Originally conceived as a title for the Nintendo 64 before it was scrapped due to storage limitations and the upcoming release of the GameCube, Resident Evil Zero is a prequel to the original Resident Evil and its remake. Due to the rise of mysterious cannibalistic murders and animal attacks in the Arklay Mountains, the Bravo Team are sent to investigate. This leads to Rebecca Chambers investigating a train that's filled with the undead and mutated leeches. However she comes across an unlikely ally known as Billy Coen, who teams up with her to solve this mystery.
Sub-Pages#
Unused Graphics#
Biohazard 0 N64 Title Screen#
tit0020.mhp |
tit0030.mhp |
Used for the final game |
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"tit0020.mhp" and "tit0030.mhp" contains unused title screens for when the game was still in-development for the Nintendo 64. Both has the original logo, although "tit0030.mhp" has the copyright text that mentions the year 2000, which is the year the Nintendo 64 version was supposed to release.
Control Configuration Screen#
tit0005.mhp |
tit0006.mhp |
Used for the final game |
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"tit0005.mhp" and "tit0006.mhp" contains unused screens to how play the game, which is based off of Type B controls. "tit0006.mhp" is actually used for trial edition, while "tit0005.mhp" doesn't. It's unknown if the localization team translated this by accident or a playable demo was planned to be released outside of Japan.
Capcom Logo#
tit0001.mhp |
Used for the final game |
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"tit0001.mhp" contains the Capcom logo that was used during the development of the Nintendo 64 version. It's much more compressed, which is expected given the console storage limitations.
Resident Evil 2 Typewriter#
tit0040.mhp has a graphic of the typewriter seen in Resident Evil 2. This was used during development for the Nintendo 64 version, likely as a placeholder.
Edward Dewey Zombie Pants#
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'...But what does it mean?' |
The texture on Edward's pants during his zombified state has unseen hidden text that is never seen in-game.
Wind Door#
"d50.arc" contains a unused texture for a green door that goes unseen in the final game, the wind door. This would have originally appeared in the Umbrella Executive Training School as a locked door. The key to unlock it still exists in the final game as a unused item.
Battle Game#
"title_e.tpl" has unseen text for a scrapped mode named "Battle Game". Given its name, the mode would have likely been similar to the one seen in Code Veronica.
Mode Select#
Also in "title_e.tpl", this would have appeared when selecting the difficulty in a new playthrough. It can be properly seen in the trial edition with the use of cheats.
Unused Sounds#
Beeping#
A rather loud beeping sound. This appears in the sound folders for some weapons, indicting this was used as a placeholder.
Open the Door Voice#
The sound of a door being opened while a very monotone female voice says "Open the door". This audio is placed in a few sound folders for when opening and closing doors, likely being used as a placeholder. This sound(Without the voice) can also be heard in the N64 version when Rebecca opens a door.
Close the Door Voice#
This one has the door being closed, along with the female voice saying "Close the door".
Unused Items#
There are several unused items that ranges from being nearly functional to outright unusable. Many of them shows that Resident Evil Zero originally had more puzzles and weapon variety, which possibly could be from a point in development where the GameCube release had more elements from the cancelled N64 version.
NULLS#
CU-NULL |
RE-NULL |
KEY-NULL |
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There's three NULL items. They have no inventory graphic nor any 3D model, as attempting to examine them causes the game to crash.
Closet Key#
Early Closet Key Inventory Graphic |
Early Closet Key Model |
Final Closet Key Inventory Graphic |
Final Closet Key Model |
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There's an earlier version of the closet key with its own unique inventory graphic and model. The only difference is the tag has the numbers "101" on it, instead of having undiscernible text.
Magnum Ammo#
Early Magnum Ammo Inventory Graphic |
Early Magnum Ammo Model |
Final Magnum Ammo Inventory Graphic |
Final Magnum Ammo Model |
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An early version of the magnum ammo also exists, which has its own unique inventory graphic and model. It uses a completely different texture for its ammo box and functions no differently from the regular magnum ammo.
