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Did you know Capcom’s survival horror classic Resident Evil was developed for the Game Boy? After the success of Resident Evil (aka Bio Hazard), development began for a Game Boy Color version. I remember reading about this in GamePro magazine and thinking it was an impossible task. Resident Evil was a 3D game. The Game Boy was not a powerful platform and could not handle 3D environments. It turned out I was right and wrong about Resident Evil on the Game Boy Color. The game was a cancelled project and was never released. But in February 2012, a copy of the prototype cartridges found its way online, and it was near completion.
So what happened? Well, let me say that several things are missing from the game, such as certain enemies and weapons. There is also unlimited ammunition automatically for each gun, including the shotgun, so there is no need to collect ammo. Some animations are faulty, and there is one repetitive soundtrack for the whole game. Even with the faults mentioned, it is incredible that Resident Evil even exists on this 8-bit handheld.
The original game, for the Sony PlayStation and Sega Saturn, had pre-rendered backgrounds. This meant that the Resident Evil background, including the rooms in Spencer Mansion where the characters were playing, were actually still images or pictures, and only certain objects or things were actually being seen in 3D. With this in mind, Resident Evil did not contain many real-time 3D graphics anyway.
The Game Boy Color version takes the same approach, by using a still image for each room, and then laying characters and objects on top. The only difference is that instead of the objects being in 3D, they are simple drawings or sprites.
Gameplay
The game is played from a top-down perspective, and the player controls either Chris Redfield or Jill Valentine. The goal of the game is to find your way out of the mansion while fighting off zombie enemies and other creatures.
When choosing between Chris and Jill, players must consider their unique abilities and starting items, which significantly impact gameplay:
- Chris Redfield:
- Health and Combat Skills: Chris boasts more health, making him more resilient in fights. He handles weapons more effectively, which is advantageous in combat-heavy scenarios.
- Starting Equipment: Chris begins the game with a lighter, an essential tool for solving specific puzzles within the game.
- Jill Valentine:
- Inventory Capacity: Jill has a larger inventory, allowing players to carry more items, which can be a strategic advantage.
- Lockpicking Skills: She starts with a lockpick, enabling her to open several locked doors without needing to search for keys, providing easier access to various areas.
These character differences offer distinct play styles and strategic considerations, enriching the game’s experience as players navigate the perilous mansion.
The game is played from a top-down perspective, and the player controls either Chris Redfield or Jill Valentine. Set in the fictional Arklay mountain region in the Midwest, these characters are members of the elite task force S.T.A.R.S., tasked with escaping a mansion filled with perilous threats.
Main Objectives
- Escape the Mansion: The primary goal is to find your way out of the mansion while fending off zombie enemies and other creatures.
- Stage Progression: The game is divided into several stages, each offering a unique objective:
- Key Discovery: In one stage, you must find a key to unlock a door.
- Puzzle Solving: In another stage, you must find an item that will help you solve a puzzle.
Players will encounter a variety of monsters, setting a tense and thrilling atmosphere. The game’s environment is rich with suspense and danger, capturing the essence of survival horror.
This blend of exploration and strategic combat keeps players engaged, challenging them to navigate through the mansion’s eerie corridors and uncover its secrets.
The game is divided into several stages, each with a different objective. For example, in one stage, you must find a key to unlock a door. In another stage, you must find an item that will help you solve a puzzle. The controls are simple enough for anyone to pick up and play. You move your character around by using the directional pad on the Game Boy Color system, and you can shoot by pressing A or B on the system’s controller.
The graphics on the Game Boy Color version are pretty good for what they are; they’re not going to win any awards, but they do their job well enough. The sprites look like what they’re supposed to be: zombies look like zombies, dogs look like dogs, etc. The backgrounds are all still images, which makes it hard to tell where some things actually are in relation to others (such as doors). This can make it difficult at times when trying to figure out how far away something is from where you currently stand. For comparison, here is a picture of Resident Evil on the Saturn.
For comparison, here is a picture of the Resident Evil on the Saturn.
Game Boy Color Limitations
The Game Boy Color had a number of hardware limitations that presented significant development challenges. This console was released in 1998 at a time when the processing power and graphics were not as advanced as they are today. Consequently, the Game Boy Color couldn’t handle the high-end graphics and gameplay elements of a game like Resident Evil. The game had to be drastically downgraded and simplified in order to run on this console, which resulted in a significant loss of quality compared to its original version on other platforms.
