Burnout 3: Takedown |
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Developer: Criterion Games This game has unused code. This game has a prerelease article |
Burnout 3: Takedown is the third game in the Burnout series, and the first to be published by Electronic Arts after acquiring Criterion Games. This game was released in September 2004 to massive critical acclaim, due to its gameplay, rather polished graphics and fluid frame rate that have held up even 20 years later, and significantly refining the trademark features of the Burnout series.
Contents
- 1 Sub-Pages
- 2 Unused Audio
- 2.1 Car Unlock Sound
- 3 Unused Graphics
- 3.1 Boost Bar
- 3.2 Gold Medal
- 3.3 Question Mark
- 3.4 Alaska
- 3.5 Language Flags
- 3.6 Concept Art
- 4 Unused Text
- 4.1 Early Crash Pickup Names
- 4.2 Early Menu Headers
- 4.3 Coming September 2004
- 4.4 Grip Statistic
- 4.5 Aspect Ratio Setting
- 4.6 Developer Messages
- 4.7 Developer Cheats
- 4.8 Unused Vehicle Series'
- 4.9 Race Crashbreaker
- 5 Early Japanese Font
- 5.1 Unique Characters
- 6 Early Japanese Text
- 7 Online Team Road Rage Colors
- 8 Unused Features
- 8.1 Vertical Split Screen
- 8.2 Mirror Mode
- 8.3 Chrome Car Colors
- 9 Debug Features
- 9.1 Camera Modes
- 9.2 World Time
- 9.3 Development Menu
- 10 Hidden cubes
- 11 Revisional Differences
- 11.1 Hollow Crash Icon
- 11.2 Dominator Muscle Decals
- 12 Regional Differences
- 12.1 Logo
Sub-Pages
Prototype Info |
Prerelease Info |
Unused Audio
Car Unlock Sound
The sound that plays when you are taken to the garage to view your newly unlocked car cuts off two seconds in. The actual sound clip is about twice as long.
Unused Graphics
Boost Bar
Early gameplay example
File Name: FRONTEND.TXD\health_bar
A version of the boost bar that can be seen in the earliest gameplay videos.
Gold Medal
File Name: FRONTEND.TXD\Car_Medalgold
A gold medal, but with the shape of a car engraved onto it instead of a tick. There are no corresponding silver or bronze versions of this icon, suggesting it was a placeholder. Interestingly, the European and Japanese release has a lower quality version of this graphic.
Question Mark
File Name: FRONTEND.TXD\Car_MedalEmpty
A very low-res question mark. Would have been used to show an event had not been finished. Given the name, it would have changed to the Car_Medalgold icon when the event had been completed.
Alaska
File Name: FRONTEND.TXD\Alaska
Based on the look of this texture, it was most likely intended for the Crash Nav.
Language Flags
File Names: FRONTEND.TXD\France, Germany, Italian, Japanese
Only the SKU with Dutch, English, Spanish, and Swedish on the disc has a language selector at startup. The other SKUs set the language from the system's BIOS settings.
Concept Art
File Name: FRONTEND.TXD\driving-skills
Concept art featuring a red Custom Muscle taking down a black Muscle Type 1 in Downtown. The art style of this image is very different to that of the actual game. Was used for a game mechanic called "Driving Skills" that was eventually replaced by the Takedown Trophies.
File Name: FRONTEND.TXD\easy
File Name: FRONTEND.TXD\advanced
File Name: FRONTEND.TXD\expert
File Name: FRONTEND.TXD\champion
Concept art used for another game mechanic called "Aggressive Skills", which was also replaced by the Takedown Trophies.
Unused Text
GLOBAL.BIN contains a sizable amount of unused text, much of which details features that were cut from the final game.
Early Crash Pickup Names
Original Name | Final Name |
---|---|
Skull Multiplier | Heartbreaker |
Gamebreaker | Crashbreaker |
Some of the names of the pickups found in Crash Mode have different names within the game's files.
