Need for Speed III: Hot Pursuit brought back the police after their absence in the second game and allowed players to play as the cops for the first time. Considered to be arguably the best NFS game of the classic pre-Underground era, it began one of the franchise's most celebrated sub-series.
EEGG#
Named eegg, it's from MMNU.QFS and it's placed among tracks' vidwalls. It's likely it was supposed to be used as the vidwall of hidden tracks like in the PlayStation version. However, this version didn't have hidden tracks, so this picture is left unused.
Hidden Cursor#
Apparently, one of the cursors is... an offensive gesture. It's unknown what triggers it, so it's probably a leftover of a developer's insider joke of some sorts.
Unseen Car Pictures#
COMPARE.FSH contains pictures of all the game's official playable cars, including the Australian version's exclusive cars, the Wal-Mart special version's Corvette pace car and even the DLC cars.
Cut Track Remains#
Inside the language files, there are text strings for the hidden tracks in the PlayStation version, as well as Drag Strip and Oval - these will later appear in Motor City Online.
Leftover Loading Screens#
The European release contains many garbage files, such as leftover loading screens. Seems like the Windows port was supposed to be closer to the PlayStation release.







Unused Track Info#
These images can be early versions of the circuit information.
Hometown#
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Atlantica#
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Rocky Pass#
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Country Woods#
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Lost Canyons#
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Unused Music#
SRV2.MUS#
Early version of "Gear Grinder" by Matt Ragan. A finalized version later appeared in Motor City Online.
CHUCK.MUS#
Also later appearing in Motor City Online in finalized form is an early version of "Redlining" by Matt Ragan. It was programmed to play on TRK009 (the one that would go after Empire City).
CREDITS.MUS#
Cerebral Plumbing by Crispin Hands, a leftover from NFS2.