The Blaze Family - KeenWiki
Commander Keen is a series of side-scrolling platform video games developed primarily by id 1 Titles. Games; Cancelled and compilation releases. 2 Gameplay; 3 Plot; 4 Development . or spikes; touching a hazard or most enemies causes Keen to lose a life, and the game is ended if all of Keen's lives are lost. original creators obviously planned for wolfenstien, commander keen, and submitted 1 year ago * by moderatorsaretoxic the non biological relationship between BJ and all of his descendants was like. You would die horribly in the end though, and your efforts would be completely futile - Go USA. Doom Marine (in Doom/Ultimate Doom) is a Blazkowicz descended from Commander Keen, and William J. Blazkowicz before him (this does not apply to the.
At the dos prompt c: The computer will then say "Insert new disk in drive A" and "Press any key to continue. The computer will then format the disk, and transfer the necessary system files over to the floppy diskette that will allow you to boot from that diskette.
After the disk is formatted it may ask you for a volume label. If it does just hit enter to continue. When the computer asks you if you would like to format another diskette answer N for no. When you return to the dos prompt reboot your computer, and leave the disk that you made in the drive. After the system boots, the system will ask you for the current date and time. Change to the drive that you have the game installed to usually C: Change to the directory that the game is installed to and then run the game.
To restore your computer to its original settings after you have finished the game, take the diskette out of the drive and reboot your computer. If the above solutions do not work, you can try a couple of command line parameters that may allow you to run the game.
When you type in the command keen1 to run the game add a space and type in the command line parameter before pressing enter. The command line parameters for Commander Keen: Invasion of the Vorticons are: Following the instructions above should allow you access to the game.
Episodesyou must first configure your joystick to four button operation please see joystick manual for details. Then from the configure menu, go to the options menu. Within this menu there will be an option for "Two-Button" firing. Make sure that this option is turned off. After selecting Use Gravis Gamepad, the game will ask you to hit the button the Gamepad for each function of the game. Help with doors in Keen The problem that you are having with Commander Keen, is in understanding how to open doors.
The doors that you open with the up arrow, or pressing up on the joystick, are doors that appear flush against the background of the level. These doors teleport you to another area of the level.
Commander Keen - Wikipedia
The other type of doors require that you have a gem to get through these doors will have a gem holder in front of them that matches the color of the gem that you need to pass through the door. These doors block passage ways until they are opened. Once opened they will allow you to pass, and you will not be able to close them. How to get to the secret level in Episode 1 You need to go to the "east" side of the planet. After coming out of the transporter you will see an ice city.
Pass that city and go downwards.
Keen, Blazkowicz and Doomguy are all related. Tom Hall confirms
As you move downwards, you will pas one dome and then a second one. Below and to the right of that second dome is a white city. Near the very end of the level, where you see the four doors each door requiring a key cardwhere are two corridors directly below that area with the doors.
One corridor contains the red keycard, and the other contains the yellow key card. Go to the corridor containing the yellow key card. As you enter that corridor, you're going to see a hole in the floor, and below that floor are two braziers on either side.
Jump down that hole, and be certain to veer either to your left or to your right so that you do not land in the brazier below you! Use your pogo stick to jump the wall to your right, and will be find yourself in an area where there is a cannon shooting ice cubes: Use your pogo stick and jump into the path of the cannon and if you do things correctly you will be encased in ice and land on the other side of the wall to your right.
Be quick, though, so that the robot doesn't get you! Get clear, and move to the transporter to your right.
That transporter will take you to the hidden city. How to get to the secret level in Episode 4 What you need to do to get to the Pyramid of the Forbidden The Hidden Pyramid, the one with the hand on it is this. Go to the room that has 12 inchworms in it and make sure you have the yellow crystal with you. Over 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. Behind this door is a switch.
Flip this switch, and the door all the way to the left will close over, allowing all the inchworms to gather together. You'll need to get all 12 inchworms together in one spot it doesn't matter where.
When you get near them, they will follow you wherever you go. However, don't let them get offscreen, or they'll lose track of you.
When you do get them all together, a foot will form above your head. Jump on the foot, and it will take you to the hidden pyramid. It is necessary to flip that switch behind the door because if you don't, you can't get all 12 inchworms together, as a couple of them will be trapped to the left of that open trap door. I'll also mention that while you're in the hidden pyramid, you won't be allowed to play any other levels until you finish that one. When you finish the hidden pyramid, the foot will be there again.
Jump on it, and you'll be transported to the outside of the Pyramid of the Moons again, 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 is 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, it's a free Keen. Come back through, and jump into the ceiling above that door, and follow a passageway in the wall, and 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 need it to get to the hidden pyramid.
It is possible to get back inside the pyramid once you go outside, but be careful where you go. How to get to the secret level in Episode 5 Stand in the archway near the end of the level in the "Gravitational 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 here. You will then need to walk to the left, all the way 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. Anyway, 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.
The passageway that you're in leads to a teleporter, which will take you to the secret level. There's no more secrets along the way here, but there is a LOT of stuff that will kill you, which is why I say to save your game. Also, there is a bug with something in the secret level of Keen V. 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.
We've never found why this happens. Sometimes it will work, sometimes it won't. The only different thing that happens if you break it is that one of the end game story screens changes. Depending on whether you break it or not, one screen at the end will either say the Shikadi ship either got away or blew up depending on whether or not you blew it up.
How to get to the secret level in 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 looking thing that looks like a cross between a hut and a mouth. Anyway, 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. Also, an english translation of the Galactic Alphabet is in a hidden area in this level.
Keen 3 Boss To beat the Mangling machine, you must shoot all 6 space amoebas spinning purple things to zap the arms, then shoot the machine's heart. Watch out for the lasers and the meeps! On the floor, you will see 3 bricks that aren't like the others. You must use them all and this requires good timing. Don't try to cross the entire floor without waiting. How to finish Keen 5 To solve the last level of the game, The Explosion Dynamo, you first have to find the large machine with a glass ball in the center.
This is the actual Explosion Dynamo aka QEDand your goal throughout the game has been to destroy it. Just like the other machines located within the game, you accomplish this by destroying the glass ball in the center of the machine.
However, you cannot destroy it by pogoing on the top of the ball. To destroy the machine you must go to the upper right hand corner of the level and get an exploding cube to follow you.
You must lure the cube near the ball, and get it to explode. If the fragments from the cube hit the ball, they will destroy the ball, and you will end the game. Please note that if you explode all the bombs without destroying the QED, you will be stuck, and will be unable to finish the game if you did not save your game at a point before this.
Secret of the Oracle Border Village: Getting to the free Keens in level 1: Go into one of the houses that has a pole going underground. A Look Back at Commander Keen 10 years ago, a group of programmers and artists working at Softdisk created a piece of software that laid the foundation for just about every popular computer game today. Working for a company that didn't want to make use of the program that they created, these guys instead turned to shareware pioneer Scott Miller to publish their first game.
The company is id Software, and the game is Commander Keen! On December 14,a landmark computer game was released. Episode 1 of Commander Keen came out this day inand forever changed PC computing.
Commander Keen was id Software's first big game, and along with the original Duke Nukem released in 91Apogee Software was recognized as the place to go to for hot, shareware games.
Keen like every other Apogee title was released under the at the time unheard of concept of giving away part of your game for free. The entire first episode of Keen was released to the world as shareware. The idea was that you got a good sense of what it looks like and feels like, and if you liked it, you paid for it - and obtained the remaining parts of the game.
Commander Keen - a landmark game.
3D Realms Site: A Look Back at Commander Keen
This article tells the story of Commander Keen - how it was made, what the people behind it felt, and some things you may never have known before about the game. So put on your football helmet, grab your pogo stick, and help fight off Mortimer McMire by becoming Commander Keen - Defender of the Universe!! Tom's games back then were for Softdisk's monthly subscriptions which included such awesome titles as "Duck Boop".
Romero's games soon attracted the attention of a free-lance programmer in Kansas City, John Carmack, who had been working in a pizza parlor and programming on the side. Carmack's programs impressed Softdisk enough that he too made the trek to Shreveport to work for Softdisk.
The two Johns started working together, and it wasn't long before Tom started sneaking in at night to work with them because Softdisk management would not allow them to collaborate openly.
Then, the first breakthrough. John Carmack devised a smooth, scrolling routine similar to that used for the background of Nintendo games but never before possible on the PC. When Tom Hall saw the scrolling in action, his first thoughts were to pull a prank on Romero. In the course of one night, Hall and Carmack reproduced the first level of Super Mario 3, pixel by pixel, replacing Mario with a character of their own named Dangerous Dave.
John Romero arrived at Softdisk that day, booted up the game, and did not stop to take a breath until three hours later. More than a prank, Romero saw the staggering commercial potential of Carmack's design. There was also at Softdisk a project manager named Jay Wilbur.
Romero approached Jay with a new Super Mario demo. Allured by the same visions of limitless wealth, Jay approached Nintendo. It is rumored that id's Mario demo shown here made it to the highest levels of Nintendo, but this has never actually been confirmed over the years. However, Nintendo declined the idea deciding that Mario wasn't for the PC, it was a console only title. In the end, the Softdisk guys decided to pursue the game on their own - in secret, of course, as they weren't supposed to be working together in the first place at Softdisk.
So we thought, hey, we'll make our own game. We needed a topic. I asked if they cared what topic - sci-fi, fantasy, whatever. I think Carmack mentioned a kid that saves the galaxy or something.
I went off and fifteen minutes later, came back with the paragraph that you see in Keen 1. Carmack clapped after I was finished, and we were off and running.
Billy Blaze, eight year-old genius, working diligently in his backyard clubhouse has created an interstellar starship from old soup cans, rubber cement and plastic tubing. While his folks are out on the town and the babysitter has fallen asleep, Billy travels into his backyard workshop, dons his brother's football helmet, and transforms into In his ship, the Bean-with-Bacon Megarocket, Keen dispenses galactic justice with an iron hand!
Meanwhile, a series of peculiar fan letters had been arriving at Softdisk, praising John Romero's games. At first, seeming to represent the ravings of a wide number of Softdisk fans, Romero eventually determined that all the letters came from the same address in Garland, TX. Discovering the fraud, Romero fired off a threatening letter, and in this manner made contact with id's first benefactor.