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Thread View: comp.sys.ibm.pc.games
2 messages
2 total messages Started by gur... Jim Gurley Sat, 16 May 1992 00:22
Duke Nukem
#494
Author: gur... Jim Gurley
Date: Sat, 16 May 1992 00:22
15 lines
1186 bytes
Three questions about Apogee's DEMO version of Duke Nukem:

1) Anybody know how to keep it from thinking there's a JOYSTICK attached
when there isn't?  It won't let you make menu selections, which handicaps
your ability to research the next two questions (since you can't RESTORE
a game).  Does the 'paid for' version do it too?

2) There must be an algorithm I can't detect that determines the VALUE of
the various objects.  The value varies every time I repeat the level, with
no apparent method behind it.  I've tried ORDER or acquisition, SPEED of
aquisition, and a few others with now concrete luck.

3) What's a good score for the whole kaboddle?  I can get to about 2.8
million if I do everything right (but miss a few falling blocks @500 each).
Re: Duke Nukem
#495
Author: jf... Jeff Foy
Date: Sat, 16 May 1992 02:48
23 lines
1490 bytes
In <1992May16.0...@spectra.com> gur...@spectra.com (Jim Gurley) writes:


>1) Anybody know how to keep it from thinking there's a JOYSTICK attached
>when there isn't?  It won't let you make menu selections, which handicaps
>your ability to research the next two questions (since you can't RESTORE
>a game).  Does the 'paid for' version do it too?

I had this problem too. Get a fresh copy of the whole set and you should
be fine. I got a working copy of Duke from ftp.ulowell.edu. I thought
for the longest tim that it was my using an XT.  The later Apogee games
have a command line switch to prevent this problem.

>3) What's a good score for the whole kaboddle?  I can get to about 2.8
>million if I do everything right (but miss a few falling blocks @500 each).

I maxed out at about 4.5 million once. But then I was going for every
possible point too. :)

Jeff

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