https://archive.org/details/Burnout2P...
A pre alpha/alpha from around a month before the final build. Crazy because it is still wildly different from the final release. Criterion must've been on da crunch. A lot of tracks are unfinished and all tracks feature some difference, wether they be significant or insignificant. This build is actually a week or so older than the PS2 demo build, which is very cool. The only instance of a PS2 era racing game build getting leaked that is earlier than its demo version. Expect a lot of rough cuts and edits. Recording footage for this wasn't smooth sailing.
Either way, here are all the changes I could find.
Tracks:
All tracks feature a different skybox or altered lighting, prime example is Interstate Loop, which originally was set at night. Final game it takes place during dusk.
Most tracks feature extra vegetation (Airport Terminal 3, 88 Interchange are great examples)
Palm Bay Heights is extremely unfinished, featuring many untextured buildings and lots of map holes
Freeway Dash (referred to as Point to Point 3 in the build) is very broken - with it having no checkpoints implemented in. Meaning I had to freeze the timer in the game memory in order to bypass the first race and abuse the hell out of savestates in the Pursuit event that takes place there. Also features a different (and not properly UV mapped) skybox
Heartbreak Hills (reverse) features untextured mountains
The surroundings in the metropolitan area of Sunrise Valley (forward) looks completely different. The White House was originally a set of 3 modern-ish looking buildings. This build also has a stadium in place of the huge library/museum building that is close to where the White House originally stood. There also are different lightpost/traffic light props that look closer to the ones seen in Los Angeles.
All tracks feature different barrier textures. More unfinished tracks feature barriers actually seen in alpha builds of Burnout 1. Later tracks have the Burnout 1 barrier textures.
There are many more differences but most are just things like extra map holes and such and or just smaller changes that aren't that worthy of a mention.
Cars:
Custom Coupe has a different front
The back of the Sport is completely different, looking much closer to the Custom Sport
Car deformation is greater
Gameplay:
Rubberbanding seems to be broken
Different crash physics and crash camera
UI:
Different city icons
Different menu background
Different start screen
Text "Pre-Beta Version" is on the bottom of the screen at all times in-game
Audio:
Many music tracks feature less (or in rare cases) more instrumentation. E.g Childish Games is missing the loud horns that, in the final release, play throughout the song.
Championship not available by default in this build, so had to create a game patch that replaces the Offensive Driving mode with Championship. All vehicles are also not available by default - and cars don't unlock as you progress as the progression code is fucked. Custom Series Championship and Crash Mode (which is actually called Crash For Cash in this build) I could not get working as of yet. Also had to turn down engine sounds to reduce audio crackling, which, as far as I know, there is no fix for.
Cheats for the build:
//replaces SPLASH SCREENS with memory card page (so you can create saves)
patch=1,EE, 2031b0b4, extended, 0047e3a0
//Unlock all cars
patch=1,EE, 201BD3E4, extended, 001BD3E4
// replaces offensive driving with championship menu
patch=1,EE, 2031af64, extended, 004786c0