The Sentinel Nine Thorough Analysis (センチネルナイン徹底解明) is an online article series detailing the custom "Sentinel Nine" handgun manufactured by Tokyo Marui as a tie-in product to BIOHAZARD 6. Its story setting was written by CAPCOM Japan and ties into the main series. Purple text indicates Tokyo Marui PR commentary.

● What Is The DSO?
An organization formed by the United States of America to defend the nation from many threats, "bioterrorism" included.
DSO is an abbreviation for "Division of Security Operations."
Agents possessing the flexibility and readiness for responding to special circumstances are selected from numerous organizations to operate within an agent organization under the President's direct command.
Their ops are primarily centered on espionage and investigations usually conducted "solo" or "in small numbers."
An organization formed by the United States of America to defend the nation from many threats, "bioterrorism" included.
DSO is an abbreviation for "Division of Security Operations."
Agents possessing the flexibility and readiness for responding to special circumstances are selected from numerous organizations to operate within an agent organization under the President's direct command.
Their ops are primarily centered on espionage and investigations usually conducted "solo" or "in small numbers."
● Material Left By The FBC (excerpt)
There's an interesting passage among the documentation of the FBC's Sentinel Project.
"...OVERALL: As a result of studying and analyzing every conceivable weapon the world over, we, the FBC Small Arms Research Team, have narrowed the base handgun down to three guns, the Beretta corporation's "M92F", the IMI corporation's Desert Eagle and the SIG corporation's "P226R" (omitted) Ultimately, the conclusion we arrived at was that the SIG corporation's P226R was preferable..."
The interesting thing's that, among handguns, it means the FBC Small Arms Research Team narrowed down the M92F, Desert Eagle and P226R.
Another file, "On the Usefulness of the Samurai Edge in Combat" also exists, proving the "Samurai Edge" used by S.T.A.R.S. was also thoroughly analyzed.
※1: SAMURAI EDGE SYSTEM
The Samurai Edge which appears in the games is a M92F-based handgun custom-made by the gunsmith Joe Kendo for the S.T.A.R.S. officers.
In addition to the standard model provided to S.T.A.R.S. officers, Chris, Jill, Barry and Wesker each personally commissioned Joe Kendo for additional customization.
There's an interesting passage among the documentation of the FBC's Sentinel Project.
"...OVERALL: As a result of studying and analyzing every conceivable weapon the world over, we, the FBC Small Arms Research Team, have narrowed the base handgun down to three guns, the Beretta corporation's "M92F", the IMI corporation's Desert Eagle and the SIG corporation's "P226R" (omitted) Ultimately, the conclusion we arrived at was that the SIG corporation's P226R was preferable..."
The interesting thing's that, among handguns, it means the FBC Small Arms Research Team narrowed down the M92F, Desert Eagle and P226R.
Another file, "On the Usefulness of the Samurai Edge in Combat" also exists, proving the "Samurai Edge" used by S.T.A.R.S. was also thoroughly analyzed.
※1: SAMURAI EDGE SYSTEM
The Samurai Edge which appears in the games is a M92F-based handgun custom-made by the gunsmith Joe Kendo for the S.T.A.R.S. officers.
In addition to the standard model provided to S.T.A.R.S. officers, Chris, Jill, Barry and Wesker each personally commissioned Joe Kendo for additional customization.
2. SITUATIONAL ANALYSIS, THREE KEYWORDS, & SELECTING THE BASE GUN
WHAT UNIQUE SITUATIONS DOES BIOTERROR CAUSE?
Unlike developing normal gear, developing anti-bioterror gear must account for critical situations such as "confronting creatures mutated by virus-infected organisms and intentionally-made B.O.W.'s (Bio Organic Weapons)", along with "environments where bioterror has paralyzed lifelines and logistical support."
WHAT UNIQUE SITUATIONS DOES BIOTERROR CAUSE?
Unlike developing normal gear, developing anti-bioterror gear must account for critical situations such as "confronting creatures mutated by virus-infected organisms and intentionally-made B.O.W.'s (Bio Organic Weapons)", along with "environments where bioterror has paralyzed lifelines and logistical support."
Some creatures and B.O.W.'s possess tremendous strength and athletic capabilities, are covered with hard skin impervious to bullets, or attack with bodily fluids capable of damaging the human body or materials, and all are extremely aggressive toward humans.
Additionally, combined with the fear of bioterror in areas overawed by chaos, destruction by creatures and B.O.W.'s will also extend the damage to lifeline and traffic functions. Even when acting as members of an anti-bioterror organization, logistical support such as ammunition supply doesn't always go smoothly. Planned routes to a destination can be blocked, forcing you to search dark and narrow paths devoid of light. Even in situations like that, creatures and B.O.W.'s attack mercilessly. On the basis of such situations, Leon, having become supervisor of the Sentinel Project, presented to the DSO "three keywords" to guide the development of anti-bioterror gear. |

THE KEYS ARE "VERSATILITY, CERTAINTY, & STABILITY"
When developing an anti-bioterror purposed handgun for DSO agents, a base gun was selected first. The keywords for that purpose are the three keywords presented by Leon: "versatility", "certainty", and "stability."
● VERSATILITY
Generally means "wide-ranging usage", but here refers to "ease of replenishing ammo during a mission."
Powerful "magnum ammo" is effective against creatures and B.O.W.'s possessing tough outer skin and high durability. This ammo's very difficult to secure in Japan.
As a result, focus was given to handguns that use the "9mm Parabellum bullet", which has a high penetration rate and is a relatively easy ammo to replenish anywhere. 9mm Parabellum rounds can be found not only in urban gun shops, but also in ordinary households with handguns for self-defense.
● CERTAINTY
"Ensure it works in any situation" is the most important point in developing combat gear. There should never be an accident in the field. Malfunctions such as jamming can lead to life-threatening conditions.
Developing handguns usually takes into account changes in weather and the environment.
Dust and sand getting inside, damage and deformation of parts due to extreme high and low temperatures, rust due to rain or seawater, etc. In order to prevent malfunctions caused by these, various ingenuities have been applied to the gun's structure, materials and surface finish.
However, when taking bioterror into account, this isn't enough.
As Leon himself has experienced, creatures and B.O.W.'s may spew bodily fluids similar to strong acids. Therefore special measures must be considered particularly for the materials and surface finishing.
● STABILITY
Handguns are much smaller and lighter than assault rifles or submachine guns which allows for swift movement while standing, often used to confront targets at short distances.
In close combat it's vital to "hit a target quickly and accurately." There are some creatures and B.O.W.'s that attack by closing distance from a few meters away. In a bioterror field, not taking a shot's simply exposing yourself.
