The engine was rewritten to handle the larger tracks incorporating obstacles such as hills and jumps, while the car dynamics were also redesigned. The collision routines were extended so cars can handle being flipped over. Edmondson stated that "Destruction Derby 2" felt like a new game rather than merely a sequel with more tracks. Edmondson wanted to Americanise the game, as the original had a British banger racing feel. Therefore, the cars were designed to resemble the stock cars used in NASCAR racing, while all the tracks were situated in the United States. Edmondson also wanted appropriate music for American stock car races, so he attended races across the United States, where he noticed that metal music featured prominently. Thrash metal bands Jug and Tuscan were therefore chosen to compose the soundtrack, as some members of the team were involved with them. Because soft-spoken commentary would not fit with the soundtrack, commentator Paul Page was asked to serve as the game's announcer due to his "animated and excitable" style. Edmondson travelled to the United States to record Page at a studio in Indianapolis. Variety and realism were focuses for the tracks: they featured visuals such as forests, Neon Cities, and Canyons, complete with obstacles. The team travelled to photograph the textures. The tracks were constructed in Softimage 3D and converted to PlayStation format mesh data using a custom tool. In response to a common criticism of the original "Destruction Derby", the tracks were designed to be larger and less narrow. The team were inspired by "Daytona"s revolving windmills, and large jumps were implemented to add drama to the tracks. The most realistic aspect of the race tracks was the pit stop, although Edmondson stated that he limited players to one stop because the team did not want to detract from the action and because a penalty system would have added a lot of extra work. Cars nearing destruction were designed to behave in a realistic and unpredicatable fashion through effects such as losing the bonnet (hood) and catching on fire. Wrecking Racing was meant to enable a broad range of strategies, such as keeping up but watching out for destruction opportunities, destroying the cars in front, and destroying everything without concern for position. This was hard to balance, but it proved possible to win with each of those strategies. Edmondson came up with Stock Car Racing after watching the Banger World Finals at Arena Essex and noticing that there were some cars simply racing rather than trying to destroy each other. The normal race mode was implemented simply because the engine could support running a traditional race.