Proto:Resident Evil 2 (PlayStation)/August 5, 1997 (Trial Edition)
This is a sub-page of Proto:Resident Evil 2 (PlayStation).
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The Trial Edition of Biohazard 2 is a pre-release demo that is included in the Japanese version of Resident Evil: Director's Cut. Notably, the disc also contains a demo of Rockman Neo, which was later released as Rockman DASH in Japan.
A North American version and a European version which are very close to this one also exist, although they have some differences.
Contents
- 1 Doors
- 2 Items
- 2.1 Items With Early Design
- 2.1.1 Hand Gun
- 2.1.2 Custom Hand Gun
- 2.1.3 Custom Shotgun
- 2.1.4 Magnum
- 2.1.5 Custom Magnum
- 2.1.6 Flamethrower
- 2.1.7 Grenade Launcher
- 2.1.8 S. Machine Gun
- 2.1.9 Shotgun Parts
- 2.1.10 Hand Gun Bullets
- 2.1.11 Shotgun Shells
- 2.1.12 Magnum Bullets
- 2.1.13 Machine Gun Bullets
- 2.1.14 Flamethrower Fuel
- 2.1.15 Serpent Stone
- 2.1.16 Jaguar Stone
- 2.1.17 Eagle Stone
- 2.1.18 Wood Eagle
- 2.1.19 Crank
- 2.2 Items With Different Design
- 2.3 Items Not Present In Final
- 2.4 Placeholder Images
- 2.1 Items With Early Design
- 3 Character Select Screen
- 4 Title Menu
- 5 Files
- 6 Status Screen
- 7 Advertisement
- 8 Gameplay
- 9 Backgrounds Comparison
Doors
Placeholder doors.
Items
Items With Early Design
Hand Gun
Trial | Final |
---|---|
The colour scheme and some detailing differ.
Custom Hand Gun
Trial | Final |
---|---|
Custom Shotgun
Trial | Final |
---|---|
Magnum
Trial | Final |
---|---|
Custom Magnum
Trial | Final |
---|---|
Flamethrower
Trial | Final |
---|---|
Grenade Launcher
Trial | Final |
---|---|
The colour scheme and some detailing differ.
S. Machine Gun
Trial | Final |
---|---|
Only the small version differs.
Shotgun Parts
Trial | Final |
---|---|
Hand Gun Bullets
Trial | Final |
---|---|
Shotgun Shells
Trial | Final |
---|---|
Magnum Bullets
Trial | Final |
---|---|
Machine Gun Bullets
Trial | Prototype | Final |
---|---|---|
A comparison between the demo version, the 10/31/97 prototype and the final.
Flamethrower Fuel
Trial | Final |
---|---|
Serpent Stone
Trial | Final |
---|---|
Jaguar Stone
Trial | Final |
---|---|
Eagle Stone
Trial | Final |
---|---|
Wood Eagle
Trial | Final |
---|---|
An alternate version of the Eagle Stone. Note that the final version of all stones are in this version, this early version of the Eagle Stone is a duplicate.
Crank
Trial | Final |
---|---|
Items With Different Design
Rocket Launcher
Trial | Final |
---|---|
A design resembling that of the rocket launcher in the first game.
Keys
Early versions of the four suit-themed Precinct Keys. The small version of the (P) Precinct Key uses the same design as the dormitory key from the first game as placeholder.
Trial Edition | 10/31/97 Proto | Final |
---|---|---|
(P) Precinct Key | [Unknown Name] Key | Platform Key |
The (P) Precinct Key was repurposed into the [Unknown Name] Key in the October 31, 1997 prototype, in which it opens the shutter leading to the elevator platform at the end of the A scenario. For this purpose, the [Unknown Name] Key was replaced by the MO Disk in the final version. Still in the final version, the key itself was repurposed again into the Platform Key, used at the end of the B scenario.
Trial Edition | Final |
---|---|
(S) Precinct Key | Locker Key |
The (S) Precinct Key corresponds to the Heart Key in this version. It was repurposed into the special Locker Key in the final. The alternate costumes and the inside of the locker they are found in do not exist yet.
Trial Edition | 10/31/97 Proto | Resident Evil 3: Nemesis |
---|---|---|
(L) Precinct Key | Locker Key | Main Gate Key |
The (L) Precinct Key was repurposed into a Locker Key in the October 31, 1997 prototype, used for the locker in the police station basement storeroom and not to be mixed up with the Locker Key from the final version which opens a different locker as seen above. This key is unused in the final version of the game, it is not present in the data of the game. However, it made its way, as-is, to Resident Evil 3: Nemesis in which it was repurposed, again, into the Main Gate Key.