Manipulating a gun's trigger and lever without any stress leads to "speed." In addition, Leon argues that ease of aiming and hit accuracy, and especially the sense of stability when holding a gun, are points in favor of "accuracy", so a grip that fits in the hand is indispensable.
A gun that reflects the shooter's ideals is the agent's partner. Leon also states such a great sense of trust in a gun will bring stability to one's mind in situations where they're mentally driven into extreme conditions.
When developing an anti-bioterror purposed handgun for DSO agents, a base gun was selected first. The keywords for that purpose are the three keywords presented by Leon: "versatility", "certainty", and "stability."
● VERSATILITY
Generally means "wide-ranging usage", but here refers to "ease of replenishing ammo during a mission."
Powerful "magnum ammo" is effective against creatures and B.O.W.'s possessing tough outer skin and high durability. This ammo's very difficult to secure in Japan.
As a result, focus was given to handguns that use the "9mm Parabellum bullet", which has a high penetration rate and is a relatively easy ammo to replenish anywhere. 9mm Parabellum rounds can be found not only in urban gun shops, but also in ordinary households with handguns for self-defense.
● CERTAINTY
"Ensure it works in any situation" is the most important point in developing combat gear. There should never be an accident in the field. Malfunctions such as jamming can lead to life-threatening conditions.
Developing handguns usually takes into account changes in weather and the environment.
Dust and sand getting inside, damage and deformation of parts due to extreme high and low temperatures, rust due to rain or seawater, etc. In order to prevent malfunctions caused by these, various ingenuities have been applied to the gun's structure, materials and surface finish.
However, when taking bioterror into account, this isn't enough.
As Leon himself has experienced, creatures and B.O.W.'s may spew bodily fluids similar to strong acids. Therefore special measures must be considered particularly for the materials and surface finishing.
● STABILITY
Handguns are much smaller and lighter than assault rifles or submachine guns which allows for swift movement while standing, often used to confront targets at short distances.
In close combat it's vital to "hit a target quickly and accurately." There are some creatures and B.O.W.'s that attack by closing distance from a few meters away. In a bioterror field, not taking a shot's simply exposing yourself.
Manipulating a gun's trigger and lever without any stress leads to "speed." In addition, Leon argues that ease of aiming and hit accuracy, and especially the sense of stability when holding a gun, are points in favor of "accuracy", so a grip that fits in the hand is indispensable.
A gun that reflects the shooter's ideals is the agent's partner. Leon also states such a great sense of trust in a gun will bring stability to one's mind in situations where they're mentally driven into extreme conditions.
SELECTING THE "P226E2"
As the custom base for an anti-bioterror specialized handgun, from the three keywords of versatility, certainty and stability, Leon selected the P226E2 handgun from SIG, a well-established firearms manufacturer prided by the industrial powerhouse Switzerland. The "P226", elaborate and Swiss-made, once competed with the M92F for final selection by the US military. The M92F has evolved into the S.T.A.R.S. Samurai Edge. How will the P226E2 evolve in the hands of the DSO? Through this, the "Sentinel Project" finally entered the full-scale development phase. |
"SIG P226E2" BASIC PERFORMANCE & IMPROVEMENTS
The P226E2 balances "safety" to prevent accidental discharge while following along with "rapid response", capable of reacting swiftly to situations without operating the safety. "E2" also stands for "Enhanced Ergonomics", and as these words indicate, it adopts a design that incorporates "ergonomics" with favorable operability. Of course, the model's exceptional in terms of accuracy and durability, but if it's to be provided to DSO agents, further improvements were required with "combating bioterrorism" in mind. By solving the following issues based on the keywords of "versatility, certainty and stability", the DSO would perfect the P226E2 as an anti-bioterror purposed handgun. |
Main Issues |
Rationale & Improvements |
Increase Magazine Load |
If the 9mm Parabellum bullet's less powerful compared to the Magnum bullet, it'll be compensated for by the number of bullets. The magazine should be loaded with as much ammo as possible. [Main Improvements] Magazine |
Improve Corrosion Resistance of Exterior Parts |
Considering the effects of bodily fluids generated by creatures and B.O.W.'s, it's essential to review the materials and the finish processing, especially for moving parts, in order to prevent parts from deteriorating or malfunctioning. [Main Improvements] Slide, hammer, trigger, magazine catch, slide stop, decocking lever, takedown lever, etc. |
Improve Speed of Operation |
Endeavoring to improve the operability of the various levers to prevent any operational mishaps will lead to quicker shooting. The setting should be based on the notion of single-action (※1) fire. [Main Improvements] Hammer, trigger, magazine catch, slide stop, etc. |
Improve Accuracy |
There's a need to pursue further stability while wielding the gun, on top of ease of aiming in the dark. Especially when gripping, think not only of how easy it is to grip but also the difficulty in sliding. Additionally since it's effective to shoot multiple creatures and B.O.W.'s in weak points, recoil must be further reduced so it can be used easily during continuous firing. [Main Improvements] Grip, muzzle (barrel), front/rear sight, etc. |
※1 "Single-action" refers to a handgun's firing mechanism, meaning the hammer moves (action) while pulling the trigger. If the hammer's raised prior to pulling the trigger, it'll fire in single-action.

4. THE ROAD TO FINALIZING SPECS (1) INITIAL DESIGNS
In the fourth to fifth installments of this series, we'll take a break from the "Sentinel Nine In The BIOHAZARD World" to introduce the planning and development segments of how the specifications for the 2013 limited edition "Sentinel Nine Leon Model" were decided.
In the third article of this series, we decided on the (D) plan for the style direction. After this, the specs for each part will be finalized, but let's start by looking at the features of (D) before the changes.
● MAIN SPECS OF PROPOSAL (D)
A "flash hider" is attached to the muzzle (barrel tip). The flash hider's a part that suppresses muzzle flash (flame) visible from the muzzle when firing, preventing the shooter from being blinded by the flame's glare while preventing an enemy from knowing their firing position.
In combat, it's a great advantage "not to let an opponent know your position." This is also true in online matches such as FPS.
We also added a tail-shaped guard to the grip known as a "beavertail." When the trigger's pulled, the vigorously retracting slide moves the hammer by pushing it. This prevents the hammer from striking the base of the thumb on the hand holding the grip.
On the side there's a "thumb rest" for the thumb as well as a DSO medallion. The silhouette at the rear of the grip has been straightened to create a much sharper overall image.
(D-1) shows a sighting diagram with the front and rear sights superimposed. Surrounding the front sight's a rear sight called a "ghost ring," which is designed for close range and quick sighting. The yellow part in the figure's a luminescent material that allows the user to aim in dark places.
