![]() ![]() The Extras menu also lists Challenge Sheet videos, which were placed in the actual Challenge Sheet that can be viewed after completing a challenge.Ī normally inaccessible game mode called Car Viewer can be accessed through the quick start menu. Similarly to the Multiplayer menu, the Main Menu here can be replaced with the Driver Details menu ( _vt$25CB4DriverDetailsMenuState).Īside 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. However, most of the Crash junctions in this list have no code implemented in and crash the game when selected. What's notable here is that Crash mode lists 108 junctions to select, whereas the final game only has 38. 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). 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. Perhaps a test for online compatibility before it got scrapped? What’s interesting about this menu, you can play with more than five computer vehicles. The ranking system is more unforgiving in this build. ![]() There are a couple of Signature Takedowns that are not in the final game.A janky, animated Earth which uses a rather low resolution texture is present in the World Tour menu similar to Burnout 3 before being scrapped for the final build. This mode only remains as a splitscreen multiplayer gamemode in the final game. A type of singleplayer event referred to as Crash Tour was cut.Rank 10 events require 42 Takedowns for Gold, whereas the final game only needs 30. Road Rage events require more Takedowns.Somewhat noticeable in final Rank 9 Traffic Attack events that were seemingly unnerfed since this build. Traffic Attacks are overly difficult towards the end of the game.Checking a car slows the player down more, and there are more traffic vehicles moving sideways that will wreck the player if collided with. AI opponents are far faster with more intense rubberbanding, possibly directly ported from Burnout 3 before being nerfed heavily for the final game.Most events are far more difficult than in the final game.The “target time has passed” sound for the timer is the “Unlucky!” sound from Crash Junctions in the final game. The icon it uses in the final game is repurposed from the Eliminator event icon in this build. Burning Lap events only exist as Preview events.The game’s challenge sheet requirements for Revenge takedowns are extraordinarily difficult.8.3.3 Traffic Attack Training Video SubtitlesĪll the various car design changes that went through development. ![]()
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