Grand Prix 2
View on Wikipedia| Grand Prix 2 | |
|---|---|
| Developer | MicroProse |
| Publisher | MicroProse |
| Producer | Stephen Hand |
| Designer | Geoff Crammond |
| Composers | John Broomhall Andrew Parton |
| Platform | DOS |
| Release |
|
| Genre | Simulation racing game |
| Modes | Single-player, multiplayer |
Grand Prix 2, released in North America as "Grand Prix II",[2] is a racing simulator released by MicroProse in 1996 for DOS. It is a sequel to Formula One Grand Prix. It was made under an official FIA license[3] that featured the Formula One 1994 season, with all of the circuits, teams, drivers and cars. The cars were painted with liveries reflecting the races that did not allow tobacco and alcohol sponsors. The game's drivers and liveries reflect the 1994 German Grand Prix, hence the exclusions of Ayrton Senna and Roland Ratzenberger, who both suffered fatal accidents at the 1994 San Marino Grand Prix, and the inclusion of various safety-related changes made to certain tracks throughout the season.
It had 3D texture mapping and SVGA graphics,[4] as well as an early 3D physics engine.[2] A large community of GP2 enthusiasts formed following the game's release. Grand Prix 2 was a commercial hit, and is recognized as one of the definitive racing simulations of its era. In January 2025, the game was ported to Windows.
Gameplay
[edit]
The game is a simulation of the 1994 Formula One season[5] with all 16[5] circuits from the 1994 season and 28 drivers in their 14 teams. Unlike the real 1994 season, where teams changed drivers and sponsorship liveries repeatedly, the game has a consistent driver list and set of liveries throughout, which reflects that of the 1994 German Grand Prix. As a result, Ayrton Senna and Roland Ratzenberger, who both were killed during the 1994 San Marino Grand Prix are not present in the game; Nigel Mansell was also not included in the game as he was not Williams' regular second driver after Senna's death. The liveries for each of the cars are also based on their appearance at the 1994 German Grand Prix, where all teams ran non-tobacco livery. Some circuits in the game show safety-related changes to the tracks made during the season, e.g. Silverstone, Estoril and Jerez have them included while they are missing at Barcelona, Montreal and Spa.
Grand Prix 2 features all parts of a Formula One weekend, including practice, qualifying and racing. It also included a championship mode which simulated the entire season. There was no "arcade" mode in Grand Prix II, per se, but it included the ability to turn on and off seven "driving aids":[6] steering help, braking help, automatic turn-around (has the car face forward after a crash), indestructibility, racing line help, automatic shifting and traction control.[6] The game had five levels of difficulty one could choose from, and the higher the level, the less options for driving aids one could turn on or off.[7] There also is a "Quickrace" function that lets the player jump into a race without having to go through the perfunctory qualifying session. The quickrace option was customizable, allowing the player to race as many laps as desired and letting them set their grid position.[8] The player selects the car they will drive among the 28 seats available, supplanting the driver who originally raced in that vehicle. The game can be played using the keyboard, mouse or joystick[9] depending on the player's preference. In addition to the single player modes, the game also offered hotseat and modem-linked LAN multiplayer modes.[10]
A race can be played in turns, with different players driving different cars.[11] Gameplay in this mode has one player at a time driving their car in the race. Instead of a split screen game, The computer simulates the driving for the other players' cars when they are not being controlled by someone waiting their turn. The game also included a replay function and save game feature.[12] The replay function showed the last ~30 seconds of racing and included the ability to save replays; it did not have an edit function. The save game feature allowed players to save their progress. The game also replicated engine, gearbox and electronic failures. This meant cars not only could crash, but also have flames or smoke shoot out of their backs from engine failure, after which they raced around the circuit damaged for a limited time before parking on the side of the road or in the pits. This game was the first to simulate visual car failures; as in 1989's Indianapolis 500: The Simulation cars fell out of the race, but went to the pits and parked permanently when a failure occurred.
The game had multiple camera angles, including a simulated TV coverage angle. The player can control their car from any of them, but the primary angle used was the first-person cockpit angle. The cars can be customizable in myriad ways through the setup function. Car setups could be modified to high detail with a high degree of accuracy and attention to detail. Grand Prix II did not include wet weather conditions.[13] There was also the lack of a 'black flag' system replicating Formula One regulation penalties for course cutting, instead slowing the car down for a limited period of time if the course is cut through.
