|
| Destruction Derby Raw (May 6, 2000 prototype)
|
| Build date |
May 6, 2000
|
| Build name |
Beta 1 Review Copy
|
| Dump status |
Released
|
| Dumped by |
MasterGamer423
|
| Released by |
MasterGamer423
|
| File dump date |
July 5, 2026
|
| File release date |
July 5, 2026
|
| Origin
|
CD
|
| Labels |
DESTRUCTION DERBY RAW BETA 1 REVIEW COPY - EURO 07/05/00
|
| Dump method |
Redumper
|
| Game
|
Destruction Derby Raw
|
| System |
PlayStation
|
| Genre |
Vehicular combat, racing
|
| Final build |
EU Jun 5, 2000 US Jul 13, 2000
|
| Release date |
EU Jun 30, 2000 US Sep 26, 2000
|
|
A prototype of Destruction Derby Raw for the PlayStation.
Notes
- Uses libcrypt protection. Due to the final PAL version being libcrypt free Duckstation currently fails to pick up on it even with the relevent sbi file present, so as of writing it cannot be circumvented. It triggers in game when trying to attempt a Wreckin' Racing course after the initial Dragonfly Short event or when reaching the Smash 4 $ event Fallout Short, where it causes heavy game lag and cuts your vehicle control a couple seconds after the race begins preventing further progress.
- The Load and Save UI prompts throughout the menu frontend only read "Load" and "Save" in this build, instead of the unique descriptions "Load Car, Load Battle Hi-Scores" etc seen in the final game. They are also shifted further to the right side of the screen in this build.
- The vehicle stat icons are shifted further to the left in this build, which causes some of them to slightly overlap with the right side of the stat bars as well as Monsterwheels's vehicle name.
- Throughout the menus the higher tier vehicles are using the wrong wheel designs on the right side of the vehicle models, using the trimless wheel design from the low tier vehicles instead of the variants with wheel trims. They do however display correctly during gameplay.
- Several of the miniature course models seen throughout various menus are visually unfinished, with texture differences or missing elements. Fall Out's long variant is using the model for the short course as a placeholder.
- The video submenu in options lacks the "Use the Directional buttons to centre the screen." text.
- The controllers submenu in options lacks the background metal sheet on the right side of the screen.
- The sounds submenu in options is visually quite unfinished here, lacking the transparency effect on the pistons and containing a simple vertical list of text for the highlightable options (Master Volume, Music Volume, FX Volume) instead of the scrolling text box.
- The hiscore submenus lack the unique text headings seen on the top left of the screen in the final game which describe what gamemode is currently being viewed, here they simply display "High Scores" like on the root menu. This build instead contains an extra line of text underneath the hiscores and rotating trophy model which lists the currently viewed gamemode.
- All of the hiscore records are placeholder entries with 30, 20 and 10 points respectfully. The 1st place score for Skyscraper mode also uses the name "Richie" here which is normally used for the Smash 4 $ scores in the final game, this was later switched to Al Sparrow.
- The gamemode icons used for some of the battle mode high score pages (Classic, Armageddon, Vampire, Pass Da Bomb, Skyscraper) are scaled much smaller in this build.
- Four AI opponents (Easy Ride, Fastback, Harry and Punk Face) use different colour schemes to the final game.
- The circle button icon for highlights on the post race results UI lacks background transparency.
- The backspace on the Enter Name screen is represented by a ␡ symbol here instead of the keyboard backspace arrow.
Origin
Destruction Derby Raw prototypes
Destruction Derby Raw assets