Here's a page for some other differences and oddities.
Prototype |
Final |
The title screen was changed a bit for the final, with things being made darker. |
Prototype |
Final |
The final version adds some extra text was added to the key config. |
Prototype |
Final |
In the option menu, the reset option doesn't work in the prototype, and comes up with this message. It roughly means "not yet working". |
Prototype |
Final |
The map display some debug coordinators at the bottom left in the prototype, these aren't displayed in the final. The blue and red colors on the map were made duller for the final version. |
Prototype |
Final |
Ada and Leon's inventory screen pictures were altered for the final version. The text was also changed slightly. |
Other Stuff
-The prototype is missing the majority of FMV sequences, such as the ones for the intro and licker debut. Some of them are in the game though, such as the gem statue FMV.
-When selecting option from the main menu, the announcer will call out the game's title. This doesn't happen in the final version.
-Upon selecting new game, the prototype has this incredibly basic select screen:
"Leon R" is the early name for the B/2nd scenario. You have a few seconds to select, but if you move the cursor up or down, the timer disappears. In the final, this screen was removed, and you can only select the B scenario via the load game option.
-The "stepped into the world of survival horror" message displayed when loading a game in the final isn't present in the prototype. The messages the final has for starting new games aren't present in the prototype either.
-Generally speaking, the prototype is easier than the final game, with more ammo, less enemies and easier enemy placement in certain rooms. The exception is Mr. X, who has more health per encounter in the prototype than he does in the final.
-The first item box you come across in the prototype has 30 handgun bullets in it, the final version removed these.
-Several backgrounds had some very slight shading changes made to them for the final version. It's next to impossible to tell most of the time, but if you look at an example this way:
Prototype |
Final |
Hopefully that makes it a bit clearer.
-There are many differences with the text, but as everything is in Japanese I haven't gone through it all.
Prototype |
Final |
The top example here has a different image for the letter you get from Ben, whilst the middle example shows a diary with a date that was changed for the final. The bottom image shows how in the final, one word was highlighted green, which wasn't the case in the prototype.
-The Rebecca Chambers photo easter egg doesn't exist yet in the prototype -in the final version, if you search Wesker's desk 50 times, you'll find a film you can develop.
-The zombie Brad easter egg isn't in the prototype yet either.
-Sometimes in the final, when certain cutscenes end (such as when Ben tells you about the kennel), the map screen automatically opens. This doesn't happen in the prototype.
-There is a big glitch in the prototype which can be seen after the alligator has been dealt with in the sewers. If you go back to the sewers via the ladder, the graphics will corrupt and the prototype will crash. However, if you go back the way you came (through the tunnel with the alligator) and drain the water, then go back to the sewers, it'll work... kind of.
Prototype |
Final |
The graphics will still corrupt, but the area will be playable. It seems to have something to do with Ada, as her torso disappears. The final version does not have this problem.
-The A scenario can't be finished due to the elevator being missing. But if you use the debug menu's jump feature and go to 700 Iriguchi, something slightly interesting happens.
Run around the corner and the cutscene borders appear, but them nothing happens. This only happens when done on the A scenario, you can explore the backgrounds fine if done on the B scenario. My guess is the prototype is trying to load an ending cutscene, but it's not done yet, and so just hangs there.
-There's another major glitch in the prototype, which can be done near the end of the B scenario. If you go and inspect the train's controls, then head to the back of the train, it triggers the cutscene where Leon gets locked out, and a 5 minute countdown timer starts! This only happens in the final once Mr. X has been destroyed and you've got the gates open.
If you go through the train's double doors and then come back, the door that's meant to be locked will open. If you're fast enough you've still got enough time to fight and kill Mr. X. The timer will go away during the cutscene were Leon uses the rocket launcher to destroy Mr. X.