Burnout Dominator (PlayStation Portable)
Developer: EA UK
This game has unused areas.
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to rescue this article?
Most of the strings on the PS2 page also apply to this version. Maybe some better way of merging the pages is needed, although the unused graphics are entirely different between each platform.
Burnout Dominator is the last game in the series to be released on the PlayStation 2 and PlayStation Portable. It is, in some ways, a "best of" of the series, bringing back a few elements of the series that hadn't been seen for a while, like a scaled-down version of Burnout Legends. One of these elements is Boost Chaining from the first two games. Crash mode, however, was removed, which didn't exactly please long-time fans of the series. However, unlike the PS2 version, the PSP version features Ad Hoc multiplayer, which is essentially the only way to play this game online.
Debug Cheat Screen
Replace with screenshots and proper documentation.
In the code, the menu (or as the game calls it, Arena) C_Dummy.Arena exists. When replacing a menu string with C_Dummy, you will get a Cheat Menu screen. It is buggy, however, and doesn't do much. It is unknown what the testing purpose of this was, might have been used to test the end race menus.
There are two unused variants of the track named Steeltown, an earlier and much longer variant of the used Steeltown Works track. In some ways less polished compared to what's left of this track in the PS2 version.
- Internally named RK_21_V1 (Philadelphia – Long Forwards)
- Internally named RK_21_V2 (Philadelphia – Long Reverse)
Burnout Legends Leftovers
Some containers such as Frontend.txd, DemoScrn.txd and LoadScrn.bin in Dominator files are fully identical to the ones found in Legends. Some of them are shown below as an example.
There are several leftovers of a planned demo build for Dominator which never came to be.
- Early Logo
The only remnants of the early logo is present in the XMB icon, which is most likely a leftover oversight, as the save icons use the same logo as in-game.
- Loading Screen
Loading_Image01; 02.png, present in DEMO_Loading_Maniac.arena, DEMO_Loading_Race.arena, DEMO_Sell_End.arena, DEMO_Sell_Info.arena, and WT_Rival_Loading.arena.
Early Track Icons
DD_Rewards_Shortcuts.arena has early variants of all the track icons, which are real life photos taken of their respective locations. Their used counterparts are stored in WT_EventSelect.arena.
|Tuscany (RK_01)||Autobahn (RK_03)|
|Bushido Mountain (RK_07)||Red Gate (RK_09)|
|Spiritual City (RK_11)||Carnival Point (RK_13)|
|Ocean Drive (RK_15)||Steel Town (RK_21)|
|Glacier Falls (RK_25)||Black Gold (RK_27)|
BHQ_Content.arena has proper icons for Red Gate and Carnival Point, yet these also go unused. It should be noted that Carnival Point is named Carnival City here, and its icon matches the loading screen texture.
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!|
|PlayStation 4, Xbox One, Nintendo Switch||Burnout Paradise: Remastered|
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- To do
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