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This page is about beta elements in the PC version of Bejeweled 3. For the mobile version, see List of Bejeweled Classic pre-release and unused content.

Bejeweled 3 is the fifth game in the Bejeweled franchise and it got a lot of unused content as seen in below. This article contains information about beta elements and unused content related to the game Bejeweled 3.

Trailer screenshots[]

Level Select[]

Early gameplay can be shown in this trailer for the game a day before it was released, which features assets different from the final game. The level select screen uses a different position to put the sun gradient, and the clouds are designed differently.

PreBej3 LevelSelect





Zen[]

PreBej3 Zen





The Zen necklace doesn't have threads. The board also has a Diamond Mine treasure stuck in there for some reason.

Quest[]

PreBej3 QuestChaliceMenu





PreBej3 QuestFlask





Some of the mini-quests are in different places.

Buried Treasure/Sandstorm[]

PreBej3 SandstormQuest





The sky is much different and is hazier and more saturated than the final game's.

Poker[]

PreBej3 Poker





The flaming card is on fire instead of just the gem being on fire.

Butterflies[]

PreBej3 Butterflies





The Butterflies counter font is much bigger than the final game's.

Ice Storm[]

PreBej3 IceStorm





The background is brighter than the final game's.

PreBej3 IceStorm GameOver





Interestingly, the board doesn't freeze up when you get a game over, with the gems instead thrown off the board, just like how they did in Classic and Action mode of Diamond Mine, Bejeweled, and Bejeweled 2.

Diamond Mine[]

PreBej3 DiamondMine





There is no money counter and the dirt is more darker.

Steam page[]

Level Select[]

PreBej3 steampage MainMenu






A few large clouds can be seen from the bottom and the top of the screen. (Note the PopCap logo is part of all screenshots in this section.)

Poker[]

PreBej3 steampage Poker






Once more, the flame card is noticeably different, but flame symbols are on the top left and bottom right corners of the card instead of the gem being a flame gem. Interestingly, each section of the hand reference's score values is different except 3 of a Kind. All scores that are blue are up by 1.2x than the final game's, the entire hand counter reference is also supposed to be green, not blue. For some reason only 1 skull is present in the hand reference in the red sections, and the hands under the skull are 0 points when they should also be skulls.

Quest[]

Quest Menu Page 1[]

PreBej3 steampage Quest1






The Quest menu seems to have page titles at the top. The mission icons are also ordered exactly the same as the final game's.

Quest Menu Page 3[]

PreBej3 steampage Quest3






Alchemy III[]

PreBej3 steampage Alchemy






Alchemy III has the horse statue background than the flying ship background in final game's. In the hint widget, there is a also a blue gem seen at the bottom instead of a purple gem.

Concept Art[]

PreBej3 QuestFlaskArt



PreBej3 QuestCrownArt

The Quest crown has a few red and blue spherical gems at the top instead of all of them being green. Some of the inner spaces of the crown are also blue instead of red. The Quest flask is similar reasons to the Quest crown, except there are no spherical blue gems.

Unused graphics[]

Early Exit Button[]

Early Exit Button

This graphic would have suited the main title area of Blitz and in this game too (if 3D Acceleration isn't active) due to it having a different floor backdrop, but it was instead chosen by a text graphic that appears throughout the bottom right of the game.

Checkpoint Marker[]

Bejeweled3 GFX checkpoint marker

It seems that the checkpoint marker would be appear in Quest mode. Very unknown usage.


Detonator[]

Bejeweled3 GFX detonator

This very out-of-place looking Detonate button is NOT a leftover from the PC version of Bejeweled Blitz. Blitz had a far more beautiful-looking detonator button than this. It may have been likely this was used to detonate a BOMB rather than using the detonator powerup, but in the bomb quests you immediately lose the mission and don't get a chance to disarm a bomb. Also, matchless move code exists, so it may have been planned to have a Classic-like mode, but you can make matchless moves and bombs would spawn.

Doom Gem[]

Bejeweled3 GFX doomgem

A Doom Gem without its counter


Possible leftover from Bejeweled Twist, but is in fact a leftover from Bejeweled Blitz since it was in it's game files. Bomb Gems made an appearance in this game, but Doom Gems did not. Also, Doom Gem code does exist in this game.


Replay button[]

Bej3 replay btn

These ARE NOT buttons from Bejeweled Twist. These are different textures which might've had a purpose for a Scoreboard screen like how Twist did at some point.


