- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T h e ___ " O f f i c i a l " - -_, ( ~/|| _ ( / || -_-_ /'\\ / \\ _-_ _-_ \/==|| || \\ || || || || || \\ || \\ F A Q /_ _|| || || || || || || ||/ ||/ ( - \\, ||-' \\,/ \\_-| \\,/ \\,/ |/ / \ Version 7.2 ' '----` Also Featuring _ _ _ _ _)| \ |_) _ _.|._ _ _ |_)o._ |_ _.|| | | |o_ _.._ _| _ _)|_/ | \(/_(_||| | |_> and | || ||_)(_||| \/ \/ |/_(_|| (_|_> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Current as of September 30, 2005 (changes and additions since v7.1 are denoted by leading '}' marks) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Contents: [1] Introduction [1.1] A Word From Me [1.2] About This FAQ [1.2.1] Obtaining the latest version of the FAQ } [1.2.2] Revision history [1.3] Obtaining Other Apogee-Related FAQs } [1.4] What Is Apogee? [1.5] What Does "Apogee" Mean? } [1.6] How Apogee Markets Its Games [1.7] Getting the Latest Information [1.7.1] Apogee's Internet mailing list [1.7.2] World Wide Web [1.8] Apogee's Staff [2] Historical Information [2.1] The Apogee Theme Song [2.2] The Dopefish [2.3] Early Games By Apogee's Executives } [2.4] Working Titles of Apogee Games [2.4.1] Alternate titles for Wolfenstein 3D } [2.5] Cancelled Projects [2.6] The Great Price Drop [2.7] Apogee's Relationship With Other Companies } [2.7.1] What's Apogee's relationship with id? [2.7.2] What's Apogee's relationship with Softdisk? [2.7.3] What's Apogee's relationship with Parallax? [2.8] History of Specific Apogee Games [2.8.1] The Kroz Series [2.8.2] Pharaoh's Tomb and Arctic Adventure } [2.8.3] Commander Keen [2.8.4] Crystal Caves and Secret Agent [2.8.5] Duke Nukem and Duke Nukem II [2.8.6] Wolfenstein 3D and Spear of Destiny [2.8.6.1] "Call Apogee and say Aardwolf" [2.8.6.2] What's B. J. Blazkowicz's relationship with Commander Keen? [2.8.7] Halloween Harry and Alien Carnage [2.8.8] Mystic Towers [2.8.9] Wacky Wheels } [2.8.10] Boppin } [2.8.11] Rise of the Triad [2.8.11.1] ROTT characters } [2.8.11.2] ROTT levels [2.8.11.3] Fish Polka [2.8.12] Terminal Velocity [2.8.13] Paganitzu and Realms of Chaos } [2.8.14] Duke Nukem 3D [2.8.14.1] Duke Nukem 3D theme music [2.8.15] Shadow Warrior [2.8.15.1] Lo Wang's rap } [2.8.15.2] Wanton Destruction } [2.8.16] Balls of Steel } [2.8.17] Max Payne and Max Payne 2 [3] About the Games [3.1] PC Games } [3.1.1] What games are currently available from Apogee? } [3.1.2] What Apogee games are no longer sold? [3.1.3] The games are too big to download! Are there "split" versions? } [3.1.4] What upgrade patches are currently available? } [3.1.5] Hardware requirements and support } [3.1.6] Companies involved with each game [3.2] Console Games } [3.2.1] What console games are currently available? [3.2.2] What console games are no longer sold? } [3.2.3] Companies involved with each console game [3.3] Previews [3.3.1] What slide shows are currently available? } [3.3.2] What games are forthcoming? [4] The Almanac [4.1] Release Dates } [4.1.1] PC Games } [4.1.2] Console Games [4.1.3] Slide shows } [4.1.4] Miscellaneous [4.2] Cast of Characters } [4.2.1] Heroes } [4.2.2] Villains [4.2.3] Cameos [4.3] Behind the Scenes } [4.3.1] Programmers } [4.3.2] Artists } [4.3.3] Musicians } [4.3.4] Sound engine programmers } [4.3.5] Level designers } [4.3.6] Vocal artists } [4.3.7] Creative directors [4.3.8] Advertising layouts [5] Obtaining the Games [5.1] The Shareware Episodes [5.1.1] The Internet [5.2] The Registered Episodes [5.2.1] Ordering information [5.2.2] What combination deals does Apogee offer? [5.3] Other Products [6] Playing the Games [6.1] Cheating } [6.1.1] Complete cheat list [6.1.2] Hex editing [6.1.2.1] Raptor: Call of the Shadows [6.1.2.2] Wacky Wheels [6.2] Hints [6.2.1] Paganitzu [6.2.2] Commander Keen: Goodbye Galaxy and Aliens Ate My Babysitter [6.2.3] Duke Nukem 3D: Atomic Edition [6.2.4] Stargunner [6.3] Secrets and Other Fun Things [6.3.1] Commander Keen: Goodbye Galaxy! [6.3.2] Raptor: Call of the Shadows [6.3.3] Wacky Wheels [6.3.4] Rise of the Triad [6.3.5] Terminal Velocity [6.3.6] XenoPhage: Alien Bloodsport [6.3.7] Stargunner [6.3.8] Balls of Steel [6.3.9] Max Payne [6.4] Troubleshooting [6.4.1] Things to try first [6.4.2] Setting the BLASTER environment variable [6.4.3] Slowing down your computer to play old games [7] Contacting Apogee [7.1] By Phone [7.2] By Fax [7.3] By Snail Mail } [7.4] Through Networks }[8] Credits [9] Dopefish and Friends - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Legal Quagmire: This FAQ is Copyright (c) 1994-2005 by Samuel Stoddard. No part of this FAQ may be distributed unless it remains intact, with all credits, attributions, and other miscellaneous praises to myself preserved. You may keep as many copies of this FAQ as you like, on whatever and however many different mediums that you like, and you can even read more than one copy at one time. There's a whole lot of trademarks in here that are acknowledged implicitly because there's too darn many to acknowledge every last one explicitly. All company names are trademarks of said company. All software titles are trademarks of the companies that own them. Comm-Bat network play is a trademark of Apogee. If there's anything else, I hereby explicitly acknowledge it implicitly. The header for the ASCII version of this FAQ was done with the aid of the "Figlet" software package (also a trademark). I take no responsibility whatsoever for anything that happens as a result of this FAQ's existence. Except for the good things. Finally, I am not liable for lost or stolen valuables, and no dogs are permitted on the premises. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [1] Introduction - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [1.1] A Word From Me Who am I? I'm Samuel Stoddard, just another Apogee fan, with no other affiliation for the company other than this FAQ and an appreciation for its games. I don't guarantee that all of the information in this FAQ is true, but I try to make this as informative and truthful a document as I humanly can without abandoning more important responsibilities. If you have some information for the FAQ, let me know, and I'll credit you if I use the information. You can reach me through the Internet at apogeefaq@rinkworks.com. [1.2] About This FAQ This FAQ is the official FAQ of Apogee and its spin-off brands such as 3D Realms and Pinball Wizards. It is copyrighted (see above) by Samuel Stoddard. While it is authorized and "officialized" by Apogee, it is not the property nor the work of Apogee. It was not written by Apogee, or any employee of Apogee. However, Apogee has contributed greatly and generously to its creation and growth; for that, I offer my sincere thanks. There is now an HTML version of the FAQ, produced by me through my web site production organization, RinkWorks, whose home page is available at http://www.rinkworks.com/. It contains exactly the same information as the text based version but looks prettier and is easier to navigate. It is available at http://www.rinkworks.com/apogee/. [1.2.1] Obtaining the latest version of the FAQ - Through the Web - Both the text and web based versions of the FAQ can be found in the following places: - http://www.rinkworks.com/apogee/ - http://www.3drealms.com/faq/ [1.2.2] Revision history The revision history of this FAQ is as follows: } Version 7.2w - 09/30/05 - HTML equivalent of version 7.2. } Version 7.2 - 09/30/05 - Information about Max Payne 2, Duke Nukem: } Manhattan Project, and other updates. Version 7.1w - 03/27/02 - HTML equivalent of version 7.1. Version 7.1 - 03/27/02 - Information about Max Payne; minor updates. Version 7.01w - 12/15/00 - HTML equivalent of version 7.01. Version 7.01 - 12/15/00 - Two minor Keen errors fixed. Version 7.0w - 11/20/00 - HTML equivalent of version 7.0. Version 7.0 - 11/20/00 - Moved Past Projects into History section. Added the Duke 3D history and music sections, BOS and WW history, price drop info, ROTT level info, and other updates. Version 6.4w - 10/20/99 - HTML equivalent of version 6.4. Version 6.4 - 10/20/99 - Minor updates. Version 6.3w - 05/15/98 - HTML equivalent of version 6.3. Version 6.3 - 05/15/98 - Minor updates. Version 6.2w - 12/08/97 - Resurrection of the HTML version of the FAQ. Version 6.2 - 12/08/97 - Lots of minor updates. Version 6.1 - 04/16/97 - Added the "companies" section and some historical information. Other minor updates. Version 6.0 - 02/22/97 - Revival of the FAQ. Huge changes everywhere. The 3D Realms FAQ has been incorporated in to this FAQ, and information about Pinball Wizards was also added. Version 5.2 - 11/21/95 - Reorganization of some sections. Lots of minor updates. Version 5.1 - 10/08/95 - Major additions: working titles, cancelled projects, expanded credits. Other revisions. Version 5.0 - 09/01/95 - Major additions, updates, and corrections. Addition of hints section. Version 4.2 - 06/25/95 - Minor updates and corrections. Version 4.1 - 06/17/95 - Softdisk history added. Other minor updates. Version 4.0w - 04/17/95 - HTML equivalent of version 4.0. Version 4.0 - 04/17/95 - Addition of secrets, theme song, Dopefish, and ROTT history sections. Institution of voting system. Reorganization of some sections. Other updates, major and minor. Version 3.0 - 03/24/95 - Major changes, additions, revisions, and reorganization. Addition of the hardware requirements and some of the history sections. Version 2.4w - 02/95 - First HTML version, roughly equivalent to v2.4. Version 2.4 - 01/29/95 - Hex editing section added. Almanac release date updates and additions. Cheats additions. Other minor updates. Version 2.3 - 12/21/94 - Revision of the "blaster environment variable" section. Updated "behind the scenes." Other updates. Version 2.2 - 11/16/94 - Behind the scenes sections added. Other minor updates. Version 2.1 - 11/05/94 - Minor updates. Version 2.0 - 10/26/94 - The almanac added. Game release dates added. Tech support addresses added. Other major changes, additions, and revisions. Version 1.1 - 09/27/94 - Minor updates and additions to several sections. Version 1.0 - 09/16/94 - Cheats section completed. Many major additions. Version 0.4 - 09/94 - Formatting and typo fixes. Minor additions. Not publicly released. Version 0.3 - 09/94 - First public release. The first batch of Joe Siegler's additional information incorporated. Version 0.2 - 08/94 - Minor changes made before Joe Siegler's response. Version 0.1 - 08/94 - Sent to Joe Siegler for suggestions and corrections. [1.3] Obtaining Other Apogee-Related FAQs Several other FAQs relating to Apogee are available. You can obtain these via Apogee's home page on the World Wide Web by connecting to http://www.3drealms.com/faq/. This page contains a list of all the official Apogee-related FAQs available, links to download them, and email addresses for contacting the author of each FAQ. [1.4] What Is Apogee? }Apogee is a creator, distributor, and producer of PC games of many sorts. It is a diverse gaming company, contributing to several different genres of games. While much of what Apogee publishes are games written primarily by other companies, such as Cygnus or Argo Games, Apogee writes their own games as well. Apogee's staff includes an array of talented programmers, artists, and musicians. For many years now, Apogee has been among the leading shareware games companies for the PC and compatible market. In June of 1994, Apogee announced a new spin-off company called 3D Realms, which would only produce 3D action games. At that time, the 3D games Apogee had in development -- "Duke Nukem 3D," "Shadow Warrior," "Blood," and "Ruins: Return of the Gods" -- became 3D Realms games instead of Apogee games. (Since then, the rights to "Blood" were sold to Monolith Productions, and "Ruins: Return of the Gods" was sold to Playmates Interactive Entertainment, which changed the title to "PowerSlave.") Later, on February 4, 1997, a third company was announced: Pinball Wizards. As its predecessor, 3D Realms, specializes in state of the art 3D action games, Pinball Wizards will specialize in state of the art pinball games. The pinball game Apogee previously had under production, "Balls of Steel," moved to the Pinball Wizards division. It is Apogee's intention for most if not all of its future games to be funneled through specialized divisions such as 3D Realms and Pinball Wizards. The reason for having these divisions is to create "label branding" -- so that when you download a game by a specific company name, you know exactly what kind of game you're getting. The goal of each brand is to produce the best games in their respective genres. This FAQ covers not only Apogee and its games but also all of Apogee's specialized divisions and their games. [1.5] What Does "Apogee" Mean? According to an early Apogee slogan, "Apogee means action." But according to the American Heritage dictionary, "apogee" means: "the point in the orbit of the moon or of an artificial satellite most distant from the earth." Or, more generally, "the farthest or highest point; apex." Related words are the Greek "apogaion," the neuter form of "apogaios" which means "away from the earth." There is also the New Latin word "apogaeum," which is derived from the Greek word. There is a French word "Apogee" (with an accent over the first 'e'). In English, there is the related word "apogean" and the antonym "perigee." Interestingly, the meaning of the word "apogee" was one of the questions in the shareware version of an early Apogee quiz game (discontinued since) entitled "Word Whiz." Scott Miller, President of Apogee, explains the origin of the company name by saying, "I've always been a science nut, and the word 'apogee' is just one of those sort of obscure science terms pertaining to astronomy that I really liked." Originally, he says, he wanted to use the word as the name of a rock band in the early 1980s, but nobody else liked it. [1.6] How Apogee Markets Its Games In 1987, Apogee came up with a unique method of marketing their games. Since then, other shareware companies have adopted their strategy. Their scheme is this: each game they produce is divided into three to four, sometimes even six episodes. The first episode is free. It can be downloaded from the Internet or other online services or bought in a store that distributes shareware games for disk copying charges. You can distribute the shareware episode to your friends yourself, if you like, provided you leave all the original files intact. Starting in June 1994, Apogee began the creation of specialized brands for its games. The company 3D Realms was created for Apogee's 3D action games. In February 1997, the Pinball Wizards division was born for its pinball games. In the future, no more games will be released under the Apogee name; instead, they'll be released under one of its specialized brands -- or, if necessary, a new brand will be created. If you like the shareware episode of an Apogee game, Apogee requires that you register it. This is the normal rule regarding shareware. Upon registration, you will receive the complete game. Apogee uses this marketing scheme so that people can have a good idea about the game they are buying before they put their cash on the line. Starting with Death Rally, the registered versions of most Apogee games were published simultaneously in retail by GT Interactive (or, in the case of Stargunner, one of its divisions, such as WizardWorks). So, if you'd rather not order Apogee games by mail, you can pick them up at your local software }store. Starting with Max Payne, Take 2 Interactive (many under its Rockstar }label) started handling the publication of some of Apogee's games. [1.7] Getting the Latest Information There are a few ways to get the latest information about Apogee, even if you want it more quickly than keeping up with the latest revisions of this FAQ would do. These methods are mentioned briefly in the following sections. [1.7.1] Apogee's Internet mailing list Apogee has an Internet mailing list for press releases, announcements for newly released games, slide shows, or important patches, and other miscellaneous information. The traffic is sporadic and very minimal. The mailing list includes information about any of Apogee's specialized divisions, such as 3D Realms, and is free of charge. To sign up for the mailing list, visit http://www.3drealms.com/signup.html and fill out the form. You will then be sent a confirmation letter, with further instructions. [1.7.2] World Wide Web You can reach Apogee and all its divisions via the World Wide Web. The sites contain links to all of Apogee's shareware games; screen shots, synopses, and ordering information for each; press releases; progress reports on games in development; live chat areas; and more. The following URLs all point to the same combined company page: http://www.apogee1.com/ http://www.3drealms.com/ http://www.pinballwizards.com/ In addition, some of Apogee's games have their own official web pages. Game URL ---- --- Duke Nukem http://www.dukenukem.com/ Max Payne http://www.maxpayne.com/ (Note: The Duke Nukem page currently links to the Apogee company web page, but there are plans to make this a separate web page in the future.) [1.8] Apogee's Staff This section lists the administrative and tech support personnel at Apogee. Developers are listed in the Almanac section of the FAQ. Scott Miller - President, Co-owner George Broussard - Executive VP, Co-owner Steven Blackburn - VP Operations Joe Siegler - Webmaster, On-Line Support Manager Kevin Green - Customer Support Supervisor & Technical Support Bryan Turner - Technical Support You can obtain more detailed, often more up to date staff lists and mini-biographies at http://www.3drealms.com/info.html. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [2] Historical Information - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [2.1] The Apogee Theme Song The earliest hint of a theme song for Apogee Software might have been in such early games as Crystal Caves and Secret Agent, wherein the then Apogee logo was accompanied by a series of trills uttered by the PC speaker. It was less of a theme song and more of a "semi-standard opening" for Apogee games at the time. The first real appearance of the familiar Apogee theme song, was in the game Major Stryker. Today, any Apogee fan will instantly recognize the Apogee theme song and will probably be able to hum it on command. The Apogee theme song is a short, simple, but sweet few bars, and one could easily imagine it as a theme in a symphony or fugue. Lee Jackson's paraphrased history of the Apogee theme song follows: Robert "Bobby" Prince, the composer of the scores of numerous Apogee games, did the original theme song, which appeared essentially unaltered in Major Stryker, Monster Bash, Bio Menace, Blake Stone: Aliens of Gold, and Blake Stone: Planet Strike. He composed a "rock"-like version for Duke Nukem II, which was later used in Raptor v1.2. (Previous versions of Raptor had a version of the theme much like the original.) For Halloween Harry (Alien Carnage) and Mystic Towers, something different was needed. These used MOD music instead of the MIDI-style used in our other games, so a new file was needed. The folks at SubZero composed a dramatic version for Harry; an appropriately silly version was made for Mystic Towers. I took over the MIDI version of the fanfare starting with Hocus Pocus. It wasn't something I was asked to do -- I just played around with an idea, gave it to Tom Hall and Joe Siegler, who then played it for Scott Miller and George Broussard, who dubbed it the "John Williams fanfare." (It was actually an attempt to emulate the MOD file that SubZero did for Harry -- I always liked it.) This fanfare has appeared in Hocus Pocus, Wacky Wheels, Boppin, Rise of the Triad, Realms of Chaos, and XenoPhage: Alien Bloodsport. For Stargunner, again something new was needed since Stargunner used MOD music instead of MIDI. The "John Williams fanfare" MIDI didn't really work with the musical style introduced in Stargunner. I tried several different MOD versions of the fanfare and never got anything that satisfied me. So I talked the Stargunner team into supporting large WAV files so I could use a digitized recording of a MIDI playback of the fanfare. Scott and George wanted a new fanfare that featured rock instead of orchestral music. I came up with the new fanfare, played it out through one computer into the Roland SC-88 in the studio, and recorded it digitally into a second computer. That was the fanfare that wound up in Stargunner. One final note that should be mentioned in this section is Raptor's unique hidden rendition of the theme. When Raptor is started when the system date is set to the birthday of one of the Raptor team members, you don't hear the usual theme. Instead, it's a sound file of the Raptor team trying (in vain) to sing the theme song themselves. More information on this can be found in the "secrets and other fun things" section. No theme song was ever created for 3D Realms or Pinball Wizards. [2.2] The Dopefish In October 1995, longtime Dopefish fan Joe Siegler of Apogee made a Dopefish web page which was based on a modified version of text that originally appeared here in the FAQ. The Dopefish web site blossomed with information, pictures, sounds, music, and so forth; it is no longer practical to duplicate it all here any longer. The URL for the web site is http://www.dopefish.com/. An abridged version of the Dopefish history follows: Dopefish is the product of the fertile mind of Tom Hall. It was one of 24 drawings he did of ideas for characters for Commander Keen: Goodbye, Galaxy! while part of id Software. Dopefish was one of the characters from these drawings that made the cut. According to Tom, "I just drew this stupid little fish," and the rest is history. Dopefish is described in the cast of characters for "Commander Keen: Secret of the Oracle" (Keen 4, the shareware episode of "Commander Keen: Goodbye Galaxy!") as the second dumbest creature in the universe (the number one ranking is anyone's guess). His thought patterns go, "swim swim hungry, swim swim hungry." Dopefish "will eat anything alive and moving near them, though they prefer heroes." Dopefish appears in the level of Keen 4 entitled "The Well of Wishes." Dopefish was "adopted" by the Tech Support staff at Apogee soon after Joe Siegler was hired. When Steve Quarrella and Lee Jackson joined the company, it ballooned from there. Ever since, Dopefish has had a huge cult following, and its weird popularity shows no signs of slowing. Countless artwork of the Dopefish has been made: ASCII art to animated graphics, icons, logos, backgrounds, etc. Frequent in-house Christmas presents at Apogee have been mugs, dolls, ornaments, etc, featuring Dopefish. (These items were never made for retail sale, however, so please don't ask Apogee how to buy them.) Another unlikely method of celebrating the Dopefish has been in music. Bobby Prince's piece "Eat Your Veggies" was originally intended for the Softdisk game "Keen Dreams" (see the section on the history of Commander Keen for further information) but Softdisk insisted that the game fit on a 360K disk, which meant the music had to go. Instead, the music was used in "Commander Keen: Goodbye Galaxy!" and happened to be the tune that plays in the level where Dopefish appears. Ever since, the music has been inextricably tied to Dopefish. Other music has been composed with Dopefish in mind, including Lee Jackson's "Fish Polka" from Rise of the Triad. Even though the Dopefish belongs to id Software, he is a welcome adopted member of the Apogee family. If there are ever any new Keen games, you can wager a goodly amount that the Dopefish will be in it. Again, visit the Dopefish page, http://www.dopefish.com/, for more information. Also note the "Cameos" section of this FAQ. [2.3] Early Games By Apogee's Executives Before joining Scott and Apogee in 1990, George Broussard had several projects of his own. The most notable were marketed under the name Micro F/X; some of these later became the property of Apogee (such as "Pharaoh's Tomb" and "Arctic Adventure"). Broussard also made a game for the Amiga, "The Rings of ZON," which was like a more intellectual Boulderdash. Other games written by George Broussard and others were written for Softdisk; details for these projects are given in the section on Apogee's relationship with Softdisk. [2.4] Working Titles of Apogee Games Sometimes, over the course of a game's development, the game's title can change, once, twice, or more. Here is a list of some of Apogee's games with their former titles. Where more than one former title is present, they are listed in chronological order. From Apogee: Official Title Working Title -------------- ------------- Death Rally Hi-Speed XenoPhage: Alien Bloodsport Arena Realms of Chaos Paganitzu II / Alabama Smith and the Bloodfire Pendant Rise of the Triad Wolfenstein 3D: Part II Raptor: Call of the Shadows Mercenary 2029 Bio Menace Bio Hazard Monster Bash Graveyard Cosmo's Cosmic Adventure The Adventures of Zonk }Major Stryker Strike Force From 3D Realms: Official Title Working Title -------------- ------------- Max Payne Dark Justice & Max Heat Shadow Warrior Ninja Master Terminal Velocity Velocity Brawl Sometimes games start out as Apogee games (or at least intended to be Apogee games) but end up being distributed by another company. Frequently, these, too, undergo title changes before, during, or after the move from Apogee. These games, with their working titles, are given below. Official Title Working Title Company -------------- ------------- ------- Blood Horror 3D Monolith Studios Alien Rampage Ravager Inner Circle Creations Cyril Cyberpunk Cyberpunk Kid Reality Studios PowerSlave Ruins: Return of the Gods Playmates Interactive * Clif Danger Crazy Baby New Generation Descent Inferno Interplay Sango Fighter Violent Vengeance Panda Entertainment * Doom It's Green & Pissed id Software * - PowerSlave was titled "Exhumed" in the United Kingdom. - Sango Fighter had already been released; Apogee was merely going to be its U.S. distributor, marketing the game under the title "Violent Vengeance." This did not pan out. The game was later released in the U.S. by Panda Entertainment under the original "Sango Fighter" title. [2.4.1] Alternate titles for Wolfenstein 3D The following were all alternate titles for Wolfenstein 3D that Tom Hall came up with. Many, however, are joke titles and were never seriously considered -- hence why these names are separate from those in the section above. The information comes from the Official Hint Manual for Wolfenstein 3D. Castle Ochtenstein, Luger's Run, The Fourth Reich, Adolph's Bane, Hard Cell, Luger Me Now, Tank You Very Much, Castle Hasselhoff, How Do You Duseldorf?, Castle Verlassen (to abandon the castle), Sturmwind (stormwind), Hollehammer (hellhammer; this name made it in to the game as the name of the castle in episode two), Shattensendener (shadowsender), Geruchschlect (bad smell), Dolchteufel (devildagger), Grabgrabbener (gravedigger), Eisenschwert (ironsword), Dammerung (twilight/dawn). Since the above information first appeared in this FAQ, Bernd Wolffgramm, from Germany, sent me further information about Wolfenstein 3D's names, including spelling corrections. (Some of the spelling mistakes resulted from missing umlauts; an alternate spelling for German words containing vowels with umlauts is to follow the vowel with an 'e' instead of using the accent.) - "Duseldorf" should be "Duesseldorf," a town on the Rhine river famous for its beer (Altbier). - "Hollehammer" should be "Hoellenhammer." - "Shattensendener" should be "Schattenspender." - "Geruchschlect" should be "Geruchschlecht." - "Grabgrabbener," is redundant; the word "grab," meaning "grave," is used twice. A more appropriate word would be "Totengraeber." - "Dammerung" should be "Daemmerung." Bernd Wolffgramm also provides further information. Since the game is banned in Germany because it involves Nazis and killing Germans, those who want to play the game have come up with special codewords for it. The most common is "Hundefelsen 4C." If you translate "Wolfenstein" into the German words that comprise it, you get "Wolfstone." "Wolf" is the same word in German, and "stein" means "stone" or "rock." "Hundefelsen" is a combination of the German words for "dog" and "wolf," and "felsen" is a synonym for "stein." Hence the alias, "Hundefelsen." [2.5] Cancelled Projects Frequently, projects that get started never get finished. This can happen for a number of reasons. Legal problems is one common cause; slow progress and little promise is another. What follows is a list of projects that, for one reason or another, never saw the light of day. Dates are approximations of the time each game spent under development at Apogee. Please do not contact Apogee for information about these games. Little or no information remains about what was done, and in some cases, Apogee doesn't even have copies of them anymore in their archives. From Apogee: Game Genre Date Comments/Reason For Cancellation ---- ----- ---- -------------------------------- }Duke Nukem: Endangered Hunting 2002 Apogee didn't think the game was } Species Hunter progressing well. Later came } out as "Vivisector," which bore } little resemblance to Endangered } Species Hunter. Duke Nukem Forever Platform 1996-7 Title reused for a 3D game. Note that Duke: Manhattan Project is NOT this old game resurrected. Cyril Cyberpunk Platform 1996 Later released by Reality Studios. Working title at Apogee: "Cyberpunk Kid." Ravager Platform 1995-6 Sold to Inner Circle Creations, who named it "Alien Rampage." Pitfall (PC version) Platform 1995-6 Activision, who did the original game, came to Apogee about it, but Apogee couldn't get the creative control they wanted. Crystal Carnage Combat 1994-5 Fumes Racing 1994-5 Crazy Baby Platform 1994-5 Later released by New Generation Software as "Clif Danger." Monster Bash VGA Platform 1994-5 Not enough time to finish it. } Was going to feature all-new } levels. Descent 3D Action 1994 Financial issues. Interplay later became the distributor. Violent Vengeance Fighting 1994 AKA "Sango Fighter;" released later by Panda Entertainment under this title. Tom, Dick, and Harry Platform 1993-4 Megaloman Platform 1993-4 Jim Dose, lead programmer got tied up doing other projects. Wards of Wandaal The Second Sword RPG 1992-3 Cygnus Studios, which later did Raptor. Angels Five Platform 1992-3 VGA, multiple characters. }Nuclear Nightmare Platform 1992-3 Would have been Apogee's first } (and only) Windows 3.1 game. BoulderDash 5000 Puzzle 1992-3 Tubes Puzzle 1992-3 Later released by Software Creations. Cybertank 3D 3D Action 1992-3 Frank Maddin's tank game using a Wolf3D clone engine; art by Amanda Dee. Fantasy 3D 3D Action 1992-3 Peter Jungck's Wolf3D clone. Commander Keen: The Platform 1992 Never started. Universe Is Toast Gateworld 1991-2 Poor quality; later released by HomeBrew Software. Dino Days 1990-1 Never started. The Underground Puzzle 1990-1 Empire of Kroz From 3D Realms: Game Genre Date Comments/Reason For Cancellation ---- ----- ---- -------------------------------- Descent: Freespace 3D Action 1998 Non-exclusive rights sold to Interplay. Blood 3D Action 1994-7 Sold to Monolith Productions. Ruins: Return of the 3D Action 1994-5 Sold to Playmates Interactive and } Gods retitled "Exhumed," then } retitled "PowerSlave." } From Other Companies: }Game Genre Date Comments/Reason For Cancellation }---- ----- ---- -------------------------------- }Duke Nukem: D-Day 3D Action 99-03 PS2 game. Cancelled due to lack } of sufficient progress. [2.6] The Great Price Drop On March 2, 2000, Apogee cut prices across the board on their games. The following table shows what the prices were before and after the drop: From Apogee: Name Before After ---- ------ ----- Stargunner $29.95 $10.00 Death Rally $29.95 $10.00 * XenoPhage: Alien Bloodsport $34.95 $10.00 * Realms of Chaos $24.95 $10.00 Rise of the Triad $34.95 $15.00 Boppin $29.95 $10.00 Wacky Wheels $34.95 $10.00 Mystic Towers $24.95 $10.00 Hocus Pocus $24.95 $10.00 Raptor: Call of the Shadows $34.95 $15.00 Blake Stone: Planet Strike $24.95 $10.00 Blake Stone: Aliens of Gold $29.95 $10.00 Duke Nukem II $34.95 $10.00 Wolfenstein 3D $49.95 $15.00 Monster Bash $34.95 $10.00 Cosmo's Cosmic Adventure $34.95 $10.00 Duke Nukem $29.95 $10.00 Crystal Caves $29.95 $10.00 Secret Agent $29.95 $10.00 Paganitzu $29.95 $10.00 From 3D Realms: Name Before After ---- ------ ----- Shadow Warrior $34.95 $19.95 Duke Nukem 3D: Atomic $49.95 $19.95 Terminal Velocity $39.95 $15.00 From Pinball Wizards: Name Before After ---- ------ ----- Balls of Steel $29.95 $24.95 In addition, two combination deals also went down in price. Combo Before After ----- ------ ----- Keen: Vorticons/Galaxy $49.95 $20.00 Word Rescue/Math Rescue $39.95 $29.95 * - For quite some time prior to the price drop, Death Rally and XenoPhage sold at a special discount price of $5, and a combo pack containing both was sold for $8. Those special prices are no longer offered. [2.7] Apogee's Relationship With Other Companies [2.7.1] What is Apogee's relationship with id? Joe Siegler's explanation of the relationship between Apogee and id follows: Apogee and id Software are two completely different companies. They always have been, always will be. Apogee doesn't own id; id doesn't own Apogee; nor is one a division of the other. Apogee Software writes and distributes software. Of the many games that Apogee has published, only a handful have not been written by Apogee as well. id Software wrote three of these games, namely, Keen: Vorticons, Keen: Galaxy, and Wolfenstein 3D. id Software writes software, and up until Doom, had never published anything themselves. id has published through a few companies, Apogee being one of them. As mentioned before, Keen Vorticons, Keen Galaxy, and Wolfenstein 3D were distributed by Apogee. (At later dates, id went on and also published Keen Galaxy and Wolf3D in the stores through GT Software, now called GT Interactive, but that's another story.) Some earlier id efforts such as Catacomb 3D are distributed through Softdisk. (Technically, these early games, such as Catacomb 3D, Dangerous Dave, and Rescue Rover, are Softdisk games, not id Software games, though they were made by the same people who would ultimately found id Software. The first game released as an "id Software" game was Keen: Vorticons.) Starting with Doom, id has been publishing on their own. Apogee has absolutely nothing to do with Doom, nor future titles by id Software. Furthermore, starting with the release of Heretic, id Software started publishing games on their own label. They licensed their Doom engine to two companies, Raven Software and Cygnus Studios (whose credits include Raptor). (The game produced by Cygnus Studios was cancelled and picked up by a company called Rogue.) The two games produced under this agreement (Heretic and Strife respectively), were published under the "id" label exactly the same way that id Software themselves published Wolfenstein 3D under the "Apogee" label. Twice, Apogee has licensed id's game engines for its own use. In 1993, Apogee licensed the engine used for Commander Keen: Goodbye Galaxy! for Bio Menace. In 1998, the Quake II engine was licensed for use in Duke Nukem Forever, although this was later abandoned in favor of Epic's Unreal engine. }Still later, the production of Prey, which had been in development at }Apogee/3D Realms for years, was transferred to Human Head Studios, which is }using the Doom 3 engine. There was no "big divorce," or "feud" or anything along those lines