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In Burnout Revenge the accidents are inevitable, even you are encouraged to do so. There are four game modes to choose from: Burning Lap, Eliminator, Road Rage, Crash. Join the game, you will have the choice to control a lot of different cars with a total of up to 77 cars.
#Burnout revenge ps2 iso series
This can be seen from early mock-up videos when the game was called “Rush Hour”.Burnout Revenge is a racing game and the fourth installment in the famous Burnout series developed by Criterion Games, which was first released on September 13, 2005. Unused Sounds "Crashbreaker Unlock Video"Īccording to these strings, it would appear that you were originally meant to unlock cars by purchasing them instead of completing events and challenges. There are more placeholders of this style found in the Demo builds. Placeholder box that says "Input Text" what more is there to say. This more closely resembles to how Burnout 3: Takedown would display tracks.įile Name: CAFE.BIN\stdctrl\ inputText.tif Normally the game uses a yellow trailed dot to show the outline of a track, but there's one texture left in that shows the whole outline, along with an early design of Motor City's view from above. As above, this can be seen used in earlier builds.įile Name: FEMAIN.BIN\detroit\ Detroit01_L1.tif The world map got cut from the game, leaving this unused. These textures were used on the world map to pinpoint where the player would be driving in. This icon was used as a background slot where the rank icons would be positioned over, and can also be seen in use in development builds.įile Name: FEMAIN.BIN\b4maplight\ roadLight.tif lensFlare.tif These textures were used as an overlay for the rank icons and challenge sheet tabs to give them more of a dirty look, and is used in earlier Development builds.įile Name: FEMAIN.BIN\b4mapnav\ iconBevel.tif Quite useless, since selecting an event would automatically take you to the garage anyway.įile Name: FEMAIN.BIN\b4choiceiconnav\ Rank_dirt01.tif tabDirt.tif While Crash Tour was also a singleplayer event earlier in development, it was made multiplayer-only at some point, thus making this icon go unused.įile Name: FEMAIN.BIN\b4choiceiconnav\ garage.tifĪ button that would've taken you to the garage. Probably intended for multiplayer.įile Name: FEMAIN.BIN\b4choiceiconnav\ crashTour.tifĪ Crash Tour event button. This would have been used if Time Attack had returned from the previous game. While checkpoints are present in the game, they are invisible.
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The codes under the thicker horizontal line are specific to the Car Viewer gamemode.
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#Burnout revenge ps2 iso code
The option names in a smaller font written in the same cell only have effect if the code above it is active. The effect of each individual option can be seen here.
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Several visual debugging options that can be toggled. are used, with all strings that can only apply to Burnout 3, like the song list and list of Signature Takedowns from that game going unused. save/load dialog, display configuration dialog etc. All strings that apply to both games e.g. In addition, globalXX.bin, where XX varies by the game's region (US for the USA, EN for the UK etc.), is a carbon copy of the same file from Burnout 3. These strings appear in the game's executable. No vehicle in this game uses red boost flames, leaving the behavior unused, though it would shortly be reworked for the 360 version to give certain vehicles, such as the 360 Revenge Racer, green boost flames instead of the default blue color.
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This behavior was used in Burnout 3 exclusively by the Dominator vehicles. Red Boost FlamesĪs in Burnout 3, Data/vdb.bin allows any playable vehicle to have their boost flame color set to either blue (default) or red. Given that this game is essentially Burnout 3.5, it's no surprise that some content from that game remains leftover in this game.Ī leftover leftover! These graphics were used in the pre-E3 builds of Burnout 3.
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