The Need for Speed

Short description: 1994 video game

This page is about the first Need for Speed video game from 1994. For the series, see Need for Speed. For the 2015 video game, see Need for Speed (2015 video game). For the 2014 film, see Need for Speed (film). For other uses, see Need for Speed (disambiguation).

Road & Track Presents: The Need for Speed

3DO box art, featuring a Ferrari 512TR and a Porsche 911 (993)

Developer(s)| EA Canada[lower-alpha 1]
Publisher(s)| Electronic Arts
Electronic Arts Studios (MS-DOS, Windows)
Producer(s)| Hanno Lemke
Programmer(s)| Brad Gour
Artist(s)| Markus Tessmann
Composer(s)| Jeff van Dyck
Saki Kaskas
Series| Need for Speed
Platform(s)| 3DO, MS-DOS, PlayStation, Saturn, Windows
Release|

December 2, 1994

* 3DO

* EU: December 2, 1994[3]
* NA: December 13, 1994[2]

MS-DOS

* NA: September 1995[4]

PlayStation

* NA: March 20, 1996
* EU: March 29, 1996

Saturn

* NA: June 26, 1996[6]
* EU: July 5, 1996[5]

Windows

* NA: December 30, 1996
* EU: January 2, 1997

Genre(s)| Racing
Mode(s)| Single-player, multiplayer

Road & Track Presents: The Need for Speed is a racing game developed by EA Canada, originally known as Pioneer Productions, and published by Electronic Arts in 1994 for 3DO. Versions with additional tracks were released for MS-DOS (1995), PlayStation (1996), and Saturn (1996). The 1996 Windows release is subtitled SE (Special Edition).

The Need for Speed allows driving eight licensed sports cars in three point-to-point tracks either with or without a computer controlled opponent. Checkpoints, traffic vehicles, and police pursuits appear in the races. Electronic Arts collaborated with automotive magazine Road & Track to match vehicle behaviour, including the mimicking of the sounds made by the vehicles' gear control levers. The game contains precise vehicle data with spoken commentary, several "magazine-style" images of each car's interior and exterior and short video clips highlighting the vehicles set to music.

The game was a commercial success. Video game publications praised the incorporation of realism into the gameplay and graphics, as well as the inclusion of full-motion videos.

It is the first game in the Need for Speed franchise, a sequel Need for Speed II was released in 1997.

## Contents

* 1 Gameplay
* 2 Development and release
* 2.1 Ports
* 2.2 Japanese versions
* 3 Reception
* 3.1 Accolades
* 4 See also
* 5 Notes
* 6 References
* 7 External links
* 8 Features
* 9 History
* 10 See also
* 11 References
* 12 External links

## Gameplay

The player driving a Chevrolet Corvette C4 on the Coastal course

The premise of The Need for Speed involves racing in sports cars, including several exotic models and Japanese imports. The original 3DO version includes three point-to-point tracks, each divided into three stages; subsequent ports feature both the point-to-point tracks and new closed circuits. The Saturn and PlayStation versions include an additional three tracks.[7] Traffic vehicles appear in races, and may be avoided by the player. Police pursuits are also a key gameplay mechanic, with the player ticketed or arrested if a police car succeeds in catching up with them.[8] Players are arrested if they receive a third police ticket[8] (or a second ticket in the Sega Saturn version).[9] In the special edition, completing the tournaments (or entering a cheat) unlocks the "rally" mode, where car dynamics are changed to make for a faster "arcade" experience, as well as the "Warrior PTO E/2", a fictional jet-powered sports car.

Except for the aforementioned Warrior, each car in the game comes with detailed specifications, history, audio commentaries and real-life videos, which would also be featured in subsequent games in the series, though this was omitted in later games. A replay feature allowed the player to view a saved race. Multiple camera views, playback speed and video navigation are offered.

Multiplayer consists of a two-player head-to-head racing mode, which requires computers connected via modem.[10]

There are a total of six courses in the game (three in the 3DO version[7]): City, Coastal, Alpine, Rusty Springs, Autumn Valley and Vertigo. Each is a distinctive environment. City, Coastal and Alpine have three sections each, while the others are circuit races.

There is an extra track in the game, named Lost Vegas, which can be unlocked by winning all of the tracks above in tournament mode. A flag in the bottom right corner of the track's image indicates a victory in the menu to help the player keep up with the progress.

## Development and release

The Ferrari 512 TR is one of the eight cars included in the original 3DO version.

