Proto:Burnout Revenge (PlayStation 2, Xbox)/Alpha 7 (PlayStation 2)
This is a sub-page of Proto:Burnout Revenge (PlayStation 2, Xbox).
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
This is a somewhat late version of the game with plenty of changes and stuff to unpack, internally marked as Alpha 7 and as a Preview 2 build. Compiled between July 12 and July 14, 2005.
- 1 Sub-Pages
- 2 General Differences
- 3 Hidden/Inaccessible Menus
- 4 Car Viewer
- 5 Environmental Differences
- 6 Early Tracks
- 7 Early/Unused Sounds
- 8 Early/Unused Graphics
- 9 Early/Unused Text
- 10 Early/Unused Videos
- 11 Burnout 3: Takedown leftovers
| Debug Options|
Several debugging options that are lurking around in the game.
| Car Differences|
All the different car design changes that went through development.
- The game’s challenge sheet requirements for Revenge takedowns are almost impossible to achieve.
- Burning Lap events only exist as Preview events. The icon it uses in the final game is repurposed from the Eliminator event icon in this build.
- Most events are way more difficult than in the Final game.
- Traffic Attacks are almost impossible towards the end of the game. Kinda still noticeable in Rank 9 Traffic Attack events in the final game that seemingly didn't get nerfed.
- Road Rage events require way more Takedowns. Rank 10 events require 42 Takedowns for Gold, whereas the final game only needs 30.
- Cut singleplayer Crash Tour events. Only remains as a splitscreen multiplayer gamemode in the final game.
- There are a lot of cut Crash Junctions.
- The menus and its style look quite different.
- There are a couple of new Signature Takedowns that are not in the final game.
There is a hidden debug menu that can be accessed by replacing a different menu. The provided code below replaces the Progressive Scan menu (_vt$29CB4ProgressiveScanSelectState) with the Debug menu (_vt$22CB4DebugDebugMenuState), but it can essentially be replaced by any menu.
What’s interesting about this menu, you can play with more than five computer vehicles. Perhaps a test for online compatibility before it got scrapped?
Since all but one of the buttons are greyed out on the main menu, with the help of a bit of editing, the other sub-menus can also be accessed.
While this menu technically is accessible through the Debug menu mentioned earlier, the other way of accessing this menu is by replacing the regular Main Menu (_vt$16CB4MainMenuState) with the Multiplayer Menu (_vt$19CB4MultiplayerState).
What's notable here is that Crash mode lists 108 junctions to select, whereas the final game only has 38. However, most of the Crash junctions in this list have no code implemented in and crash the game when selected.
Similarly to the Multiplayer menu, the Main Menu here can be replaced with the Driver Details menu (_vt$25CB4DriverDetailsMenuState).
Aside from the different menu design, the tabs in the Records menu let you select a track, which then lists the records for that specific track, whereas the final game switched it around and give you event tabs. The Extras menu also lists Challenge Sheet videos, which were placed in the actual Challenge Sheet that can be viewed after completing a challenge.
A normally inaccessible game mode called Car Viewer can be accessed through the quick start menu. Its controls are as follows:
|Right Analog Stick||Change camera zoom|
|Left Analog Stick||Change camera position|
|R1||First person camera / Invisible car|
|Square||Set the target angle|
|Cross||Throw a car with the set angle|
|Triangle||Blow up car|
|Up/Down||Change car color|
Changes that were made to the environment to a track. Sometimes it's just the amount of props that differ, other times everything seems different.
Aside from the way less visible props, the most notable thing about Sunshine Keys is the time of day. It is also seen in various trailers and training videos that were made earlier in development.
Two early, incomplete track versions are present in this build. The lighting and shading is also unfinished, so all the cars have a black body by default.
Named West Coast – Crash Reverse (TRACKS\US\K3_V2\).
Named Hong Kong – Crash Reverse (TRACKS\AS\K1_V2\).
