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Proto:Shadow Warrior (1997)/Prototype 1995-01-15

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This is a sub-page of Proto:Shadow Warrior (1997).

General

TITLE.MAP and ACTOR.MAP

When the game starts without telling it to load a specific level, it attempts to look for a level called “title.map”. The map is not included with the prototype, so it will always stop with an error about not finding title.map as soon as the executable is started without specifying a level to load. The February 1995 prototype does have title.map, and putting it into the game’s root directory will let the game start normally.

If you hit the enter or space key while in title.map, the game will crash with another error, this time looking for a map call “actor.map”. This map can also be found in the February 1995 prototype, and works in this prototype without any problems.

Crawling

When crawling in this prototype, the game will automatically pull out the martial arts melee weapon, then take out the weapon the player had before starting to crawl once the player has stopped crawling. The player is not locked to using martial arts, so you can swap to another weapon. If you swap to another weapon while crawling, then stop crawling, the game will take out the weapon you had before you started to crawl. If you take out the same weapon you had before crawling while crawling, it will not swap weapons.

Presumably, this behavior was added to emulate that crawling on all-fours would require you to put away what you were holding. It was removed from later prototypes and the final game.

Flying key

This prototype lets the player fly by hitting the F key without God Mode enabled, unlike the final game. This behavior exists for several more prototypes.

Flying

Flying is a little bit different in this prototype compared to ones that came later. When the player activates the ability to fly, he will constantly go up until he hits the roof of a level, whether that's an actual roof or the sky. In order to control it, the Z key must be used to keep lowering the player.

640x480 mode

Like LameDuke, this prototype contains a mode that lets the user play in 640x480 mode. However, it crashes as soon as the user's view dips down far enough, which is very easy to do.

Health counter

The game has a counter on the upper left-hand corner of the screen that shows how much health the player has.

Procedural generated water

Swjan95 water.png

This prototype contains rippling water that is generated by the engine itself instead of relying on a simple texture. A similar feature appears in the sample game included with the final version of the Build engine.

This effect is also used in LameDuke, which was compiled in the same month that this prototype was.

January 1995 2000 Kenbuild
Swjan95 water.png Kenbuildfinal water.png

HELP.TXT

This prototype comes with a help file, transcribed below.

Command Line:

    sw [map] [option]
    
        options
        
        -x          Music & Sound On
        -f          Display frame rate
        -b          Bobbing off
        -p          Precache
        -a          Frame Advance Tics
        -h#         Haze (Fog) with number input
        
        -dp[name]   Play demo file [name] - if no name is given "demo.dmo" is used.
        -dr[name]   Record demo file [name] - if no name is given "demo.dmo" is used.
        -de[name]   Edit demo file [name] - if no name is given "demo.dmo" is used.
                    The demo will start to play normally.  While the demo is playing,
                    press any "PLAYING" key to interrupt the process and record from
                    that point onward.  Useful in making long demo's.
        -db[name]
        

PLAYING KEYS
------------

    * Ctrl              Fire
    * Alt               Strafe
    * 1-9               Weapon Select

    * A                 Jump
    * /                 Jump
    
    * Ins               Crawl
    * Z                 Crawl
    
    * X                 Toggle parallax type
    
    * PgUp              Look up
    * PgDn              Look down
    * Home              Look up/snap back to center
    * End               Look down/snap back to center
    * Num Lock          Lock into crawling

    * +/-               Resize view
    * F                 Fly
    * D                 Debug
    * V                 Visibility
    
    * P                 Toggle Pause - Press SPACE to advance frame

    * S#                Save Game
    * L#                Load Game
    
    * ~W                Activate all weapons and max ammo
    
MULTI-PLAYER SIMULATION KEYS
----------------------------

    * Tilde-Enter OR      
      Tilde-Ins         spawn a new multiplayer
    * Tab               cycle to the *view* of the next sequential multiplayer
    * Tilde-#           make the indicated multiplayer # (1-9) the one being
                        *controlled*
    * Tilde-Space-#     changes player AND moves view to that player
    * Tilde-T           toggle "tracking" mode, where the viewing multiplayer
                        always turns to face the controlled one
                 
