Killer7 Version Differences Guide [work-in-progress]

By AdrianVGAdrianVG Last updated

This guide covers the differences between the officially released versions of Killer7. This guide does not include information about any pre-release/prototype versions.

The bulk of this guide is fairly solid, maybe at 90% completion overall. Need to confirm/double check PAL differences across both PS2 and GCN, double check JP PS2 details, and record those differences. Need to record PC videos.

Contents

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Release Date

JP - June 9, 2005
NA - July 7, 2005
PAL - July 15, 2005
PC (Steam) - November 15, 2018

Note: this guide previously used "US (United States)" to designate the NA (North American) release. NA is a more accurate designation, so all instances in the guide have been updated, but older videos may still refer to NA as US.

- GCN and PS2 were released simultaneously in each region.
- Killer7 was originally announced as part of the Capcom Five, five exclusive GCN games published by Capcom.
- In The Art of Grasshopper Manufacture, Goichi Suda mentions that GCN was finished in 2004, but they delayed it to finish porting to PS2 for a simultaneous release. Source.

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Regional Differences

There are major differences between NA and JP, and the bulk of this section covers those differences.

NA and PAL are similar, but with a few notable differences. The major differences are noted in their respective sections. Anything referring to NA also applies to PAL unless otherwise stated.

Miscellaneous PAL differences that don't fit elsewhere:
- PAL has a few font changes and a few other minor aesthetic changes, like the save screen. Screenshot 1, screenshot 2, both from PC.
- When first booting up the game, PAL asks you to select the language (English, French, or German). Screenshot, courtesy of Akaaryu.
- On PAL PS2, it will always ask bring up the language select menu. On PAL GCN, if you have a save files on boot up, the game will skip that menu and use the language from the last save.
- The game will always ask if you want to play at 60hz or 50hz on boot-up.
- On PAL PS2 only, if you choose not to save at the end of each chapter, the game will ask you if you're sure that you want to continue without saving.

Any regional differences apply to PS2 unless otherwise stated.
JP PS2 has its own unique differences and has its own section.

PC has its own section. PC can be played in English, French, German, and Japanese. Selecting any of these languages will enable their respective regional differences (with some caveats).

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Critical Lock-On

- Critical Lock-On is unlocked for each character at Level 5 for all stats on all difficulties in all versions. (L4 for Con/Kaede)
- In JP Normal, Critical Lock-On is available by default for every character.
- In JP Normal, the Ability screen in the television does not say Critical Lock-On is unlocked despite being available from the start. Once you fully upgrade a character to L5, Critical Lock-On will finally appear on the Ability screen.

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Killer8

JP - Personas have the same health as Deadly. Enemies/bosses have massively buffed health.
NA/PAL - Personas die in one hit (two for Young Harman). Enemies/bosses have above average health.

Hopper7 appears to be based on Deadly for both regions.

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Max Thin Blood

https://i.imgur.com/iG01mn4.jpg

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Remnant Psyches and Subtitles

Video also includes a comparison of Holbert's tapes.

Playlist of every Remnant Psyche scene in the NA version.
Playlist of every Remnant Psyche scene in the JP version.

JP - Words like "kill" and "death" are red in the subtitles. Remnant Psyches speak English.
NA/PAL - No words are highlighted in the subtitles. The speech from the Remnant Psyches in the Japanese version is garbled, hence why it's still possible to hear the English words/phrases.

Regular cutscenes use the same English voice acting for all versions.

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Holbert Tapes/Smile 2 Passwords


Passwords are given by Holbert’s tapes. All of his dialogue is voiced in English, and he says all of the NA passwords. However, the JP passwords are different, so a robot voice dubs over his voice for the JP passwords.
Tapes 2 and 3

- Tape 2 has a different line: in the NA version, he says "But I figured it out." In the JP version, he says "Don't worry, though; I figured it out." In addition, certain unchanged lines have a slightly differently inflection, indicating they were done in different takes.
- Tape 3 cuts the line "The Parkreiners."

Safe

https://i.imgur.com/70t6M7Y.jpg

Terminal

https://i.imgur.com/jvNAywZ.jpg

PAL: Passwords are mostly the same as NA. Dates are formatted to be day/month/year, but otherwise use the same dates as NA. EAGLE is the translated version of the word when playing in French (AIGLE) or German (ADLER).

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General Text Differences

Chapter Names

https://i.imgur.com/VoDg5Cq.jpg

Every other chapter remains the same.

Ring Names

https://i.imgur.com/TDIhLur.jpg

Every other ring remains the same.

Critical Hit Messages

https://i.imgur.com/T3VhYX1.jpg

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Console Differences

All PS2 differences are compared relative to GCN.
All regional differences apply to PS2 unless otherwise stated.
JP PS2 has its own section for its unique differences.

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General PS2 Differences

This is a broad overview of PS2 differences. There is currently no room-by-room breakdown of every difference.

