Development on BIOHAZARD GAIDEN (Original Working Title) ("gaiden" is Japanese for side-story or spin-off) began in October 1998 under the directorship of Kazuhiro Aoyama as one of the first games developed by Capcom Production Studio 4. Starting out as a team of twenty developers as an experiment, The story was initially supposed to just be an escape chronicle from an infected Raccoon City, It was also toyed with at one point for the player to be able to control a zombified Brad Vickers, tying in to his appearance in Resident Evil 2. However, because the game was only intended to be a low-cost side-story, it was decided that the production lacked enough funding to build it.
After discussions with the producer and director, it was decided that instead of introducing a new character, Jill Valentine will play the role of the main character.
Unlike the majority of the early scripts in the series, the scenario of the game was not created by Flagship employees but by internal Capcom writer Yasuhisa Kawamura, who was just recently hired by CAPCOM. Nevertheless, the story (and storyboards) was proofread and sanctioned by Flagship to avoid continuity errors with other installments in production (both Resident Evil CODE: Veronica and Resident Evil Zero), an issue that was also given attention in monthly meetings between all directors and producers.
During development it was commonly referred to as BIOHAZARD 1.9(working title) due to Shinji Mikami intending for it to be an expansion to BIOHAZARD 2. it was renamed to Biohazard 3 (Resident Evil 3) to fulfill Sony's wishes because they wanted a last main "numbered" Resident Evil game on the PlayStation 1 and Last Escape was the smallest and the easiest to complete. As a result BIOHAZARD 3 was moved to the PlayStation 2 and renamed to BIOHAZARD 4 (later became Devil May Cry). The original code-name (Biohazard 1.9) can still be seen by hacking the PS1 Saves, Inside the PC Executable code and is used as the name of the root folder in the Dreamcast version (bio19).
At some point in the development of the game, the Chimera and Neptune - two B.O.W.s that appeared in the original Resident Evil - went through the planning phases, though were eventually dropped. Another rejected note worthy enemy is the Zombie Wildcat.
A playable version of Resident Evil 3: Nemesis was available at E3 1999. At the time, the dodging feature had not been completed, and it was absent from the demo.
Differences in the E3 1999 ver and early versions of the game, include:
- The game apparently had a different slideshow Opening to the final game, early images depict S.T.A.R.S. Members Jill, Barry, Chris, Rebecca, and Brad arriving on the Heliport of the RPD directly after the mansion incident and in one image Jill is seen arguing with Chief Irons with other S.T.A.R.S. Members beside her, in the last image Jill is seen wearing a white coat while dressed in casual outfit, the image would fade from a healthy and normal raccoon city into a destroyed one.
- A chain puzzle, set in downtown was removed from the released game, the player would place the chain in place of the fire hose to be able to take the hose along (otherwise the ladder would remain tucked up), the area was slightly altered where there was no crate infront of the Kendo van and the door was opened with the downtown map placed inside it. in the final game a crate was placed infront and the van's door was closed, the map is now pinned on the wall.
- Early status profile picture of Jill and inventory icons for handgun and others can be seen which were completely replaced in the final version.
- Dodge features were not present in early builds (E3).
- Different early models of Jill can be found in the final game, were meant to be used for character select like Mercenaries (PLXXCH.PLD), several other characters like Brad, Dario and Tofu are leftover in the game as PLD Files (Player Data), can be played with using hacks or mods. Possibly suggesting that they were initially intended to be playable.
- Several items in the final game were also left unused, given the name "BOTU" Just like the chain, where it was actually named "Chain" in the E3 Version.
"Biohazard: Last Escape" was featured in the March 1999 Tokyo Game Show. Unfortunately for journalists and gamers-alike, only a video demo was available - not gameplay. It was in April that Capcom confirmed specific parts of the plot - namely that it would involve an "unlikely hero" (confirmed in-game to be Carlos Oliveira) and be set both the day before and after Resident Evil 2's story. It was confirmed by Capcom that the game would, indeed, be available on the PlayStation console.
