- Release Year: 1996
- Platforms: PlayStation, SEGA Saturn, Windows
- Publisher: Acer TWP Corp, Capcom Co., Ltd., NEC Home Electronics, Ltd., Virgin Interactive Entertainment (Europe) Ltd.
- Developer: Capcom Co., Ltd.
- Genre: Action, Shooter, Survival horror
- Perspective: 3rd-person (Other)
- Game Mode: Single-player
- Gameplay: Puzzle elements
- Setting: Contemporary, North America
- Average Score: 95/100
- Adult Content: Yes

Description
Resident Evil, released in 1996, is a groundbreaking survival horror game where players take on the roles of S.T.A.R.S members Jill Valentine or Chris Redfield. The game begins with an investigation into a series of murders near Raccoon City, leading the team to a mansion infested with undead creatures and other horrors. Players must navigate the mansion, solve puzzles, and fight off monsters while unraveling the mystery behind the eerie events. The game is known for its cinematic camera angles, puzzle elements, and intense survival horror gameplay.
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PC
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Resident Evil Reviews & Reception
metacritic.com (100/100): This is exactly the kind of revolutionary title that we applaud.
metacritic.com (100/100): Resident Evil stands tall as a topnotch second-generation PlayStation game.
metacritic.com (100/100): excellent jeu en tout point graphiquement et techniquement impeccable gamplay plaisant.
metacritic.com (100/100): *Resident Evil* no solo creó un género, sino que estableció un estándar para los juegos de terror y supervivencia.
metacritic.com (91/100): Stunning graphics. Amazing sounds. Gripping storyline. Frightening enemies. Challenging gameplay.
imdb.com (100/100): No game is so scary, has so beautiful graphics and is so original as this one.
imdb.com (100/100): All these changes have been made to make the game as different from the original as possible, and it is a huge success.
imdb.com (90/100): Resident Evil is simply this great.
ign.com (87/100): From start to finish, Resident Evil is simply an amazing game.
gamespot.com (82/100): Resident Evil – a super-slick, realistically mapped, and ultra-violent Alone in the Dark – is at the top of the heap in cinematic 3-D adventure games.
Resident Evil Cheats & Codes
PlayStation (PSX) – Japanese Version
At the title screen, press the following button sequence.
| Code | Effect |
|---|---|
| R1, L2, R2, L1, X, Triangle, X, Square | Enables difficulty change during gameplay (hold R1 + R2 + L1 + L2 and press Select to change difficulty) |
PlayStation (PSX) – GameShark Codes
Enter these codes using a GameShark device or emulator.
| Code | Effect |
|---|---|
| D00CF844 ???? | Joker Command |
| 800C51AC 0060 800C867E 0060 |
Infinite Health |
| 800C867C 0000 | Overall Game Time at End of Game is 00’00’00 |
| 800C86B4 BFDF 800C86B6 CF7E |
Most Doors Open |
| 800C8668 0000 | Play as Chris with Jill’s Voice & Storyline |
| 800C8668 0001 | Play as Jill with Chris’s Voice & Storyline |
| D00C8784 0001 800C8784 FF0A |
Turn Knife into Rocket Launcher |
| D00CF844 0044 800C8456 0002 800343F2 2400 8003446E 2400 |
Press L1 + X to Save Anywhere |
| 800C8784 ???? | Infinite Item in 1st Position |
| 800C8786 ???? | Infinite Item in 2nd Position |
| 800C8788 ???? | Infinite Item in 3rd Position |
| 800C878A ???? | Infinite Item in 4th Position |
| 800C878C ???? | Infinite Item in 5th Position |
| 800C878E ???? | Infinite Item in 6th Position |
| 800C8724 ???? | Infinite Item in 1st Chest Position |
| 800C8726 ???? | Infinite Item in 2nd Chest Position |
| 800C8728 ???? | Infinite Item in 3rd Chest Position |
| 800C872A ???? | Infinite Item in 4th Chest Position |
| 800C872C ???? | Infinite Item in 5th Chest Position |
| 800C872E ???? | Infinite Item in 6th Chest Position |
| 800C8730 ???? | Infinite Item in 7th Chest Position |
| 800C8732 ???? | Infinite Item in 8th Chest Position |
| 800C8734 ???? | Infinite Item in 9th Chest Position |
| 800C8736 ???? | Infinite Item in 10th Chest Position |
| 800C8738 ???? | Infinite Item in 11th Chest Position |
| 800C873A ???? | Infinite Item in 12th Chest Position |
| 800C873C ???? | Infinite Item in 13th Chest Position |
| 800C873E ???? | Infinite Item in 14th Chest Position |
| 800C8740 ???? | Infinite Item in 15th Chest Position |
| 800C8742 ???? | Infinite Item in 16th Chest Position |
| 800C8744 ???? | Infinite Item in 17th Chest Position |
| 800C8746 ???? | Infinite Item in 18th Chest Position |
| 800C8748 ???? | Infinite Item in 19th Chest Position |
| 800C874A ???? | Infinite Item in 20th Chest Position |
| 800C874C ???? | Infinite Item in 21st Chest Position |
| 800C874E ???? | Infinite Item in 22nd Chest Position |
| 800C8750 ???? | Infinite Item in 23rd Chest Position |
| 800C8752 ???? | Infinite Item in 24th Chest Position |
| 800C8754 ???? | Infinite Item in 25th Chest Position |
| 800C8756 ???? | Infinite Item in 26th Chest Position |
PlayStation (PSX) – North America
Enter these codes using a GameShark device or emulator.
