Need for Speed: Over 100 Million Served

That’s right, Need for Speed has sold a few copies since the franchises inception way back in 1994. About 100 million copies to be exact. The fact that it was launched way back then makes me feel incredibly old, as I can still remember  being 10 years old playing the original game at Yaris’ house as if it were just yesterday. Time does fly, especially when your gaming. This is definitely a big achievement, as rarely do titles pass the 100 million unit milestone. It’s also a true testament to EA’s persistence to stay the course with NFS, because throughout the years the series has seen its fair share of ups and downs, repetitive sequels, and refreshing reboots to get to this point. Yet they’ve manage to never abandon the franchise. The most recent reboot NFS: Shift has helped them eclipse the 100 million mark. It may have never been the prettiest or most realistic racer out there but it’s definitely one of the most fun, and in the end that’s what it’s all about! Congrats goes out to EA and the Need For Speed franchise. We’re growing old together! Check out this awesome timeline and the full press release from EA below.

EA’s Need for Speed Franchise Races Past 100 Million Copies

Innovation and Intensity are the Only Constant for a Racing Franchise that Re-Invents Itself Year After Year

REDWOOD CITY, Calif.–(BUSINESS WIRE)–Electronic Arts Inc. (NASDAQ:ERTS) is proud to announce today that the Need for Speed™ franchise has surpassed 100M units sold life to date.* The newest release,Need for Speed SHIFT, pushes the franchise over the 100M mark, making it the best-selling racing brand in the gaming world. Need for Speed has become a driving force for innovation in the racing genre. Known for delivering unparalleled white-knuckle racing, creative customization and street style, the Need for Speed series has generated over $2.7B in life-to-date sales and has become a powerful pop culture phenomenon.

“Few videogame franchises ever reach the 100M units mark, so this is a huge honor. We have millions of fans to thank for driving us to this milestone,” said Frank Gibeau, president, EA Games Label. “With the launch ofNeed for Speed SHIFT and the upcoming release of Need for Speed NITRO, we hope to continue to deliver the most entertaining, action-packed racing experiences.”

Since the release of Need for Speed in 1994, the franchise has…

  • Launched 15 blockbuster titles across more than 14 platforms
  • Released in 22 languages in over 60 countries
  • Players have raced over 279 billion miles of roads & race tracks
  • Generated over 17 trillion user-generated vehicle customizations
  • Featured actors, models & musicians including: Brooke Burke (Wild On), Christina Milian (Ghosts of Girlfriends Past), Emmanuelle Vaugier (Two and a Half Men), Josie Maran (Sports Illustrated swimsuit model and actress), Maggie Q (Mission: Impossible III), Kanye West, Yeah Yeah Yeahs and The Prodigy
  • Debuted exclusive remix from Snoop Dogg of The Door’s classic song Riders on the Storm
  • Sold more games than all new passenger cars sales in the U.S since 1994**
  • If Need for Speed boxes were laid out end-to-end, it would span 173,609 football fields
  • 100M units represents nearly every household in the United States and is 3x the population of Canada

This year, there are three titles being launched under the Need for Speed franchise. Need for Speed SHIFTdelivers a true driver’s experience and has been heralded by press worldwide for being the most exciting and polished Need for Speed game in years. SHIFT is available on the PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system, PC, and PlayStation®Portable system. Shipping in November, Need for Speed NITRO has been developed specifically for the Wii™ and Nintendo DS to capture the fun and exhilaration of arcade racing at 200 MPH. Need for Speed World Online for the PC is the largest open world game in the history of Need for Speed, with an extensive roster of licensed cars and game modes – all for free online. The game follows the free to play business model which generates revenue through advertising and in-game item sales. World Online will begin the beta process in Taiwan this winter and will open to players around the world in fall 2010.

More information about the Need for Speed franchise can be found at, or follow us on Twitter at NeedforSpeed. Press can download assets at

*According to internal EA data

**93.8 Million according to Bureau of Transportation Statistics

About Electronic Arts

Electronic Arts Inc. (EA), headquartered in Redwood City, California, is a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA Mobile TM and POGOTM. In fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA’s homepage and online game site is More information about EA’s products and full text of press releases can be found on the Internet at

EA, EA SPORTS, EA Mobile, POGO and Need for Speed are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. The names, designs, and logos of all products are the property of their respective owners and used by permission. Microsoft, Xbox and Xbox 360 are trademarks of the Microsoft group of companies. “PlayStation” and “PSP” are registered trademarks of Sony Computer Entertainment Inc. Wii and Nintendo DS are trademarks of Nintendo. All other trademarks are the property of their respective owners.

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Joel Taveras

Joel Taveras is one of the founding members of DualShockers. He hails from New York City where he lives with his wife and two sons. During his tenure with the site, he's held every position from news writer to community manager to editor in chief. Currently he manages the behind the scenes and day-to-day operations at the publication.

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