The Sample Ver. 01/31 prototype of Resident Evil (aka Biohazard) is a debugging build. With a build date of January 31, 1996, it predates the final's Japanese release by 7 weeks. There are a few bugs here and there but most of the game is fully functional, including the story, cutscenes and voice acting. Debugging features are present. Considering its date so close to release, this version has an astonishing amount of differences compared to the final build which, along with pre-release material hints at the game going through wild gameplay and balance changes very late in development. Several elements present in this version were dropped for the final version of the game, but ended up making their way to the Director's Cut version of the game (like the placement of the battery, or of the crank in the Underground area), the remake, or in sequels (being able to switch Grenade Launcher ammo type, the way the Lock Pick works, etc.).
The final title screen eyeball background has been finalized, the "Biohazard" title voice implemented. Other than the "SAMPLE Ver. 01/31" at the top-right corner, the title screen functions the same as retail.
Demos
The in-game demos that play after waiting a short while at the title screen behave much like in the January 15 Trial version. There are only two demos versus three in the final game, both demos take place in the same room. Gameplay is very off.
Save/Load Screen
It appears to be identical to the final version.
Character Select Screen
Unlike in the final Japanese version, no "Easy" and "Hard" text is present on the character select screen when cycling between Chris and Jill.
Option Screen
Despite Select being used for the Debug Menu, the option screen can still be accessed during gameplay by pressing Select and Start just like in the final. However, there is no sound while in the menu. Also, changing control types affects navigation of the Options menu, while it doesn't in the final. Furthermore, the default control type is Type A in the final, but Type B in this version, though both control types match. Indeed, Type A and Type B were swapped for the final.
Debug Menu
To do: More debug features on the second pad? Disable invicibility?
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: More investigation of the Flag View Mode is needed.
During gameplay, one can access a debug menu by pressing Select.
The debug main menu. It has many uses:
Teleporting to any room in the game, although some of them will freeze the game. All the rooms have names in this debug menu: the 2F east small library room, the one with the Botany Book in the final version, is called "Doll room". Concept art of a doll room that did not make it into the game does exist.
Disabling the automatic camera angle swaps.
View what's currently occupying memory, its respective size, and how much each part makes up the total percentage. Also displays what memory is left.
Viewing cutscenes from the area you're currently in.
Playing voice lines from the area you're currently in.
The "Effect test" menu, among other things, has data relevant to sounds the protagonist makes: volume and direction of it, depending on where the character is located in relation to the camera. It also allows to test and display all sorts of effects from smoke, fire, bullet casings, etc. While the menu is on cycle through Effects ID with L1 and R1 on the second controller and through Effects TP with these same two buttons while holding Select, then press Square to test the effect, while the D-Pad allows to change the coordinates of the effects. Note that many effects can freeze the game and some Eff IDs only work with certain Eff TPs.
Editing the lighting values in a room.
View and edit all of the flags in the game. Holding down the Circle button enables control this menu, and all the following buttons must be used while holding down Circle for them to work: L1 swaps to the next page of flags, the D-Pad selects a flag (which will also move your character if possible), and R2 changes the currently selected flag's value (either a 1 or a 0). The pages of flags are listed below:
Scenario Flags (2 pages), e.g. whether Chris has met Rebecca in the safe room, or if the player has checked Forest's corpse and crows should be in the room.
Common Flags
Room Flags
Status Flags; controls various screen-related functions and other things. Its effects include a screen shake effect, initializing the "You Died" sequence, whether subtitles are appearing, whether or not you're playing the main menu or ending cutscenes (with another flag determining which), whether it's showing you the map automatically or not, letting you read the botany book, whether or not you're using an item box, whether it's showing you the map automatically or not, whether or not the opening cutscene is playing, and whether you're in the pause menu or not. There are some flags that crash the game and others that will lock it up after being used.
Stop Flags
Item Flags
Key Flags
Enemy Flags
Use Flags
Play the currently loaded sounds. On the second controller, Left and Up increase and decreases respectively the X value, Right and Down increases and decreases respectively the Z value, Square and/or X plays the selected sound, L2 and R2 swap between sound banks, and L1 and R1 selects a sound in the currently selected sound bank.
etc.