Teams and drivers
[edit]Circuits
[edit]Development
[edit]The game was developed by Geoff Crammond as a follow-up to 1991's Formula One Grand Prix (which was known as World Circuit in the US). In a time when the gaming industry had become dominated by development teams, it was a rare instance of an essentially one-man-project.[14]
It was the first[2] serious racing simulation programmed with all three axes in it—i.e. the ability for vehicles to get airborne in the game (1990's Stunts and Stunt Driver featured this ability, but were not racing simulations of a series). However, GP2 lacked the feature of having a car flip over entirely, which was not seen in hardcore racing simulations. In some cases, the game would crash if the car was about to overturn. Microsoft's Monster Truck Madness (1996), simulating monster truck racing, may have been the first to have that feature.
It had more extensive physics and included image mapping over the 3D model of the car to show vehicle liveries, a feature that emerged in racing simulations with Papyrus Design Group's 1993 IndyCar Racing.
Modding scene
[edit]Since the title's release, a modding scene for the game began to foster, with dedicated modders reverse-engineering the game's code to offer numerous changes to liveries, drivers, tracks and even the series represented in the game. A "carset" that adapts the recent 2025 season has been released.
In January 2025, an updated version of the game was released, allowing it to run natively in Windows for the first time (as opposed to DOSBox). Codenamed the 'x86 mod', notable features included a moveable steering wheel, a wider screen format and animated tyres. Further additions were added in the months following the initial release, such as menu music and updated TV graphics (including a real-time track map) when selecting a view other than the cockpit position.
Reception
[edit]| Publication | Score |
|---|---|
| PC PowerPlay | 9 [16] |
| PC Games | B+[15] |
Following Grand Prix 2's release in July 1996,[17] its global sales reached 500,000 copies in September.[18] This number rose to 750,000 copies by mid-January 1997, driven in large part by European purchases.[17] In August 1998, the game received a "Platinum" sales award from the Verband der Unterhaltungssoftware Deutschland (VUD),[19] indicating sales of at least 200,000 units across Germany, Austria and Switzerland.[20] Grand Prix 2 sold 1.5 million copies worldwide by late 2000. That year, Andy Mahood of PC Gamer US described the entire Grand Prix series as "one of the most successful PC racing franchises in history".[21]
Critics hailed Grand Prix II as stunning and the class of the field for Formula 1 simulations. Jim Varner of GameSpot particularly applauded the way it breaks the convention of racing games always falling into either simulation-style or arcade-style, through the use of adjustable "driving aids", which when turned off, make Grand Prix II a phenomenally complex and realistic driving sim, and when turned on, make it one of the most fun and exciting arcade-style racers ever made. He called it "unquestionably the best racing game yet made for the PC" and gave it a 9.5 out of 10.[2] PC Zone gave the game 95%.[citation needed] The game was rated outstanding by CNet.[citation needed]
Grand Prix 2 was nominated as Computer Games Strategy Plus's 1996 "Racing Simulation" of the year, although it lost to NASCAR Racing II.[22]
Though they never published a review of Grand Prix 2, shortly after its release Next Generation named it the 46th best game of all time, calling it as the most sophisticated and realistic driving game.[14] Grand Prix 2 and its predecessor, collectively, were named the seventh best computer game of all time by PC Gamer UK in 1997.[23]
References
[edit]- ^ "MicroProse Press Release: Grand Prix II". 1998-01-20. Archived from the original on 1998-01-20. Retrieved 2023-04-15.
- ^ a b c d Varner, Jim (August 15, 1996). "Grand Prix II Review". GameSpot. Retrieved 20 August 2017.
- ^ "Grip the Wheel, Rev the Engine and Take on the World's Toughest Courses in World Circuit Racing's Grand Prix II™ from Microprose". July 23, 1996. Retrieved 20 August 2017.
- ^ MicroProse. Grand Prix II Reference Manual (game manual). First Printing, June 1996. U.S. edition. Page iv.
