Silent Hill
Silent Hill |
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Developer: Konami Computer Entertainment Tokyo This game has unused code. This game has a prototype article This game has a bugs page |
To do:
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Silent Hill is a survival horror gamer about an everyman trying to find his daughter in a creepy-as-hell town. Of course, nothing can possibly go wrong. Right? Right?
Contents
Sub-Pages
Prototype Info |
Bugs |
Unused Enemies
TIM and ILM files for seven monsters are present on the disc, but unaccounted for at any point in the game. As no individual behaviours appear to have been programmed for these enemies, their movements may appear glitched when imported in-game via hacking, but they all have unique animations, meshes and textures. All of them appear to be deformed takes on real-world animals:
- "BTFY" - A butterfly with eye and teeth markings on its scales.
- *"EI" - Presumably intended to be a manta ray. The TIM textures for this enemy are not included with the rest of the enemies listed, instead being located in the "TEST" folder.
- "FRG" - A frog.
- "MKY" - A monkey with a bruised face and bloodied mouth.
- "OST" - A rather huge flesh-coloured creature vaguely resembling an ostrich.
- "SNK" - A snake with an unusually long, pointed tongue.
Additionally, there exists a 7th cut enemy, with the abbreviation of "CKN" in the files. As expected, the enemy itself resembles a (heavily contorted) chicken, with textures similar to that of a newborn fledgling. Intriguingly, the files for this monster are larger than for any normal enemy, including the 6 cut enemies listed above, implying it would've served as a boss of some sort.
Unused Graphics
Unused Placeholders
International Track & Field Graphics
Some leftover graphics from International Track & Field extracted from a folder named "TEST".
Unused Potrait Render
A render of a woman can be found inside of the files of the game, the filename is "MANDA3.TIM"
Demo Leftovers
Inside the files of the final releases there are three images used for multiple demos of the game.
A trigger left from some demos can be enable again in the the Diner at the beginning of the game, it displays the "TO BE CONTINUED" image followed by "COMING SOON" image, to then return the player to the main menu. To enable the trigger again in the North American release, set the game state byte in memory 0xB9FC8 to the map-event state value 10, and set the event-id field 0xA9A14 to 4.
Hidden Doodles and Text
Some of the textures contain doodles or text.
Unused Code
Debug Camera Modes
Code for several debug camera modes is still included dependant on a debug variable, which can be set with the code:
900BE9F4 000000XX (NA 1.1)
Where XX is one of the following:
- 03: appears to be an early buggier version of the Self View mode that's unlocked after beating the game.
- 02: a free-camera mode, which can be moved with the controller in port 2 (analog stick / X / Triangle)
- 01: moves camera to a fixed rotation relative to the character, ignoring any scene collision, rotation of it can be changed by using free-camera mode and then changing back to this.
- 00: default game camera.
Code is still present in the game for setting this debug variable, but no remaining code still exists to actually call into it.
Hidden Button Combinations
Save Anywhere
The save menu can be brought up at any point as long as you have a controller with analog sticks connected - while on the pause screen with the "PAUSED" text visible, make sure the controllers analog button is turned on, and then press and hold the following:
D-Pad Left + Left Stick Left + Right Stick Left + L1 + L2 + L3 (L3 may need to be released & pressed again a few times while holding the other buttons)
The same button combination was also carried forward to the sequel.
Soft Reset
Another combination is also checked to reset the game back to the main menu, available a few seconds after game has booted up:
L1 + L2 + R1 + R2 + Start + Select
This appears to be pretty standard in many late-gen PSX games, though SH1 also seems to check another combo for it too:
Square + Triangle + Start + Select
It's possible this was included at some point to allow resetting with controllers that don't include shoulder buttons, such as the many Konami light-gun peripherals (which do also make an in-game appearance as the Hyper Blaster weapon), though the final game doesn't include any other support for those controllers.
