Released in 1996, this game launched the Resident Evil series, including many ports and remakes of the various games. The Director's Cut version adds an 'Arrange' mode with some items in difference places from the original game. The 2002 remake adds and changes many things from the original. You play as either Chris Redfield or Jill Valentine of the S.T.A.R.S. Alpha team, sent to find the S.T.A.R.S. Bravo team who lost contact during a murder investigation.
Runs on the PlayStation version:
Category Note: An 100% run is classified by acquiring the good ending. Also, Advanced mode is simply another name for Arrange mode, they are not separate categories.
Runs on the GameCube remake:
Return to the Game List, the FAQ, or the Home Page.
Single-segment low% as Jill in 1:09:17 by Brandon Armstrong.
Author's comments:
Overall this is a decent run. I know I could do better but I don't plan on playing through this game again for a long time. I had to heal on 4 occasions throughout this run which could have been improved on and the storage chest was used only once. I estimate that the fastest possible time for a knife only run would be between 1:07:00 - 1:07:59.
There were several small mistakes in this run but I'm still satisfied with the outcome; though the zombies in the guest house really did a number on me (I shouldn't have gotten hit at all...but messed up). I'm satisfied with the boss fights and even ended this run with a flawless victory over Tyrant.
For PAL gamers you should note that your times are not comparable to this run. The PAL version of Resident Evil runs slower than the NTSC version and as a result the finishing time for PAL gamers will never be this low. I can't say for certain what the actual time difference is but I expect it to be between 8 - 11 minutes.
If you have any questions, comments, suggestions for improvement please e-mail me at 19Duke84@gmail.com
Single-segment Arrange-mode as Chris in 1:10:17 by Luciano Matyak.
Author's comments:
In order to save some time/life I used a lot the "open-close menu" glitch that consists in opening and closing the inventory after attacking an enemy: going to the inventory after attacking an enemy skips the 'after-attack-animation' and brings you back to the 'standing' position, then, you can instantly run and easily avoid the enemy.
At first, I was just going to use the item box two times, but to get more 'flexible' with the route, I changed the strategy and decided to use it four times.
The estimated time of errors is approximately 20~25 seconds.
Thanks for watching! Hope you enjoy it! =)
Single-segment Arrange-mode as Jill in 1:07:17 by Luciano Matyak.
Author's comments:
The fighting bosses with Jill is really fast and easy thanks to her Bazooka. There are some differences in the strategies compared with the Original mode:
Plant42's vitality isn't random in the Original mode, it always will be defeated with 3 Grenade Rounds in this mode. On Advanced mode Plant42's vitality is random when using Grenade Rounds, sometimes is necessary 4, 5 or more shots to defeat it. Then I decided to use Flame Rounds instead of Grenades Rounds because with it the plant always dies with 3 shots.
A similar situation happens with the spiderweb, On Original Mode it always get destroyed with 2 Grenade Rounds, On Advanced Mode it may take more than 4 Grenade Rounds to get destroyed, then I used Flame Rounds, that always destroy the spiderweb with 2 shots.
The estimated time of errors is approximately 10~15 seconds.
Thanks for watching! Hope you enjoy it! =)
Single-segment Arrange-mode 100% as Chris in 1:36:22 by Damien Moody.
Author's comments:
With that said, I end up needing the Shotgun for a good portion of the run, and also for all bosses except the Giant Spider and Tyrant, since I don't have enough ammo for the Colt Python for the Giant Snake and Plant42. Those 2 bosses alone take over 30 shots!
I should also note I chose to aim for the best ending by saving both Rebecca and Jill. This means I needed to figure out the fastest way to keep Rebecca alive, which is partially determined by where I meet up with her.
The case is that I DON'T want to have her help during the Plant42 fight, since it's quicker to go 2 rounds with it save Rebecca from the Hunter, then it is to have Rebecca make the V-Jolt and bring it to the basement. This means I need a "NO" situation.
If I meet her in the upstairs hallway with Richard then I need to go get the Serum for him. The "NO" situation here is that I get the Serum to Richard late, and he dies before I get there. The problem is even if I trigger the quest as early as possible, I still don't take long enough for him to die (15 minutes). At most it only takes me 10 to all the running around, so that would mean having to kill 5 minutes with nothing else that I could be doing. This is also the only way to keep the Serum for the Snake fight in the Attic. Also, to save Rebecca later I'd need to plow through 2 Hunters just to get to her.
