Burnout Revenge (PlayStation 2, Xbox)
Burnout Revenge |
---|
Developer: Criterion Games This game has unused areas. This game has a prototype article This game has a prerelease article |
Burnout Revenge is... well, most fans say it's a Burnout 3.5, which sort of makes sense since it's very similar to the previous game. Still, the controls are tighter, the graphics have been cranked up a notch, and it features an entirely new collection of cars. Also, it's one of the few games on the PlayStation 2 to have online multiplayer.
It was later re-released on the Xbox 360, like many EA games of 2005.
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Burnout 3: Takedown Leftovers
Given that this game is essentially Burnout 3.5, it's no surprise that some content from that game remains leftover in this game.
Early HUD Graphics
File Name: GLOBAL.TXD\HUD
A leftover leftover! These graphics were used in the pre-E3 builds of Burnout 3.
Red Boost Flames
As in Burnout 3, Data/vdb.bin allows any playable vehicle to have their boost flame color set to either blue (default) or red. This behavior was used in Burnout 3 exclusively by the Dominator vehicles. 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.
Text
hello world ru paranoid? BURNOUT3 burnout3-ps2-2004
These strings appear in the game's executable.
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. All strings that apply to both games e.g. save/load dialog, display configuration dialog etc. 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.
Debug Options
To do:
|
European Xbox name meanings:
- EUR-M3 – En,Fr,De
- EUR-M6 – Da,Es,Fi,It,Nl,Sv
Quickstart Menu
A debug quickstart menu that lets you load an event with various custom settings for you to choose from. All of the areas use their real life location names, as a leftover from much earlier in development. The 2nd line for the PS2 codes avoids a crash of an address pointer failing to be loaded in time. This may cause unforeseen problems if it's active during normal gameplay!
The PS2 codes replace the Progressive Scan menu, and the Xbox codes replace the in-game Pause menu.
SLES-53506 | SLES-53507 | SLUS-21242 |
---|---|---|
1049FE4C 00002248 21C10E98 0069A000 |
1049FECC 000022A8 21C10E98 0069A000 |
1049FD4C 00002248 21C10C18 0069A000 |
SLAJ-25066 | SLKA-25304 | SLPM-66108 |
1049FDCC 00002258 21C10C98 0069A000 |
1049FECC 000022A8 21C0EC98 0069A000 |
10432E04 00003A10 21B98178 0069A000 |
EUR-M3 | EUR-M6 | USA, ASIA |
---|---|---|
003F90D8 0C70 | 003F9300 0BD0 | 003F8F04 0D30 |
World Time
A debug display that shows how much time has elapsed in the upper right corner starting from when the event began. The text used for this is drawn slightly differently on each platform.
SLES-53506 | SLES-53507 | SLUS-21242, SLAJ-25066 |
---|---|---|
2010DDE8 00000000 2010DEF0 00000000 |
2010DE30 00000000 2010DF38 00000000 |
2010DDD0 00000000 2010DED8 00000000 |
2010DE90 00000000 2010DF98 00000000 |
2010DAF0 00000000 2010DBF8 00000000 |
EUR-M3 | USA, EUR-M6, ASIA |
---|---|
0001CAD7 9090 0001CB01 9090 |
0001CAE7 9090 0001CB11 9090 |
Visual Options
Several visual debugging options that can be toggled. The effect of each individual option can be seen here. The option names in a smaller font written in the same cell only have effect if the code above it is active. The codes under the thicker horizontal line are specific to the Car Viewer gamemode.
