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C·V·D·E
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C·V·D·E
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Carmageddon II has had several versions so far.

Alpha[]

V·D·E
The information on this version is currently being discussed/improved.

At some point, an alpha version of Carmageddon II has been placed online. However, this version had been altered by Chevyll, but it can still reveal some changes from the final game. This version didn't include an installer, and the data files weren't encrypted. Only the D3D executable is available.

The game starts with a warning that says: "PRE-RELEASE DEMO This is an early demo, the final version of Carmageddon II will feature many additional features, as well as increased hardware and software support." After a loading screen, another screen shows up that describes the controls (which cannot be changed). A race starts immediately after. The race takes place on Max's Junkyard, and is the same race as Home Sweet Groan in the final version. The player can only drive the Hellrod. When the player presses Escape, the race is completed or the player gets wasted, some more information about the final release is shown.

Differences from the final version[]

C2Alpha start

A screenshot of the countdown.

The gameplay is quite different from the final version of Carmageddon II in several aspects.

  • There are no menus.
  • Lightning and shadows weren't implemented yet. Also, the sky isn't filtered.
  • The fonts used differ greatly, specially scrollers. Some graphical elements from the HUD are also changed.
  • The gravity is a bit stronger.
  • Opponents can repair and recover freely.
  • Small cars can be damaged much more easily. Abba Cab is very tough, though.
  • The camera tries to be more dynamic when the player is next to a wall, but that only causes more trouble.
  • Powerups have different time limits.
  • Wheelspin can't set the car straight when it's on its side.
  • Driving while rubbing against walls make the car lose speed.
  • Opponents that haven't been implemented yet use other opponents' cars as placeholders.
  • An opponent's status only appears when the player is close to them.
  • Pickups are more abundant and look different, and APO powerups are mixed with the regular ones.
  • The game has some glitches and is a bit unstable, which is to be expected in demos.

A bit surprisingly, Max's Junkyard in the alpha version seems to be exactly the same as the one in the final version.

Opponent differences[]

Some opponents have completely different names from the final version. Also, the description for each opponent hasn't been added yet. These are the present opponents in the files:

Powerup differences[]

There are only 90 powerups. Their icons also include the .PIX extension in POWERUP.TXT. Several of the powerup's flags have also been changed.

All other powerups work the same way.

Text differences[]

Some text in the game is different from the final version.

Alpha version Final version
Line Text Line Text
3 Mirror on 3 MiniMap on
4 Mirror off 4 MiniMap off
9 Opponents visible on map 9 UNUSED
10 Opponents not visible on map 10 UNUSED
12 Running demo game 12 UNUSED
28 Your current rank is 28 UNUSED
29 Retail: 29 UNUSED
30 You pay: 30 UNUSED
31 Refund: 31 UNUSED
32 Credits: 32 UNUSED
33 Yours already 33 UNUSED
34 You got it! 34 UNUSED
62 CARNAGE ACCUMULATOR 62 SMASHY THING
65 TERMINAL TAG 65 LAP ME
66 FOX 'N' HOUNDS 66 CURSE OF THE VAMPIRE
67 UNUSED 67 FOX 'N' HOUNDS
130 to 150 WRONG TEXT.TXT 130 to 150 THAT'S THE LAST TIME HE SHITS IN THE WOODS
GREETINGS EARTHLIN... AARGH!
A BARRIER HAS BEEN DESTROYED
NOW THE ZOMBIE ADMIRAL MUST DIE
CONGRATULATIONS - IT'S THE END OF THE WORLD!
WRONG TEXT.TXT
WRONG TEXT.TXT
WRONG TEXT.TXT
WRONG TEXT.TXT
WRONG TEXT.TXT
TASK SWITCHED - RUNNING IN BACKGROUND
161 to 164 Look left
Look forward
Look right
156 to 169 Activate Powerup
Inventory
Inventory Left
Inventory Right
Flap Doors
Horn
View Net Players
Target Lock
Cycle Cycle
Change Camera
Cycle Headups
Mini-map Toggle
Screen Smaller
Screen Bigger
186 IS IT 186 IS UNDEAD
187 HA HA YOU'RE IT! 187 CURSE IT! YOU ARE ONE OF THE UNDEAD!
191 UNAVAILABLE IN DEMO 191 FREE GIFT:
193 NOT ENOUGH MEMORY 193 OK
194 LOW MEMORY MODE INVOKED 194 UNDEAD!
220 THAT HALVED YOUR KILL COUNT! 220 THAT HALVED YOUR SCORE!
242 LAPS 242 IT
263 to 271 (...) camera 263 to 271 (...) cam
273 IS RECOVERING %s 273 RECOVERING
274 IS REPAIRING %s 274 REPAIRING

Lines 275 and beyond are exclusive to the final version.

Minor differences[]

There are also some smaller differences.

  • When underwater, the car doesn't change color.
  • The player's car doesn't appear on the mini-map, and the altimeter is missing.
  • Dares were meant to be included, or weren't removed yet, as the DARES.TXT file is still present.

Conclusion[]

By looking at the game's files, it has been concluded that at this point, the game still had several leftovers from Carmageddon, like the pratcam files (even more than the final version). Certain strings indicate that APO was to be purchased, and the SAVEGAME folder indicates that games would be saved like they were in the prequel.

Beta[]

The beta version was also released on the Internet. This time, it had an installer. The player now plays as Max Damage, but still on Max's Junkyard, which is still the same level. The player only has 10 minutes of play.

Differences from the alpha version[]

C2Beta start

A screenshot of the countdown.

  • Gravity's strength is a lot closer to the final version's.
  • Some of the fonts have changed, but are still unlike the final version's.
  • Cars are able to sustain a bit more damage.
  • Powerups work like the final version's, for the most part.
  • Physics have been slightly improved.
  • Most opponents are complete, but still use prototype names.

Powerups[]

In POWERUP.TXT, the icon parameters still have the .PIX extension. Other than that and some flags being changed, the file is the same as the final version's, except for:

  • The mine's parameters are 2, 10, 2, 2 in the beta version, and 8, 15, 4, 4 in the final.
  • Acme damage magnifier multiplies the damage caused by 3 in the beta version and 5 in the final.
  • Random powerups have been changed accordingly.
  • Mine shitting ability still has no parameters in the beta version.
  • Kangaroo on command is still known as "kangeroo on command".
  • The missing powerups in the alpha version are still missing in the beta.

All ped powerups have zombie on their name, except for suicidal pedestrians, likely due to an oversight.

Other notes[]

In the alpha version, Buzz drives the Abba Cab. That was a small oversight that has been fixed in the beta version. The string in TEXT.TXT are the same as the alpha version's, but pedestrian has been replaced by zombie.

Final version[]

The game was completed to the end user, and released November 30th, 1998.

V1.1[]

Delayed a bit after UK release, shipped with US versions from Interplay.

V1.02a[]

See also[]

External links[]

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