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Need for Speed: Hot Pursuit 2 (Windows, GameCube, Xbox)

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Title Screen

Need for Speed: Hot Pursuit 2

Developers: EA Seattle
Publisher: Electronic Arts
Platforms: GameCube, Xbox, Windows
Released in US: September 30, 2002 (GameCube), October 21, 2002 (Windows)
Released in EU: October 25, 2002, November 8, 2002 (Windows)
Released in AU: 2002 (GameCube)


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

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 June 30, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.
So very stubbly.
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.

Sub-Pages

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

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.

Hmmm...
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:

NFSHP2-A logoM.lyr.pcd-fmus.png Unused car select logo for Ford SVT Mustang Cobra R.

NFSHP2-H cuffo.tpg.pcd-MAIN.pngNFSHP2-H cuffo.tpg.pcd-MAIN-mockup.png 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?

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