Wednesday, February 27, 2008

Gta Pc Trick And Tips

Gta Vice city Pc Tricks And Tricks


Relesing Date : -May 12, 2003

If by some chance you've put off playing Vice City up till now, don't wait any longer




Game Guide....


Grand Theft Auto: Vice City Game Guide
Tommy Vercetti's got a dirty job to do, and a lot of ground to cover. Help him sort out all his business and uncover every last one of Vice City's secrets in our comprehensive game guide.Go to Online Guide »



Videos
Grand Theft Auto: Vice City Video Review
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Video Review
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History of Grand Theft Auto
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History of Grand Theft Auto
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Grand Theft Auto: Vice City Trailer 1
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News And Features


The History of Grand Theft Auto



Learn about the history of this influential and controversial franchise in this special feature!
GTA fan charged with GTA


Canadian Mounties nab car thief after being tipped off by his large tattoo of the car-theft-centric game's logo.
Grand Theft Auto sparks another lawsuit


Rockstar parent Take-Two Interactive, Sony, Wal-Mart, and GameStop are blamed for the murder of three policemen by a teenage car thief.
See All News and Features »


Demos and Patches




Grand Theft Auto: Vice City Graphic Corruption Fix Patch
This patch solves a polygon corruption that has caused problems with certain video cards when playing Grand Theft Auto: Vice City. Download »
Posted Jan 5, 2006 Size: 1.9MB Downloads: 8,760
All GTA: Vice City Demos and Patches (56) »


Demos and Patches


Grand Theft Auto: Vice City Graphic Corruption Fix Patch
This patch solves a polygon corruption that has caused problems with certain video cards when playing Grand Theft Auto: Vice City. Download »
All GTA: Vice City Demos and Patches (56) »



Latest GameXposer Updates
News



Rockstar builds up Steam


GTA fan charged with GTA


Views clash at Senate game hearing




Grand Theft Auto: Vice City Graphic Corruption Fix Patch




Civil suit in Alabama goes forward



Grand Theft Auto sparks another lawsuit

Grand Theft Auto: Vice City Multi Theft Auto v0.5 Linux Server Patch 1

Grand Theft Auto: Vice City Multi Theft Auto v0.5 Windows Server Patch 1

All GTA: Vice City Updates (98) »



Review of Gta Vice City....


The Video Review
Greg Kasavin sits down to review Grand Theft Auto: Vice City.


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Read Review....


Grand Theft Auto: Vice City for the PC needs no introduction. Not only is this game in many ways better than its amazing predecessor Grand Theft Auto III, but it's also technically superior to the original version of Vice City that was released on the PlayStation 2 a number of months ago. Like GTAIII for the PC, Vice City is identical to the original PS2 version in terms of content, so if you've already played that version to death, you won't find the PC version to be much different. However, the PC version of Vice City does offer enhanced visuals and controls, improved loading times, and a few extra frills. More importantly, it offers the same refreshingly open-ended gaming experience, which has occasionally been reviled for its controversial subject matter, but has far more often elicited much-deserved praise. Simply put, if by some chance you've put off playing Vice City up till now, don't wait any longer.



Yet the most obvious difference between GTAIII and Vice City is that in the new game, you're in a brand-new setting, a sprawling city styled after Miami, Florida, circa 1986. Laced with neon and featuring miles of beachfront property, Vice City simply looks a lot more pleasant than GTAIII's oppressive New York City-inspired Liberty City. Nevertheless, like Liberty City, Vice City is actually a den of corruption and evil. And it's your playground. You're free to roam Vice City on foot or in any manner of vehicle you can get your hands on, and you can undertake a wide variety of action-packed missions, explore the town, wreak havoc, or whatever. The game's convincing physics and terrific atmosphere make any of the huge variety of activities available in Vice City enjoyable in themselves, and even greater than the sum of their parts when you put them all together. You'd be hard-pressed to find a single-player action game with more variety than this one, and Vice City will more than likely surprise and impress you even if you've already played GTAIII to death.



Rather than put you in the role of a nameless, voiceless antihero like GTAIII, Vice City lets you assume the role of Tommy Vercetti, a tough guy who has just gotten out of the slammer. He gets himself back into trouble fast when a drug deal goes bad and he barely makes it out alive, so the basic plot of the game is to get the drug money back and take out the double-crossers. In so doing, you'll get to kill all your enemies, buy up the town's priciest hot spots, and eventually become Vice City's resident crime lord. Vercetti, who is expertly voiced by Ray Liotta, is a likable and memorable protagonist, and many of the other characters he'll meet, like a crooked lawyer and a South American crime boss with an explosive temper, are also well done.



Vice City pays closer attention to its characters, making the proceedings seem more cinematic and more story-driven than GTAIII, which was criticized in the mainstream media for letting people live out their sociopathic fantasies. Regardless, if you were surprised by GTAIII's unflinching portrayal of mature content, be advised that Vice City doesn't pull any punches either. And, like GTAIII, Vice City somehow brings to bear a truly inspired dark sense of humor amid all its violence and chaos. Smartly written dialogue, scathing social critique and caricatures, and a remarkably well-done depiction of '80s excess make Grand Theft Auto: Vice City far more than just a game about causing mayhem.




The story missions in Vice City are generally more complex and often more entertaining than those of GTAIII. They're multiple-stage affairs, often requiring you to take out various targets, make deliveries to key areas, drop someone off in exchange for something, and so on. They're fun, and they also do a great job of introducing you to Vice City's gameplay and new features. You usually have multiple missions to choose from at any given moment, and, true to the game's open-ended nature, many of the missions play out quite differently if you attempt them multiple times. Like in GTAIII, you can also steal squad cars, ambulances, fire trucks, and now even pizza-delivery mopeds and take on various peripheral missions in them, all of which make for fun diversions. The game's save system, which requires you to constantly return to a specific save point, is identical to that of GTAIII, so it might slightly frustrate those accustomed to being able to save anywhere and at any time. But since the missions aren't that long, being able to save your progress only in between missions simply helps maintain the game's pacing, forcing you to accomplish each of your objectives in one, dramatic take.


The story missions in Vice City are generally more complex and often more entertaining than those of GTAIII. They're multiple-stage affairs, often requiring you to take out various targets, make deliveries to key areas, drop someone off in exchange for something, and so on. They're fun, and they also do a great job of introducing you to Vice City's gameplay and new features. You usually have multiple missions to choose from at any given moment, and, true to the game's open-ended nature, many of the missions play out quite differently if you attempt them multiple times. Like in GTAIII, you can also steal squad cars, ambulances, fire trucks, and now even pizza-delivery mopeds and take on various peripheral missions in them, all of which make for fun diversions. The game's save system, which requires you to constantly return to a specific save point, is identical to that of GTAIII, so it might slightly frustrate those accustomed to being able to save anywhere and at any time. But since the missions aren't that long, being able to save your progress only in between missions simply helps maintain the game's pacing, forcing you to accomplish each of your objectives in one, dramatic take.


Like in GTAIII, some of the best moments in Vice City are when t
he cops are hot on your trail. They won't go after you if you run a red light, but if you commit a serious crime in front of them, they'll give chase. The more mayhem you cause, the more serious the opposition will get, and soon enough the cops will be setting up roadblocks and calling for reinforcements from police choppers, the FBI, and eventually the National Guard. You'll even come up against undercover vice squads, in their fancy sports cars and pastel suits. The enemy AI isn't quite perfect, as you'll notice when your foes try in vain to shoot you through solid walls when indoors. But Vice City's few minor blemishes are easily forgivable, since they don't get in the way of the action.


