released in JP: December 22, 2004 (Original), July 14, 2005 (Sha_Do)
Released in US: November 15, 2004
Released in EU: November 19, 2004

AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
MinigameIcon.png This game has unused modes / minigames.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of November 1, 2007) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Often viewed as one of the best NFS games of all time, Need for Speed: Underground 2 expanded on the concept of the original, by adding a huge open world to freely discover, plus SUVs and more customization options.

To do:


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.

Removed Game Modes

Once again, Underground 2 has a handful of cut modes, most of which either appeared in the first Underground, or were cut from the first game.

To do:
Upload the leftover icons.
  • Tournament: Removed altogether here, while in the first Underground it remains in story mode. There were also supposed to be Drag and Drift tournament modes as well. Leftovers exist here, including icons and quick race entries.
  • Burnout: Presumably the Smoke Show game mode cut from the first game. Only quick race entries are leftover, as the icon exists, however it is simply the placeholder icon, implying that it was likely scrapped early in development.
  • Knockout: This game mode did appear in the first game, however sometime before Underground 2's release it was cut. Two variations would've existed- Race Knockout and Lap Knockout. Race Knockout was a tournament style Knockout mode, as the last place player in points would've been eliminated after that round. Lap Knockout likely would've remained the same as it did in the first Underground. Quick race entries and icons still exist. Lap knockout exists in release version.
  • Car Show: Removed once again here. This time around, there is a little bit more leftover, including an icon, which shows that you likely would've showed off your car by opening its scissor doors, or showing off its hydraulics.
  • GT: It is unknown what this mode would've been. Quick race entries exist still.

Unused Presets

Four unused preset cars exist, two of these depict early versions of Rachel's car. The first was a red Mazda RX-8 (SE3P), and the other was a blue Mitsubishi Lancer Evolution VIII GSR (CT9A). The RX-8 preset can still be seen in pre-release gameplay videos. Apply the below code for the USA PlayStation 2 version of the game to modify the first sponsor car to an unused preset car.

Replace First Sponsor Car
205053F4 ????????

The unused presets can be restored in the PC version by setting their IsFESponsorCar from False to True using Binary. However, you can only set up to a maximum of 12 presets to be available in the Sponsor Cars section.


NFSU2 - UnusedCar8.png


Rachel's unused blue Mitsubishi Lancer Evolution VIII GSR (CT9A). This car was playable in the PS2 demo, however, the preset is in an incomplete state, having missing headlights, taillights and side mirrors, as well as a hashed vinyl code. Also, the window tint was set to WINDSHIELD_TINT_L3_BLACK.


NFSU2 - UnusedCar9.png


Rachel's unused red Mazda RX-8 (SE3P).


NFSU2 - UnusedCar7-1.png NFSU2 - UnusedCar7-2.png


An unused test Mitsubishi 3000GT VR-4 (Z16A) preset car.


NFSU2 - UnusedCar6-1.png NFSU2 - UnusedCar6-2.png


An unused test Audi TT 3.2 quattro preset car.

(Source: Punk7890 - PlayStation 2 access method)

Unused Traffic Cars

Hyundai Coupe

NFSU2 - UnusedCar1.png

It's not exactly clear if this was actually meant to be a selectable car or not, considering this is the only unused traffic car (resembling a SN95/New Edge Ford Mustang) with a name attached to it. Entering the game with this car will end up rendering an invisible car.


NFSU2 - UnusedCar2.png


NFSU2 - UnusedCar3.png


NFSU2 - UnusedCar4.png

An unused alternate version of a taxi.

Blue Bus

NFSU2 - UnusedCar5-1.png NFSU2 - UnusedCar5-2.png

A rather large bus.

(Source: Punk7890)

Unused Tracks

To do:
Check if those are accessible though ExOpts in the Windows version of the game.

A few test maps remain in the game's files along with references to other tracks that are no longer present. Apply the below code for the USA PlayStation 2 version of the game to appear in one of these maps. With the code on, enter any quick race mode.

Replace Map Modifier
20548600 0000????
(Source: Punk7890 - PlayStation 2 access method)

CT1 - Market St

No longer present in the game. Leftover from the previous Underground game.

CT2 - Stadium not

No longer present in the game. Leftover from the previous Underground game.

DT1 - Olympic Square

No longer present in the game. Leftover from the previous Underground game.

Test Track

No longer present in the game. Leftover from the previous Underground game.

HP2 Island Outskirts

No longer present in the game. Leftover from Hot Pursuit 2.

SP2 - Liberty Gardens

No longer present in the game. Leftover from the previous Underground game.

(4801) PT Track

NFSU2 - Unusedmap1-1.png NFSU2 - Unusedmap1-2.png NFSU2 - Unusedmap1-3.png


A plain looking large map. The center of the map also contains a short road which looks like it was used to test drift racing.

