This is a sub-page of Proto:Command & Conquer: Red Alert (DOS, Windows).
The Beta 0.09c version of Command & Conquer: Red Alert is a very early build of Red Alert that was obtained by a collector who goes by the nickname "Siberian_GRemlin". The real source of this discovery is unknown; it is quite possible this was an early QA or Playtest build for an event like E3 from 1996, or a version sent out to magazines for reviewing. It was analysed by a group of researchers and released to the Command & Conquer community in a Reddit post.1
A detailed analysis of the findings in the beta was released in that Reddit thread as well.2
Command Line Options#
Options#
Option |
Description |
|---|---|
-XH |
Instant special weapon recharge. |
-XI |
Disabled damage. |
-XM |
Enables mono output. (Requires legacy monochrome monitor and hardware). |
-XQ |
Disables sound. |
-ATTRACT |
Attraction mode. Enables both playback and recording. |
-CHECKMAP |
Runs check map system (does not work?) |
-SEED |
Pre-seed the random number generator. |
Play Codes#
These run the game in playtest mode, enabling debug keys.
- SONY
- FUNK
- SLICK
- PLAYTEST
Cheat Codes#
Same effect as Play Codes
- JUPITER
- NADE
- PASSWORD
- CHEATER
- BLUB
- NUKE
- SPOON
- CARPET
Editor Codes#
These launch the game into Allies 01 in scenario editor mode, and also enable the debug keys.
- BUILD
- MOBIUS
- CYCLONE
- CARPET
- EDITOR
Debug Keys#
Key |
Description |
|---|---|
Alt + W |
Instant win. |
Alt + L |
Instant lose. |
Alt + Z |
Toggles map boundaries (exposes the hidden map area). |
Alt + F11 |
Same as above. |
⇧ Shift + M |
10,000 credits. |
⇧ Shift + Del |
(with object selected) Reduces objects health. |
Ctrl + Q |
Toggles the editor.NOTE: If you loaded a save game, it will not allow you to enter the editor mode. |
Ctrl + S |
Toggle map shroud. |
Ctrl + F2 |
Same as Ctrl + Q |
Del |
Delete the object from the world. If it’s a building, game sells it. |
Insert |
Copies selected object? |
← Backspace |
Spawn Chrono Vortex at cursor. |
P |
Grants all superweapons |
B |
Spawns a Longbow. |
O |
Spawns a Hind. |
C |
Updates sidebar buildables? |
J |
Creates motion capture sequence (cap####.pcx in game folder). |
M |
Enables mono debug output (Requires legacy monochrome monitor and hardware). |
V |
Cell icon debug. |
K |
Takes a screenshot. |
F3 |
Cell icon debug. |
F4 |
Toggle map shroud. |
F7 |
(with object selected) Shows sight and weapon range. |
F11 |
Prev mono debug page. |
F12 |
Next mono debug page. |
` (tilde/grave) |
Spawns explosion anim (with damage). |
? or / |
Special options. |
Editor Keys#
Key |
Description |
|---|---|
F6 |
Toggles passable cells |
Alt + [ A - Z ] |
places waypoint with chosen letter. |
Insert |
Activates placement mode, you can cycle through it with arrow keys, everything available is placeable. |
Up, Down |
Change owner of selected object. |
⇧ Shift + Home |
sets Home location. |
Alt + [ 1 - 4 ] |
sets start location. |
⇧ Shift + R |
places reinforcements waypoint. |
Alt + Space |
removes waypoint and/or flag at current cell. |
Video Differences#
- Soviet briefing 1 shows "People’s Revolutionary Headquarters, Moscow, Present Day." The text in the final game does not include "Moscow".
- In the prologue video, Hitler has a different voice, with a rather bad accent. The original line was "Ja? Was ist los? Ich habe keine Zeit für das." ("Yes? What’s the matter? I don’t have time for that.") This was redubbed (presumably by a native German speaker), with the end changed to "Ich habe keine Zeit hier rumzustehen." ("I don’t have time to just stand around here.")
- The scenes shown in the prologue after the time travel part and the game logos are complete game cutscenes, rather than the fast-paced scene switches seen in the final game. Because of this, the video is a lot longer, but contains less diverse video material.
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Prototype |
Final |
|---|---|
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- The SovtStar video has different sound effects.
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Prototype |
Final |
|---|---|
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- The Averted and Countdwn videos have no voice-over.
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Prototype |
Final |
|---|---|
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Prototype |
Final |
|---|---|
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The sovcemet video ends early.
|
Prototype |
Final |
|---|---|
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The redintro video ends early.
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Prototype |
Final |
|---|---|
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Files#
Filename differences#
- The DOS game executable is called C&C.EXE
- The Win95 game executable is called CONQUER.EXE
- The game’s configuration file is called CONQUER.INI
- The MIX archive inside MAIN.MIX that contains the videos is called MOVIES.MIX. It is not split up into MOVIES1.MIX and MOVIES2.MIX
- There are no separate voices MIX files for allies and soviet. All voices are inside SOUNDS.MIX, rather than being separated into ALLIES.MIX and RUSSIAN.MIX
- Likewise, there are no separate voices for allies and soviet. The game only contains V00/V01/V02/V03 file extensions for unit voice clips, without Soviet R00/R01/R02/R03 equivalents.
File location differences
- The RULES.INI file is inside GENERAL.MIX, inside MAIN.MIX. The final game has it inside LOCAL.MIX, inside REDALERT.MIX, meaning it is stored on hard disk, while the demo keeps it on the CD. However, an identical copy of the file appears in the CD’s "INSTALL" folder, which contains the files to be copied to hard disk by the installation.
Videos#
Several videos (VQA files) are included which are not in the release version:
apache.vqa |
|---|
Helicopters flying, seen from above. Seen in the game intro. |
shipyard.vqa |
|---|
Blueprints of a cruiser fading to a shipyard building it. Was referenced but missing in the final game. |
snowbase.vqa |
|---|
A supply truck driving towards a Soviet base in snowy terrain. Was referenced but missing in the initial release of the final game. The scene itself is used in the first Allied mission briefing video. The video was later added in the Aftermath expansion pack. |
un_flag.vqa |
|---|
UN flag waving in the wind. No sound. |
un_red.vqa |
|---|
UN flag changing to USSR flag. No sound. |
In NCHIRES.MIX, besides the known files, a number of new video stretch tables (VQP files) were found. While useless by themselves, the files give some insight into what other videos the game had in beta versions The four videos mentioned above all have their accompanying vqp file, and are not included in this list.
All of these have their name referenced somewhere in the game’s executables.
- ACROP.VQP - Likely the scene of the Acropolis getting bombed. (News clip in an Allied briefing)
- AGHQ.VQP - Unknown.
- AGHQNT.VQP - Unknown.
- CHRONAPR.VQP - Chrono appear? Possibly the scene with two mammoth tanks. (Soviet briefing)
- CHRONDSP.VQP - Chrono disappear? Possibly the Philadelphia Experiment scene. (Allied briefing)
- GDANSK.VQP - Unknown
- NUKEFACT.VQP - Possibly the scene with a nuclear transport driving out of a hangar. (Game intro)
- SPUTNIK.VQP - Probably a full version of the Sputnik launch. (Game intro, trailers)
Note that AGHQ, AGHQNT, GDANSK and NUKEFACT only appear in the videos list of the DOS version, inside GAME.DAT.