This ghost ring sight's not to everyone's liking in terms of usability though. We worked with CAPCOM's Managing Corporate Officer Takeuchi on the sights until the very last minute.
(D) When we submitted the proposal, CAPCOM requested we use a long magazine.
The standard magazine of the "P226E2" holds 15 rounds, but we'll later adopt a long magazine that holds 20 rounds.
Since handguns have a low ammo capacity (the number of rounds that can fit in a single magazine), if you mess up, you'll run out of ammo at a critical moment and need to change the magazine. Of course, you can't shoot during this time, so many people might've felt frustrated when they ran out of ammo in the face of an approaching creature in a game.
A long magazine reduces the number of magazine changes, and the difference of "plus 5 rounds" is quite significant for handguns, where each shot's used with caution.
In the fourth to fifth installments of this series, we'll take a break from the "Sentinel Nine In The BIOHAZARD World" to introduce the planning and development segments of how the specifications for the 2013 limited edition "Sentinel Nine Leon Model" were decided.
In the third article of this series, we decided on the (D) plan for the style direction. After this, the specs for each part will be finalized, but let's start by looking at the features of (D) before the changes.
● MAIN SPECS OF PROPOSAL (D)
A "flash hider" is attached to the muzzle (barrel tip). The flash hider's a part that suppresses muzzle flash (flame) visible from the muzzle when firing, preventing the shooter from being blinded by the flame's glare while preventing an enemy from knowing their firing position.
In combat, it's a great advantage "not to let an opponent know your position." This is also true in online matches such as FPS.
We also added a tail-shaped guard to the grip known as a "beavertail." When the trigger's pulled, the vigorously retracting slide moves the hammer by pushing it. This prevents the hammer from striking the base of the thumb on the hand holding the grip.
On the side there's a "thumb rest" for the thumb as well as a DSO medallion. The silhouette at the rear of the grip has been straightened to create a much sharper overall image.
(D-1) shows a sighting diagram with the front and rear sights superimposed. Surrounding the front sight's a rear sight called a "ghost ring," which is designed for close range and quick sighting. The yellow part in the figure's a luminescent material that allows the user to aim in dark places.
This ghost ring sight's not to everyone's liking in terms of usability though. We worked with CAPCOM's Managing Corporate Officer Takeuchi on the sights until the very last minute.
(D) When we submitted the proposal, CAPCOM requested we use a long magazine.
The standard magazine of the "P226E2" holds 15 rounds, but we'll later adopt a long magazine that holds 20 rounds.
Since handguns have a low ammo capacity (the number of rounds that can fit in a single magazine), if you mess up, you'll run out of ammo at a critical moment and need to change the magazine. Of course, you can't shoot during this time, so many people might've felt frustrated when they ran out of ammo in the face of an approaching creature in a game.
A long magazine reduces the number of magazine changes, and the difference of "plus 5 rounds" is quite significant for handguns, where each shot's used with caution.
(E) is the feedback from CAPCOM. (We resubmitted Proposal (D) with the aforementioned long magazine added in order to have it checked.)
The writer was Takeuchi-san, CAPCOM Managing Corporate Officer. As expected of a gun enthusiast, he had many "suggestions" only he could make due to his familiarity with guns. If you're not so familiar with guns, you tend to focus on appearances, but Takeuchi-san's suggestions also took into account "real world usability" and the roles of each part. Incidentally, it was around this time the concept of the Sentinel Nine In The BIOHAZARD World began to take shape. Some of CAPCOM's suggestions are linked to the keywords "versatility, reliability, and stability" that appeared in Part Two of this series, as well as to the issues set forth by the DSO in Part Three. If you compare the background settings in the second and third articles with the following proposals, you'll understand why we're so particular about this customization. |
Improvements |
Suggestions by CAPCOM |
Flash Hider |
We want to keep the shape simple and provide a port (hole) at the top. 【Commentary】Guns use the pressure of gas generated when gunpowder's ignited to send bullets flying. If there's a port, gas will be ejected from the port, minimizing muzzle jump. |
Body Color |
Would it be possible to change the overall color? (e.g. matte black, bluish black, etc.) 【Commentary】Many black guns are used in ops, but "matte black" in the proposal refers a rough non-shine surface, while "bluish black" refers to a gun with a rust inhibitor (bluing agent) applied. |
Hammer |
In order to create a unified design, we'd like to match the shape of the punchings to the hammer. 【Commentary】When the hammer's lightened by making holes (punching), it moves faster when the trigger's pulled, shortening the time lag before a bullet's fired. |
Trigger |
The shape should be suitable for single-action firing. 【Commentary】The P226E2 can be fired in either single-action or double-action (※1). The trigger's heavier and the trigger pull distance is longer for double-action firing, so single-action firing is more suitable for rapid response during ops. |
Grip |
We want a higher grip. The grip's silhouette is OK. 【Commentary】The closer the hand holding the grip is to the height of the barrel, the less likely the muzzle will jump when firing. |
Front/Rear Sight |
Ghost ring sights are hard to see, so why not cut off the top half of the rings? 【Commentary】The ease of aiming the sight may also affect the usability of the gun itself. The design must take into consideration the ease of seeing the dot (marker), the field of view through the sight, and the ease of aligning the sight with the front sight. |
Long Magazine |
We want to make it a "SEALs Magazine." 【Commentary】The long magazines for the P226 used by SEALs are commonly known as "SEALs magazines." (The magazine in (E) is a standard P226 magazine extended to 20 rounds, with the design around the mag's bottom differing from the SEALs magazine.) |
※1・"Single-action" & "double-action" refer to a handgun's firing mechanism. If the hammer's raised before the trigger's pulled, the gun fires in single-action. If the trigger's pulled without the hammer raised, the gun fires in double-action.
● CREATING THE PROTOTYPES
While considering whether the feedback from (E) was feasible as a product, Tokyo Marui finally start to build a prototype to verify the design.
The prototype actually created is shown in (F) below. Since there are no moulds for newly made parts, the staff in charge of the trigger and flash hider, for which designs haven't yet been decided, make them bit-by-bit by hand.
Even though they're handmade, the finished products are true craftsmanship. It's such a waste that we can only show them to you in pictures.
Until a prototype's made, it's a purely theoretical design. We can't confirm whether a gun's truly easy to use or not until we actually make a prototype, then use it. Also, there's often a difference in impressions for a gun when it's seen in 2D and when it's seen in 3D.
After making these minor corrections, we asked CAPCOM to check the completed prototype.
The prototype (F) is getting pretty close to the final specs, but the trial and error process continues. For more details, please refer to "THE ROAD TO FINALIZING SPECS (2) LATE STAGE DESIGN"!
While considering whether the feedback from (E) was feasible as a product, Tokyo Marui finally start to build a prototype to verify the design.
