Proto:Warcraft: Orcs & Humans
This page details one or more prototype versions of Warcraft: Orcs & Humans.
A demo was released for Warcraft I. Many things are missing from the demo version, including:
- Opening Video.
- Endings for both races.
- All support for multi-player and Vs AI games (Demo 1.12 you can start up a multiplayer game and even connect systems together, but everything for making the game playable was disabled and the game crashes when you attempt to start it).
- Most of the campaign missions (Limited to three or seven per race, depending on the build).
- Dungeon tiles and monsters.
- Support for advanced units and advanced buildings.
- Most of the upgrades and research.
- Most of the music. Only two tracks are used in the early demos: Orc campaign #2 and Human campaign #3.
- Most of the sprite sheets that are not directly used by the demo. Trying to include a unit/spell/effect/etc. that is not normally found within regular gameplay will cause the game to crash.
Unique things included with the demo are:
- A campaign mission you cannot win.
- Ordering info on the menu.
- A post-game blurb about how contributing to the battle ahead will give you access to more in-game features. If by some chance you manage to win during the final mission, the blurb will be skipped and the player will be taken straight to the main menu.
Contents
Comparison Notes
Several demos of various game versions appear to have been released:
Version | Release Date |
---|---|
1.00 | October 4th, 1994 |
1.01 | October 6th, 1994 |
1.01 Interplay | October 6th, 1994 |
1.12, Final Demo | November 23rd, 1994
Another version (After) April 19th, 1995 |
1.21, Final Demo | (After) February 22nd, 1997 |
1.21, Final Demo, 6-level variant | (After) December 12th, 1994 |
1.22h Final Demo | (After) December 31st, 1999 |
Demo versions 1.00, 1.01 and 1.01 Interplay all use a different timing method that is far more sensitive to faster computers, even DOS emulators. It may be necessary to fix the cycle setting on whatever program you use to run these older demos. This was fixed by Demo version 1.12.
Demo version 1.12 was released after the final version of Warcraft (Version 1.12) was and is the most common version found on the net. Final version 1.12 was released November 3rd, 1994.
Demo version 1.00 would produce a memory error upon exiting the game. This was fixed in all subsequent versions.
General Game Mechanics Changes
Demo 1.00 & 1.01 | Demo 1.12 & Final | |
---|---|---|
Unit, Research and Upgrade cancellation | Cannot be cancelled once it commences. | Can be cancelled anytime during the process. |
Levels of building damage | A building starts burning when it takes 25%+ damage. There is only one burning animation. | A building starts burning when it takes 25%+ damage. It appears as a small flame when the damage is under 50% and a large flame when 50%+. |
Player AI targeting | Player AI has a difficult time acquiring a player's proper target; the units have a tendency to go for whatever is closest to them, rather than a specific target.
Units will automatically approach an enemy target if they are under attack. |
This appears to have been fixed for the final version.
Units will only approach an enemy unit when a nearby allied unit is under attack. |
Corpses | All corpses appear as Orc bodies during the 2nd frame of decomposition. | Race-specific corpses are properly used during the 2nd frame of decomposition. |
Messages | Messages cannot be entered after hitting ENTER. | Messages can be entered after hitting ENTER, including the use of cheat codes. |
MP recharge | 50 frames for 1 MP
(60 frames for 1.01) |
40 frames for 1 MP |
Starting directions | All units face up when the mission starts, then start to rotate around while standing still. | All units face with a random starting direction, then start to rotate around while standing still. |
Peasants/Peons collecting resources | Any amount of gold collected from a mine is rounded up to 100. For instance, the closest mine in the first mission (both races) has 3072 gold inside. The Peasants/Peons will collect 3100 gold.
Peasants/Peons require 20 strikes to chop down a tree. (This was updated to 50 for 1.01) |
All gold mines are rounded to the nearest 100, making this a non-issue.
Peasants/Peons require 50 strikes to chop down a tree. |
Opening Screen / Menu Changes
Demo 1.00 & 1.01 | Demo 1.12+ | |
---|---|---|
Save Slots | Eight slots are available. | Seven slots are available. |
In-game Menu Options | Game Speed, Mouse Scroll and Key Scroll all loop around when selecting these.
Speed has five settings. |
In the final version, you cannot loop from Slowest to Fastest and back. To reach either end, you must go through the different speeds.
Speed has seven settings. |
Volume Control Issues | Music level adjusts after you exit the menu and may not play at the selected level, especially when going between Off and a volume level. | Music is automatically adjusted when you change the volume. |
Unit / Building Changes
All melee units are given a range of 0 in 1.00 and 1 by 1.22h.