Other found video references:
- ONTHPROW - Seems to be an alternate name for ONTHPRWL (Soviet submarine passing between some rock formations underwater). This code is present in the internal videos list, and all missions in the beta refer to the video by this code, but neither the video nor its stretch table exist in the files. Note that ONTHPRWL itself is also present in the internal list.
Sounds#
Several audio (.AUD) files are included which aren't in the release version. Among them are voice lines "It is done!" (specifially the .v01 variant) spoken by Allied infantry and "Time for a little five-finger discount!" by a Thief, which weren't present in the actual game, but which could be heard in a track called "Radio 2 Remix", which was found as CD audio on the expansion pack CDs, and was included in the Playstation "Retaliation" release that combined the game's two PC expansion packs into one stand-alone game. Only some of these sounds play in the actual beta.
Name |
Sound |
Transcript |
Notes |
|---|---|---|---|
bridge3.aud |
Bridge exploding |
Doesn't play in-game |
|
charge2.aud |
Depth charge |
Doesn't play in-game |
|
chrono1.aud |
Chronosphere charge sound |
Heard at the start of protect the Chronosphere mission through the mission script; doesn't play during the actual gameplay |
|
movout1.v00 |
"It is done!" |
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movout1.v01 |
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movout1.v02 |
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movout1.v03 |
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mrj7.aud |
Mobile Radar Jammer sound effect |
Doesn't play in-game |
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oretruk1.aud |
Ore truck unloading |
Doesn't play in-game |
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sattact2.aud |
GPS satelitte tactical reveal |
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scandy1.aud |
"Like candy from a baby." |
Alternate responses for the Thief unit. They don't play in-game. |
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sclean1.aud |
"Let's pick 'em clean." |
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ssteal1.aud |
"Time for a little five-finger discount!" |
Some sounds which are present in the retail version differ from the final ones. In most cases, the beta variants are longer and/or slower. The only exception is gun5.aud used as a firing sound for Tanya's pistols, which is a completely different sound effect.
Name |
Beta version |
Retail version |
Transcript |
Notes |
|---|---|---|---|---|
dedman1.aud |
Infantry death cry |
Final retail versions seem to be sped up / truncated. |
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dedman2.aud |
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dedman3.aud |
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dedman4.aud |
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dedman5.aud |
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dedman6.aud |
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dedman7.aud |
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dedman8.aud |
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dedman10.aud |
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gun5.aud |
Tanya's pistol firing |
A completely different sound, more similar to a rifle or machine gun report |
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radardn1.aud |
Radar shutting down |
Longer than the final version, with high-pitched beeps at the start |
Renders#
There are 9 renders, CREDIT1 to CREDIT9, included both as 640×400 PCX and as Westwood's proprietary 320×200 CPS format. However, the CPS versions all seem to be corrupted, except for CREDIT7.CPS, which shows only the upper left corner of the full render in the corresponding PCX file. All the renders seem excessively dithered and are rather dark. This is probably to serve as backgrounds in the credits, where a portion of the palette would be sacrificed for common UI elements of the game, such as the credits text.
However, while the image data in the CPS files is corrupted, they are not corrupted files; the file format is correct, and the compressed data decompresses perfectly to exactly the amount of pixels needed to fill the 320×200 image. Furthermore, the files contain the images’ original un-darkened palettes, which can be used to restore the pcx versions to their normal brightness.
Name |
PCX |
CPS |
Restored |
Description |
|---|---|---|---|---|
CREDIT1 |
![]() |
Churchill class naval cruiser blueprints, as seen in SHIPYARD.VQA |
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CREDIT2 |
![]() |
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Chronosphere |
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CREDIT3 |
![]() |
![]() |
Ship half-wireframe |
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CREDIT4 |
![]() |
![]() |
Allied logo background |
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CREDIT5 |
![]() |
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Gap generator |
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CREDIT6 |
![]() |
![]() |
Shipyard, as seen in SHIPYARD.VQA |
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CREDIT7 |
![]() |
Submarine underwater |
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CREDIT8 |
![]() |
Submarine in red sunset |
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CREDIT9 |
![]() |
![]() |
V-2 launcher |
Scenarios#
- SCG07WA.INI - Old/Alternative version of Allies 7?
- SCU01EB.INI - Map in an old map format that still relies on an external .bin file for its map terrain. Identified as being the E3 showcase map seen in several trailers. Since it has no .bin file, it only contains the populated contents and scripting of the map, without any map terrain.
Graphics#
- The E7.SHP sprite inside LORES.MIX shows Tanya with red hair, probably a leftover of the scrapped "Megan" commando.
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Prototype |
Final |
|---|---|
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:* In addition her idle animation shows her throwing something, potentially coins, in the air to shoot.
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Prototype |
Final |
|---|---|
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- The Cargo Truck doesn't have a shadow. Just like how the Demo Truck in The Aftermath doesn’t have one.
- The Agent Delphi sprite (both DOS and upscaled RA95 version) contains the hand-to-hand combat frames which are cut out of all infantry sprites in the final release. The game already treats it as not having these frames, though, resulting in sequence errors.
- Tanya's idle animation has stray pixels on two frames from her old idle animation.
Proto |
Final |
|---|---|
- The Allied radar animation has corrupted data in the static animation, resulting in coloured pixels.
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Prototype |
Final |
|---|---|
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- The Soviet radar animation has glitchy pixels at the end of the animation.
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Prototype |
Final |
|---|---|
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- The mouse cursor has different graphics, the cursor for the ion cannon hasn't been overwritten by the chronoshifting cursors yet.
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Prototype |
Final |
|---|---|
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- The low-resolution button for the map has very very slightly different colours.
- The transport ship has higher-resolution graphics.
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Prototype |
Final |
|---|---|
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- The multiplayer scorescreen is different.
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Prototype |
Final |
|---|---|
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- The Soviet campaign score screen has a light placed differently.
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Prototype |
Final |
|---|---|
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- The north sides of bridges have a rock in the final version. This cell was also made impassable in the retail version.
Proto |
Final |
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Temperate |
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Snow |
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Text leftovers#
As mentioned, the radar animations and CPS files contain corrupted data. Looking at the files, said corruption appears to be foreign data from other programs and from the operating system that somehow slipped into the conversion processes. A lot of that data is readable text that gives insights into the computer environment in which the game was created.
