Duke Nukem II
Duke Nukem II |
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Developers: Apogee Software,
Cygnus Software This game has hidden development-related text. This game has a prototype article |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
To do:
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Duke Nukem II is a game where you wear a red vest and fight aliens in space.
The engine uses three 16-color palettes ingame (one displayed onscreen at once), because of this, while it can run on EGA cards, the graphics will be displayed incorrectly.
Sub-Pages
Prototype Info |
Unused Ending Image
For some unknown reason, this frame of the ending is skipped over. Coding error? Deliberate cut? We may never know.
Unused Text
text.mni contains a message that would have appeared in in-house beta versions of the game:
Beta_Only //FADEOUT //LOADRAW MESSAGE.MNI //XYTEXT 0 0 ï28100 //PAK //XYTEXT 5 9 This is a BETA COPY of Duke //XYTEXT 5 10 Nukem II. Do not distribute. //XYTEXT 5 11 This game is work in progress //XYTEXT 5 12 and should not be viewed //XYTEXT 5 13 by anyone outside Apogee! //XYTEXT 5 15 Please report any illegal //XYTEXT 5 16 use to Apogee Software at //XYTEXT 5 17 1-214-278-5655. //FADEIN //WAIT //END
help.mni contains several messages related to disabled debugging features:
God_Mode_On //SETCURRENTPAGE //SHIFTWIN -3 //CENTERWINDOW 5 5 24 //SKLINE //CWTEXT Tec mode ON. //DELAY 30 //WAIT //END God_Mode_Off //SETCURRENTPAGE //SHIFTWIN -3 //CENTERWINDOW 5 5 24 //SKLINE //CWTEXT Tec mode OFF. //DELAY 30 //WAIT //END Weapon_Select //FADEOUT //LOADRAW MESSAGE.mni //XYTEXT 1 2 óCHOOSE YOUR WEAPON //XYTEXT 4 7 òDEFAULT //XYTEXT 4 10 òBLUE LASERS //XYTEXT 4 13 òROCKETS //XYTEXT 4 16 òFLAME THROWER //MENU 10 //PAGESSTART //XYTEXT 4 7 ñDEFAULT //XYTEXT 4 10 òBLUE LASERS //XYTEXT 4 13 òROCKETS //XYTEXT 4 16 òFLAME THROWER //WAIT //APAGE //XYTEXT 4 7 òDEFAULT //XYTEXT 4 10 ñBLUE LASERS //XYTEXT 4 13 òROCKETS //XYTEXT 4 16 òFLAME THROWER //WAIT //APAGE //XYTEXT 4 7 òDEFAULT //XYTEXT 4 10 òBLUE LASERS //XYTEXT 4 13 ñROCKETS //XYTEXT 4 16 òFLAME THROWER //WAIT //APAGE //XYTEXT 4 7 òDEFAULT //XYTEXT 4 10 òBLUE LASERS //XYTEXT 4 13 òROCKETS //XYTEXT 4 16 ñFLAME THROWER //WAIT //PAGESEND //END Warp //FADEOUT //LOADRAW MESSAGE.mni //XYTEXT 8 2 ÷WARP MODE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS //TOGGS 8 4 7 1 9 2 11 3 13 4 //MENU 11 //PAGESSTART //XYTEXT 8 7 óVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 óVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 óVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 óVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 óL1òL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1óL2òL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2óL3òL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3óL4òL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4óL5òL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5óL6òL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6óL7òBOSS //WAIT //APAGE //XYTEXT 8 7 òVOLUME 1 //XYTEXT 8 9 òVOLUME 2 //XYTEXT 8 11 òVOLUME 3 //XYTEXT 8 13 òVOLUME 4 //XYTEXT 8 15 òL1òL2òL3òL4òL5òL6òL7óBOSS //WAIT //PAGESEND //END
Anti-Piracy
The registered version of Duke Nukem 2 uses a simple anti-piracy method that was in common use at Apogee at the time: The game checks for a FILE_ID.DIZ file (commonly used as an archive description on BBSes) that contains the following:
████▓▒░ ALERT THE SYSOP IMMEDIATELY! ░▒▓████ ████████████████████████████████████████████ THIS FILE IS NOT SHAREWARE -- it is ILLEGAL and forbidden to upload this copyrighted software to bulletin boards. If you see this message on a BBS, please request that the Sysop remove this software IMMEDIATELY!!! █▓▒░ OR CONTACT APOGEE: (214) 278-5655 ░▒▓█ IT IS ILLEGAL TO GET THIS FILE FROM A BBS! ████████████████████████████████████████████
This effectively labels pirated copies of the game on BBSes so that SysOps could quickly remove them. Upon completing any level, the game will unceremoniously end as if you had chosen to quit. After the high score display, a message will appear before taking you back to the main menu.
To do: Examine the exact details of how the checksum is, well, checked. |
The Duke Nukem series
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DOS | Duke Nukem • Duke Nukem II (Prototype) • Duke Nukem 3D (Prototypes) |
Windows | Balls of Steel • Manhattan Project • Duke Nukem Forever (Prototypes) • 20th Anniversary World Tour • Duke Nukem 3D: Reloaded |
Mac OS Classic | Duke Nukem 3D (Prototypes) |
Genesis | Duke Nukem 3D |
Nintendo 64 | Duke Nukem 64 • Zero Hour |
PlayStation | Total Meltdown (Prototype) • Time to Kill • Land of the Babes (Prototype) |
Sega Saturn | Duke Nukem 3D |
Game Boy (Color) | Duke Nukem |
Game Boy Advance | Duke Nukem Advance |
Xbox 360 | Duke Nukem Forever |
PlayStation 3, Mac OS X | Duke Nukem Forever |
Nintendo DS | Critical Mass (Prototypes) |
PlayStation 4, Xbox One, Nintendo Switch | Duke Nukem 3D: 20th Anniversary World Tour |
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