Another debugging feature: pressing L2 pauses, or rather freezes, the game, probably to help take screenshots and pictures.
Setting "cut mode" to manual in the debug menu can lead to fun things! For example, wild closeups.
One can edit the lighting cast to 3D models in each room. "Ambient" is the general lighting in the room, while "Light" 0 to 2 modify various spotlights a room may have. The Red, Green and Blue values of each light can be fine tuned, spotlights also have several modes. On the right are the X, Y and Z coordinates of each light, which can also be edited.
Status Flag Effects
These are further examples of what can be done by manipulating the Status Flags.
Default state
Turning off the first flag can lead to results like this. Turning it on again will return the screen to normal.
This flag can turn the cutscene boarders on or off - even in cutscenes.
You can turn the background off with this. The pieces left are background masks.
Now nothing is on screen except the 3D models.
Who knows why this flag was programmed in.
This flag can play a character animation. This animation is used in the cutscene where Rebecca brings Chris back to this room after fighting Yawn.
This flag controls whether or not the countdown timer appears on screen. It seems to start counting down for 3 minutes unseen when the game starts. If this flag is on when it hits 0'00"00, the mansion will blow up.
If the flag is off when it hits 0'00"00, when it's turned on afterwards an "X" will be added next to the timer (as seen here) and the minutes will count up when the seconds reach 00"00.
Gameplay Differences
For debugging purposes the player does not take damage and will always be at Fine status. For some reason the small spiders can still hurt the player, although they cannot kill them. The player can also be poisoned by enemies capable of it, but the poison will not reduce HP over time.
Unlike in the final Japanese version, there is no auto-aiming. Auto-aiming would make its way into the February 08 version, dated only 8 days after this one.
Ammo of the same type can not be combined beyond the initial value. Example: 30 Beretta bullets take up two inventory slots meaning they consist of 2 clips of 15 bullets each that can not be combined.
In the final version, when the player picks up Ink Ribbon, they get 2 or 3 uses per pick-up depending on region. In the sample version, there is only one save possible per Ink Ribbon pick-up. Ink Ribbons cannot be combined together either.
In Jill's scenario, the serum will not be consumed upon administering it to Richard. The player can thus use it on themselves if they end up poisoned by Yawn, negating a lot of the sidetracking needed.
Item boxes work a bit differently: at the start of the game, they are empty while they hold two Beretta clips in the final version. In the list of items stored in the box, there is no line showcasing the middle point of the list. Upon re-opening an item box, items are automatically sorted so that there is no empty space between two items and so that they are all stored below one another.
Jill Valentine's lockpick is considered an inventory item. It takes up one slot in her inventory rather than an unseen "personal item" slot and Jill needs to have the lockpick on her in order to use it. This system would later be re-used in Resident Evil 3: Nemesis as well as its remake.
The ammo for the flame-thrower is present in Chris' scenario. It can be found in two places in the Underground area and the player can use it to reload the flame-thrower. With how little use the flamethrower actually gets, this item was likely considered superfluous at best.
The Dum Dum rounds for the Magnum are also present and usable, meaning the Magnum has two different ammo types similar to the Grenade Launcher.
The regular Magnum Rounds are much weaker than in the final version of the game, they are barely more powerful than the shotgun. For instance, it takes 2-3 shots to kill many mid or high-range enemies (Hunters, Cerberus, spiders, etc.) versus only one in the final version. Meanwhile, the Dum Dum rounds can kill just about any regular enemy in one shot and are more or less the equivalent of the final version's regular Magnum Rounds.
The player can switch ammo type on the Magnum and Grenade Launcher, even when the weapon is not empty. As a result of different ammo types being available, the Magnum can only be reloaded via the inventory screen, just like for the Grenade Launcher in the final version. The idea of swapping ammo types without having to empty the weapon was later implemented in Resident Evil 2.
It takes a lot fewer Beretta bullets to kill a zombie. It generally takes 3-5 shots to take it down without it getting back up, although sometimes 2 bullets may be enough.
Headshots with the shotgun work differently. The ol' faithful Resident Evil standby of aiming upwards at a zombie's head up close will result in a miss, and instead a close range shot aimed at the zombie's chest, and at the right angle, will do the job.