The PC version of Vice City, like GTAIII before it, features a default mouse-and-keyboard control scheme that works great. Using it, you can easily control any of the game's vehicles, and on foot, the mouse allows you to aim your weapons as in a first-person shooter. You can also opt to play with a gamepad, to mimic the PS2 version's controls and its auto-aim feature.
Vice City looks better on the PC than on the PlayStation 2 thanks to sharpened textures and higher resolutions. You can also adjust the draw distance either to improve your frame rate or be able to see much farther toward the horizon on higher-end machines. The game runs smoothly on systems that exceed its minimum requirements, though you might spot an occasional hiccup in the frame rate when the play disc is being accessed. The artistry of Vice City's graphics and the realistic physics of its vehicles do much to compensate for what's an otherwise technically unremarkable presentation. No, these aren't the sharpest textures in the world, and the vehicles and characters aren't made up of an obscene number of pixel-shaded polygons or anything, but Vice City's graphics have a great amount of style and a good level of detail. Fans of GTAIII will love how many of Vice City's vehicles are earlier models of the vehicles from that game, and how they're clearly inspired by real-world '80s autos. Also, the stylized characters featured in the game's well-choreographed and entertaining cutscenes use convincing facial expressions and lip-synching, which helps the story sequences a lot.


Despite all its other great qualities, Grand Theft Auto: Vice City's audio turns out to be one of the best things about it. Like all the other GTA games before it, Vice City features a soundtrack that consists of the various radio stations you'll be listening to as you drive around in stolen vehicles. These are themed after the sorts of stations you'd expect to hear in '80s-era Miami: There's a new-wave station, a rock station, a rap station, a metal station, and even a Spanish-language station, plus a couple of talk-radio stations for good measure. Suffice it to say that there are hours upon hours of recognizable radio hits from all genres of '80s music on this soundtrack, so even if you never touched the game's controls, you'd practically be getting your money's worth out of this game just by virtue of its being an excellent compilation of '80s tunes. The radio stations all have their own DJs, many of whom are very well written characters in their own right, and you'll even hear radio spots that cleverly mock the sorts of products that made the rounds in that era. Vice City's audio ultimately deserves most of the credit for establishing the game's atmosphere, and other than the soundtrack and voice acting, the sound effects for all the various vehicles and weapons are spot on.


Like GTAIII for the PC, Vice City offers an instant-replay feature that you can use whenever you manage to pull off a truly one-of-a-kind stunt, escape, or killing spree. You can even save your replays if you want. You can also create new skins for Tommy, if you want to change his appearance for some reason (though you'll see him wearing a variety of outfits over the course of the game anyway). And, if all the '80s music isn't good enough for you, you can load up a bunch of MP3 files and listen to those on the radio instead. All this is icing on the cake.
After the incredible success of GTAIII, it was difficult to imagine Scotland-based developer Rockstar North following up with a comparably outstanding game, especially after just one year. But that's what Vice City is. It's similar to GTAIII only as much as necessary, and it boasts so much new content and so many new types of vehicles to drive and exciting missions to experience that it is certainly not just an attempt to further cash in on GTAIII's success. No, this is an exceptionally good action game, whether you consider it on its own merits, or measure it against the incredibly high standards of its predecessor
.




Top Stories



GTA fan charged with GTA


Canadian Mounties nab car thief after

being tipped off by his large tattoo of the car-theft-centric game's logo.
Grand Theft Auto sparks another lawsuit


Rockstar parent Take-Two Interactive, Sony, Wal-Mart, and GameStop are blamed for the murder of three policemen by a teenage car thief.

Rockstar builds up Steam


Publisher's entire back catalog of PC titles now available through Valve's online digital distribution service.



Take-Two self-censoring Vice City

Pressure from Haitian-American groups and New York City's mayor causes Rockstar Games' parent to edit its controversial best seller.
Civil suit in Alabama goes forward


udge refuses to dismiss case made by families of murder victims against companies who made, distributed, or sold Grand Theft Auto.
Views clash at Senate game hearing



Psychologists and anti-game activists verbally spar with free-speech advocates, industry reps at Capitol Hill session.

Vice City incites Miami ordinance proposal



North Miami's majority Haitian-American council has given preliminary approval to an ordinance that will make it illegal for retailers to sell or rent violent games to anyone under 18. Two lawsuits target GTA publisher


Best-selling series put on the defensive in two unrelated legal cases.


Vice City PC release date revealed


Rockstar reveals that it plans to release the PC version of Grand Theft Auto: Vice City in May.

Take-Two confirms PC Vice City and much more


In a conference call, the publisher mentions that its upcoming games include a PC version of Vice City for 2003, sequels to Max Payne and State of Emergency for 2004, and more.
E3 2002: Show wrap-up


The biggest event in the game industry has come and gone. Here's a roundup of some of the biggest PC game stories from the 2002 Electronic Entertainment Expo.

E3 2002: Grand Theft Auto: Vice City confirmed for PC


Take-Two clarifies that the recent Sony exclusivity deal is only for console versions of to

GTA series.
Take-Two discusses future releases


Take-Two Interactive details its upcoming lineup in its earnings report.
Grand Theft Auto: Vice City Preview



Vice City will combine the freeform gameplay of Grand Theft Auto III with the glamour and grittiness of the classic 1980s TV show Miami Vice.

Haitian-Americans protest Vice City



[UPDATE] Caribbean immigrants accuse Rockstar game of racism at a New York protest.
Lieberman denounces Grand Theft Auto


Democratic presidential hopeful Joseph Lieberman describes Rockstar's Grand Theft Auto series as horrendous during a forum at Dartmouth College.



Vice City lawsuit switcheroo



Haitian-American groups drop their federal lawsuit against Take-Two--in favor of a state case.

UK GTA lawsuit refuted


Former DMA employee denies a Scottish developer's claims that the first Grant Theft Auto plagiarized his game.


Video games constitutionally protected


A federal court strikes down a law that would prevent the sale of video games to minors.

Grand Theft Auto: Vice City Ships for the PC



Rockstar Games announces that it has started shipping the PC version of Vice City to stores across North America and Europe.



Grand Theft Auto: Vice City Preview


Vice City will combine the freeform gameplay of Grand Theft Auto III with the glamour and grittiness of the classic 1980s TV show Miami Vice.
By Vineet Dwivedi
, Gamexposer.blgspot.com




Read Preview



Rockstar suspected that it had something special on its hands when it took its long-running freestyle crime series, Grand Theft Auto, into the third dimension. While the formula used throughout the GTA series didn't really change all that much, the graphical overhaul brought a level of realism to the series' tried-and-true action that the overhead 2D stylings of the previous games simply couldn't match. Consumers and critics alike flocked to the new game, quickly making it one of the best-selling games in the PlayStation 2's short history. Not content to sit back and watch the success of Grand Theft Auto III run its course, Rockstar is currently in the home stretch of the development cycle for the latest game in the series, GTA: Vice City. From what we've seen so far, Vice City takes an award-winning concept in a slightly new direction, adding a host of new items and things to do along the way.