    NOTES:
                 
    viewing multiplayer health is shown in blue (just chillin out watchin), 
    controlled multiplayer health is shown in green (on the GO)

Graphics

Used graphics

Perhaps the most fascinating part of the art in this prototype is how many assets in it appear and are used in the final. About 25% of the textures and prop sprites in this build are used, unaltered, in the final game in some capacity, from regular wall textures to things like Buddha statues.

Unused sprites

The prototype has several graphics that do not appear in gameplay and were removed from the final game.

Graphic Tile Number Notes
Swjan95 0070.png 70
Swjan95 0372.png 372
Swjan95 0378.png 378
Swjan95 0389.png 389
Swjan95 0391.png 391
Swjan95 0392.png 392
Swjan95 0447.png Swjan95 0448.png Swjan95 0449.png Swjan95 0450.png Swjan95 0451.png Swjan95 0452.png 447-452 Destruction animation for a prop that is used in the final game.
Swjan95 0457.png Swjan95 0458.png Swjan95 0459.png Swjan95 0460.png Swjan95 0461.png Swjan95 0462.png 457-462 Destruction animation for a prop that is used in the final game.
Swjan95 0464.png Swjan95 0465.png Swjan95 0466.png Swjan95 0467.png 464-467 Destruction animation for a prop that is used in the final game.
Swjan95 0469.png Swjan95 0470.png Swjan95 0471.png Swjan95 0472.png Swjan95 0473.png Swjan95 0474.png 469-474 Destruction animation for a prop that is used in the final game.
Swjan95 0476.png Swjan95 0477.png Swjan95 0478.png Swjan95 0479.png Swjan95 0480.png Swjan95 0481.png Swjan95 0482.png 476-482 Destruction animation for a prop that is used in the final game.
Swjan95 0656.png Swjan95 0657.png Swjan95 0658.png Swjan95 0659.png 656-659
Swjan95 0663.png Swjan95 0664.png Swjan95 0665.png 663-665
Swjan95 0689.png 689
Swjan95 0691.png 691
Swjan95 0693.png 693
Swjan95 0694.png 694
Swjan95 0705.png 705
Swjan95 0750.png Swjan95 0751.png 750-751
Swjan95 2206.png Swjan95 2207.png Swjan95 2208.png 2206-2208
Swjan95 2324.png 2324
Swjan95 2330.png Swjan95 2331.png 2330-2331 This first texture appears in title.map, showing it was used as a very early title screen.

Used graphics removed from the final game

Graphic Tile Number Notes
Swjan95 0068.png Swjan95 0069.png 68-69
Swjan95 0373.png 373
Swjan95 0421.png 421
Swjan95 0482.png Swjan95 0483.png Swjan95 0484.png 482-484
Swjan95 0485.png Swjan95 0486.png 485-486
Swjan95 0487.png Swjan95 0488.png Swjan95 0489.png 487-489
Swjan95 0490.png Swjan95 0491.png 490-491
Swjan95 0492.png 492
Swjan95 0493.png Swjan95 0494.png Swjan95 0494.png 492-494
Swjan95 0495.png Swjan95 0496.png 490-491
Swjan95 0497.png 497
Swjan95 0498.png Swjan95 0499.png Swjan95 0500.png Swjan95 0501.png Swjan95 0502.png 498-502
Swjan95 0503.png Swjan95 0504.png Swjan95 0505.png Swjan95 0506.png Swjan95 0507.png Swjan95 0508.png Swjan95 0509.png Swjan95 0510.png Swjan95 0511.png 503-511
Swjan95 0550.png 550

Unused first person graphics

The game’s files are packed with WIP first person graphics that do not appear in the game and were removed from the final game.