PlayStation 2 | |||||
---|---|---|---|---|---|
Option Name | SLAJ-25066 | SLES-53506/-07 | SLKA-25304 | SLPM-66108 | SLUS-21242 |
DrawBodyHulls DrawVectorText |
004F0C57 00000001 004F0C54 00000001 |
004F0E57 00000001 004F0E54 00000001 |
004F0DD7 00000001 004F0DD4 00000001 |
0047A2D7 00000001 0047A2D4 00000001 |
004F0BD7 00000001 004F0BD4 00000001 |
DrawPropCOM | 004F0C58 00000001 | 004F0E58 00000001 | 004F0DD8 00000001 | 0047A2D8 00000001 | 004F0BD8 00000001 |
DrawIntervals | 004F0C59 00000001 | 004F0E59 00000001 | 004F0DD9 00000001 | 0047A2D9 00000001 | 004F0BD9 00000001 |
DrawCollisionWorld DrawCollisionWorld (alt) |
004F0C56 00000001 004F0C5B 00000001 |
004F0E56 00000001 004F0E5B 00000001 |
004F0DD6 00000001 004F0DDB 00000001 |
0047A2D6 00000001 0047A2DB 00000001 |
004F0BD6 00000001 004F0BDB 00000001 |
DrawShockwave | 004F0C67 00000001 | 004F0E67 00000001 | 004F0DE7 00000001 | 0047A2E7 00000001 | 004F0BE7 00000001 |
RenderTrafficLanes | 004F1EE5 00000001 | 004F20E5 00000001 | 004F2065 00000001 | 0047B565 00000001 | 004F1E65 00000001 |
RenderTrafficVehicleDebug | 004F1EE6 00000001 | 004F20E6 00000001 | 004F2066 00000001 | 0047B566 00000001 | 004F1E66 00000001 |
RenderNearMissData | 004F1EE0 00000001 | 004F20E0 00000001 | 004F2060 00000001 | 0047B560 00000001 | 004F1E60 00000001 |
RenderSpatialTriggers | 004F1EE1 00000001 | 004F20E1 00000001 | 004F2061 00000001 | 0047B561 00000001 | 004F1E61 00000001 |
RenderSignatureData | 004F1EE7 00000001 | 004F20E7 00000001 | 004F2067 00000001 | 0047B567 00000001 | 004F1E67 00000001 |
DrawBones | 004F1EB3 00000001 | 004F20B3 00000001 | 004F2033 00000001 | 0047B533 00000001 | 004F1E33 00000001 |
DrawHull DrawVectorText |
004F20B4 00000001 004F1EB7 00000001 |
004F20B4 00000001 004F20B7 00000001 |
004F2034 00000001 004F2037 00000001 |
0047B534 00000001 0047B537 00000001 |
004F1E34 00000001 004F1E37 00000001 |
DrawAttachPoints | 004F1EB2 00000001 | 004F20B2 00000001 | 004F2032 00000001 | 0047B532 00000001 | 004F1E32 00000001 |
DrawCollisionPoint | 004F1ED9 00000001 004F1E60 00000001 |
004F20D9 00000001 004F2060 00000001 |
004F2059 00000001 004F1FE0 00000001 |
0047B559 00000001 0047B4E0 00000001 |
004F1E59 00000001 004F1DE0 00000001 |
DrawRegions | 004F1EB5 00000001 | 004F20B5 00000001 | 004F2035 00000001 | 0047B535 00000001 | 004F1E35 00000001 |
DrawTagPoints | 004F1EB8 00000001 . . . 004F1EC3 00000001 |
004F20B8 00000001 . . . 004F20C3 00000001 |
004F2038 00000001 . . . 004F2043 00000001 |
0047B538 00000001 . . . 0047B543 00000001 |
004F1E38 00000001 . . . 004F1E43 00000001 |
DrawCollisionLine | 004F1ECE 00000001 | 004F20CE 00000001 | 004F204E 00000001 | 0047B54E 00000001 | 004F1E4E 00000001 |
Xbox | |||
---|---|---|---|
Option Name | EUR-M3 | EUR-M6 | USA, ASIA |
DrawBodyHulls DrawVectorText |
0042D187 01 0042D184 01 |
0042D507 01 0042D504 01 |
0042D107 01 0042D104 01 |
DrawPropCOM | 0042D188 01 | 0042D508 01 | 0042D108 01 |
DrawIntervals | 0042D189 01 | 0042D509 01 | 0042D109 01 |
DrawCollisionWorld DrawCollisionWorld (alt) |
0042D186 01 0042D18B 01 |
0042D506 01 0042D50B 01 |
0042D106 01 0042D10B 01 |
DrawShockwave | 0042D197 01 | 0042D517 01 | 0042D117 01 |
RenderTrafficLanes | 0042E415 01 | 0042E795 01 | 0042E395 01 |
RenderTrafficVehicleDebug | 0042E416 01 | 0042E796 01 | 0042E396 01 |
RenderNearMissData | 0042E410 01 | 0042E790 01 | 0042E390 01 |
RenderSpatialTriggers | 0042E411 01 | 0042E791 01 | 0042E391 01 |
RenderSignatureData | 0042E417 01 | 0042E797 01 | 0042E397 01 |