- The camera is further away from the character and generally behaves differently.
- Switching the camera angle cuts the perspective instantly rather than swinging around.
- A red tint appears on-screen at junctions.
- Enemies materialize much more quickly.
- Enemy spawning patterns are altered; some enemies spawn at different points or don't spawn at all.
- Blood is not collected while changing into another persona.
- The Dualshock D-Pad can be used for some movement control while walking; the GCN D-Pad has no such function.
- Lock-on seems to be more sensitive; you can lock-on to enemies from distances/barriers that you can't in GCN.
- There is some delay before you can skip a cutscene.
- Skipping the final cutscenes of Angel, Sunset 1, and Hopper7 causes the "[Chapter] Complete" prompt to not appear.
- Lower graphical fidelity in general.
- Certain visual assets in rooms are missing.
- Lengthier loading times.
- Much more prone to slowdown.
- Stiffer controls/aiming.
- Various font differences.
- Various glitches/quirks not seen in GCN.

Playlist of miscellaneous PS2 Killer7 videos showing off its various differences and quirks.

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Loading Time Comparison

Loading times are significantly longer on PS2.

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Memory Card

GCN - Can create/load saves from both memory card slots.
PS2 - Can create/load saves only from memory card Slot 1.

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Panels

Putting in passwords in the Angel/Cloudman panels is much faster in PS2.

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Posters

Note to self: remake video, re-write section, possible move above?

JP/NA/PAL (English) GCN - Posters in Sunset 2, Cloudman, and Smile 2 cannot be individually selected, instead changing the camera angle to show the posters while still keeping control.
PAL GCN (French/German) - Posters in Cloudman can be selected, but keep the normal GCN angle, and show the title of the poster in the respective language. Screenshot from the PC.
JP/NA/PAL (English) PS2 - Posters in Sunset 2, Cloudman, and Smile 2 can be individually selected, displaying each poster in full when selected.
PAL PS2 (French/German) - The posters can be selected, fully displaying each poster like NA PS2 along with showing their respective translated title.
PC - Matches what happens based on the respective region based on the language, except when playing in Japanese: the Cloudman posters can be individually selected and will fully display like in PS2 (albeit without any Japanese text).

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Reloading

GCN - Bullet count does not carry between rooms; upon entering a new room (with minor exceptions), your gun is fully loaded.
PS2 - Bullet count does carry between rooms; entering a new room does not reset your bullet amount.

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Ulmeyda Figurines

GCN - You can select a figurine and fiddle with it; the button commands can be found at the top.
PS2 - You can select a figurine, but you cannot interact with it otherwise; there are no buttons at the top as a result.

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Greg Nightmare

Physics feel slightly different on PS2. On JP PS2, his legs don't get blown off.

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JP PS2 Differences

This section is currently a work-in-progress.

- JP PS2 is mostly identical to NA PS2.
- All regional/console differences apply to JP PS2 unless otherwise stated.

Controls
This chart only shows the face buttons due to their different mapping. The rest of the (unlisted) buttons remain the same.

https://i.imgur.com/vjsQ8xr.jpg

In NA PS2, the D-Pad has minor movement functionality in third person: Up moves forward, Down turns around, Left/Right select junctions. The D-Pad in JP PS2 has no such functionality in third person.

Altered Cutscenes

JP PS2 censors a handful of cutscenes; these scenes are not altered in JP GCN.
- Angel: in the first scene of a person being blown up by a Heaven Smile, body parts aren’t visible in the explosion.
- Angel: in the scene where the woman falls over, the camera angle is changed to obscure her back injuries (though still visible in gameplay).
- Angel: after the (unaltered) scene of the second woman killed by the Heaven Smiles, her character model is removed from the room during actual gameplay.
- Cloudman: Samantha's scene in Cloudman is the most changed scene: most lines are cut out, her moaning is removed, and rave music is played over the scene.
- Cloudman: Susie's scene removes the entire section with the bleeps (along with some related sentences at the end); the remaining lines are otherwise untouched.
- Encounter: The Curtis/Pedro scene is altered at the end to hide the decapitated head.

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General PC Differences

This section is currently a work-in-progress.
Note: PC has been patched several times since launch. This guide is up-to-date on the patch build as of 1/19/2019.