In the CREDITS*.CPS files#
In the decompressed data of CREDITS1.CPS and CREDITS2.CPS, a full dump of the DOS environment variables can be found, apparently from the computer of Joe Bostic:
TMP=c:\temp
TEMP=D:\temp
WINPMT=$p$g
winbootdir=C:\WINDOWS
PATH=D:\BC5\BIN;C:\WINDOWS;C:\WINDOWS\COMMAND;C:\;C:\DOS;C:\NORTON;C:\NC;C:\UTILS;D:\PGP;C:\PROJECTS\C&CZERO\CODE\WATCOM\BINNT;C:\PROJECTS\C&CZERO\CODE\WATCOM\BINW\;C:\PROJECTS\C&CZERO\CODE\WATCOM\BINB;C:\PROJECTS\C&CZERO\CODE\WATCOM;D:\BRIEF;X:\R&D\PVCS5\EXTENDED
COMSPEC=C:\NDOS.COM
CMDLINE=b bfile.mak
PROMPT=*$p$g
WIN$=C:\WINDOWS
TZ=PST8PDT
PGPPATH=D:\PGP
SOUND=d:\VIBRA16
MIDI=SYNTH:1 MAP:E MODE:0
PROGRAMMER=Joe L. Bostic
CPS=F:\PROJECTS\C&C0\TEMP
TEMP_MIX_DIR=F:\PROJECTS\C&C0\TEMP
WWINHELP=K:\BINW
WATCOM=C:\PROJECTS\C&CZERO\CODE\WATCOM
EDPATH=c:\projects\c&czero\code\watcom\EDDAT
INCLUDE=c:\projects\c&czero\wwflat32\include;c:\projects\c&czero\code\watcom\H;c:\projects\c&czero\code\watcom\H\NT
BPATH=d:\brief\cbrief;d:\brief\macros;d:\brief\macros
BHELP=d:\brief\help
BFILE=state.rst
BBACKUP=.
BCASM="!tasm /w+ICG /w-PDC /w2 /t /ml /Zi %s.asm"
BCSCR="!cpp -P %s.scr;parser %s.i run\%s.emc"
BCCB=c:\brief\cb /d
BCC="!bcc -v -DDEBUG--1 %s.c"
BCDIR=""
BCCPP="!wpp386 /i=$()\include /d2 /of+ /zp1 /5s /xs /j /fh=conquer.pch /dDEBUG=1 /dIS_C_AND_C=1 /zq %s.cpp"
BPACKAGES=default,inc,h,asm,scr-c,cb-m,i,app-asm,hpp-cpp,c,txt,dir,int:r;cpp:s
BFLAGS=-i120kl512Mu300z -mWA -mrestore -Dega -D101key
BTMP=e:\
CWINI=D:\CW32\CWRIGHT.INI
CWPST=D:\CW32
WWLIB=c:\projects\c&czero\wwflat32
WWFLAT=c:\projects\c&czero\wwflat32
WWVCS=G:\library\wwlib32\C&C
INV_TMP=C:\TEMP
windir=C:\WINDOWS
BLASTER=A220 I5 D1 H5 P330 T6 E620
The following full file paths were recovered from the data:
c:/projects/c&czero/code/br-7b34.dbn
c:/projects/c&czero/code/state.rst
c:/projects/c&czero/code/bfile.mak
d:/brief/b.exe
Interesting findings:
- Westwood used the text editor Brief v3.1 as part of their build process, probably because of its macro support. Large parts of the program's binary were preserved inside the corrupted CPS files.
- The
CREDITS1.CPSfile itself was apparently not originally named like that, since the textLOCRED1.CPScan be found inside it. This is probably because the input files for creating both the .pcx and .cps files were in the same format, meaning they had to use different names to tell them apart. - The CPS files were probably converted in bulk; the environment variables data can be found in several of them, but towards the later numbers, it gets increasingly more corrupted.
In the radar animations#
The following data was recovered from the radar animation files. In this case, the buffers for the XOR Delta compression were corrupted during the compression process, which means that unlike in the CPS files, the original data is visible in the original compressed file, not in the final decompressed image data.
From NATORADR.SHP:
The following are DOS 8.3 filenames, in a format where the first part is padded with spaces, and the extension is added to that without the dot in between. So "MSGSRV32EXE" would be "MSGSRV32.EXE", and "RUNONCE EXE" would become "RUNONCE.EXE".
INTERNETGRP
DOCUMENTGRP
MULTIMEDGRP
MAIN GRP
MSGSRV32EXE
VMM32 VXD
SYSCLASSDLL
EISA VXD
-FBFILE MAK
RUNONCE EXE
APPWIZ CPL
DISKCOPYDLL
SHSCRAP DLL
SHELL DLL
NETBEUI VXD
TELEPHONCP$
GDI32 DLL
COMMAND COM
SYSTEM 1ST
TREEINFONCD
?ILE0003CHK
VISCAPE INI
TMPDELISBAT
File paths:
C:\WINDOWS\SYSTEM\conagent.exe
C:\WINDOWS\WIN.COM
From USSRRADR.SHP:
The last four entries in this list were padded with spaces up to 11 characters where they were found, indicating that they are in the same aforementioned DOS 8.3 format. In other words, they are fully confirmed to be file or directory names. Given their lack of extension, probably the latter.
KERNEL.EXE
NETX.COM
NETX.EXE
NET5.COM
BNETX.COM
TEMP
NORTON
NC
SPEED
Interesting findings:
- The presence of the file "TREEINFO.NCD" means Norton Change Directory was used, a DOS tool that allowed quickly changing folders using a visual tree structure rendered in text mode. The presence of the "NORTON" folder also indicates that the Norton Utilities were installed.
- The loaded mouse driver was "LOGITECH MOUSE DRIVER V6.42".
- The full command line for converting the Allied radar animation (
NATORADR.SHP) can be found inside the file. It was "code\utils\keyframe.exe ..\art\ingame\hires\natoradr.anm f:\projects\c&c0\temp\natoradr.hi -l" - The .GRP files in the DOS files listing are (pre-Win95) Windows groups; basically folders that group related program icons. So the machine contained a 16-bit Windows.
- The file listed as starting with "?" actually had its first character overwritten by an unreadable character. In DOS, this implies that the file was deleted. The file was most likely "FILE0003.CHK", a chunk of corrupted disc recovered by the DOS CHKDSK command.
In audio files#
The final part of SMSH226M.AUD, the track "Smash", is corrupted in this version. As with the other corruptions, it contains a load of data from other programs. This file appears to be made on a different machine, though, since it clearly shows Windows 95 folders in the found filenames.
These are some of the file paths recovered from the data:
C:\Progra~1\TheMic~1\CCdialer.exe
C:\WINDOWS\winsock
C:\WINDOWS\SYSTEM\winsock
C:\WINDOWS\SYSTEM\win32s\winsock
C:\WINDOWS\BACKUP.EXE
C:\WINDOWS\fontview.exe
C:\WINDOWS\SYSTEM\mmsys.cpl
There don't seem to be any really interesting bits in there, though; they are all just Windows 95 system paths and and system drivers. Even the first file, CCDialer.exe, is a standard Windows network component, normally located in "C:\Program Files\The Microsoft Network\CCdialer.exe"
Engine / Internals#
- Instead of the country "Ukraine", this version has "Italy", which is on the Allied side.
- The "RedEye" weapon is not implemented yet, leaving the Rocket Soldier with one weapon for ground and air.
Gameplay#
General#
- Q-move doesn’t work.
- Spawn starting locations are broken in skirmish.
- "Allies" and "Soviet" are the only factions available in Skirmish.
- DOS version has sidebar cameos that change to the player colour.
- The filter put over sidebar cameos to show they are disabled or in progress is different for the two factions; blue for the allies, sepia for the Soviet. The final game only uses the sepia filter.
- Skirmish starts with player stats visible instead of faction logo.
- Chronosphere isn’t buildable due to misnamed Techlevel in RULES.INI.
- Chrono Quakes have a 20% chance of happening when chronoshifting a unit, causing map-wide damage to everything.
- Chronoshifting a unit can randomly create a temporary chrono vortex right under the unit.