| Code | Effect |
|---|---|
| E00CF848 0023 300C8457 0003 |
Access the container (L2+R2+Circle) |
| D00537FA 3042 300537E2 0005 D00537FA 3042 300537E6 0085 D00537FA 3042 3002D0A8 0008 D00537FA 3042 3002D50C 0008 |
8-slot inventory (Chris Redfield) |
PlayStation (PSX) – Europe
Enter these codes using a GameShark device or emulator.
| Code | Effect |
|---|---|
| 300C51AC 004C | Infinite Health |
| 800C8788 042F | Infinite Ink-Ribbons |
| D00C8784 0001 800C8784 630A |
Rocket launcher when you start |
PlayStation (PSX) – Australia
Enter these codes using a GameShark device or emulator.
| Code | Effect |
|---|---|
| 300C51AC 004C | Infinite Health |
| 800C8788 042F | Infinite Ink-Ribbons |
| D00C8784 0001 800C8784 630A |
Rocket launcher when you start |
PlayStation (PSX) – NTSC-U
Enter these codes using a GameShark device or emulator.
| Code | Effect |
|---|---|
| 300C51AC 008C | Unlimited Health |
| 800C867C 0000 | 00:00:00 Game Time At End |
| 800C51AC 0060 800C867E 0060 |
Unlimited Health |
| D00418F8 FFFF 800418F8 0000 |
Unlimited Ammo (Except for Flame Thrower) |
| 800B8BC6 0301 800B8BC8 FF00 800B8BCC 00FF 800C51AC 0060 |
Unlimited Health |
| 800C8724 FF3D 800C8726 FF41 800C8728 FF06 800C872A FF07 800C872C FF08 800C872E FF09 800C8730 FF3E 800C8732 FF13 800C8734 FF14 800C8736 FF15 800C8738 FF16 800C873A FF17 800C873C FF18 800C873E FF19 800C8740 FF1A 800C8742 FF1B 800C8744 FF1C 800C8746 FF1D 800C8748 FF1E 800C874A FF1F 800C874C FF20 800C874E FF21 800C8750 FF22 800C8752 FF23 800C8754 FF24 800C8756 FF25 800C8758 FF26 800C875A FF27 800C875C FF28 800C875E FF29 800C8760 FF2A 800C8762 FF2B 800C8764 FF2C 800C8766 FF2D 800C8768 FF2E 800C876A FF2F 800C876C FF30 800C876E FF31 800C8770 FF33 800C8772 FF34 800C8774 FF35 800C8776 FF36 800C8778 FF37 800C877A FF38 800C877C FF39 800C877E FF3A 800C8780 FF3B 800C8782 FF3C |
Chest Stocked With All Items |
| 800C86B4 BFDF 800C86B6 CF7E |
Open Most Doors |
| D00CF844 0044 800C8456 0002 800343F2 2400 8003446E 2400 |
Save Game Anywhere (Press L1 & X) |
PC
Edit the savedat1.dat file in the saves directory.