The prototype actually created is shown in (F) below. Since there are no moulds for newly made parts, the staff in charge of the trigger and flash hider, for which designs haven't yet been decided, make them bit-by-bit by hand.
Even though they're handmade, the finished products are true craftsmanship. It's such a waste that we can only show them to you in pictures.
Until a prototype's made, it's a purely theoretical design. We can't confirm whether a gun's truly easy to use or not until we actually make a prototype, then use it. Also, there's often a difference in impressions for a gun when it's seen in 2D and when it's seen in 3D.
After making these minor corrections, we asked CAPCOM to check the completed prototype.
The prototype (F) is getting pretty close to the final specs, but the trial and error process continues. For more details, please refer to "THE ROAD TO FINALIZING SPECS (2) LATE STAGE DESIGN"!

5. THE ROAD TO FINALIZING SPECS (2) LATE STAGE DESIGN
We moved on from rough sketches to design plans until finally, in the fourth round, we put together a prototype "in the shape of a gun" (photo on the right). This is where the real work begins in terms of product development.
In Part Five, we'll focus on some of the major changes between the prototype and final product, focusing on the flash hider, body color, grip and medallion, although you can't see the changes from the picture.
I also wanted to talk about the front/rear sights and the trigger, but we couldn't fit them on one page, so we'll leave that for next time!
We moved on from rough sketches to design plans until finally, in the fourth round, we put together a prototype "in the shape of a gun" (photo on the right). This is where the real work begins in terms of product development.
In Part Five, we'll focus on some of the major changes between the prototype and final product, focusing on the flash hider, body color, grip and medallion, although you can't see the changes from the picture.
I also wanted to talk about the front/rear sights and the trigger, but we couldn't fit them on one page, so we'll leave that for next time!
● Flash Hider
This is a prototype flash hider that was simplified at CAPCOM's suggestion, but the look of the "Strike Gun (C)" that appeared in Part Three had so much impact we wanted to somehow incorporate even just the spike design alone into the flash hider. We each came up with many designs and decided to place pyramid-shaped spikes on the front of the flash hider in the production version. We had a lot of trouble deciding whether or not to use this design though. The reason being that although it has spikes attached, you can't actually use it as a Strike Gun (*1). So, based on CAPCOM's suggestion, we decided to use a shape that would avoid muzzle flash diffusion. The flash hider's attached to the threaded part at the end of the barrel, but our P226E2 would malfunction if a heavy object were attached to the barrel. For this reason, we changed the pitch of the screw (groove spacing) and reversed the screw's direction so that silencers and other devices sold for electric guns couldn't be attached. Finally, we made the flash hider a little larger than the prototype to make it more powerful, while also using "machined aluminum" to accentuate the sharpness of the spikes. It's quite an extravagant part. |
※1・The "Strike Gun" was originally a customization designed for situations where the gun's muzzle is "pressed against the opponent." Spiked plates fixed to the frame are placed in front of the muzzle to prevent the muzzle from hitting the opponent's body directly.
This is because the P226's structure has a weakness where "it can't fire if the barrel's pressed down." If the barrel's spiked directly, as in the "Sentinel Nine," even if the muzzle's pressed down like with a Strike Gun, the barrel will be pressed down on and unable to fire. |
● Body Color
We were intending on using only one color, black, to bring out the gun's weight and austerity, but when we visited CAPCOM's headquarters in Osaka with the prototype, the general producer pointed out "Maybe it's missing a bit of kerenmi?" By "kerenmi," we mean, in other words, "a little bit flashy" or "a bit of theatricality." They wanted something a little more eye-catching to give it a presence in the game world. Past limited edition BIOHAZARD models have included stainless steel types like the Desert Eagle and Gold Lugers, which were showy models. The Samurai Edge also has a nice wood grain accent on the grip, so each gun has its own character. So, we voiced, won't "two-tone silver and black" be able to express the DSO's commitment and give it a dauntless image? Most silver guns are made of rust-resistant stainless steel. This kind of rust prevention is something those who entrust their lives to a gun are very particular about. Now, the slide and frame aren't the only parts that can be silvered. The P226E2 has numerous levers and buttons, so of course the trigger and hammer colors will need to be carefully considered. |
Tokyo Marui prepared silver and black parts and took pictures of all possible combinations, then we put all the pictures together and worked with CAPCOM to determine which combo would be ideal.
As you can see in the final product, the silver and black parts are visually well-balanced, with the DSO's goal of "improving the corrosion resistance of movable parts" (see part three) also being achieved. There's another intention for the silver parts as part of the setting of the game world, but we'll discuss that in Part Six within the context of the BIOHAZARD setting. |
● Grip & Medallion
The shape of the grip is "asymmetrical", intended for right-handed use.
Up until the prototype, the medallion's shape and placement were symmetrical, but when I held it, the medallion on the right side wasn't just in the way, but the recoil when firing also caused pain in my palm. If this were a real gun... "ouch" probably wouldn't be suffice to say. It'd be a serious injury.
When designing the limited edition BIOHAZARD models, we place a great deal of importance on "realism." We always aim for "custom designs that are original, but could actually exist in the real world."
Therefore, we decided to omit the medallion on the right side since it "wouldn't really happen."
When we made the grip "for right-handed use only," some voices asked "What about left-handed people?" and "What if we want to switch to the opposite hand?"
Such situations are conceivable of course, but the P226E2's levers and buttons, such as the magazine catch and decocking lever, are designed for right-handed users, so situations of left-handed use are more limited than those right-handed.
Therefore we've given utmost priority to ease of grip and stability when gripping, relentlessly pursuing Leon's commitment to a "grip that fits comfortably in the hand".
For example the "thumb rest" on the left side, the anti-slip surfacing, and so on. You'll be able to feel the effect when you actually hold the grip in your right hand.
The shape of the grip is "asymmetrical", intended for right-handed use.
Up until the prototype, the medallion's shape and placement were symmetrical, but when I held it, the medallion on the right side wasn't just in the way, but the recoil when firing also caused pain in my palm. If this were a real gun... "ouch" probably wouldn't be suffice to say. It'd be a serious injury.
When designing the limited edition BIOHAZARD models, we place a great deal of importance on "realism." We always aim for "custom designs that are original, but could actually exist in the real world."
Therefore, we decided to omit the medallion on the right side since it "wouldn't really happen."
When we made the grip "for right-handed use only," some voices asked "What about left-handed people?" and "What if we want to switch to the opposite hand?"
Such situations are conceivable of course, but the P226E2's levers and buttons, such as the magazine catch and decocking lever, are designed for right-handed users, so situations of left-handed use are more limited than those right-handed.
