* TheDanza: Subverted with Barry's original voice actor, Barry Gjerde; the actor's birth name is [[AwesomeMcCoolname Oddbjørn Egil Gjerde.]]
* FakeNationality: In the original version, Barry's voice actor (Barry Gjerde) is Norwegian, while Jill's voice actress, according to Gjerde, was Canadian.
* FanNickname:
** ''[=REmake=]'' or ''[=REbirth=]'' for the UsefulNotes/NintendoGameCube version of the game.
** ''[=REmaster=]'' for the HD re-release.
* {{Jossed}}: In an 2015 interview, Barry Gjerde, Barry's original voice actor, stated that contrary to popular belief, he wasn't the actor who portrayed the character in the live action scenes. Also, neither Jill's voice actress or live action actress was Irish actress Una Kavanagh[[note]]The former was Canadian, while the latter was apparently in high school at the time.[[/note]] and by extension, almost none of the voice actors have any relation to the live action ones.[[note]]The only exception is Sergio Jones, who was both Wesker's voice and live action actor.[[/note]]
* KeepCirculatingTheTapes: As briefly mentioned under the YMMV tab, the [=PlayStation=] Network only features the ''Dual Shock Edition'' [green "Greatest Hits" label, zombie box art] of the ''Director's Cut'', which is the version with the contentious new soundtrack. The first ''Director's Cut'' [black label, original Chris box art] release has the classic soundtrack, but it either has to be found on the secondhand market (and is still relatively cheap, thankfully) or downloaded and played on an emulator. The same goes for the untouched and somewhat rarer 1996 original, but that one's effectively built into the ''Director's Cut'' anyway.
* NoBudget: The developers had very little money for actors. This is why the hilarious intro sequence and bad voice acting exists for the original game.
* TechnologyMarchesOn: Figuring out the slide projector puzzle towards the end of the game requires a general understanding of what slide projectors are and how they work, something many members of today's audience (especially younger gamers) wouldn't have a clue about, given that such projectors have long since been phased out by digital ones (and presentation software like Microsoft [=PowerPoint=]). Similarly, typewriters can be seen all over the place, even though by 1998 standards,[[note]]The year of the game's setting.[[/note]] typewriters were heavily phased out and a lot of younger audiences that didn't grow up with the game wouldn't get what a typewriter was.
* ThrowItIn: Real Survival mode in the ''[=REmake=]''. By default, all item boxes are linked so you can get your items anywhere and there's auto aim (although this was not present in the original game). According to the description of Real Survival, the prototype of original game had it where the item boxes weren't linked at all. The game mode emulates this and manual aim for the ChallengeGamer.
* VaporWare: The UsefulNotes/GameBoyColor port was very near to completion when it was canned. Naturally, the ROM image eventually found its way to cyberspace, so even though it was never released it's still possible to play it.
* WhatCouldHaveBeen: In what would become a tradition for the series, the game had several differences from the drawing board to the beta version to the final version:
** The game was originally conceived to be played from a first person perspective.
** There was originally going to be an African American character named Dewey, who was going to be comic relief. There also was going to be a cyborg character named Gelzer. He would have saved the protagonist by holding the ceiling trap.
** The original version was going to feature Japanese voice acting. This was scrapped because Creator/ShinjiMikami felt that the performances were subpar. He also thought it was unrealistic that the characters would speak in another language even though they're supposed to be American.
** The infamous hallway where the zombie dogs burst through the windows had a giant spider crawling along the ceiling instead in the beta, changing the tempo of the horror considerably.
** The remake's Real Survival mode removes the auto-aim features and makes it so that item boxes are not interconnected, which was the way things were originally going to be in the original game until play testers complained that it made the game too hard. The unlock message for the mode even lampshades it: "This is the prototype feature that existed even before [the] first ''Resident Evil'' game."
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