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Extreme-G 2
Extreme-G 2
from Wikipedia
Extreme-G 2
DeveloperProbe Entertainment
PublisherAcclaim Entertainment
PlatformsNintendo 64, Microsoft Windows
ReleaseNintendo 64
  • NA: 17 November 1998[1]
  • EU: 4 December 1998
Windows
  • NA: 22 April 1999
  • EU: 1999
GenreRacing
ModesSingle-player, multiplayer

Extreme-G 2, also known as Extreme G: XG2, is a racing video game developed by Probe Entertainment and published by Acclaim Entertainment for the Nintendo 64 and Microsoft Windows. It serves as the sequel to Extreme-G and is followed by Extreme-G 3.

Gameplay

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A screenshot of Extreme-G 2 gameplay on Nintendo 64 and Microsoft Windows

This installment, like all Extreme-G games, focuses on futuristic racing: pilots compete on plasma-powered Tron-like bikes in an intergalactic Grand Prix, reaching speeds exceeding 999 mph. Each machine features distinct handling characteristics, including varying top speeds, armor values, and traction levels. All machines in the game possess an energy meter that includes two separate energy stores for protective shields and a primary weapon. If a machine depletes all its shield energy, it will explode upon contact, resulting in the player losing a life or the match. Players may also fall off the tracks when navigating jumps or similar obstacles; in such cases, they are simply teleported back to the track. Each player is granted three "Nitro" boosts per race. Extreme-G features a championship mode that ranges from novice to expert, a shoot-'em-up mode (referred to as "Arcade Mode" in XG2), multiplayer racing, and deathmatch. In shoot-'em-up/arcade mode, computer drones follow a lunar path while the player attempts to destroy them using Extreme-G's arsenal of weapons.

Reception

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The game received "mixed" reviews on both platforms according to the review aggregation website GameRankings.[2][3] Jes Bickham, an editor for N64 Magazine, noted that while Extreme-G 2 was an improvement over its predecessor, it still fell short compared to other racing titles like F-Zero X and Wipeout 64.[16]

IGN critiqued the gameplay, arguing that the N64 version was "nowhere near its competition," despite enhancements in controls and track design. The graphics faced criticism for their stuttering framerates and excessive filtering effects.[15]

Additionally, the Nintendo 64 version was a finalist for the "Console Racing Game of the Year" at the 2nd Annual Interactive Achievement Awards, ultimately losing to Gran Turismo.[19]

Trivia

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In early May 1998, Acclaim organized an international contest to design a bike for the game. The contest was won by Daniel Hoppe, and his design, Wasp, was included in the game.[20]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Extreme-G 2 is a futuristic developed by Probe Entertainment and published by , originally released for the in November 1998 and Windows in April 1999. As the sequel to the 1997 title , it features high-speed on plasma-powered "G-bikes" across 12 surreal, twisting tracks with multiple routes, where players can deploy weapons such as rear-firing rockets, ion sidecannons, and magnetic mines to hinder opponents. The game offers single-player modes including championship races from novice to expert levels, time trials, and an arcade-style shoot-em-up mode, alongside multiplayer options for up to four players supporting head-to-head racing, battle arenas, and deathmatch-style combat. Notable improvements over the original include sharper bike handling, quicker acceleration, higher top speeds, enhanced graphics, and from brands like and , though the PC port notably lacks multiplayer support. In 2017, the game was re-released on by Throwback Entertainment with updated compatibility for modern Windows systems.

Development

Conception and production

Following the release of the original in September 1997, development of its sequel, Extreme-G 2, began at UK-based Probe Entertainment, with serving as publisher after acquiring the studio in 1995. The project aimed to build on the first game's foundation by enhancing overall quality, including sharper bike handling, accelerated performance, and expanded content to deliver a more immersive experience. The game's conception retained the series' core sci-fi theme of intergalactic Grand Prix racing on plasma-powered bikes capable of exceeding 999 mph, while emphasizing a blend of high-speed and elements through refined weapon systems and mechanics. Production targeted the as the primary platform, leveraging an upgraded 3D engine to support improved visuals such as dynamic effects, varied skies, and surreal track designs, all packed into a 16MB cartridge. A PC port followed later, adapting the N64 version with adjustments to controls and features.

Bike design contest

In May 1998, launched a promotional bike to involve fans in the creation of vehicles for Extreme-G 2, the sequel developed by Probe Entertainment. The encouraged participants across to submit original futuristic bike concepts that aligned with the game's sci-fi racing theme, with designs evaluated for creativity and thematic fit. Two winning entries were selected: Daniel Hoppe's "Wasp," noted for its sleek, insect-inspired form, and Bill Porter's "," characterized by aggressive, predatory styling; both were integrated as playable bikes with distinct visual and performance traits. These community contributions expanded the 's lineup to 13 total vehicles, including 10 standard bikes available from the start and three unlockable ones, thereby increasing customization options without modifying the underlying physics or systems. The initiative, credited in the game's end sequence with thanks to all entrants, helped generate buzz ahead of the release.

