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Need for Speed III: Hot Pursuit
| This page sucks. If you could make it suck less, that would be awesome. Specifically: upload pictures and TR02B video |
Contents
PC version
EEGG
It's called "eegg", it's from MMNU.QFS and it's placed among tracks' vidwalls. I guess it was supposed to be used as the vidwall of hidden tracks like in PSX version, but PC version didn't have hidden tracks, so this picture is left unused.
MOUSE.QFS's hilarious secret
Apparently, one of the cursors is... an offensive gesture. I have no idea what triggers it, so it probably is a leftover of some kind of devs' insider joke of some sorts.
COMPARE.PSH
Apparently COMPARE.FSH contains pictures of all the game's official playable cars, including Australian version's cars, WalMart special version's Corvette pace car and even DLC cars.
Remains of cut tracks at language files
Remains of PSX version's hidden tracks and... Drag Strip? Oval?
Leftover loading screens
European release of NFS3 contains many garbage files, such as these leftover loading screens. Seems like the PC version of the game was supposed to be more similar to its PSX counterpart.
PSX version
It does look like shit
Yes, ZHUD.PSH contains a texture named "shit". It's a pretty much useless 3x3 black image.
Early version of Redrock Ridge's loading screen
The route's starting point is completely black and moved a bit forth. The background picture is different, however the road's layout matches that of a final version perfectly. It's present in the final game as the loading screen of TR02B track.
Secrets of language files
Either 20 laps were planned to be implemented or that may be a placeholder for a track name.
Tracks' time and weather settings, some are unused.
Full list of cars' colors. Pink, black and gray are unused.
Original AI names. Only Tad made it to the final list; Blazin' Brooke and Iceman made it too, though their names were shortened to Blazin and Ice respectively.
all of my kilowat
The game was planned to support up to 11 AI opponents in a race, the leftover AI names are a proof of that (if "Cop" counts as an AI name). PC version also has these placements.
TR02B
As you may know, Empire City is the only non-hidden track that lacks its variation.
...well, it was supposed to have its variation. It is only present on the PSX version of the game and is only accessible via replacing files of another track. The track's actual name is unknown, as the game's text files don't have it. As the track is unfinished, it has several bugs such as incorrect texture placement and broken AI paths towards the end of the route. The route detaches from the regular Empire City layout at the first tunnel, right after the looped highway leading from the docks, and then leads down a long curvy tunnel towards a forest location of varying elevation, twists, and turns. This road then connects to the regular Empire City layout at an intersection near the chapel. Apparently, each track of PSX version of the game has its own set of colors for cars. TR02B turned out to have an older set - it's not much different from the final set, it just has a different order of colors. Though there are some minor differences. Countach and 355 F1 were supposed to have yellow color:
Diablo didn't have the yellow color in that color set, but instead it had a gray/charcoal color with white/silver lettering: