The simple platformer that started the series which lead to the famous Duke Nukem 3D and the infamous Duke Nukem Forever! It's an EGA side-scroller with PC speaker graphics and silly enemies.

Game objectives

  • Emulator used: JPC-RR r10
  • Takes damage to save time
  • Genre: Platform

Game

I used the shareware version (2.0) of episode 1, which is available from 3D Realms. I installed it using DosBox and then created the image from the installed copy, using the directory name DUKE.

Comments

Duke is a fixed-height jumper. This makes a lot of jumps look suboptimal, but they're really as fast as is possible. Taking damage resets your jump, a trick I use as often as possible. It's also a bad thing, since you can't just ignore the damage and make a jump, you have to take damage and fall and jump again, or pause to kill the enemy so you don't get canceled. Thankfully you have (partial) mercy invulnerability, so if you take damage at one point you can ignore jump canceling for several seconds.
Duke has three required upgrades:
  • Jump boots (increase jump height to 4)
  • Cyberhand (extend bridges)
  • Grabber (cling to some surfaces)
And three optional ones, all of which are bullet upgrades. The upgrades only let you have more bullets on screen at once, they don't increase damage. I get the first (in stage 4) and skip the second (stage 5) and third (stage 10). The second is too far out of the way and the third is only usable on the final boss. It's very very rare that the second would help (I never have that many bullets on screen anyway) and the third would be completely pointless as I'm feeding bullets to Dr. Proton at point-blank range.

Stage by stage comments

Stage 1:

How to start the first level was one of the trickiest parts, since you can only jump 3 spaces on this level and the blocks just aren't laid out in a way to let you do that quickly. The jumping to the key is also tricky, since if you do it naively as fast as possible, you'll miss jumps and have to wait longer. Pausing at several points as I do and taking "worse" jumps actually results in better speed. Finally, I wait until the right moment (0:10) to deactivate the hint system: Dialog boxes cancel all input, so it'd slow me down if I wasn't falling straight down. (If I leave it on, getting keys and opening doors pops up even slower dialogs)

Stage 2

This is very straightforward. Frame precision makes shooting through ice very fast!

Stage 3

Finding a route that doesn't backtrack too much on this level was tricky. I avoid shooting the fan at 1:18 so I can use it to push me off to the right at high speed. Avoiding the damage in the yellow section with the blue key is possible, but wastes a few frames. I turned out not to need the health, so I happily take it.

Stage 4

And then I immediately burn a bunch of health running through screens and screens of enemies. The breakable bridge requires you to step on it twice, with no way to jump cancel or step off it and back on, I have to waste a full jump to land on it. Getting low on health, I delay a frame to get the chicken powerup (+2 health) and to shoot the mech techbot as otherwise I'd take at least 2 damage from it. I meet the first of the Dr. Proton video screens: These annoying backgrounds pause the game to pop up a message and cancel your input and jumps. Thankfully this one hits while I'm on the ground, the others will not be so nicely placed. I only disable three of the fans, using the last one to shove me into the exit door at high speed.

Stage 5

Easily the most boring level: With lots of long, long, long corridors and very little to do, this level consists of a lot of walking. I delay one frame to pick up another chicken. I'm able to avoid the video screen on the left side by jumping over the trigger, but not on the right side.

Stage 6

The jumps at the beginning are a nightmare: They're all the wrong heights to do at full speed, so there's a bunch of frames spent pausing to set up the next jump. On the way up the elevator I shoot the dynamite I'll be passing by on the way back down, this'll let me start shooting through the ice much faster. I'm able to completely avoid activating the videoscreen this time. For the breakable bridge, I jump against the low ceiling and bounce back on it to break it quickly. I shoot two of the rockets on my way heading left, so the first will be out of the way (and I can drop through) on the way back. I skipped shooting the others to avoid lagging.

Stage 7

I don't avoid activating the videoscreen, so I can make a better jump to the right and get more use out of the conveyor belts.

Stage 8

This level is a nightmare maze when playing in real time, with frame advance and a handy map it turns out to be pretty straightforward. For the fan at 5:28, I pause 2 frames before jumping to allow the scroll to catch up with me, as otherwise you can't shoot it (no offscreen shots allowed). It takes too long to break the breakable bridge, so I just jump around it.

Stage 9

This level is amazingly easy if you know the trick: Head right, head left. If you avoid going above the extendable bridge, it's a cakewalk.

Stage 10

I make the most of the start of level invulnerability, and then take damage from the crawler on the left to avoid jump cancels. I take another hit in the flame pit, to get mercy invulnerability so I can safely jump back up. I jump left in the reactor area to bounce off the ceiling, as a straight jump will go too high and I won't be able to hit the reactor for many frames. I make a great use of the jump canceling at the breakable bridge, letting the mech techbot shove me back into the bridge, breaking it very early. Dr. Proton goes down fast, though I have to pause for two frames to let his shot get out of the way so it won't jump cancel me.

Other comments

Improvement wise, it might be possible to luck-manipulate Dr. Proton into not firing when he does and saving a few frames at the end. If a way can be found to glitch the 4-block jumping and the slow scrolling, it could save a lot of time by not avoiding enemies or going through walls.

cpadolf: A very nice run that brought me many nostalgic memories and a pair of ravaged eardrums. Accepting for publication.


Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1544] DOS Duke Nukem: Episode 1 - Shrapnel City by Foone in 07:08.13
Joined: 11/11/2004
Posts: 400
Location: ::1
Woohoo! This was one of my favorite games back then - I played it obsessively (all three episodes, in fact). Now, how about a damage-less max (100% items, 100% kills) run? :)
Joined: 12/16/2005
Posts: 69
The classic Duke games came bundled with the Duke3D disk. I tried playing them for a bit, and hated how you'd see less of the screen in the direction you were walking in. It was a lot more fun watching it like this, thank you for sharing :-)
Former player
Joined: 5/6/2010
Posts: 30
schneelocke wrote:
Now, how about a damage-less max (100% items, 100% kills) run? :)
Barring finding new glitches, 100% kills is impossible. There are unkillable enemies and there are killable enemies placed so that you can't get to them. Now, 100% items (meaning every score-giving powerup) is not possible in a damageless run, but it should be possible. There are items you need to take damage to get, like the full health power-up in Proton's room. Doing a damageless run wouldn't be that much slower. On most levels where I take damage, it only saves 2-4 frames, and very rarely another 15 or so because I'd have to miss a jump. What'd kill you is stage 5, the yellow maze. To it without taking damage, you have to take the green key route, which is much, much slower. That's already the most boring level in the run, and doing it damageless would easily take 4-7 times as long. So I think for that level alone, it wouldn't be very entertaining. If by 100% items you mean just the optional weapon powerups, you can get them pretty easily. maybe another 20 seconds in stage 5 and another 1-2 in stage10.
Player (206)
Joined: 5/29/2004
Posts: 5712
Just going for highest possible score could be exciting! So you would collect every item and blast every enemy in reach, including those Acme signs you need perfect timing to shoot, except you want to touch Energizer bunnies for more points, and shoot colas and turkeys for more points. Collect the DUKE letters in order, and whatever else gets you an end-level bonus!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 2/19/2010
Posts: 248
Foone wrote:
Now, 100% items (meaning every score-giving powerup) is not possible in a damageless run, but it should be possible.
Nope, there are unreachable flags in level 2 for a start.
Bag of Magic Food wrote:
Just going for highest possible score could be exciting! So you would collect every item and blast every enemy in reach, including those Acme signs you need perfect timing to shoot, except you want to touch Energizer bunnies for more points, and shoot colas and turkeys for more points. Collect the DUKE letters in order, and whatever else gets you an end-level bonus!
I disagree - it'd involve shooting out all the ice blocks which would be deathly boring. Shooting all cameras wouldn't be a thrill to watch either. And collecting DUKE restricts your route choice so you don't have interesting route optimisations available. How about "breaks every box open" for a 100%ish option? It's 100% achievable afaics, and would cause you to explore each level without being too boring and while allowing freedom to choose any route. The only problem is it's a somewhat arbitrary choice of goal. Perhaps this game isn't especially suited to a maximal category.
Player (206)
Joined: 5/29/2004
Posts: 5712
I wouldn't mind seeing the cameras and bricks get shot out. Fun little diversion. I noticed someone in the IRC channel was complaining that we shouldn't publish runs of "demos" of games. I didn't check back in time to join the conversation, though. The way I understand it, each "episode" of an Apogee shareware game is its own executable, and the first part you can get for free is really no different from the first part you have once you register to get the other two parts. Thus parts 2 and 3 of Duke Nukem 1 should have separate runs too, unless you want some way to load multiple games in a row, but I don't see the point of that.
put yourself in my rocketpack if that poochie is one outrageous dude
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
How about 'attains all end of level bonuses possible'? It's not compatible with 'maximizes score', though, because being hit by all the energizer bunnies is sometimes worth more than the bonus for not being hit.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 11/11/2004
Posts: 400
Location: ::1
Ah, I didn't even recall the unreachable flags (or the fact that you need to take damage to get some stuff) - just goes to show how long it's been for me, I guess! Make that "100% achievable kills and 100% collectible items with no damage other than what cannot possibly be avoided", then. ;)
Bag of Magic Food wrote:
The way I understand it, each "episode" of an Apogee shareware game is its own executable, and the first part you can get for free is really no different from the first part you have once you register to get the other two parts.
That's true. Most (all?) Apogee games back then came with several episodes, typically three or six; the first one was given away as shareware, while the rest had to be purchased. There was no difference between the shareware episode and the first episode of the actual game, though, and characterizing the shareware episodes as "demos" would not be fair; they're complete, fully playable games in their own right. I hope there'll be more TAS runs of other Apogee games, too, though. Things like Dark Ages, Commander Keen, Cosmo's Cosmic Adventure, Bio Menace, Halloween Harry (later renamed Alien Carnage), Crystal Caves, and so on, not to mention the remaining Duke Nukem episodes. ;)
Player (206)
Joined: 5/29/2004
Posts: 5712
Was it a bonus for never getting hit, or a bonus for ending the level with full health? Because if it's only full health you need, then you just have to remember to save a turkey or molecule for after you touch things like the bunnies.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 5/6/2010
Posts: 30
Bag of Magic Food wrote:
Was it a bonus for never getting hit, or a bonus for ending the level with full health? Because if it's only full health you need, then you just have to remember to save a turkey or molecule for after you touch things like the bunnies.
It's for never getting hit. This does mean that (barring glitches) it's impossible get to on stage 3, as you have to take damage to get to the blue key.
Player (206)
Joined: 5/29/2004
Posts: 5712
What, is it that little rising floor spike against the left wall? You can't jump onto just a little of the edge or jump off quickly enough or teleport in another way?
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 5/6/2010
Posts: 30
Bag of Magic Food wrote:
What, is it that little rising floor spike against the left wall? You can't jump onto just a little of the edge or jump off quickly enough or teleport in another way?
Nope. The game is too grid-oriented to let you stand on the ledge without also touching the spike, and there's no other way in.