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Up To Eleven is a defunct trope


** The original ''Burnout'' has this on every track due to the careful driving required and always having to do three laps. Gets taken UpToEleven with the US Marathon track: it's a combination of the three US tracks that is so long a single lap takes up to ''six minutes''. And you ''still'' have to do three whole laps of it!

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** The original ''Burnout'' has this on every track due to the careful driving required and always having to do three laps. Gets taken UpToEleven up to eleven with the US Marathon track: it's a combination of the three US tracks that is so long a single lap takes up to ''six minutes''. And you ''still'' have to do three whole laps of it!



* RealIsBrown: Played so very, ''very'' straight in ''Burnout Revenge'': more than half the tracks are bathed in orange light with brown being the predominant texture colour (many cars feature orange as a paint colour, which only Revenge does). The Xbox 360 port takes this UpToEleven: being a launch-window next-gen title, the tracks are ''bathed'' in blooming effects that seem to distract more than they awe-inspire. This was also the case in ''Paradise'' too, which had a desaturated, high-contrast look. This was eventually patched to a more colourful aesthetic when the Day/Night cycle was introduced.

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* RealIsBrown: Played so very, ''very'' straight in ''Burnout Revenge'': more than half the tracks are bathed in orange light with brown being the predominant texture colour (many cars feature orange as a paint colour, which only Revenge does). The Xbox 360 port takes this UpToEleven: up to eleven: being a launch-window next-gen title, the tracks are ''bathed'' in blooming effects that seem to distract more than they awe-inspire. This was also the case in ''Paradise'' too, which had a desaturated, high-contrast look. This was eventually patched to a more colourful aesthetic when the Day/Night cycle was introduced.
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* {{Fauxrrari}}: All of the vehicles in the series use fictional marque and model names. In some cases, the resemblance to a certain real-life car is readily apparent, while other models blend elements from different real-life vehicles.
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* CarFu: The style of the game since ''Takedown''.

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* CarFu: The style of the third game since ''Takedown''.introduced the "Takedown" mechanic, which consists of ramming a rival racer so that they crash into a barrier, building, or other obstacle. ''Revenge'' introduced Traffic Checking, which allows you to ram aside civilian drivers as long as they're going the same way as you.
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* AwesomeButImpractical: Boosting in the first game. Unless you're on a long straight, the extra speed makes even the Supermini a slippery beast in the turns. It's often safer to not use Boost at all for most of the race, not even getting into trying to get a Burnout chain going. The one upshot is that, unlike every other game with Burnouts in it, you're not punished for disengaging the Boost by having to fill the meter up again.

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* AwesomeButImpractical: Boosting in the first game. Unless you're on a long straight, the extra speed makes even the Supermini a slippery beast in the turns. It's often safer to not use Boost at all for most of the race, not even getting into trying to get a Burnout chain going. The one upshot is that, unlike every other game with Burnouts in it, you're not punished for disengaging the Boost by having to fill the meter up again.again (although you don't get the boost bonus for completing a Burnout).
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YMMV


* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. Crash Aftertouch was introduced, which allows you to steer your car's wreck into opponent cars to score Takedowns even after you've crashed out (this also exists in Crash Mode to help acquire crash pickups). A modified boosting system was introduced in ''3'' that used an incremental meter that allowed boosting at any time so long as the meter was partially filled (this also removed the Burnout mechanic present in the previous two games), which could be extended through Takedowns up to four times its original length. It also featured a similar map system to ''2'', only this time with three maps across the USA, Europe and Far East as part of the World Tour mode hosted by DJ Stryker on Crash FM. This game was originally planned to be released in 2003, but it was delayed for a year when Acclaim went bankrupt, finally getting picked up by Creator/ElectronicArts in 2004. EA would eventually buy Criterion outright, making ''Burnout'' a permanent staple of EA for the future. It was a smart move on their part -- this game won widespread praise from critics, and it became a major hit, turning ''Burnout'' into a CashCowFranchise for EA and Criterion into their premier developer of racing games, including at least two installments in the ''VideoGame/NeedForSpeed'' series.[[note]]As an aside, Criterion's ''VideoGame/NeedForSpeedMostWanted'' in 2012 was [[FanNickname affectionately referred to]] by some as ''[[SpiritualAdaptation Need for Speed: Burnout]]'' due to its similarities to this series.[[/note]] Released on [=PlayStation=] 2 and Xbox ([=GameCube=] owners weren't so lucky this time around due to its lack of online capabilities).

