Prototype
Final
In the prototype, there is a box in the small office at the back. This was mostly removed from the final, but you can actually still see part of it on the floor.


Prototype
Final
The final did completely remove the box for these two backgrounds.


Prototype
Final
The first box of handgun ammo you come across has 30 bullets in the prototype, and 15 in the final.

Leon also starts out with a first aid spray in the prototype, which he doesn't have in the final.


Prototype
Final
There is only one green herb here in the prototype, in the final there are two.


Prototype
Final
In this room, there are a total of four zombies in the prototype, and five in the final. The prototype also has a box of handgun ammo on a desk, which the final lacks.


Prototype
Final
The prototype has a small key on this desk, which the final doesn't have.


Prototype
Final
There are some shading differences with this background, but the main difference is that you cannot get between the bookcase and boxes in the prototype, but can in the final.


Prototype
Final
There is some shading differences with this background before and after Mr. X is sent in.

In the prototype, the usual music plays when Mr. X appears, whilst in the final version, "T'-A" plays. This difference happens throughout the rest of the game -it doesn't appear the prototype has Mr. X's theme.

One difference with Mr. X is that if you defeat him in the prototype, he doesn't have anything on him you can can take. In the final, you can find some ammo on him. Again, this happens through the rest of the game.


Prototype
Final
In this room, the blue sparkling effect to the blue key card was quite dim in the prototype, for this background only. It was made brighter in the final version.


Prototype
Final
In the prototype, the small key is on the counter. For the final, it was moved to the sofa. The final also has a box of handgun ammo on the desk, which the prototype lacks.


Prototype
Final
The prototype has a glitch here where Leon overlaps part the rail. The final version fixed this, and also moved this background to the left a bit.


Prototype
Final
When you activate the ladder in the prototype, the cutscene borders don't appear like they do in the final. The ladder also doesn't come down as neatly as it does in the final.

The prototype also has an item box here whilst the final doesn't, but more on that later.


Prototype
Final
The final version changed some of the shading to the third floor for this background. You can also see the item box in the prototype, which was seemingly hastily removed for the final -it wasn't really removed, just changed to a black rectangle!


Prototype
Final


Prototype
Final
The doorknob to the room where Marvin is had its position switched for the final version.


Prototype
Final
At the reception desk, the display on the computer was flipped for most of the backgrounds it appears in. You can also get a better look at the switched doorknob with this background.

The prototype has a non-functional item box here, which has no lid. The final got rid of it entirely, moving it to another location nearby (see below). The shotgun ont he counter was turned around for the final version.


Prototype
This background is not seen in the final version. In the prototype, it can be seen once Leon gets close enough to the computer.


Prototype
Final
Tiny change with this screen -the final version cut a couple of dots after the ID CARD text.


Final
When you use the computer, this shot of this door unlocking is not seen in the prototype (although it does still unlock).


Prototype
Final
In the lobby, there in no item box for this background in the prototype. The shading on one of the windows of the information lobby was also altered. The file is on the chair in the final version, but...


Prototype
Final
...in the prototype, it's over at the information office.


Prototype
Final
The prototype has the lid for an item box here -the bottom half of it is still in the main hall. It can be interacted with, and fully works. It seems the devs were in the process of moving it from the hall to here, but decided to move the item box closer to the main door for the final version.


Prototype
Final
The shutter box does not have any lights on it in the prototype. In the final, it has a green light.


Prototype
Final
The prototype has a first aid spray inside this cabinet, and a box of handgun ammo on top of it. In the final, the first aid spray was moved on top of the cabinet, whilst the handgun ammo was removed entirely.


Prototype
Final
In the prototype's briefing room, there is a small key on the desk to the right. The final replaces it with handgun ammo.


Prototype
Final
This green herb was removed from the final.


Prototype
Final
In the prototype, there's only one green herb here, but in the final, there are two.


Prototype
In the prototype, if you search this cabinet, you'll find some handgun bullets. It can't be interacted with again after this. In the final, there is no ammo here, it's the cabinet where the special key is used to access the extra outfits.


Prototype
Final
The prototype is missing the file from this desk that the final version has.


Prototype
Final
In the STARS office, there is a green herb on Rebecca's desk in the prototype, which the final removed.

In the prototype, "The Second Floor" plays when you're in this room, whilst in the final "Nothing More to do Here" plays.