DrawBones | 0042E3E3 01 | 0042E763 01 | 0042E363 01 |
DrawHull DrawVectorText |
0042E3E4 01 0042E3E7 01 |
0042E764 01 0042E767 01 |
0042E364 01 0042E367 01 |
DrawAttachPoints | 0042E3E2 01 | 0042E762 01 | 0042E362 01 |
DrawCollisionPoint | 0042E409 01 0042E390 01 |
0042E779 01 0042E710 01 |
0042E379 01 0042E310 01 |
DrawRegions | 0042E3E5 01 | 0042E765 01 | 0042E365 01 |
DrawTagPoints | 0042E3E8 01 . . . 0042E3F3 01 |
0042E768 01 . . . 0042E773 01 |
0042E368 01 . . . 0042E373 01 |
DrawCollisionLine | 0042E3FE 01 | 0042E77E 01 | 0042E37E 01 |
Unused Tracks
There are two early, incomplete track variants.
Angel Valley
Internally named US_K3_V2 (West Coast – Crash Reverse).
- If entering it as a race, it spawns your car facing the red wall.
- Has a tendency to seemingly randomly reset your car.
Central Route
Internally named AS_K1_V2 (Hong Kong – Crash Reverse).
- The sun flare used in this track is the one that ended up being used in Burnout Dominator.
Unused Graphics
Checkpoint
File Name: GLOBAL.TXD\check
Graphic for a checkpoint. While checkpoints are present in the game, they are invisible. This would have been used if Time Attack had returned from the previous game. They can be brought back, as seen here.
Crown
File Name: GLOBAL.TXD\crown
It's a crown. Probably intended for multiplayer.
Crash Tour
File Name: FEMAIN.BIN\b4choiceiconnav\crashTour.tif
A Crash Tour event button. 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.
Garage
File Name: FEMAIN.BIN\b4choiceiconnav\garage.tif
A button that would've taken you to the garage. Quite useless, since selecting an event would automatically take you to the garage anyway.
Dirt Overlays
File Name: FEMAIN.BIN\b4choiceiconnav\Rank_dirt01.tif; tabDirt.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.
Rank Icon Background
File Name: FEMAIN.BIN\b4mapnav\iconBevel.tif
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.
Map Marker
File Name: FEMAIN.BIN\b4maplight\roadLight.tif; lensFlare.tif
These textures were used on the world map to pinpoint where the player would be driving in. The world map got cut from the game, leaving this unused. As above, this can be seen used in earlier builds.
Track Outline
File Name: FEMAIN.BIN\detroit\Detroit01_L1.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.
This more closely resembles to how Burnout 3: Takedown would display tracks.
Placeholders
Input Text
File Name: CAFE.BIN\stdctrl\inputText.tif
Placeholder box that says "Input Text" what more is there to say. There are more placeholders of this style found in the Demo builds.
Unused Sounds
"Crashbreaker Unlock Video"
File Name: Movies.xwb & MOVIES.RWS\33
This is a placeholder audio file for a "Crashbreaker unlock video", which is just a text-to-speech voice saying exactly that. This video would likely have played when Crashbreaker events became available. However, such a video does not exist.
Unused Videos
One of the game's trailers can be found on the disc in two identical files named MULTI and PREVEVNT.
Something particularly noteworthy is the appearance of a few elements from Burnout 3, including Crash pickups of which all the Cash pickups and the Heartbreaker can be seen. Burnout 3's red and white ramps can also be seen. Some parts of these pickups still exist in the game, as seen here.
Placeholder Movies
There are placeholder movies for completing all challenges for a track. However, in the movies the names of the tracks are of their real life locations and there are no "final build" movies of this kind.