Graphic Tile Number Notes
Swjan95 2010.png 2010
Swjan95 2011.png Swjan95 2012.png Swjan95 2013.png 2011-2013
Swjan95 2014.png Swjan95 2015.png 2014-2015
Swjan95 2070.png Swjan95 2071.png Swjan95 2072.png 2070-2072
Swjan95 2084.png Swjan95 2085.png 2084-2085
Swjan95 2086.png Swjan95 2087.png Swjan95 2088.png 2086-2088 The final game has a very similar animation that is used if the player idles too long.

Switch textures

The switch textures at tiles 561 and 562 use a completely different design from the textures that occupy the same spaces in the final game.

Prototype Final
Swjan95 0561.png Sw97final 0561.png
Prototype Final
Swjan95 0562.png Sw97final 0562.png

Glass ball and red potion sprites

The glass ball and red potion sprites are much more simple in this prototype and appear to be hand-drawn instead of rendered.

Prototype Final
Swjan95 0683.png Sw97final 0683.png
Prototype Final
Swjan95 0684.png Sw97final 0684.png

Sky texture

Swjan95 0095.png

This prototype contains a single sky texture. It appears to be a photosourced image of a night sky that was altered to be blue.

Ejected brass

The brass ejected from the Uzi while firing is different in this prototype.

Prototype Final
Swjan95 2144.png Sw97final 2152.png
Prototype Final
Swjan95 2145.png Sw97final 2153.png
Prototype Final
Swjan95 2146.png Sw97final 2154.png
Prototype Final
Swjan95 2147.png Sw97final 2155.png
Prototype Final
Swjan95 2148.png Sw97final 2156.png
Prototype Final
Swjan95 2149.png Sw97final 2157.png

Weapons

This prototype’s weapons all appear to be based on photosourced images taken by the developers. Interestingly, the sprites have not been fully cleaned up, which lets the player see the background the team used to take the images, what appears to be a chair, and part of the face of the guy that held and used the props.

Martial arts

Swjan95 2020.png

The 1 key lets the player beat up enemies with a poorly-animated punch, a kick, and what seems to be a roundhouse kick (as best as the engine can do it, anyway). These attacks do nothing to enemies.

The files contain an animation for the character blocking, but there is no way to block in the prototype.

Katana

Swjan95 2073.png

The katana has received an all-new sprite that appears to be based on a prop katana. None of the sprites have had their backgrounds removed, making it hard to see while holding and swinging the katana.

Like the 1994 prototype, the katana cannot kill enemies.

Prototype Final
Swjan95 2073.png Sw97final 2082.png

Shuriken

Swjan95 2064.png

The shuriken has a new first person and thrown sprite, but its behavior the same as it is in the 94 prototype. This is the only weapon the player starts out with that can hit and kill enemies.

A version of this sprite with the background removed appeared in some pre-release screenshots released in 1995.

Prototype Final
Swjan95 2064.png Sw97final 2130.png
Prototype Final
Swjan95 1793.png Sw97final 1793.png

Crossbow

Swjan95 2043.png

This prototype introduced a crossbow. It is a pistol-sized crossbow that is held with one hand. Every time a shot is fired, the weapon is reloaded.

When the fire key is hit, the crossbow will play an animation showing an arrow come out, but nothing is actually shot out of the gun.

Uzi

Swjan95 2029.png

The January 1995 prototype marks the first appearance of the Uzi.

The sprite is a bit different from the one in the final game. It is held as a slightly different angle and is noticeably less detailed than it is in the final game.

The gun is much less accurate than it is in the final game. It can barely hit anything past close range, making it useful only for enemies near the player.

The reload animation is completely busted. It only shows either the magazine or the gun on screen, instead of both, like the final game does. It is also very choppy, making it difficult to see what is happening. Interestingly, the reload sequence is only played when the player draws the weapon. Once the weapon is taken out, it does not need to be reloaded. Presumably, this is meant to make it look like the weapon is not loaded when holstered.

