This page details development materials of Command & Conquer: Red Alert (DOS, Windows).
BDATA.CPP#
The naval shipyards have a compile option that would make their collision + shaped instead of the 3x3 they take up in game.1
BFILE.MAK#
The build file has some files commented out:2
SPEECHFILES:
- ABLDGC1.AUD
- SOVBLDG1.AUD
- SOVSTRC1.AUD
- SOVUNTD1.AUD
- AUNITD1.AUD
- ASTRUCD1.AUD
TSCOREFILES:
- cps\record.bin
- WIN1.AUD
- MAP1.AUD
HIRESFILES:
- ENG_HI.PCX
HILORES:
- MOEBICON.SHP
LOCALFILES:
- TEMPSCOR.FNT
EGOS.CPP#
Commented out code shows that at one point the Z and X keys could be used to slow down and speed up the scroll speed of the credits.3
MENUS.CPP#
Commented out code shows that at one point the backspace key could be used to show the credits.4
STUFF.TXT#
What seems like a poll for developers to vote on what features they'd want implemented in Red Alert, some features that weren't implemented were implemented in later games.5
Votes |
Request |
Implemented? |
|---|---|---|
52 |
Mission Editor |
Unimplemented? |
36 |
Variable difficulty settings |
Added in Red Alert |
35 |
Improve manual (more detailed information) |
Did Red Alert do this? |
26 |
SVGA graphics (or at least the option) |
Did a game do this? |
22 |
Improve AI (smarter/harder/no traffic jams) |
Added in Tiberian Sun |
21 |
Random map/mission generator |
Added in Tiberian Sun |
21 |
Ability to review missions and cut scenes independent of the game |
Added in... Remastered? |
18 |
Terrain Editor |
Added in Red Alert |
12 |
Larger map |
Added in Red Alert |
9 |
Fog of war |
Added in Red Alert (shroud regrows?) |
8 |
More than 2 sides/combatants |
Added in Tiberian Sun: Firestorm (pseudo-faction) or Red Alert 2: Yuri's Revenge (proper third faction) |
6 |
C&C-type games based on other genres (such as Tolwkien, Lands of Lore, Civil War, American old west, etc.) |
Did they do this? |
6 |
Captions for hearing impaired customers |
Unimplemented? |
6 |
New Mission Add-ins |
Added in... Covert Ops? |
4 |
Remove linear missions (winning and losing paths) |
Unimplemented? |
4 |
(units and money kept in next mission) |
Added in Red Alert (Five to One -> Ten to One)? |
3 |
Variable weather which affects play |
Added in Tiberian Sun? Ion storms? |
3 |
No more maze-like levels |
Added in...? |
3 |
Ability to play multi-player maps in single-player mode |
Added in Red Alert |
2 |
Windows 95 version |
Added in Red Alert |
2 |
Optional auto-save feature |
Added in Tiberian Sun? |
2 |
More varried terrain types |
Added in Red Alert |
2 |
Allow player option to remain in mission after goal is met |
Unimplemented |
1 |
Terrain affects movement/combat ability |
Added in Red Alert? (roads)? |
1 |
Option screen to chose which messages are actually heard |
Unimplemented |
1 |
Multiple resources |
Added in Red Alert |
1 |
More continuity between scenarios |
Added in Red Alert? |
1 |
Civilian riots |
Red Alert has some skirmish maps with hostile civilians? Tiberian Sun: Firestorm has a civilian riot level? |
1 |
Add an option key to move to any occuring battle |
Added in Generals? |
MULTI-PLAYER |
||
42 |
Save option for modem/net play |
Unimplemented, but Red Alert 2 allows it in offline skirmish |
27 |
AI players should build bases and be more aggressive |
Added in Red Alert |
17 |
User variable setting for Tiberium regeneration |
Added in Red Alert |
15 |
Increase chat message space |
Did a game do this? |
6 |
Ability to specifically select which units and structures can be used in a game (not according to tech level) |
Unimplemented |
4 |
Higher setting for credits in modem/net play |
Added in Red Alert? |
4 |
Ability to connect to more than 4 players |
Added in Tiberian Sun? |
3 |
Ability to pause in modem/network game |
Unimplemented? |
2 |
Handicapping option |
Did a game do this? |
1 |
Ability to connect through a BBS or online service |
Which game did this? |
1 |
Allow players to build bases before the game starts |
Unimplemented |
1 |
Allow allys to transfer units |
Unimplemented? |
UNITS |
||
31 |
More land units |
Added in Red Alert |
22 |
More air units |
Added in Red Alert |
18 |
More water units |
Added in Red Alert |
16 |
Air units reveal terrain as they fly over, not just when they land |
Which game did this? Spy plane doesn't count. |
16 |
Increase intelligence of Harvester (so it can recognize and avoid enemy threats) |
Added in Tiberian Sun |
12 |
Group loading of APCs |
Added in Tiberian Sun |
7 |
Put the XO armor and Stealth fighters in the game |
Added in Tiberian Sun (XO armor became wolverine), Generals (stealth fighters) |
6 |
Bridge-laying/amphibious units |
Added in Tiberian Sun (amphibious APC) |
6 |
Sabotage and espionage teams/infantry |
Added in Red Alert (thieves) or Red Alert 2 (spies) |
6 |
Paratroopers that can jump from planes or transport copters |