Wind Key#
Wind Key Inventory Graphic |
Wind Key Model |
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A unused item known as the "Wind Key". This was originally used to unlock doors that were inscribed with a wind design in the Umbrella Executive Training School. These doors can be actually seen in trial edition by using a room modifier code, meaning this was a late removal in development.
Hand Grenade#
Hand Grenade Inventory Graphic |
Hand Grenade Model |
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A unused weapon that's known as the "Hand Grenade". Despite having a model and can be equipped from the inventory menu, it does nothing at all.
Spindle#
Spindle Inventory Graphic |
Spindle Model |
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An item of a spindle, which has its own inventory graphic and model. It's very likely this was used for a scrapped puzzle for the Clock Room.
Flood Gate Lever#
Flood Gate Lever Inventory Graphic |
Flood Gate Lever Model |
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A pretty simple lever used for the flood gate, which has its own inventory graphic and model. Given its name, this was meant for a possible scrapped puzzle in the Treatment Plant.
Train Staff Key#
Train Staff Key Inventory Graphic |
Train Staff Key Model |
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This unused item would have been used to gain access to the second car passage on the train, as it was used in trial edition. It would proceed to get replaced by the blue keycard in the final game.
Purple Plant#
Purple Plant Inventory Graphic |
Purple Plant Model |
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A purple plant that's meant to be used for the part of a scrapped puzzle. Like the others, it has its own unique inventory graphic and model.
Purple Chemical#
Purple Chemical Inventory Graphic |
Purple Chemcial Model |
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This item would have been created by combining the purple plant with a different item. It also has its own inventory graphic and model.
Purple Mixing Set#
A mixing set with a purple jar due to the purple plant and purple chemical. The purpose for this item is unknown, although it's very possible that its just a early version of the stripping agent.
Hatchet#
There's a unused hatchet as a weapon, however it lacks a 3D model. Equipping it and then leaving out the inventory menu crashes the game.
Microfilm C#
A item where you would have to originally combine Microfilm A and B to create. This idea was scrapped somewhat early, as this one lacks a model to view.
Handgun Parts B & Handgun A Silenced#
Handgun Parts B |
Handgun A Silenced |
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A item that's meant to be a combined with a handgun to make less sound when shooting. Both lacks a model and will crash the game when equipped.
Magnum Parts & Custom Magnum#
Magnum Parts |
Custom Magnum |
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A item that's meant to combine with the magnum to increase its damage output, thus creating the custom magnum. It uses the design that is seen after earning rewards in Leech Hunter. Of course, it lacks a model and will crash the game when equipped.
Shotgun Parts#
This was meant to combine with the shotgun to create a custom shotgun. Like with the others, it lacks a model and is unable to be combined with the shotgun.
Submachine Gun#
Early Submachine Gun |
Final Submachine Gun |
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A item that has a slighty early version of the submachine gun, as it has a longer handle when compared to the final design. Attempting to equip it causes the game to crash as usual.
Rebecca's Custom Handgun#
Early Custom Handgun |
Final Custom Handgun |
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Like with the submachine gun, there's also a unused early version of the custom handgun for Rebecca's Samurai Edge. The only noticeable difference is that the scope length is more smaller. Attempting to equip it causes the game to crash.
Regional Differences#
Title Screens#
Japan |
USA |
PAL |
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Each version of the game uses a different title screen. The Japanese version has Billy and Rebecca standing in front of the chapel, which hints to the multiple ties of Christianity in the story. The US and European title screens both shares a background of leeches, but use different logos. The European logo uses a red-colored variant of the Japanese version's zero with the US version's Resident Evil typeface, while the US version logo looks dirty and covered in grime. Strangely however, it's zero logo resembles the one used for the scrapped Nintendo 64 version.
Oddities#
Mimicry Marcus in Purification Room#
The gameplay demo shown on the disc two shows a Mimicry Marcus appearing in Purification room passage at the Treatment Plant. However, in the actual game only a Lurker and a zombie will appear in that passage. This seems to suggest that at one point in development, a Mimicry Marcus was supposed to appear on the passage.
Adam#
For some unknown reason, Billy's sound data internally refers to him as Adam. This may be a reference to Adam from the bible, given the amount of Christianity elements in the game.

