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Old 31-07-2010, 01:49 PM   #1
MrFlibble
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I think the scenario from the Heroes of Might and Magic III demo was also specifically made for it. In any case, it is quite short and hard to play since here's a one-month limit to finish off the two opponents. I guess it was deliberately done so, to tease the players as well as to show off some of the full game.
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Old 23-08-2010, 12:36 PM   #2
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CyClones demo also has a unique level which was specifically created for the demonstration purposes.
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Old 23-08-2010, 03:18 PM   #3
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Test Drive II - The Duel

Console
The 2 console Versions (SNES & Genesis) is a whole new game. Both have the F-40, Lamborghini & the 959, But the Genesis has 3 tracks, where the SNES has 4 tracks. Also the the Snes Version has Voice overs, EG when stopping for gas, a Voice comes up saying "Fill 'er up". The Genesis version has Music that plays when driving, which no other version has.

Amiga

The Amiga version is the same as the Dos version, Except that it has more colour/better graphics. On the mountain side one can see spraypaint painted on. Also the RUF was made a lot faster that any other car.
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Old 23-08-2010, 08:45 PM   #4
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I recently got my hands on a CD demo of C&C1, which contains (the same) 3 missions for GDI and 3 missions for Nod.

where the original demo only has some special stuff in the 3rd GDI mision, these Nod missions ALL have special stuff: you get flame tanks to wipe out the village in the first one, artillery to annihilate the base in the second one, and in the third one, where you normally start on a sealed off island, they made it connect right to the mainland, and gave you stealth tanks (chinook-dropped, even) once you reached the mainland.

The missions can be seen here:
http://nyerguds.arsaneus-design.com/...pics/demo-gdi/
http://nyerguds.arsaneus-design.com/...pics/demo-nod/
(in the mappics/ folder you can find the original campaigns to compare with)

The iso of the demo CD can be found here, btw. (200 mb)


There's also at least one mission on the Nintendo64 version which does a similar thing, connecting 2 originally separated pieces of land to decrease the difficulty. Probably done to compensate for rather unwieldy controls.

On that note, and since the thread title includes ports too, the C&C1 PlayStation and Nintendo64 ports both contain a set of "Special Operations" which are unique to their console... well, were unique, until they were extracted

The PlayStation and Saturn versions also have the game music tracks as they were originally made, whereas the PC version's tracks had voice clips removed because the devs thought they'd be 'too distracting' for the players. This was probably mostly because they included voice clips of the same voice as the computer voice that gives you messages ingame.

Note that most of the original tracks with full sound clips were still included in the original DOS version of C&C as hidden tracks, and can be unlocked with a code that was only recently discovered (adding the line "Scores=remix" in the game's config file). This code makes all available original tracks replace their dumbed down counterparts.
For some bizarre reason though, the programming to use this code was missing from the latest DOS version (1.22) of the game. This is made even more mysterious by the fact that the Win95 port, which is based on that version, does have the code.

Last edited by Nyerguds; 23-08-2010 at 10:38 PM.
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Old 27-08-2010, 11:26 PM   #5
MrFlibble
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Quote:
Originally Posted by Nyerguds View Post
I recently got my hands on a CD demo of C&C1, which contains (the same) 3 missions for GDI and 3 missions for Nod.

where the original demo only has some special stuff in the 3rd GDI mision, these Nod missions ALL have special stuff: you get flame tanks to wipe out the village in the first one, artillery to annihilate the base in the second one, and in the third one, where you normally start on a sealed off island, they made it connect right to the mainland, and gave you stealth tanks (chinook-dropped, even) once you reached the mainland.
Wow, cool Was this demo CD part of that Westwood 10 years anniversary edition box you've got? Oh, and by the way, remember some time ago I kept asking about the "anniversary edition" of C&C that had Dune II as a bonus? Wasn't it perchance included as well?

Quote:
Originally Posted by Nyerguds View Post
On that note, and since the thread title includes ports too, the C&C1 PlayStation and Nintendo64 ports both contain a set of "Special Operations" which are unique to their console... well, were unique, until they were extracted
They're already there And you will be laughing, but they're actually among those things that motivated me to start this thread in the first place

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Originally Posted by Nyerguds View Post
For some bizarre reason though, the programming to use this code was missing from the latest DOS version (1.22) of the game. This is made even more mysterious by the fact that the Win95 port, which is based on that version, does have the code.
Interesting... Perhaps they were using an the same source code as the basis for the Win95 version, but some last-minute changes that were introduced during the compilation of DOS v1.22 were not included in the "master" source code?
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Old 08-11-2010, 09:16 PM   #6
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Quote:
Originally Posted by MrFlibble View Post
Wow, cool Was this demo CD part of that Westwood 10 years anniversary edition box you've got? Oh, and by the way, remember some time ago I kept asking about the "anniversary edition" of C&C that had Dune II as a bonus? Wasn't it perchance included as well?
Nope, I bought the demo separately. Had nothing to do with that pack.