(49XX) Replay Cameras

NFSU2 - Unusedmap2-1.png NFSU2 - Unusedmap2-2.png NFSU2 - Unusedmap2-3.png


A plain blank map with nothing of interest. The map causes background errors in the game engine likely due to missing geometry.

(4901) Replay Cameras #1


The same as the above map.

Unused Debug Menu Text

Present in memory in the USA PlayStation 2 version at 0x004AFF10 are pointers to the following text. No function appears to make use of these. This text is also present in speed2.exe.

(Source: Punk7890)

Debug Logging

Within the game is a printf function that doesn't print anything anymore. This would have logged various background information to a debug unit. This logs information such as files loaded and memory information. It would also report errors if any occurred. To re-enable this mode, apply the below code for the USA PlayStation 2 version:

Re-enable printf Messages
20291098 0810BC92

If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.

Init Package loading_boot.fng
Add Joy handler: FEPad_Up
Add Joy handler: FEPad_Down
Add Joy handler: FEPad_Left
Add Joy handler: FEPad_Right
Add Joy handler: FEPad_Up
Add Joy handler: FEPad_Down
Add Joy handler: FEPad_Left
Add Joy handler: FEPad_Right
Add Joy handler: FEPad_Accept
Add Joy handler: FEPad_Accept
Add Joy handler: FEPad_Back
Add Joy handler: FEPad_Back
Add Joy handler: FEPad_Start
Add Joy handler: FEPad_Button0
Add Joy handler: FEPad_Button1
Add Joy handler: FEPad_Button2
Add Joy handler: FEPad_Button3
Add Joy handler: FEPad_Button4
Add Joy handler: FEPad_LeftTrigger
Add Joy handler: FEPad_RightTrigger
Add Joy handler: FEPad_Button1
Direct Pop---------------------loading_boot.fng------------------
Will unload -----------loading_boot.fng------------------
Will be unloaded [loading_boot.fng]
Un-Activate!!! 1b05420 1bae0a0
Deleting package [loading_boot.fng]
package[loading_boot.fng] will unload
Init Package Loading.fng
Direct Pop---------------------Loading.fng------------------
Will unload -----------Loading.fng------------------
Will be unloaded [Loading.fng]
Un-Activate!!! 1923e50 1bae0a0
Deleting package [Loading.fng]
package[Loading.fng] will unload
Init Package MC_Bootup.fng
SwitchFEngPackages from MC_Bootup.fng to LS_EAlogo.fng
Will unload -----------MC_Bootup.fng------------------
Will be unloaded [MC_Bootup.fng]
Un-Activate!!! 105c500 1bae0a0
Deleting package [MC_Bootup.fng]
package[MC_Bootup.fng] will unload
Init Package LS_EAlogo.fng
SwitchFEngPackages from LS_EALogo.fng to LS_THXMovie.fng
Will unload -----------LS_EAlogo.fng------------------
Will be unloaded [LS_EAlogo.fng]
Un-Activate!!! 105dca0 1bae0a0
Deleting package [LS_EAlogo.fng]
package[LS_EAlogo.fng] will unload
Init Package LS_THXMovie.fng
SwitchFEngPackages from LS_THXMovie.fng to LS_PSAMovie.fng
Will unload -----------LS_THXMovie.fng------------------
Will be unloaded [LS_THXMovie.fng]
Un-Activate!!! 105da70 1bae0a0
Deleting package [LS_THXMovie.fng]
package[LS_THXMovie.fng] will unload
Init Package LS_PSAMovie.fng
Joy Event: FEPad_Start[1]
SwitchFEngPackages from LS_PSAMovie.fng to UG_LS_IntroFMV.fng
Will unload -----------LS_PSAMovie.fng------------------
Will be unloaded [LS_PSAMovie.fng]
Un-Activate!!! 105da00 1bae0a0
Deleting package [LS_PSAMovie.fng]
package[LS_PSAMovie.fng] will unload
Init Package UG_LS_IntroFMV.fng
Joy Event: FEPad_Start[0]
Joy Event: FEPad_Start[1]
SwitchFEngPackages from UG_LS_IntroFMV.fng to UG_LS_Splash.fng
Will unload -----------UG_LS_IntroFMV.fng------------------
Will be unloaded [UG_LS_IntroFMV.fng]
Un-Activate!!! 105db50 1bae0a0
Deleting package [UG_LS_IntroFMV.fng]
package[UG_LS_IntroFMV.fng] will unload
Init Package UG_LS_Splash.fng
Init Package Chyron_FE.fng
Joy Event: FEPad_Start[0]

Unused Video

A unused video called TEAMDRIFTTUT.MPC can found in Sha-Do only and showing an cut multiplayer team drift game mode with debug enabled.

