
Resident Evil: Grim Beginnings (Game Boy Demake)
ARROW KEYS - MOVEZ - INTERACTX - CANCELENTER - INVENTORYTAB - MAP Completion time: ∼2 hours Welcome to Resident Evil: Grim Beginnings - a Game Boy demake of the original Resident Evil. The game is approximately 90% complete, but can be fully played from start to finish. The game was developed over an extended stay when stranded across seas during the pandemic. Not knowing when the flight embargo would lift, I worked on this project as a way to keep myself sane and creatively engaged. What started as a simple toy-around with the GB Studio, slowly expanded into an attempt to fully demake the original Resident Evil! But, life got in the way when I returned and I never got around to finishing up the rest. It had been sitting on a shelf collecting dust - which never sat right with me - so I decided to release the game as it currently stands and offer some comments down below explaining all that is missing, glitched or otherwise. The game will remain unfinished, unfortunately, as the files for the game have become corrupted :( This project was my first time making any sort of video game. A few notes: The main thing that to notice is the lack of background music or sound effects. This was to be the last thing incorporated into the game but I did not get a chance to complete it. The 'Slot Machine' jingle will play indefinitely until a new enemy is fought - this can get annoying quickly, so I suggest muting the game and playing Resident Evil Gaiden OST in the background while you play. I recommend playing the game via the ROM file on a Game Boy emulator rather than playing in the browser. This is a slightly newer version of the game that has some bug fixes plus additional content. There is a debug space in the bottom left corner of the first scene (next to Barry) that skips the intro segment entirely and lets you get straight to gameplay! I recommend using it as most people find the into drags too much. The only key thing missed is the combat tutorial - but it is pretty intuitive, so it’s not vital. (In the ROM file, this will cause you to not receive ammo from Barry and you will begin with a total of zero ammo). The Merchant offers all the mansion keys and maps if you wanted to explore without limits via the 'Ultimate Zombie Survival Kit'. The game only covers the first portion of the original game and ends after collecting the 4 Masks around the mansion. MISSING: An opening story prelude prior to the helicopter crash akin to the 2002 remake. All background music and sound effect. (Any music and SFX in this build are temporary placeholders and some music does not end when intended thus bleeding into the next scene). Puzzle in the booby-trapped 'Shotgun Room'. The prize for the planned puzzle (Merchant Voucher) is in the room and can be collected at any time. Story scene with Chris stuck up the tree outside the mansion. (This means the 'Chris Saved' achievement is not possible to complete). Some inventory items have no dialogue boxes when inspecting them. Barry story scenes in 'Shotgun Room' & ' Butterfly Room'. (Talking to Barry will have no dialogue in these rooms). Puzzle in the 'Crow' hallway. Second 'Yawn' boss battle in the Mansion Library. Wesker story scene when introducing the surprise birthday party, plus dialogue for some party guests. 'Hunter' enemies in mansion. (You can fight a single 'Hunter' in the Mansion Library) Additional weapons: Shotgun, Grenade Launcher etc. BUGS: Some music will flow over to the next scene and continue indefinitely or until another music cue is activated. Some symbols are incorrect in text boxes such as: #,&,+,* etc. and are displayed as random red letters. If you see 'enemy speed h1' it is supposed to read 'enemy speed +1', for example. (This is fixed in the ROM file). Player can get stuck when lighting the Warp Point in the 'Mask Room' when done so from the top. (you can use the Warp Point to travel to unstick yourself if you have another one lit) Player can get softlocked if the box spawns on player location in 'Zora Mask Room'. Any non-headshot killing blow on a 'Web Spinner' counts as a critical hit and will trigger the bonus round. If player gets a game over and begins a new game, some variables will not be reset and will be carried over from the previous save. (Ammo count, collectibles, keys etc.) !SPOILERS! (Things that can be easily missed) You can kick Joseph's (and Kevin's) head around like a football if you return to the helicopter crash site. There is hidden dialogue if you kick it long enough. You can find Barry taking a nap in the 'Keeper's Room' after giving him the Serum. There is unique dialogue when looking in the bathroom mirror while wearing each of the unlockable costumes.While wearing the Zombie costume you can speak to walking Zombies and Cerberus that roam the mansion.Many crates and desks hide party paraphernalia, alluding to the birthday party twist ending.You can find a painting of a Shotgun in the ‘Shotgun Room’ and a painting of a grenade launcher on the 2F east balcony.If you tell Wesker you don't think this sunglasses are cool in the intro, he will shoot you dead.The musical score plays to the tune of ‘Mary had a little lamb’.Finding all 9 Bottle Caps gives no prizes (the Merchant does warn you!)
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