Filename | Track name | Unused video | Filename | Track name | Unused video |
---|---|---|---|---|---|
ALL_DT_N | Motor City | ALL_FL_N | Sunshine Keys | ||
ALL_HK_N | Central Route | ALL_LA_N | Angel Valley | ||
ALL_NP_N | Lone Peak | ALL_RM_N | Eternal City | ||
ALL_SW_N | White Mountain | ALL_TK_N | Eastern Bay |
Early/Unused Text
Buying Cars
According to these strings, it would appear that you were originally meant to unlock cars by purchasing them instead of completing events and challenges. This can be seen from early mock-up videos when the game was called “Rush Hour”. This was also advertised in a flyer for the game in Burnout 3, mentioning that having a Burnout 3 save when starting Revenge would give you a bonus on in-game cash. This method of unlock was instead used for getting the Dominator Assassin in the PS2/Xbox versions of the game.
String ID | String |
---|---|
4C318102 | %1 PURCHASED! |
90DD1AFD | BUY |
BE952B8F | BUY NOW |
D9F3052A | BUY THIS CAR FOR $%1 |
F2E73BB1 | CAR PURCHASED! |
6F2B500F | YOU NEED TO BUY A %1 CAR TO ENTER THIS EVENT. |
FCCFB1E2 | YOU NEED TO BUY A CAR FROM %1 TO ENTER THIS EVENT. |
8BC88174 | YOU NEED TO BUY THE %1 TO ENTER THIS EVENT. |
T-Bone Takedown
These strings refer to the T-Bone Takedown, which is performed by slamming head-on into the side of an opponent to take them down. While it it's possible to do a T-Bone takedown ingame, it's only referred simply as "Takedown!".
String ID | String Label | String |
---|---|---|
08AE428B | BigMessageTBoneTakedownPart1 | T-BONE |
91A71331 | BigMessageTBoneTakedownPart2 | TAKEDOWN! |
A066F69F | FE_RES_TBONETAKE | T-BONE TAKEDOWNS |
07F5C2BC | FE_STAT_TOTTBONETD | TOTAL T-BONE TAKEDOWNS |
936258EA | TOTAL T-BONE TAKEDOWNS | |
B1E0403D | T-BONE TAKEDOWNS | |
CECDC015 | T-BONED |
Production
There's an unused blank string in the press start screen with the label "Production" (DE8A05EF). It's a leftover from earlier builds, and can be seen being used in the Demo build.
Demo | Unused | Restored |
---|---|---|
Rank Names
The original string labels for rank titles show their original names prefixed with FE (Frontend).
String ID | String Label | String |
---|---|---|
4387B974 | FEMOSTLYHARMLESS | HARMLESS |
F4789176 | FELEARNER | UNSAFE |
C8FD3F3A | FEAMATEUR | RECKLESS |
6281407A | FETROUBLEMAKER | OFFENSIVE |
2271069D | FERECKLESS | FEARLESS |
AAF2233B | FEANGRY | DANGEROUS |
BE85355F | FEDANGEROUS | INSANE |
717ECB00 | FEDEADLY | MANIAC |
43CB751C | FEBRUTAL | ASSASSIN |
FE56B799 | FEREVENGE | DOMINATOR |
19BF081B | FEULTIMATEREVENGE | ELITE |
"Why Smart People Defend Bad Ideas"
FEMAIN.BIN\news contains the first three paragraphs of Why Smart People Defend Bad Ideas, an essay written by Scott Berkun.