- Mission Control settings that normally reside at the bottom of the RULES.INI are not present in the beta version’s RULES.INI.
- AA guns can fire at landed aircraft.
- When starting a skirmish game with "Capture The Flag" enabled and bases disabled, the game launches in the Mobile HQ mode as seen in C&C 1. Only, because Red Alert lacks the Mobile HQ unit, the players get a supply truck instead. Being a plain normal supply truck, the unit’s death does not trigger the player’s destruction as it should.
Difficulty#
Easy:
- BuildTime is .9; final is .8.
- Armor is .9; final is 1.2.
- ROF is .9; final is .8.
- Cost is .9; final is .8.
Difficult:
- Firepower is .9; final is .8.
- Groundspeed is .9; final is .8.
- Airspeed is .9; final is .8.
- BuildTime is 1.2; final is 1.0.
- Armor is 1.2; final is .8.
- Cost is 1.2; final is 1.0.
AI#
- The "Guard Area" function (hotkey G) is broken; the units' turrets will only move constantly.
- The Skirmish AI doesn’t build Advanced Power Plants or Airfields, and builds walls of structures out of the base.
- The AI sees walls as enemy buildings to destroy, and in some missions are even seen destroying their own base perimeter walls.
Income and production#
- BuildSpeed is .5; final is .8.
- GemValue is 110;, final is 50.
- GoldValue is 35; final is 25.
- GrowthRate is 10; final is 2.
- SurvivorRate is .5; final is .4.
Special Weapons#
- ChronoTechLevel is 4; final is 12.
- IronCurtain duration is .5; final is .75.
- ParaTech is 10; final is 5.
- SpyPlaneTech is 4; final is 5.
- RadarJamRadius is 10; final is 15.
- Chronosphere recharge is 3 minutes; final is 7.
- IronCurtain recharge is 14 minutes; final is 11.
- Nuke recharge is 14 minutes; final is 13.
- ParaTrooper recharge is 8 minutes; final is 7.
Vehicles#
- V2 Rocket Launcher cost is 600; final cost is 700.
- Light Tank speed is 10 and cost is 600; final speed is 9 and cost is 700.
- Medium Tank speed is 9; final speed is 8.
- Mammoth Tank speed is 6 and cost is 1500; final speed is 4 and cost is 1700.
- Mobile Gap Generator tech level is 15; final tech level is 11.
- Radar jammer is available for both Soviets and Allies, and tech level is 15; final is Allies only, and tech level 12.
- Artillery cost is 450; final cost is 600.
- Ore Truck armour is light; final armour is heavy.
- Valuable minerals carried by an Ore Truck are blue instead of red.
- MCV tech level is 15, and cost is 5000; final tech level is 11 and cost is 2500.
- Jeep speed is 12, and cost is 400; final speed is 10 and cost is 600.
- APC speed is 14, and cost is 700; final speed is 10 and cost is 800.
- Supply Truck carries 5 passengers; final has 1 passenger.
- Submarine hit points is 200, tech level is 6, and cost is 500; final hit points is 120, tech level is 5, and cost is 950.
- Destroyer cost is 500; final cost is 1000.
- Gunboat cost is 300; final cost is 500.
- Transport tech level is 1, and cost is 300; final tech level is 3, and cost is 700.
- The Allied Mine Layer lays mines that are of darker colour.
- Cruisers automatically fire on buildings that aren’t base defences.
Infantry#
- Attack Dog hit points is 5 and tech level is 2; final hit points is 12 and tech level is 3.
- Rocket soldier lacks the RedEye weapon, is exclusive to Allies, and hit points is 25; final is double-owned, and hit points is 45.
- Flamethrower hit points is 25, and tech level is 2; final hit points is 40, and tech level is 6.
- Thief tech level is 15; final tech level is 11.
- Tanya tech level is 15, is exclusive to the Allies, and cost is 1000; final tech level is 11, is double-owned, and cost is 1200.
- Field Medic cost is 1000; final cost is 800.
- Engineer is missing its unique voice.
Aircraft#
- Spy Plane hit points is 60, armour is light, and rate of turn is 5; final hit points is 2000, armour is heavy, and rate of turn is 7.
- MiG hit points is 60, and speed is 40; final hit points is 50, and speed is 20.
- Yak tech level is 1; final tech level is 5.
- Transport Helicopter tech level is -1, and cost is 1; final tech level is 11, and cost is 1200.
- Longbow hit points is 125, and tech level is 10; final hit points is 225, and tech level is 9.
- Hind hit points is 125, tech level is 10, and ammo is 20; final hit points is 225, tech level is 9, and ammo is 12.
Buildings#
- Iron Curtain tech level is 15; final tech level is 12.
- Forward Command Center’s cost is not filled in; final has it properly set to 0.
- Allied Tech Center tech level is 7; final tech level is 10.
- Chronosphere tech level is 15; final tech level is 12.
- Shipyard building foundation is a 3×3 cells '+' shape; final is a 3×3 block.
- Sub Pen building foundation is a 3×3 cells '+' shape, and has tech level of 5; final is a 3×3 block, and tech level 3.
- Pillbox sight is 4, and power is -10; final sight is 5, and power is -15.
- Camo Pillbox power is -10; final power is 15.
- Tesla Coil requires a Soviet Tech Center, armour is light, and sight is 6, final requires the war factory, armour is heavy, and sight is 8.
- AA Gun power is -40, and requires no power to function; final power is -50, and shuts down when the player has low power.
- Flame Tower tech level is 4, power is -40, and explodes in a damage-dealing fireball when destroyed; final tech level is 2, power is -20, and does not explode on death.
- Construction Yard hit points is 800, armour is wood, and cost is 5000; final hit points is 1000, armour is heavy, and cost is 2500.
- Helipad tech level is 10; final tech level is 9.
- Radar Dome retains the 'L'-shaped foundation of the Communications Center from C&C 1; final is a full 2×2 cells block.
- Sam Site rate of turn is 15; final rate of turn is 30.
- Missile Silo is owned exclusively by the Soviets, and tech level is 15; final is double-owned, and tech level is 13.
- Airstrip tech level is 4; final tech level is 5.
- Advanced Power Plant hit points is 600, and cost is 700; final hit points is 700, and cost is 500.
- Soviet Tech Center tech level is 2; final tech level is 6.
- Dog Kennel tech level is 2; final tech level is 3.
- Fake Construction Yard tech level is 15; final tech level is 1.
- Fake War Factory tech level is 15; final tech level is 3.
- Fake ShipYard tech level is 15, has a typo for its strength, and has no adjacency distance set; final is tech level 3, and its adjacency distance is 8.
- Fake Sub Pen has no adjacency distance set; final adjacency distance is 8.
- Fake Radar Dome tech level is 15; final is tech level 3.
- SAM Site uses C&C 1 build up animation. Some of their firing animations use the sprite of the damaged SAM Site instead.
Weapons#
- ZSU-23 damage is 35, rate of fire is 5, and report sound is GUN27; final damage is 25, rate of fire is 10, and report sound is AACANON3.
- FireballLauncher range is 3.5; final range is 4.
- Dragon damage is 30, rate of fire is 60, and speed is 50; final damage is 35, rate of fire is 50, and speed is 25.