The Need for Speed was noted for its realism and audio and video commentaries. Electronic Arts collaborated with automotive magazine Road & Track to match vehicle behaviour, including the mimicking of the sounds made by the vehicles' gear control levers. The game also contained precise vehicle data with commentary, several "magazine-style" images of each car's interior and exterior and short video clips highlighting the vehicles set to music. Inspiration for the gameplay came from Test Drive, which had shared development staff with The Need for Speed.[11] The Need for Speed was released in 1994 for 3DO consoles.[12]

### Ports

In 1996, an edition of The Need for Speed, The Need for Speed: Special Edition, was released only on PC CD-ROM, containing MS-DOS and Windows 95 versions. It has two new tracks ("Transtropolis" and "Burnt Sienna") and enhancements to the game engine. The Windows 95 version supports DirectX 2 and IPX networking.

The Need for Speed: Special Edition is the only game in the Need for Speed series to support MS-DOS, as subsequent releases only support Windows 9x.

In June 1995, Atari Corporation struck a deal with EA in order to bring several titles from their catalog (including The Need for Speed) to the Atari Jaguar CD. These ports, along with The Need for Speed, went unreleased.[13][14][15]

### Japanese versions

In 1994, Electronic Arts Victor translated the 3DO version of The Need for Speed into Japanese, and released it in Japan as Script error: The function "nihongo_foot" does not exist..[16]: Front cover, credits The PlayStation port of the game was exported to that country as Script error: The function "nihongo_foot" does not exist. in 1996.[17]: Front cover, credits Two additional Nissan-sponsored versions of the game were announced at that year's Tokyo Game Show:[18] Script error: The function "nihongo_foot" does not exist. (released in 1996 for the Sega Saturn)[19]: Front cover, credits and Script error: The function "nihongo_foot" does not exist. (released in 1997 for the PlayStation).[20]: Front cover, credits The former's car lineup consists only of Nissan vehicles, whilst the latter exclusively features Skyline models.[18]

## Reception

Reception

| Review scores

Publication| Score
AllGame| (3DO) [21]
(PS1) [22]
CVG| (3DO) 93/100[23]
(PS1) [24]
Edge| (3DO) 8/10[25]
EGM| (3DO) 8/10[26]
(PS1) 8.75/10[27]
GamePro| (PS1) 4.5/5[28]
GameSpot| (PC) 8.3/10[29]
IGN| (PS1) 7/10[30]
Next Generation| (PS1 & SAT) [32][33]
(3DO) [34]
Maximum| (PS1) [35]
PC Power| 95%[36]
Sega Saturn Magazine| (SAT) 75%[37]

The game reached number 5 in the UK sales chart.[38] The PC version reached the top ten in many software retailers charts for several months following its release.[4]

The Need For Speed was met with positive reviews. The four reviewers of Electronic Gaming Monthly scored the 3DO version an 8.0 average, with two of them giving the game a 9.0 or higher. They praised the game's realistic graphics and sounds, addictive gameplay, and exceptionally clever use of full-motion video.[26] GamePro gave it a rave review as well, commenting that the selection of cars "will leave car buffs drooling" and the realistic graphics and handling of each vehicle "infuse the game with taut realism and fascinating variety". They expressed disappointment over the lack of two-player mode, but felt that the exceptionally challenging enemy AI largely makes up for it.[39] Next Generation reviewed the 3DO version of the game and stated that "while everything is in place for a truly great game, the unfortunate and total need of speed prevents The Need for Speed from ever being more than a pleasant Sunday drive".[34]

British magazine PC Power gave the Windows version a score of 95%, praising car handling, graphics and overall presentation, but criticizing hardware requirements and sound.[36] Jim Varner of GameSpot gave the game a "Great" rating of 8.3/10, citing "With its marvellous attention to detail, exotic course design, and straightforward gameplay, this game is a true winner. Simply put, The Need for Speed is the next best thing to owning a $200,000 sports car!"[29] The two sports reviewers of Electronic Gaming Monthly applauded the PlayStation version for its fast racing and excellent controls.[27] Air Hendrix argued in GamePro that "With all these improvements, [the PlayStation version] is practically a sequel to the 3DO game, and it plays like one." He made particular mention of the additional courses, the handbrake, the improved displays, and the faster speed of the game.[28] A Next Generation critic likewise found it faster and more responsive than the 3DO version and held it to be one of the PlayStation's best racing games to date.[32] Other magazines were more critical, with PSM criticising the "obtrusive graphics" and saying that it "isn't an immediately enjoyable game - the idiosyncracies only serve to annoy".[40] Maximum complained that the driving lacks intensity and cars are too resistant to crashes, though they acknowledged the graphics are moderately impressive.[35]

