Resident Evil Wiki
Resident Evil Wiki

After its initial release for the PlayStation in January 1998, Resident Evil 2 was reissued and ported to other systems, often gaining new features in the process.

Console releases[]

Dual Shock Ver.[]

The first re-release was the Dual Shock Ver. on PlayStation, which incorporated support for the vibration and analog control functions of the DualShock controller. Other additions include a new unlockable "Extreme Battle" mini-game and an "Arrange Mode" sub menu with unique gameplay difficulties. One of these is "Rookie" mode, which shares the same difficulty as the original "Easy" mode but enables the player to start the main story with the S. Machine Gun in the inventory and the Gatling Gun and R. Launcher in the item box. All three weapons have unlimited ammo. A "U.S.A. Version" mode exclusive to the Japanese release featured the gameplay additions of Resident Evil 2's North American releases.[1]

Nintendo 64[]

The Nintendo 64 version of Resident Evil 2 differs most from the other releases. Over the course of twelve months and with a budget of $1 million,[2] Resident Evil 2 was ported to the console by a staff of about 20 employees from Capcom Production Studio 3, Angel Studios, and Factor 5.[3][4] This version offers features that were not included on any other system, such as different alternate costumes and new blue tinted results screens, the ability to adjust the degree of violence and to change the blood color, a new gameplay mode that randomizes resorative items and ammo pickups during each playthrough, and a more responsive first-person control scheme.[4][5][6] Additionally, the port features 16 new in-game documents known as the "Ex Files",[5][6] written by Tetsuro Oyama.[7] Hidden throughout the A and B scenarios, they reveal new information about the series' lore and connect the story of Resident Evil 2 to those of the other installments.[5][6] The Nintendo 64 version adjusts its display resolution depending on the number of polygonal models currently on screen, and supports the console's Expansion Pak accessory for a maximum resolution of 640×480 during gameplay.[8][9] Other visual enhancements include smoother character animations and sharper, perspective-corrected textures for the 3D models.[8] The music of the Nintendo 64 version utilizes Dolby Surround, and was converted by Chris Hülsbeck, Rudolf Stember and Thomas Engel.[4] The team reworked the sound set from the ground up to provide each instrument with a higher sample rate than on the PlayStation, thus resulting in higher-quality music.[10] Despite these improvements, some game elements suffered due to the limited space on the cartridge which are absent from other versions of the game. All in-game textures and backgrounds are smaller and need to stretch, full-motion video scenes are lower quality, and streamed sound samples such as voice acting have less clarity. Some features from the other enhanced ports do not appear in the Nintendo 64 version, such as the "Extreme Battle" minigame and "Data Gallery" menu.[11][]

File:4 - Gameplay

Part one of a full playthrough of the game.

Tiger Electronics released a sprite-based 2.5D version for their handheld in late 1998. It included only Leon's story path, and removed several of the original game's core features.[12][13] Despite the severe technical limitations of the system / having had to have been built from the ground up, the game does manage to retain many of the original screens and puzzles from the game (albeit in a completely re-drawn, monochrome color form).

Perhaps the most noticeable feature missing from the game is any semblance of a story past the intro slideshow (which recounts the events of the original Resident Evil). No attempt is made to recreate any of the cutscenes in the game, either the FMVs or the conversations between characters. Without a previous knowledge of the events of the full game, players are left with little context for their actions or a sense of what location they are in.

All in all, while the efforts to port the game to the underpowered handheld are technically impressive for the console (similar to the case of the Game Boy Color remake of the original Resident Evil), it leaves for a game which only vaguely resembles the original. Like many games, critics were harsh in their reviews of it, and no other entries in the series were ever planned to be ported to the system again.

Game Boy Advance: Tech Demo[]

Sometime in 1999, Raylight Studios developed an unofficial tech demo of Resident Evil 2 for the Nintendo Game Boy Advance utilizing their Blue Roses engine to test it's capabilities, the game starts with the full length intro prologue and proceeds in-game, there are 2 playable rooms, a semi-working inventory and one type of zombie enemies.


An image showing a video game peripheral for Sega's Dreamcast console.

A re-release of Resident Evil 2 for the Dreamcast added support for the console's Visual Memory Unit, enabling the peripheral to display the current condition of the playable character.