- ^ a b MicroProse. Grand Prix II Reference Manual (game manual). First Printing, June 1996. U.S. edition. Page 1.
- ^ a b MicroProse. Grand Prix II Reference Manual (game manual). First Printing, June 1996. U.S. edition. Page 20.
- ^ MicroProse. Grand Prix II Reference Manual (game manual). First Printing, June 1996. U.S. edition. Page 21.
- ^ MicroProse. Grand Prix II Reference Manual (game manual). First Printing, June 1996. U.S. edition. Page 25.
- ^ "Retro Games" (PDF).
- ^ MicroProse. Grand Prix II Reference Manual (game manual). First Printing, June 1996. U.S. edition. Page 105.
- ^ MicroProse. Grand Prix II Reference Manual (game manual). First Printing, June 1996. U.S. edition. Page 109.
- ^ MicroProse. Grand Prix II Reference Manual (game manual). First Printing, June 1996. U.S. edition. Page 37.
- ^ http://www.simracingworld.com/content/51-grand-prix-3-review/3/ SimRacingWorld - Grand Prix 3 review
- ^ a b "Top 100 Games of All Time". Next Generation. No. 21. Imagine Media. September 1996. p. 55.
- ^ Olafson, Peter (October 1996). "Grand Prix II". PC Games. Archived from the original on February 7, 1997. Retrieved January 1, 2020.
- ^ Mansill, Ben. (May 1996). "Review: Grand Prix 2". PC PowerPlay. No. 1. pp. 40–43. Retrieved 10 July 2022.
- ^ a b Bauman, Steve (January 15, 1997). "Ch-ching - Westwood cashes in". Computer Games Strategy Plus. Archived from the original on June 15, 1997. Retrieved January 1, 2020.
- ^ Staff (September 21, 1996). "Happy Spectrum Hits Million Mark". Next Generation. Archived from the original on June 6, 1997. Retrieved January 1, 2020.
- ^ "Uhr TCM Hannover – ein glänzender Event auf der CebitHome" (Press release) (in German). Verband der Unterhaltungssoftware Deutschland. August 26, 1998. Archived from the original on July 13, 2000. Retrieved January 1, 2020.
- ^ "VUD Sales Awards: November 2002" (Press release) (in German). Verband der Unterhaltungssoftware Deutschland. Archived from the original on January 10, 2003. Retrieved January 1, 2020.
- ^ Mahood, Andy (November 2000). "Grand Prix 3". PC Gamer US. 7 (11): 143, 144.
- ^ Staff (March 25, 1997). "Computer Games Strategy Plus announces 1996 Awards". Computer Games Strategy Plus. Archived from the original on June 14, 1997. Retrieved November 2, 2010.
- ^ Flynn, James; Owen, Steve; Pierce, Matthew; Davis, Jonathan; Longhurst, Richard (July 1997). "The PC Gamer Top 100". PC Gamer UK. No. 45. pp. 51–83.
External links
[edit]- Official website (archived)
- Grand Prix 2 at MobyGames
Grand Prix 2
View on GrokipediaGameplay
Modes
Grand Prix 2 offers a variety of single-player modes that simulate different aspects of a Formula One weekend, allowing players to engage with the 1994 season in structured or flexible ways.[7] The Practice mode enables free driving on any selected circuit without opponents, providing an opportunity to familiarize oneself with track layouts and experiment with car setups.[7] In Qualify mode, players participate in time trials mimicking pole position battles, with sessions limited to up to 12 laps within a 60-minute timeframe to determine starting grid positions.[7] Single Race mode supports individual Grand Prix events, incorporating optional practice and qualifying before a standalone race, where players compete against AI-controlled drivers to complete the full lap distance.[7] The Championship mode delivers a complete simulation of the 1994 F1 season across all 16 races, beginning at Interlagos, with progression tracked through accumulated points in the Drivers’ and Constructors’ standings based on finishing positions—such as 10 points for first place—leading to an overall season title.[7] Multiplayer functionality in Grand Prix 2 is limited to two players and includes hotseat play, where participants alternate turns on a single PC in a turn-based format, ensuring equal driving time signaled by on-screen indicators.[7] Network play supports connections via LAN or modem for simultaneous racing, accessible through the Linkup menu, allowing head-to-head competition in quick races or partial championships.[7] Customization options enhance flexibility across modes, including adjustable race lengths—such as reducing distances to 10% of full laps for shorter sessions—and fixed dry weather conditions that maintain consistent track grip without variable precipitation.