- _EATRAX1.RWS is only missing one track that was added later into development, that being "Shot Down" by Nine Black Alps.
|Filename||Unused sound||Additional information|
|MUSIC.RWS\Segment0||Leftover from the earlier builds that would play during the old ranking screen. It is fully present and used in the earlier Demo builds. This is an edited version of Andy Hunter’s “Come On”.|
|SWEET1.RWS\Segment0||Several unused sounds from the SWEET*.RWS group of files.|
A texture that was meant to be used with the cut Burnout News feature. Strings and videos of this same feature can be seen in this page as well. GLOBAL.TXD\aftermath-logo
Everything here is found under FEMAIN.BIN\b4choiceiconnav\*
The medals that are displayed next to a completed event have an additional check mark in the final game.
All but one of the location icons remained unchanged. That being the Lone Peak icon. Nationpark_icons.tif
|Early texture||Final texture|
Every single icon was redesigned to be less smooth. Some icons are also unused. This build doesn't have standalone Burning Lap events, the icon that'd later be used for Burning Laps is used for Eliminator events in this build.
|Filename||Early texture||Final texture|
And just for the sake of comparison, the pre-release Eliminator icon against the final Burning Lap icon.
|Filename||Early texture||Final texture|
The final build has a unique color for each rank, but this build alternates between 3 different but similar rank icons, along with an additional dirt01 texture overlaying those three full icons. Rank_dirt01.tif can also be found in the final game, where it goes unused.
|Filenames||Early textures||Final textures|
Normally Burnout Revenge uses a yellow trailed dot that'd follow the path of a track, however there are two early unused textures that show the entire track at once. Without enabling the texture alpha channels, all the surrounding environment can also be seen around the track as well. Interestingly, the final game still has Detroit01_L1.tif in the files, however Tokyo02_L1.tif didn't make it through.
|Unused texture (Full)||Unused texture|
(With alpha channel)
Track & World Maps
The FE\TEXDIC\* directory has a bunch of additional textures that aren't used, or at the very least differ slightly.
- Earlier Track Overviews
The track overviews in DETROIT.TXD, HONGKONG.TXD, and TOKYO.TXD have no colour, and are much larger than the textures used in-game. These are 768×768 in total, made up by 6 textures - three 512×256 textures, and three 256×256 textures. They've been joined back together for viewability here.
|Unused texture||Unused texture||Unused texture|
(Motor City) DETROIT.TXD\Detroit01_01; 02; 03; 04; 05; 06
(Central Route) HONGKONG.TXD\Hong_Kong_01; 02; 03; 04; 05; 06
(Eastern Bay) TOKYO.TXD\Tokyo02_01; 02; 03; 04; 05; 06
- World Map Texture
WORLDMAP.TXD for the most part matches the texture that's used in this build (a feature that ended up being cut from the final game), with the only real difference being it having somewhat worse transparency dithering (Most noticable around the islands of Canada). These textures are split in three 512×512 textures, and one 256×512 texture - together they make up one large 1792×512 texture.
WORLDMAP.TXD\world_01_01; 02; 03; 04
FEMAIN.BIN\worldmap\world_01_01; 02; 03; 04.tif
The textures that show each location from above when selected are all different in this build. Some are still similar, but others are barely recognisable. These textures are normally split into two textures, first one being 128×256 and the other being 512x256, with the 2nd wider texture being usually placed first. They have been joined back together into a full 640×256 here.
|Early texture||Final texture|
The strings that are all stored in MAINUS.BIN have a bunch of unused or changed lines.