Clockwork Textures[]

The gears look like they could've fit for the Diamond Mine drills, but the clock is unknown and also looks very out of place from other UI.

Bejeweled Blitz Leftovers[]

Green Question Mark[]

Bejeweled3 GFX greenquestion


This is a leftover from Bejeweled Blitz's Mystery Gem boost. This is also very similar to Poker mode's wildcard, but the wildcard is stored separately from this.

Silver Coin[]

Bej3 BlitzLeftover silver coin


In the dialog folder, there exists both graphics for both the Silver coin and Gold coin from Blitz.

Gold Coin[]

Bej3 BlitzLeftover gold coin


The Gold Coin share the same graphics from silver coin except it colored yellow.

Regional Differences[]

Unused Quotes[]

Bej3 Incredible


Bej3 Astonishing

There are some unused compliments such as "INCREDIBLE!" and "ASTONISHING!" in Bejeweled 3. The text "INCREDIBLE!" will appear after the text "AWESOME!" (like in Twist) and "ASTONISHING!" will appear after the text "EXTRAORDINARY!" (may be possible). This compliments can be found only in Bejeweled 3D slot machine and Bejeweled 3's Japanese translation. These images do not appear in the Western-language versions.

Unused Special Gems[]

Doom Gem[]

Bejeweled 3 Doom Gem

What appears to be scrapped from Bejeweled Twist, this gem is incorrectly positioned on the board by default. Even though the manner of the gem being locked to other adjacent matches has remained in this game, the number counter of the gem is not possible to be ticked down as for the different mechanics from Twist.

Two types of the Doom Gem exist; 01 being the numberless version (still explodes when its counter is not set) and 03 having the number on the front.


Leftovers from the PC version of Bejeweled Blitz[]

Multiplier Gem[]

Bejeweled 3 Multplier Gem

Lacking the graphics for the numbered score multiplication counters, the game will indeed multiply its score matches by the multiplier matched, until the mode is ended. This gem will go beyond the restriction of the x8 counter Blitz had.

Scrambler, Detonator and Coin Gems[]

Both available to be set as gem types, these don't have custom graphics on their own and so appear to be a normal gem, until hovered over which can be identified via the flavour text.

The detonator gem appears to be non-working even when other special gems are on the board, but the scrambler gem does scramble the board, for two turns. scramble.wav plays when the gem is clicked on.

The coin gem has the score base value of 300x[Level Number], while playing diamond_mine_treasurefind.ogg when matched, which is completely similar to the sound effect in Blitz.

Mystery Gem[]

Bejeweled 3 Unidentified Gem

With similar properties like the Doom Gem, it is locked for interaction with other nearby gems, and would not match with other gems with the same colour. Anyhow, the board will not level up with this gem's presence when the progress bar is full.

Unused Quests[]

Inside main.pak, there is a "properties" directory which has configuration files.

  • defaultquest.cfg: Early Quest mode configurations
  • quest.cfg: Final Quest mode configurations
  • secret.cfg: Secret modes configurations (Poker, Butterflies, Ice Storm, and Diamond Mine)
  • speed.cfg: Lightning mode configurations
  • badges.txt: Badge requirements
  • ranks.txt: Rank names
  • tips.txt: Tip of the day (Appears during loading screen)
  • music.xml: Music configurations
  • resources.xml: Location of resources

There are two different Quest mode configuration files: defaultquest.cfg and quest.cfg. Only quest.cfg is used by the actual Quest mode. defaultquest.cfg has early designs of Quest mode. It's not used by the game by any normal means. (However, it IS still loaded by the game, and partly used by the Debug Menu)

There are 21 missions in defaultquest.cfg. The only way to play them is by hacking the current quest.cfg.

12 missions can be played without problems. 3 missions require the use of the debug menu because one must bypass the Quest Menu. 4 missions require repairing in order to play. 2 missions are unplayable.

All but 4 missions select the background randomly, unlike the final game's missions.

Mission #1: Lead to Gold - Any match[]

Bejeweled3 UnusedQuest 1
Fill the grid with gold by making matches.

This type of mission is completely unused in the final game. It's similar to Alchemy, but the matches do not turn entire rows/columns to gold.

Your goal is to fill the entire grid to gold within 1 minute. The time limit is short, but fortunately, the outer grids are already gold from the start.