| Code | Effect |
|---|---|
| 00FF | Nothing |
| 01FF | Combat Knife |
| 02FF | Beretta w/127 |
| 03FF | Shotgun w/127 |
| 04FF | DumDum Colt |
| 05FF | Colt Python |
| 06FF | FlameThrower |
| 07FF | Bazooka w/127 Acid |
| 08FF | Bazooka w/127 Explosive |
| 09FF | Bazooka w/127 Flame |
| 0AFF | Rocket Launcher |
| 0BFF | Clip w/255 |
| 0CFF | Shells w/255 |
| 0DFF | DumDum Rounds |
| 0EFF | Magnum Rounds |
| 0FFF | FlameThrower Fuel w/255 |
| 10FF | Explosive Rounds w/255 |
| 11FF | Acid Rounds w/255 |
| 12FF | Flame Rounds w/255 |
| 13FF | Empty Bottle |
| 14FF | Water |
| 15FF | Umb No. 2 |
| 16FF | Umb No. 4 |
| 17FF | Umb No. 7 |
| 18FF | Umb No. 13 |
| 19FF | Yellow 6 |
| 1AFF | NP-003 |
| 1BFF | V-Jolt |
| 1CFF | Broken Shotgun |
| 1DFF | Square Crank |
| 1EFF | Hex Crank |
| 1FFF | Wood Emblem |
| 20FF | Gold Emblem |
| 21FF | Blue Jewel |
| 22FF | Red Jewel |
| 23FF | Music Notes |
| 24FF | Wolf Medal |
| 25FF | Eagle Medal |
| 26FF | Chemical |
| 27FF | Battery |
| 28FF | MO Disk |
| 29FF | Wind Crest |
| 2AFF | Flare |
| 2BFF | Slides |
| 2CFF | Moon Crest |
| 2DFF | Star Crest |
| 2EFF | Sun Crest |
| 2FFF | Ink Ribbon w/255 |
| 30FF | Lighter |
| 31FF | Lock Pick |
| 32FF | Nameless (Can of Oil) |
| 33FF | Sword Key |
| 34FF | Armor Key |
| 35FF | Sheild Key |
| 36FF | Helmet Key |
| 37FF | Lab Key (1) |
| 38FF | Special Key |
| 39FF | Dorm Key (002) |
| 3AFF | Dorm Key (003) |
| 3BFF | C. Room Key |
| 3CFF | Lab Key (2) |
| 3DFF | Small Key |
| 3EFF | Red Book |
| 3FFF | Doom Book (2) |
| 40FF | Doom Book (1) |
| 41FF | F-Aid Spray |
| 42FF | Serum |
| 43FF | Red Herb |
| 44FF | Green Herb |
| 45FF | Blue Herb |
| 46FF | Mixed (Red+Green) |
| 47FF | Mixed (2 Green) |
| 38FF | Mixed (Blue + Green) |
| 49FF | Mixed (All) |
| 4AFF | Mixed (Silver Color) |
| 4BFF | Mixed (Bright Blue-Green) |
| 6FFF | Uzi w/ Infinity |
| 70FF | Mini Mi w/ Infinity |
Resident Evil: The Definitive Review – Birth of a Genre, Legacy of Terror
Introduction
In the summer of 1996, Capcom unleashed Resident Evil upon an unsuspecting world—a game that would redefine horror in interactive media and spawn a franchise generating billions. What began as a cult-classic homage to George A. Romero’s zombie films and Alone in the Dark’s atmospheric dread became a cultural phenomenon. This review examines how Resident Evil overcame technical limitations, rewrote the rules of survival horror, and solidified its place as one of gaming’s most pivotal artifacts.
Development History & Context
Studio Vision & Technological Constraints
Directed by Shinji Mikami and produced by Tokuro Fujiwara, Resident Evil emerged from Capcom’s desire to innovate in 3D horror storytelling. Originally conceived as a Super Nintendo successor to Fujiwara’s 1989 horror RPG Sweet Home, it shifted focus to the PlayStation to capitalize on CD-ROM storage and 3D rendering. The PlayStation’s hardware, however, posed challenges:
- Fixed Camera Angles & Pre-Rendered Backgrounds: Unable to render full 3D environments fluently, Capcom embraced pre-rendered backdrops inspired by The Shining’s Overlook Hotel, enhancing immersion while conserving processing power.
- Tank Controls: Designed to compensate for cinematic camera shifts, these polarizing controls forced players into deliberate, panic-inducing movement.
Gaming Landscape in 1996
The mid-90s were dominated by action-platformers (Crash Bandicoot) and arcade fighters (Tekken 2). Horror games like Alone in the Dark laid groundwork but lacked mainstream appeal. Resident Evil’s gamble on adult themes—gore, psychological tension, and B-movie camp—defied Nintendo and Sega’s family-friendly censorship norms. Released in a post-Mortal Kombat era, it exploited the PlayStation’s lack of content restrictions to carve a niche for Mature-rated experiences.
