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Burnout

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Title Screen

Burnout

Also known as: GRAND HEAT (Unreleased JP)
Developer: Criterion Games
Publisher: Acclaim Entertainment
Platforms: PlayStation 2, GameCube, Xbox
Released in US: April 29, 2002
Released in EU: May 3, 2002


CharacterIcon.png This game has unused playable characters.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

Burnout is the first game in the popular arcade-racing series, known for its highly exaggerated crashes and "risk = reward" gameplay mechanics. It was heavily influenced by the arcade driving game Thrill Drive, which is also where many of its elements come from.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Removed Vehicle

There are multiple references in the game's files to a removed, drivable Fire Engine.

There are no screenshots or footage of any kind in existence of this vehicle, although it probably looked very similar, if not identical to the Fire Truck in Burnout 3. There is, however, some information available regarding other aspects of the vehicle. For example, by using the following Action Replay code with the NTSC version of the game, it is possible to 'select' the Fire Engine in the car select screen:

H6Z6-Z6ZN-QD411
M29H-86XA-2G3PB

Burnout Fire Engine select.png

As the Fire Engine's model is not present in the final game, it will not be visible in the car select screen. The game claims the Fire Engine to be an Easy-type vehicle, though had it made it into the final game, it would more than likely have been a Special vehicle, like the Bus. Attempting to start a race with the Fire Engine selected will crash the game.

Unused Graphics

Unused Credits Image

Burnout credits7.png

File Name: credits7

There are seven pictures of the Criterion staff in the game's files. All of them should be used, but for some reason, the game only rotates through the first six, leaving this last one unused. Featured in the image is the composer of the game's soundtrack, Stephen Root.

(Source: Gilgamesh)

Xbox System

Burnoutxbox xboxsystemgraphic.png

An unused graphic of an Xbox present in the Xbox port. In the same style as the controller graphics used in all versions.

Early Position Markers

Early Final
Burnout early pos blackbg.png Burnout final pos blackbg.png

File Name: pos

Earlier graphics for the position markers. Can be seen in some pre-release screenshots.

Burnout 37-241148.png

(Source: IGN.com)

Dummy

Burnout dummy.png

File Name: dummy

A dummy texture.

Unused Announcer Voices

Game Over

Was likely meant to be used when failing the race without running out of time. For example, when crashing in Survival mode, "Game Over" displays onscreen, but the announcer doesn't say anything.

Unused Music

Intro Music

The audio tracks splash.wav and introavi.wav, only in the Xbox version, are both an unlooped version of the game's menu music. Completely different to the unused audio track in the GameCube version, despite having very similar file names, although they were probably used for the same purpose.

Exclusively in the GameCube version is the audio track MItroavi.ulw/SItroavi.ulw.

Judging by the file name and content, it seems that an FMV intro would have played upon starting the game, instead of (or in addition to) the logo screens. Mysteriously, only the audio track for this video remains, with the video track having been completely removed. It may actually have been a shortened version of the "Don't Even Blink" trailer for the game, given that both audio tracks have auditory cues for text appearing on the screen.

Credits

The music track that plays during the credits cuts off in-game after the 1:48 mark, with a whole other minute and 19 seconds going unused, significantly degrading the credits-watching experience we all enjoy so much.

Alternate Menu Theme

An alternate menu theme, which is based on the credits theme from the PlayStation 2 version, found only in the GameCube version's files. This may have originally replaced the regular menu music after completing the game, as the file names, SMenux.ulw and MMenux.ulw (for Stereo and Mono, respectively) would suggest, or it may have simply been an earlier version of the final track that was kept on the disc, for some reason.

Unused Text

Results Screen

Unused text strings that would be used for the results screen at the end of a race.

Objects hit
Jumps taken
Shortcuts taken
Pedestrians scared

There are no smashable objects, jumps, shortcuts, or pedestrians, so these go unused.

Style

"Ranks" that would be given to the player based on how well they drove.

Style

TOO SLOW
QUITTER
NUTTER
WASTE OF TIME
LAMER
SUNDAY DRIVER
DANGEROUS
FAMILY MAN
STUNTMAN
CONSIDERATE
RECKLESS
NEARLY MAN
BRAVE
ARTFUL
MENACE
COBBLER
THE BOY
WHITE LIGHTNING
BLUE SKY DRIVER
PILE DRIVER

Early Vehicle Names

#Compact:  		FrenteGL			(Standard)
#Coupe:			VenomSX				(Standard)
#Muscle:  		ThunderboltGT		(Standard)
#Luxury:  		LongbowEXC300		(Standard)
#Tow Truck:		Grizzly				(Standard)
#Pick Up:		UT500Jackhammer		(Standard)
#Soft Top: 		Sabre
#J. Muscle:  	TenraiVII
#Bus: 			Hudson418
#Fire Engine: 	FireEngine

Found in the grules.cfg file are car names that ended up unused, alongside the cut Fire Engine. These names are referenced in the final game and can be seen in early footage on the license plates. Namely, the ones that are still visible in-game are:

  • "Tenrai VII", since "Tenrai" is engraved on the decklid.
  • "Hudson 418", because that name can be seen on it.
  • "UT500 Jackhammer", since "UT500" can be seen on the back of the vehicle.