between id and Apogee. The id crew and the Apogee crew are all good friends. [2.7.2] What's Apogee's relationship with Softdisk? Daniel Tobias' (senior programmer/editor for Softdisk) explanation of the relationship between Apogee, id, and Softdisk follows: Apogee and Softdisk are two companies whose paths have crossed time and again since Scott Miller submitted Kingdom of Kroz to them on November 26, 1987. It won second place in Softdisk's CodeQuest '87 and published on issue #20 of Softdisk's subscription software product "Big Blue Disk" (which later became "On Disk Monthly" and, finally, "Softdisk PC"). Scott Miller continued to submit his games, listed below: Title Submitted Issue/Date ----- --------- ---------- Kingdom of Kroz 11/26/87 BBD #20, 06/88 Computer Quiz 01/20/88 BBD #21, 07/88 Astronomy Quiz 01/20/88 BBD #26, 11/88 Maze Runner 01/20/88 BBD #26, 12/88 BASIC Quiz 01/20/88 BBD #28, 02/89 Dungeons of Kroz 01/20/88 BBD #29, 03/89 Meteors 03/12/88 BBD #30, 04/89 Block Five 01/20/88 BBD #32, 06/89 Caverns of Kroz 04/22/89 BBD #35, 09/89 Castle of Kroz 08/31/89 BBD #47, 09/90 These are available as back issues of the Big Blue Disk; only the Kroz games are currently available from Apogee. Apogee's Vice President George Broussard wrote a game for Softdisk under contract called "Scubadventure," which was published as part of a defunct monthly game disk subscription from Softdisk and also sold as a stand alone item. Scubadventure came about when Scott Miller, intrigued by id Software's Catacomb 3D, wanted to contract id to make a 3D shareware game for him. id was reluctant, instead intending to make another Commander Keen game, but Scott Miller gave them several proposals all of which guaranteed a large sum of money. However, id was obligated to make another game for Softdisk, so Apogee made an arrangement whereby Apogee would make a game for Softdisk, thus freeing id to write a 3D game for Apogee. id's game for Apogee was, of course, Wolfenstein 3D, and Apogee's game for Softdisk was Scubadventure. Apogee's Keith Schuler also made a submission to Softdisk, namely, "Chagunitzu," the forerunner of Apogee's "Paganitzu." This was published by Softdisk on Big Blue Disk #44 (dated 6/90). The id team also has its ties with Softdisk. Originally, the people who ultimately founded id Software worked for Softdisk and wrote numerous games for them. Games done as full-time employees of Softdisk: Catacomb [2D game published first as an Apple II version on Softdisk #114, then ported to the PC for BBD #50] Dangerous Dave [published on a game "sampler disk"] Catacomb II [later changed to "The Catacomb"] Slordax Games done on a contract basis after the id group left: Rescue Rover Dangerous Dave in the Haunted Mansion Hovertank 3D Keen Dreams Rescue Rover 2 Catacomb 3D Tiles of the Dragon Solo works of John Romero: Twilight Treasures [on BBD #35] Zappa Roids [on BBD #36] (also an Apple //e version) Pyramids of Egypt [on BBD #46] Sub Stalker (Apple //e version) Double Dangerous Dave (Apple //e version) Solo works of John Carmack: Dark Designs I [on BBD #52] Dark Designs II [on BBD #54] Tennis Keen Dreams was released in a shareware version by Softdisk (latest shareware release is v1.20), as well as various registered, catalog, and retail editions. (Apogee does not distribute Keen Dreams -- those who would like it should contact Softdisk.) The 3D game, "Catacomb Abyss," was not written by the id crew, but rather a team of Softdisk programmers, headed by Greg Malone, after they had left. The engine for "Catacomb Abyss," however, was the Catacomb 3D engine previously written by id. "Catacomb Abyss" is part of a trilogy along with "Catacomb Apocalypse" and "Catacomb Armageddon." Greg Malone later became the creative director for Duke Nukem 3D and, for the first half of its production, Shadow Warrior, two of 3D Realms' games. Of the various people mentioned elsewhere in this FAQ, the following are former full-time Softdisk employees: Jason Blochowiak, Adrian Carmack, John Carmack, Tom Hall, Jerry K. Jones, Greg Malone, Michael Maynard, John Romero, and James T. Row. [2.7.3] What's Apogee's relationship with Parallax? Originally, the game Descent, written by Parallax and distributed by Interplay, was to be an Apogee game. And indeed, Parallax and Apogee worked on it together for seven or eight months. But due to financial issues, Apogee cancelled it in January of 1995. Interplay picked it up, impressed by the working demo Parallax then had after its association with Apogee, and the rest is history. Part of the deal Apogee made with Interplay when the Descent rights were sold was that Apogee would get a cut of Parallax's next new game. Descent II didn't qualify for that, but Descent: Freespace did. Initially, the plan was for 3D Realms to release the shareware version of Descent: Freespace and sell the registered version exclusively for three months, at which point Interplay would start selling it too. However, in late April 1998, Interplay bought the full rights to the game. Apogee no longer has anything to do with Descent: Freespace or any of the other Descent games. In the credits for Descent, there is a thank you note to "Scott Miller and Apogee Software." Apogee's Joe Siegler asked Descent's project leader, Mike Kulas, about this credit. Mike's response is given below: Hi Joe, We put Scott and Apogee in there because we truly appreciate all that Apogee did for us. Scott showed a lot of faith in us when we didn't really have anything to show anybody. If not for Scott, I don't think we would be anywhere near where we are today. You can tell people exactly this, if you like. Mike Mike is also quoted in PC Gamer, Vol. 2, No. 4, as saying, "They're really a great bunch of guys, and they were a big help on Descent." Matt Toschlog, also a key member of the Descent team, is also quoted: "Without them [Apogee], I don't know how we would have gotten started." [2.8] History of Specific Games [2.8.1] The Kroz Series Scott Miller had been programming games since 1975, when he was in high school. "Caverns of Kroz" was the very first Kroz game, written in Turbo Pascal and originally endowed with the simple title "Kroz." It was sold to the disk magazine I.B.Magazette, as was the second Kroz adventure, "Dungeons of Kroz" (originally titled "Kroz II"). In 1987, Scott wrote "Kingdom of Kroz" and, with the full knowledge that, at the time, 99% of shareware was not profitable for its authors, released it into the shareware market. Thus, it was a mystifying surprise when Kroz turned out to be a smash hit. The letters poured in, expressing love for the game and demanding sequels. One of the reasons it was so successful, besides the merit of the game itself, was its then new marketing scheme; Kroz was the first game to be split into smaller episodes, with one episode released as shareware. In 1988, Kingdom of Kroz I received top honors in the game category of Softdisk's CodeQuest '87, a national programming contest, and came in second overall (it lost to a spreadsheet program). Scott Miller himself said, in the notes to a later version of the game, "Thanks to Kroz, I now know what a mutual fund is, but on the downside my taxes require a book two inches thick to figure out." In short, Kroz marked Apogee's birth, emergence into the national mainstream, and coronation as one of the earliest kings of shareware. What inspired Kroz? At the time, Scott Miller's favorite games were M.U.L.E., Archon, and Spelunker, among others. He liked games where puzzle solving was first, and the action secondary. Kroz's main inspiration was probably Rogue, which Scott used to play, but disliked for its randomness and reliance on chance. So Kroz was born. Another of Scott's favorite games is evident from the title; Kroz spelled backwards is "Zork," one of Infocom's most famous and successful text adventure games. The various episodes and versions of Kroz are many. To confuse the issue, Kroz, as well as many of the other early Apogee games, were not sold strictly in a single bundle of three or four episodes. The shareware episode, Kingdom of Kroz, could be registered at a cost of $7.50, and this registration made the customer eligible to buy other episodes at $7.50 each, or several episodes at some savings. The episodes of Kroz are as follows: 1. Caverns of Kroz 2. Dungeons of Kroz 3. Kingdom of Kroz 4. Return to Kroz 5. Temple of Kroz 6. The Final Crusade of Kroz 7. The Lost Adventures of Kroz "Return To Kroz" was published in two separate disk magazines, under different titles. One title was "Shrine of Kroz"; the other, "Castle of Kroz." Scott finally decided upon the "Return to Kroz" title because he liked the title to the third Star Wars movie. Similarly, "Valley of Kroz" was an alternate title given to "Temple of Kroz." Episodes 1-3 comprised "The Kroz Trilogy," and originally published on Softdisk's Big Blue Disk series. These episodes were later redone in 1990, their names changing to "Caverns of Kroz II," "Dungeons of Kroz II," and "Kingdom of Kroz II." Since Kingdom of Kroz II had significant map changes to 17 different levels, the original "Kingdom of Kroz I" remained available for purchase to registered owners of "Kingdom of Kroz II." Episodes 4-6 comprised "The Super Kroz Trilogy." These contained more levels, more items, and more effects. This trilogy was intended to complete the Kroz series, but the letters kept pouring in, including one from Patricia Baker, RI, who said, "I have lived in Kroz for almost a month and was sorry tonight to finally find the Amulet." So one final episode of Kroz was to be made, namely Episode 7, "The Lost Adventures of Kroz." This contained 75 new levels, and, as such, was sold at the slightly steeper rate of $20. As said earlier, however, the rates were lowered if more episodes were purchased at once. In early 1991, one could buy the first six episodes for $35 total, or $45 for all seven. "The Lost Adventures of Kroz" was the final episode to be completed. At one time, another episode had been planned for release in March 1991 entitled "The Underground Empire of Kroz," but this never saw the light of day. Apogee, along with the rest of the gaming community, started moving on toward more ambitious projects. In mid 1993, Apogee stopped registering individual episodes of their games, including Kroz. But the registered Kroz games were still commercially available from Apogee until as recently as early 1999. The revised Kroz Trilogy, the Super Kroz Trilogy, and the Lost Adventures were all bundled together and could be purchased for a $24.95 registration fee. The game was finally discontinued in early 1999 and is now no longer available from Apogee. [2.8.2] Pharaoh's Tomb and Arctic Adventure Pharaoh's Tomb and its sequel, Arctic Adventure, chronicle the adventures of Nevada Smith, and Indiana Jones-like character. The games were written by George Broussard and published under the name of his company, Micro F/X, in 1990. When he joined forces with Scott Miller to found Apogee, these two games were brought along and sold by Apogee. A later Apogee game, Paganitzu, starred Alabama Smith. One might presume that Alabama Smith is related to Nevada Smith, but Paganitzu author Keith Schuler says they are not. Pharaoh's Tomb and Arctic Adventure use what Broussard called the F.A.S.T. engine. A later game, Monster Bash, is also billed as using the F.A.S.T. engine, but it's not the same engine. The engine is completely different, but the name was recycled. Broussard bears the dubious honor of being the only game developer at Apogee ever to have misspelled his own name on one of his own games. In the title screen for Pharaoh's Tomb, he spelled his name "George Broussad." [2.8.3] Commander Keen Joe Siegler's explanation of the history of the Keen series: The seven Commander Keen games were all written by id Software. They are: 1) Marooned on Mars ---\ 2) The Earth Explodes | ---> Invasion of the Vorticons 3) Keen Must Die ---/ 3.5) Keen Dreams 4) Secret of the Oracle --\__ Goodbye Galaxy 5) The Armageddon Machine --/ 6) Aliens Ate My Babysitter Episodes 1-3 are collectively called "Invasion of the Vorticons," and are published by Apogee Software. This series of Commander Keen was released on December 14th, 1990, according to Tom Hall, then Creative Director for id Software. Episodes 4-5 are collectively called "Goodbye Galaxy!" and are also published by Apogee Software. This series of Commander Keen was released somewhere around June of 1991. There was also a special CGA edition of Keens 4-5. The CGA version is functionally identical to the standard EGA version of the game, but with CGA graphics. Apogee discontinued the CGA version in November 1997. In April 1998, episodes 1-5 were bundled together on a single CD and sold }as a unit for $49.95 (later repriced at $20.00). This is now the only way any of these Keen episodes may be purchased. Episode 6 is a stand-alone game which uses the Keen 4-5 engine and is entitled "Aliens Ate My Babysitter." From its creation in 1991 until 1996, it was distributed by FormGen, and Apogee merely resold it, like any other retailer would. In 1996, FormGen was bought by GT Interactive and did not continue to distribute the game. Therefore, Apogee was left with what stock they had at the time. In August 1997, that stock ran out. Later, id distributed a package called "The id Anthology," but that CD, for some reason, only had the CGA version of the game. The id Anthology has since been discontinued. There was a playable demo of Keen 6 that FormGen distributed at one point. It was released to various online services as #6k-demo.zip and k6demo.zip; it may or may not still exist in some remote part of the Internet. Keen Dreams has an interesting story. This is referred to as the "Lost Episode" of Commander Keen. I like to think of it as "Keen Episode 3.5." The reason is that Keen Dreams falls in between Vorticons and Galaxy both in terms of technology and story line. Before the id guys actually formed id, the majority of them worked at Softdisk, a computer software publisher in Shreveport, LA. The founding members of id Software left Softdisk to do the Vorticons series of Keen for Apogee Software. However, they were contractually obligated to deliver another game to Softdisk, and since development had started on the Galaxy series, they threw together a Keen game for Softdisk, and Keen Dreams was born. This game is not sold by Apogee Software, nor does Apogee have anything at all to do with it. You'd need to contact Softdisk for any further information regarding Keen Dreams. Episodes 1, 3.5, 4, and the three level demo for episode 6 are the only ones that you are legally allowed to upload and download anywhere. Episodes 2, 3, 5, and the full version of episode 6 are commercial software, and should not appear on the Internet or any other online service, or should otherwise be sold except for authorized sellers of the games. In December 1996, id Software published a package called "The id Anthology". This product contains every single game that id Software ever made, as well as some others that were made by id people for other companies like Softdisk. Included in this package are all seven Commander Keen games. As a side note, for some reason, the person at id Software who put the package together put in only the CGA version of Keen 6. For more information on the id Anthology, contact id Software (Apogee has nothing to do with the id Anthology). On May 30, 2001, Activision published a new Gameboy Color Keen game by IMS Productions, which was called, simply, "Commander Keen." Apogee has nothing to do with this game, and id was only involved to the extent that they approved of the project and out licensed the Keen character and universe. Here are the online filenames as currently available from Apogee for the various Keen games from Apogee. Some forums may have a '#' prepended onto the filename. Keen 1 -> 1KEEN.ZIP Keen 4 -> 4KEEN.ZIP Keen 4 -> 4KEENC.ZIP (CGA Version) I've seen the 3 level Aliens Demo available with the filename #6K-DEMO.ZIP and K6DEMO.ZIP. I've seen Keen Dreams available with the filename KDREAMS.ZIP. However, neither of these are Apogee products, and I cannot vouch for the files' names. If you played Keen 5, you may have noticed a screen that said something to the effect of, "Join us in December 1992 for the greatest Keen adventure yet." There was a picture of Keen smiling, with a Santa Claus hat on. At the time, id Software was intending to do a third series of Commander Keen, tentatively entitled "Commander Keen: The Universe is Toast." However, other projects came up (Wolfenstein 3D, Spear of Destiny, and later, Doom). There are no plans now to do more Keen. On a different note, Commander Keen, and artifacts from the Keen games have found their way into other games. Commander Keen is listed in the default scoreboards of a handful of Apogee games, mentioned in the instructions of one, and has made a few more prominent appearances, which are listed under the "Cameos" section of this FAQ. Also, see the section on "What's B. J. Blazkowicz's relationship with Commander Keen?" for information on that. Finally, you can visit the Keen: Vorticons page of the Apogee WWW pages to see the original, rejected title screen for Keen I. The direct URL for this is http://www.3drealms.com/keen1/images/keen1title.jpg. [2.8.4] Crystal Caves and Secret Agent Originally, Crystal Caves and Secret Agent were developed at George Broussard's Company, Micro F/X. The author, Frank Maddin, poked fun at the Apogee/id game Commander Keen by including Keen's helmet in a level of Crystal Caves, partially obscured by some junk and debris. Half way through the games' development (and after the helmet was put in), George Broussard became Scott Miller's partner at Apogee and dissolved Micro F/X. The as yet unfinished games Crystal Caves and Secret Agent came with him to become Apogee games. Keen's helmet was left in as an inside joke. [2.8.5] Duke Nukem and Duke Nukem II There is frequently a great deal of confusion over the correct spelling of one of Apogee's most prized characters, Duke Nukem. The original spelling for the name was "Duke Nukem"; however, during the code fix stage between v1.0 and v2.0 of the original game, Apogee found a character overseas named "Duke Nukem" that was thought to be copyrighted. So, for v2.0 of the original Duke game, the name was changed to "Duke Nukum." Then, during the programming of Duke II, it was discovered that the character they found overseas was not copyrighted after all -- and so the original name was reinstated. "Duke Nukem" is also the spelling used in all successive games that featured the character. The spellings "Duke Nuke 'em," "Duke Nuke'um," "Duke Nuke'm," "Duke Nuk'em" and other variations are not, and were never, correct. [2.8.6] Wolfenstein 3D and Spear of Destiny It started when a 3D game id made for Softdisk grabbed Scott Miller's attention. He decided that he'd like id to make a 3D shareware game for Apogee and convinced a somewhat reluctant id to agree. However, at the time, id was obligated to make a game for Softdisk, so Apogee made a deal in which Apogee would make a game for Softdisk, thereby freeing id to write the 3D game for Apogee. Apogee's game for Softdisk was "Scubadventure," written by George Broussard; id's game for Apogee was the now legendary Wolfenstein 3D. Joe Siegler's explanation of the history of the Wolfenstein series from this point follows: On May 5, 1992, Apogee Software released the shareware episode of Wolfenstein 3D, and has been distributing it in the shareware market since. Apogee is the official distributor of Wolfenstein 3D's original six episodes in the shareware market. Somewhere around September of 1992, FormGen Corp released Spear of Destiny. This is a retail sequel to Wolfenstein 3D. This game consisted of one episode with 20 levels. It had some new wall art, a couple of new objects, and new boss creatures. This game is essentially the same as Wolf3D but is completely new in the level design aspect. It was available in stores like CompUSA. Apogee also resold this product but was not responsible for its distribution. Apogee had to buy it from FormGen like any other store would. There is a two level playable demo floating around for Spear of Destiny. It's the same first two levels that appear in the full version of the game. It is not shareware; commercial demos are for the most part non-interactive, however, this one *is* interactive, and since it bears a close resemblance to Wolfenstein 3D, which is shareware, the Spear of Destiny demo is frequently mistaken for being shareware, which it is not. There have been numerous editors and extra levels created by users for both Wolfenstein 3D and Spear of Destiny. With regard to Wolf3D, Apogee respectfully requests that you not make or distribute any editors, extra levels, or other add-ons that will work on the shareware episode. If you choose to make add-ons, please make these items for the registered version only, and be aware that Apogee cannot support user-created items. Sometime in mid/late 1993, id Software decided that they were going to publish these same six original episodes in the retail market. These are the same six episodes that Apogee had been selling since May of 1992. Since Apogee was at that time not set up for retail distribution, id Software went with another company called is GT Software (now called GT Interactive). This package is available in CompUSA and contains the same six episodes that Apogee distributes. Apogee has absolutely nothing at all to do with this product. The GT Software version of Wolfenstein 3D is totally a GT product. Apogee has no control over the packaging, quality control, or price. In May of 1994, FormGen Corporation released two new episodes for Spear of Destiny to stores. The collective name of the product is "Spear of Destiny Mission Add-On Packs." The new episodes each have their own individual titles, these being "Mission 2: Return to Danger," and "Mission 3: Ultimate Challenge." These add-ons have some new level graphics and some differently colored actors, but is essentially more levels for Spear of Destiny. These extra versions require that you have the first Spear of Destiny game (the original six Apogee Wolf3D episodes are not required). In late 1994, FormGen marketed a "Spear of Destiny Super CD Package," which consists of id's original Spear of Destiny, the two additional add-on missions, and hint books for these new episodes. Neither Apogee Software nor id software sells the add-ons or the CD, supports it, or has anything else to do with it. These are strictly FormGen products. In April 1998, id Software repackaged Wolfenstein 3D for retail again, with Activision as their retail publisher. This new box has the full version of Wolfenstein 3D in it as well as the full version of Spear of Destiny plus the two Spear of Destiny mission packs that FormGen had made. Although the box bills itself as "finally available for Windows 95," the games themselves are physically unchanged -- there is simply a new Windows 95 installer. Apogee has nothing to do with this new product or new packaging and does not sell it. Shortly afterward, Apogee stopped reselling the original Spear of Destiny. id Software has also either written or released versions of Wolfenstein 3D for other platforms over time. Apogee Software has nothing to do with any of them. id Software holds the copyright to Wolfenstein 3D and can license it to others for other platforms or do whatever they want with it. These versions are listed for completeness' sake only. The Super Nintendo version was released around Jan/Feb of 1994. This was published through a company called "Imagineer." Due to Nintendo restrictions, some elements of the game had to be removed. These were all Nazi references, the dogs (replaced with rats), and blood (replaced with sweat). This is still a good game, especially considering what it's programmed for. There was a version released for the Atari Jaguar around August of 1994, and this version is probably the best graphically of any version published. When you go up right against walls and the like, they do not become as blocky or chunky, as compared to previous versions of Wolfenstein 3D. This version was published by Atari. id also licensed Wolf3D so that it could be published on the Macintosh computer. This version was released in October 1994 and is being distributed by MacPlay, a division of Interplay. WolfMac is a shareware title, and there is a shareware version of it available. When you register, you get something like 30 levels. Again, Apogee has nothing to do with these versions of Wolfenstein 3D; you would need to contact the various companies, or id Software directly for more information on them. In the fall of 1994, it was revealed that Vitesse was working on a version of Wolfenstein 3D for the Apple IIGS. This version was being done by Bill Heinemann. This brings the Wolfenstein saga full circle as the original Castle Wolfenstein was written for the Apple //e. The Apple IIGS version of Wolfenstein 3D was finally released as freeware on February 14, 1998. Sometime in August/September 1995, id Software released the source code for Wolfenstein 3D to the Internet and CompuServe. It does not contain the code for the levels and graphics, however, so you'll need the data files from the shareware or commercial versions of the game for it to work properly. The premiere issue of Game Developer's Magazine stated that Apogee Software was working on a game called "Wolfenstein 3D: Part II," which was to be a totally new game, with completely new actors, and new everything; the only thing the same being the title Wolfenstein 3D. This information is partially incorrect; there is no such title under production at either Apogee or id Software. However, this was under production at Apogee for a while back in early 1994, but this was dropped, and the project changed to "Rise of the Triad." This game is now available from Apogee Software. In 2001, Gray Matter Interactive released a game called "Return to Castle Wolfenstein," which uses the Quake III engine. Apogee does not have anything to do with this game. [2.8.6.1] "Call Apogee and say Aardwolf" Joe Siegler's explanation of "Aardwolf": "Call Apogee and say Aardwolf." It's a sign that to this day is something that I get asked about a lot. This is a sign that appears on a wall in a particularly nasty maze in Episode 2 Level 8 of Wolfenstein 3D. The sign was to be the goal in a contest Apogee was going to have, but almost immediately after the game's release, a large amount of cheat and mapping programs were released. With these programs running around, we felt that it would have been unfair to have the contest and award a prize. The sign was still left in the game, but in hindsight, probably should have been taken out. To this day, Apogee gets letters and phone calls and asking what Aardwolf is, frequently with the question, "Has anyone seen this yet?" Also, in a somewhat related issue, letters were shown after the highest score in the score table in some revisions of the game. These letters were to be part of another contest that got scrapped before it got started, where we were going to have people call in with their scores and tell us the code; we'd then be able to verify their score. However, with the cheat programs out there, this got scrapped too. Basically, "Aardwolf" and the letters mean nothing now. Also note that if you found the Aardwolf sign in the game (without cheating), there's a VERY strong chance that you're stuck in there. The only way out may be to restart, or load a saved game from before you went into that maze. [2.8.6.2] What's B. J. Blazkowicz's relationship with Commander Keen? Besides the fact that id Software created both the Commander Keen and Wolfenstein games, there is a further relationship between the two main characters. The following is an excerpt from the Official Hint Manual for Wolfenstein 3D which explains the relation: William Joseph Blazkowicz was born August 15, 1911, to Polish immigrants. Blazkowicz was a top spy for the Allied Forces, receiving the Congressional Medal of Honor and other accolades for heroism. "B.J.," (as he was called by his friends) married after World War II, at age 40, to Julia Marie Peterson. Their son, Arthur Kenneth Blazkowicz, became a television talk show personality in Milwaukee. For show biz purposes, Arthur changed his last name to Blaze. Arthur later married Susan Elizabeth McMichaels. They had one son (which they named after Arthur's father), William Joseph Blazkowicz II, or as he signs his grade school homework, B. Blaze.... [2.8.7] Halloween Harry and Alien Carnage Halloween Harry was written by SubZero Software, located in Australia. Apogee is the game's distributor. In October of 1993, Apogee released v1.1 of Halloween Harry in the United States. As with Wacky Wheels and Mystic Towers, version 1.0 of Halloween Harry was actually an incomplete version of the game released to a magazine in the UK. The first complete, public release of Halloween Harry was version 1.1. A month later, v1.2 of the game was released. A year after that, Apogee suggested a title change to "Alien Carnage." SubZero agreed. Thus, in early November of 1994, "Halloween Harry" was dropped from Apogee's distribution, and "Alien Carnage" added. Alien Carnage v1.0 is essentially Halloween Harry v1.2 with a name change, price change, and episode reorganization. The shareware version of Alien Carnage (its first episode) is Halloween Harry's episode three. With the exception of this reorganization, Alien Carnage consists of the same episodes as Halloween Harry. The shareware version of Halloween Harry is still legal to distribute; however, Apogee prefers you distribute the shareware version of Alien Carnage only, as this version has the new pricing information screens. In late 1996, Gee Whiz! Entertainment published a sequel called "Zombie Wars." A demo version of this was released to the Internet. Apogee has nothing to do with this sequel, however, and you cannot purchase the full version from them. By 1999, Gee Whiz! Entertainment was pulling out all the stops with the franchise. "Halloween Harry 3D" was in production, and efforts were made to develop "Zombie Wars" into an animated television series. Again, Apogee has nothing to do with Zombie Wars, Halloween Harry 3D, or the projected television series. On April 21, 2000, Alien Carnage was discontinued by Apogee due to technical problems with the increasing speed of computer hardware. [2.8.8] Mystic Towers Baron Baldric, the star of Mystic Towers, originally starred in a game called, simply, "Baron Baldric: A Grave Adventure." The game was designed for the Amiga by professional animator Lindsay Whipp of Animation F/X. It was then ported to the PC. The game was a 2D scrolling platform game and released as shareware by Manaccom in 1993. Afterward, Lindsay Whipp began work on a second game starring Baron Baldric, which would later become "Mystic Towers." The character of Baldric survived the transition between the games almost unchanged, humorous mannerisms intact, but the game of Mystic Towers is radically different -- it's more of a puzzle game than an action game and has the Baron moving in three dimensions. Apogee agreed to publish Mystic Towers for Animation F/X, and it was released on August 15, 1994. As with Halloween Harry and Wacky Wheels, version 1.0 of Mystic Towers was actually an incomplete version of the game released to a magazine in the UK. The first complete, public release of Mystic Towers was version 1.1. [2.8.9] Wacky Wheels At the time of its release, in October of 1994, the registered version of Wacky Wheels was available in two forms: a regular version, containing three sets of tracks, for $24.95; and an "upgrade edition," containing an additional three sets of tracks, for $34.95. The upgrade could be also purchased separately for $20. Presently, Apogee only registers the larger, six track set version of Wacky Wheels, and only on CD. On March 2, 2000, the registration cost was reduced to $10. As with Halloween Harry and Mystic Towers, version 1.0 of Wacky Wheels was actually an incomplete version of the game released to a magazine in the UK. The first complete, public release of Wacky Wheels was version 1.1. Andy Edwardson's paraphrased history of Wacky Wheels follows: Back in 1993, we were doing some low budget stuff for a Belgium outfit called Copysoft. I got fed up with the meager work, so I decided to work on a game engine in my spare time. I figured that the PC could do the mode7 stuff that the Super Nintendo was doing. I could not find any references for it, so I just studied Mario Kart and tried to figure out how it worked. I had a prototype engine up in about a week that did the floor painting and the rotation stuff. After that, I worked on it for a few more months, and Shaun Gadalla did artwork for it, and it started to get pretty solid. I showed it to the Copysoft crew, and they were quite excited and put a few screenshots of it on Compuserve. The problem was, we hadn't come to any commercial agreement with the company, and it was not a sure thing that they would get the game. Scott Miller, Apogee's president, happened to come across the screenshots and contacted Copysoft, and then we got into a fight with Copysoft over royalties, should Apogee end up distributing the game. I had made an unfortunate mistake -- I had included the C++ source code on the demo disk we left with them. Shaun contacted Scott, and we came to an agreement. Shaun and I agreed to pay back what CopySoft had given us for equipment and so forth. Development went on. When we went into beta we thought we would be out of there in a few weeks. However, when we got in there it was apparent that we needed more features. Beta was really important for me. If I had not listened to those testers, the game would not have been what it is. Most of the ideas came from us, but they kept the pressure up. It would have been too easy to sit on our hands and think what we were doing was best. The testers kept me on my toes, and, best of all, they told the truth. Another thing was Joe Siegler. I hate to admit this, but I didn't understand why he was so blunt all the time. I was so wrapped up in myself and becoming a bit of a pre-madonna. It was only later that I realized Joe was just being honest with us and trying to help us make the best game possible. I think Joe symbolizes what Apogee is; he works so hard all the time, and he practically lives there. At any rate, at one point I wanted to make amends with him. I knew he was into Dopefish, so I asked if we could put the fish in as a cameo. We discussed how it might work, and he sent me some stills and a collection of belches that he had recorded when he sat down one night with a microphone and a two liter bottle of Diet Coke. I picked one of them, but I think that Joe would have preferred it if I had picked one of the louder ones he sent me! Because Doom had introduced the concept of modem play, the beta testers wanted it. Despite popular belief, Rise of the Triad did not introduce Remote Ridicule -- Wacky Wheels had it first. Rise of the Triad did take it one step further by allowing you to type messages to each other. At any rate, modem play really made my head spin. I never realised how unreliable packets were until I did the multiplayer engine. My hat goes off to John Carmack for his net play engine. To make matters worse, I was working at Shaun's place, and his phone lines were awful. But it did make the protocol really robust! The music in Wacky Wheels was really lacking, and George Broussard said we needed more tunes. Jim Dose had just been hired at Apogee, and he had a terrific sound engine. We ripped out the old one and put his in. Jim also put us in touch with Mark Klem, and I would spend hours on the phone with him listening to his music. I really love the stuff he did, and I really should contact him for old time's sake. As testing went on, I got more and more worried that, in the wake of Doom, all gameplayers wanted now was blood and guts, and Wacky Wheels wasn't about that. But we kept going, and I was determined to make it work. Anything the beta testers wanted, they got, except for the rear view mirror suggestion they kept plugging for. I didn't think it lent anything to the game, and it would have meant rendering another 3D view in another little window. One memorable moment for us was when Shaun and I flew over to Texas, and we went to see George and Scott at the Apogee offices. I will never forget going into and seeing the pictures on the wall. They had the cover art for each of their games in a frame. Wacky Wheels was next to Wolfenstein 3D. That was an incredible moment in my life -- to be anywhere near associated with one of the greatest games of all time was neat to say the least. We went out to dinner with George and Scott, then visited their houses. (George had this bloody great big shark in a tank!) We got to talking about games, and George showed us Pitfall and asked if we could do anything like that. After Wacky Wheels, we did a test engine for them, but they were moving into the 3D market by then, and we didn't have anything to offer in that area at the time. Anyway, we finally cracked the modem play, and it had one final round in beta testing. Joe Siegler gave it a good test, and he was happy with it. So it was finally ready to ship. Then the bombshell hit us. Scott faxed us that Skunny Kart, a game from Copysoft that used my engine, had hit Compuserve. My heart sank. The only saving grace was that it was not all that similar to Wacky Wheels, and there was quite a legal wrangle over it all. I was so angry, and it took all of Shaun's resolve to stop me from acting rashly. There was no way Copysoft had the ability to write an engine like that from scratch. In a perverse way, it taught me a valuable lesson. I was very hurt by it all, and it still bothers me to this day. In hindsight we were very stupid and should have known better. If I could turn the clock back and make Wacky Wheels violent, full of blood and gore would I? Nah. It was fun, and kids big and small can enjoy it. [2.8.10] Boppin At the time of its release, in November of 1994, the registered version of Boppin was available in two forms: Basic Boppin, which contained only the first two episodes of the game including the shareware version, for $19.95; and Super Boppin, which contained all four episodes and a level editor, for $29.95. Owners of Basic Boppin could upgrade to Super Boppin at additional cost. Apogee discontinued Basic Boppin later and only sold Super Boppin. Then, on July 31, 2001, Boppin was discontinued entirely by Apogee at }the request of the author. Still later, on August 19, 2005, the author }released the game as freeware. The initial version of Boppin contained a disturbing, gory logo, as well as bloody suicide sequences when you failed to solve one of the puzzles correctly. These were put in the game by the company that made it, Accursed Toys. However, Apogee, Boppin's distributor, found the gore to be gratuitous and out of place and attached a message to the game disclaiming the violent aspects of the game. The suicide sequences could be turned off once inside the game, but the logo could not. Accursed Toys received enough email protesting the gore so that, in v1.1 of Boppin, the default was to not show any of it. A command line parameter, "blood," now has to be given to turn it back on. [2.8.11] Rise of the Triad Back in early 1994, a game called "Wolfenstein 3D: Part II" was under production. This was dropped, and the project became "Rise of the Triad," or, as it is casually known, "ROTT." Version 1.0 was released on December 21, 1994; in February 1995, versions 1.1 and 1.2 were released. Version 1.2 was supposed to have fixed the problem that 1.1 introduced where 4 meg machines could not play at all. As it turned out, 1.2 did not fix that, and a 1.2a patch was released a week later. At this point, the CD version of ROTT was burned (but not the Site License version). After that started shipping, a bug was found where people playing directly from the CD could not save games. So 1.2b was released to fix this. Since this was a CD only bug, a version 1.2b was not released for the shareware version or disk based registered version. The Site License version was produced after v1.2b, so that does not exist as a version prior to 1.2b. Version 1.3 was released for all shareware and registered versions in August 1995. The disk based registered version was available starting in late February, cost $29.95, and contained 32 regular levels and 30 comm-bat zones. The regular CD based registered version was identical to the disk based version and started shipping in March. A power pack add-on contained 10 extra comm-bat zones, a random level generator, and BMP and WAV files from the game. Super Triad cost $34.95, contained everything in the regular registered version and the power pack and had more BMP and WAV files. Eventually the regular registered version would be discontinued and supplanted by Super Triad. The Site License CD, which started shipping in April, cost $89.95 and contained 14 extra comm-bat zones, a signed site license agreement, and eleven command cards. For people to play a networked game using the registered version, each player was to have either their own registered versions, or a Site License version owned among them. In July 1995, Apogee released a package of rejected ROTT levels, available for free in the file ROTT_REJ.ZIP. Late that year, Apogee released an add-on pack to "Rise of the Triad" called "Extreme Rise of the Triad," which contained some new hazards and 42 new levels (designed by Joe Siegler and Tom Hall), and sold on CD for $19.95. In early 1996, Tom Hall and Joe Siegler put together what was the final release of ROTT materials from Apogee Software. A college in Ohio was running a gaming contest and was using Rise of the Triad for it. Apogee created a special level pack with four levels for use in this contest. Two of the levels were done by Joe Siegler, and two by Tom Hall. In February 1996, after the contest was held, the file was released to the public for free as OHIORTC.ZIP. Starting January 1997, the registered version of Rise of the Triad was available on CD only. Extreme Rise of the Triad was discontinued in November 1997. The Site License version was discontinued on March 2, 2000. On September 1, 2000, the Extreme Rise of the Triad level pack was released as freeware. Tom Hall, the creative director for Rise of the Triad, dubbed the Rise of the Triad team the "Developers of Incredible Power" (DIP). ROTT was the first release of the Developers of Incredible Power, under that name. For most of the members of "DIP," Rise of the Triad was their first real project. Tom Hall and Stephen A Hornback were the only ones who had worked extensively on previous Apogee games. The principle composer for ROTT was Lee Jackson. In 1984, Lee Jackson marched in a Drum and Bugle Corps, called the Nighthawks, out of Houston -- he did pit percussion and wrote the pit parts for some of the pieces. In his words, "this style has a tremendous influence on my writing. . . . One chart from ROTT (Havana Smooth) is almost a pure Corps chart. . . . Joe [Siegler] hates Drum Corps. [He] absolutely *can* *not* *stand* Drum Corps when he knows what he's listening to. I kind of slipped this song past him." To this day, Joe vehemently denies that this song is a Drum Corps piece. The name of the shareware version is "Rise of the Triad: The HUNT Begins." The name of the registered version is "Rise of the Triad: Dark War," which contains four new episodes. The four registered episodes have the titles, in order, "Approach," "Monastery," "Caves Below," and "The Slow and the Dead." }On December 20, 2003, the source code to Rise of the Triad was released. }Also, on February 15, 2005, a "ROTT Goodies Pack" was released as freeware }online. This pack consists of a lot of utilities and items that were on }the now discontinued Extreme ROTT CD, plus some user levels and things of }this nature. [2.8.11.1] ROTT characters One of the curiosities of ROTT is that the actors in the game were digitized and voiced by members of Apogee. The following chart shows who was scanned and who was sampled to create each ROTT character. Character/Description Real Life Actor Voice --------------------- --------------- ----- Low Guard Steve Quarrella Steve Quarrella (Grey Shirts - There are lots of em) (Former Tech Spt) High Guard Steve Blackburn Steve Blackburn (Green Uniforms - Drop MP40's) (VP of Operations) Lightning Guard Kevin Green Kevin Green & (Begs for Mercy, Steals your weapon) (Cust Support Mgr) Willam Scarboro Triad Enforcer George Broussard George Broussard (Throws Hand Grenades) (Exec VP of Apogee) Strike Patrol Scott Miller Scott Miller (White Shirts - Ducks and Rolls) (President of Apogee) Overpatrol Nolan Martin Nolan Martin & (Brown uniforms - throws nets) (Former Programmer) Chuck Jones Death Monk Lee Jackson Tom Hall (Waddles, drains your life) (Musician) DeathFire Monk Allen H. Blum III Tom Hall (Shoots Fireballs) (Programmer) Robot Guard Was a model by Sound CD #4005 (Small Metal Robots) Gregor Punchatz General Darian Steve Maines Mark Dochtermann (Large Boss with Rocket Launcher) (Former Art Director) Sebastian "Doyle" Krist Joe Siegler Joe Siegler (Boss in Chair) (Online Support Mgr) NME (Nasty Metallic Enforcer Boss) Was a model by Sound CD #4005 (Nickname "Spray") Gregor Punchatz El Oscuro Tom Hall Tom Hall (Main Boss - both forms) (Creative Director) Taradino Cassatt Not Applicable Joe Selinske Thi Barrett Not Applicable Susan Singer Doug Wendt Not Applicable Lee Jackson Lorelei Ni Not Applicable Pau Suet Ying * Ian Paul Freeley Not Applicable Jim Dose' * Pau Suet Ying was a waitress at a Chinese Resturant, called May China Cafe, about half a mile from Apogee's Headquarters. Not everyone that was digitized was used in the game. The following chart shows other people who were scanned and sampled, but not used in the final release of the game. Character/Description Real Life Actor Voice --------------------- --------------- ----- Alternate Low Guard Marianna Vayntrub Colleen Compton (Fiancee of Mark D.) Alternate High Guard Steve Hornback Steve Hornback (Main ROTT artist) Alternate Overpatrol Pat Miller Pat Miller (Scott Miller's Mom) Alternate Strike Team Ann Grauherholz Ann Grauherholz (Tom Hall's Friend) Alternate Lightning Guard William Scarboro William Scarboro (ROTT Programmer) Alternate DeathFire Monk Mark Dochtermann Tom Hall (ROTT Programmer) [2.8.11.2] ROTT levels There are a wealth of levels available for "Rise of the Triad," even if you just count the "official" levels made by Apogee. Some are packaged in various versions of the game, some were released separately; some are free, some cost money; some are regular (one player) levels, some are Comm-Bat (multiplayer) levels. Below is a description of each of the level sets available from Apogee. - "Rise of the Triad: The HUNT Begins" is the name of the standard shareware episode of ROTT. The shareware episode cannot make use of any other levels besides its own. - "Rise of the Triad: The HUNT Begins Deluxe Edition" is a special version of the shareware episode distributed only by LaserSoft, until October 1999 when Apogee released the levels as a free download from their web site. This version has six levels unavailable anywhere else: three regular levels and three Comm-Bat levels. - "Rise of the Triad: Dark War" is the name of the registered version of ROTT. There are several versions: a floppy disk version, an upgraded floppy disk version, a CD version, and a Site License CD version. (Both floppy disk versions and the Site License version were since discontinued.) The upgraded floppy disk was the same as the regular CD version but with fewer "extras." The Site License CD version had an extra 14 Comm-Bat levels. - The ROTT "rejected level set" was released to the Internet for free. It contains levels designed for "Rise of the Triad: Dark War" but eventually cut from the game. A text file that accompanies this level set explains some of the history behind the levels. - "Extreme Rise of the Triad," or EROTT, is an add-on pack designed by Joe Siegler and Tom Hall. It contains an additional 42 regular levels usable by the registered version of ROTT and utilize new tricks and traps. EROTT was discontinued by Apogee in November 1997 but, on September 1, 2000, } the level pack portion of EROTT was released as freeware. (The rest of it, } plus other extras, was released as the freeware "ROTT Goodies Pack" on } February 15, 2005.) - The "Ohio Comm-Bat Pack" is a set of four Comm-Bat levels designed especially for a contest at a college in Ohio. After the contest, the levels were released to the net for free. - Joe Siegler released two stand-alone levels, "Wolfenstein 3D," which recreates the level geography of episode 1, level 1 of Wolfenstein 3D, right down to the location of the objects. He made "You & Spray" as a joke level in late 1998 as an exercise to see if he remembered how to use the Rise of the Triad level editor. All of the ROTT levels that have been released as free downloads are available at http://www.3drealms.com/rott/. Here is a listing of all the levels for Rise of the Triad and who designed each. The vast bulk of levels were done by Tom Hall, so if no name is given for a particular level, he made it. ============================================== Rise of the Triad: The HUNT Begins (Shareware) ============================================== 1-1 The HUNT Begins 1-2 Foggy Mountain Shareware Warp Only Levels 1-3 The Fourth Door -------------------------- 1-4 Dark Tunnels 2-1 Too Tall 1-5 Metal Threat 2-2 Play Room 1-6 Ride 'em Cowboy (Joe Siegler) 1-7 Boom Boom Boom 1-8 Wall to Wall (Joe Siegler) ============================================================= Rise of the Triad: The HUNT Begins DELUXE Edition (Shareware) ============================================================= Regular Levels Comm-Bat Levels -------------- --------------- Prelude to a Kill The Siege Jumpin Jehoshaphat The Box GADZOOKS! Rise and Tide ======================================== Rise of the Triad: Dark War (Registered) ======================================== Episode 1: Approach Episode 2: Monastery -------------------- --------------------- 1-1 The Thick of It 2-1 Into the Castle 1-2 Winding Way 2-2 Great Halls of Fire (Marianna) 1-3 Burned and Amazed 2-3 The Room 1-4 Too Much Room 2-4 Spiralling In (Marianna) 1-5 Two Key Return 2-5 Rocky Plateau 1-6 Spring Surprise 2-6 Four Way Chamber 1-7 General Darian 2-7 Sebastian Krist 1-8 Turn of the Screw (Marianna Vayntrub) 2-8 Elevator Trouble Episode 3: Caves Below Episode 4: The Slow and the Dead ----------------------- --------------------------------- 3-1 Robotricks 4-1 "Monky" Business 3-2 Down & Over (Marianna Vayntrub) 4-2 Fire and Brimstone 3-3 Dead in Five Seconds 4-3 Crushing Defeat 3-4 Clear and Present Dangers 4-4 Diamonds & Rust 3-5 The Angry Quilt 4-5 Backfire 3-6 Movin' Walls 4-6 Circles of Fire 3-7 Know Thine NME 4-7 Lair of El Oscuro 3-8 Eight Ways to Hell (Joe Siegler) 4-8 Switched Around (Joe Selinske) 4-9 Canyon Chase 4-10 In the Dark Nest Registered Warp Only Levels --------------------------- 5-1 Dead in Two Seconds 5-2 The Vomitorium (Joe Siegler) 5-3 This Causes an Error! (a joke level) ================================= Rise of the Triad COMM-BAT Levels ================================= Shareware Comm-Bat Registered Comm-Bat (Continued) ------------------ ------------------------------- The Corpseyard (William Scarboro) Batter Up! Falling for It Attonement Fun House Memorize This The Labyrinth Swimmin' Pool Dark Warrens The Sanctum of Rocking (William Scarboro) Hill and Hill Again Think Up! Iron Tower Ziggurattack The Great Divide Free Flight Cross Purposes (Joe Siegler) Registered Comm-Bat Joustin' Time (Mark Dochtermann) ------------------- Captured One Stop Gun Shop Yellow Brick Road The Well Crystal Fields Way Too Tiny Sign Language Site License Comm-Bat Land Bridge --------------------- Checkers King of the Hill (Joe Selinske) Tree House The Castle Mazewar '94 It's the Pits (Joe Selinske & Tom Hall) Impossible Land Popcore (Joe Selinske with Tom Mods) Picture This Round 'n' Round Mark's Madness (Mark Dochtermann) Hey! More Barrels! (Joe Selinske & Tom) Bazooka Joke Too Tight Above All This Race Track (Mark Dochtermann) Four Square Cave In (Joe Selinske with Tom Mods) Giza Glen Park Ramp Urge to Kill (Jim Dose) Into the Fray Death Tree Lotta Lava Oh Yeah! (Joe Selinske) The Machine Staff Meeting =============================== Extreme ROTT Add-On Pack Levels =============================== A Tomb With a View Lights Out (Joe Siegler) Up NME Mine (Joe Siegler) Triadagio (Joe Siegler) They Say HOO-Mahn-Ay (Joe Siegler) The Barracks Halls of Walls Moatin' Lava Getting the Drop Nothin' But Net A Boulder Vision (Joe Siegler) Truth or Darian Pykus Peak (Joe Siegler) Through & Through The Hoppe Hop (Joe Siegler) High Road, Low Road Technical Ecstasy (Joe Siegler) Open Fire Oscuro's Legions Dark 'N' Deadly 95 Windows (Joe Siegler) Lightning Strikes On Its Tail A Mode I Rode (Joe Siegler) The Unholy Chamber You're Fired (Joe Siegler) Danger Mouth Krist Cross (Joe Siegler) Fencing Wrong! Wrong! Wrong! Welcome to the Machine Overview Gods of Annihilation (Joe Siegler) Sky Tunnels The Grand Vomitorium (Joe Siegler) Bridge Over Trouble Fire Flight Experiment IV Run Like Heaven The Ride Stupid Dog Tricks ================= ========================= Reject Level Pack Ohio 1996 Comm-Bat Levels ================= ========================= Use the Fish (Joe Selinske) But This Goes to 11 Wan Fife (Joe Selinske) Walloper The Pound Dwayne Goes 48 (Joe Siegler) Valhalla The X Factor (Joe Siegler) Aztec Paramecium (Joe Selinske) Death Box Battle Squid (Joe Selinske) ============ Great Wally (Joe Selinske & Tom Hall) Extra Levels Lumpy's Delight (Joe Selinske) ============ Pillar Killers (Joe Selinske) Wolfenstein 3D (Joe Siegler) Red Rum! Red Rum! (Joe Selinske) You & Spray (Joe Siegler) Barrelling Down (Tom Hall & Joe Selinske) Spears of Density (Joe Selinske) Balconexus (Joe Selinske) Spinblade Runner (Tom Hall & Joe Selinske) Five Windows (Joe Selinske) Storm's Eye (Joe Selinske & Tom Hall) Skylands (Joe Selinske) Speed (Joe Selinske) Twin Falls (Joe Selinske) This Causes Error Too (Joe Siegler; another joke level) Some of the levels have interesting features or stories behind them: - Rise and Tide came from a magazine review of Rise of the Triad which mistakenly referred to the game by that name. - Cross Purposes and Technical Ecstasy were named after Black Sabbath albums. - Hey! More Barrels was named after a phrase that was heard a lot around the Apogee offices at the time. - Urge To Kill was named after a line that Homer Simpson said in a Simpsons Halloween episode modeled after "The Shining." - They Say HOO-Mahn-Ay was named after the sound the monks made, since this level has just about 100% monks for enemies. - Triadagio was named after the song used in the level. - A Mode I Rode, Pykus Peak, and The Hoppe Hop were named after ex-girlfriends of Joe Siegler, the creator of these levels. He ended up marrying the one Pykus Peak was named after. - 95 Windows was, predictably, named after Windows 95. There are exactly 95 window panes in the level. Also, if you use the map cheat and then look at the entire map, you'll see a mockup of the taskbar in Windows 9x. - Stupid Dog Tricks was named after the David Letterman bit of the same name. - Use the Fish was named after a phrase that Jay Wilbur (then CEO of id) faxed to Apogee when granting them permission to use Dopefish as a cameo character in their games (as they own the rights to Dopefish). Also, if you use the map cheat and look at the map, you'll see you're playing inside the Dopefish. - But This Goes To 11 is a quote from "This Is Spinal Tap!" - Wan Fife was named after episode 1, level 5 of Doom. The level geometry was taken from that same level, as best as the ROTT engine could reproduce it. - Dwayne Goes 48 was named after a Doom user level that appeared in the level pack Dwango 4. (It was level 8. Get it?) - The X Factor was named after the Iron Maiden album of the same name. - One Stop Gun Shop was originally a test level that was made with every weapon and every object in the game, as that made it convenient for testing. - Spears of Density is what one Apogee customer kept calling the game "Spear of Destiny." [2.8.11.3] Fish Polka Fish Polka is a hidden musical composition in Rise of the Triad. You can hear it by starting the game with the "dopefish" command line parameter or by bringing up the jukebox in the game (see the cheats section). Lee Jackson's paraphrased history of the Fish Polka follows: When I originally wrote it, it was a measure shorter than the final version. The four count intro didn't exist: the song started right in on the melody. Mark Dochtermann, one of the game's programmers, suggested that I take a note from the Schmenge Brothers (from Second City Television (SCTV)). They were a polka act, with John Candy and Eugene Levy playing Josh and Stan Schmenge. Mark said that all of the polkas they played started off with the same goofy four count intro, which he then sort of sang to me. He said that I should include something like this at the beginning of Fish Polka. The next day, my homage to that intro was in place, and when I played it for Mark, I got the only high five I've ever got from any of the programmers here. Now I can't imagine the Fish Polka without the intro. [2.8.12] Terminal Velocity Written by Mark Randel of Terminal Reality, Inc, the lead programmer of Microsoft Flight Simulator 5.0, Terminal Velocity was the first game ever to be released under the 3D Realms label. The slide show was released on April 4, 1995, and the game itself followed on May 1. And thus, 3D Realms emerged into the "realm" of the computer gaming world. There's a second distinguishing fact about Terminal Velocity; namely, that it made the cover of the April 1995 issue of the gaming magazine, "Computer Player." This is the first time in the history of computer gaming that a shareware game made the cover of a popular gaming magazine before its release. In the article, many praising comments are made: "The 3D environments are simply breathtaking. Utilizing cutting-edge real-time techniques, the graphics engine creates worlds that are like nothing seen before in computer games." And, "A great deal of attention was spent to balance the fast action with the spectacular environment. Terminal Velocity has achieved what many have unsuccessfully tried in the past: an incredible combination of scenery and game play." There are two noteworthy remarks contained in 3D Realms' initial press release for the game. One is, "Climb into Terminal Velocity now, and you'll never go back to flight simulators that offer combat as an 'option.'" Wrapping up 3D Realms' plot synopsis is the comment, "You're outgunned, outmanned, and strapped into a flying coffin. But just think how good 'Saved the Known Galaxy' will look on your resume." The registered version of Terminal Velocity was sold both on disks and on CD. The disk based version was discontinued in March 1997. A patch for the game was released in January 1997 which optimizes the game for computers with S3 Virge cards. This patch was made and released by Terminal Reality, however, not by Apogee. Terminal Reality later made two sequels to Terminal Velocity, both for Windows, both distributed by Microsoft: Fury3 in 1995, and Hellbender in 1996. In late 1995, there was also a Fury3 add-on pack called F-Zone. Fury3, Hellbender, and F-Zone have all been since discontinued by Microsoft. Later versions of Terminal Velocity featured, among its other multiplayer game options, support for the now-defunct Dwango gaming network. Dwango support was built in to the registered version of Terminal Velocity v1.1 and both the shareware and registered versions of v1.2. On June 19, 1995, a Terminal Velocity Dwango client was released to the Internet under the filename TVDWANGO.ZIP, which could be used by users of other versions of the game. Since Dwango is no longer operational, this information is interesting only as historical data. [2.8.13] Paganitzu and Realms of Chaos About a year before Keith Schuler wrote Paganitzu for Apogee, he wrote another game called Chagunitzu for Softdisk. These two games were almost identical, containing the same characters and story and so forth. Unlike Paganitzu, however, Chagunitzu does not adapt to the speed of your computer, making it virtually unplayable on fast computers without a program to slow the computer down. (See the section on slowing down your computer in this FAQ.) Following his success with Apogee's Paganitzu, Schuler began a sequel in early 1992 entitled, "Paganitzu II: The Bloodfire Pendant." Later, it went through a name change to "Alabama Smith and the Bloodfire Pendant." Still later, its name became "Realms of Chaos," losing all its Paganitzu references in the process. Realms of Chaos was originally supposed to be a 16 color EGA game, slated for a 1994 release, but, with the increasing popularity of VGA games, it was decided that time should be spent converting Realms of Chaos to a 256 color VGA game. Finally, after three years in production, Realms of Chaos was released by Apogee in November 1995. Contrary to what one might think, the cancelled 3D Realms project "Ruins: Return of the Gods" was not ever associated with Paganitzu, even in its early days. [2.8.14] Duke Nukem 3D }Duke Nukem 3D was the first released 3D Realms game to use the Build engine, }which 3D Realms developed in-house, used for Duke Nukem 3D and Shadow Warrior, }and licensed to other companies to develop games with. Version 1.0 of Duke }Nukem was the first shareware version of the game; it was released on }January 29, 1996. On February 20, 1996, version 1.1 was released, and on }April 24, 1996, the final shareware version of the game, 1.3d, was }released. (There were no versions released between v1.1 and v1.3d.) The }regular registered version of the game was originally $39.95 and also }contained the complete registered versions of Duke Nukem I and II. v1.3d }was the final version of the shareware edition of the game. It was also }the first version produced in registered form, there was no registered }v1.0, 1.1, or 1.2. An upgrade called the Plutonium PAK, which contained additional levels, was released later that year and cost $19.95. Installing the Plutonium PAK upgraded the version number to 1.4. On November 27, 1996, Duke Nukem 3D: Atomic Edition was released and sold for $49.95. The Atomic Edition was equivalent to v1.3d with the Plutonium PAK, but the Atomic Edition did not ship with the registered versions of Duke Nukem I and II. On December 12, 1996, version 1.5 of the Atomic Edition was released. Later v1.3d was discontinued, and the Atomic Edition was the only way to buy the game, unless you happen upon a discount bin at a computer store that still has some copies. The Plutonium PAK was discontinued in late December 2001 or early January 2002. Much later, GT Interactive started distributing the "Kill-A-Ton Collection," which has everything Duke in it: the full versions of Duke Nukem I, II, 3D, 3D: Atomic, plus miscellaneous add-ons. 3D Realms never had anything to do with the Kill-A-Ton Collection. GT Interactive has since discontinued it. In 1996, as new versions of Duke Nukem 3D were being released, Keith Schuler, fresh from his Realms of Chaos project (released in November 1995) was working on a new Duke Nukem side scroller that would be called Duke Nukem Forever. This project was cancelled in mid-1996 when Schuler stopped working on it to work instead on the Plutonium Pak for Duke Nukem 3D. In 1997, work on another 3D Duke game began, although production didn't begin in earnest until after the E3 trade show in 1998. Although it had nothing to do with the aborted side scroller project from 1996, the decision was made to recycle the name and call the new 3D game "Duke Nukem Forever." Meanwhile, 3D Realms licensed the Duke Nukem character out to companies that developed console games. In 1997, Duke Nukem 3D was ported to the Sega Saturn, Tiger Electronics, Nintendo 64 (as Duke Nukem 64), and the Sony Playstation (as Duke Nukem: Total Meltdown). Later original Duke Nukem games were developed for console systems, starting with Duke Nukem: Time To Kill, for the Sony Playstation, which was released on October 12, 1998. Duke Nukem: Zero Hour, for the Nintendo 64, was released on September 1, 1999; nine days later, on the 10th, Duke Nukem: Color Gameboy was released for the Nintendo Gameboy. On September 27, 2000, Duke Nukem: Land of the Babes was released for the Sony Playstation. }On April 1, 2003, the Duke Nukem 3D source code was released. [2.8.14.1] Duke Nukem theme music Lee Jackson composed most of the music for Duke Nukem 3D. His history of the title theme for Duke Nukem 3D follows: I got a lot of inspiration for the music for Duke Nukem 3D by listening to CDs that team members and other 3D Realms people had loaned to me. Most of these came from Todd Replogle, Allen Blum, and Joe Siegler. I had to listen to them at home, since I was still working in the tech support department then and couldn't listen to them with the phones ringing all day. I also did all of my work on the music at home, for the same reason. The CDs covered quite a few styles, but mainly they were heavy metal. The majority were from Black Sabbath and Pantera, with some Megadeth, Metallica, Ozzy Osborne, and others thrown in. I used these to do hardcore research into the genre. By research, I'm talking about the kind I used to do when I was taking music theory courses: analyzing chord progressions and modes and breaking down styles and song structures. One night, after a long session listening to these CDs, I sat down at my home computer, fired up Cakewalk and my Roland RAP-10, and tried working on a piece that incorporated some of the things I'd learned from these songs. I had no idea where I was going with it -- I merely wanted to see if I could write something in the heavy metal style. As the song progressed, I started to feel like I was reaching into a bag, pulling things out, and just seeing how they fit together. I'd grab the ideas for the drums in from one place, the harmonic progression from another, and the melody from several different places. Bits of Pantera-inspired riffs showed up in the guitar lines, and a good measure of Ozzy Osborne and Black Sabbath inspired the mode switching I did in the melodic line. For a bit of fun, I tossed in a Rick Wakeman-style keyboard riff, just to see whether or not it would work. When it came time to wrap up the session and save the song, I still had no idea where I was going with it. I hadn't even begun to think of a title, and, to be honest, I didn't really think that there was much of a song there yet. Nevertheless, I needed a filename in order to save the song to my hard drive. Since it seemed like I'd been reaching into a grabbag and pulling out song ideas while writing the song, that's what I chose for its filename: "Grabbag." After I managed to get a loopable section done, I brought the MIDI file up to the office and turned it loose on the team. I honestly don't remember the reactions. There were some good ones but none that really got me fired up to do a lot more work on the song. I put in a few more tweaks and then moved on to other stuff. I didn't even bother to change the name; "Grabbag" had stuck, and that's what it would be called from then on. On the night that "Star Trek: Generations" opened in Dallas, my wife, my son, and I were standing in line with the rest of the team to get into the theater. Greg Malone, a producer for 3D Realms at the time, was standing near us. Almost out of nowhere, he told me that he and George Broussard had chosen Grabbag to be the theme song for Duke Nukem 3D. I had two thoughts when I heard this news. My first thought was, of course, "WOW!" I'd snagged the theme song, which was something I hadn't even done on Rise of the Triad, my only previous big project. My second thought was, "Why?" I thought Grabbag sounded more like level music, albeit not necessarily great level music. Worse, I didn't think that the song was anywhere near being finished. All I had was a loop that consisted of a four bar intro, six bars of melody, and then a variation of these lines. It certainly wasn't a complete song, at least not in my opinion, and I was rather fearful of having an incomplete work used in a major game. I asked Greg why he and George chose Grabbag. He told me that they sat down and listened to everything that Bobby Prince and I had submitted so far and that Grabbag was the closest thing to a theme song that they had. I told him that I didn't think it was a complete song, which I think surprised him a bit. Apparently it didn't matter, though, since they stuck with the decision. Since we were close to the release of the shareware episode of the game, and since I was in the middle of working on several other songs, I didn't have time to tweak Grabbag as much as I wanted. I did a little bit of panic-inspired fine tuning to the sound and adapted the MIDI file to use the features of the Apogee Sound System, but I left the basic structure alone. The end result is what went out with the shareware version and, later, the original retail release. Before we released the game, though, George wanted a short looped sound file that could be played while the players' scores were being shown. He also wanted it in VOC file format, since he wanted to avoid the problems inherent in MIDI cards of the day and make sure it sounded the same on every player's system. I wound up using the main melody of Grabbag, attached a two bar build-up to the front of it, and recorded it into an 11KHz 8 bit VOC file. The result sounded surprisingly good, and it would later inspire the last and most extensive bit of work I did on the song. As I said before, even after Duke Nukem 3D was released, I still felt like Grabbag was incomplete and wished that I could do more with it. Fortunately, we soon began working on an extension to the original game (the Plutonium Pak level, later incorporated into the Duke Nukem 3D Atomic Edition, which replaced the original release on the store shelves). After I finished the sounds and songs for the new level (which included a "Muzak" version of the Grabbag melody for use in the supermarket level, again in the form of a short looped VOC file), I had a bit of spare time. I took advantage of the opportunity and began working on my own, in order to finally come up with what I considered a "complete" version of Grabbag. By this time, I'd been out of the tech room for several months, having been promoted to Music and Sound Director. I'd also been given a Roland SC-88 Sound Canvas, which I wanted to use to its full potential on Grabbag. I played around with the GS features of the SC-88, got a good mix of sounds that I liked, and got to work on fleshing out the rest of the song. It took several days, maybe a week or so, but I eventually wound up with the full version of the song that everyone now knows. There was now a solo section, with a guitar and a full Wakeman-esque keyboard rip. The build-up that I used in the first VOC file loop (mentioned earlier) was extended and served as a transition from the solos. It led back into a recap of the melody, followed by a big ending that came complete with a church bell-sounding chime hit that hung on just past the end. I was finally happy with Grabbag, but there was no guarantee that anyone outside the office would ever hear the finished version. I knew that George wouldn't let me change the MIDI file of Grabbag within the game, especially since it used Roland's GS extensions, which the game's MIDI engine couldn't support. So, I asked instead if I could record the song to Red Book CD-Audio format and put it on the Plutonium Pak CD as a hidden "bonus track." There was plenty of space left on the CD, and he didn't have a problem with the new version, so he gave the go ahead to include the track. I wasted no time in recording it, and Joe Siegler and I worked together to make sure it went out on the master CD. The finished track was eventually included on both the Plutonium Pak CD and Atomic Edition CD, as track 2 of a mixed mode CD. If you haven't heard it yet, it's posted as an MP3 in the files section on my website, http://gameaudio.3dportal.com. It's also one of the tracks (along with those on the Stargunner CD) that qualified me as a full voting member in NARAS, the Grammy organization. Since the release of the full version of Grabbag, there have been several covers. James Grote of Gigadeth Productions did an "interpretation" of the song, with some subtle changes to the chord structure and melody. This version was used in 3D Realms' 1998 E3 video promotion for Duke Nukem Forever. (He incorrectly states that 3D Realms used a song he "created" -- see his website at http://home.fuse.net/JamesGrote/news_sfd.htm for the full quote -- but it is in fact merely an arrangement of my original song, which he performed and recorded.) Later, Megadeth did a cover version for the Duke Nukem: Music to Score By CD, which drew mainly from the Grote arrangement. The rest of the official cover versions and arrangements tend to stay closer to my original version. These have shown up in the various versions of Duke Nukem games for other platforms, including the Color Gameboy version and Duke Nukem: Land of the Babes game. In retrospect, it looks like I've unintentionally created quite a monster. Grabbag has gone far, far beyond the simple composition exercise that it was originally intended to be. I'm not about to complain, though. Not as long as people continue to listen to and be entertained or inspired by it. I'll never complain about that -- as long I continue to get author credit for it on future publications, that is. ;-) [2.8.15] Shadow Warrior [2.8.15.1] Lo Wang's rap Lee Jackson's paraphrased history of Lo Wang's Rap follows: "Lo Wang's Rap" is the last track on the Shadow Warrior CD. It was originally created for use in a Shadow Warrior E3 demo, but it instead wound up going into the game. The story of how it got there is rather interesting and humorous. I wrote the backing music track first and waited for lyrics from GT Interactive (our publisher at the time). The idea was to have John William Galt (the voice of Lo Wang) record a rap over the backing track using GT's lyrics. This didn't work at all -- John's a great actor, but a rapper he's not. What I wound up doing was taking previously recorded voice files I had from John's sessions, picking out phrases, and using SAW Pro to sync everything to the backing track. The end result was a two-part song, where Lo Wang beats the crap out of a novice in the first part and then tries very unsuccessfully to pick up one of the "anime chicks" from the game (actually mapper Keith Schuler's wife, Rose) in the second part. Rose's "Kiss this, you scuzzball!" line is priceless. GT went with something entirely different for the demo. My completed song was good, but it wasn't game-selling material. This left us in an odd position. We had a good (and funny) song, and we wanted to use it somewhere, so we decided to put it on the Shadow Warrior CD as a special "bonus track." Players who made it all the way through the game got to hear Lo Wang celebrate by busting out with an Asian-flavored rap. The song was eventually played on the Dr. Demento radio program (March 1, 1998, show #98-09). It was also submitted to the Grammy organization (N.A.R.A.S., http://www.grammy.com/) for consideration in the 1998 Grammy awards, making it one of the first ever game soundtracks to be listed as a qualified entry (before there was an official category for game music). It probably only received one vote in each category (my vote, to be precise) and didn't even come close to being nominated, but its listing did help open the door to the addition of game music to the Grammy categories. }[2.8.15.2] Wanton Destruction } }In 1997, some time after Shadow Warrior was released, a company called }Sunstorm produced an add-on for it called "Wanton Destruction." It was }completed, but the distributor, for one reason or another, decided to shelve }the project. Later, Sunstorm went out of business, and Wanton Destruction }got lost in the shuffle. The folks at 3D Realms, who never had a copy of }it, tried to locate it a few times over the years, but they met no success }and gave up. The project was thought lost for good. } }But on September 5, 2005, 3D Realms received an email out of the blue from }Anthony Campiti, the former president of Sunstorm. He had run across a CD }called "Add-on Archive 1," which, much to his surprised, contained a complete }copy of the finished Wanton Destruction add-on. Three days later, 3D Realms }had the add-on in its hands and released it to the Internet the next day as a }free download. To mark the occasion, 3D Realms reduced the price of Shadow }Warrior from $19.95 to $10.00. [2.8.16] Balls of Steel Balls of Steel was written by Wildfire Studios and was the first (and only) release under the Pinball Wizards brand name, which was created to be a specialized name that would only be used in the distribution of pinball games. It was also Apogee's first Windows 95 release, under any brand. Version 1.0 was released on December 12, 1997. Version 1.1 was released on February 10, 1998. Version 1.2 was released April 14, 1999. Version 1.3 was released on April 9, 2001. The game includes five tables: Firestorm, Darkside, Barbarian, Mutation, and Duke Nukem. Originally the fifth table was going to be "Devil's Island," but this table was dropped when it was decided to do a Duke Nukem table. Later Wildfire Studios resurrected the Devil's Island table idea, saw it through to completion, and started selling it as a separate table on January 24, 2000. It is an independent product; it does not need Balls of Steel to run. Apogee/Pinball Wizards does not have anything to do with the creation and distribution of the Devil's Island table. You can learn more about Devil's Island from Wildfire Studios' web page: http://www.wildfire.com.au/. }On January 14, 2004, Wildfire released two of the tables -- Mutation and }Darkside -- as the downloadable shareware release "Balls of Steel: Creature }Attack!" Apogee has nothing to do with this release. [2.8.17] Max Payne and Max Payne 2 Scott Miller's paraphrased account of the making of Max Payne follows: "After Remedy completed Death Rally, both companies felt very positive about a continuing relationship, so we started talking about new game ideas. Remedy came to use with three ideas, a racing game, a Freespace-like space game, and a 3D game much like Loaded, by Interplay. They called this game Dark Justice, and it was a third-person game but had a top-down angle with the camera a little behind the player. "We talked to Remedy about focusing on one game, which they eventually did. We selected the Dark Justice concept as the one we were most interested in funding, but we wanted it changed to a true third-person game like Tomb Raider (but not with Tomb Raider's horrid camera system), and we wanted to develop another strong character that would be the foundation for a new gaming franchise, much like we'd done with Duke Nukem. "So we needed the name of the game to be the name of the character, and we needed a great, memorable character name that conveyed the essence of the character. "I came up with Max, but I couldn't think of a good last name. At one point, the best name we could think of was Max Heat, and we spent over $20,000 trademarking this name worldwide. Then someone from Remedy proposed Payne as the last name, and immediately we ditched Heat and spent another load of money trademarking Max Payne. Truly a perfect name. "Remedy worked out all the details of the story, and both Remedy and 3D Realms have worked together on the higher concepts of the game -- but Remedy deserves all the credit for putting it all together. Remedy is truly a developer on the rise and will soon be recognized as among the world's best." }Upon its release, Max Payne quickly became a bestselling game. Remedy went }straight to work on a sequel, called "Max Payne 2: The Fall of Max Payne," }which was released two years later, in October 2003. PS2 and XBox versions }of both games were also released. } }As part of the sale of the franchise rights to Take 2, 3D Realms no longer had }the rights to sell the game directly and ceased doing so on November 8, 2002. }Any sales of the game from that point onward was through a third party, }or through Take 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [3] About the Games - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [3.1] PC Games Please note that this information is constantly changing, especially when new games are added to the list of Apogee products. Some of the information given here could become out of date rather quickly. [3.1.1] What games are currently available from Apogee? A list of Apogee games follows. The filename given is the name of the shareware episode as it appears on most online services. Some online forums may have a '#' prepended onto the filename. The price given is the cost of the complete game with all episodes. See the "What combination deals does Apogee offer?" section for more information. The "Ep" field contains the number of episodes in the complete version. The "Ver" field contains the latest version number of the game. "OS" is the operating system the game was written for ("D"=DOS, "95"=Windows 95 or better, }"98"=Windows 98 or better). "Med" are the media that the registered version is available on ("d"=Disk, "c"=CD, "o"=online download). "Gph" is the best graphics mode that the game utilizes ("T"=TEXT, "C"=CGA, "E"=EGA, "V"=VGA, "S"=SVGA). The "Size" field is approximate. From Apogee: Name Size Genre Filename Price Ep Ver OS Med Gph ---- ---- ----- -------- ----- -- --- -- --- --- Death Rally 6958k Race 1ral11.zip $10.00 N/A 1.1 D c S ` Realms of Chaos 2544k Plat 1roc.zip $10.00 3 1.0 D c/o V ~ Rise of the Triad 3661k 3DAct 1rott13.zip $15.00 5 1.3 D o V ^~= Wacky Wheels 1664k Race 1wacky.zip $10.00 6 1.1 D c/o V Mystic Towers 1204k 3DPuz 1mystic.zip $10.00 6 1.1 D d/o V Hocus Pocus 944k Plat 1hp11.zip $10.00 4 1.1 D o V }Raptor: Call...Shadows 2018k Shoot 1rap12.zip $15.00 3 1.2 D c/o V ^ Blake Stone: Planet... N/A 3DAct [none] $10.00 1 1.01 D d/o V +^` Blake Stone: Aliens... 1506k 3DAct 1bs30.zip $10.00 6 3.0 D d/o V ^` Duke Nukem II 1117k Plat 4duke.zip $10.00 4 1.0 D d/o V Wolfenstein 3D 729k 3DAct 1wolf14.zip $15.00 6 1.4 D c/o V ` Monster Bash 1011k Plat 1bash21.zip $10.00 3 2.1 D d/o E *` Commander Keen: Galaxy 649k Plat 4keen.zip $10.00 2 1.4 D c/o E *^ Commander Keen: Vorticons 210k Plat 1keen.zip $10.00 3 1.31 D c/o E ^ Cosmo's Cosmic Adventure 524k Plat 1cosmo.zip $10.00 3 1.2 D d/o E Duke Nukem 277k Plat 1duke.zip $10.00 3 2.0 D d/o E Crystal Caves 222k Plat 1crystl.zip $10.00 3 1.0 D d/o E Secret Agent 239k Plat 1agent.zip $10.00 3 1.0 D d/o E Math Rescue 430k Educ 1math.zip $15.00 3 2.0 D c/o E Word Rescue 377k Educ 1rescue.zip $15.00 3 2.0 D c/o E Paganitzu 322k Puzzl 1paga.zip $10.00 3 1.02 D d/o E *` From 3D Realms: Name Size Genre Filename Price Ep Ver OS Med Gph ---- ---- ----- -------- ----- -- --- -- --- --- }Max Payne 2 245mb 3DAct MaxPayne2DemoSetup.exe 3 1.01 98 c S `" }Duke: Manhattan... 50mb 3DPlat dnmp_demo_101.exe 1 1.01 98 c S `" }Max Payne 131mb 3DAct MaxPayneDemo1-05.exe 3 1.05 95 c S `" }Shadow Warrior 12941k 3DAct 3dsw12.zip $10.00 3 1.2 D c S ~ Duke Nukem 3D 5911k 3DAct 3dduke13.zip $19.95 3 1.3d D c S ~ Terminal Velocity 3955k 3DSho 3dtv12.zip $15.00 3 1.2 D c/o S *= From Pinball Wizards: Name Size Genre Filename Price Ep Ver OS Med Gph ---- ---- ----- -------- ----- -- --- -- --- --- Balls of Steel 13695k Pinba bossw13.exe $24.95 5 1.3 95 c S ~ + - Blake Stone: Planet Strike is distributed by FormGen but written by Apogee. There is no demo or shareware version of this game. * - There is an optional CGA mode in Paganitzu. - There is a CGA version of Commander Keen: Goodbye Galaxy! - There is a "Monster Bash Lite" version of this game, which contains the first three levels of the shareware episode. Apogee does not distribute this version anymore, but it is still legal to pass around. If it still exists on an FTP site or BBS, its filename will probably be "1mblite.zip" ("#1mblite.zip" in some online forums). - The shareware Terminal Velocity version 1.0 does not contain SVGA support. ^ - The full titles of the Keen games are "Commander Keen: Goodbye Galaxy!" and "Commander Keen: Invasion of the Vorticons." - The shareware episode of Rise of the Triad is also known as "Rise of the Triad: The HUNT Begins"; the registered episodes are also known as "Rise of the Triad: Dark War." - The full title of the Blake Stone games are "Blake Stone: Aliens of Gold" and "Blake Stone: Planet Strike." Often the latter is simply referred to as "Planet Strike." - The full title of Raptor is "Raptor: Call of the Shadows." - The full title of XenoPhage is "XenoPhage: Alien Bloodsport." ` - These games contain some measure of graphic violence and may be unsuitable for young game players. ~ - While these games contain graphic violence, there are password protectable violence settings. }" - These games are not sold directly by 3D Realms, hence why there are no } prices given for them. They must be purchased through a third-party } distributor. = - The file specifications for Rise of the Triad are available as ROTSPEC1.ZIP in any official Apogee area. - RTSMaker, a RemoteRidicule sound editor for Rise of the Triad, is available as RTSMAKR2.ZIP in any official Apogee area. - There are numerous level packs for Rise of the Triad, which are described in the section on Rise of the Triad levels in the historical section of this FAQ. - An executable for the registered version of Terminal Velocity optimized for the S3 Virge chipset video cards is available as TVREG_S3.ZIP. It requires the registered version of the game and an S3 Virge video card. It is distributed by Terminal Reality, Inc., and not by 3D Realms. - The MOD music files used in Terminal Velocity are available as TVMODS.ZIP. - An early beta version of Duke Nukem 3D, released purely for the curious amusement of the game's fans, was released as LAMEDUKE.ZIP. [3.1.2] What Apogee games are no longer sold? Apogee no longer takes orders for the games listed in this section but will still offer technical support for people who own registered versions. Apogee does retains the copyright on these games. The shareware versions are still legal to distribute. Informational sections on these games remain in this FAQ. See the previous section for the meaning the table columns. Name Size Genre Discont'd Filename Ep Ver OS Gph ---- ---- ----- --------- -------- -- --- -- --- }Stargunner 5940k Shoot 1star11.zip 4 1.1 D S * }XenoPhage: Alien Blood... 6438k Fight 1xeno11.zip N/A 1.1 D S ^` }Boppin 1349k Puzzl 07/31/01 1boppin.zip 4 1.1 D V *` Alien Carnage 1750k Plat 04/12/00 1ac.zip 4 1.0 D V ^ Bio Menace 637k Plat 09/25/00 1bio11.zip 3 1.1 D E ` Major Stryker 568k Shoot 1majr14.zip 3 1.4 D E Dark Ages 189k Plat 1dark.zip 3 1.0 D E Arctic Adventure 131k Plat 1arctic.zip 4 2.0 D C Pharaoh's Tomb 118k Plat 03/02/00 1ptomb.zip 4 3.0 D C Monuments of Mars 136k Plat 1mars.zip 4 1.0 D C The Kroz Series 111k Puzzl Early 1999 1kroz.zip 7 1.0 D T }* - On August 19, 2005, a freeware version of Boppin was made available by } the original author. } - On June 22, 2005, Stargunner was released as freeware. ^ - Alien Carnage used to be known as "Halloween Harry." ` - These games contain some measure of graphic violence and may be unsuitable for young game players. - Boppin v1.0 has an option to minimize the violence somewhat. Boppin v1.1 does not have violent content unless a command line parameter is given. (See the cheats section.) }Apogee no longer takes direct orders for the following games. Instead, buyers }must purchase them through a third party distributor. } }Name Size Genre Filename Ep Ver OS Med Gph }---- ---- ----- -------- -- --- -- --- --- }Max Payne 131mb 3DAct MaxPayneDemo1-05.exe 3 1.05 95 c S ` } }` - These games contain some measure of graphic violence and may be } unsuitable for young game players. Apogee no longer takes orders for the following games. They were never Apogee games; Apogee merely resold them. id wrote them, and FormGen Corporation (since bought by GT Interactive, which was later bought by Infogrames) distributed them but has since discontinued them. Therefore, Apogee does not sell them anymore either. Demos of both games were released by FormGen way back; these demos may still exist on Internet sites for download, but note that Apogee does not have anything to do with these demos. Name Size Genre Ep Ver OS Gph ---- ---- ----- -- --- -- --- Spear of Destiny N/A 3DAct 1 1.4 D V ~ Commander Keen: Aliens Ate My Babysitter N/A Plat 1 1.4 D E * * - There is a CGA version of Commander Keen: Aliens Ate My Babysitter. ~ - While these games contain graphic violence, there are password protectable violence settings. Apogee no longer supports the following games. However, these were later released as freeware and are legal to distribute. Apogee doesn't take registrations for these games and doesn't offer tech support on them, but they do retain copyright. Name Size Genre Rereleased Filename Ep Ver OS Gph ---- ---- ----- ---------- -------- -- --- -- --- }Puzzle Fun-Pak 298k Puzzl 05/28/04 packs.zip 1 N/A D T }Adventure Fun-Pak 298k Adven 05/28/04 packs.zip 1 N/A D T SuperNova 136k Adven 03/28/98 snoza.zip 1 B D T ' Beyond the Titanic 93k Adven 03/10/98 titanic.zip 1 N/A D T ' }' - The Puzzle Fun-Pak contains the following games: Block Five, Asteroid } Rescue, Phrase Master, and Maze Machine. } - The Adventure Fun-Pak contains the following games: Rogue Runner, } Night Bomber, Raiders of the Forbidden Mine, and The Thing. Apogee no longer takes orders for the games listed in the following section. Apogee does, however, retain copyright on them and requests that these games no longer be distributed. Information about these games is given for purely historical interest. Except where noted, Scott Miller wrote each game listed. The Thor Trilogy - text action/adventure game, like Kroz (Todd Replogle) Word Whiz - vocabulary quiz game Trivia Whiz - trivia quiz game (George Broussard) Apogee does not distribute, sell, register, or retain copyright on any of the following games. Furthermore, they request that the shareware episodes (if they exist) on any Apogee site be removed from distribution. Jumpman Lives! - remake of "Jumpman" (Dave Sharpless) Star Trek Trivia - Star Trek trivia quiz game Star Trek: TNG Trivia - Star Trek: the Next Generation trivia quiz game (George Broussard) [3.1.3] The games are too big to download! Are there "split" versions? At one time, Apogee provided split versions of some of their larger shareware games to make it easier to download them from the Internet. As of July 23, 1998, these split versions were discontinued. It is still permissible to distribute these files, should they still exist somewhere, but this is not the preferred means of obtaining Apogee's shareware games. What follows is a list of the filenames for the split archives that used to be officially supported. It is likely that other gaming sites on the Internet still house them under these filenames. Some online forums may have a '#' prepended onto the filename. From Apogee: Game Split Filenames ---- --------------- Stargunner 1sg11a.zip 1sg11b.zip 1sg11c.zip 1sg11d.zip Death Rally 1ral11a.zip 1ral11b.zip 1ral11c.zip 1ral11d.zip 1ral11e.zip XenoPhage 1xp11a.zip 1xp11b.zip 1xp11c.zip 1xp11d.zip 1xp11e.zip Realms of Chaos 1roca.zip 1rocb.zip Rise of the Triad 1rot13a.zip 1rot13b.zip 1rot13c.zip Wacky Wheels 1ww-a.zip 1ww-b.zip 1ww-c.zip 1ww-d.zip Raptor 1rap12a.zip 1rap12b.zip 1rap12c.zip 1rap12d.zip 1rap12e.zip Blake Stone 1bs30-a.zip 1bs30-b.zip 1bs30-c.zip 1bs30-d.zip Alien Carnage 1ac-a.zip 1ac-b.zip 1ac-c.zip 1ac-d.zip From 3D Realms: Game Split Filenames ---- --------------- Shadow Warrior 3dsw12a.zip 3dsw12b.zip 3dsw12c.zip . . . 3dsw12j.zip Duke Nukem 3D 3ddn13a.zip 3ddn13b.zip 3ddn13c.zip 3ddn13d.zip Terminal Velocity 3dtv12a.zip 3dtv12b.zip 3dtv12c.zip [3.1.4] What upgrade patches are currently available? These are the upgrades that are available on online services only; if you need an upgrade that isn't listed, call Apogee. The "S/R" field says whether the patch is for the shareware or registered version of the game. From Apogee: Filename Game S/R From To -------- ---- --- ---- --- xeno64mb.zip XenoPhage Registered (Fixes Install Bug) * sgr11pt.zip Stargunner Registered 1.0b 1.1a * sgsw11pt.zip Stargunner Shareware 1.0b 1.1 * dr64mb.zip Death Rally Registered (Fixes Install Bug) * drsw11pt.zip Death Rally Shareware 1.0 1.1 xpsw11pt.zip XenoPhage Shareware 1.0 1.1 r13slpt.zip Rise of the Triad Site Lic CD 1.2b 1.3 r13cdpt.zip Rise of the Triad Power Pack/CD 1.2ab 1.3 r13fdpt.zip Rise of the Triad Disk Reg, no PP 1.2ab 1.3 r13swpt.zip Rise of the Triad Shareware 1.2ab 1.3 r12swpt.zip Rise of the Triad Shareware 1.1 1.2 r11swpt.zip Rise of the Triad Shareware 1.0 1.1 bops11pt.zip Boppin Reg, Super 1.0 1.1 bopb11pt.zip Boppin Reg, Basic 1.0 1.1 * hp11rpt.zip Hocus Pocus Registered 1.0 1.1 rap11rpt.zip Raptor Registered 1.1 1.2 rap11spt.zip Raptor Shareware 1.1 1.2 rap11rpt.zip Raptor Registered 1.0 1.1 rap11spt.zip Raptor Shareware 1.0 1.1 bs30pat6.zip Blake Stone Registered 2.1 3.0 bs21pat6.zip Blake Stone Registered 2.0 2.1 bs20pat6.zip Blake Stone Registered 1.0 2.0 From 3D Realms: Filename Game S/R For -------- ---- --- --- }MaxPayne2 v1-01 Patch Max Payne 2 Registered v1.0 to v1.01 MaxPayne1-05Patch.exe Max Payne Registered v1.0x to v1.05 * MaxPayne1-02Patch.exe Max Payne Registered v1.0x to v1.02 MaxPayne1-01Patch.exe Max Payne Registered v1.0x to v1.01 swsndfx.exe Shadow Warrior Registered PCI sound card fix swpl3d11.zip Shadow Warrior Parent Lock 1.2 3Dfx patch * swuk3d11.zip Shadow Warrior UK Darts 1.2 3Dfx patch * sw3dfx11.zip Shadow Warrior Registered 1.2 3Dfx patch * swsw3d11.zip Shadow Warrior Shareware 1.2 3Dfx patch sw12pl.zip Shadow Warrior Registered Parental lock fix * sw12uk.zip Shadow Warrior Registered UK Shuriken fix * sw12swpt.exe Shadow Warrior Shareware v1.1 to v1.2 sw11swpt.zip Shadow Warrior Shareware v1.0 to v1.1 eduke20.exe Duke 3D Editor Atomic Version For easier editing ozpatch.zip Duke Nukem 3D Australian Reg. v1.3d to USA v1.3d dnsepat.exe Duke Nukem 3D Parent Lock 1.5 Unlocks dnsndfx.exe Duke Nukem 3D Registered PCI sound card fix ppack15.zip Duke Nukem 3D Registered v1.4 to v1.5 * dnsw13pt.zip Duke Nukem 3D Shareware v1.1 to v1.3d dn3d11pt.zip Duke Nukem 3D Shareware v1.0 to v1.1 tvreg_s3.zip Terminal Velocity Registered S3 Virge Optim. * tv12cdpt.zip Terminal Velocity CD Registered v1.1 to v1.2 tv12fdpt.zip Terminal Velocity Disk Registered v1.1 to v1.2 tv12swpt.zip Terminal Velocity Shareware v1.1 to v1.2 tv11spt.zip Terminal Velocity Shareware v1.0 to v1.1 From Pinball Wizards: Filename Game S/R From To -------- ---- --- ---- --- bos13rp.exe Balls of Steel Registered 1.x 1.3 bos13sp.exe Balls of Steel Shareware 1.x 1.3 bos12reg.exe Balls of Steel Registered 1.1 1.2 bos12sw.exe Balls of Steel Shareware 1.1 1.2 bosreg11pt.exe Balls of Steel Registered 1.0 1.1 bossw11pt.exe Balls of Steel Shareware 1.0 1.1 * - There is no public release of Max Payne v1.03 or v1.04. The name of the v1.05 patch for the Max Payne demo is MaxPayneDemo1-05Patch.exe. - There is no v1.1a of the shareware version of Stargunner, and no v1.1 of the registered version. - Since a bug in the Death Rally 1.1 CD prevented its installation on systems with more than 64 megs of RAM, the DR64MB.ZIP file can be used instead to install the program. XENO64MB.ZIP does the same thing for XenoPhage. - Super Boppin is the full registered version of the game. Basic Boppin is a cheaper, partial version. Both have been discontinued; however, for the people who bought it when the game came out, this patch is still available. - Some version of Shadow Warrior v1.2 registered have the parental lock forced on. The sw12pl patch will fix that bug, but do NOT install it if you AREN'T experiencing this problem. - The UK version of Shadow Warrior v1.2 registered has darts instead of shurikens. Use the sw12uk patch to fix this, but do NOT install it if you AREN'T experiencing this problem. - To apply the 3Dfx patch for Shadow Warrior, pick the "Parent Lock 1.2" patch if you have the registered version 1.2 in which the parental lock is forced on. Pick the "UK Darts 1.2" patch if you have the UK version in which the shurikens were replaced with darts. Pick the "Registered 1.2" patch if you have a registered version 1.2 of Shadow Warrior that is none of the above. Pick the "Shareware 1.2" patch if you have the shareware version 1.2 of Shadow Warrior. If your version of Shadow Warrior is not version 1.2, you must upgrade it to version 1.2 before you may apply one of the 3Dfx patches. - Since a bug in the version 1.4 Plutonium PAK of "Duke Nukem 3D" prevented its installation on systems with more than 64 megs of RAM, this patch can also be used to upgrade "Duke Nukem 3D" from version 1.3d to version 1.5, but ONLY if you already own the version 1.4 Plutonium PAK CD and have it in the drive when the patch is running. - TVREG_S3.ZIP is an executable for the registered version of Terminal Velocity that is optimized for S3 Virge chipset video cards. It requires the registered version 1.2 of the game and a S3 Virge video card. It is distributed by Terminal Reality, Inc., and not by 3D Realms. [3.1.5] Hardware requirements and support NOTES: - An additional requirement for the registered versions of games that only come on cdrom is (obviously) a cdrom drive. Check the games list section to find out what games are available on what media. - Virtually every Apogee game released prior to 1990 will not run playably on anything faster than 486 without the aid of a slow-down utility. (See the section on slowing down your computer for more information.) } - Many of the DOS games will not run properly on newer versions of } Windows. Windows 2000 and Windows NT are particularly incompatible } with the DOS-based games, and Windows XP is only a slight } improvement. Furthermore, it is often difficult to get newer } hardware to run with DOS drivers. In many cases, using a } DOS emulator such as DOSBox (http://dosbox.sourceforge.net/) } may enable modern computers to run older DOS games. From Apogee: [Stargunner] Required: 486, VGA, 256K video RAM, 8 megs RAM Recommended: Pentium 90, VGA, PCI VESA 2.0 compliant video card, 16 megs RAM Supported: Video - SVGA Control - Keyboard, Joystick, Mouse, Sega, SNES Sound - Soundblaster, Pro Audio Spectrum, Gravis Ultrasound with 1 meg on-board RAM Features: control config, 2 character selections, 8 mid-level saved games each for 5 different players, 3 skill levels [Death Rally] Required: 486DX2-66, VGA, Local Bus, 8 megs RAM Recommended: Pentium 60, VGA, PCI video card, 16 megs RAM Supported: Video - SVGA Control - Keyboard, Joystick, Gamepad Sound - Soundblaster, Soundblaster Pro/16/AWE 32, Gravis Ultrasound Features: 4 player network play, modem play, null modem cable play, (comm-bat mode for two player), control config, 20 character selections, 7 saved games plus 1 quicksave game, 3 skill levels, violence toggle [XenoPhage: Alien Bloodsport] Required: 486DX-33, VGA, 8 megs RAM, 2x cdrom drive Recommended: Pentium 60, SVGA, VESA/PCI Bus, 16 megs RAM, 4x cdrom drive Supported: Control - Keyboard, Joystick, Mouse, Gamepad Sound - Soundblaster, Soundblaster Pro/16/AWE 32, WaveBlaster, Adlib, Gravis Ultrasound, Pro Audio Spectrum, Sound Canvas, SoundMan 16, SoundScape, and General MIDI Features: control config, 8 character selections, practice mode, scaled violence adjustment [Realms of Chaos] Required: 386SX-16, VGA Recommended: 486SX-33, VGA, 3 megs RAM Supported: Control - Keyboard, Joystick, Gamepad Sound - Soundblaster, WaveBlaster, Adlib, Gravis Ultrasound, Pro Audio Spectrum, Disney Sound Source, and General MIDI Features: control config, 5 skill levels, 8 mid-level saved games, 2 password-protectable violence levels [Rise of the Triad] Required: 386SX-40, VGA, 4 megs RAM, 8250 serial port for modem or serial play Recommended: 486DX2-66, VGA, Local Bus, 8 megs RAM, 16550 serial port for modem or serial play Supported: Control - Keyboard, Joystick, Mouse, Gamepad, Cyberman, Space Player, Wingman Assassin, Virtual Reality Hardware Sound - Soundblaster, Soundblaster Pro/16/AWE 32, Waveblaster, Adlib, Sound Canvas, Gravis Ultrasound, Ensoniq Soundscape, Pro Audio Spectrum 16, Logitech Soundman 16, Disney Sound Source, Tandy Sound Source, and General MIDI Features: 11 player network play, modem play, null modem cable play, (comm-bat mode for multi-player), control config, 5 character selections, 4 skill levels, 14 mid-level saved games, 4 password-protectable violence levels [Boppin] Required: 386SX-16, VGA, 2 megs RAM Recommended: 4 megs RAM, Joystick, Mouse (for level editor) Supported: Control - Keyboard, Joystick, Mouse Sound - Soundblaster, Soundblaster Pro/16/AWE 32, Waveblaster, Adlib, Sound Canvas, Gravis Ultrasound, Ensoniq Soundscape, Pro Audio Spectrum 16, Logitech Soundman 16, Disney Sound Source, Tandy Sound Source, and General MIDI Features: level editor (in the registered version), 2 player mode, control config, 8 saved games, 2 violence levels [Wacky Wheels] Required: 386SX-25, VGA, 4 megs RAM Recommended: 486SX-33 (for split screen mode), Local Bus Supported: Control - Keyboard, Joystick, Gamepad Sound - Soundblaster, Soundblaster Pro/16, Gravis Ultrasound, Pro Audio Spectrum 16, Sound Canvas, Waveblaster, and General MIDI Features: modem play, null modem cable play, 2 player split keyboard play, (comm-bat mode for two player), control config, 8 character selections, 2 skill levels [Mystic Towers] Required: 286, VGA Supported: Control - Keyboard, Joystick, Mouse Sound - Soundblaster, Adlib Features: control config, 4 mid-level saved games, practice mode [Hocus Pocus] Required: 386SX, VGA Supported: Control - Keyboard, Joystick, Gamepad Sound - Soundblaster, Gravis Ultrasound, Adlib, Sound Man 16, Sound Source, Pro Audio Spectrum, Sound Canvas, and General MIDI Features: control config, 3 skill levels, 9 saved games [Raptor] Required: 386SX, VGA, 2 megs RAM Recommended: 386SX, VGA, 4 megs RAM Supported: Control - Keyboard, Joystick, Mouse, Thrustmaster Sound - Soundblaster, Soundblaster Pro/16/AWE 32, Waveblaster, Pro Audio Spectrum 16, Gravis Ultrasound, Adlib, Sound Canvas, and General MIDI Features: control config, 4 character selections, 4 skill levels, unlimited saved games, practice mode [Blake Stone: Aliens of Gold and Planet Strike] Required: 386SX, VGA Supported: Control - Keyboard, Joystick, Mouse, Gamepad Sound - Soundblaster, Adlib Features: control config, 4 skill levels, 10 mid-level saved games [Duke Nukem II] Required: 286, VGA Recommended: 386DX-33, VGA Supported: Control - Keyboard, Joystick, Gamepad Sound - Soundblaster, Adlib Features: 3 skill levels, 8 saved games [Alien Carnage] Required: 286, VGA Recommended: 386DX-33, VGA Supported: Control - Keyboard, Joystick Sound - Soundblaster Features: 3 skill levels, 5 saved games Notes: This game may run too fast on fast computers; if this happens, slow your computer down before running. (See the section on slowing down your computer in this FAQ.) [Wolfenstein 3D and Spear of Destiny] Required: 286, VGA Recommended: 386DX-33, VGA Supported: Control - Keyboard, Joystick, Mouse, Gamepad Sound - Soundblaster, Soundblaster Pro, Adlib, Disney Sound Source Features: 4 skill levels, 10 mid-level saved games [Bio Menace] Required: 286, EGA Recommended: 386DX-33, EGA Supported: Control - Keyboard, Joystick, Gamepad Sound - Soundblaster, Adlib Features: 3 skill levels, 6 saved games per episode, practice mode [Monster Bash] Required: 286, EGA Recommended: 386DX-33, EGA Supported: Control - Keyboard, Joystick Sound - Soundblaster, Adlib Features: 3 skill levels, 10 saved games per episode [Commander Keen: Goodbye Galaxy and Aliens Ate My Babysitter] Required: 286, CGA Recommended: 286, EGA Supported: Control - Keyboard, Joystick, Gamepad Sound - Adlib Features: 3 skill levels, 6 mid-level saved games per episode [Commander Keen: Vorticons] Required: EGA Supported: Control - Keyboard, Joystick Features: 9 saved games per episode [Cosmo's Cosmic Adventure] Required: 286, EGA Supported: Control - Keyboard, Joystick Sound - Adlib Features: 9 saved games per episode [Duke Nukem] Required: EGA Supported: Control - Keyboard, Joystick Features: 9 saved games per episode [Major Stryker] Required: 286-12, EGA Recommended: 386, EGA Supported: Control - Keyboard, Joystick Sound - Soundblaster, Adlib Features: 3 skill levels, 10 saved games [Crystal Caves] Required: EGA Supported: Control - Keyboard, Joystick Features: control config, 10 saved games [Secret Agent] Required: EGA Supported: Control - Keyboard, Joystick Features: control config, 10 saved games [Math Rescue] Required: EGA Supported: Control - Keyboard, Joystick Sound - Adlib Features: 2 character selections, 3 skill levels, saved games Notes: The music may sound scrambled on fast computers; if this happens, slow your computer down before running. (See the section on slowing down your computer in this FAQ.) [Word Rescue] Required: EGA Supported: Control - Keyboard, Joystick Sound - Adlib Features: 2 character selections, 3 skill levels, saved games Notes: The music may sound scrambled on fast computers; if this happens, slow your computer down before running. (See the section on slowing down your computer in this FAQ.) [Dark Ages] Required: 286, EGA Supported: Control - Keyboard Sound - Adlib Features: control config, 3 skill levels, 1 saved game Notes: This is the first game ever to support the Adlib sound card. This game may run too fast on fast computers; if this happens, slow your computer down before running. (See the section on slowing down your computer in this FAQ.) [Paganitzu] Required: CGA Recommended: EGA Supported: Control - Keyboard Features: 5 saved games [Arctic Adventure] Required: CGA Supported: Control - Keyboard Features: limited control config, 1 saved game Notes: This game may run too fast on fast computers; if this happens, slow your computer down before running. (See the section on slowing down your computer in this FAQ.) [Pharaoh's Tomb] Required: CGA Supported: Control - Keyboard Features: limited