- 120mm has "Report" set twice; once to "cannon4" and once to "CANNON4" in all caps.
- TeslaZap range is 7.5; final range is 8.5.
- Nike rate of fire is 50, and speed is 30; final rate of fire is 20, and speed is 50.
- 8Inch has rate of fire set to 120, and speed to 8; final rate of fire is 160, and speed is 6.
- Stinger range is 6, speed is 60, and is single-shot; final range is 9, speed is 20, and fires twice.
- TorpedoTube range is 16; final range is 9.
- DepthCharge damage is 45; final damage is 80.
Projectiles#
- Torpedo is lacking ASW=yes.
- HeatSeeker arm delay is 4; final arm delay is 2.
- LaserGuided arm delay is 7, and rate of turn is 10; final arm delay is 3, and rate of turn is 20.
- AAMissile arm delay is 7, and rate of turn is 10; final arm delay is 3, and rate of turn is 20.
- Parabombs don't have their own unique graphics.
Text#
- Fonts are missing support for multiple characters.
- "Shroud regrows" is referred to as "Shadow regrows".
- Russia is called Soviet Union as Ukraine isn't a country.
- "Easy/Hard" is called "Easier/Harder".
- "Ore Regenerates" is called "Ore Spreads".
- "Scientist" is called "Special Character".
- The Ranger is named "Jeep", both as unit name and on the build icon.
- The Chronosphere ability is named "Time Warp" on the icon.
- The Spy Plane is named "Recon Mission" on the tooltip, but not on the icon.
- The graphic showing "Pri." over buildings is missing.
- Multiplayer maps name the amount of players they're built for instead of the map size.
- The trademark symbol on the main menu is next to Command & Conquer while in the final it's next to Red Alert.
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Prototype |
Final |
|---|---|
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Prototype |
Final |
|---|---|
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- The credits are obvious placeholders:
|
Prototype |
Final |
|---|---|
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Missions#
General Differences#
- The AI is lacking. Many pre-placed units never move, and only attack when player units come into range, or just freeze mid-animation.
- Reloading crashes the game occasionally, especially when the save game was made at the very start of a mission. Crashes upon loading can be avoided by calling up the menu immediately after loading a save game.
- Starting a mission glitches out the graphics occasionally, but leaves the gameplay unaffected.
- Allied Artillery and Rocket Infantry sometimes don’t move when told to attack a target out of range.
- When a group of units is ordered to attack a target that is out of range for one or more units in the group, the game sometimes displays the cursor indicating that the target cannot be attacked. The units will attack the target nevertheless.
- The Allies never have access to decoy structures, as all of them are set to tech level 15. Tech level 15 is not available in any campaign mission.
- Loading troops into Transports takes very long, though the troops will eventually board.
- When the AI has access to a Barracks, it often builds infantry aggressively, but only attacks with small groups of infantry.
- The AI can be bullied into selling all its structures when it is low on money and repeatedly forced to rebuild structures. This includes the AI selling structures critical for the mission to be completed.
- When a Gap Generator is present on a map, its effect remains visible on the radar even after it has been sold or destroyed.
- No maps have ore mines, limiting the funds available to the player. This is partially compensated for by ore and minerals being more valuable.
- In some missions, specifically ones with broken scripts for AI base constructions, the player can reach an economic score of 999%, or a negative score.
- Past Allies 4 and Soviets 3, the missions have no FMVs, and many have different/placeholder briefing text, or leftover text from the original Command & Conquer.
- No in-mission text is displayed to remind the player of their objectives or show dialogue.
Specific Mission Differences#
Allied Missions#
Map Name |
Differences |
Proto |
Final |
Differences |
|---|---|---|---|---|
style="text-align: center; vertical-align: center"; |Allies 01 |
|
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{{#if: y | | {{{!}} class="wikitable" style="margin:auto" |
Differences |
||||
|
}} |- | style="text-align: center; vertical-align: center"; |Allies 02
Five to One
scg02ea |
- Allies 2: The MCV does not roll in from the north and does not automatically deploy.
- No Medics are among the reinforcements.
- If the player does not deploy their MCV right away, they will be supplied with a second MCV.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Allies 03
Dead End
[A] variant
scg03ea |
- Allies 3a: There is a Chinook in the Soviet base to the south of the starting position.
- Five green Allied soldiers parachute in west of the Soviet base in the southeast and run into a minefield in front of it, indicating it for the player.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Allies 03
Dead End
[B] variant
scg03eb |
- Allies 3b: This mission uses the same map as Allies 3a.
- There is a Chinook in the Soviet base to the south of the starting position.
- Five green Allied soldiers parachute in west of the Soviet base in the southeast, but remain idle and do not run into the minefield.
- A Heavy Tank rolls in from the War Factory in the Soviet base in the southeast, chasing Tanya. This happens even if the War factory is destroyed.
|
|
| |- | style="text-align: center; vertical-align: center"; |Allies 04
Ten to One
scg04ea |
- Allies 4: The Soviets have no full base, and only start with a Construction Yard, Barracks, and Power Plant.
- They build a lot of Grenadiers and nothing else.
- A portion of the map in the northwest is cleared; the Soviet occasionally receive reinforcements from there.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Allies 05
Tanya's Tale
[A] variant
scg05ea |
- Allies 5a: The dogs behave differently and run occasionally without having targeted an enemy unit.
- They get stuck often. After reaching the prison (named "Technology Center"), the spy does not automatically enter it. Entering it spawns Tanya, but does not blow up the Technology Center.
- After Tanya spawns, five infantry and a dog from the Soviet supply base converge on Tanya, and the Soviets build a lot of Flamethrower Infantry.
- Entering the supply base with the reinforcements calls in a Transport with two Heavy Tanks, and causes the AI to quickly build Grenadiers.
- The player has access to the Soviet Tech Center, Flamethrower Infantry, the Airfield, and Yaks.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Allies 05
Tanya's Tale
[B] variant
scg05eb |
- Allies 5b: This mission uses the same map as Allies 5a, and shares all its differences.
- Additionally, the Soviets sell the War Factory in the supply base in the north when it reaches red health, and they have three AA sites in that base.
- These three AA sites do not need to be destroyed to call in the Chinook for Tanya.
|
|
| |- | style="text-align: center; vertical-align: center"; |Allies 05
Tanya's Tale
[C] variant
scg05ec |
- Allies 5c: This mission uses a different map, but has the same quirks as the previous two.
- The player receives a Technician named "Special Character" as reinforcements.
- This unit uses the same sprite as the Soviet Technicians in the Dark Horseman indoor section.
- Destroying the Soviet Command Post in the southern base destroys the Advanced Power Plants there.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Allies 06
Iron Curtain Infiltration
[A] variant
scg06ea |
- Allies 6a: There are no beaches in the east and south on the landmass the player starts on.
- The Soviets only attack via a single scripted attack, and otherwise stockpile Heavy Tanks in their base, making it difficult to destroy their base.
- The Soviet base has no Power Plants in the south exposed enough to be destroyed by Gunboats.
|
|
| |- | style="text-align: center; vertical-align: center"; |Allies 06
Iron Curtain Infiltration
[B] variant
scg06eb |
- Allies 6b: A bridge (as opposed to a crossing) connects the player’s starting position and the spot intended for their base to be set up.