Demo 1.00 & 1.01 | Demo 1.12 & Final | |
---|---|---|
Footman / Grunt | Cost: 450G
Move Speed: 6 |
Cost: 400G
Move Speed: 7 |
Peasant / Peon | Random Damage: 5
Move Speed: 7, 6(w/ resources) |
Random Damage: 0
Move Speed: 8, 7(w/ resources) |
Archer | Attack Range: 6 (if selecting a target) or 5
Move Speed: 7
|
Attack Range: 5
Move Speed: 7
|
Spearman | Attack Range: 5 (if selecting a target) or 4
Move Speed: 7
|
Attack Range: 4
Move Speed: 8
|
Cleric | Attack Range: 2 (if selecting a target) or 1
Speed: 5 Healing cost: 1 MP per HP |
Attack Range: 1
Speed: 6 Healing cost: 3 MP per HP |
Necrolyte | Attack Range: 3 (if selecting a target) or 2
Speed: 5
|
Attack Range: 2
Speed: 6
|
Skeleton | HP: 12
Damage: Minimum - 1, Random -
|
HP: 40
Damage: Minimum - 1, Random - 4
|
Wall | Available after Mission #2
Cost: 400G
|
Available after Mission #7
Cost: 100G
|
Notes
- In the demo version, the attack range of all range units (range fighters and spell casters) is increased by one when you select a target to attack. Otherwise, a range unit will use their regular attack range when an enemy target appears within it. This appears to be far easier to accomplish against structures, compared to enemy units. The AI does not use this range advantage when attacking.
Upgrade/Research Changes
Demo 1.00 & 1.01 | Demo 1.12 & Final | |
---|---|---|
Church/Temple spells | The spells are laid out like upgrades; the first spell must be purchased before the 2nd spell, etc. | The spells are laid out and can be upgraded without any prerequisites. |
Church/Temple spell cost | Cost for the first two Church / Temple spells are: 1000G and 2000G and are labeled as RESEARCH NEW SPELL. Only the first spell may be purchased. If a player attempts to research the second upgrade, the message PURCHASE RELEASE VERSION OF WARCRAFT will appear. | Cost for the first two Church / Temple spells are: 750G and 1500G and are identified by name.
For Demo 1.12, the first two spells may be researched. |
Healing spell. | Has no spell animation on the target and plays no sound effect when cast. | Animates the traditional 'magic' animation on the target and the generic magic sound effect is played when cast. |
Arrow/Spear Upgrades | Only the first upgrade may be researched. If a player attempts to research the second upgrade, the message PURCHASE RELEASE VERSION OF WARCRAFT will appear. | Both upgrades are available as early as you can access the Mill for both races.
For Demo 1.12, it's the same as the other demos. |
Arrow/Spear Bonus damage | No bonus damage, making the upgrade pointless to research. This is a glitch; Archers and Spearmen check for sword upgrades, rather than arrow upgrades. | Increases the minimum damage of Archers/Spearmen by 2 points, each (per upgrade). |
Mission-Specific Changes
Demo 1.00 & 1.01 | Demo 1.12 (Changes) | Final (Changes) | |
---|---|---|---|
1st Mission, Human | Human Campaign #3 music plays.
Gold Mine Content
|
Gold Mine Content
|
Human Campaign #1 music plays. |
2nd Mission, Human | Orc Campaign #2 music plays.
Temple of the Damned (and connecting road) is missing in the upper right corner of the enemy base. Enemy does not have any Necrolytes. Enemy starts with 2 Peons.
|
(Orc Campaign #2 for demo)
Temple of the Damned (and connecting road) is included in this mission. Enemy has and uses Necrolytes with Raise Dead. Enemy starts with no Peons.
|
Human Campaign #3 music plays.
Is Human Campaign Mission #3. |
3rd Mission, Human | Human Campaign #3 music plays.
Uses the same map as mission #1, but with a different starting point. Player starts with a Town Hall, 2 Farms, 2 Peasants and 4 Footmen. The mission starts with the base surrounded by 33 Grunts and one Town Hall that will train Peons to chop lumber. It's a one-sided slaughter in favour of the computer. |
Uses the 2nd Human campaign map found in the final campaign with the full starting base: A Town Hall, a Farm, a Peasant, 2 Footmen and an Archer. The mission starts with the base surrounded by 33 Grunts and Spearmen. Again, it's a one-sided slaughter for the computer. | Does not exist. |
1st Mission, Orc | Human Campaign #3 music plays.