[7] Players can also select starting grid positions manually or via qualifying results, tailoring the challenge to skill level.[7] During races, replay functions capture the last 20 seconds of action for review from multiple camera angles, while save features allow preserving hot laps, individual races, or championship progress at key points like pit stops.[7] These elements facilitate progression by emphasizing strategic driving, fuel and tire management, and consistent lap times to advance through sessions and secure victories.[7]Physics and Controls
Grand Prix 2 features a pioneering physics engine for its era, simulating vehicle dynamics across three axes of movement—pitch, roll, and yaw—through a 3D polygonal model enhanced by texture mapping to render detailed car liveries and track surfaces. This core model incorporates elements like variable-rate springs, dampers, aerodynamic downforce, gear ratios, and brake balance, which collectively dictate handling, grip, and speed; for example, wing-generated downforce can effectively quadruple the car's weight at speeds around 180 mph, improving cornering adhesion while increasing drag on straights. The engine also accounts for pitch and roll angles that influence ride height and weight distribution, allowing for realistic responses to bumps, kerbs, and acceleration forces.[7][8][5] Players can fine-tune vehicle performance via extensive car setup options, including suspension adjustments for springs, dampers, ride height, and anti-roll bars to optimize grip on different track sections—softer settings enhance mechanical grip in low-speed corners, while stiffer ones reduce body roll at high speeds. Gear ratios are customizable across six speeds (with values from 1 to 64) to prioritize either rapid acceleration out of turns or maximum top speed on long straights, and aerodynamic wings (front and rear, scaled 1-20) allow balancing downforce for cornering stability against straight-line efficiency. These tweaks, accessible in standard or advanced menus, enable tailored setups per circuit, emphasizing strategic preparation over arcade-style driving. Random events add unpredictability, with potential failures in the engine, gearbox, suspension, or electrical systems, alongside tire wear, punctures from debris, and performance impacts from collisions, all of which can force pit stops or retirements if not managed.[7][1] The game supports multiple input methods for controls, including keyboard (with keys for acceleration, braking, steering, and gear shifting), joystick or gamepad for analog-like precision in throttle and steering, and even mouse for basic operation, all configurable to suit player preference. To accommodate varying skill levels, seven driving aids are integrated, such as automatic braking to prevent lockups, self-correcting spins for steering assistance, an ideal racing line indicator displayed as a dotted path, suggested gear prompts, throttle help akin to traction control, auto gear shifting, and an indestructibility mode to avoid crash damage. These aids, toggled via function keys, scale with the game's five difficulty levels—from Rookie (all aids enabled, lenient AI) to Ace (only auto gears and throttle help available, full simulation realism with aggressive opposition)—allowing beginners to ease into the physics while experts experience unassisted authenticity.[7][1][5]Teams, Drivers, and Circuits
Grand Prix 2 features 14 teams licensed from the 1994 Formula One World Championship, accurately replicating the season's constructors with their respective chassis, engines, and liveries.[7] These include prominent squads such as Williams-Renault (FW16B chassis, known for its blue and white livery), Benetton-Ford (B194, green and yellow accents), Ferrari (412 T1, iconic red), and McLaren-Peugeot (MP4/9, silver and white). Other teams encompass Jordan-Hart (191, green with yellow highlights), Sauber-Mercedes (C13, blue and white), Tyrrell-Yamaha (022, blue and red), Ligier-Renault (JS39B, French tricolor elements), Arrows-Ford (A11, blue and yellow), Simtek-Ford (S941, white with sponsor patches), Pacific-Ilmor (PR01, blue), Lotus-Mugen-Honda (107, black and gold), Larrousse-Ford (LH94, blue and white), and Minardi-Ford (M194, red and white).