Early Menu Headers
Early | Final |
---|---|
Select A Category | Select Option |
Select A Game Mode | Select Mode |
Select A Car | Select Car |
Select A Track | Select Options |
Text that would have been displayed at the top of the screen depending on the sub-menu. Not only is all of this different to the final, they aren't even used in any of the retail demos. Even the E3 build of the game uses different text to any of these versions.
Coming September 2004
Coming September 2004
Appears in most demo versions of the game.
Grip Statistic
SELECT YOUR CARTOP SPEED GRIP WEIGHT
Among the text for the garage is a statistic for the car's handling, called "grip." This appeared in the previous game as "control."
Aspect Ratio Setting
VIDEO ASPECT RATIO4:3 16:9SCREEN POSITION HORIZONTAL POSITION VERTICAL POSITION
Included under the text for the Video section of the Settings menu is a toggle for the aspect ratio. Likely used before the final game's method of retrieving the aspect ratio setting from the system's BIOS (or dashboard, in the Xbox's case) was implemented. Had there been a GameCube port, it would have used this option. These options can be seen in some July prototype builds.
Developer Messages
hello worldru paranoid?
Two test messages hidden in the executable.
THE CAR VIEWER IS ONLY IN DEVELOPMENT VERSIONS
This message would have been displayed when attempting to access the garage in builds where it wasn't present.
Developer Cheats
To do: Find a way to restore the cheat menu, if possible. |
CHEATSYESNOFORCE COMPLETIONFIN POSITIONFIN SCOREFIN CASHFIN TAKEDOWNSFIN TIMER. RAGE INVINCIBLESHOW POSITION
Remnants of a set of cheats (much like the ones featured in Burnout 2: Point of Impact), which would have been used by the developers can be found in some strings loaded into memory. The cheats can no longer be activated, though their equivalent effects can be achieved using a cheat device.
It is unlikely that these cheats were intended for use in the final game, given the presence of the "FORCE COMPLETION" option, although a prompt indicating the unlocking of a new cheat also remains in the final game, shrouding the cheats' original purpose in mystery:
New Cheat Unlocked mockup
NEW CHEAT UNLOCKED!
The above string was more than likely used in the Takedown Breakdown screen.
Unused Vehicle Series'
SELECT SERIES COMPACT MUSCLE COUPE SPORT SUPER RACESPECIAL HEAVYWEIGHT SUPERHEAVYWEIGHT HEAVYWEIGHTSPECIAL TRAFFIC TRAFFICSPECIAL
At one point in development, the Heavyweights were split into three separate series', as hinted towards by these strings of text found in the game's files.
What is even more interesting, however, is the inclusion of the Traffic series'. The fact that they are included under the heading of "Select Series" implies that they were made selectable at one point during development, though it is unlikely the developers ever intended for them to be selectable in the final game. The Traffic Series was most likely integrated into the Heavyweights series, as hinted by the presence of the City Bus and Delivery Van.
More evidence for this shakeup is the fact that the file names for the Oval Racer Special and Custom Coupe Ultimate's textures are Compact22 and Compact23, respectively, suggesting that they may originally have been in the Compact series.
Race Crashbreaker
RACEBREAKER AVAILABLE!RAGEBREAKER AVAILABLE!
Possible references to the Race Crashbreaker, which was not implemented until the sequel, Burnout Revenge, can be found within a large list of strings in the game's code.
The "Racebreaker" and "Ragebreaker" may have been two variations on the same powerup, or they may have just been two names used depending on which mode the powerup was obtained in i.e. Racebreaker for Race and Ragebreaker for Road Rage (and so it would follow that the Crashbreaker, which remains in the final game, would be for Crash Mode.)
Early Japanese Font
The European and Asian releases have a texture named FRONTEND.TXD\EAJapanFont which isn't used, but the Japanese release happens to have the font mapping for this texture baked into the executable. The European releases seem to have a slightly earlier variant of this font texture that has a different layout. The Japanese characters remain the same, it's only the Latin letters that are different.
