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« Games - Descent 3 / Demo 1

In the release notes for the demo version of the Piccu Station level, that you can download from Descent 3 Sector and use with the retail version of Descent 3, the author notes that it is an 80% accurate replica of the Piccu Station level that appeared in the first demo that was released for the game.

So, naturally, I went to evaluate for myself whether that was the case.
Demo 1 (which is confusingly also known as demo v1.1.1) is not easy to install on Windows 10 or 11.
Ironically, it is easier to install on Windows 11 than it is on 10. Please click here to the end for more info on that point.

The demo is really interesting because it has quite a different menu system which still works well. It has no save feature, sadly, and the resolution is capped in the GUI to 640x480, although it seems clear that you can to force something higher in the registry, or through CLI switches from the launcher.

I set both the demo and my 3DFX Glide and it runs really well.


Mission Differences

In terms of the level, Piccu Station is pretty much the same as the reconstructed version that can be added to the retail build.
The only differences that are initially apparent are the placement of a few trees and the contents of a few monitors here and there.
The reconstructed version is a little nicer in this area.
The forcefield texture is nicer in the actual demo, where it looks like blue lightning, rather than a blue sheet of acrylic.

The cave environment's lighting is a bit different and it looks more colourful with purple volumetric fog which goes better with the seams of green glowing crystals in the rocks.

In the underground temple, the lightmapping looks a bit different. The green glowing eyes of the stone faces are done a different way.
The lava textures look more like those in the original Descent and the lava running down from the mouths of the two stone faces inside the temple looks more like molten rock than a glowing syrup.

In much lower resolution, the limitations of the texture on the exterior of the alien ship are a fair bit less noticeable and the skybox and fog in the outside areas makes things look a lot better and more mysterious.

Finally, the three SRAD dropships appear at the end in this version of the level, as they do in the retail build (albeit in slightly different circumstances), whereas in the reconstructed version, only their radio communications can be heard.
When I saw screenshots of the demo version with the three dropships in the sky at the end, which didn't appear in the reconstructed level, that was what pushed me to install the demo and have a look myself.
Those three ships are a very cool design: maybe the coolest ships that you see in Descent, and seeing them hanging there in the half-light, partly obscured by the weather is nice.


Game Differences

The mechanics of the game are quite a bit different in the demo. The demo version of the level feels significantly tougher when playing it in the retail build, but you can see in the demo that it might very well have originally been intended to be the third level of the game all along.
This is because the player weapons in the demo are vastly more effective than they are in the retail version and the increased opposition is much less of a challenge to deal with.

For one thing, the yellow super lasers are a lot more powerful.
The sound is different and there is a substantial increase in power from the standard, blue laser to the super laser, where the enemies take significantly fewer hits from the super laser and really get smashed apart by it, rather than in the retail version, where there is no major functional difference between laser and superlaser.

Missiles work a lot better too - the concussion missile really does what it says on the tin and helps blast the enemies apart.
By contrast, I heard one person say about the retail version of Descent 3 that firing missiles is like firing pencils at the enemy.

Homing missiles seemed to have about the same effect as in the finished game, but they had a nice cloudy, more realistic vapour trail behind them, which was replaced with the fainter, more geometric trail at some point before the second demo.

The frag missile is a vastly better weapon and is a lot more destructive in a predictable and reliable way, unlike in the finished game, where you take your life in your hands most times when you use it.

Given the above, each confrontation was shortener and easier and the enemy gave in a lot more quickly than in the retail game when you combined super lasers with a missile or two.

It may well have been unintentional, but there seemed to be no upper limits enforced on missile payload.
At one point, despite healthy usage, the Pyro had 25 homing missiles ready to fire, which made it easier to know that you would have missiles available whenever the need arose.

My favourite thing in the demo has to be the vauss cannon though, which is also a very frustrating weapon at times in the finished game.
Rather than magically bouncing the enemy around the room and chipping off a little bit of health from enemy each time you hit them, meaning that you have to constantly struggle to re-acquire the target, the vauss can actually be used properly here, without all the kinetic nonsense that was added later.
It also has a very cool sound when the weapon connects with something.
It was so great by comparison that you wanted to use the whole magazine up straight away.


Summary

In summary, there is no version of the original Piccu Station level that is better than the other.
The demo version and the reconstructed version are both great in their own ways with some subtle differences between them.

Clearly, there were some interesting decisions made in relation to the player weapons, late on in the development cycle, which I personally think may have impacted Descent 3's popularity with Descent 1 and 2 veterans.

Nevertheless, Descent 3 is probably my favourite game of all time.
I absolutely love it.
It's just a little sad that, if not for some late changes, it would have been even better.


Demo 1 Installation

I dare say that installing this on Windows 98 or XP probably worked fine out-of-the-box, but there is something wrong about the way that it unpacks in Windows 10 and 11 ...
I had the best success with the demo installer from ModDB.
Installers that I got from elsewhere bombed out either at the start, during the self-extraction phase (bad checksum on data1.cab), or when launching the installer (error 703/internal read error on SETUP.INS).

First of all, you will probably need the 16-bit InstallShield Support package to get the 16-bit InstallShield wizard running under Windows 11.
Windows should let you know if this is the case.

Windows 11 will sit there for quite a while at the "preparing InstallShield(R) Wizard" dialog box with the blue progress bar sitting at 100%.
This is actually very useful, as becomes apparent later on ...

In the background, the wizard unpacks the main files to a randomly-named folder similar to "WZS9E87.tmp" in your "C:\Users\username\AppData\Local\Temp" directory.
Unfortunately, when the wizard deletes its "temporary files", it wipes out everything from this folder, including the "data1.cab", which is the main payload needed by the installer itself.

While the wizard is "thinking", you need to copy the files out of that directory - just copy the whole temporary folder to your desktop before the wizard deletes all its contents.

Then, the installer itself will run from a directory called "_ISTMP1.DIR", which is also in the "C:\Users\username\AppData\Local\Temp" folder.
Don't allow the installer GUI to proceed with the installation before you've put back into the first/main folder, everything that the wizard removed.
Otherwise, the installation will just fail with the installer complaining that it can't find "data1.cab" inside the perfectly empty folder that the wizard left.

The same process should be possible in Windows 10, but it may be much more tricky, given that the InstallShield wizard ran and deleted the extracted files much more quickly.


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