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* '''''Burnout 3: Takedown'' (2004):''' This game saw the introduction of the Takedown, which allows you to check other racers into walls or traffic to earn boost and get them out of your way. Along with Takedowns came Road Rage mode, where you have to wreck as many opposing cars as possible before a) the time ran out, or b) you took too much damage. Crash mode was also improved, adding power ups that increased (or decreased) money gained, and added Crashbreakers, which allowed you to blow up your car to do some extra damage. Crash Aftertouch was introduced, which allows you to steer your car's wreck into opponent cars to score Takedowns even after you've crashed out (this also exists in Crash Mode to help acquire crash pickups). A modified boosting system was introduced in ''3'' that used an incremental meter that allowed boosting at any time so long as the meter was partially filled (this also removed the Burnout mechanic present in the previous two games), which could be extended through Takedowns up to four times its original length. It also featured a similar map system to ''2'', only this time with three maps across the USA, Europe and Far East as part of the World Tour mode hosted by DJ Stryker on Crash FM. This game was originally planned to be released in 2003, but it was delayed for a year when Acclaim went bankrupt, finally getting picked up by Creator/ElectronicArts in 2004. EA would eventually buy Criterion outright, making ''Burnout'' a permanent staple of EA for the future. It was a smart move on their part -- this game won widespread praise from critics, and it became a major hit, turning ''Burnout'' into a CashCowFranchise for EA and Criterion into their premier developer of racing games, including at least two installments in the ''VideoGame/NeedForSpeed'' series.[[note]]As an aside, Criterion's ''VideoGame/NeedForSpeedMostWanted'' in 2012 was [[FanNickname affectionately referred to]] by some as ''[[SpiritualAdaptation Need for Speed: Burnout]]'' due to its similarities to this series.[[/note]] Released on [=PlayStation=] 2 and Xbox ([=GameCube=] owners weren't so lucky this time around due to its lack of online capabilities).
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* VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is entitled the "Developer's Cut", in the form of new car skins, extra Crash Zones, and the ability to play music from the original game.

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* VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is entitled the "Developer's Cut", in the form of new car skins, extra Crash Zones, and the ability to play music from the original game. Across the board all the vehicles received a rebalance as well, which knocked down the stats of several top-performing cars.
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* BonusFeatureFailure: The Tuned Super in ''Legends'' PSP can't be used to complete any World Tour races because you won't even unlock it until after you've earned your final gold medal (it requires 75 Gold Medals in racing events to unlock and there are 75 race events in the whole World Tour). You will unlock the US and World Circuit Racers before unlocking the Tuned Super, which makes it feel like a missed opportunity.

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* BonusFeatureFailure: The Tuned Super in ''Legends'' PSP can't be used to complete any World Tour races because you won't even unlock it until after you've earned your final gold medal (it requires 75 Gold Medals gold medals in racing events to unlock and there are 75 race events in the whole World Tour). You will unlock the The US and World Circuit Racers will unlock before unlocking the Tuned Super, which makes it feel like a missed opportunity.
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* BonusFeatureFailure: The Tuned Super in ''Legends'' PSP can't be used to complete any World Tour races because you won't even unlock it until after you've earned your final gold medal. The Gangster Boss is tied down by the same restriction but it is a Race Special car, not a World Tour class vehicle, so the Tuned Super feels like a missed opportunity.

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* BonusFeatureFailure: The Tuned Super in ''Legends'' PSP can't be used to complete any World Tour races because you won't even unlock it until after you've earned your final gold medal. The Gangster Boss is tied down by medal (it requires 75 Gold Medals in racing events to unlock and there are 75 race events in the same restriction but it is a Race Special car, not a whole World Tour class vehicle, so Tour). You will unlock the US and World Circuit Racers before unlocking the Tuned Super feels Super, which makes it feel like a missed opportunity.
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* BonusFeatureFailure: The Tuned Super in ''Legends'' PSP can't be used to complete any World Tour races because you won't even unlock it until after you've earned your final gold medal. The Gangster Boss is tied down by the same restriction but it is a Race Special car, not a World Tour class vehicle, so the Tuned Super feels like a missed opportunity.

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* KarmaHoudini: Despite the lack of AI cops, the player gets no punishment for breaking the traffic laws and all the damage they did.