Burnout News Leftovers
Strings likely meant to be used with the Burnout News broadcast, as seen in the WIP Rewards video
|B74CBF8C||%1 VEHICLES INVOLVED IN A CRASH AT %2|
|0178D837||HUGE PILE UP REPORTED|
|2E45EE36||TOTAL DAMAGE HAS BEEN ESTIMATED AT %1|
|DCD47F35||Hell on the Highways! Neon Nightmare as 40 vehicles involved in crash!|
|87E340CB||The chaotic streets of the classical capital|
|1C7D10D7||Timber! Car crash calamity on the ridge roads!|
|7F5B6428||Wreak havoc in the city of angels|
|8DDA642A||The bustling streets of steamy Central Route|
|4386AF01||Full speed highway battles in downtown Eastern Bay|
|9244BABD||Eternal City in Ruins!|
|36AD0259||Eternal City Wrecked! Destroyed in less than a day!|
|EA8D1207||Breathtaking vistas of the great Lone Peak|
|0242FD6C||Motor City Mayhem! Multi car pile-up brings city to a standstill!|
|E934676C||Keys Catastrophe! Roads swamped by huge accident!|
Training Tutorial Subtitles
This build has subtitle strings meant to be shown during the introduction tutorials, despite not even having the tutorial cutscenes in the game files. None of the voiced subtitles are not found in any of the later builds, including final, but the on-screen text subtitles are. Some subtitles have duplicates with different IDs.
There are some lines that aren't used in any of the final training videos, so they're placed up here.
|149548D7||And here’s a tip for later levels when you get to choose your vehicle.|
|2F74100F||….and check traffic.|
Basic Training Video Subtitles
These subtitles are almost fully identical to the Basic Tutorial shown in the final game, with the exception of:
- the 2nd string (CD793139), where "If you want to get on in this game,..." in the final release was replaced with "If you want to get ahead in this game,..."
- the 16th string (D30FC461) where "...performance to give..." was changed to "...performance and give..."
- the 40th string (693E9675) where "...under the bonnet..." was replaced with "...under the hood..."
|54706083||Burnout Revenge is all about being rewarded for fighting dirty.|
|CD793139||If you want to get on in this game, you’ll have to get nasty….|
|BA7E01AF||….that means wiping your rivals off the roads.|
|241A940C||Use the Burnout streets to Takedown your rivals|
|531DA49A||And keep an eye open for big air opportunities….|
|CA14F520||… 'cos you could land a vertical takedown|
|BD13C5B6||For the first time, you can use the traffic as a weapon….|
|2DACD827||….but there are rules …..|
|5AABE8B1||….you can slam and shunt same way traffic…..|
|3A6C6154||…..but watch out for big rigs,|
|D4620078||... and oncoming!|
|A36530EE||We know it's a car-crash-car world out there….|
|3D01A54D||….so, while you are crashing, activate Impact Time|
|4A0695DB||…..and use Aftertouch to steer your car into the path of oncoming rivals.|
|D30FC461||We’ll be keeping an eye on your performance to give you a star studded rating….|
|A408F4F7||Go for gold ‘cos medals affect your rating.|
|34B7E966||…Pick up bronze and you’ll drop a rating…|
|43B0D9F0||….but win gold and you’ll go all the way to perfect!|
|EE413297||Get your rating high to rank up.|
|99460201||Just don’t expect an easy ride by repeating the same easy events….|
|004F53BB||…you’ll only improve your rating by improving your performance.|
|7748632D||So if you don’t place in the race, then all your aggression will have been for nothing.|
|E92CF68E||You need to learn about boost!|
|9E2BC618||Driving dangerously earns you boost….|
|5F1EE480||Driving dangerously earns you boost….|
|072297A2||….drive on the wrong side of the road…|
|C17A7123||….drive on the wrong side of the road…|