We all know someone that’s intelligent, but who occasionally defends obviously bad ideas. Why does this happen? How can smart people take up positions that defy any reasonable logic? Having spent many years working with smart people I’ve catalogued many of the ways this happens, and I have advice on what to do about it. I feel qualified to write this essay as I’m a recovering smart person myself and I’ve defended several very bad ideas. So if nothing else this essay serves as a kind of personal therapy session. However, I fully suspect you’ll get more than just entertainment value (“Look, Scott is stupider than we thought!”) out of what I have to say on this topic.Success at defending bad ideasThe monty python argument sketchI’m not proud to admit that I have a degree in Logic and Computation from Carnegie Mellon University. Majoring in logic is not the kind of thing that makes people want to talk to you at parties, or read your essays. But one thing I did learn after years of studying advanced logic theory is that proficiency in argument can easily be used to overpower others, even when you are dead wrong. If you learn a few tricks of logic and debate, you can refute the obvious, and defend the ridiculous. If the people you’re arguing with aren’t as comfortable in the tactics of argument, or aren’t as arrogant as you are, they may even give in and agree with you. The problem with smart people is that they like to be right and sometimes will defend ideas to the death rather than admit they’re wrong. This is bad. Worse, if they got away with it when they were young (say, because they were smarter than their parents, their friends, and their parent’s friends) they’ve probably built an ego around being right, and will therefore defend their perfect record of invented righteousness to the death. Smart people often fall into the trap of preferring to be right even if it’s based in delusion, or results in them, or their loved ones, becoming miserable. (Somewhere in your town there is a row of graves at the cemetery, called smartypants lane, filled with people who were buried at poorly attended funerals, whose headstones say “Well, at least I was right.”)
Unused Features
To do: Add codes for these. |
Checkpoints
The function to draw these checkpoints still exist, albeit somewhat broken. And they're normally drawn without any texture, making them appear as white squares by default, however this is an easy fix. They only appear right before starting the first lap.
Crash Pickups
These also have a function to be drawn, and as with the checkpoints above, these normally have no texture assigned to them. They can be given any texture stored in GLOBAL.TXD, however it doesn't have any actual crash pickup textures leftover. There's also another function to draw yellow sparks that would normally be shown when picked up, however these seem to only be visible when the game is paused.
Unused Burning Laps
Using debug options, set the Game Mode to Burning Lap. Setting to specify a Burning Lap where no location exists, a target time is set for each.
Motor City - Short Forwards | Gold: 1:05.00 / Silver: 1:15.00 / Bronze: 1:30.00 |
---|---|
Motor City - Long Forwards | Gold: 1:35.00 / Silver: 1:50.00 / Bronze: 2:05.00 |
Eternal City - Short Reverse | Gold: 1:20.00 / Silver: 1:35.00 / Bronze: 1:50.00 |
Central Route - Short Reverse | Gold: 0:58.00 / Silver: 1:08.00 / Bronze: 1:18.00 |
Eastern Bay - Long Reverse | Gold: 2:15.00 / Silver: 2:30.00 / Bronze: 2:45.00 |
Eastern Bay - Lower Link Reverse | Gold: 1:22.00 / Silver: 1:35.00 / Bronze: 1:50.00 |
Oddities
Sunshine Keys Internal ID
Normally for all tracks the V1 variant is the forward version of the track, and V2 is the reverse version. This is true for all tracks of all the Takedown-era games, except for Sunshine Keys, where V1 is the reverse track, and V2 is the forwards track.
String ID | String Label | String |
---|---|---|
EA624F27 | US_L2_V1 | SUNSHINE KEYS R |
736B1E9D | US_L2_V2 | SUNSHINE KEYS F |
Missing Multiplayer Crash Junctions
The Multiplayer Crash gamemodes index all but two Crash events you get to play in the World Tour.
String ID | String Label | String |
---|---|---|
78991EB8 | US_K1_V1_3H | RETURN OF THE SEMI |
03C78A8F | US_K1_V1_9E | JUMP ON THE JAM |
Blank EA Trax Album
Normally blank strings would have a single space in them to avoid them displaying "NO STRING" or "NO CHARS" in-game. The string with the label "EATraxAlbum1" (A23F2339) which is used for the 1st EA Trax album was accidentally left fully blank in the PlayStation 2's German localisation. This is not present in any other localisation, nor on the Xbox version.
PlayStation 2 | Xbox |
---|---|
Regional Differences
Online Mode
The Online option was removed from the Japanese release of Burnout Revenge. This also means 8 of the loading screen strings that start with Burnout Revenge Online, which don't show up in-game anymore, as well as one other loading screen text mentioning the use of Madden NFL 06 for a bonus car which does appear, have their text replaced to simply say バーンアウト リベンジ, which is "Burnout Revenge" written in Katakana.
