Burnout Revenge (Alpha 7 build): Difference between revisions

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(Making some light changes to my wording... Jesus fucking christ, why do I overcomplicate everything I write? Will come back later for more overhaul and start Rev Demo soon.)
 
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{{ ProtoInfobox
[[File:BRevenge-0714 Menu.png|thumb|right|Main menu.]]
| buildname = Burnout Revenge (Alpha 7)
| titleimage = [[File:BRevenge-0714 Menu.png|340px|]]
| discimage = (no disc image available)
| plat = PlayStation 2
| builddate = July 14th, 2005
| aliases = "0714", "Preview 2"
| relstatus = Yes
}}


This is a relatively late pre-release build of Burnout Revenge's PlayStation 2 version, mainly known as '''Alpha 7''' and also commonly referred to as the '''07/14''' beta, after its build date of '''July 14th, 2005'''. It contains a large amount of differences to Revenge's final version despite being relatively close to retail, such as WIP cutscenes and scrapped events and Crash Junctions.
This is a relatively late pre-release build of Burnout Revenge's PlayStation 2 version, named '''Alpha 7'''. It was built on '''July 14th, 2005''' and contains a large amount of differences to Revenge's final version despite being relatively close to retail, such as WIP cutscenes and scrapped events and Crash Junctions.


The build also contains full debug symbols in the <tt>.mdebug</tt> section of its ELF executable.
The build also contains full debug symbols in the <tt>.mdebug</tt> section of its ELF executable.

== Notable Differences ==

=== UI ===
The region select menu is more reminiscent of Burnout 3's Crash Nav, being an overhead view of the world. Selecting a track highlights the state or provenance containing it, but the rest is identical to the final menus. It's likely these menus were in place since early in Revenge's development, as far back as when the game was known as '''Rush Hour''' .
<gallery widths=200px heights=180px>
File:BRJulyWorldTourMenu.png|thumb|The old World Tour menu, being present since early 2005.
File:BRJulyWTHighlight.png|thumb|The individual state or provenance is highlighted upon selection.
File:BRJulyLoadingScreen.png|thumb|The loading screen is identical to the standalone demo, but there's no controller setup seen on it.
</gallery>
The player can only select a color for a vehicle after choosing it in the car select menu, instead of simply choosing a color while cycling through them like Burnout 3. This was later reverted.

=== HUD ===
The race HUD in this build differs a bit. The rating meter is set up differently than the final game, and the end-race rating up animation is much different, featuring a sign with an arrow pointing up in place of the final animation.
<gallery widths=200px heights=180px>
File:BRJulyRankUpArrow.png|thumb|The arrow slides in and disappears into the text, increasing the event rating.
File:BRJulyOldMedal.png|thumb|One of the early versions of the rating meter, as well a beta medal icon.
</gallery>

=== Minor Vehicle Differences ===
Many vehicles in this build feature subtle differences that range from slight kit changes, blowers, exposed superchargers, wheels, colors, or in some cases more heavy differences in select cars. Some vehicles are implemented as placeholders likely due to being incomplete and/or not presentable for press footage.
<gallery widths=200px heights=180px>
File:BRJulyPlaceholderCar.png|thumb|A placeholder is seen here for the Saloon C170 Mid, which is supposed to look tattered and worn.
</gallery>

=== World Tour Differences ===
The world tour of the game features some light differences, although a completely scrapped mode called 'Crash Tour' is presented.

=== Difficulty ===
As per usual with prototype builds, the AI here is very aggressive and ruthless. They're much faster, harder to take out, and throw some serious hits at the player.

The rating meter drains very fast and requires the player to consistently battle rivals to keep the rank from falling. Due to this, it is likely impossible to obtain the 'Awesome' rating in Burning Lap events.