Bolts
Early versions of the four chess-themed Plugs, as seen in Room 10B. Note that there only seems to be 3 plugs versus 4 in the final, presumably combining Bolt Plug and Bolt Handle together results in Lock Bolt C, although attempting to do so in-game does not work.
Items Not Present In Final
Chemicals
Possibly early versions of the Vaccine?
Recovery Chemical, obtained by combining Chemical A and B together, is not in the final. Note that in the small versions, Recovery Chemical is bigger than the other two.
Chemical A and B, which are in the final unused, also have the same mechanic as they do in that version. They can be combined with Grenade Rounds which results in Flame Rounds and Acid Rounds respectively. However, unlike in the final where the number of grenades given as a result of the combination can vary from 1 to 6, in this version the result of the combination always gives 250 grenades.
Detoxification Spray
It can be used to cure poison.
Calico 950.
Unusable in the trial, though a 3D model for it exists. It is usable, though unfinished, in the October 31, 1997 prototype as well as in the final version, though these two inventory images did not survive in the final version in which they were replaced by the Colt S.A.A.
Watch
"A cute watch. Comes with a stopwatch."
Possibly meant to be a personal item for Claire.
Keycards
Green Keycard description: "Used to open an electronic lock. 'Meeting Room' is written on it."
Yellow Keycard description: "Used to open an electronic lock."
Note that both the Red Keycard and Blue Keycard which made it to final are also in this version.
Placeholder Images
Small versions of the above, when they exist.
The small versions of all three types of grenade rounds use the graphics from their counterpart in the first game as placeholder.
Character Select Screen
Although Claire is present (but unused) in the trial, this version contains remains of Elza Walker.
The background image which goes with the above. It is the character select screen, leftover from Resident Evil 1.5.
Title Menu
Text data for "Normal" and "Rookie" difficulty settings exist, though no such thing is available to the player. Note that the "Rookie" difficulty setting does not exist in the final version of the game, in which it is "Easy" instead, though the DualShock Version re-release does offer a "Rookie" setting, which is easier than "Easy".
The "Information" text is unused in the US Preview.
Files
File 03
"Police Station Memo
1998, 8, 23
Notice of equipment relocation due to department reassignments.
4-digit keypress safe (2 count)
Moving from 2F S.T.A.R.S. office to 1F East side office
No. '2236'
Moving from 1F East side office to 2F S.T.A.R.S. office
No. '5632'
Please confirm the above.
Raccoon Police Communications Division"
A file which can not be picked-up by the player and which does not have a version translated in English. It seems to give the code 2236, used for the small safe in the police station 1F office in the final, as well as a different code, 5632, which is apparently meant for the weapons locker in the S.T.A.R.S. office. This locker can not be opened in this version, although background data for it exists, and in the final version it is not locked.
Status Screen
Two versions of the status screen exist: the mugshot in the first one is used, but not the ones in the second. All the mugshots differ from final.
Advertisement
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
An advertisement for Breath Of Fire III and Rockman Neo available through the main menu's "information" page. The first one leads to a video of the game, the second one to a playable demo.
Gameplay
Damage Values & Health Status
- A zombie bite always deals 15 damage, while it deals 20 or 30 in the final versions.
- The orange Caution status is at 50 HP (1/4th of the max), while it is at 40 HP in the final.
- In the final, the playable character holds his side and slows down when his HP value is 100 or less, and starts to limp when it is 20 or less, which correspond to the yellow Caution and Danger health status. In this version, these two mechanics are not tied to the Caution and Danger status as the character starts to slow down at 97 HP and starts to limp at 39 HP.
Note that the above is true in all three demo versions (Japanese Trial Edition, North American and European Previews). However, things are different in the October 31, 1997 prototype.
Misc.
- Compared to the final version zombies are less aggressive and if pushed down it will take them longer to get back up.
- Death scenes have not yet been censored.
Backgrounds Comparison
Except from the two following rooms, all the backgrounds are identical to that of the August 27, 1997 US Preview.
Room 10C: Police Station, 2F West Corridor
Japanese Trial Edition, 08/05/97 | US Preview, 08/27/97 |
---|---|
The door which leads to another corridor, which can not be opened in any known version due to being blocked on the other side, was moved. Some detailing on the wall was changed.
Room 200: Police Station, Main Hall
Japanese Trial Edition, 08/05/97 | US Preview, 08/27/97 |
---|---|
Door frames were improved to make the doors visible. On the last screen, the compartment for the Unicorn Medal doesn't exist yet in the Japanese version, while in the USA version it is an early version with a placeholder medal.