control config, 1 saved game Notes: This game may run too fast on fast computers; if this happens, slow your computer down before running. (See the section on slowing down your computer in this FAQ.) [Monuments of Mars] Required: 8088, CGA Recommended: 8086, CGA Supported: Control - Keyboard Features: limited control config, 1 saved game Notes: This game may run too fast on fast computers; if this happens, slow your computer down before running. (See the section on slowing down your computer in this FAQ.) [The Kroz Series] Supported: Control - Keyboard Notes: This game may run too fast on fast computers; if this happens, slow your computer down before running. (See the section on slowing down your computer in this FAQ.) [SuperNova] Supported: Control - Keyboard [Beyond the Titanic] Supported: Control - Keyboard }[Puzzle Fun-Pak] } }Supported: Control - Keyboard } }[Adventure Fun-Pak] } }Supported: Control - Keyboard } From 3D Realms: }[Max Payne 2: The Fall of Max Payne] } }Required: Pentium III/Athlon 1 Ghz or Celeron/Duron 1.2 Ghz, SVGA, } 256 megs RAM, 32 meg AGP graphics card with hardware transform } and lighting support, DirectX 9.0, DirectSound compatible } sound card }Recommended: Pentium IV/Celeron/Duron 1.7 Ghz or Athlon 1.4Ghz, SVGA, } 512 megs RAM, 64 meg AGP graphics card with hardware transform } and lighting support; DirectX 9.0, DirectSound compatible } sound card }Supported: Video - SVGA } Control - Keyboard, Joystick, Mouse, Gamepad } Sound - DirectSound compatible sound cards } }[Duke Nukem: Manhattan Project] } }Required: Pentium II 350, SVGA, 64 megs RAM, 8 meg 2xAGP graphics card, } DirectX 8.1, DirectSound compatible sound card }Recommended: Pentium III 500, SVGA, 64 megs RAM, 32 meg 2xAGP graphics card, } DirectX 8.1, DirectSound compatible sound card }Supported: Video - SVGA } Control - Keyboard, Joystick, Mouse, Gamepad } Sound - DirectSound compatible sound cards [Max Payne] Required: Pentium II 450, VGA, 96 megs RAM, 16 meg Direct3D compatible graphics card, DirectX 8.0, DirectSound compatible sound card Recommended: Pentium III 700, SVGA, 128 megs RAM, 32 meg Direct3D compatible graphics card, DirectX 8.0, DirectSound compatible sound card Optimal: Pentium III 1000, SVGA, 192 megs RAM, 64 meg Direct3D compatible graphics card, DirectX 8.0, DirectSound compatible sound card Supported: Video - SVGA Control - Keyboard, Joystick, Mouse Sound - DirectSound compatible sound cards Features: level editor, character editor, particle systems editor, 3D studio MAX 4 Plug-In, graphic novel, control config, 4 skill levels, 10 mid-level saved games, 3 auto-saved games, password-protectable violence/adult content toggle, [Shadow Warrior] Required: Pentium, VGA, Local Bus, 16 megs RAM Recommended: Pentium 90, VGA, PCI VESA 2.0 compliant video card, 16 megs RAM Supported: Video - SVGA Control - Keyboard, Joystick, Mouse, Gamepad, Flightstick, Thrustmaster/Wingman Sound - Soundblaster, Soundblaster Pro/16/AWE 32, WaveBlaster, Adlib, Gravis Ultrasound, Pro Audio Spectrum, Sound Canvas, SoundMan 16, SoundScape, Disney/Tandy Sound Source, and General MIDI Features: level editor, 8 player network play (4 in shareware), modem play, null modem cable play, (co-op and comm-bat modes for multiplayer), control config, 4 skill levels, 10 mid-level saved games, password-protectable violence/adult content toggle [Duke Nukem 3D] Required: 486DX-40, VGA, Local Bus, 8 megs RAM Recommended: Pentium 90, VGA, 16 megs RAM, PCI VESA 2.0 compliant video card Supported: Video - SVGA Control - Keyboard, Joystick, Mouse, Gamepad Sound - Soundblaster, Soundblaster Pro/16/AWE 32, WaveBlaster, Adlib, Gravis Ultrasound, Pro Audio Spectrum, Sound Canvas, SoundMan 16, SoundScape, Disney/Tandy Sound Source, and General MIDI Features: level editor, 8 player network play (4 in shareware), modem play, null modem cable play, (co-op and comm-bat modes for multiplayer), control config, 4 skill levels, 10 mid-level saved games, password-protectable violence/adult content toggle [Terminal Velocity] Required: 486DX-40, VGA, 8 megs RAM (4 megs for v1.0) Recommended: 486DX2-66 (486DX4-100 for SVGA), VGA, Local Bus, 8 megs RAM (12 megs for hi-res textures; 16 megs for hi-res textures and SVGA mode) Supported: Video - SVGA Control - Keyboard, Joystick, Mouse, Gamepad, CH Flight Pro Sound - Soundblaster, Soundblaster Pro/16, Gravis Ultrasound, Pro Audio Spectrum 8/16, Aria Features: 8 player network play, modem play, null modem cable play, (comm-bat mode for multiplayer), control config, 4 skill levels, 8 mid-level saved games From Pinball Wizards: [Balls of Steel] Required: Pentium 100, SVGA, VESA compatible video card, 16 megs RAM, 1 meg video RAM, 2x cdrom drive, Windows 95 or higher, DirectX 3.0 or higher Recommended: Pentium 133, SVGA, PCI VESA 2.0 compliant video card, 2 megs video RAM, 16 megs RAM, 2x cdrom drive, Windows 95 or higher, DirectX 5.0 or higher Supported: Video - SVGA Control - Keyboard Sound - Windows 95 compatible sound cards Features: 5 tables, full/scrolling screen option, control config [3.1.6] Companies involved with each game Below is a list of all the games covered in this FAQ, and the various companies involved with each. Note that FormGen was bought out by GT Interactive, which, a few years later, was bought out by Infogrames. Also, Beavis Soft is now known as FastTrack Animations. Game Author Publisher Retail Distributor ---- ------ --------- ------------------ }Adventure Fun-Pak Apogee Apogee Alien Carnage SubZero Software Apogee FormGen Arctic Adventure Apogee Apogee Balls of Steel Wildfire Studios Pinball Wizards GT Interactive Beyond the Titanic Apogee Apogee Blake Stone: Aliens JAM Apogee FormGen Blake Stone: Strike JAM Apogee FormGen Bio Menace Apogee Apogee Boppin Accursed Toys Apogee FormGen Cmdr Keen: Vorticons id Software Apogee FormGen Cmdr Keen: Galaxy id Software Apogee FormGen Cmdr Keen: Aliens id Software FormGen FormGen Cosmo's Adventure Apogee Apogee FormGen Crystal Caves Apogee Apogee FormGen Dark Ages Apogee Apogee Death Rally Remedy Entertainment Apogee GT Interactive Duke Nukem Apogee Apogee Duke Nukem II Apogee Apogee FormGen Duke Nukem 3D 3D Realms 3D Realms GT Interactive Duke Nukem Forever * 3D Realms 3D Realms GT Interactive }Duke: Manhattan ARUSH ARUSH ARUSH Hocus Pocus Apogee Apogee FormGen The Kroz Series Apogee Apogee Major Stryker Apogee Apogee FormGen Math Rescue Apogee Apogee Max Payne Remedy Entertainment 3D Realms Take 2 Interactive }Max Payne 2 Remedy Entertainment 3D Realms Take 2 Interactive Monster Bash Apogee Apogee FormGen Monuments of Mars Apogee Apogee Mystic Towers Animation F/X Apogee FormGen Paganitzu Apogee Apogee FormGen Pharaoh's Tomb Apogee Apogee }Puzzle Fun-Pak Apogee Apogee Raptor Cygnus Studios Apogee FormGen Realms of Chaos Apogee Apogee FormGen Rise of the Triad Apogee Apogee FormGen Secret Agent Apogee Apogee Shadow Warrior 3D Realms 3D Realms GT Interactive Spear of Destiny id Software FormGen FormGen Stargunner Apogee Apogee WizardWorks SuperNova Apogee Apogee Terminal Velocity Terminal Reality 3D Realms FormGen Wacky Wheels Beavis Soft Apogee FormGen Wolfenstein 3D id Software Apogee FormGen Word Rescue Apogee Apogee XenoPhage Argo Games Apogee FormGen * - This game has not yet been released. [3.2] Console Games Apogee does not develop console games in-house. However, starting with the success of "Duke Nukem 3D" and the popularity of the character, 3D Realms began to be involved in the development of console games through partnerships with other game development companies. Since these are not true 3D Realms games, they are not listed in most of the other sections of this FAQ, but you can find information about them here. [3.2.1] What console games are currently available? Name Genre Platform ---- ----- -------- }Max Payne 2 3DAct Xbox }Max Payne 2 3DAct Sony Playstation 2 }Max Payne 3DAct Nintendo Gameboy Advance Max Payne 3DAct Xbox Max Payne 3DAct Sony Playstation 2 }Duke Nukem Mobile (Tapwave) 3DAct Zodiac Tapwave }Duke Nukem Mobile 3DAct Various Cell Phones }Duke Nukem: Advance 3DAct Nintendo Gameboy Advance Duke Nukem: Land of the Babes 3DAct Sony Playstation Duke Nukem: Color Gameboy Platform Nintendo Color Gameboy Duke Nukem: Zero Hour 3DAct Nintendo 64 Duke Nukem: Time To Kill 3DAct Sony Playstation Duke Nukem 64 3DAct Nintendo 64 * * - These games are direct ports of Duke Nukem 3D, with some added levels and features. ^ - These games are direct ports of Max Payne. [3.2.2] What console games are no longer sold? The following games have been discontinued by their distributors. Name Genre Platform Discontinued ---- ----- -------- ------------ Duke Nukem: Total Meltdown 3DAct Sony Playstation Mid/Late 2000 * }Duke Nukem 3D 3DAct Sega Saturn 2004 * }Duke Nukem 3D 3DAct Tiger Electronics 2004 * - These games are direct ports of Duke Nukem 3D, with some added levels and features. [3.2.3] Companies involved with each console game Game Author Platform ---- ------ -------- Max Payne Rockstar Games Xbox Max Payne Rockstar Games Sony Playstation 2 }Max Payne 2 Rockstar Games Xbox }Max Payne 2 Rockstar Games Sony Playstation 2 Duke Nukem 3D Sega of America * Sega Saturn Duke Nukem 3D Tiger Electronics * Tiger Electronics Duke Nukem 64 Eurocom * Nintendo 64 }Duke Nukem: Advance Torus Nintendo Gameboy Advance Duke Nukem: Color Gameboy Torus * Nintendo Color Gameboy Duke Nukem: Land of the Babes N-Space * Sony Playstation Duke Nukem: Time To Kill N-Space * Sony Playstation Duke Nukem: Total Meltdown Aardvark Software * Sony Playstation Duke Nukem: Zero Hour Eurocom * Nintendo 64 }* - These Duke Nukem games were originally distributed by GT Interactive, } which was later bought out by Infogrames. The rights to distribute the } Duke Nukem games were obtained by Gathering of Developers, which was } subsequently bought out by Take 2 Interactive, which currently } has the rights to distribute all the Duke Nukem games. [3.3] Previews Apogee/3D Realms routinely provides previews and news updates about upcoming games in the news section of their web site, http://www.3drealms.com/. This is the best source of information about upcoming games. [3.3.1] What slide shows are currently available? Apogee no longer releases formal slide shows of their games. Screen shots are now regularly featured on the Apogee web site. The files given below are no longer on the Apogee web site, but you might still find them lying around somewhere. From Apogee: Filename Gph Game -------- --- ---- 1xp-pix.zip VGA XenoPhage: Alien Bloodsport 1rotpx2.zip VGA Rise of the Triad 1rotpix.zip VGA Rise of the Triad 1boppix.zip VGA Boppin 1ww-pix.zip VGA Wacky Wheels 1mt-pix.zip VGA Mystic Towers (includes Triad and Ruins shots)* 1hp-pix.zip VGA Hocus Pocus (includes Shadow Warrior shots)* 1rappix.zip VGA Raptor: Call of the Shadows 1bspix3.zip VGA Blake Stone: Aliens of Gold 4dn-pix.zip VGA Duke Nukem II 1hhpix2.zip VGA Halloween Harry 1bm-pix.zip EGA Bio Menace 1mb-pix.zip EGA Monster Bash * - The extra included shots from "Shadow Warrior" and "Ruins: Return of the Gods" are old and not representative of the finished productions. "Ruins: Return of the Gods" was a project 3D Realms used to have under production but which was later cancelled. From 3D Realms: Filename Gph Game(s) -------- --- ------- dukeshow.zip VGA Duke Nukem 3D dnswshot.zip VGA Duke Nukem 3D and Shadow Warrior tvshow.zip VGA Terminal Velocity There are five Duke3D shots in the Terminal Velocity v1.1 archive, and five different shots in the Terminal Velocity v1.2 archive. These ten plus two more are on the Terminal Velocity registered CDs. These are entirely different screen shots from the seven found in the DNSWSHOT.ZIP file, and those in the official slide show, DUKESHOW.ZIP. There are ten screenshots of Shadow Warrior on the Terminal Velocity registered CDs, which are different from the four in the DNSWSHOT.ZIP file. On the original registered Duke Nukem CD, there were 17 screenshots of Shadow Warrior, 11 screenshots of Blood (a game later sold to Monolith Productions), and 13 screenshots of Prey. Each of these screenshots featured early artwork that differ, in some cases greatly, from the final products. Newer Duke Nukem CDs have, instead, screen shots of the forthcoming Duke Nukem Forever. [3.3.2] What games are forthcoming? Please note that ALL release dates are estimates only, not official dates. None of them are official words from Apogee, 3D Realms, or Pinball Wizards. The official release date for all games is "when it's done." From 3D Realms: Game Genre Estimated Release Date ---- ----- ---------------------- Duke Nukem Forever 3D Action "when it's done" }Prey 3D Action 2006 (or "when it's done") - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [4] The Almanac - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [4.1] Release Dates What follows are lists of games and slide shows and the dates they were released. The lists are not complete. [4.1.1] PC Games From Apogee: Game Version Date Released ---- ------- ------------- } Boppin 1.1 08/19/05 (freeware release) } Stargunner 1.1a Reg 06/22/05 (freeware release) } Puzzle Fun-Pak N/A 05/28/04 (freeware release) } Adventure Fun-Pak N/A 05/28/04 (freeware release) SuperNova B 03/26/98 (freeware release) Beyond the Titanic N/A 03/10/98 (freeware release) Stargunner 1.1a Reg 04/11/97 + Stargunner 1.1 Share 02/21/97 + Stargunner 1.0b->1.1 Patch 02/11/97 + XenoPhage: Alien Bloodsport 1.1 Share 12/06/96 Stargunner 1.0b 11/19/96 *+ Death Rally 1.1 10/01/96 Death Rally 1.0 09/06/96 * XenoPhage: Alien Bloodsport 1.1 Reg 07/96 XenoPhage: Alien Bloodsport 1.0 04/26/96 * XenoPhage: Alien Bloodsport Beta 12/29/95 Realms of Chaos 1.0 11/11/95 * Rise of the Triad 1.3 Reg 08/18/95 Rise of the Triad 1.3 SW 08/08/95 Rise of the Triad 1.2a 02/25/95 Rise of the Triad 1.2 02/17/95 ~ Rise of the Triad 1.1 02/08/95 Rise of the Triad 1.0 12/21/94 * Boppin 1.1 12/09/94 Boppin 1.0 11/15/94 * Alien Carnage 1.0 11/02/94 * Blake Stone: Aliens of Gold 3.0 11/02/94 Blake Stone: Planet Strike 1.01 10/28/94 Blake Stone: Planet Strike 1.0 10/28/94 * Wacky Wheels 1.1 10/17/94 * Hocus Pocus 1.1 10/05/94 Raptor: Call of the Shadows 1.2 09/26/94 Mystic Towers 1.1 07/15/94 * Blake Stone: Aliens of Gold 2.1 07/15/94 Hocus Pocus 1.0 06/01/94 * Raptor: Call of the Shadows 1.1 06/01/94 Raptor: Call of the Shadows 1.0 04/01/94 * Blake Stone: Aliens of Gold 2.0 02/11/94 Blake Stone: Aliens of Gold 1.0 12/03/93 * Duke Nukem II 1.0 12/03/93 * Halloween Harry 1.2 11/07/93 Halloween Harry 1.1 10/10/93 * Bio Menace 1.1 08/24/93 Bio Menace 1.0 08/03/93 * Math Rescue 2.0 08/01/93 Word Rescue 2.0 08/01/93 Monster Bash Lite 2.1 07/27/93 Monster Bash 2.1 05/23/93 Monster Bash 2.0 05/11/93 Monster Bash 1.1 04/26/93 Monster Bash 1.02 04/12/93 Monster Bash 1.01 04/10/93 Monster Bash 1.0 04/09/93 * Major Stryker 1.4 02/20/93 + } Major Stryker 1.3 02/01/93 + Major Stryker 1.0 01/93 * Wolfenstein 3D 1.4 01/01/93 + Math Rescue 1.0 10/92 * Wolfenstein 3D 1.2 06/29/92 Wolfenstein 3D 1.1 06/25/92 Wolfenstein 3D 1.0 05/05/92 * Word Rescue 1.0 05/92 * Cosmo's Cosmic Adventure 1.2 04/15/92 Cosmo's Cosmic Adventure 1.0 03/92 * Secret Agent 1.0 02/01/92 * Commander Keen: Goodbye Galaxy! 1.4 02/01/92 Paganitzu 1.02 12/01/91 Duke Nukem 2.0 11/01/91 Crystal Caves 1.0 10/23/91 * Paganitzu 1.0 10/91 * Duke Nukem 1.0 07/01/91 * Commander Keen: Goodbye Galaxy! 1.0 12/15/91 * Jumpman Lives! 1991 * Dark Ages 1.0 02/01/91 * Commander Keen: Vorticons 1.31 01/23/91 Commander Keen: Vorticons 1.0 12/14/90 * Arctic Adventure 1.0-2.0 1990 *^ Pharaoh's Tomb 1.0-3.0 1990 *^ Monuments of Mars 1.0 1990 * Caves of Thor 1989 * } Puzzle Fun-Pak N/A 1989 * } Adventure Fun-Pak N/A 1989 * Star Trek: TNG Trivia 1988 *^ Star Trek Trivia 1988 * Word Whiz 1988 * Trivia Whiz 1988 *^ The Kroz Series 1.0 1987-8 * SuperNova A 1987 * Beyond the Titanic N/A 1986 * From 3D Realms: Game Version Date Released ---- ------- ------------- } Max Payne 2 1.01 10/22/03 * } Max Payne 2 1.0 10/15/03 * Max Payne 1.05 Share 01/25/02 Max Payne 1.0x->1.05 Patch 01/21/02 + Max Payne 1.0x->1.02 Reg Patch 10/09/01 Max Payne 1.02 Share 09/05/01 Max Payne 1.0->1.01 Patch 07/27/01 Max Payne 1.0 Reg 07/25/01 * Shadow Warrior 1.2 3Dfx 1.1 01/30/98 Shadow Warrior 1.2 3Dfx 11/23/97 Shadow Warrior 1.2 09/03/97 ~ Shadow Warrior 1.1 05/26/97 Shadow Warrior 1.0 05/13/97 * Duke Nukem 3D: Atomic Edition 1.5 12/12/96 Duke Nukem 3D: Atomic Edition 1.4 11/27/96 Duke Nukem 3D 1.3d 04/24/96 + Duke Nukem 3D 1.1 02/20/96 Duke Nukem 3D 1.0 01/29/96 * Terminal Velocity 1.2 07/07/95 Terminal Velocity 1.1 05/30/95 Terminal Velocity 1.0 05/01/95 * From Pinball Wizards: Game Version Date Released ---- ------- ------------- Balls of Steel 1.3 04/09/01 Balls of Steel 1.2 Share 07/14/99 Balls of Steel 1.2 Reg 04/14/99 Balls of Steel 1.1->1.2 Patch 04/14/99 Balls of Steel 1.1 02/10/98 Balls of Steel 1.0 12/12/97 * } From Other Companies: } } Game Version Date Released Company } ---- ------- ------------- ------- } Max Payne (for the Macintosh) 1.05 07/17/02 Remedy } Duke Nukem: Manhattan Project 1.01 Demo 06/21/02 ARUSH Ent. } Duke Nukem: Manhattan Project 1.01 Patch 06/17/02 ARUSH Ent. } Duke Nukem: Manhattan Project 1.0 05/21/02 * ARUSH Ent. * - This indicates the first official U.S. release of the game. ^ - These games were originally published under the name Micro F/X. Micro F/X was the name of the software company that George Broussard ran before he teamed up with Scott Miller in 1990. + - Major Stryker versions 1.1, and 1.2, Wolfenstein 3D version 1.3, and Stargunner versions 1.0 and 1.0a were never released to the public. } - Major Stryker version 1.3 was previously thought to be unreleased, and } perhaps it never did get a full, official release. But official } archives did get out to BBS's and shareware compilation CDs. - Duke Nukem 3D versions 1.2, 1.3, 1.3a, 1.3b, and 1.3c never existed. Jumping to the 1.3d version number was just a joke on the part of the developers. - There is no v1.1a of the shareware version of Stargunner and no v1.1 of the registered version. - Versions 1.03 and 1.04 of Max Payne were never publically released. ~ - The registered version of the game started shipping with this shareware version. (If not noted, assume v1.0.) [4.1.2] Console Games Game Version Date Released ---- ------- ------------- } Duke Nukem Mobile (Tapwave) 1.0 06/28/04 } Duke Nukem Mobile 1.0 01/15/04 } Max Payne (Game Boy Advance) 1.0 12/26/03 } Max Payne 2 (Playstation 2) 1.0 12/02/03 } Max Payne 2 (Xbox) 1.0 11/26/03 } Duke Nukem: Advance 1.0 08/13/02 Max Payne (Xbox) (Europe) 1.0 03/13/02 Max Payne (Playstation 2) (Europe) 1.0 01/11/02 Max Payne (Xbox) 1.0 12/17/01 Max Payne (Playstation 2) 1.0 12/11/01 Duke Nukem: Land of the Babes 1.0 09/27/00 Duke Nukem: Color Gameboy 1.0 09/10/99 Duke Nukem: Zero Hour 1.0 09/01/99 Duke Nukem: Time To Kill 1.0 10/12/98 Duke Nukem: Total Meltdown 1.0 12/08/97 Duke Nukem 64 1.0 11/16/97 [4.1.3] Slide shows From early 1993 to late 1995, Apogee and 3D Realms released slide shows of their upcoming games which featured roughly a dozen screen shots from the game in question. Since then, these sneak preview images have moved to Apogee's web site, obsoleting the need for slide show archive bundles. However, most of these packages are still available at Apogee's FTP site at ftp://ftp.3drealms.com/misc/oldshots/. From Apogee: Game Date Released ---- ------------- Boppin 10/18/94 * Rise of the Triad #2 10/11/94 Wacky Wheels 08/30/94 * XenoPhage: Alien Bloodsport 08/15/94 *^ Rise of the Triad #1 07/15/94 * Mystic Towers 07/01/94 * Hocus Pocus 05/16/94 * Blake Stone: Aliens of Gold #3 02/11/94 Raptor: Call of the Shadows 01/27/94 * Duke Nukem II 11/18/93 * Halloween Harry #2 10/06/93 Halloween Harry #1 08/93 * Monster Bash 06/11/93 * Bio Menace 05/23/93 * Blake Stone: Aliens of Gold #1 03/25/93 * 3D Realms: Game Date Released ---- ------------- Duke Nukem 3D 11/19/95 * Duke Nukem 3D and Shadow Warrior 08/11/95 Terminal Velocity 04/04/95 * * - This indicates the first U.S. release of an official slide show of the particular game. ^ - This is a self-running executable demo with no independent image files. [4.1.4] Miscellaneous From Apogee: Product Filename Associated With... Date Released ------- -------- ------------------ ------------- } ROTT Goodies Pack (various) Rise of the Triad 02/15/05 Extreme ROTT levels erottrtl.exe Rise of the Triad 09/01/00 ROTT SW Deluxe Levels lasrrott.zip Rise of the Triad 10/21/99 * TED5 Lite ted5lite.zip Various 11/95 * TED5 Level Editor ted5.zip Various 11/22/95 * ROTT Levels ohiortc.zip Rise of the Triad 02/96 * ROTT Levels rott_rej.zip Rise of the Triad 07/95 RTS Maker v2.0 rtsmakr2.zip Rise of the Triad 04/17/96 RTS Maker rtsmaker.zip Rise of the Triad 03/13/95 ROTT Specs rotspec1.zip Rise of the Triad 02/14/95 From 3D Realms: Product Filename Associated With... Date Released ------- -------- ------------------ ------------- } Duke Nukem 3D source duke3dsource Duke Nukem 3D: Atomic 04/01/03 Shad. Warr. Snd Patch swsndfxp.exe Shadow Warrior 05/02/00 Duke PCI Sound Patch dnsndfx.exe Duke Nukem 3D 04/24/00 TV Music Files tvmods.zip Terminal Velocity 02/21/97 Lame Duke lameduke.zip Duke Nukem 3D 01/29/97 * TV S3 Virge Exec tvreg_s3.zip Terminal Velocity 01/31/97 * * - LASRROTT.ZIP consists of six levels, three regular and three comm-bat, for Rise of the Triad. The levels were originally released back in 1995 as in a special deluxe edition of the shareware game that was distributed by LaserSoft. - TED5.ZIP and TED5LITE.ZIP is the level editor used on the Keen games, Wolfenstein 3D, Rise of the Triad, and several others. It was made available for the purpose of making new Rise of the Triad levels. It is available both for free downloading and on the Extreme Rise of the Triad CD. The editor is provided "as is;" Apogee cannot offer technical support on it. Ted5 Lite contains just the editor; Ted5 comes with extra documentation, samples, and other files. - OHIORTC.ZIP is a set of four levels specially created by Apogee for a contest at a college in Ohio. - TVREG_S3.ZIP is an executable for the registered version of Terminal Velocity that is optimized for S3 Virge chipset video cards. It requires the registered version 1.2 of the game and a S3 Virge video card. It is distributed by Terminal Reality, Inc., and not by 3D Realms. - LAMEDUKE.ZIP is an early beta version of Duke Nukem 3D, released "as is," in honor of Duke3D v1.0's one year anniversary, purely for the curious amusement of the game's fans. [4.2] Cast of Characters [4.2.1] Heroes From Apogee: Game Name Comments ---- ---- -------- Stargunner The Ytimians Death Rally Sam Speed Death Rally Jane Honda Death Rally Duke Nukem Hero of many other games Death Rally Nasty Nick Death Rally Motor Mary Death Rally Mad Mac Death Rally Matt Miler Death Rally Clint West Death Rally Lee Vice Death Rally Dark Ryder Death Rally Greg Peck Death Rally Suzy Stock Death Rally Iron John Death Rally Mori Sato Death Rally Cher Stone Death Rally Diesel Joe Death Rally Mic Dair Death Rally Liz Arden Death Rally Bogus Bill Death Rally Farmer Ted XenoPhage Mouth From Orus XenoPhage Nick From Earth XenoPhage Toad From Zong XenoPhage Bat From Fleder XenoPhage Spike From SFPN-10 XenoPhage Worm From Moreau's world * XenoPhage Squid From Calamis XenoPhage Selena From Earth Realms of Chaos Endrick The male character Realms of Chaos Elandra The female character Rise of the Triad Taradino Cassatt Rise of the Triad Thi Barrett Rise of the Triad Doug Wendt Rise of the Triad Lorelei Ni Rise of the Triad Ian Paul Freeley Boppin Yeet Boppin Boik Wacky Wheels Tigi The Tiger Wacky Wheels Blombo The Elephant Wacky Wheels Ringo The Raccoon Wacky Wheels Razer The Shark Wacky Wheels Uno The Panda Bear Wacky Wheels Sultan The Camel Wacky Wheels Morris The Moose Wacky Wheels Peggles The Pelican Mystic Towers Baron Baldric * Hocus Pocus Hocus Pocus Blake Stone: Strike Robert Wills Stone III Alias Blake Stone Blake Stone: Aliens Robert Wills Stone III Alias Blake Stone Duke Nukem II Duke Nukem Alien Carnage Halloween Harry Spear of Destiny B. J. Blazkowicz Full name William Joseph... Wolfenstein 3D B. J. Blazkowicz Billy Blaze's grandfather Bio Menace Snake Logan Monster Bash Johnny Dash Commander Keen: Aliens Billy Blaze B.J.Blazkowicz's grandson Commander Keen: Galaxy Billy Blaze Full name: William Joseph Commander Keen: Vorticons Billy Blaze Blazkowicz II Cosmo's Cosmic Adventure Cosmo Duke Nukem Duke Nukem Related to Harrison Stryker Major Stryker Harrison Stryker Related to Duke Nukem Crystal Caves Mylo Steamwitz Secret Agent Agent 006 1/2 A short Duke Nukem? Paganitzu Alabama Smith Related to Nevada Smith? Arctic Adventure Nevada Smith His second adventure Pharaoh's Tomb Nevada Smith His first adventure From 3D Realms: Game Name Comments ---- ---- -------- Duke Nukem Forever Duke Nukem His fourth adventure }Max Payne 2 Max Payne }Max Payne 2 Mona Sax Femme fatale }Duke: Manhattan Project Duke Nukem Max Payne Max Payne Shadow Warrior Lo Wang Duke Nukem 3D Duke Nukem His third adventure * - Baron Baldric made his first appearance in the shareware game of the same name, by Animation/FX. - During development, Worm was called Jack. [4.2.2] Villains Game Name Comments ---- ---- -------- Stargunner The Zilions Death Rally The Adversary XenoPhage Parasite From Bysmol * XenoPhage Champion From Mallochia XenoPhage Grand Champion XenoPhage Blarney The secret boss Realms of Chaos Lord Ross Rise of the Triad General Darian Rise of the Triad Sebastian "Doyle" Krist Rise of the Triad NME (aka "Spray") Nasty Metallic Enforcer Rise of the Triad El Oscuro Boppin Hunnybunz Hocus Pocus Trolodon Blake Stone: Strike Dr. Pyrus W. Goldfire Blake Stone: Aliens Dr. Pyrus W. Goldfire Duke Nukem II The Rigelatins Spear of Destiny Trans Grosse Spear of Destiny Barnacle Wilheim Spear of Destiny UberMutant Spear of Destiny Death Knight Spear of Destiny Angel of Death Wolfenstein 3D Hans Grosse Greta Grosse's brother Wolfenstein 3D Dr. Schabbs Wolfenstein 3D Hitler Wolfenstein 3D Otto Giftmacher Wolfenstein 3D Greta Grosse Hans Grosse's sister Wolfenstein 3D General Fettgesicht Bio Menace Dr. Mangle Bio Menace Master Cain Monster Bash Count Chuck Commander Keen Mortimer McMire The mastermind Commander Keen: Aliens The Bloogs Commander Keen: Galaxy The Shikadi Commander Keen: Vorticons The Vorticons Duke Nukem Dr. Proton Major Stryker The Kretons Secret Agent Dr. No Body DVS terrorist leader Math Rescue The Gruzzles Word Rescue The Gruzzles Dark Ages Garth From 3D Realms: Game Name Comments ---- ---- -------- Duke Nukem Forever Dr. Proton Back from Duke Nukem I }Max Payne 2 Vinnie Gognitti }Max Payne 2 Kaufman }Max Payne 2 Vladimir Lem }Max Payne 2 Alfred Woden Max Payne B.B. Max Payne Boris Dime Max Payne Joey Finito Max Payne Virgilo Finito Max Payne Vinnie Gognitti Max Payne Nicole Horne Max Payne Jack Lupino Max Payne Rico Muerte Max Payne Angelo Punchinello Max Payne Don Punchinello Max Payne Vladimir Shadow Warrior Zilla * - During development, Parasite was called Pinwheel. [4.2.3] Cameos Frequently, the star of one Apogee game will make a cameo appearance in another. Or, sometimes, someone from the real world shows up. A list of such cameos follows. Appearances of Apogee characters in the default scoreboards of games are not mentioned here, however, since there would be too many to list. WARNING: much of the fun of these games is running across these things during play. Do not read this section if you want to be surprised! From Apogee: Game Description ---- ----------- Death Rally Duke Nukem. (Also listed in the "Heroes" section.) Wacky Wheels The Dopefish, from Keen, (voiced by Joe Siegler). * Bio Menace Commander Keen as one of the hostages in episode 2. Bio Menace Scott Miller, George Broussard, and Jim Norwood, in episode 2; also artifacts from other Apogee games including Keen and Duke. Yorp aliens from Keen are there, among other things, as is a portrait of Duke Nukem on the wall. Monster Bash Epic's Jill of the Jungle is mentioned in the story. Cosmo's Cosmic Adventure Duke Nukem, in episode 2, level 7. Duke Nukem Commander Keen, mentioned by Dr. Proton in the first episode. Crystal Caves Keen's helmet, partially hidden by debris. * Secret Agent Commander Keen, mentioned in the instructions. Paganitzu Yorp from Keen: Vorticons; also Keen's helmet. From 3D Realms: Game Description ---- ----------- Max Payne Dopefish, in act 1, chapter 7. Shadow Warrior Duke Nukem, mentioned by Lo Wang. Shadow Warrior Lara Croft, star of "Tomb Raider," in the shareware episode. Duke Nukem 3D Dopefish, mentioned shareware episode, level 5. Duke Nukem 3D Space marine, from "Doom," in level 3. Duke Nukem 3D Death monk, from "Rise of the Triad," in the shareware episode. From Pinball Wizards: Game Description ---- ----------- Balls of Steel Duke Nukem, in one of the tables. * - See the "secrets and other fun things" section for instructions on seeing Wacky Wheels' Dopefish cameo. - See the section on the history of Crystal Caves and Secret Agent for the background behind Crystal Caves' Keen helmet cameo. From Other Companies: Game Description ---- ----------- Hyperspace Delivery Boy Dopefish Commander Keen Gameboy Dopefish Anachronox (Eidos) Dopefish Battlezone (Activision) Dopefish Descent 3 (Interplay) Dopefish Daikatana (Ion Storm) Dopefish Quake III Arena (id) Dopefish, although not as recognizable as usual. Quake II (id Software) Dopefish, mimicking Keen in Doom II. Quake (id Software) Dopefish, in episode 2, level 3. Doom II (id Software) Commander Keen, at the end of level 32. [4.3] Behind the Scenes [4.3.1] Programmers Name Games ---- ----- Timo Aila Max Payne Craig Allsop Stargunner Rowan Atalla XenoPhage Darren Baker Balls of Steel Steve Baker Mystic Towers Jason Blochowiak Keen: Galaxy Keen: Aliens* XenoPhage George Broussard Trivia Whiz Pharaoh's Tomb Arctic Adventure Allen H Blum III Major Stryker Duke Nukem 3D } Chris Brooks Duke: Manhattan John Carmack Keen: Vorticons Keen: Galaxy Keen: Aliens* Wolfenstein 3D Robert Crane Alien Carnage Karen Crowther Word Rescue Math Rescue Mark Dochtermann Rise of the Triad Jim Dose' Rise of the Triad Abraham Edlin XenoPhage } Dan Edwards Duke: Manhattan Andrew Edwardson Wacky Wheels Joel Finch Balls of Steel } Matt Gdowski Duke: Manhattan } Petri Hakkinen Max Payne 2 Scott Host Raptor Steve Hovelroud Mystic Towers Jani Kajala Max Payne } Mike Kraack Duke: Manhattan } Jaakko Lehtinen Max Payne Max Payne 2 Stephen P Lepisto Boppin Peder Jungck Secret Agent Frank Maddin Crystal Caves Monster Bash Realms of Chaos Shadow Warrior Nolan Martin Rise of the Triad } Outi Marttila Max Payne 2 Michael Maynard Blake: Aliens Blake: Strike } Gary McNickle Duke: Manhattan Scott Miller Beyond the Titanic SuperNova The Kroz Series Word Whiz } Darren Mohle Duke: Manhattan Terry Nagy SuperNova Jim Norwood Bio Menace Shadow Warrior David Pevreal Stargunner Mark Randel Terminal Velocity Jussi Rasanen Max Payne Todd J Replogle The Thor Trilogy Monuments of Mars Dark Ages Duke Nukem Cosmo's Adventure Duke Nukem II Duke Nukem 3D John Romero Keen: Vorticons Keen: Galaxy Keen: Aliens* Wolfenstein 3D James T Row Blake: Aliens Blake: Strike } Dustin Russell Duke: Manhattan } Kim Salo Death Rally Max Payne Max Payne 2 } Petteri Salo Max Payne Max Payne 2 William Scarboro Rise of the Triad Keith Schuler Paganitzu Realms of Chaos Dave Sharpless Jumpman Lives! Ken Silverman Duke Nukem 3D Shadow Warrior } Markus Stein Max Payne Max Payne 2 Mika Tammenkoski Max Payne } Olli Tervo Death Rally Max Payne Max Payne 2 Mike Voss Hocus Pocus Lindsay Whipp Mystic Towers * - An id game. [4.3.2] Artists Name Games ---- ----- Randy Abraham Duke Nukem II Stephen Atkinson Balls of Steel Debra Berry Blake: Aliens Blake: Strike } Henri Blafield Max Payne Max Payne 2 Allen H Blum III Dark Ages Major Stryker Duke Nukem George Broussard Pharaoh's Tomb Arctic Adventure Secret Agent Crystal Caves Duke Nukem } Mike Buck Duke: Manhattan } Ryan Butts Duke: Manhattan Adrian Carmack Keen: Vorticons Keen: Galaxy Keen: Aliens* Wolfenstein 3D } Jeramy Cooke Duke: Manhattan Erinn Day Realms of Chaos Manda Dee Monster Bash David Demaret Duke Nukem 3D Joel Finch Balls of Steel Rich Fleider Raptor Shaun Gadalla Wacky Wheels Todd Gill Balls of Steel Robert Grace Balls of Steel } Dave Graham Duke: Manhattan Kim Grantham Balls of Steel Karl Hagood Terminal Velocity } Peter Hajba Max Payne Max Payne 2 Drew Haworth Terminal Velocity Teemu Heinilehto Max Payne Brad Heitmeyer Terminal Velocity Dale Homburg Math Rescue Jimmie Homburg Math Rescue Stephen A Hornback Major Stryker Cosmo's Adventure Duke Nukem II Rise of the Triad Terminal Velocity Duke Nukem 3D Shadow Warrior Balls of Steel Mark Humphrey Terminal Velocity } Mikko Huovinen Max Payne 2 Anssi Hyytiainen Max Payne Petri Jarvilehto Death Rally Dov Jelen XenoPhage Chuck Jones Boppin Rise of the Triad Duke Nukem 3D Shadow Warrior Dirk Jones Realms of Chaos Duke Nukem 3D Jerry K Jones Blake: Aliens Blake: Strike Kiia Kallio Max Payne Matti Kamula Max Payne } Saku Lehtinen Max Payne Max Payne 2 } Marko Leinonen Max Payne Max Payne 2 } Richard Lico Duke: Manhattan } Aki Maatta Max Payne Max Payne 2 Frank Maddin Crystal Caves Lucinda Maddin Crystal Caves } Dave Manuel Duke: Manhattan } Todd Marshall Duke: Manhattan Brian Martel Duke 3D: Atomic Shadow Warrior Eetu Martola Max Payne } Thomas Miller Duke: Manhattan Tim Neveu Raptor Rise of the Triad Jim Norwood Jumpman Lives! Secret Agent Crystal Caves Duke Nukem Bio Menace Shadow Warrior Les Pardew Major Stryker Stephanie Peaden Realms of Chaos Bud Pembroke Word Rescue Leo Plow Stargunner James Podesta Stargunner Balls of Steel Ted Poulter Balls of Steel Jennifer D Reitz Boppin Todd J Replogle Monuments of Mars Lori Richards XenoPhage Ray Rodrigeuz Terminal Velocity } Sami Saramaki Max Payne Max Payne 2 Keith Schuler Paganitzu Steve Seefeld Balls of Steel Terry Simmons Terminal Velocity Susan Singer Rise of the Triad Realms of Chaos Gary Sirois Major Stryker } Jason Smith Duke: Manhattan Steven Stamatiadis Alien Carnage James Storey Rise of the Triad Terminal Velocity Duke Nukem 3D Stargunner } Tero Tolsa Max Payne 2 } Robert Travis Duke: Manhattan } Sami Vanhatalo Death Rally Max Payne Max Payne 2 Sampsa Virtanen Death Rally } Mikael Wahlberg Max Payne 2 Michael Wallin Shadow Warrior Lindsay Whipp Mystic Towers Doug Wood Duke Nukem 3D Shadow Warrior * - An id game. [4.3.3] Musicians Name Games ---- ----- Steven Baker Alien Carnage Balls of Steel } Justin Chornenky Duke: Manhattan } Matthew Diffin Duke: Manhattan } Kartsy Hatakka Max Payne 2 Lee Jackson Rise of the Triad Duke Nukem 3D Stargunner Shadow Warrior Balls of Steel } Kimmo Kajasto Max Payne 2 Mark Klem Wacky Wheels Tero Kostermaa Max Payne Andrew J Lepisto Boppin } Darren Mohle Duke: Manhattan Matt Murphy Raptor } Gary Phillips Duke: Manhattan Bobby Prince Major Stryker Keen: Galaxy Keen: Aliens* Cosmo's Adventure Bio Menace Wolfenstein 3D Spear of Destiny* Duke Nukem II Blake: Aliens Blake: Strike Rise of the Triad Realms of Chaos Duke Nukem 3D XenoPhage Balls of Steel Kyle Richards Terminal Velocity Keith Schuler Dark Ages George Stamatiadis Alien Carnage Jonne Valtonen Death Rally Rob Wallace Monster Bash * - An id game. [4.3.4] Sound engine programmers Name Games ---- ----- Darren Baker Alien Carnage Mystic Towers Balls of Steel Jason Blochowiak Keen: Galaxy Keen: Aliens* Bio Menace Wolfenstein 3D Spear of Destiny* Duke Nukem II Blake: Aliens Blake: Strike Jim Dose' Hocus Pocus Wacky Wheels Boppin Rise of the Triad Realms of Chaos XenoPhage Duke Nukem 3D Shadow Warrior David Pevreal Stargunner Paul Radek Raptor Mark Randel Terminal Velocity Markus Stein Death Rally Max Payne * - An id game. [4.3.5] Level