Therefore we've given utmost priority to ease of grip and stability when gripping, relentlessly pursuing Leon's commitment to a "grip that fits comfortably in the hand".
For example the "thumb rest" on the left side, the anti-slip surfacing, and so on. You'll be able to feel the effect when you actually hold the grip in your right hand.
Most of the BIOHAZARD limited editions we've released so far have had medallions on them. We'd already decided to put a medallion on the grip this time too, so to start with we submitted a CG composite of the DSO emblem to CAPCOM. It was simple, up until this point.
Once it came time to create a three-dimensional medallion, however, it was a different story. The RPD and S.T.A.R.S. medallions we'd made up to this point were simple designs, but the DSO emblem was quite complex, and making a medallion with a diameter of about 17mm was an extremely difficult task. The medallion itself can be made with a mould, but it's nearly impossible to color the details beautifully, on top of cost issues. We came up with alternatives such as "applying stickers" or "using stamps," but a three-dimensional medallion would give a different sense of luxury, something we didn't want to compromise on. |
I wondered if it'd be possible to create a three-dimensional emblem similar to a medallion... After consulting with CAPCOM and exploring various means, we arrived at the method of "making it with pins."
Metal pins would allow us to create a beautifully colored, detailed design as well as give it a three-dimensional appearance. Therefore, we decided to make the medallion part alone with pins then embed it in the grip. I'd like you to compare it with the DSO emblem above to see just how much detail we were able to reproduce. |
6. CUSTOM ANALYSIS (1) ADAPTABILITY TO SPECIAL ENVIRONMENTS
BIRTH OF THE SENTINEL NINE Within the DSO's Sentinel Project, various custom-made handguns purpose-built for combating bioterrorism were developed, based upon the P226E2. Two types of custom candidates were narrowed down in the final stage, then after passing through a trial (※1), the Sentinel Nine won and was adopted by the DSO. The model name Sentinel Nine was originally a codename attached during development representing the "9th prototype", but the ammunition it uses is usually the 9mm Parabellum bullet, so it would simply be used as the name after being formally adopted by the DSO. The Sentinel Nine was reborn from the P226E2 at the hands of the DSO as an anti-bioterror dedicated handgun. First let's look at the final specifications from "adaptability to special environments." ※1. When a new firearm's adopted by the military or police an employment test is conducted, referred to as a "trial." Within the trial, tens of thousands of shots are fired to test accuracy and durability, and rigorous tests against drops, impacts, high and low temperatures etc. are performed, with improvements and tests repeated until it attains a standard for adoption. If it's a DSO trial with an anti-bioterror focus, the contents will be even more severe. |
THE FIELDS OF "DARKNESS" AGENTS FACE
The most difficult situation to avoid in bioterror fields is "darkness." It's always night out once a day and even during the daytime many indoor areas are poorly lit. Situations where the power supply's cut and there may be no lighting are also conceivable. If the enemies being confronted are humans like the agents, darkness is a 50/50 situation. However, some creatures and B.O.W.'s can detect prey via sound or smell. Fighting in the dark can be an overwhelming disadvantage for agent personnel. The Sentinel Nine assumes the following measures for use in the dark. |
● Front Sight & Rear Sight
The Sentinel Nine's sights are focused on acquiring a target. The dot parts of the sights are filled with a "phosphorescent agent" that stores and emits light, making them visible even in the dark. The dot on the front sight is square and the dots on the rear are shaped a very rare triangular, but this is designed to ensure you can reliably see and act quickly against unexpected attacks. The sights have a "stealth shape" where reflected light's less likely to affect sighting, with the sights also being made smaller and less likely to catch on clothing. ● Body Color Taking ops in the dark into consideration, it's usually desirable to unify the color of gear with a less noticeable black. However, it could fall as a result of bad footing. It can be knocked away by a creature's powerful blow. In the unlikely event you lose that gun, finding a black-colored gun in the dark would prove difficult. The Sentinel Nine dares to make some parts, such as the slide, silver in order to "make it easier to see the gun even in dim darkness." ● Mount Rail The mount rail's a specification of the base P226E2, not a Sentinel Nine customization, but it's an indispensable spec for ops in the dark. The grooves under the gun in front of the trigger are what's called the mount rail, most guns use a 20mm wide (Picatinny standard) mount rail. This part can be equipped with flashlights or laser pointers of the same standard. Since it's possible to switch on and illuminate a light etc while grasping the gun in both hands, mount rail models are increasingly being adopted, especially in units that engage in a great deal of indoor and night combat. |

ACCURATE FIRE ON WEAK POINTS & CONTROLLING RECOIL
A gun's bullets don't hit as intended if aim's inaccurate. Within the action of "pulling the trigger to fire a bullet", there are many elements that cause a decrease in hit rate, such as shaking when using the trigger, significant recoil when firing, and muzzle flash.
In order to strike several bullets at the weak points of creatures and B.O.W.'s, the Sentinel Nine compensates for aspects the shooter's skills alone can't cover.
A gun's bullets don't hit as intended if aim's inaccurate. Within the action of "pulling the trigger to fire a bullet", there are many elements that cause a decrease in hit rate, such as shaking when using the trigger, significant recoil when firing, and muzzle flash.
In order to strike several bullets at the weak points of creatures and B.O.W.'s, the Sentinel Nine compensates for aspects the shooter's skills alone can't cover.