Unused (All European Releases) | Unused (All Asian Releases) | Used (Japanese Release) |
---|---|---|
Normally, all the used fonts and their mappings are baked into the executable, but since this font is loaded in memory and pointed to from an external Texture Dictionary, it means that it'll be overwritten by the game when loading into an event.
This font can be patched and made playable on the Japanese (SLPM-65719) release with the following code which will overwrite the normal JapanFont texture at startup as soon as it's loaded in memory, although it should be noted that it is also missing several characters that will show up blank.
E0051640 0048887450DD1890 000200C000495A90 0000000020488874 004958404068A3D0 0002000200488870 00000000
Used Font | Unused Font |
---|---|
(Codes: Edness)
Unique Characters
Characters that are only mapped in the unused EAJapanFont:
「」三与且並主久争二交令任企休伝但低住併例供価侵便促俗候倣停偶備債傷像償元充免公具典刑列判則剥助努務募勧北区卑占危即原厳及友反号司味呼命員唯善喜営嗜因団困執士声契如妥妨委宅宗宝実宣家密察専将尊尋導局居展履州布帰幼幾広府座延弁張強当影役律従復徴心思恐愉慣憶才打払扱技折抹抽担招拠拡授排掛採掲提換揮携撃支改放政救教施族旦旧旨暗暴来板査案械業極楽構欧欺款歴段毎民永求況活流添清渡準点照特状独猥環産申略疑白皆益監盾省矛私秘称移税種第等策算節米系納紙紛組経絡統絶維締織繰署群義翻考聞職脅興若苦著蓄蛮衆術衛裁補複覧託訪訳訴詐評該誤説課請論諸諾講議譲象財販責買貸費賃資賞賢質購超身軽載輸轄辺述途造遇過適遭邦郵釈針銭防降険随際障雇露非響項預顔類顧食験骨「」
Characters that are only mapped in the used JapanFont, and will appear blank if the unused font is patched:
"#$%&'*+;=QVZ[\]^_`qz{|}~£¥®ÀÁÂÄÅÇÈÉÊËÌÍÎÏÒÓÔÕÖ×ÙÚÛÜßàáâäçèéêëìíîïòóôõöùúûüÿŃńŒœŸ’…Ⅱ∞★☆『』ぁぃぅぇぉぎげぜぢぬぱぴふぷぺぽゃゅょろゎゐゑゥガギゴゼゾヂヅヌヮヰヱヲヴヵヶ串丸乗乱仕位倍側傾写凍刺功勝勤半去叩叫右垂型壁夢太女奴宙岐島崖崩巻市席平廃待微怒惑感戦抗抜挙振捕探揺搬敗整敵敷斜春替木材架柱検横水海混渋減港源激炎爆狙率玉男町留真碑秒穫穴空突端箱籍索緒編脱腕腹般船草荷莫衝覇触誘謝貨赤走越足距車迷逃道避釣鉄鎖長閉闘雪雷青静韓飛騒魚!&()+-:=~
Characters that are mapped in both the used and unused font, and will remain visible with the patched font:
!(),-./0123456789:<>?@ABCDEFGHIJKLMNOPRSTUWXYabcdefghijklmnoprstuvwxy©“”™ 、。々あいうえおかがきくぐけこごさざしじすずせそぞただちっつづてでとどなにねのはばひびぶへべほぼまみむめもやゆよらりるれわをんァアィイウェエォオカキクグケゲコサザシジスズセソタダチッツテデトドナニネノハバパヒビピフブプヘベペホボポマミムメモャヤュユョヨラリルレロワン・ー一上下不世両中了予事人今他付代以件会体何作使係保信修個倒値偽先入全共内再処出分切初別利制削前割力加効動化十協参収取受口可台各合同名向否含告周品商問器回囲図国在地域基報場増壊売変外多大失奪好始嫌子字存守安完定宛客害容対小少属差希常干年度弊式引形後得必忘応快念性悪情意態成戻所手承択押拒持指接損操故数文料断新方既日明時普更書最月有望期未本条果株格様標模権機次止正残気決法注消済満滞為無然版物獲現理生用由画界番異発登的目直相知破確示社禁積立競答管範約細終結継続総線置者能自致良英落葉虚行表被製要見規視親解言計記設許証話詳認語読誰調識警護負起路転込近返追退送逆通速連進遅運達違選部配重量金録開間関限除集離難電面音順題額高齢
Early Japanese Text
The Korean release has the Japanese GLOBALJA.BIN string array file, even though Japanese isn't playable in this release. Despite the timestamp indicating that this was built almost 2 days after the final Japanese localization, there are some differences seen here.