Brass is ejected from the middle of the gun’s butt instead of from the side, like in the final game.

The game’s files contains an unused part of the reload animation that is exactly the same as it is in the final game. The only difference is the hands.

Prototype Final
Swjan95 2029.png Sw97final 2004.png
Prototype Final
Swjan95 1797.png Sw97final 1797.png
Unused prototype reload animation frame. Final reload animation frame.
Swjan95 2031.png Sw97final 2009.png

Grenade

Swjan95 2051.png

The grenade is a typical grenade that explodes as soon as it hits something. A thrown grenade will arc upwards for a bit, then start going down. When it hits something, it will explode with a fire graphic used in the 1994 prototype. The grenade itself appears to be based on an iron cast replica of the M61 grenade.

When thrown, the grenade uses the sprite used by the bomb from the 1994 prototype. This, combined with how the throwing arc appear to be similar to arc used by the 94 prototype’s bomb, confirms that this weapon is a development of the 94 bomb weapon.

Amusingly, two of the throwing frames shows the face of the guy that modeled the first person sprites

Magic spell 1

Swjan95 2000.png

The first magic spell shoots a medium-sized pillar of fire out that goes straight out. If an enemy is hit by it, he will start flying up while twisting around a fireball in a circular pattern. He will stop moving and fall to the floor once he hits a wall. Enemies don't seem to take damage from this.

Magic Spell 2

Swjan95 2000.png

The second magic spell shoots a firewall that will set an enemy on fire, killing him instantly.

Magic spell 3

Swjan95 2000.png

The third and final magic spell is a clone of the first magic spell, but with a different animation. Unlike the first magic spell, it does nothing to enemies.

Enemies

Ninja

Swjan95 1100.png

The regular enemy ninja is in the game, but with a completely different sprite. This ninja appears to use the same design as the ninja found in the 94 prototype, but redrawn from the ground up, and is smaller and thinner than the 1994 one.

This version of the ninja seems to prefer tossing shurikens as a ranged attack, but will also do a burst from an Uzi and toss a powerful bomb that uses the bomb graphic from the 1994 prototype. They can also use kung fu when at melee range, but will never do any damage to the player with it.

The January 95’s AI is very close to the final ninja’s already. He can climb up a ladder, like the final one can and crawl through tight spaces. He also has animation frames for swimming, but there is no way to activate this in-game.

The prototype’s files has a complete animation of the ninja committing suicide, but this one plunges a sword through his chest instead of putting his Uzi to his head and pulling the trigger, like in the final game. There doesn’t seem to be a way to activate this in-game.

The game contains sprites of a ninja wielding a small crossbow, but there is no way to activate these in-game.

This ninja appeared in a single screenshot released in 1995.

Prototype Final
Swjan95 1100.png Sw97final 4098.png
Prototype Pre-release screenshot
Swjan95 1100.png Sw97 3DRattach01.gif

Guardian

Swjan95 1470.png

The Guardian is in this prototype, but in a rough state. His sprite is completely different; it keeps the same design, but appears to have been taken from a completely different model. He lacks most of the details the final design has, his skin is a dark and muddy green, he has an axe instead of a sword, and his eyeballs are difficult to make out.

This prototype’s Guardian lacks his projectile attack, so all he will do is try to hit the player with his axe. His axe does no damage. Once he attacks, he will stay in place playing his attack animation until he is killed.

The game’s files also has a single frame of animation for what appears to be a hand-drawn Guardian using the same design. This design is more detailed than the in-game Guardian design. This sprite appeared in a pre-release image.

Prototype Final
Swjan95 1470.png Sw97final 1472.png
Unused prototype sprite Flipped used prototype sprite
Swjan95 0980.png Swjan95 1474flipped.png
Unused prototype sprite Pre-release screenshot
Swjan95 0980.png Sw97 SWCP0002.png

Baby Ripper

Swjan95 1584.png

The Baby Ripper is in the game, but there isn’t a way to fight one. His animations indicate he would behave like he did in the final.

