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* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VideoGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes, which were quite detailed for the time and acted as an abject penalty for poor racing. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, which is done through dangerous driving techniques such as driving into oncoming traffic and drifting. Released on UsefulNotes/PlayStation2, UsefulNotes/XBox, and [[UsefulNotes/NintendoGameCube GameCube]], and published by Acclaim Entertainment.

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* '''''Burnout'' (2001):''' The original. An innovative racer at the time, ''Burnout'' placed a focus on stunts and extreme driving (much like ''VideoGame/ProjectGothamRacing'', which was released around the same time), and became known for its high speed and its spectacular crashes, which were quite detailed for the time and acted as an abject penalty for poor racing. The name came from the game's system of NitroBoost -- you can only use boost when your boost bar is filled, which is done through dangerous driving techniques such as driving into oncoming traffic and drifting. Released on UsefulNotes/PlayStation2, UsefulNotes/XBox, Platform/PlayStation2, Platform/XBox, and [[UsefulNotes/NintendoGameCube [[Platform/NintendoGameCube GameCube]], and published by Acclaim Entertainment.



* '''''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.
* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through small, same-way traffic and send it flying at rival racers and other vehicles. Instead of a World Tour, the game had you progress through ranks by earning Rating Stars for your racing (Single Event mode was also removed). The game also kept track of Revenge Rivals who took you down either during a single offline event or for all-time in an online event, hence the name. Also introduced was Traffic Attack mode, where you must use traffic checking to cause as much damage as possible, and Crashbreaker event variants let you use it in non-Crash events. Tracks are also much wider and have many more ramps than before to take advantage of the new Vertical Takedown. Course design also includes shortcuts and alternate routes in more varied ways than previous installments. Crash Mode meanwhile removes the tokens from 3, but this time your car has a Crashbreaker meter that fills with each car that crashes (and it can fill multiple times), as well as a Target Car to nail worth a serious amount of cash. For the [=PS2=] and Xbox versions Crash Mode also includes a new golf swing-style meter that lets you set your speed and power before the approach (this was removed in the Xbox 360 version). This is the last game in the series for the original UsefulNotes/{{Xbox}}, but...
** '''''Burnout Revenge'' [Xbox 360] (2006)''': The UpdatedRerelease of ''Burnout Revenge'' released a few months after the original with several extra features, and is the first ''Burnout'' game on UsefulNotes/Xbox360. The menus were given various visual tweaks and the maps for each track removed, while the visuals were given a visual upgrade to 720p HD with better textures, blooming effects and crash particles. Probably the most trademark of these upgrades was the paint being able to scrape off the body of the car. The game also featured online tracking of Revenge Rivals (racers who took you down), as well as a Clips system that saw the one-time return of the replay feature that could now be shared online. It also included ten bonus Crash junctions and removed the [[ScrappyMechanic Boost Launch]] system from the original. This is also the first ''Burnout'' game to feature DLC in the form of sponsor cars. This version of ''Revenge'' was made backwards compatible with the UsefulNotes/XboxOne in May 2018.
