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Game Mod developer Dark Biohazard who is known for his work on Resident Evil 1.5(Capcom's unfinished scrapped version of Resident Evil 2), has released his latest patch of modifications for the unfinished game, this patch that the dev has titled the ' Magic Zombie Door Patch'. This patch released back on the 19th of this month various new rooms such as the Alligator Entrance, Factory Office [break]sss[/break], SeiyaKou's Cell Cultivation and various other additions included in this patch (see full log below). For those of you who are new to Dark Biohazard (aka Martin Biohazard) work the developer has been piecing and modding the leaked pieces of the.Resident Evil 1.5 Game since it surfaced on the net, in an attempt to make it a fully playable game one day. The project has come along way but in no way a finished game, but its work checking out. You must have the Leaked Resident Evil 1.5 game but you will not find that game supplied here. but for those of you who may have this title you can find the patch below along with all the latest details from the developer:
-=Resident Evil 1.5 (Magic Zombie Door) Patch=-
(Released 19/03/2015)
This new patch contains:(Released 19/03/2015)
- All my lastest hacks from PVB version + the old ones, obviously.
- Have more playable rooms.
March /19 /2015:
- Changed DXP's old RPD Lobby (Era 1) by his new version.
- Sewer's Generator Room (208) added (only accessible by Debug Menu).
- Fixed floor in L TUNNEL FLOOD (20B).
- Alligator Entrance (302) added (only accessible by Debug Menu).
- Factory's Office B (30C) added.
- Laboratory's Elevator Hall (50B) added.
- Rusty's Grant Bitman (PL0B) added.
- Fixed a small problem during John in Prisons cutscene.
- SeiyaKou's Cell Cultivation (40B) room added.
June/27/2014:
- Fixed/Updated steps sounds from several rooms.
- Fixed steps sounds from zombies in some rooms.
- Added my improved 'Factory Corridor' cutscene.
- Added new versions of my improved 'Arrival to Factory' cutscenes!
- Added new version of my 'Roy in Interrogation Room' cutscene reconstruction.
- Added new version of my 'John in Prison' cutscene reconstruction.
- Added new version of my 'Arrival to Sewer (Leon)' cutscene reconstruction.
- Added improved ALIGATOR ROOM, I fix steps sounds and also I add spiders!
- Changed re-direction from ROOM306 to ROOM302 after 'secret entrance' cutscene (as it should be!).
- Changed zombies by cerberus in B1 CORRIDOR (Light).
- Fixed some texts in some rooms.
- Fixed Factory Elevator (Elza).
November/23/2014:
- 9 new RPD rooms (created by DXP) was added:
- 10F - 3F Elevator Hallway
- 201 - Lobby (Era 1) - BONUS
- 208 - Medical Room
- 305 - 2F Corridor
- 408 - Radio Room
- 502 - Archive Room
- 507 - 2F Elevator Hallway
- 50E - Conference Room
- 50F - Staircase 1
This means that RPD have all rooms now, however, I can't program elevator to work properly, yet, so you should to use the staircase.
- New DXP's ROOM203 backgrounds was added.
- A sample panel puzzle for ROOM110 was added.
- Some weapons animations was fixed.
- All colission bugs of rooms I ported from my old 1.5 project was fixed.
- ROOM109 lower part was fixed (however, upper part is unavailable now).
- ROOM10A stairs UP-DOWN mechanism was replaced by open door sequence (due to bugs).
- 2 SeiyaKou's hacks was added (colission fixes for ROOM121 and ROOM30E).
- Small .RVD (camera switch data) bug in ROOM105 was fixed.
- In the extra playable characters was added/replaced:
- Ada by Grant Bitman (Juvenal-_1945 version).
- Irons by Grant Bitman (David Silva version).
- Roy by Leon with jacket (Mrox2 version).