Narrative & Thematic Deep Dive
Plot & Character Archetypes
Set in July 1998, S.T.A.R.S. Alpha Team investigates cannibalistic murders in Raccoon City’s Arklay Mountains before taking refuge in the Spencer Mansion—a facade for Umbrella Corporation’s t-Virus lab. Players choose between Jill Valentine (the “Master of Unlocking”) or Chris Redfield (the brawler), unraveling clues via journals, mutated horrors, and corporate betrayal.
- Themes of Hubris & Isolation: Umbrella’s reckless bioweapon research mirrors Frankenstein’s folly, while the mansion’s claustrophobic design embodies existential dread.
- B-Movie Storytelling: Notorious for stilted dialogue (“You were almost a Jill sandwich!”), the live-action FMVs—filmed with American actors in Japan—oscillate between unintentional comedy and eerie charm.
Symbolism & Legacy Narrative Devices
- Environmental Storytelling: Bloodstained diaries, suicide notes, and mutilated corpses hint at the mansion’s downfall without exposition.
- Multiple Endings: Player choices (saving allies, resource management) enforce replayability—a rarity in 1996.
Gameplay Mechanics & Systems
Core Gameplay Loops
Survival hinged on four pillars:
- Resource Scarcity: Ammo and healing herbs were finite, forcing strategic retreats.
- Inventory Tetris: Jill’s 8 slots vs. Chris’ 6 prioritized key items over firepower, creating tense trade-offs.
- Puzzle-Driven Progression: Moonlight Sonata piano codes, crest collections, and V-JOLT chemical mixing rewarded exploration.
- Save System: Ink ribbon-limited saves at typewriters amplified risk/reward tension.
Combat & Controls
- Tank Controls: Movement relative to character orientation, not the camera—a divisive choice that weaponized disorientation against players.
- Auto-Aim: A necessary crutch for fixed-angle encounters, patched in via Director’s Cut.
- Boss Design: Landmark fights against Yawn (giant snake) and Tyrant (final super-soldier) emphasized vulnerability over power fantasy.
Innovation vs. Flaws
- Innovation: The “door loading” screen masked load times while heightening anticipation.
- Flaws: Clunky melee combat, voice acting, and censored FMVs (in Western releases) drew criticism. The Saturn port’s Battle Mode (1997) added replayability but couldn’t salvage stiff animations.
World-Building, Art & Sound
The Spencer Mansion: A Character Itself
- Gothic Architecture & Traps: Labyrinthine halls, art galleries, and underground labs fused Victorian aesthetics with sci-fi grotesquery.
- Sound Design:
- Ambience: Distant groans, creaking doors, and the snap of zombie jaws exploited stereo sound.
- Music: Masami Ueda’s dissonant strings (Mansion Basement) and silence punctuated by jump-scare stings.
Visual Direction
- Pre-Rendered Backdrops: Static yet richly detailed, masking PS1 polygon limitations.
- Character Models: Blocky but expressive, with gore effects (decapitations, acid burns) pushing boundaries.
Reception & Legacy
Critical & Commercial Impact
- Scores: 90% avg. (PlayStation), praised for atmosphere (Edge), panned for dialogue (GameSpot: “Voice acting [is] laughable”).
- Sales: 2.75M+ copies by 1997, PlayStation’s best-selling game until Gran Turismo (1997).
- Cultural Influence: Revived zombie tropes in 2000s cinema (28 Days Later) and TV (The Walking Dead).
Industry Influence
- Genre Codification: Defined survival horror staples: limited resources, fixed cameras, dopamine-pulse scares.
- Franchise Spawn: Six mainline sequels, films ($1.3B gross), novels (S.D. Perry), and the acclaimed 2002 remake.
- Indie Inspiration: Silent Hill, Amnesia, and Alien: Isolation owe debts to its template.
Conclusion
Resident Evil is a paradox: jaw-droppingly innovative yet flawed, a B-movie script wrapped in cutting-edge tech. Its clunky controls and camp dialogue remain divisive, but they birthed a language of horror that dominates gaming 25 years later. Capcom’s gamble—merging cinematic ambition with hardcore survival mechanics—created a blueprint that still terrifies. For defining a genre, reshaping pop culture, and proving games could evoke primal fear, Resident Evil is not merely a classic—it’s gaming’s first true nightmare.
Final Verdict: Essential historical artifact; imperfect but revolutionary.
“Resident Evil really put the horror in survival horror—it’s like being the star of a classic zombie film.”
— Player Review, MobyGames (2014)