● Flash Hider & Long Barrel
The Sentinel Nine's barrel is about 10mm longer than the P226E2's. By extending the barrel length, the bullets it fires have a more stable trajectory, with the tip threaded to allow silencers to be easily installed. (※1) A "flash hider" for suppressing muzzle flash is standard on this threading. The front face-like spike shape's designed to limit a muzzle flash's spread. In addition, the side port (hole) is for ejecting gas and has the effect of suppressing muzzle jump from the reaction of the ejected gas. ● Hybrid Grip Although the 9mm Parabellum round's less powerful than the Magnum bullet, the bullets it fires have sufficient offensive power, with recoil when firing them minor enough to be easily restrained by human strength. The Sentinel Nine seeks ease of grip and fit to hold the recoiling gun firmly with both hands. As a result of thorough research on the differences in roundness and angle, this "hybrid grip" was arrived at. A grip loaded with much pickiness such as a thumb rest intended for right-hand use, a DSO medallion on just one side, and a rubber finish making sliding harder, providing perfect graspability. ● B Trigger The Sentinel Nine trigger's called a "B Trigger" as it resembles the letter "B." Handgun trigger shapes vary wildly but the B Trigger's perhaps a particularly unique design. The Sentinel Nine's intended for single-action use capable of responding immediately even in emergencies, and the trigger in single-action's in position (B). The front of the trigger (the part touching the finger) is flat so that when pulling the trigger from position (B), it transmits the force of the finger to the trigger without any wastage. Excessive force applied to the finger pulling the trigger will make the muzzle shake easier. A smooth trigger pull's an important factor in precision shooting. In addition, the B Trigger has two holes that've been machined out. When the trigger returns to position (B) after firing, a lighter trigger returns faster. Although the difference is so slight it goes unnoticed initially, but the nerves in the fingertips are sensitive to differences in how quickly the trigger returns, and if the return's slower, that discomfort is transmitted to the user. Especially when pulling the trigger many times and firing rapidly (sequential firing without pause), if the trigger feels uncomfortable it'll cause the shooter significant stress. |
INCREASING BULLET NUMBER & SMOOTH MAGAZINE CATCHING
When using 9mm Parabellum bullets, the DSO enables rapid-fire attacks against creatures and B.O.W.'s which means more bullets are spent. If the magazine placed in the gun's empty, you'll be unprotected while changing the magazine. However, if the number of bullets in the magazine's increased as much as possible, it lowers the amount of magazine changes, and if the magazine can be replaced quickly and smoothly, it further narrows the gap. ● Long Magazine The long magazine used in the Sentinel Nine holds 20 rounds. This is five more than the usual magazine for the P226E2, so the magazine's also longer. This magazine, also referred to as a "SEALs magazine", is heavy since the bottom's reinforced with an iron plate. If you press the magazine catch it'll easily fall by its own weight, allowing for the magazine to be efficiently swapped out. ● Magazine Catch A large square-type magazine catch is used to ensure the magazine can be replaced in any situation. Although large and easy to push, it's designed to not jam while handling the Sentinel Nine. |

The DSO resurrected the Sentinel Project previously advanced by the FBC and finally invented the Sentinel Nine, a proprietary handgun for facing bioterrorism.
Only a small number were initially manufactured at the DSO, with combat data being gathered by Leon, the Sentinel Project's supervisor.
In 2013 however, before Leon received the Sentinel Nine, a large-scale bioterror incident occurred at Tall Oaks in the United States.
Although it finally landed in Leon's hands after the incident was resolved, combat data collection has yet to be completed. Full-fledged production of the Sentinel Nine and an official issuing date to DSO agents remain undecided.
● Gun Case
The gun case containing the Sentinel Nine is also supplied by the DSO. Made of a high-strength polymer with excellent shock absorption, it's a tough case that doesn't affect the gun stored inside, even if it were dropped from the sky or run over by a tank.
Displayed on top of the case are the DSO emblem, model name, serial number, etc., which prove the product's supplied by the DSO.
Only a small number were initially manufactured at the DSO, with combat data being gathered by Leon, the Sentinel Project's supervisor.
In 2013 however, before Leon received the Sentinel Nine, a large-scale bioterror incident occurred at Tall Oaks in the United States.
Although it finally landed in Leon's hands after the incident was resolved, combat data collection has yet to be completed. Full-fledged production of the Sentinel Nine and an official issuing date to DSO agents remain undecided.
● Gun Case
The gun case containing the Sentinel Nine is also supplied by the DSO. Made of a high-strength polymer with excellent shock absorption, it's a tough case that doesn't affect the gun stored inside, even if it were dropped from the sky or run over by a tank.
Displayed on top of the case are the DSO emblem, model name, serial number, etc., which prove the product's supplied by the DSO.
8. AN EXCLUSIVE MUST-HAVE ITEM THAT FORMS A WORLDVIEW
At last, this is the final installment of our "Sentinel Nine Thorough Analysis" series. Those of you who've been reading about The Sentinel Nine In The BIOHAZARD World up to the seventh installment may have wondered why the Sentinel Nine isn't in the game, even though the official setting's so well-established. The models actually used by the characters in the game, such as the Samurai Edge, are highly coveted by players of the games. BIOHAZARD 6 producer Hirabayashi-san was also concerned the Sentinel Nine Leon Model wouldn't appear in the game. CAPCOM released BIOHAZARD 6 in October 2012, five months after Tokyo Marui announced the Sentinel Nine Leon Model. Games also have a development period, so in order for the Sentinel Nine to appear in BIOHAZARD 6, a certain degree of specs would've needed to be determined three to four years in advance, along with a decision made as to whether or not to release a limited edition product. However, development of the Sentinel Nine Leon Model kicked off in 2011 (see Part One), and with the release of BIOHAZARD 6 being brought forward to an unusually early date, we were unfortunately unable to make it appear in BIOHAZARD 6 due to time constraints. However, in order to call it a "Leon Model," there had to be a strong enough connection between "BIOHAZARD," "Leon," and "Sentinel Nine" for fans to be convinced. To this end, BIOHAZARD Firearms Producer Takenaka-san formulated the setting for "the DSO's dedicated anti-bioterror handgun, the Sentinel Nine", which we've been discussing in this series. It's not only used in the limited edition Sentinel Nine Leon Model, but also incorporated into the world of the BIOHAZARD games, making it a truly official setting. We also received key art of Leon holding the Sentinel Nine exclusively for this limited edition item. |
▲ BIOHAZARD 6 - DSO agent Leon's also one of the main characters.
▲ The Samurai Edge has appeared in many BIOHAZARD titles. It's also widely recognized by fans as the gun used by Chris, Jill, Barry, and Wesker.
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Meanwhile at Tokyo Marui we started working on a logo for the limited edition Sentinel Nine Leon Model, as well as selecting a gun case. The attention to detail that went into these props was an important element in enhancing the "BIOHAZARD-esque" feel of the product itself.
In developing the Sentinel Nine, both CAPCOM and Tokyo Marui are naturally thinking "ahead" in terms of the game settings and product development.
Although we were unable to have the Sentinel Nine appear in BIOHAZARD 6, now that we have a solid foundation in terms of setting, there's a possibility the Sentinel Nine will appear in future BIOHAZARD productions and that the storyline surrounding the gun will expand even further.
We can't reveal our plans for what comes next at this time, but we hope you'll start off enjoying the 2013 limited edition Sentinel Nine Leon Model with its complete background story.
Although we were unable to have the Sentinel Nine appear in BIOHAZARD 6, now that we have a solid foundation in terms of setting, there's a possibility the Sentinel Nine will appear in future BIOHAZARD productions and that the storyline surrounding the gun will expand even further.
We can't reveal our plans for what comes next at this time, but we hope you'll start off enjoying the 2013 limited edition Sentinel Nine Leon Model with its complete background story.
-INTERVIEW WITH TOKYO MARUI PR-
"SENTINEL NINE" DEVELOPMENT KICKS OFF
CAPCOM Managing Corporate Officer Mr. Takeuchi's quite a gun enthusiast and we meet at every Osaka Shot Show (a military event). Whenever we see each other, our most uttered phrase is "we wanna do some new collaboration project."