Once the player has unlocked all the doors relative to a key, the key will be automatically discarded. The inventory menu isn't even brought up, and there is no confirmation text.
The placement of the statue on the second floor mezzanine above the dining room differs slightly.
The Grenade Launcher is empty when it is picked up.
In the Underground area, the first boulder starts to roll as the player first walks up towards it, rather than upon backtracking from it like in the final. This makes evading it harder in the Sample version.
In the Underground area, in order to solve the puzzle that grants access to the Doom Book 2, the player needs to use the Square Crank. It is the Hex Crank in the final, meaning that both cranks are needed in the Underground area in the sample version.
In order to unlock the back door leading to the courtyard, only 3 crests are needed, versus 4 in the final. The Wind Crest doesn't exist.
There are no MO Disks to be found by the player in the game, although the data for them exists. Instead Ink Ribbons are used to retrieve the pass codes, as pictured. This would explain why there are so many Ink Ribbons in the Laboratory, even in the final version.
Pick-Up Items Differences
Many pick-up items differ, some being located in different places, or the item placement is the same but the actual item differs. A couple of places also have items where none are to be found in the final version.
Mansion
Key Items
There is no Emblem in the dining room. The wooden Emblem is located in the statue of the first floor small gallery. In the final version, the wooden Emblem is set in the wall of the dining room and the first floor map can be found in the statue instead. It is the same in the January 15, 1996 Trial Edition.
The lighter is located below the first movable piece of furniture in the infamous Cerberus hallway. In the final, there is nothing below this piece of furniture, however the texture for the lighter still remains in the room's data. It is the same in the January 15, 1996 Trial Edition.
The first floor map is located in the bedroom closet a zombie comes out of. It is the same in the January 15, 1996 Trial Edition. This was changed to shotgun ammo in the final.
Supplies
There is an Ink Ribbon in the blue pot of the dining room.
There is no Ink Ribbon in the main hall. In the final, there is one next to the typewriter.
In the first floor small gallery room, the blue one with a statue in the middle, a Beretta clip can be found in the back, on the floor. There is nothing there in the final version. It is worth noting that the location of the Beretta clip matches that of Kenneth's corpse in the August 4, 1995 Prototype. In the January 15, 1996 Trial Edition version, there is also a Beretta clip in this room but it is located at the back of the room, behind the zombie laying on the floor.
When searching Kenneth's corpse, Explosive Rounds can be found as Jill, while Chris gets a single Beretta clip. In the final, it is two Beretta clips regardless of character.
In the mansion's first floor east bathroom, the bathtub is full of muddy water even when playing as Jill. A Beretta clip can be found if the tub is emptied. In the final version, the tub is empty. This setpiece would be re-used in the GameCube remake.
Using the Blue Jewel on the tiger statue will uncover an Ink Ribbon rather than a Crest item in the final version, rendering this entire puzzle optional. In the January 15, 1996 Trial Edition version this puzzle is also optional, the Botany Book can be found. In the GameCube remake this puzzle is also optional like in the prototype versions, as shotgun ammo can be found.
When searching Richard's corpse, no ammo is present. In the final, the player may find a Beretta clip depending on how they dealt with Richard's ailment.
In the dressing room drawer, there is a Beretta clip. Shotgun ammo replaces it in the final.
In the boiler room (outdoor terrace) there are 6 Green Herbs. There are only 5 in the final. Their placement differs slightly too. In the January 15, 1996 Trial Edition version the placement of the herbs match, but there are two more to be found, 8 in total.
A First Aid Spray can be found in the bedroom in place of the lighter in the final version.
In that same bedroom, Jill can find a Beretta clip hidden by the second bed. It is replaced with Shotgun ammo in the final.
Dormitory
Key Items
In the basement storeroom, the key is slightly visible on the shelf. It is completely invisible in the final. This key is entirely visible in the Saturn version.
Supplies
In the save room, Shotgun ammo can be found if you're playing as Jill instead of Explosive Rounds in the final.
In the room 002 bathroom, the Beretta clip is on the sink rather than above it in the final.
In the basement storeroom Jill can only find one Explosive Round pick-up, and Chris a single Beretta clip. In the final, there are 2 Beretta clips and 2 boxes of shotgun ammo regardless of protagonist.