Gameplay

Racing mechanics

Extreme-G 2 is played from a third-person perspective, allowing players to control futuristic plasma-powered bikes capable of exceeding speeds of 999 mph. Basic controls involve using the to steer and lean into turns for better handling and stability at high velocities, the Z trigger to accelerate, the B button to , and the R trigger for quick turns to navigate sharp corners. Additional inputs include C-buttons for activating nitro boosts and selecting weapons, with the A button firing the primary maxi-bolt laser. The game's energy system features two separate meters displayed on the heads-up display: a blue bar for shields that absorbs damage from collisions and enemy fire, and a green bar for weapons that powers the primary laser and secondary armaments. Both meters deplete during use—shields from impacts and weapons from firing—and recharge gradually over time when not in use, encouraging strategic management during races. If either meter reaches zero, the bike becomes vulnerable, with shields offering no protection and weapons ceasing to function until recharged. Power-ups are scattered across tracks as collectible icons, providing temporary advantages such as nitro boosts for short speed bursts (limited to three per race in standard modes) or combat tools like homing missiles that lock onto nearby opponents, magnetic mines that detonate on proximity, and rear-firing rockets for defending against pursuers. Players can fire these weapons at rivals to disrupt their progress, adding a combat layer to the racing, while the default maxi-bolt serves as a basic ranged attack charged by holding the fire button. Examples of other pick-ups include ion sidecannons for sustained beam fire and leader missiles targeting the race leader. Tracks consist of futuristic circuits set on alien planets, incorporating dynamic elements like loops, ramps for jumps, twisting tubes, and environmental hazards such as narrow tunnels or steep drops that test precision at supersonic speeds. Collision physics simulate realistic impacts, where hitting walls, other bikes, or obstacles drains shield energy and slows the vehicle, potentially leading to spins or crashes if not corrected with quick turns. When a bike's shields are depleted and it sustains further damage from collisions or weapons, it explodes, forcing the rider to eject and respawn at the last checkpoint with a time penalty that can cost positions in the race. The primary objective remains crossing the finish line first, though -focused elements allow eliminating rivals to hinder their completion.

Game modes

Extreme-G 2 offers several single-player and multiplayer modes centered around high-speed futuristic bike racing with integrated elements. The primary single-player experience is the Championship mode, structured as a tiered known as the Extreme Contest, progressing from novice to expert levels. It consists of four sub-tournaments: Atomic (four races unlocking the bike), (eight races unlocking the Wasp bike), Meltdown (twelve races unlocking the Spectre bike), and Duel (twelve races against a single opponent, unlocking Mirror Mode). Players advance by accumulating points through race finishes and eliminations, with difficulty settings (Easy, Medium, Hard) affecting opponent aggression and track layouts; completion unlocks new bikes with varying speed, handling, and weapon capacities, as well as access to additional tracks in other modes. For quick, non-competitive play, Arcade mode provides a single-player shoot-'em-up format where players race along predefined paths while targeting drone enemies and obstacles, emphasizing accuracy over lap-based racing. This mode supports customizable difficulty levels and allows selection of opponent density to practice skills, such as maxi-bolt targeting, without the pressure of a full . It serves as an accessible for honing shooting mechanics amid the game's fast-paced environments. Multiplayer modes support up to four players via split-screen on the , limited to local play with no online functionality. Options include Head-to-Head for direct one-on-one races, Cup Challenge as a tournament-style elimination series of random races and battles, and Battle mode in one of six arenas focused on deathmatch-style elimination through rather than completing laps. These modes encourage aggressive play, with players competing for dominance using the game's and weapon systems. A dedicated Practice mode allows solo track familiarization through single races against seven AI opponents, aiding progression in Championship by testing layouts without tournament stakes. Compared to the original , Extreme-G 2 expands the mode structure with deeper progression, including the addition of and Mirror Mode (reversed tracks with extended seven-lap races and active weapons, unlocked via Hard difficulty completion), alongside twelve total tracks—doubling the unique layouts—and enhanced bike customization through unlocked variants offering specialized stats. This results in greater replayability and strategic depth in both solo and multiplayer sessions.