Prototype
Final
In the library, the placement of this herb was altered in the final version. It was a green herb in the prototype, but was changed to a red one for the final. It appears to be almost off the table in the prototype, and was moved back for the final.


Prototype
Final
The prototype has a glitch where the panel overlaps part of the background, the final fixed this.


Prototype
Final
There's another small glitch here in the prototype -Leon's shadow appears on the wrong floor. This was corrected for the final version.


Prototype
Final
At the right, part of one of the moving bookshelves overlaps the background in the prototype. The final fixed this.


Prototype
Final
In the prototype, the zombies start breaking into the RPD when you approach the switch that moves one of the book shelves. In the final, it happens when you take a few steps into the library.

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.


Prototype
Final
Completing the bookshelf puzzle rewards you with the rook plug in the prototype, and the bishop plug in the final.


Prototype
Final
When you come back to this room, the prototype has enemies in it again, even if you killed them all earlier. In the final, if you'd killed everything in here earlier, there will be no enemies in it when you come back.


Prototype
Final
When you enter the 1F lobby for the first time, it's far easier in the prototype -there is just one zombie on the screen, in the final, there are five! The prototype does have more zombies, but they are further back in the lobby, and don't present an immediate threat like they do in the final.


Prototype
Final
In the hallway, this wall was given darker shading for the final version.


Prototype
Final
The prototype has some handgun ammo on the desk, which the final version doesn't have. Another difference is that if you investigate the shelves Leon is looking at in the above screens, you'll find shotgun ammo in the prototype, and handgun ammo in the final.


Prototype
Final
The plug in the interrogation room was moved slightly to the left in the final.


Prototype
Final
In the interrogation room, what was some shotgun ammo in the prototype was changed to a first aid spray in the final version.

The plug on the shelf was moved slightly to the left in the final version. In the prototype, you'll find the king plug here, whilst in the prototype, it's the rook plug.

There is seemingly a glitch in the prototype where if you kill the licker in the opposite room before entering this one, a licker will still burst through the glass when you try to leave. In the final version, if you've killed the licker, then one won't smash through the glass.


Prototype
Final
The card on the box was given a brighter light in the final.


Prototype
Final
In the prototype, the statue has the knight plug inside it (although it actually looks like some handgun ammo). In the final, this is where you get the rook plug.


Prototype
Final
When you enter this hallway, the prototype is much easier because there aren't as many enemies on-screen, and they are further away. In the final, there are four enemies on-screen rather than three, and they're all closer to you when you come in.


Prototype
Final
The prototype has a quirk with entering the evidence room. If you enter it from the darkroom corridor, it has a regular door. But when you open it, a slide door animation is played, and when you enter the room, you can see a slide door. The final version uses the correct type of door for this background.

This seems to be something the developers were still working on -in the Resident Evil 2 Preview, a slide door can be seen in the darkroom corridor.


Prototype
Final
One of the lockers has handgun and shotgun ammo in the prototype, in the final, it only has shotgun ammo.

There is a glitch where the shotgun ammo doesn't appear in the prototype, which is odd because in the A scenario, it does appear. It can still be collected though.


Prototype
Final
When you enter the west office, there are no zombies on-screen in the prototype. In the final, there are two.


Prototype
Final
The prototype has a green herb here, which the final removed.

The prototype is missing the headless corpse of a zombie next to Marvin's office, which was added for the final.


Prototype
Final
The final has a small key here, which the prototype lacks.


Prototype
Final
When you use the heart key to unlock the 1F east hall, it's packed with zombies in the prototype. In the final, it's empty.


Prototype
Final
As with the other fuse box, the one in the 1F east hall is missing a light in the prototype.


Prototype
Final
In the prototype, the door here is missing its doorknob, which the final version added. There's also shotgun ammo on the shelf in the prototype, the final removed this.

Finally, there are some shading differences with the background.


Prototype
Final
The B1F east hall has some wheeled stretchers in it in the prototype, these were removed from the final version.

The prototype has several zombies here, but in the final, there aren't any.


Prototype
Final
It seems the devs were in the middle of removing these in the prototype, as the stretchers have no collision -you can walk right through them.

This background also has some shading differences, most notably on parts of the ceiling pipes.


