the cutting room mirror

Unused Items

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This is a sub-page of Proto:Resident Evil 4 (GameCube)/Preview Disc (US).

With the debug menu enabled, pressing the Z button in the inventory will open a menu that allows you to change the currency amount and add items. Unfortunately, almost none of the items are usable, as most of the files are missing. Still, it's interesting to see the icons for these items and try out the few that work.

Weapons#

Thirteen items in the debug menu are listed as weapons, but only three are functional: the pistol and shotgun used in the demo, and a weapon called “CLUB.”

CLUB#

Its inventory icon shows up as a blue capsule, but when equipped, it’s just the regular pistol with a red tint. Shooting an enemy with this weapon makes them release more blood particles than usual. Its purpose in the game was most likely only for testing.

In-Game

Handgun + Silencer#

Another way to acquire weapons is in the in-game debug menu, which allows you to equip them and add attachments instantly. Here you can add a silencer to your pistol which works just like the final version and reduces the sound of gunfire, although enemies still seem to hear it.

TMP + Silencer / TMP + Silencer + Stock#

It appears in the weapon list in the in-game debug menu, but when equipped, it will look exactly like the weapon you had previously equipped due to its missing files. It will be possible to equip it later in the 2004-04-13 build.

Unused Weapons Graphics#

Weapons that you can add to your inventory using the debug menu but are not equipable.

Pistols#

Shotguns#

Machine gun#

Sniper rifles#

Magnum#

Single-use#

Ammunitions#

Riffle Ammo#

The early icon shows that the rifle ammo boxes originally used blue colors, instead of white.

TMP Ammo#

Although its inventory icon shows it as a machine gun magazine (the same icon used in Resident Evil 2), it's actually the ammo box for the TMP. This item can be examined to see that it previously used a dark-colored texture, the same one that appears in the Japanese Trial Edition.

Inventory icon

In-game model

Texture

Barry's Samurai Edge#

Barry's Samurai Edge appears in the ammunition category, so it's most likely a placeholder for some type of ammunition. Especially since it's not equipable and selecting it brings up the "Reload" option.

Treasures#

Besides the Onyx and Amethyst stones, there are other treasures that could be obtained using the debug menu. By modifying the demo to be able to access room r102 and access the merchant's menu, we can find out the value that each ore and treasure was going to have.

Ores#

Icon

Name

Price

Red Ore

1000 PTAS

Yellow Ore

1200 PTAS

Green Ore

1500 PTAS

Blue Ore

2000 PTAS

Purple Ore (Amethyst stone)

3000 PTAS

White Ore

4000 PTAS

Black Ore (Onyx Stone)

5000 PTAS

Black Ore (Onyx Stone)

5000 PTAS

Red Ore (Large)

10000 PTAS

Yellow Ore (Large)

12000 PTAS

Green Ore (Large)

15000 PTAS

Blue Ore (Large)

20000 PTAS

Purple Ore (Large) (Amethyst stone)

3000 PTAS

White Ore (Large)

40000 PTAS

Black Ore (Large) (Onyx Stone)

50000 PTAS

Wristmatch#

At first glance, this watch might seem like just another removed treasure, but it has a curious story behind it. DidYouKnowGaming found an interview in a German magazine with producer Hiroyuki Kobayashi about the arduous process of developing the game. In one part, he recounts the following anecdote:

"One day, the team made a treasure item called mikami's watch to commemorate their director and his boundless love for watches. We even used a dummy watch in this year's [demo]. However, we will probably remove Mikami's watch from the game. We think Mikami probably doesn't want to let anyone touch his watch!"

Despite being a treasure and listed as such, it cannot be sold to the merchant and is known to still be present in the retail version of GameCube.

Key Items#

This category contains some key items from the final version. Strangely there's a blue herb, even though it doesn't appear in this game, and you can't consume it or combine it with other herbs. There's also what appears to be the same serum used in Resident Evil Remake.

OWP#

This category includes four items that grant special abilities when activated with the Z button. You can equip one at a time and by default it's always the binoculars. The other three special abilities are the most intriguing and their actual use in the final game is unknown. These are concentration, optical camouflage, and thermography (seems like Resident Evil took inspiration from Metal Gear Solid).

Binoculars#

Binoculars will always be equipped by default when starting a game in the demo, although they are never shown in the inventory. They can be added via the debug menu and have their own icon.

Thermography (熱)#

Activating it will enable the thermal vision effect for a limited time controlled by a green bar that will appear at the top of the screen. Although the filter is similar to the one used with the infrared scope, they use different shades.

Inventory Icon

In-Game

Optical Camouflage (光)#

Activating it makes Leon transparent, similar to what happens with the Novistadores. This doesn't make it harder for enemies to see you or anything like that, it's purely visual.

Inventory Icon

In-Game

Concentration (遅)#

This ability is activated like the others but first you must wait for the green bar to charge sufficiently. This ability slows down time allowing the player to maneuver more easily. In addition to this ability there is a shelter system. If this ability is activated in the castle or island areas, aiming while behind cover will cause Leon to perform a somersault. This can also be used to dodge arrows or thrown objects. Perhaps alongside the silencers, a more extensive stealth system was planned for the game. Later in the 2023 remake, a more appropriate stealth system would be introduced.

Inventory Icon

In-Game

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