The Dreamcast version keeps the additions from the original PC release, runs at 60 frames per second during gameplay, and incorporates real-time display of the character's condition on the Visual Memory Unit peripheral.[14][15] However, for unknown reasons, some music tracks are missing, such as "Left alone?" and "The buildup of suspense". The Japanese edition of the Dreamcast port was given the subtitle Value Plus and came with a playable demo of Resident Evil CODE:Veronica.[16]

Sega Saturn[]

A port of Resident Evil 2 for the Sega Saturn was developed internally at Capcom for a time, but technical difficulties led to its cancellation in October 1998.[17] According to Hideki Kamiya, the port was difficult to run on the console,[18] while Shinji Mikami added it was noticeable graphically inferior to the PlayStation version.[19]

Other versions[]

An unmodified port of the Dual Shock Ver. was released for the Nintendo GameCube.[20] The initial PlayStation version was re-released on the Japanese PlayStation Network in 2007, while the service's North American counterpart received the Dual Shock Ver. two years later.[21][22][23]

PC ports[]

Like the original Resident Evil, Resident Evil 2 was released multiple times onto PCs. The Dual Shock Ver. served as the basis for the majority of ports, such as the Windows 9x-based PC-CD release, which was titled Resident Evil 2 Platinum in North America. Aside from retaining all previously added features, the PC version can be run in higher resolutions.[24] A "Data Gallery" was added to the main menu, allowing the player to view movies, rough sketches, illustrations and 3D models.[16][24]

Windows 95/98, Capcom[]

The first port was made by Capcom, and released in February 1999 for the Windows 95 and 98, using DirectX6. At its highest settings, the game would use 32MB of RAM and needed a 200 MHz Pentium processor (166 MHz if using a graphics card); at its lowest the game ran on 24MB and needed a 166 MHz processor (133 MHz if using a graphics card).[25][26]

The following graphics cards are compatible for this game version:

  • Monster 3D
  • PURE3D
  • Righteous 3D
  • Monster 3D II
  • 3D Blaster Voodoo2
  • GA-RUSH6
  • Adrenaline Rush 3D
  • Stingray 128/3D
  • Monster Fusion

  • WGP-FX
  • GA-VDB16
  • TOTAL 3D
  • 3D Blaster
  • Thriller 3D
  • Stealth?US220 turbo
  • PWR128
  • Viper V330
  • GA-ZX8
  • Viper V330

  • Graphics Blaster RIVATNT
  • SPECTRA 2500
  • Viper V550
  • XPERT@Work
  • Graphics Blaster Exxtreme
  • WHP-PS
  • Fire GL 1000 Pro
  • GA-P?U8

  • Express 3D
  • GA-7408
  • WHA-IA8
  • Terminater BEAST
  • Nitro 3200
  • Mystique
  • Millennium II
  • Millennium G200

Capcom continued to support for game throughout 1999. Version 1.04, released on 13 April, dealt with a compatibility problem for the RIVA 128 card where doors and items appeared white. This patch also fixed a problem where gamers with multiple CD-ROM drives could only play the game on the earliest lettered drive (e.g. a player with a D: and E: CD drive would not be able to play the game on the E: drive).[27] Version 2.0 was released on 7 June, and added support for Creative Technology's Environmental Audio Extensions (EAX) sound cards, as well as Sound Blaster Live! series cards.


Capcom collaborated with the manufacturer Canopus to publish a version to be sold alongside the Canopus Spectra 2500 graphics card.


PCHome published their own PC version.[28]


MediaKite published one PC port in 2000, followed by an "Ultra" version in 2001, which increased RAM usage to 64MB for Windows ME users, and 32MB for Windows 95/98 users.[29]

Windows XP, SourceNext[]

In 2006 the Japanese developer SOURCENEXT released an enhanced port of the game, using 64MB as the standard RAM usage.[30] This version is known for its higher-quality FMVs encoded at a resolution of 640×480 pixels.[31][32]


