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Proto:Magic Carpet (DOS)/September 1994 Demo

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This is a sub-page of Proto:Magic Carpet (DOS).

MagicCarpetDemo-Title.png

Released with Issue 38 of PC Format magazine, dated November 1994. This is the earliest known build, with files dating from September 1994, though there's no actual version number visible in the executable (the build info in all other versions of the game is not present here). It identifies itself as an alpha when loaded. The demo notably features very different graphics.

The player gets 1,200 seconds (20 minutes) to play the demo in, and a counter at the bottom of the screen counts these down. Once zero is reached, the game exits back to the DOS prompt.

Misc. Changes

  • Pressing F1 triggers a help screen that lists controls and advice to improve performance. This message is included in the executable for the CD version of the game but disabled from this point, and isn't visible in the later post-release demo.
  • The demo only has the low res game assets, and cannot be toggled into high res mode.
  • When the player dies, "R.I.P" appears on-screen. This feature persisted to the later alpha build, but is shown in a bigger font in the demo.

MagicCarpetDemo-RIP.png

  • Balance seems similar to the later alpha build, but enemy wizards seem to have less health and their attacks (especially with lightning) seem to do less damage. They are massively less dangerous than in the final game.
  • If the player dies without building a castle, the game still continues (likely as it's only a demo).
  • At this point the game uses a much cruder sound setup menu rather than the ancient book themed one of the final game. However, the executable references BOOK.PAL, so it's likely the later menu system did already exist, it just wasn't included here.
  • Only the Fireball, Possession, Acceleration, Castle, Heal, and Lightning spells can be used. If a final game level is played with the executable with more spells, then only the basic five spells will be granted; any subsequent spell jars only grant the Lightning spell.
  • Castle defenders appear as black dots like monsters at this point.

Graphical Changes

UI/Spells

The player's HUD is different, using a different background pattern and many different spell icons to the final. At this point there are only 20 spells on the map screen, something reflected by the contents of the graphic files.

Spell Name Demo Final Notes
Heal MagicCarpetDemo-Health.png MagicCarpet-Health.png
Accelerate MagicCarpetDemo-Acceleration.png MagicCarpet-Acceleration.png
Beyond Sight MagicCarpetDemo-BeyondSight.png MagicCarpet-BeyondSight.png
Crater MagicCarpetDemo-Crater.png MagicCarpet-Crater.png
Earthquake MagicCarpetDemo-Earthquake.png MagicCarpet-Earthquake.png
Volcano MagicCarpetDemo-Volcano.png MagicCarpet-Volcano.png
Duel MagicCarpetDemo-Duel.png MagicCarpet-Duel.png The demo version makes explicit the original "rubber band" concept for this spell
Invisible MagicCarpetDemo-Invisibility.png MagicCarpet-Invisibility.png
Rebound MagicCarpetDemo-Rebound.png MagicCarpet-Rebound.png
Mana Magnet? MagicCarpetDemo-Magnet.png MagicCarpet-Magnet.png This icon looks closest to the final Mana Magnet spell, but actually took up the slot used by Teleport
Castle Magnet? MagicCarpetDemo-Unknown.png This icon filled the slot used by the Mana Magnet spell in the final game. The BASF demo of Magic Carpet 2 featured text for a cut spell that would draw mana directly into the castle which may have been this same unused idea

The spells Global Death, Rapid fireballs, Wall of Fire, Backwards Acceleration, and possibly Teleport do not seem to exist at this point of development. It's not clear if the final two spells in the table above are just very different designs for Teleport and Mana Magnet, or if these were actually completely different spells that were cut.

Fireballs

MagicCarpetDemo-Fireballs.png

Use a different graphic.

Enemy Balloons

At this point in time each enemy's balloon has an elaborate unique design (e.g. the red wizard has an image of a cobra on theirs). In the final game they are all identical to the player's with no customisation. However, the map screen art for balloons in the final game still represents these cut early designs. There seem to only be graphics for the red and purple wizards in the demo, any final game maps loaded with more players has their balloons totally invisible in-game.

Enemy Flags

MagicCarpetDemo-RedFlag.png MagicCarpetDemo-PurpleFlag.png

As with the balloons, at this stage each enemy has a special custom flag design that's at a much larger size than the final titchy resolution ones.

Teleports

MagicCarpetDemo-Teleport.png

Rather than the final game's portal/door design, here teleports are floating amorphous blobs.

Flags

MagicCarpetDemo-Flag.png

The capture flags on top of buildings have a different design.

Spell Jars

Despite appearing as red on the map, these use the blue sprite that is reserved for special non-mana limited spells in the final game.

Standing Stones

MagicCarpetDemo-StandingStones.png

These use a different earlier graphic.

Unused Text

The executable has a large amount of unseen text that is not present in the later executables.

At position A9FD8 there is a long list of place names (and, umm, varieties of curry). These are after various multiplayer strings, so it's not clear if these are some kind of multiplayer hostnames/player names or even level names.

Guildford
Bisley
Cairo
Tripoli
Farnham
Knaphill
Wrecclesham
Aldershot
London
Skelmersdale
Sheffield
Tokyo
Osaka
Edo
Baghdad
Istanbul
Dardanelles
Syria
Bathsheba
Vindaloo
Madras
Phal
Rogan
Tikka
San Francisco
Los Angeles
Nebraska
Hambledon
Croyden
Worthing
Reading
Brighton
LittleHampton
LeatherHead
Bracknel
Cambridge
Oxford
Pittsburgh
Dallas
Miami
Honolulu
Jerusalem
Gaza
Giza
Beruit
Mogadishu
Godalming
Mongolia
Timbuktu

At position A8568 are strings that are almost certainly from the editor:

Load Level
Generate map
Generate features
Initialise Models
Config menu

There are strings at AA1E0 that may also be from the editor, and possibly date back to the early mission-based iterations of the game:

MISSION CONFIG
MISSION INTRO
MISSION COMPLETE
MISSION FAILED
MISSION STATS

At AA280 is text for some kind of sprite/model viewer:

Keys : [ESC] Exit viewer, [UP] Next orientation, [LEFT] Next sprite, [RIGHT] Previous sprite, [+] Zoom in, [-] Zoom out

Cut Levels

While the demo only has a single level, it can be overwritten with loose level files off the original release of the game CD to play any level from the final game. Doing so only results in the handful of spells present in the demo being usable, and similarly only low-level monsters appear.

It does, however, allow the playing of the two levels cut from the final game that don't work in the later alpha build.

Level 18 - Kireemir

MagicCarpetDemo-Level18.png

A seemingly actually not very interesting run of the mill level that is likely missing a lot of enemies. A run of the mill battle against several other wizards in a mostly flat level with some large craters with creature ambushes in them.

Level 40 - Arimir

MagicCarpetDemo-Level40.png

A very interesting level that works on a similar concept to the notorious Level 33, only taken to its logical conclusion. No enemy wizards, but the player must negotiate a gigantic maze full of traps. As the player moves through the early corridors bees spawn behind, necessitating frantic evasive action.