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They're already there And you will be laughing, but they're actually among those things that motivated me to start this thread in the first place
Ah, ow, I completely missed the fact you separated that first post in demos / special releases / console ports/ etc.

[edit]

Oh, another thing that might count... the Battle.net (Win95) edition of Warcraft II adds a food counter next to the other resources. The original DOS version doesn't have this. Or is this the opposite of what you're trying to list in this thread?

[edit]

Huh, the C&C alpha/beta isn't mentioned?
http://nyerguds.arsaneus-design.com/...ive/beta1.html
http://nyerguds.arsaneus-design.com/...ive/beta2.html
Command & Conquer's original interface was tabbed, showing 4 buttons, though the last one is just the credits, and obviously not a button. The others are "Tactical", "Options", and "Database". "Tactical" was just the gameplay screen, "Options" was obviously the options menu, and "Database" was most likely meant for an "ingame manual" - a units and structures database to consult ingame, just like Dune II's Mentat function. It never made it to the final game though.

Other differences in this version, besides some units and structures that haven't found their final side, are the double team colours on the Nod buildings (combining grey and red), generally more team colour area on all stuff in the game, side logos on the construction yard buildings, a kind of road tile before each building rather than the entire concrete 'bib' they get in the final game, and green sludge inside the power plant cooling towers.

Last edited by Nyerguds; 08-11-2010 at 09:47 PM.
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Old 09-11-2010, 09:19 AM   #7
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Quote:
Originally Posted by Nyerguds View Post
Oh, another thing that might count... the Battle.net (Win95) edition of Warcraft II adds a food counter next to the other resources. The original DOS version doesn't have this.
I can be wrong, but the food counter was always in the game, just not on the top of the screen. It was visible only after clicking on one of the farms.
Currently I do not have the DOS release so I can't verify my memory
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Old 09-11-2010, 07:31 PM   #8
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Of course you could check it on the farms, but the fact it was actually added to the resource counters in the general UI is definitely a change.
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Old 09-11-2010, 09:04 PM   #9
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OK, I get yuor point
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Old 14-11-2010, 12:51 AM   #10
MrFlibble
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Quote:
Originally Posted by Nyerguds View Post
Oh, another thing that might count... the Battle.net (Win95) edition of Warcraft II adds a food counter next to the other resources. The original DOS version doesn't have this. Or is this the opposite of what you're trying to list in this thread?
Yeah, it's probably the opposite

Quote:
Originally Posted by Nyerguds View Post
Huh, the C&C alpha/beta isn't mentioned?
http://nyerguds.arsaneus-design.com/...ive/beta1.html
http://nyerguds.arsaneus-design.com/...ive/beta2.html
Command & Conquer's original interface was tabbed, showing 4 buttons, though the last one is just the credits, and obviously not a button. The others are "Tactical", "Options", and "Database". "Tactical" was just the gameplay screen, "Options" was obviously the options menu, and "Database" was most likely meant for an "ingame manual" - a units and structures database to consult ingame, just like Dune II's Mentat function. It never made it to the final game though.

Other differences in this version, besides some units and structures that haven't found their final side, are the double team colours on the Nod buildings (combining grey and red), generally more team colour area on all stuff in the game, side logos on the construction yard buildings, a kind of road tile before each building rather than the entire concrete 'bib' they get in the final game, and green sludge inside the power plant cooling towers.
This is, indeed, a very interesting sum-up of pre-release features of C&C (worthy of a separate thread, no less ), but, even though the topic has grown a lot, listing various stuff from demos to pre-release and console versions of different games, the original idea was to include things that are actually available to the public (so that people can, if they want to, get the source material and, if possible, extract said extra content). It is my understanding that the C&C beta was never made available to public - by legal means or otherwise. Of course, some pre-release sprites can be obtained from screenshots (like the ConYard with the Nod logo, or the Nod logo on the Hand of Nod, which you brought back in your patch ), but it's not exactly the same as getting the original sprite in SHP format, right?

Oh, BTW, do you remember that there was a "Negative!" unit response in C&C, which is only found in the C&C95 Windows Theme Pack?

I've added info about the C&C Demo CD you found, and the RA1 demo, to the first post (among other things).

Can anyone verify if the level in The Settlers II demo (I'm talking about the one called "Initial Contact", not the tutorial level) is absent from the full game?
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