Regional Differences
Altered Title Screen
The Japanese title letters have a yellow hue and a layer of splatters beneath and around them, both of which were removed in the US and European releases. The US version has a background image with the silhouette of a person standing on the drawbridge to Central Silent Hill while the Japanese and European versions opt for a simple black background.
US | Japan | Europe |
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Both the US and Japanese releases have the US and Japanese title screen images on the disc. The European version has the European and the Japanese title screen images on the disc.
Options
US | Japan | Europe |
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The Japanese version says "Key Config" instead of "Controller Config", has Japanese translations for all options and shows a semi-transparent box overlay behind the text.
The European version has a "Language" option to choose between English, German, French, Spanish and Italian screen text. It also shows a slightly different portion of the Harry render in the background.
Child Zombies
One of the enemies known as Grey Children only appear in the North American version. However in the European and Japanese versions, they're replaced by Mumblers. The reason for this is that the Grey Children seemed too much like real-life children.
Revisional Differences
Missing Newspaper Memo
To do: Still to be checked if Japanese Rev 1 has this bug. |
There's a newspaper memo missing in both the US and the initial Japanese release. The cause is a bug resulting in incorrect flags being written to the memory and save game files in these versions. This was fixed in the European and Japanese Rev 2 releases of the game, allowing the memo to appear only there if certain conditions are met during a playthrough.
The bug in early releases, the conditions on which the newspaper memo appears and thus its general elusiveness led some to believe that it doesn't exist, can be found completely at random, or that it will show up only if the player has read all memos scattered throughout the game.
The memo reveals a little about Alessa's past and may be found on the table in the room to the right of the altar on stage 3F of "Nowhere" shortly before the end of the game. The room itself is an alternate version of Alchemilla Hospital's director's office and also holds the botanical reference book with the entry on White Claudia, found on the sideboard next to the door.
Just like the botanical reference book, the circumstances under which the newspaper memo can be read are dependent on reading specific memos earlier in the game. Unlike the botanical reference book which is always there but can only be read if the blackboard in the police station has been examined, the newspaper memo can either appear or not appear based on two earlier memos: first, you have to examine the incomplete newspaper in Alchemilla Hospital's medicine room from which an article is missing. Then you have to read the newspaper in Norman Young's motel office (as with the botanical reference book, this memo is always there but Harry will only read it if the earlier memo has been examined; it should be noted that you can read it in all versions of the game but only latter releases then write the correct flags to the memory and save game files).
If both of these memos have been read, the newspaper memo in "Nowhere" will appear in the aforementioned versions of the game. Harry's remark "This again...?" when finding the newspaper memo in the Japanese version makes its dependence on the earlier memos rather clear whereas the English translation's "Same thing..." only added to the confusion about the requirements.
The corresponding text transcribed:
Japanese | English |
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また これか⋯⋯
相次ぐ怪死事件。
逃げ遅れたアレッサ・ギレスピー(7歳)の 出火の原因を調査中。
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Same thing...
Suspicious deaths continue.
Charred body Cause of fire currently under
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References
The Silent Hill series
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PlayStation | Silent Hill (Prototype) |
PlayStation 2 | Silent Hill 2 (Prototypes) • Silent Hill 3 • Silent Hill 4: The Room • Silent Hill: Shattered Memories |
Windows | Silent Hill 2 • Silent Hill 4: The Room • Silent Hill: Homecoming |
Wii, PlayStation Portable | Silent Hill: Shattered Memories |
PlayStation 3, Xbox 360 | Silent Hill: Homecoming • Silent Hill: Downpour (Prototype) |
PlayStation 4 | P.T. |
Spin-Offs | |
Game Boy Advance | Play Novel: Silent Hill |
Arcade | Silent Hill: The Arcade |
iOS, Android | Silent Hill: Ascension |
- Pages missing developer references
- Games developed by Konami Computer Entertainment Tokyo
- Games published by Konami
- PlayStation games
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- Games with unused code
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