Burcombe wanted to improve on the original's ship handling and introduce a new weapon, which led to new power-up ideas. Westcott said that it was a collaboration between the areas because of the strict deadline. The gameplay change that had the most interest was what happened to ships that hit track edges. That ships stopped immediately in the original game was considered too harsh. It was desired that ships scraped the edges instead, and this took longer than expected to develop. Ghost vehicles were only featured in the European version because Atari had a patent on them from "Hard Drivin"' in the United States. The team wanted to make it possible to win races in any ship, and a challenge was to make them all feel different and to still have their worth. Months of work rebalancing the artificial intelligence was undertaken to ensure all vehicle and track settings were a challenge. Sony wanted a link-up feature, which proved difficult due to syncing issues and the frame rate differences between PAL and NTSC. Much extra content, such as more difficult tracks and a prototype ship, was added because, according to Westcott, the team were both enthusiastic and stressed, and described their development as "a period of great energy and immense exhaustion at the same time".