It was when we met in 2011 that kicked off development of the Sentinel Nine. That year was exciting with BIOHAZARD's 15th anniversary and we expected further excitement in 2012 with the release of the movie "biohazard DAMNATION", so we said "let's get started with a collab model project" in earnest.
Of course at that time, the concept of the Sentinel Nine hadn't been conceived yet. However we re-released the Chris and Barry models of the Samurai Edge in 2011, so it was time to give the Samurai Edge a break and develop something new.
The main character of BIOHAZARD 6 was Leon, so we decided on a "Leon Model" early on.
I also wanted to use the familiar Desert Eagle as the base. If you've purchased the "Desert Eagle 50AE 10-inch Barrel Leon Custom", you might be aware the manual features the "Desert Eagle 10-inch Full Barrel Custom" in the form of "Leon's personal rough sketch." We thought this would make a good product.
"SENTINEL NINE" DEVELOPMENT KICKS OFF
CAPCOM Managing Corporate Officer Mr. Takeuchi's quite a gun enthusiast and we meet at every Osaka Shot Show (a military event). Whenever we see each other, our most uttered phrase is "we wanna do some new collaboration project."
It was when we met in 2011 that kicked off development of the Sentinel Nine. That year was exciting with BIOHAZARD's 15th anniversary and we expected further excitement in 2012 with the release of the movie "biohazard DAMNATION", so we said "let's get started with a collab model project" in earnest.
Of course at that time, the concept of the Sentinel Nine hadn't been conceived yet. However we re-released the Chris and Barry models of the Samurai Edge in 2011, so it was time to give the Samurai Edge a break and develop something new.
The main character of BIOHAZARD 6 was Leon, so we decided on a "Leon Model" early on.
I also wanted to use the familiar Desert Eagle as the base. If you've purchased the "Desert Eagle 50AE 10-inch Barrel Leon Custom", you might be aware the manual features the "Desert Eagle 10-inch Full Barrel Custom" in the form of "Leon's personal rough sketch." We thought this would make a good product.
But we've released Leon's Desert Eagle in three types so within Tokyo Marui there were some voices asking "Is the Desert Eagle really all that good?", so we considered other models as well.
On top of that, the CAPCOM producers then asked us to "make it a model that's not the Desert Eagle", so we decided on the direction of "a new model besides the Desert Eagle that can be systematized like the Samurai Edge." (※1)
On top of that, the CAPCOM producers then asked us to "make it a model that's not the Desert Eagle", so we decided on the direction of "a new model besides the Desert Eagle that can be systematized like the Samurai Edge." (※1)
HANDGUNS THAT AROSE AS CANDIDATES FOR THE CUSTOM BASE
The direction of "a new model besides the Desert Eagle that can be systematized like the Samurai Edge" had been decided, so the next step was narrowing down the handgun that would serve as the base (foundation).
At Tokyo Marui, we're constantly considering a range of custom handgun models. Firstly we selected two proposals based on the "Glock" and "SIG P226", then asked CAPCOM for their opinions.
There aren't actually very many handguns that are usable as a base for customization.
Besides the Glock and SIG P226, there are the M92F, M1911, and Desert Eagle, along with high capacity models (like our Hi-CAPA 5.1) which are very popular around the world and have abundant custom parts.
However, the M92F's the base gun for the Samurai Edge, while the Desert Eagle was excluded from candidacy this time.
We've already developed numerous variations of the M1911 and Hi-CAPA, so they'd be somewhat lacking impact as valuable collab models.
There are other models such as the "XDM-40", "PX4" or "FN5-7", but as these are relatively new models, questions arose relating to their popularity compared to major models like the M92F and M1911.
CAPCOM also appeared to desire a "SIG P226 Custom", so we received the OK to base it on the P226E2, an improved model of the P226.
The SIG P226 gun's a highly refined "professional tool" ideal for being carried by the handpicked DSO agents. Taking advantage of its strengths, we'll apply BIOHAZARD-esque customization that takes "anti-bioterror" into account.
The direction of "a new model besides the Desert Eagle that can be systematized like the Samurai Edge" had been decided, so the next step was narrowing down the handgun that would serve as the base (foundation).
At Tokyo Marui, we're constantly considering a range of custom handgun models. Firstly we selected two proposals based on the "Glock" and "SIG P226", then asked CAPCOM for their opinions.
There aren't actually very many handguns that are usable as a base for customization.
Besides the Glock and SIG P226, there are the M92F, M1911, and Desert Eagle, along with high capacity models (like our Hi-CAPA 5.1) which are very popular around the world and have abundant custom parts.
However, the M92F's the base gun for the Samurai Edge, while the Desert Eagle was excluded from candidacy this time.
We've already developed numerous variations of the M1911 and Hi-CAPA, so they'd be somewhat lacking impact as valuable collab models.
There are other models such as the "XDM-40", "PX4" or "FN5-7", but as these are relatively new models, questions arose relating to their popularity compared to major models like the M92F and M1911.
CAPCOM also appeared to desire a "SIG P226 Custom", so we received the OK to base it on the P226E2, an improved model of the P226.
The SIG P226 gun's a highly refined "professional tool" ideal for being carried by the handpicked DSO agents. Taking advantage of its strengths, we'll apply BIOHAZARD-esque customization that takes "anti-bioterror" into account.
THREE CUSTOM IDEAS BASED ON THE P226E2
When we finally decided to customize the P226E2, Sketch (A) was the first idea we submitted to CAPCOM. The first major change from the P226E2 was the lack of a decocking lever. This was done in preparation for a slightly higher grip position, and together with the recoil-dampening effect of the compensator in front of the muzzle, we wanted to make the muzzle easier to control when firing. (The compensator attached to the mount rail in front of the trigger.) The front & rear sights have this unique shape created in pursuit of "target visibility" and "rapid aiming" through the sights. The trigger's designed with an emphasis on easy double-action operability. You can see a little bit of the "B Trigger" (final spec) at the rear of the trigger. Using this sketch as a draft proposal, CAPCOM came up with various ideas (B). For example, the idea of turning the compensator into a strike plate with spikes. The spikes themselves can be used as a weapon on a so-called "Strike Gun." This idea's inspired by the "beat 'em up" in the game BIOHAZARD 6. Another suggestion was to make the bulge of the grip (the part that touches the palm of the hand) straight, and so on, giving "an image with an overall focus on straight lines." Proposal A was a little futuristic in the details, so CAPCOM further requested "a more BIOHAZARD-esque custom design that's unique yet realistic." We therefore re-proposed the two ideas below (C) & (D) while incorporating the ideas in (B). The impression's completely different from (A). |
Proposal (C) is the aforementioned strike gun proposal, while Proposal (D) is the customization proposal that would lead to the Sentinel Nine Leon Model. We'll take a closer look at how Proposal (D) would evolve in Part Four of this series, "THE ROAD TO SPEC FINALIZATION 1: INITIAL DESIGN".