Gold Mine Content
|
Gold Mine Content
|
Orc Campaign #1 music plays. |
2nd Mission, Orc | Human Campaign #3 music plays.
Church is missing in the upper right corner of the enemy base. Enemy does not have any Clerics. Units around town have been rearranged. Enemy starts with 2 Peasants.
|
Church is included in this mission. Enemy has and uses Clerics with Healing. Enemy starts with no Peasants.
Player Unit Count: Peon x2, Grunt x3 and Spearman x2 Gold Mine Content
|
Is Orc Campaign Mission #3.
Orc Campaign #3 music plays. |
3rd Mission, Orc | Orc Campaign #2 music plays.
Uses the same map as mission #1, but with a different starting point. Player starts with a Town Hall, 2 Farms, 2 Peons and 4 Grunts. The campaign starts with being surrounded by 33 Footmen. It's a one-sided slaughter for the computer. |
Uses the 2nd Orc campaign map found in the final campaign with the full starting base: A Town Hall, a Farm, a Peon, 2 Grunts and a Spearman. The mission starts with the base surrounded by 33 Footmen and Archers. Again, it's a one-sided slaughter for the computer. | Does not exist. |
Mission Briefing Changes
1st campaign mission: Same briefing as the final version.
2nd campaign mission: Uses the briefing from the final version's 3rd campaign.
3rd campaign mission:
- Human
A small village near the Borderlands is being attacked by an Orcish invasion force. You must take what few troops remain available to the King and defend the town for as long as possible. If the King can raise funds, reinforcements may be on the way...
- Orc
Your outpost in the Borderlands is being attacked by the Human armies. Blackhand wants you and the last soldiers in his cadre to defend the site... to the death. Should the War Chief raise enough gold to recruit reinforcements, he will dispatch them as soon as possible...
Post-game briefing (to encourage players to 'contribute' to the cause):
- Human
King Llane has desperate need of your continued leadership in the battle against the Orc invasion of Azeroth. The coffers of the Kingdom are being bled dry by the war, however, so your contribution is required to raise money for more armies. You will be able to augment your forces with brave, mounted knights and powerful conjurers that can summon creatures to fight for your cause. There are also great dangers that await you, as there are mines to be explored, monsters to be vanquished, and the evil forces of the Orc War Chief Blackhand to be conquered. The fate of Azeroth awaits!
- Orc
Blackhand demands your service to eradicate the human scum from this land. Resources are limited, however, so a contribution to summon forth more soldiers is required. You will then have command over the wolfriding Raiders, and be able yo use the dark magiks of the Waklocks to control the powers of the underworld. There are mysterious dungeons to search, temples to desecrate, and the armies of King Llane to crush under your heel. Who will eventually control Azeroth is in your power to decide!
Human Voice Changes
Demo | Final | |
---|---|---|
What | What? | Your bidding? |
Pissed | N/A | Why do you keep touching me?! |
Move | Yes, my lord.
Yes, sire! |
Yes, my lord.
Yes! |
Unit Created | Your bidding? | Your command? |
Work Done | Work complete! | Work completed! |
Notes:
- The demo version only had 2 levels of Pissed audio clips. The final version adds a 3rd clip.
- The casual 'What?' was probably replaced since it comes off as rude, rather than subservient, like most of the other ones used in getting a unit's attention. Also, there is another 'What?!' in the Pissed category.
- Some of the clips in the demo appear to use a different voice actor.
Graphics Changes
Demo | Final |
---|---|
The Human Barracks was adjusted for the final version. The construction phases leading up to the final building remain unaltered.
Demo | Final |
---|---|
The arrows underwent a minor palette change.
Demo | Final |
---|---|
Swamp lands have a post-tree tile (with debris) in the final version. In the demo, the tree tile is replaced with a clear tile after being cut down.
Demo | Final |
---|---|
N/A |
One of the swamp tiles in the demo resembles a small tree. This was likely removed since it could lead to players wasting their time trying to harvest something that was not a resource.
Scene Changes
Opening Menu
Demo 1.00 & 1.01 | Demo 1.12 | Final |
---|---|---|
The title screen is darker, copyright info was included and "Ordering Info" was replaced with "Ordering info" as of 1.12.
Order info was replaced with re-watching the intro movie in the final version.
