Prototype
Final
In the prototype, Ada's handgun can hold up to 15 bullets. In the final, it can only have 13.


Prototype
Final
The prototype has two green herbs here, the final removes them.

In the prototype, loud gurgling noises can be heard here, and whilst they can still be heard in the final, they aren't as loud. Instead, additional wind sounds were added, along with howling noises and the sounds of crows.


Prototype
Final
The prototype also has a red herb and green herb here, but again, the herbs were removed from the final version.


Prototype
Final
In the prototype, you can walk through the guard rail of this elevator platform, but you can't in the final.


Prototype
Final
The lights aren't on on this control panel in the prototype, but are for the final.

In the prototype, when the water rises, the sounds effects used are much louder in the prototype than they are in the final.


Prototype
Final
When the elevator comes down here in the prototype, it seems slightly misaligned with the floor, the final corrects this.

The shotgun shells here were moved further forward in the final version.


Prototype
Final
In the prototype, when you use the card on the weapons locker room card reader, the light remains red. In the final, the light changes color to blue.


Prototype
Final
Inside the weapons locker room, the prototype has two boxes of shotgun shells, whilst the final only has one.

In the prototype, no music plays when you're in this room. In the final, "The Basement of the Police Station" continues to play.


Prototype
Prototype
Final
The weapons lockers work differently in the prototype. To open them, you have to use the key found in the power generator room (see the previous part), but in the final, the one locker you can open doesn't require a key.

In the prototype, you have to be looking at the left or right locker, then use the key to open it. You can only open one locker -once you've opened it, they key will vanish from you inventory. The left locker contains the side pack, whilst the right locker contains the sub machinegun. In the final, it doesn't matter which locker you're looking at, the right one opens, but it has both items in it.

In the final, you have the choice of taking both items, whilst in the prototype, you can't -you can only get one of the items here, not both.

Finally, if you equip the side pack, it will not appear on Leon in the prototype, whilst it does in the final.


Prototype
Final
In the night duty room, the shading on the beds was altered for the final version. The file was moved slightly further back on the left bed as well.


Prototype
Final
In the prototype, there is a glitch with this background -the one from the B scenario, after Mr. X smashed down the wall, is used by mistake. Leon can also overlap part of the desk.

These things were both fixed for the final.


Prototype
Final
In the prototype, after you complete the fire puzzle, the fires on the wall all go out. In the final, they stay on.


Final
When you go back to the library, there is a brief cutscene of glass heard shattering, and Leon looking around. This is not present in the prototype.


Prototype
Final
When the zombies start entering the RPD, the prototype has this glitch which seemingly has it load both the rooms with fuse boxes in them, and has the background partially overlap each other. This was fixed for the final.


Final
The prototype cutscene showing this door opening up is slightly different, as it's missing the above shot that's present in the final.


Prototype
Final
Whilst the item here looks the same, it's the bishop plug in the prototype, and the knight plug in the final.

If you go down the chute here, the prototype displays a door opening animation, whilst the final has the correct chute animation.


Prototype
Final
When you enter the sewage disposal room, Leon's starting position was changed for the final version.

If you have all the plugs at this point, this is where you fight the G mutant boss. In the prototype, a track which was originally meant to be used in Resident Evil 1.5 is played. In the final, a different track, "Destined to be Malformed" is used.


Prototype
Final
The shading on the thing to the left was slightly altered for the final version.


Prototype
Final
The shading on the thing you put the plugs into was slightly altered for the final version.


Prototype
Final
When you insert the plugs, the prototype has the problem where the red lights and some of the plugs get misaligned with the background. This was corrected for the final version.


Prototype
Final
The way the plug door opens was switched for the final version.


Prototype
Final
For this cutscene, Ada is already in this room in the prototype. In the final, some debris falls from the ceiling, and then Ada drops down from above.


Prototype
Final
The pipes in this room seem to be pumping out clear water in the prototype, whilst in the final, the liquid looks less pleasant.


