Burnout Revenge (Alpha 7 build)

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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

Early Menus

Initially, the menus were far more reminiscent of the Crash Nav from Burnout 3, being an overhead of the world. Selecting a track highlights the state or country containing it, but the rest is the same in comparison to the final menus. It's likely these menus date back to really early in the game's development when it was called Rush Hour. Within the car select menu, the player selects a color for the vehicle after choosing it likewise to Burnout 2 instead of just choosing a color while moving through them like Burnout 3. This was later reverted.

Minor UI Differences

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

Minor Vehicle Differences

Some vehicles in this build sport some minor differences to their final counterparts including different paint colors, liveries, minor kit changes, engine differences, and different wheels, with only very few vehicles sporting any major differences to the design. Most GT level cars in this build feature hood cuts for blowers or superchargers. A few vehicles dotted around sport placeholders due to models not being present.

World Tour Differences

The world tour in itself sports differences to the retail game, not all of it can be seen due to rank 8 always being locked.

Painstaking Difficulty

The AI featured in beta builds of Burnout is typically highly aggressive, and the July build of Revenge being no exception. AI is very fast, and also very aggressive. Unlike most other builds or Burnout games however, they lack most of their customary behaviors. They rarely stop to let the player catch up and will throw the player under the bus at any given opportunity, sometimes physically. The rating meter drains really fast and namely relies on the player frequenting battles with other drivers to keep it settled at the highest rating. In Burning Laps it is likely impossible to obtain the highest rating due to this.

Light Crash Mode Differences

While mostly remaining the same as retail, crash mode did have some minor differences to be had. Most notably, upon using the crashbreaker the camera would stay in place to let the player get a better look at the damage from the explosion before returning to following the player vehicle seconds later.

Cut Crash Junctions

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

Full list to be compiled soon.

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.