The new GTA game takes place in the sun-drenched beachfront town of Vice City, which is based on Miami in much the same way that GTAIII's Liberty City is based on New York City. The game takes place in the 1980s, an era when glamorous excess was the order of the day. Taking its cues from a wide range of inspirations, from the Reverend Jim Bakker to Miami Vice to Scarface, Vice City keeps the humorous tongue-in-cheek nature of the GTA series alive by referencing its inspirations without directly lifting them.



The game's story puts you in the role of Tommy Vercetti, a seasoned Liberty City gangster who's just been released from a 15-year stretch in prison. There's just a little too much going on Liberty City--and a few too many people keeping an eye on him--for Tommy to continue his criminal lifestyle, so the family sends him south to Vice City, hoping to expand the Forelli family's influence in the process. Tommy's first deal in Vice City puts him at an extreme disadvantage--a cocaine deal gone horribly wrong has left Tommy without the money the Forelli family set aside for the Vice City operation. Your first mission introduces you to a lawyer-type who is friendly to the Forelli family. He'll get you an invite to a boat party attended by most of Vice City's big-time criminal element, and your rise to the top starts from there.



Though it was previously reported elsewhere that all of Vice City's land would be available right from the start, Rockstar has recently changed this and moved back to the traditional GTA format, which keeps certain sections of the city locked until you accomplish specific tasks. These tasks will still be set up by cutscenes, and in all, Vice City's cutscenes will clock in at around 120 minutes. The game's missions should be a little more involved this time around, sticking closer to the couple of multipart missions found in GTAIII instead of sticking to the one-dimensional, courier-like tasks found in the last game. The final product will have hundreds of activities in it, though we were unable to pin Rockstar down to an exact mission count beyond that it will have "more than GTAIII." At least one new side activity has been included: the ability to steal a pizza delivery vehicle and deliver pizzas for extra money.

Miami Vice
While most of Vice City's control scheme and gameplay appear to be taken directly from GTAIII, the game will have a lot of new things for you to do, as well as other improvements. Motorcycles were one of the things that the team wanted to include in GTAIII but didn't have time to finish. They'll play a good-sized role in Vice City, and the development process has included the addition of a lot of motorcycle-based physics to ensure that the game's different bikes all handle differently, from juiced-up hogs to sluggish mopeds. New motion-captured animation makes all the character movement on bikes look quite realistic, including putting a foot out to make sharp turns and the ability to stand up on the bike or pop wheelies. Wrecking on a motorcycle--or wrecking into one--really sends the riders flying in a sickeningly satisfying way. You'll also be able to shoot weapons while riding the bike--while cars only let you shoot out of the side windows, you'll be able to shoot directly forward while riding a motorcycle.

Other control additions include the ability to duck, which will add a new element to gunfights by allowing you to seek cover and pop up to take a few shots. You'll be able to abandon moving vehicles very quickly this time around, as well. Drivers are no longer safe inside cars, as you can now shoot out windows and shoot drivers while they are behind the wheel. You can also do damage to cars with melee weapons now, so the dream of beating a car with a baseball bat is finally a reality. Tires are also another soft spot on cars, and they can be shot out. Police officers will also deploy spike strips in an attempt to disable your car. Obviously, a car with flat tires won't handle terribly well.
AI improvements have been made to make both police and pedestrian response more realistic. Pathfinding has been improved, so pedestrians will walk around you if you're blocking their way. Characters will also be able to work together more effectively. This was most noticeable by the inclusion of gangs in Vice City, but it will also probably come into play a bit when battling the police. There will also be instances when the police will be chasing nonplayer characters around, and pedestrians will also interact with one another, opening up the potential for nonplayer character gang wars, fist fights, muggings, and the like.

Vice City appears to have a cast of colorful characters that runs at least as deep as GTAIII's. You'll encounter heads of gangs, such as the Vietnam-vet-turned-biker, Big Mitch Baker. Other major characters include the corrupt preacher, Pastor Richards, a hillbilly arms dealer named Phil Cassidy, and a wide array of characters that will help, harm, or double-cross you along the way.


Sound was an important part of GTAIII. Between the fantastic voice work, multiple radio stations, and realistic sound effects, the game simply sounded great. The "bigger, better, more" approach is being taken in Vice City's sound department, as well. The game is said to feature a total of nine hours of audio, and the cast of voice actors working on the game should be rather impressive. Many rumors about the voice cast have been floating around, pinning people like Luis Guzman, Jenna Jameson, and Phillip Michael Thomas to the project, but the only officially confirmed voice in the game is that of Ray Liotta (Blow, Turbulence, Goodfellas), who will provide the voice for Tommy Vercetti. The multiple-radio-station concept that has been included in every single GTA game to date will also be included here. Station genres will include heavy metal, rap, soul, pop, power ballads, and the ever-popular talk radio station. No word on whether the talk show station will include the return of Lazlow Jones. Artists on the game's soundtrack include Judas Priest, Frankie Goes to Hollywood, Hall & Oates, Kool & the Gang, A Flock of Seagulls, and many more. Each station will, as before, feature its own DJ, and a healthy number of funny, fake commercials are scheduled to be included as well.


The GTAIII engine has been expanded to allow for more-impressive graphics. Radiosity lighting is used throughout the game for most of the game's nighttime effects, such as neon that realistically splashes colored lighting around it, car headlights, and so on. Improved disc-streaming techniques allow the game to have a longer draw distance, though the frame rate doesn't seem to have taken any sort of performance hit in the process. The game features fewer flat-shaded objects and more fully textured surfaces than GTAIII, including the pattern on Tommy's Hawaiian shirt, among others. You'll see quite a few costume changes for Tommy as the game progresses, as well--the first mission forces him to change out of his favorite attire in favor of a Miami Vice-like pastel suit. Also, as seen in some of the game's early screenshots, fish and other ambient wildlife will be found throughout Vice City. There's no word yet on whether or not you can shoot fish out of the water.

Cars of the '80s simply look different from the cars of today, and Vice City will reflect that fact with a wide array of sedans, Italian-styled sports cars, motorcycles, trucks, and vans. Since Vice City is a seaside locale, boats will play a significantly larger role here than they did in GTAIII. To facilitate this, there is a fairly large variety of different boats in the game, including speedboats and sailboats. You'll need a boat to reach certain areas of the game, as your main character still dies upon contact with the water. Finally, flight is another aspect that has been expanded in the form of a flyable helicopter. While the version we saw still needed some optimization, flying high above Vice City is definitely an amazing addition to the series. You'll be able to land your chopper on top of skyscrapers and snipe victims from a high position. Of course, police helicopters are still a nuisance, and now officers can actually rappel out of helicopters to come after you.
Outside of cutscenes, there were very few instances of going indoors in GTAIII. That's been changed in Vice City. While you won't be able to go into every single building in the game, a significant number of buildings will have fully furnished interiors. One scenario we were given was that you could be running away from the cops, then head into a pizza shop and duck behind the counter to find cover. We don't know if you'll actually be able to lose cops (and thus stars on your wanted meter) this way, or if it's just a good way to take shelter from gunfire.

