Apogee's first big success was Duke Nukum, a cool, fast action platform game with the cool, fast action hero Duke Nukem. Because of the success of the first game, many sequels followed. In the second sequel, Duke Nukem 3D, the main attraction was the attitude of the character, with every gunfight he had a new catch phrase. In the first Duke Nukem game however, the best feature was that everything could be shot. Not just the enemies fell victim to Duke's destructiveness, but also walls, laser beams (no need to search for switches), chests, health items (fry that chicken) and valuable objects.
The following tools are able to work with this game.
|Dave Bollinger's Duke Nukem Editor||DOS||N/A||Edit||No||N/A||No||No||No||No|
|Pieter Simoons' Duke Nukem Editor||DOS||N/A||Edit||No||N/A||No||No||No||No|
There are more editors on the Duke Central downloads page.
File formatsThe following file formats are used by this game.
|worldalX.dnY||Duke 1 Level Format||Game levels. The X in the filename is the (hexadecimal) level number and Y is the episode|
|ProGraphx Toolbox tileset format||Tilesets|
|Full-screen planar EGA||Full screen graphics (all files are 32kB)|
|Inverse Frequency Sound format||PC speaker sound effects|
|savedX.dn?||Duke 1 Savegame Format||Saved games, where X is the save number (1 to 9) or "t" for the temporary save|
|Duke 1 Demo Format||Previously recorded demos|
|highs.dn?||ASCII text (DOS/CR+LF)||High scores in ASCII text (score immediately followed by name then <CR><LF>, contains exactly 10 entries even though only 8 entries are shown in the game)|
|keys.dn?||N/A||Keyboard scancodes, one byte for each of up, down, left, right, fire, jump, in that order.|
|speed.dn?||INT16LE||Stores an INT16LE value defining the game's speed. A value of 0 means 16 frames per second, larger values slow the game down. Negative values can increase the game's speed, but the original game only uses values from 0 to 9 (inclusive).|
- Maps can be found at zanderz.net