* '''''Burnout Dominator'' (2007):''' Released for UsefulNotes/PlayStation2 and UsefulNotes/PlayStationPortable, this game was meant to tide fans over before the release of the series' next-gen debut. It returned to the series' roots by bringing back Burnouts (which had disappeared starting with the third game), and improved them by having a dedicated meter showing you how close you were to earning another Burnout, as well as dropping traffic checking. There is less verticality this time around and tracks are not as wide as in ''Revenge'', but the Signature Takedown feature from ''Takedown'' and ''Revenge'' was reworked into Signature Shortcuts, yellow barriers in the track that would be knocked down by forcing a rival to crash into it. It's main new game mode is Maniac, which is a precursor to Stunt Mode where players would earn points through dangerous driving that is multiplied by your Burnout count. While the Crash Mode was gone, the Crashbreaker is now featured in every single event in the game. ''Dominator'', alongside ''Legends'', is the only game in the series that was not developed by Criterion, as they were busy working on...[[index]]
* '''''VideoGame/BurnoutParadise'' (2008):''' The first ''Burnout'' game to come out on UsefulNotes/PlayStation3 and UsefulNotes/MicrosoftWindows, along with the Xbox 360. This game completely overhauled the series, putting it in a WideOpenSandbox called Paradise City. Crash mode was replaced with Showtime mode, which allowed players to instantly turn any road into a crash junction in what almost feels like ''VideoGame/KatamariDamacy'' with explosions. Takedowns and Road Rage mode returned, but traffic checking could only be done by the heaviest vehicles, and Aftertouch Takedowns were sadly removed. New for the series were Stunt Runs, where players had to rack up points pulling off stunts (essentially a skateboarding game with a car), and Marked Man mode, where you have to get to a destination while being hounded by supercharged armored cars trying to wreck you.[[/index]]
** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for Xbox One, UsefulNotes/PlayStation4, and Windows with 4K/60FPS support on Xbox One X and [=PS4=] Pro (native 1080p on older Xbox One and [=PS4=] models) and all DLC included (except the Time Savers Pack). While a few textures were replaced and a song or two removed for licensing reasons, this is considered to be the definitive edition of ''Burnout Paradise'', especially for PC players who can ''finally'' enjoy the Cops and Robbers mode and (officially and in full) [[BeachEpisode Big Surf Island]].[[note]]A mod for the original Windows version of ''Paradise'' added the cop cars of the Cops and Robbers mode and the map and cars of Big Surf Island, but with several limitations.[[/note]] In particular, improvements to online gaming in the intervening decade means that online co-op challenges are much more feasible to complete. A UsefulNotes/NintendoSwitch port was released in June 2020, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.[[index]]

