The Need for Speed: Special Edition

The Need for Speed: Special Edition Logo

Description

Released in 1996 for Windows, The Need for Speed: Special Edition is an enhanced version of the original game, featuring two new race tracks (Burnt Sienna and Transtropolis), changeable time of day settings, support for up to 8 players via network or modem, in-game music, and Windows 95 compatibility. Players can choose from 8 high-performance cars including the Lamborghini Diablo VT and Ferrari 512TR, racing on highly detailed tracks with texture-mapped vector graphics and a digitally recorded soundtrack. The game also includes video clips of the cars and offers an immersive driving experience with improved graphics and multiplayer capabilities.

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The Need for Speed: Special Edition Reviews & Reception

mobygames.com (85/100): Pretty good for a DOS game.

mobygames.com (85/100): A buggy yet entertaining driving(?) game to kill time with.

oldpcgaming.net : NFS is the fast food of racing – it looks great, tastes great and it’s damn addictive.

The Need for Speed: Special Edition Cheats & Codes

PC

Type these cheats as your name in upper case. In order for them to work, you must first install the cheat enabler.

Code Effect
EAC POWR Drive the Warrior PTO E/2
EAC RALY Race with rally conditions and turns Rusty Springs into a Egyptian dirt track.
EAC WARP Increase the game speed for arcade style racing.
EAC 4X4R Replaces all 4X4s and trucks with cars.
EAC QAQA Better stability and landings after crashes.
EAC TIME Speeds up the clock speed.
EAC SLOW Slows down the clock speed.
EAC GIMX Changes advertising graphics in the race.
EAC SCAR Unrecoverable car (don’t crash with this!)

PC Special Edition

Various methods including typing at main menu, holding keys, or pressing key combinations.

Code Effect
FZR2000 Get 3 cars
ROAD RAGE Press horn key to crash nearby car
PIONEER Get a faster car
HOLLYWOOD Get a new road
End (held during Head-to-Head mode selection) Activates No Mercy Mode
Ctrl + Alt + 1 (during race, single player) Activates overhead view
Ctrl + Alt + [car number 2-8] (after activating overhead view) Tracks corresponding vehicle
Left + Shift + Control (during race, Special Edition) Activate the Sky Camera
Shift + Control + 2 (after activating Sky Camera) View your opponent
n (during loading screen, Special Edition) Drive car in night mode
F11 (during race, Special Edition) Get new car during race
F9 (during race, Special Edition) Mute volume

PlayStation

Enter codes as your password at the tournament password screen, or use button combinations.

Code Effect
TSYBNS (as tournament password) Unlocks Lost Vegas track, Rally Mode, Warrior PTO E/2, or No Mercy Mode
PPPPPP (as tournament password) Unlocks Nissan R390 GT1 LM
SPKSHC (as tournament password) Unlocks Lunar Springs track
SPKSFC (as tournament password) Unlocks Lunar Springs track (alternate method)
L1 + R1 (held at car selection menu after TSYBNS) Unlocks Warrior PTO E/2
L1 + R1 (held at course selection menu after TSYBNS) Activates Rally Mode
L1 + R1 (held while selecting Head-to-Head mode after TSYBNS) Activates No Mercy Mode
Triangle + L1 + R1 (held at course selection menu, highlighting Rusty Springs, after SPKSHC/SPKSFC) Unlocks Lunar Springs track
L + R (held while selecting Head-to-Head mode on Sega Saturn) Activates No Mercy Mode
Triangle + L1 + R1 (held at car selection on PlayStation after TSYBNS for Warrior PTO E/2) Unlocks Warrior PTO E/2
L + R (held at course selection menu on Sega Saturn after TSYBNS for Rally Mode) Activates Rally Mode

3DO

Button combinations during loading screens or race.

Code Effect
L + R + Left (during loading screen) Blow Up Traffic (part 1 of 4)
L + R + Up (during loading screen) Blow Up Traffic (part 2 of 4)
L + R + Right (during loading screen) Blow Up Traffic (part 3 of 4)
L + R + Down (during loading screen) Blow Up Traffic (part 4 of 4)
X (handbrake) (after completing Blow Up Traffic steps) Flip traffic cars in the air

The Need for Speed: Special Edition: Review

Introduction

In 1996, as the DOS era waned and Windows 95 heralded a new frontier for PC gaming, Electronic Arts redefined its seminal racing franchise with The Need for Speed: Special Edition. This wasn’t merely a port but a bold reimagining, expanding the 1994 3DO original’s ambitious fusion of arcade thrills and simulation authenticity into a multimedia spectacle. More than two decades later, this iteration remains a cornerstone of racing game history, celebrated for its exotic car roster, groundbreaking presentation, and innovative multiplayer. Yet, its legacy is equally defined by compromises: clunky physics, predatory pricing, and technical limitations that reflect the growing pains of an industry in transition. This review dissects Special Edition as both a product of its time and a blueprint for EA’s billion-dollar Need for Speed dynasty, arguing it stands as a flawed yet indispensable artifact—a bridge between pixelated sprites and the open-world racers to come.