Added in Red Alert |
6 |
Officer infantry that make your troops more effective (hit better, stay in formation) |
Was this in C&C 3? |
4 |
Ability to control hovercraft, gunships, and A-10s |
Added in Red Alert 2 (hovercraft), Generals (gunships, A-10s) |
4 |
Ability to assign a unit to more than one Hot Key grouping |
Unimplemented? |
4 |
Engineers should have multiple purposes (mine laying/clearing, bridge building/blowing) |
Added in Tiberian Sun |
4 |
Mobile SAM |
Unimplemented? MRLS? |
4 |
Carry-alls (like in dune 2) for Harvesters and damaged units |
Added in Tiberian Sun |
4 |
MANY different harvester types, including flying and armed |
Added in Red Alert 2 |
4 |
Units should have capability to move and fire at the same time |
Added in Red Alert? |
3 |
The capability of squad/formation movement |
Added in Red Alert |
3 |
Multiple weapons on certain units (machine guns on tanks) |
Added in Red Alert 2 |
3 |
Allow infantry to scale cliffs and ford rivers |
Added in Red Alert 2 (water), Generals (cliffs) |
3 |
The ability to set down patrol points (2 or more) for a unit or group of units |
Added in Tiberian Sun |
2 |
Scout (in conjunction with Fog of War) |
Unimplemented? |
2 |
Make the commando a buildable unit in single-play |
Added in Red Alert |
2 |
Ability to put weapons on harvesters |
Added in Red Alert 2 |
2 |
Ability to assign multiple targets |
Unimplemented? |
1 |
Mammoth Tanks can crush light vehicles |
Added in Red Alert 2: Yuri's Revenge |
1 |
Allow Construction Yard to revert to MCV |
Added in... which game did this first? |
1 |
Sniper Units |
Added in Tiberian Sun with Oxanna? Added in Red Alert 2 |
1 |
Medical Vehicals (Ambulances) to heal infantry |
Added in Generals |
1 |
Mobile Chemical mortar tank |
Added in Emperor: Battle for Dune? |
1 |
Cargo ships and vehicals able to carry more than 5 troopers and vehicles |
Added in Red Alert 2 |
1 |
Mobile Anti-aircraft artillery |
Unimplemented? |
1 |
Mobile Laser artillery |
Added in Red Alert 3 |
1 |
Increase range of artillery |
Added in Tiberian Sun |
1 |
Liquid Nitrogen troopers (like chem troops) |
Added in Emperor: Battle for Dune? |
1 |
Some type of air-to-air fighter craft |
Added in Red Alert |
1 |
Automatic scatter (X-key) of infantry units (and no scattering into threats) |
Added in Tiberian Sun |
1 |
When a harvester is destroyed, the tiberium should stay on the ground |
Added in Tiberian Sun |
1 |
Sound effects for each unit (such as engine whine for Chinooks) |
Added in Red Alert 2: Yuri's Revenge? |
1 |
Suicide Units (Humm Vees filled with C4) |
Added in Red Alert 2 with terrorists? |
STRUCTURES |
||
22 |
Automatic gates for the walls/fences |
Added in Tiberian Sun |
21 |
Ability to lay down mines |
Added in Red Alert |
16 |
More balance to Ion Cannon / Nukes (Ion Cannon should be stronger or faster) |
Added in Tiberian Sun |
11 |
Ability to build structures anywhere rather than next to existing structures |
The developers may have considered this implemented in Red Alert as you can build a tile further away. |
6 |
Ability to dig trenches |
Never directly implemented but morphable terrain was added in Tiberian Sun |
6 |
Bridges that can be destroyed |
Added in Red Alert |
4 |
Make SAM sites respond faster |
Added in Red Alert |
3 |
Fix the sandbag bug |
Added in Red Alert |
3 |
Add a hospital to heal infantry |
Technically added in Tiberian Sun but properly added in Red Alert 2 |
2 |
Make capturing buildings more difficult |
Added in Red Alert |
1 |
Radar Jamming Center |
Not added as a structure but mobile radar jammers added in Red Alert |
1 |
Non-mobile artillery emplacements |
Added in Tiberian Sun |
1 |
Generators as backup power to specific buildings |
Unimplemented |
1 |
Listening Posts (in conjunction with Fog of War) |
Added in Tiberian Sun as mobile sensor arrays, a unit with this name added in Generals |
1 |
Force fields as a barrier/wall type |
Added in Tiberian Sun as laser fence post? |
1 |
A defense shield generator to protect buildings from Nuke and Ion cannon |
Added in Red Alert 2: Yuri's Revenge as the force shield |
1 |
Better walls than concrete (Steel?) |
Unimplemented? |
References#
- https://github.com/electronicarts/CnC_Red_Alert/blob/0dc09bb1d6188d1ec79ab4765b22a48b75ffee32/CODE/BDATA.CPP#L130↩︎
- https://github.com/electronicarts/CnC_Red_Alert/blob/0dc09bb1d6188d1ec79ab4765b22a48b75ffee32/CODE/BFILE.MAK#L1682C3-L1682C10↩︎
- https://github.com/electronicarts/CnC_Red_Alert/blob/0dc09bb1d6188d1ec79ab4765b22a48b75ffee32/CODE/EGOS.CPP#L907↩︎
- https://github.com/electronicarts/CnC_Red_Alert/blob/0dc09bb1d6188d1ec79ab4765b22a48b75ffee32/CODE/MENUS.CPP#L889↩︎
- https://github.com/electronicarts/CnC_Red_Alert/blob/0dc09bb1d6188d1ec79ab4765b22a48b75ffee32/CODE/STUFF.TXT↩︎