designers Name Games ---- ----- Stephen Atkinson Balls of Steel Allen H Blum III Major Stryker Duke Nukem Cosmo's Adventure Duke Nukem II Duke Nukem 3D Shadow Warrior } Jeremy Blumel Duke: Manhattan George Broussard Pharaoh's Tomb Arctic Adventure Duke Nukem 3D Shadow Warrior Stephen Cole Duke 3D: Atomic Shadow Warrior Joel Finch Balls of Steel Andre Foucault Hocus Pocus Shaun Gadalla Wacky Wheels Richard Gray Duke Nukem 3D Shawn Green Jumpman Lives! Tom Hall Keen: Vorticons Keen: Galaxy Keen: Aliens* Wolfenstein 3D Spear of Destiny* Rise of the Triad Extreme ROTT } Matt Harris Duke: Manhattan Marty Howe Max Payne } Anssi Hyytiainen Max Payne Max Payne 2 } Petri Jarvilehto Max Payne 2 } Mikael Kasurinen Max Payne 2 } Saku Lehtinen Max Payne Max Payne 2 } Aki Maatta Max Payne Max Payne 2 Frank Maddin Monster Bash Nolan Martin Blake: Aliens Mike Maynard Blake: Aliens Blake: Strike Scott Miller The Kroz Series Monuments of Mars Jim Molinets Raptor Jim Norwood Bio Menace Shadow Warrior John Passfield Alien Carnage Randy Pitchford Duke 3D: Atomic Shadow Warrior James Podesta Stargunner Bobby Prince Wolfenstein 3D Mark Randel Terminal Velocity Jennifer D Reitz Boppin Todd J Replogle The Thor Trilogy Monuments of Mars Dark Ages Duke Nukem Cosmo's Adventure Eric Reuter Shadow Warrior John Romero Keen: Vorticons Keen: Galaxy Keen: Aliens* Wolfenstein 3D Spear of Destiny* James T Row Blake: Aliens Blake: Strike Keith Schuler Paganitzu Realms of Chaos Duke 3D: Atomic Shadow Warrior Joe Siegler Rise of the Triad Extreme ROTT Joe Selinske Rise of the Triad Terminal Velocity } Kris Stout Duke: Manhattan } Tero Tolsa Max Payne Max Payne 2 } Robert Travis Duke: Manhattan Marianna Vayntrub Rise of the Triad } Samuli Viikinen Max Payne Max Payne 2 } Chris Voss Duke: Manhattan Mike Voss Hocus Pocus } Mikael Wahlberg Max Payne 2 * - An id game. [4.3.6] Vocal artists Name Character Game ---- --------- ---- Jane Beale Various Stargunner } Fred Berman Vinnie Gognitti Max Payne 2 Steve Blackburn High Guard Rise of the Triad } John Braden Alfred Woden Max Payne 2 George Broussard Triad Enforcer Rise of the Triad Bill Clinton "Spend more money!" Stargunner } Jonathan Davis Vladimir Lem Max Payne 2 Mark Dochtermann General Darian Rise of the Triad Jim Dose' Ian Paul Freeley Rise of the Triad Bruce DuBose Male Space Marine Balls of Steel (Darkside) Bruce DuBose Scientist #2 Balls of Steel (Mutation) John Galt Lo Wang Shadow Warrior John Galt Cop #1 Balls of Steel (Firestorm) John Galt Old Man Balls of Steel (Barbarian) Kevin Green Lightning Guard Rise of the Triad Tom Hall God Mode Voice Rise of the Triad Tom Hall Death Monk Rise of the Triad Tom Hall Deathfire Monk Rise of the Triad Tom Hall El Oscuro Rise of the Triad Tom Hall ROTT DOPEFISH Sounds Rise of the Triad } Wendy Hoopes Mona Sax Max Payne 2 Janet Hurley Female Space Marine Balls of Steel (Darkside) Lee Jackson Fat Commander Balls of Steel (Duke Nukem) Lee Jackson Bodiless Alien Duke Nukem 3D Lee Jackson Doug Wendt Rise of the Triad Lee Jackson Fat Commander Duke Nukem 3D Lee Jackson Genie Balls of Steel Lee Jackson Powerball Balls of Steel Lee Jackson Tibetan Monk Choir Shadow Warrior Lee Jackson Zilla Shadow Warrior Lee Jackson "Dive! Dive! Dive!" Stargunner Chuck Jones Overpatrol Rise of the Triad Dean Lewis Mad Bomber Balls of Steel (Firestorm) Linda Majors Goddess Balls of Steel (Barbarian) } Dave Manuel Additional Voices Duke Nukem: Manhattan Project Nolan Martin Overpatrol Rise of the Triad } James McCaffrey Max Payne Max Payne } James McCaffrey Max Payne Max Payne 2 Scott Miller Strike Patrol Rise of the Triad Lani Minella Anime girls Shadow Warrior Lani Minella Duke Nukem's girlfriend Duke Nukem 3D Daniel Penz Barbarian Balls of Steel (Barbarian) Daniel Penz Cop #2 Balls of Steel (Firestorm) } Judith Peterson Additional Voices Duke Nukem: Manhattan Project James Podesta Various Stargunner Steve Quarrella Low Guard Rise of the Triad Todd Replogle Duke Nukem (death scream) Duke Nukem II William Scarboro Lightning Guard Rise of the Triad Rose Schuler Anime girls Shadow Warrior Joe Selinske Taradino Cassatt Rise of the Triad } Jennifer Server Valerie Winterson Max Payne 2 Joe Siegler Dopefish Rise of the Triad Joe Siegler Dopefish Wacky Wheels Joe Siegler Duke Nukem ("I'm back.") Duke Nukem II Joe Siegler Sebastian "Doyle" Krist Rise of the Triad Susan Singer Thi Barrett Rise of the Triad James Storey "... Something Different" Stargunner Jon St. John Duke Nukem Duke Nukem 3D } Jon St. John Duke Nukem Duke Nukem: Manhattan Project Jon St. John Duke Nukem Duke Nukem Forever Jon St. John Duke Nukem Balls of Steel (Duke Nukem) Jon St. John Scientist #1 Balls of Steel (Mutation) } Vince Viverito Jim Bravura Max Payne 2 } Jennifer Wildes Additional Voices Duke Nukem: Manhattan Project Kristin Williams Computer Balls of Steel (Mutation) Kristin Williams Radio Dispatcher Balls of Steel (Firestorm) Pau Suet Ying Lorelei Ni Rise of the Triad [4.3.7] Creative directors ("Creative director" is synonymous with "producer" and "project leader.") Note: Scott Miller and George Broussard produced, co-produced, and/or executive produced all Apogee games, so they are not listed explicitly below unless they had an unusually close involvement with the project. Name Games ---- ----- Jason Blochowiak XenoPhage George Broussard Duke 3D: Atomic Shadow Warrior Duke Nukem Forever Tom Hall Keen: Vorticons Keen: Galaxy Keen: Aliens* Wolfenstein 3D Spear of Destiny* Rise of the Triad Terminal Velocity } Petri Jarvilehto Max Payne Max Payne 2 } Sam Lake Max Payne Max Payne 2 } Markus Maki Max Payne 2 Greg Malone Duke Nukem 3D David Pevreal Stargunner } Chris Rhinehart Prey Samuli Syvahuoko Death Rally Max Payne } Robert Travis Duke: Manhattan * - An id game. [4.3.8] Advertising layouts Robert Atkins and Michael Hadwin were responsible for all Apogee advertising layouts in magazines, manuals, flyers, and so forth up until mid 1996. Originally, Steve Maines held the position, but, when he left, he was replaced by Robert Atkins. Michael Hadwin came aboard in the summer of 1995. Atkins and Hadwin left the company in mid 1996; afterward, all layouts and manual designs (with the occasional exception, such as Joe Siegler's design of the Stargunner manual) were done by GT Interactive. GT Interactive was later bought out by Infogrames, and they will be doing the advertising layouts for Duke Nukem Forever. Gathering of Developers did the advertising layouts for Max Payne. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [5] Obtaining the Games - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [5.1] The Shareware Episodes [5.1.1] The Internet You can download the shareware versions of Apogee games from their web page, http://www.3drealms.com/. See http://www.3drealms.com/downloads.html for a current list of download links. [5.2] The Registered Episodes The registered versions of the software are the complete versions, and, as they are not shareware, cannot legally exist on public BBS's or FTP sites. The registered versions of the software must be purchased directly from Apogee or from one of Apogee's dealers. The best way to get the most recent ordering information is by checking the company's web site. The direct URL to ordering information is http://www.3drealms.com/order.html. The direct URL to pricing information is http://www.3drealms.com/prices.html. Some of Apogee's games may be ordered online through Yahoo Store. This service is available via the ordering information link above or by going directly to http://www.buy3drealms.com/. Not all of Apogee's games are available for purchase via online download; check the Apogee web site for availability. When you buy through Yahoo Store, you are able to download the game, but, unlike when you order directly from Apogee, you are not mailed a physical box, manual, and CD or disk. [5.2.1] Ordering information To order directly from Apogee, call 1-800-3DREALMS or visit their web site at http://www.3drealms.com/. When calling, please have your Visa/Master Card/Discover/Amex card ready. You can order both Apogee and 3D Realms game titles from this number. The lines are open 24 hours a day. Note that most games have minimum hardware and graphics requirements (the hardware requirements section of this FAQ lists those constraints). Also, certain games are only available in certain formats -- some games are only available on CD, while others are only available on 3 1/2" HD disks. The pricing information screen at the Apogee/3D Realms web site lists which games are available in which formats. If you do not have a credit card, you must mail or fax your order using an order form. The order form is enclosed with all the shareware copies of Apogee's games, and it is available on the web at http://www.3drealms.com/orderfrm.txt. This form can be faxed or mailed. If sending by mail, please allow 4-6 weeks for delivery. Fax is faster, but the 800 number is the fastest. To mail your order, send to: Apogee Software, Ltd. P.O. Box 496389, Garland TX 75049-6389 United States of America To fax your order, send it to (972) 278-4670. Please include a return fax number if you make use of this facility. Note that while the line is open 24 hours a day, the people who reply aren't always there; so if you're faxing when it's the middle of night in Texas, you probably won't get an immediate reply. To order online, visit Apogee's web page at http://www.3drealms.com/. There you may either order games to be shipped to you, or you may buy them via online download. Some games are only available for purchase in one way or another. Check Apogee's web site for availability. Shipping and handling charges are $5 within the United States, $6 to Canada or Mexico, and $8 for everywhere else. (For each additional item, add $1 within the United States or $2 elsewhere.) [5.2.2] What combination deals does Apogee offer? For some years, Apogee offered several combination deals -- two or three games for a discounted price. However, in early 1997, these deals were all discontinued save one, the Kid Combo. Later that year, individual sale of these two games was discontinued, and the Kid Combo deal became the only way to buy these games. Still later, the Keen combo was resurrected. After the Great Price Drop in March 2000, the combination deal prices for these two combos also dropped; when Apogee's online store opened, the individual games became available again for purchasing as online downloads (at prices totalling the costs of the combo deals), but the combo deals remain the only way to purchase them in any other manner. Combo Name Games in Combo Price ---------- -------------- ----- Keen Keen: Vorticons, Keen: Galaxy $20.00 Kid Combo Word Rescue, Math Rescue $29.95 Combination deals cancelled in early 1997 (don't try to order these!): Combo Name Games in Combo Price Save ---------- -------------- ----- ---- Blast'em Raptor, Major Stryker $49.95 $14.95 Duke Duke Nukem, Duke Nukem II $49.95 $14.95 Duke/Cosmo Duke Nukem, Duke Nukem II, Cosmo $69.95 $24.90 Keen Vort/Galaxy Keen: Vorticons, Keen: Galaxy $49.95 $14.95 Keen Galaxy/Aliens Keen: Galaxy, Keen: Aliens $59.95 $10.95 Keen Fun Pack Keen: Vorticons, Galaxy, Aliens $69.95 $30.90 Rally/XenoPhage Death Rally, XenoPhage $40.00 $25.90 Combination deals cancelled in late 1994 (don't try to order these!): Action Secret Agent, Crystal Caves, Dark Ages $49.95 $39.90 Action CGA Keen: Galaxy CGA, Monuments of Mars $39.95 $19.95 Adventure CGA Pharaoh's Tomb, Arctic Adventure $34.95 $14.95 Blake/Wolf3D Blake Stone: Aliens, Wolf3D + Hint Book $89.95 $29.95 Combat Duke II, Halloween Harry, Bio Menace $59.95 $34.90 [5.3] Other Products There is usually a variety of merchandise -- such as hint booklets, T-shirts, mouse pads, etc -- related to Apogee's games that you can buy. Apogee stopped selling these items directly in 1997, but they license other companies to sell them. Many of these products can be purchased through the Apogee web site, http://www.3drealms.com/. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [6] Playing the Games - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [6.1] Cheating Apogee has almost always made a point of putting cheats in their games, both documented and undocumented. Sometimes these cheats are available in all versions of the game; other times they are only available in the registered versions. From 1987 to around May 1993, Apogee games came with a hint sheet, which often contained cheats in them. From May 1993 to December 1993, Apogee games were shipped with a XXXXHINT.EXE file, which had the same text as the old hint sheets. Beginning in 1994, the XXXXHINT.EXE files were done away with too, although sometimes cheats were still mentioned in XXXXHELP.EXE files which previously contained strictly technical support information. Cheat information is now contained either in physical game manuals, or, in the case of some of the CD games, in manuals on the CD itself. The cheats listed in the complete cheat list are subdivided by category. The customer cheats are the cheats listed in the hint sheet, hint file, or game manual that comes with the game. Some of the games also have a debugging mode, which is not generally documented. Their original purpose is to aid in the beta testing of the game. Lots of times, however, the debugging mode is left intact, available for the regular game-player to use. Finally, there are technical support parameters, which are not really cheats, but are used to correct some technical problems. [6.1.1] Complete cheat list This section contains a variety of cheats from various Apogee games. Actually, in the words of Joe Siegler, it's "the first comprehensive cheat [list] ever published for all Apogee titles." This same information is also available on Apogee's web site, at http://www.3drealms.com/cheat/. Note that while the customer cheat keys are officially supported by Apogee, the debug keys are not. If you use the debug keys, Apogee cannot provide any support, since this alters game performance to a state where their standard support comments and issues might not apply. In short, neither Apogee or I can be held responsible for damage caused by usage of the debug keys. (Though, as a word of reassurance, I have never heard of such a thing happening, save where expressly noted below.) From Apogee: [Stargunner] + Cheat Codes - To type in a cheat code, press the PAUSE key and type the desired code below one letter at a time. The "imabigcheat" code must be given before the others will be enabled; this will zero out your score and prevent you from entering the high score list. All cheats require the registered version of Stargunner; none work in the shareware version. imabigcheat - Enable cheat codes, sound bell, and reset score to zero. Control: blast - Full power of the current main weapon. plasma - Switch main weapon to plasma (blue wide fire). pulse - Switch main weapon to pulse (red stream fire). cash - Mega credits; get 5000 credits. flames - Brief invincibility. nuke - Get full nukes. life - Get an extra life. warptoN - Warp to level N, where N is from 1 to 9. Engines: impulse - Standard impulser. ioniser - Hydrogen ioniser. megapulse - Megapulse 2000. gravdis - Gravdis 5. Satellites: ener - Enertron. mine - Mineslammer. dyna - Dynamo 500. Top Sidearms: t00 - Removes top sidearm. t01 - Credit drone. t02 - Plasma bomb. t03 - Evolter. t04 - Matter disruptor. t05 - Rebounder. t06 - A-Matt boomerang. t07 - Fragmentor BE800. t08 - Bipartical cannon. t09 - Flamer. t10 - Ion cannon. t11 - Magnum 3000DX. t12 - Dual laser. t13 - Torpedo launcher. Bottom Sidearms: b00 - Removes top sidearm. b01 - Credit drone. b02 - Plasma bomb. b03 - Evolter. b04 - Matter disruptor. b05 - Rebounder. b06 - A-Matt boomerang. b07 - Fragmentor BE800. b08 - Bipartical cannon. b09 - Flamer. b10 - Ion cannon. b11 - Magnum 3000DX. b12 - Dual laser. b13 - Torpedo launcher. + Debug Mode - For the registered version of Stargunner only, a debug mode is available. Start a new game, then hit F8 during play. Quit the game, then restart it using the same pilot selected previously. From that point on, you can hit F8 during play to toggle invincibility and, in the shop, '5' on the numeric keypad to give yourself 5000 credits (as many times as you like.) + Tech Support Command Line Parameters - These aren't really debug codes, or cheats, either. They're in here for Apogee's Tech Support to use in assisting customers who might be having problems running the game. Unlike the cheat codes listed above, these work in the shareware version of the game also. /nomouse - Disable mouse detection and disallow its use. /lpt1 - Set parallel port for Sega or SNES joystick to LPT1. /lpt2 - Set parallel port for Sega or SNES joystick to LPT2. /lpt3 - Set parallel port for Sega or SNES joystick to LPT3. /cd:DIR - When running from a CD, use DIR for configuration files. Each of the following should have a + or - after it (no spaces), to turn that particular option on or off. /vesa - VESA 2.0 detection. (Default is on.) /lfb - VESA linear frame buffer. (Default is on.) /tseng - Use Tseng ET4000. (Default is off.) /fade - Palette fading. (Default is on.) /sound - All sound. (Default is on.) /music - Music. (Default is on.) /soundfx - Sound effects. (Default is on.) /logo - Display Apogee logo. (Default is on.) /intro - Display intro animation. (Default is on.) [Death Rally] + Cheat Codes - Type any of the following at the menu screen to activate the given cheat: draw - Get $1000. drool - Get $500000. drive - Get 10 points. (Registered version only.) drop - Drop 10 points. - Type any of the following within the game to activate the given cheat: drug - Mushroom effect. drink - Rocket fuel. drub - No damage. dread - Unlimited ammo. drag - Unlimited turbo. [XenoPhage: Alien Bloodsport] + Cheat Codes - Type any of the following at the fight screen to activate the given cheat; retype the code to deactivate it. glassjaw - Stun fighters after every punch or kick. blarney - Fight the secret boss Blarney. (registered version only) bishop - "You suck." blood - More blood. helium - Lower the effects of gravity. invisible - Make fighters invisible. orchid - Make Selena blossom. (registered version only) shadows - Make fighters invisible except for their shadows. stain - Make blood stain the ground. thoughtjinx - Kill both characters. - Type the following at the menu screen or the player select screen to activate the given cheat. This only works in the registered version of the game. champs - Allows you to fight any boss or champion. + Tech Support Command Line Parameters - These aren't really debug codes, or cheats, either. They're in here for Apogee's Tech Support to use in assisting customers who might be having problems running the game. /VERSION - Displays the version number of the game. /START - Shows extra information when starting. /LOG - Store /START information to a file called "log.txt". /SETUP - Start the game in setup mode. /SVGA400 - Make SVGA mode 640x400 instead of 640x480. /NOMOUSE - Don't look for a mouse. /NOJOYS - Don't look for a joystick. /NOJOY1 - Don't look for a joystick on joystick port 1. /NOJOY2 - Don't look for a joystick on joystick port 2. /JOYMAX:n - Limit maximum joystick read value to "n". /NOCONFIRM - Suppress confirmation messages. ("Are you sure you want to...?") /MAXMEM:n - Limit memory usage to "n" megabytes. /NODOSMEM - Alter the way memory is allocated. /NOFRAMEBUF - Alter the way memory is allocated. [Realms of Chaos] + Cheat Codes - You can warp to any level by using a command line parameter when you start up the game. The parameter is "QUEST:ExLyDz", where x is a number from 1-3 and signifies the episode number, y is from 1-9 and signifies the level number, and z is from 1-5 and signifies the difficulty level. If the "Ex" is missing, the episode number defaults to 1; if the "Ly" is missing, the level number defaults to 1; and if the "Dz" is missing, the difficulty level defaults to 3. + Debug Codes - Warning: use of any of the following codes may cause the system to crash -- use at your own risk! - To enter "examine level" mode, hold [capslock] [d] [x] down simultaneously. - For each code given below, press [backspace], then type the word in, letter by letter. FIRE - power up weapons for both characters RAIN - recharge health points MAGMA - power up stamina for both characters ASTRAL - Round mana gems up to 250 PRIME - has effects of FIRE, RAIN, MAGMA, and ASTRAL ETHER - level warp WIND - partial invincibility (invulnerable to everything except spikes, crushing weight, and drowning) + Tech Support Command Line Parameters - These aren't really debug codes, or cheats, either. They're in here for Apogee's Tech Support to use in assisting customers who might be having problems running the game. NOEMS - turn off use of EMS NOXMS - turn off use of XMS FORCEMEM - disregard memory check at startup (can cause poor performance symptoms!) [Rise of the Triad] + Cheat Codes - Type in each cheat code, letter by letter, to get the desired effect. You can type in either the "code" or the "alternate". Note that for the codes, the slash is a backslash, not a forward slash. The codes are not case sensitive. The "dipstick" code must be given before any others, to enable the other cheats. Note that any cheats marked by an asterisk work only in the registered version of the game. All other cheats work in both the shareware and registered versions. Code Alternate Description ---- --------- ----------- \ECC DIPSTICK Enable/disable cheat codes. Control: \GTL GOTO Go to another level. \GOO GOOBERS Restart current level. \REL REEN Re-enter level. \L8R GOGATES Exit to DOS. \ECL GOARCH Exit current level. \FUN [none] Pause and enter rotation mode (use mouse). \EKG [none] Extreme Gib mode. \LEE MAESTRO Game jukebox. Gameplay: \WWW CHOJIN Woundless with weapons. \GOD TOOSAD God mode (temporary invulnerability). * \DOG WOOF Dog mode (temporary invulnerability). \MER FLYBOY Mercury mode (flying). \SHR BADTRIP Shrooms mode (drunk?). \ELA BOING Elasto mode (bounce; no friction). \RFA SPEED Enable autorun. \PAN PANIC Reset to normal; full health; no modes, keys, or extra guns. \OOF WHACK Hurt yourself. \DIE 86ME Kill yourself. Effects: \DON DIMON Light diminishing on. \DOF DIMOFF Light diminishing off. \FON LONDON Fog on. \FOF NODNOL Fog off. \SON SHINEON Light sourcing on. \SOF SHINEOFF Light sourcing off. \CON GOTA386 Turn off floor and ceiling textures. \COF GOTA486 Turn on floor and ceiling textures. Equipment: \BAR SHOOTME Bulletproof armor. \FAR BURNME Asbestos armor. \GAR LUNGDUNG Gas mask. \GAI SIXTOYS Get items (keys, bulletproof armor, health). \BUM SLACKER Get all keys required to finish the level. \OFP HUNTPACK Outfit player (bulletproof armor, keys, heatseeker, and, in the registered version, a split missile). \GW2 JOHNWOO Double pistols. \GW3 PLUGME MP40 machine gun. \GW4 VANILLA Bazooka. \GW5 HOTTIMES Heatseeker. \GW6 BOOZE Drunk missile. \GW7 FIREBOMB Firebomb. \GW8 BONES Flamewall. \GW9 SEEYA Hand of god (permanent god mode). * \GWA SPLIT Split missile. * \GWB KESOFDEATH Kinetic energy sphere. * \GWC HOMERUN Excalibat. * \GWD CUJO Dog weapon (permanent dog mode). Views: \CAM RIDE Missile camera on/off. \HUD WHERE HUD on/off (x,y,room coordinates). \MAP CARTIER Show entire map (doesn't work *from* the map). Demos: RECORD Record a demo (does not work in v1.0). STOP Stop a demo (does not work in v1.0). PLAY Play a demo (does not work in v1.0). + Misc Command Line Parameters - In the registered version, "dopefish" will cause Scott Miller's "mystical head" to appear on the main screen to the accompaniment of "Fish Polka," a musical piece by Lee Jackson, and belches performed by Joe Siegler. The menu sounds will be Tom Hall saying "O," "K," or "Boy," and the level names will be a little sillier than usual. "-screenshots" will enable you to capture screen shots. From the game, press [alt] [C] to save a PCX image. In version 1.3 of the game, the "-screenshots" parameter is not required. [Boppin] + Cheat Codes - The following are available in both the shareware and registered versions of the game from the main menu: [ctrl] [V] - gives a slide show of all episodes (while the show is playing, you can hit the left and right arrow keys to go to the previous and next levels, or esc to quit) [ctrl] [T] - sound testing dialogue The following are available in both the shareware and registered versions of the game during gameplay: [ctrl] [B] - display the mystery spot [ctrl] [L] - moves you to the next level, at the expense of a life; will not work during the final battle [shift] [ctrl] [L] - moves you back a level; this will not work on either the first level of an episode, or the final battle The following are available in the registered version only during gameplay, provided the password "TOYS" is typed first to activate them. [ctrl] [F] - go to the final battle for the episode [alt] [H] - delivers one maximum hit during the final battle [ctrl] [F5] - add one credit to player one (nine maximum) [ctrl] [F8] - add one credit to player two (nine maximum) [1] or [!] - set lives for player one to zero * [2] or [@] - set lives for player two to zero * * These two cheats may not work if the shift key is used for a button. + Misc Command Line Parameters - In version 1.1 of Boppin, the command line parameter "blood" may be used to access the violence mode from version 1.0. [Wacky Wheels] + Cheat Command Line Parameters - The following command line parameters can be used in both the shareware and registered versions of the game: /2 - Fast gameplay. /3 - Really fast gameplay. /debug - Create a ERR.LOG file as you play. turbo - Activate the turbo key [brake]+[fire]. jump - Activate the jump key [brake]+[accelerate]. Additionally, you can specify ONE of the following three weapon parameters: hog - Get 99 hedgehogs. ice - Get 99 ice cubes. fire - Get 99 fireballs. + Misc Command Line Parameters - "NOW" will start the game directly from the main menu. + Miscellaneous - Hitting [F10] during game play will write the screen out to a PCX file. - There is a way to play a track from the registered version of Wacky Wheels in the shareware version, namely, the track featured in the ordering information. Follow these steps: - start a new game and complete track 1 - save the game and quit to the main menu - look at the ordering information - go back to main menu and restore the saved game [Mystic Towers] + Cheat Codes - Cheats are activated by typing "BALDRIC" during a level. Once actived, your score is reset to zero, and you can press the following key combos to achieve what is listed: [lshift] Rxx - where xx is a number of a room to jump to (01-45) * [lshift] H - to get maximum health, also food and drink [lshift] K - to get all keys except the end tower key * [lshift] W - to get full weapons * [lshift] C - to get ten coins * * These cheats work in the registered version of the game only. [Hocus Pocus] + Cheat Codes - For each of the following codes, type each letter by letter: feelgood - get full health blake - get both keys banana - get laser shots (registered version only) quark - get rapid fire (registered version only) [Raptor: Call of the Shadows] + Cheat Codes - The backspace key will restore all your energy and give you a death ray, at the cost of all your money. This will only work in the registered version. + Debug Mode - Set the environment variable "S_HOST" to the value "CASTLE" at the DOS prompt by typing "SET S_HOST=CASTLE" (it must be in caps). Then, when you play Raptor, you become completely invincible, and have all the weapons at your disposal. In addition, you can skip levels by starting them, hitting [esc], followed by [n]; you'll be returned to the hangar, and when you exit again, you'll be on the next level. While in debug mode, you can make use of a level warp. From the level selection screen (Bravo Sector, etc), type a two character combination, one key at a time, that specifies which level you wish to jump to. The first character may be either 'Z' (for episode one), 'X' (for episode two), or 'Y' (for episode three). The second character specifies the level number and must be a key between 'Q' and 'O' on the keyboard, where 'Q' means level 1 and 'O' means level 9. This debug mode, including the level warp, works in both the shareware and registered versions of the game. However, if you try to warp to an episode 2 or 3 level in the shareware version, the game will crash. + Misc Command Line Parameters - "rec" followed by a filename will record your game. "play" followed by the filename of a recorded game will play it back. [Blake Stone: Aliens of Gold and Planet Strike] + Cheat Codes - [J] [A] [M] [Enter] - These keys are to be pressed one at a time. When all are pressed, the message "Now you're Jammin'" appears, and you will be given all keys and 100% health, but your score will be zeroed out. This will only work on the registered version of the game. + Cheat Command Line Parameters - The following command line parameters can be used in both the shareware and registered versions of the game: POWERBALL - Enables debug keys. This also requires that you hold down the left and right shift keys during the JAM Logo intro. Don't hold them down until the white letters start to appear. Once the PC-13 screen is loaded, you can let go. You will hear a "ching" sound during the intro when debug mode has been successfully enabled. The "ching" sound will only happen if you have a sound card. If you have a PC speaker, you won't hear this. TICS - Display TIC INFO in score area. MUSIC - Enable music test mode: [backspace] [arrows] changes music. RADAR - Displays a rotating overhead view during gameplay. Please note that this REALLY slows the game down, to the point of being unplayable. These cheat keys can be use during gameplay only if you invoked the program with the "powerball" parameter: [backspace] W - Warp to level ([shift] [W] loads the default map) [backspace] D - Player invisible (dumb objects) [backspace] G - God mode [backspace] I - Item cheat [backspace] M - Memory info [backspace] P - Pause screen [backspace] Q - Fast quit [backspace] A - Add Actors to AutoMapper. [backspace] U - Unlock all floors [backspace] O - Show hidden walls on auto mapper [backspace] E - Quick Win Mission [backspace] B - Border color [backspace] C - Count objects [backspace] F - Facing spot [backspace] H - Hurt self (only if not in God mode) [backspace] S - Slow motion [backspace] V - Extra VBLs (Vertical Blanking Signal -- this will do nothing for most users) [backspace] [home] - Dec sky color (if ceiling textures are OFF) [backspace] [pgup] - Inc sky color (if ceiling textures are OFF) [backspace] [end] - Dec ground color (if ground textures are OFF) [backspace] [pgdn] - Inc ground color (if ground textures are OFF) [backspace] + - Add shading depth (if textures are OFF) [backspace] - - Dec shading depth (if textures are OFF) [backspace] ] - Inc shading drop off (if textures are OFF) [backspace] [ - Dec shading drop off (if textures are OFF) [shift] [tab] - Show full automap containing all live actors. These cheat keys can be used during gameplay: [6] [7] - Collect all bonus items (gold, ammo, health, etc). [7] [8] - Kill all actors. [6] [8] - Collect all bonus items and kill all actors. + Tech Support Command Line Parameters - These aren't really debug codes, or cheats, either. They're in here for Apogee's Tech Support to use in assisting customers who might be having problems running the game. VERSION - Display version information. SYSTEM - Display system information. HIDDENCARD - Disable checking for video card. NOJOYS - Disable checking for joysticks. NOMOUSE - Disable checking for mouse. NOMAIN - Disable checking for main memory. NOEMS - Disable checking for EMS memory. NOXMS - Disable checking for XMS memory. NOAL - Disable checking for Adlib. NOSB - Disable checking for Soundblaster. NOPRO - Disable checking for Soundblaster Pro. NOSS - Disable checking for Sound Source. SST - Disable checking for Tandy Sound Source. SS1 - Disable checking for Sound Source on LPT1. SS2 - Disable checking for Sound Source on LPT2. SS3 - Disable checking for Sound Source on LPT3. NO386 - Disable checking for 386. ENABLEGP - Enables NoteBook GamePort checking. (This will do bad things if you try it on an Acer.) [Duke Nukem II] + Customer Cheat - For the registered version only, the following two codes can be used during gameplay. Please note that all three letters have to be pressed at the same time. [E] [A] [T] - health is restored to maximum, but score is reset to zero [N] [U] [K] - get a random weapon, plus all inventory required to finish the current level [Alien Carnage] + Customer Cheat - Pressing [B] [I] [G] all at the same time will give you full health and jetpack power. + Debug Mode - The following debug keys work for version 1.1 of Halloween Harry only: [ctrl] [R] [E] [N] - Gives you all weapons, and activates god mode for several seconds. [alt] [L] - Level warp. Type the number of the episode (1-4), followed by the number of the level (1-5). Illegal input will dump you to DOS. This can not be used in the shareware version to access levels in the registered version. [alt] [=] - Change location within a level. Type coordinates after this code; illegal input will probably crash the game. + Tech Parameters - Pressing these four keys at the same time will show you the coordinates you are at on the level. This serves no real function on its own, but it is used by Apogee's Game Hint Line sometimes to locate a player in a level. The keys are [ctrl] [alt] [rshift] [F12] + Misc Command Line Parameters - "skip" will start the game directly from the main menu. [Wolfenstein 3D / Spear of Destiny] + Customer Cheat - Pressing [I] [L] [M] all at the same time, will give you both keys, and will give you 100% health. It will also take your score to zero. This cheat will work in both the shareware and the registered version. + Debug Mode - The debug mode is activated with a different command line parameter depending on what version of the game you have. v1.0 -> -next Once in the game, press [ctrl] [tab] [enter] to activate. v1.1+ -> -goobers Once in the game, press [lshift] [alt] [backspace] to activate. Spear -> -debugmode Once in the game, press [lshift] [alt] [backspace] to activate. Once activated, these are the keys you can use. [tab] [Q] - Quit [tab] [W] - Warp to level xx [tab] [E] - Exit to next level [tab] [T] - Debug info in memory [tab] [I] - Free items [tab] [O] - Map of level (only works in beta versions of Wolf3D) [tab] [S] - Slow motion [tab] [F] - Position info [tab] [G] - God mode (no damage) [tab] [H] - Hurt yourself [tab] [X] - Extra stuff (???) [tab] [C] - Statistics [tab] [V] - Add extra VBLs (Vertical Blanking Signal -- this will do nothing for most users except maybe increase or decrease the game speed.) [tab] [B] - Change border color [tab] [M] - Memory map [tab] [N] - No clipping (walk through walls) (This works only in Wolf3D v1.0 shareware. This mode can cause really bad things to happen to the game, including corrupting itself, which is why it was taken out.) + Jukebox - Hold down [M] when the game is starting to access a jukebox. It only brings up a few songs at a time; keep on doing this, and you'll get a randomly selected list of songs each time. + Spear of Destiny only - To get a Gang Screen, choose the window resize option, change the window size, press enter to confirm, then immediately hold down the [I] and [D] keys together. - If you do nothing in the game for 30 seconds, BJ will either cross his eyes or stick his tongue out at you. It happens quickly, so you have to watch carefully. You can repeat this as many times as