English Release | Japanese Release | Korean Release |
---|---|---|
You've indicated on your registration form that you are between the ages of 13-17 years old. EA is required to inform a parent or guardian that you are creating an EA membership. Please provide the valid parent/guardian e-mail address. | お客様は年齢が17歳以下ですのでお客様がEAのオンライン・サービスに登録したことを弊社の規定に基づきお客様のご両親様または法定代理人の方に通知致しま す。登録を継続するには、お客様のご両親様または法定代理人の方が現在利用しているEメールアドレスを入力してください。入力 されたアドレスにEメールを送り、お客様がEAのオンライン・サービスに登録したことをご両親様または保護者の方に通知致します。 | お客様は年齢が17さい以下ですのでお客様がEAのオンライン・サービスに登録したことを弊社の規定に基づきお客様のご両親様または法定代理人の方に通知致します。登録を継続するには、お客様のご両親様または法定代理人の方が現在利用しているEメールアドレスを入力してください。入力されたアドレスにEメールを送り、お客様がEAのオンライン・サービスに登録したことをご両親様または保護者の方に通知致します。 |
The other player is using an offensive name or has created an offensive room or tournament name. | 不快に感じるプレイヤー名・ゲーム名を言葉を使用していた場合に選択してください | 不快に感じるプレイヤー名・ゲーム名を使用していた場合に選択してください |
GOLDEN CITY POSTCARD | GOLDENCITY ポストカード | GOLDEN CITY ポストカード |
ISLAND PARADISE POSTCARD | ISLANDPARADISE ポストカード | ISLAND PARADISE ポストカード |
SILVER LAKE POSTCARD | SILVERLAKE ポストカード | SILVER LAKE ポストカード |
WINTER CITY POSTCARD | WINTERCITY ポストカード | WINTER CITY ポストカード |
UNLOCK THE SPECIAL EVENT IN WINTER CITY | WINTERCITY でスペシャルイベント解除 | WINTER CITYのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN SILVER LAKE | SILVERLAKE でスペシャルイベント解除 | SILVER LAKEのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN ALPINE | ALPINE でスペシャルイベント解除 | ALPINEのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN VINEYARD | VINEYARD でスペシャルイベント解除 | VINEYARDのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN DOCKSIDE | DOCKSIDE でスペシャルイベント解除 | DOCKSIDEのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN DOWNTOWN | DOWNTOWN でスペシャルイベント解除 | DOWNTOWNのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN MOUNTAIN PARKWAY | MOUNTAIN PARKWAY でスペシャルイベント解除 | MOUNTAIN PARKWAYのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN CONTINENTAL RUN | CONTINENTAL RUN でスペシャルイベント解除 | CONTINENTAL RUNのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SUPER SERIES SPECIAL EVENT IN MOUNTAIN PARKWAY | MOUNTAIN PARKWAY で SUPERクラス スペシャルイベント解除 | MOUNTAIN PARKWAYのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE WORLD GRAND PRIX SPECIAL EVENT | ワールドグランプリスペシャルイベント解除 | ワールドグランプリ スペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN ISLAND PARADISE | ISLAND PARADISEのスペシャルイベントをクリア | ISLAND PARADISEのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL EVENT IN GOLDEN CITY | GOLDEN CITYのスペシャルイベントをクリア | GOLDEN CITYのスペシャルイベントでゴールドメダル獲得 |
