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Proto:Resident Evil (PlayStation)/ February 08, 1996 (Sample Ver. 02/08)

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Resident Evil PlayStation Sample 02 08 titlescreen.png

This is a sub-page of Proto:Resident Evil (PlayStation).

This prototype version of Resident Evil is only 4 weeks older than the final build. It also only supercedes the January 31 version by 8 days. As such it is very similar to that version, with most of the gameplay elements being identical. Only a handful of bugfixes and some minor changes and additions set the two versions apart and bring this version one step closer to the final. Unlike the January 31 version which is in Japanese, this one is in English, and there is no infinite health.

Demos

The first in-game demo that plays after waiting a short while on the title screen is very similar to those of the January 31 version, though gameplay differs from that version it is still off.

Unlike in the January 31 version the second demo takes place in another room which matches with the final release, though there isn't much going on yet.

There are still only 2 demos, while the final version has a third demo featuring Jill Valentine.

Menus

Title Screen

Sample Ver. 02/08 USA Final
Resident Evil PlayStation Sample 02 08 titlescreen.png ResEvil - Title.png

Sample text removed, TM added, additional copyright added and PRESS ANY BUTTON moved up. Copyright notice horizontally centered. Brightened.

Character Select Screen

The "Easy" and "Hard" texts have finally been implemented underneath Jill Valentine and Chris Redfield's ID Cards, after 4 previous builds. While this matches up with the final Japanese version, this is different from the final English version.

Debug Menu

Resident Evil (US) (Sample 1996-02-08) -SLUS-00170- debug menu default.png

The Debug Menu from the previous build is still here and is mostly identical, save for a few key differences:

  • An extra mode called "Enemy Test" has been added. Turning it on seems to do nothing.
  • The "EffectTest" option has been modified: The graphics for the original Effect Test menu have been completely removed, and has been replaced with a real-time display of the PlayStation's MIDI voices. However, the functionality of the original Effect Test menu seems to be fully intact; there just isn't a convenient HUD on the screen.
Sample Ver. 01/31 Sample Ver. 02/08
Biohazard (Japan) (Full Game Debug) (Sample 31-01-96) effecttest on default.png Resident Evil (US) (Sample 1996-02-08) -SLUS-00170- effecttest on default (midi).png

Further information on the MIDI Display

The left column indicates which voice is being referred to. A 2 on the middle column indicates the voice is being used. The right column designates whether it's being used for music (0) or a sound effect (1).

Resident Evil (US) (Sample 1996-02-08) -SLUS-00170- effecttest midi.png

A demonstration of what the display typically looks like during gameplay.

Miscellaneous differences

Resident Evil (US) (Sample 1996.02.08) -SLUS-00170--green blood.png

  • The blood of all enemies is green. This is the only known version in which this is the case, although some pre-release material with green blood exists.
  • Unlike the previous version, this version has auto-aiming, although it is not as efficient as in the final versions.
  • The USA font has been implemented, but the text itself hasn't been fully polished yet. The text for obtaining items lack determiners ("Will you take BERETTA?" instead of "Will you take the BERETTA?"), and the opening text crawl after the FMV intro still uses the original phrasing from the Sample 01/31 version.

Glitches

While most of the glitches from the previous version have been fixed, this version also introduces a few new glitches.

  • All of the files picked up show the text from the V-Jolt report. Only the titles when archiving the files are correct.
  • The photos viewed through the projector in the Laboratory are glitched.
  • Like in the January 31 version, a Debug menu can be accessed by pressing the Select button. However in this version the menu will glitch and be un-usable after a few minutes of play (approx. 10 or 11 minutes). This includes the ability for the Debug menu to be closed, leaving the game soft locked.