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User:Woofmute

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About Me

I research Dreamcast games primarily.


If you need to find me elsewhere, here are my profiles for places I frequent:

To Do

Rez

  • Unused model images.
  • Any new discoveries.

Rez Prototypes

  • Sort subpage for prototypes.
  • Update build 836 page.
  • Create build 899 page.
Rez 836
  • Record footage over VGA now that my Dreamcast doesn't reset every three seconds.
Rez 899
  • Add general info.
  • Add initial discoveries.
  • Compare to 836 and final.
  • Record footage over VGA now that my Dreamcast doesn't reset every three seconds.

Fur Fighters

Fur Fighters (DC)

  • Add any info collected since last edit.

Fur Fighters (PC)

  • Add info on the debug build? Check if this should even be covered here.

Fur Fighters (PS2)

  • Add info on the unfinished subway level if its missing, give correct credit.

Sonic Adventure (DC)

  • Write about newly discovered debug modes, give correct credit.

Hell Zone

640x450, but apparently this viewport is 640x480 according to the video stats. Still looks like shit with youtube's bitrate.

Rez 836

This page details one or more prototype versions of Rez.

Hmmm...
To do:
Write what I remember, go document things again.

This is an attempt at documenting this prototype without access to my research on it. :)

A prototype of Rez that designates itself as 'Beta'.

v0.10 836 2001/06/01 21:56

Unformatted

Sections split by module.

  • There is an early disc artwork texture included on the disc.
  • Debug (Gindows) is enabled by default.
  • This is the only build we have where the alternate (Nindows) debug system is still accessible, but it is not very useful.
  • The console window will open if there is no debug file saved to the vmu.
  • The vmu animations are different, showing a triangle shooting and flying past a sphere. This also uses the "K-PROJ" project name and seems visually closer to older prototype footage.
  • The text displayed when using an overdrive in this build is incorrectly written as "Overdrive Negaged".
  • This build technically supports pal 50hz, in that it detects and automatically sets itself to this for outputting over scart. This is unfinished though, and causes music timing oddities.

  • The intro logos are different, UGA logo is bigger and lacks text.

Title

  • There is no animation that plays before the title screen.
  • The title screen says Vibes.
  • The title menu is positioned differently.
  • The title menu text is dark orange and highlighted is bright green.
  • The only menu options here are Play, Extra, Options, and Demo, which lets you select one of the stage demos to view.
  • Extra just starts playing from Area 1, there is no Beyond mode or Score Attack.
  • Build info is printed to the top right and bottom left of the screen.

Level Select

The level select is similar to final, except:

  • There is no probe floating above the area preview.
  • The camera animation when entering a level is much slower than final, and clips through the floor for Area 3.
  • There is no text displayed for the area song name and artist (there are preliminary entries within the textures on disc!)
  • The spike ball background starts slightly coloured in compared to being unfilled by default in final.
  • The BPM used for the spike ball background is different for each stage to accommodate the preliminary song choices, despite area 5 being the same song as final the BPM is 180 here vs 90 in the level.

Level Preview Music

The music used for each area in the level select is not all actually implemented for each stage.

  • Area 1 - Born Slippy .Nuxx by Underworld
  • Area 2 - Come To Daddy by Aphex Twin
  • Area 3 - Extra by Ken Ishii
  • Area 4 - Music Response by The Chemical Brothers
  • Area 5 - Fear by Adam Freeland

Options

  • The options menu does not follow the aesthetics of the title menu and level select.
  • Creepy background image.
  • Some options not implemented yet, some options here don't stay for final.

General Gameplay

  • Password Protector cubes do not centre to where you are looking when shot 8 times.
  • Enemies frequently spawn just before layer transitions instead of just after, making getting 100% difficult at times.
  • You can level up all the way to form 06, in final you only level up to 06 upon completion of Area 5.
  • Sounds do not always mute properly when pausing.
  • The pause menu is much simpler, the only options being to continue or to quit.
  • The pause screensaver activates much faster.
  • Instead of getting a game over when you die, you get a 10 second countdown and can press start to resume from where you died as player form 01. You can get a game over by letting the countdown get to 0.
  • The level completion area is different here, its similar to final until entering the chamber where the player floats into a green column and stretches up out of view.

Area 1

  • Music is Cowgirl and Born Slippy .Nuxx by Underworld, most of the sounds are recreations of the songs done by Wavemaster but seem to be influenced by how these songs were played live at the time, featuring recreations of some live only elements.
  • The layer transition sound effects are different to final, the same as are heard in earlier prototype footage.
  • Enemy layout differences, some enemy patterns would be taken from here for the final version's Lost Area.
  • Earth is similar to final, but will only ever attack with one ring in its final phase.