You can't play this mission without using the debug menu, because the game crashes when you open up the Quest Mode menu. The reason of the crash is probably because the final game no longer has the icon for these type of missions.

Mission #2: Lead to Gold - Yellow matches[]

Before the match After the match
Bejeweled3 UnusedQuest 2 BeforeMatch
Bejeweled3 UnusedQuest 2 AfterMatch
Fill the grid with gold by making yellow matches.


This type of mission is also completely unused in the final game, and can only be played via the debug menu. Only yellow gem matches can turn the grids to gold, but if you do it, it will turn 8 surrounding grids to gold too. (Similar to how Flame Gems work)

You can't lose in this mission; there are no time or move limits.

Mission #3: Lead to Gold - Columns & Rows[]

Fill the grid with gold by making matches.

This is almost the same as the final game's Alchemy mission. However, you have only 1 minute as opposed to 1:30.

Mission #4: Wall Blast[]

Bejeweled3 UnusedQuest 4 UnbreakableWalls
Destroy the wall with special gems.

This looks similar to the final's one, but there are twists: Most walls are invisible. Some visible walls can't be destroyed. It selects the wall patterns from one of the 3 different maps. There are no time or move limits, but you are still vulnerable to the frustration of invisible/unbreakable walls.

This is one of the four missions that has non-random background. It has background #0, which is same as the final's Wall Blast missions.

Mission #5: Time Bomb[]

Destroy 10 bomb gems by matching them before the countdown reaches zero!

This is almost the same as the final game's same mission. You have to destroy 10 bomb gems before any countdown to zero. Each bomb has 20 moves countdown.

Mission #6: Time Bomb (Real time)[]

Destroy 10 bomb gems by matching them before the countdown reaches zero!

This is almost the same as the final game's Time Bomb II mission, but new bombs drop more frequently. You have to destroy 10 bomb gems before any countdown to zero. Each bomb has 60 seconds.

Mission #7: Inferno[]

Match 200 gems before the flames reach the top of the board!

Inferno is the internal name of the badge and the Ice Storm mode. So you see fire instead of ice. Strangely, there are no ice bars here, most likely because it lacks the mandatory settings for today's Ice Storm mission.

Mission #8: Balance[]

Collect 25 red and 25 blue gems, but don't let the weights get too unbalanced!

This is a slightly easier version of the final's Balance III. You have to clear 25 red and blue gems instead of 30.

Mission #9: Stratamax[]

Clear 100 gems in 20 moves.

This is an easy version of the final's Stratamax missions.

Mission #10: Butterflies[]

Catch 20 butterflies before they escape the top of the board!

This is a slightly harder version of the final's first Butterflies mission. You have to catch 20 butterflies instead of 15.

Mission #11: Avalanche[]

Clear 100 gems without allowing the board to fill up. Each move adds 5 gems.

This is very similar to the final's Avalanche IV, but you only need 100 gems instead of 110.

Mission #12: Butterflies + Wall[]

Bejeweled3 UnusedQuest 12
Knock down the wall and capture any butterflies before they escape.

Two challenges in one mission! Surprisingly, it can be played WITHOUT the debug menu. It uses the Butterflies icon and music.

You must battle against invisible/unbreakable walls (patterns are selected from 3 different maps) while catching the butterflies.

Mission #13: Lead to Gold + Time bomb[]

Bejeweled3 UnusedQuest 13
Fill the grid with gold by making matches.

Another mixed challenge. This one crashes the Quest Menu and requires the debug menu, because it uses the scrapped Gold system which is the same as the first mission.

You must battle against an unlimited amount of bomb gems (20 moves) and fill the entire grid to gold. The bomb gems do not appear until the first move.

Mission #14: Buried Treasures[]

Find buried treasures within 50 moves! Avoid the skull!

It crashes the game if you simply copy paste the configurations from defaultquest.cfg. To repair, use the following configurations instead:

Quest "Buried Treasures"
    Description = "Find buried treasures within 50 moves! Avoid the skull!"
    Challenge = "Move Limit"
    Goal = "Hidden Objects"
    ItemSet = "3"
    Moves = 50;

You have to find 4 treasures in 50 moves, instead of 120 or 90 seconds. The "skull" feature is removed from the final game, but probably a bad thing would have happened when you uncover it.

Mission #15: Sandstorm[]

Find buried treasures! They cover back up over time. Avoid the skull!

