Rez was a game developed late in the Dreamcast's life by United Game Artists, one of the last games before they were merged into Sonic Team.

Unused Textures

Several textures exist in the Test folder of the game, and go unused in normal gameplay. These textures do not fit in stylistically with any of the textures that do get used in the final game, and seem to be leftovers from early versions of the game before UGA went with the cyberspace theme.

Unused Enemies

It is possible to spawn what seems to be a test enemy in the Venus boss battle, using the KODE debug mode. Interestingly, this enemy is the only one that actually has collision with the environment.

Unused Sounds

A sample from Underworld's song "Rez" exists in the files for Area 1. Most likely a remnant from when the game was going to use Underworld's music for this level.

Debug Mode

Gindows

Sega's Gindows debug system can be accessed in the final version of the game. The byte at 0x8C28E08D is part of the system flags ( 2C instead of 8C for Demul with Cheat Engine). This byte, when set to C5 , enables the debug mode. This gives access to almost all debugging features of the prototype, with the exception of the Nindows debug mode.

A Japanese keyboard is recommended (slot 4). It is advised to use a Dreamcast mouse (slot 2), but you can use a regular controller instead. A is left click and B is right click, and you can use both the thumbstick and D-Pad to move the cursor.

Keyboard Commands

Key Function Tilde Console F1 Performance Window F2 Memory Window F3 Mainflow Editor F4 GameInfo Window F5 Camera Window F6 Frame Stabilizer On/Off F7 Variable Editor F8 Free Camera F9 System Window F11 Reset Mainflow, Passflow and Gameflow Count F12 Hides/Displays Debug Mode Alt+F11 Loads Next Phase (In levels) Print Screen Debug Info Scroll Lock Advance Game by One Frame when Paused Pause/Break Pause Game Alt+Tab Switch Windows Ctrl+1 Auto Stabilizer 1 [Smooth, Heavy Performance] Ctrl+2 Auto Stabilizer 2 Ctrl+3 Auto Stabilizer 3 Ctrl+4 Auto Stabilizer 4 Ctrl+5 Auto Stabilizer 5 [Skips Frames, Lightest Performance] P [In Level Select] Unlock All Levels

Console

Accessible from the right click menu or by pressing the button under Escape, is a console menu. This prints very little information to the screen compared to the prototype.

Console Commands

Command Function Help Gives a list of commands [Some are in Japanese] CD Change directory Coloredit Execute color edit window Dumpwin Execute memory dump window Fullrange 'OK! OK!' Appears, Japanese when typed again Heap_map HeapMap view Heap_overrun Heap overrun check Heapb_map HeapBaseMap view LS List directory Maxieditor Draws grid on screen, saves Maxidat[Number] files to VMU Palwin Execute palette window Play_log Prints your play log from the flash memory R_load Replay load R_save Replay save Varlist Displays a list of variables and some descriptions Varsearch Search for variables Varset Set variables

Mainflow Editor

The Mainflow editor can be used to place enemies and edit the events in a level, and these can be saved to a VMU. If a valid Mainflow file is found on the VMU, this will be loaded instead of the file on disc.

Mainflow Keyboard Commands

Key Function N New Command K Kill Selected Command C Mainflow Count Change S Save to VMU D Delete selected enemy Page Up/Down Change the Type of Command Enter Edit Command's Settings

Command Editor Keyboard Commands

Key Function V Vector to Angle A Angle to Vector C Camera to Target Shift+C Target to Camera M Make P Disp On/Off Ctrl+U Undo Ctrl+C Copy to Buffer CTRL+V Copy from Buffer

Free Camera

Uses Player 1's Controller.

Button Function L+R Camera Movement Speed [1.0, 10.0, 100.0, 0.1] Thumbstick Rotates Camera Clockwise/Anti-Clockwise A Lower Camera X Raise Camera B Rotate Camera Downwards Y Rotate Camera Upwards D-Pad Up Move Camera Forwards D-Pad Down Move Camera Backwards D-Pad Left Move Camera Left D-Pad Right Move Camera Right Home Reset Camera to 0,0,0

Variable Editor

The Variable Editor enables you to edit variables. This menu opens in Japanese but can be switched to English by clicking the HELP button. It can also be switched to a transparent mode by clicking on TRANS. You can save the current variables and load them from VMU using the Save_Variable and Load_Variable options respectively.

Regional Differences

In the Japanese version of the game, the 'Travelling' mode is called 'Easy Rez'.

Oddities

Pressing F12 on a Dreamcast keyboard without enabling the debug mode will save the game. In both the prototype and final, the debug level select refers to a 'STG50'. This is missing in both versions.