=== Game Mode Differences ===
While mostly the same as retail, crash mode does have some minor differences. Most notably, upon using the crashbreaker, the camera will freeze to give the player a better view of the damage done, before locking back onto your vehicle seconds later.
<gallery widths=200px heights=180px>
File:BRJulyCrashbreakerCam.png|thumb|The camera gives you a good look at the destruction from your crashbreaker.
</gallery>

Traffic Attack is also nearly identical to retail, however once the countdown begins, the player is immediately given control of the car.
<gallery widths=200px heights=180px>
File:BRJulyTrafficAttackStart.png|thumb|Waste no time; The clock is already ticking.
</gallery>

Road Rage similar to the other modes is identical to retail, except upon reaching the takedown target, the event promptly ends, instead of letting you go until your car expires or the timer clocks out. It's unknown if this was an actual feature or only exclusive to this build.

=== Cut Crash Junctions ===
This build features multiple junctions across different maps that were unfortunately gutted for reasons unknown.
<pre>Full list to be compiled soon.</pre>

==== Beach Bash ====
<youtube width=440 height=320>xENEGG673k4</youtube>

==== Crash of the Titans ====
<youtube width=440 height=320>m_KgsCo-w4s</youtube>

== Known Issues ==
* Despite the game notifying you that a vehicle was unlocked, you cannot use it. You are only locked to a set of vehicles the game forces you to use.

Latest revision as of 03:40, 14 August 2022

Burnout Revenge (Alpha 7)
(no disc image available)
Build Info
Platform: PlayStation 2
Compilation date: July 14th, 2005
Also known as: "0714", "Preview 2"
Released publically: Yes

This is a relatively late pre-release build of Burnout Revenge's PlayStation 2 version, named Alpha 7. It was built on July 14th, 2005 and contains a large amount of differences to Revenge's final version despite being relatively close to retail, such as WIP cutscenes and scrapped events and Crash Junctions.

The build also contains full debug symbols in the .mdebug section of its ELF executable.

Notable Differences

UI

The region select menu is more reminiscent of Burnout 3's Crash Nav, being an overhead view of the world. Selecting a track highlights the state or provenance containing it, but the rest is identical to the final menus. It's likely these menus were in place since early in Revenge's development, as far back as when the game was known as Rush Hour .

The player can only select a color for a vehicle after choosing it in the car select menu, instead of simply choosing a color while cycling through them like Burnout 3. This was later reverted.

HUD

The race HUD in this build differs a bit. The rating meter is set up differently than the final game, and the end-race rating up animation is much different, featuring a sign with an arrow pointing up in place of the final animation.

Minor Vehicle Differences

Many vehicles in this build feature subtle differences that range from slight kit changes, blowers, exposed superchargers, wheels, colors, or in some cases more heavy differences in select cars. Some vehicles are implemented as placeholders likely due to being incomplete and/or not presentable for press footage.

World Tour Differences

The world tour of the game features some light differences, although a completely scrapped mode called 'Crash Tour' is presented.

Difficulty

As per usual with prototype builds, the AI here is very aggressive and ruthless. They're much faster, harder to take out, and throw some serious hits at the player.

The rating meter drains very fast and requires the player to consistently battle rivals to keep the rank from falling. Due to this, it is likely impossible to obtain the 'Awesome' rating in Burning Lap events.

Game Mode Differences

While mostly the same as retail, crash mode does have some minor differences. Most notably, upon using the crashbreaker, the camera will freeze to give the player a better view of the damage done, before locking back onto your vehicle seconds later.

Traffic Attack is also nearly identical to retail, however once the countdown begins, the player is immediately given control of the car.

Road Rage similar to the other modes is identical to retail, except upon reaching the takedown target, the event promptly ends, instead of letting you go until your car expires or the timer clocks out. It's unknown if this was an actual feature or only exclusive to this build.

Cut Crash Junctions

This build features multiple junctions across different maps that were unfortunately gutted for reasons unknown.

Full list to be compiled soon.

Beach Bash

Crash of the Titans

Known Issues

  • Despite the game notifying you that a vehicle was unlocked, you cannot use it. You are only locked to a set of vehicles the game forces you to use.