Of course, if you're going to be a big-time criminal, you're going to need some weaponry. Early reports had Vice City's weapon list featuring more than 40 different ways to do damage, but Rockstar has recently scaled that number back a bit. While we were unable to get an exact figure out of the company's representatives, the game will at least feature all the weapons from GTAIII plus a decent number of new weapons, including an M60 machine gun, a Mac 10 submachine gun, a Colt Python revolver, and a Ruger rifle. The melee weaponry is the most visible enhancement at this time. Instead of just having your fists or a bat at your disposal, you'll now be able to get knives, machetes, chain saws, and more. The weapons in Vice City work on a class-based system, so you'll be able to hold only one melee weapon at a time. So if you really want that chain saw, you may have to give up a bat or a knife to wield it. Other weapons may be classed together in much the same way. The auto-targeting system found in GTAIII has been given a bit of an overhaul, mostly in the camera department. When you lock onto a target, the camera will shift into an over-the-shoulder perspective that gives you a clear view of the action. The targeting reticle has also been made much more pronounced and easier to see. Finally, a new array of hand-to-hand combat animations have been added to the game--you'll still only attack with one button, but you'll see various combo animations as you beat people up.
While much of Grand Theft Auto: Vice City's nuances have yet to be revealed, it definitely looks like Rockstar is on track to repeat the success of last year's Grand Theft Auto III. Vice City sticks close to the standard GTA formula while adding a handful of new objects and options that should freshen up the experience considerably. Combining that with the storyline gold mine that is a cocaine-filled 1980s Miami--so it makes sense that Vice City is one of the year's most anticipated releases.










:::::::::END OF PREVIEW:::::::::





Photo's of Gta Vice City











:::::::End of Vice City Photos:::::::


GTA VICE CITY VIDEO






Helping Sites For All games















Thanks For Visit..........



End of GTA VICE CITY.







Wednesday, February 20, 2008

NFS Hot Pursuit-1

Need For Speed Hot Pursuit-Part-1.....




Game: Need for Speed III: Hot Pursuit (PC)
Release Date: Sep 30, 1998
Not only is the latest Need for Speed miles ahead of the last NFS game, but it approaches (and dare I say surpasses?), the best of the consoles in terms of sheer fun and speed.





GameSpot Score





8.9





great





Not only is the latest Need for Speed miles ahead of








the last NFS game, but it approaches (and dare I say








surpasses?), the best of the consoles in terms of sheer








fun and speed.








Relesing Date Release Date: Sep 30, 1998









First Review





don't usually play racing games on the PC. Either they're pale imitations of the arcade and console racers, or they're boring 50-lap simulations. I mean, why play Need for Speed II and Test Drive 4 on the PC when I can play Super GT in the arcade and Gran Turismo on the PlayStation? For ages, I told friends that the PC had nothing on the arcade, even venerable classics like Daytona and Sega Rally. Well, I think I'm going to be eating crow for the next few weeks... and loving it. Not only is the latest Need for Speed miles ahead of the last NFS game, but it approaches (and dare I say surpasses?), the best of the consoles in terms of sheer fun and speed.






Need for Speed III is a great game. It has an exhilarating sense of speed, clean and beautiful graphics, polished production values, and trackloads of unadulterated fun. In many ways, Need for Speed III has that same addictive quality I found in Quake II, Starcraft, and Heroes of Might and Magic. That's pretty celebrated company, but I don't think it's an unfounded categorization. Need for Speed III has that same "just one more turn or just one more deathmatch" quality that the other games have. And just like in those games, the action in Need for Speed III is so engrossing and rewarding that the next time you come up for air, you'll find that two hours have whizzed by.






While Need for Speed III shares an addictive quality with those games, it has something of its own: pure speed. This game is fast and fun. The frame rate is fast and incredibly clean. I've played my fair share of PC and console racers where the pop-up was horrible, as cliffs and buildings would suddenly appear out of thin air, many seconds after you should have seen them on the horizon. Whether it's the smart track design or the beautiful engine, the bottom line is that I only saw one or two instances of minor pop-up. And multiplayer is as fast and fun as the single-player experience. The sound of your revving engine and the fast frame rate both combined to create the illusion of breakneck speeds, although the replays didn't look quite as fast I would have liked.






Aside from the speed and addictive quality, Need for Speed III has the requisite list of features that marketers like to put on boxes, journalists like to list, and consumers always look for. There are many cars, with subtle differences, and the ability to tweak more than a few car qualities, such as steering speed, aerodynamics, and suspension. And, surprisingly, the tweaks will affect your car noticeably.






In classic Need for Speed fashion, there are more than a dozen supercars to race, including several bonus cars that open up with sustained excellent race results or cheat codes. The range of cars is a fascinating gallery of every car enthusiast's dream vehicles: Corvettes, Ferraris, Lamborghinis, Porsches, Jaguars, Mercedes, and an Italdesign prototype car. There are also roughly ten tracks, including the bonus track, encompassing several different environments and difficulty levels. You'll race through a canyon, snowy mountain caps, urban utopia, and forests. You can race during nighttime and in rain to add further to the track variety. Visibility takes a huge hit in either condition, making races on the harder courses incredibly treacherous. Unfortunately, I didn't experience any noticeable difference in driving under rain; the road didn't appear any slicker and handling was pretty much consistent with perfect weapon. If there was a difference, it was too subtle for me to notice.
The single-player game modes include a single race, knockoff (where you eliminate the last place of each race), tournament (where you race through the entire circuit for points), and hot pursuit. Hot pursuit is EA's answer to all the critics who lamented the loss of the cops in Need for Speed II. You aren't only trying to outrace an opponent, but also escape the pursuing cops. Three tickets, and you're out. Or alternatively, you can play the cop in pursuit. The radio chatter alerting you to the cops' presence and their strategies (pursuit or roadblock) are nice touches.






The graphics in the game are pretty amazing. The reflection on the cars is outstanding, as is the rain, and the leaves and dust that follow in your wake. The lighting is especially impressive during the night and rain races. Best of all, everything, including the up to seven competitors, animating background objects, and your rearview mirror, can be packed on screen with barely a hint of a performance hit (OK, sometimes, it will slow down slightly, but not by much). The production values on the track briefings and the car gallery are also first-rate.
There are a few problems. For one, the dashboard doesn't light up at night, and there are no windshield wipers at your disposal during rain. It's disappointing that there's no damage to your cars. I understand that none of the car companies want to see their poor little vehicles hurt in this game, but what's the excuse for not being able to dent the nonsupercars you crash into? And unlike in the latest Sega arcade racers, the cars in Need for Speed III, while maintaining an effective illusion of high-speed driving, sometimes appear too much like they are gliding on the road rather than actually driving and hugging the road. And why not just open all the regular cars (not the bonus cars) in hot pursuit, knockoff, and tournament mode? Still, it's a testament to the game's addictive fun factor that when I was racing, none of these shortcomings ever bothered me. While the arcades still have the edge in racing games, Need for Speed III goes a long way toward giving PC gamers a real taste of exhilarating arcade speed and action.





::::::::::::End Of Review::::::::::::









Need for Speed 3: Hot Pursuit Easter Eggs





Titanic ship in Aquatica! When racing in Aquatica in Forward Direction, there is a dark seaside area close to the hairpin turn known as the "Orchard Hairpin". If you stop your car here and keep observing the ocean, you will find the Titanic ship sailing across the ocean after regular intervals of time.





Need for Speed 3: Hot Pursuit FAQs & Walk-Throughs













* * * Awaiting a friendly ASCII Art...