  1. Bio Hazard 情報 (Japanese). Capcom Co., Ltd. Retrieved on August 14, 2010.
  2. Meynink, Todd (July 28, 2000). Postmortem: Angel Studios' Resident Evil 2 (N64 Version). Gamasutra. Retrieved on October 18, 2010.
  3. "三並達也インタビュー" (in Japanese). Dorimaga (SoftBank Creative Corp) 10 (5). April 2002. 
  4. 4.0 4.1 4.2 "Angel Studios Interview: Resident Evil 2" (in German). Total! (X-plain Verlag): 38–41. November 1999. 
  5. 5.0 5.1 5.2 Casamassina, Matt (November 24, 1999). Resident Evil 2 – Nintendo 64 Review. IGN. IGN Entertainment, Inc. Retrieved on January 29, 2009.
  6. 6.0 6.1 6.2 Features of RE2 N64 – Additions. Angel Studios. Archived from the original on June 9, 2002.
  7. Capcom Co., Ltd; Angel Studios; Factor 5, LLC. Resident Evil 2. (Capcom Entertainment, Inc.). Nintendo 64. Scene: staff credits. (October 31, 1999)
  8. 8.0 8.1 =Features of RE2 N64 – Enhancements. Angel Studios. Archived from the original on June 9, 2002.
  9. The Resident Evil 2 Comparison. IGN. IGN Entertainment, Inc (June 21, 1999). Retrieved on October 17, 2010.
  10. "Chris Hülsbeck im Interview" (in German). Total! (X-plain Verlag): 62–65. August 1999. 
  11. Fielder, Joe (November 19, 1999). Resident Evil 2 Review for Nintendo 64. GameSpot. CBS Interactive Inc. Retrieved on January 29, 2009.
  12. Resident Evil 2. Tiger Electronics, Ltd. Archived from the original on October 12, 1999.
  13. Peer Schneider (July 14, 1999). Resident Evil 2 – Game.Com Review. IGN. IGN Entertainment, Inc. Retrieved on August 31, 2010.
  14. Mielke, James (January 28, 2000). Resident Evil 2 Review for Dreamcast. GameSpot. CBS Interactive Inc. Retrieved on January 29, 2009.
  15. "VM Status". Resident Evil 2 Instruction Manual. Virgin Interactive Entertainment. April 28, 2000. p. 13. 
  16. 16.0 16.1 バイオハザード 2 バリュープラス (Japanese). Capcom Co., Ltd. Retrieved on August 14, 2010.
  17. Ohbuchi, Yutaka (October 21, 1998). RE2 for Saturn Canceled. GameSpot. CBS Interactive Inc. Retrieved on August 31, 2010.
  18. Hideki Kamiya's twitter.
  19. Director's Hazard.
  20. Marriott, Scott Alan. Resident Evil 2 – Review (GameCube). Allgame. Rovi Corporation. Archived from the original on February 3, 2011. Retrieved on August 19, 2010.
  21. Capcom Co., Ltd. Biohazard 2 (in Japanese). PlayStation Network. Scene: title screen. (December 26, 2007)
  22. Chen, Grace (November 19, 2009). PlayStation Store Update. PlayStation Blog. Sony Computer Entertainment America LLC. Archived from the original on February 3, 2011. Retrieved on August 15, 2010.
  23. Capcom Co., Ltd. Resident Evil 2 Dual Shock Ver. PlayStation Network. Scene: title screen. (November 19, 2009)
  24. 24.0 24.1 Dulin, Ron (March 26, 1999). Resident Evil 2 Review for PC. GameSpot. CBS Interactive Inc. Retrieved on January 29, 2009.
  25. Crimson Ceremony - Lost Releases - BIOHAZARD 2 CPC.BIO21.
  26. SPECK. Archived from the original on 2000-04-07. Retrieved on 2021-12-23.
  27. SUPPORT (Japanese). Archived from the original on 1999-05-08. Retrieved on 2021-12-23.
  28. Crimson Ceremony - Lost Releases - BIOHAZARD 2 506-9929.
  29. Crimson Ceremony - Lost Releases - BIOHAZARD 2 MKW-213.
  30. Crimson Ceremony - Lost Releases - BIOHAZARD 2 63070.
  31. Biohazard 2 PC (Japanese). Sourcenext Corporation. Archived from the original on February 3, 2011. Retrieved on August 14, 2010.
  32. Funatsu, Minoru (January 24, 2006). ソースネクスト、カプコンのサバイバルホラーをPC向けに再移植、Win「Biohazard 2 PC」2月17日発売 (Japanese). Game Watch. Impress Watch Corporation. Archived from the original on February 3, 2011. Retrieved on July 8, 2010.

See also[]