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Resident Evil 3: Nemesis (PlayStation)

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Title Screen

Resident Evil 3: Nemesis

Also known as: Biohazard 3: Last Escape (JP)
Developer: Capcom
Publishers: Capcom (US/JP), Eidos Interactive (EU)
Platform: PlayStation
Released in JP: September 22, 1999
Released in US: November 11, 1999
Released in EU: March 17, 2000

GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
To do:
  • There are some leftover items and graphics from Resident Evil 2.
    • Most notably the Card themed keys.
  • There are alternate textures for each of Jill Valentine's outfits. Investigate whether they are unused or made for a regional version of the game. See here.
  • Document the demo version of the game that was released with Dino Crisis on PS1.

Resident Evil 3: Nemesis is the last mainline Resident Evil game released for the original PlayStation, although it's actually a half-prequel/half-sequel to Resident Evil 2 that was repurposed from a spinoff project after the game that was originally planned to be part 3 ended up becoming part 4 (before it became its own IP). Jill Valentine must survive the zombie outbreak of Raccoon City as she makes her last escape...



Originally a hidden character in RE2, Tofu's model was included in this game but goes unused. It may have been used by the developers for testing the collision detection as it was in RE2. It can be accessed with the GameShark code 800D1F86 0000000F.

Unused Graphics


RE3 Betasaveroom1.png RE3 Betasaveroom2.png

In the parking garage where the power cable for the cable car is located, there is an unused version of the save room next door. To see it, you need to use a walk through walls code to walk through the door leading to the save room instead of opening it normally. The room appears totally trashed as if hit by an earthquake and the typewriter and item box are both missing.


An earlier version of the first slide in OMBGJ.dat. The text is significantly different from the version used in the game.

Screenshot Japanese Translation
I hope this is not Chris' blood...again. ジル・バレンタインは事件後欧州へ渡
Jill Valentine went to Europe after the incident.
She sought to join forces with her comrade Chris Redfield.
However, he was nowhere to be seen in his hideout.
All that was left was Chris' favorite knife,
planted atop a bloodstain on the floor like a tombstone.
Jill took the knife and left the place without hesitation.
Chris is alive... He's alive and they'll be reunited, as he promised.

Trial/Demo Leftovers

RE3 - Trial Title.png
A leftover title screen background from the trial version.

RE3 - Continue.png
Used for when the player either completes the demo or gets a game over.

RE3 - DieDemo.png
The "You Died" text from the demo version.

TGS Leftovers

RE3 - TGS Title.png
The title screen from the build of the game shown at Tokyo Game Show '99.

RE3 - TGS Stage Select.png
The stage select from the Tokyo Game Show build.

RE3 - CheckJ.png
A tutorial on how to pick up items.

Japanese Translation
Items can be acquired in many places throughout the game.
Press the confirm button in front of the object you want to investigate.

Unused Item Graphics

Several graphics are found unused within the final game and in the Biohazard 3 Trial Version. While they have full descriptions in the latter, the final version of the game has the descriptions cut out and only displaying 没/botsu in the Japanese version (romanized to "BOTU" in the English version), which means "rejected/discarded" for the item name and description when examined.

Placeholder Gun


This graphic is unused in the final game. It is the same graphic used in Resident Evil 2. It was more likely used as a placeholder for the item description graphics.

Demon Coins


These three coins are unused in-game and their use is unknown. They all depict a demon of some sort.

Broken Fire Hose and Adapter


While the Fire Hose is used in-game, it was more likely that it would have been found somewhere else, broken, as the end adapter is missing from it, and the player had to likely find this piece and combine it into the final Fire Hose that is used in-game. Reason for this decision is unknown, but likely to lessen the amount of back tracking in-game to find the items. If hacked into the game, the items can be combined into the Fire Hose and be used as normal.

The Broken Fire Hose can be used on the Fire Hydrant in the alleyway where the fire is blocking access to the Sales Office, though it displays "Non message" when used, and does nothing. It is possible this was a placeholder message to be added, before it was decided to scrap the idea of finding the adapter for the Broken Fire Hose and allow the player to obtain the already completed one in the final game.

Remote Control and Batteries


The Remote Control is used in the final game at the Sales Office, but was likely originally to be an item. The player likely had to find and replace the missing batteries for it to be used like in the final game. When hacked into the game, the remote without the batteries can be combined with the batteries and be made into the normal remote control but has no function whatsoever.

Giga Oil


The function of this item is unknown, but was more likely to be used in place of the Mixed Oil, and found at the Gas Station.



The chain was likely to be used for a puzzle, but no information can be found on what it does. It was found in the Warehouse as shown in this background that is not used in the final game. It is in the box that holds Handgun Ammo in Hard Mode.




This is one of the few items that isn't labeled as BOTU. Its inventory graphic has a "HH" next to the image, which its meaning is unknown. It is labeled as Game Instruction A and has no description when examined.



This item doesn't have an inventory graphic and when it is in the inventory, it cannot be moved to the Item Box. Its use is unknown, and was likely used at the later half of the game after the Clock Tower.

Dummy Key (Developer's Key)


This is the only other item that isn't labeled as 没/BOTU in both versions, being called the 開発用キー/Kaihatsuyou Key in the Japanese version (literally "Key for development") and "Dummy Key" in the English version. The item has an actual description in the Japanese version, whereas in the English version it simply says "Dummy". The graphic used is the same as the Spade Key from Resident Evil 2. The Yamanouchi mentioned in the description is likely a reference to effect programmer Takaaki Yamanouchi.

Japanese Translation
by 山之内
A dummy key to be use for development.
It cannot be used in the main game.
By Yamanouchi.

Regional Differences

  • The difficulty settings are labelled "Light" and "Heavy" in the Japanese version, and "Easy" and "Hard" in the international versions. The Japanese version is overall a bit easier than the international version regardless of the difficulty setting, as enemies have less health and do less damage.
  • Some scenes are censored in Europe, such as the hunter hospital scene where a monster makes its first appearance by decapitating a zombie, as well as the animation for characters kicking ankle-biting zombies' heads off (These would be kept in later US/Japanese re-releases on all subsequent platforms).
  • The German release of the game was further censored (No gore, grey blood, enemies disappear immediately when killed, and the Mercenaries minigame is almost completely broken as the German version only gives the player extra time for killing animal enemies like the dogs or crows making it impossible to get a good ranking.)

Revisional Differences

There are two PlayStation versions: Version 1.0 and Version 1.1. Version 1.1 would become the base of every subsequent port. Version 1.1 fixed a few things:

  • In the 5th time you encounter Nemesis at the park, there was a glitch where you could get Nemesis to get stuck in a certain corner. This was fixed in Version 1.1.
  • In Version 1.0 the Music Box puzzle was randomized. In Version 1.1 the Music Box puzzle solution is always the same. This was presumably done for people who had hearing problems who had a hard time figuring out the puzzle as the puzzle relies on audio memorization.