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Magic Carpet 2: The Netherworlds
Magic Carpet 2: The Netherworlds |
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Developer: Bullfrog Productions This game has unused areas. This game has a prototype article This game has a notes page |
Magic Carpet 2: The Netherworlds is an interesting reimagining of the original Magic Carpet into a more objective-led game with an actual storyline that tracks a lot closer to the original concept for Magic Carpet than that game ended up doing, for better or worse. It also reuses a significant amount of cut content from the original, with a lot of unused graphics and concepts finally seeing daylight here.
Contents
Sub-Pages
Prototype Info |
Notes |
Level Select
As with the first game, it's possible to start on any level by using the -level argument at the command line, e.g. NETHERW -level x, with x being a number between 0 and 127.
Levels 0-39 are the singleplayer levels (including secret levels), and 50-60 are multiplayer levels. However, there are significantly more levels available to play, as described below.
Command Line Arguments
showversion
Starting the game with the argument -showversion prints the following to the DOS prompt:
Magic Carpet 2 (Netherworlds) *********************************************************** * TESTERS: WRITE DOWN THE ABOVE VERSION DATE AND TIME. * * Press RETURN to continue... * ************************************************************
showversion2
There is also a second argument, -showversion2. Running the game with this causes the game title to be printed to the DOS prompt, and then the game itself exits. Based on the -showversion command and how the early demos behave, it seems originally the game printed the build information to the DOS prompt on running, and these commands were used to give testers and other interested parties time to write them down. However, in the final game the build information is not shown anymore, making them useless. -showversion2 seems to be a particularly late addition to the game as it is not present in the second demo that was created close to launch.
Debug
The -debug argument doesn't seem to work in the final game. However, the fan decompilation project Magic Carpet 2 HD re-enables this functionality and allows it to be seen:
Build Comments
As with the original Magic Carpet and several other Bullfrog games of the time, a standard build log entry is visible at position 000E6E08.
Product name Magic Carpet 2 (Netherworlds) Version number Beta Version date Sep 06 1995 03:42:13 Programmer Bullfrog, Alan Wright Supplied to PUBLIC
Unused Levels
To do: Rough notes, will redo once better understood. |
The gamefeatures 30 singleplayer levels, and 10 multiplayer levels. However, checking the LEVELS.DAT and .TAB files reveals a whopping 200 levels are in fact shipped with the game. It seems, as with sister Bullfrog title Syndicate Wars, that every level in the title's development directory was lumped in, whether accessible in the game or not. Oddly, levels after 99 are also not even compressed, defeating the point of Bullfrog compressing those levels that are in use, as they greatly increase the LEVELS.DAT file size.
The game can only access 128 levels using the -level argument, so ones after this number cannot be played. It's currently not possible to repack the LEVELS.DAT/TAB files with the leftover levels like could be done with the original Magic Carpet, as both Magic Carpet 2 and the Hidden Worlds expansion pack for the original game check the CRC for the LEVELS.DAT and TAB files and won't load an adulterated copy. However, the fan-made decompilation project Magic Carpet 2 HD can play these levels if they are extracted to individual files using another fan-made tool.
The levels themselves also document the game in development. Most final levels have early versions included within, some of which play vastly differently. So too there are many totally cut levels, several of which have clearly had a lot of work put into them. There are also a lot of levels later on in the list that are in fact in the original Magic Carpet level format (although with MC2 enemies which obviously won't appear in the original), not the new MC2 format, and can be played in the original game, showing the progression of the engine through development.
One thing that becomes clear with the levels is that a lot more cave levels were created and went unused. The reason for this seems to be that these levels were built around defeating enemy wizards, which are conspicuously absent from cave levels in the final. Playing the cut cave levels demonstrates that the wizard AI really cannot handle the cave landscape, behaving in strange ways from simply getting stuck in the terrain, to actually flying through the level's walls, to their pathfinding totally failing and simply not moving at all.