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* '''''Burnout Legends'' (2005):''' A game released for the UsefulNotes/PlayStationPortable Platform/PlayStationPortable and the UsefulNotes/NintendoDS.Platform/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.
* '''''Burnout Revenge'' (2005):''' Arguably the most combat-oriented game in the series, ''Revenge'' introduced traffic checking, which allowed you to ram through small, same-way traffic and send it flying at rival racers and other vehicles. Instead of a World Tour, the game had you progress through ranks by earning Rating Stars for your racing (Single Event mode was also removed). The game also kept track of Revenge Rivals who took you down either during a single offline event or for all-time in an online event, hence the name. Also introduced was Traffic Attack mode, where you must use traffic checking to cause as much damage as possible, and Crashbreaker event variants let you use it in non-Crash events. Tracks are also much wider and have many more ramps than before to take advantage of the new Vertical Takedown. Course design also includes shortcuts and alternate routes in more varied ways than previous installments. Crash Mode meanwhile removes the tokens from 3, but this time your car has a Crashbreaker meter that fills with each car that crashes (and it can fill multiple times), as well as a Target Car to nail worth a serious amount of cash. For the [=PS2=] and Xbox versions Crash Mode also includes a new golf swing-style meter that lets you set your speed and power before the approach (this was removed in the Xbox 360 version). This is the last game in the series for the original UsefulNotes/{{Xbox}}, Platform/{{Xbox}}, but...
** '''''Burnout Revenge'' [Xbox 360] (2006)''': The UpdatedRerelease of ''Burnout Revenge'' released a few months after the original with several extra features, and is the first ''Burnout'' game on UsefulNotes/Xbox360.Platform/Xbox360. The menus were given various visual tweaks and the maps for each track removed, while the visuals were given a visual upgrade to 720p HD with better textures, blooming effects and crash particles. Probably the most trademark of these upgrades was the paint being able to scrape off the body of the car. The game also featured online tracking of Revenge Rivals (racers who took you down), as well as a Clips system that saw the one-time return of the replay feature that could now be shared online. It also included ten bonus Crash junctions and removed the [[ScrappyMechanic Boost Launch]] system from the original. This is also the first ''Burnout'' game to feature DLC in the form of sponsor cars. This version of ''Revenge'' was made backwards compatible with the UsefulNotes/XboxOne Platform/XboxOne in May 2018.
* '''''Burnout Dominator'' (2007):''' Released for UsefulNotes/PlayStation2 Platform/PlayStation2 and UsefulNotes/PlayStationPortable, Platform/PlayStationPortable, this game was meant to tide fans over before the release of the series' next-gen debut. It returned to the series' roots by bringing back Burnouts (which had disappeared starting with the third game), and improved them by having a dedicated meter showing you how close you were to earning another Burnout, as well as dropping traffic checking. There is less verticality this time around and tracks are not as wide as in ''Revenge'', but the Signature Takedown feature from ''Takedown'' and ''Revenge'' was reworked into Signature Shortcuts, yellow barriers in the track that would be knocked down by forcing a rival to crash into it. It's main new game mode is Maniac, which is a precursor to Stunt Mode where players would earn points through dangerous driving that is multiplied by your Burnout count. While the Crash Mode was gone, the Crashbreaker is now featured in every single event in the game. ''Dominator'', alongside ''Legends'', is the only game in the series that was not developed by Criterion, as they were busy working on...[[index]]
* '''''VideoGame/BurnoutParadise'' (2008):''' The first ''Burnout'' game to come out on UsefulNotes/PlayStation3 Platform/PlayStation3 and UsefulNotes/MicrosoftWindows, Platform/MicrosoftWindows, along with the Xbox 360. This game completely overhauled the series, putting it in a WideOpenSandbox called Paradise City. Crash mode was replaced with Showtime mode, which allowed players to instantly turn any road into a crash junction in what almost feels like ''VideoGame/KatamariDamacy'' with explosions. Takedowns and Road Rage mode returned, but traffic checking could only be done by the heaviest vehicles, and Aftertouch Takedowns were sadly removed. New for the series were Stunt Runs, where players had to rack up points pulling off stunts (essentially a skateboarding game with a car), and Marked Man mode, where you have to get to a destination while being hounded by supercharged armored cars trying to wreck you.[[/index]]
** '''''Burnout Paradise Remastered'' (2018):''' A complete remaster of the game for Xbox One, UsefulNotes/PlayStation4, Platform/PlayStation4, and Windows with 4K/60FPS support on Xbox One X and [=PS4=] Pro (native 1080p on older Xbox One and [=PS4=] models) and all DLC included (except the Time Savers Pack). While a few textures were replaced and a song or two removed for licensing reasons, this is considered to be the definitive edition of ''Burnout Paradise'', especially for PC players who can ''finally'' enjoy the Cops and Robbers mode and (officially and in full) [[BeachEpisode Big Surf Island]].[[note]]A mod for the original Windows version of ''Paradise'' added the cop cars of the Cops and Robbers mode and the map and cars of Big Surf Island, but with several limitations.[[/note]] In particular, improvements to online gaming in the intervening decade means that online co-op challenges are much more feasible to complete. A UsefulNotes/NintendoSwitch Platform/NintendoSwitch port was released in June 2020, making ''Paradise Remastered'' the first Nintendo-platform ''Burnout'' game in 15 years since ''Legends''.[[index]]