The sprites for this prototype’s Baby Ripper are much less detailed than in the final game. Most of his body is a solid gray, while his eyes are a solid yellow color.

Of note is that this prototype’s Baby Ripper has frames at each angle for the “show heart” animation the final one will use if he kills you, while the final one only has one angle. However, the prototype’s Baby Ripper does not hold a heart.

Long before the Baby Ripper’s sprites is a single sprite of a Baby Ripper holding what appears to be a ninja’s head. Oddly, this Baby Ripper is much more detailed than the rest of the Baby Ripper sprites, having four hands as well. What this was supposed to be for is unknown, though a modified version of it without the head and with two hands only appears in a pre-release screenshot.

Prototype Final
Swjan95 1584.png Sw97final 1589.png
Prototype Pre-release screenshot
Swjan95 0410.png Sw97 SWCP0009.png

Coolie

Swjan95 1420.png

The Coolie is in the game, but cannot be fought. He does appear in some February 1995 prototype maps than can be run in this prototype, but he just stays in place and cannot be killed.

This Coolie keeps the 1994’s basic design, but has been redrawn from the ground up, like the ninja was. He still has animations for sitting down and getting up with the crate in his hands. He also has an animation for the crate being destroyed while he is sitting down, though it seems to lack some ending frames.

It’s unknown if his suicide bombing ability was added yet. His death animations do not seem to indicate it was, as it shows him dropping the box as soon as he is killed, with the box seemingly breaking into harmless pieces.

The Coolie Ghost is still not in SW as of this prototype.

Prototype Final
Swjan95 1420.png Sw97final 1403.png
1994 Prototype January 1995 prototype
Sw94p 0974.png Swjan95 1420.png

Panther/Cat

Swjan95 0873.png

The art files in this prototype contain a panther/cat-like creature not seen in any pre-release media nor the final game. This creature has black fur and appears to be somewhat thin. His animations indicate he would pounce the player.

There is no way to fight this creature in the prototype.

Serpent God

Swjan95 0981.png

The Serpent God boss can be found in E1L9. However, he only has one frame of animation, does not attack, and cannot be killed.

This sprite is completely different than the one seen in pre-release material and the final game. It appears to be hand drawn and contains more details than the final sprite does, such as more defined muscles, an easy to see skull pendant, and a lighter red skin that makes details easier to see.

Prototype Final
Swjan95 0981.png Sw97final 0997.png

Items

The prototype has several items, but the game does not describe what any of them do. Most of them appear to have no effect when picked up.

Red needle

Swjan95 1802.png

A small red needle with a red cross on it. The appearance of the red cross on it suggests it was a healing item.

Red potion

Swjan95 1803.png

A red flask with a red cross on it. Based on the red cross and its size, it seems this was meant to be a healing item that would restore more health than the red needle did.

Small blue potion

Swjan95 1806.png

A blue potion in a small flask. Appears to do nothing. September 1995 prototype would use blue options to fill magic recources.

Large blue potion

Swjan95 1810.png

A blue potion in a large flask.

Fire in a bottle

Swjan95 1814.png

An animated fire sprite in a rounded black bottle. No way to tell what it was supposed to do.

Blue spark in a bottle

Swjan95 1822.png

A blue spark in a black bottle. The sprite is vaguely similar to the one fired by the electricity spell in the 1994 prototype, suggesting a connection between the two.

Skull in a bottle

Swjan95 1826.png

A creepy-looking skull in a black bottle. No idea what this does.

Crossbow arrow

Swjan95 1795.png

A single arrow for the crossbow.

Crossbow arrow bundle

Swjan95 1796.png

A bundle of crossbow ammo can be found.

Uzi magazine

Swjan95 1798.png

The Uzi magazine gives 50 rounds like it does in the final game, but the sprite is different.

Prototype Final
Swjan95 1798.png Sw97final 1799.png

Box of Uzi ammo

Swjan95 1799.png

There is also a large box of Uzi ammo that does not appear in the final game.

