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Prerelease:Resident Evil (PlayStation)

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This page details prerelease information and/or media for Resident Evil (PlayStation).

Hmmm...
To do:
There's a load of magazine scans and videos we can find.

Unused Japanese Dialogue

The character voice dialogue was originally going to be all in Japanese. Director Shinji Mikami would go on record claiming the performances were less than adequate, in spite of the fact of the notorious English voice performances that the game would be known for. Very few pieces of the scrapped dialogue would surface after the original 1996 version's release. The Bio Hazard Complete Disc contains all the live-action movie scenes for the game voiced in Japanese. Another source being the soundtrack album BioHazard Symphony Op. 91: Crime and Punishment, which includes snippets taking place in the final moments of the game in the track Character Voice 3. These clips are not in the final game and these pieces of media were only released in Japan. Grunts and cries of what sounds to be from that point of voice production do exist in the August 4, 1995 and V-Jump 1995 demonstration prototypes.

(Source: Videos published and embedded by OKeijiDragon)

Script

クリス:俺たちアルファチームは、作戦途中で消息を絶った同僚のブラボーチームのヘリを探して、ラクーン北西の森林地帯を飛んでいた。

Chris: I was flying over the forest northwest of Raccoon City with the rest of Team Alpha, searching for the helicopter of Bravo Team, our colleagues with whom we'd lost contact.

ウェスカー:クリス、まだ見つからんか?

Wesker: Still no sign of them, Chris?
 
クリス:見つかりませんね。

Chris: Nothing.
 
クリス:最近ラクーンで頻発している、奇妙な連続猟奇殺人事件がある。10人前後のグループで民家を襲い人間を食い殺すという狂った事件だ。
   その犯人グループが潜伏しているアジトに向かったブラボーチームが消息を絶った。

Chris: Lately, there had been a string of bizarre murders happening around Raccoon City. It was some crazy stuff where a group of about 10 was attacking and devouring people in their own houses. Team Bravo had dropped out of contact while heading to the hideout where the offenders were lying low.

ジル:見て、クリス!

Jill: Chris, look!
 
クリス:それは、確かにブラボーチームのヘリだった。ヘリの中は無人・・・。しかし、おかしなことにほとんどの装備は置き去りにされていた。
   そして、俺たちはその理由(わけ)を、すぐ知ることになる・・・。

Chris: It was Bravo's helicopter, no doubt about it. And no one inside... strangely, though, all their equipment had been left behind. I'd soon figure out why...

おーい、こっちへ来てくれ!
うわああああ!

Hey, get over here!
Aaaa!
 
ジョセフ!

Joseph!
 
戻れ!ブラッド!

Brad! Get back!

ジル、あの館(やかた)まで走れ!

Jill, run for that house!

その館に着いた俺たちS.T.A.R.S.はいま3人。隊長ウェスカー、ジル、それに俺クリス。バリーとははぐれてしまった。

Three of us S.T.A.R.S. had made it to the mansion. Officer Wesker, Jill, and myself. Barry had gotten separated.

---

あの、クリス?

Hey, Chris?

なんだ、どうしたレベッカ?

What is it, Rebecca?

私、この研究所で、研究ファイルを見たんです。研究中のタイラントウイルスが、まだたくさんこの研究所にあって・・・。こんなところ、思い切って爆破したほうが!

I found some research files here in the lab. There's still a lot of Tyrant Virus under investigation here... We have to destroy this place!

乗りかかった船だ。レベッカ、やってくれるか!

はい!じゃあ私、さっき見つけた起爆システムを作動させてきます!

You got it! I'll trigger the detonation system we found.

よし、まだ脱出できないと決まったわけじゃない。外で落ち合おう!

Great, then there's no reason we can't still make it out of here. Let's meet up outside!

ジル、ジルか?

Jill? Is that you?

クリス!

Chris!

ジル、無事だったのか・・・。

Jill, you're safe...

ええ、ウェスカーよ。ウェスカーが!

Yes, but Wesker...! Wesker, he-!

ああ、わかっているよ。とにかくここを出よう。

Yeah, I know. Let's get out of here.

こちらブラッド。もうガス欠だ!(?)
いいか、これが最後だ。誰か生きてるやつがいるなら合図をするんだ。これが最後だぞ!

やりました!起爆装置を作動させましたよ!

I did it! The detonation system is set!

よくやったぞ、レベッカ。
レディーファーストだジル。先に行け。

Good work, Rebecca.
Ladies first, Jill. After you.

・・・クリス!

...Chris!

俺にも見せ場を残しとけよ。

任せる。ヘリポートで落ち合いましょう!

Leave it to me. We'll meet at the helicopter!