When Dino Crisis was released in Japan in July, Capcom managed to run out of units for there and had to manufacture a second shipment. Expecting high-sales in the United States, the western shipments of the game included a brief demo of Resident Evil: Nemesis. Three months before the initial release - making it around late June - the name was changed to officially have the number '3' in its name, which project supervisor Yoshiki Okamoto later explained as a means of keeping the titles of the first three games on the PlayStation console consistent.
In September and October, Famitsu Magazine and IGN published enemy attack stats for the game, along with movesets, along with releasing a number of screenshots relating to the individual enemies. Later in mid-October, Capcom declared its intention to spend $20 million on advertisement campaigns for the PlayStation versions of Resident Evil 3: Nemesis and Dino Crisis, as well as the Nintendo 64 port of Resident Evil 2. In November, Capcom confirmed that the US-version of the game was being shipped earlier than initially-expected, ready to be bought in stores as early as November 10 or 11. As journalists, IGN had managed to get their hands on a copy early, which they used under scrutiny with a "chipped" PlayStation.
A port for the game onto Windows 9x PCs (Windows 95; 98 and ME) was released in Japan in June 2000. Eidos released a demo to the PC-port of the game into Europe and the US in October, awaiting the western release in November.
The PC Version featured several changes:
- An "Arrange Mode" (based on the American version difficulty) beside the "Original Mode" (Japanese difficulty) both which feature Heavy Mode (Hard) And Light Mode (Easy) (Japan/Sourcenext Exclusive)
- The ability to select costumes before starting the game in the title screen; without having completed the game or the need to enter the Boutique
- Additionally it contains backgrounds re-rendered in higher resolution. (While the RPD Backgrounds were just re-scaled PSX Backgrounds)
- Jill was given 2 additional alternate costumes.
- The PC version has The Mercenaries - Operation: Mad Jackal unlocked from the start via a separate Executable file.
The decision to unlock The Mercenaries from the start (As opposed to "Next Game" Save) was because of the decision to enable scores to be sent to a Capcom server, where top-scores would be displayed on the game's official website. The feature has since been discontinued. 
Despite the improvements, reviewers such as GameSpot noted "murky" backgrounds; "awful" fonts, and "blotchy and bad" cinematics in the PC Version.
The SOURCENEXT version released in 2006 in Japan, Featured Windows XP Compatibility Mode and non-letterboxed FMV Videos in full uncompressed quality and 60 FPS without any noticeable lag, the shaky polygonal effect from the original PC port remains (Driver is always Null).
The Dreamcast version which released later on, was based on the PC Version. The North American Dreamcast version was the first to be released anywhere in the world and is a port of the PC version. The Japanese version was the second Dreamcast version to be released anywhere in the world and is a port of the PC version. Unique to it is Arrange Game, which allows Japanese gamers to play the difficulty modes from the North American version. Also unique is online connectivity, using Netfront JV-Lite service. Using a Dreamcast modem, gamers could access the Biohazard 3: Last Escape homepage from Capcom. Initially it was to feature costume selection in the title screen like the PC Version (with descriptive text such as DINO, BIKER, DISCO) But was replaced with a descriptive visual costume selection similar to the one seen in Dino Crisis.
The Dreamcast versions of Resident Evil 3 and Resident Evil 2 were also released to aid and support the release of CODE: Veronica on the console and introduce the players to the Resident Evil lore. 
Both North American and Japanese GameCube versions of the game were ports of the PS1 Version of the game, instead of PC or Dreamcast versions. The backgrounds in this version are basically the same as PS1 (320x240) and the FMVs (15 FPS) are basically lower color quality. However, this version is force-run in hardware driver/display/render mode in which the models do not show any of the shaky/unstable polygonal effect seen in the PC Version, Dreamcast or PS1 Games in general.