The room 003 bathroom has Acid Rounds for Jill instead of Flame Rounds in the final.
Mansion (2)
Key Items
Sample Ver. 01/31/96
Final Ver. 03/22/96
In the office with a window with a view of the heliport, the Battery can be found on the ground. In the final version, as well as in the January 15, 1996 prototype, it is located in the closet on the same floor. This item placement would later be re-used in the Arrange Mode of the Director's Cut version, although the precise placement of the battery on the floor differs.
Sample Ver. 01/31/96
Final Ver. 03/22/96
On the terrace with Forest's corpse there is a file on the table, which does not exist in the final. It is only present upon coming back to the room after completing the Dormitory area. When picking up the file, the character crouches, as if the file was located on the floor. Reading the file leads to "Botany Book", which is obviously a temp as the file does not look like a book, and the actual Botany Book is located in the second floor library room, just like in the final version of the game.
Supplies
In the first floor office, the one in which the desk lamp needs to be turned on, there is an Ink Ribbon on the desk, Magnum Rounds replace it in the final.
On the kitchen table: a Blue Herb. Nothing in the final.
Library room drawer: a Beretta clip, Magnum Rounds in the final.
In the office with a window with a view on the heliport: no Beretta clip can be found on the shelf.
In the back library room, after solving the puzzle with the statue, Dum Dum Rounds can be found. In the final, it is an MO Disk.
In the closet there are two Magnum Rounds and one Beretta clip. In the final, it is two Grenade Rounds for Jill and two Magnum Rounds for Chris. As stated above, the Battery is missing also.
Underground
Key Items
Searching Enrico's corpse, the player will find the Hex Crank. In the final, a Beretta clip can be found, while the Hex Crank appears on the floor further into the room, implied to have been dropped by Wesker. This particular item placement will also be re-used in the Arrange Mode of the Director's Cut version, as well as in the GameCube remake.
Supplies
Near the generator, playing as Jill will give you two Green Herbs, one cartridge of shotgun ammo, and one Flame Rounds, versus one First Aid Spray and one Explosive Rounds in the final. Chris finds flame-thrower ammo rather than Flame Rounds, while it is shotgun ammo in the final.
In the corridor with the first boulder you can find Flame Rounds as Jill, but unlike in the final where they hold six rounds, they only hold three. As Chris you find flame-thrower ammo, which are replaced with Magnum Rounds in the final, regardless of protagonist. Considering the shape of Grenade Rounds ammo packs and the fact that it is written "Grenade 3" on them, it is likely that they held 3 grenades earlier in development, and not 6 like in the final version. This particular Flame Rounds pick-up with 3 grenades would be a remnant of that.
In the save room there are three Blue Herbs on the floor, but only one in the final. The character will not crouch when picking them up despite the items being on the floor.
In the corridor with the second boulder, Dum Dum rounds can be found, it is replaced with an MO Disk in the final.
Laboratory
Supplies
On the B1 corridor, on the desk near the phone there is an Ink Ribbon, it is replaced with an MO Disk in the final.
In the morgue you can find Dum Dum rounds, they are replaced by Magnum Rounds in the final.
In the save room, Jill can find Magnum Rounds, replaced by Explosive Rounds in the final.
Enemy Differences
Many enemy placements differ. There are fewer enemies than in the final version for both protagonists, though more are missing for Chris.
Some notable examples:
The second zombie in this corridor is laying on the floor. In the final version, it is standing and located in the back of the room, hidden behind the wall from this camera angle.
There are no zombies at all in the Dormitory.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The zombie in this corridor is the naked variant. In the final, naked zombies only appear in the Laboratory. Also, there are two zombies in this room in the final.
Sample Ver. 01/31/96
Final Ver. 03/22/96
In this corridor: in the sample version zombies are placed in such a way that the player is very likely to get grabbed by them as he crosses the boundaries of the camera angle. They were moved further back in the final.
In the Underground tunnels, once the first boulder has reached its course, two Hunters will start closing in on the player, one from each direction. In the final, there is only one Hunter in the room, which placement differs depending on where the player goes first. The Arrange mode of the Director's Cut will re-use this concept with a different take.