起爆システムが作動しました。研究員、ならびに警備員は全員速やかに非難してください。
なお、避難経路確保のため、すべてのロックを解除します。爆破まで、あと10分です。
(Source: inductor - Transcription)

Magazines

Electronic Gaming Monthly

EGM 075 Page 101 Resident Evil Preview.jpg

A preview from Electronic Gaming Monthly #075, October 1995. "Resident Evil", the international name for BIO HAZARD, was already settled on. The version showcased looks close to the August 4 1995 Prototype, except for the fact that Chris has an AI partner: Jill, who is wearing an early version of her costume.

Game Players

After two earlier previews in issues #078 and #080 (not listed or pictured here), Game Players had an interesting coverage of the game. The review and strategy guide in issues #082 and #083 use two different prototype versions. Putting two and two together tells us that these versions differ from the known prototypes, that they are probably both localized in English, and that the first one includes item boxes that do not break the fourth wall and Trevor files.

Issue #082, March 1996

Game Players Issue 82 March 1996 Page 029.jpgGame Players Issue 82 March 1996 Page 030.jpg

On the first page: the character select screen is a version unknown to any version. The detailing in the background (the gun, the dog tag, etc.) is that of the final version of the game, yet the ID cards and their photos are that known to the October 4, 1995 prototype. Compare with this section. This also tells us that the version shown here is earlier than the January 15, 1996 version in which the final version ID cards are present.

Game Players Preview Bio Hazard Final Version
Gameplayers 084 resident evil preview pianobackroom.png Bio Hazard (Japan)-piano backroom.png

On the second page: the backroom of the piano bar room is unknown to any version. Several details differ.

Issue #083, April 1996

Two separate sections in this issue, a review and the first part of a strategy guide. Both sections were based on a prototype version which not only differs from the final version, obviously, but also differs from the known prototypes, although everything indicates that the build used here is from January 1996.

Review

Game Players Issue 83 April 1996 page 054.jpgGame Players Issue 83 April 1996 page 055.jpg

On the first page, on the bottom left screenshots showing the models of Jill and Chris: the background is an early version, as seen for instance in the January 15, 1996 prototype. However, the final version's background is present in the January 31, 1996 prototype, which tells us that the version used here is earlier than that.
On the second page: a screenshot of the bloody message on the wall as well as the January 15, 1996 version of the item box. Again, both of these things are not present anymore in the January 31, 1996 version, which confirms that the version used here is earlier than that.

Strategy Guide Part 1

Game Players Issue 83 April 1996 page 088.jpgGame Players Issue 83 April 1996 page 089.jpgGame Players Issue 83 April 1996 page 090.jpgGame Players Issue 83 April 1996 page 091.jpgGame Players Issue 83 April 1996 page 092.jpgGame Players Issue 83 April 1996 page 093.jpgGame Players Issue 83 April 1996 page 094.jpgGame Players Issue 83 April 1996 page 095.jpgGame Players Issue 83 April 1996 page 096.jpg

As expected from using a mid-January version, the game differs greatly from the final version. Therefore the strategy guide is highly inaccurate with what the readers got:

  • As with the January 15, 1996 prototype and the January 31, 1996 prototype, there are only 3 crests (the Wind Crest didn't exist yet), Dum Dum rounds are present, etc.
  • The guide refers to many files that can be picked-up which don't exist in the final version: most of these are the scrapped Trevor files, their locations are given here. On page 95 there are several screenshots of the attic, on the column of screenshots on the right: notice how on the middle screenshot there is a beige object on the top shelf, but it is missing on the top screenshot. This is most likely the Trevor file that could be picked up in this room, the beige texture does correspond with the left-over model texture present in the room's data in the final version and which is used for some of the files.
  • On page 91, "The Alpha Team" section incorrectly labels Albert Wesker as Chris Redfield.

Issue #084, May 1996, Strategy Guide Part 2

Game Players Issue 84 May 1996 Page 090.jpgGame Players Issue 84 May 1996 Page 091.jpgGame Players Issue 84 May 1996 Page 092.jpgGame Players Issue 84 May 1996 Page 093.jpgGame Players Issue 84 May 1996 Page 094.jpgGame Players Issue 84 May 1996 Page 095.jpgGame Players Issue 84 May 1996 Page 096.jpgGame Players Issue 84 May 1996 Page 097.jpg

On this next issue, Game Players apologizes for the inaccurate first part of the strategy guide, explaining that they used a "90% finished beta version" and that Capcom changed the game a lot since then. They assure the readers that they have received a new version which this second part of the strategy guide is based on. However, this is still not the final version and there are still countless differences with what the players got. This mess strengthens the idea that the game went through some wild changes very late in development, perhaps with little testing, as seen also with the January 31, 1996 prototype which, while only being dated 7 weeks before the final, differs greatly from it.