Release

Original platforms and dates

Extreme-G 2 was initially released as a cartridge-based game for the console, which featured mechanisms to prevent compatibility between versions from different territories. The North American launch occurred on November 17, 1998, followed by the European release on December 4, 1998, and the Japanese release on September 10, 1999. A port for Windows followed, distributed on CD-ROM with minor graphical enhancements such as improved textures and lighting effects compared to the version. This PC edition launched in on April 22, 1999, and became available in later that year. served as the worldwide publisher for both the and PC versions, with no contemporary ports developed for competing consoles such as the PlayStation. The game's packaging emphasized its futuristic theme through box art depicting high-speed cyber bikes navigating neon-lit tracks, aligning with Acclaim's promotional efforts to bolster the Nintendo 64's library alongside titles like . It received an ESRB rating of E for Everyone, citing mild animated violence from in-game weaponry and collisions. Marketed as an accessible sequel to the original Extreme-G, the title was positioned for budget-conscious gamers seeking high-velocity action, though Acclaim disclosed no official sales data for the initial releases.

Digital re-release

In 2017, Throwback Entertainment, which acquired the rights to the Extreme-G series following Acclaim Entertainment's 2004 bankruptcy, ported Extreme-G 2 to Steam as a digital re-release of the original 1999 Windows version. The port launched on May 2, 2017, for $7.99, emulating the core gameplay without adding new content, modes, or multiplayer features. The re-release includes compatibility updates for modern operating systems, supporting and later with 11 requirements to address issues from the original's 1999-era Windows and dependencies. Subsequent patches fixed initial launch problems, such as performance stuttering and crashes, improving stability on contemporary hardware. It also adds partial controller compatibility for , , , and controllers, though menus may require keyboard input. While the game supports higher resolutions, it lacks native support and stretches 4:3 visuals; community mods provide enhancements like proper fixes and field-of-view adjustments. This digital version remains available exclusively on as a single-player experience, with no official ports to mobile devices or modern consoles. As part of the broader retro gaming revival, the port contributes to preservation efforts by making the title playable without emulation, though no official sequels, remakes, or further updates have followed.

Reception

Critical reviews

Extreme-G 2 received mixed reviews from critics upon its release, with praise for its improvements over the original game but criticism for technical shortcomings and comparisons to competitors. According to aggregated scores on , the version earned an average of 81% from critics, while the PC version averaged 63%. Critics highlighted several positive aspects, including enhanced bike handling that made navigation more responsive and less prone to wall collisions compared to the first , along with seamless weapon integration that blended racing and combat effectively. The game's 12 tracks—each with three difficulty-based variations for a total of 36 layouts—and selection of 12 customizable bikes were seen as providing substantial content for a futuristic racer, contributing to its fast-paced action and varied track designs that encouraged replayability through a hybrid combat-racing formula. Multiplayer modes, such as four-player split-screen racing and a 16-player cup, were frequently cited as a standout feature that added fun and social appeal. On the negative side, reviewers pointed to graphical glitches, including stuttering framerates and choppy performance on the , which detracted from the experience despite added visual effects like dynamic and flying ships. The game was often deemed inferior to rivals such as in terms of overall speed, smoothness, and visual polish, with solo play described as average and track designs occasionally frustrating due to disorienting layouts and rigid barriers. Sound design was considered satisfactory but unremarkable, with effective effects for sonic booms and explosions overshadowed by mismatched crash noises and a lack of deeper audio variety. IGN awarded the Nintendo 64 version a 6.9 out of 10, acknowledging upgrades in , sound, track count, and bike variety but concluding that "XG2 is not a better game overall." Game Revolution emphasized the multiplayer highlights while critiquing single-player modes as unexceptional and hampered by performance issues. Platform differences were notable: the version was lauded for its intuitive controller handling suited to high-speed racing, though limited by hardware-induced framerate drops. In contrast, the PC port offered superior with higher resolutions, real-time , and consistent framerates above 30 fps, but suffered from awkward keyboard controls lacking customization and poor high-speed responsiveness, making it less accessible without a . The 2017 Steam re-release by Throwback Entertainment received mixed user reviews, with 64% positive ratings from 116 users as of November 2025, praising the nostalgic and compatibility fixes but criticizing launch bugs and dated .

Awards and nominations

Extreme-G 2 received a as a finalist for Console Racing Game of the Year at the 2nd Annual Interactive Achievement Awards, held by the in 1999. The game competed alongside titles such as and III: in this category, which recognized excellence in console-based racing simulations. Ultimately, the award went to Gran Turismo for the PlayStation, but the underscored Extreme-G 2's contributions to the futuristic racing genre through its high-speed bike combat . The accolade specifically pertained to the version, with the subsequent PC port not entering separate consideration for console-focused honors. Despite this recognition, Extreme-G 2 did not secure any major wins across industry awards ceremonies of the era. Later discussions in gaming media occasionally highlighted it as an underappreciated title, though without formal additional accolades.

References

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