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Proven by concept renders in loading screens, event selection icons, and its appearance in the Alpha 7 prototype, Sunshine Keys was going to take place in the very late afternoon/sunset, as opposed to morning in the final version. LoadSc14.bin\loading14\ Image14_01 02 03.tifįeMain.bin\b4polaroid\ Detroit_pillar.tif Also, in the "Serial Pillar" signature takedown video, it had the Burnout 3 model, but with the Etnies paint job. It appears different than in the actual game, being taller and with a yellow stripe along the grill.
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#BURNOUT 3 TAKEDOWN PS2 TRAILER DRIVERS#
This very same screenshot confirms there were drivers in the game at some point.The Stock C170's early design shows up again in this screenshot, as well as early designs for the Factory R160 ST (red car on the right) and the Works R170 ST (yellow car on the far right). The Stock C170 Mid had a substantially different design interestingly enough, certain parts of it were very similar to Burnout 3's Muscle Type 1 (hood scoop, lower half of the front fascia, fender edges, and even mirrors and door handles). The Criterion M-Type's front fascia was completely different. Some footage of Crashbreaker Race events from Gamespot and Gamekult. The timer bar used a green-to-red color scheme as opposed to the final game's yellow-to-red.This version of Traffic Attack gave significantly more run-up time before the timer started ticking down (99 seconds as opposed to the final game's 40 seconds).Cars that caught fire would explode when hit.The pickups' functions can still be implemented in the final game, although without a texture. A Crashbreaker pickup can be seen this along with the Cash Pickups' appearance in the game's trailer (also made during the E3 era) confirms pickups had not yet been removed.Power Boosts certainly live up to their name, seeing as though they practically launched cars off the starting line at top speed as opposed to the much weaker effect of Perfect Starts.This version of Crash Mode uses a simple end-to-end bar instead of the golf swing meter of later versions, and timing it right would get you a "Power Boost" instead of a Perfect Start.The final game has multiple camera angles similar to a helicopter and another one similar to a "cameraman" viewed from third person perspective. Crash Mode originally had the exact same camera behavior as Burnout 3's crash mode and the screen would shake whenever you crash landed or simply crashed.The afterward shot showing the takedown in a fixed third-person angle was in both earlier and final versions. In the final game the slow motion is kept, but the takedown camera angles have expanded. Takedown cameras would shift to the taken-down rival's car and follow it in slow motion as he wrecks, similar to Burnout 3 and again, positioned a little further.Sometimes it will change into another perspective or view the crash from the car's hood or rear end (similar to the main menu cameras) before switching to the "cameraman" perspective. The camera in the final game is viewed from the perspective of what appears to be a cameraman, judging by its movement, and will face the wreck. This camera still exists and is used in the final game, but only when you use the Crashbreaker in a race without taking anyone down. Crash cameras used to lock onto your car and follow it as it crashes, similar to Burnout 3, but positioned a little further.