Development History & Context

The Need for Speed: Special Edition emerged from the crucible of mid-90s gaming evolution, spearheaded by EA Canada’s Pioneer Productions (later EA Seattle) and overseen by producer Hanno Lemke. The original 1994 3DO title had set a high bar with its collaboration with Road & Track magazine, promising unprecedented realism in vehicle handling and sound design. By 1996, however, the PC landscape demanded adaptation. DOS was fading, and Windows 95 dominated with its DirectX API, enabling hardware acceleration and standardized networking. Special Edition was EA’s response: a dual-OS release (DOS and Windows 95) that addressed these shifts while amplifying the original’s strengths.

Visionary but constrained, the team faced technological hurdles. DOS, despite its decline, was retained for compatibility with older systems, while Windows 95 introduced DirectX 2 support for smoother visuals and DirectSound for richer audio. Multiplayer saw a quantum leap, expanding from modem duels in the original to LAN/modem support for 8 players—a feature PC Player noted was “still missing from many racing games today.” Yet, ambition tempered with practicality: the price tag ($40–50, equivalent to $80 today) was identical to the 1995 DOS release, sparking accusations of “rip-off” from critics like Steve Hall, who argued it was “too expensive for new players” given the impending Need for Speed II. The gaming landscape itself was fragmented, with Gran Turismo still years away and Ridge Racer dominating arcades. Special Edition carved a niche by blending magazine-grade car porn with accessible thrills, positioning itself as the “next best thing to owning a $200,000 sports car” per GameSpot’s Jim Varner.

Narrative & Thematic Deep Dive

Special Edition eschews traditional narrative in favor of immersive, thematically driven experiences centered around automotive passion and rebellion. The “plot” is existential: the player is a renegade driver pushing hypercars to their limits on treacherous roads, embodying the series’ enduring theme of speed as liberation. Characters are reduced to archetypes: the stoic Road & Track narrator (voiced with authoritative gravitas), the faceless AI racers who embody ruthless competition, and the omnipresent police force as authoritarian antagonists. Dialogue is sparse but purposeful, limited to radio chatter during pursuits (“You’re speeding, pull over!”) and menu-based car lore, which transforms technical specs into poetic monologues (“The Diablo’s V12 engine sings a song of raw power”).

Themes revolve around tension between freedom and control. Open-road tracks like Coastal and Alpine symbolize boundless adventure, while circuits like Rusty Springs represent institutionalized competition. Police pursuits amplify this dichotomy: radar detectors become tools of subversion, as players “drive like they shouldn’t,” per the game’s tagline. The Burnt Sienna track, weaving through a ghost-town gold rush, adds a layer of nostalgia, contrasting with the futuristic dystopia of Transtropolis’s industrial sprawl. Ultimately, the narrative is one of aspirational escapism—players vicariously experience the fantasy of unbridled speed, underscored by the game’s multimedia-rich showcases: video clips of Lamborghinis roaring through deserts and Ferraris carving mountain passes, turning cars into characters in their own right.

Gameplay Mechanics & Systems

Special Edition’s core gameplay revolves around mastering eight meticulously licensed exotics—the “8 PUREBRED EXOTICS” advertised on its box—each with unique handling nuances. The Road & Track collaboration ensured physics approximated real-world performance: the Ferrari 512TR’s precision handling contrasted with the Dodge Viper’s brute torque, creating a meta-game where car selection dictated strategy. Progression was tournament-based, requiring players to conquer increasingly difficult races across nine tracks (seven from the original plus two new additions). Modes included Head-to-Head duels, Time Trials, and Single Races, but the crown jewel was Tournament mode, where players navigated three-stage rallies (e.g., Coastal’s seaside cliffs, Alpine’s hairpin turns) against seven AI opponents.