** ''Legends'' was released on UsefulNotes/PlayStationPortable and UsefulNotes/NintendoDS (these are very different from each other, though), while ''Dominator'' was available for [=PS2=] and [=PSP=].

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** ''Legends'' was released on UsefulNotes/PlayStationPortable Platform/PlayStationPortable and UsefulNotes/NintendoDS Platform/NintendoDS (these are very different from each other, though), while ''Dominator'' was available for [=PS2=] and [=PSP=].
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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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* VersionExclusiveContent: There is slightly more content in the Xbox version of ''Burnout 2'', which is 2'' -- entitled the "Developer's Cut", Cut" -- in the form of new car skins, liveres, 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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* Also an exception is when you drive on tracks set in Asia - these tracks are set in countries that follow left-hand traffic, such as Thailand, Hong Kong, Japan and Malaysia, and thus to earn Incoming points you have to drive on the right side of the road instead of the left.

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* ** Also an exception is when you drive on tracks set in Asia - these tracks are set in countries that follow left-hand traffic, such as Thailand, Hong Kong, Japan and Malaysia, and thus to earn Incoming points you have to drive on the right side of the road instead of the left.

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* AndNowForSomethingCompletelyDifferent: Tracks set in Asia are a downplayed example of this: They are typically set in countries that follow left-hand traffic such as Thailand, Hong Kong, Japan and Malaysia, instead of the usual right-hand traffic of American and European tracks.



** Though, in the first and second games, the car will turn on its signal/indicator lights when there's a significant turn ahead. ''Paradise'' does the same while in events, as the game's way of recommending a route. It's probably more as a player aid than anything else.

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** Though, in the first and second games, the car will turn on its signal/indicator lights when there's a significant turn ahead. ''Paradise'' does the same while in events, as the game's way of recommending a route. It's probably route, although more as a player aid than anything else.else.
* Also an exception is when you drive on tracks set in Asia - these tracks are set in countries that follow left-hand traffic, such as Thailand, Hong Kong, Japan and Malaysia, and thus to earn Incoming points you have to drive on the right side of the road instead of the left.


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* SceneryPorn: Oh how. As these tracks all take place in loactions that parallel real-world locations, their scenery is also based on these real-world locations as well, from the bustling streets of Downtown (Chicago) to the majestic Eternal City (Rome) to the winding mountain roads of Bushido (Tochigi) and many more.
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* AndNowForSomethingCompletelyDifferent: Tracks set in Asia are a downplayed example of this: They are typically set in countries that follow left-hand traffic such as Thailand, Hong Kong, Japan and Malaysia, instead of the usual right-hand traffic of American and European tracks.
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General clarification on works content


* 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). 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 (it requires 75 gold medals in racing events to unlock and there are 75 race events in the whole World Tour). The US and World Circuit Racers will unlock before unlocking the Tuned Super, which makes it feel like a missed opportunity.opportunity (it also means that, despite having technically different unlocking conditions, the Gangster Boss actually is unlocked at the same time since Legend GP events necessitate getting Gold across an entire vehicle series and the Gangster Boss requires a Gold in every Legend GP).
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** ''Burnout'' and ''Point of Impact'' were released on [=PS2=], Xbox, and [=GameCube=] while ''Takedown'' only saw release on the former two without a [=GameCube=] release (caused in large part 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).
** ''Revenge'' released on [=PS2=], Xbox, and Xbox 360.
** ''Legends'' was released on UsefulNotes/PlayStationPortable and UsefulNotes/NintendoDS (these are very different from each other, though), while ''Dominator'' was on [=PS2=] and [=PSP=].

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** ''Burnout'' and ''Point of Impact'' were released on [=PS2=], Xbox, and [=GameCube=] while ''Takedown'' only saw release on the former two without a [=GameCube=] release (caused in large part due to by its basically non-existent online functionality, which was viewed as critical to the experience, and Nintendo didn't seriously implement online functionality into their next-generation consoles until -- the DS in 2005 and the Wii in 2006).
** ''Revenge'' released on [=PS2=], Xbox, [=PS2=] and Xbox then later saw an UpdatedRerelease on Xbox 360.
** ''Legends'' was released on UsefulNotes/PlayStationPortable and UsefulNotes/NintendoDS (these are very different from each other, though), while ''Dominator'' was on available for [=PS2=] and [=PSP=].
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General clarification on works content


