the cutting room mirror

October 6, 1994 Build

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

The October 6, 1994 build, also known as Alpha v6, is present on the final game's CD in the path /DATA/MAIN.EXE (the final and demo executables are all called CARPET.EXE).

Version Info#

Present at C55B4.

 Product name     Magic Carpet
 Version number   Alpha v6
 Version date     Oct 06 1994 22:35:18
 Programmer       Bullfrog, Sean Cooper
 Supplied to      EA, M. Webster

The game self-reports as "Magic Carpet (Alpha v6)" to the DOS prompt when run.

Misc. Differences#

  • The sound/controls setup screen uses slightly different graphics. Rather than the second page of the book containing a picture of a keyboard etc., these are positioned at the bottom-right of the book, where the button to proceed to the actual game is in the final. This may just be a bug due to differences in graphical files compared to what the earlier game was expecting, but clicking on the right-hand book page does not seem to change control scheme yet.

Proto

Final

  • There is a further option below the load and save options on the main menu allowing the player to return to the setup screen, represented by a microchip. It's not clear why this was cut from the final game as it's a handy option.

Proto

Final

  • No CD/loading screen, the screen simply remains black while loading.
  • The help message from the early demo is still shown in-game if F1 is pressed. This text is actually present in all game executables other than that of Magic Carpet Plus, but doesn't seem to be accessible in them. It's still present in the post-release demo of the game, but can't be viewed there.
  • In low res mode, if the player dies, the message "R.I.P" is still shown on the screen. This doesn't happen in high res mode. The font size has been reduced since the earlier demo.
  • The various wizards don't have their names yet, including the player. They are instead all named PLAYERx, with the actual player character as PLAYER0.
  • On the map screen villagers show as black pixels like monsters, unlike in the final where they are purple.
  • There are various visual glitches in-game that likely come from the earlier game version expecting different graphics files to the final game's (which were not included). Most obviously, all characters peculiarly face away from the player at all times.
  • Level names in the executable are just placeholder text at this point.
  • Putting the game into high res mode and then quitting back to the menu screen corrupts it.
  • There isn't a message to tell the player when enough mana has been collected and to press Space to proceed to the next level.
  • There is some kind of debug symbology where a red mana ball graphic will sometimes appear at the bottom-left of the screen during gameplay, seemingly when loading in new enemies for the first time.
  • It's not possible for the player to assign spells to a number key. Instead, spells are hardcoded to specific keys.
  • In the alpha, each level awards a specific preset list of spells given to the player. This was seemingly changed late in development for how it works in the final, where for most of the game's levels the player inherits their complete spell inventory to date only (meaning some spells can be missed that perfect play would have unlocked, and which have always been granted with the alpha scheme of preset spells), and only certain levels force preset spell inventories (usually to reduce the player's arsenal). Starting a level via the -level commandline argument therefore makes all levels start the player with appropriate spell inventories in the alpha, whereas in the final these typically start the player with nothing, making them impossible to complete without cheats.

Balance Changes#

  • Enemy wizards are much more aggressive in this build. They actively seek out the player far more and will generally harass from the start. They also seem to prioritise the player's balloons and castle far more than in the final. As a result they make many otherwise simple levels massively more challenging. However, they don't exhibit many of the more advanced evasive moves of the final game yet (e.g. U-turns).
  • In general, non-wizard enemies are easier to kill. Bees notably seem to need fewer fireballs to kill.
  • Kraken seem to start off less aggressive than the final, and their rubber band spell is far easier to break free from.
  • Griffins seem to do even more damage than in the final game. A single direct hit from their lightning takes off 80% of the player's health.
  • Volcano spells do huge amounts of damage to castles, destroying even high level ones in seconds.

Cut Levels#

The executable does not seem to have the hardcoding in place to skip the cut levels, meaning they can actually be played using this build. Two of them still crash the game, but the remaining three can be fully played and completed. They can be played using the -level commandline argument (keep in mind that the levels start from base 0, so must be loaded with the number before; e.g., -level 8 to play Level 9).

Level 9 - Kutoor#

An early level with a single competing wizard. A straightforward level with early bee and vulture rushes. An X formed of statues results in random explosions occurring in the forest area when triggered, and a largely empty arena area spawns some kraken and a teleport when explored. The teleport leads back to the three neutral buildings, one of which has a strange looking castle. Heading back to the arena after taking the teleport results in the entrance being covered with explosions.

Level 18 - Kireemir#

Crashes the game.

Level 29 - Zakhazaran#

A simple level built around frantic conflict with the competing wizard. The large spell inventory makes this relaively easy. A semi circle of statues hides the Wall of Fire spell, but collecting it releases several griffins to punish the trigger happy. There's a small village built on a steep cliff with some very strange geometry on display.

Level 34 - Khatoud#

A low spell level map with lots of bee and kraken swarms, that encourages the use of the castle spell and the several volcanoes to thin them out. A circle of statues triggers a shower of mana, but also spawns many nasty crab eggs. There seems to be a low mana target set, making this level surprisingly easy.

Level 40 - Arimir#

Crashes the game.

(Source: Michael Howard)