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The European version of Um Jammer Lammy and the US version of Dino Crisis mistakenly use the Japanese version of the generic PlayStation anti-piracy screen.
The Cutting Room Floor articles:
https://tcrf.net/Um_Jammer_Lammy#Anti-Piracy_Oddity
https://tcrf.net/Dino_Crisis_(PlayStation)#Anti-Piracy_Screen
https://tcrf.net/Um_Jammer_Lammy#Anti-Piracy_Oddity
https://tcrf.net/Dino_Crisis_(PlayStation)#Anti-Piracy_Screen
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According to a 1999 interview with the Capcom team published in the game's official Japanese guide book, the team stated that the code for the locker with the shotgun parts was written on the memo next to the dying researcher was out of necessity for how the game needed to flow after they experimented with her holding several different things in that scene. Originally, she was going to be clutching a memo with Kirk's employee ID number written in her blood, as a hint to the player about who killed her.
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According to game's director/producer Shinji Mikami in an interview published in the 5/99 edition of The Playstation magazine, he was asked if the way Dino Crisis would let you save your progress would be the same as the Ink Ribbon system in Resident Evil and Resident Evil 2, which limited the number of saves the player could make, contributing to the game's difficulty. He responded:
"We’re still deliberating on that. In addition to save points, we’re planning to add a Continue system. But precisely how many continues to give, or whether to make them infinite or not—that’s what we’re currently struggling with. Since I want to convey the terrifying nature of these dinosaurs, it would feel really weird if you didn’t die after 1 or 2 bites from a dino. But that also means that the slightest mistake on the player’s part equals game over. On the other hand, if we let you re-do the scenes over and over, it diminishes the terror… yeah, these game difficulty questions are, well, difficult!"
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In a 2020 interview conducted by the YouTube channel Archipel with series creator Shinji Mikami, he stated that Dino Crisis was not a project he had first created. There was a team within Capcom that was working on original projects, when one day the team's leaders suddenly quit working at the company, leaving the rest behind. They came to Mikami with a pitch for a game with a 3-4 member party system (which Mikami likened to a Dragon Quest game) and asked him what they should do now. In response, he took them under his wing and told them to do their best.
Mikami's team initially brainstormed ideas together, but after struggling to find any good ideas, he asked each individual member to come up with their own ideas so they could decide on which one was the best to pick. At that point, someone from Capcom's graphics department had an idea for a game that took place in a locale similar to Skull Island from the 1933 film "King Kong". Mikami thought that idea was new; there were not that many creatures inhabiting the island, but the only kind was dinosaurs, so they stuck to dinosaurs and applied a gameplay and camera system similar to the first three Resident Evil games to make what would become Dino Crisis.
Mikami's team initially brainstormed ideas together, but after struggling to find any good ideas, he asked each individual member to come up with their own ideas so they could decide on which one was the best to pick. At that point, someone from Capcom's graphics department had an idea for a game that took place in a locale similar to Skull Island from the 1933 film "King Kong". Mikami thought that idea was new; there were not that many creatures inhabiting the island, but the only kind was dinosaurs, so they stuck to dinosaurs and applied a gameplay and camera system similar to the first three Resident Evil games to make what would become Dino Crisis.
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![Attachment](/media/thumbs/6/13831.png)
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According to the development team in the game's official Japanese guide book, during the planning stage they had a list of dinosaur names they wanted to include the game. Two dinosaurs that were on the list but left out of the final game are Triceratops and Ankylosaurus.
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According to the Capcom team in the game's official Japanese guide book, they were asked about the meaning behind the name of Ibis island, and they responded:
"The name of the ibis bird in Japanese is “toki” (a homonym for time), and we liked how that word resonated with the game’s themes of “extinction” and “time”… we could probably come up with a number of different explanations for the name, but basically we liked those associations. Also, considering the name of “Raccoon City” from Resident Evil, maybe there’s a lot of animal lovers on the team too."
"The name of the ibis bird in Japanese is “toki” (a homonym for time), and we liked how that word resonated with the game’s themes of “extinction” and “time”… we could probably come up with a number of different explanations for the name, but basically we liked those associations. Also, considering the name of “Raccoon City” from Resident Evil, maybe there’s a lot of animal lovers on the team too."
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The number of continues is much greater in the Japanese version compared to all other regional releases. Japanese players are granted 30 Continues while all other versions only have 5.
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![Attachment](/media/thumbs/6/12794.png)
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