Sample Ver. 01/31/96
Final Ver. 03/22/96
When entering the B3 Laboratory corridor, the placement of the zombies differ. Most notably, there is a zombie laying on the ground, stuck in the hole in the wall. After coming back to the corridor a second time, the placement of the zombies will match that of the final version, although the zombie in the hole will remain there as long as it's not taken care of.
In the laboratory engine rooms, there is only one enemy per room for Jill.
Background Differences
Sample Ver. 01/31/96
Final Ver. 03/22/96
The door was is more visible in the final version and the door knob differs.
Sample Ver. 01/31/96
Final Ver. 03/22/96
In the final: the numpad is in a higher position and the wall next to it brighter.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The backgrounds differ from the final version due to the different number of crests. In the final version there is text embedded on the bottom of the wooden board.
Sample Ver. 01/31/96
Final Ver. 03/22/96
This screen is darker in the sample version. It is the only screen in the room that differs.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The unlit version of the room looks different.
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Final Ver. 03/22/96
The camera angle differs.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The camera angle differs slightly and the screen is brighter in the final.
Sound and Music Differences
To do: Rip the sounds that differ and compare with the final ones.
The opening sound of the safe box differs. No sound plays when exiting the safe menu.
Yawn's hissing sound differs.
Dogs step sounds are always muffled. In the final it differs depending on the surface.
A different music plays when Jill meets Barry back into the main hall. This music is not present in the final.
In the leisure room of the Dormitory, the music that plays in the cutscene where Jill is listening in on Barry talking in the 002 room (called "What you Hear is..." on the soundtrack CD) plays instead of the standard music. For the cutscene itself, in the sample version it plays the standard Dormitory music instead.
No music plays when the shark attacks, or in the control room next to it.
No sound plays when using the V-Jolt on the roots of Plant-42.
The sound of the boulders rolling differs.
A jarring, almost jumpscare-ish musical sting plays upon seeing the heliport from the window in the sample version.
In the Tyrant lab room, Jill is missing the line "It can't control what it does!"
During the boss fight against the Tyrant in the lab, the music doesn't loop.
Text Differences
Sample Ver. 01/31/96
Final Ver. 03/22/96
They have escaped into the mansion where they thought was safe. But yet...
They have escaped into the mansion where they thought it was safe. Yet...
The text at the end of the intro differs slightly. There is empty space where the "it" should be, obviously missing.
Sample Ver. 01/31/96
Final Ver. 03/22/96
Due to the different number of crests, the text relative to the puzzle differs: "The sun descends in the west, the moon rises in the east as the stars time to hang in the sky is once more"
Doors
Compared to the final version, doors zoom further into the center of the screen before opening.
Going up the steps in the main hall is much faster than in the final.
All doors have fonts embedded onto their textures. This may be a glitch, or it may also be relative to the use of the debug menu.
Sample Ver. 01/31/96
Final Ver. 03/22/96
Most doors have colours that differ slightly from the final version.
Many doorknobs differ, furthermore, many of them are misplaced on the Y-axis.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The shape, placement or colours of the locks often differ.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The animation for the elevator is completely different. In the sample version, the view is set on a first person perspective on the elevator, which fits with the logic of other door animations, while the UP or DOWN arrows near the elevator button blink depending on which direction the elevator is going. In the final version, the elevator is seen on a third person perspective and zooms in-out of view depending on which direction it is going, and the lights near the button don't blink.
Sample Ver. 01/31/96
Final Ver. 03/22/96
After using this elevator, the protagonist is facing the elevator buttons in the sample version. It is the only post door animation character placement that differs from the final version.
Full Motion Videos
Fountain
Sample Ver. 01/31/96
Final Ver. 03/22/96
Sample Ver. 01/31/96
Final Ver. 03/22/96
The colour scheme differs.
Chris Credits Roll
Sample Ver. 01/31/96
Final Ver. 03/22/96
Sample Ver. 01/31/96
Final Ver. 03/22/96
The first sequence differs slightly. The camera doesn't zoom-in on Chris as much as it does in the final.
The entire sequence involving Rebecca and a Hunter is missing.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The entire sequence with the spider boss differs. More importantly: the backgrounds of the room are from an earlier version, unseen in any version of the game.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The sequence with Wesker in the laboratory differs slightly.
