Adventure Campaign Demo

The **Adventure Campaign Demo** was a collection of 12 levels that was playable only in v0.12.5 and v0.12.6. It served as a demo to the Adventure Campaign, before the official debut of that campaign in v0.13.

## Accessing

This demo existed for only two releases, v0.12.5, and v0.12.6, which released in December 2022. It was to act as a demo for the upcoming Adventure Campaign, as well as showcase many of the features that would be present in the Adventure Campaign. Three of the six Adventure Campaign exclusive tanks, the Indigo Tank, Peach Tank, and Fusion Tank, made their debut here (although all had in fact been developed months prior even to this demo). Several other features appeared here for the first time.

For the versions this demo was accessible, there was a button on the main menu, upon selecting "Game Modes". There was a button that read "(Second Campaign)", since the campaign hadn't been named yet. This button, however, did not do anything, even in debug mode. However, in debug mode if the number "7" was pressed on the keyboard, the player was instantly taken to the first level of the demo.

This demo was removed entirely in v0.13, when the first 12 proper levels of the Adventure Campaign were released.

Interestingly, this demo shows some features that never made it into the Adventure Campaign, including Oil and Mint Tanks.

## Levels

Of the 12 levels, some ended up being added to the actual Adventure Campaign, with minor to major alterations. Some levels were cut entirely.

### Mission 1

This level was almost identical to what is now Operation 12, in that it was a 1v1 fight with the Fusion Tank. However, this level lacked the Pits seen in Operation 12. It was a completely open field.

### Mission 2

This level was identical to what is now Operation 14, except this level has no Radio Timer. This level showcased the mechanics of the Indigo Tank.

### Mission 3

This level was identical to what is now Operation 10, showcasing both the new at the time Paper Crate, and the Radio Timer and nuking mechanics.

### Mission 4

This level was identical to what is now Operation 9, showcasing the Peach Tank.

### Mission 5

In the first major deviation from a level present in the Adventure Campaign, this level never appeared in the Adventure Campaign in any form. This level was to showcase primarily Oil, but also Glass and Locked Crates in levels. This level was almost entirely made of oil, with islands of 2x2 blocks of various types including Glass, Wooden Crates, Cracked Wooden Crates, Nitro Crates and Locked Crates. In the two right-hand corners were small closed-off areas, each housing a Purple Tank. These Purple Tanks would lay Mines and thus light the entire level ablaze. The player had to time traversing the oil to the various islands, and reach the Purple Tanks and kill them with a mine without burning to death. Since Oil never made it into the Adventure Campaign, this level was never used. Cinnabar and other users expressed dislike of this level due to it being tedious and having too much waiting.

### Mission 6

This level was to showcase the Magnet Tank and is similar to what became Operation 28. This level featured two Lime Tanks and a Maroon Tank, in similar locations to in Operation 28. The Magnet Tanks were the same, too. However, this level lacked the Locked Crates and Paper Crates featured in Operation 28. There were some small Sandbags behind the Maroon Tank. Like Mission 5, many disliked the mission in this form due to its difficulty, being much harder than Operation 28.

### Mission 7

This level was the "ETHEL LAUGH" level that eventually became Operation 18. It is almost identical to the final level, but lacks the Radio Timer. The 12 Maroon Tanks are the same, in the same place. Only minor changes occurred between this and the current design.

### Mission 8

This level, originally a scaled down version of one of the test castles in v0.11, was used in the final Adventure Campaign, with major alterations, as Operation 45. The shape of the level is the same, but that's it. Almost all the tanks were changed around. Notably, this level featured Mint Tanks and Oil. The tanks were 1 Lime, 1 Navy, 1 Red, 2 Mint, 1 Indigo, and 1 Fusion. The central strip contained Oil, and Airstrikes over the oil, frequently lighting it on fire. The Radio Timer in this level was much shorter timed than the final version of this level, making this level extremely difficult and somewhat luck-based, with the oil and the airstrikes. Since they hadn't been made yet, there were no Plastic blocks in this level.

### Mission 9

This level was identical to what is now Operation 33 with only minor changes. The only differences between this and the final version is a change in the random tank pool (Mint Tanks could spawn in this level!) and this level had 2 more Magnet Tanks than the final version, 1 of each polarity.

### Mission 10

This level was nearly identical to what is now Operation 31, with an additional Lime and Indigo Tank. Interestingly, this level's music was not the Royal theme.

### Mission 11

This level ended up not being used, although it does bear some semblance to Operation 11, which is a water level, and Operation 3. This level was a nearly impossible level that featured many tough tanks, and oil with many purple tanks constantly lighting the oil on fire.

### Mission 12

This level featured Oil and many tanks, including Mint Tanks, and an airstrike. This level was not used, although its design is very loosely similar to Operation 46.

If you beat all 12 stages, the game crashed.