[video=youtube;3XW593nr2p4]
Additional Video: youtube.com/user/MartinBiohazard
Intructions:
To use this patch you need to have the original RE1.5 MZD (Magic Zombie Door) ISO, I will provide you a download link to it, since the original one is dead:
RE1.5 (MZD)
After download it, extract the 'RE1.5 (MZD).7z' file and use 'xdelta' to apply the patch to the 'BH2.bin' file (for more information, look 'HOW_TO_USE_XDELTA.PNG' image!).
Done! you can play now!
How to activate hidden cutscenes:
Just put the character where I show in the next sreenshots and press 'square' (action button):
(Posted Image)
Tricks/Codes:
- Play as Leon with RPD armor - fixed version (now can down and up stairs!):
- 800B0FF0 0001
- Play as Leon with Umbrella armor - fixed version (now can down and up stairs!):
- 800B0FF0 0002
- Play as Leon (Era 3 version):
- 800B0FF0 0003
- 8006F620 1C56
- Play as Elza with RPD armor - fixed version (now can down and up stairs!):
- 800B0FF0 0005
- Play as Elza with Umbrella armor - fixed version (now can down and up stairs!):
- 800B0FF0 0006
- Play as Claire:
- 800B0FF0 0007
- 8006F640 1DCB
- Note: Some bugs in texture will apper when she begin to receive damage...
- Play as Leon (Retail version):
- 800B0FF0 0008
- 8006F620 1E24
- Note: Some bugs in texture will apper when he begin to receive damage...
- Play as Hunk:
- 800B0FF0 0009
- 8006F620 1E7D
- Note: Some bugs in texture will apper when he begin to receive damage...
- Play as Grant Bitman (Juvenal-_1945 version):
- 800B0FF0 000A
- 8006F620 1ED5
- Note: Some bugs in texture will apper when he begin to receive damage...
- Play as Grant Bitman (Rusty version):
- 800B0FF0 000B
- 8006F620 1F2F
- Note: Some bugs in texture will apper when he begin to receive damage...
- Play as Leon with jacket (Mrox2 version):
- 800B0FF0 000C
- 8006F620 1F89
- Note: Some bugs in texture will apper when he begin to receive damage...
- Play as Marvin (IGAS version, have some bugs in texture):
- 800B0FF0 000D
- 8006F620 1FE4
- Play as John (IGAS version, have some bugs in texture):
- 800B0FF0 000E
- 8006F620 202C
- Play as Sherry (BH2 Trial Edition version):
- 800B0FF0 000F
- 8006F640 2077
Credits:
- Team IGAS for his MZD build.
- mortician for his unhidden patch.
- Wes67 for create kindly a rebuilder tool for me.
- DXP for work hard and create all the missing rooms for the RPD and for his ROOM203 backgrounds reconstruction!
- MarkGrass for his BIOFAT and BioHerb tools.
- Leo2236 for his BSSM and RE2MV tools.
- Mrox2 for help me with some dialogues in my cutscenes reconstruction and for let me use his Leon with jacket PLD.
- futuretime23 for make the PRISONS (123, 124, 125 and 126) RDTs.
- Mikhail for help me a lot in the beginning and also, for made the 'Character modifier' and 'Select player screen modifier' codes!
- MonkeyMan2000 for his Resident Evil 2 BCC tool.
- David Silva for let me use his Grant Bitman PLD.
- Juvenal-_1945 for let me use his Grant Bitman PLD.
- SeiyaKou for let me use parts of his work.
- Rusty for let me use his Grant Bitman PLD.
[video=youtube;tHNrimlmAM4] [
Additional Video: youtube.com/user/MartinBiohazard
Additional Video: youtube.com/user/MartinBiohazard
Download:RE 1.5 (MZD) Patch 19/03/2015
Source: z4.invisionfree.com/Resident_Evil_1_2_3/index.php?
Source: z4.invisionfree.com/Resident_Evil_1_2_3/index.php?
In the mid ’90s Shinji Mikami began to work on a new horror game set,just like NES’ Sweet Home, in a large building surrounded by a forest. Maybe influenced by the recent success of Doom, the project was initially conceived as a FPS. We know next to nothing about this first prototype, but it would have surely been one of the most advanced shooter created yet. However at the end Capcom selected another pc game, Alone in the Dark, as a model for their new product, and Resident Evil / Bio Hazard became an action adventure with a strong emphasis on survival.