The entire sequence involving the Tyrant in the laboratory is missing.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The start of the sequence involving the Tyrant on the heliport differs. The Tyrant's pose and animation are different, so is the start of the chase.
Jill Credits Roll
Sample Ver. 01/31/96
Final Ver. 03/22/96
The entire first sequence is missing. In the final version you can see Jill, Barry and Wesker in the main hall of the mansion.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The entire sequence with the Hunter in the Underground area differs. It takes place in a different room and Jill is alone.
As with Chris, the entire sequence involving the Tyrant in the lab is missing.
Sample Ver. 01/31/96
Final Ver. 03/22/96
As with Chris, the start of the sequence involving the Tyrant on the heliport differs.
Gory Credits Roll
Sample Ver. 01/31/96
Final Ver. 03/22/96
Sample Ver. 01/31/96
Final Ver. 03/22/96
This sequence differs, the second dog joins in on the action only at the end in the sample version.
Sample Ver. 01/31/96
Final Ver. 03/22/96
This entire sequence differs.
Sample Ver. 01/31/96
Final Ver. 03/22/96
As with Chris' credits roll, the entire spider boss sequence differs. Showing more camera angles of the unknown earlier version of the room.
The sequence with the boulder crush is missing, so are the two last sequences involving the Tyrant in the laboratory and on the heliport.
Other Differences
Sample Ver. 01/31/96
Final Ver. 03/22/96
Despite the protagonist not taking any damage, it is possible to trigger some of the death scenes via hacking. They are already censored as the screen fades to white very quickly and Hunters do not hold decapitated heads in their hands like in the October 4, 1995 prototype. However, the Plant-42 kill scene differs slightly from final, as Chris' body parts can be seen wiggling around after being torn in two.
When shooting off zombie's arms, a puddle of blood will appear on the ground where the arm falls to, despite the arm disappearing the moment it hits the floor. This behaviour matches that of most versions of the game, like the NTSC-U PlayStation versions. However, in the final Japanese PlayStation version, there is no puddle of blood. Some versions, like the PC versions or the Japanese Saturn version, have both the puddle of blood and the arm on the floor.
At the start of the game, the legs on Kenneth's corpse will be gone if you exit the room without killing the first zombie. In the final version, those legs only disappear if the player insists on backtracking to the main hall rather than entering the room where Kenneth's corpse and the zombie are located.
Sample Ver. 01/31/96
Final Ver. 03/22/96
In Jill's scenario, Wesker's corpse in the engine room is facing the other direction. The blood is also missing, with the shadow of the model in its place. The text mentions that Wesker has "fainted", while he is clearly dead in the final version.
After using the flare at the heliport, the player can move around for a few seconds before the helicopter cutscene is triggered. In the final version, it is all part of the same longer cutscene.
There is no Rocket Launcher to earn upon completing the game in under three hours. The Special Key and the alternate costumes are present though.
Regarding the fireplace located on the second floor, the one that rewards the player with the second floor map upon lighting it: the fire will have died down when the player returns to the mansion after completion of the Dormitory. In the final version, the fire never dies down.
Debug text appears at the top of the screen in this room. The text differs depending on the state of the room, whether or not the water has been drained.
Sample Ver. 01/31/96
Final Ver. 03/22/96
Opening wall in the piano room: the colours of the texture differ. The treatment it received for the final version is comparable to that of doors.
Sample Ver. 01/31/96
Final Ver. 03/22/96
In the sample version, both the square and hexagonal cranks have the same rusty texture. In the final version, the game-world version of the Square Crank is not rusty, although its inventory version is.
Sample Ver. 01/31/96
Final Ver. 03/22/96
Cerberus was named "Cerberos" in the sample version. Other letters were also touched up for the final version. The Birth of Biohazard VHS promo video also refers to them as "Cerberos".
The statistics screen after completing the game is completely different than in the final version of the game. Both protagonists are given this screen, while in the final version each has their own screen. This screen is not present in any other version of the game.
Unused Content
To do: Investigate for the wooden logs and the unknown key: code?
The following content is unused in this version and not present in the final version of the game.