Removed Customization

To do:
Upload the unused icons.
  • Hood Decals- Originally, the player had the option to place decals on the hood of the car like in the first game but this feature was cut for unknown reasons. Icons of this customization element still exist in the game's files and can be restored via Extra Options.
  • License Plate Customization- Text strings indicate that the player would have had the option to customize their license plate, likely altering the text similar to the feature present in Ghost Games developed Need for Speed titles.
  • Extra Performance Packages- According to unused icons, there were possibly going to be about six performance packages available, however in the final game there's only four.
  • Painting- Files indicate the player would have been able to paint bumpers, side skirts, and hoods a different color, however this option was removed.
  • Vinyl Transformation- According to an unused icon, you would've been able to scale and move your vinyls. This feature was reintroduced in 2006's Carbon. This icon also exists in the game's files of the previous Underground game.
An unused icon for vinyl transformation (taken from NFSU1).
  • Cabin Neon- The player was originally going to have the option to have neon inside the cabin of the vehicle. This feature can be restored with Extra Options.
  • Unused Rims- Seven rims from Yokohama/Advan (with manufacturer set to "(null)") and Oasis remain in the files and go unused but can be restored with Extra Options. A set of Oasis rims named Teardrop can be obtained as a unique part in career mode, but due to the Oasis manufacturer missing from the user interface they cannot be reused if removed by the player. The Oasis rims H4 and Teardrop can also be used by SUVs.
  • Unused Decals - Decals for Wilwood, Kumho and certain car manufacturers (all leftovers from NFSU, which are, Acura, Dodge, Ford, Honda, Hyundai, Mazda, Mitsubishi, Nissan, Peugeot, Subaru, Toyota and Volkswagen) can be found in TEXTURES.bin in the Cars folder, however, there is no setting to enable these decals in the vanilla DBModelParts for Decal. The unused decals can be restored on the Windows version using Customization Plus.

Hood decals, unused rims, and cabin neon can be restored on the Windows version using NFSU2 Extra Options, which also unlocks some other debug/unused features mentioned above.


Once again, references to police remain in Underground 2's files. This is either because police were planned to appear but were cut later in development (presumably due to Honda and Nissan, at the time, not wanting their vehicles to appear in video games featuring police - Honda does not appear in the next 2 games and Nissan did not appear in Most Wanted) or because these are leftovers from the original Most Wanted upon which Underground 2 is built.

In the game files a Showcase icon named "MINIMAP_ICON_COP" exists, meaning this icon would show up on the minimap when there was a police car.

Regional Differences

To do:
Look at the Need for Speed: Underground 2 Sha_Do special edition for the Japanese PS2.

The North American version has the 2000 Honda Civic Si (EM1), and the 2002 Acura RSX Type S (DC5) as exclusive cars, while the other regions have a Peugeot 106 GTI and Vauxhall Corsa 1.8 SRi, However, using a non-English language will change the Corsa to have an Opel logo.

In European releases, the Hyundai Tiburon 2.7 GT (GK)'s name was changed to Hyundai Coupe, while NTSC-J releases has the Tiburon's name set to Hyundai Tuscani.

The Sha_Do edition (a version of the game released only in Japan) has seven exclusive vinyls, replacing certain contest vinyls. The splash screen was changed and some car names' language strings were changed such as Nissan Skyline R34 instead of Nissan Skyline, Nissan Fairlady Z instead of Nissan 350Z (Z33), Toyota Trueno instead of Toyota Corolla GT-S (AE86) and Nissan Skyline Coupe 350GT instead of Infiniti G35 (V35). However, the exclusive cars follow the same lineup as the non-North American versions.

Rachel’s 2003 Nissan 350Z (Z33) was changed from it’s metallic green to a black with an exclusive gold vinyl in the Sha_Do release.

The player can have all 4 cars in one game by using Extra Options.

Burnout 3: Takedown shipped with a demo of this game only on the PS2, in North America.

Console/Platform Differences

To do:
There are odd differences among the achievements between systems. See examples: https://www.gamesradar.com/need-for-speed-underground-2/cheats/ Custom decals can be created on DS.
  • GameCube version is missing online multiplayer.
  • PC version is missing split screen mode.

Cut Vehicles

Folders named IMPREZA, LANCER, NEON, and S2000 can be found in the game's CARS folder, referring to four cars from the previous game that did not make it to this game: the Dodge Neon, Honda S2000 (AP1), Mitsubishi Lancer ES (CS2A), and Subaru Impreza 2.5 RS (GDA). These cars, along with the Acura Integra Type-R (DC2) (which was not mentioned in the folder) and the Acura NSX (NA2) (which had only mentions in the demo version) are part of the Olympic Imports mod, using models from the previous games (except for the NSX, since it did not appear in the game) for the most part.

The Lancer ES and Impreza RS were cut likely due to being replaced by their updated high performance variants (Lancer Evolution VIII (CT9A) and Impreza WRX STi (GDB-D)).

(Source: NFS Wiki)
To do:
Elaborate the following two sections.

Unused NIS and GameCube Leftovers

Beta Leftover

In the release version you can find a leftover from the beta version of the game.