UNLOCK THE SPECIAL WORLD GRAND PRIX 1 | スペシャル・ワールドグランプリX 1をクリア | ワールドグランプリ スペシャルイベント 1でゴールドメダル獲得 |
UNLOCK THE SPECIAL WORLD GRAND PRIX 2 | スペシャル・ワールドグランプリX 2をクリア | ワールドグランプリ スペシャルイベント 2でゴールドメダル獲得 |
MOUNTAIN PARKWAY SUPER POSTCARD | MOUNTAIN PARKWAY SUPER ポストカード | MOUNTAIN PARKWAY(SUPER)ポストカード |
GET ALL GOLDS IN COMPACT SERIES TO UNLOCK THIS EVENT. | プレイ条件: COMPACTクラスでゴールドメダルをすべて獲得 | プレイ条件: すべてのCOMPACTクラス イベントでゴールドメダル獲得 |
GET BRONZE IN COMPACT GP TO UNLOCK MUSCLE SERIES AND THIS EVENT. | プレイ条件: COMPACTグランプリでメダル獲得 (MUSCLEクラスの車も使用可能に) | プレイ条件: COMPACTグランプリでメダル獲得 |
GET BRONZE IN LAKESIDE GETAWAY RACE TO UNLOCK THIS EVENT. | プレイ条件: LAKESIDEのGETAWAY RACEでメダル獲得 | プレイ条件: LAKESIDE GETAWAYのレースでメダル獲得 |
GET ALL GOLDS IN MUSCLE SERIES TO UNLOCK THIS EVENT. | プレイ条件: MUSCLEクラスでゴールドメダルをすべて獲得 | プレイ条件: すべてのMUSCLEクラス イベントでゴールドメダル獲得 |
GET BRONZE IN MUSCLE GP TO UNLOCK COUPE SERIES AND THIS EVENT. | プレイ条件: MUSCLEグランプリでメダル獲得 (COUPEクラスの車も使用可能に) | プレイ条件: MUSCLEグランプリでメダル獲得 |
GET ALL GOLDS IN COUPE SERIES TO UNLOCK THIS EVENT. | プレイ条件: COUPEクラスでゴールドメダルをすべて獲得 | プレイ条件: すべてのCOUPEクラス イベントでゴールドメダル獲得 |
GET BRONZE IN COUPE GP TO UNLOCK SPORTS SERIES AND THIS EVENT. | プレイ条件: COUPEグランプリでメダル獲得 (SPORTSクラスも使用可能に) | プレイ条件: COUPEグランプリでメダル獲得 |
GET ALL GOLDS IN SPORTS SERIES TO UNLOCK THIS EVENT. | プレイ条件: SPORTSグランプリでメダル獲得 | プレイ条件: すべてのSPORTSクラス イベントでゴールドメダル獲得 |
GET BRONZE IN SPORTS GP TO UNLOCK THIS EVENT. | プレイ条件: SPORTS GPでメダル獲得 | プレイ条件: SPORTSグランプリでメダル獲得 |
GET BRONZE IN TROPICAL DRIVE GRAND PRIX TO UNLOCK THIS EVENT. | プレイ条件: TROPICAL DRIVEグランプリでメダル獲得 | プレイ条件: SUPERグランプリでメダル獲得 |
GET ALL GOLDS IN RACE TOUR TO UNLOCK THIS EVENT. | プレイ条件: 全てのレースツアーでゴールドメダル獲得 | プレイ条件: すべてのレースイベントでゴールドメダル獲得 |
BRONZE UNLOCKS NEW EVENTS. GOLD IN ALL RACE EVENTS UNLOCKS SPECIALS. | メダル獲得で新しいイベントがプレイ可能 ゴールドメダル獲得でスペシャルイベントがプレイ可能 | メダル獲得で新しいイベントがプレイ可能 すべてのレースイベントでゴールドメダルを獲得すればスペシャルイベントがプレイ可能 |
BRONZE UNLOCKS NEW EVENTS. GOLD IN ALL RACE EVENTS UNLOCKS SPECIALS. | メダル獲得で新しいイベントがプレイ可能 ゴールドメダル獲得(すべてのレース)でスペシャルイベントがプレイ可能 | メダル獲得で新しいイベントがプレイ可能 すべてのレースイベントでゴールドメダルを獲得すればスペシャルイベントがプレイ可能 |
BRONZE UNLOCKS NEW EVENT. GOLD IN ALL RACE EVENTS UNLOCKS SPECIALS. | メダル獲得で新しいイベントがプレイ可能 ゴールドメダル獲得(すべてのレース)でスペシャルイベントがプレイ可能 | メダル獲得で新しいイベントがプレイ可能 すべてのレースイベントでゴールドメダルを獲得すればスペシャルイベントがプレイ可能 |
GOLD IN ALL RACE EVENTS UNLOCKS SPECIALS. | メダル獲得で新しいイベントがプレイ可能 ゴールドメダル獲得(すべてのレース)でスペシャルイベントがプレイ可能 | メダル獲得で新しいイベントがプレイ可能 すべてのレースイベントでゴールドメダルを獲得すればスペシャルイベントがプレイ可能 |
