Home, "mainly on the graphics front", and that he was "confident that horror games could become a genre in themselves." He entrusted Mikami, who was initially reluctant because he hated "being scared", with the project, because he "understood what’s frightening." Since Capcom no longer had the rights to the Sweet Home license, they had to invent a new universe, but the game still adopted many elements from Sweet Home. Resident Evil was based on Sweet Homes gameplay system, adopting many elements from the game, including the limited item inventory management, the mansion setting, the puzzles, the emphasis on survival, the door loading screen, the use of scattered notes and diary entries as storytelling mechanics, multiple endings depending on how many characters survive, backtracking to previous locations in order to solve puzzles later on, the use of death animations, individual character items such as a lockpick or lighter, restoring health through items scattered across the mansion, the intricate layout of the mansion, and the brutally horrific imagery. Part of the inspiration for limited ammunition came from the MSX port of the game Alcazar: The Forgotten Fortress, according to scenario writer Kenichi Iwao. The idea of having limited ammunition was inspired by the limited amount of supplies in the game's randomized dungeons. Iwao wanted to take more elements from the game, such as adding more ways to attack zombies with items such as mines and traps, but was unable to due to schedule constraints. Production Production began in 1993, and the game took three years to develop. During the first six months of development, Mikami worked on the game alone, creating concept sketches, designing characters, and writing over 40 pages of script. The project was originally planned for the Super NES, before moving development to the PlayStation in 1994. Koji Oda was working on the Super NES version, after having worked on Super Ghouls 'n Ghosts (1991). Oda revealed that the setting was originally more of a hellish place, before being changed to a more realistic setting. Several of the Resident Evil mansion's pre-rendered backdrops were inspired by The Overlook Hotel, the setting for the 1980 horror film, The Shining. Mikami also cited the 1978 film Dawn of the Dead as a negative inspiration for the game. The game was initially conceived as a fully 3D first-person update of Sweet Home (influenced by the game's first-person battles), with action and shooting mechanics.