Number | Level Type | Notes |
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0-24 | Final singleplayer levels | |
27 | Night | Tough unfinished cut level with the player starting in a brutal ambush of zombies, manticores, and spiders next to a series of tornado traps. |
30-34 | Final secret levels | |
38 | Night | A very different version of the first BASF demo level. The player starts at a low level and has to slaughter goats, but quickly gains the basic spells, up to lightning and crater. Oddly, the level ends with a series of teleports to follow that end with the player trapped in a box in the sea, but based on the next level it seems this version was not finished. |
39 | Night | Slightly later version of 38. Entering the box in the lake (which is also now bigger) reveals a leviathan that must be killed to trigger an escape teleport and complete the level's final objective. These two versions show a challenging "vertical slice" of the game, with the player progressing a significant way through the spells tree and taking on a tough enemy. The final version of this level found in the demo is massively simplified and never goes beyond the lowest rungs of the spell/enemy tree. |
40 | Day | Version of level 3. |
41 | Day | Seems to be an unused desert level. Lots of gnarled terrain and a large town, but no enemies. |
42 | No level | |
43 | No level | |
44 | No level | |
45 | No level | |
46 | Night | Interesting unfinished night level. An avenue of statues leads to a switch that enables a teleporter. This then leads to a sealed arena battle against spiders and zombies. The final goal is to destroy an impressive looking castle. Lots of Moon Dwellers lurk in the mountains. |
47 | No level | |
48 | Night | Version of level 14. |
49 | No level | |
50 - 59 | Final multiplayer Levels | |
60 | Night | Seemingly very complete alt version of multiplayer level 5. Terrain seems very slightly different. |
61 | Day | Unused level consisting of several thin islands in a large sea. The islands are absolutely smothered in dragons and manticores. Level starts completed with the objective to head to the exit. |
62 | Night | Cut level that's a callback to level 33 of the original game, with the player trapped in very small areas with lots of enemies. |
63 | Day | Cut level with the common theme of small volcanic islands in a large ocean. Four wizards attack. Probably a multiplayer level. |
64 | Day | Another version of multiplayer level 9. |
65 | Day | Odd level with a single small island in an ocean filled to the brim with hundreds of archers. |
66 | Cave | Cave level based around spiralling tunnels and larger lava-filled areas. |
67 | Cave | An ingenious level that's kind of like a map of the body, with lava as blood. There is a central "heart" chamber connected by lots of arterial passageways that are packed with enemies, making them lethal to venture into. The Cymmerians inside produce a constant stream of bugs that pour out of the arteries into the main area, attacking the player's castles. The end effect, looking at the map, is like a medical diagram of white blood cells attacking an infection. |
68 | Day | A totally empty level with just a flat green field |
69 | Day | An early, totally empty version of level 20 |
70 | Night | An early, totally empty version of level 22 |
71 | Day | An early, totally empty version of level 23 |
72 | Night | A totally empty unknown night level |
73 | Cave | Cut cave level that plays somewhat like level 4, but clearly aimed for a lot later into the game. Player must destroy Cymmerians. |
74 | Cave | Early/alt version of level 16, need to see what is different - the room to the right of the start position is square here, whereas it's a spiral in the final. |
75 | No Level | |
76 | No Level | |
77 | Cave | This seems to be an early version of level 15, with somewhat different terrain. The square room that can be teleported into in the final version only contains a single experience scroll - here it has dozens. |
78 | No Level | |
79 | Day | A cozy walled village with lots of buildings and separate pens for goats. No enemies yet, but there are later more populated versions of this level included. |
80 | Night | A very early version of level 18. This is a totally different actual map, and all that happens is fireflies and cymmerians swarm at a point, while the CD audio tracks for the level narration play through in a loop. |
81 | Night | An unfinished cut level. Lots of Devils, a Hydra, and a central lake full of Leviathans. Flying to a point in the lake completes the objective and unlocks the exit. |
82 | Cave | Empty cut level. Quite detailed cave level, but with no enemies in it. |
83 | Day | Mostly empty test level, consisting of rolling grassland and a single tree. Approaching the tree spawns a number of archers who spread out across the map. |
84 | Day | A very early version of the first level. Here it's a daylight level, with no enemies or the town present. A series of waypoints must be navigated to finish the level. |
85 | Cave | Another version of the cut level 66, not sure difference |
86 | Day | Early version of Multiplayer level 2 |
87 | Cave | Early version of the fifth BASF demo level. The square rooms have not been dirtied up yet. |
88 | Day | Early version of level 2 |
89 | Night | Version of level 10 |
90 | Day | Alt version of level 23 with a lot more buildings |
91 | Night | Short unused level, seems to be a test for the start of the game on an unused map. Player must collect the basic early spells and then exit |
92 | No level | |
93 | Day | Cut day level. An island full of Manticores and some kind of sealed city behind walls |
94 | Cave | Early version of level 12. Seems close to final |
95 | Cave | Early version of level 12. The square rooms in the middle are much blockier and cruder compared to the final and 94 |