Prototype
Final
However the stretchers here do have collision, so who knows.


Prototype
Final


Prototype
Final
Down the other end of the corridor, the signs were moved around for the final version.


Prototype
Final
Oddly, when you get close to this door in the prototype, the yellow sign magically switches places, and matches where it is in the final version. The card reader is still different though.


Final
If you examine the card reader in the final, it switches to this background. This doesn't happen in the prototype.


Prototype
Final
In the power generator room, the final added a green herb here.


Prototype
Final
The power control panel had a design change for the final version.


Prototype
Final
In the final, after you complete the above puzzle, you see this shot of the weapons locker card reader switching color from red to green. This is not shown in the prototype.


Prototype
Final
In the prototype, there is a key on the shelf here, which was removed from the final version. More on this later.


Prototype
Final
For some reason, the red car on the left was removed from the final version, but only during the Ada cutscene. When the cutscene ends, the car can be seen once the background changes.

The car is also missing during the cutscene where Leon and Ada push the van out of the way.


Prototype
Final
This slide door has its colors altered for the final version.


Prototype
Final
Some of the bars on Ben's cell were slightly changed for the final version, but for this background only.


Prototype
Final
In the prototype, when you enter this room, the dogs are already out of their cells and on the prowl. In the final, the dogs are still in their cells.


Prototype
Final
In the dog kennel room, the manhole cover looks unfinished in the prototype. It was touched up for the final version, and had its colors changed.


Prototype
Final
The splash effects are blue in the prototype, and green in the final. This also applies in the sewers section later on in the game.


Prototype
Final
The end of this cutscene plays out slightly differently in the prototype. The pendant Sherry drops cannot be seen on the floor in the prototype, but can in the final. The place Ada crouches down is slightly different between versions.

The prototype also lacks this shot of the pendant.


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 prototype.


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
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 you return to the B1F east hall, there are a couple of zombies in it in the prototype, even if you killed them all previously. In the final, there won't be any.


Prototype
Final
In the autopsy room, the shadow of the licker on the ceiling can be seen on the floor in the prototype, but it can't be seen in the final.


Prototype
Final
The weapons locker room has a smaller looking magnum ammo than what's seen in the final version. The prototype also has some shotgun ammo on the right, which the final removed.

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 earlier), 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.

Interestingly, once you reach this background, the prototype will spawn a licker in the previous background, which will crawl over to where you are. In the final version, no licker spawns in this room.


Prototype
Final
Again, this corridor has zombies in it in the prototype, but doesn't for the final.


Prototype
Final
In the press room, there is some magnum ammo on this table in the prototype, which the final version removed.

In the prototype, "The First Floor" continues to play when you're in this room, but in the final, there's no music.


Prototype
Final
In the prototype, there is a glitch with this background -it shows that the wall has been smashed, before Mr. X has smashed through it. In the final, it looks right, and it doesn't get smashed until you complete the fire puzzle.

Leon can also overlap part of the desk.


Prototype
Final
The fires on the walls go out in the prototype, but don't in the final.


Prototype
Final
When Mr. X smashes out of the press room, the prototype is lacking the smoke effects the final has. The rubble appears on the floor practically immediately in the prototype, but in the final it appears slightly later.


Prototype
Final
In Iron's office, part of the hidden wall and his chair were very slightly altered for the final version.

The prototype does not have Irons' diary left on his chair like it is in the final version.


Prototype
Final
In the prototype, there is shotgun ammo on this desk. The final replaced it with a diary. The diary is in the prototype, but it was moved to Iron's dungeon.


Prototype
Final
In the prototype, the crank overlaps the chest. This was corrected for the final version.


Prototype
Final
When you investigate the chest, the crank is higher up in the prototype. It was moved down for the final, although a small bit of it overlaps the chest.


Prototype
Final
The cog room has an issue where the stairs and some of the cogs overlap parts of the background. This was fixed for the final.


Prototype
Final
There are some shotgun shells at the back of this room in the prototype, which the final version removed.


Prototype
Final
The final version slightly altered this background -it's difficult to see, but some of the cogs were changed a little.


Prototype
Final
When you're asked to press the switch, the cogs overlap part of the background in the prototype. This was fixed for the final.


Prototype
Final
When you go down the chute, in the prototype, a door opening animation is used. In the final, you actually see a chute.


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


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