- Release Date: January 01, 1997
- Genre: Racing
- Style: Demolition/Combat
- Similar Games: Destruction Derby (PlayStation), Ray Tracers (PlayStation), Demolition Racer (PlayStation)
Game Description
Strap in, hold on, hit the gas, and you're off on a quest for destructive points in Destruction Derby 2, the smashing sequel to the original demolition derby game from Reflections Interactive and Psygnosis. This edition offers seven larger tracks with lots of jumps and flips, as well as the dreaded crisscross sections where huge damage often ensues. Choose one of three cars and take your pent-up rage into one of four bowl arenas or one of four circuit courses. Let the mayhem begin!The new Pit Stop feature allows the player to make repairs to a damaged vehicle and head back out into the fray. Realistic physics deforms cars (and their nice paint job) as you collide with 19 other racers. The game's physics engine allows wheels, car hoods and other debris fly to everywhere. Localized damage adds an element of strategy too, as headfirst ramming destroys engines and can quickly take the driver out of the game. Players will have to develop some strong techniques or they'll be stalled on the sidelines by the middle of the game.
~ T.J. Deci, All Game Guide
Review: Overall
Completely innovative, the original Destruction Derby suffered from a lack of aerial elements and had flat and narrow tracks. Enter the sequel, Destruction Derby 2, solving these problems and introducing its own.The game has great graphics, rocking tunes, and enough variety to outlast the original. The courses are all varied and colorful, and also blessed with the Psygnosis lens flare for good sport. The music is a set of hard rock guitar tunes that perfectly fits the pace of the game while the sound effects are just crunchy enough.
Offering eight courses (four bowls and four circuits), there's enough variety in DD2 to keep the most avid demolition fan busy. All of the courses feature some destructive elements like big air jumps, crisscrossing sections, and big-banked courses. As well, the bowls offer new elements like a big hill in the middle or a giant drop off to death over half of the bowl!
The physics engine is really the double-edged sword. While it's realistic and believable, the computer will often use it to your disadvantage by ramming you from behind, sending you into the walls. Frustrating at first, but if you stick with it you'll eventually run circles around the competition.
So what is the real problem with Destruction Derby 2? The computer. In the Competition Bowl mode, all 19 cars aim for you -- a very hairy situation and only one that veteran demolitionists could escape from alive. The Bowl mode also starts out fast and furious, but as in real life it comes down to a few battered cars, chugging around hitting each other for up to 15 minutes until one car manages to win. It's not exactly fast paced action but if you're into the sport it's still enjoyable.
If you're a fan or a demolition expert with some time on your hands to master the control and the computer opponents, then Destruction Derby 2 should keep you busy for a good few months.
~ Shawn Sackenheim, All Game Guide
Review: Enjoyment
It's a bit frustrating for extended play, but great for the occasional stress reliever.~ Shawn Sackenheim, All Game Guide
Review: Graphics
Spectacular crashes, great lens flares, and vividly colored courses add to the visual glory.~ Shawn Sackenheim, All Game Guide
Review: Sound
The game includes a great hard rock soundtrack with crunchy, realistic effects.~ Shawn Sackenheim, All Game Guide
Review: Replay Value
While a two-player mode would've helped, the bowls and a few of the courses are well worth returning for.~ Shawn Sackenheim, All Game Guide
Review: Documentation
Controls, options, and everything else are well explained.~ Shawn Sackenheim, All Game Guide
Production Credits
REFLECTIONS Producer and game concept: Martin Edmondson; Programmers: Jim Parr, Russell Lazzar, Tony M. Roberts, William Musson; 3D Modellers: Shaun Stephenson, Matt Gibson, Chris Williams, Phil Baxter, Richard Beston, David Taylor, Aidan Wilson; Character Artist: Jonathan Steele; Track Design: Phillis Boxter; Music: "Jug", Richard Beston, Dean Liddle, Andrew Lewis, "Tuscan", Shawn Stephenson, Richard Mumford, Mark Fox, Mark McGowen, Alistair Dunn; In-Game Commentary: Paul Page; PSYGNOSIS Producer: Tony Parkes; Assistant Producer: Paul Evason; USA Product Manager: Michele Harris; USA PR: Mark Day; Internet Manager: Jim Drewry; Manual and Packaging Text: Huw Thomas; Manual and Packaging Artwork: Peter Dyke; Material Chicks: Kelly Evans, Lorna Owen; QA Manager: Feargus Carroll; QA Operations: Chris Watson; QA Testers: Thomas Rees, Dave Parkinson, Lee Darbyshire, Rob Wolfe, Tracey Tweedle, Alan McArdle, Paul Tweedle, Tony Cross; UK Product Manager: Lady Ms. Jo Jo Galvin; UK PR: Glen O'Connell
~ Matthew House, All Game Guide





