NHL Hitz 2003

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NHL Hitz 2003
NHL Hitz 2003 NTSC-U Boxart
Game general and emulation properties:
ESRB rating: E (Violence)
Game supports multi-tap
Widescreen patch available
Supports up to four local players
Languages supported:
English: SLES-50712 & SLUS-20438
Region NTSC-U:
Serial numbers: SLUS-20438
Release date: September 16, 2002
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region PAL:
Serial numbers: SLES-50712
Release date: November 1, 2002
Windows Status: ?
Linux Status: ?
Mac Status: ?

Developer(s): Midway
Publisher(s): Midway
Genre: Sports
Wikipedia: Link
Game review links: Link8.2/10, Metacritic82/100
Game description: In the world of NHL Hitz 20-03, hard-checking and highlight-reel action is common. This year's installment in the action-packed NHL Hitz series showcases three-on-three gameplay with players who leap, glide, check, pass, and score on defenders. New features include a deeper New Season mode, player trades, a playoff tree, and official NHL awards. The game also boasts bigger, stronger, and faster players, plus improved goalie logic, behavior, animations, and control, making it tougher to score.

Winlogo.png Test configurations on Windows:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
  • AMD FX 8320 (3.5 GHz)
  • EVGA Geforce GT 630 2GB
r5350 GSDX 0.1.16 (r5334 AVX and SSE4)
  • SPU2-X 2.0.0 (r5324)
  • LilyPad 0.11.0
BIOS: USA V2 (14/06/2004), HACKS: MTVU, Plays at solid 60 excluding errors below causing some framerate dip Jschultz1
NTSC-U Windows
  • Intel Core i7 @ 3.4Ghz
  • Nvidia GTX 285 768MB
1.1.0 r5452 GSdx 5442 SSE41
  • SPU2-X 2.0.0
  • LilyPad 0.11.0
Runs above full speed.


  • Also known as NHL Hitz 20-03

Known Issues


  • Status: Active
  • Type: Minor
  • Description: When using hardware rendering, at (some) faceoffs (generally at the beginning of the game) and after goals, the framerate can dip down into the mid 40s - however, once the actual gameplay starts again, the framerate jumps back to 60 - the game is NOT maxing out my hardware during framerate dips. Also, player shadows look a little wonky.
  • Workaround: On my particular setup, using the software renderer with 5 additional threads (using all 8 cores) fixes the framerate problems. Again, this is odd, since neither my GPU or CPU is being maxed out when using hardware rendering.
Public compatibility forum links