96 | Night | Cut night level. Possibly an early multiplayer level. An empty island with only 3 other wizards on |
97 | Cave | Early version of level 6. Start position is different |
98 | Night | A version of the first level in mid development. This is quite close to final, but is missing lots of touches, the CD audio triggers are not in, and the spikes that emerge from the ground around the area with the spells in aren't there yet |
99 | Day | Alternate version of multiplayer 10. You start without fireballs or castle, and have to speed past a massive crowd of bees to get the castle spell! |
100 | Day | Another early, densely built up version of level 23 |
101 | Day | Cut day level. Craggy land structures that are mostly empty save some trees that release an ambush of archers when crossed. Level begins with a series of scripted explosions around the player for some reason |
102 | Day | Totally empty highlands day level |
103 | Day | Empty map of a small island in a large ocean |
104 | Day | Early version of secret level 5 |
105 | Cave | Version of Multiplayer level 6 |
106 | Cave | Very early instance of an empty tiny cave level with a few small lava pools. Oddly an enemy wizard is setup who attacks |
107 | Cave | Version of secret level 3. Seems close to final |
108 | Night | Secret level 2 |
109 | Day | A later version of 103. There is now a mana-filled maze in the middle of the ocean in the shape of a duck with a sole leviathan prowling around it. |
110 | Night | Version of level 19 |
111 | Cave | Yet another version of 12 |
112 | Night | Early version of Multiplayer level 5/BASF Demo level 3. Not sure of differences |
113 | Cave | Another version of 67 |
114 | Cave | Cut cave level. A series of lava pools joined by long winding tunnels, looking like some sort of view of bacteria under a microscope |
115 | Cave | Cut cave level. Craggy, irregular looking cave with little in it, save lot of cymmerians. Also has 4 wizards, who have castles outside the walls |
116 | Crashes the game | |
117 | Cave | Another version of 66 |
118 | Day | Slightly later version of 79. There is now an arena/ambush at the start where spiders flood in |
119 | Day | Slightly later version of 79. There is now an arena/ambush at the start where spiders flood in |
120 | Day | Cut day level. Gimmicky ocean level with a bridge leading to a teleport that leads to other teleports in small boxes that eventually lead to a walled-in island with a skeleton ambush |
121 | Day | Odd early/alternative version of level 5. Rather than fighting other wizards, all there is are buildings to destroy |
122 | Night | Cut night level. This is actually an early version of multiplayer level 7. At this point it seems more likely to have been a single player level, with the player starting in front of a row of mana balls leading to an ornate castle. There is a single hydra on the map and no other enemies |
123 | Cave | Another early version of level 15 |
124 | Day | Cut day maze type level. Similar design to multiplayer level 1, but clearly not the same seed etc. |
125 | Cave | a version of Secret level 4 |
126 | Night | A version of level 7. Already seems close to final |
127 | Cave | Cave level. A grid of perfect square rooms with raised plateaus within linked with small corridors. The player starts off unarmed and must brave a central area full of spells to get equipped, which leads to a trap being sprung of endless dragons and devils spilling forth |
128 | Night | The playable level from the Bullfrog Christmas Demo CD |
129 | Day | Early version of Multiplayer level 7. The island with a Hydra on in the final has loads of devils on here. Rest of the level is mostly empty except for some villagers and their buildings |
130 | Day | Version of Multiplayer level 1. Not sure what is different |
131 | Cave | Crude boxy cave level that is clearly very early in development. A journey through corridors to a kind of furnace room results in an ambush |
132 | Cave | Another version of 127 |
133 | Day | Obvious test level that has most building types, and a hill with every spell on |
134 | Night | Another test level - very interesting formation flying from a group of Wyverns followed by Cymmerians and fireflies. The coast of the map is also covered in experience spells |
135 | Cave | Crude cave level. Player starts in a large box room with spiders in. Outside are a few pipe-like tunnels that are not connected |
136 | Day | Another building test level. Has initials written in Barrel Objects, either an "N" or "ZI" |
137 | Cave | Boxier early version of Level 4 |
138 | Crashes the game | |
139 | Night | Clever unfinished level. A single house resides inside impenetrable walls. Touching a statue opens the wall and spawns some mana balls that lead the way to the house. Capturing it triggers the empty area to spawn lots more houses and fireflies |
140 | Day | Yet another version of multiplayer level 2. This time it's almost empty with only a few spiders. They are objectives, which suggest it was a single player level at this point |
141 | Night | Early version of the first level. At this point the archers are not in the main square with the spell jars, but arranged at random places across the map. |
142 | Cave | Yet another early version of level 4 |
143 | Cave | This is actually the normally unplayable cave level from the Christmas Demo CD. |
144 | Cave | Another version of 143, unclear what's different |
145 | Day | Yet another version of multiplayer level 2. Now there are enemy wizards as well as spiders |
146 | Cave | Yet another early version of level 4 |
147 | Cave | Another sprawling cut cave level |
148 | Night | Early version of level 10. More buildings must be destroyed, and the building used for the temple in the final version is the special huge building used for Vissiluth in this version |