General Gameplay
- The game is based on PAL GCN.
- The game runs at 60 FPS with a widescreen option; only a few animations (like reloading) run at 30 FPS.
- Loading times are extraordinarily fast.
- There is a mouse/keyboard control scheme as well as a gamepad configuration; you can swap between them mid-gameplay.
- The tutorial shows buttons even when not using a gamepad; there is no equivalent keyboard tutorial. Video example
- There are keyboard hotkeys to switch between the different personalities without needing to go into the menu.
- There is a keyboard hotkey to heal; this is the only new hotkey assigned to the gamepad by default.
- It is possible to run and heal (using the hotkey) at the same time.
- When using a gamepad, only the personality swap keyboard hotkeys are enabled; none of the keys work. To re-enable the keyboard controls, you must move the mouse.
- When using the keyboard/mouse, there is a slight delay when selecting a junction with the mouse; this delay is not present when using a gamepad.
- The mouse scroll wheel can be used to select letters on the Angel/Cloudman panels.
- The mouse can be used on the Smile 2 terminal keyboard. You cannot use an actual keyboard to type in the passwords.
- There is a configuration tool to customize a number of elements, like controller re-mapping, widescreen toggle, etc.
- The configuration tool can be booted up before the game launches on Steam and can also be found in the in-game options; it can also be accessed mid-gameplay with the F11 key.
- Widescreen can be toggled mid-game (including cutscenes) with the F9 key.

The gameplay is nearly 1:1 to GCN. Using a GCN controller on PC results in a virtually identical gameplay experience with all of the new features and improvements.

Version Differences/Language
- The language selection screen always appears on boot up. You can select between four languages: English, German, French, Japanese. This screen is identical to the PAL language selection screen (with the addition of the Japanese).
- Selecting Japanese will enable all of the JP differences, like Critical Lock-On on Normal, ungarbled Remnant Psyche speech, etc.
- Selecting German/French will enable a few of the other minor PAL differences, like the unique save screen and the different Cloudman poster interaction.
- When playing in Japanese, the Cloudman posters can be individually selected and will fully display like in PS2.
- For Remnant Psyches, it is possible to have English subtitles with the ungarbled Japanese voices (or JP subtitles with the garbled English voices): swap the names of the Jan/JanZ folders in the Steam folder. The tutorial files are in a separate place, so to swap their languages, swap the names of each Tutorial/usTutorial file in the se folder.
- The same save files work regardless of language.
- There are English subtitles for cutscenes, unlike in the original release.

Miscellaneous
- Because the game is based on the PAL version, the game uses PAL fonts in a few places.
- There is no way to access the PS2 differences.
- The Killer8 serum code still works.
- Typos in the script from the original release have been untouched.
- Most (if not all) of the glitches present in GCN can still happen, like the pause glitch.
- One junction no longer works: the Azure Dragon panel in Sunset 1 instant enter of right doesn't work, but up-left does.
- It is possible to fiddle with the Ulmeyda figurines in Cloudman like in GCN; the gamepad buttons are still shown at the top, with no equivalent keyboard/mouse screen. Screenshot.
- After the regular credits at the end of Smile, a new credits sequence plays for the remaster staff. A version of Dissociative Identity plays during these credits.
- Cloud saves are available on Steam.
- There is DLC content available on Steam: an artbook and a remastered soundtrack.
- The remastered soundtrack contains all of the tracks from the original soundtrack release plus many of the tracks that were originally omitted. However, some of the tracks on the remastered soundtrack release are slightly different from the original release.
- The game is DRM-free on Steam, so the Steam client does not need to be running to boot up the game.

Playlist of Remnant Psyche scenes with Japanese voices/English subtitles in the PC version.

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Loose Ends

This section is currently a work-in-progress.

- In Cloudman, at the cutscene at the Post Office, the logo for the post office on the worker's uniform is different between regions. Need to better document.

Sound Mix

There are differences in the sound mix in cutscenes.

JP GCN - Voices are rather quiet. Kun Lan's laugh in Angel/Lion does not echo.
NA GCN - Voices are louder than JP GCN, but not as loud as as NA PS2. Kun Lan's laugh does echo.
JP PS2 - Need to double check.
NA PS2 - Voices are louder than NA GCN. Kun Lan's laugh does echo.

Credits

The first credits at the end of Smile are in English across all versions and are mostly identical.

There is one small regional difference: because Sunset and Cloudman are named slightly differently between regions, this change is reflected in the credits, so in the JP credits, "Sunset" is "Settingsun" and "Cloudman" is "Cloudsman."

PC uses "Settingsun" and "Cloudsman" even in English. Need to double check if in all cases.
As mentioned earlier, another credits sequence plays on PC after the Smile credits to thank the remaster staff.

The second credits at the end of Lion are handled differently between regions. The language of the credits in JP changes based on the difficulty, and these credits are always in English in NA.

Breakdown:
JP Normal/Deadly - English.
JP Killer8 - Japanese
NA All Difficulties - English

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Special Thanks

I'd like to thank the following people for their contributions to this guide:

- ettusamu, for selling me a copy of JP GCN and bringing our attention to many of these regional differences in the first place.
- SylvanEd, for doing a ton of initial testing/research on JP GCN. In particular, for killing hundreds of enemies just to find out the maximum blood amount!
- UltraSun and YinYin, for providing information and confirmation about the PC release.
- Bigmanjapan for providing lots of information across the board and helping me complete my collection.
- The Grasshopper Manufacture speed run community as a whole.

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