String ID | String Label | English String | Japanese String |
---|---|---|---|
F1975D46 | genBeatGameTip8 | Advancing your Revenge Rank If you have a Madden NFL 06 save when you start Burnout Revenge you'll get a head start! |
バーンアウト リベンジ |
C73514B1 | onlineTip1 | Burnout Revenge Online Go online and take down Burnout Revenge players from around the world. |
バーンアウト リベンジ |
5E3C450B | onlineTip2 | Burnout Revenge Online Play online and team up with your buddies around the world! |
バーンアウト リベンジ |
293B759D | onlineTip3 | Burnout Revenge Online The all-new party system allows buddies to stick together online. |
バーンアウト リベンジ |
B75FE03E | onlineTip4 | Burnout Revenge Online Play online! Unlock new progression levels and take on the world! |
バーンアウト リベンジ |
C058D0A8 | onlineTip5 | Burnout Revenge Online Play online and set world records. Can you top the leaderboards? |
バーンアウト リベンジ |
59518112 | onlineTip6 | Burnout Revenge Online Play Road Rage Online. Run from the reds - they'll rip you to shreds! |
バーンアウト リベンジ |
2E56B184 | onlineTip7 | Burnout Revenge Online Play Road Rage Online! Take down the blues - if they escape, you lose! |
バーンアウト リベンジ |
BEE9AC15 | onlineTip8 | Burnout Revenge Online Play online! Take on the best and trash-talk the rest! |
バーンアウト リベンジ |
English | Japanese |
---|---|
Different Text
Car Select Menu
The line that shows the strength of a car's Crashbreaker is different between the North American and European releases. The word "Colour" has also been re-spelled as "Color" for the American release as games released in Europe usually use British English for said word.
European | American |
---|---|
Crash Courses
Crash Junctions are named Crash Intersections in the North American release.
European | American |
---|---|
Platform Differences
Despite being pretty much the same game all around, there are a few very minor differences still spotted between the PlayStation 2 and Xbox versions.
Loading Screen
The initial loading bar is white in the PlayStation 2 release and pink in the Xbox release. The people at Criterion must've had a field day with the loading bar color, because in the pre-release Demo builds they had at least three other colors used for the loading bar.
PlayStation 2 | Xbox |
---|---|
Danish Language
The European Non-English SKU contains Dutch, Finnish, Italian, Spanish, and Swedish for both platforms. But the Xbox version has one additional language - Danish, which is for some reason gone from the PlayStation 2 release. Even stranger, a pre-release PlayStation 2 build just two and a half weeks before the final build still has Danish present and playable.
PlayStation 2 | Xbox |
---|---|
Car Select Menu
The Xbox version only lists one car at a time in the Car Select menu, unlike PlayStation 2, where you can see the name of one car in each direction of the list. Another thing to note is that the Xbox version doesn't have button text in all capital letters.
PlayStation 2 | Xbox |
---|---|
White Mountain Clouds
The clouds that are located in White Mountain have a way higher level of intensity on Xbox. This was likely an oversight, since in the later Xbox 360 release, the cloud intensity was reduced back to the amount that's used on PlayStation 2.
PlayStation 2 | Xbox |
---|---|
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 |
- Pages missing developer references
- Games developed by Criterion Games
- Pages missing publisher references
- Games published by Electronic Arts
- PlayStation 2 games
- Xbox games
- Pages missing date references
- Games released in 2005
- Games released in October
- Games released on October 20
- Games released in September
- Games released on September 13
- Games released on September 23
- Games released on September 26
- Games released on October 24
- Games released on October 28
- Games with unused areas
- Games with unused code
- Games with hidden developer messages
- Games with unused game types
- Games with unused graphics
- Games with unused models
- Games with unused cinematics
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- To do
- Burnout series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused code
Games > Games by content > Games with unused game types
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Criterion Games
Games > Games by platform > PlayStation 2 games
Games > Games by platform > Xbox games
Games > Games by publisher > Games published by Electronic Arts
Games > Games by release date > Games released in 2005
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 20
Games > Games by release date > Games released in October > Games released on October 24
Games > Games by release date > Games released in October > Games released on October 28
Games > Games by release date > Games released in September
Games > Games by release date > Games released in September > Games released on September 13
Games > Games by release date > Games released in September > Games released on September 23
Games > Games by release date > Games released in September > Games released on September 26
Games > Games by series > Burnout series