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

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** ''Burnout'', ''Burnout'' and ''Point of Impact'', Impact'' were released on [=PS2=], Xbox, and [=GameCube=] while ''Takedown'' were released only saw release on [=PS2=], Xbox and Gamecube (''Takedown'' did not have the former two without a Gamecube version released [=GameCube=] release (caused in large part 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).
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* ShoutOut: The Custom Coupe's (later Custom Coupe Ultimate or Kitano Hydros Techno in ''Paradise'') bright green paint job with light blue vinyl design from ''Point of Impact'' is evocative of Brian O'Connor's iconic lime green Mitsubishi Eclipse from ''[[Film/TheFastAndTheFurious2001 The Fast & The Furious]]'', which had released the previous year. The only immediately noticeable difference is the hood is the same color as the body (Brian's car has a black hood), although the car itself appears to be based more on a Honda Civic than the Eclipse. The fact that it stands out as such a noticeable homage is likely why the car became significant enough to see it come back at various times throughout the series.

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* ShoutOut: The Custom Coupe's (later Custom Coupe Ultimate or Kitano Hydros Techno in ''Paradise'') bright green paint job with accented by light blue vinyl design streaks from ''Point of Impact'' is evocative of Brian O'Connor's iconic lime green Mitsubishi Eclipse from ''[[Film/TheFastAndTheFurious2001 The Fast & The Furious]]'', which had released the previous year. The only immediately noticeable difference is the hood is the same color as the body (Brian's car has a black hood), although the car itself appears to be based more on a Honda Civic than the Eclipse. The fact that it stands out as such a noticeable homage is likely why the car became significant enough to see it come back at various times throughout the series.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


* ShoutOut: The Custom Coupe's (later Custom Coupe Ultimate or Kitano Hydros Techno in ''Paradise'') bright green paint job with light blue vinyl design from ''Point of Impact'' is evocative of Brian O'Connor's iconic lime green Mitsubishi Eclipse from ''Film/TheFastAndTheFurious2001 The Fast & The Furious'', which had released the previous year. The only immediately noticeable difference is the hood is the same color as the body (Brian's car has a black hood), although the car itself appears to be based more on a Honda Civic than the Eclipse. The fact that it stands out as such a noticeable homage is likely why the car became significant enough to see it come back at various times throughout the series.

to:

* ShoutOut: The Custom Coupe's (later Custom Coupe Ultimate or Kitano Hydros Techno in ''Paradise'') bright green paint job with light blue vinyl design from ''Point of Impact'' is evocative of Brian O'Connor's iconic lime green Mitsubishi Eclipse from ''Film/TheFastAndTheFurious2001 ''[[Film/TheFastAndTheFurious2001 The Fast & The Furious'', Furious]]'', which had released the previous year. The only immediately noticeable difference is the hood is the same color as the body (Brian's car has a black hood), although the car itself appears to be based more on a Honda Civic than the Eclipse. The fact that it stands out as such a noticeable homage is likely why the car became significant enough to see it come back at various times throughout the series.
Is there an issue? Send a MessageReason:
None


* ShoutOut: The Custom Coupe's (later Custom Coupe Ultimate or Kitano Hydros Techno in ''Paradise'') bright green paint job with light blue vinyl design from ''Point of Impact'' is evocative of Brian O'Connor's iconic lime green Mitsubishi Eclipse from ''Film/TheFastAndTheFurious2001 The Fast & The Furious'', which had released the previous year. The only immediately noticeable difference is the hood is the same color as the body (Brian's car has a black hood). The fact that it stands out as such a noticeable homage is likely why the car became significant enough to see it come back at various times throughout the series.

to:

* ShoutOut: The Custom Coupe's (later Custom Coupe Ultimate or Kitano Hydros Techno in ''Paradise'') bright green paint job with light blue vinyl design from ''Point of Impact'' is evocative of Brian O'Connor's iconic lime green Mitsubishi Eclipse from ''Film/TheFastAndTheFurious2001 The Fast & The Furious'', which had released the previous year. The only immediately noticeable difference is the hood is the same color as the body (Brian's car has a black hood).hood), although the car itself appears to be based more on a Honda Civic than the Eclipse. The fact that it stands out as such a noticeable homage is likely why the car became significant enough to see it come back at various times throughout the series.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShoutOut: The Custom Coupe's (later Custom Coupe Ultimate or Kitano Hydros Techno in ''Paradise'') bright green paint job with light blue vinyl design from ''Point of Impact'' is evocative of Brian O'Connor's iconic lime green Mitsubishi Eclipse from ''Film/TheFastAndTheFurious2001 The Fast & The Furious'', which had released the previous year. The only immediately noticeable difference is the hood is the same color as the body (Brian's car has a black hood). The fact that it stands out as such a noticeable homage is likely why the car became significant enough to see it come back at various times throughout the series.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


*** Aggression Boost operates in the style of ''3'' and ''Revenge'', with no need to max out the meter to boost, and can be extend its bar via Takedowns (and smashing billboards, in lieu of the absence of rival vehicles), but are tricky to use as they get Boost mainly by slamming opponents around and by destroying the scenery. Unlike the games it draws from the boost meter will only extend to 3x its length in ''Paradise''.

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*** Aggression Boost operates in the style of ''3'' and ''Revenge'', with no need to max out the meter to boost, and can be extend its bar via Takedowns (and smashing billboards, in lieu of the absence of rival vehicles), but are tricky to use as they get Boost mainly by slamming opponents around and by destroying the scenery. Unlike the games it draws from the boost meter will only extend to 3x its length in ''Paradise''.
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** ''Paradise'' uses multiple different systems:

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** ''Paradise'' uses multiple different systems:combines the previous iterations of the boost meter and adds its own style to the mix:



*** Speed Boost works just like in 1 and 2, with the Takedown perks of ''Dominator''.
*** 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 to the games it draws from, however.
*** Switch Boost is only with the Hawker Mech: it can change its Boost type between the above three, which also adjusts its handling
*** Locked Boost is exclusive to the Extreme Hotrod: the bar is always full, and once active the car will boost forever until it crashes or can be safely stopped.

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*** Speed Boost works just like in 1 and 2, 2 (requires a full meter and continuous boosting is accomplished by refilling the meter as it's draining via driving skills like drift or near missing), with the Takedown perks of ''Dominator''.
*** Aggression Boost operates in the style of ''3'' and ''Revenge'', with no need to max out the meter to boost, and can be extend its bar via Takedowns, Takedowns (and smashing billboards, in lieu of the absence of rival vehicles), but are tricky to use as they get Boost mainly for those by slamming opponents around and by destroying the scenery. It only maxes out at 3x compared to Unlike the games it draws from, however.
from the boost meter will only extend to 3x its length in ''Paradise''.
*** Switch Boost is only with available to the Montgomery Hawker Mech: it can change its Boost type between the above three, three on the fly, which also adjusts its handling
handling characteristics.
*** Locked Boost is exclusive to the Carson Extreme Hotrod: the bar is always full, and once active the car will boost forever until it crashes or can be safely stopped.
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** 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 (unless you can perform an [[TakingYouWithMe Aftertouch]] Takedown). Getting a Takedown also fills the boost bar.
** ''Dominator'' returns to the system from the first two games, with two important additions. First, you can use the Boost at any time, however you can only activate Burnout Chains if you fill the meter and turn the Boost blue. Secondly, the chevrons underneath the boost meter show how far you are to earning a Burnout. As in the previous games however, scoring a Takedown can either fill the bar instantly to Blue Boost or, if the player already has that, instantly qualify for another Burnout.

