Burnout Revenge (Alpha 7 build)

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.

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 date back to an earlier phase of Revenge's development, 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
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 design differences. Most GT level cars in this build feature hood cuts for blowers or superchargers. A few vehicles use placeholders due to their models not being present.

World Tour Differences
The world tour features event differences to the retail game; not all of it can be seen due to rank 8 always being locked, and none of the events being able to be unlocked besides what is already given.

Difficulty
The AI featured in Burnout prototypes is typically very fast and highly aggressive, with this build being no exception. However, unlike most other builds or Burnout games, they lack most of their customary behaviors. They rarely stop to let the player catch up and will throw them under the bus at any given opportunity, sometimes physically.

The rating meter drains very fast and requires the player to consistently battle rivals to keep it at the highest rating. Due to this, it is likely impossible to obtain the highest 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.

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
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Crash of the Titans
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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.