|B67D41B5||…drift around corners….|
|E09ABAA5||…drift around corners….|
|979D8A33||…. and check the traffic.|
|F75A03D6||You can also steal boost from rivals by….|
|F037C7CF||Taking down your rivals increases the size of your boost bar….|
|8730F759||…..but if you crash or get taken down….|
|1E39A6E3||….your boost bar goes down too….|
|693E9675||Finally, we’ve added a little extra under the bonnet for later events when the roads get really tough…|
|F9818BE4||…introducing the crashbreaker for the ultimate explosive payback!|
|8E86BB72||Combine Aftertouch with your Crashbreaker to Takedown the rivals you otherwise couldn't reach!|
|471B9511||Now you know the basics, it's time to let you loose on the roads. Happy hunting!|
Crash Training Video Subtitles
|A9C9DEDA||Welcome to a crash course in crashing…|
|30C08F60||….Your aim is to crash into and explode as many cars as possible….|
|47C7BFF6||….but it's not as easy as just rolling your car into a junction.|
|D9A32A55||First up, you need to learn about boost!|
|AEA41AC3||Listen up! This is important! Step on the gas to stop the launch bar and set your speed..…|
|37AD4B79||….Hit the gas again on the way down to launch your vehicle.|
|40AA7BEF||Nail the sweet spot at both ends for a power boost start.|
|D015667E||Careful though: get it wrong and you could stall….|
|A71256E8||….. or even blow up your engine. Nasty|
|C7D5DF0D||The Burnout streets can get breezy so watch the wind when soaring through the air…|
|B0D2EF9B||….and use Aftertouch to steer.|
|29DBBE21||If you feel you’re falling short of your target, there may be another way round.|
|5EDC8EB7||Keep your eyes open for escape route ramps that can get you back on track.|
|C0B81B14||Now hit the traffic and let the destruction begin!|
|B7BF2B82||Check it out…..|
|2EB67A38||….crashing cars fills your boost meter.|
|59B14AAE||When it’s full, explode your car by pumping up the crashbreaker.|
|C90E573F||The faster you pump, the bigger the crashbreaker explosion!|
|BE0967A9||Don't forget to use Aftertouch to steer your car and cause even more crashes!|
|13F88CCE||Hit props and cars to score….|
|64FFBC58||Just think: the bigger the vehicle, the bigger the score|
|FDF6EDE2||Exploding traffic multiplies your score….|
|8AF1DD74||…. Catch the bonus target car for maximum Revenge!|
|63927841||Selection is crucial when it comes to making the most of your crashing.|
|FA9B29FB||Small cars are light, fast and controllable but have smaller crashbreakers.|
|8D9C196D||Bigger cars have stronger crashbreakers. They may be slower but because they’re heavier, they’re less affected by wind.|
|1D2304FC||Choose your weapon!|
Traffic Attack Training Video Subtitles
The only changed line in this tutorial is the 9th string (A6D03CDF) where the word "for" was dropped.
|A80BB4ED||Hate traffic? Good.|
|3102E557||Because it's time to get revenge on Rush Hour, Burnout style!|
|4605D5C1||Slam and shunt same way traffic to score points…..|
|D8614062||…but avoid direct hits with oversize…|
|AF6670F4||… oncoming …|
|366F214E||… and cross traffic|
|416811D8||….use the smaller size traffic to hit them instead!|
|D1D70C49||Keep an eye on the time!|
|A6D03CDF||You’ll get a chunk of time for free….|
|C617B53A||…but when you get down to 20 seconds….|
|B11085AC||you've got to smash the traffic to keep the clock ticking!|
|58732099||Wreck the most cars to beat the Traffic Attack targets!|
On-Screen Text Subtitles
These lines were encoded in the actual video in the final release, so these strings go unused. They're also found in the final release. The changed lines are:
- 6EB8B39A and F7B1E220 added "PRESS THE X BUTTON..."