Area 2

  • This stage reuses the music data for Area 1.
  • Enemy layout changes.
  • The boss arena for Mars is unfinished, the main loop of it is the same as Earth's but without the blue line textures.
  • Most sound effects for this stage are unfinished and not unique.
  • Mars is visually different to final, more cylindrical.
  • Mars attack patterns are different, the boss fight isn't as interesting as final since Mars will expend all its missile arms in the first phase and the rest of the fight is fairly linear from inside the closed blimp shape.
  • Boss phase music changes have not been implemented for Mars beyond phase 4, as this music data was designed for Area 1 and Earth.

Area 3

  • This stage reuses the music data for Area 1.
  • Enemy layout differences.
  • Most sound effects for this stage are unfinished and not unique.
  • You will briefly go back to layer level 01 while the boss arena loads.
  • Venus plays similarly to final, with a few differences.
  • Boss phase music changes are not used beyond the one when the boss starts.
  • The boss arena fades to the wireframe mesh too early upon defeating Venus.

Area 4

  • This stage reuses the music data for Area 1.
  • Enemy layout differences.
  • Most sound effects for this stage are unfinished and not unique.
  • The game hangs briefly while it loads on entering the boss arena.
  • Boss phase music changes are not used at all for Uranus, the music loops the same from the moment you enter the boss arena.
  • Uranus is similar to final.
  • Uranus can still be shot and damaged during the transitions in boss phases.
  • There is an unused attack for Uranus where it drops static mines. This does not exist in the final.

[image pls]

These are referred to as 'Bullet'. They stay in place once spawned, and they are always spawned in clusters like with the missiles. They can be destroyed in one shot.

Area 5

  • The music used is the same as final, Fear by Adam Freeland.
  • There are audio issues with the way the game stops midi playback and restarts it in this build. Notes are often held where they shouldn't be during the layer transitions, and samples don't cut off properly.
  • There is no special text displayed during the later transitions.
  • Enemy layout differences.
  • There is a cutscene at the end of Area 5 showing the player floating through the cylinder and double helix shapes before Area 6 begins.

Area 6

  • There is no music used here, but the midi data and soundbanks are the same as for Area 1.
  • The arenas for each boss are more detailed than final, taking place in rooms with the same geometry as the final room with Eden.
  • Each boss begins with you shooting down yellow orbs that release squares that spell out the boss' name and an ascii face. The boss starts after this is done and an animation of colour finishes running through the words.
  • Eden is very unfinished, taking place in the same room you go to before Eden in final.
  • To defeat Eden you shoot the missile launchers floating around the rings surrounding Eden, and then you shoot the yellow orbs that spawn at various points on Eden to assemble her, before the towers shoot their missiles at you.
  • The FMV clips that play between phases are different, showing their watermarks. The first one used here is the last one used in final.
  • When you save Eden there are no credits implemented, the game will take you straight back to the level select, now erroneously playing the music data for Area 6 instead of the level select data.

Tutorial Area

  • The tutorial only exists in Japanese.
  • It is mostly the same as final, except when the layer transition ends you go back to the cuboid tunnel, not the cylindrical one.

Player Forms

  • Forms 00-06 are implemented, with only forms 05 and 06 showing differences to final.
  • Form 05 is the spiky ball, but it isn't rotated the same way as final.
  • Form 06 is the foetus form, but very unfinished. It is about the same size as the other humanoid forms, and it's only animation is to float or to rapidly spin. It does not have the choral sound effects of the final one.
  • The Morolian form is not implemented yet. The model data is not on the disc.

Anything Else

  • There is an unused 3D model for a title logo that reads "K-PROJ", the project name for Rez.
  • The models for the Score Attack menu are on the disc, but not yet used.
  • Level Select textures include textures showing different difficulties, indicating a difficulty select or that each area may have been intended to have its difficulty specified.

Rez 899

This page details one or more prototype versions of Rez.

Hmmm...
To do:
Write what I remember, go document things again.

This is an attempt at documenting this prototype without access to my research on it. :)

A prototype of Rez that designates itself as 'PS2 Start'.

v0.10 899 2001/07/30 09:53

To enable debug mode from boot set 0x2C242E9D to 0xC5 (Cheat Engine with Demul).

Unformatted

Sections split by module.

  • The disc artwork on the disc is final.
  • Debug (Gindows) is included but not enabled by default.
  • As of this build the alternate debug system Nindows has been removed.
  • The vmu animations are final.
  • This build features the menu for selecting TV output mode (50hz/60hz, needs testing to determine if there are still timing issues on 50hz).
  • Lost Area, Trance Mission, Boss Rush and Direct Assault are now implemented.

Sega Logo

  • Pretty much final now.

Title

  • The animation that plays before the title has been implemented and matches final, but with no sounds yet.
  • The title now says Rez.
  • The title menu is positioned differently, it has not been adjusted for the new backround image.
  • The title menu text is dark orange and highlighted is bright green.
  • The only menu options here are Easy Rez, Play, Beyond, Score Attack, Options, and Demo, which lets you select one of the stage demos to view.
  • Build info is printed to the top right and bottom left of the screen but only when debug mode is enabled before going to the title.

Level Select

The level select is similar to final, except:

  • The song name and artist names have been implemented but are not all final.
  • The player form is visible above the level preview now.
  • Area 5 now uses 90BPM in the level select to match the level BPM.

Level Preview Music

The music listed for each area in the level select besides Area 4 is representative of the songs actually implemented in this build.

  • Area 1 - Listed as "UGA Mix" by Fiber-Jelly (A preliminary name for Buggie Running Beeps, and Fiber Jelly is the name Keichii Sugiyama uses for his music). The Preview loop is still Born Slippy .Nuxx however.
  • Area 2 - The Rockerfella Skank by Fatboy Slim (The only song here that would not remain by final).
  • Area 3 - 'Unfixed' by Ken Ishii, which is Creation the State of Art but it uses a different loop from the song here.
  • Area 4 - Rock Is Sponge by Tsuyoshi, which is not actually implemented yet for the level itself (Tsuyoshi is a member of Joujouka).
  • Area 5 - Fear is the Mind Killer by Adam Freeland (Just called Fear in final).

Options

  • The options menu is now finalised but still has no music.
  • The audio volume sliders default to 3 here instead of full.

General Gameplay

  • Enemies can still spawn just before layer transitions instead of just after, making getting 100% difficult at times.
  • Enemy layouts are closer to final, with some of the older ones now having been moved across to the unfinished Lost Area.
  • Sounds do not always mute properly when pausing.
  • The pause menu is more finalised, featuring audio and control options now.
  • Bosses can now spawn with one of three difficulties depending on your shot down rate in the level.
  • The final level exit area has been implemented, featuring the same geometry as is used for the title animation and the Area 6 opening animation.

Area 1

  • Buggie Running Beeps has been implemented but is not final yet, there are some missing percussion tracks and some different variations or lack thereof on the bass tracks.

Area 2

  • This stage now uses The Rockerfella Skank, and features a similar recreation/sample job to what had been done with Cowgirl and Born Slippy .Nuxx.
  • Enemy layout changes.
  • The boss arena for Mars is now finalised.
  • Most sound effects for this stage are unfinished and not unique.
  • Mars' design is now finalised.
  • Mars attack patterns have been modified to be closer to final now, the first missile arm phase doesn't go through all of them so the flow of the fight can be broken up by returning to the missile arm phase from the enclosed blimp shape phases.
  • Boss phase music changes have been implemented and work correctly for each phase.

Area 3

  • This stage now uses Creation the State of Art by Ken Ishii, the only differences being changes to which music tracks are active in the later boss phases, making the song closer to the OST version at this time.
  • Enemy layout differences, enemies are less aggressive now.
  • Most sound effects for this stage are unfinished and not unique.
  • Venus plays similarly to final, but will launch missiles at the beginning of the third phase.
  • Boss phase music changes are implemented for every phase.

Area 4

  • Despite a song being chosen for this stage, it still reuses the beta music data for Area 1 (Cowgirl/Born Slippy .Nuxx by Underworld).
  • Enemy layout differences.
  • Most sound effects for this stage are unfinished and not unique.
  • Boss phase music changes are implemented for every phase now.
  • Uranus is similar to final.
  • Uranus can no longer be shot and damaged during the transitions in boss phases.

Area 5

  • The music used is the same as final, Fear by Adam Freeland.
  • It is possible to briefly desync the music playback when fighting the large tower enemy if it has many projectiles out when it is destroyed, as these will all blow up at the same time and fill the sound queue.
  • Enemy layout differences.

Area 6

  • The cutscene showing the player form encountering Eden and levelling up has been implemented.
  • The song Boss Attacks by Coldcut is used now, though there is no specific music for the battle with Eden, and Boss Attacks will continue to be used here.
  • The arenas for each boss are now more simplistic than in the build 836, taking place in big cylinders until the final room before Eden.
  • Now the boss core spawns in and floats into position while text is formed and displayed. The boss begins once the text finishes as before.
  • Eden is now closer to final, no longer taking place in the fifth room, instead you are taken from there to a specific Eden room.
  • The FMV clips that play between phases are still different to final, sounds have been implemented for the boss phase transitions.
  • When you save Eden there are now barebones credits implemented, which display the project name and very few entries. The credits music is implemented now.

Tutorial Area

  • The tutorial has now been translated and is close to final.

Lost Area

This has now been implemented and uses the song F6 GS by Ebz.

Trance Mission

This is implemented but the music has not been. The level select preview music file is used here instead.

Player Forms

  • Forms 00-06 are implemented.
  • Forms 05 and 06 are now finalised.
  • The Morolian form is implemented now.

Anything Else

  • The Score Rankings menu has been implemented but has no music.