- The AI only launches two scripted attacks via Transport; one in the northeast and one in the south.
- The AI can and does build Mammoth Tanks in addition to the ones it starts with.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Allies 07
Sunken Treasure
scg07ea |
- Allies 7: The player has access to the Tech Center and Spy Satellite.
- The Soviets primarily build V2 Rocket Launchers and Grenadiers, but don’t attack en masse unless their base or Ore Trucks are attacked.
- The Soviets have access to two MiGs.
- Unlike in the final version of this map, the Soviets have IQ=1, rendering them much less effective.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Allies 07
Sunken Treasure
scg07wa |
- 1DE90A40 / SCG07WA: A slightly different version of Allies 7 with slightly different triggers.
- The briefing calls the radar center the "communication center".
- The enemy's harvestor gets paradropped directly in their base's ore field in this version while the proper beta and final levels have it paradropped near the radar dome (waypoint 51).
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Allies 08
Protect the Chronosphere
[A] variant
scg08ea |
- Allies 8a: The western part of the research base ends in cliffs. There are no ore fields or beaches.
- The Soviets do not start with a pre-built base. They have an MCV at the northeastern edge of the map, but it will only move when attacked by the player. Even then, it will not deploy itself.
- The Soviets do receive offmap reinforcements, but so few that the mission poses no challenge.
- The mission both starts and ends with a Chronosphere sound effect being played.
|
|
| |- | style="text-align: center; vertical-align: center"; |Allies 08
Protect the Chronosphere
[B] variant
scg08eb |
- Allies 8b: As with Allies 8a, the Soviets have an MCV and a pre-scripted base, but the MCV fails to move into position and establish it.
- Unmodified, the mission crashes shortly after starting it due to an error related to the sound effect made by Yak planes.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Allies 09
Extract Kosygin
[A] variant
scg09ea |
- Allies 9a: The mission is largely identical to the one in the release version.
- The Soviets remain idle until the player lands on their landmass and attacks, after which the AI engages in its usual infantry spam tactic.
- Kosygin has a generic unit voice set and is called "General".
- After infiltrating the Soviet Command Post, the player receives two Cruisers.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Allies 09
Extract Kosygin
[B] variant
scg09eb |
- Allies 9b: The map is largely identical to Allies 9a, though the player’s MCV lands in the east of the starting island.
- The Soviets have two Camouflage Pillboxes to protect their southern base entrance, and two regular Pillboxes to protect their Submarine Pen.
- If their base is attacked, the three Mammoth Tanks move south to fill the three-tile gap in their base entrance.
- The Soviet base lacks the Airfield and has no Refinery, though the Soviets start with money.
- When their base is attacked, they only train units in their Barracks, and do so with a delay.
- The mission cannot be completed, as the evac Chinook for Kosygin never arrives.
- The player is supposed to construct a Helipad for the transport to land on to evacuate Kosygin. However, the Helipad requires tech level 10, and the player is limited to tech level 9.
|
|
| |- |style="text-align: center; vertical-align: center"; |Allies 10
Suspicion
scg10ea |
- Allies 10.1: When the launch of the nuclear missiles is triggered, the announcer uses the line "A-bomb launch detected", which is also used in the Counterstrike expansion.
- The mission ends with the Soviet Command Post being captured, and has no second indoor part.
- The map for the indoor part exists, but has to be accessed via the developer tools to be played.
|
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|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Allies 10
Evidence
scg10eb |
- Allies 10.2: As the mission has to be accessed via a save file instead of following Allies 10.1, no timer is present.
- Tanya is not present either; instead, the player gets four Riflemen that enter the motor pool area in the south upon it being approached.
- The Soviets get a pack of five Attack Dogs in return.
- They also receive other reinforcements at different points during the mission.
- All of these come from a corridor in the northeastern part of the map.
- It is possible for these reinforcements to bug out, with the player receiving a Grenadier and two Flamethrower Infantry.
- This Grenadier specifically and Grenadiers in general often glitch out in this mission, with their animations not being played properly or their grenades being invisible.
- This occasionally crashes the game.
- The motor pool in the south holds several Technicians named "Special 1", who use hand-to-hand combat animations.
- All Soviet Technicians that roam the map are simply called "Civilian".
- Units occasionally get stuck in walls, and sometimes glitch through them and enter the black out-of-bounds area, which, being made up mostly of tile ARRO0003, can mostly be traversed freely.
- Dogs can also enter walls via their lunge attack.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Allies 11
Naval Supremacy
[A] variant
scg11ea |
- Allies 11a: The mission starts the player with two MCVs and a 30-second timer.
- The timer running out summons the green Allied navy, which is subsequently destroyed by the Soviet navy. Thus, the timer has to be extended to make the mission playable.
- The Soviets have two Allied AA Guns on the island in the middle of the Volga. The player has access to Cruisers. If all Soviet structures and units are destroyed, the player simply wins without the green navy having to cross the map first.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Allies 11
Naval Supremacy
[B] variant
scg11eb |
- Allies 11b: This map appears to be 99% identical to 11a.
- The OverlayPack and Digest sections of the map file are slightly different.
|
|
| |- |style="text-align: center; vertical-align: center"; |Allies 12
Takedown
scg12ea |
- Allies 12: The mission is largely identical to the release version.
- The friendly green Cruiser generally fails to detonate the barrels in the west after detonating those on the east, as it is busy destroying every single piece of barbed wire fence.
- The Soviet base in the west is scripted to build a Nuclear Silo, Refinery, more Power Plants, Helipads, and more, but does so very slowly.
- The Forward Command Post has a nuke launch trigger attached to it, just like in the final version. However, the trigger doesn’t grant the AI a one-time use nuke, but instead uses the "Launch Nukes" trigger.
- This trigger, used otherwise only in Allies 10.1, merely causes silos to show the animation of nukes being launched, but does not actually launch any nukes. Thus, the AI never gets to use any nukes on this map.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Allies 13
Focused Blast
scg13ea |
- Allies 13: "Timer started" is replaced by "Mission timer initialised".
- The map has a slightly different layout.
- When transitioning from the map screen to the mission screen, the game frequently freezes for a bit, and shows only a dark grey rectangle on a black background.
- As with all indoor missions, units can get stuck at or in a wall.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Allies 14
No Remorse
scg14ea |
- Allies 14: At the start, the player is joined by two friendly armies (orange/Italy and green/England), that help them to take out an army of Mammoth Tanks.
- These teams are named after von Esling and Stavros, indicating that they were intended to fight alongside the player directly, as indicated in the cutscene prior to the mission.
- The player then receives reinforcements via three Chinooks after taking out four SAM Sites north of the starting position, and gets access to the unfinished "Parachute Saboteur".
- However, the Chinooks fail to land and keep hovering.
- The player starts with money, but does not receive an MCV, rendering the mission largely unplayable.
- The map is similar to the one in the release version, but has more vertical space and a huge lake in the centre.
- There is an additional Soviet helicopter base on a small island in the lake.
- The Soviet AI is dysfunctional and does almost nothing after the initial Mammoth Tank attack.