Prototype
Final
In the save room, there is no file on the table in the prototype. The elevator is in a slightly different place, and the cabinet on the right has darker shading that in the final.


Prototype
Final
However when you get to this background, the file suddenly does appear in the prototype. It's smaller than what's there in the final version though.


Prototype
Final
But when you get to this background, the file is the right size in the prototype. The cabinet slightly overlaps the table, as does part of the elevator. This was fixed for the final.


Prototype
Final
Once you push the cabinet out of the way, the door hidden behind it has different colors between versions.

Notice that in the prototype, Leon and Ada also overlap the table here.

If you go down the ladder behind this door, in the prototype, no ladder climbing animation is played, but in the final, there is.


Prototype
Final
Leon's starting position in this room was changed for the final version.

There are no sound effects heard for this room in the prototype, in the final some dripping sounds are heard.


Prototype
Final
These shelves were brightened up for the final version.


Prototype
Final
The left wall was given lighter shading in the final, presumably to make the lamp easier to see.


Prototype
Final
In the prototype, there are two boxes of shotgun ammo on the shelves. The box on the right appears to be floating. In the final, the left box was removed, and the right box had its position adjusted so it's not floating any more.


Prototype
Final
In the prototype, if you push the cabinet as far as possible, then go down the ladder and come back up, the cabinet will still be in the same place you left it. In the final, when you come back up the ladder, the cabinet magically moves itself away from the elevator. The elevator is slightly lower in the prototype than it is in the final.

There are some clipping issues in the prototype, where character's feet disappear when approaching the elevator. This was fixed for the final.


Prototype
Final
When you take the elevator down, some bars of it were removed from the final version. The background was also made slightly darker.


Prototype
Final
There is a small glitch here which the final didn't fix -if you look at the bottom left, the lights on the wall can still be seen on the black borders.


Prototype
Final
When Leon saves Ada, he and her overlap the walls in the prototype. This was fixed for the final.

The final also makes the blood splatter for when Leon gets shot more obvious. It is in the prototype as well, but is more difficult to see.


Prototype
Final
For some reason, for this shot, the final version moved Leon back a bit, making his arm look like it's clipping through Ada.


Prototype
Final


Prototype
Final


Prototype
Final


Prototype
Final
In the prototype, you can see the water level at the bottom right of this background. You can't in the final, for reasons shown below.

The prototype has no sound effects for this part of the sewers, but in the final water sounds are heard.


Prototype
Final
In the prototype, the water level is quite high. In the final, it was lowered a bit.


Prototype
Final
The room beyond this gate was made a lot darker in the final version. You can see the walls beyond the gate in the prototype, but can't in the final.


Prototype
Final
Parts of this background were made darker for the final. In the prototype, you can examine the dead guy on the left, but you can't in the final.


Prototype
Final
The prototype has a glitch where parts of the spiders can clip through part of the entrance wall. The final fixed this.


Prototype
Final
The prototype has all these sleeping zombies here too, which were removed from the final. The water color was also changed.


Prototype
Final
Again, the walls beyond the gate were made darker for the final version, although not as much as at the previous gate.


Prototype
Final
The door at the back was altered slightly for the final version.


Prototype
Final
Another look at the altered door. You can examine the dead body near this door in the prototype, but you can't in the final.


Final
In the prototype, if you investigate this ladder, you'll climb it immediately. In the final, you're asked if you want to go up it or not. It's the same deal with the ladder at the other end of the above tunnel.


Final
In the prototype, "Women Squaring Off" starts playing as soon as you enter this room. In the final, there is no music here, and the track won't start playing until Annette appears.


Prototype
Final
In the prototype, if you unequip Ada's handgun and then trigger the cutscene, Ada will suddenly have her gun back out. In the final, Ada won't have her gun, and Annette will shoot the railing instead.


Prototype
Final
For this shot, you can see the water level is way too high in the prototype (bottom left of the screen). This was corrected for the final.


Prototype
Final
The eagle medal was moved slightly to the right in the final version.