Beyond the challenges of adapting to the Game Boy Color, the production of Resident Evil itself was fraught with complexities and transformations. Development began in 1993, spanning three years, with the initial work spearheaded by Mikami. During the first six months, Mikami worked solo, crafting concept sketches, designing characters, and scripting over 40 pages. Initially intended for the Super NES, the project transitioned to the PlayStation to leverage its superior capabilities.
Not to mention, the Game Boy Color only had a total of 56 on-screen colors, so this slowed down the adaptation process even more. The monotone realms in Resident Evil played an essential role in creating their ghostly atmosphere, which was impossible to convey properly due to the limited range of colors offered by the handheld system. The result turned out to be a game devoid of mystery and foreboding atmosphere, which won immense popularity in the case of its original version.
The evolution of the game’s design was heavily influenced by cinematic inspirations. While The Overlook Hotel from The Shining inspired the mansion’s backdrops, the transition to a fixed-view camera system was inspired by Alone in the Dark. Originally, the game was conceived as a first-person shooter—a supernatural, psychological horror in the vein of Sweet Home. However, it morphed into the American zombie horror style, drawing from George A. Romero’s films.
Despite the attempt to create a faithful adaptation of Resident Evil for the Game Boy Color, it proved impracticable due to limitations imposed on this gaming system. This serves as a warning that not all technological innovations will be successful because some natural factors may not allow it. It also shows how vital it is for developers to know their respective gadgets well before attempting to outperform them.
Throughout its development, Resident Evil underwent numerous alterations, including the removal of cooperative gameplay and real-time weapon changes, as showcased in early prototypes and demos. Technical constraints also dictated the use of Silicon Graphics hardware and the choice to develop primarily for the PlayStation, given its ability to handle complex polygonal graphics.
The journey from concept to classic was marked by a series of creative and technical pivots. While the Game Boy Color version struggled under hardware limitations, the core Resident Evil experience was a testament to adaptability and innovation in game development.
The world of technology changes fast, and it’s important to keep these limitations in mind so that we don’t get carried away by the latest big thing. When we consume, it is necessary that we are smart customers who know what to expect from a new product and do not anticipate every novelty offering something fabulous. Besides, there must be an understanding between the platforms of their intrinsic differences rather than expecting them to perform similarly.
The discovery of ROM dumps from the prototype cartridges has given us a glimpse into what could have been a unique entry in the Resident Evil series. While the Game Boy Color version of Resident Evil may never have seen an official release, its existence serves as a fascinating example of the challenges faced when adapting complex games to limited hardware platforms.
The Significance of Resident Evil in the Survival Horror Genre
Resident Evil stands as a monumental pillar in the survival horror genre, making its mark with innovative gameplay and an unforgettable atmosphere. Prior to its inception, there were only a few precursors like Sweet Home, which hinted at what the genre could be. However, Resident Evil took these early concepts and revolutionized them, establishing the foundational elements that define survival horror today.
One of Resident Evil’s major contributions was its pioneering use of tension-building mechanics, such as limited ammunition and inventory management. These gameplay features forced players to strategize and conserve resources, enhancing the sense of vulnerability and fear. This approach contrasted sharply with action-oriented games of the time, creating a unique and immersive experience that captivated the audience.
The game also introduced a gripping narrative intertwined with atmospheric settings that drew heavily from horror films. Its storytelling was inspired in part by classic horror movies, aiming to improve upon traditional plot twists and action sequences. By crafting an engaging story, Resident Evil not only thrilled players but also set a new standard for narrative depth in video games.
Resident Evil’s impact on the genre is evident in countless games that followed, many adopting its core elements of exploration, puzzle-solving, and survival mechanics. It effectively laid the groundwork for future survival horror titles, influencing both game design and narrative themes.
In summary, Resident Evil’s significance lies in its role as a trailblazer, defining the survival horror genre through innovative gameplay, compelling narratives, and atmospheric storytelling, all of which continue to resonate in games today.
Interest in Zombies
The original game played a pivotal role in reviving the zombie craze and revitalizing interest in horror media. By masterfully combining intense gameplay with eerie storytelling, it set a new standard for what survival horror could achieve. This not only solidified its place in gaming history but also reignited public fascination with zombies.
The chilling atmosphere and unique challenges introduced players to a terrifying world, sparking curiosity and excitement around zombies. As a result, it paved the way for a surge of zombie-themed films and shows in the 2000s, influencing a wide array of media. This resurgence brought about a fresh wave of creativity in the horror genre, captivating audiences globally.