- It does, however, destroy a number of Soviet buildings that are assigned to the Turkish team, which is hostile to the Soviets.
|
|
| |}
Soviet Missions#
Map Name |
Differences |
Proto |
Final |
Differences |
|---|---|---|---|---|
style="text-align: center; vertical-align: center"; |Soviet 01 |
|
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{{#if: y | | {{{!}} class="wikitable" style="margin:auto" |
Differences |
||||
|
}} |- | style="text-align: center; vertical-align: center"; |Soviet 02
Guard Duty
[A] variant
scu02ea |
- Soviets 2a: This map is largely identical to the one in the release version, with some additional cell triggers being present.
- The Allies are also supposed to be reinforced by a Destroyer, though the trigger is missing and the Destroyer can’t reach the waypoint it is supposed to end up at anyway.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Soviet 02
Guard Duty
[B] variant
scu02eb |
- Soviets 2b: This map is conceptually the same, but the player starts with a Barracks and a Refinery, but no Airfields nor access to them.
- This setup matches that of the cutscene that plays prior to the mission.
- As with Soviets 2a, the player starts in the east with the Allied base being in the west, and the details are different.
- There is only one crossing via a central island with three bridges.
- The difficulty of the map is much higher, with the Allies having access to more Pillboxes and APCs.
- This appears to be a very early map used for testing, as it contains a lot of different team types with instructions such as taking different formations, including commands that don’t work in the final version of the game.
|
|
| |- | style="text-align: center; vertical-align: center"; |Soviet 03
Covert Cleanup
scu03ea |
- Soviets 3: The Allied spy fails to board the Transport after being flushed out of the village in the southwest, and can thus be killed halfway through the mission.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Soviet 04
Behind the Lines
[A] variant
scu04ea |
- Soviets 4a: The map used differs from the two used in the release version.
- There is a lake in the centre of the map, which the Allies use to deploy Cruisers.
- The player is at one point attacked by a team of the Longbows, but lacks access to any anti-air weapons unless Allied tech is captured.
- An Airfield can only be built if an Iron Curtain is constructed first, to which the player does not have access.
- Constructing the Air Field would then also give the player access to the Iron Curtain Invulnerability support power.
- The AI attacks rarely, but likes to do so with an APC filled with Engineers.
- The AI does have attack teams that include vehicles, but no War Factory to actually create them.
- Destroying the Allied Radar Dome does not seem to have an immediate effect.
- If the player builds a Barracks, the Barracks automatically spams Grenadiers, which uses up funds.
- If a War Factory is built, a V2 Rocket Launcher is sometimes built automatically.
- Other vehicles can be built parallel to this V2 Rocket Launcher.
|
|
| |- | style="text-align: center; vertical-align: center"; |Soviet 04
Behind the Lines
[B] variant
scu04eb |
- Soviets 4b: This map is identical to Soviets 4b, though the Allied base is less well fortified and has a slightly different layout.
|
|
|- | style="text-align: center; vertical-align: center"; |Soviet 05
Distant Thunder
scu05ea |
- Soviets 5: The map used differs greatly from the final version.
- The player is alone on the landmass in the west they start on, and is only attacked by Allied troops landing via Transport, and the occasional ship.
- Initially, the player receives two MCVs (as shown in the introductory cutscene in the release version), and chases off three Allied Riflemen who leave via Transport.
- However, one of them generally fails to board the Transport, and the Transport only takes off once he has been killed.
- The player immediately has access to beaches and is encouraged to expand to the island in the centre of the map.
- As soon as they build a Submarine Pen or 150 in-game time units pass, the Allies also land an MCV on the island and establish a presence.
- The player has to capture the Allied Radar Dome, which is on a third landmass in the east.
- The player can only build Transports, no Submarines, and no anti-air whatsoever without capturing Allied tech.
- To win, the two bases need to be destroyed and the Radar Dome captured, but destroying the Allied navy and the other units outside the island is optional as they belong to a different house.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Soviet 06
Bridge over the River Grotzny
[A] variant
scu06ea |
- Soviets 6a: The map is very similar to that used in the release version, but vertically compressed.
- The player starts without an MCV, but can liberate one from the Allied base in the northwest.
- The base is a lot smaller, and only consists of a Radar Dome, a Barracks, a War Factory, Power Plants, and some base defences.
- Shortly after the start of the mission, this base begins to produce units at a rapid pace, pressuring the player.
- However, the player does start with the five Engineers also present in the release version of this mission, which are sufficient to cripple the base.
- The Allies have three Cruisers, two of which are trapped on the eastern side of the bridge.
- The Cruisers' long range and the smaller map force the player to establish a base in the southwestern corner or risk being destroyed by the Cruisers.
- The Allies have no base guarding the bridge, though they do have a group of Medium Tanks, Light Tanks, and Artillery there.
|
|
| |- | style="text-align: center; vertical-align: center"; |Soviet 06
Bridge over the River VizchGoi
[B] variant
scu06eb |
- Soviets 6b: This version of the map is close to the release version; the player starts with an MCV, and the Allies have a base to guard the bridge.
- The western half of the map is compressed compared to the release version, which gives the player less space to build their base.
|
|
| |- | style="text-align: center; vertical-align: center"; |Soviet 07
Core of the Matter
scu07ea |
- Soviets 7: The map design is overall simpler.
- The dog room has two Kennels.
- The map requires the player to deactivate the security system, whose control console is guarded by a large concentration of Allied soldiers.
- Deactivating the system destroys a number of Flame Towers across the map, and liberates the Engineers and the Rifleman in the northwestern room, leaving them threatened only by a lone Rifleman in the very south of that room.
- No additional enemies guard the four cooling stations or the main control room.
- Tanya is not present.
- This mission's end screen is unique.
- It gives the player a negative score, which drops if the player performs well (due to the performance multiplier).
- The player cannot enter their name into the high score list; instead the game continues to the strategic map for missions 8a and 8b if any key is pressed.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Soviet 08
Elba Island
[A] variant
scu08ea |
- Soviets 8a: The player starts with very limited funds.
- The partisans in the north of the player’s starting position can apparently train Thieves.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- | style="text-align: center; vertical-align: center"; |Soviet 08
Elba Island
[B] variant
scu08eb |
- Soviets 8b: The player is limited to $2,000 starting funds, and building a Barracks does not chase the partisans attacking the player’s base away.
- This makes the mission almost impossible to win unless it is modified.
- The player does not start with a Submarine Pen either.
|
|
| |- |style="text-align: center; vertical-align: center"; |Soviet 09
Liability Elimination
scu09ea |
- Soviets 9: The southern eighth of the map is missing, providing the player with less starting ore.
- The player is not attacked by Allied troops initially.
- The tan/German MCV moves south, but is delayed, which makes it trivial to destroy the tan base.
- The lorry is guarded by a Kosygin-like unit and never tries to flee, as all the cell triggers to cause it to flee haven’t been implemented.
- The Allied base in the north needs to be destroyed to win the mission, but not the Allied ships for some reason, even though they both belong to Greece.
|
|
| |- |style="text-align: center; vertical-align: center"; |Soviet 10
Overseer
scu10ea |
- Soviets 10: The player is only given three Heavy Tanks, two MiGs, and three Yaks.
- No additional MiGs can be constructed, though Yaks are available.
- No timer starts when the player enters the western third of the map.
- However, after a certain point, Allied reinforcements enter the map from the east and target the player units anyway, as they would in the release version when the timer runs out.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Soviet 11
Sunk Costs
[A] variant
scu11ea |
- Soviets 11a: This map is a modified version of the release version.
