XGRA: Extreme G Racing Association (Mar 28, 2003 prototype)

A prototype of XGRA: Extreme G Racing Association for the PlayStation 2.
==Notes==
* A PAL alpha build dated around 5 months before the final game.
* There is no intro sequence, no opening logos, no genre select nor a title screen - instead, the game boots straight into the main menu.
* The XGIII-styled menus seen in the front-end test build are seen here again, though they're much more refined now, despite still looking nothing like the final game's menus.
* Some of the music seems to have been changed or switched around. Exiting out of the main menu provides you with an option to change the genre of music. It doesn't have any effect.
* There are a bunch of unusual placeholder character icons in the menus.
* There seems to be a very limited selection of levels, which are also noticeably incomplete. The tracks use early placeholder names.
** There's also some missing collision here and there that can allow the player to leave the map entirely.
* There seems to only be once voiceover which plays at the beginning of each level, and it sounds pretty rough and poorly acted (perhaps it's a dev recording?).
** The voiceover can cut out early on occasion.
* Some tweaks were made to the in-game HUD before the final release - this is most noticeable in the power-up window at the top of the screen. The names for these power-ups were changed, too, as were the models of the collectables which the player collects to obtain power-ups.
* The countdown at the beginning of the race sounds different.
** Additionally, there's no sign showing this countdown.
* Sheilds don't seem to appear much in-game. Vehicles seem to take a lot less damage from collisions than they normally would.
* You can pick up more than 4 of the secondary weapon collectables, rather than only 4 at a time.
* All of the video calls the player receives shows the same character.
* Many sound effects are missing, whilst others are horrendously grating and persist into pause menus.
* Results screens are very incomplete.
* Only the English language is present, and selecting any other language will replace all text with variants of "Text n Not Found". The list of languages does not match the one used in the final PAL build.
* It's impossible to back out of certain menus, so exiting them requires restarting the game.
* Occasionally, after a race, the menu screens will slide off the right hand side of the screen slightly, making the menus more difficult to read.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
XGRA-Mar28Alpha-Menu.png|Main menu
XGRA-Mar28Alpha-1.png|Menus
XGRA-Mar28Alpha-2.png|Menus
XGRA-Mar28Alpha-3.png|Menus
XGRA-Mar28Alpha-4.png|Menus
XGRA-Mar28Alpha-5.png|Gameplay
XGRA-Mar28Alpha-6.png|Gameplay
XGRA-Mar28Alpha-7.png|Gameplay
XGRA-Mar28Alpha-8.png|Gameplay
XGRA-Mar28Alpha-9.png|Gameplay
XGRA-Mar28Alpha-10.png|Gameplay
XGRA-Mar28Alpha-11.png|Gameplay
XGRA-Mar28Alpha-12.png|Gameplay
XGRA-Mar28Alpha-13.png|Gameplay
XGRA-Mar28Alpha-MenuGlitch.png|Menu glitch
XGRA-Mar28Alpha-Lanugages-1.png|Alternate languages
XGRA-Mar28Alpha-Lanugages-2.png|Alternate languages
==Origin==
PS2 - XGRA alpha 28-3-3.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 for doing the initial research on this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)
* Cutting Room Floor (TCRF)
* Internet Archive (IA)