BRONZE COMPLETES BURNOUT 3 RACE TOUR! GOLD UNLOCKS US CIRCUIT RACER. | メダルを獲得してツアーは終了しました! ゴールドメダル獲得でリワードカー(US CIRCUIT RACER)獲得 | メダル獲得でツアーは終了! ゴールドメダル獲得でリワードカー(US CIRCUIT RACER)獲得 |
GET BRONZE IN LAKESIDE GETAWAY RACE TO UNLOCK THIS EVENT. | プレイ条件: LAKESIDE GETAWAY のレース 1でメダル獲得 | プレイ条件: LAKESIDE GETAWAYのレースでメダル獲得 |
Online Team Road Rage Colors
Every car in the game (except for those available only in one color choice such as the Dominator cars), in addition to the typical three available colors (actually six, except the last three colors are duplicates of the first three colors), has a red and blue color (each with white as secondary color, if the car has a two-tone livery - this also includes the trim lines used by the Custom Muscle - and the red/blue color again as the tertiary color, if necessary) for use in the Online Team Road Rage mode, even if the car in question are not normally available in either color (most notoriously the Super Type 1). This also extends to Heavyweight cars, which are normally only usable in Crash mode.
Unused Features
To do: Add codes for enabling these. |
Vertical split screen
Vertical Split Screen
A toggle to change split screen split orientation from horizontal to vertical.
Mirror Mode
A mirror mode, which flips the track horizontally. Is only partially implemented; the controls are adjusted to account for the flipped view, but everything is flipped, including the HUD and all menus. This was eventually included in Burnout Legends.
Chrome Car Colors
By using these codes below with the, a chrome-like effect gets enabled for all the driveable vehicles. The texture also gets inverted, meaning red cars look like they're made of diamond, blue looks like gold, black - silver/platinum and so on.
SLES-52584 | SLES-52585 | SLUS-21050 |
---|---|---|
1064E9BE 00007F7F 0064E9C5 00000010 | 1064E8BE 00007F7F 0064E8C5 00000010 | 1064E43E 00007F7F 0064E445 00000010 |
SLAJ-25053 | SLKA-25206 | SLPM-65719 |
1064E13E 00007F7F 0064E145 00000010 | 1064E73E 00007F7F 0064E745 00000010 | 1067293E 00007F7F 00672945 00000010 |
(Source: escape209)
Debug Features
Camera Modes
Free camera
There's a value in memory which controls the current camera mode. Setting the value to 0x01 changes the camera mode to a free movable camera. With the codes below, you can switch between the free camera and regular camera using R3 + UP and R3 + DOWN.