It crashes the game by default, too. Use the following configurations to repair it:

Quest "Sandstorm"
    Description = "Find buried treasures! They cover back up over time. Avoid the skull!"
    Challenge = "Time Limit"
    Goal = "Hidden Objects"
    ItemSet = "3"
    Time = 120
    RefillRateSec = 20.00;

You have to find 4 treasures within 2 minutes. The sand refills after 20 seconds. This is the early version of Sandstorm II. It has a longer time limit (Sandstorm II has only 1:30) but has a faster sand refill rate (Refill starts after 30 seconds in Sandstorm II).

Mission #16: Poker[]

Bejeweled3 UnusedText PokerNoScore
Description:
 Score 200 points before running out of hands.

HelpText:
 Assemble the best hand possible out of 5 cards! Every
 match reveals a new card of the color of the gem you
 swapped. Mouse over the score sheet on the left to
 see a description of each valid hand.
 
 You have 10 hands to score 200 points.  Good luck!

It crashes the game if you simply copy paste the configurations from defaultquest.cfg. To repair, use the following configurations instead:

Quest "Poker"
    Description = "Score 200 points before running out of hands."
    HelpText = "Assemble the best hand possible out of 5 cards! Every match reveals a new card of the color of the gem you swapped. Mouse over the score sheet on the left to see a description of each valid hand.\n\nYou have 10 hands to score 200 points. Good luck!"
    Challenge = "Poker"
    HyperMixers = true
    Goal = 200
    Hands = 10
    FlameBonus = 5
    StarBonus = 5
    HandValues = "0, 0, 5, 10, 25, 40, 75";

The value for hands are quite different from the final's Poker missions. Pair and Spectrum are worth 0 points. If your hand ends in Pair or Spectrum, "No Score" will be displayed, but the bonus for special gems are still added.

This mission has detailed help text, unlike most others.

Mission #17: Gold Rush[]

Bejeweled3 UnusedQuest 17
Break through the rock to collect diamonds before timer runs out!

You have to mine 15 gold nuggets within 2 minutes. The game play is similar to the final's Gold Rush missions, but visuals are not. It uses Alchemy/Buried Treasure/Sandstorm music, and background #9 (Poker).

Mission #18: Scrolling Gold Rush[]

Break through the rock to collect diamonds before timer runs out!

It uses the Gold Rush icon, but crashes the game if you try to enter it. It appears to be an early version of the Diamond Mine secret game.

Mission #19: Lead to Gold - Othello[]

Flip the gold tile twice to earn gold.

This is an early version of Alchemy III. You have 60 seconds instead of 30 moves, and cascades do not turn grids to lead or gold.

When played without repairing, you win the game instantly as soon as you enter here. To actually play this mission, replace the following line:

Target = 100;

with

Squares = 64;

Mission #20: Ice Storm[]

Description:
 Match 100 gems before ice reaches the top of the board!
HelpText:
 Ice is creeping up the board. Knock ice down by
 making matches above or below it. Match 100 gems
 before ice reaches the top of the board!

It seems this mission was created after the name of Ice Storm was finalized. It works better than Inferno mission; the ice bars are actually working. Either by a mistake or a testing purpose, only 10 gems (not 100) are required to win the game.

It uses background #16 (One of the Classic/Zen only backgrounds).

Mission #21: Diamond Mine[]

Description:
 Mine all rocks and gold above the line before time runs out!
HelpText:
 Dig through rocks and gold by matching gems near
 them. Clear above the line before time runs out to
 keep mining. The deeper you mine the better your
 score!

It's the revised version of Scrolling Gold Rush. It crashes the game if you try to enter it. It has high-score related settings and several Artifact related settings. It uses background #3 (Buried Treasure/Sandstorm).

Unused Quest Options[]

Common Options[]

There are some common options that can be defined in any quests and secret modes. Some of them are not used by any of quests or secret modes.

WantPointComplements[]

# WantPointComplements		true/false		turn on voice point-based complements (default is off)

It will display the complements ("Good!", "Awesome!", etc) when you destroy a large number of gems in a single move or when you make a big cascade.

RecordHighScores[]

# RecordHighScores		true/false		game should record high scores

It controls whether to show the stats screen after finishing a game. The default is false for quests, and true for secret games.

This setting can lead to two different unused things. When set to true in a quest, it will show the unused stats screen. When set to false in a secret mode, it will enable access to the debug menu.