  • On the first page, it is told that in the version they used in the previous issue, item boxes did not break the fourth wall: an item stored in box 1 would not be present in box 2. This also tells us that the version they used was most likely localized, as this mechanic was only supposed to be for the western versions of the game, as part as the difficulty rebalancing.
  • The version showcased here looks very close to the January 31, 1996 prototype. There are still only 3 crets, Dum Dum rounds can be found in the 2F library, etc. However, as seen on the screenshot with the heliport, this version is in English.

Preview Videos

PlayStation Soft Lineup 1995-1996

A preview video showing an early version of a dining room background as well as an early version of the inventory menu which matches with the October 4, 1995 prototype. Also, the shotgun is a flamethrower.


(Source: wadelyjp on YouTube)

CSG TV-Game Collection Autumn + Winter '95

(Source: wadelyjp on YouTube)

A preview video featured in the Autumn + Winter '95 edition of the Consumer Software Group TV-Game Collection. The state of the game is very close to that of the August 4, 1995 prototype but with some differences:

  • Jill is not present in the main hall.
  • There are two zombies in the dining room, only one in the August 4 prototype.
  • In the corridor past the dining room there is a zombie, it is a Hunter in the August 4 prototype.
  • There is a zombie in the room with the piano.
  • The corpse of Kenneth isn't in the back of the small gallery room, while it is in the August 4 prototype.
  • The moveable furniture in the infamous Cerberus hallway are missing.

CSG TV-Game Collection Spring + Summer '96

(Source: OKeijiDragon on YouTube)
CSG96 - Bio Hazard - Early Attic Room and Yawn.png

A preview video featured in the Spring + Summer '96 edition of the Consumer Software Group TV-Game Collection.

The state of the game falls between the October 4th, 1995 and January 15, 1996 Trial Edition builds. This is made evident by the attic room in which Chris encounters Yawn which, just like in the Japanese TV advertisement is not fully textured yet, while it is in the January 15, 1996 version. However, it is possible that not all clips of this video were taken from the same version.

  • The live action intro cutscene has been recorded.
  • When the Hunter decapitates Chris, Chris' head remains in the Hunter's hand. This was taken out of the final version but matches with the October 4, 1995 prototype. The state of the 2D backgrounds of the room in which this clip takes place also matches with this version.
  • The paintings in the gallery room with crows match with the August 4, 1995 prototype and the October 4, 1995 prototype.

Street Fighter Zero Trailer

A pre-release trailer was featured in the Japanese PlayStation version of Street Fighter Zero. Several clips are identical to the CGS Spring-Summer 1996 preview video. Again, it is very likely not all clips in this video were taken from the same version of the game.

(Source: Project Umbrella on YouTube)

Details of Note

BIOHAZARD (SFZ trailer) - Early Rough Jill CG Model.png

  • Footage of an earlier version of the seemingly randomly playing Neptune POV FMV is shown. It appears to be identical, but has an extra scene showing the front of Jill's CG model. In the final game, only the back of Jill's and Chris's CG models are ever seen.
  • As with the CGS Spring-Summer 1996 preview video: an early version of the attic room is shown.
  • Kenneth's corpse is not present in the tea room.
  • The blood on the zombies is green. The only known version that has green blood is the February 8, 1996 prototype.

Demo Discs

A trailer video found on European demo discs Official UK PlayStation Magazine CD 8 (SCES-00186) and PlayStation Magazine Disc 3 (SCED-00360). Most of the footage seem to be from prototype versions:

  • The door animations differ from final.
  • The placement of the Wooden Emblem in the statue of the small gallery and of the map in the closet match with the January builds of the game.

Resident Evil Demo Disc Trailer1.png

  • Cerberus can be seen clipping through the window before it bursts through.

Resident Evil Demo Disc Trailer2.png

  • A zombie with a white lab coat can be seen in this clip of the tea room, which does not match with any known version. This clip seems to be from an earlier version of the game than most of the other clips as seen with Jill's model also. The placement of Kenneth's corpse differs slightly from final: the legs can be seen clipping through the couch.

Birth of Biohazard

A marketing VHS featuring interviews, a look at the developers' desks, and in-game footage of development versions of the game.

  • At 34min20s: an early version of the credits theme which differs from other known versions including the finals. Most notably the credits show outtakes of the shooting of the live-action intro and ending of the game. Indeed, in the final version's credits, only in-game footage is played during the credits and most of the time they only cover a small portion of the screen. This shows that these outtakes were planned to fill the rest of the screen space and were for some reason taken out.
  • The sofware Softimage3D can be seen being used to create the FMVs of the game.