Demo 1.00 & 1.01 | Demo 1.12 & Final |
---|---|
When selecting a New Game, all the features are upfront in the Demo version (though only the Campaign Game Mode and Race are selectable options). In the final version (and Demo 1.12), the Game Mode is subdivided on the screen, making players select their mode first, then the other options.
Mission Briefings
Demo 1.00, 1.01 & 1.12 | Final |
---|---|
A roaring fire appears in the background of the final version of the Orc Mission Briefing screen.
Demo 1.00 & 1.01 | Final (Human) | Final (Orc) | |
---|---|---|---|
Mission #1 | |||
Mission #2 | |||
Mission #3 |
In the demo version, both races use the same progression map (during the Mission Briefing). In the final version, the Humans and Orcs both use their own separate progression path. In addition, the final version removed the table and blue background and uses different palettes, depending on the current mission. Notes:
- The rips for the final Human and Orc maps are taken from the proceeding missions for a better visual comparison.
- It may not be possible to see the progress maps in the final version if you do not have a full install of the game.
- Demo Version 1.12 does not include a progression map.
Unused Unit Changes
Warcraft 1.00 carries a full lineup of units and buildings. Given given the lack of sprites for any of the unused units, plus some values being absurd, like unusually high armor for dungeon units, it is likely that much of the data is a placeholder.
Demo 1.00 | Final | |
---|---|---|
Catapult (Both races) | Selection Size: 23x23
Priority: 65
|
Selection Size: 21x21
Priority: 105
|
Raider / Knight | HP: 100
Selection Size: 23x23
|
HP 90
Selection Size: 19x19
|
Conjurer | Move Speed: 5
Attack Cooldown: 70 |
Move Speed: 6
Attack Cooldown: 60 |
Warlock | Range: 1
Move Speed: 5 |
Range: 2
Move Speed: 6 |
Medivh | Original name: Klaron
HP: 30
|
New name: Medivh
HP: 150
|
Lothar | Command bar missing
Gold cost: 100
Armor: 10
|
Gold cost: 2500
Armor: 5
|
Wounded | Gold cost: 100
Priority: 60
|
Gold cost: 2500
Priority: 1
|
Griselda | Command bar missing
Gold cost: 100
Priority: 60
|
Gold cost: 2500
Priority: 1
|
Garona | Command bar missing
Gold cost: 100
Priority: 60
|
Gold cost: 2500
Priority: 1
|
Ogre | Gold cost: 100
Selection Size: 23x23
|
Gold cost: 900
Selection Size: 19x19
|
Dragon (Unused, 2 samples) | Gold cost: 100
Armor: 12
|
Gold cost: 0
Armor: 0
|
Spider | Gold cost: 100
Selection Size: 15x15
|
Gold cost: 200
Selection Size: 19x19
|
Slime | HP: 200
Gold cost: 100
|
HP: 150
Gold cost: 200
|
Elemental (Fire) | HP: 100
Gold cost: 100
|
HP: 200
Gold cost: 1500
|
Scorpion | Uses an Orc command bar
Gold cost: 100
|
Uses a Human command bar
Gold cost: 200
|
Brigand | Gold cost: 100
|
Gold cost: 500
|
Skeleton (Neutral) | Gold cost: 100
Armor: 14
|
Gold cost: 400
Armor: 2
|
Daemon | Gold Cost: 100
Selection Size: 15x15
|
Gold Cost: 2000
Selection Size: 22x22
|
Dragon (Unused, 2 samples) | Gold cost: 100
Armor: 12
|
Gold cost: 0
Armor: 0
|
Elemental (Water) | Gold cost: 100
Selection size: 15x15
|
Gold cost: 2000
Selection size: 17x17
|
In-game Battle Demos
Notes:
- There are no visual differences between the demo and final versions of Battle Demo #1.
- In Demo version 1.00, each demo only runs for a few seconds before going back to the menu screen. In all subsequent demos and the final version, the two sides completely finish the fight before returning to the menu.
The Warcraft series
| |
---|---|
DOS | Warcraft: Orcs & Humans (Prototype) • Warcraft II: Tides of Darkness |
Mac OS Classic | Warcraft: Orcs & Humans (Prototype) • Warcraft II: Tides of Darkness • Warcraft III: Reign of Chaos (Prototype) (The Frozen Throne) |
Windows, Mac OS X | Warcraft III: Reign of Chaos (Prototype) (The Frozen Throne) • World of Warcraft (Prototypes) • Hearthstone: Heroes of Warcraft |
PlayStation | Warcraft II: The Dark Saga |