ColorCountTarget and ColorCountTargetSec[]

# ColorCountTarget		integer			number of colors to change to
# ColorCountTargetSec	number			seconds until color target is reached

These options are mentioned only in defaultquest.cfg, and does nothing when used.

Unused Challenge Types[]

The following are unused Challenge types for Quest Mode that can only be found in the game's executable.

BUTTERFLY[]

This is the alias of Butterflies challenge type. Everything is the same as Butterflies, except for the lack of a quest icon.

No Lose[]

"No Lose" challenge type actually appears several times in the final game's quest file, but ignored by the game as it is quickly overwritten by another challenge type.

As the name suggests, this challenge features no hazards, and possibly used by the developers for testing.

Unlike other challenges, the progress bar is shown below the game board like Classic/Zen modes. In other challenges, the progress bar is shown inside of the score display.

BAD MOVE LIMIT[]

The game ends after the player makes a certain number of bad moves. The number of bad moves so far made is not displayed to the screen. It is otherwise the same as the "No Lose" challenge type, including the position of the progress bar.

The number of bad moves allowed is defined by an otherwise unused "BadMovesAllowed" option:

BadMovesAllowed = [Integer]

Unused Goal Types[]

The following are unused Goal types for Quest Mode that can only be found in the game's executable.

DETONATOR[]

The goal is to destroy 20 gems in 1 move. If a cascade ends before reaching 20 gems, the score becomes zero. For 20-gems-requirement, none of the known options seem to change this.

ARSENAL[]

The goal is keep a certain number of Flame Gems on the screen. The score increases when you create Flame Gems, and decreases by destroying them. The number of Flame Gems required is defined by the "Gems" option.

SCORE[]

Probably, the goal is to score a certain number of points. However, no known actions give you points. The required number of points is defined by an otherwise unused "Score" option:

Score = [Integer]

FIRESTORM[]

The goal is to create a certain number of Flame Gems. You don't have to detonate them; just create them. The required number of Flame Gems is defined by an otherwise unused "FlameGems" option:

FlameGems = [Integer]

PRESERVER[]

The goal is to keep a certain number of certain colored gems on the screen. The score increases when the required colored gems appear on the screen, and decreases by destroying them. The number of required gems is defined by the "Gems" option. The gem color is defined by an otherwise unused "Color" option:

Color = [Integer] (0:Red, 1:White, 2:Green, 3:Yellow, 4:Purple, 5:Orange, 6:Blue)

HIDDEN GEMS and HIDDEN GRID[]

HIDDEN GEMS HIDDEN GRID
Bejeweled3 UnusedGoal HiddenGems Bejeweled3 UnusedGoal HiddenGrid


The goal is the same as the "Clear Gems" goal type; clear a required number of gems to win. However, when an otherwise unused "HidePerMatch" option has a non-zero value, most of the board is covered with gray rectangles.

HidePerMatch = 1

All gray rectangles reappear each time you make a match. However, the gray rectangles are removed from nearby cleared gems (this includes your match, cascades, and newly generated gems). The difference between two goal types is whether or not you can see the gem color by trying to make a bad move. In HIDDEN GEMS, it's impossible due to the rectangles moving along gems. In HIDDEN GRID, it's possible; the rectangles do not move.

Another option named "HidePerUpdate" exists. Using this will cover the entire board with gray rectangles that cannot be removed.

HidePerUpdate = 1

SURVIVAL[]

Probably, the intended goal is to survive a certain number of seconds. However, nothing happens when the required time is passed. The required time is defined by an otherwise unused "SurviveSec" option:

SurviveSec = [Integer]

In the game, the goal is set to (SurviveSec *100). For example, if SurviveSec is 60, it will display 6000 as the goal. Although the progress bar constantly fills, the score never increases. If the progress bar becomes full, the bar resets.

Other Unused Options[]

StartingMoney[]

This option sets the initial amount of score ("Money") in Poker quests.

StartingMoney = [Integer]

Unknown options[]

The following are other unused options. Those functions are currently unknown.

GemsPerLevel
MaxActiveColCount
FireSpeedIncrLevel
LevelDurationSec
LevelProgress
TimePenalty

Unused Quest Mode Stats Screen[]

This screen can be enabled by adding the following line after each "Quest" line, in quest.cfg:

RecordHighScores = true

After being enabled, this screen will be activated when the player completes or fails a mission. It has a "New Quest" button (used only in this screen) instead of the "Badges" button.