SLES-52584 | SLES-52585 | SLUS-21050 |
---|---|---|
D04F565C 0000FFEB 00517F40 00000001 D04F565C 0000FFBB 00517F40 00000004 | D04F555C 0000FFEB 00517F40 00000001 D04F555C 0000FFBB 00517F40 00000004 | D04F50DC 0000FFEB 005179C0 00000001 D04F50DC 0000FFBB 005179C0 00000004 |
SLAJ-25053 | SLKA-25206 | SLPM-65719 |
D04F4DDC 0000FFEB 005176C0 00000001 D04F4DDC 0000FFBB 005176C0 00000004 | D04F53DC 0000FFEB 00517CC0 00000001 D04F53DC 0000FFBB 00517CC0 00000004 | D05195DC 0000FFEB 0053BEC0 00000001 D05195DC 0000FFBB 005179C0 00000004 |
(Source: AcuteSyntax, Edness)
Other camera modes can also be enabled by changing the 00000001 value to a different value:
- 0x00 – Frozen camera
- 0x01 – Free camera; Pressing L3 changes whether the camera is fully free or centered on your vehicle
- 0x02 - 0x03 – Some zoomed in camera mode, stuck facing one direction
- 0x04 - 0x07 – Default race camera
- 0x08 - 0x0F – Some zoomed out camera mode, stuck facing one direction
- 0x10 - 0x1F – Looking back camera
- 0x20 - 0x3F – Dashboard camera
- 0x40 - 0x4F – Crash camera; must crash in-game at least once for it to have a normal in-game effect
- 0x50 - 0xFF – Invisible car
World Time
World time
A fully-working "world timer" can be found and re-enabled through the use of the codes below on the PlayStation 2 version. The timer displays the amount of in-game time spent on the current track in seconds, accurate to five decimal places. The regular timer, on the other hand, only displays the amount of time elapsed from the moment you gain control of your car at the start of the race. It will not disappear when you are crashing, but other than this, it behaves just like the regular timer.
SLES-52584 SLES-52585 | SLAJ-25053 SLKA-25206 |
---|---|
20134B18 00000000 20134C54 00000000 | 20134AC8 00000000 20134C04 00000000 |
SLUS-21050 | SLPM-65719 |
20134B08 00000000 20134C44 00000000 | 20134B38 00000000 20134C74 00000000 |
Development Menu
Hidden cubes
Hidden cubes can found in various maps by using free camera
Revisional Differences
Hollow Crash Icon
The icon used for locations that have no Crash events available (FRONTEND.TXD\CrashHollow) is significantly higher resolution in the North American release than everywhere else.
North America | Rest of the World |
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Dominator Muscle Decals
The Dominator Muscle's texture on the European PlayStation 2 release has its flame decals appear insanely faint - almost invisible, but are still visible in the preview icon.
Other PlayStation 2 releases & Xbox | PlayStation 2 EUR |
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Texture | |
Regional Differences
To do: Video mode selection differences between PAL and NTSC. |
Logo
International | Japanese |
---|---|
The Japanese version of the game is the only one not to use the international version's logo, instead opting for an equivalent version in the Japanese language: バーンアウト3:テイクダウン (Bān'auto 3: Teikudaun.) This logo can be found left-over in the international versions of the game and vice-versa.
v · t · e The Burnout series | |
---|---|
GameCube | Burnout (Prototypes)• Burnout 2: Point of Impact (Prototypes) |
PlayStation 2 | Burnout (Prototypes)• Burnout 2: Point of Impact (Prototypes)• Burnout 3: Takedown (Prototypes)• Burnout Revenge (Prototypes)• Burnout Dominator (Prototype) |
Xbox | Burnout (Prototypes)• Burnout 2: Point of Impact (Prototypes)• Burnout 3: Takedown (Prototypes)• Burnout Revenge (Prototypes) |
PlayStation Portable | Burnout Legends (Prototypes)• Burnout Dominator |
Nintendo DS | Burnout Legends |
Xbox 360 | Burnout Revenge• Burnout Paradise• Burnout Crash! (Prototypes) |
Windows | Burnout Paradise• Burnout Paradise: Remastered |
PlayStation 3 | Burnout Paradise• Burnout Crash! (Prototypes) |
iOS | Burnout Crash! |
PlayStation 4, Xbox One, Nintendo Switch | Burnout Paradise: Remastered |