Menu Selection comparison
The main menu selections were altered through releases:
PSX (EU/US): NEW GAME | LOAD GAME | OPTIONS After you beat the game: NEW GAME | LOAD GAME | OPTIONS | EPILOGUE PSX (Japan): PC (EU): EASY MODE | HARD MODE | LOAD GAME | EPILOGUE | EXIT In Easy Mode you start with an Assault Rifle and difficulty is easier. PC (Japan): ORIGINAL MODE | ARRANGE MODE | LOAD GAME | EPILOGUE | EXIT Arrange And Original Mode are followed by Heavy Mode / Light Mode selections. Arrange Mode is based on the American Version difficulty. In Light Mode (much like Easy Mode) you start with an Assault Rifle and difficulty is easier. DreamCast (EU/US/JP): NEW GAME | LOAD GAME | THE MERCENARIES GAME CONFIG | EPILOGUE
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Yasuhisa Kawamura Interview (Project Umbrella).. Project Umbrella. Retrieved on 2013-06-24.
- ↑ 2.0 2.1 Yasuhisa Kawamura and the Resident Evil that never was.. Euro Gamer (2015-01-18). Retrieved on 2015-09-24. “Meet the man who tried to make Capcom's survival horror even scarier, and failed.”
- ↑ 3.0 3.1 3.2 3.3 Crispin Boyer (August 1999). "Resident Evil Everything". Electronic Gaming Monthly (Ziff Davis Media Inc.) (121): 115–122.
- ↑ Aoyama, Kazuhiro. インタビュー (Japanese). Capcom. Retrieved on 2012-08-22. “スタッフの総数は、立ち上げ時は２０数名だったのですが、制作期間が終わりに近づくにつれてスタッフを増やしてもらい最終的には４０名くらいになりました。総制作期間は１年くらいです。”
- ↑ "Interview with Shinji Mikami". Official PlayStation 2 Magazine-UK (Future Publishing Limited) (4). February 2001.
- ↑ Production Studio 4 (Japanese). Capcom Co., Ltd. Archived from the original on February 6, 2005.
- ↑ Capcom's Fantastic Five. IGN.com. IGN Entertainment, Inc (November 13, 2002). Retrieved on May 27, 2011.
- ↑ 8.0 8.1 (in Japanese) Another Side of Biohazard. World Photo Press Co., Ltd.. 22 March 2001. ISBN 4-8465-2307-1.
- ↑ Kawamura, Yasushi. インタビュー (Japanese). Capcom. Retrieved on 2012-08-22. “前作までは開発途中で没になった生物兵器は登場します。ネプチューンやキメラがその例です。”
- ↑ "Resident Evil 3 Nemesis", GameSpot, August 6, 1999. Retrieved on 2012-10-26.
- ↑ Walker, Trey. "TGS, Spring 1999: Show Disappointments", IGN, 3 March 1999. Retrieved on 2012-07-23.
- ↑ "Capcom Confirms Resident Evil Nemesis", IGN, 8 April 1999. Retrieved on 2012-07-23.
- ↑ "Dino Crisis Sells Out in Japan", IGN, 14 July 1999. Retrieved on 2012-07-23.
- ↑ "The Monsters of Resident Evil 3: Nemesis", IGN, 1 October 1999. Retrieved on 2012-07-23.
- ↑ "Capcom Reveals $20 Million Marketing Campaign", IGN, 14 October 1999. Retrieved on 2012-07-23.
- ↑ "Resident Evil 3 Ships Early!", IGN, 5 November 1999. Retrieved on 2012-07-23.
- ↑ Walker, Trey. "Evil is Good for Dreamcast", Gamespot, 23 October 2000. Retrieved on 2012-07-23.
- ↑ Dulin, Ron. "Resident Evil 3: Nemesis Review", Gamespot, 25 June 2001. Retrieved on 2012-10-26.