If I meet Rebecca in the Infirmary, then Richard will already be dead by the time I get up there, so I won't be able to have the Serum for the Snake fight. All I have to do is respond "NO" when asked if I want to take Rebecca with me. Later on I'll have to save her just outside this room, which isn't that far out of the way (2 rooms), plus it puts me right next to a magic BOX, which I need to hit at that time anyway.
My fights with Plant42, the Snake, and Tyrant could have easily been faster. For Plant42 I ran around way too much during the 1st round, when I should have been shooting more often. For the Snake, I just couldn't find a decent way to avoid him after taking shots, and also got caugh on him once. Tyrant I just ran too much.
Still pretty solid overall, but could be improved with practice.
Single-segment Arrange-mode 100% as Jill in 1:29:05 by Damien Moody.
Author's comments:
Her main drawback is that she can't take quite as much damage as Chris, requiring a little more attention to her health. Having the 2 more inventory slots and the Bazooka more than make up for it, though.
Saving Barry is a lot easier than saving Rebecca for Chris. Just make sure to wait for him to get another rope, and accompany him in the caves.
There was a slight inventory mishap in the caves. After killing the Giant Spider, I head to the save room to deposit the Square Crank, and also to pick up the First Aid Spray and deposit that as well. I completely forgot to put the First Aid Spray in the BOX, and ran through 2 rooms before realizing my mistake. I had to run back and deposit it before I could continue since I didn't have the inventory space otherwise.
Single-segment as Chris 1:33:46 by Shawn Jones.
Author's comments:
Chris has a bit more health than Jill, but other than that, his game is harder and slower. I'll list the main differences in case you don't know what they are.
1) The most annoying thing is Chris only has six items slots instead of eight. I was able to go through most of the game smoothly regardless of this, except for when I returned to the mansion. I had to detour to drop off the crank and make another detour to pick it up again. This bothered me, but I didn't see any quicker solutions. Also, he had no room for first aid sprays at the beginning of the game, which made it very difficult to get out of the mansion without limping.
2) Chris uses a shotgun instead of the grenade launcher and Barry's magnum. This makes all the boss battles harder and longer. Plant 42 was very annoying because I couldn't find a consistent strategy, but that battle actually went as I planned on this run.
3) Chris needs to detour to pick up old keys because he doesn't have a lockpick. This further clogged up his item slots early on in the run.
4) You have to waste time running to the Main Hall and back while Rebecca is practicing the piano.
5) After giving Richard the serum, you are transported back to the room where you picked up the serum. You have to waste time running back to where you found Richard.
6) Due to #3, #4, and #5, Chris has three more difficult zombies to dodge than Jill does, which adds to the difficulty of getting out of the mansion without limping.
Taking everything into consideration, I'd say this run is just as good as my Jill run. It might be slightly less polished, but it's also a little more difficult. The only part that I was disappointed with is when the hunter blocked me on the stairs in the mansion. My strategy usually works for me there, but I messed it up this time. Anyway, if you liked my Jill run, you should like this one too. If you didn't watch my Jill run, but you want to see a smooth Resident Evil run, then you can choose between this one or that one. I wouldn't say either is really superior.
Enjoy!
Single-segment as Jill in 1:29:43 by Shawn Jones.
Author's comments:
As August 2004 rolled around, I became motivated to improve my time. I learned of the strange stair strategy, where rapidly tapping the run button allows you to travel across stairs faster. I also slightly improved my strategies and put forth a greater effort than beforehand. It wasn't long until I realized that a time below 1:30:00 was within my reach. However, I knew I would need a very good run with minimal mistakes. After a couple weeks of trying, I finally broke the 1:30:00 barrier and achieved my long-time goal.
I was extremely pleased with this run, however, most of the mistakes I did make came early on. A couple zombies grabbed me that shouldn't have, the battle with the dogs on the balcony could have been faster, the crimson head boss in the graveyard fell down, and I stopped a weather vane incorrectly. However, from that point on, I played extremely well, at least by my standards. I ended up completing my run with a time of 1:29:43. I would have great trouble trying to improve this, so I will be satisfied.