149 | Day | Very early version of multplayed level 10. At this point there are only a few buildings (in totally different positions to the final) and the wizard Nyphur on the map. |
150 | Day | Seemingly an early version of level 2. Very different terrain, but the same cross shaped set of buildings to move to. Next objective is to destroy a worm and a moon dweller, which seems a bit difficult for such an early level |
151 | Day | Unfinished level featuring several towns formed around the inside of huge craters. There's little to the level other than flying to two points. |
152 | Day | Seems to be a test for creature alliances. A group of dragons fight a group of manticores inside an arena filled with goats |
153 | Day | A level that's barely been started. An empty landscape with jutting out into a sea |
154 | Day | Peculiar level with a village on a small island. Archers start assembled around a pit with goats and bees in, and shoot them all. Some dragons then spawn, and roam the island with the archers |
155 | Cave | Early version of cut cave level. There's a looping tunnel in which a trap is sprung if the player ventures inside |
156 | Day | Second level of the BASF demo. Not sure if different |
157 | Cave | More advanced version of 155. First objective is now to kill skeletons in the tunnels |
158 | Night | Unfinished level with a huge city sealed behind walls. |
159 | Night | Early, simplified version of the BASF demo. No goats to kill yet, there are just fireflies flying around |
160 | MC1 Level | |
161 | Day | Desert level. The player has to endure a series of lucky escapes, from attacks from a Wyvern on level start to swarms of bees and spiders to get the basic spells from the level and fight other wizards. This is actually the cut sixth level of the BASF demo |
162 | Day | Another early version of level 2. Only the first objective can be completed |
163 | Day | Yet another early version of multiplayer level 2/BASF Demo level 4. In this iteration the "web" starts empty, but heading to the objective marker inside triggers spiders to spawn |
164 | Cave | Empty cave level clearly only just started. Several square rooms linked by tunnels. |
165 | Night | Early version of Multiplayer level 5/BASF Demo level 3. Not sure of differences |
166 | Day | Yet another early version of multiplayer level 2/BASF Demo level 4. The spiders are there, but no objectives and the level starts completed |
167 | Crashes the game | |
168 | Day | Early version of Multiplayer level 5/BASF Demo level 3. This is somewhat interesting as it's day level at this point in time. Otherwise it's empty except for a herd of goats |
169 | Day | Simple cut wizard battle level. Only enemies are herds of goats |
170 | MC1 Level | |
171 | Day | Interesting level starting with two lines of marching skeletons ensnaring the player. A castle bears various spells. Attempting to claim some spells and mana in a field results in walls of spikes raising up and legions of devils attacking |
172 | Night | A level in similar basic shape to level 7, with a large river splitting the level in two |
173 | Day | Another early version of Multiplayer level 10 |
174 | Day | Another maze level, this time in a wintry setting, and with lots of teleporters to discover. Seems early in development. These sorts of levels seem to have been deliberately kept out of the final game |
175 | Day | Another early version of Multiplayer level 10. This one doesn't have any buildings or the volcanoes rising from the sea yet, seems very early |
176 | MC1 Level | |
177 | MC1 Level - Crashes MC1 | |
178 | MC1 Level - Crashes MC1 | |
179 | MC1 Level | |
180 | Day | Desert level. A town built alongside a big lake and a terrifying ambush where a tiny visible switch unleashes about 20 worms and two wyverns inches in front of the player. Similar to 199 |
181 | MC1 Level | |
182 | MC1 Level | |
183 | MC1 Level | |
184 | MC1 Level | |
185 | Day | Player starts trapped inside a small arena with dragons and sentinels. The dragons seem to be allied and will kill the sentinels. Side rooms can be opened to cause more enemies to spill in to fight |
186 | MC1 Level | |
187 | MC1 Level | |
188 | MC1 Level | |
189 | Crashes the game | |
190 | MC1 Level | |
191 | MC1 Level | |
192 | MC1 Level | |
193 | MC1 Level | |
194 | Day | Simple gimmick level. The player starts in a long walled tunnel with an exit only at one end. Bees surround and attack. Accelerate must be used to escape, and as they are passed by, the walls turn into volcanoes. After this the level seems completely empty. |
195 | MC1 Level | |
196 | MC1 Level | |
197 | Day | The same basic principle as 158 (huge walled city), but with a different map and at day |
198 | Day | A kind of distant cousin to multiplayer level 1. A small island in the sea surrounded by a square path and four large areas, one of which has a castle on. A few worms are present as objective targets |
199 | Day | Simplistic level with a village built around a large lake. Objectives are to kill an individual zombie and dragon. |
Placeholder Level
If a level with bad data is loaded (e.g. 42, 43, 75, 76, etc) the game auto-generates an empty ocean level with all the wizards on rather than crash. All that happens is the wizards fly across the empty sea in a kind of conga line indefinitely.
Development Text
Early Enemy Names
A list of enemies can be found at 000E6530 in the main executable. This includes early names for some enemies as follows:
Enemy | Early Name |
---|---|
Moon Dweller | Mana Eater |
Troglodyte | Dark Demon |
Leviathan | Deep One |
The Magic Carpet series
| |
---|---|
DOS | Magic Carpet (Prototype) • Magic Carpet 2: The Netherworlds (Prototype) |
PlayStation | Magic Carpet |
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- To do
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