Air Hendrix rated the Saturn version as "comparable with - and occasionally better than - the impressive PlayStation version", highlighting the controls in particular as superior to previous versions of the game. He concluded: "The gameplay demands both precision driving and cajones, and although mastery takes time to achieve, Need's ultimately more satisfying than Daytona or Sega Rally."[41] Rob Allsetter of Sega Saturn Magazine, however, said that while The Need for Speed is good on its own terms, it looks dated compared to the two games Air Hendrix referenced. He also disliked the game's elements of realism, arguing that racing games are more fun when they indulge in wild fantasy.[37] A Next Generation critic said that it was "Certainly as fast, but not as crisp as the PlayStation version", but nonetheless "A better racer than most."[33]

### Accolades

The Need for Speed was a runner-up for Computer Gaming World's 1995 "Action Game of the Year" award, which ultimately went to Software:Crusader: No Remorse. The editors wrote: "The Need for Speed, Electronic Arts' incredibly fast and enthralling driving game, almost caught the checkered flag. Multiple courses with distinctive feels, brilliant SVGA graphics, and some of the hottest iron on the road made this 3DO conversion a worthy entry into the PC action game arena."[42] In 1996, GamesMaster ranked The Need for Speed 87th on their "Top 100 Games of All Time".[43] In the same issue, they also rated the 3DO version 6th in its "The GamesMaster 3DO Top 10".[44] In 1998, Saturn Power listed the game 100th in their Top 100 Sega Saturn Games.[45]

## See also

* Grand Prix Unlimited, another Road & Track licensed game

## Notes

1. ↑ The game's front cover credits the developers as "Pioneer Productions and Electronic Arts Canada".[1]: Front cover