ATTENTION TO THE FRONT & REAR SIGHTS
When manufacturing the Sentinel Nine Leon Model, we were most particular about the front sight and rear sight. Although they're just two small parts, it's no exaggeration to say they have utmost impact on a gun's usability.
It took us a lot of time before we decided on the specs, putting together many prototypes and exchanging opinions with CAPCOM until the very end.
When manufacturing the Sentinel Nine Leon Model, we were most particular about the front sight and rear sight. Although they're just two small parts, it's no exaggeration to say they have utmost impact on a gun's usability.
It took us a lot of time before we decided on the specs, putting together many prototypes and exchanging opinions with CAPCOM until the very end.
Everyone has their own preferences for ease of aiming and design of sights. For us, the "Ghost Ring Sight" we proposed was the best choice.
A ghost ring sight has a circular shape around the front sight. If you put a luminescent marker along this shape, the ring will glow in the dark. We thought this would be cool and look BIOHAZARD-esque. However, CAPCOM Managing Corporate Officer Takeuchi-san commented about the ring being difficult to aim with, and that he'd seen models with ghost ring sights in the past, which gave the ring an old-fashioned image. We then tried cutting the ring part in half, but it was the same as the other sights, lacking any impact. Above all, a half-circle made aiming even harder. |
Next we proposed a design with a "triangle" motif. I had the impression that "Leon = triangle" in my mind, perhaps because I'd previously made a triangular safety for the Leon Custom of the Desert Eagle.
I was thinking of designing the sights along the road of making the shape of the sight itself triangular, but since I'm not a good artist, I couldn't convey that image to the production staff. In the end, I put together prototype sights myself and brought them to CAPCOM's headquarters in Osaka along with an unsighted P226. While replacing several prototype sights on the spot, I had Managing Corporate Officer Takeuchi-san and Firearms Producer Takenaka-san aim at targets while we exchanged opinions, but in the end it came down to a matter of preference, whether we "liked" or "disliked" the design. Incidentally, we'd also prepared a triangular dot for the sights, but to be honest, it was difficult to use when we actually tried it out. Designing solely by logic's no good... In fact, the triangular dots don't work well with luminescent materials, so this idea was also rejected. |
We were unable to visit CAPCOM's headquarters in Osaka, so we repeatedly made prototypes and sent photos of the sight conditions before deciding on the final specs at last.
The sight itself's original, but with a somewhat realistic shape. The front sight has a square dot and the rear sight has two triangles facing each other, making it rather unique. The basis of the sight design is that I wanted to change the common belief that "dot on the front sight = a round shape."
In the end, however, both Takeuchi and I came to the conclusion a round dot on the front sight's easier to match up. It's not that square dots are hard to use, but when the gun's held up and sighted in, the front sight's a little far away, making it look blurred and round.
I'm sure this is why actual gun manufacturers have used round dots all the way up to now.
The sight itself's original, but with a somewhat realistic shape. The front sight has a square dot and the rear sight has two triangles facing each other, making it rather unique. The basis of the sight design is that I wanted to change the common belief that "dot on the front sight = a round shape."
In the end, however, both Takeuchi and I came to the conclusion a round dot on the front sight's easier to match up. It's not that square dots are hard to use, but when the gun's held up and sighted in, the front sight's a little far away, making it look blurred and round.
I'm sure this is why actual gun manufacturers have used round dots all the way up to now.
TRIGGER DESIGN TRANSITIONS
One of the Sentinel Nine Leon Model's most eye-catching features is its uniquely shaped silver trigger. We named it the "B Trigger" since it resembles the letter "B" when viewed from the side.
I'm often asked if it's a "B" for "BIOHAZARD," but that wasn't my intention at all. As you can see from the changes in the trigger design below, we honestly found ourselves with a "B" as we incorporated ideas for each part of the trigger.
One of the Sentinel Nine Leon Model's most eye-catching features is its uniquely shaped silver trigger. We named it the "B Trigger" since it resembles the letter "B" when viewed from the side.
I'm often asked if it's a "B" for "BIOHAZARD," but that wasn't my intention at all. As you can see from the changes in the trigger design below, we honestly found ourselves with a "B" as we incorporated ideas for each part of the trigger.
The initial rough draft of the trigger design emphasized double-action. The rear of the trigger has a B-Trigger-like appearance.
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The front of the trigger has a rounded design with two holes for adding a cover to the trigger's exterior.
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At the time of prototype production, the front of the trigger was flattened and switched to a single-action design.
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Final model with minor tweaks to operability.
The trigger's now silver and more eye-catching. |
The zigzag shape at the trigger's rear was inherited from the initial rough draft, and the two cutouts were changed from the holes for hexagonal screws from when the design was still based on the double-action premise. The original idea was to use these holes to mount a custom trigger like a monaka.
Later, it was decided to design a single-action trigger, and so the B Trigger was born, with the front of the trigger flattened. However, when the prototype took shape, we found the design as it was caused malfunctions. The trigger would hit the frame, or the trigger travel distance was insufficient to fire the weapon... Although the design was decided early in the development process, we had a lot of trouble making subsequent adjustments.
The trigger, especially the single-action trigger position, was an area CAPCOM's Managing Corporate Officer Takeuchi was very particular about. The feel of the trigger changes considerably if the starting position or angle of the trigger pull's slightly different, so we constructed repeated prototypes to check the feel while making adjustments over time.
Due to the structure, we weren't able to achieve 100% of what Managing Corporate Officer Takeuchi desired, but I'm proud to say we were able to achieve a satisfactory level.
Later, it was decided to design a single-action trigger, and so the B Trigger was born, with the front of the trigger flattened. However, when the prototype took shape, we found the design as it was caused malfunctions. The trigger would hit the frame, or the trigger travel distance was insufficient to fire the weapon... Although the design was decided early in the development process, we had a lot of trouble making subsequent adjustments.
The trigger, especially the single-action trigger position, was an area CAPCOM's Managing Corporate Officer Takeuchi was very particular about. The feel of the trigger changes considerably if the starting position or angle of the trigger pull's slightly different, so we constructed repeated prototypes to check the feel while making adjustments over time.
Due to the structure, we weren't able to achieve 100% of what Managing Corporate Officer Takeuchi desired, but I'm proud to say we were able to achieve a satisfactory level.