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* ThereAreNoPolice: Despite all the blatant violations of traffic laws and extensive amounts of property damage the races cause, police are conspicuously absent. The Pursuit mode in ''2'' and ''Legends'' and Cops and Robbers in ''Paradise'' are the only times police appear in the games, but even there they are exclusively player-controlled. This was part of the reason why the Pursuit mode was discontinued from ''3'' onwards, as the developers felt that any kind of police presence in the games would just raise questions about their absence in the rest of the game.

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* RealityEnsues: In every crash in every game. Not to mention the realistic amounts of traffic in the first game with gratuitous cross-traffic: well, what did you ''expect'' would happen when you sped into an open public intersection a 80mph?
** The unlockable Survival Mode on the Special menu in the first game. As the name suggests, the player only has one life and the traffic has completely random patterns (the player races against the clock instead of opponents in this mode). This will result in the player having a higher chance to crash as traffic will appear everywhere, crashing will give you a Game Over. Careful driving is highly recommended.
** Sometimes, the player or the opponents will end up crashing with a car that happened to be crossing at an intersection, with little to no time to react.
** Trying to perform a Takedown in the first and second games will cause the Player to end up crashing with the opponent.
** In Paradise, this is the fine line between a Driveaway and an outright crash. You can mess up the body all you want, but if the chassis warps or a wheel pops off, it's counted as a crash no matter what else happens.
** Opponents can end up crashing without player input in any of the games, sometimes taking multiple drivers out.
** Some tracks take place in cities, causing an increased density of traffic where high speed crashes will very likely happen, sometimes blocking entire intersections on the spot.


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* UnexpectedlyRealisticGameplay: In every crash in every game. Not to mention the realistic amounts of traffic in the first game with gratuitous cross-traffic: well, what did you ''expect'' would happen when you sped into an open public intersection a 80mph?
** The unlockable Survival Mode on the Special menu in the first game. As the name suggests, the player only has one life and the traffic has completely random patterns (the player races against the clock instead of opponents in this mode). This will result in the player having a higher chance to crash as traffic will appear everywhere, crashing will give you a Game Over. Careful driving is highly recommended.
** Sometimes, the player or the opponents will end up crashing with a car that happened to be crossing at an intersection, with little to no time to react.
** Trying to perform a Takedown in the first and second games will cause the Player to end up crashing with the opponent.
** In Paradise, this is the fine line between a Driveaway and an outright crash. You can mess up the body all you want, but if the chassis warps or a wheel pops off, it's counted as a crash no matter what else happens.
** Opponents can end up crashing without player input in any of the games, sometimes taking multiple drivers out.
** Some tracks take place in cities, causing an increased density of traffic where high speed crashes will very likely happen, sometimes blocking entire intersections on the spot.
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Commented out some ZCEs.


* DumbassDJ: Stryker in the third game, and arguably Atomika in ''Paradise''.

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* %%* DumbassDJ: Stryker in the third game, and arguably Atomika in ''Paradise''.



* VideoGameCrueltyPotential: Crash/Showtime and traffic checking.
* WackyRacing: We can't emphasize the ''Wacky'' part enough.

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* %%* VideoGameCrueltyPotential: Crash/Showtime and traffic checking.
* %%* WackyRacing: We can't emphasize the ''Wacky'' part enough.



* YouBreakItYouProfit: Crash events, Showtime mode, and the entirety of ''CRASH!''

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* %%* YouBreakItYouProfit: Crash events, Showtime mode, and the entirety of ''CRASH!''
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** ''Legends'' was released on UsefulNotes/PlayStationPortable and UsefulNotes/NintendoDS, while ''Dominator'' was on [=PS2=] and [=PSP=].
** ''Paradise'' came out on [=PS3=] and Xbox 360, with its remaster coming out on [=PS4=] and Xbox One.