File 3
Art for a "File 3", located next to "File 1" and "File 2" in the game's data. While it is not present in-game in this version, it is in the January 15, 1996 prototype.
Wood Logs
The 3D model, its texture, and icon for the inventory version of a pick-up item. Purpose unknown, perhaps it was part of a puzzle involving the useless boiler on the mansion's first floor east terrace, perhaps it was to be used alongside the unused Oil Canister still present in the final version. Perhaps it was to be used to light fireplaces. The August 4, 1995 Prototype has an unused inventory icon for it, and the October 4, 1995 prototype has unused fire sprites in two rooms with fireplaces.
Unknown Key
The 3D model of the inventory version of an unknown key. There is no 2D inventory icon for it. This key is not present in any other prototype version, or the final one. Unused voice clips can be found in the PC version of the final game, some of which suggesting that Rebecca and Chris would need to open a door, each character using a key at the same time. Both things might be related. A similar concept would later be used in Resident Evil Zero and Resident Evil 4.
Title Screen
There is a "Resident Evil" version of the title screen in the game's data. It is not present in the final Japanese version of the game.
Glitches
As stated above, random bits of font appear on the textures of doors opening animations and many door handles aren't properly positioned on the Y-axis.
In the mansion's main hall, the music will not play again after viewing the FMV cutscene with the dog trying to enter the room.
When Rebecca is practicing the piano, when the player opens a door to the tea room corridor that leads to the piano room, the sound of Rebecca playing the piano can be heard loudly during the door opening animation, before stopping once the player is in the room.
When picking up the first floor map located in the bedroom closet, the game freezes and this debug message appears: "Dododobe77745677" Not sure what it means, or if it's a reference to something, but googling the Japanese characters turns up 2 search results.
When entering the courtyard, the sound of the waterfall can be heard loudly during the door opening animation, before stopping once in the room. This sound is not supposed to play in this room at all.
The model for the C-Room Key located in the Bathtub of Dormitory room 001 does not render properly.
In the save room of the Dormitory, the model of the ammo located on the shelf is swapped between Jill and Chris' scenarios. It is shotgun ammo for Jill and a Beretta clip for Chris, but it looks like a Beretta clip for Jill and shotgun ammo for Chris. Both the world model and the inventory menu icons are swapped, although the latter will go back to normal if you store it in the safe box.
The wrong door animation plays when coming out of the bathroom of Dormitory room 003: it is a brown door, but the animation of a blue door plays.
When Jill kicks a zombie's head, it is seen bouncing on the floor for a short period of time before the head disappears when its course has ended. However, the head can still be seen in the mirror. This is fixed in the final.
When coming back to the Mansion after completing the Dormitory, the chandelier in the tea room isn't rendered properly.
When entering the room with the spider boss in the Underground area, the door animation does not play. Once in the room the sound of a wooden door being closed plays, it should be that of a metal door.
The background does not behave properly: the Hunter is behind the wall, only its front claws should be visible. The top of the boulder should be hidden by the top part of the background.
Parts of the background will obscure the character model, it shouldn't.
In the Underground tunnels area, the position of the second boulder is always reset to its starting position when re-entering the room. In the final version, this only happens if you exit the room before the boulder has reached its destination point.
Sample Ver. 01/31/96
Final Ver. 03/22/96
Wrong texture for the elevator.
Sample Ver. 01/31/96
Final Ver. 03/22/96
The 3D model should be partially hidden by the background but isn't.
A small visual glitch can be seen in the Tyrant room in Jill's scenario.
A similar yet different glitch can be seen in Chris' scenario.
At the end of the Laboratory in Jill's scenario, after coming up the ladder and meeting with Barry and Chris, the player is able to move during the cutscene. When doing so, the camera angles will fail to change.
The player can open the inventory screen during the cutscene when the protagonist is shooting Tyrant with the rocket launcher.
After beating the game, all texts in the save/load menu as well as in the main menu will not render, as well as the ID cards on the character select screen. The player can still navigate the menus blindly, but the game will freeze after starting a new game and viewing the intro FMV. Upon loading a save, the X and O buttons will be swapped during gameplay.
When changing costume as Chris, a piece of the background is still rendered during the "Please wait" screen. It should be completely black. It is fine for Jill.