|C7E2141C||PRESS AND HOLD R1 BUTTON TO ENTER IMPACT TIME|
|80B6D2B6||USE LEFT ANALOG STICK TO STEER|
|87DB16AF||USE LEFT ANALOG STICK TO STEER|
|5EEB45A6||USE LEFT ANALOG STICK TO STEER|
|B788E093||PRESS R1 BUTTON TO BOOST|
|379A8068||PRESS R1 BUTTON TO BOOST|
|A7259DF9||INTO ONCOMING TRAFFIC!|
|C08FD005||INTO ONCOMING TRAFFIC!|
|598681BF||DRIVE BEHIND THEM!|
|D022AD6F||BRAKE THEN HIT THE GAS!|
|2E81B129||BRAKE THEN HIT THE GAS!|
|BE3EACB8||HIT THE TRAFFIC!|
|D994E144||HIT THE TRAFFIC!|
|19BF830C||HIT THE TRAFFIC!|
|C9399C2E||INTO THE SIDE!|
|A9FE15CB||INTO THE REAR!|
|DEF9255D||GRIND AGAINST THEM!|
|30F74471||LOST A CHUNK!|
|AE93D1D2||PRESS R2 BUTTON TO ACTIVATE CRASHBREAKER|
|6EB8B39A||PRESS X BUTTON TO STOP THE BAR|
|F7B1E220||PRESS X BUTTON AGAIN TO LAUNCH THE CAR|
|F0DC2639||PRESS R2 BUTTON TO PUMP UP THE CRASHBREAKER|
|BE3EACB8||HIT THE TRAFFIC!|
|D994E144||HIT THE TRAFFIC!|
|19BF830C||HIT THE TRAFFIC!|
|409DB0FE||SMASHING TRAFFIC GETS YOU TIME!|
These strings were likely also meant to be used during the tutorial videos but aren't. These strings were also removed from the final version.
|89586588||PRESS R2 BUTTON DURING A CRASH TO TRIGGER THE CRASHBREAKER EXPLOSION!|
|7D48CF8E||PRESS R2 BUTTON TO DETONATE THE CRASHBREAKER EXPLOSION!|
|6B92318F||EXPLODING VEHICLES ADD TO YOUR SCORE MULTIPLIER!|
This video is found under multiple names, those being ATTR_N.M2V, MULTI.M2V and PREVEVNT.M2V. This footage is used for the “airplane flying around the globe” cinematic for a Preview event, since it was not implemented in yet.
E3 Traffic Attack
Early Traffic Attack footage. TRAFFIC.M2V
Some videos used in the earlier Demo build are still left in this build.
The clip that shows the Criterion logo when you start up the game is way shorter and doesn't have the additional scene mentioning Rabin Ezra yet, though this build is compiled about 2 weeks after his death.
It is named CRRW_*.M2V.
|Early video||Final video|
WIP Rewards Video
The WIPRWRDS.M2V video has five different clips combined into one. These have been split apart with their appropriate timestamps listed from where they were taken.
|Timestamp||Unused video||Additional information|
|0:00.00-1:03.22||Cut Car Showroom.|
|1:03.22-1:15.22||Cut Crash Mode news program(?)|
|1:15.22-1:25.22||Early Signature Takedown.|
|1:25.22-1:53.14||Another Crash Mode news program.|
|1:53.14-2:03.14||Yet another Signature Takedown.|
This background video lacks the orange filter for the game clips, and the vertical resolution has been reduced to 352px for some reason.
It is also found under multiple names in this build, those being CREDS_N.M2V, CREDS_P.M2V and MAINMENU.M2V. Only the MAINMENU.M2V file has been removed from final.
|Early video||Final video|
Crash Course Cutscenes
This build doesn't have any strings referring to these Holes left over, however the earlier Demo builds do!
|Filename||Unused video||Filename||Unused video|
Rank Up Cutscenes
Incomplete versions of the Rank Up videos. The Early videos have two variants, one with an _N prefix which are in 30 FPS, and another with _P, being 25 FPS. In the final EU build, the _P videos are identical to final NA ones, in 29.97 FPS.
|Filename||Rank name||Early video||Final video|
Loads of placeholder videos left in here.
|Filename||Placeholder video||Filename||Placeholder video||Filename||Placeholder video|
|TRTA_E_N.M2V||There are duplicates of the last four TR*_*_N.M2V training video placeholders, where _E_ is replaced with _J_ in the filename.|
Burnout 3: Takedown leftovers
Located in the OVID folder is a video file named TITLES30.M2V. This is the previous game's intro sequence.