Prototype
Final
On this background, the final added an extra guard rail to the bottom floor which can't be seen in the prototype. The final also has a shadow on the back of the bridge (bottom of the background) which wasn't there in the prototype.


Prototype
Final
The prototype has a glitch for this background, where the shadows for the water overlap parts of the background. Fixed in the final.


Prototype
Final
The splashes the alligator makes had their colors changed for the final.


Prototype
Final
When Leon gets up, his outfit is the same as before in the prototype. In the final, some blood has been added to the front and back.


Prototype
Final
This door was altered for the final version, and the walls beyond it were made darker. The water level in the prototype is suddenly lower here than it was in the previous room, and now matches what it's like in the final.

There are no sounds for this part in the prototype, whilst the final has some water sound effects constantly playing.


Prototype
Final


Prototype
Final


Prototype
Final
The usual water color changes.


Prototype
Final
The red light on this box shines more brightly in the prototype than it does in the final.


Prototype
Final


Prototype
Final
The prototype is missing the blue herbs that are present here in the final.


Prototype
Final
When you lower the bridge in the prototype, there are some marks on it in the prototype. These were mostly removed from the final.


Prototype
Final
The water level is slightly different in the prototype -it's higher up on the left, covering up more of the pipe there. One of the pipes on the underside of the bridge is completely black in the prototype, it was made visible in the final.


Prototype
Final
The herbs here have darker pots in the prototype, and were corrected in the final version. In the prototype, there is a blue herb and green herb here, whilst in the final, there are two green herbs.


Prototype
Final
Difficult to see here, but the canister was amended a little for the final version.


Prototype
Final
The slide door here is glitched in the prototype, as it overlaps the background. This was fixed for the final.

On the last background, part of the water overlaps the corner in the prototype. Fixed for the final.


Prototype
Final
In the prototype, when the alligator shows up, Leon does not turn around during the cutscene. In the final, he does, making it easier for the player to get away.


Prototype
Final
If you cause the alligator to retreat in the prototype, he clips through the wall when he runs off. This was fixed for the final.


Prototype
Final
Another difference is that if you cause the alligator to retreat, the prototype is missing the rubble for these backgrounds that the final has.


Prototype
Final
In the prototype, when you climb up to where Ada is, the cutscene does not automatically start, you have to manually move Leon forward slightly to trigger it. In the final, it'll start as soon as he climbs up.


Prototype
Final
In the tram room, the prototype is missing these shelves, some cones and a light.


Final
This background is not in the prototype.


Prototype
Final
The control console for the tram does not have a red light on it in the prototype, but one was added for the final. The monitor does not glow in the prototype like it does in the final either.


Prototype
Final
There is a map on this wall in the prototype, the final removed it.


Prototype
Final
In addition to the shotgun parts, the prototype also has two blue herbs here. They were removed from the final.


Prototype
Final
This background has a hole in it in the prototype, along with some rubble on the floor. This was changed for the final, so the wall isn't broken. There are also two green herbs here in the final, which are missing in the prototype.


Prototype
You can investigate this wall in the prototype, which you can't do in the final.


Prototype
Final
In the prototype, the cabinet has a letter in it, whilst in the final, it has a first aid spray. The prototype lacks the ink ribbons next to the type writer, which the final has.


Prototype
Final
In the prototype, there is a first aid spray here, but in the final it was replaced with shotgun and magnum ammo.


Prototype
Final
At the back of the room with the train in it, the prototype lacks the handgun ammo the final has on one of the barrels.


Prototype
Final
The prototype doesn't have a map on the right wall here, which the final does. That's because the prototype lets you get the map earlier, in a different location.


Prototype
Final
Inside the train, there is no magnum ammo on the floor here in the prototype, some was added for the final.

Another little oddity is that in the prototype, if Leon goes to the front of the train, Ada will follow him in. In the final, she won't.


Prototype
Final
During this scene, Ada is seen getting up in the prototype, but in the final, she doesn't move, and Leon goes to carry her.


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