- The two bridges are missing, giving the player access to less ore.
- As the MCV does not land automatically, the player has control over its Transport, and can land on either of the two islands.
- This was kept in the release version, though there, only one landing spot is viable.
- The third island in the north that houses the Allied base is smaller, simplified, and has more beaches.
- The water in its back is not cut off, giving naval units access to the Allied Naval Yard.
- The player has access to Mammoth Tanks in this mission.
- No victory condition has been specified, rendering the map unwinnable unless modified.
|
|
| |- |style="text-align: center; vertical-align: center"; |Soviet 11
Sunk Costs
[B] variant
scu11eb |
- Soviets 11b: This map appears to be identical to Soviets 11a, and is also unwinnable without modifications.
- It is missing three team types (auto1, auto2, and auto3) that 11a has.
|
|
| |- |style="text-align: center; vertical-align: center"; |Soviet 12
Capture the Tech Centers
scu12ea |
- Soviets 12: This mission is identical to the release version, with the exception of the usual ineffective campaign AI.
|
|
|{{#if: y |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }} |- |style="text-align: center; vertical-align: center"; |Soviet 13
Capture the Chronosphere
scu13ea |
- Soviets 13a: The map is a hybrid between the two final maps.
- There is less ore for the player, and the Allied auxiliary base in the northwest has to be included (yet).
- The Chronosphere does not belong to a separate house, and the entire valley it is in has loose triggers.
- The layout of the base is slightly different, and there are more structures around the Chronosphere (such as four Gap Generators).
- The player starts with one Mammoth Tank, two V2 Rocket Launchers, and no money.
- The mission is unwinnable if unmodified.
|
|
| |- |style="text-align: center; vertical-align: center"; |Soviet 13
Capture the Chronosphere
scu13eb |
- Soviets 13b: This map appears to be identical to Soviets 13a.
- However, the loose triggers around the Chronosphere are absent.
|
|
| |- |style="text-align: center; vertical-align: center"; |Soviet 14
Soviet Supremacy
scu14ea |
- Soviets 14: The player does not receive any units on this map, rendering it unwinnable.
- It is a mostly barren map, with only some Allied structures.
- The layout of the map is similar to that of the release version, but features more connected landmasses.
- The map lacks triggers and cannot be finished.
|
|
| |}
Allied Missions - Full Maps#
Map Name |
Proto |
Final |
|---|---|---|
style="text-align: center; vertical-align: center"; |Allies 01 |
||
style="text-align: center; vertical-align: center"; |Allies 02 |
||
style="text-align: center; vertical-align: center"; |Allies 03 |
||
style="text-align: center; vertical-align: center"; |Allies 03 |
||
style="text-align: center; vertical-align: center"; |Allies 04 |
||
style="text-align: center; vertical-align: center"; |Allies 05 |
||
style="text-align: center; vertical-align: center"; |Allies 05 |
||
style="text-align: center; vertical-align: center"; |Allies 05 |
||
style="text-align: center; vertical-align: center"; |Allies 06 |
||
style="text-align: center; vertical-align: center"; |Allies 06 |
||
style="text-align: center; vertical-align: center"; |Allies 07 |
||
style="text-align: center; vertical-align: center"; |Allies 07 |
||
style="text-align: center; vertical-align: center"; |Allies 08 |
||
style="text-align: center; vertical-align: center"; |Allies 08 |
||
style="text-align: center; vertical-align: center"; |Allies 09 |
||
style="text-align: center; vertical-align: center"; |Allies 09 |
||
style="text-align: center; vertical-align: center"; |Allies 10 |
||
style="text-align: center; vertical-align: center"; |Allies 10 |
||
style="text-align: center; vertical-align: center"; |Allies 11 |
||
style="text-align: center; vertical-align: center"; |Allies 11 |
||
style="text-align: center; vertical-align: center"; |Allies 12 |
||
style="text-align: center; vertical-align: center"; |Allies 13 |
||
style="text-align: center; vertical-align: center"; |Allies 14 |
Soviet Missions - Full Maps#
Map Name |
Proto |
Final |
|---|---|---|
style="text-align: center; vertical-align: center"; |Soviet 01 |
||
style="text-align: center; vertical-align: center"; |Soviet 02 |
||
style="text-align: center; vertical-align: center"; |Soviet 02 |
||
style="text-align: center; vertical-align: center"; |Soviet 03 |
||
style="text-align: center; vertical-align: center"; |Soviet 04 |
||
style="text-align: center; vertical-align: center"; |Soviet 04 |
||
style="text-align: center; vertical-align: center"; |Soviet 05 |
||
style="text-align: center; vertical-align: center"; |Soviet 06 |
||
style="text-align: center; vertical-align: center"; |Soviet 06 |
||
style="text-align: center; vertical-align: center"; |Soviet 07 |
||
style="text-align: center; vertical-align: center"; |Soviet 08 |
||
style="text-align: center; vertical-align: center"; |Soviet 08 |
||
style="text-align: center; vertical-align: center"; |Soviet 09 |
||
style="text-align: center; vertical-align: center"; |Soviet 10 |
||
style="text-align: center; vertical-align: center"; |Soviet 11 |
||
style="text-align: center; vertical-align: center"; |Soviet 11 |
||
style="text-align: center; vertical-align: center"; |Soviet 12 |
||
style="text-align: center; vertical-align: center"; |Soviet 13 |
||
style="text-align: center; vertical-align: center"; |Soviet 13 |
||
style="text-align: center; vertical-align: center"; |Soviet 14 |
Multiplayer Maps#
Coastal Influence#
- Spawn order has been swapped around and moved.
- Two bridges in the middle are not in this version, making the island inaccessible except by transport.
- Contains overall less terrain and more water in the two lakes, particularly north and south.
- No bridge in the south connecting to the middle.
- Overall less ore and gems, and lacks ore mines.
Middle Mayhem#
- Very minor differences; the final version just has a crossroads turning left in the middle island.
- Slightly less ore in the middle than the final, and no ore mines.
Equal Opportunity#
- Was originally intended to be only a 2-player map, but two more spawns were added for optional 4 players.
- In the final version, shore lines were extended out on the bottom left, and cliffs at bottom left and top right were removed to give more room for building.
B#
- Very similar to scg02ea.ini, but with some terrain differences and less ore.
- Renamed to be listed as a skirmish map, has leftover waypoints from the mission present acting as spawn points for players.
- Has extra terrain outside the left boundary that isn’t in the functional beta mission or in the final mission, implying this mission was intended to be wider.
- All scripts and teamtypes were deleted.
References#
- A present to the C&C Community - posted Wednesday, October 9, 2019 at 19:07:46 GMT↩︎
- rabeta_instructions_and_notes.pdf - Research document analysing the contents of the beta↩︎
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The Command & Conquer series | |
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DOS |
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Windows |
Command & Conquer (Demos) • Red Alert (Prototypes) • Tiberian Sun • Red Alert 2 • Renegade (Prototype) • Generals (Prototypes) • Tiberium Wars • Red Alert 3 (Prototypes) • Tiberian Twilight |
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Sega Saturn |
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PlayStation |
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Nintendo 64 |
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See Also | |


