[7] Each team's livery is rendered with period-accurate sponsor logos and color schemes, enhancing visual authenticity during races.[1] The game includes 28 drivers with real names drawn from the 1994 season, assigned to their historical teams and influencing AI behavior through simulated abilities based on their actual performances.[7] Notable examples are Michael Schumacher and Jos Verstappen for Benetton, Damon Hill and David Coulthard (replacing the late Ayrton Senna) for Williams, Jean Alesi and Gerhard Berger for Ferrari, Mika Häkkinen and Martin Brundle for McLaren, Rubens Barrichello and Eddie Irvine for Jordan, Heinz-Harald Frentzen and Andrea de Cesaris for Sauber, Ukyo Katayama and Mark Blundell for Tyrrell, Olivier Panis and Eric Bernard for Ligier, Christian Fittipaldi and Gianni Morbidelli for Arrows, David Brabham and Jean-Marc Gounon for Simtek, Paul Belmondo and Bertrand Gachot for Pacific, Alessandro Zanardi and Johnny Herbert for Lotus, Erik Comas and Olivier Beretta for Larrousse, and Pierluigi Martini and Michele Alboreto for Minardi.[7] Driver ratings are derived from 1994 lap records and race results, affecting AI decision-making in overtaking, pit strategies, and consistency; for instance, Schumacher's high rating reflects his seven victories, enabling aggressive AI lines, while midfield drivers like Panis exhibit more conservative fuel management.[7] Team strategies in the game emphasize realistic elements like fuel loads, tire compounds, and pit stop timing, tailored to each constructor's strengths—Williams excels in straight-line speed on high-downforce tracks, while Ferrari prioritizes cornering grip.[7] These strategies influence race outcomes, with AI teams adapting to weather or incidents, such as Benetton opting for shorter stops on faster circuits to maintain positions. The 16 official circuits replicate the 1994 calendar with precise layouts, including elevation changes, surface textures, and corner sequences that interact with the game's physics for varied handling challenges.[7]| Circuit | Location | Key Features |
|---|---|---|
| Interlagos | Brazil | 4.325 km; undulating layout with Senna 'S' esses and tight hairpin; elevation drops of up to 40m.[7] |
| TI Aida | Japan (Pacific GP) | 3.703 km; figure-eight design with heavy braking zones and a steep uphill straight; minimal elevation but technical chicanes.[7] |
| Imola | San Marino | 5.034 km; fast sweepers like Acque Minerali and high-speed Tamburello corner; flat with subtle cambers.[7] |
| Monaco | Monaco | 3.340 km; narrow street circuit with Loews hairpin and Rascasse chicane; elevation rise of 60m from port to casino.[7] |
| Catalunya | Spain | 4.727 km; mix of long straights and medium-speed corners like Elf right-hander; rolling elevation with 70m variance.[7] |
| Gilles Villeneuve | Canada | 4.421 km; island track with Wall of Champions chicane and straight-line speed; flat with minor dips.[7] |
| Magny-Cours | France | 4.251 km; flowing layout with Adelaide hairpin and high-speed Imola chicane; gentle elevation changes.[7] |
| Silverstone | Great Britain | 5.057 km; high-speed corners like Maggotts-Becketts complex; windy with 30m elevation shifts.[7] |
| Hockenheim | Germany | 6.803 km; long straights and tight stadium section; flat with forest-run braking zones.[7] |
| Hungaroring | Hungary | 3.899 km; twisty, Monaco-like with Turn 1 uphill and Turn 11 tightening radius; 50m elevation gain.[7] |
| Spa-Francorchamps | Belgium | 6.947 km; iconic Eau Rouge compression and Blanchimont sweeper; significant 100m elevation changes.[7] |
| Monza | Italy | 5.800 km; fastest circuit with parabolica and lesmo corners; flat oval-like straights.[7] |
| Estoril | Portugal | 4.339 km; undulating with banked Turn 1 and fast seaside esses; 60m elevation variance.[7] |
| Jerez | Europe | 4.428 km; medium-speed turns like Dry Sack and tight Hairpin; rolling hills with 40m drops.[7] |
| Suzuka | Japan | 5.864 km; figure-eight with 130R high-speed left and Spoon curve; elevation shifts of 50m.[7] |
| Adelaide | Australia | 3.780 km; street-like with Victoria Park hairpin and Brabham straight; coastal elevation changes up to 30m.[7] |