Unfortunately, we don’t know much about the first draft of the story, but at least we have few artworks about Dewey and Gelzer, two beta characters, later replaced by Rebecca and Barry, that represented respectively the strong guy (in this case a cyborg) and the comic partner. We can only speculate that at the beginning the narrative was less serious, and the graphic style not that realistic (for the standards of the time).
Co-op beta
After one year of development, in 1995, previews of the first playable builds of Resident Evil started to appear in gaming magazines.
In these screens we can see that originally the game could have been played in co-op. Jill also had a different costume and the fight with the snake was in the room that connects the house with the garden. We don’t know if in this early beta there were still leftovers of the removed locations in the code (the cementery, the paths in the forest) that were, like Trevor’s letters, later reintroduced in the RE remake for the Gamecube.
Resident Evil 08/04/1995
In 2010, Tyrant of resident-evil-beta.de recovered a beta of Resident Evil that dates back to 08/04/1995. It seems to be similar to the V-Jump ’95 build, so for a list of the main differences see the paragraph below. Unfortunately, in this version the co-op mode was already removed, even if some leftovers can still be found in the folders of the iso. Only Chris is playable, and it is not possible to see the map or access the inventory. Interestingly, you can change weapons in real-time. Also, in this beta Barry can save Chris too, but just because they didn’t make the event exclusive to Jill’s scenario yet. In 2011, Hidden Palace released this particular build to the public.
Notice how Dewey and Gelzer’scharacter portraits are still present in the game’s code.
V-Jump ’95 Presentation
In the video of the V-Jump ’95 Presentation, linked below, we can see an early beta with some differences:
- No cutscenes
- Some different camera angles
- Chris polygonal model was less detailed and he began the game armed
- Different music and japanese voices
- All the zombies had white jackets
- The blue gallery had four pillars
- Some minor differences in many rooms
- Kenneth Sullivan (the corpse in the backroom) is in another location in the final game
- Spiders instead of dogs in the corridor (it still happens in the released version when you return in the mansion after the guardhouse)
- Hunters at the beginning of the game!
- No metal plate for the crests in the outside corridor
- The first fight against the snake was moved in a room in the first floor in the final game
- The room where chris fights the snake in the video is different in the final version
Probably this build is more recent than the 08/04/1995 one, but not by much.
Maximum console 1996 Preview
A slightly different Tyrant
Wesker in the plant room? Most likely it was just a placeholder, but as we know, in the final version Wesker is in the guardhouse, we meet him after the boss… what if at the beginning we could fight the plant with him?
Also, in the same issue, the article mentions a graveyard among the other locations of the game. This is strange, because if it was still planned to be included we should have at least some screenshots of it. Maybe it got dropped at the end of the development? and if so, why it wasn’t included in the director’s cut ?
Trial Version
More unseen material can be found in a demo called Resident Evil Trial. This version was more or less the same as the final game but there were still some differences: no keyboard in the hall, the plant’s book was in the tiger’s statue, the shield was in the blue hall, many items were in other places, some camera angles were different, etc etc.
Far more interesting are the objects that can be unlocked in the demo with the action replay: a pickaxe (probably used in the caves), Oil (used to burn zombies like in REmake?), beta version of the ink cartridges, the magnum and flamethrower ammo. Also, originally Bio Hazard was meant to have Japanese voices, but they were changed as Shinji Mikami felt that it wasn’t realistic for the characters to speak another language, as they were supposed to be American.
Thanks to KeijiDragon for the video with the original japanese dialogue!
Thanks to theThe Horror is Alive forum, one of the best sources for RE, and Resident Evil Beta DE.
Images:
Video:
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yota
A video game enthusiast since 1989, he was in the past a contributor for multiplayer.it and alternative-reality.com, two italian video games websites. Currently he writes about popular culture on playersmagazine.it
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