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Old 23-08-2010, 08:45 PM   #25
Nyerguds
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Join Date: Mar 2005
Location: Buggenhout, Belgium
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I recently got my hands on a CD demo of C&C1, which contains (the same) 3 missions for GDI and 3 missions for Nod.

where the original demo only has some special stuff in the 3rd GDI mision, these Nod missions ALL have special stuff: you get flame tanks to wipe out the village in the first one, artillery to annihilate the base in the second one, and in the third one, where you normally start on a sealed off island, they made it connect right to the mainland, and gave you stealth tanks (chinook-dropped, even) once you reached the mainland.

The missions can be seen here:
http://nyerguds.arsaneus-design.com/...pics/demo-gdi/
http://nyerguds.arsaneus-design.com/...pics/demo-nod/
(in the mappics/ folder you can find the original campaigns to compare with)

The iso of the demo CD can be found here, btw. (200 mb)


There's also at least one mission on the Nintendo64 version which does a similar thing, connecting 2 originally separated pieces of land to decrease the difficulty. Probably done to compensate for rather unwieldy controls.

On that note, and since the thread title includes ports too, the C&C1 PlayStation and Nintendo64 ports both contain a set of "Special Operations" which are unique to their console... well, were unique, until they were extracted

The PlayStation and Saturn versions also have the game music tracks as they were originally made, whereas the PC version's tracks had voice clips removed because the devs thought they'd be 'too distracting' for the players. This was probably mostly because they included voice clips of the same voice as the computer voice that gives you messages ingame.

Note that most of the original tracks with full sound clips were still included in the original DOS version of C&C as hidden tracks, and can be unlocked with a code that was only recently discovered (adding the line "Scores=remix" in the game's config file). This code makes all available original tracks replace their dumbed down counterparts.
For some bizarre reason though, the programming to use this code was missing from the latest DOS version (1.22) of the game. This is made even more mysterious by the fact that the Win95 port, which is based on that version, does have the code.

Last edited by Nyerguds; 23-08-2010 at 10:38 PM.
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