## References

1. ↑ EA Canada (December 1994). The Need for Speed. 3DO Interactive Multiplayer. Electronic Arts.
2. ↑ "The Need for Speed". Electronic Gaming Monthly 8 (1): 254. January 1995. https://segaretro.org/index.php?title=File:EGM_US_066.pdf&page=254. Retrieved August 31, 2022.
3. ↑ "The Need for Speed". Edge (16): 62. January 1995. https://segaretro.org/index.php?title=File:Edge_UK_016.pdf&page=62. Retrieved August 31, 2022.
4. ↑ 4.0 4.1 Electronic Arts (April 2, 1996). "ELECTRONIC ARTS SHIPS ROAD & TRACK® PRESENTS: THE NEED FOR SPEED™ FOR THE PLAYSTATION™" (Press release). San Mateo, California. Archived from the original on June 5, 1997. Retrieved September 4, 2022. "Released in September 1995, the PC-CD version of The Need for Speed is still in the top ten of many software retailers charts."
5. ↑ "Checkpoint - Events And Software Releases". Computer and Video Games (Future Publishing) (177): 52. August 1996. https://archive.org/details/Computer_and_Video_Games_Issue_177_1996-08_EMAP_Images_GB/page/n52.
6. ↑ "Need for Speed, Road Rash, Shockwave Assault Released". June 25, 1996. http://www.sega-saturn.com/saturn/other/june-n.htm.
7. ↑ 7.0 7.1 "The Need for Speed". GamePro (IDG) (91): 50. April 1996.
8. ↑ 8.0 8.1 The Need for Speed manual
9. ↑ The Need for Speed (Sega Saturn) manual
10. ↑ The Need for Speed SE (MS-DOS) manual
11. ↑ "Q&A; The Senior Producer of NFS III!". PSM (US: Imagine Media) (9): 18–19. May 1998. https://archive.org/details/psm-9-may-1998. Retrieved 16 April 2023.
12. ↑ "The Making of The Need for Speed". Retro Gamer. pp. 62-65. http://publicaciones.retromuseo.com:8123/Revistasv1/Retro Gamer [en-UK]/retro gamer [en-uk] 178.pdf. Retrieved 15 January 2022.
13. ↑ François, Tommy; Msika, David (June 1995). "Reportage – E3 – Atari: Le Virtuel, Ça Marche". CD Consoles (Pressimage) (8): 43. http://download.abandonware.org/magazines/CD Consoles/cdconsoles_numero08/Page 043.jpg. Retrieved September 28, 2018.
14. ↑ "CVG News – Atari's Cat Gets The CD Cream – Big Cat Claws EA Deal". Computer and Video Games (Future Publishing) (163): 12–13. June 1995. https://retrocdn.net/index.php?title=File:CVG_UK_163.pdf&page=13.
15. ↑ Nepožitek, Marek (July 1995). "Konzole – Jaguar+CD – CD a virtuální realita již tento rok?". LeveL (Naked Dog, s.r.o.) (6): 44. http://www.oldgames.sk/en/mag/level-6/page/44/. Retrieved September 28, 2018.
16. ↑ EA Canada (December 9, 1994) (in ja). OverDrivin'. 3DO Interactive Multiplayer. Electronic Arts Victor.
17. ↑ EA Canada (1996) (in ja). Over Drivin' DX. PlayStation. Electronic Arts Victor.
18. ↑ 18.0 18.1 Levy, Stuart; Semrad, Ed (November 1996). "Behind the Screens at the Tokyo Game Show". Electronic Gaming Monthly (Ziff Davis) (88): 156–7.
19. ↑ EA Canada (1996) (in ja). Over Drivin' GT-R. Sega Saturn. Electronic Arts Victor.
20. ↑ EA Canada (1997) (in ja). Over Drivin' Skyline Memorial. PlayStation. Electronic Arts Victor.
21. ↑ House, Michael L.. "Road & Track Presents: The Need for Speed – Review". http://www.allgame.com/game.php?id=2393&tab=review.
22. ↑ Sackenheim, Shawn. "Road & Track Presents: The Need for Speed – Review". http://www.allgame.com/game.php?id=2202&tab=review.
23. ↑ Patterson, Mark; Lord, Gary (January 1995). "The Need for Speed". Computer and Video Games (158): 94–95. https://segaretro.org/index.php?title=File:CVG_UK_158.pdf&page=95. Retrieved June 12, 2021.
24. ↑ Lomas, Ev (May 1996). "The Need for Speed". Computer and Video Games (174): 80. https://segaretro.org/index.php?title=File:CVG_UK_174.pdf&page=80. Retrieved June 12, 2021.
25. ↑ "The Need for Speed". Edge (16): 62. January 1995. https://segaretro.org/index.php?title=File:Edge_UK_016.pdf&page=62. Retrieved June 12, 2021.
26. ↑ 26.0 26.1 "The Need for Speed Review". Electronic Gaming Monthly (Sendai Publishing) (69): 38. April 1995.
27. ↑ 27.0 27.1 "Box Score: Need for Speed". Electronic Gaming Monthly (Sendai Publishing) (82): 118. May 1996.
28. ↑ 28.0 28.1 "ProReview: The Need for Speed". GamePro (IDG) (92): 58. May 1996.
29. ↑ 29.0 29.1 Varner, Jim. The Need for Speed review . GameSpot. May 28, 1996.
30. ↑ "Need for Speed". IGN. November 26, 1996. http://psx.ign.com/articles/151/151864p1.html.
31. ↑ Marcus; Gus (August 1996). "The Need for Speed". Mean Machines Sega (46): 66–67. https://archive.org/details/mean-machines-sega-magazine-46/page/n65/mode/1up?view=theater. Retrieved June 12, 2021.
32. ↑ 32.0 32.1 "Every PlayStation Game Played, Reviewed, and Rated". Next Generation (Imagine Media) (25): 59. January 1997.
33. ↑ 33.0 33.1 "Every Sega Saturn Game Played, Reviewed, and Rated". Next Generation (Imagine Media) (25): 64. January 1997.
34. ↑ 34.0 34.1 "Finals". Next Generation (Imagine Media) (2): 90. February 1995.
35. ↑ 35.0 35.1 "Maximum Reviews: Need for Speed". Maximum: The Video Game Magazine (Emap International Limited) (5): 156. April 1996.
36. ↑ 36.0 36.1 Butt, Damian (October 1995). "The Need for Speed". PC Power (22): pp. 38–41.
37. ↑ 37.0 37.1 Allsetter, Rob (July 1996). "Review: The Need for Speed". Sega Saturn Magazine (Emap International Limited) (9): 64–65.
38. ↑ Gallup UK PlayStation sales chart, August 1996, published in Official UK PlayStation Magazine issue 9
39. ↑ "ProReview: Road & Track Presents the Need for Speed". GamePro (IDG) (68): 94. March 1995.
40. ↑ Need for Speed review, Official UK PlayStation Magazine, April 1996, issue 5, page 66.
41. ↑ "ProReview: The Need for Speed". GamePro (IDG) (96): 72. September 1996.
42. ↑ "The Computer Gaming World 1996 Premier Awards". Computer Gaming World (143): 55, 56, 58, 60, 62, 64, 66, 67. June 1996.
43. ↑ "Top 100 Games of All Time". GamesMaster (44): 75. July 1996. https://retrocdn.net/images/c/cf/GamesMaster_UK_044.pdf.
44. ↑ "The GameMasters 3DO Top 10". GamesMaster (44): 75. July 1996. https://retrocdn.net/images/c/cf/GamesMaster_UK_044.pdf.
45. ↑ "Top 100 Sega Saturn Games". Saturn Power (9): 95. January 1998. https://retrocdn.net/images/7/70/SaturnPower_UK_09.pdf.

## External links

* MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

## Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

## History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
10. ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
11. ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
14. ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
15. ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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