Explosives ammo

Swjan95 1801.png

A box similar to the Uzi ammo box that says “Explosives” on it. It’s located next to a single grenade pickup sprite, suggesting it’s meant to be a box of grenades.

Music and sound

This prototype comes with only one song and one sound.

Shooting sound

The shuriken, whether tossed by the player or a ninja, plays Doom's shotgun firing sound.

Music

The prototype contains a single song called SPOOK.MID. It is a melancholy and ominous song that does not appear in the final game. It bears no relation to the SPOOK.MID found in Duke Nukem 3D, or in later SW prototypes.

Levels

This prototype comes with four maps: E1L3, E1L9, ERIC-1, and JOE-1.

E1L3

E1L3 starts off in an area that contains two wooden bars over a very large pit. This area tends to crash the game. The bottom of the pit contains water, some items, and platforms that can be jumped on. One wooden bar is above the player, which connects a room with red lighting that contains a lot of crates and a kitchen area to another room with red lights.

The next part is a small castle in a swamp. It leads to two areas; a crypt and an underground waterfall.

The underground waterfall is a cave that features a waterfall that occasionally goes down. The area has a room containing four items on a rotating platform. There is a valve that might be related to obtaining the items or the waterfall, but it cannot be used.

The crypt is the final area. It has a ruined area with a pool of light blue stuff in it, a particulary gruesome laboratory behind metal door, a large room containing a tomb that connects the other areas, one large library, and one small library with some items in it.

E1L9

E1L9 takes place in a large and linear temple. The player starts just past the temple’s gates in a decently-sized courtyard. Behind the player is a path in a sea of lava, but it is blocked by a gate. The courtyard area contains a lift, letting the player access the upper parts of the courtyard, which feature two rooms with ammo and pickups in them. One of the rooms has a very early version of the roaming blade that appears in various final maps.

Past the front doors is a hallway leading to a small room that has a triangle-shaped pond with a Buddha statue in the middle of it. This room leads to a large room that has 5 interconnected cylinders the player can go inside. The center cylinder has the Serpent God boss in it, but he does nothing.

The room has two bright square spots. Pressing use while standing on them shoots player up. You can access to some holes by the ceiling this way, albeit one red room inside the ceiling cylinder is too far. The upper parts of the left side of the room has a medium-sized empty room in it that has a wooden walkway connecting to a switch. On the right side of the large room is a room with blood in it that has a pillar in the center. The pillar is lowered by pressing a switch in one of the red rooms in ceiling cylinder of main room, albeit switch will show no animation, revealing fire in the bottle item. Picking it up opens an ambush room full of static Baby Rippers.

Interestingly, this map appeared in several pre-release screenshots, but with a lot more blood and gore in it.

Prototype Pre-release screenshot
Swjan95 e1l9 3.png Sw97 SWCP0000.png
Prototype Pre-release screenshot
Swjan95 e1l9 5.png Sw97 SWCP0009.png
Prototype Pre-release screenshot
Swjan95 e1l9 8.png Sw97 SWCP0001.png

ERIC-1

ERIC-1 is a simple outdoors map. The player starts in a grassy area with a large shrine in it and several trees around it.. The shrine has some props inside it.

At the very back of the grassy area is an entrance to another grassy area, but this one has pillar-like objects and a small pond. Past the pond is a staircase that ends at a door that cannot be opened.

JOE-4

JOE-4 is a large, interconnected map that contains several features, such as a throne room, an outdoors section, and a garden.

The throne room contains a secret room that can be accessed by standing on the center of the throne. Inside is a small path that leads to, oddly enough, a regular torch.

The outdoors area consists of two medium-sized areas separated by a huge door. Both areas are quite detailed, with statues and pillars abound. One of the areas has a pool that seems vaguely cross-shaped. The outdoors area leads to a small sleeping quarters, a sewer-like area, and a garden.