Hard mode as Jill, European version 1:36:26 by David Stierle.
Note: This run is on Invisible Mode, but that isn't tracked as a separate category.
Author's comments:
You will see a four-segmented Speed Run of Resident Evil: Remake on hard mode including "Invisible Enemy". It would be too boring to show you the same run only on hard mode, that's why I decided to run it additionally on Invisible Enemy. It makes the boss fights much harder; especially you don't have auto-aim. You get also less ammunition, less defence weapons and only two attacks of a zombie can kill you.
There are only two very annoying situations in my run which could be done much better:
If you have some questions or comments, please send me an Email david.stierle@gmx.de or visit my private homepage http://www.davidstierle.de/
Or use the forum of speeddemosarchive.com and send me a PM: DavizZz
Enjoy.
Single-segment as Jill w/Rocket Launcher in 1:24:35 by Trevor Seguin.
Author's comments:
until late 2003, i played Tekken for competitive gaming, then decided to give this run another try in January 2004. after a month or so, i ended up with a time of 1:29:24 that i planned on keeping to myself. i haven't seen his run, but i figure the major reason i was able to beat Martin was because of the knowledge that running speed is actually increased without a weapon equipped. Martin and Wolff considered if this was possible but ultimately decided there wasn't a difference, which was wrong. i was fairly content with my 1:29:24 time.
in March however, i came across Shin's Biohazard speedrun site from the TG forums and found i was crushingly defeated by a time of 1:27:55 by the japanese gamer Shin in just the "new game" (non special weapons) category. watching a few sample videos of the run, i learned of some very key strategies that i missed in my limited individual research into the game, such as the infamous stair trick.
this is the product of months of failed attempts at a run that i had enormous expectations for. the end result still has some flaws - naturally. this speedrun is memorable because not only was it my first, but i experienced the greatest degree of frustration trying to achieve it than with any other run i've gone on to do.
i had a rapidfire rate of about 8 pushes per second for this run. i can do better these days, so i considered going back to this game now and then, but i probably ultimately won't. i'm aware of the rocket launcher stigma that exists out there. i'm only addressing it briefly because i don't want to seem oblivious. i get your stance - please don't go off in the forums again in response to this run. it's annoying.
the run doesn't actually utilize the rocket launcher against enemies a whole hell of a lot... in fact, i dodged zombies in a hallway that i'd pass through multiple times in the game just to make the run more interesting. i tried implementing as many interesting strategies/actions in the run as i could, as a matter of fact - dodging enemies "unnecessarily" being the least of them; an assumption that i decided to go along with (that dodging was faster than shooting) for the sake of coolness. i dropped in a number of cool, "unexpected" things - some of which actually save time, and others that may not, but were preserved for the sake of making the run more interesting. for example, i'll grab the emblem as early as possible. probably not optimal, but it allowed me to use fancy cursor movement in the menu screen and use a little swapping trick involving it with the storage box. later, in the residence, the zombie that'd normally be in the hallway in the dorm room with the ladder on your way back wasn't there, because previously i had allowed it to enter the bathroom and LEFT it there. see what i mean? i'd call these actions "personalizing" the run. these days in my runs i'll "personalize" as much as possible, but my goal is strictly speed - in other words "personalization" will only occur if it helps save time, or if the difference is nearly nonexistant (i.e. less than a second).
in my opinion, the mansion revisited portion of the run is the most exciting to watch. lots of dodges in a short time period. on the snake, i manually aimed the rocket launcher to hit it off-camera, which is hard and very cool. the dog dodge at the end - when i led it around the fountain in order to avoid it - was improvised. i had originally planned on charging straight through that area, since the initial dog behavior seemed to allow it... but something was wrong when the dog hadn't passed by me in the next camera angle, which would've granted me easy passage, and i realized the thing was going to hit me from the front. i immediately just tried running around the fountain to avoid it, and the damn thing actually followed me around. never improvised like that in any speedrun since.
the only major flaw in my strategy planning is walking up the stairs partway to shoot Plant 42... this was proven unnecessary in one of packattack's runs where he does it from the floor, near the bottom of the stairs.
this run is special to me and anyone who is familiar with REmake should see it. enjoy.