Cut Traffic Vehicles

Model Name Actual Name
EUROBUS Europe bus
ORIENTBUS Oriental bus
USBUS USA bus
LONGNOSE Long cab
CABOVER Cab over
MODCOMPACT Compact
OLDCOMPACT Old compact
CONTAINER Container
FLATBEDTARP Flatbed
MINIBUS Minibus
FLATBEDPAYLOAD Payload
EUROPOLICE Europe police
ORIENTPOLICE Oriental police
USPOLICE USA police
SEDAN Sedan
TANKER Tanker
EUROTAXI Europe taxi
ORIENTTAXI Oriental taxi
USTAXI USA taxi
VAN Van
EURONON Europe truck
ORIENTNON Oriental truck
USNON USA truck
LUTON1 (?) Europe van
MOTORBIKE
SCOOTER
WINNEBAGO
FARMTRUCK
PEOPLECARRIER
BASICPICKUP
JACKEDPICKUP
THAIPICKUP
LUTON2

This is the full list of traffic cars, along with the names assigned to their models. Police cars, scooters and motorbikes, as well as farm trucks and more were going to appear throughout the tracks. It's unknown why they were cut from the game.

Network Play

Network Race
Network Battle
Connected as Player %d
Awaiting other players
Waiting for other players to load

Judging by text found in the game's executable, it seems the game was going to have network play. The Burnout series would not see the inclusion of such functionality until Burnout 3: Takedown.

Your Brand Name Goes Here

Your Brand Name Goes Here

Obvious placeholder text.

Removed Japanese Track

A sizable amount of references and content from a removed Japanese track can be found exclusively throughout the Xbox version's game files.

Name

#USA East City: 	EastCoastDowntown	(Standard)
#USA Freeway: 		WestCoastFreeway	(Standard)
#USA Big Country: 	BigCountry
#Europe Euro City:	RiversideDrive
#Europe Country:	CostaAlta			(Standard)
#Orient City:		MakazeCity
#
#Marathon 1:		EuroTrek
#Marathon 2: 		USAEndurance 
Concept art for Makaze City.

According to this early track list in grules.cfg, the track was initially called Makaze City. "Makaze" (魔風) is a Japanese word that roughly translates to "storm caused by the devil." This word can also be seen in concept art for the track, on a sign.

Music

Both music tracks for Makaze City - the normal and "tragic" music - are still present on the disc, under the names track5.wav and track6.wav, respectively. The tracks were not given actual names until the Xbox version of Burnout 2: Point of Impact, where they are called J Rock and Orimental (the actual file is erroneously titled "Oriental Mental.") J Rock would later also appear in Burnout Paradise, as Tokyo Nights.

J Rock

Orimental

Unlock Criteria

The "(Standard)" tag beside a track in the above list means that track would have been available out of the box; the fact that Makaze City does not have this tag means it would have been an unlockable track. How exactly this track would have been unlocked, however, is not known, as no unlock criteria for the track is present in the file, unlike with the rest of the tracks. This may have been the very reason why it was cut; the developers just didn't know what to do with the track.

Traffic Vehicles

OrientTaxi				= {25000.0, 15500.0, 0.0}
OrientPolice				= {50000.0, 15000.0, 0.0}
ThaiPickup				= {20000.0, 15000.0, 0.0}
Orientbus				= {80000.0, 50000.0, 0.0}
Orientnon				= {25000.0, 17000.0, 0.0}

Also present in grules.cfg are the names of a few Makaze City-exclusive traffic vehicles, alongside the cut police cars. The models and textures for a select few of these vehicles are still present in the files, and can even be made to load in the car select screen via file replacement as seen in the video below. These vehicles also can be driven in-game, albeit with messed up suspension.

Oddities

Environment Map

The source imagery for the car select's environment map is actually of a render of a room that shows no similarities at all to the actual car select screen, which is just a blue, low-res, in-game screenshot with the currently-selected car hovering in front of it.

Burnout xbox cubemap.png

Probably due to hardware limitations, only the fifth image is used for the GameCube and PS2 versions' environment map, resulting in less detailed reflections in contrast to the Xbox version, which utilises a cube map formed from this file, hence the name cubemap.dds.

Debug Functionality

Debug Info

Use the following Action Replay codes:

Version Action Replay code
US GCN Prototype W53H-P4Q4-0BGP8
CVU5-N5GF-263UT
PAL GCN 5HBV-T9WC-VM7DU
3WED-NAT1-WPHAV

Car Viewer


(Source: Ralf)