Innovations abounded: the Windows 95 version introduced DirectPlay networking, enabling 8-player LAN battles—a rarity in 1996. Time-of-day settings (dawn, dusk, night) altered track visibility and atmosphere, while a dedicated “Rally” mode (unlocked by winning tournaments) tweaked physics for arcade-style thrills. Yet, systems were riddled with flaws. The absence of a damage model meant crashes were purely cosmetic—cars “bounced off invisible walls,” as Steve Hall lamented, with no mechanical consequences. Brakes were notoriously ineffective, forcing players to rely on drifting and preemptive braking. AI opponents exhibited rubber-band behavior, inexplicably catching up at impossible speeds, especially on Transtropolis’s jumps. The UI, praised for its slick car showcases and replay editor (with five camera angles), suffered from clunky navigation, requiring multiple menus to access basic options. Controls were keyboard-unfriendly, necessitating joysticks or wheels, even though force feedback support was inconsistent.

World-Building, Art & Sound

Special Edition’s world was a triumph of 90s multimedia immersion. Tracks were miniature dioramas of varied landscapes: City’s neon-lit downtown, Autumn Valley’s autumnal forests, and Transtropolis’s Blade Runner-esque cityscape (complete with airports, foundries, and industrial docks). Art direction emphasized photorealism within technical limits—texture-mapped vector graphics rendered 640×480 SVGA vistas with “lush forests to arid deserts,” as Old PC Gaming noted, though traffic cars were rudimentary placeholders. Time-of-day shifts cast dynamic shadows, while Burnt Sienna’s waterfall and Lost Vegas’s neon casino landmarks added environmental storytelling.

Sound design was groundbreaking. Jeff van Dyck’s soundtrack fused rock anthems (“Rockin’ Guitar riffs”) with atmospheric techno, creating an auditory adrenaline rush. Engine sounds were digitized from real vehicles, each car’s exhaust note distinct—Road & Track’s involvement ensured gear-shift clicks mimicked real transmissions. Ambience crackled: seagulls on Coastal, police sirens during pursuits. The multimedia suite elevated the experience: video showcases featured Ferraris and Lamborghinis in motion, backed by licensed music, while car histories spoke with authority (“The NSX represents Honda’s engineering pinnacle”). This synergy of art and sound transformed driving into a sensory spectacle, making players feel like Road & Track test pilots.

Reception & Legacy

Special Edition was a commercial and critical triumph upon release, securing an 85% average on MobyGames based on nine reviews. Gamezilla lauded it as “right up there with the very best,” praising graphics and “pure enjoyment.” PC Power awarded 95%, hailing its “car handling, graphics and overall presentation.” Yet, controversy simmered. German magazine PC Action deemed it an “Auslaufmodell” (clearance model) for owners of the original, while Fun Online called it a “Rip-off” for charging full price for incremental updates. Multiplayer was a standout—Power Play celebrated the “8-player racing league” as the “absolute highlight,” though critics noted its reliance on LANs modems, limiting accessibility.

Longevity, however, proved elusive. PC Player opined it wasn’t a “classic” because it “isn’t enjoyable years after it’s superceded,” though it earned “a place in history” for its innovations. Its legacy is twofold: technically, it was the last NFS to support DOS, cementing Windows’ dominance; thematically, it established the series’ DNA—exotic cars, police chases, and multimedia flair. Need for Speed became EA’s flagship racing franchise, and Special Edition’s success paved the way for Hot Pursuit (1998) and Underground (2003). Its influence echoes in modern racers’ car showcases and online multiplayer, though its physics and presentation feel archaic. As PC Gamer voted it #34 in its 2000 Top 50 Games, it stands as a monument to an era when ambition outpaced technology, yet innovation defined a genre.

Conclusion

The Need for Speed: Special Edition is a relic of genius and compromise. It elevated its predecessor into a multimedia landmark, pushing PC hardware with SVGA graphics, 8-player LANs, and Road & Track-sanctioned realism. Its two new tracks, Windows 95 support, and in-game soundtrack were revolutionary for 1996, while its car roster and presentation set a new standard for automotive passion in games. Yet, its flaws—predatory pricing, flawed physics, and invisible walls—reveal the growing pains of a medium in flux. It is, ultimately, a quintessential 90s title: ambitious, imperfect, and unapologetically fun. For historians, it’s a vital artifact documenting the transition from DOS to Windows and arcade to simulation. For players, it remains a time capsule of speed and spectacle. While not a “classic” in the timeless sense, Special Edition earned its place in history—not as a flawless masterpiece, but as the catalyst that ignited Need for Speed’s global legacy. It is, in the words of one critic, “a good driving game but not a classic… still, enough good points to be worthy of a place in history.” And in that, it endures.

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