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** 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 (unless you can perform an [[TakingYouWithMe Aftertouch]] Takedown). Getting a Takedown also fills the boost bar.
bar. In ''Revenge'' your boost meter is also used to power your Crashbreaker during race events -- the more boost you've got the more powerful your Crashbreaker becomes. You can even use an Aftertouch Takedown to refill/enlarge your boost meter ''then'' trigger the Crashbreaker, getting even more yield than if you just let it fly as soon as you crashed. However if you fail to take anyone down with the Crashbreaker you'll reset to the track with an empty boost meter.
** ''Dominator'' returns to the system from the first two games, with two important additions. First, you can use the Boost at any time, however you can only activate Burnout Chains if you fill the meter and turn the Boost blue. Secondly, the chevrons underneath the boost meter show how far you are to earning a Burnout. As in the previous games however, scoring a Takedown can either fill the bar instantly to Blue Boost or, if the player already has that, instantly qualify for another Burnout. Like ''Revenge'' the boost meter also enhances the Crashbreaker when you wreck and want to take out nearby racers (with the same threat of emptying your whole meter if you can't take anyone down with it).
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** ''Dominator'' is by the far one of the most hardest games in the entire franchise. The harder thing it comes to Maniac events in where you must hold the boost while supercharged and chain multipliers by doing reckless skills like drifting, jumping, near misses and driving in the wrong side of the road which the latter is extremely dangerous and risky. Later ones can be hair-pullingly frustrating as because you must chain multipliers while boosting for all time and doing a perfect run without a single crash to get the gold while dealing the insanely congested traffic and the fast speed of your car that can easily make a crash and restart dozens of times.
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Per TRS, this is YMMV


* 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 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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Trope was cut per TRS


* ExcitedShowTitle: Given the exclamation mark, ''Burnout CRASH!''.
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** ''Takedown'' included many billboards for brands like Axe and other EA titles like ''[[VideoGame/NeedForSpeedUnderground Need For Speed Underground 2]]'', ''VideoGame/Battlefield1942'', and ''Tiger Woods PGA Tour 2005''.

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** ''Takedown'' included many billboards for brands like Axe and AXE, other EA titles like ''[[VideoGame/NeedForSpeedUnderground Need For Speed Underground 2]]'', ''VideoGame/Battlefield1942'', and ''Tiger ''[[VideoGame/PGATour Tiger Woods PGA Tour 2005''.2005]]'', and ''[[VideoGame/FIFASoccer FIFA Football 2005]]'' (whose billboards [[SoccerHatingAmericans can only be found in Europe and the Far East]]), and Máxima FM, a Spanish Top 40-leaning EDM station, for the USA tracks.
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* AggressivePlayIncentive: Starting with ''3: Takedown'', the game encourages you to crash into opponents cars in any way you want to increase your boost gauge, which allows you to boost, and there are also certain cars in ''3: Takedown'', ''Revenge'', and ''Paradise'' that encourage you to take down rival cars to extend your boost gauge up to 4 times, allowing you to boost longer.
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* CarFu: The third game 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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* CarFu: The third game 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. You can even nail a rival racer with a civilian car if you're lucky enough.



* DisasterMovie: Most of each Super Features in ''CRASH!'' are likely based on one of these.

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* DisasterMovie: Most of each the Super Features in ''CRASH!'' are likely based on one of these.
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* HollywoodAtlas: ''Burnout 3'' condenses its three continents into a collection of areas that would be hundreds of miles away from each other in reality, giving this effect:
** The United States is split between Silver Lake, which seems to take from mountainous regions in the mid-west or Great Lakes, Waterfront, a west coast-inspired city shoreline seemingly inspired by San Diego, and Downtown, which feels very Chicago.
** Europe has Winter City, based on Swiss or Austrian cities, Alpine, which is based on cross-Alps highways but which seems to take the most inspiration from Upper Germany, Riviera, based on the French Riviera, and Vineyard, which takes from the coastal regions of north west Italy.
** Asia gets Dockside, which appears to be based on Hong Kong, Golden City, which appears to be a Thai city, and Island Paradise, which seems to be a cross between Thailand and Vietnam.

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