* * * * * NO MORE SITES WILL BE ALLOWED TO POST MY FAQS FROM NOW ON * *





[ Game ] - Need for Speed 3: Hot Pursuit





[ Console ] - Playstation





[ Version ] - 1.3





[ Type ] - FAQ/Walkthrough





[ Author ] - Chris Wasnetsk(scurty234)





[ E-Mail ] - chriswasnetsky205@msn.com





[ Last Updated ] - 2-04-03









E-Mail Policy





I will take E-Mails under the following conditions:





o Be Polite o Ask intelligent questions





o Have "Need for Speed 3: Hot Pursuit" in the subject









Introduction





This guide will help you to complete this game. Keep in mind that I did notplay the other NFS games. Any E-Mails concerning them will be instantlydeleted. I made this FAQ because there was only one other FAQ for this game atGameFAQs (http://www.gamefaqs.com/). And what do you know I already got ahollow blue circle :). Anyway let's get to the guide.





Table of Contents





I.-> Version History





II.-> Controls





III.-> Game Type





One Player





Two Player





IV.-> Race Modes





Single Race





Hot Pursuit





Tournament





Knockout





Practice





V.-> Style





Arcade





Simulation





VI.-> Skill Level





Beginner





Expert





VII.-> Tracks





Hometown





Redrock Ridge





Atlantica





Rocky Pass





Country Woods





Lost Canyons





The Summit





Empire City





VIII.-> Opponents





IX.-> Cars





Ferrari 355 F1





Chevrolet Corvette





Lamborghini Coutach





Italdesign Nazca C2





Ferrari 550 Maranello





Lamborghini Diablo SV





Jaguar XJR-15





Mercedes CLK-GTR





El Nino





X.-> Top Speed





Ferrari 355 F1





Chevrolet Corvette





Lamborghini Coutach





Italdesign Nazca C2





Ferrari 550 Maranello





Lamborghini Diablo SV





Jaguar XJR-15





Mercedes CLK-GTR





El Nino





XI.-> Track Records





XII.-> Codes





XIII.-> Secret Tracks





XIV.-> Tricks/Tips





XV.-> Gameshark Codes





XVI.-> Copyright





XVII.->Credits





XVIII.-> Author's Note









Version History





.1 - First Release Adding everything but gameshark codes.





.2 - Updated Added GS codes and a trick/tip





.3 - Updated Tested gameshark codes and all work! Also Neoseeker wants my FAQ.





.4 - Updated Removed bad code. Still wondering if Gamewinners wants this.





.5 - Updated Put the points for the tournament in(I was so dumb, forgetting those...). .





.6 - Updated Psxcodez wanted this FAQ. .





.7 - Updated Added a "Top Speed"





section for those of you who want to know the top speed for all the cars.





Major formating correction.





Final - Added Track Records section. This will be the last version. Don't





E-Mail me anymore. Added ASCII Art. Changed font size. Best viewed in Courier New 10.





Final - I let IGN post my FAQs from now on.





Final - I changed the format to look better.





1.3 - From now on, I will NEVER mark another guide final. Too many things are always wrong. Well, I basically reformatted the enitire guide from scratch. It took many hours, so I hope this format looks better than the previous ones.





Controls





Menu - Up & Down on D-Pad : Move Highlight





Left & Right on D-Pad: Change Selection





Triangle : Previous Screen





X Button : Choose Selection





Circle : Bring up Menu Control screen





Start Button : Advance to next screen





Racing - Start Button: Pause





X Button : Accelerate





Square : Brake; Reverse





Triangle : Change Views





Circle : Handbrake





L1 : Regenerate Car





L2 : Look behind





R1 : Shift Up





R2 : Shift Down





D-Pad : Steer





D-Pad Up : Horn; Highbeams





Game Type





One Player





----------





It lets you race in any race mode. Two Players





-----------





It lets you race against a friend on Single Race, Hot Pursuit, Tournament,





or Knockout.





Race ModesSingle Race





-----------





It lets you race on any track that you've unlocked.





You can choose how many laps you want,





direction forward or backward, mirrored on or off, night





on or off, and weather.





Hot Pursuit





-----------





It lets you race against the CPU plus there are cops.





Depending how long you run from the cops you





can get a warning, fined, or arrested.





Cops will try anything to try to stop you with pulling you over





, making roadblocks, or laying spikestrips!





NOTE: The Ferrari 355 F1 & the Ferrari Marranello aren't





available in this mode :(. Tournament





----------





Unlock all tracks (Except Empire City) by completing this mode.





These are the points you get for finishing the race:





1st :8





2nd :7





3rd :6





4th :5





5th :4





6th :3





7th :2





8th :1





Come in first after completing the whole tournament to get these cars: Begginer: Jaguar XJR-15 Expert : Mercedes CLK-GTR





You must place in the top 3 to proceed with the tournament. If you place 4th or lower you lose the tournament. NOTE: The restart button is not available during tournament mode.





Knockout





--------





Unlock Empire City and El Nino. As long as you don't come in last for every race you'll do just fine. Beat all opponents during this mode to unlock: beginner: Empire City Expert : El Nino





After each race the last player will be eliminated from Knockout. NOTE: You cannot use the restart button in this mode.





Practice -------- Just made for you to practice on tracks you've unlocked. You have the option of:





Ghost car - An invisible car to show the exact same route of you're best lap. Also shows your speed that you raced that lap with.





Braking Assist -The PS2 automatically slows you down around corners.





Traction Assist - Won't make tire marks from burnouts.





Best Line - Shows you the fastest way to beat a course when following these (They don't go into shortcuts).





Tutor - A man tells you when turns are coming up plus an arrow that will tell you how sharp a turn is.








Style




Arcade ------




Easier of the two. Lets you have better control over the road than in Simulation. When you hit cars or other obstacles you just spring back up on the road again.
Simulation
----------



Harder of the two. You'll have to set up your car to suit its needs on certain courses



Skill Level



Beginner -------- CPU players are slower than in expert mode. I use this mode to train when I play it. This is usually the first mode you will play in Tournament, Knockout, or Hot Pursuit. Expert ------ CPU players are tough. This mode is basically used for earning cars and tracks or just having fun. CPU players also drive more aggressive and with better driving skills.





Tracks



Hometown


--------


Length - 3.6 Miles The easiest course in the game. The only hard part of it is the 90 degree turn a little past halfway of the track. Besides that, it's a fast course that I love :). NOTE: Going backwards on this track near the end is a jump that will send you flying.


Redrock Ridge


------------- Length - 5.4 Miles Easy once you know what it's like. After the first two main turns,in the beginning is a long curvy straightaway with rocks in the middle. Be careful, if you hit these rocks it could cost you. After that there's a 180 degree turn. After that go ahead for a little bit and you'll come across a place where police hide in Hot Pursuit mode. Then the rest is open desert, then a tunnel, then you go under a train track.


Atlantica ---------


Length - 4.9 Miles This is a fast course. About half of it is slightly curved. At about halfway through you make a sudden 180 degree turn then another down the way. It's an easy course once you know it.


Rocky Pass ----------


Length - 5.5 Miles The name says it all. This course goes up, down, and through mountains. Near the end you'll come to an S-curved road. Power sliding works here to keep an extra 10 secs. or so. At the end you'll come near a town.


Country Woods -------------


Length - 5.2 Miles There are about seven 180 degree turns which makes this course very hard. At first it's nothing until you meet your first two very wide curves. After that watch out for a jump that sends you flying into a wall. Then there's five 90 degree turns. Then another four wide 180 degree curves. After that there's a 90 degree turn. Finally, after that, there's just a speedy, curvy road to the finish.


Lost Canyons



Opponents


There are 7 opponents which you race against in Tournament, Knockout, Single Race, and Hot Pursuit. Ice - He usually comes in first of the seven. He occasionally comes in second or third out of the seven.


Bullit - He usually comes in second out of the seven. He occasionally comes in first or third out of the seven.


Blazin - He usually comes in third out of the seven. He occasionally comes in second or fourth out of the seven.


Terror - He usually comes in fourth out of the seven. He occasionally


comes in third or fifth out of the seven.


Swerve - He usually comes in fifth out of the seven. He occasionally


comes in fourth or sixth out of the seven.


Tad - He usually comes in sixth out of the seven. He occasionally comes


in fifth or seventh out of the seven.


Karkas - He usually comes in seventh out of the seven. He occasionally


comes in seventh out of the seven.


Length - 6.3 Miles This course IS one of the hardest in this game. There is NO straight away in this course. The easiest parts are the ones found in Redrock Ridge. Other than that everything else is curves, curves, and even more curves! Near the end is a three lane. The best I can help you with that is pick the middle lane.


Aquatica



Length - 5.3 Miles Easy in the beginning and end, hard in the middle. That's what I have to say about this course. At the beginning you'll come across a 270 degree turn, which isn't hard. Then comes the hard part, going through a series of curves. Throughout the whole middle you'll be going through series of curves. At the end it's a long, easy, slightly curved straight-a-way to the finish.


The Summit


Length - 6.4 Miles Once again, the name says it all. This course is at the top of a mountain. This course is slightly hard in the beginning. As the course goes on though it gets tougher. Near halfway you'll come to a long, curvy straight-a-way. After that there's two tight 180 degree turns then two wide 180 degree turns. After that, it's just crazy.


Empire City


Length - 4.6 Miles This is my favorite course, and it's a bonus course:). At the beginning are two 180 degree turns then a 270 degree turn. After that you go up a hill then into a two lane straight-a-way. During this straight-a-way, there are pillars that can cost you the race. After that there are three 90 degree turns. Finally, after that there's another one of those long straight-a-ways with pillars. Shortly after, you're


Cars


Ratings of 1-16 in each category.


1.>Ferrari 355 F1


--------------


Acceleration: 9 Top Speed :10


Braking :10 Handling :10


Overall :10


2.>Chevorlet Corvette


------------------


Acceleration: 8 Top Speed : 8


Braking :12


Handling : 9


Overall : 9


3.>Lamborghini Coutach


-------------------


Acceleration: 9


Top Speed :10


Braking : 8


Handling : 8


Overall : 9


4.>Italdesign Nazca C2


-------------------


Acceleration:10


Top Speed :12


Braking :12


Handling : 9


Overall :11


5.> Ferrari 550 Maranello


---------------------


Acceleration:10


Top Speed :13


Braking :11


Handling :11


Overall :11


6.>Lamborghini Diablo SV


---------------------


Acceleration:12


Top Speed :16


Braking :10


Handling : 9


Overall :12


7.> Jaguar XJR-15


-------------


Acceleration:14


Top Speed :11


Braking :16


Handling :16


Overall :14


8.> Mercedes CLK-GTR


----------------


Acceleration:16


Top Speed :13


Braking :14


Handling :13


Overall :14


9.> El Nino


-------


Acceleration:16


Top Speed :16


Braking :16


Handling :16


Overall :16

Tuesday, February 19, 2008

Need for Speed: Hot Pursuit 2 Relesing Date: -
Oct 21, 2002





Review

En-Joy......

A few weeks ago, Electronic Arts released three versions of Need for Speed: Hot Pursuit II simultaneously. This sequel to the 1998 arcade-style driving game was made available for the PlayStation 2, Xbox, and GameCube, but interestingly enough, not all three games were identical. While the PS2 version, which was developed by Black Box, is a wholly satisfying racing game with great graphics and a visceral sense of speed, the Xbox and GameCube versions of Hot Pursuit II are noticeably tamer in terms of control, graphics, and sound. That's because those two versions of the game were developed by a completely different company, EA Seattle, in order to ship on time alongside Hot Pursuit II for the PlayStation 2, which Electronic Arts considers to be the primary version of the game. Unfortunately for PC game players, EA didn't port the superior PS2 version of Hot Pursuit II to the PC. Instead, PC owners get a port of the less spectacular GameCube and Xbox versions of Hot Pursuit II. That's not to say that Hot Pursuit II for the PC is bad. It certainly is a good arcade-style driving game, but it's nowhere near as fun as the PlayStation 2 version.

Need for Speed: Hot Pursuit II is not a driving simulator. It's not Grand Prix 4, and it doesn't set out to be. This game is all about arcade-style racing, where car-handling properties are wildly exaggerated, and physics are more like loose suggestions, rather than strict laws. Nonetheless, like all of the previous games in this series, Hot Pursuit II has a number of highly coveted car licenses from American and European manufacturers like Lotus, Lamborghini, Dodge, Chevy, BMW, Mercedes, and the two most prestigious car makers, Ferrari and Porsche.

As its name implies, Hot Pursuit II largely focuses on the art of outrunning the law. Actually, Hot Pursuit II is like two games in one. Unlike other racing games, this one has two equally large championship modes, only one of which involves the police. Called "hot pursuit," this career mode is composed of 33 individual racing events that force you to beat a number of opponents, while contending with the police, through a handful of different race types. In contrast, World Championship mode is laid out in a branching manner, and in this mode, you're required to successfully finish one race before unlocking the next. As you'd expect, your opponents will get tougher, your goals harder to achieve, and the police less forgiving as you progress through this tree. The police will come after you if you break the speed limit, and since you must cross the finish line before your opponents do, you'll be breaking that limit constantly. At first, the cops will just send a couple of Crown Victorias after you, but if you refuse to pull over, they'll pull out all the stops to bust you. Much like in Grand Theft Auto III, the number of cops that are thrown at you is measured by the number of stars in the center of the screen. When this meter is full, the police will place barricades and spike strips on the roads, they'll chase you with faster cars, and they'll even call in a helicopter that drops, of all things, explosive barrels in front of you. If the police manage to pull you over just once in a given race (you get three strikes in the PS2 version), you'll have to start all over.


However, that sounds more foreboding than it really is. Hot Pursuit II starts off relatively easy: You'll be driving "low-end" cars like the Lotus Elise and Opel Speedster, as will your competition, and the cops will go easy on you for the most part. As you work your way through the 33 missions, the competition will gradually get stiffer, but never to the point of being frustrating. The other cars are ruthless--they'll take every opportunity to give your rear bumper a not-so-friendly tap, though they themselves are by no means perfect. You'll often see other racers plow into oncoming traffic or miscalculate a turn and ricochet off a wall or guardrail. You'll do that too, especially with some of the faster cars. While the physics in the game are by no means realistic, the cars' performances are still reflective of their real-world counterparts, although in a much exaggerated manner. The Ferrari F50, for instance, has a loose back end, making it harder to control around corners than the tamer BMW M5. Still, you can pretty much go through every race without ever taking your thumb off the gas button, though judicious use of your hand brake makes cornering a lot easier.

It's perhaps a little strange that you're not rewarded for driving wildly in the PC version of Hot Pursuit II, like you are in the PS2 game. In fact, the points system in this version of Hot Pursuit II is completely different from the PlayStation 2 version. Here, you'll be awarded with a bronze, silver, or gold medal upon completing any of the hot pursuit racing events, and each of these awards has a certain point value attached to it. You do get a few points within each race for posting the fastest lap and such, but unlike the PS2 version, which lets you earn points in many different ways, like taking massive jumps, the PC version is much more limited. What's more, you can choose which cars and tracks you wish to unlock yourself by spending your points accordingly--nothing becomes available to you automatically. This isn't necessarily a bad thing; it just seems strange that it's done in a completely different manner from Hot Pursuit II for the PlayStation 2. There are a little more than 30 cars that you can unlock in the game--about a dozen less than in the PS2 game--including 10 cop cars, all of which can be driven at will in the game's challenge mode. Additionally, Hot Pursuit II has 12 unique racetracks, though that number quadruples if you count the mirrored, reverse, and mirrored-reverse courses. In a nice touch, Hot Pursuit II's challenge mode even lets you play as the cops, and you can call in roadblocks and helicopters of your own.

The game's second career mode is called world championship, and it's structured exactly like hot pursuit in that you have to compete through 33 branching racing events. The difference here is that you won't have to worry about interference from the law--it's just you and the competition. As in hot pursuit, you'll earn a different number of points for getting the gold, silver, or bronze medal, and you can use these points to unlock any car or track that you want, thus making it available to you in the challenge mode.

Hot Pursuit II's physics aren't exactly realistic.

As is to be expected, the cars control in an exaggerated manner compared to their real-world counterparts. It's easy to make the vehicles in the game lose traction, but it's just as easy to get it back by using a little bit of countersteering. It should be noted that Hot Pursuit II lacks the extreme handling setting found in the PS2 version of the game. This exaggerates the handling characteristics of the cars even further and makes for a very visceral racing experience. The PC version also lacks the precise controls of its PlayStation 2 cousin. You'll notice a slight delay between your control inputs and your car's reaction. Additionally, the cars feel floaty, as if they're disconnected from the road--even the light and nimble Lotus Elise will lean over wildly in turns, and heavier cars sway back and forth almost like boats.


Hot Pursuit II gives you four different perspectives to play from--three from the third-person and one from the first--and all of these relay a fair sense of speed, though nowhere near as fast as the PS2 version. The car models also aren't as detailed as those in Hot Pursuit II for the PlayStation 2--they lack the overall polygon count and their lighting isn't as well done, nor do they take any visible signs of damage. What's more, the tracks themselves look a little bit fuzzy, and the textures seem somewhat washed out when compared to the PS2 game. Otherwise, Hot Pursuit II for the PC doesn't look bad at all, especially on the higher resolutions afforded by PC hardware. Scrape a wall, and you'll see bright sparks bounce off your car. Lay into the gas pedal, and you'll leave a pair of thick rubber tracks that will remain on the track surface for the duration of the race. And while you won't see the glare of the sun off the pavement as you would in racing games like F1 2002, the lighting is impressive nonetheless. Water on the track will reflect its surroundings, and localized fog from volcanoes and forest fires is evident throughout the game. However, these effects do come at a price. Hot Pursuit II doesn't run at the same frame rate as its PS2 cousin, and while there's no visible sign of slowdown, the overall frame rate definitely isn't optimal.

Hot Pursuit II's sound is on par with the rest of the game. Each car in the game sounds different from the others, with different engine noises and exhaust notes, though they all seem to be very high pitched and much whinier than you'd expect them to be. The voices for the cops are more subdued than in the PlayStation 2 version, and there's not as much dialogue between police officers and the dispatcher, either. However, the game's soundtrack is very well done. Hot Pursuit II features about a dozen licensed songs that range from the likes of Bush to Uncle Kracker. As eclectic a collection as this is, the songs in the game all have a hard edge to them, and they complement Hot Pursuit II's fast pace nicely. Interestingly, in races that involve cops, the songs that are played in the background are strictly instrumental versions of the originals, so as not to interfere with the chatter of the cops.

It's somewhat disappointing and certainly confusing to see such a stark difference between Need for Speed: Hot Pursuit II for the PC and the PlayStation 2. The latter game is easily one of the best games in the series, whereas the sluggish controls, floaty cars, and average graphics of the former game make it simply passable. To be clear, Hot Pursuit II for the PC is still a good game with very competent execution of its general gameplay mechanics. In fact, with 66 different missions, a multiplayer mode that features the infamous Need for Speed "pack," and a good selection of licensed cars, Hot Pursuit II is a worthwhile purchase for anyone interested in an arcade-style racing game. It's not nearly as impressive as the PlayStation 2 game, but it does mark the return of the Need for Speed series on the PC after a three-year absence, which has to count for something.
Priview Posted By Vineet Dwivedi.....


News of Hot Pursuit.....



1. PC Need for Speed goes gold

The PC version of Need for Speed: Hot Pursuit 2 is expected in stores soon, and there's a playable demo in the meantime.

News Posted By Vineet Dwivedi-20-02-2008.

2.Need for Speed: Hot Pursuit 2 goes gold

EA announces that the console version of its racing game will be

in stores early next month, with the PC version following shortly

thereafter.
News Posted By Vineet Dwivedi 20-02-08.




3.E3 2002Need for Speed: Hot Pursuit 2 impressions

We take a hands-on look at EA's upcoming racing sequel.
PREVIEW - Posted BY Vineet Dwivedi 20-02-08.


4.E3 2002: Need for Speed: Hot Pursuit 2 screenshots

Electronic Arts has released new shots of the
PC version of Need for Speed Hot Pursuit 2.

News Posted by Vineet dwivedi

5.E3 2002: Need for Speed: Hot Pursuit 2 screenshots

Electronic Arts has released new
shots of the PC version of Need for Speed Hot Pursuit 2.

News Posted By Vineet Dwivedi. 20-02-2008

6.New Need for Speed announced

The latest entry in EA's racing series is coming to more than just the
PlayStation 2.
News Posted By Vineet Dwivedi.



E3 2002Need for Speed: Hot Pursuit 2 impressions

We take a hands-on look at EA's upcoming racing sequel.

We got a hands-on look at Need for Speed: Hot Pursuit 2 on the show floor at E3. The game will be the sequel to EA's excellent 1998 racing game, Need for Speed: Hot Pursuit. Hot Pursuit 2 will be a fast-paced racing game, which, just like the original, favors exciting, high-speed races and chases over exacting detail and extremely realistic physics. The sequel will let players get behind the wheel of one of 24 licensed cars, including the Need for Speed series' favorites, the Porsche and the Ferrari. Hot Pursuit 2 will have a total of 12 tracks, located in four different locales.

We took a test drive on a track in the tropics locale. The build of the game we saw was an early pre-alpha version, about 25 percent complete, so a few things seemed a bit rough around the edges. The cars themselves handled a bit loosely and also tended to drift a bit excessively on sharp turns, but for a game that's both an arcade racer and a pre-alpha build, that's to be expected. Hot Pursuit 2 didn't seem to have incredibly detailed environments, but then, the idea of the game is to focus on your own car and the cars in front of and behind you.
Hot Pursuit 2 will have three play modes: the original hot pursuit mode, a championship racing mode, and a top cop racing mode. Hot pursuit mode will be mission-based, just like the original, and you'll need to win races and accomplish other goals without getting caught by the cops, who, just like before, will pursue you and attempt to surround your car and hedge you in. In the demo, each time we were caught, the driver would hop out of his car, surrounded by policemen, and attempt to flee. The final version of the game will actually let players escape from the police on foot by running. Interestingly, there will be a tug-of-war represented by an onscreen meter: If the player's character is close to a police officer, the player will get weaker, but if the player manages to get a good lead on the cop, the cop will grow weaker. Championship mode will be a standard racing tournament, and top cop mode will actually let players play through missions as a cop trying to bust other joyriders.
Need for Speed: Hot Pursuit 2 is scheduled for release this fall.

News Details

EA has announced that the PC version of Need for Speed: Hot Pursuit 2 has gone gold and will ship to stores on October 21. Yesterday, EA released a 91MB demo of the game. GameSpot Complete members can download the file from the link, and it's also available on the official Need for Speed Web site.

Hot Pursuit 2 includes licensed high-performance cars from the likes of Porsche, Ferrari, and Lamborghini. There are a number of variations of the game's 12 tracks, as well as two career trees. The PC version of the game includes LAN or Internet multiplayer support for up to eight players. For more details, check out our previous coverage of the game.

Post Details Posted By Vineet Dwivedi.



E3 2002Need for Speed:
Hot Pursuit 2 impressions


We take a hands-on look at EA's upcoming racing sequel.


We got a hands-on look at Need for Speed: Hot Pursuit 2 on the show floor at E3. The game will be the sequel to EA's excellent 1998 racing game, Need for Speed: Hot Pursuit. Hot Pursuit 2 will be a fast-paced racing game, which, just like the original, favors exciting, high-speed races and chases over exacting detail and extremely realistic physics. The sequel will let players get behind the wheel of one of 24 licensed cars, including the Need for Speed series' favorites, the Porsche and the Ferrari. Hot Pursuit 2 will have a total of 12 tracks, located in four different locales.

We took a test drive on a track in the tropics locale. The build of the game we saw was an early pre-alpha version, about 25 percent complete, so a few things seemed a bit rough around the edges. The cars themselves handled a bit loosely and also tended to drift a bit excessively on sharp turns, but for a game that's both an arcade racer and a pre-alpha build, that's to be expected. Hot Pursuit 2 didn't seem to have incredibly detailed environments, but then, the idea of the game is to focus on your own car and the cars in front of and behind you.
Hot Pursuit 2 will have three play modes: the original hot pursuit mode, a championship racing mode, and a top cop racing mode. Hot pursuit mode will be mission-based, just like the original, and you'll need to win races and accomplish other goals without getting caught by the cops, who, just like before, will pursue you and attempt to surround your car and hedge you in. In the demo, each time we were caught, the driver would hop out of his car, surrounded by policemen, and attempt to flee. The final version of the game will actually let players escape from the police on foot by running. Interestingly, there will be a tug-of-war represented by an onscreen meter: If the player's character is close to a police officer, the player will get weaker, but if the player manages to get a good lead on the cop, the cop will grow weaker. Championship mode will be a standard racing tournament, and top cop mode will actually let players play through missions as a cop trying to bust other joyriders.


Need for Speed: Hot Pursuit 2 is scheduled for release this fall.
Previwe Details Posted By Vineet Dwivedi....

Cheats Code Of Nfs Hot Pursuit......


1. +minfront<------Cheat

Enables main menu <----Effect

2. +noparticles <-----Cheat

Disable particle effects <----Effect


3. +nomipmap <----Cheat

Disable mipmapping <----Effect


4. +nofrontend<-----Cheat

Disable on screen display <------Effect


5. +noreverb <----Cheat

Disable reverberation <-----Effect



6. +nosnd <----Cheat

Disable sound effects<----effcet

7. +nomusic<---Cheat

Disable music <----effct


8. +nomovie <----Cheat

Disable movies <----effct


9. +nofrustration<---Cheat


Disable confirmations <----effct


10. +helicoptersOnly<--Cheat


Only police helicopters <----Effect

11. +ghost <----Cheat


Invisible to others <---Effect

12. +screenshots <----Cheat




Enables screenshots <---Effect




13. +opentree<---Cheat

Unlocks all events<-----Effect

::::::>>>>>End Of Cheats<<<<<::::::


Cheats Post by Vineet dwivedi


Unblocks And How To Unblock

1. Porsche 911 Turbo<----Unlock

Earn 800,000 points <----How to Unlock



2. Mercedes CLK GTR<---Unlock


Earn 4,500,000 points<---How To Unlock


3. McLaren F1 LM<---Unlock

Earn 5,000,000 points OR Win the World Championships<---How to Unlock

4. McLaren F1<----Unlock

Earn 4,000,000 points <----How To Unlock


5. Lamborghini Murcielago<---Unlock


Earn 3,000,000 points<----How To Unlock



6. Lamborghini Diablo 6.0 VT<---Unlock


Earn 2,500,000 points<---Unlock



7. Ferrari F50 <----Unlock


Lead any race for 8 laps on full grid, advanced <----How To Unlock

8. Dodge Viper GTS<---Unlock


Earn 2,000,000 points<---How To Unlock

9. Porsche Carrera GT <----Unlock


Earn 3,500,000 points<--- How To Unlock

10. Ford Crown Victoria<----Unlock

Complete Hot Pursuit Event 5<----How To Unlock



11. Vauxhall VX220<---Unlock


Lead any race until completion any mode <---How To Unlock


Secrets Of Nfs: Hot Pursuit


Instant tune up for any car: -

_______________________

As well as the ''changing the mass'' cheat, there is also this easy cheat that works along similar lines. Go to the cars folder in the installation directory. Open the folder of a powerful car, like the F1, F50 etc. Copy the CAR.INI file from here and paste it over the original CAR.INI file of a slower car in its own folder, eg the Elise. This instantly gives that car the speed and handling characteristics of the F1/F50 etc. Rememeber to make a copy of the original CAR.INI file if you want to revert it back to standard afterwoods.
_______________________
Buy all cars for $10
_______________________

buy all cars for $10, use Notepad to open the ''cars.ini'' file in your Cars folder and make the following modifications: price=10 nfsprice=10
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Change Price of Tracks
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To change the price of the tracks, open up the
''tracks.ini'' file in the Tracks folder and edit all lines starting with
''m_price'' like so: m_price[0]=10
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Fast Moving Cop Cars
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Open the cars directory. In each of the sub-directories,
open the car_cop.ini file. Change the mass to either
100.0 or 100.00 . Save the file.
*Remember if you want to revert to the original settings for the car,
keep a backup copy of the original car_cop.ini file.
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Get the tracks fast
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1-Go to ''tracks'' sub-folder in the game directory.

2-Use text editor to edit the ''tracks.ini'' file.

3-Change the values in ''m_price[0]=0'' to m_price[0]=*''

4-Do the same with '
'm_price[1]=1000'', ''m_price[2]=1000'', m_price[3]=1000.

5-Save the file. Now you can get all tracks for the
$ that you set! * is the number that you set, it can be any number.
*Create a backup copy of the files before doing eneything!!!!
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Use helicopter, roadblocks, and
backup more than three times .

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Here's what you do?
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A) Goto your Need for Speed Hot Pursuit 2 directory

B) Goto the AI directory

C) Double click on the file AIChaseDefs.ini

D) Go down to where it says SingleRaceSupportMax

E) Change the number after the equal sign to 100

F) Go down to where it says #startPursuitLevel



G) Change the number after the equal sign to 100

H) Go down to where it says #startPursuitStrategy

I) Change the number after the equal sign to 100

J) Go down to where it says #freezeCops

K) Change the number after the equal sign to 100
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Game Info Posted By
Vineet Dwivedi.....