you like. - God mode is accessible in Spear without the use of the -debugmode command line parameter. Simply hold [tab] [G] [F10] down together to toggle it. + Tech Support Command Line Parameters are the same as in Blake Stone, except VERSION, SYSTEM, and ENABLEGP do nothing in Wolf3D. + Misc Command Line Parameters - "NOWAIT" will start the game directly from the main menu. + Note: If you press [B] [A] [T] all at once, you'll get a message asking why you're trying to cheat, since this is the old Keen Galaxy cheat code. [Bio Menace] + Cheat Codes - In the registered version only, press the following keys at the same time to activate the cheat. [C] [A] [T] - Get the machine gun, 99 ammo, and 99 grenades. + Secret Weapons - The following secret weapons are available in both the shareware and registered versions of the games. Super Plasma Bolt - Hold the up arrow until you hear a charge sound, then hit fire; this causes one hit point of damage. Fireball Attack - Turn left and right 6 or 7 times in succession, then hit fire. Electron Shield - Turn left and right 6 or 7 times in succession, then hit the jump key. Invincibility Burst - Hold the up arrow until you hear a charge sound, then hit the down arrow. + Tech Support Command Line Parameters - COMP - Turn on SVGA compatibility NOAL - Disable Adlib sound card detection NOJOYS - Disable joystick detection NOMOUSE - Disable mouse detection HIDDENCARD - Disable video card detection [Monster Bash] + Cheat Codes - In the registered version only, you can press the [Z] and [F10] keys down simultaneously to receive five lives. Hold down [Z] first; since the [F10] key, by itself, has meaning in the game, the cheat won't work if you push both down at the same time and the [F10] is the first to register. [Commander Keen: Goodbye Galaxy and Aliens Ate My Babysitter] + Cheat Codes - Pressing the [B] [A] [T] keys all at once will give you 99 shots, an extra life, and all the gems. This does not work on early versions of Aliens Ate My Babysitter. + Debug Codes - Pressing [A] [2] [enter] all at once will activate debug mode. (Early versions of the game do not require this step.) Once activated, these keys will perform the following functions: [F10] [G] - God mode. [F10] [I] - Free items. [F10] [J] - Jump cheat. [F10] [N] - No clipping. (Be careful. Falling off the bottom of the level will kill you even in God mode.) [F10] [Y] - View hidden areas in the level. [F10] [B] - Set border color (1-15). [F10] [C] - Show number of active/inactive objects in the level. [F10] [D] - Record a demo. [F10] [E] - End the current level. [F10] [M] - Display memory usage. [F10] [S] - Slow motion. [F10] [T] - Sprite test. [F10] [V] - Add 0-8 VBLs. (Vertical Blanking Signal -- this will do nothing for most users) [F10] [W] - Warp to any level. [F10] [Y] - Reveal hidden areas. [Commander Keen: Invasion of the Vorticons] + Cheat Codes - Either of these cheats will work with either the shareware or registered versions of the game. The key combinations need to be pressed at the same time. [C] [T] [space] - Gives pogostick, all keycards, and full ammo. [shift] [tab] - Pass through an unplayed level on world map. [G] [O] [D] - God mode, plus jump cheat (jumping causes you to fly). [Cosmo's Cosmic Adventure] + Cheat Codes - Pressing [C] [0] [F10] down simultaneously will give you a full health and bombs. This cheat only works once per game. + Debug Codes - Pressing [tab] [del] [F12] at once activates debug mode. The debug keys are: [F10] [G] - God mode. [F10] [W] - Warp. [F10] [M] - Display memory usage statistics. + Command Line Parameters - Give "apogee" on the command line when starting up Cosmo. The effects of this are many. One, the game will not recognize your old high scores or saved games. (The high scores will be reset to those of Simpsons' characters until you exit and re-enter the program normally.) In this mode, if you die quickly enough after entering a level, you'll be invincible from then on, to everything but pits on the bottom of each level. [Duke Nukem] + Cheat Codes - Pressing [backspace] [pgdn] at the same time will give you all keys and full gun power. This can be used in either the shareware or registered version of the game. + Debug Codes - To activate, start up the game with "asp" as a command line parameter. (It must be in lower case.) Once activated, you can press the following key combinations inside the game. All keys in each combination must be pressed simultaneously. [G] [O] [D] - Get full health and all items. [G] [O] [W] - Advance to the next level. [Major Stryker] + Customer Cheat - The cheats here are a bit more complicated than in other games. There is a two step procedure to active the cheat mode. (This cheat mode only works in the registered version. It does nothing in the shareware version.) Step 1 - Type [C] [H] [E] [A] [T] at the Main Title Screen. All keys need to be pressed one at a time. When you get it, you'll see the message that says "Cheat Active" (it really isn't yet). Step 2 - During the game, hold down the [backspace] key, and then press the [H] & [S] keys at the same time. When you are successful, you'll see a message that says "Cheat Mode On" (it is now). You can hit these three keys again to turn the cheat mode off. - Once activated, you can press these keys to activate various options. Please note that you must hold down the [tab] key first before pressing the others, or it won't work. [tab] [O] - Fire Options [tab] [R] - Rapid Fire [tab] [S] - Shield Options [Crystal Caves] + Cheat Codes - All keys need to be pressed at the same time: [X] [T] [R] [A] - Gives you max ammo. [N] [E] [X] [T] - Lets you warp to any level. + Debug Codes - Pressing [Z] [E] [U] [S] at the same time will put you into God mode and will let you activate the other debug mode key, which is [G]. Pressing that will reverse the gravity in the game. [Secret Agent] + Cheat Codes - Pressing these key combinations at the same time will activate the functions listed. This will work with either the shareware or registered versions of the game. [U] [V] [K] - Gives you 25 ammo. [Z] [G] [I] - Gives you the disk and dynamite. + Debug Codes - Pressing these key combinations at the same time will activate the functions listed. This will work with either the shareware or registered versions of the game. [P] [J] [X] - God Mode [B] [O] [N] [D] - Warp [Math Rescue] + Cheat Codes - These cheats will work in either the shareware or the registered versions of the game. Key combinations have to be pressed at the same time. [E] [L] [M] - Gives you lids and slime. [P] [A] [M] - Level warp. When you hit this combination, the game will freeze. Press a number here, and you will be taken to that level. You will not be able to see the number when you are typing it. + Tech Parameters - Pressing the [+] or [-] keys will speed up or slow down the game appropriately. [Word Rescue] + Cheat Codes - These will work with either the shareware or registered versions of the game. [L] [Z] - Warp. When you type this, the screen will freeze. Enter the level number you want to go to. You will not be able to see the number when you are typing it. [P] [S] - Gives you slime. [escape] - Will skip the finish of the key sequence. [Dark Ages] + Cheat Codes - Press [F10] to activate the cheat mode in either the shareware or registered versions of the game. This activates the following cheats: [backspace] - Reduce extra health requirement to 5 coins. [+] - Rapid fire. [Paganitzu] + Cheat Codes - To active the cheat mode, you need to be at the game menu screen. When you are there, press these three keys at the same time [ctrl] [A] [L], and you will be taken to another screen where you can enter a number. The numbers you can enter and their functions are listed below, and they will work with either the shareware or registered versions of the game. 325 - Gives you 99 lives. 589 - Goes to the end-game sequence. 822 - Double point value. 7xx - Level warp where xx is the level to warp to. 642 - Turn god mode on. 643 - Turn god mode off. [Arctic Adventure] + Cheat Codes - [M] [F] [X] - Pressing all three of these keys at the same time will give you all the keys, the boat, infinite ammo, and infinite pick axes. This will work with either the shareware or registered version of the game. [Pharaoh's Tomb] + Cheat Codes - When the scroll lock is on, the grey plus key will advance you through the levels. This will work on both the shareware and registered versions of the game. [Monuments of Mars] + Cheat Codes - To activate the cheat mode, you need to press [capslock], and then press the combination of [shift] [.]. Once you've done that, you can press [pgdn] to advance a level. This will work in either the shareware or registered versions of the game. [The Kroz Series] + Cheat Codes - To activate the cheat mode, you need to press either [!] or [X]. This depends on which version you're playing, so you will need to try both to see which works on what you have. Once activated, you can use these cheats: [shift] [9], then [rightarrow] - go to the next level [shift] [0] - free items From 3D Realms: }[Max Payne 2: The Fall of Max Payne] } }+ Debug Mode - To enter debug mode, start up the game with the command } "maxpayne2 -developer". Then, once you start a game, you'll be } able to toggle the development console by pressing ~. } The following commands can be entered into the console: } } clear - clears the console } coder - god mode, all weapons, and infinite ammo } getallweapons - get all weapons } getberetta - get a beretta with 1000 ammo } getbullettime - gives you bullet time } getcoltcommando - get a colt commando with 1000 ammo } getdeserteagle - get a desert eagle with 1000 ammo } getdragunov - get a dragunov with 1000 ammo } getgraphicsnovelpart1 - shows part one of the story } getgraphicsnovelpart2 - shows part two of the story } getgraphicsnovelpart3 - shows part three of the story } gethealth - get 1000 health } getingram - get an ingram with 1000 ammo } getkalashnikov - get a kalashnikov with 1000 ammo } getmolotov - get a molotov cocktail with 1000 ammo } getmp5 - get a MP5 with 1000 ammo } getpainkillers - get 1000 painkillers } getpumpshotgun - get a pump shotgun with 1000 ammo } getsawedshotgun - get a sawed-off shotgun with 1000 ammo } getsniper - get a sniper gun with 1000 ammo } getstriker - get a striker gun with 1000 ammo } god - turn god mode on } help - list debug options } jump10 - jump at 10 height } jump20 - jump at 20 height } jump30 - jump at 30 height } mortal - turn god mode off } quit - quits game } showextendedfps - shows extended frames per second } showfps - shows frames per second } showhud - shows HUD } }[Duke Nukem: Manhattan Project] } }+ Cheat Codes - The following cheats are available once you activate cheat } mode. Do this by typing ~ to enter the console, then entering } the command "exec cheats.cfg". Close the console. At this } point, the following keys are available to you: } } G - get everything except the jetpack and forcefield } J - get the jetpack } F - get the forcefield } H - get all ammo } L - get an extra life } K - kill yourself } I - toggle invincibility } P - pause } - - small HUD } = - normal HUD } M - display the current map's name } }+ Special Bonuses } } - Kick an enemy three times in a row with the double-jump-kick and get } a special "combo" power-up. } - Reach 250 ego points and get a double damage power-up. Reach 400 ego } points and get an all-ammo quad damage power-up. } - Complete the game on the hard difficulty level, with all nukes, to } unlock the X-3000 Lightning Gun for future games. [Max Payne] + Debug Mode - To enter debug mode, start up the game with the command "maxpayne -developer". Then, once you start a game, you'll be able to toggle the development console by pressing F12. The following commands can be entered into the console: god - turn god mode on mortal - turn god mode off SetWoundedState - walk as if wounded SetNormalState - walk normally showfps - show frame rate getpainkillers - get eight painkillers c_addhealth(100) - add 100 points of health getallweapons - get all weapons getinfiniteammo - get unlimited ammunition noclip - turn off clipping (walk through walls) noclip_off - turn on clipping getbullettime - replenish bullet time when it runs out gethealth - get health getbaseballbat - get baseball bat getberetta - get beretta getdualberetta - get dual berettas ("getberettadual" also works) getdeserteagle - get desert eagle getsawedshotgun - get sawed-off shotgun getpumpshotgun - get pump-action shotgun getjackhammer - get jackhammer getingram - get ingram getdualingram - get dual ingrams ("getingramdual" also works) getcoltcommando - get colt commando ("getmp5" also works) getmolotov - get molotov cocktail getgrenade - get grenade getm79 - get M79 getsniper - get sniper rifle [Shadow Warrior] + Cheat Codes - The following cheats are available by typing "T" during gameplay and then typing a given code in, one character at a time. swchan - God mode. swgimme - Get all inventory items. swtrekXX - Level warp, where XX is the level number. swghost - Clipping on/off. swmap - Reveal entire map when you look at it. swloc - Show frame rate. If used a second time, shows your location. swres - Change screen resolution. swgreed - God mode on, get all items and ammo. winpachinko - Win every time you play Pachinko. swstart - Restart current level. swquit - Quit game. swtrix - Bunny Rocket mode. swname - Change your name during a multi-player game. dumpsounds - Dump sound listing to a file (development only). soundXXX - Play sound XXX, where XXX is a sound number (development only). [Duke Nukem 3D] + Cheat Codes - The following cheats are available by typing in the given codes, one character at a time. These cheat codes are for version 1.3d and higher of the game. Previous versions have most but not all of the cheats below. dnkroz - God mode and unlimited jetpack fuel. (Can crash the game.) dncornholio - God mode and unlimited jetpack fuel. (Same as dnkroz.) dnview - Prints a message and goes in to view mode ([F7] key). dnhyper - Steroids mode. dnkeys - Get all key cards. dnitems - Get all inventory items and key cards. dnweapons - Get all weapons with full ammo for each. dnstuff - Get all weapons, inventory items, and key cards. dnscottyXYY - Level warp, where X is the episode number and YY is the level number. dnskillX - Change difficulty level to X, where X is from 0 to 3. dnunlock - Open all doors and unlock all locked doors. (Registered version only.) dnmonsters - Turn monsters off (or on). dnclip - Walk through walls. (Can cause the game to crash.) dnshowmap - Reveal the entire level map when you look at it. dncashman - Spew money everywhere when you press the space bar. dncoords - Show detailed map coordinate/level information. dndebug - Display some debugging information. dnrate - Display the frame rate in the upper left corner. You must be in full screen mode for this to be accurate. dnallen - Prints the message "Buy Major Stryker." dntodd - Prints the message "Register Cosmo Today!" ("dncosmo" in versions 1.0 and 1.1.) dnbeta - Prints the message "Pirates Suck!" (Referring to an early pirated beta version of Duke Nukem 3D illegally released on the Internet some weeks before the game's legitimate release.) [Terminal Velocity] + Cheat Codes - The following cheats are available by typing in the given codes, one character at a time: trigods - Invincibility toggle. trishld - Restore shields. trinext - Skip to the next level. trihovr - Hover in place. trifir8 - Afterburner. maniacs - Afterburner. triburn - Fast afterburner. trscope - Toggles music oscilliscope. trframe - Count frames per second. trwarpX - (where X is a level #) Warp to level X of current episode. 3drealm - "Smokin'"; power up everything. trifir9 - Thirty seconds of invisibility. trifir0 - Thirty seconds of invincibility. trifir1 - PAC ammo. trifir2 - ION ammo. trifir3 - RTL ammo. trifir4 - MAM ammo. trifir5 - SAD ammo (registered version only). trifir6 - SWT ammo (registered version only). trifir7 - DAM ammo (registered version only). + Extra Keys - Each of the following must be invoked from the main menu. If they don't work on their own, try holding [ctrl] down before pressing the desired letter. [Z] - Display benchmark statistics for your computer. [M] - Play a MOD file. [B] - Play a TVI animation file. [S] - Sound debug mode. [R] - Record a demo. [P] - Play a demo. From Pinball Wizards: [Balls of Steel] + Cheat Codes - To activate a cheat during gameplay, press [PrintScreen] either during play or when play is paused. Then type one of the following codes on the line provided. If the code you entered is valid, you will hear, "Yes, Master" and see an appropriate message. All Tables grand canyon - toggle ball blocker last legs - set to final ball morlock - increase time eloi - reduce time pitchfork - increase points couch potato - ready video modes triplets - ready 3-ball freak show - light extra ball warp core - enable powerball Darkside Only whodunnit - ready decision bucket - recharge kickbacks nerf gun - ready super cannon popcorn - light super pops roach motel - light Crawler attack evil twin - ready 2-ball t-minus 1 - ready target practice t-minus 2 - ready bug hunt t-minus 3 - ready guard duty t-minus 4 - ready xenophobia t-minus 5 - ready meteor storm t-minus 6 - ready rescue t-minus 7 - ready showdown t-minus 8 - ready final assault Duke Nukem Only whodunnit - ready mystery bucket - recharge kickbacks gatekeeper - get all keys meat market - pickups t-minus 1 - "Come get some" mode t-minus 2 - "Let God sort'em out" mode t-minus 3 - "Nukem til they glow" mode t-minus 4 - "Blast'em into space" mode t-minus 5 - "Hail to the king, baby" mode t-minus 6 - "More guts, more glory" mode t-minus 7 - final Duke mode Firestorm Only whodunnit - light mystery bucket - relight kickbacks road rage - ready car chase evil twin - ready 2-ball t-minus 1 - countdown t-minus 2 - freeway chaos t-minus 3 - bomb scare t-minus 4 - waterfront mode t-minus 5 - airport mode t-minus 6 - subway alert t-minus 7 - arson attack t-minus 8 - firestorm Barbarian Only whodunnit - gift of the gods bucket - light death savers dry - earth mode cool - air mode hot - fire mode wet - water mode yorick - portal mode new york - ready citadel t-minus 1 - diamond mode t-minus 2 - sapphire mode t-minus 3 - ruby mode t-minus 4 - opal mode t-minus 5 - emerald mode t-minus 6 - blade mode Mutation Only whodunnit - light mystery award bucket - relight kickbacks toadstool - light Toxic Spores popcorn - light super pops evil twin - ready 2-ball t-minus 1 - light red alert t-minus 2 - light atom smashing t-minus 3 - light feed the beasts t-minus 4 - light high voltage t-minus 5 - light radiation leak t-minus 6 - light mutation t-minus 7 - light outbreak Console Games: [Max Payne - Playstation 2] To unlock all levels, play up to Subway A1, then return to the main menu and press up, down, left, right, up, left, down, circle. To get all weapons and full ammo, pause the game and press L1, L2, R1, L2, triangle, circle, X, square. To enable god mode, pause the game and press L1, L1, L2, L2, R1, R1, R2, R2. [Max Payne - Xbox] Go to the main menu. Hold down both triggers and thumb buttons and enter, as fast as possible: white, black, black, white, white, black. You only have about half a second to enter this sequence. If it takes, you'll get a cheat menu that lets you refill your ammo or get all weapons. [Duke Nukem: Land of the Babes] To enter a cheat code, you must first access the cheat menu, which you can get to by pressing L1, L2, R2, R1, L1, L2, R2, R1, L1, L2, R2, R1, L1, L2, R2, R1, Circle (4x), X (4x), Square (4x), Select (4x). From there, you can do any of the following: L1, Square, Circle, Circle, Square, L1, L2 - invincibility R2, X, L1, Square, R1, Circle, L2 - free weapons Square (3x), Circle (3x), X - ludicrous gibs L1 (6x), R2 - temporarily invisibility Square, X, Circle, Square, X, Circle, Square - invisibility Circle, X, Square (2x), X, Circle, Square - level warp L2, R1, L1, R2, Circle, X, Square - first person view L1 (2x), R1 (2x), X (2x), Circle (2x) - full armor R1 (2x), Circle (2x), L1 (2x), R2 - max out ego X, L1, X, R1, X (2x) - small heads X (2x), R1, X, L1, X - big heads Square, X, Circle (2x), X, Square (2x) - small head Duke Square (2x), X, Circle (2x), X, Square - big head Duke L1, L2, R1, R2, Square (2x), Circle (2x) - view outtakes Circle, R2, L1, Square, L2, X, R2 - view final movie [Duke Nukem: Zero Hour] The cheats in Duke Nukem: Zero Hour are unique. You can't enter "codes" to get them; you must earn access to them by successfully completing levels and accomplishing other tasks. Once you have earned a secret, you'll need to start a new game, and then you'll be able to enable the cheats from the main menu. In addition to cheats, a new Dukematch character will become available for you. The following table shows which cheats are available, and what you must do to earn them. When you successfully complete the game, first person mode and the Action Nukem cheat will become available. Level Task Dukematch Cheat ----- ---- --------- ----- 1. Mean Streets None. Enforcer & Grunt None. 2. Liberty or Death All Babes Riot Pig Big Head Mode 3. Nuclear Winter All Kills Apocalypse Grunt Big Gun Mode 4. Wetworld (secret) All Secrets Enforcer Captain Flat Shade Map 5. Fallout All Babes Apocalypse Riot Pig Ice Skin 5 6. Under Siege All Secrets Army Duke #2 Weather Conditions 9 7. Boss Hog None. Female Soldier None. 8. Dry Town All Babes Indian Pig High Speed Zombies 9. Jailbreak All Kills Female Marshall Max Ammo: Blaster 10. Up Ship Creek All Babes Battle Enforcer Max Ammo: Shotgun 11. Ft. Roswell All Babes General Custer Max Ammo: Rifle 12. Probing the Depths All Kills Cowboy Pig Max Ammo: Revolver 13. Cyborg Scorpion None. Squaw & Sheriff None. 14. Whitechapel Killings All Kills Jack the Ripper Max Ammo: Sawn Off 15. Dawn of the Duke All Secrets Soldier Pig Max Ammo: SMG 16. Hydrogen Bomb All Kills Capitalist Pig Max Ammo: Gatling Gun 17. The Rack All Secrets Soldier #1 Max Ammo: Volt Cannon 18. Going Down (secret) All Babes Victorian Duke #2 Max Ammo: Sniper Rifle 19. Brainstorm None. Soldier #2 None. 20. The Brothers Nukem All Kills Evil Duke Max Ammo: Freezer 21. Alien Mothership All Babes Army Duke #1 Max Ammo: Gamma Cannon 22. Zero Hour None. X-Terminator None. [Duke Nukem: Time To Kill] In the cheat codes below, the L, R, U, and D symbols refer to the left, right, up, and down controls on the D-Pad. The L1, L2, R1, and R2 symbols refer to the shoulder buttons. The S symbol refers to the select button. To use these cheats, enter them from the pause menu. For the four cinematics cheats (play intro, victory, credits, and kilt), you must first enter the codes, then exit the game. L, R, L, R, S, L, R, L, R, S - infinite ammo L1, L2, U, L1, L2, D, R1, R, R2, L - all weapons R1, L2, L1, L2, R1, L1, R1, L2, L1, L2 - temporary invulnerability L2, R1, L1, R2, U, D, U, D, S, S - invulnerability R1, R1, R1, R1, R1, L2, L2, L2, L2, L2 - get all inventory items U, R, U, L, D, U, R, L, R, D - get all keys D, D, D, D, D, D, D, D, D, D, U - level warp R1, R2, L2, L1, R1, R2, L2, L1, S, S - super weapons R1, R1, R1, R1, R1, R1, R1, R1, R1, R - small enemy heads R1, R1, R1, R1, R1, R1, R1, R1, R1, L - big enemy heads R1, R1, R1, R1, R1, R1, R1, R1, R1, U - big head Duke R1, R1, R1, R1, R1, R1, R1, R1, R1, D - small head Duke R1, R1, R1, R1, R1, R1, R1, R1, R1, U - big head Duke L1, R1, L1, R1, L1, R1, L1, R1, L1, R1 - invisibility L2, R2, L2, R2, L2, R2, L2, R2, L2, R2 - double damage S, U, U, U, U, U, U, U, U, U, S, L1 - play intro S, U, U, U, U, U, U, U, U, U, S, L2 - play victory S, U, U, U, U, U, U, U, U, U, S, R1 - play credits S, U, U, U, U, U, U, U, U, U, S, R2 - play kilt L, R, U, L, R, D, L, R, L1, R1 - continues }[Duke Nukem: Total Meltdown] } }+ Cheat Codes - The following cheat codes are available: } } Super Kick - Hold down L1, L2, R1, and R2, and press Square during play. } Infinite Ammo - Pause the game, and press X, X, O, Square, Triangle, } Triangle, Left, R2. } Invincibility - Pause the game and press L1, R2, R1, R1, L2, R2. [Duke Nukem 64] For each of the following codes, you need to access the cheat menu, then enter the codes at the main menu to enable the corresponding cheat option in the cheat menu. You can get to the cheat menu by entering Left, Left, L, L, Right, Right, Left, Left at the main menu. R, Right C, Right, L, Left, C, Left, Right C, Right - items L, Left C, Left, R, Right C, Right, Left, Left, Right - turn monsters off R, R, R, R, R, R, R, Left - invincibility The following cheat code can be entered without using the cheat menu. L, L, L, Right C, Right, Left, Left, Left C - level warp [6.1.2] Hex editing Editing saved game files is one of the finer methods of cheating. Below are the specs for the saved game files for some Apogee games. To make use of these specs, you'll need a hex editor (an editor, as opposed to a text editor, which allows you to directly edit a binary file), and a small dose of know-how. If you are not comfortable with computers in general, it is not recommended that you attempt to cheat in this manner; mistakes editing these saved game files may cause unpredictable results. Naturally, neither Apogee nor I take responsibility for any damage caused by manually editing saved game files. [6.1.2.1] Raptor: Call of the Shadows With a hex editor, change bytes 27h and 28h of a Raptor saved game file (char????.fil) to the value FF. When you load this saved game, you'll have a few million dollars to spend on equipment. If you don't have a hex editor, there are some programs available that do this for you. The most common is RapCheat, available in various game cheat archives. [6.1.2.2] Wacky Wheels You can edit the WACKY.CFG file to change a number of different things: 872H - number of laps, in longints (back up three and use those four bytes; remember that longints, integers, and words have reversed bytes). 876H - Difficulty level (1=amateur, 2=pro, 3=champ). 882H - Your points. 886H - Opponent's points. 88AH - Opponent's points. 88EH - Opponent's points. 892H - Opponent's points. 896H - Opponent's points. 89AH - Opponent's points. 89EH - Opponent's points. 87AH - Course group (bronze, silver, etc). 87EH - Course number (1-5). 8C3H - Number of porcupines. 957H - Horsepower of your engine (1=12HP, 2=6HP). Changing your character type is slightly more complicated. First, edit location 86AH as follows, remembering your old character number. 0=Uno, 1=Sultan, 2=Morris, 3=Peggles, 4=Razer, 5=Ringo, 6=Blombo, 7=Tigi At location 8A2H should be the number of your old character. Somewhere between 8A6H and 8BEH should be your new character number. Switch those bytes, so the one with the new character number has the old one in it, and your character number has the new number in it. Note that changing the course group in the shareware version will not permit access to the registered version course groups, but will instead crash the game. [6.2] Hints The following contains some of the most frequently needed hints to various Apogee games. In the interest of keeping this FAQ from growing much more than it already has, it is limited to those hints and clues Apogee is asked for the most. This section contains spoilers -- use with caution. [6.2.1] Paganitzu The solutions to two of the hardest Paganitzu levels, 1-12 and 1-19, follow. Paganitzu Episode 1 - level 12: LEGEND 1 + + + + + + + + + + + + + + + + ------------------- 2 = & & & & & & & & & & & & & & + ( -- starting point 3 + k k k + + + + + + + + D D D ! & -- water 4 + + k + + k + D k D + + -- walls 5 + * * * + S S + D D D + ! -- the exit 6 + + + + * -- boulders 7 + k + + R * R + = -- pipeline 8 + * * * + S S + * * * + R -- rubble 9 + + S -- snake 10 + + + + + * * + + + + + # -- spider 11 + # R R ( D -- diamond 12 + + + + + + + + + + + + + + + + k -- key A B C D E F G H I J K L M N O P You begin at the point P-11. First, we'll concentrate on clearing the left side of the map and getting the 4 keys. Remove the rubble at K-11, then go to B-9. Push the rock at B-8 up one space, then push the rock at D-8 up one space. Then move to D-8 and push the rock at C-8 to the left. The left side of the map should now look like this: 1 + + + + + 2 = & & & & 3 + k k k + 4 + + 5 + * * * + 6 + + 7 + * k * + 8 + * + 9 + 10 + + + + + 11 + # 12 + + + + + A B C D E Get the key at C-7, then repeat the same steps for the next set of 3 boulders (i.e. push the rocks at B-5 and D-5 up one space, then push the rock at C-5 to the left and get the keys. Notice how this leaves you with 2 usable rocks, now located at D-7 and D-4. We'll come back to them; now it's time for the right side of the screen. Prepare by pushing the rock at I-10 up one space, then release the spider by clearing the rubble at F-11. Keep out of his way, and as soon as possible, go stand at H-9, directly to the left of the rock you just pushed up. When the spider begins going down the "corridor" of L,M,N,O-9, follow him with the rock. Here's what the right side of the screen should look like: 1 + + + + + + + + + 2 & & & & & & & & + 3 + + + + + D D D ! 4 + + k + D k D + 5 S S + D D D + 6 + + where you are "@" at H-9, pushing the rock at 7 + R * R + I-9 to the right as the spider goes down the 8 S + * * * + "corridor" from L-9 to O-9 9 @ * # + 10 * + + + + + 11 R ( 12 + + + + + + + + + H I J K L M N O P When you trap the spider at O-9 with the rock, he will explode, turning himself, the rock at O-8, and the rock you were pushing at N-9 into diamonds. Move into the area, and get the diamonds and key. Notice now that you have 3 usable rocks available to you, at M-8, N-8, and N-7. You now have enough rocks to proceed. Use the 4 rocks from the right side of the screen, (if you mess anything up, you've got two extra rocks on the left side) to block the snakes, get the final keys, and exit the level. Paganitzu Episode 1 Level 19 1 X X X X X X X = ! X X X X X X X 2 X & & & & & = = X X k X LEGEND 3 X k X X X ------------------ 4 X k * X X S X X -- rock wall 5 X * = = & X & & & & X & -- water 6 X * * = & & X & & & & X * -- boulder 7 X = = & k X k -- key 8 X * X * * X = -- pipe 9 X X * * * X S -- snake 10 ( X * * X ^ -- spikes 11 X & & & & & = = S k X X ( -- entrance 12 X X X X X X X = X X ^ X X X ^ X ! -- exit A B C D E F G H I J K L M N O P Throughout this message, I'll refer to a trick I'll call "the technique" which is essentially, pushing a rock from below or from its right side up to the coordinates I-4, moving yourself to H-4, then pushing the rock to the right, then down. "The technique" is useful for getting rocks in a position where you can push them from its left side. But more about that later. Here we go. First, avoiding the spider, push the rock at E-6 up one space, then push the rock at D-8 up and to the right one space (so it ends up at E-7). Keep out of the spiders way until he enters the small "nook" area you created at E-6 - when he does that, push the rock at C-6 in behind him. The spider, trapped by the rocks and the pipeline, will explode, turning the rocks and the pipe into diamonds and opening a passage to the right side of the screen. Next, on the right side of the screen, push the rock at I-9 to the left against the wall, then push the rock at I-8 up to I-4. Now use "the technique" to get that rock down to J-7. So far so good? Push the rock at J-7 to K-7, so it will be a few spaces directly above the spears. Now comes a semi-tricky part. You must run and push the rock that is at L-8 to M-8. If you do it right, the spears will shoot up and miss you, hitting the rock you left at K-7 earlier. Now you should be at L-8, and the rock that was formerly there should be at M-8. (Make sure didn't push the rock too far -- if it ended up at N-8 or O-8 instead of M-8, you'll have to start over!) Now, go down and dissolve the wall at M-11 (just run into it) and get the key at L-11 (the snake can't attack since the discharged spears are in his way. Now, push the rock at M-10 to N-10, then push it up into the water at N-6. Next, push the rock at M-8 to N-8, push the rock at M-9 down to M-10 to get it out of your way, then push the rock at N-8 up into the water at N-5, and push the rock at M-10 up into the water at M-6. Now you'll need to use the rock at K-7 which the spears hit earlier. Don't worry; the spears won't come up any further after you move the rock. Standing to the right of the rock at K-7, use "the technique" to move the rock over and up to I-4, over to J-4, then back down to J-7. Push the rock over to M-7, then up into the water at M-5. Finally, push the rock at L-9 up to L-7, then use "the technique" to manipulate it like the others, until you can push it (from its left side) over to N-7; then push it up to N-4 to block the snake. After that, the rest is easy. Walk up through the gap at M-6 and M-5, grab the key, head back down, grab the key at O-7 and turn and run QUICKLY before the spikes hit you (it can be done!), then head for the exit! [6.2.2] Commander Keen: Goodbye Galaxy and Aliens Ate My Babysitter The following procedures tell you how to get to the secret levels in episodes 4-6 of the Commander Keen series. The text was adapted from a procedure written by Joe Siegler. Episode 4: To get to the Pyramid of the Forbidden (the hidden pyramid with the hand on it), go to the Pyramid of the Moons level, get the yellow crystal and go to the room that has twelve inchworms in it. To the left is an open passageway with some inchworms to the left of it. All the way to the right of this bottom room is a door that needs the yellow crystal. Go through the door and flip the switch behind it. The left trapdoor will close over allowing all the inchworms to gather. Get the twelve inchworms together in one spot. When you are near them, they will follow you; if they are off-screen, they'll lose track of you. When the twelve are gathered together, a foot will form above your head. Jump on the foot, and it will take you to the hidden pyramid. While you're in the hidden pyramid, you won't be allowed to play any other levels until you finish that one. When the hidden pyramid level is completed, the foot will be there again. Jump on it, and you'll be transported to the outside of the Pyramid of the Moons, and you can continue with your game. To get outside the Pyramid of the Moons, you need to go all the way to the left of the room where the inchworms are. There will be four guns in the ceiling shooting down. To the left of them is a hole in the ceiling you can jump into. Do that, and there will be a pole in there (that you can't see) that you can grab onto. Save your game, since it's easy to die in here. Follow the passageway and you'll see a door. You can go into that door if you want; there's a free life. Come back through and jump into the ceiling above that door, and follow a passageway in the wall. You'll come out to a doorway with a bunch of ice cream cones in front of it. Go through that door, and you're outside the pyramid. However, if you exit this level before going to the hidden pyramid, you won't be able to get to the hidden pyramid, since this level (Pyramid of the Moons) will be considered finished, and you won't be able to get back in. Episode 5: Stand in the archway near the end of the level in the "Gravitional Dampening Hub". You will not be able to see yourself in there. You'll need to do the down jump maneuver, which is holding the down arrow and pressing jump. You will fall into the floor below you. You will then need to walk to the left, as far as you can go. Since you will not be able to see yourself, the only way to know it's working is if the screen starts