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** ''Legends'' was released on UsefulNotes/PlayStationPortable and UsefulNotes/NintendoDS, UsefulNotes/NintendoDS (these are very different from each other, though), while ''Dominator'' was on [=PS2=] and [=PSP=].
** ''Paradise'' came out on [=PS3=] and [=PS3=], Xbox 360, and later PC (as ''The Ultimate Box''), with its remaster coming out on [=PS4=] and [=PS4=], PC, Xbox One.One, and later Nintendo Switch.
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** ''Revenge'' upped the ante by supplementing the billboards with branded cars. The base game has cars for EA, Logitech, ''VideoGame/{{Black}}'', Nixon, EA, Criterion and Etnies, but through DownloadableContent you could also get cars in the 360 vesion for Alienware, Dolby, Plantronics, Spike TV, Xbox LIVE, Circuit City, [=BestBuy=], Gamestop, Carl's Jr, ''[[VideoGame/MaddenNFL Madden 2006]]'', Monster and ''Music/{{Yellowcard}}''.

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** ''Revenge'' upped the ante by supplementing the billboards with branded cars. The base game has cars for EA, Logitech, ''VideoGame/{{Black}}'', Nixon, EA, Criterion and Etnies, but through Etnies. Crash Mode events also added Carl's Jr. and ''[[VideoGame/MaddenNFL Madden 2006]]'' heavyweight vehicles. Through DownloadableContent you could also get cars in the 360 vesion for Alienware, Dolby, Plantronics, Spike TV, Xbox LIVE, Circuit City, [=BestBuy=], Gamestop, Carl's Jr, ''[[VideoGame/MaddenNFL Madden 2006]]'', Monster and ''Music/{{Yellowcard}}''.
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* StuffBlowingUp: Starting with ''3'', which introduced the Crashbreaker for Crash Mode, as well as oil tankers and just cars exploding if you drove into a big vehicle hard enough. In ''Revenge'' you got the ability to blow up your car ''multiple times'', and it would gradually introduce Crashbreaker events where, after crashing, you could use your remaining boost to fuel an explosion to take out other racers (''Dominator would make this standard for ''all'' racers).

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* StuffBlowingUp: Starting with ''3'', which introduced the Crashbreaker for Crash Mode, as well as oil tankers and just cars exploding if you drove into a big vehicle hard enough. In ''Revenge'' you got the ability to blow up your car ''multiple times'', and it would gradually introduce Crashbreaker events where, after crashing, you could use your remaining boost to fuel an explosion to take out other racers (''Dominator (''Dominator'' would make this standard for ''all'' racers).
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* TimedMission: The first two games have a traditional arcade racing-style timer that gets time added at checkpoints (although the timer in the second game is so generous that even decent drivers will probably never even come close to running out of time).
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* CameraScrew: As mentioned in Anti-Frustration Feature above, activating Impact Time in ''Burnout 3'' wouldn't move away from the cinematic crash camera, often making it next to impossible to actually aim at oncoming racers to hit. This was fixed in ''Burnout Revenge''.

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* CameraScrew: As mentioned in Anti-Frustration Feature above, activating Impact Time in ''Burnout 3'' wouldn't move away from the cinematic crash camera, often making it next to impossible to actually aim at oncoming racers to hit.hit (this also affects Crash Mode, where trying to steer yourself towards pickups could be challenging depending on where the camera was placed). This was fixed in ''Burnout Revenge''.
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*** Aggression Boost can be extend its bar via Takedowns, but are tricky to use as they get Boost mainly for those and by destroying the scenery. It only maxes out at 3x compared, however.

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*** Aggression Boost can be extend its bar via Takedowns, but are tricky to use as they get Boost mainly for those and by destroying the scenery. It only maxes out at 3x compared, compared to the games it draws from, however.
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** In ''Burnout 1'' and ''Point of Impact'', Boost can only be used once the meter has been filled. After this, you can use it at any time until it's either empty or you crash. If you drive dangerously enough whilst boosting, the meter will refill, and doing it enough will fill it completely, starting a [[TitleDrop Burnout]] Chain.
** In ''Takedown'', ''Legends'' and ''Revenge'', Boost can be used at any time, and the Burnout mechanic is gone. In its place, the meter can now be extended by up to 4x its original length by scoring Takedowns. You lose a chunk when you Crash. Getting a Takedown also fills the boost bar.

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** In ''Burnout 1'' and ''Point of Impact'', Boost can only be used once the meter has been filled. After this, you can use it at any time until it's either empty or you crash. If you can drive dangerously well enough whilst boosting, the to drain your entire boost meter will refill, without crashing, you get a "[[TitleDrop Burnout]]" and doing earn back a substantial amount of boost. It's even possible to refill an entire meter while it's draining, allowing you to continue boosting (in the original game this wasn't tracked but in ''2'' you can do a "Burnout Boost Chain" by continuing to stack these over and over). The original game also allowed you conserve boost if you let off the boost button so long as you had it enough will fill it completely, starting (the second game only lets you boost from a [[TitleDrop Burnout]] Chain.
full bar and letting off the button disables boost until it's refilled again, encouraging you to go for Boost Chains).
** In ''Takedown'', ''Legends'' and ''Revenge'', Boost can be used at any time, and the Burnout mechanic is gone. In its place, the meter can now be extended by up to 4x its original length by scoring Takedowns. You lose a chunk when you Crash.crash (unless you can perform an [[TakingYouWithMe Aftertouch]] Takedown). Getting a Takedown also fills the boost bar.



*** Aggression Boost can be extend its bar via Takedowns, but are tricky to use as they get Boost mainly for those and by destroying the scenery.

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*** Aggression Boost can be extend its bar via Takedowns, but are tricky to use as they get Boost mainly for those and by destroying the scenery. It only maxes out at 3x compared, however.
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** ''Dominator'' returned to the billboards of the third game.

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** ''Dominator'' returned to the billboards of the third game. Several vehicles from ''Revenge'' did return but sans any product sponsorship graphics.
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** Cars with "Assassin" in thier name tend to do particularly well in "Road Rage" events.
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* KarmaHoudni: Despite the lack of AI cops, the player gets no punishment for breaking the traffic laws and all the damage they did.

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* KarmaHoudni: KarmaHoudini: Despite the lack of AI cops, the player gets no punishment for breaking the traffic laws and all the damage they did.
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* KarmaHoundni: Despite the lack of ai cops, the player gets no punishment for breaking the traffic laws and all the damage they did.

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* KarmaHoundni: KarmaHoudni: Despite the lack of ai AI cops, the player gets no punishment for breaking the traffic laws and all the damage they did.
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* KarmaHoundni: Despite the lack of ai cops, the player gets no punishment for breaking the traffic laws and all the damage they did.
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* '''''Burnout Legends'' (2005):''' A game released for the UsefulNotes/PlayStationPortable and the UsefulNotes/NintendoDS. Released on the same day as ''Revenge'', it's effectively a Best Of collection, being 80% a direct port of ''Takedown'' and 20% an adaptation of certain tracks and cars from ''Burnout'' and ''Point of Impact''. The game also introduced Collector Cars: the name of your Profile when you create it determines an algorithm that unlocks one of five Collector Cars in each class in World Tour mode, [[GottaCatchEmAll meaning you have to race and win against human opponents to get them all]]. Also revived ''Point of Impact''[='s=] Pursuit mode.

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* '''''Burnout Legends'' (2005):''' A game released for the UsefulNotes/PlayStationPortable and the UsefulNotes/NintendoDS. Released on the same day as ''Revenge'', it's effectively a Best Of collection, being 80% a direct port of ''Takedown'' and 20% an adaptation of certain tracks and cars from ''Burnout'' and ''Point of Impact''. The game also introduced Collector Cars: the name of your Profile when you create it determines an algorithm that unlocks one of five Collector Cars in each class in World Tour mode, [[GottaCatchEmAll meaning you have to race and win against human opponents to get them all]]. Also revived ''Point of Impact''[='s=] Pursuit mode. Due to heavily differing specs, the DS version is very different from the PSP game and is widely agreed to be a far inferior game.
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** "Burning Laps"; which focus on [[RaceAgainstTheClock finishing a lap as quickly as possible]], often have reduced traffic and accelerated boost gain.

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** "Burning Laps"; which focus on [[RaceAgainstTheClock finishing a lap as quickly as possible]], often have reduced traffic and accelerated boost gain. Said traffic also always follows the exact same pattern if you restart, so patient players can win gold through trial-and-error.
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* ForcedTutorial: Point of Impact requires completing "Offensive Driving 101" before starting the championship or a multiplayer game. This also applies if you create a new profile.

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* {{Expy}}: A great range of the cars on offer in every single game either modify elements of an exiting real-world car or combine those of several, whilst still maintaining the general appearance. For example, the Custom Coupe Ultimate is based off of a Honda Civic, the Roadster looks like a Lotus Elise, the Carson GT looks like the 2007 Camaro, and ''Dominator's'' Super Prototype looks like a Bugatti Veyron.

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* {{Expy}}: A great range of the cars on offer in every single game either modify elements of an exiting real-world car or combine those of several, whilst still maintaining the general appearance. This is because, as Alex Ward said at E3 2004, real car makers won't license their cars because they don't want to see them get violently dismembered. For example, the Custom Coupe Ultimate is based off of a Honda Civic, the Roadster looks like a Lotus Elise, the Carson GT looks like the 2007 Camaro, the Oval Racer Special looks like a typical UsefulNotes/{{NASCAR}} vehicle of the mid-2000s, and ''Dominator's'' Super Prototype looks like a Bugatti Veyron.



** The heavy traffic can appear almost anywhere, and there's sometimes not enough time to react before your car and the traffic vehicle collide. While the later games slide away from this by reducing traffic, the original has realistic amounts of traffic that can be all but impossible to avoid if you're in the wrong place.

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** The heavy traffic can appear almost anywhere, and there's sometimes not enough time to react before your car and the traffic vehicle collide. While the later games slide away from this by reducing traffic, the original has realistic amounts of traffic that can be all but impossible to avoid if you're in the wrong place. This issue, fortunately, is trivial in ''Revenge'' thanks to Traffic Checking, as well as in ''Paradise'' where one can just find a different path around said traffic, or use a vehicle with a high-enough Strength rating to check said traffic.



*** Within the game itself, each class of car (except Special and Heavyweight) has a car carrying the prefix "Assassin". These cars can get takedowns more easily than other cars, hence their name.



** ''Burnout'', ''Point of Impact'', ''Takedown'' were released n [=PS2=], Xbox and Gamecube.

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** ''Burnout'', ''Point of Impact'', ''Takedown'' were released n on [=PS2=], Xbox and Gamecube.Gamecube (''Takedown'' did not have a Gamecube version released due to its basically non-existent online functionality, which was viewed as critical to the experience, and Nintendo didn't seriously implement online functionality into their consoles until the DS in 2005 and the Wii in 2006).



*** Aggro Boost can be extend its bar via Takedowns, but are tricky to use as they get Boost mainly for those and by destroying the scenery.

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*** Aggro Aggression Boost can be extend its bar via Takedowns, but are tricky to use as they get Boost mainly for those and by destroying the scenery.



* NostalgiaLevel: ''Legends'' takes drivers back to tracks from the first three installments (though it includes only one track from the original game). Also includes throwback cars from the previous games.

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* NostalgiaLevel: ''Legends'' takes drivers back to tracks from the first three installments (though it includes only one track from the original game). Also includes throwback cars from the previous games.games, with most of the cars coming from ''Takedown''.



** ''Takedown'' included many billboards for brands like Axe and other EA titles like ''[[VideoGame/NeedForSpeedUnderground Need For Speed Underground 2]]'' and ''VideoGame/Battlefield1942''.

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** ''Takedown'' included many billboards for brands like Axe and other EA titles like ''[[VideoGame/NeedForSpeedUnderground Need For Speed Underground 2]]'' 2]]'', ''VideoGame/Battlefield1942'', and ''VideoGame/Battlefield1942''.''Tiger Woods PGA Tour 2005''.



** ''Paradise'' had billboards as well as unlockable cars for Circuit City, [=BestBuy=], Gamestop, Walmart, Micromania, B'z (albeit across different regions). This game is particularly infamous for its dynamic billboads that would change as companies bought the ad space, specifically for when UsefulNotes/BarackObama used a few billboards seen in certain states for his presidency campaign.

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** ''Paradise'' had billboards as well as unlockable cars for Circuit City, [=BestBuy=], Gamestop, Walmart, Micromania, B'z (albeit across different regions). This game is particularly infamous for its dynamic billboads that would change as companies bought the ad space, specifically for when UsefulNotes/BarackObama used a few billboards seen in certain states for his presidency campaign.presidential campaign; it was the first time a presidential candidate had advertised in a video game '''EVER'''.
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* VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is entitled the "Developer's Cut", in the form of new car skins and extra Crash Zones.

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* VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is entitled the "Developer's Cut", in the form of new car skins and skins, extra Crash Zones.Zones, and the ability to play music from the original game.
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* VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is given the subtitle "Developer's Cut", in the form of new car skins and extra Crash Zones.

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* VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is given entitled the subtitle "Developer's Cut", in the form of new car skins and extra Crash Zones.

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