The buttons do not work as intended; "New Quest" and "Main Menu" buttons will crash the game. "Play Again" button will nearly freeze the game screen, however the player can still exit to the quest menu by pushing the Escape key, which will bring the pause screen. "Play Again" button will still crash the game if the bomb is exploded in Time Bomb missions, as the explosion unloads the board graphics from RAM.

Missions of Butterflies, Poker, and Ice Storm will display some statistics. All other type of missions (including Gold Rush for unknown reason) will show an empty screen.

Unused text[]

This help text appears when you click the quest objective in most of the unused quests. Please note the final game does not use XML for quest mode configurations.

Scrambles all gems on the board.
Detonates all Special Gems on the board.
Creates a random Special Gem at game start.
Creates a x2 Multiplier at game start.
Adds 5 seconds to the end of the game.
Scrambler
Detonator
Mystery Gem
Free Multiplier
+5 Seconds
MULTIPLIER GEM
Randomly drops onto your board. Match it to increase your score multiplier by 1!
COIN
Clear this Gem to collect the coin inside! Save money to buy Boosts!

Leftover text from Bejeweled Blitz. The generation note in resources.xml was changed in Mac version and future releases, also having more parameters. Possibly from Resource Generator 3.

The Flash version of Bejeweled 3 also have an unused text below:

This text field describes the various modes you can mouse over on the sub menu.

Unused Musics[]

Several unused music strings can be found in the main Bejeweled3_suite.mo3 file.


Sequences 22 to 27. Uniquely, outside of this game it is listed in Bejeweled 3's Bandcamp OST as a "bonus track" with the name Gems of Glass.


Sequences 90 to 94, that is apparent that were initially part of Zen's music, judging from the Pattern Name from the remastered OST file.

Sequences 96 to 105 are all linked together, with the majority of them appearing to be left unfinished as fragments.


Offset 96, with tempo 176, which perhaps might suggest to be an earlier version of Avalanche/Stratamax's music. In the tracker file of the remastered OST, this is named "Hoppers."


Offset 97, with tempo 112. In the tracker file of the remastered OST, this is named "Waiting".


Offset 98 to 99, with tempo 112. In the tracker file of the remastered OST, this is named "Dumb Theme".


Offset 100, with tempo 112. In the tracker file of the remastered OST, this is named "Das Boat".


Offset 101, with tempo 120. In the tracker file of the remastered OST, this is named "Celt Hero".


Offset 102, with tempo 128.


Offset 103, with tempo 128. In the tracker file of the remastered OST, this is named "Slow Theme Test".


Offset 104, with tempo 144. In the tracker file of the remastered OST, this is named "Zeitgeist 1".


Offset 105, with tempo 96. In the tracker file of the remastered OST, this is named "Vangalis Herp Derp".

Unused Sounds[]

Most sound effects here are leftovers from the discontinued PC version of Bejeweled Blitz. Bejeweled 3 was built from Blitz, so it makes sense why these are left over.

coin_created.wav[]


This was played when the Coin Gem appear on the board in Blitz, but they are unused since there is no currency system.

scramble.wav[]


This was played in Bejeweled Blitz and Bejeweled Classic when you activated the Scrambler boost, no powerups exist.

background_change.ogg[]


This sounds plays when you activated a multiplier gem, and the background would change based on what multiplier. Multiplier gem code exists, but is unused in Lightning mode. (Previously from the "Blitz" mode from Bejeweled Blitz.)

multiplier_appears.ogg[]


This plays in Blitz when a multiplier appears on the board.

multiplier_hurrahed.ogg[]


Lastly, this plays whenever a multiplier gem during Last Hurrah is cleared.

However, there is one sound that is not in Blitz that is new in 3.

sin500.ogg[]


An unused 500hz sinewave. Unknown purpose.

Unused codes[]

Resource Generator 3[]

There is code for executing a program called Rg3Win.exe in a folder outside the game directory being \bin\ResourceGen3\. It's possible it relates to a file called Bej3.rg3watch and also resprops\resprops.txt as well as properties\resources.xml, in the Mac version, the same code is copied, without any changes to load a version of the tool for Mac if it is present.

Resource Streams Manager[]

The game executable mentions a class named ResStreamsManager. This class is used in games past this one and console ports to load RSB and RSG files (in RSB or outside) that contain the game data, but the code to read them is not present nor are those files used in the game.

Apple CAF File Support[]

The Mac version has code to read .caf files yet the game uses .ogg.

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