moving. If, when you start moving left, you appear again next to the arch, you didn't do the down jump maneuver right. Once you walk to the leftmost part of the level, you'll fall all the way to the bottom of the level. Once you stop falling, walk to the right, and you'll appear again. SAVE YOUR GAME HERE! The passageway that you're in leads to a teleporter, which will take you to the secret level. There are no more secrets along the way here, but there is a LOT of stuff that will kill you, which is why you should save beforehand. Also, there is a bug in the secret level of Keen 5. Once you get there, if you look around hard enough, you'll find a transistor that you're supposed to pogo on and break. Sometimes you'll not be able to break it. Apogee never found why this happens. Sometimes it will work; sometimes it won't. If you do break it, the end game story will say that the Shikadi ship blew up; otherwise, it will say that it got away. Episode 6: This is the easiest one of them all. Right before the final level of the game, when you're on the world map, you'll see a somewhat large blue towering thing that looks like a cross between a hut and a mouth. If you look beyond it, you'll see a yellow fence. If you walk through the mouth and out the other side, you'll come to the fence (don't enter the level; going in the mouth and pressing space will put you into the level). Stay on the world map, and wait there a minute or two. A spaceship will come around, pick you up, and will take you to the secret level. When you're done with the secret level, wait for the ship again, and it will take you back. An English translation of the Galactic Alphabet is in a hidden area in this level. [6.2.3] Duke Nukem 3D: Atomic Edition A particularly difficult part of "Duke Nukem 3D: Atomic Edition" is finding the red keycard in Episode 4, Level 4 ("Babe Land"). The red keycard can be found from the shooting gallery. You must shoot the second and fourth circular targets -- this will open a space behind the stuffed prizes. Shoot the toys and drop inside, and you'll find the keycard. [6.2.4] Stargunner A feature of Stargunner that gamers frequently overlook is that games may be saved mid-level. You may hit [F2] at any time to save your game. Mid-level saved games are not uncommon in Apogee games, but it is occasionally missed in Stargunner because the feature is not heavily advertised within the game, and Stargunner's predecessor, Raptor, did not have this feature. Nevertheless, saving mid-level is often essential for solving Stargunner, as the game can be very difficult even on the easiest difficulty setting. It is also worth noting that, since Stargunner keeps track of each individual player that uses the game, it is able to provide eight saved games slots *per player*. And, since you are not given unlimited lives as with many other Apogee games and must converse lives whenever possible, it is highly recommended that you make use of each and every one of those eight saved game slots instead of overwriting the previous saved game each time. This way, if you ever get cornered in a spot where you absolutely cannot proceed without more lives than you have, you can backtrack as far back as necessary and try to do better. [6.3] Secrets and Other Fun Things Frequently, game programmers will embed little fun things into their games. Usually, these things would not crop up under ordinary game play. Sometimes it requires doing certain things, typing certain codes, or even activating the program on a particular day or time. Sometimes these little things are called "easter eggs." Below are some such things that can be found in some of Apogee's games, and the instructions for getting to them. [6.3.1] Commander Keen: Goodbye Galaxy! In Keen: Galaxy, episode 4, go to the level entitled "Pyramid of the Moons," and from there, to the half moons painted on the floor. If you stand on these and do nothing for a while, Keen will moon you, instead of his usual idle activity of reading a book. This will only happen once per game, however. Also, in all episodes of Commander Keen, signs are written in an alien language. The comment is made, "too bad you don't know the language." Well, now you do. The language is a simple symbol substitution, the key of which is given below. This key appears only twice in all the Keen games; in the secret areas of the secret levels of episodes three and six. A B C D E F G H I J K L M # # # #### # # ##### # ### # # # # # # # # # # # # # # # # # # # # ## # # # # ### ### # # # # # # # # # # ## ### # # # # # # ### # #### # # # # # # # ## N O P Q R S T U V W X Y Z # # ## # # # # ## # # # # # # # # # # # # # # # ### # # # # # # # # # # ### # # # # # # # # # # # # # # # ##### ### # # # # # # # # # # # ### # # [6.3.2] Raptor: Call of the Shadows Raptor was written by Cygnus, and it seems to be a birthday present to themselves. Whenever Raptor is started when your system's clock matches the birthday of one of the people at Cygnus, Raptor behaves a little strangely. Here's the list of recognized birthdays. You can reset your system clock to one of these dates manually, if you wish; any year should be all right, so long as it's not in the past: March 12 Bobby Prince May 16 Scott Host August 28 Rich Fleider October 2 Jim Molinets Note that in v1.0 of Raptor, Bobby Prince's birthday was not recognized, while Tim Neveu's was. What happens is this: first, the Apogee logo is displayed, but not with Apogee's trademark music. Instead, you hear the Cygnus folks, sounding a little tipsy, humming the Apogee theme music themselves. In version 1.1 and 1.2, Bobby Prince says, "You boys just don't get it, do ya?" immediately afterward. (This file is available online in WAV format; the direct URL is http://www.3drealms.com/sounds/rapgoof.wav. You'll also hear it if you go to the Raptor product catalog entry in Apogee's web site and click on the cursor in Raptor's main menu.) In addition, some of the Raptor levels contain enemies that don't normally appear such as monkeys who throw coconuts at you, raptor dinosaurs scurrying across the screen, and cows with machine guns concealed beneath their hides. Most of these peculiar enemies appear on the first mission of the game, and they are usually difficult to kill. Finally, when you exit the game, you get to hear the member of Cygnus whose birthday it is give an impersonation of a monkey. This might consist of hooting or screeching sounds, or simply an eloquent rendering of the word "monkey." (The raucous you hear when monkeys appear during the game are all the monkey impersonations playing together at random.) There is a way, beyond setting the system time to a particular birthday, of getting the monkeys and raptors and cows to fight you. When the screen comes up where you must choose a sector to fly, flip the switch at the bottom center of the screen by clicking on it with the mouse. It should darken. This activates the three lights to the right of this switch. In version 1.0 of Raptor, you should turn on the first and third lights; in v1.1 and v1.2 of Raptor, you should turn all three lights on. Then you can select a sector or "auto pilot" and fly the level. You'll know the cheat worked if you hear a static-like sound. All levels have some new enemy that appears by using this cheat, though sometimes they are small and inconspicuous. Besides monkeys, cows, and raptors, there are: the ship from 2001: A Space Odyssey, the ship from Space 1999, pedestrians, a woman sunbathing on a roof, and other miscellaneous items. Note, however, that if you activate the "battle cow" mode using the switches, as opposed to running the game on a Cygnus birthday, you don't get the goofy Apogee theme song in the beginning, nor the individual monkey impersonation at the end. [6.3.3] Wacky Wheels To see the Dopefish, a creature from Commander Keen, start any single player race. When everybody else moves, stand still. Hold down the break, and turn left all the way around until the Dopefish shows up. Note: the lion that starts the race must remain on the screen the entire time; otherwise, the Dopefish won't appear. You can do this as many times as you like, so long as the lion doesn't leave the screen. Also, in the shareware version of the game, there are two ways to play the track shown in the ordering information of the shareware game, which is supposed to be a track available only in the registered version. One way is to play in Championship Mode; you will play that track as a bonus. The sneakier way is to exploit a loophole. Start a new game, and complete track 1. Save the game, and quit to the main menu. Now look at the ordering information. Go back to the main menu, restore the saved game, and voila. There's an inside joke in the game that appears when you select your engine power (6 or 12 horsepower). The caption on the screen reads "Lee & Jackson Lawnmowers." The story behind this is that Lee Jackson (at that time not yet promoted to Music and Sound Director) made a comment at a beta conference that the go-kart engines sounded too much like little Briggs & Stratton lawnmower engines. The game's programmer, Andrew Edwardson, got Lee Jackson back for this remark by including the caption -- "Lee & Jackson," split up in the same way "Briggs & Stratton" reads. [6.3.4] Rise of the Triad If you start ROTT when your system clock indicates that it's one of five different holidays, the "group picture" of the five main characters is changed slightly. In addition, on Christmas, the music for the first level is changed to a familiar Christmas tune. The holidays and effects are as follows: Easter Lorelei Ni wears Easter Bunny ears. Cinco de Mayo 05/05 Ian wears a sombrero. Independence Day 07/04 Doug holds an American flag. Halloween 10/31 Thi wears a witch's hat. Christmas 12/24 Taradino wears a Santa Claus hat; new music 12/25 for the first level. Also, there's a way to get all five "holiday hats" in Rise of the Triad to show up on the screen at the same time. If you finish the game the right way, and destroy all the larvae in the last level, watch ALL the credits (takes several minutes). You'll get to a screen that says "The HUNT is victorious. The End." Do nothing. Let it sit there for about a minute or two, and you'll get another "The End" screen where all five "holiday hats" are shown at once. A second amusing way to start Rise of the Triad is to supply "DOPEFISH" as a command line parameter ("ROTT DOPEFISH"). This causes Scott Miller's mystical head to appear on the main screen. Lee Jackson's musical composition "Fish Polka" will play. Joe Siegler will burp. Tom Hall will say "O," "K," or "Boy" as you move around the menu. And the names of the levels will be a little sillier than usual. If you play the shareware version of Rise of the Triad through to completion, don't interrupt the end credits. A sequence of messages will appear, and if you wait long enough, the messages will get sillier and sillier. In the secret level "Eight Ways To Hell" (episode 3, area 8), designed by Joe Siegler (a noted and revered Dopefish follower), there's a hidden area about half way through the level. It's a long, narrow hallway with boulders running down the middle and elasto-modes on the sides. There's a touchplate at the beginning of the hallway which, when triggered, will open up a secret room. The gray walls in the middle of the secret room spell a message written in the Commander Keen language (see the Keen secrets section, below). Look at all the gray walls from all angles, or use the \MAP cheat (see the cheats section). Then look at the map to see the letters. Translated, it says, "Dopefish Lives!" Bosses play big roles in Rise of the Triad. There are four, one at the end of each episode, and arranged in order of weakest to strongest. There are ways to kill two of the bosses that the programmers at Apogee never thought to try. These "loopholes" are "fixed" in version 1.3 of ROTT, but version 1.2a and previous versions still have the loopholes. For Sebastian "Doyle" Krist, you can lure him out of the room by hitting the touch plate diagonally away and to the right of the gold door as you enter it. The triggering the touchplate will block the gold door and open a passageway. Lure Krist through here carefully, then through the brown door. Then go up the staircase! Krist, in his wheelchair will follow you up. However, due to a bug in Krist's programming (he was never intended to ascend stairs), he won't fall back down to the ground. He'll fire missiles at you, but if you're safely beneath him, they won't hit you. Shoot him until he's dead. You can also lure the NME out of the room he starts in, but if he's led into the nearby spinblades, the game will crash (this bug, by the way, was *not* fixed in ROTT version 1.3, so be careful). The second loophole involves the final boss, El Oscuro, in his final form (the snake-like form). Get a firebomb and an asbestos vest. Then find El Oscuro and lure him into a corner. Keep the corner at your back. Aim the firebomb down and fire it -- this will thrust you up into the air. Land on El Oscuro and wait for him to exhaust himself. (The intended method of killing him is to not fire at him at all, but dodge his own attacks until he dies of exhaustion. In all his forms, firing at him simply makes him stronger! Note, however, that El Oscuro can be hurt by the firepits, so luring him over those is another technique for doing him in. The boss monster for episode 2 of the registered version, Sebastian Doyle Krist, is a reference to the British comedy series, "Red Dwarf." In the last episode of Season 5, entitled "Back To Reality," there is an alternate reality where the Dave Lister character is called "Colonel Sebastian Doyle." Red Dwarf fan Joe Siegler (who was also the one photographed for the Doyle Krist character) tried to get project leader Tom Hall to call Krist "Colonel Sebastian Doyle Krist," but Tom "wouldn't go for it." It's hard to see, but there's a license plate on the back of the NME (the boss monster for episode 3 of the registered version). It looks like a Texas license plate that says "Spray." (Spray is the NME's nickname, given by the ROTT developement team.) Several people have run across the curious message "I'm Free" while playing ROTT and don't know what it means. If you get this, you're probably playing either the "This Causes An Error" level in the registered version, or you're playing a user-made level. The cause of the note is whenever a moving wall crosses the boundary of a level and just keeps on going. The game detects the problem, but, before crashing with a regular error message, manages to put up the picture saying, "I'm Free" (drawn by Tom Hall). The "This Causes An Error" level, originally titled "WanderWall Bug Map," has a pushwall in it that leaves the level, crashing the game with the "I'm Free" message. In the rejected ROTT levels (ROTT_REJ.ZIP), there is a level called "This Causes An Error Too." What all this is, is a manifestation of in-house humor. If you don't get it, that's good, because you're not supposed to. It's one of those "you had to be there" things. At any rate, the story goes...during the development of ROTT, when a level was tested wherein a pushwall was inadvertantly directed out of the level bounds, Joe Selinske, former member of Apogee, joked, saying, "I'm free." He probably wishes he hadn't, for all the confusion it's caused customers who have run across it -- either that, or, if he were more like me, he feels a deep sense of satisfaction in having successfully dumbfounded a significant enough percentage of the gaming community to warrant mention in FAQs such as this one. Joe Selinske's response to the above paragraph is quoted below: Yes, you are right. I do get deep satisfaction and a lot of laughs thinking back to when that whole "I'm Free" gag was running around Apogee. I am the bastard who started it, Tom [Hall] drew it, Joe [Siegler] scanned it in and Mark [Dochtermann] put it in the game. There were so many things going on during ROTT development that it scares me to think about them. Wow, that was some fun. But way too many inside jokes if you ask me. ;) [6.3.5] Terminal Velocity When you start a new game in the registered CD version, you can get to the hidden planet by entering "Terminal" as your name and "Reality" as your call sign. (Both of these are case sensitive.) Before you start playing the hidden planet, a message appears saying you are flying the TV-302, a new, experimental ship. As far as gameplay is concerned, no, you're not flying a new ship; this is simply an element of the game's storyline. The hidden planet is not in the shareware version or the disk based registered version. Also, in level 3-1 of Terminal Velocity, fly close to the ground near the coordinates (63,227). You will see a photographic image of the Terminal Reality team. If you fly too high, the fog will obstruct the view. A clearer version of this can be found as a GIF file on the Terminal Velocity CD in the PREVIEW directory. [6.3.6] XenoPhage: Alien Bloodsport In the registered version, type "xacman" at the menu screen to play a subgame similar to Pac-Man. Also in the registered version, you can fight the secret boss Blarney by typing "blarney" at any menu screen. Other tricks can be done with the XPR.INI file: change BloodVolume to 499998 to get more blood than even the BLOOD cheat code. Change "Type" in both the FPPlayer1 and FPPlayer2 sections to "2" (the joystick) to get your opponent to mirror your punches and kicks (but not movement). [6.3.7] Stargunner The voice that says "Spend MORE money!" in the ship accessories store is actually that of former President Bill Clinton, sped up so as to be unrecognizable. [6.3.8] Balls of Steel When you activate cheat mode (by pressing Print Screen during play), a genie pops up on screen and asks you what you want to do. Normally, this would be where you enter a cheat code. If instead you keep hitting Print Screen, the genie will get progressively more annoyed, saying, "What?" then "WHAT??" then "Why do you keep rubbing me??" This is a reference to Warcraft, where something similar happens when you keep clicking on a character you want to control. Balls of Steel takes this joke further. If you continue to hit Print Screen, the Genie will start telling you to go away, in various ways, finally denying all use of the cheat codes. [6.3.9] Max Payne In the tutorial, jump on the van, then on the AC unit nearby, then onto the fire escape. Go to the top level and jump through the window to get a congratulations message and some painkillers. In act 1, chapter 2, you have to head back to the bombed door and rush three men upstairs. Kill them before the grenade is thrown at you, so you can pick up the grenade. Then, without opening the door, go back to the start of the level and find a spot in a brick wall where several bricks are missing. Throw the grenade into the hole. Now check your objectives -- it will say, "I had declared a war against rats." Go back to the door you didn't open before; inside, the rats will be armed with guns. In act 1, chapter 6, take a sharp left after jumping out the window. The window furthest down can be blown out. Inside are some shotguns and posters for "Solder of Fortune II." In act 1, chapter 7, kill all seven of Gognitti's thugs, but don't take Gognitti himself on. Instead, go to the satellite dish and the ledge behind it. Do a running leap onto the ledge on the other side of the alley below. Drop down into the area on the end. Head through the door. In the room beyond, there are grenades, cocktails, and a picture of Dopefish wielding a couple of pistols. In act 3, chapter 4, right at the start, jump on some barrels, then the AC unit, then the roof, and then blow the metal door open. Get on the crate to enter the room below. Inside, get the sniper rifle and use the radio to get a message from the Remedy team. In act 3, chapter 5, get the blueprints and then, instead of going through the door, shoot the painting on the left a few times. It will fall and reveal a button. Push the button, and the couch will move and reveal a passageway. Open the door at the end of the passageway. Watch the TV for a Star Trek parody, and then open the cabinet in the bedroom to see some...er, supplies. [6.4] Troubleshooting [6.4.1] Things to try first If you have a program with an Apogee game not starting correctly, there are a few things you can try. First, make sure your system meets the hardware requirements of the game. If they don't, you probably can't run the game without upgrading your hardware. Second, make sure you have the most recent version of the game. Many older versions of games have bugs that are fixed in the most recent versions. Third, if there is a XXXXHELP.EXE file that came with the game, read it. (Most registered Apogee games have such a file on the first game disk; with shareware versions, you might find it there and possibly in the directory the game was installed to as well.) This file will contain numerous common technical problems with their solutions. Fourth, check the Apogee web site. Common technical support questions and their answers are posted there (at http://www.3drealms.com/help.html) in addition to the contents of the XXXXHELP.EXE files for many games. If you're running under Windows, make sure the game was designed to run under Windows. Most Apogee games made before 1999 were designed to run under DOS. If you're running Windows 95 or higher, check the Apogee web site for information on booting to DOS (at http://www.apogee1.com/tech/multiboot.html). While several DOS-based Apogee games do run under Windows 95, some don't, and none are guaranteed to do so. Also, you may want to check the cheats section of this FAQ, as, for some games, it lists several technical support parameters you can pass to the game. Sometimes this fixes problems with certain pieces of hardware. If the game is a DOS game and your problem is your Soundblaster card (or a Soundblaster emulating card), then the problem may be the settings on the card or the BLASTER environment variable. Check the section on that subject below. With regard to drive compression, Apogee has tested their entire product line with Stacker 3.1, Stacker 4.0, and MS-DOS 6.22's DriveSpace. The products all worked fine, with the following exceptions: Monster Bash suffered a slowdown using DriveSpace. The install procedure for the Rise of the Triad CD version 1.2a does not work under any drive compression program, but the game may be installed manually and will run fine. If you've tried everything and still can't get an Apogee game to work correctly, contact Apogee's technical support services. These are listed under "Contacting Apogee." [6.4.2] Setting the BLASTER environment variable This section may be useful if you are having problems with sound or music in a DOS-based Apogee game. If you're trying to run a Windows-based game, this section does not apply to you. Apogee's DOS games that use Soundblasters look at the BLASTER environment variable to figure out where to send its sound output. Check to make sure that you have the SET BLASTER line in your AUTOEXEC.BAT file. This code is an example and probably isn't exactly what you need to put in your system. Note that this BLASTER environment variable applies for many Apogee games regardless of whether or not you have an actual Sound Blaster card or not. These settings tell the game how your sound card is configured, regardless of what brand it actually is. SET BLASTER=A220 I5 D1 T3 P330 H6 E620 | | | | | | | | | | | | | | | | | |_______ AWE 32 Only Parameter | | | | | | | |__________ "High" DMA Channel | | | | | | |_______________ MIDI Port | | | | | |__________________ Type of Card | | | | |_____________________ DMA Channel | | | |________________________ Interrupt | | |_____________________________ Port Address | |___________________________________ Environment Variable |________________________________________ DOS Command NOTE: There can be no spaces between the word BLASTER and the equal sign (=). If you have a space in there, your system will read the parameter incorrectly, and it will not be recognized by our games. (Some of these parameters (P, H, and E) are dependant on certain types of cards. For example, the E is only needed if you have an AWE 32. The minimum requirements are to have the A, I, D, & T parameters. The other three may or may not be needed depending on what type of card you have. Please read this entire section to see if you need any of them. If you are using a clone card, or some card that's not a "true" Soundblaster, then you will most likely only need A, I, D, and T.) Now, these may not (most likely not) be the same for your board, because the Port Address, Interrupt and DMA Channel can be set by adjusting "jumpers" on your sound board. Some newer cards have this information controlled by software, please consult your card's manual for more information on how to set these things. You should also check your manual if you are unclear as to how to tell what settings your card is set at. The information *IS* important, so it's recommended that you know precisely what the settings are. If you are using a card that "emulates" the Soundblaster (such as the Gravis UltraSound through software, or the PAS16), you should check your card's manual on how to set the card for Soundblaster emulation. For PORT ADDRESS, it's almost always 220. That seems to be the default for most sound cards out there, and unless you know you've switched it away from 220, it's a safe bet it's still there. The INTERRUPT is something that varies from system to system. Mystic Towers and games prior to Raptor require that your IRQ be set at 7 or less. Apogee does not recommend using IRQ2, as it causes problems. The DMA CHANNEL sometimes causes problems if it isn't set to 1, which is the usual default. If it is not set correctly, some Apogee games may lock up when the sound is turned on. The TYPE OF CARD should be 1 if you have an older Soundblaster, or a Sound Blaster emulating card. Use 3 if you have a newer plain Soundblaster. Use 2 for an older Soundblaster Pro. Use 4 for a newer Soundblaster Pro. The MIDI PORT parameter will only be needed if you are using a card that has MIDI capabilites. If so, this is where you define what MIDI port you are using. 330 seems to be the default, so if you have a MIDI card, and you haven't changed anything from factory defaults, this is probably where it still is. The HIGH DMA CHANNEL is something that is used primarily on Soundblaster 16 cards. This is not the same as the standard DMA channel, this is a different one. This is only used if you're using a 16 bit sound card capable of playing 16 bit Soundblaster sounds. By default, this is usually 5, so unless you know that it's something else, it's probably still 5. The E620 parameter is something that is needed _only_ if you have a Creative Labs AWE 32 sound card. If you have one of these, this parameter will have been set up properly assuming you've installed the software that came with the card. Check your AWE 32 documentation for a more thorough explanation of what this parameter is used for. Note on the Soundblaster AWE64: The AWE64 will not always correctly set up its sound drivers for use in Windows 95 in relation to DOS games. There is information on how to get around this in the README.TXT file that is installed on your hard drive in the AWE64 driver directory. Note on Hocus Pocus: This game was made when there were only four possible parameters for the BLASTER environment variable (A, I, D, and T). Due to the way the game parses the variable, the game probably won't work correctly unless the BLASTER environment variable ONLY has those four parameters and no others. One way to work around this conveniently is to write a batch file for the game that sets the BLASTER variable so it only contains these four parameters, runs the game, and then restores the settings afterward. After you have entered the correct SET BLASTER line in your AUTOEXEC.BAT file, make sure you save the change, delete the game's config file (????.CFG), and reboot before you try playing the game again. [6.4.3] Slowing down your computer to play old games A great deal of old games do not take the speed of the computer they are running on into account. Hence, when an older game runs on a fast computer, it either crashes with a runtime error, or it runs so fast that it's difficult or impossible to play. This problem is usually fixed by temporarily slowing down your computer to a speed where the game will function properly. Some computers have an internal slow-down feature -- check your computer's manual to see if there is, and if so, how to use it. Otherwise, you can run a simple program that will do this. Apogee recommends "Mo'Slo," which is a freeware program available at, among other places, the Apogee FTP site, under the filename MOSLO132.ZIP. (However, "Mo'Slo" is not made nor supported by Apogee.) Some of Apogee's earliest games will require the use of this program on fast computers. These include "Math Rescue," "Word Rescue," "Dark Ages," "Monuments of Mars," "Arctic Adventure," and "Pharaoh's Tomb." - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [7] Contacting Apogee - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [7.1] By Phone Apogee's technical support line is (972) 278-5655. It is open from 9am-6pm Central Time on Mondays through Friday. It is also closed for major national holidays and on the weekends. You can receive technical support for Apogee games on this line as well as for games by its specialized divisions such as 3D Realms. [7.2] By Fax Apogee's fax number is (972) 278-4670. Be sure to include a return fax number. This number may also be used to contact one of Apogee's specialized divisions such as 3D Realms. Note that while the fax line is open 24 hours a day, the people who reply aren't always there; so if you're faxing when it's the middle of night in Texas, you probably won't get an immediate reply. [7.3] By Snail Mail To contact Apogee, send mail to: Apogee Software, Ltd. P.O. Box 496389 Garland, TX 75049-6389 United States of America To contact 3D Realms, send mail to: 3D Realms Entertainment P.O. Box 496419 Garland, TX 75049 United States of America [7.4] Through the Internet You can contact an Apogee representative on the Internet by sending email to help@3drealms.com. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [8] Credits - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - In no particular order, thanks to: - To Scott Symes for forwarding information about the relationship between Apogee and id. - To Dan Cerman for writing said information. - To Mike Vasconcellos for Apogee game lists. - To Audry A. DeLisle for information regarding MS-DOS 6.22's DriveSpace program, Apogee's recommended system configuration for it, Apogee games lists, and combination deal offers. - To Bill Amon for Keen cheats. - To Rylan Hilman for more Keen cheats and Rise of the Triad cheats. - To Derek Greentree for Rise of the Triad information. - To Stanley Stasiak for Wolfenstein 3D info. - To Adam Williamson for Wolfenstein 3D and Terminal Velocity information. - To Diane Winters for several cheats. - To Robert Wade for the Raptor birthday mode dates. - To Warren Buss for Wolf3D and Blake Stone information. - To Benjamin William Andrews for passing along the ROTT cheats. - To Vincenzo Alcamo for compiling a ROTT cheat list. - To for the Wacky Wheels hex editing instructions. - To Robert Mueller for miscellaneous cheat codes. - To Spencer Candland for Cosmo cheats. - To Kelly Youngblood for the Keen language. - To for keeping sharp eyes on FTP sites. - To Michael T. Oda for cheat corrections. - To Eric Baker for ROTT screen shots information and an abundance of tidbits. - To Stanley Adams for Keen secrets. - To for undocumented Wacky Wheels and Raptor cheats. - To Charlie Grasmick for correcting typos. - To Bryce C Liu for observations about Wacky Wheels. - To Deepak Khurana for numerous suggestions and information. - To Nigel Dight for Spear of Destiny cheats and secrets. - To Andrew Leonard for Wolfenstein information. - To Dean A. Thompson for various suggestions. - To Mitch Burton for Terminal Velocity cheats. - To Cary Liao for Terminal Velocity secrets. - To Brian for information on "Strife." - To Trace for the Wacky Wheels loophole. - To Jonah Bishop for helpful suggestions. - To John Bush for info on "The Rings of ZON." - To Doug Howell for XenoPhage cheats, secrets, and trivia. - To Bernd Wolffgramm for information and corrections on Wolfenstein 3D's various names. - To Lon Matero for asking questions I needed to answer. - To Luis Barrera for Stargunner's debug mode. - To Eric Roberts for pointing out the omission of Mortimer McMire as a Keen villain. - To Bernardo Rossi for Raptor's record game commands. - To Frans P. de Vries for the new Wolf3D/Spear FTP site. - To Adam Parkin for noticing some errors. - To Bill Witkowski for information about the Duke Nukem level editor. - To James Marble for Shadow Warrior information. - To Andrew Daughterity for Keen's Doom II cameo. } - To Harvey Patterson for spying Major } Stryker v1.3, previously thought unreleased, on numerous shareware } compilation CDs. - To David B. Laprad for some of the Paganitzu and Realms of Chaos history and prompting the discovery of the rest by his watchful curiosity; for spotting the final incarnation of Crazy Baby. - To Donna Wong for noticing important details. - To Daniel Tobias , senior programmer/editor for Softdisk, for extensive information regarding the relationship between Apogee, id, and Softdisk. - To John Romero for adding information to and correcting information in the Softdisk history section. - To Joe Selinske for his side of the "I'm Free" saga, miscellaneous historical information, and helpful suggestions. - To Andy Edwardson for the Wacky Wheels history. - To Scott Miller for contributing to and proofreading the Kroz history section -- and, of course, for starting it all. - To Lee Jackson , composer for Apogee, for the history of the Apogee theme song, the Dopefish history, vocal artist credits, and being otherwise helpful in aiding in the development of this FAQ. - Last, but certainly not least, to Joe Siegler , for the endless flow of wisdom he has actively and continually emanated in my direction. His efforts in promoting the accuracy and completeness of this FAQ are greatly appreciated. Apologies if I missed anyone. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [9] Dopefish and Friends - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - "YYAAAAAAAAAAAA...HA...HA...HA...HOOOOEEYY!" -- Goofy "Yabba dabba doo!!" -- Fred Flintstone "Habba, habba, ha-hhhhhaaaaa...." -- Jackie Gleason "Burrrdeburrrdeburrrdeburrr...." -- The Swedish Chef "Ahweehrwyyhwhryrhwwehrwehrwrhwherr...." -- Dick Van Dyke, "Mary Poppins" "Yerhudurdhrrdrhudrtdhtudhrtduhtddhrtur...." -- Sebastian, "Little Mermaid" "Belch." -- Dopefish +--------------------------------+---------------------------------+ | _|\_ | |\ _,,,---,,_ | | \ / \ Pisces Swimeatus | ZZZzz /,`.-'`' -. ;-;;,_ | | |>< |> OO The Dopefish | |,4- ) )-,_..;\ ( `'-' | | / \___/UU | '---''(_/--' `-'\_) | +--------------------------------+---------------------------------+ "I just drew this stupid little fish." -- Tom Hall. "And did I mention it has HUGE sprites?" -- XenoPhage slide show. "There goes my only friend in the world." -- Frank Maddin, on Johnny Dash. "No one steals our chicks...and lives." -- Duke Nukem "Eat your veggies!" -- Bobby Prince, commonly attributed to Dopefish. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -