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	<id>https://keenwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Quillax</id>
	<title>KeenWiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://keenwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Quillax"/>
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	<updated>2026-04-14T11:32:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.11</generator>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_80.png&amp;diff=51292</id>
		<title>File:Inside the Vorticon Hyve - Level 80.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_80.png&amp;diff=51292"/>
		<updated>2026-03-07T08:31:20Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 80
 | LevelTitle = World map
 | Required = Yes
 | Points = 0
 | AmmoPacks = 0
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 80&lt;br /&gt;
 | LevelTitle = World map&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 0&lt;br /&gt;
 | AmmoPacks = 0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_16.png&amp;diff=51291</id>
		<title>File:Inside the Vorticon Hyve - Level 16.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_16.png&amp;diff=51291"/>
		<updated>2026-03-07T08:30:44Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 16
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 16&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_15.png&amp;diff=51290</id>
		<title>File:Inside the Vorticon Hyve - Level 15.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_15.png&amp;diff=51290"/>
		<updated>2026-03-07T08:30:11Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 15
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 15&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_14.png&amp;diff=51289</id>
		<title>File:Inside the Vorticon Hyve - Level 14.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_14.png&amp;diff=51289"/>
		<updated>2026-03-07T08:29:55Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 14
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 14&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_13.png&amp;diff=51288</id>
		<title>File:Inside the Vorticon Hyve - Level 13.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_13.png&amp;diff=51288"/>
		<updated>2026-03-07T08:29:21Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 13
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 13&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_12.png&amp;diff=51287</id>
		<title>File:Inside the Vorticon Hyve - Level 12.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_12.png&amp;diff=51287"/>
		<updated>2026-03-07T08:29:09Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 12
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 12&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_11.png&amp;diff=51286</id>
		<title>File:Inside the Vorticon Hyve - Level 11.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_11.png&amp;diff=51286"/>
		<updated>2026-03-07T08:28:55Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 11
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 11&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_10.png&amp;diff=51285</id>
		<title>File:Inside the Vorticon Hyve - Level 10.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_10.png&amp;diff=51285"/>
		<updated>2026-03-07T08:28:36Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 10
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 10&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_09.png&amp;diff=51284</id>
		<title>File:Inside the Vorticon Hyve - Level 09.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_09.png&amp;diff=51284"/>
		<updated>2026-03-07T08:28:07Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 9
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 9&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_08.png&amp;diff=51283</id>
		<title>File:Inside the Vorticon Hyve - Level 08.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_08.png&amp;diff=51283"/>
		<updated>2026-03-07T08:27:42Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 8
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 8&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_07.png&amp;diff=51282</id>
		<title>File:Inside the Vorticon Hyve - Level 07.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_07.png&amp;diff=51282"/>
		<updated>2026-03-07T08:27:22Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 7
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 7&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_06.png&amp;diff=51281</id>
		<title>File:Inside the Vorticon Hyve - Level 06.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_06.png&amp;diff=51281"/>
		<updated>2026-03-07T08:27:08Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 6
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 6&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_05.png&amp;diff=51280</id>
		<title>File:Inside the Vorticon Hyve - Level 05.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_05.png&amp;diff=51280"/>
		<updated>2026-03-07T08:26:44Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 5
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 5&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_04.png&amp;diff=51279</id>
		<title>File:Inside the Vorticon Hyve - Level 04.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_04.png&amp;diff=51279"/>
		<updated>2026-03-07T08:26:30Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 4
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 4&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_03.png&amp;diff=51278</id>
		<title>File:Inside the Vorticon Hyve - Level 03.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_03.png&amp;diff=51278"/>
		<updated>2026-03-07T08:26:19Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 3
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 3&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_01.png&amp;diff=51277</id>
		<title>File:Inside the Vorticon Hyve - Level 01.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_01.png&amp;diff=51277"/>
		<updated>2026-03-07T08:26:07Z</updated>

		<summary type="html">&lt;p&gt;Quillax: {{LevelImage
 | Game = Inside the Vorticon Hyve
 | LevelNumber = 1
 | Required =
 | Points =
 | AmmoPacks =
}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 1&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_02.png&amp;diff=51276</id>
		<title>File:Inside the Vorticon Hyve - Level 02.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Inside_the_Vorticon_Hyve_-_Level_02.png&amp;diff=51276"/>
		<updated>2026-03-07T08:25:33Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax uploaded a new version of File:Inside the Vorticon Hyve - Level 02.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{LevelImage&lt;br /&gt;
 | Game = Inside the Vorticon Hyve&lt;br /&gt;
 | LevelNumber = 2&lt;br /&gt;
 | Required =&lt;br /&gt;
 | Points =&lt;br /&gt;
 | AmmoPacks =&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Commander_Keen_in_the_Earth%27s_Chaos&amp;diff=51145</id>
		<title>Commander Keen in the Earth&#039;s Chaos</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Commander_Keen_in_the_Earth%27s_Chaos&amp;diff=51145"/>
		<updated>2025-07-28T08:32:05Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Unnecessary info removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fangame Infobox&lt;br /&gt;
| TitleImage = Commander Keen- Earth&#039;s Chaos.png&lt;br /&gt;
| GameplayImage = Fangame-ingame-Commander Keen- Earth&#039;s Chaos.png&lt;br /&gt;
| Status = Abandoned&lt;br /&gt;
| Authors = Superadammario64&lt;br /&gt;
| ReleaseDate = 2002-07-23&lt;br /&gt;
| Created with = The Games Factory&lt;br /&gt;
| OS = Windows&lt;br /&gt;
| Genre = Platform&lt;br /&gt;
| Levels = 8&lt;br /&gt;
| SecretLevels = 0&lt;br /&gt;
| LatestDownloadURL = https://files.shikadi.net/keenwiki/Fangames/f.superadammario64.ck_earths_chaos_demo.2002-07-23.zip&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Commander Keen in the Earth&#039;s Chaos - Episode One: Video Game Rampage&#039;&#039;&#039; is an unfinished [[List of fangames|fangame]] created by Superadammario64 with The Games Factory. A demo released in July 23, 2002, with a promise that the full version would come out in either Christmas 2002 or January 2003. Shortly after the demo&#039;s release, however, the game was scrapped.&amp;lt;ref&amp;gt;YouTube video: [https://www.youtube.com/watch?v=I35ChAS6KD8 Return to Paper Mario World - Act IV] (warning: foul language)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this game, [[Keen]] get sucked into his Nintendo 64, where he would visit different game worlds. The demo only contains two worlds (Mushroom Kingdom and Yoshi&#039;s Island) that span a total of eight levels. The gameplay is pretty simplistic; Keen can&#039;t use his [[pogo]] outside of one level and has unlimited ammo. However, there are a couple unique features, such as a shop and powerups, the latter of which are acquired throughout the story.&lt;br /&gt;
&lt;br /&gt;
Outside of the main game, Earth&#039;s Chaos has a Breakout-style minigame called Space Breakout. The menu has a button for &amp;quot;Small PMW 2 Demo&amp;quot;, but clicking it doesn&#039;t do anything. PMW 2 stands for Paper Mario World 2, another unfinished fangame Superadammario64 was working on. Interestingly, the demo for that game (currently unavailable) includes a menu option for the Earth&#039;s Chaos demo, labeled &amp;quot;Commander Keen Demo&amp;quot;. It is unknown if selecting that does anything.&amp;lt;ref&amp;gt;YouTube video: [https://www.youtube.com/watch?v=yQzO90cUu3Q Return to Paper Mario World - Act V Part 1] (warning: foul language)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The demo for Earth&#039;s Chaos is unprotected, so it can be opened with TGF, Click &amp;amp; Create, and their successors.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
As stated in the in-game story section:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;8 Year Old Billy Blaze aka Commander Keen works on his&lt;br /&gt;
&#039;&#039;newest invention. The game zapper which puts any one into a game and back out of it.&lt;br /&gt;
&#039;&#039;Later that night someone broke into the house and only&lt;br /&gt;
&#039;&#039;Billy woke up. He put on his clothes and helmet and &lt;br /&gt;
&#039;&#039;quietly went downstairs. But suddenly the person caught&lt;br /&gt;
&#039;&#039;Billy by surprise. It was Mortimer McMire!&lt;br /&gt;
&#039;&#039;And he had the Game Zapper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&#039;&amp;lt;/nowiki&amp;gt;So Mr 314 I guess this time I will rule the Galaxy and destroy the earth&amp;lt;nowiki&amp;gt;&#039;&#039;&amp;lt;/nowiki&amp;gt; He said. &amp;lt;nowiki&amp;gt;&#039;&#039;&amp;lt;/nowiki&amp;gt;What are you &lt;br /&gt;
&#039;&#039;talking about?&amp;lt;nowiki&amp;gt;&#039;&#039;&amp;lt;/nowiki&amp;gt; Keen said. &amp;quot;I will use my newest Satalite &lt;br /&gt;
&#039;&#039;Zapper and destroy the Earth then I have other plans over at my Hq&amp;quot; He said. Then he zaped Keen with the game Zapper to his N64. Hope you have good look at &#039;&#039;the explosion of the Earth Commander Clown ha ha ha! &lt;br /&gt;
&#039;&#039;Now Keen must first try to get out of this game and then stop Mortimer from his evil plan. Can you help Keen save the day?&lt;br /&gt;
&lt;br /&gt;
== Passwords ==&lt;br /&gt;
&lt;br /&gt;
Only two passwords are offered in the demo:&lt;br /&gt;
&lt;br /&gt;
*Yoshi&#039;s Island: yoshi&lt;br /&gt;
*world (given after defeating the Big Boo boss, but no level is assigned to this password)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
Filenames are derived from the demo&#039;s source. All of the non-Keen MIDI files are available in [https://vgmusic.com/ VGMusic] (which is where the titles come from).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Levels used!!Length!!Filename!!Title!!Original game!!Sequencer&lt;br /&gt;
|-&lt;br /&gt;
| Title screen || 2:11 || &amp;lt;tt&amp;gt;s3db_sg_17&amp;lt;/tt&amp;gt; || Dr. Robotnik Version 2 || Sonic 3D Blast (Genesis) || John Weeks&lt;br /&gt;
|-&lt;br /&gt;
| Menu || 0:21 || &amp;lt;tt&amp;gt;smw2stg1&amp;lt;/tt&amp;gt; || Welcome to Yoshi&#039;s Island || Super Mario World 2: Yoshi&#039;s Island || Chris Francis&lt;br /&gt;
|-&lt;br /&gt;
| Space Breakout || 0:47 || &amp;lt;tt&amp;gt;snake&amp;lt;/tt&amp;gt; || [[Keen 6 Music#Track 09: The Mambo Snake Gonna Eat You, Boy!|The Mambo Snake Gonna Eat You, Boy!]] || [[Keen 6]] || Bobby Prince&lt;br /&gt;
|-&lt;br /&gt;
| Story, &amp;quot;world&amp;quot; password || 0:12 || &amp;lt;tt&amp;gt;a_world_of_wonde...&amp;lt;/tt&amp;gt; || [[Keen 4 Music#Track 06: In a Land of Wonderment and Awe|In a Land of Wonderment and Awe]] || [[Keen 4]]/[[Keen 6]] || Bobby Prince&lt;br /&gt;
|-&lt;br /&gt;
| Game Over || 0:15 || &amp;lt;tt&amp;gt;endagame&amp;lt;/tt&amp;gt; || [[Keen 4 Music#Track 05: Welcome to a Kick In Yore Pants In Good Ole Hillville!|Welcome to a Kick In Yore Pants In Good Ole Hillville!]] (remix) || [[The Rule of a Yorp&#039;s Dinner]] || Ilsoap&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Kingdom || 0:31 || &amp;lt;tt&amp;gt;another kick in ...&amp;lt;/tt&amp;gt; || [[Keen 4 Music#Track 05: Welcome to a Kick In Yore Pants In Good Ole Hillville!|Welcome to a Kick In Yore Pants In Good Ole Hillville!]] || [[Keen 4]] || Bobby Prince&lt;br /&gt;
|-&lt;br /&gt;
| Shop || 1:59 || &amp;lt;tt&amp;gt;ecoastazure_ask&amp;lt;/tt&amp;gt; || Emerald Coast 1 - &amp;quot;Azure Blue World&amp;quot; (2) || Sonic Adventure || ?&lt;br /&gt;
|-&lt;br /&gt;
| Yoshi&#039;s Island (part 1) || 9:19 || &amp;lt;tt&amp;gt;zd64-03&amp;lt;/tt&amp;gt; || Hyrule Field || The Legend of Zelda: Ocarina of Time || Asa&lt;br /&gt;
|-&lt;br /&gt;
| Yoshi&#039;s Island (cutscene, part 2) || 1:04 || &amp;lt;tt&amp;gt;zmm_overworld_v1-1&amp;lt;/tt&amp;gt; || Termina Field (v1.1) || The Legend of Zelda: Majora&#039;s Mask || Sir Pikehan&lt;br /&gt;
|-&lt;br /&gt;
| Yoshi&#039;s Island (part 3) || 1:08 || &amp;lt;tt&amp;gt;s3angelisland1a&amp;lt;/tt&amp;gt; || Angel Island Zone: Act 1 || Sonic the Hedgehog 3 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Big Boo chase || 2:03 || &amp;lt;tt&amp;gt;chase&amp;lt;/tt&amp;gt; || Chasing the Axem Rangers || Super Mario RPG || Alluro95&lt;br /&gt;
|-&lt;br /&gt;
| Big Boo fight || 1:05 || &amp;lt;tt&amp;gt;boss1&amp;lt;/tt&amp;gt; || Boss || Super Mario RPG || Jason Zaffary&lt;br /&gt;
|-&lt;br /&gt;
| Final cutscene || 0:15 || &amp;lt;tt&amp;gt;eatatjoe&amp;lt;/tt&amp;gt; || [[Keen 6 Music#Track 05: Space Funk|Space Funk]] || [[Keen 6]] || Ilsoap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=List_of_fangames&amp;diff=51144</id>
		<title>List of fangames</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=List_of_fangames&amp;diff=51144"/>
		<updated>2025-07-28T08:22:40Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Fixed typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is meant to be a constantly-updated list of &#039;&#039;&#039;Keen-related fangames&#039;&#039;&#039; that were:&lt;br /&gt;
*Actually &#039;&#039;released&#039;&#039; in some form (either full or demo)&lt;br /&gt;
*&#039;&#039;Not&#039;&#039; made by modifying the original games (some of the best fangames are actually &amp;quot;mods&amp;quot;. To see a list of them, go to [[Vorticon Mods]] and [[Galaxy Mods]]).&lt;br /&gt;
&lt;br /&gt;
Information compiled from [http://cc314.shikadi.net CC314], [http://www.dosclassics.com/keen/dl.php Beyond the Pogo], [http://www.bipship.com/fangames Bipship] and the forums.&lt;br /&gt;
&lt;br /&gt;
Many of these games require [https://files.shikadi.net/keenwiki/Fangames/cncs232.zip cncs232.dll] to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
*CNC = Click &amp;amp; Create&lt;br /&gt;
*CTF = Clickteam Fusion&lt;br /&gt;
*DPMI = [[Wikipedia:DOS Protected Mode Interface|DOS Protected Mode Interface]]&lt;br /&gt;
*GBA = Game Boy Advance&lt;br /&gt;
*KNP = Klik &amp;amp; Play&lt;br /&gt;
*MMF = Multimedia Fusion&lt;br /&gt;
*TGF = The Games Factory&lt;br /&gt;
&lt;br /&gt;
*Please click on the triangles to sort by different categories. i.e. if you click first on &amp;quot;Creator(s)&amp;quot; then on &amp;quot;Created with&amp;quot;, you will get a list that is sorted by which tool or engine was used, and further sorted by creator name. Refresh the page to reset all sort settings.&lt;br /&gt;
&lt;br /&gt;
*Only the newest version of each game is listed in the Download column; additional versions may be found on their respective wiki pages.&lt;br /&gt;
&lt;br /&gt;
*Dates format: year-month-day (the release date is always for the &#039;&#039;first&#039;&#039; version of the game if known)&lt;br /&gt;
&lt;br /&gt;
*Real name of creator listed first, if available, then (nickname in brackets)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a &#039;&#039;&#039;pictorial view&#039;&#039;&#039;, see [[List of fangames (pictorial)]] instead.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download(s)&lt;br /&gt;
! Release Date&lt;br /&gt;
! Creator(s)&lt;br /&gt;
! Created with&lt;br /&gt;
! OS&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adventures of Commander Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.rave_o_mania.adventures_of_commander_keen_demo.mmf.2002-10-12.zip demo]&lt;br /&gt;
|2002-10-12&lt;br /&gt;
|Rave O Mania&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Aliens Ate My Little Sister!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.k1n9_duk3.aliens_ate_my_little_sister_v.1.1.keengine.2010-08-11.zip full (v1.1)]&amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.k1n9_duk3.aliens_ate_my_little_sister_v.1.keengine.2010-08-05.zip full (v1.0)]&lt;br /&gt;
|2010-08-05&lt;br /&gt;
|[[User:K1n9_Duk3|K1n9_Duk3]]&lt;br /&gt;
|[[KEENGINE]]&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=1368 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Alpha Manhattan]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.xtraverse.alpha_manhattan_demo_2.cnc.2003-05-05.zip demo (v0.2)]&amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.xtraverse.alpha_manhattan_demo_1.cnc.2002-10-05.zip demo (v0.1)]&lt;br /&gt;
|2003-05-05&amp;lt;br/&amp;gt;2002-10-05&lt;br /&gt;
|[[xtraverse]]&lt;br /&gt;
|MMF&amp;lt;br/&amp;gt;CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20060207153720/http://click.spatang.com/am.php Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bacteri-Yuk]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.slasher.ilsoap.bacteri-yuk.cnc.2003-01-03.zip full]&lt;br /&gt;
|2003-01-03&lt;br /&gt;
|Slasher&amp;lt;br/&amp;gt;Chris Hendricks (Ilsoap)&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Bean-with-Bacon Megarocket vs The Trecentiquindecim]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.mortimer_in_black.bwb_vs_tqd.game_maker.2005-08-05.zip beta]&lt;br /&gt;
|2005-08-05&lt;br /&gt;
|MortimerInBlack&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://www.tapatalk.com/groups/publiccommanderkeenforum/new-keen-game-almost-ready-t615-s10.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloog Dunking Booth]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.the_soggy_mop.bloog_dunking_booth.cnc.1999-09-06.zip full]&lt;br /&gt;
|1999-09-06&lt;br /&gt;
|The Soggy Mop&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloog Sports: Soccer]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.dr_zingers.bloog_sports_soccer.knp.2001-11-03.zip full]&lt;br /&gt;
|1999-02-11&lt;br /&gt;
|Dr. Zingers&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|-&lt;br /&gt;
|[[BomberKeen]]&lt;br /&gt;
|[https://www.dropbox.com/scl/fi/v5yyjb0wz4p6iuvfsby5i/BKEEN_alpha2.zip?rlkey=6znvisfldrudb2mup1xtaklk3&amp;amp;st=c9cf7xk3&amp;amp;dl=0]&lt;br /&gt;
|2025-05-04&lt;br /&gt;
|DoomJedi and K1n9_Duk3&lt;br /&gt;
|Turbo C++&lt;br /&gt;
|DOS&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=18055 Discussion]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[BWB Megarocket Space Invaders]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.vaportech_international.bwb_megarocket_space_invaders.cnc.2000-07-03.zip full]&lt;br /&gt;
|2000-07-03&lt;br /&gt;
|Vaportech International&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Captain Rixot: Lost on Enceladus]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.ktch0.captain_rixot_lost_on_enceladus_v2.1.win64.2023-10-21.zip Windows]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.ktch0.captain_rixot_lost_on_enceladus_v2.1.linux64.2023-10-21.zip Linux]&amp;lt;br&amp;gt;[http://jlv.fi/pub/p/rixot/play/ browser]&lt;br /&gt;
|2022-01-04&lt;br /&gt;
|ktch0&lt;br /&gt;
|C&amp;lt;br&amp;gt;JavaScript&lt;br /&gt;
|Windows, Linux&amp;lt;br&amp;gt;Multiple&lt;br /&gt;
|[http://jlv.fi/pub/p/rixot/ Website] [https://pckf.com/viewtopic.php?t=3678 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[CK Saga Episode 1: The Palace of King Yarkoud]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.stevenvi.ck_saga_1_the_palace_of_king_yarkoud.1999-07-05.zip full]&lt;br /&gt;
|1999-07-05&lt;br /&gt;
|Steven Wallace (StevenVI)&lt;br /&gt;
|?&lt;br /&gt;
|Windows, DOS&lt;br /&gt;
|text adventure&lt;br /&gt;
|-&lt;br /&gt;
|[[CK Saga Episode 2: Keen in Space]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.stevenvi.ck_saga_2_keen_in_space.1999-07-20.zip beta]&lt;br /&gt;
|1999-07-20&lt;br /&gt;
|Steven Wallace (StevenVI)&lt;br /&gt;
|?&lt;br /&gt;
|DPMI&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[CK4GBA]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.john314.ck4gba_v.1.2.3.gba.2024-02-10.zip full]&amp;lt;/br&amp;gt; [https://files.shikadi.net/keenwiki/Fangames/f.john314.ckgba_src_v.1.2.3.gba.2024-02-10.zip source code]&lt;br /&gt;
|2023-06-22&lt;br /&gt;
|John314&lt;br /&gt;
|C&lt;br /&gt;
|GBA&lt;br /&gt;
|[https://github.com/john314thegeekygenius/CKGBA GitHub] [https://pckf.com/viewtopic.php?t=16559 Discussion] Keen 4 port&lt;br /&gt;
|-&lt;br /&gt;
|[[CK5GBA]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.john314.ck5gba_v.1.2.3.gba.2024-02-10.zip full]&lt;br /&gt;
|2023-10-07&lt;br /&gt;
|John314&lt;br /&gt;
|C&lt;br /&gt;
|GBA&lt;br /&gt;
|[https://github.com/john314thegeekygenius/CKGBA GitHub] [https://pckf.com/viewtopic.php?t=16559 Discussion] Keen 5 port&lt;br /&gt;
|-&lt;br /&gt;
|[[CK6GBA]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.john314.ck6gba_v.1.2.3.gba.2024-02-10.zip full]&lt;br /&gt;
|2023-10-07&lt;br /&gt;
|John314&lt;br /&gt;
|C&lt;br /&gt;
|GBA&lt;br /&gt;
|[https://github.com/john314thegeekygenius/CKGBA GitHub] [https://pckf.com/viewtopic.php?t=16559 Discussion] Keen 6 port&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 2000]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.a_r.commander_keen_2000.knp.1998-11-24.zip full]&lt;br /&gt;
|1998-11-24&lt;br /&gt;
|A.R.&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 2000 - Remake]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.cvh_9000.commander_keen_2000_remake.ctf.2022-02-18.zip full]&lt;br /&gt;
|2022-02-18&lt;br /&gt;
|CvH_9000&lt;br /&gt;
|CTF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=12991 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 2004]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.nickssoft.commander_keen_2004.knp.2006-01-01.zip full]&lt;br /&gt;
|2006-01-01&lt;br /&gt;
|Nickssoft&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|Keen 2000 remake&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 20,000]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.kohntarkosz.commander_keen_20,000.mmf.2007-07-28.zip full]&lt;br /&gt;
|2007-07-28&lt;br /&gt;
|Kohntarkosz&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://www.tapatalk.com/groups/publiccommanderkeenforum/commander-keen-20-000-t892.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 3000]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.a_r.commander_keen_3000_demo.tgf.1999-02-07.zip demo]&lt;br /&gt;
|1999-02-07&lt;br /&gt;
|A.R.&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 3000: Friend or Foe?]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.nicksoftware_&amp;amp;_szemigi.commander_keen_3000_friend_or_foe.knp.2012-03-04.zip full]&lt;br /&gt;
|2012-03-04&lt;br /&gt;
|Nickssoftware, [[User:Szemigi|Szemi]]&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 4.5: Parallel World]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/Parallel.zip Engine beta]&lt;br /&gt;
|2010-05-08&lt;br /&gt;
|Andy&lt;br /&gt;
|MMF2&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 64]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.lava89.ck_64_beta_v0.1.5.blitz3d.2013-12-31.zip beta v0.1.5]&lt;br /&gt;
|2009-08-15&amp;lt;br/&amp;gt;2013-06-11&amp;lt;br/&amp;gt;2013-12-31&lt;br /&gt;
|Lava89&lt;br /&gt;
|Blitz3D &amp;lt;br/&amp;gt; Wings3D&lt;br /&gt;
|Windows&lt;br /&gt;
|A 3D remake of Commander Keen: Marooned on Mars&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 7: Keen Lives]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.noname.ck_7_keen_lives.knp.1998-07-02.zip demo]&lt;br /&gt;
|1998-07-02&lt;br /&gt;
|Noname&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 7: The Universe is Toast]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.neil_mcrae.ck_7_the_universe_is_toast_demo.knp.2000-08-07.zip demos (v0.2)] [https://files.shikadi.net/keenwiki/Fangames/f.neil_mcrae.ck_7_the_universe_is_toast_demo.knp.1999-08-22.zip demos (v0.1)]&lt;br /&gt;
|2000-08-07&amp;lt;br/&amp;gt;1999-08-22&lt;br /&gt;
|Neil McRae&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|A worse remake of Keen Lives demo&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 7v]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.volte-face.ck_7v_demo.tgf.1999-07-25.zip demo]&lt;br /&gt;
|1999-07-25&lt;br /&gt;
|Volte-Face&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 8 (2003)]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.brandon_walderman.ck_8_demo.knp.2003-01-02.zip demo]&lt;br /&gt;
|2003-01-02&lt;br /&gt;
|Brandon Walderman&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen 8 (2000)]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.neil_mcrae.ck_8_demo.knp.2000-09-30.zip demo]&lt;br /&gt;
|2000-09-30&lt;br /&gt;
|Neil McRae&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: Adventure]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.tcl999.ck_adventure.cnc.1999-07-17.zip demo]&lt;br /&gt;
|1999-07-17&lt;br /&gt;
|TCL999 aka Dopefish 9 (Travis Lauver)&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen and The Grand Intellect]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.creative_madman.ck_the_grand_intellect_v1.1a.gamemaker.2004-10-17.zip full (v1.1a)]&lt;br /&gt;
|2004-10-17&lt;br /&gt;
|Creative madman&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://www.tapatalk.com/groups/publiccommanderkeenforum/commander-keen-and-the-grand-intellect-online-get--t644.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Andromeda]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.joe_capricorn.andromeda.2004-03-29.zip demo]&lt;br /&gt;
|2004-03-29&lt;br /&gt;
|Joe Capricorn&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen BreakOut]] 1 &amp;amp; 2&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.the_soggy_mop.ck_breakout_1_&amp;amp;_2.cnc.1999-07-20.zip full]&lt;br /&gt;
|1999-07-20&lt;br /&gt;
|The Soggy Mop &amp;lt;!-- aka Orb --&amp;gt;&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: Code Name 13]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.bean_with_bacon.ck_code_name_13.2003-01-02.zip full]&lt;br /&gt;
|2003-01-02&lt;br /&gt;
|Bean with Bacon&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: Dark Horizon]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.crazy_keen.ck_dark_horizon_demo.1999-10-20.zip demo]&lt;br /&gt;
|1999-10-20&lt;br /&gt;
|Logan Smith (CrazyKeen)&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen - Doom of Mars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.dr_colossus.doom_of_mars_v.2.gamemaker.2012-05-05.zip full]&lt;br /&gt;
|2012-05-05&lt;br /&gt;
|[[User:DrColossus|DrColossus]]&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[http://sandbox.yoyogames.com/games/198573-commander-keen---doom-of-mars Release Page]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: Earthbound]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.j_a.ck_earthbound_demo.knp.1999-07-21.zip demo]&lt;br /&gt;
|1999-07-21&lt;br /&gt;
|J.A.&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: Galaxy Reimagined]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.namida.galaxy_reimagined_v1.0.3.monogame.2024-11-27.zip full]&lt;br /&gt;
|2024-09-18&lt;br /&gt;
|namida&lt;br /&gt;
|MonoGame&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://www.nv.wtf/ckgrhelp/ Website] [https://pckf.com/viewtopic.php?t=17958 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen - Heart of Darkness]]&lt;br /&gt;
|&amp;lt;!-- http://richard-balluff.de/Keen3dPlatformer.exe﻿ --&amp;gt; [https://files.shikadi.net/keenwiki/Fangames/f.dr_colossus.heart_of_darkness_3d_demo.gamemaker.2017-03-25.zip demo (3D version)]&amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.dr_colossus.heart_of_darkness_demo_v0.2.gamemaker.2017-03-25.zip demo (v0.2)]&amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.dr_colossus.heart_of_darkness_demo.gamemaker.2016-02-07.zip demo (v0.1)]&lt;br /&gt;
|2015-05-07&lt;br /&gt;
|[[User:DrColossus|DrColossus]]&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?p=75328#75328 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: Heroes Lost]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thdpro.ck_heroes_lost.megazeux.2013-01-02.zip full]&lt;br /&gt;
|2013-01-02&lt;br /&gt;
|ThDPro aka Thud&lt;br /&gt;
|MegaZeux&lt;br /&gt;
|Multiple&lt;br /&gt;
|[http://vault.digitalmzx.net/show.php?id=1986 Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Immortal: The Lamers]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.the_soggy_mop.ck_immortal_the_lamers.tgf.1999-06-02.zip full]&lt;br /&gt;
|1999-06-02&lt;br /&gt;
|The Soggy Mop &amp;lt;!-- aka Monsieur la Bloog --&amp;gt;&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in: Holiday Hijinx!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.ck_holiday_hijinx.tgf.2009-06-29.zip full]&lt;br /&gt;
|2005-01-09&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[http://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in Joy Busters]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.gooverman.ck_joy_busters.2002-10-26.zip demo]&lt;br /&gt;
|2002-10-26&lt;br /&gt;
|Gooverman&lt;br /&gt;
|?&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in: The Counter Crusades]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.yodablob.ck_the_counter_crusades_beta_v0.3.gamemaker.2005-05-01.zip beta (v0.3)]&lt;br /&gt;
|2005-05&lt;br /&gt;
|yodablob&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in the Dream Machine]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.dsl.ck_the_dream_machine.cnc.2003-07-06.zip full]&lt;br /&gt;
|2003-03-15&lt;br /&gt;
|DSL&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in the Earth&#039;s Chaos]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.superadammario64.ck_earths_chaos_demo.2002-07-23.zip demo]&lt;br /&gt;
|2002-07-23&lt;br /&gt;
|Superadammario64&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in Time Episode 1: Lost in Time]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.the_soggy_mop.lost_in_time.1999-08-31.zip full]&lt;br /&gt;
|1999-12-12&lt;br /&gt;
|The Soggy Mop&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in Trouble]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.till_gillsbach.ck_in_trouble_demo.2003-01-02.zip demo]&lt;br /&gt;
|2003-01-02&lt;br /&gt;
|Till Gillsbach&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Interactive Fiction]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.ck_guy.ck_interactive_fiction_demo.2005-05-16.zip demo]&lt;br /&gt;
|2005-05-16&lt;br /&gt;
|[[User:CK Guy|CK Guy]]&lt;br /&gt;
|?&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Laser Tag]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.stevenvi.ck_laser_tag.2000-08-03.zip full]&lt;br /&gt;
|2000-08-03&lt;br /&gt;
|Steven Wallace (StevenVI)&lt;br /&gt;
|?&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Learns to Drive]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.crazy_keen.keen_learns_to_drive.tgf.1999-06-01.zip full]&lt;br /&gt;
|1999-06-01&lt;br /&gt;
|Logan Smith (CrazyKeen)&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20040918201601/http://skyscraper.fortunecity.com/null/816/ckdrive.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen - Marooned on Mars (Galaxy Style)]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.dr_colossus.marooned_on_mars_(galaxy_style).gamemaker.2012-07-29.zip full]&lt;br /&gt;
|2012-07-29&lt;br /&gt;
|[[User:DrColossus|DrColossus]]&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[http://sandbox.yoyogames.com/games/202421-commander-keen---marooned-on-mars-galaxy-style Release Page]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Masked Crusaders: Asino&#039;s Uphail]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.blueIllusionx.ck_masked_crusaders_asinos_uphail.2003-01-03.tgf.zip full]&amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.blueIllusionx.ck_masked_crusaders_asinos_uphail_remake.mmf.2003-12-14.zip remake]&lt;br /&gt;
|2003-01-03&amp;lt;br/&amp;gt;2003-12-14&lt;br /&gt;
|BlueIllusionX&lt;br /&gt;
|TGF&amp;lt;br/&amp;gt;MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Maze]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.vaportech_international.ck_maze.1999-07-12.zip full]&lt;br /&gt;
|2000-07-25&lt;br /&gt;
|Vaportech International&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Psychedelic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.some_guy.keen_psychedelic.cnc.1999-05-05.zip full]&lt;br /&gt;
|1999-02-22&lt;br /&gt;
|Some Guy&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Remastered]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.kajuby.ck_remastered_v0.0.7b.2020-02-08.zip alpha v.0.0.7b]&lt;br /&gt;
|2020-02-09&lt;br /&gt;
|[[User:Kajuby|Kajuby]]&lt;br /&gt;
|?&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=6071 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen - Robot Invasion]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.dr_colossus.robot_invasion_v.1.1.gamemaker.2011-07-14.zip full]&lt;br /&gt;
|2011-07-14&lt;br /&gt;
|[[User:DrColossus|DrColossus]]&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: School&#039;s Out]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.link_templeton.schools_out.knp.2002-08-03.zip full]&lt;br /&gt;
|2002-08-03&lt;br /&gt;
|LinkTempleton&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Shoot &#039;em Up]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.the_soggy_mop.ck_shoot_em_up.1999-08-23.zip full]&lt;br /&gt;
|1999-08-23&lt;br /&gt;
|The Soggy Mop&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: Tantalus Wars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.golden_rishi.ck_tantalus_wars_beta.gamemaker_7.0.2007-11-13.zip beta]&lt;br /&gt;
|2007-11-05&lt;br /&gt;
|GoldenRishi/LordofGlobox&lt;br /&gt;
|GameMaker 7.0&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen Tetris]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.stevenvi.ck_tetris.1999-05-23.zip beta]&lt;br /&gt;
|1999-05-23&lt;br /&gt;
|Steven Wallace (StevenVI)&lt;br /&gt;
|?&lt;br /&gt;
|DPMI&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: The New Episode]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.daffydrukz.new_episode_demo.2001-01-09.zip demo]&lt;br /&gt;
|2001-01-09&lt;br /&gt;
|Daffydrukz&lt;br /&gt;
|?&lt;br /&gt;
|DOS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen: The Return to Mars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.unknown.return_to_mars.cnc.2000-07-19.zip full]&lt;br /&gt;
|2000-07-19&lt;br /&gt;
|?&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Commander Keen vs. Commander Kenny]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.korath_the_great.keen_vs_kenny.cnc.2000-02-18.zip full]&lt;br /&gt;
|2000-02-18&lt;br /&gt;
|Korath the Great&lt;br /&gt;
|CNC &lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keens Trek 96]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.j&amp;amp;o_software.cks_trek_96.visual_basic.1996-09-16.zip full]&lt;br /&gt;
|1996-09-16&lt;br /&gt;
|J&amp;amp;O Software&lt;br /&gt;
|Visual Basic&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Pang]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thomas_laguzzi.commander_pang.qbasic.1998-12-30.zip full]&lt;br /&gt;
|1998-12-30&lt;br /&gt;
|Thomas Laguzzi&lt;br /&gt;
|QBASIC&lt;br /&gt;
|Windows, DOS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Das Viva]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.commander_spleen.das_viva.cnc.2006-01-24.zip full]&lt;br /&gt;
|2004-03-14&lt;br /&gt;
|[[User:Commander_Spleen|Commander Spleen]]&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20050313051040/http://jimsoft.spatang.com/keen/spleen/download.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Day of the Alien:  Tentacles Ate My Babysitter!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.day_of_the_alien_tentacles_ate_my_babysitter.2002-10-06.zip full]&lt;br /&gt;
|2002-10-06&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Discontinued Keen Games Anthology]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.nickssoft.discontinued_keen_games_anthology_demo.2003-02-19.zip demo]&lt;br /&gt;
|2003-02-19&lt;br /&gt;
|Nickssoft&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dopefish Challenge]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.beowulf.dope_fish_challenge.2001-12-02.zip full]&lt;br /&gt;
|2001-12-02&lt;br /&gt;
|Beowulf&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20020223123912/http://www.angelfire.com/games4/beowulf/fanmade/fangames.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dopefish Forever!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.chris_geroux.dopefish_forever.knp.2003-01-03.zip full]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.chris_geroux.dopefish_lives.knp.1997-04-15.zip Dopefish Lives!]&lt;br /&gt;
|1997-07-04&amp;lt;br&amp;gt;1997-04-15&lt;br /&gt;
|Chris Geroux&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20011209223116/http://www.geocities.com/Area51/Vault/5837/dope4evr.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dopefish Races]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.tcl999.dopefish_races.2002-12-15.zip full]&lt;br /&gt;
|2002-12-15&lt;br /&gt;
|TCL999 aka Dopefish 9 (Travis Lauver)&lt;br /&gt;
|C++&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://archive.shikadi.net/pckf/misc/1176.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dopefish Rescue I]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.justin.dope_fish_rescue_I_v1.1.1998-01-22.zip full]&lt;br /&gt;
|1998-01-22&lt;br /&gt;
|Justin&lt;br /&gt;
|QBASIC&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20000615204841/http://members.xoom.com/MrMikeyMan/keen/dfdload.htm Website] text game&lt;br /&gt;
|-&lt;br /&gt;
|[[Dopefish Rescue II]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.justin.dope_fish_rescue_II_v1.0.1998-02-12.zip full]&lt;br /&gt;
|1998-02-12&lt;br /&gt;
|Justin&lt;br /&gt;
|QBASIC&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20000615204841/http://members.xoom.com/MrMikeyMan/keen/dfdload.htm Website] text game&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dopey Game]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.zorath.the_dopey_game_demo.2002-10-17.zip demo]&lt;br /&gt;
|2002-10-17&lt;br /&gt;
|Zorath&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eat &#039;em Up]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.the_soggy_mop.eat_em_up.tgf.1999-08-17.zip full]&lt;br /&gt;
|1999-08-17&lt;br /&gt;
|The Soggy Mop&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape from id! I: Executive&#039;s Revenge]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.escape_from_id_I_executive&#039;s_revenge.tgf.2002-03-22.zip full]&lt;br /&gt;
|2002-03-22&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20040803225608/http://www.freewebs.com/lucaskeen/keenonlygames.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape from id! II &amp;amp; III Double-Pak]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.escape_from_id_II_&amp;amp;_III_double-pak.tgf.2002-09-26.zip full]&lt;br /&gt;
|2002-09-26&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20040803225608/http://www.freewebs.com/lucaskeen/keenonlygames.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape from the Dopefish]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.mark_jenkins.escape_from_the_dopefish.knp.2002-02-21.zip full]&lt;br /&gt;
|2002-02-21&lt;br /&gt;
|Mark Jenkins&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Flash Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.glen_rhodes.flash_keen.flashmx.2003-02-18.zip full]&amp;lt;br&amp;gt;[https://ooooooooo.ooo/static/?fd6482b3-6d0f-418c-4ea7-693869e3fc29 browser]&lt;br /&gt;
|2003-02-18&lt;br /&gt;
|Glen Rhodes&lt;br /&gt;
|Flash&lt;br /&gt;
|Flash&lt;br /&gt;
|[https://web.archive.org/web/20060203035353/http://www.glenrhodes.com/flashkeen/ Website] Keen 1 Flash clone, no world map&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--|[[FlappyVort]]&lt;br /&gt;
|[[link needed]]&lt;br /&gt;
|2014-04-01&lt;br /&gt;
|[[User:Roobar|Roobar]]&lt;br /&gt;
|JavaScript&lt;br /&gt;
|?&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=3035 Discussion]&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|[[Foray In The Cherry Blossom Forest]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.roobar.foray_in_the_cherry_blossom_forest_demo_v0.1.3.keengine.2020-01-19.zip demo (v0.1.3)]&lt;br /&gt;
|2020-01-19&lt;br /&gt;
|[[User:Roobar|Roobar]]&lt;br /&gt;
|[[KEENGINE]]&lt;br /&gt;
|Windows&lt;br /&gt;
|Spin-off of [[Foray in the Forest]] [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4120 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fribbulus Xax Falls]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.roobar.fribbulus_xax_falls_demo_v0.2.1.keengine.2017-10-20.zip demo (v0.2.1)]&lt;br /&gt;
|2017-10-20&lt;br /&gt;
|[[User:Roobar|Roobar]]&lt;br /&gt;
|[[KEENGINE]]&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=1402&amp;amp;p=30251 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Goodbye Monkey Island|Goodbye Monkey Island Part 1]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.goodbye_monkey_island_part_1.unknown.2004-04-29.zip full]&lt;br /&gt;
|2004-04-29&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Goodbye Monkey Island|Goodbye Monkey Island Part 2]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.goodbye_monkey_island_part_2.unknown.2004-04-29.zip full]&lt;br /&gt;
|2004-04-29&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Goodbye Monkey Island|Goodbye Monkey Island Part 3]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.goodbye_monkey_island_part_3.unknown.2004-04-29.zip full]&lt;br /&gt;
|2004-04-29&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Goodbye Monkey Island|Goodbye Monkey Island Part 4]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.goodbye_monkey_island_part_4.unknown.2004-04-29.zip full]&lt;br /&gt;
|2004-04-29&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Goodbye Monkey Island|Goodbye Monkey Island Part 5]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.goodbye_monkey_island_part_5.unknown.2004-04-29.zip full]&lt;br /&gt;
|2004-04-29&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Goodbye Monkey Island|Goodbye Monkey Island Part 6]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.goodbye_monkey_island_part_6.unknown.2004-04-29.zip full]&lt;br /&gt;
|2004-04-29&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[JavaKeen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.paradox.javakeen_demo.java_1.4.2003-01-22.zip demo]&lt;br /&gt;
|2003-01-24&lt;br /&gt;
|paradox&lt;br /&gt;
|Java 1.4&lt;br /&gt;
|multiple&lt;br /&gt;
|Open-source, has level editor&lt;br /&gt;
|-&lt;br /&gt;
|[[Journey to the Centre of Mars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.hagel.journey_to_the_centre_of_mars.v.0.9.1.1.gamemaker.2011-02-14.zip full]&lt;br /&gt;
|2011-02-14&lt;br /&gt;
|Hagel&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=1837 Discussion] [https://pckf.com/viewtopic.php?p=43100#43100 source code] is released.&lt;br /&gt;
|-&lt;br /&gt;
|[[Jungle Commander Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.xtraverse.jungle_ck_demo.2002-10-05.zip demo]&lt;br /&gt;
|2002-10-05&lt;br /&gt;
|[[xtraverse]]&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20060207153720/http://click.spatang.com/am.php Website] Evolved into &amp;quot;Alpha Manhattan&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 2.5D]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.joseph_carney.keen_2.5d_build_41.win.2020-09-07.zip beta (v0.41, Windows)]&amp;lt;br /&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.joseph_carney.keen_2.5d_build_41.mac.2020-09-07.zip beta (v0.41, macOS)]&amp;lt;br /&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.joseph_carney.keen_2.5d_build_41.linux.2020-05-04.zip beta (v0.41, Linux)]&lt;br /&gt;
|2020-09-07&lt;br /&gt;
|Joseph Carney (Ronnie)&lt;br /&gt;
|Unity&lt;br /&gt;
|Windows, macOS, Linux&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=2&amp;amp;t=2778 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Dreams 3D]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.keen_dreams_3d.3d_game_studio.2006-03-17.zip full]&lt;br /&gt;
|2006-03-17&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|3D Game Studio&lt;br /&gt;
|Windows&lt;br /&gt;
|[http://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Engine Test]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.dsl.keen_engine_test_demo_v0.13.mmf.2005-01-31.zip demo (v0.13)]&lt;br /&gt;
|2005-01-31&lt;br /&gt;
|DSL&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Enters RON]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.das_tobi_as.keen_ron.2002-09-19.zip full]&lt;br /&gt;
|2002-09-19&lt;br /&gt;
|das TOBI AS&lt;br /&gt;
|? &lt;br /&gt;
|?&lt;br /&gt;
|RON mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Fighter]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.szemigi.keen_fighter_demo.knp.2010-07-12.zip demo]&lt;br /&gt;
|2010-07-12&lt;br /&gt;
|[[User:Szemigi|Szemi]]&lt;br /&gt;
|KNP &lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Fury]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.blur.keen_fury_demo.1999-03-15.zip demo]&lt;br /&gt;
|1999-03-15&amp;lt;br/&amp;gt;1999-03-06&amp;lt;br/&amp;gt;1999-01-02&lt;br /&gt;
|Blur/YFS&lt;br /&gt;
|? &lt;br /&gt;
|DOS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Galaxies]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.tcl999.keen_galaxies_demo.cnc.2007-05-20.zip demo]&lt;br /&gt;
|2007-05-21&lt;br /&gt;
|TCL999 aka Dopefish 9 (Travis Lauver)&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|[http://web.archive.org/web/20031003113300/http://www.commanderkeen.net/keencyclopedia/kg.html Website] [https://www.tapatalk.com/groups/publiccommanderkeenforum/keen-galaxies-demo-t890.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen in the Bronze Age]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.skypestb2.keen_in_the_bronze_age.2004-04-25.zip full]&lt;br /&gt;
|2004-04-25&lt;br /&gt;
|SkypestB2&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen: Next (fangame)|Keen: Next]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.z-1.keen_next_demo_v0.3.2005-05-07.zip demo]&lt;br /&gt;
|2005-05-07&lt;br /&gt;
|Z-1&lt;br /&gt;
|? &lt;br /&gt;
|Windows&lt;br /&gt;
|Made with Keen: Next editor. Abandoned, but source released. More info [https://pckf.com/viewtopic.php?t=725&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=30 here].&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Signal]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.mink.keen_signal.knp.2008-03-16.zip full]&lt;br /&gt;
|2008-03-17&lt;br /&gt;
|[[User:Mink|Mink]]&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=182 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen&#039;s Enemy Blowout!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.ryan_mcgreer.keens_enemy_blowout_demo.knp.1998-01-17.zip demo]&lt;br /&gt;
|1998-01-17&lt;br /&gt;
|Ryan McGreer (What&#039;s His Name?)&lt;br /&gt;
|KNP &lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen&#039;s Watch]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.nickssoft.keens_watch.knp.2003-02-18.zip full]&lt;br /&gt;
|2003-02-18&lt;br /&gt;
|Nickssoft&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen4ever]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.pieter_jordaan.keen4ever.knp.2002-06-15.zip full]&lt;br /&gt;
|1999-01-16&lt;br /&gt;
|Pieter Jordaan (therealdopefish)&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenBounce]]&lt;br /&gt;
|[https://phoebem.itch.io/keenbounce-godot browser]&amp;lt;br&amp;gt;[https://phoebem.itch.io/keenbounce browser (alt)]&lt;br /&gt;
|2023-09-16&lt;br /&gt;
|phoebe&lt;br /&gt;
|Godot&amp;lt;br&amp;gt;Unity&lt;br /&gt;
|HTML5&lt;br /&gt;
|[https://github.com/PhoebeMitchell/KeenBounce_Godot GitHub] [https://pckf.com/viewtopic.php?t=16796 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenKong]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.allstories.keen_kong.knp.2003-11-04.zip full]&lt;br /&gt;
|2003-11-04&lt;br /&gt;
|[[User:Allstories|Allstories]]&lt;br /&gt;
|KNP &lt;br /&gt;
|Windows&lt;br /&gt;
|[http://archive.shikadi.net/pckf/unofficial/842.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenPlus]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.neil_mcrae.keen_plus_demo.2003-06-24.zip demo]&lt;br /&gt;
|2000-03-14&lt;br /&gt;
|Neil McRae&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Link-Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.john314.link_keen_v2.3.gba.2022-04-25.zip full (v2.3)] &amp;lt;br&amp;gt; [https://files.shikadi.net/keenwiki/Fangames/f.john314.link_keen_v2.3.sc.2022-04-25.zip source code]&lt;br /&gt;
|2022-04-25&lt;br /&gt;
|John314&lt;br /&gt;
|C&lt;br /&gt;
|GBA&lt;br /&gt;
|[https://github.com/john314thegeekygenius/LINK-Keen GitHub] [https://pckf.com/viewtopic.php?t=13355 Discussion] NetKeen port&lt;br /&gt;
|-&lt;br /&gt;
|[[Maniac Mars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.maniac_mars.tgf.2002-08-31.zip full]&lt;br /&gt;
|2002-08-31&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF &lt;br /&gt;
|Windows&lt;br /&gt;
|[https://ridgwayfilms.com/games.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mazes of Doom]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.jm2006.mazes_of_doom.2008-12-16.zip full]&lt;br /&gt;
|2008-12-16&lt;br /&gt;
|JM2006&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Mopsy]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.kus_software.mopsy.1993-06-19.zip shareware]&lt;br /&gt;
|1993-06-19&lt;br /&gt;
|K.U.S. Software&lt;br /&gt;
|? &lt;br /&gt;
|DOS&lt;br /&gt;
|in German&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortal Keenbat]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.the_soggy_mop.mortal_keenbat.1999-06-13.zip full]&lt;br /&gt;
|1999-07-13&lt;br /&gt;
|The Soggy Mop&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortimer Ate My Babysitter]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.unknown.mortimer_ate_my_babysitter_demo.1999-06-13.zip demo]&lt;br /&gt;
|1999-07-07&lt;br /&gt;
|?&lt;br /&gt;
|? &lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortimer McMire Stress Reliever]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.the_soggy_mop.mortimer_mcmire_stress_reliever.1999-09-04.zip full]&lt;br /&gt;
|1999-09-04&lt;br /&gt;
|The Soggy Mop&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Mystery of Isis II]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.geoff_et_al.isis_ii_alpha_remake_v1.1a.pygame.2012-01-16.zip remake alpha (v0.1.1a)]&amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.geoff_et_al.isis_ii_demo_2-4.djgpp_c.2003-12-16.zip demos 2, 3, 4] &amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.geoff_et_al.keen_infinity_demo.djgpp_c.1999-06-18.zip demo 1]&lt;br /&gt;
|2012-01-13 &amp;lt;br/&amp;gt; 2003-12-16 &amp;lt;br/&amp;gt; 1999-06-18&lt;br /&gt;
|Geoff &amp;lt;br/&amp;gt; et al.&lt;br /&gt;
|PyGame &amp;lt;br/&amp;gt; DJGPP C w/Allegro &lt;br /&gt;
|Windows, DOS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Mythical Stones 1: The End of McMire&#039;s Story]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.memsys.mythical_stones_1_the_end_of_mcmires_story.2003-12-24.zip full]&lt;br /&gt;
|2003-12-24&lt;br /&gt;
|memsys&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[NetKeen (1997)]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.zbad.netkeen_1_demo.1997-09-17.zip demo]&lt;br /&gt;
|1997-11-16&lt;br /&gt;
|Zbad&lt;br /&gt;
|?&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[NetKeen 2|NetKeen 2]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.zbad.netkeen_2_demo.1998-04-12.zip demo]&lt;br /&gt;
|1998-04-12&lt;br /&gt;
|Zbad&lt;br /&gt;
|?&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Pac-Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.rorie1983.pac-keen.gamemaker.2005-11-07.zip full]&lt;br /&gt;
|2003-11-30&lt;br /&gt;
|rorie1983&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[http://web.archive.org/web/20031022172945/http://www.freewebs.com/pac-keen/ Website] [http://archive.shikadi.net/pckf/unofficial/849.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Planet Cloudius IX]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.roobar.planet_cloudius_ix_v.1.3.0.keengine.2023-10-22.zip full]&lt;br /&gt;
|2019-04-18&lt;br /&gt;
|[[User:Roobar|Roobar]]&lt;br /&gt;
|[[KEENGINE]]&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=5199 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Project Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.davince.keen_return_src.mmf.2006-04-18.zip demo]&lt;br /&gt;
|2007-05-22&lt;br /&gt;
|Vincent Beers (DaVince)&lt;br /&gt;
|Sphere&lt;br /&gt;
|Windows, Linux, OSX&lt;br /&gt;
|abandoned; [http://spheredev.org/wiki/Project_Keen Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Basic Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.kevin_wellwood.quick_basic_keen_v0.15.qbasic.2003-02-01.zip.zip beta v0.15]&lt;br /&gt;
|2003-05-13&lt;br /&gt;
|Kevin Wellwood&lt;br /&gt;
|QBASIC&lt;br /&gt;
|DOSBox (in Windows)&lt;br /&gt;
|CK4 clone, has level editor; [http://www.vplanetmag.com/raview60.shtml Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Real Keen Player]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.pieter_jordaan.real_keen_player_1.turbo_pascal.2000-10-25.zip full]&lt;br /&gt;
|2000-10-26&lt;br /&gt;
|Pieter Jordaan (therealdopefish)&lt;br /&gt;
|Turbo Pascal &lt;br /&gt;
|DOS&lt;br /&gt;
|has level editor&lt;br /&gt;
|-&lt;br /&gt;
|[[Real Keen Player II]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.pieter_jordaan.real_keen_player_2.turbo_pascal.2001-04-22.zip full]&lt;br /&gt;
|2001-04-22&lt;br /&gt;
|Pieter Jordaan (therealdopefish)&lt;br /&gt;
|Turbo Pascal &lt;br /&gt;
|DOS&lt;br /&gt;
|has level editor; [http://archive.shikadi.net/pckf/unofficial/278.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Real Keen Player III]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.pieter_jordaan.real_keen_player_3.div_games_studio.2003-03-07.zip full]&lt;br /&gt;
|2003-03-07&lt;br /&gt;
|Pieter Jordaan (therealdopefish)&lt;br /&gt;
|Div Games Studio&lt;br /&gt;
|DPMI&lt;br /&gt;
|[http://dosclassics.com/old/pckf/The%20cones%20have%20landed!%20-%20www_ezboard_com.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Return of the Vorticons]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.stupidbunny.return_of_the_vorticons.tgf.2022-03-14.zip full]&lt;br /&gt;
|2007-07-30&lt;br /&gt;
|[[User:StupidBunny|StupidBunny]]&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://www.tapatalk.com/groups/publiccommanderkeenforum/return-of-the-vorticons-t893.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Revolt on Camostria III Part 1]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.bbalazs.revolt_on_camostria_iii_part_1.2003-07-28.zip full]&lt;br /&gt;
|2003-07-28&lt;br /&gt;
|BBalazs&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Revolt on Camostria III Part 2: Trouble 7]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.bbalazs.revolt_on_camostria_iii_part_2_trouble_7.2003-07-29.zip full]&lt;br /&gt;
|2003-07-29&lt;br /&gt;
|BBalazs&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Revolt on Camostria III Part 3: Regicide]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.bbalazs.revolt_on_camostria_iii_part_3_regicide.2004-04-27.zip full]&lt;br /&gt;
|2004-04-27&lt;br /&gt;
|BBalazs&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[R.O.C.K.]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.henrock431.rock_alpha_v0.5.gamemaker.2009-09-04.zip alpha (v0.5)] &amp;lt;br/&amp;gt;&lt;br /&gt;
[https://files.shikadi.net/keenwiki/Fangames/f.henrock431.rock_alpha_v0.1.gamemaker.2008-06-12.zip alpha (v0.1]&lt;br /&gt;
|2009-09-04 &amp;lt;br/&amp;gt; 2008-06-12&lt;br /&gt;
|Henrock431&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20091209143710/http://henrock.net/rock.html Website] [https://pckf.com/viewtopic.php?t=285 Discussion] mimicks Keen 4-6 physics&lt;br /&gt;
|-&lt;br /&gt;
|[[The Rule of a Yorp&#039;s Dinner]]&amp;lt;br/&amp;gt;aka Friends of Commander Keen&amp;lt;br/&amp;gt;aka Keen Rescue Mission&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.ilsoap.the_rule_of_a_yorp&#039;s_dinner_demo_v0.2.cnc.2000-08-03.zip demo (v0.2)]&amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.ilsoap.the_rule_of_a_yorp&#039;s_dinner_demo_v0.1.cnc.1999-11-03.zip demo (v0.1)]&lt;br /&gt;
|2000-08-22&amp;lt;br/&amp;gt;1999-11-03&lt;br /&gt;
|Chris Hendricks (Ilsoap)&amp;lt;br/&amp;gt;aka &amp;quot;Pea Soup Fog Productions (a tiny division of Vapor Tech.)&amp;quot;&lt;br /&gt;
|CNC&amp;lt;br&amp;gt;TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Silly Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.zerker.silly_keen.cnc.2003-12-07.zip full]&lt;br /&gt;
|2003-12-07&lt;br /&gt;
|Zerker&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Spork I: Robot&#039;s Revenge]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.slasher.spork_I_robos_revenge.cnc.2000-04-09.zip full]&amp;lt;br/&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.slasher.spork_I_robos_revenge_demo.cnc.2000-02-14.zip demo]&lt;br /&gt;
|2000-04-09&amp;lt;br/&amp;gt;2000-02-14&lt;br /&gt;
|Slasher &amp;lt;!-- aka Corey aka big-buff chicken --&amp;gt;&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Spork II: Escape from Dula 9]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.slasher.spork_ii_escape_from_dula_9.cnc.2000-05-29.zip full]&lt;br /&gt;
|2000-05-29&lt;br /&gt;
|Slasher&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Spork III: Code of the Sporkia]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.slasher.spork_III_code_of_the_sporkia_demo_2.tgf.2002-06-20.zip demo (v0.2)]&amp;lt;br /&amp;gt;[https://files.shikadi.net/keenwiki/Fangames/f.slasher.spork_III_code_of_the_sporkia_demo_1.cnc.2000-08-27.zip demo (v0.1)]&lt;br /&gt;
|2002-06-20&amp;lt;br /&amp;gt;2000-08-27&lt;br /&gt;
|Slasher&lt;br /&gt;
|TGF&amp;lt;br /&amp;gt;CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Stranded on Saturn]]&lt;br /&gt;
|[https://janpaul.itch.io/stranded-on-saturn browser]&lt;br /&gt;
|2021-01-20&lt;br /&gt;
|janpaul&lt;br /&gt;
|PICO-8&lt;br /&gt;
|HTML5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Super Keen Fighter 2]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.nickssoft.super_keen_fighter_2.2002-07-22.zip full]&lt;br /&gt;
|2002-07-22&lt;br /&gt;
|Nickssoft&lt;br /&gt;
|?&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Super Keen Fighter 3]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.nickssoft.super_keen_fighter_3.2003-07-09.zip full]&lt;br /&gt;
|2003-07-09&lt;br /&gt;
|Nickssoft&lt;br /&gt;
|?&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Super Keen Fighter 4]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.nickssoft.super_keen_fighter_4.mugen.2004-07-04.zip full]&lt;br /&gt;
|2005-07-04&lt;br /&gt;
|Nickssoft&lt;br /&gt;
|M.U.G.E.N&lt;br /&gt;
|Windows&lt;br /&gt;
|[http://web.archive.org/web/20141013093038/http://nickssoftware.spatang.com/skf4.htm Website] [https://www.tapatalk.com/groups/publiccommanderkeenforum/super-keen-fighter-4-keen-fighting-online-support--t563.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Super Mario in Marooned on Mars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.jack-of-all_games.super_mario_in_marooned_on_mars.mario_3_engine.2019-05-11.zip full]&lt;br /&gt;
|2019-04-07&lt;br /&gt;
|Jack-of-All Games&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Talkeen]]&amp;lt;br/&amp;gt;aka Commander Keen Goes AI&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.crazykeen.talkeen.1999-06-08.zip full]&lt;br /&gt;
|1999-06-08&lt;br /&gt;
|Logan Smith (CrazyKeen)&lt;br /&gt;
|?&lt;br /&gt;
|Windows, DOS&lt;br /&gt;
|[https://web.archive.org/web/20040430123633/http://skyscraper.fortunecity.com/null/816/talkeen.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Universe is Toast 1 - When Bloogs Attack!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.tuit_1_when_bloogs_attack.2001-05-13.zip full]&lt;br /&gt;
|2001-05-13&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20040803225608/http://www.freewebs.com/lucaskeen/keenonlygames.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Universe is Toast 2 - Stranded on Itchbay]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.tuit_2_stranded_on_itchbay.tuit2.2004-01-21.zip full]&lt;br /&gt;
|2004-01-21&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20040803225608/http://www.freewebs.com/lucaskeen/keenonlygames.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Universe is Toast 3 - The Return of Mr. 314]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.thenewmoonsidianx.tuit_3_the_return_of_mr_314.2002-09-25.zip full]&lt;br /&gt;
|2002-09-25&lt;br /&gt;
|thenewmoonsidianx&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20040803225608/http://www.freewebs.com/lucaskeen/keenonlygames.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[TUIT (fangame)|TUIT]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.fleexy.tuit.gamemaker.2009-08-15.zip full]&lt;br /&gt;
|2009-08-15&lt;br /&gt;
|[[User:Fleexy|Fleexy]]&lt;br /&gt;
|GameMaker&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=804 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[VortaKeen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.john314.vortakeen_v0.3.gba.2022-06-28.zip full (v2.3)] &amp;lt;br&amp;gt; [https://files.shikadi.net/keenwiki/Fangames/f.john314.vortakeen_v0.3.sc.2022-06-28.zip source code]&lt;br /&gt;
|2022-06-28&lt;br /&gt;
|John314&lt;br /&gt;
|C&lt;br /&gt;
|GBA&lt;br /&gt;
|[https://github.com/john314thegeekygenius/VortaKeen GitHub] [https://pckf.com/viewtopic.php?t=13822 Discussion] Keen 1-3 clone&lt;br /&gt;
|-&lt;br /&gt;
|[[Vorticon VI Episode 1: The Captive Planet]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.tcl999.the_captive_planet.knp.1999-10-01.zip full]&lt;br /&gt;
|1999-10-01&lt;br /&gt;
|TCL999 aka Dopefish 9 (Travis Lauver)&lt;br /&gt;
|KNP&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Vorticon VI Episode 2: Attack on Earth]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.tcl999.attack_on_earth_demo.mmf.2002-07-29.zip demo]&lt;br /&gt;
|2002-07-29&lt;br /&gt;
|TCL999 aka Dopefish 9 (Travis Lauver)&lt;br /&gt;
|MMF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://archive.shikadi.net/pckf/unofficial/485.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Vorticon World]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.steaver370.vorticon_world_demo.2001-02-21.zip demo]&lt;br /&gt;
|2001-02-21&lt;br /&gt;
|Steaver370&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Watch314 MkII]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.commander_spleen.watch314_mkii.cnc.2004-10-03.zip full]&lt;br /&gt;
|2004-10-03&lt;br /&gt;
|[[User:Commander_Spleen|Commander Spleen]]&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://web.archive.org/web/20050313051040/http://jimsoft.spatang.com/keen/spleen/download.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[Where&#039;s My Pogo?]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.xtraverse.wheres_my_pogo.cnc.2003-06-24.zip full] &amp;lt;br&amp;gt; [https://files.shikadi.net/keenwiki/Fangames/f.xtraverse.wheres_my_pogo_demo.cnc.2000-05-23.zip demo]&lt;br /&gt;
|2003-06-24 &amp;lt;br&amp;gt; 2000-05-23&lt;br /&gt;
|[[xtraverse]]&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Worst Keen Fangame Ever!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.stupid_bunny.the_worst_keen_fangame_ever.tgf.2004-03-14.zip full]&lt;br /&gt;
|2005-12-05&lt;br /&gt;
|Stupid Bunny&lt;br /&gt;
|TGF&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=183 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Wurdz: Commander Keen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.stevenvi.wurdz_ck.qbasic.2000-06-02.zip full]&lt;br /&gt;
|2000-06-02&lt;br /&gt;
|Steven Wallace (StevenVI)&lt;br /&gt;
|QBASIC&lt;br /&gt;
|DOS&lt;br /&gt;
|[http://archive.shikadi.net/pckf/unofficial/37.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Yorp Convention]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.neil_mcrae.yorp_convention.cnc.2000-08-29.zip full]&lt;br /&gt;
|2000-08-29&lt;br /&gt;
|Neil McRae&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Yorp Wars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.quest_king.yorp_wars.tgf.1999-06-03.zip full]&lt;br /&gt;
|1999-06-03&lt;br /&gt;
|Quest King, aka Dr. Thomas H. Bailey, Sr.&lt;br /&gt;
|CNC&lt;br /&gt;
|Windows&lt;br /&gt;
|[https://archive.shikadi.net/sites/dosclassics.com/old/yorpology/downloads.htm Website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fangames]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Keen_Galaxy_Modding_Tutorial_(patch_based)&amp;diff=51143</id>
		<title>Keen Galaxy Modding Tutorial (patch based)</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Keen_Galaxy_Modding_Tutorial_(patch_based)&amp;diff=51143"/>
		<updated>2025-07-28T08:13:22Z</updated>

		<summary type="html">&lt;p&gt;Quillax: /* Tools */ Replaced MSPaint link by download from modding package.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial aims to teach patch based [[Goodbye, Galaxy!|Keen Galaxy]] modding (Keen episodes [[Keen 4|4]], [[Keen 5|5]], and [[Keen 6|6]]) to people who don&#039;t know the first thing about modding, however even the experienced modder should find this information to be a good reference tool. Keen 4 will be used for specific examples, but it should be easy to follow along with episode 5 or 6 as well.&lt;br /&gt;
&lt;br /&gt;
This tutorial is written as a primer for [[Keen Galaxy Modding Tutorial (source code based)| Keen Galaxy source based modding]], which is a more advanced form of modding that uses source code instead of patching. Many of the processes, tools, and concepts from this tutorial will carry over. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: This tutorial was written with &amp;lt;tt&amp;gt;Windows&amp;lt;/tt&amp;gt; users in mind.  &amp;lt;tt&amp;gt;Linux&amp;lt;/tt&amp;gt; and  &amp;lt;tt&amp;gt;MacOS&amp;lt;/tt&amp;gt; users might need to install [[wikipedia:Wine_(software)|WINE]] in order to run a couple of &amp;lt;tt&amp;gt;Microsoft Windows&amp;lt;/tt&amp;gt; based tools and script/batch files.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
&lt;br /&gt;
Download the &#039;&#039;&#039;[https://files.shikadi.net/keenwiki/tutorials/t.keen_galaxy_modding_package.patch_based_v.3.5.nisaba.2025-07-28.zip Keen Galaxy Modding Package]&#039;&#039;&#039;. This package is set up to provide a folder structure ideal for learning modding using Keen 4 and also includes a folder of modding tools, a folder for patches, and a folder providing a wealth of modding knowledge collected from members of the Keen community. Make sure to extract all files and keep the pre-defined folder structure. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Alternative to using the modding package, you can create your own. Create a base folder called &amp;lt;tt&amp;gt;&amp;quot;KeenModding&amp;quot;&amp;lt;/tt&amp;gt; on your desktop. In this folder create two subfolders: &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt;.  In your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder, create a folder called &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; and a folder called  &amp;lt;tt&amp;gt;&amp;quot;AUDIO&amp;quot;&amp;lt;/tt&amp;gt;. Copy all Keen 4 game files into the folder &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt;. Download all tools to the &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: It is important that you use the right version of the episode you wish to mod: [[Keen_4_Versions#Version_1.4|Keen 4 v1.4]], [[Keen_5_Versions#Version_1.4|Keen 5 v1.4]], and [[Keen_6_Versions#Version_1.4|Keen 6 v1.4]].&lt;br /&gt;
&lt;br /&gt;
== Tools == &lt;br /&gt;
&lt;br /&gt;
The following table lists the tools needed to follow this tutorial.  All tools, except graphical editing software, are included in the modding package mentioned above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Tool Name&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Usage Description&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Additional Note&lt;br /&gt;
|-&lt;br /&gt;
|[[Abiathar]]	&lt;br /&gt;
|Level &amp;amp; Tile Property Editor, Sound &amp;amp; Music Import/Export &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[CKPatch]]	&lt;br /&gt;
|Patching the game executable&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.dosbox.com DOSBox]&lt;br /&gt;
|Emulator for MS-DOS Environments &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenScr]]&lt;br /&gt;
|Intro/Outro DOS screen Graphic Text Editor &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[IMF Creator]]&lt;br /&gt;
|Converting MIDI music files to IMF &lt;br /&gt;
|&#039;&#039;Be advised that several antivirus programs have flagged this program as malicious.&lt;br /&gt;
|-&lt;br /&gt;
|[[IMFCrush]]&lt;br /&gt;
|Optimizing IMF music files &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[IMF Player]]&lt;br /&gt;
|Playing IMF music files &lt;br /&gt;
|&#039;&#039;While not directly useful for modding, it can be used to see how an IMF song sounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[MIDI2IMF]]&lt;br /&gt;
|Converting MIDI music files to IMF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/tools/t.win7_ms_pain_dll_xp.sagorpirbd.2009-05-17.zip MS Paint] or [[wikipedia:GIMP|GIMP]] or [[wikipedia:PhotoShop|PhotoShop]] or [[wikipedia:Krita|Krita]]&lt;br /&gt;
|Drawing Tools&lt;br /&gt;
|&#039;&#039;One of the simplest tools for modifying Keen graphics is &amp;lt;tt&amp;gt;MS Paint&amp;lt;/tt&amp;gt;. However, only the versions of MS Paint prior to Windows 7 will function with the Keen palette correctly. Tutorials for setting up older versions of MS Paint on later versions of Windows can be found online.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[The Neural Stunner]]&lt;br /&gt;
|Used for easy patching	&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[uGrab]]&lt;br /&gt;
|Graphics Import/Export	&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[UNLZEXE]]&lt;br /&gt;
|Unpacks the game executable	&lt;br /&gt;
|&#039;&#039;Get the 32/64 bit version.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolf Data Compiler (WDC)|WDC]]&lt;br /&gt;
|Sound Effect Editor	&lt;br /&gt;
|&#039;&#039;This tool was designed as a modding suite, however only the sound editor will be used.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: There are several older modding tools that are no longer supported by this tutorial and are not included in the modding package. They can be found on the [[Galaxy_Tools|Galaxy Tools page]].&lt;br /&gt;
&lt;br /&gt;
== CKPatch &amp;amp; Unlzexe Setup ==&lt;br /&gt;
&lt;br /&gt;
Copy the following files into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder from your &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; folder:&lt;br /&gt;
* &amp;lt;tt&amp;gt;&#039;&#039;&#039;unlzexe.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4patch.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; (Keen 5 requires &#039;&amp;lt;tt&amp;gt;&#039;&#039;&#039;ck5patch.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&#039;, Keen 6 &#039;&amp;lt;tt&amp;gt;&#039;&#039;&#039;ck6patch.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&#039;)&lt;br /&gt;
&lt;br /&gt;
Once these files are in place, unlzexe your &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; by dragging and dropping the file onto &amp;lt;tt&amp;gt;&#039;&#039;&#039;unlzexe.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  A window may flash on the screen when you do so.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you are using the 32/64 bit version of unlzexe, this will create a &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exenew&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  You will then need to delete or rename the old &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, and then rename &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exenew&#039;&#039;&#039;&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you are using the 16 bit version of UNLZEXE, open a command line in that folder and enter &amp;lt;code&amp;gt;UNLZEXE KEEN4E.EXE&amp;lt;/code&amp;gt; to unpack it.&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Keen 5&#039;s executable is &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen5e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, Keen 6&#039;s &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen6.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. Keen 6&#039;s executable does not have an &amp;lt;tt&amp;gt;e&amp;lt;/tt&amp;gt; after the episode number, unlike the other two episodes.&lt;br /&gt;
&lt;br /&gt;
This is a one time process; once your executable has been unlzexed, you can delete &amp;lt;tt&amp;gt;&#039;&#039;&#039;unlzexe.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== EGA Folder Setup ==&lt;br /&gt;
&lt;br /&gt;
[[Image:UGrab.png ‎|320px|thumb|&amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt; in action]]&lt;br /&gt;
From your &amp;lt;tt&amp;gt;&amp;quot;uGrab&amp;quot;&amp;lt;/tt&amp;gt; folder in &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; copy/paste &amp;lt;tt&amp;gt;&#039;&#039;&#039;uGrab.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. &lt;br /&gt;
&lt;br /&gt;
Also from your &amp;lt;tt&amp;gt;&amp;quot;uGrab&amp;quot;&amp;lt;/tt&amp;gt; folder, look in both sub-folders. &lt;br /&gt;
From the &amp;lt;tt&amp;gt;&amp;quot;def&amp;quot;&amp;lt;/tt&amp;gt; sub-folder copy/paste &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4_ega_apogee_14.def&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. From the &amp;quot;batch&amp;quot; sub-folder copy/paste &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_out.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_in.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder as well.&lt;br /&gt;
 &lt;br /&gt;
Back in your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder execute &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_out.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; first, followed by &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_in.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. You can do that via double-clicking both batch files. This will extract all necessary files stored within the EGAGRAPH file. &lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Then open up &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt; and select &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;, and then &amp;lt;code&amp;gt;Import from EGAGRAPH&amp;lt;/code&amp;gt;. Select &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4_ega_apogee_14.def&#039;&#039;&#039;&amp;lt;/tt&amp;gt; from your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. This will load all of the game&#039;s graphics and text files into &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then select &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Export to bitmap folder&amp;lt;/code&amp;gt;. Set the extension as &amp;lt;code&amp;gt;CK4&amp;lt;/code&amp;gt; and then select your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder in the &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. When prompted with the question &amp;quot;Do you want to save a ModId definition file for the exported data?&amp;quot; select &amp;lt;code&amp;gt;cancel&amp;lt;/code&amp;gt;. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can now find all graphic and text files in the &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder of your mod directory.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If desired, uGrab can also be run manually instead of using batch files. To do this, run the uGrab.exe executable and follow the instructions in the menu dialog.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Using Modkeen ==&lt;br /&gt;
&lt;br /&gt;
Copy modkeen.exe from your tools folder into your &amp;quot;Keen4mod&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
Next, open a command prompt.  If you are unfamiliar with this process: go to your computer&#039;s start button, and either click &amp;lt;tt&amp;gt;&#039;run&#039;&amp;lt;/tt&amp;gt;, or in the search field type &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt; and click the first result.  In the run box, type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt;.  Now you have a command prompt open.&lt;br /&gt;
&lt;br /&gt;
[[Image:Modkeen-export.png|320px|thumb|Modkeen exporting graphics and texts]]&lt;br /&gt;
You&#039;ll see something like&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;C:\Users\UserName&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Type:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;cd desktop\KeenModding\Keen4mod&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Press enter, then:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;modkeen -episode=4 -export -bmpdir=&amp;quot;EGA&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If all goes well, you should see a list of everything modkeen has exported followed by the word &amp;lt;code&amp;gt;Done!&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you are working under Windows 64-bit, modkeen may not run through the command prompt. You can run it instead by dropping &amp;lt;tt&amp;gt;modkeen.exe&amp;lt;/tt&amp;gt; onto &amp;lt;tt&amp;gt;DOSBox.exe&amp;lt;/tt&amp;gt; and then typing:&amp;lt;br /&amp;gt; &amp;lt;code&amp;gt;modkeen -episode=4 -export -bmpdir=&amp;quot;EGA&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you don&#039;t want to type all commands all over again you can create a script file to speed up the process. Simply open up a simple text editor, paste in the commands: &amp;lt;code&amp;gt;modkeen -episode=4 -export -bmpdir=&amp;quot;EGA&amp;quot;&amp;lt;/code&amp;gt; and save it as &amp;quot;&amp;lt;tt&amp;gt;modexp&amp;lt;/tt&amp;gt;&amp;quot; with the &amp;lt;tt&amp;gt;.bat&amp;lt;/tt&amp;gt; extension. Afterwards just double click the new created batch file or type &amp;lt;code&amp;gt;modexp.bat&amp;lt;/code&amp;gt; in your DOSBox promt in order to run that script.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Editing Graphics and Text =&lt;br /&gt;
To begin editing the graphics and most text found in the game, go to your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder.  You&#039;ll see a lot of images there as well as some text files and some other files.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
[[Image:Ega-Color-Palette.png ‎|320px|thumb|EGA Color Palette]]&lt;br /&gt;
[[Image:UGrab-example-CKS_tile16m.png  ‎|320px|thumb|extracted 4til0001 bitmap]]&lt;br /&gt;
&lt;br /&gt;
You can edit any of these images however you want, but keep some things in mind:&lt;br /&gt;
&lt;br /&gt;
* You need to use the [[moddingwiki:EGA_Palette|original Keen color palette]]. This is easy to do if you just edit the images with &amp;lt;tt&amp;gt;MSpaint&amp;lt;/tt&amp;gt;.  &lt;br /&gt;
** &#039;&#039;&#039;Note&#039;&#039;&#039;: Windows 7/10 users will need to download the old version of &amp;lt;tt&amp;gt;mspaint&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll notice a light green color that is not part of the 16-color palette in some images. This color is used for transparency; it fills in the space that is not displayed in-game.&lt;br /&gt;
&lt;br /&gt;
* The image that displays in the scrolling story (for Keen 4 this is &amp;lt;tt&amp;gt;&#039;&#039;&#039;4bmp0102.bmp&#039;&#039;&#039;&amp;lt;/tt&amp;gt;) is limited in palette colors.  The colors available can be changed with patching.&lt;br /&gt;
&lt;br /&gt;
* On sprites, you&#039;ll notice a red box on a grey background on the right side of the image.  This is used for hitbox measurement, although it doesn&#039;t directly affect hitbox size (the &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_sprites.txt&#039;&#039;&#039;&amp;lt;/tt&amp;gt; determines this, see the [[Keen Galaxy Modding Tutorial (by Ceilick)#Hitboxes|hitboxes section]] below).&lt;br /&gt;
&lt;br /&gt;
* The height and width of images must be multiples of 8 (although some of the original images do not follow this rule).&lt;br /&gt;
&lt;br /&gt;
* Changing the size of an enemy will affect how it spawns (it could get stuck in the ground) and the &#039;hitbox&#039; area it uses to interact with the environment and with Keen.&lt;br /&gt;
&lt;br /&gt;
* Tiles are made up of a 16 by 16 area of pixels.&lt;br /&gt;
&lt;br /&gt;
* You cannot change the size of the tilesets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Although uGrab supports adding additional graphics, this feature is only usable when modding the source code, which is not done here.&lt;br /&gt;
&lt;br /&gt;
=== Hitboxes ===&lt;br /&gt;
In Keen Galaxy, hitboxes are invisible rectangular areas used for telling a sprite how to interact with the environment and with Keen.  For a point item, the hitbox is the area keen must touch to collect the item.  For an enemy, it is the area of the enemy that will touch the ground and touch keen.  For Keen himself, its the area he can interact with platforms, enemies, and other objects.&lt;br /&gt;
&lt;br /&gt;
[[Image:Keengraph 5SPR0108.png‎|320px|thumb|uGrab extracted Keen sprite example]]&lt;br /&gt;
To edit the hitboxes, open &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_sprites.txt&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. &lt;br /&gt;
[[Image:4SPRITES.png ‎|320px|thumb|CK4_SPRITES.TXT file with Keen sprite highlighted]]&lt;br /&gt;
&lt;br /&gt;
We&#039;ll use Keen&#039;s left facing standing frame as an example.  The image name for this is &amp;lt;tt&amp;gt;&#039;&#039;&#039;4spr0006.bmp&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  So in &amp;lt;tt&amp;gt;&#039;&#039;&#039;4sprites.txt&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, look for item 6.  It will look like this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;6: [4, 0, 19, 31], [0, 0], 4.&amp;lt;/code&amp;gt;  &lt;br /&gt;
 &lt;br /&gt;
The first set of brackets controls the hitbox.  The first set of numbers are x and y coordinates for the top left corner of the hitbox.  These are measured from the top left of the image (4 pixels across and 0 down).  The next coordinates are for the bottom right of the hitbox.  These are also measured from the top left corner of the image (19 pixels across and 31 down).  Notice that even though the image is actually 32 pixels high, the hitbox is designed to be 1 pixel away from the bottom.  This is important for any sprite that needs to move on a platform.&lt;br /&gt;
&lt;br /&gt;
The second set of brackets are coordinates that have to do with where a sprite image appears in-game relative to where it is placed in the level editor.  In the example of the Keen sprite, these are 0,0.  Its usually easiest to leave these at 0,0, but if you use a sprite that changes frame size over the course of its animation, or a sprite intended to float above the ground, you may want to experiment with this.  The first value is an X coordinate and will determine how far to the right or left the sprite is placed (negative values spawn that many pixels left, positive values that many pixels right).  The second value is a Y coordinate which determines how far up or down the sprite is placed (negative values spawn further up, positive values spawn further down).  &lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you&#039;ve modded an enemy and it is stuck in the ground or in the air, you&#039;ll want to edit the Y value to bring the hitbox even with the ground.&lt;br /&gt;
&lt;br /&gt;
The last value is not a coordinate but has to do with animation frame rate.  In the example of Keen, this value is 4.  This value can be either 1, 2, or 4. This determines how &#039;smooth&#039; the frames in a series animate, 4 being the smoothest, 2 medium, and 1 low.  The smoother the animation, the more memory will be used in the level.&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Use the 4 value sparingly to avoid memory issues and game crashes.&lt;br /&gt;
&lt;br /&gt;
== Texts ==&lt;br /&gt;
[[Image:4TXT0002-txt.png|270px|thumb|Keen 4 help section Text, INPUT]]&lt;br /&gt;
[[Image:Helptext.png|320px|thumb|Keen 4 help section Text, OUTPUT]]&lt;br /&gt;
The &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder contains a number of text files.  You can edit these with notepad or a similar application.  These files include the help sections, the story, and the end-game story.  &lt;br /&gt;
&lt;br /&gt;
These files employ a formatting code:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^P&amp;lt;/code&amp;gt; Marks the beginning of a page.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^Gy,x,n&amp;lt;/code&amp;gt; Displays a bitmap image where &amp;lt;tt&amp;gt;n&amp;lt;/tt&amp;gt; is the image number and &amp;lt;tt&amp;gt;x,y&amp;lt;/tt&amp;gt; form the pixel coordinates of where the image will be placed. The image number is offset by 6 in relation to the image names in your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder; to get the correct number, take the image number from the image&#039;s filename and subtract 6. So, for example, if you want to display image 22 at coordinates 10,10, it would look like &amp;lt;code&amp;gt;^G10,10,16&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^Ly,x&amp;lt;/code&amp;gt; Text following this code will be aligned from pixel location &amp;lt;tt&amp;gt;x,y&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^Cc&amp;lt;/code&amp;gt; Changes the text to color &amp;lt;tt&amp;gt;c&amp;lt;/tt&amp;gt;, which is a single hex digit, &amp;lt;tt&amp;gt;0-9&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;A-F&amp;lt;/tt&amp;gt;. The specific codes for changing the color of text are:&lt;br /&gt;
** &amp;lt;code&amp;gt;^CA&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#55FF55&amp;quot;&amp;gt;&amp;lt;b&amp;gt;lime text color          &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C2&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#00AA00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;green text color         &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CB&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#55FFFF&amp;quot;&amp;gt;&amp;lt;b&amp;gt;cyan text color          &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C3&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#00AAAA&amp;quot;&amp;gt;&amp;lt;b&amp;gt;dark turquoise text color&amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CC&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#FF5555&amp;quot;&amp;gt;&amp;lt;b&amp;gt;red text color           &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C4&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#AA0000&amp;quot;&amp;gt;&amp;lt;b&amp;gt;red text color           &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CD&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#FF55FF&amp;quot;&amp;gt;&amp;lt;b&amp;gt;magenta text color       &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C5&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#AA00AA&amp;quot;&amp;gt;&amp;lt;b&amp;gt;violet red text color    &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CE&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#FFFF55&amp;quot;&amp;gt;&amp;lt;b&amp;gt;yellow text color        &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C6&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#AA5500&amp;quot;&amp;gt;&amp;lt;b&amp;gt;brown text color         &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C9&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#5555ff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;light blue text color    &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C1&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#0000aa&amp;quot;&amp;gt;&amp;lt;b&amp;gt;blue text color          &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CF&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#FFFFFF&amp;quot;&amp;gt;&amp;lt;b&amp;gt;white text color         &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C7&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#AAAAAA&amp;quot;&amp;gt;&amp;lt;b&amp;gt;light grey text color    &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C8&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#555555&amp;quot;&amp;gt;&amp;lt;b&amp;gt;grey text color          &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C0&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#000000&amp;quot;&amp;gt;&amp;lt;b&amp;gt;black text color         &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^Ty,x,n,t&amp;lt;/code&amp;gt; After a delay of &amp;lt;tt&amp;gt;t&amp;lt;/tt&amp;gt; time units (&amp;lt;tt&amp;gt;t/100&amp;lt;/tt&amp;gt; seconds?), this timestamp displays a bitmap &amp;lt;tt&amp;gt;(n - 6)&amp;lt;/tt&amp;gt; at pixel location &amp;lt;tt&amp;gt;x,y&amp;lt;/tt&amp;gt; on the screen.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^By,x,w,h,c&amp;lt;/code&amp;gt; Fills a width-by-height pixel rectangle at pixel location &amp;lt;tt&amp;gt;x,y&amp;lt;/tt&amp;gt; with color &amp;lt;tt&amp;gt;4&amp;lt;/tt&amp;gt; (dark red). The &amp;lt;tt&amp;gt;c&amp;lt;/tt&amp;gt; parameter is ignored in version 1.4.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^E&amp;lt;/code&amp;gt; Marks the end of the text file.&lt;br /&gt;
&lt;br /&gt;
= Importing Graphics and Texts =&lt;br /&gt;
&lt;br /&gt;
To import graphics into the game, simply double-click &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_in.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Your graphics and text files have now been imported into the game files, however, in order for them to appear in-game, patching must be done according to the steps in the next section.&lt;br /&gt;
&amp;lt;!-- dated info&lt;br /&gt;
To import graphics into the game, open &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt; and select &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;, and then &amp;lt;code&amp;gt;Import from bitmap folder&amp;lt;/code&amp;gt;. Then select Select &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4_ega_apogee_14.def&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and then the &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder from your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. This will load all of the game&#039;s graphics and text files into uGrab.&lt;br /&gt;
&lt;br /&gt;
Then select &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Export as EGAGRAPH&amp;lt;/code&amp;gt;. Choose to save over your &amp;lt;tt&amp;gt;&#039;&#039;&#039;EGAGRAPH.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt; in your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. When prompted to choose a Huffman Compression type, choose &amp;lt;code&amp;gt;Best (Slowest)&amp;lt;/code&amp;gt;. You do not need to save a definition file when asked.&lt;br /&gt;
&lt;br /&gt;
Your graphics and text files have now been imported into the game files, however, in order for them to appear in-game, patching must be done according to the steps in the next section.&lt;br /&gt;
&lt;br /&gt;
You can also simplify the import process considerably by moving &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder and creating a batch file. To create a batch file, first create a new text document in your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder and name it something like &amp;lt;tt&amp;gt;&#039;&#039;&#039;EGA-Import&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  In the text file, type: &lt;br /&gt;
&lt;br /&gt;
 uGrab.exe -import -gamedef=keen4_ega_apogee_14.def -bmpdir=&amp;quot;EGA&amp;quot; -gamedir=&amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now, go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; and save as &amp;lt;tt&amp;gt;&#039;&#039;&#039;EGA-Import.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and make sure you select &amp;lt;code&amp;gt;all files&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Save as type&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
Now whenever you want to import from your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder, simply run (not in DOSBbox) &amp;lt;tt&amp;gt;&#039;&#039;&#039;EGA-Import.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Using Modkeen ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Modkeen-import.png|320px|thumb|Modkeen importing graphics and texts]]&lt;br /&gt;
To import your graphics, go back to your command prompt and type in the same address as previously, but you&#039;ll change the command to import this time:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;modkeen -episode=4 -import -bmpdir=&amp;quot;EGA&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: You may need to drag and drop &amp;lt;tt&amp;gt;modkeen&amp;lt;/tt&amp;gt; onto &amp;lt;tt&amp;gt;DOSBox&amp;lt;/tt&amp;gt; and then type this command.&lt;br /&gt;
&lt;br /&gt;
If you get the &amp;lt;tt&amp;gt;Done!&amp;lt;/tt&amp;gt; message, you&#039;ve imported successfully, however, you can&#039;t try out your new graphics until after creating a patch file and corresponding batch file, which is explained in the next section.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Patching = &lt;br /&gt;
&lt;br /&gt;
A patch file is used as a library of instructions for the game to use modified content. It&#039;s what allows you to utilize new graphics, new tile properties, new levels, new music, new text, new enemy behaviors, etc.  It also allows you to change the &#039;rules&#039; of the game in certain ways (although there are many limitations).&lt;br /&gt;
&lt;br /&gt;
== Patching Setup ==&lt;br /&gt;
&lt;br /&gt;
To create a patch file, create a new text file called &amp;lt;tt&amp;gt;&#039;&#039;&#039;patchfile&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  Open the file and insert the following code lines:&lt;br /&gt;
&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %version 1.4&lt;br /&gt;
 &lt;br /&gt;
 # Load the modified graphics&lt;br /&gt;
 %egahead EGAHEAD.CK4&lt;br /&gt;
 %egadict EGADICT.CK4&lt;br /&gt;
 &lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
Finally save it as &amp;lt;tt&amp;gt;&#039;&#039;&#039;patchfile.pat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, making sure to select &amp;lt;code&amp;gt;all files&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Save as type&amp;lt;/code&amp;gt; section. &lt;br /&gt;
&lt;br /&gt;
[[Image:Play-bat.png|280px|thumb|Play.bat batch file]]&lt;br /&gt;
A batch file is what you&#039;ll use from now on to run your mod.  To create a batch file, first create a new text document and name it whatever you want.  In this example we&#039;ll use &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  In the text file, type: &lt;br /&gt;
&lt;br /&gt;
 ck4patch patchfile.pat&lt;br /&gt;
&lt;br /&gt;
Now, go to &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; and save as &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, making sure to select &amp;lt;code&amp;gt;all files&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Save as type&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; in DOSBox to make sure your mod is working.  If you see your modified graphics and/or texts, it works!&lt;br /&gt;
&lt;br /&gt;
== Patching Basics ==&lt;br /&gt;
[[Image:Mymod-pat.png|280px|thumb|mymod.pat patch file]]&lt;br /&gt;
After you&#039;ve made sure &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; runs fine, open up &amp;lt;tt&amp;gt;&#039;&#039;&#039;patchfile.pat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; with a text editor.&lt;br /&gt;
&lt;br /&gt;
You should see:&lt;br /&gt;
&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %version 1.4&lt;br /&gt;
 &lt;br /&gt;
 # Load the modified graphics&lt;br /&gt;
 %egahead EGAHEAD.CK4&lt;br /&gt;
 %egadict EGADICT.CK4&lt;br /&gt;
 &lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what each line means: &lt;br /&gt;
&lt;br /&gt;
* The first two lines mark the beginning of your patch file.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;#&#039;&#039;&#039; symbol indicates a comment.  Any line preceded by a # will be skipped over and allows you to include notes in your patch file.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;&#039;&#039;&#039;%egahead EGAHEAD.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;&#039;&#039;&#039;%egadict EGADICT.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt; tell the game to use your new graphics.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;&#039;&#039;&#039;%end&#039;&#039;&#039;&amp;lt;/tt&amp;gt; will mark the end of your patch file.  Anything that appears after this will not be read by the game, so make sure that any patches you add to this file are included before this line.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example patch that makes it so the [[Bounder]] can&#039;t be stunned:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%patch $11166 $12 $2F&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now add it to the patch file and also add a comment explaining what it does.&lt;br /&gt;
&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %version 1.4&lt;br /&gt;
 &lt;br /&gt;
 # Load the modified graphics&lt;br /&gt;
 %egahead EGAHEAD.CK4&lt;br /&gt;
 %egadict EGADICT.CK4&lt;br /&gt;
 &lt;br /&gt;
 #Make Bounders un-stunnable&lt;br /&gt;
 %patch $11166 $12 $2F &lt;br /&gt;
 &lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
Now save your patch file and run &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; .  Bounders can&#039;t be stunned!&lt;br /&gt;
&lt;br /&gt;
For a deeper understanding of how patches work please check out [[Patching Tutorial (by Levellass)|Levellass&#039; Keen Patching Tutorial]], which is a basic step-by-step guide from simple to complex patch techniques for the novice patcher.&lt;br /&gt;
&lt;br /&gt;
== Patching Essentials ==&lt;br /&gt;
&lt;br /&gt;
[[File:The Neural Stunner.png|320px|thumb|generating patches with The Neural Stunner]]&lt;br /&gt;
To generate some of the most common patches for your mod (for things such as level names, the scrolling story, and more), use the tool &amp;lt;tt&amp;gt;The Neural Stunner&amp;lt;/tt&amp;gt;, which can be found in your &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; folder. It will generate patches based on your input which you can copy to your patch file. &lt;br /&gt;
&lt;br /&gt;
[[User:K1n9_Duk3|K1n9_Duk3]] has written a [https://pckf.com/viewtopic.php?p=99250&amp;amp;hilit=patch+king#p99250| patch script] that fixes some graphical glitches in Keen Galaxy that are caused by playing in DOSBox. It is highly recommended to include this patch in your patch file. You can also find this script in the &amp;lt;tt&amp;gt;&amp;quot;Patches&amp;quot;&amp;lt;/tt&amp;gt; folder of the Keen Galaxy Modding Package.&lt;br /&gt;
&lt;br /&gt;
You can find all kinds of patches on the [[:Category:Patches|Patches Wiki page]] or on the [https://www.keenmodding.org/ Keen Modding Forum] (you can make specific requests there too!).  Lastly, don&#039;t be afraid to dig through the patch files of existing mods, many have unique patches you might be unable to find elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Scrolling Text =&lt;br /&gt;
[[Image:Keen4Story.png|thumb|320px|Keen 4 Star Wars like scrolling text story.]]&lt;br /&gt;
Run &amp;lt;tt&amp;gt;Startext&amp;lt;/tt&amp;gt;.  The controls are listed.  Select your episode of choice and then select edit scrolling story.  Type your story as you want it, making sure not to go over the space limit or under it (the original story will appear at the bottom of your story if you do).  Press enter.&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;tt&amp;gt;story.ck4&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Edit your patch file to include one of the following:&lt;br /&gt;
&lt;br /&gt;
 %patchfile $1EE40 &amp;quot;STORY.CK4&amp;quot;&lt;br /&gt;
 %patchfile $1FDE0 &amp;quot;STORY.CK5&amp;quot;&lt;br /&gt;
 %patchfile $1ED50 &amp;quot;STORY.CK6&amp;quot;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Editing =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; is the most up to date and feature rich level editor for Keen Galaxy. It comes with a [https://abiathar.keenmodding.org//AbiatharHelp.pdf Documentation/Help file] which is strongly recommended. It contains advanced information this tutorial cannot match. &lt;br /&gt;
[[User:Fleexy|Fleexy]], the author, has uploaded a [https://www.youtube.com/playlist?list=PL-BuW7CehquocWygorgyo5YjJwiK5-kyn video tutorial] where most of the basic features are examined.&lt;br /&gt;
&lt;br /&gt;
== Setting up Abiathar ==&lt;br /&gt;
[[Image:Abiathar-Wizard.png|thumb|250px|&#039;&#039;&#039;Abiathar&#039;&#039;&#039; Project Wizard.]]&lt;br /&gt;
To get started open &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; and go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt;, and a Project Wizard will appear. This wizard will help walk you through the creation of your project dependency file. &lt;br /&gt;
&lt;br /&gt;
1. Select &amp;lt;code&amp;gt;Start from template&amp;lt;/code&amp;gt; and the episode from the drop-down list. &lt;br /&gt;
&lt;br /&gt;
2. Select your &amp;lt;tt&amp;gt;Keen4mod&amp;lt;/tt&amp;gt; folder as the containing folder. &lt;br /&gt;
&lt;br /&gt;
3. In the next window, I recommend selecting &amp;lt;code&amp;gt;Load level files from the original game&amp;lt;/code&amp;gt; (viewing and editing existing levels is one of the easiest ways to learn how levels are designed). &lt;br /&gt;
&lt;br /&gt;
4. In the next window for level files, leave these as the defaults (&amp;lt;tt&amp;gt;&#039;&#039;&#039;GAMEMAPS.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;&#039;&#039;&#039;MAPHEAD.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
5. Next, for the graphics source, select &amp;lt;code&amp;gt;Tile sheet bitmaps&amp;lt;/code&amp;gt;. This will bring up a graphics files window: for unmasked, browse and select your background tileset from your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder (&amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_tile16.bmp&#039;&#039;&#039;&amp;lt;/tt&amp;gt;). For the masked, select the foreground tileset (&amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_tile16m.bmp&#039;&#039;&#039;&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
6. Next, for the tileinfo source, select &amp;lt;code&amp;gt;Create or load a separate tileinfo file&amp;lt;/code&amp;gt;. The next window will give you some options for the tileinfo file: leave these on the default settings (&amp;lt;code&amp;gt;Include the original game&#039;s tileinfo&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
7. Select &amp;lt;code&amp;gt;Finish&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Before proceeding, make sure to go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt; to save your newly created &amp;lt;tt&amp;gt;Abiathar project file&amp;lt;/tt&amp;gt; (.adeps file). From this point forward, whenever you open &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt;, you&#039;ll also want to open this project file.&lt;br /&gt;
&lt;br /&gt;
== Update Patchfile == &lt;br /&gt;
&lt;br /&gt;
In order to load your modified levels in the game you&#039;ll need to add the following patch to your patchfile: &lt;br /&gt;
&lt;br /&gt;
 # Map files&lt;br /&gt;
 %maphead MAPHEAD.CK4&lt;br /&gt;
&lt;br /&gt;
== Using Abiathar ==&lt;br /&gt;
In &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; one can move throughout the level with the help of the keyboard and the scroll wheel. &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Keyboard&lt;br /&gt;
|&amp;lt;code&amp;gt;Arrow keys&amp;lt;/code&amp;gt; move the viewer 1 tile &amp;lt;br /&amp;gt;Holding &amp;lt;code&amp;gt;Control&amp;lt;/code&amp;gt; changes the offset to 5 &amp;lt;br /&amp;gt; Holding &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt; multiplies the offset by 3 &amp;lt;br /&amp;gt;  Pressing &amp;lt;code&amp;gt;Backspace&amp;lt;/code&amp;gt; moves back to the upper left &lt;br /&gt;
|-&lt;br /&gt;
|Scroll wheel&lt;br /&gt;
|Each notch of the wheel moves 2 tiles vertically &amp;lt;br /&amp;gt; Holding &amp;lt;code&amp;gt;Control&amp;lt;/code&amp;gt; makes it move horizontally &lt;br /&gt;
|-&lt;br /&gt;
|Zoom   &lt;br /&gt;
|The zoom controls can be found under the &amp;lt;code&amp;gt;View menu&amp;lt;/code&amp;gt; &amp;lt;br /&amp;gt; or by using the &amp;lt;code&amp;gt;+&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;–&amp;lt;/code&amp;gt; numpad keys.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
[[Image:Abiathar4.png|thumb|400px|&#039;&#039;&#039;Abiathar&#039;&#039;&#039; with all planes activated.]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Palette ===&lt;br /&gt;
The tile palette can be called either with the &amp;lt;code&amp;gt;Tileset&amp;lt;/code&amp;gt; menu or by pressing &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt; to change to the tile palette view. To change between the palette views, press appropriate number key: &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; calls the background set, &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; calls the foreground set, &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; calls the set of infoplane pseudo-tiles. &lt;br /&gt;
&amp;lt;br /&amp;gt;Simply click a tile to select it for placement (the active selected tile is shown in the bottom left). When finished, press &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt; to return to your level. If you do not want to press Space to access the palettes, you may at any time press:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; to open the background palette, &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; for the foreground, or &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; for the infoplane. &lt;br /&gt;
&lt;br /&gt;
Alternatively and highly recommended is the &amp;lt;code&amp;gt;Simultaneous&amp;lt;/code&amp;gt; option found in the &amp;lt;code&amp;gt;Tileset menu&amp;lt;/code&amp;gt;. This allows you to have both the level and tileset in view at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Plane States ===&lt;br /&gt;
[[Image:Abiathar3.png|thumb|400px|&#039;&#039;&#039;Abiathar&#039;&#039;&#039;: Background plane &#039;&#039;activated&#039;&#039;, Foreground plane &#039;&#039;hidden&#039;&#039;, Infoplane &#039;&#039;locked&#039;&#039; .]]&lt;br /&gt;
&lt;br /&gt;
Keen 4, 5, and 6 levels consist of three planes, also called layers: the &#039;&#039;&#039;background&#039;&#039;&#039;, &#039;&#039;&#039;foreground&#039;&#039;&#039;, and &#039;&#039;&#039;info layers&#039;&#039;&#039;. The background is just there to add color to the scene; Keen and the enemies don&#039;t interact with it. The foreground layer contains tiles that Keen interacts with: platforms, point items, doors, secret passages, and so on (note that many tiles in the foreground layer actually appear behind Keen, but they are not considered &#039;background tiles&#039;). Finally, the info layer contains information about sprites and special features such as switches, doors, bridges and so on. &lt;br /&gt;
&lt;br /&gt;
Editing with all panes active at once is not recommended. To help you see and change only what you want to, Abiathar has several systems to control the status of the layers. Each of the three panes in the lower left can have one of three states: &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Active&amp;lt;/code&amp;gt;&lt;br /&gt;
|visible and editable (default) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Locked&amp;lt;/code&amp;gt;&lt;br /&gt;
|only visible&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Hidden&amp;lt;/code&amp;gt; &lt;br /&gt;
|not visible or editable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These can be controlled in several ways. The &amp;lt;code&amp;gt;Plane&amp;lt;/code&amp;gt; menu provides fine-adjustment tools and commands to modify the state of multiple or all the planes/layers at once. While viewing a level, the &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; keys control editability for the respective plane, while the &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; keys control visibility. For example, the &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; key toggles the foreground plane between &amp;lt;code&amp;gt;Active&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Locked&amp;lt;/code&amp;gt;, while the &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; key toggles it between &amp;lt;code&amp;gt;Active&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Hidden&amp;lt;/code&amp;gt;. The labels in the selected tile bay that display the plane states can also change them. Right-click one to make it less active (active will become locked, locked will become hidden) or left-click to make it more active (hidden will become locked, locked will become active). &lt;br /&gt;
&lt;br /&gt;
One simple way of managing plane control is to select &amp;lt;code&amp;gt;Lone Editing&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;Plane&amp;lt;/code&amp;gt;. This ensures you are always editing a single plane. &lt;br /&gt;
&lt;br /&gt;
=== Undo &amp;amp; Redo ===&lt;br /&gt;
Undo and Redo can be found under the &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt; menu or by pressing &amp;lt;code&amp;gt;Z&amp;lt;/code&amp;gt;. The undo/redo action stack is preserved until the file is saved or closed. &lt;br /&gt;
&lt;br /&gt;
=== Level Operations ===&lt;br /&gt;
[[Image:Abiathar7.png|thumb|400px|&#039;&#039;&#039;Abiathar&#039;&#039;&#039;: Link and tile properties overlays are activated]]&lt;br /&gt;
Level operations can be accessed from the &amp;lt;code&amp;gt;Level menu&amp;lt;/code&amp;gt;, above the levels list. Adding a level is done with &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;Add&amp;lt;/code&amp;gt;. If one changes the suggested ID to one that is in-use, a warning will pop up before overwriting. The &amp;lt;code&amp;gt;Automatic edge&amp;lt;/code&amp;gt; check box will cause Abiathar to automatically fill in the boundary.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even after a level is created, its dimensions can be changed or an automatic border can be added using the using the &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; dialog. It is also possible to duplicate levels into a new slot with &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;Copy&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Overlays ===&lt;br /&gt;
All overlays can be found under the &amp;lt;code&amp;gt;View menu&amp;lt;/code&amp;gt; section. &lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|&amp;lt;code&amp;gt;Grid&amp;lt;/code&amp;gt; &lt;br /&gt;
|separating the tiles (it is automatically adjusted for changes in zoom level)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Links&amp;lt;/code&amp;gt;&lt;br /&gt;
|overlay processes unknown infoplane values and renders graphical links instead of infoplane &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Tile Properties&amp;lt;/code&amp;gt;&lt;br /&gt;
|displays foreground tile properties even in the selected tile bay and tile palette&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Features ==&lt;br /&gt;
&lt;br /&gt;
=== Borders ===&lt;br /&gt;
Keen Galaxy levels have a rectangular border of 2 tiles.  Borders should be filled with solid tiles with some exceptions.  To create a level exit, leave the border empty where you want Keen to exit.  Keen cannot exit out the top or bottom of the screen (Keen will die on the screen bottom and Keen will glitch on the screen top).&lt;br /&gt;
&lt;br /&gt;
===Doors===&lt;br /&gt;
To place doors that Keen can enter, first place two sets of door tiles on the map. &lt;br /&gt;
Then press &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; on your keyboard. This activates the linker tool. Make also sure that only the [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)#Plane States|Infoplane]] is active. Next click on the bottom tile of the first door and after that click on one tile below the second door. Repeat this step vice versa. Abiathar will render the links as lines from the controller to the target.  I suggest examining some of the original levels to get an idea how this is done.&lt;br /&gt;
&lt;br /&gt;
===Key Gem Doors===&lt;br /&gt;
To place a keygem holder, first place the foreground keygem holder tile somewhere on the map (it can be anywhere). Next place a door (these are also foreground tiles) somewhere (anywhere). When making the door, there are three door tiles: a bottom, middle, and top. If you&#039;re making a door more than three tiles high, use the middle door piece for additional height. &lt;br /&gt;
Then press &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; on your keyboard. This activates the linker tool. Make also sure that only the [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)#Plane States|Infoplane]] is active. Next click on the keygem holder tile first and second on the topmost door tile. Abiathar will render the links as lines from the controller to the target.&lt;br /&gt;
&lt;br /&gt;
=== Invisible Foreground Tiles ===&lt;br /&gt;
Even if a foreground tile doesn&#039;t contain any graphics (a blank tile) it can still be placed in a level and can still contain tile properties.&lt;br /&gt;
&lt;br /&gt;
An example of this is how the default world map is built primarily from background tiles which do no have solid properties and &#039;invisible&#039; foreground tiles are placed  to block Keen&#039;s path.  &lt;br /&gt;
&lt;br /&gt;
Another example is how a bridge in the open position requires invisible bridge tiles to be placed where the bridge will appear when a switch is triggered.&lt;br /&gt;
&lt;br /&gt;
These can be difficult to figure out. A good way to familiarize yourself with these is to view the world map with the tile properties view turned on to see how these are utilized. You can right click a tile in the map to see where it is located in the tileset, and then, if desired, you can edit the invisible tiles in your graphics editor to have visual cues for placement (they can be made invisible again later). Alternatively, you can use foreground tiles to build the world map in your mod (although this will use more memory).&lt;br /&gt;
&lt;br /&gt;
===Moving Platforms===&lt;br /&gt;
A simple moving platform in Keen 4 can be placed by putting a moving platform sprite icon with a red arrow in the desired spot. To stop the platform moving off the edge of the screen however, you&#039;ll need to put some blocking tiles in its path: these icons look like a &amp;lt;code&amp;gt;B&amp;lt;/code&amp;gt; in a square. Put one blocking tile to each side (for a horizontally-moving platform) or above and below (for a vertically-moving platform). A falling platform (the one with a yellow triangle below) only needs a single blocking tile beneath it. In Keen 5 and Keen 6, the platforms with green arrows (known as &#039;&#039;Goplats&#039;&#039;) need a path made of the yellow arrow icons to follow.&lt;br /&gt;
&lt;br /&gt;
===Scroll Blocks===&lt;br /&gt;
Some Keen levels have separate areas that act like independent mini-levels (the Pyramid of the Forbidden is a good example of this). You can place scroll blocks from the sprite menu to mark horizontal and vertical edges between these areas. The scroll blocks look like horizontal and vertical blue lines with small white stripes; I suggest examining existing levels to see how they are used before placing them in your own levels.&lt;br /&gt;
&lt;br /&gt;
===Secret Passages===&lt;br /&gt;
Some foreground tiles have properties that allow Keen to walk behind them; these are secret passages.  To make these you will need to identify which tiles have the correct foreground but not blocking properties.  I suggest examining some of the original levels and noting down which tiles are used for the secret passages.  You can also identify them with the &amp;lt;code&amp;gt;Tile Property Modifier tool&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Tool&amp;lt;/code&amp;gt; menu. When putting point items in a secret passage, you must use points from the sprite list rather than the foreground tile points.&lt;br /&gt;
&lt;br /&gt;
===Sprites and Enemies===&lt;br /&gt;
You can place sprites like you would normally place a tile.  Some enemies appear more than once in the sprite menu; this is for enemies that appear on &#039;&#039;easy&#039;&#039;, &#039;&#039;moderate&#039;&#039;, and &#039;&#039;hard&#039;&#039;. You can see little numbers that designate this, but a general rule is that the order they appear in on the menu matches the easy/medium/harder order.  Sometimes there is a blank space before or after the order of sprites.  For example, the blue bird from keen 4 doesn&#039;t have a sprite icon for easy mode, however, it does have a blank tile where the easy mode icon would normally go.  This blank tile can be placed to place a blue bird on easy.  This works similarly for other enemies in this situation.&lt;br /&gt;
&lt;br /&gt;
===Switches for Bridges===&lt;br /&gt;
To create a switch for bridges, first build the bridge using the bridge tiles and place the switch tiles somewhere (near).  Then press &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; on your keyboard. This activates the linker tool. Make also sure that only the [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)#Plane States|Infoplane]] is active. Next click on the switch tile first and second on the top left most bridge tile. Abiathar will render the links as lines from the controller to the target.&lt;br /&gt;
If you want the bridge to begin already opened, you will need to locate the invisible bridge tiles and place these where the bridge will be located, otherwise no bridge will appear.  To find these either locate them in existing levels with open bridges or use the &amp;lt;code&amp;gt;Tile Property Modifier tool&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Tool&amp;lt;/code&amp;gt; menu.&lt;br /&gt;
&lt;br /&gt;
===Switches for Goplats===&lt;br /&gt;
Often you want the player to have to turn a platform on with a switch. To do this you will need to place another blocking tile in the way of the platform between the other two. After placing the blocking tile, press &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; on your keyboard. This activates the linker tool. Make also sure that only the [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)#Plane States|Infoplane]] is active. Next click on the switch tile first and second on the blocking tile. Abiathar will render the links as lines from the controller to the target.&lt;br /&gt;
&lt;br /&gt;
== General Level Editing Issues ==&lt;br /&gt;
&lt;br /&gt;
Each level must not exceed 64KiB in size: width x height (in tiles) must not exceed 0x8000 (=32,768). Rule of thumb: As long as both stay below 180, there‘s nothing to worry about. The max level height is 250 tiles, and the max width should not exceed 256 tiles.  &lt;br /&gt;
&lt;br /&gt;
If there are too many sprites in a level you will get the error &amp;lt;code&amp;gt;No space left in objarray&amp;lt;/code&amp;gt;; the game has run out of memory to store sprites. This usually occurs at the level start. To fix this, remove sprites from your level.  When placing sprites, keep in mind that the more variety of enemies you use, the more memory is used up, and the larger the sprite and the more frames it has, the more memory it uses.  Also, when trying to save memory, check your points items: these exist both as tiles and sprites (try to use tile points whenever possible).&lt;br /&gt;
&lt;br /&gt;
If you have too many different types of tiles (background and foreground) then you will get the error &amp;lt;code&amp;gt;No space left in tilearray&amp;lt;/code&amp;gt;; this means that the game does not have enough memory to store all the different tile types. Foreground tiles use 8x the memory of background tiles. You shouldn&#039;t have more than about 400 tile types total (background and foreground) in a level, usually 100 back and 300 fore.  Additionally, animating tiles with many frames can increase your tile count drastically.&lt;br /&gt;
&lt;br /&gt;
You cannot have more than 20 actively animating tiles on-screen at any one time, this includes item tiles. This will cause an animating tile error. (&amp;lt;code&amp;gt;Not enough memory to animate all these tiles.&amp;lt;/code&amp;gt;)  &lt;br /&gt;
&lt;br /&gt;
If a level is &#039;too large&#039; for its music file, the error &amp;lt;code&amp;gt;Not enough memory to play background music!&amp;lt;/code&amp;gt; will occur. This is an indication of either large levels or large music files. To fix this error, remove content from your level, and/or reduce the overall level size, and/or change the music to a smaller sized file.&lt;br /&gt;
&lt;br /&gt;
If you see static gibberish instead of an animation while testing your level, then you have placed an animating background over an animating foreground. For memory reasons this is not allowed.  Similarly, a sprite cannot be placed on top of an animating tile.  This will crash the game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: All of these problems and more can be detected by Abiathar when using it&#039;s Level Inspector tool or the inspection mode (press &#039;I&#039;) of the Tile Property Modifier. It also provides exact points in the level where errors and possible issues appear so that you do not have to launch the game repeatedly to fix bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Included below are general instructions for &amp;lt;tt&amp;gt;&#039;&#039;&#039;[[TED5]]&#039;&#039;&#039;&amp;lt;/tt&amp;gt; (sections written by [[User:Levellass|Levellass]] and [[User:Adurdin|Adurdin]], edited by [[User:Ceilick|Ceilick]]), &amp;lt;tt&amp;gt;&#039;&#039;&#039;[[Keen: Next (level editor)|Keen: Next]]&#039;&#039;&#039;&amp;lt;/tt&amp;gt; (written by [[User:Ceilick|Ceilick]]), and &amp;lt;tt&amp;gt;&#039;&#039;&#039;[[The Omegamatic]]&#039;&#039;&#039;&amp;lt;/tt&amp;gt; (written by [[User:Mink|Mink]] and edited by [[User:Ceilick|Ceilick]]).&lt;br /&gt;
&amp;lt;tt&amp;gt;&#039;&#039;&#039;[[Abiathar]]&#039;&#039;&#039;&amp;lt;/tt&amp;gt; however is not included in the following section. Therefore see the [[Abiathar|Abiathar-Wiki]] page (written by [[User:Fleexy|Fleexy]] and edited by [[User:Nisaba|Nisaba]]). Alternative take a look at [[User:Fleexy|Fleexy]]&#039;s [https://abiathar.keenmodding.org//AbiatharHelp.pdf official manual], or [https://www.youtube.com/playlist?list=PL-BuW7CehquoCH_yGXeQqTIXQMY7sUm-u video tutorial playlist].&lt;br /&gt;
*Note: While TED5 is from the early 1990&#039;s Abiathar is the most up to date and continuously updated editor (initially created in 2014).&lt;br /&gt;
&lt;br /&gt;
== TED5 ==&lt;br /&gt;
=== Setting up TED5 ===&lt;br /&gt;
[[Image:Ted5image1.png|thumb|320px|A level map loaded in &#039;&#039;&#039;TED5&#039;&#039;&#039;.]]&lt;br /&gt;
Download and unzip &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.  &lt;br /&gt;
&lt;br /&gt;
1. Look for the file &amp;lt;tt&amp;gt;Egahead.ck4&amp;lt;/tt&amp;gt;.  Rename this file &amp;lt;tt&amp;gt;Egahead.ren&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
2. Run &amp;lt;tt&amp;gt;Tedsetup&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;tt&amp;gt;Tedsetup&amp;lt;/tt&amp;gt; will generate a new &amp;lt;tt&amp;gt;Egahead.ck4&amp;lt;/tt&amp;gt;.  Delete this file.  Now Rename &amp;lt;tt&amp;gt;Egahead.ren&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;Egahead.ck4&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is the only time you will need to run &amp;lt;tt&amp;gt;tedsetup&amp;lt;/tt&amp;gt; and follow the above steps.&lt;br /&gt;
&lt;br /&gt;
You will probably need [https://www.dosbox.com/ DOSBox] to run &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt;.  Just drag and drop the &amp;lt;tt&amp;gt;TED5.exe&amp;lt;/tt&amp;gt; onto your DOSBox icon.&lt;br /&gt;
&lt;br /&gt;
=== The Interface ===&lt;br /&gt;
After dismissing the welcome screen, the first thing you will want to do is press &amp;lt;code&amp;gt;F9&amp;lt;/code&amp;gt;, or click the &amp;lt;code&amp;gt;?&amp;lt;/code&amp;gt; tab and select &amp;lt;code&amp;gt;Video Mode Switch&amp;lt;/code&amp;gt;. That will cause &amp;lt;tt&amp;gt;TED&amp;lt;/tt&amp;gt; to run in 640x480 mode, giving you more space to work with. You can switch to the low resolution mode again anytime you want to make sure how much of the level is going to be displayed on the in-game screen at once. &lt;br /&gt;
&lt;br /&gt;
At the bottom of the screen, you will see the Info Bar. From the far left to right, it displays: &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Selected Background tile.&amp;lt;/code&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;Selected Foreground tile.&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Selected Sprite Icon.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These items display the icon as a graphic, followed by the tile number in hexadecimal (like &amp;lt;tt&amp;gt;$00AE&amp;lt;/tt&amp;gt;) and decimal (&amp;lt;tt&amp;gt;174&amp;lt;/tt&amp;gt;). Clicking on any of them will bring up the tiles palette so you can select a new one. &lt;br /&gt;
&lt;br /&gt;
Next appears the name of the level.  This name is used only in &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt;, it does not affect the level name in-game.&lt;br /&gt;
&lt;br /&gt;
Next appears: Active layers (B, F, I) &lt;br /&gt;
* B: Background Tiles&lt;br /&gt;
* F: Foreground Tiles&lt;br /&gt;
* I: Sprite Icon, door/switch coordinates&lt;br /&gt;
&lt;br /&gt;
The letter indicates the layer where you will be adding new tiles to. You can select more than one and the selected tiles will all be placed, however, it is recommended that you work only one layer at a time. &lt;br /&gt;
&lt;br /&gt;
Next appears: Visible layers (b, f, i) &lt;br /&gt;
This tells you which layers are being toggled.  You can toggle layers with the hotkeys 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
When a layer is turned off you cannot place items in it by mistake. This allows you to take a closer look at a specific layer to make sure everything is placed correctly. &lt;br /&gt;
&lt;br /&gt;
Lastly, on the bottom far right: Cursor location (X, Y) &lt;br /&gt;
This gives you the tile coordinates at a specific spot on the map.  This will also be given in both decimal and hexadecimal numbers. You will need those numbers in order to have switch that activate lifts, doors leading to other places, toggling bridges, and more. &lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
By default, TED5 will load the world map for the game. In order to switch to another map, you will need to click the File menu and select Edit New Map. You will then be able to select any of the maps in the game. For this example, pick Slug Village. &lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys to scroll the level around.&lt;br /&gt;
&lt;br /&gt;
You can toggle which type of tile to place (background, foreground, sprite icon) by pressing the 1, 2 or 3 keys.  Note for each type of tile, you will need to press the number key to activate it and the same key again to deactivate it before using a different tile type.&lt;br /&gt;
&lt;br /&gt;
Adding new tiles to the level is as simple left-clicking. The currently selected tiles will be placed in all active layers. You can select tiles in three ways: Clicking the tile icon to the left of the Info Bar, pressing the space bar to bring up the tile set, or right-clicking an existing tile. &lt;br /&gt;
&lt;br /&gt;
Right-clicking an existing tile will switch all the active tiles to the ones in the active layers. This means, if you only have the Icon layer active, right-clicking a tile with a slug will only select the slug; while if you have all three layers active, it will select the slug, the Foreground tile, and the Background tile at that location. &lt;br /&gt;
&lt;br /&gt;
Once you have a basic level made, you&#039;ll want to add more advanced features like moving platforms, switches, bridges, doors, and so on. These are all done with links in the sprite icon layer. &lt;br /&gt;
&lt;br /&gt;
A simple moving platform in Keen 4 can be placed by putting a moving platform icon with a red arrow in the desired spot. To stop the platform moving off the edge of the screen however, you&#039;ll need to put some blocking tiles in its path: these icons look like a &amp;quot;B&amp;quot; in a square. Put one blocking tile to each side (for a horizontally-moving platform) or above and below (for a vertically-moving platform). A collapsing platform (the one with a yellow triangle below) only needs a single blocking tile beneath it. In Keen 5 and Keen 6, the platforms with green arrows (known as Goplats) need a path made of the yellow arrow icons to follow.&lt;br /&gt;
&lt;br /&gt;
Often you want the player to have to turn a platform on with a switch. To do this, you need to place another blocking tile in the way of the platform between the other two. Make a note of the hexadecimal values of the location of the tile (the X and Y values beginning with $ at the right-hand side of the status bar). Now place a switch in an appropriate place, and link it to the blocking tile: Choose Misc, New INFOPLANE Value or press Enter, and type in a $ followed by the last two digits of the X and Y values you wrote down. Then click on the switch; this will place the link in the info plane, which will be shown as four digits. The switch will now turn the blocking tile off, to activate the platform.&lt;br /&gt;
&lt;br /&gt;
When working on your world map, you&#039;ll want to use the infoplane to specify what levels your entrances will lead to.  To do this, go to Misc, New INFOPLANE Value, and type in a $ followed by one of the following: $C0xx is a link to level where xx is the level number in hexadecimal, not decimal), $D0xx overlays blocking tiles that will be removed upon completion of the level (think the gates for border village and slug village), and $F0xx is for the flag holder which corresponds to the level.  After entering your chosen value, you can then edit the info plane by left clicking.&lt;br /&gt;
&lt;br /&gt;
In the same way, you can link a switch to a bridge (link to the left-hand edge of the bridge), a gem-holder to a closed door (link to the top of the door), and a walk-in doorway to the place you walk out (link to where you want Keen&#039;s feet to end up after he enters the doorway). Note that if you create a link from a switch to a square with nothing in the info plane, that switch will turn a blocking tile on; also that you need to use a particular tile to make a walk-in door (find out by looking at an existing level).&lt;br /&gt;
&lt;br /&gt;
Another feature which makes Keen levels exciting is secret passages. Some foreground tiles allow Keen to walk behind them-these are suitable for secret passages. However, identifying which ones are like this and which ones are solid is difficult: I suggest examining some of the original levels and noting down the tile numbers of the &amp;quot;secret passage&amp;quot; tiles to keep track of them. When putting point items in a secret passage, you must use icons for them, rather than their foreground tiles. I suggest that you only place the &amp;quot;walk-behind&amp;quot; tiles in secret passages once the level is completed, so that while editing you can keep track of them more easily.&lt;br /&gt;
&lt;br /&gt;
Finally, some Keen levels have separate areas that act like independent mini-levels (the Pyramid of the Forbidden is a good example of this). You can place scroll blocks in the info layer to mark horizontal and vertical edges between these areas. The scroll blocks look like horizontal and vertical blue lines with small white stripes; I suggest examining existing levels to see how they are &lt;br /&gt;
used before placing them in your own levels.&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
You can save your map at any time by going to the File menu and selecting Save Map; however, in order to actually play the level, you will need to Carmacize Maps.  While &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt; has an option to do this, it takes too long to do so.  The easiest method is to download InstantCarma and unzip the files into the folder with your maps.  After you save your map in &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt;, just run InstantCarma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;TEDSETUP&amp;lt;/tt&amp;gt; creates an extra batch file (&amp;lt;tt&amp;gt;Go4.bat&amp;lt;/tt&amp;gt;) and patch file (&amp;lt;tt&amp;gt;Patch4.pat&amp;lt;/tt&amp;gt;) which you do not need if you open your existing patch file and add the line:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%maphead maphead.ck4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You only need to add this to your patch file once.  Then just run your batch file to try your level!&lt;br /&gt;
&lt;br /&gt;
=== Other TED5 Features ===&lt;br /&gt;
&lt;br /&gt;
Grid Mode toggles the showing of a grid on the current level. This can help with placing tiles in the right positions. Turn this on or off from the Mode menu or by pressing G.&lt;br /&gt;
&lt;br /&gt;
Block Fill mode quickly fills a rectangular area with the currently selected tiles. Choose it from the Mode menu or press B, and click the left mouse button on the desired top-left corner, and the right button on the bottom-right corner, then press Enter to fill the area.&lt;br /&gt;
&lt;br /&gt;
Flood Fill mode will fill an area of one tile with the currently selected tiles. Choose it from the Mode menu or press F, then click in the desired location to fill.&lt;br /&gt;
&lt;br /&gt;
Copy Mode (also on the Mode menu, or press C) lets you select a rectangular set of tiles to copy so that you can duplicate them in another region easily. Select the area as for Block Fill mode, then press Enter.&lt;br /&gt;
&lt;br /&gt;
Paste Mode (you know where to find it) allows you to paste one or more copies of the tiles chosen with Copy Mode. Click with the left mouse button to place a copy. You can use the Paste Overlay option (on the Mode menu, or press F3) to toggle pasting of empty tiles. The Snap-Paste option (press S) toggles pasting copies just anywhere, or in a tessellated pattern. This is especially useful for &lt;br /&gt;
filling in the background of a level.&lt;br /&gt;
&lt;br /&gt;
You can change the size of a level with the &amp;quot;Change MAP Edges&amp;quot; option on the Edit menu. Select the edge you want to change, and enter a positive or negative number to add or remove rows from that edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keen:Next ==&lt;br /&gt;
[[Image:Keen_Next.png|thumb|320px|&#039;&#039;&#039;Keen: Next&#039;&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
=== Setting Up ===&lt;br /&gt;
Go to the keen 4 folder in Keen next and copy the tiles4.png file.  Paste this into your &amp;quot;keen4mod&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
Edit tiles4.png to include your edited graphics.  Be sure to save the file as .png.&lt;br /&gt;
&lt;br /&gt;
Go to your Keen:Next folder and run the kmaps application.  You may get an error message after running this, but this is not a problem, just click ok.&lt;br /&gt;
&lt;br /&gt;
When the editor opens, the first thing to do is go up to &#039;file&#039; then &#039;new&#039;.  A &#039;project properties&#039; window will appear.  Give your project a title (it doesn&#039;t matter what you name it) and then check the &amp;quot;keen project&amp;quot; box.  We&#039;ll be using Keen4, which is the default setting.  If you&#039;re planning to edit keen 5 or 6, just make sure to select those in the box next to &amp;quot;keen project&amp;quot;.  Next we need to choose the tileset.  In the image file section, go to &#039;browse&#039; and select the tileset you want to use (in this case, tiles4.png).  After all this, click &#039;ok&#039;.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: you will have to do this each time you open the editor.&lt;br /&gt;
&lt;br /&gt;
Before editing levels, you must extract them in a way that Keen: Next can read them.  Go to &#039;file&#039;, then &#039;create keen files&#039;.  Browse to your &amp;quot;keen4mod&amp;quot; folder and select keen4.exe.  Your keen map files should now be created.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: this will not work if you have run tedsetup.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: You only have to do this once.&lt;br /&gt;
&lt;br /&gt;
=== The Interface and Tools ===&lt;br /&gt;
The tiles should load on the right side of editor menu.  You can adjust the tile menu width with the mouse by selecting the left edge.  You can scroll between the background and foreground tiles.&lt;br /&gt;
&lt;br /&gt;
In the upper left is a toolbar.  The default tile tool is the pencil/paintbrush.  You can click and place or click and drag to place tiles.  &lt;br /&gt;
&lt;br /&gt;
There is also a water dropper tool.  This is useful for selecting a tile currently on the map instead of looking for it in the tileset.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: the water dropper will &#039;pick up&#039; the tile from the tileset you&#039;re currently in; if you currently have a background tile selected and use the water dropper, it will pick up the background tile on the map.  If you want a foreground tile, scroll down in the tileset on the right and select one of  the foreground tiles, then use the water dropper on the map.&lt;br /&gt;
&lt;br /&gt;
I do not recommend using the paint can tool, since it is very buggy.&lt;br /&gt;
&lt;br /&gt;
The next tool can be used for selecting a rectangular area of the map.  This is useful for cutting a piece of the level and pasting it elsewhere (you will need to do this twice if you want to cut and paste both the background and foreground).  You can also create stamps this way. Just select an area and go to &amp;quot;selection&amp;quot; and then &amp;quot;create brush&amp;quot;.  A stamp of the area will now appear on the left.&lt;br /&gt;
&lt;br /&gt;
You can create stamps of a large area of tiles from the tileset also.  To do this, click the top left corner of the area of tiles you want in the tileset.  Then go to the bottom right corner of that area, while holding shift, and select that tile.  Doing this successfully will result in the stamp image appearing on the left side of the editor.  You can now use the paintbrush tool to place this stamp, and you can reselect this stamp at any time you&#039;re editing.  &lt;br /&gt;
&lt;br /&gt;
The next tool looks like a little cog.  This is used for placing doors, level entrances, switches, and key-gem holders.&lt;br /&gt;
&lt;br /&gt;
The last important tool has an icon that looks like an arachnut.  Click this to bring up the sprite menu.  This is used for placing enemies, points, and some other things.  To switch back to tiles from sprites, click the little black square icon to the left of the arachnut icon you used to get to the sprite menu.&lt;br /&gt;
&lt;br /&gt;
In addition to the tools, you can toggle the layers used in editing with the &#039;view&#039; tab and checking/unchecking layer 1 and layer 2.  Make sure that, in the &amp;quot;view&amp;quot; section, you have &#039;fade unused layers&#039; unchecked.  This makes level viewing easier.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: This is the buggiest part of Keen:Next and if you frequently toggle layers, glitches can ruin a lot of work put into a level.  Its usually best to leave both layers visible, or save your progress before toggling layers and then reload Keen: Next as soon as you finish the work that required toggling them.  &lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
To begin editing, first load a map.  Go to &#039;file&#039;, then &#039;Import Keen Map&#039;.  In your &amp;quot;keen4mod&amp;quot; folder, select &#039;maphead.ck4&#039;.  You should now be presented with a &#039;map select&#039; box.  Choose the level you&#039;d like to edit.  Let&#039;s start with the shadowlands.&lt;br /&gt;
&lt;br /&gt;
The shadowlands map should now be loaded in the main editing area.  You&#039;ll notice little white icons that look like this (!).  These are the level sprites.  To place these, use the little cog tool up in the upper left (next to the rectangular area selector).  When this tool is used to click the map, you&#039;ll get an &#039;info plane&#039; box asking for an x and y coordinate.&lt;br /&gt;
&lt;br /&gt;
On the world map, this is how the coordinates work:&lt;br /&gt;
The x coordinate determines what kind of sprite is used.  An X of 192 designates the sprite as a level entrance.  Note: you cannot place a level entrance on a tile that appears over keen or on an animating tile.&lt;br /&gt;
&lt;br /&gt;
An x of 208 is a level block (like those used in the slug village); this sprite does not actually block keen, but is placed over a foreground tile that does.  When the level is beaten, this info number removes the foreground tile.  &lt;br /&gt;
&lt;br /&gt;
An x value of 240 is for the flag holders.&lt;br /&gt;
&lt;br /&gt;
Y coordinates only designate what level the sprite is associated with.  A Y of 1 will designate the level as level 1.&lt;br /&gt;
&lt;br /&gt;
To place sprites (enemies) in a level, go to the tools menu and click the little icon that looks like an arachnut.  The sprite menu should appear in place of the tileset.  To place a sprite, make sure you have the paintbrush icon selected, then click the sprite you want to place.  To switch back to tiles from sprites, click the little black square icon to the left of the arachnut icon you used to get to the sprite menu.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: some enemies appear more than once in the sprite menu; this is for enemies that appear on easy, moderate, and hard.  You can see little numbers that designate this, but a general rule is that the order they appear in on the menu matches the easy/medium/harder order.  &lt;br /&gt;
&lt;br /&gt;
To place a keygem holder, first place the foreground keygem holder tile somewhere on the map (it can be anywhere).  Next place a door (these are also foreground tiles) somewhere (anywhere).  When making the door, there are three door tiles: a bottom, middle, and top.  If you&#039;re making a door more than three tiles high, use the middle door piece for additional height.  Using your mouse, hold it over the top tile of the door.  In the lower left side of the editor, you&#039;ll notice that the map coordinates for this tile appear.  Memorize or write these down.  Now select the cog tool and then click your keygem holder.  Enter in the coordinates for your door.  You&#039;ve now got a working door.&lt;br /&gt;
&lt;br /&gt;
To place doors that Keen can enter, first place two sets of door tiles on the map.  Now you must determine the coordinates.  Go to one of your doors and hold the mouse over the tile below the bottom left door tile (not on the bottom left door tile or keen will drop out of the air). Check the coordinates.  Then go to the door you want to connect to this spot and use  the cog tool and click the lower left door tile (the lower left door tile, not the one below it). Enter in the coordinates.  Do the same for the bottom right door tile.  Now this door is connected to the other, but you also need to check the coordinates at this door and add them to the tiles of the other door.&lt;br /&gt;
&lt;br /&gt;
To create a working switch, use the cog tool on a switch and use the coordinates for the thing you want the switch to affect.  For a bridge, get the coordinates of the top left bridge tile and put this in the info box for the switch.  For goplats (moving platforms), get the coordinates of a B sprite (these are sprites which goplats bounce off and then go in the other direction).  The switch will remove that sprite so the goplat can move.&lt;br /&gt;
&lt;br /&gt;
To resize a map, go to &amp;quot;edit&amp;quot; and &amp;quot;Resize map&amp;quot;.  Then select the new level boundaries and the side of the level which should be expanded or shrunk.&lt;br /&gt;
&lt;br /&gt;
Keen: Next has an infinite undo button.  Just go to &amp;quot;Edit&amp;quot; and click &amp;quot;Undo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Undo will work for everything except changes to the level boundaries.  Make sure you save before changing level boundaries!&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
When you&#039;re ready to save, go to &#039;file&#039;, then &#039;export keen map&#039;, then select &#039;maphead.ck4&#039;,  click yes, and reselect the level you want to save over and click ok.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: if you like, You can rename the level here before you click ok.  The name you choose will only appear in the editor, however, and not in the in-game text.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Do not click &#039;save&#039; or &#039;save as&#039;.  These options do not actually save the level to the game, but as files only Keen: Next can read.  Additionally, saving levels in this manner can cause Keen: Next to crash.&lt;br /&gt;
&lt;br /&gt;
After saving you can test your levels by adding this to your patch file:&lt;br /&gt;
&lt;br /&gt;
 %maphead maphead.ck4&lt;br /&gt;
 %gamemaps editmaps.ck4&lt;br /&gt;
&lt;br /&gt;
Then run your batch file and you&#039;re all set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Omegamatic ==&lt;br /&gt;
===Setting Up===&lt;br /&gt;
[[Image:The Omegamatic.png|thumb|320px|A level map loaded in &#039;&#039;&#039;TOM&#039;&#039;&#039;.]]&lt;br /&gt;
Run tom.exe and select the gamemaps.ck4 file.  You will then need to select your tilesets which you exported modkeen: 4til0000 and 4til0001.  After selecting these, if all goes well, the world map will open in TOM.&lt;br /&gt;
&lt;br /&gt;
===The Interface and Tools===&lt;br /&gt;
Tom features two different level editing styles: TED5 and Keen:Next.  I highly recommend Keen:Next Mode and will only cover it in this tutorial.  To activate this go to settings and click &amp;quot;Keen:Next Mode&amp;quot;.  You will now see the tileset on the right side of the TOM window.&lt;br /&gt;
&lt;br /&gt;
In the bottom left of the window you will see three different boxes.  These boxes display the tile you pick from the tileset on the right of the window.  Each box displays from one of the three layers used in Keen:Galaxy: background tiles, foreground tiles, and sprite icons.  To change which tileset to work with, use the hotkeys 1, 2, and 3 to switch between the layers.&lt;br /&gt;
&lt;br /&gt;
To place a tile simply select the tile from the tileset with the left mouse button and click on the level where you want to place it with the left mouse button.  You can also right click a tile from the level to make it the active tile for placing, just like a water dropper tool.  To erase a tile you will need to right click an empty space in the level, which makes an empty tile the active tile, and then left click what you want to erase.&lt;br /&gt;
&lt;br /&gt;
If you want to select an area of tiles from within a level, press C and left click a corner of the area you want to select.  You should then left click the opposite corner of the area you want to select.  The selected area will have it&#039;s colors inverted until you select the size of the area.  You can then press P to paste the area you selected.&lt;br /&gt;
&lt;br /&gt;
If you want to select an area of tiles from the tileset, left click the top left tile of the area you want to select.  Then, while holding shift, left click the bottom right tile of the area you want to select.  Release shift and then you should be able to place the selected area in the level by left clicking.   &lt;br /&gt;
&lt;br /&gt;
You can scroll around the level with your mouse wheel or with the arrow keys.  You can zoom in and out in the &amp;quot;View&amp;quot; tab.  You can also toggle on and off which layers can be seen with the hotkeys 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
To change the level you are editing go to &amp;quot;Levels&amp;quot; and select the level you want to edit.  You can rename levels by going to &amp;quot;File&amp;quot; and then &amp;quot;Rename This Level&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can resize a level by going to &amp;quot;Tools&amp;quot; and selecting either: Insert Row, Delete Row, Insert Column, or Delete Column.  After selecting on of these move your mouse around the level and you will see a highlighted area which will be affected by whichever option was chosen.  To disable any of these level adjustments just go back to &amp;quot;Tools&amp;quot; and uncheck it.&lt;br /&gt;
&lt;br /&gt;
When working on your world map, you&#039;ll want to use sprites to specify what levels your entrances will lead to. To do this, first press 3 to activate the sprite icon layer.  Press enter once and a message box will come up with an infoplane number in hexideciaml.  Remove the number indicate and type one of the following: C0xx makes a level entrance where xx is the level number in hexadecimal, not decimal), D0xx overlays blocking tiles that will be removed upon completion of the level (think the gates for border village and slug village), and F0xx is for the flag holder which corresponds to the level. After entering your chosen value, you can then place the level entrance, gate, or flag sprite by left clicking.&lt;br /&gt;
&lt;br /&gt;
===Sprites and Enemies===&lt;br /&gt;
To place sprites and enemies in a level, press 3 to bring up the sprite tileset. You can place sprites like you would normally place a tile.  Some enemies appear more than once in the sprite menu; this is for enemies that appear on easy, moderate, and hard. You can see little numbers that designate this, but a general rule is that the order they appear in on the menu matches the easy/medium/harder order.  Sometimes there is a blank space before or after the order of sprites.  For example, the blue bird from keen 4 doesn&#039;t have a sprite icon for easy mode, however, it does have a blank tile where the easy mode icon would normally go.  This blank tile can be placed to place a blue bird on easy.  This works similarly for other enemies in this situation.&lt;br /&gt;
&lt;br /&gt;
===Secret Passages===&lt;br /&gt;
Some foreground tiles have properties that allow Keen to walk behind them; these are secret passages.  To make these you will need to identify which tiles have the correct foreground but not blocking properties.  I suggest examining some of the original levels and noting down which tiles are used for the secret passages.  You can also identify them with the CKD456tli utility. When putting point items in a secret passage, you must use points from the sprite list rather than the foreground tile points.&lt;br /&gt;
&lt;br /&gt;
===Moving Platforms===&lt;br /&gt;
A simple moving platform in Keen 4 can be placed by putting a moving platform sprite icon with a red arrow in the desired spot. To stop the platform moving off the edge of the screen however, you&#039;ll need to put some blocking tiles in its path: these icons look like a &amp;quot;B&amp;quot; in a square. Put one blocking tile to each side (for a horizontally-moving platform) or above and below (for a vertically-moving platform). A falling platform (the one with a yellow triangle below) only needs a single blocking tile beneath it. In Keen 5 and Keen 6, the platforms with green arrows (known as Goplats) need a path made of the yellow arrow icons to follow.&lt;br /&gt;
&lt;br /&gt;
===Switches for goplats===&lt;br /&gt;
Often you want the player to have to turn a platform on with a switch. To do this you will need to place another blocking tile in the way of the platform between the other two. After placing the blocking tile, hold the mouse over it and press enter two times.  This will give you the hexidecimal coordinates which you will place on the corresponding switch.  The switch will now turn the blocking tile off thus activating the platform.&lt;br /&gt;
&lt;br /&gt;
===Switches for bridges===&lt;br /&gt;
To create a switch for bridges, first build the bridge using the bridge tiles.  Then hold your mouse over the top left tile of the bridge and press enter twice to get the hexidecimal sprite value.  Place this sprite on the switch you want to activate the bridge with.  If you want the bridge to begin already opened, you will need to locate the invisible bridge tiles and place these where the bridge will be located, otherwise no bridge will appear.  To find these either locate them in existing levels with open bridges or use ckd456tli.&lt;br /&gt;
&lt;br /&gt;
===Key Gem Doors===&lt;br /&gt;
To place a keygem holder, first place the foreground keygem holder tile somewhere on the map (it can be anywhere). Next place a door (these are also foreground tiles) somewhere (anywhere). When making the door, there are three door tiles: a bottom, middle, and top. If you&#039;re making a door more than three tiles high, use the middle door piece for additional height. Using your mouse, hold it over the top tile of the door and press enter twice.  Place the sprite that this gives you on the gem holder.&lt;br /&gt;
&lt;br /&gt;
===Doors===&lt;br /&gt;
To place doors that Keen can enter, first place two sets of door tiles on the map. Then hold the mouse over bottom left or right of the first door and press enter twice.  This gives you a sprite which you should place on the bottom of the second door you want connected to the first door.  After placing the sprites at the bottom of the second door, you will need to press enter twice at the bottom of this second door and place the sprites on the first door in the same way.&lt;br /&gt;
&lt;br /&gt;
===Scroll Blocks===&lt;br /&gt;
Some Keen levels have separate areas that act like independent mini-levels (the Pyramid of the Forbidden is a good example of this). You can place scroll blocks from the sprite menu to mark horizontal and vertical edges between these areas. The scroll blocks look like horizontal and vertical blue lines with small white stripes; I suggest examining existing levels to see how they are used before placing them in your own levels.&lt;br /&gt;
&lt;br /&gt;
===Saving===&lt;br /&gt;
To save your progress go to &amp;quot;File&amp;quot; and then &amp;quot;Save all Levels&amp;quot;.  This will immediately save all your levels.&lt;br /&gt;
&lt;br /&gt;
===Testing===&lt;br /&gt;
After saving you can test your levels by adding this to your patch file: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%maphead maphead.ck4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then run your batch file.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Tile Properties =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; comes with a built in tile properties tool used to modify tile properties. To access it in &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt;, simply go to &amp;lt;code&amp;gt;Tools&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Tile Property Modifier&amp;lt;/code&amp;gt;. This will bring up a tiny window used in the modification process. &lt;br /&gt;
&lt;br /&gt;
== Changing Tile Properties ==&lt;br /&gt;
&lt;br /&gt;
The tile property modifier window will display the properties of the currently selected tile. The controls can be used to modify the tile property. Each time you select a new tile, the previously selected tile&#039;s properties will be saved. When you&#039;re finished simply close the tile property modifier.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;Revert&amp;lt;/code&amp;gt; button is used to return a tile&#039;s properties to what they were when that tile was first selected.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;Front&amp;lt;/code&amp;gt; check box on the left indicates whether the tile will appear in front of characters such as Keen. &lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;solid&amp;lt;/code&amp;gt; check boxes on the left and right determine whether the tile is solid on the respective side. &lt;br /&gt;
&lt;br /&gt;
*From top to bottom, the drop-down menus determine: top property (e.g. flat, slope), special effect (e.g. deadly, point item), and bottom (similar to top but affects the bottom face).&lt;br /&gt;
&lt;br /&gt;
*The Animation section determines the offset to the next tile in the animation sequence and how many game-ticks will elapse before changing to it. A delay of zero is used for switches and things that are only controlled by sprites. Tiles that do not animate have an offset of zero.&lt;br /&gt;
&lt;br /&gt;
One major useful shortcut is the copy and paste feature. Use the &amp;lt;code&amp;gt;C&amp;lt;/code&amp;gt; key to copy the active tile’s properties and enter copy mode. While in copy mode, any tile you left click will be given the properties of the copied tile. Press the &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; key to exit copy mode.&lt;br /&gt;
&lt;br /&gt;
The tile property modifier has other features which you can read about in Abiathar&#039;s [https://abiathar.keenmodding.org//AbiatharHelp.pdf Documentation/Help file].&lt;br /&gt;
&lt;br /&gt;
== Update Patch File ==&lt;br /&gt;
&lt;br /&gt;
After editing tile properties, don&#039;t forget to add an entry to your patch file to actually use these new properties:&lt;br /&gt;
&lt;br /&gt;
 # Tileinfo file&lt;br /&gt;
 %patchfile $249C2 KEEN4.TLI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[Image:Galactile.png|thumb|320px|Galactile working with Keen 4]]&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;:  The steps described below are for a basic understanding of tile properties in general. For the sake of simplicity the following will be based on a standalone tile properties tool called [[Galactile]]. Note that the level editor [[Abiathar]] comes with a built in &#039;&#039;Tile Properties tool&#039;&#039; as well, which works quite similar to Galactile.&lt;br /&gt;
&lt;br /&gt;
Go to your &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; folder and go into your &amp;lt;tt&amp;gt;Galactile&amp;lt;/tt&amp;gt; folder.  Copy the &amp;lt;tt&amp;gt;Keen4.tli&amp;lt;/tt&amp;gt; file into your &amp;lt;tt&amp;gt;&amp;quot;keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.  Then go to your patchfile and add the patch that corresponds to your modded episode below:&lt;br /&gt;
&lt;br /&gt;
 %patchfile $249C2 keen4.tli&lt;br /&gt;
 %patchfile $25B22 keen5.tli &lt;br /&gt;
 %patchfile $25212 keen6.tli&lt;br /&gt;
&lt;br /&gt;
Now run &amp;lt;tt&amp;gt;Galactile&amp;lt;/tt&amp;gt;.  The first item the program asks you for is the file which you just copied to your &amp;lt;tt&amp;gt;&amp;quot;keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.  Locate and select it.  Next, go into the &amp;lt;tt&amp;gt;&amp;quot;BMP&amp;quot;&amp;lt;/tt&amp;gt; folder and select the background tileset, and after that select the foreground tileset.&lt;br /&gt;
&lt;br /&gt;
You&#039;re now in the editing menu.&lt;br /&gt;
&lt;br /&gt;
On the left side you can see the background tiles.  The properties in that tileset are limited: either a tile can animate or have no properties.  If a tile animates, the next tile in the animation sequence is outlined in a double red border. Note that tiles can only animate up to 128 tiles before or after any given tile, so try to keep tiles that animate near each other. &lt;br /&gt;
&lt;br /&gt;
To animate a tile, select the first tile in the animation sequence.  Next, right click the tile that should appear next in the sequence.  Now left click that new tile and select the tile it will animate to next.  Make sure the last tile in this sequence animates back to the original tile.  Now go back and add animation times to each tile.  By moving the scrollbar, you can change the amount of time spent on the tile while animating (0 to 255 time units).&lt;br /&gt;
&lt;br /&gt;
If a tile animates that you don&#039;t want to animate, right click the original tile.  You will need to repeat this step for each tile in the animation sequence.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Reducing the scroll bar to zero will NOT prevent the tile from animating and will instead cause the game to crash&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: After disabling a tile from animating, it is not necessary to reduce its value in the scroll bar to zero, although this is recommended to avoid future errors when editing.&lt;br /&gt;
&lt;br /&gt;
On the right side is the foreground tiles.  For foreground tiles, you can also edit the animation properties (and they work the same way), but there are several other properties you can edit as well. Above the enlarged pictures of the tile and its mask is a dropdown menu where you can select the properties of the top of the tile. Similarly, the dropdown menu below lets you select the properties of the bottom of the tile. Pushing in the buttons on either side signify that Keen (and other sprites) cannot enter the tile from that side, making it solid. Off to the right is another dropdown menu, which lets you change special properties of the tile. Lastly, when the &amp;quot;FRONT&amp;quot; button is pushed in, it means that the tile appears in front of Keen and other sprites rather than behind them. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: the top, bottom, and side properties are almost always set or cleared together. One-way tiles do not work as well in Keens 4, 5, and 6 as they do in Keens 1, 2, and 3).  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: There are some exceptions where foreground tiles that animate have their animation value set to zero.  This includes Key-gem doors and and flag holders.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re finished editing, click save.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Music and Sounds = &lt;br /&gt;
&lt;br /&gt;
Abiathar is used for importing and exporting music and sound effects, as well as adding additional music tracks.&lt;br /&gt;
&lt;br /&gt;
== Setup == &lt;br /&gt;
[[Image:Abiathar audio-resources.png ‎|320px|thumb|Abiathar&#039;s Audio Resources tool]]&lt;br /&gt;
In Abiathar and with your project loaded, go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Resources&amp;lt;/code&amp;gt;. Select &amp;lt;tt&amp;gt;Start from the original game&#039;s audio files&amp;lt;/tt&amp;gt;. Abiathar should then populate the boxes with the game&#039;s associated audio files. Select &amp;lt;code&amp;gt;OK&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt;.  Select &amp;lt;code&amp;gt;Yes&amp;lt;/code&amp;gt; and then browse to your mod&#039;s &amp;lt;tt&amp;gt;AUDIO&amp;lt;/tt&amp;gt; folder. Give your Abiathar sound configuration file a name such as &amp;lt;tt&amp;gt;audio.asnds&amp;lt;/tt&amp;gt; and save. Abiathar should inform you of an successful export and all of the games music and sounds can now be found in your &amp;lt;tt&amp;gt;AUDIO&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
To change music and sounds, just replace the files in &amp;lt;tt&amp;gt;AUDIO&amp;lt;/tt&amp;gt; with new files (they must be the same format).  Music files are in the &amp;lt;tt&amp;gt;IMF&amp;lt;/tt&amp;gt; format and we&#039;ll get into how to make these below.  Sound effects can be created and modified using &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt;, which we&#039;ll get into below as well.&lt;br /&gt;
&lt;br /&gt;
After changing the sounds or songs, go back to Abiathar and, with your project open, go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;. Select your &amp;lt;tt&amp;gt;audio.asnds&amp;lt;/tt&amp;gt; file. Abiathar should inform your that an import was successful.&lt;br /&gt;
&lt;br /&gt;
== Update Patch File ==&lt;br /&gt;
&lt;br /&gt;
In order to play your new sounds you&#039;ll need the following patches included in your patch file:&lt;br /&gt;
&lt;br /&gt;
 # Audio files&lt;br /&gt;
 %patchfile $20DF0 AUDIOHED.CK4&lt;br /&gt;
 %patchfile $354F6 AUDIODCT.CK4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[Image:Keenwave3.png|320px|thumb|Keenwave editing sound names]]&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;tt&amp;gt;Keenwave.exe&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.  Run &amp;lt;tt&amp;gt;Keenwave&amp;lt;/tt&amp;gt; and it will generate an &amp;lt;tt&amp;gt;IDWAVE&amp;lt;/tt&amp;gt; text file.  Create a folder called &amp;lt;tt&amp;gt;&amp;quot;sounds&amp;quot;&amp;lt;/tt&amp;gt;.  Open &amp;lt;tt&amp;gt;IDwave.txt&amp;lt;/tt&amp;gt; and add this line:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-episode=4 -export=raw -snddir=&amp;quot;sounds&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;tt&amp;gt;Keenwave&amp;lt;/tt&amp;gt; by dragging and dropping it onto &amp;lt;tt&amp;gt;DOSBox&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now look in your sounds folder.  Here you will see a number of sound files and a few music files (&amp;lt;tt&amp;gt;IMF&amp;lt;/tt&amp;gt; files) at the bottom.  To change these, just replace the sounds with new files (they must be the same format, for music this is &amp;lt;tt&amp;gt;IMF&amp;lt;/tt&amp;gt;).  Sound effects can be created and modified using &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt;.  You can create &amp;lt;tt&amp;gt;IMF&amp;lt;/tt&amp;gt; files by converting midi files with &amp;lt;tt&amp;gt;IMF Creator&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After changing the sounds or songs, go back to &amp;lt;tt&amp;gt;IDWAVE.txt&amp;lt;/tt&amp;gt; and change the command to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-episode=4 -import=raw -snddir=&amp;quot;sounds&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;tt&amp;gt;Keenwave&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now open your patch file and include the lines that apply to the episode you&#039;re modding:&lt;br /&gt;
&lt;br /&gt;
 #Keenwave patch file; Patch sounds Keen 4:&lt;br /&gt;
 %patchfile $20DF0 AUDIOHED.CK4	#Audio header&lt;br /&gt;
 %patchfile $354F6 AUDIODCT.CK4	#Audio dictionary&lt;br /&gt;
&lt;br /&gt;
 #Keenwave patch file; Patch sounds Keen 5:&lt;br /&gt;
 %patchfile $21C80 AUDIOHED.CK5	#Audio header&lt;br /&gt;
 %patchfile $35EC4 AUDIODCT.CK5	#Audio dictionary&lt;br /&gt;
&lt;br /&gt;
 #Keenwave patch file; Patch sounds Keen 6:&lt;br /&gt;
 %patchfile $20C50 AUDIOHED.CK6  #Audio header&lt;br /&gt;
 %patchfile $36EEE AUDIODCT.CK6  #Audio dictionary &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
You can compose music using your choice of software; as long as it outputs standard General &amp;lt;tt&amp;gt;MIDI&amp;lt;/tt&amp;gt; files, you should be good to go. Some tools used by musicians in the community include &amp;lt;tt&amp;gt;Finale&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;FLStudio&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;MIDI Editor&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Be advised, however, that your MIDI will need to be converted to the IMF format, which is extremely limited in range compared to MIDI. Both IMFCreator and MIDI2IMF can be used for converting music, and both are suggested since they can produce different sounding results. It&#039;s a good idea to read and get an understanding of the [[moddingwiki:IMF_Format| IMF specs]].&lt;br /&gt;
&lt;br /&gt;
Lastly, your IMF song will need optimizing with IMFCrush for memory purposes (this process does not typically result in any noticeable loss in sound quality).&lt;br /&gt;
&lt;br /&gt;
=== Composition Tips ===&lt;br /&gt;
&lt;br /&gt;
*If you are using a sheet-music editor such as &amp;lt;tt&amp;gt;Finale&amp;lt;/tt&amp;gt;: You may write two or more parts for one instrument. Keep inside the required 4-note polyphony, but don&#039;t be shy about using layered parts and chords, especially on piano staves.&lt;br /&gt;
&lt;br /&gt;
*If your instrument track is too quiet and it is already set to maximum volume, try manually adjusting the note velocities to be higher. The program &amp;lt;tt&amp;gt;FLStudio&amp;lt;/tt&amp;gt; is capable of doing this, as well as &amp;lt;tt&amp;gt;MIDI Editor&amp;lt;/tt&amp;gt;. If the volume of the track is too loud after making your note velocities higher, turn down the volume of that track.&lt;br /&gt;
&lt;br /&gt;
*Keep percussion parts as simple as possible since it impedes the maximum polyphony limits that can be utilized by other parts. Simply put, you can write more complex parts that use this structure: [SIMPLE/NO PERCUSSION]+[BASS LINE]+[CHORDS]+[CHORDS?]+[LEAD]&lt;br /&gt;
&lt;br /&gt;
*A tip from Bobby Prince: On the subject of percussion, to circumvent the polyphony limit that gets imposed when you use percussion parts, try using normal instruments played outside their normal range. Then in &amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt;, tweak the patches you used by adjusting all the possible parameters until you archive the desired percussive sound. It may not work all the time, but it should do the trick in most cases.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t be shy about using chords and complex structures, especially if your percussion line is nonexistent or very simple.&lt;br /&gt;
&lt;br /&gt;
*Try not to use too many midi tracks, especially if they are all simultaneous. Too many midi tracks results in dropped notes (parts drop out randomly and inconsistently), and songs that exceed the filesize limits. [[User:Mr.M|Mr. M]] uses 4-8 tracks, counting percussion, to archive the sound in his work.&lt;br /&gt;
&lt;br /&gt;
*Be careful with pitchbends in your music. &amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt; tends to over exaggerate them if the pitchbend scale and thresholds are not set properly. There is no ONE configuration for them; best bet is to tinker with them until you get a desirable sound. Remember: Lower numbers mean higher pitchbend scale! &lt;br /&gt;
&lt;br /&gt;
==== Instrument Patches ====&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to tweak patches! In &amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt; it&#039;s under the &amp;lt;code&amp;gt;EDIT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Instrument&amp;lt;/code&amp;gt; (or press &amp;lt;code&amp;gt;CTRL&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;I&amp;lt;/code&amp;gt;) menu. You can edit how all the instruments sound (including percussions). Distortion guitar not distorted enough? No problem. Pad not airy enough for you? Bass drum not punchy enough, or the hi-hat not sharp enough for you? No problems there. See the help menus for the specifics of how the patch parameters are edited.&lt;br /&gt;
&lt;br /&gt;
When Mr. M does this, he makes a patch set for each specific song. When you close the instrument editor, you are prompted to save changes. Do so, and save the &amp;lt;tt&amp;gt;.OP2&amp;lt;/tt&amp;gt; file that is generated as something other than &amp;lt;tt&amp;gt;GENMIDI.OP2&amp;lt;/tt&amp;gt;. Keep the original &amp;lt;tt&amp;gt;GENMIDI.OP2&amp;lt;/tt&amp;gt; file as a base set. &lt;br /&gt;
&lt;br /&gt;
After you&#039;ve tweaked the patches to your liking and saved your new &amp;lt;tt&amp;gt;.OP2&amp;lt;/tt&amp;gt; file, stop any playback of the song you&#039;re previewing. Under &amp;lt;code&amp;gt;OPTIONS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OP2 File&amp;lt;/code&amp;gt; you can choose the &amp;lt;code&amp;gt;OP2&amp;lt;/code&amp;gt; file that has the modded patches you created. Press &amp;lt;code&amp;gt;play&amp;lt;/code&amp;gt; and listen to your new instruments!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: After editing an .OP2 file/patch set, you MUST stop and re-start playback in IMF Creator of your song for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
===Converting to IMF===&lt;br /&gt;
&lt;br /&gt;
====MIDI2IMF====&lt;br /&gt;
Use &amp;lt;tt&amp;gt;MIDI2IMF&amp;lt;/tt&amp;gt; to convert a MIDI track to the IMF format. To do this simply drag and drop your MIDI file onto &amp;lt;tt&amp;gt;&#039;&#039;&#039;mid2imf.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and it will output a converted IMF version of the file. &lt;br /&gt;
&lt;br /&gt;
You can also create a batch file to include the various conversion options that &amp;lt;tt&amp;gt;MIDI2IMF&amp;lt;/tt&amp;gt; is capable of using. These options are beyond the scope of this tutorial and can be found within the program&#039;s readme.&lt;br /&gt;
&lt;br /&gt;
====IMFCreator====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt; is another program for converting MIDI songs to IMF. It also allows you to preview how the song will sound in the IMF format.&lt;br /&gt;
&lt;br /&gt;
To convert a MIDI, simply load it into &amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt; and click &amp;lt;code&amp;gt;Convert to IMF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== IMF Optimization ====&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;tt&amp;gt;IMFCrush&amp;lt;/tt&amp;gt; to optimize your IMF track&#039;s size for memory usage purposes in-game. To run, you will need to create and run (not in DOSBox) a batch file with the following:&lt;br /&gt;
&lt;br /&gt;
 imfcrush.exe &amp;lt;the original imf file name&amp;gt; &amp;lt;the optimized imf file name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of this might look like:&lt;br /&gt;
&lt;br /&gt;
 imfcrush.exe song.imf optimized_song.imf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;IMFCrush&amp;lt;/tt&amp;gt;, allows for options in the optimization process, however these are beyond the scope of this tutorial. The options can be found in the program&#039;s readme.&lt;br /&gt;
&lt;br /&gt;
==== IMF Playback ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;IMF Player&amp;lt;/tt&amp;gt; can be used to listen to your IMF song tracks. To use this program, you&#039;ll want to copy your IMF formatted songs in the same folder as &amp;lt;tt&amp;gt;&#039;&#039;&#039;imfplay.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. Then drag and drop &amp;lt;tt&amp;gt;&#039;&#039;&#039;imfplay.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; onto DOSBox to get it started. In the DOSBox command line, type:&lt;br /&gt;
&lt;br /&gt;
 imfplay.exe &amp;lt;your song&amp;gt;.imf 560&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: 560 is the rate used by Keen Galaxy songs. &lt;br /&gt;
&lt;br /&gt;
=== Importing Music ===&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve created a song, converted to IMF, and optimized it with &amp;lt;tt&amp;gt;IMFCrush&amp;lt;/tt&amp;gt;, you&#039;ll want to swap it into your mod.  To do so you&#039;ll first need to locate an original music file you want to replace in the &amp;lt;tt&amp;gt;&amp;quot;AUDIO&amp;quot;&amp;lt;/tt&amp;gt; folder of your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. For Keen 4, these range from &amp;lt;tt&amp;gt;&#039;&#039;&#039;sound156.IMF&#039;&#039;&#039;&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;&#039;&#039;&#039;sound161.IMF&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. Then, simply rename your song to the same file and copy over the original.&lt;br /&gt;
&lt;br /&gt;
Once your new song is in place, open &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; and, with your project open, go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;. Select your &amp;lt;tt&amp;gt;&#039;&#039;&#039;audio.asnds&#039;&#039;&#039;&amp;lt;/tt&amp;gt; file. &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; should inform your that an import was successful.&lt;br /&gt;
&lt;br /&gt;
== Sound Effects ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; is used for PC speaker and Adlib sound composition.&lt;br /&gt;
&lt;br /&gt;
=== WDC Setup === &lt;br /&gt;
&lt;br /&gt;
Begin by installing &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; to your tools folder.  Once this is complete, go to the &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; folder and create three new folders inside: &amp;lt;tt&amp;gt;&amp;quot;Keen4input&amp;quot;&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;&amp;quot;Keen4output&amp;quot;&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;&amp;quot;KeenSounds&amp;quot;&amp;lt;/tt&amp;gt;.  You should then copy a clean version of Keen 4 into the &amp;lt;tt&amp;gt;&amp;quot;Keen4input&amp;quot;&amp;lt;/tt&amp;gt; folder, specifically the files: &amp;lt;tt&amp;gt;&#039;&#039;&#039;Audio.ck4&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;&#039;&#039;&#039;Egagraph.ck4&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;&#039;&#039;&#039;Gamemaps.ck4&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure this version of the &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; has NOT been unlzexed.&lt;br /&gt;
&lt;br /&gt;
Now run &amp;lt;tt&amp;gt;&#039;&#039;&#039;WDC.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  After it loads, go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; then &amp;lt;code&amp;gt;New Project&amp;lt;/code&amp;gt;.  &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then ask you to name the project and save the project file; name it &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4project&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and save it to you &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then bring up a window with several options.  Under &amp;lt;code&amp;gt;Base Data Folder&amp;lt;/code&amp;gt; select your folder &amp;lt;tt&amp;gt;&amp;quot;keen4input&amp;quot;&amp;lt;/tt&amp;gt;.  You will then get a &amp;lt;tt&amp;gt;no map code file&amp;lt;/tt&amp;gt; alert.  When this occurs, select &amp;lt;code&amp;gt;User Other&amp;lt;/code&amp;gt; and then select &amp;lt;code&amp;gt;blank.wmc&amp;lt;/code&amp;gt;.  Under &amp;lt;code&amp;gt;Output Folder&amp;lt;/code&amp;gt; select your folder &amp;lt;tt&amp;gt;&amp;quot;keen4output&amp;quot;&amp;lt;/tt&amp;gt;.  On the left side you will see a small menu, select &amp;lt;code&amp;gt;Other Options&amp;lt;/code&amp;gt; and then check the box for &amp;lt;code&amp;gt;Use Tile16s for maps, if they exist&amp;lt;/code&amp;gt;. Press &amp;lt;code&amp;gt;OK&amp;lt;/code&amp;gt; to save your project settings.&lt;br /&gt;
&lt;br /&gt;
=== Using WDC ===&lt;br /&gt;
&lt;br /&gt;
You should now see the Keen 4 world map.  Go to &amp;lt;code&amp;gt;View&amp;lt;/code&amp;gt; and select either &amp;lt;code&amp;gt;PC Sounds&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Adlib Sounds&amp;lt;/code&amp;gt;. Adlib sounds are recommended as a starting point, since they are what most players will use and hear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then load the list of sounds for that category.  You can sample each sound by clicking it.  Playback controls are located in the upper right.  To edit a sound, click the small hammer icon in the lower right.  &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then ask you where you want to save the file.  Navigate to your &amp;lt;tt&amp;gt;&amp;quot;keensounds&amp;quot;&amp;lt;/tt&amp;gt; folder.  Name the sound in such a way that you can remember what it is: &amp;quot;slugslime&amp;quot;, &amp;quot;jump&amp;quot;, &amp;quot;item&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then load it&#039;s sound editor, which is different for different sound formats (PC speaker vs Adlib).  &lt;br /&gt;
&lt;br /&gt;
==== Adlib Sounds ====&lt;br /&gt;
&lt;br /&gt;
For Adlib sounds, there are various tabs for effecting how the sound is played, and the main area allows you to use your mouse to &#039;draw&#039; the sound.  Sound editing is a complex task and the only real advice I can offer is to just play around in the editor and save sounds that you find good or interesting. Modifying the octave and waveform of a sound in particular can have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: The priority of a sound tells the game which sound has priority to play since only one sound can be played at a time. Values can be from 00 to 99 with the higher numbers being higher priority.&lt;br /&gt;
&lt;br /&gt;
==== PC Speaker Sounds ====&lt;br /&gt;
&lt;br /&gt;
For PC speaker sounds, the editor has one main area to &#039;draw&#039; the sound. From &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt; you can move the drawn sound &#039;up&#039; or &#039;down&#039; which changes the pitch of the sound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: A quick trick for creating PC speaker sounds that match your created Adlib sounds is to go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Import Adlib to PC Sound&amp;lt;/code&amp;gt;. This will convert an existing Adlib sound to PC speaker sound (although you may still want to tweak the sound after conversion).&lt;br /&gt;
&lt;br /&gt;
=== Importing Sounds ===&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve saved some sounds with WDC, you&#039;ll want to swap these into your mod.  To do so you&#039;ll first need to locate the original sound file you want to replace in the &amp;lt;tt&amp;gt;&amp;quot;AUDIO&amp;quot;&amp;lt;/tt&amp;gt; folder of your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. You can do this by finding the number of the sound you want to replace in &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; and then locating the corresponding number in the &amp;lt;tt&amp;gt;&amp;quot;AUDIO&amp;quot;&amp;lt;/tt&amp;gt; folder.  &lt;br /&gt;
&lt;br /&gt;
When you&#039;ve located the original sound you want to swap out, copy it&#039;s name to your new sound and then replace the file.  Then, open &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; and, with your project open, go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;. Select your &amp;lt;tt&amp;gt;&#039;&#039;&#039;audio.asnds&#039;&#039;&#039;&amp;lt;/tt&amp;gt; file. &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; should inform your that an import was successful.&lt;br /&gt;
&lt;br /&gt;
= Loading Window =&lt;br /&gt;
[[Image:Keenscr.png|thumb|320px|TheDraw editing the loading screens.]]&lt;br /&gt;
[[Image:Thedrawk4.png|thumb|320px|TheDraw editing the final Keen 4 screen.]]&lt;br /&gt;
The DOS loading and closing windows are modified with &amp;lt;tt&amp;gt;KeenScr&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;TheDraw&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To begin, go to your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder and look for the file &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_ansi_endgame.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  Copy this to your &amp;lt;tt&amp;gt;&amp;quot;keenscr&amp;quot;&amp;lt;/tt&amp;gt; folder in &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; and then rename it to &amp;lt;tt&amp;gt;&#039;&#039;&#039;4msc0000.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Load &amp;lt;tt&amp;gt;&#039;&#039;&#039;KEENSCR.EXE&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into DOSBox and then type either: &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;keenscr 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;keenscr load&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TheDraw will then start with either the DOS exit screen or the loading graphic loaded. &lt;br /&gt;
&lt;br /&gt;
== Using TheDraw ==&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt; to display the help screen with all the commands that TheDraw supports; however, its basic use is extremely simple. Use the arrow keys or mouse to select where you want to enter text, then type it in. By default, it uses bright white color over black color; you can copy a color straight from the screen by placing the cursor over any character and pressing &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;U&amp;lt;/code&amp;gt;, and it will use that color as you type. &lt;br /&gt;
&lt;br /&gt;
You can use &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; to enter drawing mode, where you can use the cursor keys or the mouse to draw on the screen; you should enable Draw mode with the cursor in the place where you want to start drawing, as it will start immediately. &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt; will give you different line styles for Draw mode. &lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
&lt;br /&gt;
Once you are done editing the screen, you can save it by pressing &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;. TheDraw will ask which format to save it in; press &amp;lt;code&amp;gt;B&amp;lt;/code&amp;gt; to select Binary, and enter the filename &amp;lt;tt&amp;gt;&#039;&#039;&#039;keenscr.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. It&#039;s important that you keep this filename (overwriting the existing one).  After you exit TheDraw and KeenScr notifies you that the file has been updated.  &lt;br /&gt;
&lt;br /&gt;
== Importing ==&lt;br /&gt;
&lt;br /&gt;
After saving, you must then copy &amp;lt;tt&amp;gt;&#039;&#039;&#039;4msc0000.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt; back into your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder.  Rename &amp;lt;tt&amp;gt;&#039;&#039;&#039;4msc0000.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt; back to &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_ansi_endgame.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, then import using &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
You must also copy &amp;lt;tt&amp;gt;&#039;&#039;&#039;CK4LOAD.BIN&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Edit your patch file to include the patch for the respective episode:&lt;br /&gt;
&lt;br /&gt;
 %patchfile $1fe47 ck4load.bin&lt;br /&gt;
  &lt;br /&gt;
 %patchfile $20cd7 ck5load.bin&lt;br /&gt;
  &lt;br /&gt;
 %patchfile $1fca7 ck6load.bin&lt;br /&gt;
&lt;br /&gt;
= Credits For This Tutorial =&lt;br /&gt;
* Written and Assembled by [[User:Ceilick|Ceilick]]&lt;br /&gt;
* Revised by [[User:Nisaba|Nisaba]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* Selections of [[User:Levellass|Levellass&#039;]] [[TED5|TED5 Tutorial]]&lt;br /&gt;
* Selections of [[User:Adurdin|Andrew Durdin&#039;s]] [https://www.dosclassics.com/ckn/newsletter/issues/2002-03-01.txt|TED5 Tutorial]&lt;br /&gt;
* Selections of [[User:CK Guy|CK Guy&#039;s]] ck456tli readme&lt;br /&gt;
* Selections of [[User:Mink|Mink&#039;s]] The Omegamatic readme&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* Selections of [[User:Leandrotlz|Leandrotlz&#039;s]] [[TheDraw|The Draw/Keenscr tutorial]]&lt;br /&gt;
* [[User:Mr.M|_mr_m_&#039;s]] IMF guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Keen_Galaxy_Modding_Tutorial_(patch_based)&amp;diff=51142</id>
		<title>Keen Galaxy Modding Tutorial (patch based)</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Keen_Galaxy_Modding_Tutorial_(patch_based)&amp;diff=51142"/>
		<updated>2025-07-28T07:55:51Z</updated>

		<summary type="html">&lt;p&gt;Quillax: /* Setup */ Updated package to v3.5 (Keen 4 FormGen v1.4 --&amp;gt; Apogee v1.4, uGrab v1.011 --&amp;gt; v1.013).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial aims to teach patch based [[Goodbye, Galaxy!|Keen Galaxy]] modding (Keen episodes [[Keen 4|4]], [[Keen 5|5]], and [[Keen 6|6]]) to people who don&#039;t know the first thing about modding, however even the experienced modder should find this information to be a good reference tool. Keen 4 will be used for specific examples, but it should be easy to follow along with episode 5 or 6 as well.&lt;br /&gt;
&lt;br /&gt;
This tutorial is written as a primer for [[Keen Galaxy Modding Tutorial (source code based)| Keen Galaxy source based modding]], which is a more advanced form of modding that uses source code instead of patching. Many of the processes, tools, and concepts from this tutorial will carry over. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: This tutorial was written with &amp;lt;tt&amp;gt;Windows&amp;lt;/tt&amp;gt; users in mind.  &amp;lt;tt&amp;gt;Linux&amp;lt;/tt&amp;gt; and  &amp;lt;tt&amp;gt;MacOS&amp;lt;/tt&amp;gt; users might need to install [[wikipedia:Wine_(software)|WINE]] in order to run a couple of &amp;lt;tt&amp;gt;Microsoft Windows&amp;lt;/tt&amp;gt; based tools and script/batch files.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
&lt;br /&gt;
Download the &#039;&#039;&#039;[https://files.shikadi.net/keenwiki/tutorials/t.keen_galaxy_modding_package.patch_based_v.3.5.nisaba.2025-07-28.zip Keen Galaxy Modding Package]&#039;&#039;&#039;. This package is set up to provide a folder structure ideal for learning modding using Keen 4 and also includes a folder of modding tools, a folder for patches, and a folder providing a wealth of modding knowledge collected from members of the Keen community. Make sure to extract all files and keep the pre-defined folder structure. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Alternative to using the modding package, you can create your own. Create a base folder called &amp;lt;tt&amp;gt;&amp;quot;KeenModding&amp;quot;&amp;lt;/tt&amp;gt; on your desktop. In this folder create two subfolders: &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt;.  In your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder, create a folder called &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; and a folder called  &amp;lt;tt&amp;gt;&amp;quot;AUDIO&amp;quot;&amp;lt;/tt&amp;gt;. Copy all Keen 4 game files into the folder &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt;. Download all tools to the &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: It is important that you use the right version of the episode you wish to mod: [[Keen_4_Versions#Version_1.4|Keen 4 v1.4]], [[Keen_5_Versions#Version_1.4|Keen 5 v1.4]], and [[Keen_6_Versions#Version_1.4|Keen 6 v1.4]].&lt;br /&gt;
&lt;br /&gt;
== Tools == &lt;br /&gt;
&lt;br /&gt;
The following table lists the tools needed to follow this tutorial.  All tools, except graphical editing software, are included in the modding package mentioned above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Tool Name&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Usage Description&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Additional Note&lt;br /&gt;
|-&lt;br /&gt;
|[[Abiathar]]	&lt;br /&gt;
|Level &amp;amp; Tile Property Editor, Sound &amp;amp; Music Import/Export &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[CKPatch]]	&lt;br /&gt;
|Patching the game executable&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.dosbox.com DOSBox]&lt;br /&gt;
|Emulator for MS-DOS Environments &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenScr]]&lt;br /&gt;
|Intro/Outro DOS screen Graphic Text Editor &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[IMF Creator]]&lt;br /&gt;
|Converting MIDI music files to IMF &lt;br /&gt;
|&#039;&#039;Be advised that several antivirus programs have flagged this program as malicious.&lt;br /&gt;
|-&lt;br /&gt;
|[[IMFCrush]]&lt;br /&gt;
|Optimizing IMF music files &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[IMF Player]]&lt;br /&gt;
|Playing IMF music files &lt;br /&gt;
|&#039;&#039;While not directly useful for modding, it can be used to see how an IMF song sounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[MIDI2IMF]]&lt;br /&gt;
|Converting MIDI music files to IMF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://archive.org/details/MSPaintWinXP MS Paint] or [[wikipedia:GIMP|GIMP]] or [[wikipedia:PhotoShop|PhotoShop]] or [[wikipedia:Krita|Krita]]&lt;br /&gt;
|Drawing Tools&lt;br /&gt;
|&#039;&#039;One of the simplest tools for modifying Keen graphics is &amp;lt;tt&amp;gt;MS Paint&amp;lt;/tt&amp;gt;. However, only the versions of MS Paint prior to Windows 7 will function with the Keen palette correctly. Tutorials for setting up older versions of MS Paint on later versions of Windows can be found online.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[The Neural Stunner]]&lt;br /&gt;
|Used for easy patching	&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[uGrab]]&lt;br /&gt;
|Graphics Import/Export	&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[UNLZEXE]]&lt;br /&gt;
|Unpacks the game executable	&lt;br /&gt;
|&#039;&#039;Get the 32/64 bit version.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolf Data Compiler (WDC)|WDC]]&lt;br /&gt;
|Sound Effect Editor	&lt;br /&gt;
|&#039;&#039;This tool was designed as a modding suite, however only the sound editor will be used.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: There are several older modding tools that are no longer supported by this tutorial and are not included in the modding package. They can be found on the [[Galaxy_Tools|Galaxy Tools page]].&lt;br /&gt;
&lt;br /&gt;
== CKPatch &amp;amp; Unlzexe Setup ==&lt;br /&gt;
&lt;br /&gt;
Copy the following files into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder from your &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; folder:&lt;br /&gt;
* &amp;lt;tt&amp;gt;&#039;&#039;&#039;unlzexe.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4patch.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; (Keen 5 requires &#039;&amp;lt;tt&amp;gt;&#039;&#039;&#039;ck5patch.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&#039;, Keen 6 &#039;&amp;lt;tt&amp;gt;&#039;&#039;&#039;ck6patch.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&#039;)&lt;br /&gt;
&lt;br /&gt;
Once these files are in place, unlzexe your &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; by dragging and dropping the file onto &amp;lt;tt&amp;gt;&#039;&#039;&#039;unlzexe.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  A window may flash on the screen when you do so.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you are using the 32/64 bit version of unlzexe, this will create a &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exenew&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  You will then need to delete or rename the old &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, and then rename &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exenew&#039;&#039;&#039;&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you are using the 16 bit version of UNLZEXE, open a command line in that folder and enter &amp;lt;code&amp;gt;UNLZEXE KEEN4E.EXE&amp;lt;/code&amp;gt; to unpack it.&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Keen 5&#039;s executable is &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen5e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, Keen 6&#039;s &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen6.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. Keen 6&#039;s executable does not have an &amp;lt;tt&amp;gt;e&amp;lt;/tt&amp;gt; after the episode number, unlike the other two episodes.&lt;br /&gt;
&lt;br /&gt;
This is a one time process; once your executable has been unlzexed, you can delete &amp;lt;tt&amp;gt;&#039;&#039;&#039;unlzexe.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== EGA Folder Setup ==&lt;br /&gt;
&lt;br /&gt;
[[Image:UGrab.png ‎|320px|thumb|&amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt; in action]]&lt;br /&gt;
From your &amp;lt;tt&amp;gt;&amp;quot;uGrab&amp;quot;&amp;lt;/tt&amp;gt; folder in &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; copy/paste &amp;lt;tt&amp;gt;&#039;&#039;&#039;uGrab.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. &lt;br /&gt;
&lt;br /&gt;
Also from your &amp;lt;tt&amp;gt;&amp;quot;uGrab&amp;quot;&amp;lt;/tt&amp;gt; folder, look in both sub-folders. &lt;br /&gt;
From the &amp;lt;tt&amp;gt;&amp;quot;def&amp;quot;&amp;lt;/tt&amp;gt; sub-folder copy/paste &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4_ega_apogee_14.def&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. From the &amp;quot;batch&amp;quot; sub-folder copy/paste &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_out.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_in.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder as well.&lt;br /&gt;
 &lt;br /&gt;
Back in your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder execute &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_out.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; first, followed by &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_in.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. You can do that via double-clicking both batch files. This will extract all necessary files stored within the EGAGRAPH file. &lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Then open up &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt; and select &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;, and then &amp;lt;code&amp;gt;Import from EGAGRAPH&amp;lt;/code&amp;gt;. Select &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4_ega_apogee_14.def&#039;&#039;&#039;&amp;lt;/tt&amp;gt; from your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. This will load all of the game&#039;s graphics and text files into &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then select &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Export to bitmap folder&amp;lt;/code&amp;gt;. Set the extension as &amp;lt;code&amp;gt;CK4&amp;lt;/code&amp;gt; and then select your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder in the &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. When prompted with the question &amp;quot;Do you want to save a ModId definition file for the exported data?&amp;quot; select &amp;lt;code&amp;gt;cancel&amp;lt;/code&amp;gt;. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can now find all graphic and text files in the &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder of your mod directory.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If desired, uGrab can also be run manually instead of using batch files. To do this, run the uGrab.exe executable and follow the instructions in the menu dialog.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Using Modkeen ==&lt;br /&gt;
&lt;br /&gt;
Copy modkeen.exe from your tools folder into your &amp;quot;Keen4mod&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
Next, open a command prompt.  If you are unfamiliar with this process: go to your computer&#039;s start button, and either click &amp;lt;tt&amp;gt;&#039;run&#039;&amp;lt;/tt&amp;gt;, or in the search field type &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt; and click the first result.  In the run box, type &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt;.  Now you have a command prompt open.&lt;br /&gt;
&lt;br /&gt;
[[Image:Modkeen-export.png|320px|thumb|Modkeen exporting graphics and texts]]&lt;br /&gt;
You&#039;ll see something like&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;C:\Users\UserName&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Type:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;cd desktop\KeenModding\Keen4mod&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Press enter, then:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;modkeen -episode=4 -export -bmpdir=&amp;quot;EGA&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If all goes well, you should see a list of everything modkeen has exported followed by the word &amp;lt;code&amp;gt;Done!&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you are working under Windows 64-bit, modkeen may not run through the command prompt. You can run it instead by dropping &amp;lt;tt&amp;gt;modkeen.exe&amp;lt;/tt&amp;gt; onto &amp;lt;tt&amp;gt;DOSBox.exe&amp;lt;/tt&amp;gt; and then typing:&amp;lt;br /&amp;gt; &amp;lt;code&amp;gt;modkeen -episode=4 -export -bmpdir=&amp;quot;EGA&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you don&#039;t want to type all commands all over again you can create a script file to speed up the process. Simply open up a simple text editor, paste in the commands: &amp;lt;code&amp;gt;modkeen -episode=4 -export -bmpdir=&amp;quot;EGA&amp;quot;&amp;lt;/code&amp;gt; and save it as &amp;quot;&amp;lt;tt&amp;gt;modexp&amp;lt;/tt&amp;gt;&amp;quot; with the &amp;lt;tt&amp;gt;.bat&amp;lt;/tt&amp;gt; extension. Afterwards just double click the new created batch file or type &amp;lt;code&amp;gt;modexp.bat&amp;lt;/code&amp;gt; in your DOSBox promt in order to run that script.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Editing Graphics and Text =&lt;br /&gt;
To begin editing the graphics and most text found in the game, go to your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder.  You&#039;ll see a lot of images there as well as some text files and some other files.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
[[Image:Ega-Color-Palette.png ‎|320px|thumb|EGA Color Palette]]&lt;br /&gt;
[[Image:UGrab-example-CKS_tile16m.png  ‎|320px|thumb|extracted 4til0001 bitmap]]&lt;br /&gt;
&lt;br /&gt;
You can edit any of these images however you want, but keep some things in mind:&lt;br /&gt;
&lt;br /&gt;
* You need to use the [[moddingwiki:EGA_Palette|original Keen color palette]]. This is easy to do if you just edit the images with &amp;lt;tt&amp;gt;MSpaint&amp;lt;/tt&amp;gt;.  &lt;br /&gt;
** &#039;&#039;&#039;Note&#039;&#039;&#039;: Windows 7/10 users will need to download the old version of &amp;lt;tt&amp;gt;mspaint&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll notice a light green color that is not part of the 16-color palette in some images. This color is used for transparency; it fills in the space that is not displayed in-game.&lt;br /&gt;
&lt;br /&gt;
* The image that displays in the scrolling story (for Keen 4 this is &amp;lt;tt&amp;gt;&#039;&#039;&#039;4bmp0102.bmp&#039;&#039;&#039;&amp;lt;/tt&amp;gt;) is limited in palette colors.  The colors available can be changed with patching.&lt;br /&gt;
&lt;br /&gt;
* On sprites, you&#039;ll notice a red box on a grey background on the right side of the image.  This is used for hitbox measurement, although it doesn&#039;t directly affect hitbox size (the &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_sprites.txt&#039;&#039;&#039;&amp;lt;/tt&amp;gt; determines this, see the [[Keen Galaxy Modding Tutorial (by Ceilick)#Hitboxes|hitboxes section]] below).&lt;br /&gt;
&lt;br /&gt;
* The height and width of images must be multiples of 8 (although some of the original images do not follow this rule).&lt;br /&gt;
&lt;br /&gt;
* Changing the size of an enemy will affect how it spawns (it could get stuck in the ground) and the &#039;hitbox&#039; area it uses to interact with the environment and with Keen.&lt;br /&gt;
&lt;br /&gt;
* Tiles are made up of a 16 by 16 area of pixels.&lt;br /&gt;
&lt;br /&gt;
* You cannot change the size of the tilesets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Although uGrab supports adding additional graphics, this feature is only usable when modding the source code, which is not done here.&lt;br /&gt;
&lt;br /&gt;
=== Hitboxes ===&lt;br /&gt;
In Keen Galaxy, hitboxes are invisible rectangular areas used for telling a sprite how to interact with the environment and with Keen.  For a point item, the hitbox is the area keen must touch to collect the item.  For an enemy, it is the area of the enemy that will touch the ground and touch keen.  For Keen himself, its the area he can interact with platforms, enemies, and other objects.&lt;br /&gt;
&lt;br /&gt;
[[Image:Keengraph 5SPR0108.png‎|320px|thumb|uGrab extracted Keen sprite example]]&lt;br /&gt;
To edit the hitboxes, open &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_sprites.txt&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. &lt;br /&gt;
[[Image:4SPRITES.png ‎|320px|thumb|CK4_SPRITES.TXT file with Keen sprite highlighted]]&lt;br /&gt;
&lt;br /&gt;
We&#039;ll use Keen&#039;s left facing standing frame as an example.  The image name for this is &amp;lt;tt&amp;gt;&#039;&#039;&#039;4spr0006.bmp&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  So in &amp;lt;tt&amp;gt;&#039;&#039;&#039;4sprites.txt&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, look for item 6.  It will look like this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;6: [4, 0, 19, 31], [0, 0], 4.&amp;lt;/code&amp;gt;  &lt;br /&gt;
 &lt;br /&gt;
The first set of brackets controls the hitbox.  The first set of numbers are x and y coordinates for the top left corner of the hitbox.  These are measured from the top left of the image (4 pixels across and 0 down).  The next coordinates are for the bottom right of the hitbox.  These are also measured from the top left corner of the image (19 pixels across and 31 down).  Notice that even though the image is actually 32 pixels high, the hitbox is designed to be 1 pixel away from the bottom.  This is important for any sprite that needs to move on a platform.&lt;br /&gt;
&lt;br /&gt;
The second set of brackets are coordinates that have to do with where a sprite image appears in-game relative to where it is placed in the level editor.  In the example of the Keen sprite, these are 0,0.  Its usually easiest to leave these at 0,0, but if you use a sprite that changes frame size over the course of its animation, or a sprite intended to float above the ground, you may want to experiment with this.  The first value is an X coordinate and will determine how far to the right or left the sprite is placed (negative values spawn that many pixels left, positive values that many pixels right).  The second value is a Y coordinate which determines how far up or down the sprite is placed (negative values spawn further up, positive values spawn further down).  &lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: If you&#039;ve modded an enemy and it is stuck in the ground or in the air, you&#039;ll want to edit the Y value to bring the hitbox even with the ground.&lt;br /&gt;
&lt;br /&gt;
The last value is not a coordinate but has to do with animation frame rate.  In the example of Keen, this value is 4.  This value can be either 1, 2, or 4. This determines how &#039;smooth&#039; the frames in a series animate, 4 being the smoothest, 2 medium, and 1 low.  The smoother the animation, the more memory will be used in the level.&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Use the 4 value sparingly to avoid memory issues and game crashes.&lt;br /&gt;
&lt;br /&gt;
== Texts ==&lt;br /&gt;
[[Image:4TXT0002-txt.png|270px|thumb|Keen 4 help section Text, INPUT]]&lt;br /&gt;
[[Image:Helptext.png|320px|thumb|Keen 4 help section Text, OUTPUT]]&lt;br /&gt;
The &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder contains a number of text files.  You can edit these with notepad or a similar application.  These files include the help sections, the story, and the end-game story.  &lt;br /&gt;
&lt;br /&gt;
These files employ a formatting code:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^P&amp;lt;/code&amp;gt; Marks the beginning of a page.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^Gy,x,n&amp;lt;/code&amp;gt; Displays a bitmap image where &amp;lt;tt&amp;gt;n&amp;lt;/tt&amp;gt; is the image number and &amp;lt;tt&amp;gt;x,y&amp;lt;/tt&amp;gt; form the pixel coordinates of where the image will be placed. The image number is offset by 6 in relation to the image names in your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder; to get the correct number, take the image number from the image&#039;s filename and subtract 6. So, for example, if you want to display image 22 at coordinates 10,10, it would look like &amp;lt;code&amp;gt;^G10,10,16&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^Ly,x&amp;lt;/code&amp;gt; Text following this code will be aligned from pixel location &amp;lt;tt&amp;gt;x,y&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^Cc&amp;lt;/code&amp;gt; Changes the text to color &amp;lt;tt&amp;gt;c&amp;lt;/tt&amp;gt;, which is a single hex digit, &amp;lt;tt&amp;gt;0-9&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;A-F&amp;lt;/tt&amp;gt;. The specific codes for changing the color of text are:&lt;br /&gt;
** &amp;lt;code&amp;gt;^CA&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#55FF55&amp;quot;&amp;gt;&amp;lt;b&amp;gt;lime text color          &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C2&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#00AA00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;green text color         &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CB&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#55FFFF&amp;quot;&amp;gt;&amp;lt;b&amp;gt;cyan text color          &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C3&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#00AAAA&amp;quot;&amp;gt;&amp;lt;b&amp;gt;dark turquoise text color&amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CC&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#FF5555&amp;quot;&amp;gt;&amp;lt;b&amp;gt;red text color           &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C4&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#AA0000&amp;quot;&amp;gt;&amp;lt;b&amp;gt;red text color           &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CD&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#FF55FF&amp;quot;&amp;gt;&amp;lt;b&amp;gt;magenta text color       &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C5&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#AA00AA&amp;quot;&amp;gt;&amp;lt;b&amp;gt;violet red text color    &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CE&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#FFFF55&amp;quot;&amp;gt;&amp;lt;b&amp;gt;yellow text color        &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C6&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#AA5500&amp;quot;&amp;gt;&amp;lt;b&amp;gt;brown text color         &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C9&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#5555ff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;light blue text color    &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C1&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#0000aa&amp;quot;&amp;gt;&amp;lt;b&amp;gt;blue text color          &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^CF&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#FFFFFF&amp;quot;&amp;gt;&amp;lt;b&amp;gt;white text color         &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C7&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#AAAAAA&amp;quot;&amp;gt;&amp;lt;b&amp;gt;light grey text color    &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C8&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#555555&amp;quot;&amp;gt;&amp;lt;b&amp;gt;grey text color          &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;^C0&amp;lt;/code&amp;gt; &amp;lt;code style=&amp;quot;background:#AA0000; color:#000000&amp;quot;&amp;gt;&amp;lt;b&amp;gt;black text color         &amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^Ty,x,n,t&amp;lt;/code&amp;gt; After a delay of &amp;lt;tt&amp;gt;t&amp;lt;/tt&amp;gt; time units (&amp;lt;tt&amp;gt;t/100&amp;lt;/tt&amp;gt; seconds?), this timestamp displays a bitmap &amp;lt;tt&amp;gt;(n - 6)&amp;lt;/tt&amp;gt; at pixel location &amp;lt;tt&amp;gt;x,y&amp;lt;/tt&amp;gt; on the screen.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^By,x,w,h,c&amp;lt;/code&amp;gt; Fills a width-by-height pixel rectangle at pixel location &amp;lt;tt&amp;gt;x,y&amp;lt;/tt&amp;gt; with color &amp;lt;tt&amp;gt;4&amp;lt;/tt&amp;gt; (dark red). The &amp;lt;tt&amp;gt;c&amp;lt;/tt&amp;gt; parameter is ignored in version 1.4.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;^E&amp;lt;/code&amp;gt; Marks the end of the text file.&lt;br /&gt;
&lt;br /&gt;
= Importing Graphics and Texts =&lt;br /&gt;
&lt;br /&gt;
To import graphics into the game, simply double-click &amp;lt;tt&amp;gt;&#039;&#039;&#039;ugrab_k4_in.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Your graphics and text files have now been imported into the game files, however, in order for them to appear in-game, patching must be done according to the steps in the next section.&lt;br /&gt;
&amp;lt;!-- dated info&lt;br /&gt;
To import graphics into the game, open &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt; and select &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;, and then &amp;lt;code&amp;gt;Import from bitmap folder&amp;lt;/code&amp;gt;. Then select Select &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4_ega_apogee_14.def&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and then the &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder from your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. This will load all of the game&#039;s graphics and text files into uGrab.&lt;br /&gt;
&lt;br /&gt;
Then select &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Export as EGAGRAPH&amp;lt;/code&amp;gt;. Choose to save over your &amp;lt;tt&amp;gt;&#039;&#039;&#039;EGAGRAPH.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt; in your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. When prompted to choose a Huffman Compression type, choose &amp;lt;code&amp;gt;Best (Slowest)&amp;lt;/code&amp;gt;. You do not need to save a definition file when asked.&lt;br /&gt;
&lt;br /&gt;
Your graphics and text files have now been imported into the game files, however, in order for them to appear in-game, patching must be done according to the steps in the next section.&lt;br /&gt;
&lt;br /&gt;
You can also simplify the import process considerably by moving &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder and creating a batch file. To create a batch file, first create a new text document in your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder and name it something like &amp;lt;tt&amp;gt;&#039;&#039;&#039;EGA-Import&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  In the text file, type: &lt;br /&gt;
&lt;br /&gt;
 uGrab.exe -import -gamedef=keen4_ega_apogee_14.def -bmpdir=&amp;quot;EGA&amp;quot; -gamedir=&amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now, go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; and save as &amp;lt;tt&amp;gt;&#039;&#039;&#039;EGA-Import.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and make sure you select &amp;lt;code&amp;gt;all files&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Save as type&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
Now whenever you want to import from your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder, simply run (not in DOSBbox) &amp;lt;tt&amp;gt;&#039;&#039;&#039;EGA-Import.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Using Modkeen ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Modkeen-import.png|320px|thumb|Modkeen importing graphics and texts]]&lt;br /&gt;
To import your graphics, go back to your command prompt and type in the same address as previously, but you&#039;ll change the command to import this time:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;modkeen -episode=4 -import -bmpdir=&amp;quot;EGA&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: You may need to drag and drop &amp;lt;tt&amp;gt;modkeen&amp;lt;/tt&amp;gt; onto &amp;lt;tt&amp;gt;DOSBox&amp;lt;/tt&amp;gt; and then type this command.&lt;br /&gt;
&lt;br /&gt;
If you get the &amp;lt;tt&amp;gt;Done!&amp;lt;/tt&amp;gt; message, you&#039;ve imported successfully, however, you can&#039;t try out your new graphics until after creating a patch file and corresponding batch file, which is explained in the next section.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Patching = &lt;br /&gt;
&lt;br /&gt;
A patch file is used as a library of instructions for the game to use modified content. It&#039;s what allows you to utilize new graphics, new tile properties, new levels, new music, new text, new enemy behaviors, etc.  It also allows you to change the &#039;rules&#039; of the game in certain ways (although there are many limitations).&lt;br /&gt;
&lt;br /&gt;
== Patching Setup ==&lt;br /&gt;
&lt;br /&gt;
To create a patch file, create a new text file called &amp;lt;tt&amp;gt;&#039;&#039;&#039;patchfile&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  Open the file and insert the following code lines:&lt;br /&gt;
&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %version 1.4&lt;br /&gt;
 &lt;br /&gt;
 # Load the modified graphics&lt;br /&gt;
 %egahead EGAHEAD.CK4&lt;br /&gt;
 %egadict EGADICT.CK4&lt;br /&gt;
 &lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
Finally save it as &amp;lt;tt&amp;gt;&#039;&#039;&#039;patchfile.pat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, making sure to select &amp;lt;code&amp;gt;all files&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Save as type&amp;lt;/code&amp;gt; section. &lt;br /&gt;
&lt;br /&gt;
[[Image:Play-bat.png|280px|thumb|Play.bat batch file]]&lt;br /&gt;
A batch file is what you&#039;ll use from now on to run your mod.  To create a batch file, first create a new text document and name it whatever you want.  In this example we&#039;ll use &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  In the text file, type: &lt;br /&gt;
&lt;br /&gt;
 ck4patch patchfile.pat&lt;br /&gt;
&lt;br /&gt;
Now, go to &amp;lt;code&amp;gt;file&amp;lt;/code&amp;gt; and save as &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, making sure to select &amp;lt;code&amp;gt;all files&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Save as type&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; in DOSBox to make sure your mod is working.  If you see your modified graphics and/or texts, it works!&lt;br /&gt;
&lt;br /&gt;
== Patching Basics ==&lt;br /&gt;
[[Image:Mymod-pat.png|280px|thumb|mymod.pat patch file]]&lt;br /&gt;
After you&#039;ve made sure &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; runs fine, open up &amp;lt;tt&amp;gt;&#039;&#039;&#039;patchfile.pat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; with a text editor.&lt;br /&gt;
&lt;br /&gt;
You should see:&lt;br /&gt;
&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %version 1.4&lt;br /&gt;
 &lt;br /&gt;
 # Load the modified graphics&lt;br /&gt;
 %egahead EGAHEAD.CK4&lt;br /&gt;
 %egadict EGADICT.CK4&lt;br /&gt;
 &lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what each line means: &lt;br /&gt;
&lt;br /&gt;
* The first two lines mark the beginning of your patch file.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;#&#039;&#039;&#039; symbol indicates a comment.  Any line preceded by a # will be skipped over and allows you to include notes in your patch file.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;&#039;&#039;&#039;%egahead EGAHEAD.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;&#039;&#039;&#039;%egadict EGADICT.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt; tell the game to use your new graphics.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;&#039;&#039;&#039;%end&#039;&#039;&#039;&amp;lt;/tt&amp;gt; will mark the end of your patch file.  Anything that appears after this will not be read by the game, so make sure that any patches you add to this file are included before this line.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example patch that makes it so the [[Bounder]] can&#039;t be stunned:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%patch $11166 $12 $2F&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now add it to the patch file and also add a comment explaining what it does.&lt;br /&gt;
&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %version 1.4&lt;br /&gt;
 &lt;br /&gt;
 # Load the modified graphics&lt;br /&gt;
 %egahead EGAHEAD.CK4&lt;br /&gt;
 %egadict EGADICT.CK4&lt;br /&gt;
 &lt;br /&gt;
 #Make Bounders un-stunnable&lt;br /&gt;
 %patch $11166 $12 $2F &lt;br /&gt;
 &lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
Now save your patch file and run &amp;lt;tt&amp;gt;&#039;&#039;&#039;Play.bat&#039;&#039;&#039;&amp;lt;/tt&amp;gt; .  Bounders can&#039;t be stunned!&lt;br /&gt;
&lt;br /&gt;
For a deeper understanding of how patches work please check out [[Patching Tutorial (by Levellass)|Levellass&#039; Keen Patching Tutorial]], which is a basic step-by-step guide from simple to complex patch techniques for the novice patcher.&lt;br /&gt;
&lt;br /&gt;
== Patching Essentials ==&lt;br /&gt;
&lt;br /&gt;
[[File:The Neural Stunner.png|320px|thumb|generating patches with The Neural Stunner]]&lt;br /&gt;
To generate some of the most common patches for your mod (for things such as level names, the scrolling story, and more), use the tool &amp;lt;tt&amp;gt;The Neural Stunner&amp;lt;/tt&amp;gt;, which can be found in your &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; folder. It will generate patches based on your input which you can copy to your patch file. &lt;br /&gt;
&lt;br /&gt;
[[User:K1n9_Duk3|K1n9_Duk3]] has written a [https://pckf.com/viewtopic.php?p=99250&amp;amp;hilit=patch+king#p99250| patch script] that fixes some graphical glitches in Keen Galaxy that are caused by playing in DOSBox. It is highly recommended to include this patch in your patch file. You can also find this script in the &amp;lt;tt&amp;gt;&amp;quot;Patches&amp;quot;&amp;lt;/tt&amp;gt; folder of the Keen Galaxy Modding Package.&lt;br /&gt;
&lt;br /&gt;
You can find all kinds of patches on the [[:Category:Patches|Patches Wiki page]] or on the [https://www.keenmodding.org/ Keen Modding Forum] (you can make specific requests there too!).  Lastly, don&#039;t be afraid to dig through the patch files of existing mods, many have unique patches you might be unable to find elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Scrolling Text =&lt;br /&gt;
[[Image:Keen4Story.png|thumb|320px|Keen 4 Star Wars like scrolling text story.]]&lt;br /&gt;
Run &amp;lt;tt&amp;gt;Startext&amp;lt;/tt&amp;gt;.  The controls are listed.  Select your episode of choice and then select edit scrolling story.  Type your story as you want it, making sure not to go over the space limit or under it (the original story will appear at the bottom of your story if you do).  Press enter.&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;tt&amp;gt;story.ck4&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Edit your patch file to include one of the following:&lt;br /&gt;
&lt;br /&gt;
 %patchfile $1EE40 &amp;quot;STORY.CK4&amp;quot;&lt;br /&gt;
 %patchfile $1FDE0 &amp;quot;STORY.CK5&amp;quot;&lt;br /&gt;
 %patchfile $1ED50 &amp;quot;STORY.CK6&amp;quot;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Editing =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; is the most up to date and feature rich level editor for Keen Galaxy. It comes with a [https://abiathar.keenmodding.org//AbiatharHelp.pdf Documentation/Help file] which is strongly recommended. It contains advanced information this tutorial cannot match. &lt;br /&gt;
[[User:Fleexy|Fleexy]], the author, has uploaded a [https://www.youtube.com/playlist?list=PL-BuW7CehquocWygorgyo5YjJwiK5-kyn video tutorial] where most of the basic features are examined.&lt;br /&gt;
&lt;br /&gt;
== Setting up Abiathar ==&lt;br /&gt;
[[Image:Abiathar-Wizard.png|thumb|250px|&#039;&#039;&#039;Abiathar&#039;&#039;&#039; Project Wizard.]]&lt;br /&gt;
To get started open &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; and go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;New&amp;lt;/code&amp;gt;, and a Project Wizard will appear. This wizard will help walk you through the creation of your project dependency file. &lt;br /&gt;
&lt;br /&gt;
1. Select &amp;lt;code&amp;gt;Start from template&amp;lt;/code&amp;gt; and the episode from the drop-down list. &lt;br /&gt;
&lt;br /&gt;
2. Select your &amp;lt;tt&amp;gt;Keen4mod&amp;lt;/tt&amp;gt; folder as the containing folder. &lt;br /&gt;
&lt;br /&gt;
3. In the next window, I recommend selecting &amp;lt;code&amp;gt;Load level files from the original game&amp;lt;/code&amp;gt; (viewing and editing existing levels is one of the easiest ways to learn how levels are designed). &lt;br /&gt;
&lt;br /&gt;
4. In the next window for level files, leave these as the defaults (&amp;lt;tt&amp;gt;&#039;&#039;&#039;GAMEMAPS.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;&#039;&#039;&#039;MAPHEAD.CK4&#039;&#039;&#039;&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
5. Next, for the graphics source, select &amp;lt;code&amp;gt;Tile sheet bitmaps&amp;lt;/code&amp;gt;. This will bring up a graphics files window: for unmasked, browse and select your background tileset from your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder (&amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_tile16.bmp&#039;&#039;&#039;&amp;lt;/tt&amp;gt;). For the masked, select the foreground tileset (&amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_tile16m.bmp&#039;&#039;&#039;&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
6. Next, for the tileinfo source, select &amp;lt;code&amp;gt;Create or load a separate tileinfo file&amp;lt;/code&amp;gt;. The next window will give you some options for the tileinfo file: leave these on the default settings (&amp;lt;code&amp;gt;Include the original game&#039;s tileinfo&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
7. Select &amp;lt;code&amp;gt;Finish&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Before proceeding, make sure to go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Save&amp;lt;/code&amp;gt; to save your newly created &amp;lt;tt&amp;gt;Abiathar project file&amp;lt;/tt&amp;gt; (.adeps file). From this point forward, whenever you open &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt;, you&#039;ll also want to open this project file.&lt;br /&gt;
&lt;br /&gt;
== Update Patchfile == &lt;br /&gt;
&lt;br /&gt;
In order to load your modified levels in the game you&#039;ll need to add the following patch to your patchfile: &lt;br /&gt;
&lt;br /&gt;
 # Map files&lt;br /&gt;
 %maphead MAPHEAD.CK4&lt;br /&gt;
&lt;br /&gt;
== Using Abiathar ==&lt;br /&gt;
In &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; one can move throughout the level with the help of the keyboard and the scroll wheel. &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Keyboard&lt;br /&gt;
|&amp;lt;code&amp;gt;Arrow keys&amp;lt;/code&amp;gt; move the viewer 1 tile &amp;lt;br /&amp;gt;Holding &amp;lt;code&amp;gt;Control&amp;lt;/code&amp;gt; changes the offset to 5 &amp;lt;br /&amp;gt; Holding &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt; multiplies the offset by 3 &amp;lt;br /&amp;gt;  Pressing &amp;lt;code&amp;gt;Backspace&amp;lt;/code&amp;gt; moves back to the upper left &lt;br /&gt;
|-&lt;br /&gt;
|Scroll wheel&lt;br /&gt;
|Each notch of the wheel moves 2 tiles vertically &amp;lt;br /&amp;gt; Holding &amp;lt;code&amp;gt;Control&amp;lt;/code&amp;gt; makes it move horizontally &lt;br /&gt;
|-&lt;br /&gt;
|Zoom   &lt;br /&gt;
|The zoom controls can be found under the &amp;lt;code&amp;gt;View menu&amp;lt;/code&amp;gt; &amp;lt;br /&amp;gt; or by using the &amp;lt;code&amp;gt;+&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;–&amp;lt;/code&amp;gt; numpad keys.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
[[Image:Abiathar4.png|thumb|400px|&#039;&#039;&#039;Abiathar&#039;&#039;&#039; with all planes activated.]]&lt;br /&gt;
&lt;br /&gt;
=== Tile Palette ===&lt;br /&gt;
The tile palette can be called either with the &amp;lt;code&amp;gt;Tileset&amp;lt;/code&amp;gt; menu or by pressing &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt; to change to the tile palette view. To change between the palette views, press appropriate number key: &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; calls the background set, &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; calls the foreground set, &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; calls the set of infoplane pseudo-tiles. &lt;br /&gt;
&amp;lt;br /&amp;gt;Simply click a tile to select it for placement (the active selected tile is shown in the bottom left). When finished, press &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt; to return to your level. If you do not want to press Space to access the palettes, you may at any time press:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt; to open the background palette, &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; for the foreground, or &amp;lt;br /&amp;gt;&amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; for the infoplane. &lt;br /&gt;
&lt;br /&gt;
Alternatively and highly recommended is the &amp;lt;code&amp;gt;Simultaneous&amp;lt;/code&amp;gt; option found in the &amp;lt;code&amp;gt;Tileset menu&amp;lt;/code&amp;gt;. This allows you to have both the level and tileset in view at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Plane States ===&lt;br /&gt;
[[Image:Abiathar3.png|thumb|400px|&#039;&#039;&#039;Abiathar&#039;&#039;&#039;: Background plane &#039;&#039;activated&#039;&#039;, Foreground plane &#039;&#039;hidden&#039;&#039;, Infoplane &#039;&#039;locked&#039;&#039; .]]&lt;br /&gt;
&lt;br /&gt;
Keen 4, 5, and 6 levels consist of three planes, also called layers: the &#039;&#039;&#039;background&#039;&#039;&#039;, &#039;&#039;&#039;foreground&#039;&#039;&#039;, and &#039;&#039;&#039;info layers&#039;&#039;&#039;. The background is just there to add color to the scene; Keen and the enemies don&#039;t interact with it. The foreground layer contains tiles that Keen interacts with: platforms, point items, doors, secret passages, and so on (note that many tiles in the foreground layer actually appear behind Keen, but they are not considered &#039;background tiles&#039;). Finally, the info layer contains information about sprites and special features such as switches, doors, bridges and so on. &lt;br /&gt;
&lt;br /&gt;
Editing with all panes active at once is not recommended. To help you see and change only what you want to, Abiathar has several systems to control the status of the layers. Each of the three panes in the lower left can have one of three states: &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Active&amp;lt;/code&amp;gt;&lt;br /&gt;
|visible and editable (default) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Locked&amp;lt;/code&amp;gt;&lt;br /&gt;
|only visible&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Hidden&amp;lt;/code&amp;gt; &lt;br /&gt;
|not visible or editable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These can be controlled in several ways. The &amp;lt;code&amp;gt;Plane&amp;lt;/code&amp;gt; menu provides fine-adjustment tools and commands to modify the state of multiple or all the planes/layers at once. While viewing a level, the &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; keys control editability for the respective plane, while the &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; keys control visibility. For example, the &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; key toggles the foreground plane between &amp;lt;code&amp;gt;Active&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Locked&amp;lt;/code&amp;gt;, while the &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; key toggles it between &amp;lt;code&amp;gt;Active&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Hidden&amp;lt;/code&amp;gt;. The labels in the selected tile bay that display the plane states can also change them. Right-click one to make it less active (active will become locked, locked will become hidden) or left-click to make it more active (hidden will become locked, locked will become active). &lt;br /&gt;
&lt;br /&gt;
One simple way of managing plane control is to select &amp;lt;code&amp;gt;Lone Editing&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;Plane&amp;lt;/code&amp;gt;. This ensures you are always editing a single plane. &lt;br /&gt;
&lt;br /&gt;
=== Undo &amp;amp; Redo ===&lt;br /&gt;
Undo and Redo can be found under the &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt; menu or by pressing &amp;lt;code&amp;gt;Z&amp;lt;/code&amp;gt;. The undo/redo action stack is preserved until the file is saved or closed. &lt;br /&gt;
&lt;br /&gt;
=== Level Operations ===&lt;br /&gt;
[[Image:Abiathar7.png|thumb|400px|&#039;&#039;&#039;Abiathar&#039;&#039;&#039;: Link and tile properties overlays are activated]]&lt;br /&gt;
Level operations can be accessed from the &amp;lt;code&amp;gt;Level menu&amp;lt;/code&amp;gt;, above the levels list. Adding a level is done with &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;Add&amp;lt;/code&amp;gt;. If one changes the suggested ID to one that is in-use, a warning will pop up before overwriting. The &amp;lt;code&amp;gt;Automatic edge&amp;lt;/code&amp;gt; check box will cause Abiathar to automatically fill in the boundary.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even after a level is created, its dimensions can be changed or an automatic border can be added using the using the &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;Properties&amp;lt;/code&amp;gt; dialog. It is also possible to duplicate levels into a new slot with &amp;lt;code&amp;gt;Level&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;Copy&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Overlays ===&lt;br /&gt;
All overlays can be found under the &amp;lt;code&amp;gt;View menu&amp;lt;/code&amp;gt; section. &lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|&amp;lt;code&amp;gt;Grid&amp;lt;/code&amp;gt; &lt;br /&gt;
|separating the tiles (it is automatically adjusted for changes in zoom level)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Links&amp;lt;/code&amp;gt;&lt;br /&gt;
|overlay processes unknown infoplane values and renders graphical links instead of infoplane &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Tile Properties&amp;lt;/code&amp;gt;&lt;br /&gt;
|displays foreground tile properties even in the selected tile bay and tile palette&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Features ==&lt;br /&gt;
&lt;br /&gt;
=== Borders ===&lt;br /&gt;
Keen Galaxy levels have a rectangular border of 2 tiles.  Borders should be filled with solid tiles with some exceptions.  To create a level exit, leave the border empty where you want Keen to exit.  Keen cannot exit out the top or bottom of the screen (Keen will die on the screen bottom and Keen will glitch on the screen top).&lt;br /&gt;
&lt;br /&gt;
===Doors===&lt;br /&gt;
To place doors that Keen can enter, first place two sets of door tiles on the map. &lt;br /&gt;
Then press &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; on your keyboard. This activates the linker tool. Make also sure that only the [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)#Plane States|Infoplane]] is active. Next click on the bottom tile of the first door and after that click on one tile below the second door. Repeat this step vice versa. Abiathar will render the links as lines from the controller to the target.  I suggest examining some of the original levels to get an idea how this is done.&lt;br /&gt;
&lt;br /&gt;
===Key Gem Doors===&lt;br /&gt;
To place a keygem holder, first place the foreground keygem holder tile somewhere on the map (it can be anywhere). Next place a door (these are also foreground tiles) somewhere (anywhere). When making the door, there are three door tiles: a bottom, middle, and top. If you&#039;re making a door more than three tiles high, use the middle door piece for additional height. &lt;br /&gt;
Then press &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; on your keyboard. This activates the linker tool. Make also sure that only the [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)#Plane States|Infoplane]] is active. Next click on the keygem holder tile first and second on the topmost door tile. Abiathar will render the links as lines from the controller to the target.&lt;br /&gt;
&lt;br /&gt;
=== Invisible Foreground Tiles ===&lt;br /&gt;
Even if a foreground tile doesn&#039;t contain any graphics (a blank tile) it can still be placed in a level and can still contain tile properties.&lt;br /&gt;
&lt;br /&gt;
An example of this is how the default world map is built primarily from background tiles which do no have solid properties and &#039;invisible&#039; foreground tiles are placed  to block Keen&#039;s path.  &lt;br /&gt;
&lt;br /&gt;
Another example is how a bridge in the open position requires invisible bridge tiles to be placed where the bridge will appear when a switch is triggered.&lt;br /&gt;
&lt;br /&gt;
These can be difficult to figure out. A good way to familiarize yourself with these is to view the world map with the tile properties view turned on to see how these are utilized. You can right click a tile in the map to see where it is located in the tileset, and then, if desired, you can edit the invisible tiles in your graphics editor to have visual cues for placement (they can be made invisible again later). Alternatively, you can use foreground tiles to build the world map in your mod (although this will use more memory).&lt;br /&gt;
&lt;br /&gt;
===Moving Platforms===&lt;br /&gt;
A simple moving platform in Keen 4 can be placed by putting a moving platform sprite icon with a red arrow in the desired spot. To stop the platform moving off the edge of the screen however, you&#039;ll need to put some blocking tiles in its path: these icons look like a &amp;lt;code&amp;gt;B&amp;lt;/code&amp;gt; in a square. Put one blocking tile to each side (for a horizontally-moving platform) or above and below (for a vertically-moving platform). A falling platform (the one with a yellow triangle below) only needs a single blocking tile beneath it. In Keen 5 and Keen 6, the platforms with green arrows (known as &#039;&#039;Goplats&#039;&#039;) need a path made of the yellow arrow icons to follow.&lt;br /&gt;
&lt;br /&gt;
===Scroll Blocks===&lt;br /&gt;
Some Keen levels have separate areas that act like independent mini-levels (the Pyramid of the Forbidden is a good example of this). You can place scroll blocks from the sprite menu to mark horizontal and vertical edges between these areas. The scroll blocks look like horizontal and vertical blue lines with small white stripes; I suggest examining existing levels to see how they are used before placing them in your own levels.&lt;br /&gt;
&lt;br /&gt;
===Secret Passages===&lt;br /&gt;
Some foreground tiles have properties that allow Keen to walk behind them; these are secret passages.  To make these you will need to identify which tiles have the correct foreground but not blocking properties.  I suggest examining some of the original levels and noting down which tiles are used for the secret passages.  You can also identify them with the &amp;lt;code&amp;gt;Tile Property Modifier tool&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Tool&amp;lt;/code&amp;gt; menu. When putting point items in a secret passage, you must use points from the sprite list rather than the foreground tile points.&lt;br /&gt;
&lt;br /&gt;
===Sprites and Enemies===&lt;br /&gt;
You can place sprites like you would normally place a tile.  Some enemies appear more than once in the sprite menu; this is for enemies that appear on &#039;&#039;easy&#039;&#039;, &#039;&#039;moderate&#039;&#039;, and &#039;&#039;hard&#039;&#039;. You can see little numbers that designate this, but a general rule is that the order they appear in on the menu matches the easy/medium/harder order.  Sometimes there is a blank space before or after the order of sprites.  For example, the blue bird from keen 4 doesn&#039;t have a sprite icon for easy mode, however, it does have a blank tile where the easy mode icon would normally go.  This blank tile can be placed to place a blue bird on easy.  This works similarly for other enemies in this situation.&lt;br /&gt;
&lt;br /&gt;
===Switches for Bridges===&lt;br /&gt;
To create a switch for bridges, first build the bridge using the bridge tiles and place the switch tiles somewhere (near).  Then press &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; on your keyboard. This activates the linker tool. Make also sure that only the [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)#Plane States|Infoplane]] is active. Next click on the switch tile first and second on the top left most bridge tile. Abiathar will render the links as lines from the controller to the target.&lt;br /&gt;
If you want the bridge to begin already opened, you will need to locate the invisible bridge tiles and place these where the bridge will be located, otherwise no bridge will appear.  To find these either locate them in existing levels with open bridges or use the &amp;lt;code&amp;gt;Tile Property Modifier tool&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;Tool&amp;lt;/code&amp;gt; menu.&lt;br /&gt;
&lt;br /&gt;
===Switches for Goplats===&lt;br /&gt;
Often you want the player to have to turn a platform on with a switch. To do this you will need to place another blocking tile in the way of the platform between the other two. After placing the blocking tile, press &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; on your keyboard. This activates the linker tool. Make also sure that only the [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)#Plane States|Infoplane]] is active. Next click on the switch tile first and second on the blocking tile. Abiathar will render the links as lines from the controller to the target.&lt;br /&gt;
&lt;br /&gt;
== General Level Editing Issues ==&lt;br /&gt;
&lt;br /&gt;
Each level must not exceed 64KiB in size: width x height (in tiles) must not exceed 0x8000 (=32,768). Rule of thumb: As long as both stay below 180, there‘s nothing to worry about. The max level height is 250 tiles, and the max width should not exceed 256 tiles.  &lt;br /&gt;
&lt;br /&gt;
If there are too many sprites in a level you will get the error &amp;lt;code&amp;gt;No space left in objarray&amp;lt;/code&amp;gt;; the game has run out of memory to store sprites. This usually occurs at the level start. To fix this, remove sprites from your level.  When placing sprites, keep in mind that the more variety of enemies you use, the more memory is used up, and the larger the sprite and the more frames it has, the more memory it uses.  Also, when trying to save memory, check your points items: these exist both as tiles and sprites (try to use tile points whenever possible).&lt;br /&gt;
&lt;br /&gt;
If you have too many different types of tiles (background and foreground) then you will get the error &amp;lt;code&amp;gt;No space left in tilearray&amp;lt;/code&amp;gt;; this means that the game does not have enough memory to store all the different tile types. Foreground tiles use 8x the memory of background tiles. You shouldn&#039;t have more than about 400 tile types total (background and foreground) in a level, usually 100 back and 300 fore.  Additionally, animating tiles with many frames can increase your tile count drastically.&lt;br /&gt;
&lt;br /&gt;
You cannot have more than 20 actively animating tiles on-screen at any one time, this includes item tiles. This will cause an animating tile error. (&amp;lt;code&amp;gt;Not enough memory to animate all these tiles.&amp;lt;/code&amp;gt;)  &lt;br /&gt;
&lt;br /&gt;
If a level is &#039;too large&#039; for its music file, the error &amp;lt;code&amp;gt;Not enough memory to play background music!&amp;lt;/code&amp;gt; will occur. This is an indication of either large levels or large music files. To fix this error, remove content from your level, and/or reduce the overall level size, and/or change the music to a smaller sized file.&lt;br /&gt;
&lt;br /&gt;
If you see static gibberish instead of an animation while testing your level, then you have placed an animating background over an animating foreground. For memory reasons this is not allowed.  Similarly, a sprite cannot be placed on top of an animating tile.  This will crash the game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: All of these problems and more can be detected by Abiathar when using it&#039;s Level Inspector tool or the inspection mode (press &#039;I&#039;) of the Tile Property Modifier. It also provides exact points in the level where errors and possible issues appear so that you do not have to launch the game repeatedly to fix bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Included below are general instructions for &amp;lt;tt&amp;gt;&#039;&#039;&#039;[[TED5]]&#039;&#039;&#039;&amp;lt;/tt&amp;gt; (sections written by [[User:Levellass|Levellass]] and [[User:Adurdin|Adurdin]], edited by [[User:Ceilick|Ceilick]]), &amp;lt;tt&amp;gt;&#039;&#039;&#039;[[Keen: Next (level editor)|Keen: Next]]&#039;&#039;&#039;&amp;lt;/tt&amp;gt; (written by [[User:Ceilick|Ceilick]]), and &amp;lt;tt&amp;gt;&#039;&#039;&#039;[[The Omegamatic]]&#039;&#039;&#039;&amp;lt;/tt&amp;gt; (written by [[User:Mink|Mink]] and edited by [[User:Ceilick|Ceilick]]).&lt;br /&gt;
&amp;lt;tt&amp;gt;&#039;&#039;&#039;[[Abiathar]]&#039;&#039;&#039;&amp;lt;/tt&amp;gt; however is not included in the following section. Therefore see the [[Abiathar|Abiathar-Wiki]] page (written by [[User:Fleexy|Fleexy]] and edited by [[User:Nisaba|Nisaba]]). Alternative take a look at [[User:Fleexy|Fleexy]]&#039;s [https://abiathar.keenmodding.org//AbiatharHelp.pdf official manual], or [https://www.youtube.com/playlist?list=PL-BuW7CehquoCH_yGXeQqTIXQMY7sUm-u video tutorial playlist].&lt;br /&gt;
*Note: While TED5 is from the early 1990&#039;s Abiathar is the most up to date and continuously updated editor (initially created in 2014).&lt;br /&gt;
&lt;br /&gt;
== TED5 ==&lt;br /&gt;
=== Setting up TED5 ===&lt;br /&gt;
[[Image:Ted5image1.png|thumb|320px|A level map loaded in &#039;&#039;&#039;TED5&#039;&#039;&#039;.]]&lt;br /&gt;
Download and unzip &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.  &lt;br /&gt;
&lt;br /&gt;
1. Look for the file &amp;lt;tt&amp;gt;Egahead.ck4&amp;lt;/tt&amp;gt;.  Rename this file &amp;lt;tt&amp;gt;Egahead.ren&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
2. Run &amp;lt;tt&amp;gt;Tedsetup&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
3. &amp;lt;tt&amp;gt;Tedsetup&amp;lt;/tt&amp;gt; will generate a new &amp;lt;tt&amp;gt;Egahead.ck4&amp;lt;/tt&amp;gt;.  Delete this file.  Now Rename &amp;lt;tt&amp;gt;Egahead.ren&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;Egahead.ck4&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is the only time you will need to run &amp;lt;tt&amp;gt;tedsetup&amp;lt;/tt&amp;gt; and follow the above steps.&lt;br /&gt;
&lt;br /&gt;
You will probably need [https://www.dosbox.com/ DOSBox] to run &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt;.  Just drag and drop the &amp;lt;tt&amp;gt;TED5.exe&amp;lt;/tt&amp;gt; onto your DOSBox icon.&lt;br /&gt;
&lt;br /&gt;
=== The Interface ===&lt;br /&gt;
After dismissing the welcome screen, the first thing you will want to do is press &amp;lt;code&amp;gt;F9&amp;lt;/code&amp;gt;, or click the &amp;lt;code&amp;gt;?&amp;lt;/code&amp;gt; tab and select &amp;lt;code&amp;gt;Video Mode Switch&amp;lt;/code&amp;gt;. That will cause &amp;lt;tt&amp;gt;TED&amp;lt;/tt&amp;gt; to run in 640x480 mode, giving you more space to work with. You can switch to the low resolution mode again anytime you want to make sure how much of the level is going to be displayed on the in-game screen at once. &lt;br /&gt;
&lt;br /&gt;
At the bottom of the screen, you will see the Info Bar. From the far left to right, it displays: &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Selected Background tile.&amp;lt;/code&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;Selected Foreground tile.&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Selected Sprite Icon.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These items display the icon as a graphic, followed by the tile number in hexadecimal (like &amp;lt;tt&amp;gt;$00AE&amp;lt;/tt&amp;gt;) and decimal (&amp;lt;tt&amp;gt;174&amp;lt;/tt&amp;gt;). Clicking on any of them will bring up the tiles palette so you can select a new one. &lt;br /&gt;
&lt;br /&gt;
Next appears the name of the level.  This name is used only in &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt;, it does not affect the level name in-game.&lt;br /&gt;
&lt;br /&gt;
Next appears: Active layers (B, F, I) &lt;br /&gt;
* B: Background Tiles&lt;br /&gt;
* F: Foreground Tiles&lt;br /&gt;
* I: Sprite Icon, door/switch coordinates&lt;br /&gt;
&lt;br /&gt;
The letter indicates the layer where you will be adding new tiles to. You can select more than one and the selected tiles will all be placed, however, it is recommended that you work only one layer at a time. &lt;br /&gt;
&lt;br /&gt;
Next appears: Visible layers (b, f, i) &lt;br /&gt;
This tells you which layers are being toggled.  You can toggle layers with the hotkeys 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
When a layer is turned off you cannot place items in it by mistake. This allows you to take a closer look at a specific layer to make sure everything is placed correctly. &lt;br /&gt;
&lt;br /&gt;
Lastly, on the bottom far right: Cursor location (X, Y) &lt;br /&gt;
This gives you the tile coordinates at a specific spot on the map.  This will also be given in both decimal and hexadecimal numbers. You will need those numbers in order to have switch that activate lifts, doors leading to other places, toggling bridges, and more. &lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
By default, TED5 will load the world map for the game. In order to switch to another map, you will need to click the File menu and select Edit New Map. You will then be able to select any of the maps in the game. For this example, pick Slug Village. &lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys to scroll the level around.&lt;br /&gt;
&lt;br /&gt;
You can toggle which type of tile to place (background, foreground, sprite icon) by pressing the 1, 2 or 3 keys.  Note for each type of tile, you will need to press the number key to activate it and the same key again to deactivate it before using a different tile type.&lt;br /&gt;
&lt;br /&gt;
Adding new tiles to the level is as simple left-clicking. The currently selected tiles will be placed in all active layers. You can select tiles in three ways: Clicking the tile icon to the left of the Info Bar, pressing the space bar to bring up the tile set, or right-clicking an existing tile. &lt;br /&gt;
&lt;br /&gt;
Right-clicking an existing tile will switch all the active tiles to the ones in the active layers. This means, if you only have the Icon layer active, right-clicking a tile with a slug will only select the slug; while if you have all three layers active, it will select the slug, the Foreground tile, and the Background tile at that location. &lt;br /&gt;
&lt;br /&gt;
Once you have a basic level made, you&#039;ll want to add more advanced features like moving platforms, switches, bridges, doors, and so on. These are all done with links in the sprite icon layer. &lt;br /&gt;
&lt;br /&gt;
A simple moving platform in Keen 4 can be placed by putting a moving platform icon with a red arrow in the desired spot. To stop the platform moving off the edge of the screen however, you&#039;ll need to put some blocking tiles in its path: these icons look like a &amp;quot;B&amp;quot; in a square. Put one blocking tile to each side (for a horizontally-moving platform) or above and below (for a vertically-moving platform). A collapsing platform (the one with a yellow triangle below) only needs a single blocking tile beneath it. In Keen 5 and Keen 6, the platforms with green arrows (known as Goplats) need a path made of the yellow arrow icons to follow.&lt;br /&gt;
&lt;br /&gt;
Often you want the player to have to turn a platform on with a switch. To do this, you need to place another blocking tile in the way of the platform between the other two. Make a note of the hexadecimal values of the location of the tile (the X and Y values beginning with $ at the right-hand side of the status bar). Now place a switch in an appropriate place, and link it to the blocking tile: Choose Misc, New INFOPLANE Value or press Enter, and type in a $ followed by the last two digits of the X and Y values you wrote down. Then click on the switch; this will place the link in the info plane, which will be shown as four digits. The switch will now turn the blocking tile off, to activate the platform.&lt;br /&gt;
&lt;br /&gt;
When working on your world map, you&#039;ll want to use the infoplane to specify what levels your entrances will lead to.  To do this, go to Misc, New INFOPLANE Value, and type in a $ followed by one of the following: $C0xx is a link to level where xx is the level number in hexadecimal, not decimal), $D0xx overlays blocking tiles that will be removed upon completion of the level (think the gates for border village and slug village), and $F0xx is for the flag holder which corresponds to the level.  After entering your chosen value, you can then edit the info plane by left clicking.&lt;br /&gt;
&lt;br /&gt;
In the same way, you can link a switch to a bridge (link to the left-hand edge of the bridge), a gem-holder to a closed door (link to the top of the door), and a walk-in doorway to the place you walk out (link to where you want Keen&#039;s feet to end up after he enters the doorway). Note that if you create a link from a switch to a square with nothing in the info plane, that switch will turn a blocking tile on; also that you need to use a particular tile to make a walk-in door (find out by looking at an existing level).&lt;br /&gt;
&lt;br /&gt;
Another feature which makes Keen levels exciting is secret passages. Some foreground tiles allow Keen to walk behind them-these are suitable for secret passages. However, identifying which ones are like this and which ones are solid is difficult: I suggest examining some of the original levels and noting down the tile numbers of the &amp;quot;secret passage&amp;quot; tiles to keep track of them. When putting point items in a secret passage, you must use icons for them, rather than their foreground tiles. I suggest that you only place the &amp;quot;walk-behind&amp;quot; tiles in secret passages once the level is completed, so that while editing you can keep track of them more easily.&lt;br /&gt;
&lt;br /&gt;
Finally, some Keen levels have separate areas that act like independent mini-levels (the Pyramid of the Forbidden is a good example of this). You can place scroll blocks in the info layer to mark horizontal and vertical edges between these areas. The scroll blocks look like horizontal and vertical blue lines with small white stripes; I suggest examining existing levels to see how they are &lt;br /&gt;
used before placing them in your own levels.&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
You can save your map at any time by going to the File menu and selecting Save Map; however, in order to actually play the level, you will need to Carmacize Maps.  While &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt; has an option to do this, it takes too long to do so.  The easiest method is to download InstantCarma and unzip the files into the folder with your maps.  After you save your map in &amp;lt;tt&amp;gt;TED5&amp;lt;/tt&amp;gt;, just run InstantCarma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;TEDSETUP&amp;lt;/tt&amp;gt; creates an extra batch file (&amp;lt;tt&amp;gt;Go4.bat&amp;lt;/tt&amp;gt;) and patch file (&amp;lt;tt&amp;gt;Patch4.pat&amp;lt;/tt&amp;gt;) which you do not need if you open your existing patch file and add the line:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%maphead maphead.ck4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You only need to add this to your patch file once.  Then just run your batch file to try your level!&lt;br /&gt;
&lt;br /&gt;
=== Other TED5 Features ===&lt;br /&gt;
&lt;br /&gt;
Grid Mode toggles the showing of a grid on the current level. This can help with placing tiles in the right positions. Turn this on or off from the Mode menu or by pressing G.&lt;br /&gt;
&lt;br /&gt;
Block Fill mode quickly fills a rectangular area with the currently selected tiles. Choose it from the Mode menu or press B, and click the left mouse button on the desired top-left corner, and the right button on the bottom-right corner, then press Enter to fill the area.&lt;br /&gt;
&lt;br /&gt;
Flood Fill mode will fill an area of one tile with the currently selected tiles. Choose it from the Mode menu or press F, then click in the desired location to fill.&lt;br /&gt;
&lt;br /&gt;
Copy Mode (also on the Mode menu, or press C) lets you select a rectangular set of tiles to copy so that you can duplicate them in another region easily. Select the area as for Block Fill mode, then press Enter.&lt;br /&gt;
&lt;br /&gt;
Paste Mode (you know where to find it) allows you to paste one or more copies of the tiles chosen with Copy Mode. Click with the left mouse button to place a copy. You can use the Paste Overlay option (on the Mode menu, or press F3) to toggle pasting of empty tiles. The Snap-Paste option (press S) toggles pasting copies just anywhere, or in a tessellated pattern. This is especially useful for &lt;br /&gt;
filling in the background of a level.&lt;br /&gt;
&lt;br /&gt;
You can change the size of a level with the &amp;quot;Change MAP Edges&amp;quot; option on the Edit menu. Select the edge you want to change, and enter a positive or negative number to add or remove rows from that edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keen:Next ==&lt;br /&gt;
[[Image:Keen_Next.png|thumb|320px|&#039;&#039;&#039;Keen: Next&#039;&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
=== Setting Up ===&lt;br /&gt;
Go to the keen 4 folder in Keen next and copy the tiles4.png file.  Paste this into your &amp;quot;keen4mod&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
Edit tiles4.png to include your edited graphics.  Be sure to save the file as .png.&lt;br /&gt;
&lt;br /&gt;
Go to your Keen:Next folder and run the kmaps application.  You may get an error message after running this, but this is not a problem, just click ok.&lt;br /&gt;
&lt;br /&gt;
When the editor opens, the first thing to do is go up to &#039;file&#039; then &#039;new&#039;.  A &#039;project properties&#039; window will appear.  Give your project a title (it doesn&#039;t matter what you name it) and then check the &amp;quot;keen project&amp;quot; box.  We&#039;ll be using Keen4, which is the default setting.  If you&#039;re planning to edit keen 5 or 6, just make sure to select those in the box next to &amp;quot;keen project&amp;quot;.  Next we need to choose the tileset.  In the image file section, go to &#039;browse&#039; and select the tileset you want to use (in this case, tiles4.png).  After all this, click &#039;ok&#039;.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: you will have to do this each time you open the editor.&lt;br /&gt;
&lt;br /&gt;
Before editing levels, you must extract them in a way that Keen: Next can read them.  Go to &#039;file&#039;, then &#039;create keen files&#039;.  Browse to your &amp;quot;keen4mod&amp;quot; folder and select keen4.exe.  Your keen map files should now be created.   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: this will not work if you have run tedsetup.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: You only have to do this once.&lt;br /&gt;
&lt;br /&gt;
=== The Interface and Tools ===&lt;br /&gt;
The tiles should load on the right side of editor menu.  You can adjust the tile menu width with the mouse by selecting the left edge.  You can scroll between the background and foreground tiles.&lt;br /&gt;
&lt;br /&gt;
In the upper left is a toolbar.  The default tile tool is the pencil/paintbrush.  You can click and place or click and drag to place tiles.  &lt;br /&gt;
&lt;br /&gt;
There is also a water dropper tool.  This is useful for selecting a tile currently on the map instead of looking for it in the tileset.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: the water dropper will &#039;pick up&#039; the tile from the tileset you&#039;re currently in; if you currently have a background tile selected and use the water dropper, it will pick up the background tile on the map.  If you want a foreground tile, scroll down in the tileset on the right and select one of  the foreground tiles, then use the water dropper on the map.&lt;br /&gt;
&lt;br /&gt;
I do not recommend using the paint can tool, since it is very buggy.&lt;br /&gt;
&lt;br /&gt;
The next tool can be used for selecting a rectangular area of the map.  This is useful for cutting a piece of the level and pasting it elsewhere (you will need to do this twice if you want to cut and paste both the background and foreground).  You can also create stamps this way. Just select an area and go to &amp;quot;selection&amp;quot; and then &amp;quot;create brush&amp;quot;.  A stamp of the area will now appear on the left.&lt;br /&gt;
&lt;br /&gt;
You can create stamps of a large area of tiles from the tileset also.  To do this, click the top left corner of the area of tiles you want in the tileset.  Then go to the bottom right corner of that area, while holding shift, and select that tile.  Doing this successfully will result in the stamp image appearing on the left side of the editor.  You can now use the paintbrush tool to place this stamp, and you can reselect this stamp at any time you&#039;re editing.  &lt;br /&gt;
&lt;br /&gt;
The next tool looks like a little cog.  This is used for placing doors, level entrances, switches, and key-gem holders.&lt;br /&gt;
&lt;br /&gt;
The last important tool has an icon that looks like an arachnut.  Click this to bring up the sprite menu.  This is used for placing enemies, points, and some other things.  To switch back to tiles from sprites, click the little black square icon to the left of the arachnut icon you used to get to the sprite menu.&lt;br /&gt;
&lt;br /&gt;
In addition to the tools, you can toggle the layers used in editing with the &#039;view&#039; tab and checking/unchecking layer 1 and layer 2.  Make sure that, in the &amp;quot;view&amp;quot; section, you have &#039;fade unused layers&#039; unchecked.  This makes level viewing easier.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: This is the buggiest part of Keen:Next and if you frequently toggle layers, glitches can ruin a lot of work put into a level.  Its usually best to leave both layers visible, or save your progress before toggling layers and then reload Keen: Next as soon as you finish the work that required toggling them.  &lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
To begin editing, first load a map.  Go to &#039;file&#039;, then &#039;Import Keen Map&#039;.  In your &amp;quot;keen4mod&amp;quot; folder, select &#039;maphead.ck4&#039;.  You should now be presented with a &#039;map select&#039; box.  Choose the level you&#039;d like to edit.  Let&#039;s start with the shadowlands.&lt;br /&gt;
&lt;br /&gt;
The shadowlands map should now be loaded in the main editing area.  You&#039;ll notice little white icons that look like this (!).  These are the level sprites.  To place these, use the little cog tool up in the upper left (next to the rectangular area selector).  When this tool is used to click the map, you&#039;ll get an &#039;info plane&#039; box asking for an x and y coordinate.&lt;br /&gt;
&lt;br /&gt;
On the world map, this is how the coordinates work:&lt;br /&gt;
The x coordinate determines what kind of sprite is used.  An X of 192 designates the sprite as a level entrance.  Note: you cannot place a level entrance on a tile that appears over keen or on an animating tile.&lt;br /&gt;
&lt;br /&gt;
An x of 208 is a level block (like those used in the slug village); this sprite does not actually block keen, but is placed over a foreground tile that does.  When the level is beaten, this info number removes the foreground tile.  &lt;br /&gt;
&lt;br /&gt;
An x value of 240 is for the flag holders.&lt;br /&gt;
&lt;br /&gt;
Y coordinates only designate what level the sprite is associated with.  A Y of 1 will designate the level as level 1.&lt;br /&gt;
&lt;br /&gt;
To place sprites (enemies) in a level, go to the tools menu and click the little icon that looks like an arachnut.  The sprite menu should appear in place of the tileset.  To place a sprite, make sure you have the paintbrush icon selected, then click the sprite you want to place.  To switch back to tiles from sprites, click the little black square icon to the left of the arachnut icon you used to get to the sprite menu.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: some enemies appear more than once in the sprite menu; this is for enemies that appear on easy, moderate, and hard.  You can see little numbers that designate this, but a general rule is that the order they appear in on the menu matches the easy/medium/harder order.  &lt;br /&gt;
&lt;br /&gt;
To place a keygem holder, first place the foreground keygem holder tile somewhere on the map (it can be anywhere).  Next place a door (these are also foreground tiles) somewhere (anywhere).  When making the door, there are three door tiles: a bottom, middle, and top.  If you&#039;re making a door more than three tiles high, use the middle door piece for additional height.  Using your mouse, hold it over the top tile of the door.  In the lower left side of the editor, you&#039;ll notice that the map coordinates for this tile appear.  Memorize or write these down.  Now select the cog tool and then click your keygem holder.  Enter in the coordinates for your door.  You&#039;ve now got a working door.&lt;br /&gt;
&lt;br /&gt;
To place doors that Keen can enter, first place two sets of door tiles on the map.  Now you must determine the coordinates.  Go to one of your doors and hold the mouse over the tile below the bottom left door tile (not on the bottom left door tile or keen will drop out of the air). Check the coordinates.  Then go to the door you want to connect to this spot and use  the cog tool and click the lower left door tile (the lower left door tile, not the one below it). Enter in the coordinates.  Do the same for the bottom right door tile.  Now this door is connected to the other, but you also need to check the coordinates at this door and add them to the tiles of the other door.&lt;br /&gt;
&lt;br /&gt;
To create a working switch, use the cog tool on a switch and use the coordinates for the thing you want the switch to affect.  For a bridge, get the coordinates of the top left bridge tile and put this in the info box for the switch.  For goplats (moving platforms), get the coordinates of a B sprite (these are sprites which goplats bounce off and then go in the other direction).  The switch will remove that sprite so the goplat can move.&lt;br /&gt;
&lt;br /&gt;
To resize a map, go to &amp;quot;edit&amp;quot; and &amp;quot;Resize map&amp;quot;.  Then select the new level boundaries and the side of the level which should be expanded or shrunk.&lt;br /&gt;
&lt;br /&gt;
Keen: Next has an infinite undo button.  Just go to &amp;quot;Edit&amp;quot; and click &amp;quot;Undo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Undo will work for everything except changes to the level boundaries.  Make sure you save before changing level boundaries!&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
When you&#039;re ready to save, go to &#039;file&#039;, then &#039;export keen map&#039;, then select &#039;maphead.ck4&#039;,  click yes, and reselect the level you want to save over and click ok.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: if you like, You can rename the level here before you click ok.  The name you choose will only appear in the editor, however, and not in the in-game text.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Do not click &#039;save&#039; or &#039;save as&#039;.  These options do not actually save the level to the game, but as files only Keen: Next can read.  Additionally, saving levels in this manner can cause Keen: Next to crash.&lt;br /&gt;
&lt;br /&gt;
After saving you can test your levels by adding this to your patch file:&lt;br /&gt;
&lt;br /&gt;
 %maphead maphead.ck4&lt;br /&gt;
 %gamemaps editmaps.ck4&lt;br /&gt;
&lt;br /&gt;
Then run your batch file and you&#039;re all set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Omegamatic ==&lt;br /&gt;
===Setting Up===&lt;br /&gt;
[[Image:The Omegamatic.png|thumb|320px|A level map loaded in &#039;&#039;&#039;TOM&#039;&#039;&#039;.]]&lt;br /&gt;
Run tom.exe and select the gamemaps.ck4 file.  You will then need to select your tilesets which you exported modkeen: 4til0000 and 4til0001.  After selecting these, if all goes well, the world map will open in TOM.&lt;br /&gt;
&lt;br /&gt;
===The Interface and Tools===&lt;br /&gt;
Tom features two different level editing styles: TED5 and Keen:Next.  I highly recommend Keen:Next Mode and will only cover it in this tutorial.  To activate this go to settings and click &amp;quot;Keen:Next Mode&amp;quot;.  You will now see the tileset on the right side of the TOM window.&lt;br /&gt;
&lt;br /&gt;
In the bottom left of the window you will see three different boxes.  These boxes display the tile you pick from the tileset on the right of the window.  Each box displays from one of the three layers used in Keen:Galaxy: background tiles, foreground tiles, and sprite icons.  To change which tileset to work with, use the hotkeys 1, 2, and 3 to switch between the layers.&lt;br /&gt;
&lt;br /&gt;
To place a tile simply select the tile from the tileset with the left mouse button and click on the level where you want to place it with the left mouse button.  You can also right click a tile from the level to make it the active tile for placing, just like a water dropper tool.  To erase a tile you will need to right click an empty space in the level, which makes an empty tile the active tile, and then left click what you want to erase.&lt;br /&gt;
&lt;br /&gt;
If you want to select an area of tiles from within a level, press C and left click a corner of the area you want to select.  You should then left click the opposite corner of the area you want to select.  The selected area will have it&#039;s colors inverted until you select the size of the area.  You can then press P to paste the area you selected.&lt;br /&gt;
&lt;br /&gt;
If you want to select an area of tiles from the tileset, left click the top left tile of the area you want to select.  Then, while holding shift, left click the bottom right tile of the area you want to select.  Release shift and then you should be able to place the selected area in the level by left clicking.   &lt;br /&gt;
&lt;br /&gt;
You can scroll around the level with your mouse wheel or with the arrow keys.  You can zoom in and out in the &amp;quot;View&amp;quot; tab.  You can also toggle on and off which layers can be seen with the hotkeys 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
To change the level you are editing go to &amp;quot;Levels&amp;quot; and select the level you want to edit.  You can rename levels by going to &amp;quot;File&amp;quot; and then &amp;quot;Rename This Level&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can resize a level by going to &amp;quot;Tools&amp;quot; and selecting either: Insert Row, Delete Row, Insert Column, or Delete Column.  After selecting on of these move your mouse around the level and you will see a highlighted area which will be affected by whichever option was chosen.  To disable any of these level adjustments just go back to &amp;quot;Tools&amp;quot; and uncheck it.&lt;br /&gt;
&lt;br /&gt;
When working on your world map, you&#039;ll want to use sprites to specify what levels your entrances will lead to. To do this, first press 3 to activate the sprite icon layer.  Press enter once and a message box will come up with an infoplane number in hexideciaml.  Remove the number indicate and type one of the following: C0xx makes a level entrance where xx is the level number in hexadecimal, not decimal), D0xx overlays blocking tiles that will be removed upon completion of the level (think the gates for border village and slug village), and F0xx is for the flag holder which corresponds to the level. After entering your chosen value, you can then place the level entrance, gate, or flag sprite by left clicking.&lt;br /&gt;
&lt;br /&gt;
===Sprites and Enemies===&lt;br /&gt;
To place sprites and enemies in a level, press 3 to bring up the sprite tileset. You can place sprites like you would normally place a tile.  Some enemies appear more than once in the sprite menu; this is for enemies that appear on easy, moderate, and hard. You can see little numbers that designate this, but a general rule is that the order they appear in on the menu matches the easy/medium/harder order.  Sometimes there is a blank space before or after the order of sprites.  For example, the blue bird from keen 4 doesn&#039;t have a sprite icon for easy mode, however, it does have a blank tile where the easy mode icon would normally go.  This blank tile can be placed to place a blue bird on easy.  This works similarly for other enemies in this situation.&lt;br /&gt;
&lt;br /&gt;
===Secret Passages===&lt;br /&gt;
Some foreground tiles have properties that allow Keen to walk behind them; these are secret passages.  To make these you will need to identify which tiles have the correct foreground but not blocking properties.  I suggest examining some of the original levels and noting down which tiles are used for the secret passages.  You can also identify them with the CKD456tli utility. When putting point items in a secret passage, you must use points from the sprite list rather than the foreground tile points.&lt;br /&gt;
&lt;br /&gt;
===Moving Platforms===&lt;br /&gt;
A simple moving platform in Keen 4 can be placed by putting a moving platform sprite icon with a red arrow in the desired spot. To stop the platform moving off the edge of the screen however, you&#039;ll need to put some blocking tiles in its path: these icons look like a &amp;quot;B&amp;quot; in a square. Put one blocking tile to each side (for a horizontally-moving platform) or above and below (for a vertically-moving platform). A falling platform (the one with a yellow triangle below) only needs a single blocking tile beneath it. In Keen 5 and Keen 6, the platforms with green arrows (known as Goplats) need a path made of the yellow arrow icons to follow.&lt;br /&gt;
&lt;br /&gt;
===Switches for goplats===&lt;br /&gt;
Often you want the player to have to turn a platform on with a switch. To do this you will need to place another blocking tile in the way of the platform between the other two. After placing the blocking tile, hold the mouse over it and press enter two times.  This will give you the hexidecimal coordinates which you will place on the corresponding switch.  The switch will now turn the blocking tile off thus activating the platform.&lt;br /&gt;
&lt;br /&gt;
===Switches for bridges===&lt;br /&gt;
To create a switch for bridges, first build the bridge using the bridge tiles.  Then hold your mouse over the top left tile of the bridge and press enter twice to get the hexidecimal sprite value.  Place this sprite on the switch you want to activate the bridge with.  If you want the bridge to begin already opened, you will need to locate the invisible bridge tiles and place these where the bridge will be located, otherwise no bridge will appear.  To find these either locate them in existing levels with open bridges or use ckd456tli.&lt;br /&gt;
&lt;br /&gt;
===Key Gem Doors===&lt;br /&gt;
To place a keygem holder, first place the foreground keygem holder tile somewhere on the map (it can be anywhere). Next place a door (these are also foreground tiles) somewhere (anywhere). When making the door, there are three door tiles: a bottom, middle, and top. If you&#039;re making a door more than three tiles high, use the middle door piece for additional height. Using your mouse, hold it over the top tile of the door and press enter twice.  Place the sprite that this gives you on the gem holder.&lt;br /&gt;
&lt;br /&gt;
===Doors===&lt;br /&gt;
To place doors that Keen can enter, first place two sets of door tiles on the map. Then hold the mouse over bottom left or right of the first door and press enter twice.  This gives you a sprite which you should place on the bottom of the second door you want connected to the first door.  After placing the sprites at the bottom of the second door, you will need to press enter twice at the bottom of this second door and place the sprites on the first door in the same way.&lt;br /&gt;
&lt;br /&gt;
===Scroll Blocks===&lt;br /&gt;
Some Keen levels have separate areas that act like independent mini-levels (the Pyramid of the Forbidden is a good example of this). You can place scroll blocks from the sprite menu to mark horizontal and vertical edges between these areas. The scroll blocks look like horizontal and vertical blue lines with small white stripes; I suggest examining existing levels to see how they are used before placing them in your own levels.&lt;br /&gt;
&lt;br /&gt;
===Saving===&lt;br /&gt;
To save your progress go to &amp;quot;File&amp;quot; and then &amp;quot;Save all Levels&amp;quot;.  This will immediately save all your levels.&lt;br /&gt;
&lt;br /&gt;
===Testing===&lt;br /&gt;
After saving you can test your levels by adding this to your patch file: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%maphead maphead.ck4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then run your batch file.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Tile Properties =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; comes with a built in tile properties tool used to modify tile properties. To access it in &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt;, simply go to &amp;lt;code&amp;gt;Tools&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Tile Property Modifier&amp;lt;/code&amp;gt;. This will bring up a tiny window used in the modification process. &lt;br /&gt;
&lt;br /&gt;
== Changing Tile Properties ==&lt;br /&gt;
&lt;br /&gt;
The tile property modifier window will display the properties of the currently selected tile. The controls can be used to modify the tile property. Each time you select a new tile, the previously selected tile&#039;s properties will be saved. When you&#039;re finished simply close the tile property modifier.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;Revert&amp;lt;/code&amp;gt; button is used to return a tile&#039;s properties to what they were when that tile was first selected.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;Front&amp;lt;/code&amp;gt; check box on the left indicates whether the tile will appear in front of characters such as Keen. &lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;solid&amp;lt;/code&amp;gt; check boxes on the left and right determine whether the tile is solid on the respective side. &lt;br /&gt;
&lt;br /&gt;
*From top to bottom, the drop-down menus determine: top property (e.g. flat, slope), special effect (e.g. deadly, point item), and bottom (similar to top but affects the bottom face).&lt;br /&gt;
&lt;br /&gt;
*The Animation section determines the offset to the next tile in the animation sequence and how many game-ticks will elapse before changing to it. A delay of zero is used for switches and things that are only controlled by sprites. Tiles that do not animate have an offset of zero.&lt;br /&gt;
&lt;br /&gt;
One major useful shortcut is the copy and paste feature. Use the &amp;lt;code&amp;gt;C&amp;lt;/code&amp;gt; key to copy the active tile’s properties and enter copy mode. While in copy mode, any tile you left click will be given the properties of the copied tile. Press the &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; key to exit copy mode.&lt;br /&gt;
&lt;br /&gt;
The tile property modifier has other features which you can read about in Abiathar&#039;s [https://abiathar.keenmodding.org//AbiatharHelp.pdf Documentation/Help file].&lt;br /&gt;
&lt;br /&gt;
== Update Patch File ==&lt;br /&gt;
&lt;br /&gt;
After editing tile properties, don&#039;t forget to add an entry to your patch file to actually use these new properties:&lt;br /&gt;
&lt;br /&gt;
 # Tileinfo file&lt;br /&gt;
 %patchfile $249C2 KEEN4.TLI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[Image:Galactile.png|thumb|320px|Galactile working with Keen 4]]&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;:  The steps described below are for a basic understanding of tile properties in general. For the sake of simplicity the following will be based on a standalone tile properties tool called [[Galactile]]. Note that the level editor [[Abiathar]] comes with a built in &#039;&#039;Tile Properties tool&#039;&#039; as well, which works quite similar to Galactile.&lt;br /&gt;
&lt;br /&gt;
Go to your &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; folder and go into your &amp;lt;tt&amp;gt;Galactile&amp;lt;/tt&amp;gt; folder.  Copy the &amp;lt;tt&amp;gt;Keen4.tli&amp;lt;/tt&amp;gt; file into your &amp;lt;tt&amp;gt;&amp;quot;keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.  Then go to your patchfile and add the patch that corresponds to your modded episode below:&lt;br /&gt;
&lt;br /&gt;
 %patchfile $249C2 keen4.tli&lt;br /&gt;
 %patchfile $25B22 keen5.tli &lt;br /&gt;
 %patchfile $25212 keen6.tli&lt;br /&gt;
&lt;br /&gt;
Now run &amp;lt;tt&amp;gt;Galactile&amp;lt;/tt&amp;gt;.  The first item the program asks you for is the file which you just copied to your &amp;lt;tt&amp;gt;&amp;quot;keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.  Locate and select it.  Next, go into the &amp;lt;tt&amp;gt;&amp;quot;BMP&amp;quot;&amp;lt;/tt&amp;gt; folder and select the background tileset, and after that select the foreground tileset.&lt;br /&gt;
&lt;br /&gt;
You&#039;re now in the editing menu.&lt;br /&gt;
&lt;br /&gt;
On the left side you can see the background tiles.  The properties in that tileset are limited: either a tile can animate or have no properties.  If a tile animates, the next tile in the animation sequence is outlined in a double red border. Note that tiles can only animate up to 128 tiles before or after any given tile, so try to keep tiles that animate near each other. &lt;br /&gt;
&lt;br /&gt;
To animate a tile, select the first tile in the animation sequence.  Next, right click the tile that should appear next in the sequence.  Now left click that new tile and select the tile it will animate to next.  Make sure the last tile in this sequence animates back to the original tile.  Now go back and add animation times to each tile.  By moving the scrollbar, you can change the amount of time spent on the tile while animating (0 to 255 time units).&lt;br /&gt;
&lt;br /&gt;
If a tile animates that you don&#039;t want to animate, right click the original tile.  You will need to repeat this step for each tile in the animation sequence.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: Reducing the scroll bar to zero will NOT prevent the tile from animating and will instead cause the game to crash&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: After disabling a tile from animating, it is not necessary to reduce its value in the scroll bar to zero, although this is recommended to avoid future errors when editing.&lt;br /&gt;
&lt;br /&gt;
On the right side is the foreground tiles.  For foreground tiles, you can also edit the animation properties (and they work the same way), but there are several other properties you can edit as well. Above the enlarged pictures of the tile and its mask is a dropdown menu where you can select the properties of the top of the tile. Similarly, the dropdown menu below lets you select the properties of the bottom of the tile. Pushing in the buttons on either side signify that Keen (and other sprites) cannot enter the tile from that side, making it solid. Off to the right is another dropdown menu, which lets you change special properties of the tile. Lastly, when the &amp;quot;FRONT&amp;quot; button is pushed in, it means that the tile appears in front of Keen and other sprites rather than behind them. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: the top, bottom, and side properties are almost always set or cleared together. One-way tiles do not work as well in Keens 4, 5, and 6 as they do in Keens 1, 2, and 3).  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: There are some exceptions where foreground tiles that animate have their animation value set to zero.  This includes Key-gem doors and and flag holders.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re finished editing, click save.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Music and Sounds = &lt;br /&gt;
&lt;br /&gt;
Abiathar is used for importing and exporting music and sound effects, as well as adding additional music tracks.&lt;br /&gt;
&lt;br /&gt;
== Setup == &lt;br /&gt;
[[Image:Abiathar audio-resources.png ‎|320px|thumb|Abiathar&#039;s Audio Resources tool]]&lt;br /&gt;
In Abiathar and with your project loaded, go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Resources&amp;lt;/code&amp;gt;. Select &amp;lt;tt&amp;gt;Start from the original game&#039;s audio files&amp;lt;/tt&amp;gt;. Abiathar should then populate the boxes with the game&#039;s associated audio files. Select &amp;lt;code&amp;gt;OK&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Export&amp;lt;/code&amp;gt;.  Select &amp;lt;code&amp;gt;Yes&amp;lt;/code&amp;gt; and then browse to your mod&#039;s &amp;lt;tt&amp;gt;AUDIO&amp;lt;/tt&amp;gt; folder. Give your Abiathar sound configuration file a name such as &amp;lt;tt&amp;gt;audio.asnds&amp;lt;/tt&amp;gt; and save. Abiathar should inform you of an successful export and all of the games music and sounds can now be found in your &amp;lt;tt&amp;gt;AUDIO&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
To change music and sounds, just replace the files in &amp;lt;tt&amp;gt;AUDIO&amp;lt;/tt&amp;gt; with new files (they must be the same format).  Music files are in the &amp;lt;tt&amp;gt;IMF&amp;lt;/tt&amp;gt; format and we&#039;ll get into how to make these below.  Sound effects can be created and modified using &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt;, which we&#039;ll get into below as well.&lt;br /&gt;
&lt;br /&gt;
After changing the sounds or songs, go back to Abiathar and, with your project open, go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;. Select your &amp;lt;tt&amp;gt;audio.asnds&amp;lt;/tt&amp;gt; file. Abiathar should inform your that an import was successful.&lt;br /&gt;
&lt;br /&gt;
== Update Patch File ==&lt;br /&gt;
&lt;br /&gt;
In order to play your new sounds you&#039;ll need the following patches included in your patch file:&lt;br /&gt;
&lt;br /&gt;
 # Audio files&lt;br /&gt;
 %patchfile $20DF0 AUDIOHED.CK4&lt;br /&gt;
 %patchfile $354F6 AUDIODCT.CK4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[Image:Keenwave3.png|320px|thumb|Keenwave editing sound names]]&lt;br /&gt;
&lt;br /&gt;
Copy &amp;lt;tt&amp;gt;Keenwave.exe&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.  Run &amp;lt;tt&amp;gt;Keenwave&amp;lt;/tt&amp;gt; and it will generate an &amp;lt;tt&amp;gt;IDWAVE&amp;lt;/tt&amp;gt; text file.  Create a folder called &amp;lt;tt&amp;gt;&amp;quot;sounds&amp;quot;&amp;lt;/tt&amp;gt;.  Open &amp;lt;tt&amp;gt;IDwave.txt&amp;lt;/tt&amp;gt; and add this line:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-episode=4 -export=raw -snddir=&amp;quot;sounds&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;tt&amp;gt;Keenwave&amp;lt;/tt&amp;gt; by dragging and dropping it onto &amp;lt;tt&amp;gt;DOSBox&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now look in your sounds folder.  Here you will see a number of sound files and a few music files (&amp;lt;tt&amp;gt;IMF&amp;lt;/tt&amp;gt; files) at the bottom.  To change these, just replace the sounds with new files (they must be the same format, for music this is &amp;lt;tt&amp;gt;IMF&amp;lt;/tt&amp;gt;).  Sound effects can be created and modified using &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt;.  You can create &amp;lt;tt&amp;gt;IMF&amp;lt;/tt&amp;gt; files by converting midi files with &amp;lt;tt&amp;gt;IMF Creator&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After changing the sounds or songs, go back to &amp;lt;tt&amp;gt;IDWAVE.txt&amp;lt;/tt&amp;gt; and change the command to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-episode=4 -import=raw -snddir=&amp;quot;sounds&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;tt&amp;gt;Keenwave&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now open your patch file and include the lines that apply to the episode you&#039;re modding:&lt;br /&gt;
&lt;br /&gt;
 #Keenwave patch file; Patch sounds Keen 4:&lt;br /&gt;
 %patchfile $20DF0 AUDIOHED.CK4	#Audio header&lt;br /&gt;
 %patchfile $354F6 AUDIODCT.CK4	#Audio dictionary&lt;br /&gt;
&lt;br /&gt;
 #Keenwave patch file; Patch sounds Keen 5:&lt;br /&gt;
 %patchfile $21C80 AUDIOHED.CK5	#Audio header&lt;br /&gt;
 %patchfile $35EC4 AUDIODCT.CK5	#Audio dictionary&lt;br /&gt;
&lt;br /&gt;
 #Keenwave patch file; Patch sounds Keen 6:&lt;br /&gt;
 %patchfile $20C50 AUDIOHED.CK6  #Audio header&lt;br /&gt;
 %patchfile $36EEE AUDIODCT.CK6  #Audio dictionary &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
You can compose music using your choice of software; as long as it outputs standard General &amp;lt;tt&amp;gt;MIDI&amp;lt;/tt&amp;gt; files, you should be good to go. Some tools used by musicians in the community include &amp;lt;tt&amp;gt;Finale&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;FLStudio&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;MIDI Editor&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Be advised, however, that your MIDI will need to be converted to the IMF format, which is extremely limited in range compared to MIDI. Both IMFCreator and MIDI2IMF can be used for converting music, and both are suggested since they can produce different sounding results. It&#039;s a good idea to read and get an understanding of the [[moddingwiki:IMF_Format| IMF specs]].&lt;br /&gt;
&lt;br /&gt;
Lastly, your IMF song will need optimizing with IMFCrush for memory purposes (this process does not typically result in any noticeable loss in sound quality).&lt;br /&gt;
&lt;br /&gt;
=== Composition Tips ===&lt;br /&gt;
&lt;br /&gt;
*If you are using a sheet-music editor such as &amp;lt;tt&amp;gt;Finale&amp;lt;/tt&amp;gt;: You may write two or more parts for one instrument. Keep inside the required 4-note polyphony, but don&#039;t be shy about using layered parts and chords, especially on piano staves.&lt;br /&gt;
&lt;br /&gt;
*If your instrument track is too quiet and it is already set to maximum volume, try manually adjusting the note velocities to be higher. The program &amp;lt;tt&amp;gt;FLStudio&amp;lt;/tt&amp;gt; is capable of doing this, as well as &amp;lt;tt&amp;gt;MIDI Editor&amp;lt;/tt&amp;gt;. If the volume of the track is too loud after making your note velocities higher, turn down the volume of that track.&lt;br /&gt;
&lt;br /&gt;
*Keep percussion parts as simple as possible since it impedes the maximum polyphony limits that can be utilized by other parts. Simply put, you can write more complex parts that use this structure: [SIMPLE/NO PERCUSSION]+[BASS LINE]+[CHORDS]+[CHORDS?]+[LEAD]&lt;br /&gt;
&lt;br /&gt;
*A tip from Bobby Prince: On the subject of percussion, to circumvent the polyphony limit that gets imposed when you use percussion parts, try using normal instruments played outside their normal range. Then in &amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt;, tweak the patches you used by adjusting all the possible parameters until you archive the desired percussive sound. It may not work all the time, but it should do the trick in most cases.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t be shy about using chords and complex structures, especially if your percussion line is nonexistent or very simple.&lt;br /&gt;
&lt;br /&gt;
*Try not to use too many midi tracks, especially if they are all simultaneous. Too many midi tracks results in dropped notes (parts drop out randomly and inconsistently), and songs that exceed the filesize limits. [[User:Mr.M|Mr. M]] uses 4-8 tracks, counting percussion, to archive the sound in his work.&lt;br /&gt;
&lt;br /&gt;
*Be careful with pitchbends in your music. &amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt; tends to over exaggerate them if the pitchbend scale and thresholds are not set properly. There is no ONE configuration for them; best bet is to tinker with them until you get a desirable sound. Remember: Lower numbers mean higher pitchbend scale! &lt;br /&gt;
&lt;br /&gt;
==== Instrument Patches ====&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to tweak patches! In &amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt; it&#039;s under the &amp;lt;code&amp;gt;EDIT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Instrument&amp;lt;/code&amp;gt; (or press &amp;lt;code&amp;gt;CTRL&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;I&amp;lt;/code&amp;gt;) menu. You can edit how all the instruments sound (including percussions). Distortion guitar not distorted enough? No problem. Pad not airy enough for you? Bass drum not punchy enough, or the hi-hat not sharp enough for you? No problems there. See the help menus for the specifics of how the patch parameters are edited.&lt;br /&gt;
&lt;br /&gt;
When Mr. M does this, he makes a patch set for each specific song. When you close the instrument editor, you are prompted to save changes. Do so, and save the &amp;lt;tt&amp;gt;.OP2&amp;lt;/tt&amp;gt; file that is generated as something other than &amp;lt;tt&amp;gt;GENMIDI.OP2&amp;lt;/tt&amp;gt;. Keep the original &amp;lt;tt&amp;gt;GENMIDI.OP2&amp;lt;/tt&amp;gt; file as a base set. &lt;br /&gt;
&lt;br /&gt;
After you&#039;ve tweaked the patches to your liking and saved your new &amp;lt;tt&amp;gt;.OP2&amp;lt;/tt&amp;gt; file, stop any playback of the song you&#039;re previewing. Under &amp;lt;code&amp;gt;OPTIONS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;OP2 File&amp;lt;/code&amp;gt; you can choose the &amp;lt;code&amp;gt;OP2&amp;lt;/code&amp;gt; file that has the modded patches you created. Press &amp;lt;code&amp;gt;play&amp;lt;/code&amp;gt; and listen to your new instruments!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: After editing an .OP2 file/patch set, you MUST stop and re-start playback in IMF Creator of your song for the changes to take effect.&lt;br /&gt;
&lt;br /&gt;
===Converting to IMF===&lt;br /&gt;
&lt;br /&gt;
====MIDI2IMF====&lt;br /&gt;
Use &amp;lt;tt&amp;gt;MIDI2IMF&amp;lt;/tt&amp;gt; to convert a MIDI track to the IMF format. To do this simply drag and drop your MIDI file onto &amp;lt;tt&amp;gt;&#039;&#039;&#039;mid2imf.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and it will output a converted IMF version of the file. &lt;br /&gt;
&lt;br /&gt;
You can also create a batch file to include the various conversion options that &amp;lt;tt&amp;gt;MIDI2IMF&amp;lt;/tt&amp;gt; is capable of using. These options are beyond the scope of this tutorial and can be found within the program&#039;s readme.&lt;br /&gt;
&lt;br /&gt;
====IMFCreator====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt; is another program for converting MIDI songs to IMF. It also allows you to preview how the song will sound in the IMF format.&lt;br /&gt;
&lt;br /&gt;
To convert a MIDI, simply load it into &amp;lt;tt&amp;gt;IMFCreator&amp;lt;/tt&amp;gt; and click &amp;lt;code&amp;gt;Convert to IMF&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== IMF Optimization ====&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;tt&amp;gt;IMFCrush&amp;lt;/tt&amp;gt; to optimize your IMF track&#039;s size for memory usage purposes in-game. To run, you will need to create and run (not in DOSBox) a batch file with the following:&lt;br /&gt;
&lt;br /&gt;
 imfcrush.exe &amp;lt;the original imf file name&amp;gt; &amp;lt;the optimized imf file name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of this might look like:&lt;br /&gt;
&lt;br /&gt;
 imfcrush.exe song.imf optimized_song.imf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;IMFCrush&amp;lt;/tt&amp;gt;, allows for options in the optimization process, however these are beyond the scope of this tutorial. The options can be found in the program&#039;s readme.&lt;br /&gt;
&lt;br /&gt;
==== IMF Playback ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;IMF Player&amp;lt;/tt&amp;gt; can be used to listen to your IMF song tracks. To use this program, you&#039;ll want to copy your IMF formatted songs in the same folder as &amp;lt;tt&amp;gt;&#039;&#039;&#039;imfplay.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. Then drag and drop &amp;lt;tt&amp;gt;&#039;&#039;&#039;imfplay.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; onto DOSBox to get it started. In the DOSBox command line, type:&lt;br /&gt;
&lt;br /&gt;
 imfplay.exe &amp;lt;your song&amp;gt;.imf 560&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: 560 is the rate used by Keen Galaxy songs. &lt;br /&gt;
&lt;br /&gt;
=== Importing Music ===&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve created a song, converted to IMF, and optimized it with &amp;lt;tt&amp;gt;IMFCrush&amp;lt;/tt&amp;gt;, you&#039;ll want to swap it into your mod.  To do so you&#039;ll first need to locate an original music file you want to replace in the &amp;lt;tt&amp;gt;&amp;quot;AUDIO&amp;quot;&amp;lt;/tt&amp;gt; folder of your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. For Keen 4, these range from &amp;lt;tt&amp;gt;&#039;&#039;&#039;sound156.IMF&#039;&#039;&#039;&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;&#039;&#039;&#039;sound161.IMF&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. Then, simply rename your song to the same file and copy over the original.&lt;br /&gt;
&lt;br /&gt;
Once your new song is in place, open &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; and, with your project open, go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;. Select your &amp;lt;tt&amp;gt;&#039;&#039;&#039;audio.asnds&#039;&#039;&#039;&amp;lt;/tt&amp;gt; file. &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; should inform your that an import was successful.&lt;br /&gt;
&lt;br /&gt;
== Sound Effects ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; is used for PC speaker and Adlib sound composition.&lt;br /&gt;
&lt;br /&gt;
=== WDC Setup === &lt;br /&gt;
&lt;br /&gt;
Begin by installing &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; to your tools folder.  Once this is complete, go to the &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; folder and create three new folders inside: &amp;lt;tt&amp;gt;&amp;quot;Keen4input&amp;quot;&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;&amp;quot;Keen4output&amp;quot;&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;&amp;quot;KeenSounds&amp;quot;&amp;lt;/tt&amp;gt;.  You should then copy a clean version of Keen 4 into the &amp;lt;tt&amp;gt;&amp;quot;Keen4input&amp;quot;&amp;lt;/tt&amp;gt; folder, specifically the files: &amp;lt;tt&amp;gt;&#039;&#039;&#039;Audio.ck4&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;&#039;&#039;&#039;Egagraph.ck4&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;&#039;&#039;&#039;Gamemaps.ck4&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;&#039;&#039;&#039;Keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure this version of the &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4e.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt; has NOT been unlzexed.&lt;br /&gt;
&lt;br /&gt;
Now run &amp;lt;tt&amp;gt;&#039;&#039;&#039;WDC.exe&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  After it loads, go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; then &amp;lt;code&amp;gt;New Project&amp;lt;/code&amp;gt;.  &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then ask you to name the project and save the project file; name it &amp;lt;tt&amp;gt;&#039;&#039;&#039;keen4project&#039;&#039;&#039;&amp;lt;/tt&amp;gt; and save it to you &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then bring up a window with several options.  Under &amp;lt;code&amp;gt;Base Data Folder&amp;lt;/code&amp;gt; select your folder &amp;lt;tt&amp;gt;&amp;quot;keen4input&amp;quot;&amp;lt;/tt&amp;gt;.  You will then get a &amp;lt;tt&amp;gt;no map code file&amp;lt;/tt&amp;gt; alert.  When this occurs, select &amp;lt;code&amp;gt;User Other&amp;lt;/code&amp;gt; and then select &amp;lt;code&amp;gt;blank.wmc&amp;lt;/code&amp;gt;.  Under &amp;lt;code&amp;gt;Output Folder&amp;lt;/code&amp;gt; select your folder &amp;lt;tt&amp;gt;&amp;quot;keen4output&amp;quot;&amp;lt;/tt&amp;gt;.  On the left side you will see a small menu, select &amp;lt;code&amp;gt;Other Options&amp;lt;/code&amp;gt; and then check the box for &amp;lt;code&amp;gt;Use Tile16s for maps, if they exist&amp;lt;/code&amp;gt;. Press &amp;lt;code&amp;gt;OK&amp;lt;/code&amp;gt; to save your project settings.&lt;br /&gt;
&lt;br /&gt;
=== Using WDC ===&lt;br /&gt;
&lt;br /&gt;
You should now see the Keen 4 world map.  Go to &amp;lt;code&amp;gt;View&amp;lt;/code&amp;gt; and select either &amp;lt;code&amp;gt;PC Sounds&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Adlib Sounds&amp;lt;/code&amp;gt;. Adlib sounds are recommended as a starting point, since they are what most players will use and hear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then load the list of sounds for that category.  You can sample each sound by clicking it.  Playback controls are located in the upper right.  To edit a sound, click the small hammer icon in the lower right.  &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then ask you where you want to save the file.  Navigate to your &amp;lt;tt&amp;gt;&amp;quot;keensounds&amp;quot;&amp;lt;/tt&amp;gt; folder.  Name the sound in such a way that you can remember what it is: &amp;quot;slugslime&amp;quot;, &amp;quot;jump&amp;quot;, &amp;quot;item&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; will then load it&#039;s sound editor, which is different for different sound formats (PC speaker vs Adlib).  &lt;br /&gt;
&lt;br /&gt;
==== Adlib Sounds ====&lt;br /&gt;
&lt;br /&gt;
For Adlib sounds, there are various tabs for effecting how the sound is played, and the main area allows you to use your mouse to &#039;draw&#039; the sound.  Sound editing is a complex task and the only real advice I can offer is to just play around in the editor and save sounds that you find good or interesting. Modifying the octave and waveform of a sound in particular can have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: The priority of a sound tells the game which sound has priority to play since only one sound can be played at a time. Values can be from 00 to 99 with the higher numbers being higher priority.&lt;br /&gt;
&lt;br /&gt;
==== PC Speaker Sounds ====&lt;br /&gt;
&lt;br /&gt;
For PC speaker sounds, the editor has one main area to &#039;draw&#039; the sound. From &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt; you can move the drawn sound &#039;up&#039; or &#039;down&#039; which changes the pitch of the sound.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039;: A quick trick for creating PC speaker sounds that match your created Adlib sounds is to go to &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; and then &amp;lt;code&amp;gt;Import Adlib to PC Sound&amp;lt;/code&amp;gt;. This will convert an existing Adlib sound to PC speaker sound (although you may still want to tweak the sound after conversion).&lt;br /&gt;
&lt;br /&gt;
=== Importing Sounds ===&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve saved some sounds with WDC, you&#039;ll want to swap these into your mod.  To do so you&#039;ll first need to locate the original sound file you want to replace in the &amp;lt;tt&amp;gt;&amp;quot;AUDIO&amp;quot;&amp;lt;/tt&amp;gt; folder of your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder. You can do this by finding the number of the sound you want to replace in &amp;lt;tt&amp;gt;WDC&amp;lt;/tt&amp;gt; and then locating the corresponding number in the &amp;lt;tt&amp;gt;&amp;quot;AUDIO&amp;quot;&amp;lt;/tt&amp;gt; folder.  &lt;br /&gt;
&lt;br /&gt;
When you&#039;ve located the original sound you want to swap out, copy it&#039;s name to your new sound and then replace the file.  Then, open &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; and, with your project open, go to &amp;lt;code&amp;gt;Edit&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Audio&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;Import&amp;lt;/code&amp;gt;. Select your &amp;lt;tt&amp;gt;&#039;&#039;&#039;audio.asnds&#039;&#039;&#039;&amp;lt;/tt&amp;gt; file. &amp;lt;tt&amp;gt;Abiathar&amp;lt;/tt&amp;gt; should inform your that an import was successful.&lt;br /&gt;
&lt;br /&gt;
= Loading Window =&lt;br /&gt;
[[Image:Keenscr.png|thumb|320px|TheDraw editing the loading screens.]]&lt;br /&gt;
[[Image:Thedrawk4.png|thumb|320px|TheDraw editing the final Keen 4 screen.]]&lt;br /&gt;
The DOS loading and closing windows are modified with &amp;lt;tt&amp;gt;KeenScr&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;TheDraw&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To begin, go to your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder and look for the file &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_ansi_endgame.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.  Copy this to your &amp;lt;tt&amp;gt;&amp;quot;keenscr&amp;quot;&amp;lt;/tt&amp;gt; folder in &amp;lt;tt&amp;gt;&amp;quot;Tools&amp;quot;&amp;lt;/tt&amp;gt; and then rename it to &amp;lt;tt&amp;gt;&#039;&#039;&#039;4msc0000.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Load &amp;lt;tt&amp;gt;&#039;&#039;&#039;KEENSCR.EXE&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into DOSBox and then type either: &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;code&amp;gt;keenscr 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;keenscr load&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TheDraw will then start with either the DOS exit screen or the loading graphic loaded. &lt;br /&gt;
&lt;br /&gt;
== Using TheDraw ==&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt; to display the help screen with all the commands that TheDraw supports; however, its basic use is extremely simple. Use the arrow keys or mouse to select where you want to enter text, then type it in. By default, it uses bright white color over black color; you can copy a color straight from the screen by placing the cursor over any character and pressing &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;U&amp;lt;/code&amp;gt;, and it will use that color as you type. &lt;br /&gt;
&lt;br /&gt;
You can use &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; to enter drawing mode, where you can use the cursor keys or the mouse to draw on the screen; you should enable Draw mode with the cursor in the place where you want to start drawing, as it will start immediately. &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;F1&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt; will give you different line styles for Draw mode. &lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
&lt;br /&gt;
Once you are done editing the screen, you can save it by pressing &amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;+&amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;. TheDraw will ask which format to save it in; press &amp;lt;code&amp;gt;B&amp;lt;/code&amp;gt; to select Binary, and enter the filename &amp;lt;tt&amp;gt;&#039;&#039;&#039;keenscr.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt;. It&#039;s important that you keep this filename (overwriting the existing one).  After you exit TheDraw and KeenScr notifies you that the file has been updated.  &lt;br /&gt;
&lt;br /&gt;
== Importing ==&lt;br /&gt;
&lt;br /&gt;
After saving, you must then copy &amp;lt;tt&amp;gt;&#039;&#039;&#039;4msc0000.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt; back into your &amp;lt;tt&amp;gt;&amp;quot;EGA&amp;quot;&amp;lt;/tt&amp;gt; folder.  Rename &amp;lt;tt&amp;gt;&#039;&#039;&#039;4msc0000.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt; back to &amp;lt;tt&amp;gt;&#039;&#039;&#039;ck4_ansi_endgame.bin&#039;&#039;&#039;&amp;lt;/tt&amp;gt;, then import using &amp;lt;tt&amp;gt;uGrab&amp;lt;/tt&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
You must also copy &amp;lt;tt&amp;gt;&#039;&#039;&#039;CK4LOAD.BIN&#039;&#039;&#039;&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;&amp;quot;Keen4mod&amp;quot;&amp;lt;/tt&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Edit your patch file to include the patch for the respective episode:&lt;br /&gt;
&lt;br /&gt;
 %patchfile $1fe47 ck4load.bin&lt;br /&gt;
  &lt;br /&gt;
 %patchfile $20cd7 ck5load.bin&lt;br /&gt;
  &lt;br /&gt;
 %patchfile $1fca7 ck6load.bin&lt;br /&gt;
&lt;br /&gt;
= Credits For This Tutorial =&lt;br /&gt;
* Written and Assembled by [[User:Ceilick|Ceilick]]&lt;br /&gt;
* Revised by [[User:Nisaba|Nisaba]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* Selections of [[User:Levellass|Levellass&#039;]] [[TED5|TED5 Tutorial]]&lt;br /&gt;
* Selections of [[User:Adurdin|Andrew Durdin&#039;s]] [https://www.dosclassics.com/ckn/newsletter/issues/2002-03-01.txt|TED5 Tutorial]&lt;br /&gt;
* Selections of [[User:CK Guy|CK Guy&#039;s]] ck456tli readme&lt;br /&gt;
* Selections of [[User:Mink|Mink&#039;s]] The Omegamatic readme&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* Selections of [[User:Leandrotlz|Leandrotlz&#039;s]] [[TheDraw|The Draw/Keenscr tutorial]]&lt;br /&gt;
* [[User:Mr.M|_mr_m_&#039;s]] IMF guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Commander_Keen_Scores&amp;diff=51141</id>
		<title>Commander Keen Scores</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Commander_Keen_Scores&amp;diff=51141"/>
		<updated>2025-07-28T07:24:13Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Created stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Tool Infobox|{{{1|}}}&lt;br /&gt;
 | TitleImage =&lt;br /&gt;
 | InitialDeveloper = &lt;br /&gt;
 | Developers = [[User:KeenRush|KeenRush]]&lt;br /&gt;
 | InitialRelease = 2004-07-15&lt;br /&gt;
 | Status = Finished&lt;br /&gt;
 | ProgrammingLanguage = &lt;br /&gt;
 | Platform = Windows XP, 7-10&lt;br /&gt;
 | License = &lt;br /&gt;
 | Type = Text Editor&lt;br /&gt;
 | Engine = Keen:Vorticons&lt;br /&gt;
 | Homepage = &lt;br /&gt;
 | Discussion = [https://keenmodding.org/viewtopic.php?f=20&amp;amp;t=327 K:M Discussion Thread]&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/tools/t.ckscores.keenrush.v1.0.2004-07-15.zip&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Commander Keen Scores&#039;&#039;&#039; is a tool written by [[User:KeenRush|KeenRush]] that creates and edits high score files for [[Invasion of the Vorticons|Keen: Vorticons]]. It allows the user to enter or modify the names, scores, ship parts, and cities saved as seen in the high scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Modding Tools (Vorticons)]]&lt;br /&gt;
[[Category:Miscellaneous Modding Tools (Vorticons)]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Vorticon_Tools&amp;diff=51140</id>
		<title>Vorticon Tools</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Vorticon_Tools&amp;diff=51140"/>
		<updated>2025-07-28T07:09:48Z</updated>

		<summary type="html">&lt;p&gt;Quillax: /* Story / Game Text Editors */ Added Commander Keen Scores.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Editing ==&lt;br /&gt;
&lt;br /&gt;
This section is organised by category. If an editor supports more than one type of editing, such as level editing and graphics editing, it will be listed under both sections.&lt;br /&gt;
&lt;br /&gt;
=== Level Editors ===&lt;br /&gt;
&lt;br /&gt;
* [[KeenEdit]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS)&amp;lt;/font&amp;gt; level editor developed by Jeremy Haubold in 1996&lt;br /&gt;
* [[KeenWright]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, WINE)&amp;lt;/font&amp;gt; level editor developed by Andrew Durdin in 2000&lt;br /&gt;
* [[Keen MakeOver]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32)&amp;lt;/font&amp;gt; level editor developed by Geoff Sims, Oracle &amp;amp; Flaose in 2001&lt;br /&gt;
* [[iKeen]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32, WINE)&amp;lt;/font&amp;gt; level editor developed by Xtraverse in 2004&lt;br /&gt;
* [[Mindbelt]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32, WINE)&amp;lt;/font&amp;gt; level editor developed by CK Guy in 2007&lt;br /&gt;
* [[akeen]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32, WINE)&amp;lt;/font&amp;gt; level editor developed by KeenRush in 2013&lt;br /&gt;
* [[Levelderp]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Linux)&amp;lt;/font&amp;gt; level editor developed by Commander Spleen in 2016&lt;br /&gt;
&lt;br /&gt;
=== Graphics Editors ===&lt;br /&gt;
&lt;br /&gt;
* [[ModKeen]]/[[ModLatch]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, Source Code)&amp;lt;/font&amp;gt;, [[ModKeen#Unofficial_Linux_Fork|LModKeen]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Linux Port)&amp;lt;/font&amp;gt; for extracting and re-importing graphics&lt;br /&gt;
* [[Keengraph]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, Win32, WINE)&amp;lt;/font&amp;gt; for extracting and reimporting graphics&lt;br /&gt;
&lt;br /&gt;
=== Sound Editors ===&lt;br /&gt;
&lt;br /&gt;
* [[KeenFX]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, Source Code)&amp;lt;/font&amp;gt; PC Speaker sound editor &lt;br /&gt;
* [[KeenWave]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, compiled Linux binary)&amp;lt;/font&amp;gt; program to import\export sounds and music, currently a beta, comes with an Adlib sound player&lt;br /&gt;
* [[MIRRORSND]] reverses the sounds&lt;br /&gt;
&lt;br /&gt;
=== Music Editors ===&lt;br /&gt;
&lt;br /&gt;
* [[TSRMusic]] allows Vorticons mods to have IMF music works with:&lt;br /&gt;
* [http://adplug.sourceforge.net AdPlug] – standalone DOS program and a Winamp/XMMS plugin for playing Keen&#039;s IMF music&lt;br /&gt;
* [[IMF Player]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, Source Code)&amp;lt;/font&amp;gt; as the name suggest: an IMF Player&lt;br /&gt;
* [[IMF2WAV]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, Win32, Source Code)&amp;lt;/font&amp;gt; converts any IMF file to Wave format&lt;br /&gt;
* [[IMF2MIDI]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, Win32)&amp;lt;/font&amp;gt; converts IMF songs into MIDI files&lt;br /&gt;
* [[MIDI2IMF]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(CLI)&amp;lt;/font&amp;gt; converts MIDI songs into IMF files&lt;br /&gt;
* [[DRO2MIDI]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(CLI, Source Code)&amp;lt;/font&amp;gt; improved program based on IMF2MIDI&lt;br /&gt;
* [[DRO2IMF]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS)&amp;lt;/font&amp;gt; converts DRO files to IMF files&lt;br /&gt;
* [[IMF Creator]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(CLI, Source Code)&amp;lt;/font&amp;gt; converts MIDI songs into IMF files&lt;br /&gt;
* [[IMFCrush]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(CLI, Source Code)&amp;lt;/font&amp;gt; reduces the file size + converts IMF songs to a different rate and/or format&lt;br /&gt;
&lt;br /&gt;
=== Story / Game Text Editors ===&lt;br /&gt;
&lt;br /&gt;
* [[Fin2Bmp]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS), Linux Port&amp;lt;/font&amp;gt; now outdated thanks to graphics editors&lt;br /&gt;
* [[Startext]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS)&amp;lt;/font&amp;gt; for making text patches&lt;br /&gt;
* [[The Patchotron‎]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32)&amp;lt;/font&amp;gt; for editing some basic patches&lt;br /&gt;
* [[The Neural Stunner]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32)&amp;lt;/font&amp;gt; for editing some basic patches&lt;br /&gt;
* [[K-Screener]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32)&amp;lt;/font&amp;gt; for editing the final text screen&lt;br /&gt;
* [[TheDraw]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS)&amp;lt;/font&amp;gt; for editing the final text screen&lt;br /&gt;
* [[Commander Keen Scores]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32)&amp;lt;/font&amp;gt; for editing high score entries&lt;br /&gt;
&lt;br /&gt;
=== Patching tools ===&lt;br /&gt;
&lt;br /&gt;
* [[CKPatch]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS)&amp;lt;/font&amp;gt; for patching the executable files&lt;br /&gt;
* [[UNLZEXE]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32, CLI)&amp;lt;/font&amp;gt; needed to decompress the executable files&lt;br /&gt;
* [[UNP]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS)&amp;lt;/font&amp;gt; needed to decompress the executable files&lt;br /&gt;
&lt;br /&gt;
=== Other editors and editing tools ===&lt;br /&gt;
&lt;br /&gt;
* [[TileInfo]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32, Source Code)&amp;lt;/font&amp;gt; Used to edit tile properties&lt;br /&gt;
* [[Tileset-Tool]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32, WINE, Linux, Source Code)&amp;lt;/font&amp;gt; Used to edit tile properties and make tilesets for the [[Patch:Vorticons 2|Vorticons 2]] patch&lt;br /&gt;
* [[Ktiledit]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(CLI)&amp;lt;/font&amp;gt; a simple tile(set) graphics editing program&lt;br /&gt;
* [[VorticonView]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32, WINE)&amp;lt;/font&amp;gt; a level viewer for Keen Vorticons&lt;br /&gt;
* [[Random Maze Generator]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(Win32)&amp;lt;/font&amp;gt; creates random maze levels&lt;br /&gt;
* [[Keen 1 Randomiser]] &amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;(DOS, Win32, Linux)&amp;lt;/font&amp;gt; creates a randomized version of [[Keen 1]]&lt;br /&gt;
&lt;br /&gt;
== Modding Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Keen Vorticons Modding Tutorial (patch based)]]&lt;br /&gt;
&lt;br /&gt;
* [[Patching Tutorial]]&lt;br /&gt;
&lt;br /&gt;
* [[Keen in Windows|Setting up Windows for DOS applications]]&lt;br /&gt;
* [[Keen in Linux|Setting up Linux for DOS applications]]&lt;br /&gt;
&lt;br /&gt;
== OS Compatible ==&lt;br /&gt;
&lt;br /&gt;
Most of the above listed tools are written for [[wikipedia:MS-DOS|MS-DOS]] or [[wikipedia:Microsoft Windows|Windows]] based systems. The bracketed ancillary information show for which operating system ([[wikipedia:Operating system|OS]]) these tools are meant to be. To run these applications one could use the native system they are based on. Alternatively there are ways of emulating the needed OS. For eg. MS-DOS based tools can be run via [[wikipedia:DOSBox|DOSBox]]. &lt;br /&gt;
&lt;br /&gt;
For Linux users (Mac-OS?) the usability differs for each application. Those might be either compatible, portable or provide another ability to run them like compiling the source code on a Linux based system. The following footer texts explain the needed requirements:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CLI&#039;&#039;&#039;: Tool is command line based.&lt;br /&gt;
* &#039;&#039;&#039;DOS&#039;&#039;&#039;: Tool is originally written for a MS-DOS environment and can be emulated by using [[Keen in Linux|DOSBox]].&lt;br /&gt;
* &#039;&#039;&#039;Port&#039;&#039;&#039;: A Linux port for this Tool exists.&lt;br /&gt;
* &#039;&#039;&#039;Source Code&#039;&#039;&#039;: The source-code is available within the download package and can be compiled.&lt;br /&gt;
* &#039;&#039;&#039;Win32&#039;&#039;&#039;: Tool is native Windows tool. It might be compatible with WINE.&lt;br /&gt;
* &#039;&#039;&#039;WINE&#039;&#039;&#039;: Tool is a standalone application which just needs the WINE program starter to work properly.&lt;br /&gt;
&lt;br /&gt;
Alternative one could use a Virtual machine to simply emulate the needed Operating System. There are several options to choose from. The most popular might be [[wikipedia:Virtual Box|Virtual-Box]], [[wikipedia:VMware Workstation|VMware Workstation]] or [[wikipedia:QEMU|QEMU]].&lt;br /&gt;
&lt;br /&gt;
== Game Information ==&lt;br /&gt;
&lt;br /&gt;
* For details on the file formats used by the games, see the [[ModdingWiki:Commander Keen 1-3|Commander Keen 1–3]] section on the ModdingWiki.&lt;br /&gt;
* There is a [[:Category:Patches|list of patches]] that can be incorporated into mods to change the game&#039;s behavior.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Galaxy Tools]]&lt;br /&gt;
* [[Other Tools]] (non-Vorticons/Galaxy)&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Markeen&amp;diff=51139</id>
		<title>Markeen</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Markeen&amp;diff=51139"/>
		<updated>2025-07-28T06:49:45Z</updated>

		<summary type="html">&lt;p&gt;Quillax: /* See Also */ Added link to Fleex &amp;amp; Markeen&amp;#039;s Keen 5 Level Pack.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Tool Infobox|{{{1|}}}&lt;br /&gt;
 | TitleImage = &lt;br /&gt;
 | InitialDeveloper = &lt;br /&gt;
 | Developers = [[User:Fleexy|Fleexy (Ben Nordick)]]&lt;br /&gt;
 | InitialRelease =  2016-08-23&lt;br /&gt;
 | LatestUpdate = 2017-03-14&lt;br /&gt;
 | Status = Finished&lt;br /&gt;
 | ProgrammingLanguage = &lt;br /&gt;
 | Platform = CLI&lt;br /&gt;
 | License = &lt;br /&gt;
 | Type = Other&lt;br /&gt;
 | Engine = Keen:Galaxy&lt;br /&gt;
 | Homepage = https://abiathar.keenmodding.org&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=3713 PCKF Discussion Thread]&lt;br /&gt;
 | LatestDownloadURL = https://abiathar.keenmodding.org/Markeen.exe&lt;br /&gt;
 | Download = [https://s3-us-west-2.amazonaws.com/abiathar/Markeen.exe Old Version]&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Markeen]] is a tool written by [[User:Fleexy|Fleexy]] that randomly generates Keen Galaxy levels. It only generates the foreground layer, so the background and infoplane are up to you! You will have to polish the foreground layer and fix many errors to make an actually functional level.&lt;br /&gt;
&lt;br /&gt;
== Usage==&lt;br /&gt;
First, open [[Abiathar]], and start a project for any Keen:Galaxy game. (I will use Keen 5 for an example, but the procedure is the same for all 3 games.) Start a Keen 5 project, load the original level files, and leave everything else the same. Then, save the project as anything, then close Abiathar, and delete the .adeps file; we don&#039;t need that anymore.&lt;br /&gt;
&lt;br /&gt;
Then, move your GAMEMAPS, MAPHEAD, Markeen, and FMod.dll (Comes with Abiathar) to a separate folder titled Markeen. Now open the command prompt and navigate to your Markeen folder. Then type:&lt;br /&gt;
&lt;br /&gt;
 markeen profile keenX.mkp 2 GAMEMAPS.CKX MAPHEAD.CKX&lt;br /&gt;
&lt;br /&gt;
(Note that X stands for the episode number.)&lt;br /&gt;
&lt;br /&gt;
There should be a short pause, and then type:&lt;br /&gt;
&lt;br /&gt;
 markeen generate keenX.mkp 20 OUTMAPS.CKX OUTHEAD.CKX&lt;br /&gt;
&lt;br /&gt;
(Note that X stands for the episode number, and 20 is the number of levels that can be changed.)&lt;br /&gt;
&lt;br /&gt;
Generating that levels can take a bit. (Normally around 15 seconds for 20 levels, and about 120 for 100 levels.) Once it&#039;s done, start a new Abiathar project and select your OUTMAPS and OUTHEAD files. You will need to make your own worldmap level or export it with Abiathar&#039;s Export/Import feature. Now you can view your randomly generated levels!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Abiathar]] - Needed for matching GAMEMAPS and MAPHEAD files&lt;br /&gt;
*[[Fleex &amp;amp; Markeen&#039;s Keen 5 Level Pack]] - Levelpack with Markeen used to generate the levels, followed by modifications from [[User:Fleexy|Fleexy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding Tools (Galaxy)]]&lt;br /&gt;
[[Category:Miscellaneous Modding Tools (Galaxy)]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Fleex_%26_Markeen%27s_Keen_5_Level_Pack&amp;diff=51138</id>
		<title>Fleex &amp; Markeen&#039;s Keen 5 Level Pack</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Fleex_%26_Markeen%27s_Keen_5_Level_Pack&amp;diff=51138"/>
		<updated>2025-07-28T06:41:04Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Not a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
| Episode = 5&lt;br /&gt;
| Authors = [[User:Fleexy|Fleexy]]&lt;br /&gt;
| Status = Complete&lt;br /&gt;
| ReleaseDate =  2022-01-01&lt;br /&gt;
| LatestUpdate = 2022-03-14&lt;br /&gt;
| Discussion = [https://pckf.com/viewtopic.php?t=12694 PCKF]&lt;br /&gt;
| Homepage = &lt;br /&gt;
| Levels = 12 &lt;br /&gt;
| SecretLevels = 0&lt;br /&gt;
| NewGameplay = No&lt;br /&gt;
| NewGfx = No&lt;br /&gt;
| NewLevels = Yes&lt;br /&gt;
| NewSfx = No&lt;br /&gt;
| NewMusic = No&lt;br /&gt;
| LatestDownloadURL = https://files.shikadi.net/keenwiki/Packs/Keen5/l.fleex_&amp;amp;_markeen%27s_keen_5_level_pack_v.1.1.k5.2022-03-14.zip&lt;br /&gt;
| Download = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Fleex &amp;amp; Markeen&#039;s Keen 5 Level Pack&#039;&#039;&#039; is a levelpack created by [[user:Fleexy|Fleex]]. This mod is notable for being based on a tool called [[Markeen]], also by Fleex, which automatically generates random level map structures. Based on the [[Keen_5_Levels|Keen 5 originals]] these raw generated levels have only the foreground layer populated. These levels were then made playable and visually reasonable by Fleex. Care was taken to adhere to the artificially generated specifications as far as possible. &lt;br /&gt;
&lt;br /&gt;
Routing &amp;amp; Remote Access (Level 10) was featured in [[O-Mega-Matic]], where it was modified and enlarged to fit the size requirement.&lt;br /&gt;
&lt;br /&gt;
== Example of a randomly generated structure by Markeen ==&lt;br /&gt;
The first level map, as seen below, shows the original output of Markeen. The second image represents the finished level design polished by Fleex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=380px heights=100px&amp;gt;&lt;br /&gt;
File:Fleex &amp;amp; Markeen&#039;s Keen 5 Level Pack - Level 01 alpha.png | Original output of Markeen&lt;br /&gt;
File:Fleex &amp;amp; Markeen&#039;s Keen 5 Level Pack - Level 01.png | Overhauled update by Fleex&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
&lt;br /&gt;
*Utilities used: [[Abiathar]], [[CKPatch]], [[Markeen]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_07.png&amp;diff=51137</id>
		<title>File:O-Mega-Matic - Level 07.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_07.png&amp;diff=51137"/>
		<updated>2025-07-28T06:34:46Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax moved page File:O-Mega-Matic - Level 7.png to File:O-Mega-Matic - Level 07.png without leaving a redirect: Standardized numbering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelImage&lt;br /&gt;
 | Game = O-Mega-Matic&lt;br /&gt;
 | LevelTitle = Tunnel Cranmore&lt;br /&gt;
 | LevelNumber = 7&lt;br /&gt;
 | EntryText = Keen steps into Tunnel Cranmore&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 214,800&lt;br /&gt;
 | AmmoPacks = 7&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_05.png&amp;diff=51136</id>
		<title>File:O-Mega-Matic - Level 05.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_05.png&amp;diff=51136"/>
		<updated>2025-07-28T06:33:17Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax moved page File:O-Mega-Matic - Level 5.png to File:O-Mega-Matic - Level 05.png without leaving a redirect: Standardized numbering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelImage&lt;br /&gt;
 | Game = O-Mega-Matic&lt;br /&gt;
 | LevelTitle = Defense Tunnel Aqaxz&lt;br /&gt;
 | LevelNumber = 5&lt;br /&gt;
 | EntryText = Keen pushes through Defense Tunnel Aqaxz&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 146,900&lt;br /&gt;
 | AmmoPacks = 9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_04.png&amp;diff=51135</id>
		<title>File:O-Mega-Matic - Level 04.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_04.png&amp;diff=51135"/>
		<updated>2025-07-28T06:33:01Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax moved page File:O-Mega-Matic - Level 4.png to File:O-Mega-Matic - Level 04.png without leaving a redirect: Standardized numbering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelImage&lt;br /&gt;
 | Game = O-Mega-Matic&lt;br /&gt;
 | LevelTitle = BrainStorm System&lt;br /&gt;
 | LevelNumber = 4&lt;br /&gt;
 | EntryText = Keen pwns the BrainStorm System&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 765,000&lt;br /&gt;
 | AmmoPacks = 6&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_03.png&amp;diff=51134</id>
		<title>File:O-Mega-Matic - Level 03.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_03.png&amp;diff=51134"/>
		<updated>2025-07-28T06:32:46Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax moved page File:O-Mega-Matic - Level 3.png to File:O-Mega-Matic - Level 03.png without leaving a redirect: Standardized numbering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelImage&lt;br /&gt;
 | Game = O-Mega-Matic&lt;br /&gt;
 | LevelTitle = Red Zone&lt;br /&gt;
 | LevelNumber = 3&lt;br /&gt;
 | EntryText = Keen blazes through the Red Zone&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 258,900&lt;br /&gt;
 | AmmoPacks = 6&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_02.png&amp;diff=51133</id>
		<title>File:O-Mega-Matic - Level 02.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_02.png&amp;diff=51133"/>
		<updated>2025-07-28T06:32:26Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax moved page File:O-Mega-Matic - Level 2.png to File:O-Mega-Matic - Level 02.png without leaving a redirect: Standardized numbering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelImage&lt;br /&gt;
 | Game = O-Mega-Matic&lt;br /&gt;
 | LevelTitle = System Control&lt;br /&gt;
 | LevelNumber = 2&lt;br /&gt;
 | EntryText = Keen disarms and disables System Control&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 130,900&lt;br /&gt;
 | AmmoPacks = 7&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_01.png&amp;diff=51132</id>
		<title>File:O-Mega-Matic - Level 01.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_01.png&amp;diff=51132"/>
		<updated>2025-07-28T06:32:08Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax moved page File:O-Mega-Matic - Level 1.png to File:O-Mega-Matic - Level 01.png without leaving a redirect: Standardized numbering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelImage&lt;br /&gt;
 | Game = O-Mega-Matic&lt;br /&gt;
 | LevelTitle = Mega Entry&lt;br /&gt;
 | LevelNumber = 1&lt;br /&gt;
 | EntryText = Keen makes a Mega Entry&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 155,900&lt;br /&gt;
 | AmmoPacks = 12&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_00.png&amp;diff=51131</id>
		<title>File:O-Mega-Matic - Level 00.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_00.png&amp;diff=51131"/>
		<updated>2025-07-28T06:31:53Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax moved page File:O-Mega-Matic - Level 0.png to File:O-Mega-Matic - Level 00.png without leaving a redirect: Standardized numbering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelImage&lt;br /&gt;
 | Game = O-Mega-Matic&lt;br /&gt;
 | LevelTitle = O-Mega-Matic&lt;br /&gt;
 | LevelNumber = 0&lt;br /&gt;
 | EntryText = Keen meanders o&#039;er the O-Mega-Matic&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 0&lt;br /&gt;
 | AmmoPacks = 0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_06.png&amp;diff=51130</id>
		<title>File:O-Mega-Matic - Level 06.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:O-Mega-Matic_-_Level_06.png&amp;diff=51130"/>
		<updated>2025-07-28T06:30:38Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax moved page File:O-Mega-Matic - Level 6.png to File:O-Mega-Matic - Level 06.png without leaving a redirect: Actually, this is how the level numbering is done in KeenWiki (always double-digits; keeps the order correct when viewing categories).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LevelImage&lt;br /&gt;
 | Game = O-Mega-Matic&lt;br /&gt;
 | LevelTitle = Armageddon Fortress&lt;br /&gt;
 | LevelNumber = 6&lt;br /&gt;
 | EntryText = Keen attacks the Armageddon Fortress&lt;br /&gt;
 | Required = Yes&lt;br /&gt;
 | Points = 241,800&lt;br /&gt;
 | AmmoPacks = 8&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
New version&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=The_Alphamatic&amp;diff=51129</id>
		<title>The Alphamatic</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=The_Alphamatic&amp;diff=51129"/>
		<updated>2025-07-28T06:20:46Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Added Actors section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | Episode = 5&lt;br /&gt;
 | Authors = [[User:Gridlock|Gridlock]]&lt;br /&gt;
 | Discussion = PCKF: [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4086 release thread]&lt;br /&gt;
 | ReleaseDate = 2017-07-04&lt;br /&gt;
 | LatestUpdate = 2021-03-14&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | Levels = 24&lt;br /&gt;
 | SecretLevels = 4&lt;br /&gt;
 | NewGameplay = No&lt;br /&gt;
 | NewGfx = Some&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = Yes&lt;br /&gt;
 | NewMusic = Yes&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/mods/Keen5/m.gridlock.the_alphamatic_v2.0.k5.2021-03-14.zip&lt;br /&gt;
 | LatestVersion = v.2.0&lt;br /&gt;
 | Download = [https://files.shikadi.net/keenwiki/mods/Keen5/m.gridlock.the_alphamatic_v1.0.k5.2017-07-04.zip v.1.0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alphamatic&#039;&#039;&#039; is a [[Keen 5]] [[mod]] released on the &#039;&#039;Fourth of July&#039;&#039; 2017 by [[User:Gridlock|Gridlock]]. This mod is an [[Atroxian Realm]] sequel. Version 2.0 with 4 extra levels titled Marooned over Mars was released on [[Keen Day]] 2021.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The story continues where Atroxian Realm left off. Keen faces a bigger and even deadlier Armageddon Machine as seen in [[Keen 5]]. This time he must save the galaxy from VitaCorp and unravel the mystery of the Atroxians.&lt;br /&gt;
&lt;br /&gt;
== Actors ==&lt;br /&gt;
&lt;br /&gt;
All actors from the original game return, except for [[Slicestar]]s and [[Spirogrip]]s, the former of which are replaced, as shown below.&lt;br /&gt;
&lt;br /&gt;
{{ModActorList}}&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
* Creator: [[User:Gridlock|Gridlock]]&lt;br /&gt;
* Patching: [[User:Levellass|Levellass]], [[User:Fleexy|Fleexy]]&lt;br /&gt;
* Testing: [[User:Nisaba|Nisaba]], [[User:Fleexy|Fleexy]], Mobiethian, [[User:Levellass|Levellass]], [[User:Lemm|Lemm]]&lt;br /&gt;
* Modified Soundtrack and Additional Music: [[User:Mr.M|Mr.M]], [[User:Gridlock|Gridlock]]&lt;br /&gt;
* VitaCorp logo modifed from [[User:StupidBunny|StupidBunny&#039;s]] original design: [https://pckf.com/viewtopic.php?f=3&amp;amp;t=3118&amp;amp;p=72742&amp;amp;hilit=vitacorp#p72742 original post on pckf]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/Shn0xbWblcY Trailer]&lt;br /&gt;
&lt;br /&gt;
[[Category:Atroxian_Realm]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Galaxy_Mods&amp;diff=51128</id>
		<title>Galaxy Mods</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Galaxy_Mods&amp;diff=51128"/>
		<updated>2025-07-28T06:16:38Z</updated>

		<summary type="html">&lt;p&gt;Quillax: /* Full Level Packs */ Update O-Mega-Matic to v1.1.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &amp;lt;div style=&amp;quot;border: 4px solid red; padding: 1em; margin: 1em; background-color: #FFFFEE;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;This page is being replaced&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Due to the growing number of mods, and the fact that a lot of information is duplicated on this page and the mod pages themselves, it is proposed that this page be split into per-episode lists that are automatically generated from the infoboxes on each mod&#039;s page.  Please see one of the new pages to see what this would look like:&lt;br /&gt;
&lt;br /&gt;
* [[Keen 4 mods]]&lt;br /&gt;
* [[Keen 5 mods]]&lt;br /&gt;
* [[Keen 6 mods]]&lt;br /&gt;
&lt;br /&gt;
Until all the mods are migrated to the new pages, the list below will remain available.&lt;br /&gt;
&lt;br /&gt;
If you can help, please remove mods from the list below once they appear on the new page, and all the information has been taken across correctly (especially release dates.)&lt;br /&gt;
&lt;br /&gt;
To add a new mod to the new list, create a new page for it and put an infobox on it (just copy it from an existing mod&#039;s page and change it accordingly.)&lt;br /&gt;
&amp;lt;/div&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Proposal for an optional usage of both types of lists: &lt;br /&gt;
a) alphabetical &amp;amp; subcategories &lt;br /&gt;
b) per-episode --&amp;gt;&lt;br /&gt;
{{Alert|The downloads for Keen 5 and 6 mods will not include the executable necessary to play the game (they are still not free to distribute).  You will need to put your own executable in the mod directory and unpack it with [[UNLZEXE]] prior to playing for the first time.}}&lt;br /&gt;
&lt;br /&gt;
This is an &#039;&#039;&#039;alphabetical list&#039;&#039;&#039; of all Keen: Galaxy mods, one-level mods and level packs ever made for Keen. It also includes some in-progress mods.&lt;br /&gt;
&lt;br /&gt;
*Please click on the triangles to sort by different categories. i.e. if you click first on &amp;quot;Modder(s)&amp;quot; then on &amp;quot;Mod of&amp;quot;, you will get a list that is sorted by which game was modded, and further sorted by modder name. Refresh the page to reset all sort settings.&lt;br /&gt;
&lt;br /&gt;
*Only the newest version of each mod or level pack is listed in the Download column; additional versions of mods or level packs may be found on their respective wiki pages.&lt;br /&gt;
&lt;br /&gt;
*Dates format: year-month-day (the release date is always for the &#039;&#039;first&#039;&#039; version of the mod, if known)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a &#039;&#039;&#039;pictorial per-episode list&#039;&#039;&#039; choose from the following instead: [[Keen 4 mods]], [[Keen 5 mods]], [[Keen 6 mods]].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
= Mods =&lt;br /&gt;
&lt;br /&gt;
A mod, or modification, is the alteration of content in order to make it operate in a manner different from its original version. They can include new items, modded weapons, characters, enemies, models, tile-sets, levels, music, story lines and game modes. &lt;br /&gt;
&lt;br /&gt;
== Full Mods ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Aliens Ate My Babysitter ...Again]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.ny00123.aliens_ate_my_babysitter_again_v1.5.k6.2024-12-30.zip full v1.5]&lt;br /&gt;
|2009-09-26&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 6&lt;br /&gt;
|19&lt;br /&gt;
|Keen 6 rearranged, color swaps, alternate graphics. [http://ny.duke4.net/files.html Website] [https://pckf.com/viewtopic.php?t=880 Release Thread], [https://pckf.com/viewtopic.php?t=17968 Re-Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Alphamatic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.gridlock.the_alphamatic_v2.0.k5.2021-03-14.zip full v2.0]&lt;br /&gt;
|2017-07-04&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|24&lt;br /&gt;
|An Atroxian Realm sequel. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4086 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Armageddon App]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.55aavenue.the_armageddon_app_v.1.2.k5.2020-05-26.zip full]&lt;br /&gt;
|2020-05-04&lt;br /&gt;
|55Aavenue&lt;br /&gt;
|Keen 5&lt;br /&gt;
|20&lt;br /&gt;
|A Short Circuit Oracle sequel. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6851 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Armageddon Continues]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.alessandro.the_armageddon_continues.k5.2020-06-07.zip full]&lt;br /&gt;
|2020-06-07&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|12&lt;br /&gt;
| [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6979 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Atroxian Realm]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/SourceCode/m.gridlock.atroxian_realm_v.1.4.sc.2020-05-08.zip full v1.4]&lt;br /&gt;
|2016-01-16&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Source Code&lt;br /&gt;
|25&lt;br /&gt;
|First Source-Code Mod. [https://pckf.com/viewtopic.php?t=1812 Discussion Thread], [https://pckf.com/viewtopic.php?t=3536 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Aurora Bliss|Aurora Bliss I]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dave216.aurora_bliss_v.1.2.k4.2023-08-23.zip full v1.2]&lt;br /&gt;
|2022-08-01&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|22&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=13985 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Canmore&#039;s Redemption|Aurora Bliss II: Canmore&#039;s Redemption]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dave216.canmores_redemption_v.1.0.2.k5.2023-07-30.zip v1.0.2] (45MB)&lt;br /&gt;
|2023-06-20&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|An Aurora Bliss sequel. [https://pckf.com/viewtopic.php?t=16501 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Revival of Bliss|Aurora Bliss III: Revival of Bliss]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dave216.revival_of_bliss_v.1.1.k4.2024-06-08.zip full v1.1]&lt;br /&gt;
|2024-05-11&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|38&lt;br /&gt;
|2 playable characters. [https://pckf.com/viewtopic.php?t=17878 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bounty Hunting Brouhaha]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.kohntarkosz_.bounty_hunting_brouhaha_v1.2_unofficial.k4.2024-08-15.zip full v1.2] (unofficial)&lt;br /&gt;
|2019-11-26&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=6172 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen&#039;s Valentine Bash]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.commander_keens_valentine_bash_unofficial.k4.2024-02-14.zip full] (unofficial)&lt;br /&gt;
|2013-01-04&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|20&lt;br /&gt;
|Monster Bash cross-over. [https://pckf.com/viewtopic.php?t=2532 Discussion Thread], [https://pckf.com/viewtopic.php?t=2616 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen X Bio Menace]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/4975825/CKxBM.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.commander_keen_x_bio_menace.k4.2016-02-16.zip full]&lt;br /&gt;
|2016-02-15&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|13&lt;br /&gt;
|A crossover between Keen 4 and Bio Menace 1. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=3571Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Eight Accumulators]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubbatom.the_eight_accumulators.k4.2011-12-13.zip full]&lt;br /&gt;
|2011-12-13&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|Uses new and original tiles. [https://pckf.com/viewtopic.php?t=2042 Discussion Thread], [https://pckf.com/viewtopic.php?t=2171 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode 58 - The Ruin of Roib|Episode 58 - The Ruin of Roib]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bernie.the_ruin_of_roib_v3.4_unofficial.k4.2025-03-04.zip beta v3.4] (unofficial)&lt;br /&gt;
|2013-05-25&lt;br /&gt;
|Bernie&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|Aged Keen. [https://pckf.com/viewtopic.php?t=2786 Discussion Thread], [https://pckf.com/viewtopic.php?t=2791 Re-Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode 59 - Underworld Ultimate!|Episode 59 - Underworld Ultimate!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bernie.underworld_ultimate_v1.3_unofficial.k4.2024-12-24.zip beta v1.3] (unofficial)&lt;br /&gt;
|2014-05-06&lt;br /&gt;
|Bernie&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|Aged Keen. [https://pckf.com/viewtopic.php?t=3057 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Foray in the Forest]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0a.sc.2025-04-30.zip full v2.0a]&lt;br /&gt;
|2023-12-25&lt;br /&gt;
|[[User:Nisaba|Nisaba]]&lt;br /&gt;
|Source Code&lt;br /&gt;
|48&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=16987 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Grand Intelligence IV: Intelligent Intellect]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.intelligent_intellect.k4.2013-12-07.zip full v2.0]&lt;br /&gt;
|2013-09-02&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|18&lt;br /&gt;
|Protaginist is Martinez McMeyer. First Keen 4 mod of Szemigi! [https://pckf.com/viewtopic.php?t=2848 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Marooned on Mars - Galaxy mod|Marooned  on Mars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dr_colossus.marooned_on_mars_-_galaxy_mod_v.1.7.k5.2018-10-10.zip beta v1.7]&lt;br /&gt;
|2016-03-14&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|17&lt;br /&gt;
|Keen 1 conversion into Galaxy style. [https://pckf.com/viewtopic.php?t=3598 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 10: Mirror Menace|Mirror Menace]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.szemigi.mirror_menace.k6.2014-10-01.zip beta v1.3]&lt;br /&gt;
|2013-11-24&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|&amp;lt;!--[https://pckf.com/viewtopic.php?t=2928 Beta I Release Thread], [https://pckf.com/viewtopic.php?f=4&amp;amp;t=3004 Beta II Release Thread], --&amp;gt;[https://pckf.com/viewtopic.php?t=3136 &amp;lt;!--Final--&amp;gt; Release Thread], known bug: the game freezes after Keen enters the teleporter&lt;br /&gt;
|-&lt;br /&gt;
|[[Operation Ocflore]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubbatom.operation_ocflore_v1.3.k4.2020-02-18.zip full v.1.3]&lt;br /&gt;
|2020-01-14&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|Uses different EGA color palette [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6379 Release Thread],  [https://pckf.com/viewtopic.php?t=3022 Development Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Operation Station Infiltration]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/SourceCode/l.ceilick.operation_station_infiltration_v1.4.sc.2022-03-15.zip full v.1.4]&lt;br /&gt;
|2022-12-25&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|19&lt;br /&gt;
|Source code mod. Sequel to [[Return to the Shadowlands]]. [https://pckf.com/viewtopic.php?t=15448 Release Thread],  [https://pckf.com/viewtopic.php?t=11178 Development Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[The Prisoner&#039;s Dilemma]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.kohntarkosz_.the_prisoner&#039;s_dilemma_v1.1_unofficial.k6.2024-08-15.zip full v1.1] (unofficial)&lt;br /&gt;
|2021-07-16&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|Sequel to [[Bounty Hunting Brouhaha]]. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=11632 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Return to the Shadowlands]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/SourceCode/l.ceilick.return_to_the_shadowlands_v1.8.sc.2022-12-21.zip full v1.08]&lt;br /&gt;
|2021-06-06&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|20&lt;br /&gt;
|Source code mod. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=11095 Release Thread] [https://pckf.com/viewtopic.php?f=2&amp;amp;t=9993 Development Thread].&lt;br /&gt;
|-&lt;br /&gt;
|[[Secret of the Sorcerer]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.darkale.secret_of_the_sorcerer_v1.4.k6.2022-10-04.zip full v1.4]&lt;br /&gt;
|2022-02-26&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|17&lt;br /&gt;
| [https://pckf.com/viewtopic.php?t=13031 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Send in the Clorts]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.kohntarkosz_.send_in_the_clorts_v1.1_unofficial.k5.2024-08-15.zip beta v1.1] (unofficial)&lt;br /&gt;
|2021-07-16&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|Sequel to [[The Prisoner&#039;s Dilemma]]. [https://pckf.com/viewtopic.php?t=11633 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in Suburb Shenanigans|Suburb Shenanigans]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.bubbatom.suburb_shenanigans_v1.2_unofficial.k5.2020-11-25.zip full v1.2] (unofficial)&lt;br /&gt;
|2018-12-24&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|23&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2306 Development Thread], [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4701&amp;amp;p=88325 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Terror from Outer Space|The Terror from Outer Space]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dr_colossus.the_terror_from_outer_space_v1.0.k4.2013-09-29.zip full v1.0]&lt;br /&gt;
|2013-09-16&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2864 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Keys of Krodacia|The Universe is Toast (unofficial) I: The Keys of Krodacia]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ceilick.the_keys_of_krodacia_v2.0.k4.2009-03-14.zip full v2.0]&lt;br /&gt;
|2006-06-27&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[http://publiccommanderkeenforum.yuku.com/topic/886/Keen-4-mod-The-Keys-of-Krodacia Release Thread], [https://pckf.com/viewtopic.php?t=1379 Post Discussion Thread], [https://pckf.com/viewtopic.php?t=566 Re-Release Thread] (includes new music, additional content, and bug fixes)&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead in the Desert|The Universe is Toast (unofficial) II: Dead in the Desert]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.ceilick.dead_in_the_desert_v3.2.k6.2011-11-23.zip full v3.2]&lt;br /&gt;
|2009-07-21&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=536 Discussion Thread] [https://pckf.com/viewtopic.php?t=762 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Battle of the Brains|The Universe is Toast (unofficial) III: Battle of the Brains]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.ceilick_mink_tulip.battle_of_the_brains_v.2.5.k5.2011-11-23.zip full v2.5] &amp;lt;br/&amp;gt;&lt;br /&gt;
|2011-02-02&lt;br /&gt;
|[[User:Ceilick|Ceilick]], [[User:Mink|Mink]], [[User:Tulip|Tulip]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=774 Discussion Thread], [https://pckf.com/viewtopic.php?t=1808 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Zoltan&#039;s Revenge]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.zoltans_revenge.k4.2012-10-20.zip full]&lt;br /&gt;
|2012-10-20&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|16&lt;br /&gt;
|The first demo won 1st place in the 2007 [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Changed Gameplay Mods ==&lt;br /&gt;
&lt;br /&gt;
This topic contains mods which differ largely from the ordinary Keen Galaxy gameplay. (Nearly) all mods in this category have substantial similarity in a distinctive gameplay derived from heavy patching.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adventures in the BWB Megarocket]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.gargapplesauce.adventures_in_the_bwb_megarocket.k4.2010-06-09.zip beta]&lt;br /&gt;
|2010-06-09&lt;br /&gt;
|[[User:GARGapplesauce|GARGapplesauce]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|10&lt;br /&gt;
|Changed Gameplay: Designed to pilot the BWB Megarocket. [https://pckf.com/viewtopic.php?t=1998 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Birdman]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.br1ck_dr_witherstone.birdman.k4.2004-03-26.zip demo]&lt;br /&gt;
|2004-03-26&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Designed to fly as Blue Bird. Also first Keen 4 mod. [http://keenmodding.org/viewtopic.php?t=266 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Galaxy Defender]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dr_colossus.galaxy_defender.k4.2017-03-14.zip demo]&lt;br /&gt;
|2017-03-14&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: BwB space-shooter style gameplay. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4029 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keenball]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keenball.k4.2019-03-14.zip demo]&lt;br /&gt;
|2019-03-14&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: pinball/snooker like game with an unique crosshairs mechanic. [https://keenmodding.org/viewtopic.php?f=13&amp;amp;t=3224 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 60: Kreeg Crisis!]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/3940020/Keen60.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keen_60_kreeg_crisis_.k4.2016-04-03.zip full]&lt;br /&gt;
|2016-04-01&lt;br /&gt;
|[[User:Levellass| Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Pogoing, jumping, shooting disabled. [https://pckf.com/viewtopic.php?t=3620 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Kube]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.kube.k4.2015-07-09.zip full]&lt;br /&gt;
|2015-07-08&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|11&lt;br /&gt;
|Changed Gameplay: Worldmap mod. [https://pckf.com/viewtopic.php?t=3347 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemm&#039;s TLANP]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.lemm.lemms_tlanp.k5.2013-03-25.zip demo]&lt;br /&gt;
|2013-03-25&lt;br /&gt;
|[[User:Lemm|Lemm]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|3&lt;br /&gt;
|Three puzzle levels and a nifty patch. [https://pckf.com/viewtopic.php?t=2726 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mink&#039;s Puzzle Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.mink.minks_puzzle_pack.k5.2010-01-03.zip full v3.0]&lt;br /&gt;
|2010-01-03&lt;br /&gt;
|[[User:Mink|Mink]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|Changed Gameplay: Keen Clones to solve puzzles. [https://pckf.com/viewtopic.php?t=1007 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[NetKeen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.lemm_et_al.netkeen.2013-03-26.zip full]&lt;br /&gt;
|2011-02-20&lt;br /&gt;
|[[User:Lemm|lemm]]&amp;lt;br/&amp;gt;et al.&lt;br /&gt;
|Source Code&lt;br /&gt;
|136&lt;br /&gt;
|Changed Gameplay: Multiplayer deathmatch. [https://pckf.com/viewtopic.php?t=1856 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[NY00123&#039;s tests level]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ny00123.ny00123s_tests_level.k4.2017-04-22.zip full v1.3]&lt;br /&gt;
|2017-04-22&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Numerous challenges to go from A to B. [https://pckf.com/viewtopic.php?t=4049 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pak Een]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/3940020/Pakeen.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.pakeen.k4.2016-06-01.zip full]&lt;br /&gt;
|2016-06-01&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|11&lt;br /&gt;
|Changed Gameplay: Worldmap mod. [https://pckf.com/viewtopic.php?t=3537 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Save the Quillsheep]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.xky_rauh.save_the_quillsheep.k4.2007-07-14.zip full]&lt;br /&gt;
|2007-07-14&lt;br /&gt;
|[[User:XkyRauh|Xkylyr Rauh]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: Save Quillsheep. 2nd place in the [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skater Squirrel]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.skater_squirrel.k4.2017-10-19 demo]&lt;br /&gt;
|2017-10-19&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: stars a squirrel. has changed game physics.  [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4138 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Space Evaders]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keenev.k4.2017-03-13.zip full]&lt;br /&gt;
|2017-03-13&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|86&lt;br /&gt;
|Changed Gameplay: shmup design. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4023 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Announced Upcoming Mods / Demos ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sign of the Vool|Sign of the Vool]]&lt;br /&gt;
|[[link needed]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|?&lt;br /&gt;
|In-development [https://pckf.com/viewtopic.php?t=2494 Discussion Thread]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notable Alpha Versions ==&lt;br /&gt;
This topic contains unfinished, abandoned, pre-alpha mods which are notable for unique creative reasons (see the notes). &lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen at Ballican IV]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.fleexy.commander_keen_at_ballican_iv.k4.2009-03-15.zip alpha v0.1]&lt;br /&gt;
|2009-03-15&lt;br /&gt;
|[[User:Fleexy|Fleexy]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Flashy creatures also on worldmap. [http://keenmodding.org/viewtopic.php?t=1135 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Crazy Komet]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.awesome-keener.the_crazy_komet_demo.k4.2019-12-02.zip demo]&lt;br /&gt;
|2019-12-02&lt;br /&gt;
|Awesome-Keener&lt;br /&gt;
|Keen 4&lt;br /&gt;
|13&lt;br /&gt;
|Inspired by Atroxian Realm. [https://pckf.com/viewtopic.php?t=5441 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Colossus: The Temple of Cydonia]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dr_colossus.the_temple_of_cydonia.k5.2014-02-06.zip demo]&lt;br /&gt;
|2014-02-06&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|Keen is replaced by a new player. [https://pckf.com/viewtopic.php?t=2998 Discussion Thread]. (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode -3]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.cyber_zero.episode_-3.k4.2015-03-15.zip demo]&lt;br /&gt;
|2015-03-15&lt;br /&gt;
|cyber zero and brother&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|Planned as a prequel of the Keen series. [https://pckf.com/viewtopic.php?t=2546 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Rescue Of The Last|Forgotten Galaxy - Rescue Of The Last]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubzrulz.rescue_of_the_last_demos.k4.2021-04-16.zip demos]&lt;br /&gt;
|2021-04-16&lt;br /&gt;
|[[User:Bubzrulz|Bubzrulz]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|10&lt;br /&gt;
|Highly experimental patching, recolored graphics. [https://pckf.com/viewtopic.php?t=4035 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 1 Redone]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.gridlock.keen_1_redone.k5.2011-02-11.zip alpha]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|Keen 1 conversion into Galaxy style. [https://pckf.com/viewtopic.php?t=1827 Discussion Thread]. (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[NY00123&#039;s first abandoned CK4 level pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ny00123.abandoned_levels.k4.2011-10-02.zip alpha]&lt;br /&gt;
|2011-10-02&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|Contains horizontally flipped graphics. [http://ny.duke4.net/files.html Website] [https://pckf.com/viewtopic.php?p=48636 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Torgopolis]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.benvolio.torgopolis.k4.2005-03-13.zip demo]&lt;br /&gt;
|2005-03-13&lt;br /&gt;
|[[User:Benvolio|Benvolio]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Style conversion into Vorticons look. [http://www.maguidhir.com/benvolio/ Homepage]&lt;br /&gt;
|-&lt;br /&gt;
|[[XkyKeen4|XkyKeen4 aka. Episode Pound: Fibers of Danak]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.xky_rauh.xkykeen4.k4.2008-09-20.zip alpha]&lt;br /&gt;
|2008-09-20&lt;br /&gt;
|[[User:XkyRauh|Xkylyr Rauh]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Graphical redesign. [https://pckf.com/viewtopic.php?t=382 Thread] (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[Zero X]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.zero_x_diamond.zero_x.k4.2007-07-14.zip demo]&lt;br /&gt;
|2007-07-14&lt;br /&gt;
|Zero X. Diamond&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|3rd place in the [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Level Packs =&lt;br /&gt;
&lt;br /&gt;
In contrast to mods, level packs do only change level designs and arrangements. Generally other alterations of content stay untouched though there might be some little exceptions.&lt;br /&gt;
&lt;br /&gt;
== Full Level Packs ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Pack for&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Back to Fribbulus Xax]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.alopex.back_to_fribbulus_xax_v1.0.k6.2024-10-03.zip full]&lt;br /&gt;
|2024-10-03&lt;br /&gt;
|Alopex&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=13913 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Billy Can&#039;t]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.sodiumtheglitcher.billy_cant.k5.2025-01-13.zip full]&lt;br /&gt;
|2024-11-17&lt;br /&gt;
|[[User:SodiumtheGlitcher|SodiumtheGlitcher]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|[https://pckf.com/viewtopic.php?p=111663#p111663 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buried in Oblivion]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.nisaba.buried_in_oblivion_v.1.4.k4.2020-10-10.zip full v1.4]&lt;br /&gt;
|2020-10-10&lt;br /&gt;
|[[User:Nisaba|Nisaba]] et al.&lt;br /&gt;
|Keen 4&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=3936 Discussion]. Community Pack: Level designs by multiple creators.&lt;br /&gt;
|-&lt;br /&gt;
|[[DarkAle&#039;s New Keen 5 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.alessandro.darkales_new_levelpack_v1.1.k5.2023-01-01.zip full v1.1]&lt;br /&gt;
|2022-12-16&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|Source-code mod. [https://pckf.com/viewtopic.php?t=15386 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dead in the Desert Community Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.keen_community.dead_in_the_desert.k6.2011-12-25.zip full]&lt;br /&gt;
|2011-12-25&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 8&lt;br /&gt;
|20&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2186 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fleex &amp;amp; Markeen&#039;s Keen 5 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.fleex_&amp;amp;_markeen%27s_keen_5_level_pack_v.1.1.k5.2022-03-14.zip full]&lt;br /&gt;
|2022-01-01&lt;br /&gt;
|[[User:Fleexy|Fleexy]] &amp;amp; Markeen&lt;br /&gt;
|Keen 5&lt;br /&gt;
|12&lt;br /&gt;
|Level maps were randomly generated by the tool [[Markeen]]. [https://pckf.com/viewtopic.php?t=12694 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen_5.5|Keen 5½ ]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.ck_guy.k5.2007-11-18.zip full v5]&lt;br /&gt;
|2007-11-18&lt;br /&gt;
|[[User:CK Guy|CK Guy]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|9&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=24 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Asylum]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2003-11-13.zip full]&lt;br /&gt;
|2003-11-13&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|[http://web.archive.org/web/20040329072306/http://cosmicoding.com/Keendom/?BaseType=Articles:Review&amp;amp;QString1=keen%20asylum.asp Website] [http://archive.shikadi.net/pckf/other/779.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Fifteen: Hello Galaxy!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.zeus.k5.2012-03-13.zip beta]&lt;br /&gt;
|2012-03-13&lt;br /&gt;
|Zeus&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2302 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 4 Ultimate Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.keen_4_ultimate_edition.k4.2019-10-01.zip full]&lt;br /&gt;
|2019-10-01&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=5412 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[MrBlackPack v4]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.mrblack.k4.2012-04-18.zip beta]&lt;br /&gt;
|2012-04-18&lt;br /&gt;
|[[User:MrBlack|MrBlack]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|15&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2369 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[O-Mega-Matic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.keen_community.o-mega-matic_v1.1.k5.2025-07-27.zip full v1.1]&lt;br /&gt;
|2025-01-23&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=18078 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Rapid Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.shikadi.k6.2009-02-18.zip full v4]&lt;br /&gt;
|2009-02-18&lt;br /&gt;
|[[User:shikadi|Shikadi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|12&lt;br /&gt;
|[https://keenmodding.org/viewtopic.php?t=1084 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short Circuit Oracle]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.55aavenue.short_circuit_oracle_v1.5.k4.2019-12-22.zip full]&lt;br /&gt;
|2018-05-26&lt;br /&gt;
|55Aavenue&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=4346 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Sunnylands]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.quillax.sunnylands.k4.2018-03-14.zip full]&lt;br /&gt;
|2018-03-14&lt;br /&gt;
|[[User:Quillax|Quillax]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[http://quillaxship.com/game_detail.php?ID=10 Website] [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4271 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Twenty To]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2005-06-07.zip full]&lt;br /&gt;
|2005-06-07&lt;br /&gt;
|Dr. Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|7&lt;br /&gt;
|[https://www.tapatalk.com/groups/publiccommanderkeenforum/cool-new-keen-5-levels-t854.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Ultra Omegamatic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.darkale.the_ultra_omegamatic_v2.0.k5.2020-09-08.zip full v2.0]&lt;br /&gt;
|2020-04-21&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|23&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=6802 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unfinished / abandoned Level Packs ==&lt;br /&gt;
This topic contains unfinished, abandoned, or level packs with only a few altered levels (see the notes).&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Pack for&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Br1ck&#039;s Keen 5 Level]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.br1ck.k5.2003-04-10.zip full]&lt;br /&gt;
|2003-04-10&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|The first level has been replaced by level 11. [http://archive.shikadi.net/pckf/other/654.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[BwB Megarocket Keen 5]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.szemigi.bwb_megarocket_keen_5.k5.2013-11-28.zip full]&lt;br /&gt;
|2013-11-28&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|Level 14, the missing BWB Megarocket level. [https://pckf.com/viewtopic.php?t=2933 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[ChargingMoose&#039;s 1st Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.chargingmoose.k4.2001-04-17.zip full]&lt;br /&gt;
|2001-04-17&lt;br /&gt;
|ChargingMoose&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|First fan-made Galaxy level ever. (Partially made with a hex editor.) [http://archive.shikadi.net/pckf/official/151.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[ChargingMoose&#039;s 2nd Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.chargingmoose.k4.2002-07-16.zip full]&lt;br /&gt;
|2002-07-16&lt;br /&gt;
|ChargingMoose&lt;br /&gt;
|Keen 4&lt;br /&gt;
|7&lt;br /&gt;
|[http://archive.shikadi.net/pckf/official/378.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[Fire Station]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.quirky_moron.k5.2004-02-15.zip alpha]&lt;br /&gt;
|2004-02-15&lt;br /&gt;
|Quirky Moron&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=13&amp;amp;t=199 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|[[Funny]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2003-12-07.zip full]&lt;br /&gt;
|2003-12-07&lt;br /&gt;
|Dr. Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gridlock&#039;s Dead in the Desert Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/ModPacks/l.gridlock.dead_in_the_desert.2011-02-11.zip beta]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 8&lt;br /&gt;
|2&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=1827 Discussion]. Abandoned.&lt;br /&gt;
|-&lt;br /&gt;
|[[Gridlock&#039;s Keen 4 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.gridlock.k4.2011-02-11.zip beta]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|8&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=1827 Discussion]. Abandoned.&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenMark 4]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.the_candyjunk.k4.2003-12-09.zip beta]&lt;br /&gt;
|2003-12-09&lt;br /&gt;
|The Candyjunk&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Released in a pack with Keen 5 levels. [http://archive.shikadi.net/pckf/official/574.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenMark 5]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.the_candyjunk.k5.2003-12-09.zip beta]&lt;br /&gt;
|2003-12-09&lt;br /&gt;
|The Candyjunk&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|Released in a pack with Keen 4 levels. [http://archive.shikadi.net/pckf/official/574.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[New QED]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.grelphy.k5.2003-06-27.zip full]&lt;br /&gt;
|2003-06-27&lt;br /&gt;
|Grelphy&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|[http://web.archive.org/web/20050905025440/http://grelphy.spatang.com/levels/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[PCKF Keen 6 Patchwork LevelPair]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.keen_community.k6.2014-03-07.zip full]&lt;br /&gt;
|2014-03-07&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 6&lt;br /&gt;
|2&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2736 Discussion] [https://pckf.com/viewtopic.php?t=3014 Release]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[Quirky Moron&#039;s Keen 4 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.quirky_moron.k4.2004-02-03.zip full]&lt;br /&gt;
|2004-02-03&lt;br /&gt;
|Quirky Moron&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=13&amp;amp;t=108 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|[[The Pyramid of the Allowed]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.the_pyramid_of_the_allowed.k4.2016-02-24.zip full]&lt;br /&gt;
|2012-11-03&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|The opposite of the Pyramid of the Forbidden. [https://pckf.com/viewtopic.php?t=2545 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 4 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.supfanat.k4.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 4&lt;br /&gt;
|3&lt;br /&gt;
|Released in a pack with Keen 5 and 6 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 5 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.supfanat.k5.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 5&lt;br /&gt;
|5&lt;br /&gt;
|Released in a pack with Keen 4 and 6 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 6 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.supfanat.k6.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 6&lt;br /&gt;
|3&lt;br /&gt;
|Released in a pack with Keen 4 and 5 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Unknown Pyramid]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.the_shifted_one.k4.2009-02-14.zip full]&lt;br /&gt;
|2009-02-14&lt;br /&gt;
|The Shifted One&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=12&amp;amp;t=1119 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Was I No Net]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.darkdave1985.was_i_no_net.k4.2018-08-06.zip beta]&lt;br /&gt;
|2023-03-15&lt;br /&gt;
|darkdave1985&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Kaizo-esque level. [https://pckf.com/viewtopic.php?t=16113 Discussion]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Skin Mods =&lt;br /&gt;
&lt;br /&gt;
Skin Mods only change the look and feel of characters or tile-sets. But in contrast to level packs or mods, the original level designs stay untouched. &lt;br /&gt;
&lt;br /&gt;
[[Translations]] can be found on a separate page.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod for&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Attack of the Silurians]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.stupidbunny.attack_of_the_silurians.k4.2012-03-16.zip demo]&lt;br /&gt;
|2012-03-16&lt;br /&gt;
|[[User:StupidBunny|StupidBunny]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Abandoned. [https://pckf.com/viewtopic.php?t=2320 Release Thread] all enemies sprites replaced&lt;br /&gt;
|-&lt;br /&gt;
|[[DasBrot&#039;s First Mod]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dasbrot.dasbrots_first_mod.k4.2004-11-30.zip demo]&lt;br /&gt;
|2004-11-30&lt;br /&gt;
|DasBrot&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Original Keen 4 levels, edited monster graphics&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 4 Composite CGA Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.viler.keen4c16.k4.2016-05-22.zip full]&lt;br /&gt;
|2016-05-22&lt;br /&gt;
|VileR&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Graphics redrawn for CGA composite output. [https://int10h.org/blog/2016/05/dopefish-goes-ntsc-commander-keen-4/ Website] [https://pckf.com/viewtopic.php?t=3656 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 5 Composite CGA Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.viler.keen5c16.k5.2016-07-16.zip full]&lt;br /&gt;
|2016-07-16&lt;br /&gt;
|VileR&lt;br /&gt;
|Keen 5&lt;br /&gt;
|Graphics redrawn for CGA composite output. [https://int10h.org/blog/2016/07/yet-another-16-color-cga-makeover-keen-5/ Website] [https://pckf.com/viewtopic.php?p=80917#p80917 Discussion]&lt;br /&gt;
|- &amp;lt;!--&lt;br /&gt;
|[[Mortimer McMire - The Armageddon Machine]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.szemigi.mortimer_mcmire_-_the_armageddon_machine.k5.2010-08-29.zip full]&lt;br /&gt;
|2010-08-29&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|The Keen sprite is replaced by the Mortimer McMire sprite&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortimer McMire - Aliens Ate My Babysitter]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.szemigi.mortimer_mcmire_-_aliens_ate_my_babysitter.k6.2010-08-02.zip full]&lt;br /&gt;
|2010-08-02&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|The Keen sprite is replaced by the Mortimer McMire sprite&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|[[Trouble on Xion 2]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dasbrot.trouble_on_xion_2.k4.2004-12-05.zip beta]&lt;br /&gt;
|2004-12-05&lt;br /&gt;
|DasBrot&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Original Keen 4 levels, new graphics and story&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--= Improvement Mods =&lt;br /&gt;
This section has mods, which contains updates in connection with bugfixes, improvements.  &lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Version 1.6]]&lt;br /&gt;
|[https://www.dropbox.com/s/8tpewlkp74s56tb/CK6v16.zip?dl=0 full]&lt;br /&gt;
|2019-01-31&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|An unofficial bugfix patch mod to Keen 6&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
*[[Vorticon Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods| ]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=DarkAle%27s_New_Keen_5_Levelpack&amp;diff=51127</id>
		<title>DarkAle&#039;s New Keen 5 Levelpack</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=DarkAle%27s_New_Keen_5_Levelpack&amp;diff=51127"/>
		<updated>2025-07-28T06:15:30Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Noted version number.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | TitleImage = Keen 5 title.png &lt;br /&gt;
 | Episode = Source code&lt;br /&gt;
 | Authors = [[User:DarkAle|DarkAle]]&lt;br /&gt;
 | ReleaseDate = 2022-12-16 &lt;br /&gt;
 | LatestUpdate = 2023-01-01 &lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | Levels = 15&lt;br /&gt;
 | SecretLevels = 1&lt;br /&gt;
 | NewGameplay = No&lt;br /&gt;
 | NewGfx = Some&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = No&lt;br /&gt;
 | NewMusic = Yes&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=15386 PCKF]&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/Packs/Keen5/l.alessandro.darkales_new_levelpack_v1.1.k5.2023-01-01.zip&lt;br /&gt;
 | LatestVersion = v1.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DarkAle&#039;s New Keen 5 Levelpack&#039;&#039;&#039; is a source mod made by DarkAle. It is made in the style of a [[Keen 5]] levelpack, done by using [[User:K1n9_Duk3|K1n9_Duk3]]&#039;s Recreated Keen 4-6 Source Code. It is also the remake of a levelpack previously made by the same author.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
&lt;br /&gt;
*Utilities used: [[Abiathar]], [[CKPatch]],  [[ModKeen#Unofficial_16-bit_ModId|ModID]], [[MIDI2IMF]], [[KeenWave]]&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Creator: [[User:DarkAle|DarkAle]]&lt;br /&gt;
* Programming: [[User:K1n9_Duk3|K1n9_Duk3]]&lt;br /&gt;
* Artwork Contributions: [[User:Nisaba|Nisaba]]&lt;br /&gt;
* Programming Assistance: [[User:Fleexy|Fleexy]]&lt;br /&gt;
* Music: Bobby Prince, Ocular Nebula&lt;br /&gt;
* Other Contributions: [[User:Ceilick|Ceilick]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=QGwWMGbaucM Trailer]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=O-Mega-Matic&amp;diff=51126</id>
		<title>O-Mega-Matic</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=O-Mega-Matic&amp;diff=51126"/>
		<updated>2025-07-28T06:12:13Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Update to v1.1.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | TitleImage = Keen_5_title.png&lt;br /&gt;
 | Episode = 5&lt;br /&gt;
 | Authors = [[User:SodiumtheGlitcher|SodiumtheGlitcher]], Keen Community&lt;br /&gt;
 | ReleaseDate = 2025-01-23&lt;br /&gt;
 | LatestUpdate = 2025-07-27&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=18078 PCKF]&lt;br /&gt;
 | Homepage = &lt;br /&gt;
 | Levels = 13&lt;br /&gt;
 | SecretLevels = 1&lt;br /&gt;
 | NewGameplay = No&lt;br /&gt;
 | NewGfx = No&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = No&lt;br /&gt;
 | NewMusic = No&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/Packs/Keen5/l.keen_community.o-mega-matic_v1.1.k5.2025-07-27.zip&lt;br /&gt;
 | LatestVersion = v1.1&lt;br /&gt;
 | Download = [https://files.shikadi.net/keenwiki/Packs/Keen5/l.keen_community.o-mega-matic_v1.0.k5.2025-06-18.zip v1.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/Packs/Keen5/l.keen_community.o-mega-matic_beta.k5.2025-01-23.zip beta]&lt;br /&gt;
}}&lt;br /&gt;
[[O-Mega-Matic]] is a community [[Keen 5]] levelpack organized by [[User:SodiumtheGlitcher|SodiumtheGlitcher]]. The rule for the levels was: &amp;quot;Levels must be at least 100x100, although bigger would be much appreciated.&amp;quot; The levels were made by [[User:SodiumtheGlitcher|SodiumtheGlitcher]], [[User:DarkAle|DarkAle]], [[User:Gridlock|Gridlock]], [[User:Dave216|Dave216]], gabriel cheat man, [[KeenMark 5|The Candyjunk]], [[SupFanat&#039;s Keen 5 Level Pack|SupFanat]], [[User:Fleexy|Fleexy]] + [[Markeen]], Grelphy, and [[User:Szemigi|szemi]]. szemi&#039;s level is still pending arrival to the author.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
*Tools used: [[Abiathar]], [[CKPatch]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Community mods]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Inkscape_Graphics_Tutorial&amp;diff=51092</id>
		<title>Inkscape Graphics Tutorial</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Inkscape_Graphics_Tutorial&amp;diff=51092"/>
		<updated>2025-06-20T03:54:12Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Added a new category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alert|This tutorial seems to be outdated. &lt;br /&gt;
The setups and hints no longer work with an up-to-date version of Inkscape or GIMP. }}&lt;br /&gt;
&lt;br /&gt;
This tutorial is to teach you how to use [http://inkscape.org/ Inkscape] and [http://www.gimp.org/ The GIMP] to create graphics for Commander Keen, and to go over a few advanced methods. The tutorial is split into a few parts. If you have any questions, you can usually find me on the #keenmodding irc channel or feel free to pm me on the Commander Keen forums. I use the handle &amp;quot;fantomx11&amp;quot; on both of those.&lt;br /&gt;
&lt;br /&gt;
== Setting up your environment ==&lt;br /&gt;
&lt;br /&gt;
There are a few things to do that make it easier for Inkscape and The GIMP to create the 16 color graphics that the EGA graphics mode uses. To begin, you want to download the [https://www.dropbox.com/s/oclhata7qjkfy9v/Standard-EGA.gpl Standard EGA Palette]. This is a GIMP palette which is the format that Inkscape uses as well. You will want to put a copy of this palette in your GIMP palettes and in your Inkscape palettes so you can select the EGA colors more easily. Both the GIMP and Inkscape palettes are stored in your user folder:&lt;br /&gt;
&lt;br /&gt;
For Windows 7 they are:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;%USERPROFILE%\AppData\Roaming\inkscape\palettes&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;%USERPROFILE%\.gimp-2.6\palettes&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;tt&amp;gt;%USERPROFILE%&amp;lt;/tt&amp;gt; is typically &amp;lt;tt&amp;gt;C:\Users\username&amp;lt;/tt&amp;gt;, but you can copy and paste the whole line into the Run box to open the target folder directly.)&lt;br /&gt;
&lt;br /&gt;
For Linux they are:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;~/.config/inkscape/palettes&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;~/.gimp-2.[68]/palettes&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setting up your Inkscape file ==&lt;br /&gt;
&lt;br /&gt;
Now that you have a nifty EGA palette, go ahead and start up Inkscape. On the palette bar at the bottom, you can click the little triangle on the right side and your EGA palette should show up in the list.&lt;br /&gt;
&lt;br /&gt;
Next you&#039;ll want to set up your grid. Go to the document properties (ctrl+shift+d) and click on the grids tab. I usually use two rectangular grids when I&#039;m working with Keen Graphics. One grid is for helping define the tiles, the other is to help reduce anti-aliasing as much as possible. Anti-aliasing is a good thing and creates smooth graphics, but if you have too much of it, you end up with blurry graphics. Especially when you&#039;re dealing with low resolution and low color graphics such as the ones found in Keen games.&lt;br /&gt;
&lt;br /&gt;
[[Image:Set up grid in Inkscape.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Setting up the Large Grid ===&lt;br /&gt;
&lt;br /&gt;
# Ctrl+Shift+D to bring up the Document Properties dialog, and select the Grids tab&lt;br /&gt;
# Click on &amp;quot;&amp;lt;span style=&amp;quot;color:#f55; background-color:#a00;&amp;quot;&amp;gt;New&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
# Change &amp;quot;&amp;lt;span style=&amp;quot;color:#5f5; background-color:#0a0;&amp;quot;&amp;gt;Spacing X&amp;lt;/span&amp;gt;&amp;quot; and &amp;quot;&amp;lt;span style=&amp;quot;color:#5f5; background-color:#0a0;&amp;quot;&amp;gt;Spacing Y&amp;lt;/span&amp;gt;&amp;quot; to 8&lt;br /&gt;
# Change the &amp;quot;&amp;lt;span style=&amp;quot;color:#55f; background-color:#00a;&amp;quot;&amp;gt;Grid line color&amp;lt;/span&amp;gt;&amp;quot; to Red: 0, Green: 0, Blue: 0, Alpha: 64&lt;br /&gt;
# Change the &amp;quot;&amp;lt;span style=&amp;quot;color:#55f; background-color:#00a;&amp;quot;&amp;gt;Major grid line color&amp;lt;/span&amp;gt;&amp;quot; to Red: 0, Green: 0, Blue: 0, Alpha: 255&lt;br /&gt;
# Change the &amp;quot;&amp;lt;span style=&amp;quot;color:#ff5; background-color:#aa0;&amp;quot;&amp;gt;Major grid every&amp;lt;/span&amp;gt;&amp;quot; to 2&lt;br /&gt;
&lt;br /&gt;
=== Setting up the Small Grid ===&lt;br /&gt;
&lt;br /&gt;
# Click on &amp;quot;&amp;lt;span style=&amp;quot;color:#f55; background-color:#a00;&amp;quot;&amp;gt;New&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
# Change &amp;quot;&amp;lt;span style=&amp;quot;color:#5f5; background-color:#0a0;&amp;quot;&amp;gt;Spacing X&amp;lt;/span&amp;gt;&amp;quot; and &amp;quot;&amp;lt;span style=&amp;quot;color:#5f5; background-color:#0a0;&amp;quot;&amp;gt;Spacing Y&amp;lt;/span&amp;gt;&amp;quot; to .5&lt;br /&gt;
# Change the &amp;quot;&amp;lt;span style=&amp;quot;color:#ff5; background-color:#aa0;&amp;quot;&amp;gt;Major grid every&amp;lt;/span&amp;gt;&amp;quot; to 2&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:Set document size in Inkscape.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Before we are done with the Document Properties dialog, go ahead and select the Page tab and we&#039;ll set the size of the document.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve highlighted the width and height in red, what you put in those fields depends on how big of a graphic area you are working on. In general backgrounds are large (96x96 and up, and foregrounds are small (64x64 and lower). Of course, being Keen graphics, they are always multiples of 16.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:remove layer transform in Inkscape.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Finally, just for ease of use if I have to do any direct XML editing, I go into the XML view, and delete the transform attribute.&lt;br /&gt;
&lt;br /&gt;
# Hit Ctrl+Shift+X to bring up the XML Editor&lt;br /&gt;
# Find layer1 (on the left side)&lt;br /&gt;
# Select the transform attribute (on the right side)&lt;br /&gt;
# Click the &amp;quot;Delete Attribute&amp;quot; button (in red)&lt;br /&gt;
&lt;br /&gt;
Now you have a nice clean SVG file to create awesome new Keen graphics in.&lt;br /&gt;
&lt;br /&gt;
== Creating a simple beveled tile ==&lt;br /&gt;
&lt;br /&gt;
For the first tutorial, I will create a simple beveled tile with a little bit of texture. This will help you familiarize yourself with some of Inkscape&#039;s controls and how to convert a truecolor image to one suitable for EGA using GIMP.&lt;br /&gt;
&lt;br /&gt;
# Go ahead and set up your file as described above. The page size should be 16x16.&lt;br /&gt;
## &#039;&#039;A couple of things to keep in mind: The 4 key will automatically zoom the window to the extents of your drawing. The 5-key will zoom it to the extent of the page. These are useful for quickly getting to the view you need.&#039;&#039;&lt;br /&gt;
# Next create a simple square that covers the whole image&lt;br /&gt;
## Hit F4 to activate the square tool&lt;br /&gt;
## Starting from any corner, hold the left mouse button down, and move the mouse to the opposite corner. You&#039;ll notice how the corners snap to the grid.&lt;br /&gt;
# Now, the color settings are probably not right. Inkscape tries to remember the last color settings you used for a tool. It doesn&#039;t always get it right, but that&#039;s no big deal.&lt;br /&gt;
## If your square has a line around the edges of it, that means that it has a Stroke set. Strokes are good in Keen graphics for adding borders around things, but in our case, we do not want one. So, hold Shift and click on the left-most box of the palette (the white box with an &amp;quot;X&amp;quot; through it on the row of colors at the bottom).&lt;br /&gt;
### &#039;&#039;What we just did is &amp;quot;Unset&amp;quot; the Stroke. By default, selecting a color sets the Fill, but holding Shift when selecting a color, either from the palette or the eye-dropper tool (we&#039;ll cover that later), sets the Stroke instead. On the palette the white box with the &amp;quot;X&amp;quot; is an &amp;quot;Unset&amp;quot; color&lt;br /&gt;
## Now we want to set the fill of the square to the proper color. I&#039;ve decided to make the main part of my box dark green by clicking on it in the palette row.&lt;br /&gt;
# Now that we have a green square, we need to give it a nice bevel. There is a built in filter for bevels. It may not be perfect, but it will give us a good start on it. So, select your square and click on Filters-&amp;gt;Bevels-&amp;gt;Bloom. Now we need to fine tune it for our needs.&lt;br /&gt;
## Open the filter editor by clicking on Filters-&amp;gt;Filter Editor&lt;br /&gt;
## [[Image:bloom filter delete.png|thumb]] You can see the default bloom filter in the image to the right. I have highlighted the elements that need to be deleted with red. You delete an element by right-clicking on it and selecting &amp;quot;remove&amp;quot;. Now, it&#039;s time to adjust the remaining filter elements.&lt;br /&gt;
### Set the Standard Deviation on the Gaussian Blur to 1.0. The Diffuse Lighting, has more options, and thus more to change. Going down the list, set the Surface Scale to 4.0, Constant to 1.0, Kernal Unit Length may be left at 0.0 and Light Source may be left at &amp;quot;Distant Light Source&amp;quot;. Finally, set the Azimuth to 315 and the Elevation to 45.&lt;br /&gt;
## Now that we have o&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--[[Category:Tutorials]] outdated! --&amp;gt;&lt;br /&gt;
[[Category:Deprecated tutorials]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Keen_Galaxy_Modding_Tutorial_(by_Levellass)&amp;diff=51091</id>
		<title>Keen Galaxy Modding Tutorial (by Levellass)</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Keen_Galaxy_Modding_Tutorial_(by_Levellass)&amp;diff=51091"/>
		<updated>2025-06-20T03:53:43Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Added a new category, fixed a mistake that unintentionally added a category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alert|The information on this page is dated. For more up-to-date modding tutorials, please visit the following links: &amp;lt;br&amp;gt; [[Keen_Galaxy_Modding_Tutorial_(by_Ceilick)|Keen Galaxy Modding Tutorial]] or alternatively [[Keen Source Mod Modding Tutorial|Keen Source Code Modding Tutorial]]}}&lt;br /&gt;
&lt;br /&gt;
This page has full instructions for setting up and modifying Commander Keen Galaxy (4-6) There are three broad sections, the first deals with setting up an unaltered copy of a Keen Galaxy game for modding, the second deals with a pre-prepared suite of files already set up and available for download and the third lists some things to keep in mind before releasing a mod.&lt;br /&gt;
&lt;br /&gt;
This page should allow a new modder to use and understand all the basic concepts related to Keen Galaxy modification and allow them to create their own mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Setting up =&lt;br /&gt;
&lt;br /&gt;
[[Image:GMTuit1.PNG|thumb|100px|1.) The unaltered game directory.]]&lt;br /&gt;
&lt;br /&gt;
For this demonstration an unaltered copy of Keen 4 v1.4 will be used. (Picture 1) It contains nine files, only five of which are of use to us. We will therefore delete &amp;lt;tt&amp;gt;CATALOG.EXE, LICENSE.DOC, ORDER.FRM&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;README.DOC&amp;lt;/tt&amp;gt; (Picture 2)&lt;br /&gt;
&lt;br /&gt;
[[Image:GMTuit2.PNG|thumb|100px|2.) Delete &#039;extra&#039; files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UNLZEXE ==&lt;br /&gt;
&lt;br /&gt;
[[Image:GMTuit3.PNG|thumb|100px|3.) After decompression.]]&lt;br /&gt;
&lt;br /&gt;
The next step is to decompress the executable. Keen Galaxy executables are LZW compressed and can be decompressed with [[UNLZEXE]] Here the 16 bit version is used, but those on newer systems (Windows 7, Linux) should use the 32 bit version. The usage of the program is described on its&#039; page, basically it&#039;s drag-and-drop. The executable is decompressed and the compressed executable is turned into a &amp;lt;tt&amp;gt;.OLZ&amp;lt;/tt&amp;gt; file. (Picture 3) We can now delete the &amp;lt;tt&amp;gt;.OLZ&amp;lt;/tt&amp;gt; file and &amp;lt;tt&amp;gt;UNZEXE&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TEDSETUP and CKxPatch ==&lt;br /&gt;
&lt;br /&gt;
[[Image:GMTuit4.PNG|thumb|100px|4.) Before setup.]]&lt;br /&gt;
[[Image:GMTuit5.PNG|thumb|100px|5.) After setup.]]&lt;br /&gt;
&lt;br /&gt;
The next step is to set the game up for level editing, which will also give us the basis for several other steps. Here we&#039;re using the original Keen Galaxy editor, [[TED5]], though other level editors are available. First we copy &amp;lt;tt&amp;gt;CK4Patch, TED5&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;TEDSETUP&amp;lt;/tt&amp;gt; to the folder (Picture 4) and run &amp;lt;tt&amp;gt;TEDSETUP&amp;lt;/tt&amp;gt;. This results in the creation of several files. (Picture 5) We can now delete &amp;lt;tt&amp;gt;TEDSETUP&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CKPatch is a utility that patches Keen, to work it needs a batch file and a patch file. The batch file (&amp;lt;tt&amp;gt;GO4.BAT&amp;lt;/tt&amp;gt; here) tells CKPatch what patch file to run. To play the mod you simply run the batch file.&lt;br /&gt;
The batch file created simply contains the text&lt;br /&gt;
&lt;br /&gt;
 @echo off&lt;br /&gt;
 if not exist fixmhead.exe goto just_run_it&lt;br /&gt;
 fixmhead ck4mhead.obj maphead.ck4&lt;br /&gt;
 on errorlevel 1 goto error&lt;br /&gt;
 copy gamemaps.ck4 custmaps.ck4&lt;br /&gt;
 :just_run_it&lt;br /&gt;
 ck4patch patch4.pat -nowait&lt;br /&gt;
 :error&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of this is garbage and unnecessary. We&#039;ll cut this down to:&lt;br /&gt;
&lt;br /&gt;
 ck4patch patch4.pat -nowait&lt;br /&gt;
&lt;br /&gt;
We could rename the patch file if we wanted, but for simplicity here we won&#039;t. Next we turn our attention to the patch file. This is a plain text file, just like the batch file, so we can open it with notepad (Or as said before, rename it to a text file, both the file and in the batch file.) It contains the text:&lt;br /&gt;
&lt;br /&gt;
 # Patch file for Keen - use with CK4PATCH.EXE&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %gamemaps custmaps.ck4&lt;br /&gt;
 %maphead maphead.ck4&lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
[[Image:GMTuit6.PNG|thumb|100px|6.) Instantcarma.]]&lt;br /&gt;
&lt;br /&gt;
The %gamemaps line is complicating, so we can delete it. We are now set up to edit levels. To edit levels, simply run TED5. TED5 is a DOS application and so will need [[Dosbox]] to run. (Details on how to use TED5 can be found on its page.) Once levels have been edited and carmackized, the game can be run with the batch file.&lt;br /&gt;
&lt;br /&gt;
However many chose to use the utility [[Instant Carma]] with TED5, which changes the &#039;temporary&#039; maps (&amp;lt;tt&amp;gt;MAPTHEAD, MAPTEMP&amp;lt;/tt&amp;gt;) into proper game files much more quickly. We will use this in our example, copying the file &amp;lt;tt&amp;gt;instantcarma.exe&amp;lt;/tt&amp;gt; to our folder. It is run by simply clicking the file, which will automatically convert any levels it finds. (Picture 4) Notice the creation of &amp;lt;tt&amp;gt;maphead.ck4&amp;lt;/tt&amp;gt;, the file referenced in the patch file. Notice also the &amp;lt;tt&amp;gt;GAMEMAPS.CK4&amp;lt;/tt&amp;gt; file is a different size (much larger) These are now modified game maps that you can play.&lt;br /&gt;
&lt;br /&gt;
Instantcarma must be run every time you edit the maps with TED5, otherwise you will get a &#039;map too tall!&#039; error when trying to load a level.&lt;br /&gt;
&lt;br /&gt;
Due to some of the limitations of TED5 (mostly people&#039;s problems in running it with some versions and setups of Dosbox) an alternative level editor [[Keen: Next (level editor)|Keen: Next]] is available which does not need instantcarma. Maps created with it are incompatible with TED5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Patching ===&lt;br /&gt;
&lt;br /&gt;
It should be apparent that the file &amp;lt;tt&amp;gt;PATCH4.PAT&amp;lt;/tt&amp;gt; is the patch file in which all [[:Category:Patches|patches]] are placed. These change a number of things in the game, from enemy behavior to Keen himself. You should familiarize yourself with making additions to the patch file, a lot of modding is based upon it. (For example, you cannot play your custom levels without the level map head patch.)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
[[Image:GMTuit7.PNG|thumb|100px|7.) Before extraction.]]&lt;br /&gt;
&lt;br /&gt;
Now that level editing and patching are set up, we move on to editing graphics. There are two main things this involves, editing the actual graphics and editing tile properties. We copy the required files to the mod directory, to edit tile properties, [[CK456DTli]], for graphics, some version of [[ModKeen]] (lmodkeen will be used here, see picture 7.)&lt;br /&gt;
&lt;br /&gt;
Notice we create the directory &#039;GRAPHICS&#039;; this is for our game graphics to be extracted to. You don&#039;t have to have a separate directory for them, but as there are about 500 separate files, it keeps things much cleaner this way. Graphics are extracted by lmodkeen with:&lt;br /&gt;
&lt;br /&gt;
 lmodkeen.exe -episode=4 -export -bmpdir=&amp;quot;GRAPHICS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:GMTuit8.PNG|thumb|100px|8.) Graphics folder.]]&lt;br /&gt;
&lt;br /&gt;
It should be pretty self-explanatory as to what each bit means, we are extracting Keen 4 graphics to the sub-directory GRAPHICS. If you look in the directory (Picture 8) you should now see a number of bitmap and other files. These are the game graphics, and, within a few limitations, you can edit them as you wish.&lt;br /&gt;
&lt;br /&gt;
To import the graphics we use the &#039;reverse&#039; of our export command;&lt;br /&gt;
&lt;br /&gt;
 lmodkeen.exe -episode=4 -import -bmpdir=&amp;quot;GRAPHICS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now a number of changes have occurred; &amp;lt;tt&amp;gt;KEEN4.PAT&amp;lt;/tt&amp;gt; has been created, this contains a patch for the new graphics:&lt;br /&gt;
&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %version 1.4&lt;br /&gt;
 # Load the modified graphics&lt;br /&gt;
 %egahead EGAHEAD.CK4&lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Do not use this file as a patch file!&amp;lt;/i&amp;gt; It is overwritten every time new graphics are imported and will thus totally blank anything placed in it. Instead we copy the %egahead patch into our previous patch file giving us:&lt;br /&gt;
&lt;br /&gt;
 %ext ck4&lt;br /&gt;
 %maphead maphead.ck4&lt;br /&gt;
 %egahead EGAHEAD.CK4&lt;br /&gt;
 %end&lt;br /&gt;
&lt;br /&gt;
You should now be able to play the game with both modified levels and graphics. The next step is editing tile properties. This is important because you will likely spend a lot of effort in making new tiles and will like to be able to customize their properties and animation. CK456Dtli comes with its own instructions and help and should have some information on its page. To run it you will need to specify two tile bitmaps and a tile information file. (The tile file should have been copied along with CK456Dtli.)&lt;br /&gt;
&lt;br /&gt;
Be careful when saving, many a modder has accidentally saved their files in the wrong directory. The program remembers the last place it has accessed, be it your graphics directory or another mod project. In our example we have to be careful not to save to the GRAPHICS subdirectory. We also need to patch the new tileinfo by adding this line to our patchfile:&lt;br /&gt;
&lt;br /&gt;
 %patchfile $249C2 &amp;quot;Keen4.tli&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Music and sounds ==&lt;br /&gt;
&lt;br /&gt;
We now have most of a  mod&#039;s basic structures in place. Levels, patches and graphics should be fully functional. The next step is music and sounds. However there are only two utilites that can modify the Keen sounds and music, [[WDC]] and [[KeenWave]], the first is not a dedicated Keen program and can be troublesome to use, the second is currently a beta. Thus, for the moment no instructions for setting up music editing will be given here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cleaning up ==&lt;br /&gt;
&lt;br /&gt;
Now that the mod has been set up, some housekeeping may be in order. A number of files will be regularly produced that are not needed and it can be tiring to have to constantly type commands in for various programs. Thus savvy modders may wish to use batch files that automatically import and clean up any unwanted debris. This is how the pre-prepared files used in the second section of this page work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Pre-prepared files =&lt;br /&gt;
&lt;br /&gt;
TODO: Make a bundle of files for this section and complete a brief description of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Releasing a mod =&lt;br /&gt;
&lt;br /&gt;
Additional cleanup should be done before a mod is released. Mostly this involves cleaning up unneeded files. To do this, first copy your mod directory somewhere temporary, so you don&#039;t wreck it if you want to fiddle with things later. (Very likely, bugs often occur that you will miss.) The graphics directory should be deleted, along with any other directories you&#039;re keeping stuff in, unless you want player to see them. (Concept art say.) The &amp;lt;tt&amp;gt;MAPTEMP&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt; MAPTGEAD&amp;lt;/tt&amp;gt; files should be removed, as well as all the utilities used when modding. Finally, you should delete the keen executable, it is illegal to distribute it, and though it is not strictly enforced, it is good practice to ensure you are not breaking copyright law.&lt;br /&gt;
&lt;br /&gt;
This should leave you with just the necessary files to play your mod, plus any &#039;etras&#039; players might enjoy. (Notably the Keen 6 mod &amp;lt;i&amp;gt;Dead in the Desert&amp;lt;/i&amp;gt; had a help file included as the Keen 6 game did NOT have one.)&lt;br /&gt;
&lt;br /&gt;
Files are often zipped and hosted on a Keen site or file sharing service available for download.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Vorticon Tools]]&lt;br /&gt;
* [[Galaxy Tools]]&lt;br /&gt;
* [[Other Tools]] (non-Vorticons/Galaxy)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://keenmodding.org/viewtopic.php?t=1201 Ceilick&#039;s Keen:Next tutorial]&lt;br /&gt;
&lt;br /&gt;
[[Category:Deprecated tutorials]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Foray_in_the_Forest&amp;diff=51090</id>
		<title>Foray in the Forest</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Foray_in_the_Forest&amp;diff=51090"/>
		<updated>2025-06-20T03:48:18Z</updated>

		<summary type="html">&lt;p&gt;Quillax: /* Regular Points */ Using Image fields to get rid of underscores in names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | &amp;lt;!-- TitleImage = Commander_Keen_In_Foray_In_The_Forest.png&lt;br /&gt;
 | GameplayImage = Commander Keen in- Foray in the Forest.png --&amp;gt;&lt;br /&gt;
 | Episode = Source code&lt;br /&gt;
 | GameplayImage = Mod-ingame-Foray.png&lt;br /&gt;
 | Authors = [[User:Nisaba|Nisaba]]&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | ReleaseDate = 2023-12-25&lt;br /&gt;
 | LatestUpdate = 2025-04-30&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=16987 release thread]&lt;br /&gt;
 | Levels = 48&lt;br /&gt;
 | SecretLevels = 5&lt;br /&gt;
 | NewGameplay = Yes&lt;br /&gt;
 | NewGfx = Yes&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = Yes&lt;br /&gt;
 | NewMusic = Yes&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0a.sc.2025-04-30.zip&lt;br /&gt;
 | LatestVersion = v2.0a&lt;br /&gt;
| Download = [https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0.sc.2025-03-14.zip v2.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0_source_code.sc.2025-03-14.zip source code v2.0]&lt;br /&gt;
&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0_installer.sc.2025-03-14.zip 1.44MB floppy disk installer (v2.0)]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/tools/t.fitf_savegame_converter.k1n9_duk3.2025-03-14.zip savegame converter]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/music/ost.foray_in_the_forest.soundtrack.2025-03-25.zip soundtrack (IMF, KMF)]&lt;br /&gt;
&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba.foray_in_the_forest_v1.0.sc.2023-12-25.zip v1.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba.foray_in_the_forest_v1.0_source_code.sc.2023-12-25.zip source code v1.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.nisaba_k1n9_duk3.foray_in_the_forest_v1.0_patch_based.k4.2024-04-02.zip patch-based v1.0 (Keen 4)] &amp;lt;!-- &amp;lt;/br&amp;gt;&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/Keen4/m.nisaba.foray_in_the_forest.k4.2017-03-14.zip demo]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foray in the Forest&#039;&#039;&#039; is a [[Keen:Galaxy_Source_Modding_Package|source mod]] by [[User:Nisaba|Nisaba]] and programmed by [[User:K1n9_Duk3|K1n9_Duk3]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The Foray in the Foray project was started by [[User:Mr.M|Mr.M]] in 2009 and was in development for 3 years until a hardware crash paralyzed production. In 2016, Nisaba attempted to rebuild the mod from scratch with the support of [[User:Fleexy|Fleexy]] and Mr.M, using a only handful screenshots and one short video recording as a reference. &lt;br /&gt;
&lt;br /&gt;
In 2019, [[User:K1n9_Duk3|K1n9_Duk3]] joined the team as the main programmer and the project was transformed from a classic patch mod into a source code mod. The composers kvee, eggs_box, and Kohntarkosz_ became involved during the same period and created unique soundtracks for each level. In addition to the main team, more than 30 community members were involved in the realization of the game. &lt;br /&gt;
&lt;br /&gt;
Due to the global pandemic, there were delays in further game development. The final game got released in 2023 after 14 years of on-and-off development. In terms of scope, it is probably the largest community project realized to date.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
After his adventures on Vorticon VI, Commander Keen has returned home, ready to resume his life as simple schoolboy Billy Blaze.&lt;br /&gt;
Saving the galaxy is hard work, after all!&lt;br /&gt;
But our intrepid hero&#039;s adventures are not over yet, as he is soon to discover. Something extremely important is missing from his personal sanctuary: Some evil mastermind kidnapped his (plush toy) intergalactic hero friends. In its place, he finds a single cryptic note, which leads him on an adventurous rescue mission to a vibrant planet with strange but delicious looking rings...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL:DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re a kid with a pogo stick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Place the next four sections in columns --&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;twocol&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1 = Neural Stunner   | Desc1 = More ammo                               | Link1 = -&lt;br /&gt;
| Object2 = Gems             | Desc2 = Unlock doors                            | Link2 = -&lt;br /&gt;
| Object3 = Raindrop         | Desc3 = Collect 100 to get an extra life        | Link3 = -&lt;br /&gt;
| Object4 = Lifewater Flask  | Desc4 = Extra life                              | Link4 = -&lt;br /&gt;
| Object5 = Super Secret Slug Slime Soda  | Desc5 = Collect all 17 hidden cans | Link5 = -&lt;br /&gt;
| Object6 = Plushies         | Desc6 = 6 missing intergalactic hero friends    | Link6 = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Points ==&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1  = Veggies         | Desc1 =    1,000 points     | Link1  = -&lt;br /&gt;
| Object2  = Bananas         | Desc2 =    5,000 points     | Link2  = -&lt;br /&gt;
| Object3  = Flying Doughnut | Desc3 =   10,000 points     | Link3  = -&lt;br /&gt;
| Object4  = M_              | Desc4 =                     | Link4  = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Move to next column --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
== Regular Points ==&lt;br /&gt;
 &lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1  = Three-Tooth Gum     | Desc1  = 100 points     | Link1  = - | Image1 = Three-Tooth_Gum_.png&lt;br /&gt;
| Object2  = Shikadi Soda        | Desc2  = 100 points     | Link2  = - | Image2 = Shikadi_Soda_.png&lt;br /&gt;
| Object3  = Shikadi Soda-XL     | Desc3  = 200 points     | Link3  = -&lt;br /&gt;
| Object4  = Three-Tooth Cannamellas    | Desc4 = 200 points  | Link4  = -&lt;br /&gt;
| Object5  = Three Tooth Cannamella-XL  | Desc5 = 500 points  | Link5  = -&lt;br /&gt;
| Object6  = Shikkers Candy Bars | Desc6  =  500 points    | Link6  = -&lt;br /&gt;
| Object7  = Muffins             | Desc7  =  500 points    | Link7  = -&lt;br /&gt;
| Object8  = Stickypops          | Desc8  =  500 points    | Link8  = -&lt;br /&gt;
| Object9  = Stickypop Vortex    | Desc9  = 1,000 points   | Link9  = -&lt;br /&gt;
| Object10 = Frozen Fudgsicles   | Desc10 = 1,000 points   | Link10 = -&lt;br /&gt;
| Object11 = Ice Cream Cones     | Desc11 = 2,000 points   | Link11 = -&lt;br /&gt;
| Object12 = Doughnuts           | Desc12 = 5,000 points   | Link12 = -&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Finish column layout --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special and/or new features ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Saving in-game&#039;&#039;&#039; on normal or hard mode costs a life to give new meaning to collecting drops and extra lives.&lt;br /&gt;
* &#039;&#039;&#039;Ammunition&#039;&#039;&#039; is limited to 25 rounds at max.&lt;br /&gt;
* &#039;&#039;&#039;The level of difficulty&#039;&#039;&#039; determines the degree of complexity of the level map layout and structure, such as hazard and riddle passages or even enemy behavior.&lt;br /&gt;
* &#039;&#039;&#039;Collecting points&#039;&#039;&#039; will unlock extras, bonus levels and has an impact on the outcome of the game.&lt;br /&gt;
* &#039;&#039;&#039;Multiple endings&#039;&#039;&#039; can be unlocked depending on the decisions made during the game. There are in total six different ending sequences. Reaching the perfect score (1,000,000 points) triggers the true ending of the game.&lt;br /&gt;
&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1 = Checkpoint Mushroom | Desc1 = To activate a checkpoint in a level, Keen has to touch these mushrooms.  | Link1  = -&lt;br /&gt;
| Object2 = Interactive Tiles   | Desc2 = Keen can interact with several objects to learn more about the environment.| Link2  = -&lt;br /&gt;
| Object3 = Dispenser           | Desc3 = Ammo dispensers allow to refill Keens Neural Stunner.                    | Link3  = -&lt;br /&gt;
| Object4 = Shortcuts           | Desc4 = New function buttons: &amp;lt;/br&amp;gt; F2/F3 = Save/Load Menu &amp;lt;/br&amp;gt; F5/F9 = Quick-Save/Load &amp;lt;/br&amp;gt; Backspace = Score Box toggle &amp;lt;/br&amp;gt; right Shift = Item Detector toggle | Link4  = -&lt;br /&gt;
| Object5 = Special Status Window | Desc5 = The Special Status Window helps to detect items nearby, like ammo for e.g. | Link5  = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
From the look and feel FITF combines graphics, items and enemies from both [[Keen Dreams]] and [[Keen 4]]. This mod shows also aesthetically influences by other games from that era, for instance: [[wikipedia:Monster Bash|Monster Bash]], [[wikipedia:Bio Menace|Bio Menace]] or [[wikipedia:Cosmos Cosmic Adventure|Cosmos Cosmic Adventure]]. Furthermore  it features Music tracks from the [[Keen_4_Versions#Demo_versions|Keen 4 Demo version]] and includes an interpretation of some graphics shown in the [https://vimeo.com/148926335 Keen 7 Tech Demo] from 1992 by [[wikipedia:John Romero|John Romero]]. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creatures and other modifications ==&lt;br /&gt;
{{ModActorList}}&lt;br /&gt;
&amp;lt;!--{{ObjectList2Col&lt;br /&gt;
| Object1  = Xky Keen           | Desc1  =      | Link1  = -&lt;br /&gt;
| Object2  = Avrala             | Desc2  =      | Link2  = -&lt;br /&gt;
| Object3  = Blu Bird           | Desc3  =      | Link3  = -&lt;br /&gt;
| Object4  = Blue Birds Club    | Desc4 =       | Link4  = -&lt;br /&gt;
| Object5  = Chemolain          | Desc5  =      | Link5  = -&lt;br /&gt;
| Object6  = Corona Plant       | Desc6  =      | Link6  = -&lt;br /&gt;
| Object7  = Crocodent          | Desc7  =      | Link7  = -&lt;br /&gt;
| Object8  = Dickie Dig Diggens | Desc8 =       | Link8  = -&lt;br /&gt;
| Object9  = Dung Beetle        | Desc9  =      | Link9  = -&lt;br /&gt;
| Object10 = Efree              | Desc10 =      | Link10 = -&lt;br /&gt;
| Object11 = Fat Red Cat        | Desc11 = Atomic Kitten | Link11 = -&lt;br /&gt;
| Object12 = Flying Smirky      | Desc12 =      | Link12 = -&lt;br /&gt;
| Object13 = Froggo             | Desc13 =      | Link13 = -&lt;br /&gt;
| Object14 = Fungus Amongus     | Desc14 =      | Link14 = -&lt;br /&gt;
| Object15 = Gelatin Spoop      | Desc15 =      | Link15 = -&lt;br /&gt;
| Object16 = Gretenta           | Desc16 =      | Link16 = -&lt;br /&gt;
| Object17 = Janitor            | Desc17 =      | Link17 = -&lt;br /&gt;
| Object18 = Lapis Crab         | Desc18 =      | Link18 = -&lt;br /&gt;
| Object19 = Leavea Trip        | Desc19 =      | Link19 = -&lt;br /&gt;
| Object20 = Legbery            | Desc20 =      | Link20 = -&lt;br /&gt;
}}&lt;br /&gt;
{{ObjectList2Col&lt;br /&gt;
| Object1  = Lemon Shark        | Desc1  =       | Link1 = -&lt;br /&gt;
| Object2  = Levar              | Desc2  =       | Link2 = -&lt;br /&gt;
| Object3  = Moorhsum Cigam     | Desc3  =       | Link3 = -&lt;br /&gt;
| Object4  = Mummy              | Desc4  =       | Link4 = -&lt;br /&gt;
| Object5  = Nessi              | Desc5  =       | Link5 = -&lt;br /&gt;
| Object6  = Nipnap             | Desc6  =       | Link6 = -&lt;br /&gt;
| Object7  = Nisasi             | Desc7  =       | Link7 = -&lt;br /&gt;
| Object8  = Optiquat           | Desc8  =       | Link8 = -&lt;br /&gt;
| Object9  = Pat-o-Pat          | Desc9  =       | Link9 = -&lt;br /&gt;
| Object10 = Poison Slug        | Desc10 =       | Link10 = -&lt;br /&gt;
| Object11 = Princess Lindsey   | Desc11 =       | Link11 = -&lt;br /&gt;
| Object12 = Puffpuff           | Desc12 =       | Link12 = -&lt;br /&gt;
| Object13 = Purple Tentacle    | Desc13 =       | Link13 = -&lt;br /&gt;
| Object14 = Robo Rust          | Desc14 =       | Link14 = -&lt;br /&gt;
| Object15 = Salamander         | Desc15 =       | Link15 = -&lt;br /&gt;
| Object16 = Skypest            | Desc16 =       | Link16 = -&lt;br /&gt;
| Object17 = Sleepwalking Council Page  | Desc17 =       | Link17 = -&lt;br /&gt;
| Object18 = Sneaky Tree        | Desc18 =       | Link18 = -&lt;br /&gt;
| Object19 = Spider Popeider    | Desc19 =       | Link19 = -&lt;br /&gt;
| Object20 = Thornbush          | Desc20 =       | Link20 = -&lt;br /&gt;
}}&lt;br /&gt;
{{ObjectList2Col&lt;br /&gt;
| Object1 = Waddle              | Desc1 = a cozy Yeti like creature   | Link1 = -&lt;br /&gt;
| Object2 = Wormouth            | Desc2  =       | Link2 = -&lt;br /&gt;
| Object3 = Zibblinx            | Desc3  =       | Link3 = -&lt;br /&gt;
| Object4 = Brain Fucl          | Desc4  =       | Link4 = -&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
NOTE: The maps shown below are currently from version 1.0.&lt;br /&gt;
&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&amp;lt;!-- Place the next section in columns --&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;twocol&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level!!Title!!Composer&lt;br /&gt;
|-&lt;br /&gt;
| 0  || Keenish Tune (kvee remix) &amp;lt;/br&amp;gt; Yoshi&#039;s Hillville || [[User: troublesomekeen|TSK]] &amp;lt;/br&amp;gt; [[User:TheBigV|TheBigV]]&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Nashville &amp;lt;/br&amp;gt; Commercials &amp;lt;/br&amp;gt; Yoshi&#039;s Hillville || Kohntarkosz_ &amp;lt;/br&amp;gt; &amp;lt;/br&amp;gt; [[User:TheBigV|TheBigV]]&lt;br /&gt;
|-&lt;br /&gt;
| 2  || The Lady is Frightful || MOM4Ever&lt;br /&gt;
|-&lt;br /&gt;
| 3  || Nitelite || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 4  || Oasis &amp;lt;/br&amp;gt;  Slowasis || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 5  || Jazzin&#039; Them Nazis || Bobby Prince &lt;br /&gt;
|-&lt;br /&gt;
| 6  || Guess || Bobby Prince&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Algeria || MOM4Evr &lt;br /&gt;
|-&lt;br /&gt;
| 8  || JazzK (kvee remix) || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Fonk || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2Hot &amp;lt;/br&amp;gt; Too Hot || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 11 || SpoopS || eggs_box &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Education || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Tropic Pants || Kohntrakosz_&lt;br /&gt;
|-&lt;br /&gt;
| 14 || A Very Special Pyramid || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Funk &#039;Til Ya Red &amp;lt;/br&amp;gt; Mustard the Strength &amp;lt;/br&amp;gt; Blue Your Cover &amp;lt;/br&amp;gt; Mondo Green (Nisaba remix)|| eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Icy F 10rppq (Nisaba remix) || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 17 || As Above... &amp;lt;/br&amp;gt; ... So Below || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Colder || [[User:Gridlock|Gridlock]]&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Strut || Kohntrakosz_ &lt;br /&gt;
|-&lt;br /&gt;
| 20 || Kick Keen || TMST&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Summers Beach || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Icy F 10rppq || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 24 || Mort&#039;s Lab || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Summers Beach || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Game Segment!!Title!!Composer&lt;br /&gt;
|-&lt;br /&gt;
|Starwars Text || Midnight || kvee&lt;br /&gt;
|-&lt;br /&gt;
|Help Screen || Cruise || IncredibleMachine&lt;br /&gt;
|-&lt;br /&gt;
|Good End || Fusion || IncredibleMachine&lt;br /&gt;
|-&lt;br /&gt;
|Bad End || Dope Jaws || Lee Jackson&lt;br /&gt;
|-&lt;br /&gt;
|Cheater End || Slipping Slug || JosephCollins&lt;br /&gt;
|-&lt;br /&gt;
|Minimum End || Bugs Will Bite || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
|Perfect End || Jo Jackson || Kohntrakosz_ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Finish column layout --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Motivation&#039;&#039;&#039;: The author of Foray in the Forest stated that the main motivation behind the project was to reactivate and revive abandoned, unfinished or unreleased modding attempts. Essentially, it was about celebrating forgotten but high-quality material and creative ideas from the community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Booklet&#039;&#039;&#039;: A 24-page manual is supplied with the game. This booklet is based on the style of the supplement booklets from the 90s. It contains valuable insight into the new features of the game, as well as entertaining elements such as comic strips and the like. It is recommended to consult this before starting the game.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prize Game&#039;&#039;&#039;: The game includes a hidden prize game. The first to unlock this secret ending sequence can win a physical edition of the game on floppy disk, plus booklet and lovingly designed box.&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utilities used&#039;&#039;&#039;: [[Abiathar]], Borland C++ Compiler, Geany IDE, GHex, [[IMFCrush|IMF Crusher]], [[IMF Player]], [[imfplay]], IMFVOC, [[ModKeen#Unofficial_ModId|ModId]], Obsidian, PHStar scripts, [[TheDraw]], [[TliExtend]], TliTool, mtPaint, [[uGrab]], Wolf3D Data Compiler&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creator&#039;&#039;&#039;: [[User:Nisaba|Nisaba]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Programming&#039;&#039;&#039;: [[User:K1n9_Duk3|K1n9_Duk3]]&lt;br /&gt;
* &#039;&#039;&#039;Tool Smith&#039;&#039;&#039;: [[User:Fleexy|Fleexy]]&lt;br /&gt;
* &#039;&#039;&#039;Music Composition&#039;&#039;&#039;: kvee, eggs_box, Kohntarkosz_, [[User: Mr.M|Mr.M]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Additional Contributions&#039;&#039;&#039; (in alphabetical order): 55Aavenue, A.R., Awesome-Keener, Bob &amp;quot;Mort&amp;quot; Thewes, [[User:Bubbatom|Bubbatom]], [[User:Ceilick|Ceilick]], ChargingMoose, [[User:CK Guy|ckguy]], [[User:DarkAle|DarkAle]], Dautz, [[User:DoomJedi|DoomJedi]], [[User:DrColossus|Dr. Colossus]], FaceLaces, [[User:Flaose|Flaose]], Genius314, [[User:Gridlock|Gridlock]], Hagel, Jarno LV, , keenmaster486, [[User:KeenRush|KeenRush]], Lee Jackson, [[User:Lemm|Lemm]], [[User:Levellass|Levellass]], Lotte, Mark the Candyjunk, Mobiethian, [[User:MoffD|MoffD]], [[User:Mr.M|Mr.M]], nanomekia, Nowhere Girl, NY00123, obsidian29, [[User:Pandakeen|Pandakeen]], Petka, Plasma Captian, [[User:ProYorp|proYorp]], [[User:Quillax|Quillax]], [[User:Roobar|Roobar]], [[User:Snortimer|Snortimer]], [[User:Commander_Spleen|Spleen]], [[User:Syllypryde|Syllypryde]], Tesseract, The Shifted One, [[User:TheBigV|TheBigV]], [[User:Troublesomekeen|TSK]], [[User:T-Squared|T-Squared]], [[User:tulip|tulip]], X-Rack Projekt, [[User:XkyRauh|Xky Rauh]], Zero X. Diamond, [[User:Zilem|Zilem]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [https://pckf.com/viewtopic.php?t=823 PCKF: Discussion Thread]&lt;br /&gt;
* [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4027 PCKF: Release Thread]&lt;br /&gt;
&lt;br /&gt;
* [https://pckf.com/viewtopic.php?f=1&amp;amp;t=3834 PCKF: Romero publishes Keen 7 Tech Demo from 1992]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Keen_Dreams_Gold_Edition&amp;diff=51089</id>
		<title>Keen Dreams Gold Edition</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Keen_Dreams_Gold_Edition&amp;diff=51089"/>
		<updated>2025-06-20T03:36:26Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Don&amp;#039;t need to use a separate file for the title image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | Episode = Source code&lt;br /&gt;
 | Authors = [[User:Szemigi|Szemigi]]&lt;br /&gt;
 | ReleaseDate = 2024-05-10&lt;br /&gt;
 | LatestUpdate = 2025-05-16&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=17876 PCKF release][https://pckf.com/viewtopic.php?t=18124 1st birthday edition release]&lt;br /&gt;
 | Homepage =&lt;br /&gt;
 | Levels = 40&lt;br /&gt;
 | SecretLevels = 20&lt;br /&gt;
 | NewGameplay = Yes&lt;br /&gt;
 | NewGfx = Some&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = Yes&lt;br /&gt;
 | NewMusic = Yes&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/mods/SourceCode/m.szemigi.keen_dreams_gold_edition.sc.2025-05-16.zip&lt;br /&gt;
 | Download = ([https://www.dropbox.com/scl/fi/yyopq8swxo0vgbo8t9nny/KDGOLD-2025-05-16.ZIP?rlkey=lldon4rc8gopnv05beetwnl5v&amp;amp;dl=1 mirror])&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.szemigi.keen_dreams_gold_edition.sc.2025-01-18.zip old release]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Keen Dreams Gold Edition&#039;&#039;&#039;, also known as &#039;&#039;&#039;Keen Dreams - Version 2.00 (Revision 2)&#039;&#039;&#039;, is the first true [[Keen Dreams]] source mod by [[User:Szemigi|Szemigi]]. It uses the source of Keen Dreams version 1.92 (and partially version 1.00) with taken and modified code elements from Catacomb 3-D, Wolfenstein 3-D, NY00123&#039;s Keen Dreams Tech Demo, the recreated Keen 4-6 source code, the BioMenace 1 source code by lethal_guitar, and the SDL/Steam port of Keen Dreams.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The story of Keen Dreams Gold Edition is the same as the official game, except it involves a male Tater Trooper and a new, female potato called Tater Trooperina.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
The original game&#039;s levels are replaced by those from [[Keen Dreams Plus]], though some were edited to add in new creatures.&lt;br /&gt;
&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Track!!Length!!Title!!Composer!!Levels used&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0:48 || A Vegetarian Exploration || Dave216 || The Land of Tuberia&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1:29 || Smooth Carrot Juice Smoothie Street || T-Squared Productions || Horseradish Hill (daytime and night version), Beet Street&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1:20 || It&#039;s Dark Right in Here || [[User: XkyRauh|XkyRauh]] || Melon Mines, Cantaloupe Mine&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0:29 || Rowin&#039; Down the Sad River || Dave216 || Bridge Bottoms, Coastal Creeks&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0:52 || Horseradish Rock || Dave216 || Rhubarb Rapids (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 0:57 || Separating Ways || Dave216 || Parsnip Pass (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1:01 || Cool Cabbage Cakewalk || [[User: ZidaneA|ZidaneA]] || Celery Sector&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1:16 || Newpotato News || T-Squared Productions || Spud City (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 0:52 || Good Turnip, Good Turnin&#039; || Dave216 || Cauliflower Quarter&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1:16 || Spittin&#039; Seeds || T-Squared Productions || Apple Acres (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 0:50 || Oh, My Little Grove! || Dave216 || Grape Grove (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 0:46 || The Sly Bean Sprout || T-Squared Productions || Turnip Trapway&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 0:58 || On the Green Grass of the Field || Kosmyn || Brussels Sprout Bay (daytime and night version), Pea Pod Park&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1:00 || Stemp &#039;Em Down! || [[User:XkyRauh|XkyRauh]] || Mushroom Mere&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 1:05 || Bullfrog || Robert Prince || Squash Swamp (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 0:57 || Asparagusto Allegro || Dave216 || Castle Tuberia (daytime and night version), Castle Tower&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 1:31 || Hash It Out! || T-Squared Productions || Royal Chamber&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 0:14 || Run Back to Sleep || Dave216 || Hill Top (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 1:21 || On Deep Point || Dave216 || Castle Basement&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1:04 || Edgy Eggplant Electro || [[User: ZidaneA|ZidaneA]] || Eggplant Estate&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 0:32 || Ants In Your Pants || Robert Prince || Mountain Top&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 0:53 || You&#039;ve Got to Eat Your Vegetables!!|| Robert Prince || Title Page, Lyrics Section&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 0:27 || An Unexpected Call || [[User: ZidaneA|ZidaneA]] || Secret Level Message, Super Secret Level Message, Mortimer&#039;s Story (after leaving Eggplant Estate)&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 0:27 || I Scream || Robert Prince || Bad Ending, Mortimer&#039;s Ending&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1:38 || No More Bad Dreams! || Dave216 || Ending&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 1:02 || Bold Broccoli Boogie || [[User: ZidaneA|ZidaneA]] || Story Screen&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 0:15 || Billy&#039;s Friend, The Meat Eater || [[User: ZidaneA|ZidaneA]] || Rescuing Rover, Rescuing Snake Logan, Entering High Score (between level 25 and 40)&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 0:57 || Guess || Robert Prince || Entering High Score (between level 1 and 23; excluding Hill Top the two cheat levels), High Score (during demo playing)&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 0:32 || Just Eat &#039;Em Already... || [[User: ZidaneA|ZidaneA]] || Main Menu&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 0:08 || A Short Welcome || Kosmyn || Cheat Level 1 and 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=hqrJXdTf1jE Teaser 1 - 2024-05-10 (initial release)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=yC0vreWvXUw Teaser 2 - 2025-01-08 (update: 2025-01-18)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=WvXcv4VvDjY&amp;amp;t=41s Teaser 3 - 2025-03-14 (Keen Day update&#039;s teaser)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=RUHRl0vE3r0 Teaser 4 - 2025-05-10 (1st birthday edition teaser, update: 2025-05-16)]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Keen_Dreams_Gold_Edition.png&amp;diff=51088</id>
		<title>File:Keen Dreams Gold Edition.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Keen_Dreams_Gold_Edition.png&amp;diff=51088"/>
		<updated>2025-06-20T03:34:44Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Quillax reverted File:Keen Dreams Gold Edition.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Title for Keen Dreams Gold.&lt;br /&gt;
&lt;br /&gt;
[[Category:Keen mod title screens]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Galaxy_Mods&amp;diff=51086</id>
		<title>Galaxy Mods</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Galaxy_Mods&amp;diff=51086"/>
		<updated>2025-06-20T03:18:34Z</updated>

		<summary type="html">&lt;p&gt;Quillax: /* Full Level Packs */ Update O-Mega-Matic to v1.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &amp;lt;div style=&amp;quot;border: 4px solid red; padding: 1em; margin: 1em; background-color: #FFFFEE;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;This page is being replaced&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Due to the growing number of mods, and the fact that a lot of information is duplicated on this page and the mod pages themselves, it is proposed that this page be split into per-episode lists that are automatically generated from the infoboxes on each mod&#039;s page.  Please see one of the new pages to see what this would look like:&lt;br /&gt;
&lt;br /&gt;
* [[Keen 4 mods]]&lt;br /&gt;
* [[Keen 5 mods]]&lt;br /&gt;
* [[Keen 6 mods]]&lt;br /&gt;
&lt;br /&gt;
Until all the mods are migrated to the new pages, the list below will remain available.&lt;br /&gt;
&lt;br /&gt;
If you can help, please remove mods from the list below once they appear on the new page, and all the information has been taken across correctly (especially release dates.)&lt;br /&gt;
&lt;br /&gt;
To add a new mod to the new list, create a new page for it and put an infobox on it (just copy it from an existing mod&#039;s page and change it accordingly.)&lt;br /&gt;
&amp;lt;/div&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Proposal for an optional usage of both types of lists: &lt;br /&gt;
a) alphabetical &amp;amp; subcategories &lt;br /&gt;
b) per-episode --&amp;gt;&lt;br /&gt;
{{Alert|The downloads for Keen 5 and 6 mods will not include the executable necessary to play the game (they are still not free to distribute).  You will need to put your own executable in the mod directory and unpack it with [[UNLZEXE]] prior to playing for the first time.}}&lt;br /&gt;
&lt;br /&gt;
This is an &#039;&#039;&#039;alphabetical list&#039;&#039;&#039; of all Keen: Galaxy mods, one-level mods and level packs ever made for Keen. It also includes some in-progress mods.&lt;br /&gt;
&lt;br /&gt;
*Please click on the triangles to sort by different categories. i.e. if you click first on &amp;quot;Modder(s)&amp;quot; then on &amp;quot;Mod of&amp;quot;, you will get a list that is sorted by which game was modded, and further sorted by modder name. Refresh the page to reset all sort settings.&lt;br /&gt;
&lt;br /&gt;
*Only the newest version of each mod or level pack is listed in the Download column; additional versions of mods or level packs may be found on their respective wiki pages.&lt;br /&gt;
&lt;br /&gt;
*Dates format: year-month-day (the release date is always for the &#039;&#039;first&#039;&#039; version of the mod, if known)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a &#039;&#039;&#039;pictorial per-episode list&#039;&#039;&#039; choose from the following instead: [[Keen 4 mods]], [[Keen 5 mods]], [[Keen 6 mods]].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
= Mods =&lt;br /&gt;
&lt;br /&gt;
A mod, or modification, is the alteration of content in order to make it operate in a manner different from its original version. They can include new items, modded weapons, characters, enemies, models, tile-sets, levels, music, story lines and game modes. &lt;br /&gt;
&lt;br /&gt;
== Full Mods ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Aliens Ate My Babysitter ...Again]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.ny00123.aliens_ate_my_babysitter_again_v1.5.k6.2024-12-30.zip full v1.5]&lt;br /&gt;
|2009-09-26&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 6&lt;br /&gt;
|19&lt;br /&gt;
|Keen 6 rearranged, color swaps, alternate graphics. [http://ny.duke4.net/files.html Website] [https://pckf.com/viewtopic.php?t=880 Release Thread], [https://pckf.com/viewtopic.php?t=17968 Re-Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Alphamatic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.gridlock.the_alphamatic_v2.0.k5.2021-03-14.zip full v2.0]&lt;br /&gt;
|2017-07-04&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|24&lt;br /&gt;
|An Atroxian Realm sequel. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4086 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Armageddon App]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.55aavenue.the_armageddon_app_v.1.2.k5.2020-05-26.zip full]&lt;br /&gt;
|2020-05-04&lt;br /&gt;
|55Aavenue&lt;br /&gt;
|Keen 5&lt;br /&gt;
|20&lt;br /&gt;
|A Short Circuit Oracle sequel. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6851 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Armageddon Continues]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.alessandro.the_armageddon_continues.k5.2020-06-07.zip full]&lt;br /&gt;
|2020-06-07&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|12&lt;br /&gt;
| [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6979 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Atroxian Realm]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/SourceCode/m.gridlock.atroxian_realm_v.1.4.sc.2020-05-08.zip full v1.4]&lt;br /&gt;
|2016-01-16&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Source Code&lt;br /&gt;
|25&lt;br /&gt;
|First Source-Code Mod. [https://pckf.com/viewtopic.php?t=1812 Discussion Thread], [https://pckf.com/viewtopic.php?t=3536 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Aurora Bliss|Aurora Bliss I]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dave216.aurora_bliss_v.1.2.k4.2023-08-23.zip full v1.2]&lt;br /&gt;
|2022-08-01&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|22&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=13985 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Canmore&#039;s Redemption|Aurora Bliss II: Canmore&#039;s Redemption]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dave216.canmores_redemption_v.1.0.2.k5.2023-07-30.zip v1.0.2] (45MB)&lt;br /&gt;
|2023-06-20&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|An Aurora Bliss sequel. [https://pckf.com/viewtopic.php?t=16501 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Revival of Bliss|Aurora Bliss III: Revival of Bliss]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dave216.revival_of_bliss_v.1.1.k4.2024-06-08.zip full v1.1]&lt;br /&gt;
|2024-05-11&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|38&lt;br /&gt;
|2 playable characters. [https://pckf.com/viewtopic.php?t=17878 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bounty Hunting Brouhaha]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.kohntarkosz_.bounty_hunting_brouhaha_v1.2_unofficial.k4.2024-08-15.zip full v1.2] (unofficial)&lt;br /&gt;
|2019-11-26&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=6172 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen&#039;s Valentine Bash]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.commander_keens_valentine_bash_unofficial.k4.2024-02-14.zip full] (unofficial)&lt;br /&gt;
|2013-01-04&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|20&lt;br /&gt;
|Monster Bash cross-over. [https://pckf.com/viewtopic.php?t=2532 Discussion Thread], [https://pckf.com/viewtopic.php?t=2616 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen X Bio Menace]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/4975825/CKxBM.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.commander_keen_x_bio_menace.k4.2016-02-16.zip full]&lt;br /&gt;
|2016-02-15&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|13&lt;br /&gt;
|A crossover between Keen 4 and Bio Menace 1. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=3571Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Eight Accumulators]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubbatom.the_eight_accumulators.k4.2011-12-13.zip full]&lt;br /&gt;
|2011-12-13&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|Uses new and original tiles. [https://pckf.com/viewtopic.php?t=2042 Discussion Thread], [https://pckf.com/viewtopic.php?t=2171 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode 58 - The Ruin of Roib|Episode 58 - The Ruin of Roib]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bernie.the_ruin_of_roib_v3.4_unofficial.k4.2025-03-04.zip beta v3.4] (unofficial)&lt;br /&gt;
|2013-05-25&lt;br /&gt;
|Bernie&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|Aged Keen. [https://pckf.com/viewtopic.php?t=2786 Discussion Thread], [https://pckf.com/viewtopic.php?t=2791 Re-Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode 59 - Underworld Ultimate!|Episode 59 - Underworld Ultimate!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bernie.underworld_ultimate_v1.3_unofficial.k4.2024-12-24.zip beta v1.3] (unofficial)&lt;br /&gt;
|2014-05-06&lt;br /&gt;
|Bernie&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|Aged Keen. [https://pckf.com/viewtopic.php?t=3057 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Foray in the Forest]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0a.sc.2025-04-30.zip full v2.0a]&lt;br /&gt;
|2023-12-25&lt;br /&gt;
|[[User:Nisaba|Nisaba]]&lt;br /&gt;
|Source Code&lt;br /&gt;
|48&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=16987 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Grand Intelligence IV: Intelligent Intellect]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.intelligent_intellect.k4.2013-12-07.zip full v2.0]&lt;br /&gt;
|2013-09-02&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|18&lt;br /&gt;
|Protaginist is Martinez McMeyer. First Keen 4 mod of Szemigi! [https://pckf.com/viewtopic.php?t=2848 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Marooned on Mars - Galaxy mod|Marooned  on Mars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dr_colossus.marooned_on_mars_-_galaxy_mod_v.1.7.k5.2018-10-10.zip beta v1.7]&lt;br /&gt;
|2016-03-14&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|17&lt;br /&gt;
|Keen 1 conversion into Galaxy style. [https://pckf.com/viewtopic.php?t=3598 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 10: Mirror Menace|Mirror Menace]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.szemigi.mirror_menace.k6.2014-10-01.zip beta v1.3]&lt;br /&gt;
|2013-11-24&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|&amp;lt;!--[https://pckf.com/viewtopic.php?t=2928 Beta I Release Thread], [https://pckf.com/viewtopic.php?f=4&amp;amp;t=3004 Beta II Release Thread], --&amp;gt;[https://pckf.com/viewtopic.php?t=3136 &amp;lt;!--Final--&amp;gt; Release Thread], known bug: the game freezes after Keen enters the teleporter&lt;br /&gt;
|-&lt;br /&gt;
|[[Operation Ocflore]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubbatom.operation_ocflore_v1.3.k4.2020-02-18.zip full v.1.3]&lt;br /&gt;
|2020-01-14&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|Uses different EGA color palette [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6379 Release Thread],  [https://pckf.com/viewtopic.php?t=3022 Development Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Operation Station Infiltration]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/SourceCode/l.ceilick.operation_station_infiltration_v1.4.sc.2022-03-15.zip full v.1.4]&lt;br /&gt;
|2022-12-25&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|19&lt;br /&gt;
|Source code mod. Sequel to [[Return to the Shadowlands]]. [https://pckf.com/viewtopic.php?t=15448 Release Thread],  [https://pckf.com/viewtopic.php?t=11178 Development Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[The Prisoner&#039;s Dilemma]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.kohntarkosz_.the_prisoner&#039;s_dilemma_v1.1_unofficial.k6.2024-08-15.zip full v1.1] (unofficial)&lt;br /&gt;
|2021-07-16&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|Sequel to [[Bounty Hunting Brouhaha]]. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=11632 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Return to the Shadowlands]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/SourceCode/l.ceilick.return_to_the_shadowlands_v1.8.sc.2022-12-21.zip full v1.08]&lt;br /&gt;
|2021-06-06&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|20&lt;br /&gt;
|Source code mod. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=11095 Release Thread] [https://pckf.com/viewtopic.php?f=2&amp;amp;t=9993 Development Thread].&lt;br /&gt;
|-&lt;br /&gt;
|[[Secret of the Sorcerer]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.darkale.secret_of_the_sorcerer_v1.4.k6.2022-10-04.zip full v1.4]&lt;br /&gt;
|2022-02-26&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|17&lt;br /&gt;
| [https://pckf.com/viewtopic.php?t=13031 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Send in the Clorts]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.kohntarkosz_.send_in_the_clorts_v1.1_unofficial.k5.2024-08-15.zip beta v1.1] (unofficial)&lt;br /&gt;
|2021-07-16&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|Sequel to [[The Prisoner&#039;s Dilemma]]. [https://pckf.com/viewtopic.php?t=11633 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in Suburb Shenanigans|Suburb Shenanigans]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.bubbatom.suburb_shenanigans_v1.2_unofficial.k5.2020-11-25.zip full v1.2] (unofficial)&lt;br /&gt;
|2018-12-24&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|23&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2306 Development Thread], [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4701&amp;amp;p=88325 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Terror from Outer Space|The Terror from Outer Space]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dr_colossus.the_terror_from_outer_space_v1.0.k4.2013-09-29.zip full v1.0]&lt;br /&gt;
|2013-09-16&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2864 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Keys of Krodacia|The Universe is Toast (unofficial) I: The Keys of Krodacia]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ceilick.the_keys_of_krodacia_v2.0.k4.2009-03-14.zip full v2.0]&lt;br /&gt;
|2006-06-27&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[http://publiccommanderkeenforum.yuku.com/topic/886/Keen-4-mod-The-Keys-of-Krodacia Release Thread], [https://pckf.com/viewtopic.php?t=1379 Post Discussion Thread], [https://pckf.com/viewtopic.php?t=566 Re-Release Thread] (includes new music, additional content, and bug fixes)&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead in the Desert|The Universe is Toast (unofficial) II: Dead in the Desert]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.ceilick.dead_in_the_desert_v3.2.k6.2011-11-23.zip full v3.2]&lt;br /&gt;
|2009-07-21&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=536 Discussion Thread] [https://pckf.com/viewtopic.php?t=762 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Battle of the Brains|The Universe is Toast (unofficial) III: Battle of the Brains]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.ceilick_mink_tulip.battle_of_the_brains_v.2.5.k5.2011-11-23.zip full v2.5] &amp;lt;br/&amp;gt;&lt;br /&gt;
|2011-02-02&lt;br /&gt;
|[[User:Ceilick|Ceilick]], [[User:Mink|Mink]], [[User:Tulip|Tulip]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=774 Discussion Thread], [https://pckf.com/viewtopic.php?t=1808 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Zoltan&#039;s Revenge]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.zoltans_revenge.k4.2012-10-20.zip full]&lt;br /&gt;
|2012-10-20&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|16&lt;br /&gt;
|The first demo won 1st place in the 2007 [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Changed Gameplay Mods ==&lt;br /&gt;
&lt;br /&gt;
This topic contains mods which differ largely from the ordinary Keen Galaxy gameplay. (Nearly) all mods in this category have substantial similarity in a distinctive gameplay derived from heavy patching.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adventures in the BWB Megarocket]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.gargapplesauce.adventures_in_the_bwb_megarocket.k4.2010-06-09.zip beta]&lt;br /&gt;
|2010-06-09&lt;br /&gt;
|[[User:GARGapplesauce|GARGapplesauce]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|10&lt;br /&gt;
|Changed Gameplay: Designed to pilot the BWB Megarocket. [https://pckf.com/viewtopic.php?t=1998 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Birdman]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.br1ck_dr_witherstone.birdman.k4.2004-03-26.zip demo]&lt;br /&gt;
|2004-03-26&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Designed to fly as Blue Bird. Also first Keen 4 mod. [http://keenmodding.org/viewtopic.php?t=266 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Galaxy Defender]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dr_colossus.galaxy_defender.k4.2017-03-14.zip demo]&lt;br /&gt;
|2017-03-14&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: BwB space-shooter style gameplay. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4029 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keenball]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keenball.k4.2019-03-14.zip demo]&lt;br /&gt;
|2019-03-14&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: pinball/snooker like game with an unique crosshairs mechanic. [https://keenmodding.org/viewtopic.php?f=13&amp;amp;t=3224 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 60: Kreeg Crisis!]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/3940020/Keen60.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keen_60_kreeg_crisis_.k4.2016-04-03.zip full]&lt;br /&gt;
|2016-04-01&lt;br /&gt;
|[[User:Levellass| Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Pogoing, jumping, shooting disabled. [https://pckf.com/viewtopic.php?t=3620 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Kube]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.kube.k4.2015-07-09.zip full]&lt;br /&gt;
|2015-07-08&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|11&lt;br /&gt;
|Changed Gameplay: Worldmap mod. [https://pckf.com/viewtopic.php?t=3347 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemm&#039;s TLANP]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.lemm.lemms_tlanp.k5.2013-03-25.zip demo]&lt;br /&gt;
|2013-03-25&lt;br /&gt;
|[[User:Lemm|Lemm]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|3&lt;br /&gt;
|Three puzzle levels and a nifty patch. [https://pckf.com/viewtopic.php?t=2726 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mink&#039;s Puzzle Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.mink.minks_puzzle_pack.k5.2010-01-03.zip full v3.0]&lt;br /&gt;
|2010-01-03&lt;br /&gt;
|[[User:Mink|Mink]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|Changed Gameplay: Keen Clones to solve puzzles. [https://pckf.com/viewtopic.php?t=1007 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[NetKeen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.lemm_et_al.netkeen.2013-03-26.zip full]&lt;br /&gt;
|2011-02-20&lt;br /&gt;
|[[User:Lemm|lemm]]&amp;lt;br/&amp;gt;et al.&lt;br /&gt;
|Source Code&lt;br /&gt;
|136&lt;br /&gt;
|Changed Gameplay: Multiplayer deathmatch. [https://pckf.com/viewtopic.php?t=1856 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[NY00123&#039;s tests level]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ny00123.ny00123s_tests_level.k4.2017-04-22.zip full v1.3]&lt;br /&gt;
|2017-04-22&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Numerous challenges to go from A to B. [https://pckf.com/viewtopic.php?t=4049 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pak Een]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/3940020/Pakeen.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.pakeen.k4.2016-06-01.zip full]&lt;br /&gt;
|2016-06-01&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|11&lt;br /&gt;
|Changed Gameplay: Worldmap mod. [https://pckf.com/viewtopic.php?t=3537 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Save the Quillsheep]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.xky_rauh.save_the_quillsheep.k4.2007-07-14.zip full]&lt;br /&gt;
|2007-07-14&lt;br /&gt;
|[[User:XkyRauh|Xkylyr Rauh]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: Save Quillsheep. 2nd place in the [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skater Squirrel]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.skater_squirrel.k4.2017-10-19 demo]&lt;br /&gt;
|2017-10-19&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: stars a squirrel. has changed game physics.  [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4138 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Space Evaders]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keenev.k4.2017-03-13.zip full]&lt;br /&gt;
|2017-03-13&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|86&lt;br /&gt;
|Changed Gameplay: shmup design. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4023 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Announced Upcoming Mods / Demos ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sign of the Vool|Sign of the Vool]]&lt;br /&gt;
|[[link needed]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|?&lt;br /&gt;
|In-development [https://pckf.com/viewtopic.php?t=2494 Discussion Thread]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notable Alpha Versions ==&lt;br /&gt;
This topic contains unfinished, abandoned, pre-alpha mods which are notable for unique creative reasons (see the notes). &lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen at Ballican IV]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.fleexy.commander_keen_at_ballican_iv.k4.2009-03-15.zip alpha v0.1]&lt;br /&gt;
|2009-03-15&lt;br /&gt;
|[[User:Fleexy|Fleexy]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Flashy creatures also on worldmap. [http://keenmodding.org/viewtopic.php?t=1135 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Crazy Komet]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.awesome-keener.the_crazy_komet_demo.k4.2019-12-02.zip demo]&lt;br /&gt;
|2019-12-02&lt;br /&gt;
|Awesome-Keener&lt;br /&gt;
|Keen 4&lt;br /&gt;
|13&lt;br /&gt;
|Inspired by Atroxian Realm. [https://pckf.com/viewtopic.php?t=5441 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Colossus: The Temple of Cydonia]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dr_colossus.the_temple_of_cydonia.k5.2014-02-06.zip demo]&lt;br /&gt;
|2014-02-06&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|Keen is replaced by a new player. [https://pckf.com/viewtopic.php?t=2998 Discussion Thread]. (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode -3]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.cyber_zero.episode_-3.k4.2015-03-15.zip demo]&lt;br /&gt;
|2015-03-15&lt;br /&gt;
|cyber zero and brother&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|Planned as a prequel of the Keen series. [https://pckf.com/viewtopic.php?t=2546 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Rescue Of The Last|Forgotten Galaxy - Rescue Of The Last]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubzrulz.rescue_of_the_last_demos.k4.2021-04-16.zip demos]&lt;br /&gt;
|2021-04-16&lt;br /&gt;
|[[User:Bubzrulz|Bubzrulz]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|10&lt;br /&gt;
|Highly experimental patching, recolored graphics. [https://pckf.com/viewtopic.php?t=4035 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 1 Redone]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.gridlock.keen_1_redone.k5.2011-02-11.zip alpha]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|Keen 1 conversion into Galaxy style. [https://pckf.com/viewtopic.php?t=1827 Discussion Thread]. (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[NY00123&#039;s first abandoned CK4 level pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ny00123.abandoned_levels.k4.2011-10-02.zip alpha]&lt;br /&gt;
|2011-10-02&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|Contains horizontally flipped graphics. [http://ny.duke4.net/files.html Website] [https://pckf.com/viewtopic.php?p=48636 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Torgopolis]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.benvolio.torgopolis.k4.2005-03-13.zip demo]&lt;br /&gt;
|2005-03-13&lt;br /&gt;
|[[User:Benvolio|Benvolio]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Style conversion into Vorticons look. [http://www.maguidhir.com/benvolio/ Homepage]&lt;br /&gt;
|-&lt;br /&gt;
|[[XkyKeen4|XkyKeen4 aka. Episode Pound: Fibers of Danak]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.xky_rauh.xkykeen4.k4.2008-09-20.zip alpha]&lt;br /&gt;
|2008-09-20&lt;br /&gt;
|[[User:XkyRauh|Xkylyr Rauh]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Graphical redesign. [https://pckf.com/viewtopic.php?t=382 Thread] (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[Zero X]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.zero_x_diamond.zero_x.k4.2007-07-14.zip demo]&lt;br /&gt;
|2007-07-14&lt;br /&gt;
|Zero X. Diamond&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|3rd place in the [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Level Packs =&lt;br /&gt;
&lt;br /&gt;
In contrast to mods, level packs do only change level designs and arrangements. Generally other alterations of content stay untouched though there might be some little exceptions.&lt;br /&gt;
&lt;br /&gt;
== Full Level Packs ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Pack for&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Back to Fribbulus Xax]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.alopex.back_to_fribbulus_xax_v1.0.k6.2024-10-03.zip full]&lt;br /&gt;
|2024-10-03&lt;br /&gt;
|Alopex&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=13913 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Billy Can&#039;t]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.sodiumtheglitcher.billy_cant.k5.2025-01-13.zip full]&lt;br /&gt;
|2024-11-17&lt;br /&gt;
|[[User:SodiumtheGlitcher|SodiumtheGlitcher]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|[https://pckf.com/viewtopic.php?p=111663#p111663 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buried in Oblivion]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.nisaba.buried_in_oblivion_v.1.4.k4.2020-10-10.zip full v1.4]&lt;br /&gt;
|2020-10-10&lt;br /&gt;
|[[User:Nisaba|Nisaba]] et al.&lt;br /&gt;
|Keen 4&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=3936 Discussion]. Community Pack: Level designs by multiple creators.&lt;br /&gt;
|-&lt;br /&gt;
|[[DarkAle&#039;s New Keen 5 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.alessandro.darkales_new_levelpack_v1.1.k5.2023-01-01.zip v1.1]&lt;br /&gt;
|2022-12-16&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|Source-code mod. [https://pckf.com/viewtopic.php?t=15386 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dead in the Desert Community Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.keen_community.dead_in_the_desert.k6.2011-12-25.zip full]&lt;br /&gt;
|2011-12-25&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 8&lt;br /&gt;
|20&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2186 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fleex &amp;amp; Markeen&#039;s Keen 5 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.fleex_&amp;amp;_markeen%27s_keen_5_level_pack_v.1.1.k5.2022-03-14.zip full]&lt;br /&gt;
|2022-01-01&lt;br /&gt;
|[[User:Fleexy|Fleexy]] &amp;amp; Markeen&lt;br /&gt;
|Keen 5&lt;br /&gt;
|12&lt;br /&gt;
|Level maps were randomly generated by the tool [[Markeen]]. [https://pckf.com/viewtopic.php?t=12694 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen_5.5|Keen 5½ ]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.ck_guy.k5.2007-11-18.zip full v5]&lt;br /&gt;
|2007-11-18&lt;br /&gt;
|[[User:CK Guy|CK Guy]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|9&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=24 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Asylum]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2003-11-13.zip full]&lt;br /&gt;
|2003-11-13&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|[http://web.archive.org/web/20040329072306/http://cosmicoding.com/Keendom/?BaseType=Articles:Review&amp;amp;QString1=keen%20asylum.asp Website] [http://archive.shikadi.net/pckf/other/779.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Fifteen: Hello Galaxy!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.zeus.k5.2012-03-13.zip beta]&lt;br /&gt;
|2012-03-13&lt;br /&gt;
|Zeus&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2302 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 4 Ultimate Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.keen_4_ultimate_edition.k4.2019-10-01.zip full]&lt;br /&gt;
|2019-10-01&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=5412 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[MrBlackPack v4]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.mrblack.k4.2012-04-18.zip beta]&lt;br /&gt;
|2012-04-18&lt;br /&gt;
|[[User:MrBlack|MrBlack]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|15&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2369 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[O-Mega-Matic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.keen_community.o-mega-matic_v1.0.k5.2025-06-19.zip full]&lt;br /&gt;
|2025-06-19&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 5&lt;br /&gt;
|12&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=18078 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Rapid Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.shikadi.k6.2009-02-18.zip full v4]&lt;br /&gt;
|2009-02-18&lt;br /&gt;
|[[User:shikadi|Shikadi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|12&lt;br /&gt;
|[https://keenmodding.org/viewtopic.php?t=1084 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short Circuit Oracle]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.55aavenue.short_circuit_oracle_v1.5.k4.2019-12-22.zip full]&lt;br /&gt;
|2018-05-26&lt;br /&gt;
|55Aavenue&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=4346 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Sunnylands]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.quillax.sunnylands.k4.2018-03-14.zip full]&lt;br /&gt;
|2018-03-14&lt;br /&gt;
|[[User:Quillax|Quillax]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[http://quillaxship.com/game_detail.php?ID=10 Website] [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4271 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Twenty To]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2005-06-07.zip full]&lt;br /&gt;
|2005-06-07&lt;br /&gt;
|Dr. Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|7&lt;br /&gt;
|[https://www.tapatalk.com/groups/publiccommanderkeenforum/cool-new-keen-5-levels-t854.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Ultra Omegamatic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.darkale.the_ultra_omegamatic_v2.0.k5.2020-09-08.zip full v2.0]&lt;br /&gt;
|2020-04-21&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|23&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=6802 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unfinished / abandoned Level Packs ==&lt;br /&gt;
This topic contains unfinished, abandoned, or level packs with only a few altered levels (see the notes).&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Pack for&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Br1ck&#039;s Keen 5 Level]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.br1ck.k5.2003-04-10.zip full]&lt;br /&gt;
|2003-04-10&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|The first level has been replaced by level 11. [http://archive.shikadi.net/pckf/other/654.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[BwB Megarocket Keen 5]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.szemigi.bwb_megarocket_keen_5.k5.2013-11-28.zip full]&lt;br /&gt;
|2013-11-28&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|Level 14, the missing BWB Megarocket level. [https://pckf.com/viewtopic.php?t=2933 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[ChargingMoose&#039;s 1st Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.chargingmoose.k4.2001-04-17.zip full]&lt;br /&gt;
|2001-04-17&lt;br /&gt;
|ChargingMoose&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|First fan-made Galaxy level ever. (Partially made with a hex editor.) [http://archive.shikadi.net/pckf/official/151.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[ChargingMoose&#039;s 2nd Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.chargingmoose.k4.2002-07-16.zip full]&lt;br /&gt;
|2002-07-16&lt;br /&gt;
|ChargingMoose&lt;br /&gt;
|Keen 4&lt;br /&gt;
|7&lt;br /&gt;
|[http://archive.shikadi.net/pckf/official/378.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[Fire Station]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.quirky_moron.k5.2004-02-15.zip alpha]&lt;br /&gt;
|2004-02-15&lt;br /&gt;
|Quirky Moron&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=13&amp;amp;t=199 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|[[Funny]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2003-12-07.zip full]&lt;br /&gt;
|2003-12-07&lt;br /&gt;
|Dr. Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gridlock&#039;s Dead in the Desert Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/ModPacks/l.gridlock.dead_in_the_desert.2011-02-11.zip beta]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 8&lt;br /&gt;
|2&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=1827 Discussion]. Abandoned.&lt;br /&gt;
|-&lt;br /&gt;
|[[Gridlock&#039;s Keen 4 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.gridlock.k4.2011-02-11.zip beta]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|8&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=1827 Discussion]. Abandoned.&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenMark 4]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.the_candyjunk.k4.2003-12-09.zip beta]&lt;br /&gt;
|2003-12-09&lt;br /&gt;
|The Candyjunk&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Released in a pack with Keen 5 levels. [http://archive.shikadi.net/pckf/official/574.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenMark 5]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.the_candyjunk.k5.2003-12-09.zip beta]&lt;br /&gt;
|2003-12-09&lt;br /&gt;
|The Candyjunk&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|Released in a pack with Keen 4 levels. [http://archive.shikadi.net/pckf/official/574.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[New QED]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.grelphy.k5.2003-06-27.zip full]&lt;br /&gt;
|2003-06-27&lt;br /&gt;
|Grelphy&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|[http://web.archive.org/web/20050905025440/http://grelphy.spatang.com/levels/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[PCKF Keen 6 Patchwork LevelPair]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.keen_community.k6.2014-03-07.zip full]&lt;br /&gt;
|2014-03-07&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 6&lt;br /&gt;
|2&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2736 Discussion] [https://pckf.com/viewtopic.php?t=3014 Release]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[Quirky Moron&#039;s Keen 4 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.quirky_moron.k4.2004-02-03.zip full]&lt;br /&gt;
|2004-02-03&lt;br /&gt;
|Quirky Moron&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=13&amp;amp;t=108 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|[[The Pyramid of the Allowed]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.the_pyramid_of_the_allowed.k4.2016-02-24.zip full]&lt;br /&gt;
|2012-11-03&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|The opposite of the Pyramid of the Forbidden. [https://pckf.com/viewtopic.php?t=2545 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 4 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.supfanat.k4.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 4&lt;br /&gt;
|3&lt;br /&gt;
|Released in a pack with Keen 5 and 6 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 5 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.supfanat.k5.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 5&lt;br /&gt;
|5&lt;br /&gt;
|Released in a pack with Keen 4 and 6 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 6 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.supfanat.k6.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 6&lt;br /&gt;
|3&lt;br /&gt;
|Released in a pack with Keen 4 and 5 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Unknown Pyramid]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.the_shifted_one.k4.2009-02-14.zip full]&lt;br /&gt;
|2009-02-14&lt;br /&gt;
|The Shifted One&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=12&amp;amp;t=1119 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Was I No Net]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.darkdave1985.was_i_no_net.k4.2018-08-06.zip beta]&lt;br /&gt;
|2023-03-15&lt;br /&gt;
|darkdave1985&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Kaizo-esque level. [https://pckf.com/viewtopic.php?t=16113 Discussion]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Skin Mods =&lt;br /&gt;
&lt;br /&gt;
Skin Mods only change the look and feel of characters or tile-sets. But in contrast to level packs or mods, the original level designs stay untouched. &lt;br /&gt;
&lt;br /&gt;
[[Translations]] can be found on a separate page.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod for&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Attack of the Silurians]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.stupidbunny.attack_of_the_silurians.k4.2012-03-16.zip demo]&lt;br /&gt;
|2012-03-16&lt;br /&gt;
|[[User:StupidBunny|StupidBunny]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Abandoned. [https://pckf.com/viewtopic.php?t=2320 Release Thread] all enemies sprites replaced&lt;br /&gt;
|-&lt;br /&gt;
|[[DasBrot&#039;s First Mod]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dasbrot.dasbrots_first_mod.k4.2004-11-30.zip demo]&lt;br /&gt;
|2004-11-30&lt;br /&gt;
|DasBrot&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Original Keen 4 levels, edited monster graphics&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 4 Composite CGA Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.viler.keen4c16.k4.2016-05-22.zip full]&lt;br /&gt;
|2016-05-22&lt;br /&gt;
|VileR&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Graphics redrawn for CGA composite output. [https://int10h.org/blog/2016/05/dopefish-goes-ntsc-commander-keen-4/ Website] [https://pckf.com/viewtopic.php?t=3656 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 5 Composite CGA Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.viler.keen5c16.k5.2016-07-16.zip full]&lt;br /&gt;
|2016-07-16&lt;br /&gt;
|VileR&lt;br /&gt;
|Keen 5&lt;br /&gt;
|Graphics redrawn for CGA composite output. [https://int10h.org/blog/2016/07/yet-another-16-color-cga-makeover-keen-5/ Website] [https://pckf.com/viewtopic.php?p=80917#p80917 Discussion]&lt;br /&gt;
|- &amp;lt;!--&lt;br /&gt;
|[[Mortimer McMire - The Armageddon Machine]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.szemigi.mortimer_mcmire_-_the_armageddon_machine.k5.2010-08-29.zip full]&lt;br /&gt;
|2010-08-29&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|The Keen sprite is replaced by the Mortimer McMire sprite&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortimer McMire - Aliens Ate My Babysitter]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.szemigi.mortimer_mcmire_-_aliens_ate_my_babysitter.k6.2010-08-02.zip full]&lt;br /&gt;
|2010-08-02&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|The Keen sprite is replaced by the Mortimer McMire sprite&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|[[Trouble on Xion 2]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dasbrot.trouble_on_xion_2.k4.2004-12-05.zip beta]&lt;br /&gt;
|2004-12-05&lt;br /&gt;
|DasBrot&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Original Keen 4 levels, new graphics and story&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--= Improvement Mods =&lt;br /&gt;
This section has mods, which contains updates in connection with bugfixes, improvements.  &lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Version 1.6]]&lt;br /&gt;
|[https://www.dropbox.com/s/8tpewlkp74s56tb/CK6v16.zip?dl=0 full]&lt;br /&gt;
|2019-01-31&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|An unofficial bugfix patch mod to Keen 6&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
*[[Vorticon Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods| ]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=O-Mega-Matic&amp;diff=51085</id>
		<title>O-Mega-Matic</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=O-Mega-Matic&amp;diff=51085"/>
		<updated>2025-06-20T03:17:20Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Update to v1.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | TitleImage = Keen_5_title.png&lt;br /&gt;
 | Episode = 5&lt;br /&gt;
 | Authors = [[User:SodiumtheGlitcher|SodiumtheGlitcher]], Keen Community&lt;br /&gt;
 | ReleaseDate = 2025-01-23&lt;br /&gt;
 | LatestUpdate = 2025-06-19&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=18078 PCKF]&lt;br /&gt;
 | Homepage = &lt;br /&gt;
 | Levels = 12&lt;br /&gt;
 | SecretLevels = 0&lt;br /&gt;
 | NewGameplay = No&lt;br /&gt;
 | NewGfx = No&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = No&lt;br /&gt;
 | NewMusic = No&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/Packs/Keen5/l.keen_community.o-mega-matic_v1.0.k5.2025-06-19.zip&lt;br /&gt;
 | LatestVersion = v1.0&lt;br /&gt;
 | Download = [https://files.shikadi.net/keenwiki/Packs/Keen5/l.keen_community.o-mega-matic_beta.k5.2025-01-23.zip beta]&lt;br /&gt;
}}&lt;br /&gt;
[[O-Mega-Matic]] is a community [[Keen 5]] levelpack organized by [[User:SodiumtheGlitcher|SodiumtheGlitcher]]. The rule for the levels was: &amp;quot;Levels must be at least 100x100, although bigger would be much appreciated.&amp;quot; The levels were made by [[User:SodiumtheGlitcher|SodiumtheGlitcher]], [[User:DarkAle|DarkAle]], [[User:Gridlock|Gridlock]], [[User:Dave216|Dave216]], gabriel cheat man, [[KeenMark 5|The Candyjunk]], [[SupFanat&#039;s Keen 5 Level Pack|SupFanat]], [[User:Fleexy|Fleexy]] + [[Markeen]], and [[User:Szemigi|szemi]]. szemi&#039;s level is still pending arrival to the author.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
*Tools used: [[Abiathar]], [[CKPatch]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Community mods]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=GalaxyView&amp;diff=51078</id>
		<title>GalaxyView</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=GalaxyView&amp;diff=51078"/>
		<updated>2025-06-05T21:58:00Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Update to v2.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Tool Infobox|{{{1|}}}&lt;br /&gt;
 | TitleImage = GalaxyView.png&lt;br /&gt;
 | InitialDeveloper = &lt;br /&gt;
 | Developers = [[User:K1n9_Duk3|K1n9 Duk3]]&lt;br /&gt;
 | InitialRelease =  2011-02-03&lt;br /&gt;
 | LatestUpdate = 2024-03-14&lt;br /&gt;
 | Status = Finished&lt;br /&gt;
 | ProgrammingLanguage = &lt;br /&gt;
 | Platform = Windows XP, 7-10, Linux via Wine&lt;br /&gt;
 | License = &lt;br /&gt;
 | Type = Level Viewer&lt;br /&gt;
 | Engine = Keen:Galaxy, Keen:Dreams,  Bio Menace, Catacomb 3-D, Dangerous Dave 3&amp;amp;4, Rescue Rover 2&lt;br /&gt;
 | Homepage = http://k1n9duk3.shikadi.net/&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=1809 PCKF Discussion Thread]&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/tools/t.galaxyview_v.2.0.k1n9_duk3.2025-06-05.zip GalaxyView v.2.0&lt;br /&gt;
 | Download = &amp;lt;!-- [http://k1n9duk3.shikadi.net/files/viewers/galaxyview_18.zip Mirror] --&amp;gt;&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[GalaxyView]] is a Level Viewer for Keen Galaxy created by [[User:K1n9_Duk3|K1n9 Duk3]]. &lt;br /&gt;
&lt;br /&gt;
This tool allows to view the levels from all the Keen games with the actual tile graphics being read from the game&#039;s graphics files. It is basically [[TED5]] minus map editing capabilities, but plus Win32 code and PNG export for each of the level planes. It was written to create map graphics for this very [[Main_Page|KeenWiki]].&lt;br /&gt;
&lt;br /&gt;
== Featured games ==&lt;br /&gt;
&#039;&#039;&#039;Full Supported&#039;&#039;&#039;&lt;br /&gt;
* Commander Keen 4-6&lt;br /&gt;
* Commander Keen: Keen Dreams&lt;br /&gt;
* Catacomb 3-D&lt;br /&gt;
* The Catacomb Trilogy (Abyss, Apocalypse &amp;amp; Armageddon)&lt;br /&gt;
* Dangerous Dave 3 &amp;amp; 4&lt;br /&gt;
* Rescue Rover 2&lt;br /&gt;
* Bio Menace&lt;br /&gt;
* any other TED5 compatible EGA/VGA game&lt;br /&gt;
(For now, only the &amp;lt;tt&amp;gt;CGA&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;EGA&amp;lt;/tt&amp;gt; versions of the games are supported.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partially Supported&#039;&#039;&#039;&lt;br /&gt;
* Wolfenstein 3-D&lt;br /&gt;
* Spear of Destiny (including mission packs)&lt;br /&gt;
* Blake Stone (Aliens of Gold &amp;amp; Planet Strike)&lt;br /&gt;
* Operation Bodycount&lt;br /&gt;
* Corridor 7&lt;br /&gt;
* most Wolf3D-based modifications &amp;amp; total conversions&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
To use GalaxyView 1.4 extract all files from the archive and run the &amp;lt;tt&amp;gt;GalaxyView.exe&amp;lt;/tt&amp;gt; to start the program. You will the be asked to open a &amp;lt;tt&amp;gt;GAMEMAPS.???&amp;lt;/tt&amp;gt; file (in some cases the file is named &amp;lt;tt&amp;gt;EDITMAPS.???&amp;lt;/tt&amp;gt;, or &amp;lt;tt&amp;gt;KDREAMS.MAP&amp;lt;/tt&amp;gt; for &amp;lt;tt&amp;gt;KEEN DREAMS&amp;lt;/tt&amp;gt;). The program will then have to read the &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt; GFXINFOE.???&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;  EGAHEAD.???&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;  EGADICT.???&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt; EGAGRAPH.???&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;KDREAMS.EGA&amp;lt;/code&amp;gt; for &amp;lt;tt&amp;gt;KEEN DREAMS&amp;lt;/tt&amp;gt;)&amp;lt;br /&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;  MAPHEAD.???&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;  MAPDICT.???&amp;lt;/code&amp;gt; (only required for &amp;lt;tt&amp;gt;KEEN&amp;lt;/tt&amp;gt; &amp;lt;tt&amp;gt;DREAMS&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;DAVE&amp;lt;/tt&amp;gt; 3 &amp;amp; 4) &lt;br /&gt;
&lt;br /&gt;
The program will try to load them from the same directory the specified &amp;lt;tt&amp;gt;GAMEMAPS.???&amp;lt;/tt&amp;gt; is located in. If this fails, it will look through all the &amp;lt;tt&amp;gt;EXE&#039;s&amp;lt;/tt&amp;gt; in that folder and see if one of them matches an entry in the &amp;lt;tt&amp;gt;GalaxyView.ini&amp;lt;/tt&amp;gt;. If that&#039;s the case, it will extract the missing data files from the &amp;lt;tt&amp;gt;EXE&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re viewing &amp;lt;tt&amp;gt;KEEN&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;DAVE&amp;lt;/tt&amp;gt; files and the viewer found one of the above files missing, you will be asked if you want to read the &amp;lt;tt&amp;gt;TileInfo&amp;lt;/tt&amp;gt; data from the &amp;lt;tt&amp;gt;EXE&amp;lt;/tt&amp;gt;. If you select &amp;lt;tt&amp;gt;cancel&amp;lt;/tt&amp;gt;, you will be asked to open a custom &amp;lt;tt&amp;gt;TileInfo&amp;lt;/tt&amp;gt; file. If you&lt;br /&gt;
cancel that, the viewer will not display any collision info.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARROW KEYS&amp;lt;/tt&amp;gt;&lt;br /&gt;
|scroll through the level.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAGE UP / PAGE DOWN&amp;lt;/tt&amp;gt; &lt;br /&gt;
|change the level number (FAST level change!)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|toggles between sprites, tiles and numbers for the InfoPlane&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESC / ALT+F4&amp;lt;/tt&amp;gt;&lt;br /&gt;
|terminates the program&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;F1&amp;lt;/tt&amp;gt;&lt;br /&gt;
|displays the current LevelNumber and the name of the level&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;F2&amp;lt;/tt&amp;gt;&lt;br /&gt;
|saves the level&#039;s planes to separate PNG files&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;F4&amp;lt;/tt&amp;gt;&lt;br /&gt;
|exports the images from the xGAGRAPH file&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;F5 - F8&amp;lt;/tt&amp;gt;&lt;br /&gt;
|changes the zoom level (1x - 4x)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CTRL + F2/F3&amp;lt;/tt&amp;gt;&lt;br /&gt;
|mass level export&lt;br /&gt;
|}&lt;br /&gt;
=== Control notes ===&lt;br /&gt;
If the file you opened is called &amp;lt;tt&amp;gt;MAPTEMP&amp;lt;/tt&amp;gt;, the viewer will assume that the file is not caramelized. If the map file you want to view can&#039;t be read correctly, try renaming it to &amp;lt;tt&amp;gt;MAPTEMP&amp;lt;/tt&amp;gt; (or to something else it it&#039;s already named &amp;lt;tt&amp;gt;MAPTEMP&amp;lt;/tt&amp;gt;) and open the renamed file.&lt;br /&gt;
If you switch to a level number that has no level data, the program will skip over all empty level entries until it reaches the next level that has data.&lt;br /&gt;
When you hit &amp;lt;tt&amp;gt;F2&amp;lt;/tt&amp;gt;, the game will save the &amp;lt;tt&amp;gt;PNG&amp;lt;/tt&amp;gt; files in the program&#039;s directory without asking you for a filename. The files will be labeled:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Level x Plane y.png&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Planes 0-2 are the level&#039;s planes, plane 3 contains the collision data and plane 4 cantains the sprites of the objects placed on the map. Planes 3 and 4 will only be saved if you loaded a TileInfo file or sprite info is available. Keep in mind that the program will overwrite any existing files, so move them to another folder after you&#039;re done exporting from a &amp;lt;tt&amp;gt;GAMEMAPS.???&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
When you try to open mods, make sure all the files have the correct structure and match the filenames listed above. For &amp;lt;tt&amp;gt;KEEN&amp;lt;/tt&amp;gt; &amp;lt;tt&amp;gt;DREAMS&amp;lt;/tt&amp;gt;, the extension has to be &amp;lt;tt&amp;gt;.KDR&amp;lt;/tt&amp;gt; for all files, except for the &amp;lt;tt&amp;gt;EGAGRAPH&amp;lt;/tt&amp;gt; file, which can be &amp;lt;tt&amp;gt;KDREAMS.EGA&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Adding new versions to the INI ===&lt;br /&gt;
If you run the viewer on a game version that the viewer has no info for, it will offer to scan through all the executables in that folder and write its findings to the &amp;lt;tt&amp;gt;logfile&amp;lt;/tt&amp;gt;. These can be used as a basis to add the new version to the &amp;lt;tt&amp;gt;INI&amp;lt;/tt&amp;gt;.&lt;br /&gt;
To add a new version, you need the location of the following files:&lt;br /&gt;
* &amp;lt;tt&amp;gt;xGAHEAD&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;xGADICT&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;MAPHEAD&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &amp;lt;tt&amp;gt;MAPDICT&amp;lt;/tt&amp;gt; (&amp;lt;tt&amp;gt;KEEN&amp;lt;/tt&amp;gt; &amp;lt;tt&amp;gt;DREAMS&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;DAVE&amp;lt;/tt&amp;gt; 3 &amp;amp; 4 only)&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;?GAHEAD&amp;lt;/tt&amp;gt; can be either in 3-byte or the old 4-byte format (Keen Dreams). If you want to use the 4-byte format, you have to add &amp;lt;code&amp;gt;&amp;quot;4_byte_xgahead = 1&amp;lt;/code&amp;gt; to the section or the program will assume it&#039;s in 3-byte format.&lt;br /&gt;
In most cases there are multiple &amp;lt;tt&amp;gt;DICT&amp;lt;/tt&amp;gt;s in an &amp;lt;tt&amp;gt;EXE&amp;lt;/tt&amp;gt;. The first is usually for audio (If the audio file is named &amp;lt;tt&amp;gt;AUDIOT&amp;lt;/tt&amp;gt;, then there&#039;s no &amp;lt;tt&amp;gt;DICT&amp;lt;/tt&amp;gt; for audio!), the 2nd is for graphics (&amp;lt;tt&amp;gt;xGADICT&amp;lt;/tt&amp;gt;) and the third (if present) is the &amp;lt;tt&amp;gt;MAPDICT&amp;lt;/tt&amp;gt;. This rule does NOT apply to &amp;lt;tt&amp;gt;KEEN&amp;lt;/tt&amp;gt; &amp;lt;tt&amp;gt;DREAMS&amp;lt;/tt&amp;gt;! There, the order is &amp;lt;tt&amp;gt;xGA&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;MAP&amp;lt;/tt&amp;gt; and then &amp;lt;tt&amp;gt;AUDIO&amp;lt;/tt&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now use the locations and create a new section in the &amp;lt;tt&amp;gt;INI&amp;lt;/tt&amp;gt;. If there already is an entry for another version of the game, you can copy the tile start and count entries from the other version. If the size of the &amp;lt;tt&amp;gt;xGAHEAD&amp;lt;/tt&amp;gt; file is the same as in your version, these values should work just fine.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now start up the viewer and try to read the maps. If it crashes, have a look at the &amp;lt;tt&amp;gt;logfile&amp;lt;/tt&amp;gt; again. If it didn&#039;t go beyond reading the info chunks for unmasked, masked and sprites, either the &amp;lt;tt&amp;gt;xGAHEAD&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;DICT&amp;lt;/tt&amp;gt; are wrong or the game is missing one of the info chunks (like in &amp;lt;tt&amp;gt;Dave&amp;lt;/tt&amp;gt; 3 &amp;amp; 4). Change the values for that until the viewer is able to find the start chunks for unmasked, masked and sprites.&amp;lt;br /&amp;gt;&lt;br /&gt;
The &amp;lt;tt&amp;gt;tile8&amp;lt;/tt&amp;gt;&#039;s start directly after the sprite chunks (&amp;lt;tt&amp;gt;SpriteStart&amp;lt;/tt&amp;gt; + &amp;lt;tt&amp;gt;SpriteCount&amp;lt;/tt&amp;gt;), the &amp;lt;tt&amp;gt;tile8M&amp;lt;/tt&amp;gt;&#039;s one chunk later and the &amp;lt;tt&amp;gt;tile16&amp;lt;/tt&amp;gt;&#039;s two chunk after the sprites. The &amp;lt;tt&amp;gt;Tile16M&amp;lt;/tt&amp;gt;&#039;s start at &amp;lt;tt&amp;gt;Tile16Start&amp;lt;/tt&amp;gt;+&amp;lt;tt&amp;gt;Tile16Count&amp;lt;/tt&amp;gt;. Try setting the count of those tiles to a high value (120/40/3000/3000) and run the viewer. Press &amp;lt;tt&amp;gt;F4&amp;lt;/tt&amp;gt; to export all images and have a look at the exported tile images. Now reduce the tile count until the exported tile images look okay.&amp;lt;br /&amp;gt;&lt;br /&gt;
The &amp;lt;tt&amp;gt;TileInfo&amp;lt;/tt&amp;gt; file usually follows directly after the &amp;lt;tt&amp;gt;MAPHEAD&amp;lt;/tt&amp;gt; in the &amp;lt;tt&amp;gt;EXE&amp;lt;/tt&amp;gt;. Just add 402 (size of the maphead data) to the location of the &amp;lt;tt&amp;gt;MAPHEAD&amp;lt;/tt&amp;gt; to get the location if the &amp;lt;tt&amp;gt;TileInfo&amp;lt;/tt&amp;gt; data. (For &amp;lt;tt&amp;gt;KEEN&amp;lt;/tt&amp;gt; &amp;lt;tt&amp;gt;DREAMS&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;DAVE&amp;lt;/tt&amp;gt; 3 &amp;amp; 4 you need to add 502, not 402!) The size of the &amp;lt;tt&amp;gt;TileInfo&amp;lt;/tt&amp;gt; data is &amp;lt;tt&amp;gt;2*Tile16Count&amp;lt;/tt&amp;gt;+&amp;lt;tt&amp;gt;7*Tile16MCount&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Sprite display ===&lt;br /&gt;
As of version 1.4, this viewer is able to display sprites from the &amp;lt;tt&amp;gt;xGAGRAPH&amp;lt;/tt&amp;gt; file for each object placed in the &amp;lt;tt&amp;gt;InfoPlane&amp;lt;/tt&amp;gt;. This requires a mapping from tile number to sprite number, which will be read from &amp;lt;tt&amp;gt;INI&amp;lt;/tt&amp;gt; files. By default, the viewer tries to read a file called &amp;lt;tt&amp;gt;SPRITES.INI&amp;lt;/tt&amp;gt; from the folder that contains the opened map file. Sprite info will be read from the section &#039;&#039;sprites&#039;&#039; in that file.&lt;br /&gt;
If the file doesn&#039;t exist, the viewer will try to read the sprite info from it&#039;s own &amp;lt;tt&amp;gt;INI&amp;lt;/tt&amp;gt; file, &amp;lt;tt&amp;gt;GalaxyView.INI&amp;lt;/tt&amp;gt;. Have a look at the sections for Keen 4-6 to see how this works. You can assign a sprite number and x/y offsets to each object:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;object1.sprite=193&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;object1.yoff=-8&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;object1.xoff=16&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Output screenshots ===&lt;br /&gt;
These example screenshots are take from the 10th [[Keen 4]] Level [[Lifewater Oasis]]&lt;br /&gt;
&amp;lt;gallery widths=220px heights=360px perrow=5&amp;gt;&lt;br /&gt;
File:Level 10 Plane 0.png | Background plane&lt;br /&gt;
File:Level 10 Plane 1.png | Foreground plane&lt;br /&gt;
File:Level 10 Plane 2.png | Tile plane&lt;br /&gt;
File:Level 10 Plane 3.png | collision data plane&lt;br /&gt;
File:Level 10 Plane 4.png | Sprite plane&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
* Rescue Rover 2 uses at least two different color palettes: One for the menu and the other for in-game graphics. So some of the graphics might look a little weird in the viewer.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[VorticonView]]&lt;br /&gt;
* [[Abiathar]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding Tools (Galaxy)]]&lt;br /&gt;
[[Category:Graphics Modding Tools (Galaxy)]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Foray_in_the_Forest&amp;diff=51077</id>
		<title>Foray in the Forest</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Foray_in_the_Forest&amp;diff=51077"/>
		<updated>2025-06-04T10:00:23Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Added a few more downloads.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | &amp;lt;!-- TitleImage = Commander_Keen_In_Foray_In_The_Forest.png&lt;br /&gt;
 | GameplayImage = Commander Keen in- Foray in the Forest.png --&amp;gt;&lt;br /&gt;
 | Episode = Source code&lt;br /&gt;
 | GameplayImage = Mod-ingame-Foray.png&lt;br /&gt;
 | Authors = [[User:Nisaba|Nisaba]]&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | ReleaseDate = 2023-12-25&lt;br /&gt;
 | LatestUpdate = 2025-04-30&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=16987 release thread]&lt;br /&gt;
 | Levels = 48&lt;br /&gt;
 | SecretLevels = 5&lt;br /&gt;
 | NewGameplay = Yes&lt;br /&gt;
 | NewGfx = Yes&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = Yes&lt;br /&gt;
 | NewMusic = Yes&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0a.sc.2025-04-30.zip&lt;br /&gt;
 | LatestVersion = v2.0a&lt;br /&gt;
| Download = [https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0.sc.2025-03-14.zip v2.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0_source_code.sc.2025-03-14.zip source code v2.0]&lt;br /&gt;
&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0_installer.sc.2025-03-14.zip 1.44MB floppy disk installer (v2.0)]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/tools/t.fitf_savegame_converter.k1n9_duk3.2025-03-14.zip savegame converter]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/music/ost.foray_in_the_forest.soundtrack.2025-03-25.zip soundtrack (IMF, KMF)]&lt;br /&gt;
&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba.foray_in_the_forest_v1.0.sc.2023-12-25.zip v1.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba.foray_in_the_forest_v1.0_source_code.sc.2023-12-25.zip source code v1.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.nisaba_k1n9_duk3.foray_in_the_forest_v1.0_patch_based.k4.2024-04-02.zip patch-based v1.0 (Keen 4)] &amp;lt;!-- &amp;lt;/br&amp;gt;&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/Keen4/m.nisaba.foray_in_the_forest.k4.2017-03-14.zip demo]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foray in the Forest&#039;&#039;&#039; is a [[Keen:Galaxy_Source_Modding_Package|source mod]] by [[User:Nisaba|Nisaba]] and programmed by [[User:K1n9_Duk3|K1n9_Duk3]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The Foray in the Foray project was started by [[User:Mr.M|Mr.M]] in 2009 and was in development for 3 years until a hardware crash paralyzed production. In 2016, Nisaba attempted to rebuild the mod from scratch with the support of [[User:Fleexy|Fleexy]] and Mr.M, using a only handful screenshots and one short video recording as a reference. &lt;br /&gt;
&lt;br /&gt;
In 2019, [[User:K1n9_Duk3|K1n9_Duk3]] joined the team as the main programmer and the project was transformed from a classic patch mod into a source code mod. The composers kvee, eggs_box, and Kohntarkosz_ became involved during the same period and created unique soundtracks for each level. In addition to the main team, more than 30 community members were involved in the realization of the game. &lt;br /&gt;
&lt;br /&gt;
Due to the global pandemic, there were delays in further game development. The final game got released in 2023 after 14 years of on-and-off development. In terms of scope, it is probably the largest community project realized to date.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
After his adventures on Vorticon VI, Commander Keen has returned home, ready to resume his life as simple schoolboy Billy Blaze.&lt;br /&gt;
Saving the galaxy is hard work, after all!&lt;br /&gt;
But our intrepid hero&#039;s adventures are not over yet, as he is soon to discover. Something extremely important is missing from his personal sanctuary: Some evil mastermind kidnapped his (plush toy) intergalactic hero friends. In its place, he finds a single cryptic note, which leads him on an adventurous rescue mission to a vibrant planet with strange but delicious looking rings...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL:DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re a kid with a pogo stick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Place the next four sections in columns --&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;twocol&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1 = Neural Stunner   | Desc1 = More ammo                               | Link1 = -&lt;br /&gt;
| Object2 = Gems             | Desc2 = Unlock doors                            | Link2 = -&lt;br /&gt;
| Object3 = Raindrop         | Desc3 = Collect 100 to get an extra life        | Link3 = -&lt;br /&gt;
| Object4 = Lifewater Flask  | Desc4 = Extra life                              | Link4 = -&lt;br /&gt;
| Object5 = Super Secret Slug Slime Soda  | Desc5 = Collect all 17 hidden cans | Link5 = -&lt;br /&gt;
| Object6 = Plushies         | Desc6 = 6 missing intergalactic hero friends    | Link6 = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Points ==&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1  = Veggies         | Desc1 =    1,000 points     | Link1  = -&lt;br /&gt;
| Object2  = Bananas         | Desc2 =    5,000 points     | Link2  = -&lt;br /&gt;
| Object3  = Flying Doughnut | Desc3 =   10,000 points     | Link3  = -&lt;br /&gt;
| Object4  = M_              | Desc4 =                     | Link4  = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Move to next column --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
== Regular Points ==&lt;br /&gt;
 &lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1  = Three-Tooth Gum_    | Desc1  = 100 points     | Link1  = -&lt;br /&gt;
| Object2  = Shikadi Soda_       | Desc2  = 100 points     | Link2  = -&lt;br /&gt;
| Object3  = Shikadi Soda-XL     | Desc3  = 200 points     | Link3  = -&lt;br /&gt;
| Object4  = Three-Tooth Cannamellas    | Desc4 = 200 points  | Link4  = -&lt;br /&gt;
| Object5  = Three Tooth Cannamella-XL  | Desc5 = 500 points  | Link5  = -&lt;br /&gt;
| Object6  = Shikkers Candy Bars | Desc6  =  500 points    | Link6  = -&lt;br /&gt;
| Object7  = Muffins             | Desc7  =  500 points    | Link7  = -&lt;br /&gt;
| Object8  = Stickypops          | Desc8  =  500 points    | Link8  = -&lt;br /&gt;
| Object9  = Stickypop Vortex    | Desc9  = 1,000 points   | Link9  = -&lt;br /&gt;
| Object10 = Frozen Fudgsicles   | Desc10 = 1,000 points   | Link10 = -&lt;br /&gt;
| Object11 = Ice Cream Cones     | Desc11 = 2,000 points   | Link11 = -&lt;br /&gt;
| Object12 = Doughnuts           | Desc12 = 5,000 points   | Link12 = -&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Finish column layout --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special and/or new features ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Saving in-game&#039;&#039;&#039; on normal or hard mode costs a life to give new meaning to collecting drops and extra lives.&lt;br /&gt;
* &#039;&#039;&#039;Ammunition&#039;&#039;&#039; is limited to 25 rounds at max.&lt;br /&gt;
* &#039;&#039;&#039;The level of difficulty&#039;&#039;&#039; determines the degree of complexity of the level map layout and structure, such as hazard and riddle passages or even enemy behavior.&lt;br /&gt;
* &#039;&#039;&#039;Collecting points&#039;&#039;&#039; will unlock extras, bonus levels and has an impact on the outcome of the game.&lt;br /&gt;
* &#039;&#039;&#039;Multiple endings&#039;&#039;&#039; can be unlocked depending on the decisions made during the game. There are in total six different ending sequences. Reaching the perfect score (1,000,000 points) triggers the true ending of the game.&lt;br /&gt;
&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1 = Checkpoint Mushroom | Desc1 = To activate a checkpoint in a level, Keen has to touch these mushrooms.  | Link1  = -&lt;br /&gt;
| Object2 = Interactive Tiles   | Desc2 = Keen can interact with several objects to learn more about the environment.| Link2  = -&lt;br /&gt;
| Object3 = Dispenser           | Desc3 = Ammo dispensers allow to refill Keens Neural Stunner.                    | Link3  = -&lt;br /&gt;
| Object4 = Shortcuts           | Desc4 = New function buttons: &amp;lt;/br&amp;gt; F2/F3 = Save/Load Menu &amp;lt;/br&amp;gt; F5/F9 = Quick-Save/Load &amp;lt;/br&amp;gt; Backspace = Score Box toggle &amp;lt;/br&amp;gt; right Shift = Item Detector toggle | Link4  = -&lt;br /&gt;
| Object5 = Special Status Window | Desc5 = The Special Status Window helps to detect items nearby, like ammo for e.g. | Link5  = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
From the look and feel FITF combines graphics, items and enemies from both [[Keen Dreams]] and [[Keen 4]]. This mod shows also aesthetically influences by other games from that era, for instance: [[wikipedia:Monster Bash|Monster Bash]], [[wikipedia:Bio Menace|Bio Menace]] or [[wikipedia:Cosmos Cosmic Adventure|Cosmos Cosmic Adventure]]. Furthermore  it features Music tracks from the [[Keen_4_Versions#Demo_versions|Keen 4 Demo version]] and includes an interpretation of some graphics shown in the [https://vimeo.com/148926335 Keen 7 Tech Demo] from 1992 by [[wikipedia:John Romero|John Romero]]. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creatures and other modifications ==&lt;br /&gt;
{{ModActorList}}&lt;br /&gt;
&amp;lt;!--{{ObjectList2Col&lt;br /&gt;
| Object1  = Xky Keen           | Desc1  =      | Link1  = -&lt;br /&gt;
| Object2  = Avrala             | Desc2  =      | Link2  = -&lt;br /&gt;
| Object3  = Blu Bird           | Desc3  =      | Link3  = -&lt;br /&gt;
| Object4  = Blue Birds Club    | Desc4 =       | Link4  = -&lt;br /&gt;
| Object5  = Chemolain          | Desc5  =      | Link5  = -&lt;br /&gt;
| Object6  = Corona Plant       | Desc6  =      | Link6  = -&lt;br /&gt;
| Object7  = Crocodent          | Desc7  =      | Link7  = -&lt;br /&gt;
| Object8  = Dickie Dig Diggens | Desc8 =       | Link8  = -&lt;br /&gt;
| Object9  = Dung Beetle        | Desc9  =      | Link9  = -&lt;br /&gt;
| Object10 = Efree              | Desc10 =      | Link10 = -&lt;br /&gt;
| Object11 = Fat Red Cat        | Desc11 = Atomic Kitten | Link11 = -&lt;br /&gt;
| Object12 = Flying Smirky      | Desc12 =      | Link12 = -&lt;br /&gt;
| Object13 = Froggo             | Desc13 =      | Link13 = -&lt;br /&gt;
| Object14 = Fungus Amongus     | Desc14 =      | Link14 = -&lt;br /&gt;
| Object15 = Gelatin Spoop      | Desc15 =      | Link15 = -&lt;br /&gt;
| Object16 = Gretenta           | Desc16 =      | Link16 = -&lt;br /&gt;
| Object17 = Janitor            | Desc17 =      | Link17 = -&lt;br /&gt;
| Object18 = Lapis Crab         | Desc18 =      | Link18 = -&lt;br /&gt;
| Object19 = Leavea Trip        | Desc19 =      | Link19 = -&lt;br /&gt;
| Object20 = Legbery            | Desc20 =      | Link20 = -&lt;br /&gt;
}}&lt;br /&gt;
{{ObjectList2Col&lt;br /&gt;
| Object1  = Lemon Shark        | Desc1  =       | Link1 = -&lt;br /&gt;
| Object2  = Levar              | Desc2  =       | Link2 = -&lt;br /&gt;
| Object3  = Moorhsum Cigam     | Desc3  =       | Link3 = -&lt;br /&gt;
| Object4  = Mummy              | Desc4  =       | Link4 = -&lt;br /&gt;
| Object5  = Nessi              | Desc5  =       | Link5 = -&lt;br /&gt;
| Object6  = Nipnap             | Desc6  =       | Link6 = -&lt;br /&gt;
| Object7  = Nisasi             | Desc7  =       | Link7 = -&lt;br /&gt;
| Object8  = Optiquat           | Desc8  =       | Link8 = -&lt;br /&gt;
| Object9  = Pat-o-Pat          | Desc9  =       | Link9 = -&lt;br /&gt;
| Object10 = Poison Slug        | Desc10 =       | Link10 = -&lt;br /&gt;
| Object11 = Princess Lindsey   | Desc11 =       | Link11 = -&lt;br /&gt;
| Object12 = Puffpuff           | Desc12 =       | Link12 = -&lt;br /&gt;
| Object13 = Purple Tentacle    | Desc13 =       | Link13 = -&lt;br /&gt;
| Object14 = Robo Rust          | Desc14 =       | Link14 = -&lt;br /&gt;
| Object15 = Salamander         | Desc15 =       | Link15 = -&lt;br /&gt;
| Object16 = Skypest            | Desc16 =       | Link16 = -&lt;br /&gt;
| Object17 = Sleepwalking Council Page  | Desc17 =       | Link17 = -&lt;br /&gt;
| Object18 = Sneaky Tree        | Desc18 =       | Link18 = -&lt;br /&gt;
| Object19 = Spider Popeider    | Desc19 =       | Link19 = -&lt;br /&gt;
| Object20 = Thornbush          | Desc20 =       | Link20 = -&lt;br /&gt;
}}&lt;br /&gt;
{{ObjectList2Col&lt;br /&gt;
| Object1 = Waddle              | Desc1 = a cozy Yeti like creature   | Link1 = -&lt;br /&gt;
| Object2 = Wormouth            | Desc2  =       | Link2 = -&lt;br /&gt;
| Object3 = Zibblinx            | Desc3  =       | Link3 = -&lt;br /&gt;
| Object4 = Brain Fucl          | Desc4  =       | Link4 = -&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
NOTE: The maps shown below are currently from version 1.0.&lt;br /&gt;
&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&amp;lt;!-- Place the next section in columns --&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;twocol&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level!!Title!!Composer&lt;br /&gt;
|-&lt;br /&gt;
| 0  || Keenish Tune (kvee remix) &amp;lt;/br&amp;gt; Yoshi&#039;s Hillville || [[User: troublesomekeen|TSK]] &amp;lt;/br&amp;gt; [[User:TheBigV|TheBigV]]&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Nashville &amp;lt;/br&amp;gt; Commercials &amp;lt;/br&amp;gt; Yoshi&#039;s Hillville || Kohntarkosz_ &amp;lt;/br&amp;gt; &amp;lt;/br&amp;gt; [[User:TheBigV|TheBigV]]&lt;br /&gt;
|-&lt;br /&gt;
| 2  || The Lady is Frightful || MOM4Ever&lt;br /&gt;
|-&lt;br /&gt;
| 3  || Nitelite || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 4  || Oasis &amp;lt;/br&amp;gt;  Slowasis || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 5  || Jazzin&#039; Them Nazis || Bobby Prince &lt;br /&gt;
|-&lt;br /&gt;
| 6  || Guess || Bobby Prince&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Algeria || MOM4Evr &lt;br /&gt;
|-&lt;br /&gt;
| 8  || JazzK (kvee remix) || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Fonk || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2Hot &amp;lt;/br&amp;gt; Too Hot || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 11 || SpoopS || eggs_box &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Education || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Tropic Pants || Kohntrakosz_&lt;br /&gt;
|-&lt;br /&gt;
| 14 || A Very Special Pyramid || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Funk &#039;Til Ya Red &amp;lt;/br&amp;gt; Mustard the Strength &amp;lt;/br&amp;gt; Blue Your Cover &amp;lt;/br&amp;gt; Mondo Green (Nisaba remix)|| eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Icy F 10rppq (Nisaba remix) || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 17 || As Above... &amp;lt;/br&amp;gt; ... So Below || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Colder || [[User:Gridlock|Gridlock]]&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Strut || Kohntrakosz_ &lt;br /&gt;
|-&lt;br /&gt;
| 20 || Kick Keen || TMST&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Summers Beach || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Icy F 10rppq || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 24 || Mort&#039;s Lab || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Summers Beach || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Game Segment!!Title!!Composer&lt;br /&gt;
|-&lt;br /&gt;
|Starwars Text || Midnight || kvee&lt;br /&gt;
|-&lt;br /&gt;
|Help Screen || Cruise || IncredibleMachine&lt;br /&gt;
|-&lt;br /&gt;
|Good End || Fusion || IncredibleMachine&lt;br /&gt;
|-&lt;br /&gt;
|Bad End || Dope Jaws || Lee Jackson&lt;br /&gt;
|-&lt;br /&gt;
|Cheater End || Slipping Slug || JosephCollins&lt;br /&gt;
|-&lt;br /&gt;
|Minimum End || Bugs Will Bite || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
|Perfect End || Jo Jackson || Kohntrakosz_ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Finish column layout --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Motivation&#039;&#039;&#039;: The author of Foray in the Forest stated that the main motivation behind the project was to reactivate and revive abandoned, unfinished or unreleased modding attempts. Essentially, it was about celebrating forgotten but high-quality material and creative ideas from the community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Booklet&#039;&#039;&#039;: A 24-page manual is supplied with the game. This booklet is based on the style of the supplement booklets from the 90s. It contains valuable insight into the new features of the game, as well as entertaining elements such as comic strips and the like. It is recommended to consult this before starting the game.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prize Game&#039;&#039;&#039;: The game includes a hidden prize game. The first to unlock this secret ending sequence can win a physical edition of the game on floppy disk, plus booklet and lovingly designed box.&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utilities used&#039;&#039;&#039;: [[Abiathar]], Borland C++ Compiler, Geany IDE, GHex, [[IMFCrush|IMF Crusher]], [[IMF Player]], [[imfplay]], IMFVOC, [[ModKeen#Unofficial_ModId|ModId]], Obsidian, PHStar scripts, [[TheDraw]], [[TliExtend]], TliTool, mtPaint, [[uGrab]], Wolf3D Data Compiler&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creator&#039;&#039;&#039;: [[User:Nisaba|Nisaba]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Programming&#039;&#039;&#039;: [[User:K1n9_Duk3|K1n9_Duk3]]&lt;br /&gt;
* &#039;&#039;&#039;Tool Smith&#039;&#039;&#039;: [[User:Fleexy|Fleexy]]&lt;br /&gt;
* &#039;&#039;&#039;Music Composition&#039;&#039;&#039;: kvee, eggs_box, Kohntarkosz_, [[User: Mr.M|Mr.M]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Additional Contributions&#039;&#039;&#039; (in alphabetical order): 55Aavenue, A.R., Awesome-Keener, Bob &amp;quot;Mort&amp;quot; Thewes, [[User:Bubbatom|Bubbatom]], [[User:Ceilick|Ceilick]], ChargingMoose, [[User:CK Guy|ckguy]], [[User:DarkAle|DarkAle]], Dautz, [[User:DoomJedi|DoomJedi]], [[User:DrColossus|Dr. Colossus]], FaceLaces, [[User:Flaose|Flaose]], Genius314, [[User:Gridlock|Gridlock]], Hagel, Jarno LV, , keenmaster486, [[User:KeenRush|KeenRush]], Lee Jackson, [[User:Lemm|Lemm]], [[User:Levellass|Levellass]], Lotte, Mark the Candyjunk, Mobiethian, [[User:MoffD|MoffD]], [[User:Mr.M|Mr.M]], nanomekia, Nowhere Girl, NY00123, obsidian29, [[User:Pandakeen|Pandakeen]], Petka, Plasma Captian, [[User:ProYorp|proYorp]], [[User:Quillax|Quillax]], [[User:Roobar|Roobar]], [[User:Snortimer|Snortimer]], [[User:Commander_Spleen|Spleen]], [[User:Syllypryde|Syllypryde]], Tesseract, The Shifted One, [[User:TheBigV|TheBigV]], [[User:Troublesomekeen|TSK]], [[User:T-Squared|T-Squared]], [[User:tulip|tulip]], X-Rack Projekt, [[User:XkyRauh|Xky Rauh]], Zero X. Diamond, [[User:Zilem|Zilem]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [https://pckf.com/viewtopic.php?t=823 PCKF: Discussion Thread]&lt;br /&gt;
* [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4027 PCKF: Release Thread]&lt;br /&gt;
&lt;br /&gt;
* [https://pckf.com/viewtopic.php?f=1&amp;amp;t=3834 PCKF: Romero publishes Keen 7 Tech Demo from 1992]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Foray_in_the_Forest&amp;diff=51076</id>
		<title>Foray in the Forest</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Foray_in_the_Forest&amp;diff=51076"/>
		<updated>2025-06-04T09:46:55Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Added soundtrack download.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | &amp;lt;!-- TitleImage = Commander_Keen_In_Foray_In_The_Forest.png&lt;br /&gt;
 | GameplayImage = Commander Keen in- Foray in the Forest.png --&amp;gt;&lt;br /&gt;
 | Episode = Source code&lt;br /&gt;
 | GameplayImage = Mod-ingame-Foray.png&lt;br /&gt;
 | Authors = [[User:Nisaba|Nisaba]]&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | ReleaseDate = 2023-12-25&lt;br /&gt;
 | LatestUpdate = 2025-04-30&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=16987 release thread]&lt;br /&gt;
 | Levels = 48&lt;br /&gt;
 | SecretLevels = 5&lt;br /&gt;
 | NewGameplay = Yes&lt;br /&gt;
 | NewGfx = Yes&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = Yes&lt;br /&gt;
 | NewMusic = Yes&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0a.sc.2025-04-30.zip&lt;br /&gt;
 | LatestVersion = v2.0a&lt;br /&gt;
| Download = [https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0.sc.2025-03-14.zip v2.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0_source_code.sc.2025-03-14.zip source code v2.0]&lt;br /&gt;
&lt;br /&gt;
[https://files.shikadi.net/keenwiki/music/ost.foray_in_the_forest.soundtrack.2025-03-25.zip Soundtrack (IMF, KMF)]&lt;br /&gt;
&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba.foray_in_the_forest_v1.0.sc.2023-12-25.zip v1.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba.foray_in_the_forest_v1.0_source_code.sc.2023-12-25.zip source code v1.0] &amp;lt;!-- &amp;lt;/br&amp;gt;&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/Keen4/m.nisaba.foray_in_the_forest.k4.2017-03-14.zip demo]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foray in the Forest&#039;&#039;&#039; is a [[Keen:Galaxy_Source_Modding_Package|source mod]] by [[User:Nisaba|Nisaba]] and programmed by [[User:K1n9_Duk3|K1n9_Duk3]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The Foray in the Foray project was started by [[User:Mr.M|Mr.M]] in 2009 and was in development for 3 years until a hardware crash paralyzed production. In 2016, Nisaba attempted to rebuild the mod from scratch with the support of [[User:Fleexy|Fleexy]] and Mr.M, using a only handful screenshots and one short video recording as a reference. &lt;br /&gt;
&lt;br /&gt;
In 2019, [[User:K1n9_Duk3|K1n9_Duk3]] joined the team as the main programmer and the project was transformed from a classic patch mod into a source code mod. The composers kvee, eggs_box, and Kohntarkosz_ became involved during the same period and created unique soundtracks for each level. In addition to the main team, more than 30 community members were involved in the realization of the game. &lt;br /&gt;
&lt;br /&gt;
Due to the global pandemic, there were delays in further game development. The final game got released in 2023 after 14 years of on-and-off development. In terms of scope, it is probably the largest community project realized to date.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
After his adventures on Vorticon VI, Commander Keen has returned home, ready to resume his life as simple schoolboy Billy Blaze.&lt;br /&gt;
Saving the galaxy is hard work, after all!&lt;br /&gt;
But our intrepid hero&#039;s adventures are not over yet, as he is soon to discover. Something extremely important is missing from his personal sanctuary: Some evil mastermind kidnapped his (plush toy) intergalactic hero friends. In its place, he finds a single cryptic note, which leads him on an adventurous rescue mission to a vibrant planet with strange but delicious looking rings...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL:DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re a kid with a pogo stick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Place the next four sections in columns --&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;twocol&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1 = Neural Stunner   | Desc1 = More ammo                               | Link1 = -&lt;br /&gt;
| Object2 = Gems             | Desc2 = Unlock doors                            | Link2 = -&lt;br /&gt;
| Object3 = Raindrop         | Desc3 = Collect 100 to get an extra life        | Link3 = -&lt;br /&gt;
| Object4 = Lifewater Flask  | Desc4 = Extra life                              | Link4 = -&lt;br /&gt;
| Object5 = Super Secret Slug Slime Soda  | Desc5 = Collect all 17 hidden cans | Link5 = -&lt;br /&gt;
| Object6 = Plushies         | Desc6 = 6 missing intergalactic hero friends    | Link6 = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Points ==&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1  = Veggies         | Desc1 =    1,000 points     | Link1  = -&lt;br /&gt;
| Object2  = Bananas         | Desc2 =    5,000 points     | Link2  = -&lt;br /&gt;
| Object3  = Flying Doughnut | Desc3 =   10,000 points     | Link3  = -&lt;br /&gt;
| Object4  = M_              | Desc4 =                     | Link4  = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Move to next column --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
== Regular Points ==&lt;br /&gt;
 &lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1  = Three-Tooth Gum_    | Desc1  = 100 points     | Link1  = -&lt;br /&gt;
| Object2  = Shikadi Soda_       | Desc2  = 100 points     | Link2  = -&lt;br /&gt;
| Object3  = Shikadi Soda-XL     | Desc3  = 200 points     | Link3  = -&lt;br /&gt;
| Object4  = Three-Tooth Cannamellas    | Desc4 = 200 points  | Link4  = -&lt;br /&gt;
| Object5  = Three Tooth Cannamella-XL  | Desc5 = 500 points  | Link5  = -&lt;br /&gt;
| Object6  = Shikkers Candy Bars | Desc6  =  500 points    | Link6  = -&lt;br /&gt;
| Object7  = Muffins             | Desc7  =  500 points    | Link7  = -&lt;br /&gt;
| Object8  = Stickypops          | Desc8  =  500 points    | Link8  = -&lt;br /&gt;
| Object9  = Stickypop Vortex    | Desc9  = 1,000 points   | Link9  = -&lt;br /&gt;
| Object10 = Frozen Fudgsicles   | Desc10 = 1,000 points   | Link10 = -&lt;br /&gt;
| Object11 = Ice Cream Cones     | Desc11 = 2,000 points   | Link11 = -&lt;br /&gt;
| Object12 = Doughnuts           | Desc12 = 5,000 points   | Link12 = -&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Finish column layout --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special and/or new features ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Saving in-game&#039;&#039;&#039; on normal or hard mode costs a life to give new meaning to collecting drops and extra lives.&lt;br /&gt;
* &#039;&#039;&#039;Ammunition&#039;&#039;&#039; is limited to 25 rounds at max.&lt;br /&gt;
* &#039;&#039;&#039;The level of difficulty&#039;&#039;&#039; determines the degree of complexity of the level map layout and structure, such as hazard and riddle passages or even enemy behavior.&lt;br /&gt;
* &#039;&#039;&#039;Collecting points&#039;&#039;&#039; will unlock extras, bonus levels and has an impact on the outcome of the game.&lt;br /&gt;
* &#039;&#039;&#039;Multiple endings&#039;&#039;&#039; can be unlocked depending on the decisions made during the game. There are in total six different ending sequences. Reaching the perfect score (1,000,000 points) triggers the true ending of the game.&lt;br /&gt;
&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1 = Checkpoint Mushroom | Desc1 = To activate a checkpoint in a level, Keen has to touch these mushrooms.  | Link1  = -&lt;br /&gt;
| Object2 = Interactive Tiles   | Desc2 = Keen can interact with several objects to learn more about the environment.| Link2  = -&lt;br /&gt;
| Object3 = Dispenser           | Desc3 = Ammo dispensers allow to refill Keens Neural Stunner.                    | Link3  = -&lt;br /&gt;
| Object4 = Shortcuts           | Desc4 = New function buttons: &amp;lt;/br&amp;gt; F2/F3 = Save/Load Menu &amp;lt;/br&amp;gt; F5/F9 = Quick-Save/Load &amp;lt;/br&amp;gt; Backspace = Score Box toggle &amp;lt;/br&amp;gt; right Shift = Item Detector toggle | Link4  = -&lt;br /&gt;
| Object5 = Special Status Window | Desc5 = The Special Status Window helps to detect items nearby, like ammo for e.g. | Link5  = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
From the look and feel FITF combines graphics, items and enemies from both [[Keen Dreams]] and [[Keen 4]]. This mod shows also aesthetically influences by other games from that era, for instance: [[wikipedia:Monster Bash|Monster Bash]], [[wikipedia:Bio Menace|Bio Menace]] or [[wikipedia:Cosmos Cosmic Adventure|Cosmos Cosmic Adventure]]. Furthermore  it features Music tracks from the [[Keen_4_Versions#Demo_versions|Keen 4 Demo version]] and includes an interpretation of some graphics shown in the [https://vimeo.com/148926335 Keen 7 Tech Demo] from 1992 by [[wikipedia:John Romero|John Romero]]. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creatures and other modifications ==&lt;br /&gt;
{{ModActorList}}&lt;br /&gt;
&amp;lt;!--{{ObjectList2Col&lt;br /&gt;
| Object1  = Xky Keen           | Desc1  =      | Link1  = -&lt;br /&gt;
| Object2  = Avrala             | Desc2  =      | Link2  = -&lt;br /&gt;
| Object3  = Blu Bird           | Desc3  =      | Link3  = -&lt;br /&gt;
| Object4  = Blue Birds Club    | Desc4 =       | Link4  = -&lt;br /&gt;
| Object5  = Chemolain          | Desc5  =      | Link5  = -&lt;br /&gt;
| Object6  = Corona Plant       | Desc6  =      | Link6  = -&lt;br /&gt;
| Object7  = Crocodent          | Desc7  =      | Link7  = -&lt;br /&gt;
| Object8  = Dickie Dig Diggens | Desc8 =       | Link8  = -&lt;br /&gt;
| Object9  = Dung Beetle        | Desc9  =      | Link9  = -&lt;br /&gt;
| Object10 = Efree              | Desc10 =      | Link10 = -&lt;br /&gt;
| Object11 = Fat Red Cat        | Desc11 = Atomic Kitten | Link11 = -&lt;br /&gt;
| Object12 = Flying Smirky      | Desc12 =      | Link12 = -&lt;br /&gt;
| Object13 = Froggo             | Desc13 =      | Link13 = -&lt;br /&gt;
| Object14 = Fungus Amongus     | Desc14 =      | Link14 = -&lt;br /&gt;
| Object15 = Gelatin Spoop      | Desc15 =      | Link15 = -&lt;br /&gt;
| Object16 = Gretenta           | Desc16 =      | Link16 = -&lt;br /&gt;
| Object17 = Janitor            | Desc17 =      | Link17 = -&lt;br /&gt;
| Object18 = Lapis Crab         | Desc18 =      | Link18 = -&lt;br /&gt;
| Object19 = Leavea Trip        | Desc19 =      | Link19 = -&lt;br /&gt;
| Object20 = Legbery            | Desc20 =      | Link20 = -&lt;br /&gt;
}}&lt;br /&gt;
{{ObjectList2Col&lt;br /&gt;
| Object1  = Lemon Shark        | Desc1  =       | Link1 = -&lt;br /&gt;
| Object2  = Levar              | Desc2  =       | Link2 = -&lt;br /&gt;
| Object3  = Moorhsum Cigam     | Desc3  =       | Link3 = -&lt;br /&gt;
| Object4  = Mummy              | Desc4  =       | Link4 = -&lt;br /&gt;
| Object5  = Nessi              | Desc5  =       | Link5 = -&lt;br /&gt;
| Object6  = Nipnap             | Desc6  =       | Link6 = -&lt;br /&gt;
| Object7  = Nisasi             | Desc7  =       | Link7 = -&lt;br /&gt;
| Object8  = Optiquat           | Desc8  =       | Link8 = -&lt;br /&gt;
| Object9  = Pat-o-Pat          | Desc9  =       | Link9 = -&lt;br /&gt;
| Object10 = Poison Slug        | Desc10 =       | Link10 = -&lt;br /&gt;
| Object11 = Princess Lindsey   | Desc11 =       | Link11 = -&lt;br /&gt;
| Object12 = Puffpuff           | Desc12 =       | Link12 = -&lt;br /&gt;
| Object13 = Purple Tentacle    | Desc13 =       | Link13 = -&lt;br /&gt;
| Object14 = Robo Rust          | Desc14 =       | Link14 = -&lt;br /&gt;
| Object15 = Salamander         | Desc15 =       | Link15 = -&lt;br /&gt;
| Object16 = Skypest            | Desc16 =       | Link16 = -&lt;br /&gt;
| Object17 = Sleepwalking Council Page  | Desc17 =       | Link17 = -&lt;br /&gt;
| Object18 = Sneaky Tree        | Desc18 =       | Link18 = -&lt;br /&gt;
| Object19 = Spider Popeider    | Desc19 =       | Link19 = -&lt;br /&gt;
| Object20 = Thornbush          | Desc20 =       | Link20 = -&lt;br /&gt;
}}&lt;br /&gt;
{{ObjectList2Col&lt;br /&gt;
| Object1 = Waddle              | Desc1 = a cozy Yeti like creature   | Link1 = -&lt;br /&gt;
| Object2 = Wormouth            | Desc2  =       | Link2 = -&lt;br /&gt;
| Object3 = Zibblinx            | Desc3  =       | Link3 = -&lt;br /&gt;
| Object4 = Brain Fucl          | Desc4  =       | Link4 = -&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
NOTE: The maps shown below are currently from version 1.0.&lt;br /&gt;
&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&amp;lt;!-- Place the next section in columns --&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;twocol&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level!!Title!!Composer&lt;br /&gt;
|-&lt;br /&gt;
| 0  || Keenish Tune (kvee remix) &amp;lt;/br&amp;gt; Yoshi&#039;s Hillville || [[User: troublesomekeen|TSK]] &amp;lt;/br&amp;gt; [[User:TheBigV|TheBigV]]&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Nashville &amp;lt;/br&amp;gt; Commercials &amp;lt;/br&amp;gt; Yoshi&#039;s Hillville || Kohntarkosz_ &amp;lt;/br&amp;gt; &amp;lt;/br&amp;gt; [[User:TheBigV|TheBigV]]&lt;br /&gt;
|-&lt;br /&gt;
| 2  || The Lady is Frightful || MOM4Ever&lt;br /&gt;
|-&lt;br /&gt;
| 3  || Nitelite || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 4  || Oasis &amp;lt;/br&amp;gt;  Slowasis || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 5  || Jazzin&#039; Them Nazis || Bobby Prince &lt;br /&gt;
|-&lt;br /&gt;
| 6  || Guess || Bobby Prince&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Algeria || MOM4Evr &lt;br /&gt;
|-&lt;br /&gt;
| 8  || JazzK (kvee remix) || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Fonk || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2Hot &amp;lt;/br&amp;gt; Too Hot || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 11 || SpoopS || eggs_box &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Education || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Tropic Pants || Kohntrakosz_&lt;br /&gt;
|-&lt;br /&gt;
| 14 || A Very Special Pyramid || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Funk &#039;Til Ya Red &amp;lt;/br&amp;gt; Mustard the Strength &amp;lt;/br&amp;gt; Blue Your Cover &amp;lt;/br&amp;gt; Mondo Green (Nisaba remix)|| eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Icy F 10rppq (Nisaba remix) || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 17 || As Above... &amp;lt;/br&amp;gt; ... So Below || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Colder || [[User:Gridlock|Gridlock]]&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Strut || Kohntrakosz_ &lt;br /&gt;
|-&lt;br /&gt;
| 20 || Kick Keen || TMST&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Summers Beach || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Icy F 10rppq || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 24 || Mort&#039;s Lab || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Summers Beach || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Game Segment!!Title!!Composer&lt;br /&gt;
|-&lt;br /&gt;
|Starwars Text || Midnight || kvee&lt;br /&gt;
|-&lt;br /&gt;
|Help Screen || Cruise || IncredibleMachine&lt;br /&gt;
|-&lt;br /&gt;
|Good End || Fusion || IncredibleMachine&lt;br /&gt;
|-&lt;br /&gt;
|Bad End || Dope Jaws || Lee Jackson&lt;br /&gt;
|-&lt;br /&gt;
|Cheater End || Slipping Slug || JosephCollins&lt;br /&gt;
|-&lt;br /&gt;
|Minimum End || Bugs Will Bite || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
|Perfect End || Jo Jackson || Kohntrakosz_ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Finish column layout --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Motivation&#039;&#039;&#039;: The author of Foray in the Forest stated that the main motivation behind the project was to reactivate and revive abandoned, unfinished or unreleased modding attempts. Essentially, it was about celebrating forgotten but high-quality material and creative ideas from the community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Booklet&#039;&#039;&#039;: A 24-page manual is supplied with the game. This booklet is based on the style of the supplement booklets from the 90s. It contains valuable insight into the new features of the game, as well as entertaining elements such as comic strips and the like. It is recommended to consult this before starting the game.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prize Game&#039;&#039;&#039;: The game includes a hidden prize game. The first to unlock this secret ending sequence can win a physical edition of the game on floppy disk, plus booklet and lovingly designed box.&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utilities used&#039;&#039;&#039;: [[Abiathar]], Borland C++ Compiler, Geany IDE, GHex, [[IMFCrush|IMF Crusher]], [[IMF Player]], [[imfplay]], IMFVOC, [[ModKeen#Unofficial_ModId|ModId]], Obsidian, PHStar scripts, [[TheDraw]], [[TliExtend]], TliTool, mtPaint, [[uGrab]], Wolf3D Data Compiler&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creator&#039;&#039;&#039;: [[User:Nisaba|Nisaba]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Programming&#039;&#039;&#039;: [[User:K1n9_Duk3|K1n9_Duk3]]&lt;br /&gt;
* &#039;&#039;&#039;Tool Smith&#039;&#039;&#039;: [[User:Fleexy|Fleexy]]&lt;br /&gt;
* &#039;&#039;&#039;Music Composition&#039;&#039;&#039;: kvee, eggs_box, Kohntarkosz_, [[User: Mr.M|Mr.M]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Additional Contributions&#039;&#039;&#039; (in alphabetical order): 55Aavenue, A.R., Awesome-Keener, Bob &amp;quot;Mort&amp;quot; Thewes, [[User:Bubbatom|Bubbatom]], [[User:Ceilick|Ceilick]], ChargingMoose, [[User:CK Guy|ckguy]], [[User:DarkAle|DarkAle]], Dautz, [[User:DoomJedi|DoomJedi]], [[User:DrColossus|Dr. Colossus]], FaceLaces, [[User:Flaose|Flaose]], Genius314, [[User:Gridlock|Gridlock]], Hagel, Jarno LV, , keenmaster486, [[User:KeenRush|KeenRush]], Lee Jackson, [[User:Lemm|Lemm]], [[User:Levellass|Levellass]], Lotte, Mark the Candyjunk, Mobiethian, [[User:MoffD|MoffD]], [[User:Mr.M|Mr.M]], nanomekia, Nowhere Girl, NY00123, obsidian29, [[User:Pandakeen|Pandakeen]], Petka, Plasma Captian, [[User:ProYorp|proYorp]], [[User:Quillax|Quillax]], [[User:Roobar|Roobar]], [[User:Snortimer|Snortimer]], [[User:Commander_Spleen|Spleen]], [[User:Syllypryde|Syllypryde]], Tesseract, The Shifted One, [[User:TheBigV|TheBigV]], [[User:Troublesomekeen|TSK]], [[User:T-Squared|T-Squared]], [[User:tulip|tulip]], X-Rack Projekt, [[User:XkyRauh|Xky Rauh]], Zero X. Diamond, [[User:Zilem|Zilem]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [https://pckf.com/viewtopic.php?t=823 PCKF: Discussion Thread]&lt;br /&gt;
* [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4027 PCKF: Release Thread]&lt;br /&gt;
&lt;br /&gt;
* [https://pckf.com/viewtopic.php?f=1&amp;amp;t=3834 PCKF: Romero publishes Keen 7 Tech Demo from 1992]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Galaxy_Mods&amp;diff=51075</id>
		<title>Galaxy Mods</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Galaxy_Mods&amp;diff=51075"/>
		<updated>2025-06-04T09:35:28Z</updated>

		<summary type="html">&lt;p&gt;Quillax: /* Full Mods */ Updated FitF download to 2.0a.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &amp;lt;div style=&amp;quot;border: 4px solid red; padding: 1em; margin: 1em; background-color: #FFFFEE;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;This page is being replaced&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Due to the growing number of mods, and the fact that a lot of information is duplicated on this page and the mod pages themselves, it is proposed that this page be split into per-episode lists that are automatically generated from the infoboxes on each mod&#039;s page.  Please see one of the new pages to see what this would look like:&lt;br /&gt;
&lt;br /&gt;
* [[Keen 4 mods]]&lt;br /&gt;
* [[Keen 5 mods]]&lt;br /&gt;
* [[Keen 6 mods]]&lt;br /&gt;
&lt;br /&gt;
Until all the mods are migrated to the new pages, the list below will remain available.&lt;br /&gt;
&lt;br /&gt;
If you can help, please remove mods from the list below once they appear on the new page, and all the information has been taken across correctly (especially release dates.)&lt;br /&gt;
&lt;br /&gt;
To add a new mod to the new list, create a new page for it and put an infobox on it (just copy it from an existing mod&#039;s page and change it accordingly.)&lt;br /&gt;
&amp;lt;/div&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Proposal for an optional usage of both types of lists: &lt;br /&gt;
a) alphabetical &amp;amp; subcategories &lt;br /&gt;
b) per-episode --&amp;gt;&lt;br /&gt;
{{Alert|The downloads for Keen 5 and 6 mods will not include the executable necessary to play the game (they are still not free to distribute).  You will need to put your own executable in the mod directory and unpack it with [[UNLZEXE]] prior to playing for the first time.}}&lt;br /&gt;
&lt;br /&gt;
This is an &#039;&#039;&#039;alphabetical list&#039;&#039;&#039; of all Keen: Galaxy mods, one-level mods and level packs ever made for Keen. It also includes some in-progress mods.&lt;br /&gt;
&lt;br /&gt;
*Please click on the triangles to sort by different categories. i.e. if you click first on &amp;quot;Modder(s)&amp;quot; then on &amp;quot;Mod of&amp;quot;, you will get a list that is sorted by which game was modded, and further sorted by modder name. Refresh the page to reset all sort settings.&lt;br /&gt;
&lt;br /&gt;
*Only the newest version of each mod or level pack is listed in the Download column; additional versions of mods or level packs may be found on their respective wiki pages.&lt;br /&gt;
&lt;br /&gt;
*Dates format: year-month-day (the release date is always for the &#039;&#039;first&#039;&#039; version of the mod, if known)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a &#039;&#039;&#039;pictorial per-episode list&#039;&#039;&#039; choose from the following instead: [[Keen 4 mods]], [[Keen 5 mods]], [[Keen 6 mods]].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
= Mods =&lt;br /&gt;
&lt;br /&gt;
A mod, or modification, is the alteration of content in order to make it operate in a manner different from its original version. They can include new items, modded weapons, characters, enemies, models, tile-sets, levels, music, story lines and game modes. &lt;br /&gt;
&lt;br /&gt;
== Full Mods ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Aliens Ate My Babysitter ...Again]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.ny00123.aliens_ate_my_babysitter_again_v1.5.k6.2024-12-30.zip full v1.5]&lt;br /&gt;
|2009-09-26&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 6&lt;br /&gt;
|19&lt;br /&gt;
|Keen 6 rearranged, color swaps, alternate graphics. [http://ny.duke4.net/files.html Website] [https://pckf.com/viewtopic.php?t=880 Release Thread], [https://pckf.com/viewtopic.php?t=17968 Re-Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Alphamatic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.gridlock.the_alphamatic_v2.0.k5.2021-03-14.zip full v2.0]&lt;br /&gt;
|2017-07-04&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|24&lt;br /&gt;
|An Atroxian Realm sequel. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4086 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Armageddon App]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.55aavenue.the_armageddon_app_v.1.2.k5.2020-05-26.zip full]&lt;br /&gt;
|2020-05-04&lt;br /&gt;
|55Aavenue&lt;br /&gt;
|Keen 5&lt;br /&gt;
|20&lt;br /&gt;
|A Short Circuit Oracle sequel. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6851 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Armageddon Continues]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.alessandro.the_armageddon_continues.k5.2020-06-07.zip full]&lt;br /&gt;
|2020-06-07&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|12&lt;br /&gt;
| [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6979 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Atroxian Realm]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/SourceCode/m.gridlock.atroxian_realm_v.1.4.sc.2020-05-08.zip full v1.4]&lt;br /&gt;
|2016-01-16&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Source Code&lt;br /&gt;
|25&lt;br /&gt;
|First Source-Code Mod. [https://pckf.com/viewtopic.php?t=1812 Discussion Thread], [https://pckf.com/viewtopic.php?t=3536 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Aurora Bliss|Aurora Bliss I]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dave216.aurora_bliss_v.1.2.k4.2023-08-23.zip full v1.2]&lt;br /&gt;
|2022-08-01&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|22&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=13985 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Canmore&#039;s Redemption|Aurora Bliss II: Canmore&#039;s Redemption]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dave216.canmores_redemption_v.1.0.2.k5.2023-07-30.zip v1.0.2] (45MB)&lt;br /&gt;
|2023-06-20&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|An Aurora Bliss sequel. [https://pckf.com/viewtopic.php?t=16501 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Revival of Bliss|Aurora Bliss III: Revival of Bliss]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dave216.revival_of_bliss_v.1.1.k4.2024-06-08.zip full v1.1]&lt;br /&gt;
|2024-05-11&lt;br /&gt;
|[[User:Dave216|Dave216]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|38&lt;br /&gt;
|2 playable characters. [https://pckf.com/viewtopic.php?t=17878 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bounty Hunting Brouhaha]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.kohntarkosz_.bounty_hunting_brouhaha_v1.2_unofficial.k4.2024-08-15.zip full v1.2] (unofficial)&lt;br /&gt;
|2019-11-26&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=6172 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen&#039;s Valentine Bash]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.commander_keens_valentine_bash_unofficial.k4.2024-02-14.zip full] (unofficial)&lt;br /&gt;
|2013-01-04&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|20&lt;br /&gt;
|Monster Bash cross-over. [https://pckf.com/viewtopic.php?t=2532 Discussion Thread], [https://pckf.com/viewtopic.php?t=2616 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen X Bio Menace]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/4975825/CKxBM.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.commander_keen_x_bio_menace.k4.2016-02-16.zip full]&lt;br /&gt;
|2016-02-15&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|13&lt;br /&gt;
|A crossover between Keen 4 and Bio Menace 1. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=3571Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Eight Accumulators]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubbatom.the_eight_accumulators.k4.2011-12-13.zip full]&lt;br /&gt;
|2011-12-13&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|Uses new and original tiles. [https://pckf.com/viewtopic.php?t=2042 Discussion Thread], [https://pckf.com/viewtopic.php?t=2171 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode 58 - The Ruin of Roib|Episode 58 - The Ruin of Roib]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bernie.the_ruin_of_roib_v3.4_unofficial.k4.2025-03-04.zip beta v3.4] (unofficial)&lt;br /&gt;
|2013-05-25&lt;br /&gt;
|Bernie&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|Aged Keen. [https://pckf.com/viewtopic.php?t=2786 Discussion Thread], [https://pckf.com/viewtopic.php?t=2791 Re-Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode 59 - Underworld Ultimate!|Episode 59 - Underworld Ultimate!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bernie.underworld_ultimate_v1.3_unofficial.k4.2024-12-24.zip beta v1.3] (unofficial)&lt;br /&gt;
|2014-05-06&lt;br /&gt;
|Bernie&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|Aged Keen. [https://pckf.com/viewtopic.php?t=3057 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Foray in the Forest]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0a.sc.2025-04-30.zip full v2.0a]&lt;br /&gt;
|2023-12-25&lt;br /&gt;
|[[User:Nisaba|Nisaba]]&lt;br /&gt;
|Source Code&lt;br /&gt;
|48&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=16987 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Grand Intelligence IV: Intelligent Intellect]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.intelligent_intellect.k4.2013-12-07.zip full v2.0]&lt;br /&gt;
|2013-09-02&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|18&lt;br /&gt;
|Protaginist is Martinez McMeyer. First Keen 4 mod of Szemigi! [https://pckf.com/viewtopic.php?t=2848 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Marooned on Mars - Galaxy mod|Marooned  on Mars]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dr_colossus.marooned_on_mars_-_galaxy_mod_v.1.7.k5.2018-10-10.zip beta v1.7]&lt;br /&gt;
|2016-03-14&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|17&lt;br /&gt;
|Keen 1 conversion into Galaxy style. [https://pckf.com/viewtopic.php?t=3598 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 10: Mirror Menace|Mirror Menace]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.szemigi.mirror_menace.k6.2014-10-01.zip beta v1.3]&lt;br /&gt;
|2013-11-24&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|&amp;lt;!--[https://pckf.com/viewtopic.php?t=2928 Beta I Release Thread], [https://pckf.com/viewtopic.php?f=4&amp;amp;t=3004 Beta II Release Thread], --&amp;gt;[https://pckf.com/viewtopic.php?t=3136 &amp;lt;!--Final--&amp;gt; Release Thread], known bug: the game freezes after Keen enters the teleporter&lt;br /&gt;
|-&lt;br /&gt;
|[[Operation Ocflore]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubbatom.operation_ocflore_v1.3.k4.2020-02-18.zip full v.1.3]&lt;br /&gt;
|2020-01-14&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|Uses different EGA color palette [https://pckf.com/viewtopic.php?f=4&amp;amp;t=6379 Release Thread],  [https://pckf.com/viewtopic.php?t=3022 Development Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Operation Station Infiltration]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/SourceCode/l.ceilick.operation_station_infiltration_v1.4.sc.2022-03-15.zip full v.1.4]&lt;br /&gt;
|2022-12-25&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|19&lt;br /&gt;
|Source code mod. Sequel to [[Return to the Shadowlands]]. [https://pckf.com/viewtopic.php?t=15448 Release Thread],  [https://pckf.com/viewtopic.php?t=11178 Development Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[The Prisoner&#039;s Dilemma]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.kohntarkosz_.the_prisoner&#039;s_dilemma_v1.1_unofficial.k6.2024-08-15.zip full v1.1] (unofficial)&lt;br /&gt;
|2021-07-16&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|Sequel to [[Bounty Hunting Brouhaha]]. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=11632 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Return to the Shadowlands]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/SourceCode/l.ceilick.return_to_the_shadowlands_v1.8.sc.2022-12-21.zip full v1.08]&lt;br /&gt;
|2021-06-06&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|20&lt;br /&gt;
|Source code mod. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=11095 Release Thread] [https://pckf.com/viewtopic.php?f=2&amp;amp;t=9993 Development Thread].&lt;br /&gt;
|-&lt;br /&gt;
|[[Secret of the Sorcerer]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.darkale.secret_of_the_sorcerer_v1.4.k6.2022-10-04.zip full v1.4]&lt;br /&gt;
|2022-02-26&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|17&lt;br /&gt;
| [https://pckf.com/viewtopic.php?t=13031 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Send in the Clorts]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.kohntarkosz_.send_in_the_clorts_v1.1_unofficial.k5.2024-08-15.zip beta v1.1] (unofficial)&lt;br /&gt;
|2021-07-16&lt;br /&gt;
|Kohntarkosz_&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|Sequel to [[The Prisoner&#039;s Dilemma]]. [https://pckf.com/viewtopic.php?t=11633 Release Thread] &lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen in Suburb Shenanigans|Suburb Shenanigans]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.bubbatom.suburb_shenanigans_v1.2_unofficial.k5.2020-11-25.zip full v1.2] (unofficial)&lt;br /&gt;
|2018-12-24&lt;br /&gt;
|[[User:Bubbatom|Bubbatom]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|23&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2306 Development Thread], [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4701&amp;amp;p=88325 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Terror from Outer Space|The Terror from Outer Space]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dr_colossus.the_terror_from_outer_space_v1.0.k4.2013-09-29.zip full v1.0]&lt;br /&gt;
|2013-09-16&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2864 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Keys of Krodacia|The Universe is Toast (unofficial) I: The Keys of Krodacia]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ceilick.the_keys_of_krodacia_v2.0.k4.2009-03-14.zip full v2.0]&lt;br /&gt;
|2006-06-27&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[http://publiccommanderkeenforum.yuku.com/topic/886/Keen-4-mod-The-Keys-of-Krodacia Release Thread], [https://pckf.com/viewtopic.php?t=1379 Post Discussion Thread], [https://pckf.com/viewtopic.php?t=566 Re-Release Thread] (includes new music, additional content, and bug fixes)&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead in the Desert|The Universe is Toast (unofficial) II: Dead in the Desert]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.ceilick.dead_in_the_desert_v3.2.k6.2011-11-23.zip full v3.2]&lt;br /&gt;
|2009-07-21&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=536 Discussion Thread] [https://pckf.com/viewtopic.php?t=762 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Battle of the Brains|The Universe is Toast (unofficial) III: Battle of the Brains]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.ceilick_mink_tulip.battle_of_the_brains_v.2.5.k5.2011-11-23.zip full v2.5] &amp;lt;br/&amp;gt;&lt;br /&gt;
|2011-02-02&lt;br /&gt;
|[[User:Ceilick|Ceilick]], [[User:Mink|Mink]], [[User:Tulip|Tulip]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=774 Discussion Thread], [https://pckf.com/viewtopic.php?t=1808 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Zoltan&#039;s Revenge]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.zoltans_revenge.k4.2012-10-20.zip full]&lt;br /&gt;
|2012-10-20&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|16&lt;br /&gt;
|The first demo won 1st place in the 2007 [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Changed Gameplay Mods ==&lt;br /&gt;
&lt;br /&gt;
This topic contains mods which differ largely from the ordinary Keen Galaxy gameplay. (Nearly) all mods in this category have substantial similarity in a distinctive gameplay derived from heavy patching.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adventures in the BWB Megarocket]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.gargapplesauce.adventures_in_the_bwb_megarocket.k4.2010-06-09.zip beta]&lt;br /&gt;
|2010-06-09&lt;br /&gt;
|[[User:GARGapplesauce|GARGapplesauce]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|10&lt;br /&gt;
|Changed Gameplay: Designed to pilot the BWB Megarocket. [https://pckf.com/viewtopic.php?t=1998 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Birdman]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.br1ck_dr_witherstone.birdman.k4.2004-03-26.zip demo]&lt;br /&gt;
|2004-03-26&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Designed to fly as Blue Bird. Also first Keen 4 mod. [http://keenmodding.org/viewtopic.php?t=266 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Galaxy Defender]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dr_colossus.galaxy_defender.k4.2017-03-14.zip demo]&lt;br /&gt;
|2017-03-14&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: BwB space-shooter style gameplay. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4029 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keenball]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keenball.k4.2019-03-14.zip demo]&lt;br /&gt;
|2019-03-14&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: pinball/snooker like game with an unique crosshairs mechanic. [https://keenmodding.org/viewtopic.php?f=13&amp;amp;t=3224 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 60: Kreeg Crisis!]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/3940020/Keen60.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keen_60_kreeg_crisis_.k4.2016-04-03.zip full]&lt;br /&gt;
|2016-04-01&lt;br /&gt;
|[[User:Levellass| Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Pogoing, jumping, shooting disabled. [https://pckf.com/viewtopic.php?t=3620 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Kube]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.kube.k4.2015-07-09.zip full]&lt;br /&gt;
|2015-07-08&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|11&lt;br /&gt;
|Changed Gameplay: Worldmap mod. [https://pckf.com/viewtopic.php?t=3347 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Lemm&#039;s TLANP]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.lemm.lemms_tlanp.k5.2013-03-25.zip demo]&lt;br /&gt;
|2013-03-25&lt;br /&gt;
|[[User:Lemm|Lemm]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|3&lt;br /&gt;
|Three puzzle levels and a nifty patch. [https://pckf.com/viewtopic.php?t=2726 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mink&#039;s Puzzle Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.mink.minks_puzzle_pack.k5.2010-01-03.zip full v3.0]&lt;br /&gt;
|2010-01-03&lt;br /&gt;
|[[User:Mink|Mink]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|Changed Gameplay: Keen Clones to solve puzzles. [https://pckf.com/viewtopic.php?t=1007 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[NetKeen]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Fangames/f.lemm_et_al.netkeen.2013-03-26.zip full]&lt;br /&gt;
|2011-02-20&lt;br /&gt;
|[[User:Lemm|lemm]]&amp;lt;br/&amp;gt;et al.&lt;br /&gt;
|Source Code&lt;br /&gt;
|136&lt;br /&gt;
|Changed Gameplay: Multiplayer deathmatch. [https://pckf.com/viewtopic.php?t=1856 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[NY00123&#039;s tests level]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ny00123.ny00123s_tests_level.k4.2017-04-22.zip full v1.3]&lt;br /&gt;
|2017-04-22&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Changed Gameplay: Numerous challenges to go from A to B. [https://pckf.com/viewtopic.php?t=4049 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pak Een]]&lt;br /&gt;
|&amp;lt;!--[https://dl.dropboxusercontent.com/u/3940020/Pakeen.zip full]--&amp;gt;[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.pakeen.k4.2016-06-01.zip full]&lt;br /&gt;
|2016-06-01&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|11&lt;br /&gt;
|Changed Gameplay: Worldmap mod. [https://pckf.com/viewtopic.php?t=3537 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Save the Quillsheep]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.xky_rauh.save_the_quillsheep.k4.2007-07-14.zip full]&lt;br /&gt;
|2007-07-14&lt;br /&gt;
|[[User:XkyRauh|Xkylyr Rauh]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: Save Quillsheep. 2nd place in the [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skater Squirrel]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.skater_squirrel.k4.2017-10-19 demo]&lt;br /&gt;
|2017-10-19&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Changed Gameplay: stars a squirrel. has changed game physics.  [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4138 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Space Evaders]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.levellass.keenev.k4.2017-03-13.zip full]&lt;br /&gt;
|2017-03-13&lt;br /&gt;
|[[User:Levellass|Levellass]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|86&lt;br /&gt;
|Changed Gameplay: shmup design. [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4023 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Announced Upcoming Mods / Demos ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sign of the Vool|Sign of the Vool]]&lt;br /&gt;
|[[link needed]]&lt;br /&gt;
|TBA&lt;br /&gt;
|[[User:Ceilick|Ceilick]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|?&lt;br /&gt;
|In-development [https://pckf.com/viewtopic.php?t=2494 Discussion Thread]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notable Alpha Versions ==&lt;br /&gt;
This topic contains unfinished, abandoned, pre-alpha mods which are notable for unique creative reasons (see the notes). &lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander Keen at Ballican IV]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.fleexy.commander_keen_at_ballican_iv.k4.2009-03-15.zip alpha v0.1]&lt;br /&gt;
|2009-03-15&lt;br /&gt;
|[[User:Fleexy|Fleexy]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Flashy creatures also on worldmap. [http://keenmodding.org/viewtopic.php?t=1135 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Crazy Komet]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.awesome-keener.the_crazy_komet_demo.k4.2019-12-02.zip demo]&lt;br /&gt;
|2019-12-02&lt;br /&gt;
|Awesome-Keener&lt;br /&gt;
|Keen 4&lt;br /&gt;
|13&lt;br /&gt;
|Inspired by Atroxian Realm. [https://pckf.com/viewtopic.php?t=5441 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dr. Colossus: The Temple of Cydonia]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.dr_colossus.the_temple_of_cydonia.k5.2014-02-06.zip demo]&lt;br /&gt;
|2014-02-06&lt;br /&gt;
|[[User:DrColossus|Dr. Colossus]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|Keen is replaced by a new player. [https://pckf.com/viewtopic.php?t=2998 Discussion Thread]. (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[Episode -3]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.cyber_zero.episode_-3.k4.2015-03-15.zip demo]&lt;br /&gt;
|2015-03-15&lt;br /&gt;
|cyber zero and brother&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|Planned as a prequel of the Keen series. [https://pckf.com/viewtopic.php?t=2546 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Rescue Of The Last|Forgotten Galaxy - Rescue Of The Last]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.bubzrulz.rescue_of_the_last_demos.k4.2021-04-16.zip demos]&lt;br /&gt;
|2021-04-16&lt;br /&gt;
|[[User:Bubzrulz|Bubzrulz]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|10&lt;br /&gt;
|Highly experimental patching, recolored graphics. [https://pckf.com/viewtopic.php?t=4035 Discussion Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 1 Redone]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.gridlock.keen_1_redone.k5.2011-02-11.zip alpha]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|Keen 1 conversion into Galaxy style. [https://pckf.com/viewtopic.php?t=1827 Discussion Thread]. (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[NY00123&#039;s first abandoned CK4 level pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.ny00123.abandoned_levels.k4.2011-10-02.zip alpha]&lt;br /&gt;
|2011-10-02&lt;br /&gt;
|NY00123&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|Contains horizontally flipped graphics. [http://ny.duke4.net/files.html Website] [https://pckf.com/viewtopic.php?p=48636 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[Torgopolis]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.benvolio.torgopolis.k4.2005-03-13.zip demo]&lt;br /&gt;
|2005-03-13&lt;br /&gt;
|[[User:Benvolio|Benvolio]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Style conversion into Vorticons look. [http://www.maguidhir.com/benvolio/ Homepage]&lt;br /&gt;
|-&lt;br /&gt;
|[[XkyKeen4|XkyKeen4 aka. Episode Pound: Fibers of Danak]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.xky_rauh.xkykeen4.k4.2008-09-20.zip alpha]&lt;br /&gt;
|2008-09-20&lt;br /&gt;
|[[User:XkyRauh|Xkylyr Rauh]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Graphical redesign. [https://pckf.com/viewtopic.php?t=382 Thread] (Abandoned)&lt;br /&gt;
|-&lt;br /&gt;
|[[Zero X]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.zero_x_diamond.zero_x.k4.2007-07-14.zip demo]&lt;br /&gt;
|2007-07-14&lt;br /&gt;
|Zero X. Diamond&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|3rd place in the [http://keenmodding.org/viewtopic.php?t=924 Keen 4 minimod contest]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Level Packs =&lt;br /&gt;
&lt;br /&gt;
In contrast to mods, level packs do only change level designs and arrangements. Generally other alterations of content stay untouched though there might be some little exceptions.&lt;br /&gt;
&lt;br /&gt;
== Full Level Packs ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Pack for&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Back to Fribbulus Xax]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.alopex.back_to_fribbulus_xax_v1.0.k6.2024-10-03.zip full]&lt;br /&gt;
|2024-10-03&lt;br /&gt;
|Alopex&lt;br /&gt;
|Keen 6&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=13913 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Billy Can&#039;t]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.sodiumtheglitcher.billy_cant.k5.2025-01-13.zip full]&lt;br /&gt;
|2024-11-17&lt;br /&gt;
|[[User:SodiumtheGlitcher|SodiumtheGlitcher]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|[https://pckf.com/viewtopic.php?p=111663#p111663 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Buried in Oblivion]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.nisaba.buried_in_oblivion_v.1.4.k4.2020-10-10.zip full v1.4]&lt;br /&gt;
|2020-10-10&lt;br /&gt;
|[[User:Nisaba|Nisaba]] et al.&lt;br /&gt;
|Keen 4&lt;br /&gt;
|18&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=3936 Discussion]. Community Pack: Level designs by multiple creators.&lt;br /&gt;
|-&lt;br /&gt;
|[[DarkAle&#039;s New Keen 5 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.alessandro.darkales_new_levelpack_v1.1.k5.2023-01-01.zip v1.1]&lt;br /&gt;
|2022-12-16&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|Source-code mod. [https://pckf.com/viewtopic.php?t=15386 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dead in the Desert Community Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.keen_community.dead_in_the_desert.k6.2011-12-25.zip full]&lt;br /&gt;
|2011-12-25&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 8&lt;br /&gt;
|20&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2186 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fleex &amp;amp; Markeen&#039;s Keen 5 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.fleex_&amp;amp;_markeen%27s_keen_5_level_pack_v.1.1.k5.2022-03-14.zip full]&lt;br /&gt;
|2022-01-01&lt;br /&gt;
|[[User:Fleexy|Fleexy]] &amp;amp; Markeen&lt;br /&gt;
|Keen 5&lt;br /&gt;
|12&lt;br /&gt;
|Level maps were randomly generated by the tool [[Markeen]]. [https://pckf.com/viewtopic.php?t=12694 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen_5.5|Keen 5½ ]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.ck_guy.k5.2007-11-18.zip full v5]&lt;br /&gt;
|2007-11-18&lt;br /&gt;
|[[User:CK Guy|CK Guy]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|9&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=24 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Asylum]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2003-11-13.zip full]&lt;br /&gt;
|2003-11-13&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|15&lt;br /&gt;
|[http://web.archive.org/web/20040329072306/http://cosmicoding.com/Keendom/?BaseType=Articles:Review&amp;amp;QString1=keen%20asylum.asp Website] [http://archive.shikadi.net/pckf/other/779.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen Fifteen: Hello Galaxy!]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.zeus.k5.2012-03-13.zip beta]&lt;br /&gt;
|2012-03-13&lt;br /&gt;
|Zeus&lt;br /&gt;
|Keen 5&lt;br /&gt;
|13&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2302 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 4 Ultimate Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.keen_4_ultimate_edition.k4.2019-10-01.zip full]&lt;br /&gt;
|2019-10-01&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|24&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=5412 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[MrBlackPack v4]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.mrblack.k4.2012-04-18.zip beta]&lt;br /&gt;
|2012-04-18&lt;br /&gt;
|[[User:MrBlack|MrBlack]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|15&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2369 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[O-Mega-Matic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.keen_community.o-mega-matic_beta.k5.2025-01-23.zip beta]&lt;br /&gt;
|2025-01-23&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 5&lt;br /&gt;
|8&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=18078 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Rapid Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.shikadi.k6.2009-02-18.zip full v4]&lt;br /&gt;
|2009-02-18&lt;br /&gt;
|[[User:shikadi|Shikadi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|12&lt;br /&gt;
|[https://keenmodding.org/viewtopic.php?t=1084 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Short Circuit Oracle]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.55aavenue.short_circuit_oracle_v1.5.k4.2019-12-22.zip full]&lt;br /&gt;
|2018-05-26&lt;br /&gt;
|55Aavenue&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=4346 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Sunnylands]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.quillax.sunnylands.k4.2018-03-14.zip full]&lt;br /&gt;
|2018-03-14&lt;br /&gt;
|[[User:Quillax|Quillax]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|19&lt;br /&gt;
|[http://quillaxship.com/game_detail.php?ID=10 Website] [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4271 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Twenty To]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2005-06-07.zip full]&lt;br /&gt;
|2005-06-07&lt;br /&gt;
|Dr. Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|7&lt;br /&gt;
|[https://www.tapatalk.com/groups/publiccommanderkeenforum/cool-new-keen-5-levels-t854.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Ultra Omegamatic]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.darkale.the_ultra_omegamatic_v2.0.k5.2020-09-08.zip full v2.0]&lt;br /&gt;
|2020-04-21&lt;br /&gt;
|[[User:DarkAle|DarkAle]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|23&lt;br /&gt;
|[https://pckf.com/viewtopic.php?f=4&amp;amp;t=6802 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unfinished / abandoned Level Packs ==&lt;br /&gt;
This topic contains unfinished, abandoned, or level packs with only a few altered levels (see the notes).&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Pack for&lt;br /&gt;
! # of levels&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Br1ck&#039;s Keen 5 Level]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.br1ck.k5.2003-04-10.zip full]&lt;br /&gt;
|2003-04-10&lt;br /&gt;
|Br1ck, Dr.&amp;amp;nbsp;Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|The first level has been replaced by level 11. [http://archive.shikadi.net/pckf/other/654.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[BwB Megarocket Keen 5]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.szemigi.bwb_megarocket_keen_5.k5.2013-11-28.zip full]&lt;br /&gt;
|2013-11-28&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|Level 14, the missing BWB Megarocket level. [https://pckf.com/viewtopic.php?t=2933 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[ChargingMoose&#039;s 1st Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.chargingmoose.k4.2001-04-17.zip full]&lt;br /&gt;
|2001-04-17&lt;br /&gt;
|ChargingMoose&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|First fan-made Galaxy level ever. (Partially made with a hex editor.) [http://archive.shikadi.net/pckf/official/151.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[ChargingMoose&#039;s 2nd Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.chargingmoose.k4.2002-07-16.zip full]&lt;br /&gt;
|2002-07-16&lt;br /&gt;
|ChargingMoose&lt;br /&gt;
|Keen 4&lt;br /&gt;
|7&lt;br /&gt;
|[http://archive.shikadi.net/pckf/official/378.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[Fire Station]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.quirky_moron.k5.2004-02-15.zip alpha]&lt;br /&gt;
|2004-02-15&lt;br /&gt;
|Quirky Moron&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=13&amp;amp;t=199 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|[[Funny]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.dr_witherstone.k5.2003-12-07.zip full]&lt;br /&gt;
|2003-12-07&lt;br /&gt;
|Dr. Witherstone&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gridlock&#039;s Dead in the Desert Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/ModPacks/l.gridlock.dead_in_the_desert.2011-02-11.zip beta]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 8&lt;br /&gt;
|2&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=1827 Discussion]. Abandoned.&lt;br /&gt;
|-&lt;br /&gt;
|[[Gridlock&#039;s Keen 4 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.gridlock.k4.2011-02-11.zip beta]&lt;br /&gt;
|2011-02-11&lt;br /&gt;
|[[User:Gridlock|Gridlock]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|8&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=1827 Discussion]. Abandoned.&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenMark 4]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.the_candyjunk.k4.2003-12-09.zip beta]&lt;br /&gt;
|2003-12-09&lt;br /&gt;
|The Candyjunk&lt;br /&gt;
|Keen 4&lt;br /&gt;
|4&lt;br /&gt;
|Released in a pack with Keen 5 levels. [http://archive.shikadi.net/pckf/official/574.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[KeenMark 5]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.the_candyjunk.k5.2003-12-09.zip beta]&lt;br /&gt;
|2003-12-09&lt;br /&gt;
|The Candyjunk&lt;br /&gt;
|Keen 5&lt;br /&gt;
|4&lt;br /&gt;
|Released in a pack with Keen 4 levels. [http://archive.shikadi.net/pckf/official/574.htm Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[New QED]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.grelphy.k5.2003-06-27.zip full]&lt;br /&gt;
|2003-06-27&lt;br /&gt;
|Grelphy&lt;br /&gt;
|Keen 5&lt;br /&gt;
|1&lt;br /&gt;
|[http://web.archive.org/web/20050905025440/http://grelphy.spatang.com/levels/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|[[PCKF Keen 6 Patchwork LevelPair]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.keen_community.k6.2014-03-07.zip full]&lt;br /&gt;
|2014-03-07&lt;br /&gt;
|Keen Community&lt;br /&gt;
|Keen 6&lt;br /&gt;
|2&lt;br /&gt;
|[https://pckf.com/viewtopic.php?t=2736 Discussion] [https://pckf.com/viewtopic.php?t=3014 Release]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|[[Quirky Moron&#039;s Keen 4 Levelpack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.quirky_moron.k4.2004-02-03.zip full]&lt;br /&gt;
|2004-02-03&lt;br /&gt;
|Quirky Moron&lt;br /&gt;
|Keen 4&lt;br /&gt;
|2&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=13&amp;amp;t=108 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|[[The Pyramid of the Allowed]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.szemigi.the_pyramid_of_the_allowed.k4.2016-02-24.zip full]&lt;br /&gt;
|2012-11-03&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|The opposite of the Pyramid of the Forbidden. [https://pckf.com/viewtopic.php?t=2545 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 4 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.supfanat.k4.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 4&lt;br /&gt;
|3&lt;br /&gt;
|Released in a pack with Keen 5 and 6 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 5 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen5/l.supfanat.k5.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 5&lt;br /&gt;
|5&lt;br /&gt;
|Released in a pack with Keen 4 and 6 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[SupFanat&#039;s Keen 6 Level Pack]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen6/l.supfanat.k6.2006-01-10.zip full]&lt;br /&gt;
|2006-01-10&lt;br /&gt;
|SupFanat&lt;br /&gt;
|Keen 6&lt;br /&gt;
|3&lt;br /&gt;
|Released in a pack with Keen 4 and 5 levels. [https://www.tapatalk.com/groups/publiccommanderkeenforum/10-new-levels-for-keen-4-6-t464.html Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Unknown Pyramid]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.the_shifted_one.k4.2009-02-14.zip full]&lt;br /&gt;
|2009-02-14&lt;br /&gt;
|The Shifted One&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|[http://keenmodding.org/viewtopic.php?f=12&amp;amp;t=1119 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Was I No Net]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/Packs/Keen4/l.darkdave1985.was_i_no_net.k4.2018-08-06.zip beta]&lt;br /&gt;
|2023-03-15&lt;br /&gt;
|darkdave1985&lt;br /&gt;
|Keen 4&lt;br /&gt;
|1&lt;br /&gt;
|Kaizo-esque level. [https://pckf.com/viewtopic.php?t=16113 Discussion]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Skin Mods =&lt;br /&gt;
&lt;br /&gt;
Skin Mods only change the look and feel of characters or tile-sets. But in contrast to level packs or mods, the original level designs stay untouched. &lt;br /&gt;
&lt;br /&gt;
[[Translations]] can be found on a separate page.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod for&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Attack of the Silurians]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.stupidbunny.attack_of_the_silurians.k4.2012-03-16.zip demo]&lt;br /&gt;
|2012-03-16&lt;br /&gt;
|[[User:StupidBunny|StupidBunny]]&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Abandoned. [https://pckf.com/viewtopic.php?t=2320 Release Thread] all enemies sprites replaced&lt;br /&gt;
|-&lt;br /&gt;
|[[DasBrot&#039;s First Mod]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dasbrot.dasbrots_first_mod.k4.2004-11-30.zip demo]&lt;br /&gt;
|2004-11-30&lt;br /&gt;
|DasBrot&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Original Keen 4 levels, edited monster graphics&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 4 Composite CGA Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.viler.keen4c16.k4.2016-05-22.zip full]&lt;br /&gt;
|2016-05-22&lt;br /&gt;
|VileR&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Graphics redrawn for CGA composite output. [https://int10h.org/blog/2016/05/dopefish-goes-ntsc-commander-keen-4/ Website] [https://pckf.com/viewtopic.php?t=3656 Discussion]&lt;br /&gt;
|-&lt;br /&gt;
|[[Keen 5 Composite CGA Edition]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.viler.keen5c16.k5.2016-07-16.zip full]&lt;br /&gt;
|2016-07-16&lt;br /&gt;
|VileR&lt;br /&gt;
|Keen 5&lt;br /&gt;
|Graphics redrawn for CGA composite output. [https://int10h.org/blog/2016/07/yet-another-16-color-cga-makeover-keen-5/ Website] [https://pckf.com/viewtopic.php?p=80917#p80917 Discussion]&lt;br /&gt;
|- &amp;lt;!--&lt;br /&gt;
|[[Mortimer McMire - The Armageddon Machine]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen5/m.szemigi.mortimer_mcmire_-_the_armageddon_machine.k5.2010-08-29.zip full]&lt;br /&gt;
|2010-08-29&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 5&lt;br /&gt;
|The Keen sprite is replaced by the Mortimer McMire sprite&lt;br /&gt;
|-&lt;br /&gt;
|[[Mortimer McMire - Aliens Ate My Babysitter]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen6/m.szemigi.mortimer_mcmire_-_aliens_ate_my_babysitter.k6.2010-08-02.zip full]&lt;br /&gt;
|2010-08-02&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|The Keen sprite is replaced by the Mortimer McMire sprite&lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|[[Trouble on Xion 2]]&lt;br /&gt;
|[https://files.shikadi.net/keenwiki/mods/Keen4/m.dasbrot.trouble_on_xion_2.k4.2004-12-05.zip beta]&lt;br /&gt;
|2004-12-05&lt;br /&gt;
|DasBrot&lt;br /&gt;
|Keen 4&lt;br /&gt;
|Original Keen 4 levels, new graphics and story&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--= Improvement Mods =&lt;br /&gt;
This section has mods, which contains updates in connection with bugfixes, improvements.  &lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Title&lt;br /&gt;
! Download&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! Mod of&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Version 1.6]]&lt;br /&gt;
|[https://www.dropbox.com/s/8tpewlkp74s56tb/CK6v16.zip?dl=0 full]&lt;br /&gt;
|2019-01-31&lt;br /&gt;
|[[User:Szemigi|Szemigi]]&lt;br /&gt;
|Keen 6&lt;br /&gt;
|An unofficial bugfix patch mod to Keen 6&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
*[[Vorticon Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods| ]]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Foray_in_the_Forest&amp;diff=51074</id>
		<title>Foray in the Forest</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Foray_in_the_Forest&amp;diff=51074"/>
		<updated>2025-06-04T09:34:10Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Update to v2.0a.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | &amp;lt;!-- TitleImage = Commander_Keen_In_Foray_In_The_Forest.png&lt;br /&gt;
 | GameplayImage = Commander Keen in- Foray in the Forest.png --&amp;gt;&lt;br /&gt;
 | Episode = Source code&lt;br /&gt;
 | GameplayImage = Mod-ingame-Foray.png&lt;br /&gt;
 | Authors = [[User:Nisaba|Nisaba]]&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | ReleaseDate = 2023-12-25&lt;br /&gt;
 | LatestUpdate = 2025-04-30&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=16987 release thread]&lt;br /&gt;
 | Levels = 48&lt;br /&gt;
 | SecretLevels = 5&lt;br /&gt;
 | NewGameplay = Yes&lt;br /&gt;
 | NewGfx = Yes&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = Yes&lt;br /&gt;
 | NewMusic = Yes&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0a.sc.2025-04-30.zip&lt;br /&gt;
 | LatestVersion = v2.0a&lt;br /&gt;
| Download = [https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0.sc.2025-03-14.zip v2.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba_k1n9_duk3.foray_in_the_forest_v2.0_source_code.sc.2025-03-14.zip source code v2.0]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba.foray_in_the_forest_v1.0.sc.2023-12-25.zip v1.0]&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.nisaba.foray_in_the_forest_v1.0_source_code.sc.2023-12-25.zip source code v1.0] &amp;lt;!-- &amp;lt;/br&amp;gt;&lt;br /&gt;
[https://files.shikadi.net/keenwiki/mods/Keen4/m.nisaba.foray_in_the_forest.k4.2017-03-14.zip demo]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foray in the Forest&#039;&#039;&#039; is a [[Keen:Galaxy_Source_Modding_Package|source mod]] by [[User:Nisaba|Nisaba]] and programmed by [[User:K1n9_Duk3|K1n9_Duk3]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The Foray in the Foray project was started by [[User:Mr.M|Mr.M]] in 2009 and was in development for 3 years until a hardware crash paralyzed production. In 2016, Nisaba attempted to rebuild the mod from scratch with the support of [[User:Fleexy|Fleexy]] and Mr.M, using a only handful screenshots and one short video recording as a reference. &lt;br /&gt;
&lt;br /&gt;
In 2019, [[User:K1n9_Duk3|K1n9_Duk3]] joined the team as the main programmer and the project was transformed from a classic patch mod into a source code mod. The composers kvee, eggs_box, and Kohntarkosz_ became involved during the same period and created unique soundtracks for each level. In addition to the main team, more than 30 community members were involved in the realization of the game. &lt;br /&gt;
&lt;br /&gt;
Due to the global pandemic, there were delays in further game development. The final game got released in 2023 after 14 years of on-and-off development. In terms of scope, it is probably the largest community project realized to date.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
After his adventures on Vorticon VI, Commander Keen has returned home, ready to resume his life as simple schoolboy Billy Blaze.&lt;br /&gt;
Saving the galaxy is hard work, after all!&lt;br /&gt;
But our intrepid hero&#039;s adventures are not over yet, as he is soon to discover. Something extremely important is missing from his personal sanctuary: Some evil mastermind kidnapped his (plush toy) intergalactic hero friends. In its place, he finds a single cryptic note, which leads him on an adventurous rescue mission to a vibrant planet with strange but delicious looking rings...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL:DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re a kid with a pogo stick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Place the next four sections in columns --&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;twocol&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1 = Neural Stunner   | Desc1 = More ammo                               | Link1 = -&lt;br /&gt;
| Object2 = Gems             | Desc2 = Unlock doors                            | Link2 = -&lt;br /&gt;
| Object3 = Raindrop         | Desc3 = Collect 100 to get an extra life        | Link3 = -&lt;br /&gt;
| Object4 = Lifewater Flask  | Desc4 = Extra life                              | Link4 = -&lt;br /&gt;
| Object5 = Super Secret Slug Slime Soda  | Desc5 = Collect all 17 hidden cans | Link5 = -&lt;br /&gt;
| Object6 = Plushies         | Desc6 = 6 missing intergalactic hero friends    | Link6 = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Points ==&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1  = Veggies         | Desc1 =    1,000 points     | Link1  = -&lt;br /&gt;
| Object2  = Bananas         | Desc2 =    5,000 points     | Link2  = -&lt;br /&gt;
| Object3  = Flying Doughnut | Desc3 =   10,000 points     | Link3  = -&lt;br /&gt;
| Object4  = M_              | Desc4 =                     | Link4  = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Move to next column --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
== Regular Points ==&lt;br /&gt;
 &lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1  = Three-Tooth Gum_    | Desc1  = 100 points     | Link1  = -&lt;br /&gt;
| Object2  = Shikadi Soda_       | Desc2  = 100 points     | Link2  = -&lt;br /&gt;
| Object3  = Shikadi Soda-XL     | Desc3  = 200 points     | Link3  = -&lt;br /&gt;
| Object4  = Three-Tooth Cannamellas    | Desc4 = 200 points  | Link4  = -&lt;br /&gt;
| Object5  = Three Tooth Cannamella-XL  | Desc5 = 500 points  | Link5  = -&lt;br /&gt;
| Object6  = Shikkers Candy Bars | Desc6  =  500 points    | Link6  = -&lt;br /&gt;
| Object7  = Muffins             | Desc7  =  500 points    | Link7  = -&lt;br /&gt;
| Object8  = Stickypops          | Desc8  =  500 points    | Link8  = -&lt;br /&gt;
| Object9  = Stickypop Vortex    | Desc9  = 1,000 points   | Link9  = -&lt;br /&gt;
| Object10 = Frozen Fudgsicles   | Desc10 = 1,000 points   | Link10 = -&lt;br /&gt;
| Object11 = Ice Cream Cones     | Desc11 = 2,000 points   | Link11 = -&lt;br /&gt;
| Object12 = Doughnuts           | Desc12 = 5,000 points   | Link12 = -&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Finish column layout --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special and/or new features ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Saving in-game&#039;&#039;&#039; on normal or hard mode costs a life to give new meaning to collecting drops and extra lives.&lt;br /&gt;
* &#039;&#039;&#039;Ammunition&#039;&#039;&#039; is limited to 25 rounds at max.&lt;br /&gt;
* &#039;&#039;&#039;The level of difficulty&#039;&#039;&#039; determines the degree of complexity of the level map layout and structure, such as hazard and riddle passages or even enemy behavior.&lt;br /&gt;
* &#039;&#039;&#039;Collecting points&#039;&#039;&#039; will unlock extras, bonus levels and has an impact on the outcome of the game.&lt;br /&gt;
* &#039;&#039;&#039;Multiple endings&#039;&#039;&#039; can be unlocked depending on the decisions made during the game. There are in total six different ending sequences. Reaching the perfect score (1,000,000 points) triggers the true ending of the game.&lt;br /&gt;
&lt;br /&gt;
{{ObjectList1Col&lt;br /&gt;
| Object1 = Checkpoint Mushroom | Desc1 = To activate a checkpoint in a level, Keen has to touch these mushrooms.  | Link1  = -&lt;br /&gt;
| Object2 = Interactive Tiles   | Desc2 = Keen can interact with several objects to learn more about the environment.| Link2  = -&lt;br /&gt;
| Object3 = Dispenser           | Desc3 = Ammo dispensers allow to refill Keens Neural Stunner.                    | Link3  = -&lt;br /&gt;
| Object4 = Shortcuts           | Desc4 = New function buttons: &amp;lt;/br&amp;gt; F2/F3 = Save/Load Menu &amp;lt;/br&amp;gt; F5/F9 = Quick-Save/Load &amp;lt;/br&amp;gt; Backspace = Score Box toggle &amp;lt;/br&amp;gt; right Shift = Item Detector toggle | Link4  = -&lt;br /&gt;
| Object5 = Special Status Window | Desc5 = The Special Status Window helps to detect items nearby, like ammo for e.g. | Link5  = -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
From the look and feel FITF combines graphics, items and enemies from both [[Keen Dreams]] and [[Keen 4]]. This mod shows also aesthetically influences by other games from that era, for instance: [[wikipedia:Monster Bash|Monster Bash]], [[wikipedia:Bio Menace|Bio Menace]] or [[wikipedia:Cosmos Cosmic Adventure|Cosmos Cosmic Adventure]]. Furthermore  it features Music tracks from the [[Keen_4_Versions#Demo_versions|Keen 4 Demo version]] and includes an interpretation of some graphics shown in the [https://vimeo.com/148926335 Keen 7 Tech Demo] from 1992 by [[wikipedia:John Romero|John Romero]]. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creatures and other modifications ==&lt;br /&gt;
{{ModActorList}}&lt;br /&gt;
&amp;lt;!--{{ObjectList2Col&lt;br /&gt;
| Object1  = Xky Keen           | Desc1  =      | Link1  = -&lt;br /&gt;
| Object2  = Avrala             | Desc2  =      | Link2  = -&lt;br /&gt;
| Object3  = Blu Bird           | Desc3  =      | Link3  = -&lt;br /&gt;
| Object4  = Blue Birds Club    | Desc4 =       | Link4  = -&lt;br /&gt;
| Object5  = Chemolain          | Desc5  =      | Link5  = -&lt;br /&gt;
| Object6  = Corona Plant       | Desc6  =      | Link6  = -&lt;br /&gt;
| Object7  = Crocodent          | Desc7  =      | Link7  = -&lt;br /&gt;
| Object8  = Dickie Dig Diggens | Desc8 =       | Link8  = -&lt;br /&gt;
| Object9  = Dung Beetle        | Desc9  =      | Link9  = -&lt;br /&gt;
| Object10 = Efree              | Desc10 =      | Link10 = -&lt;br /&gt;
| Object11 = Fat Red Cat        | Desc11 = Atomic Kitten | Link11 = -&lt;br /&gt;
| Object12 = Flying Smirky      | Desc12 =      | Link12 = -&lt;br /&gt;
| Object13 = Froggo             | Desc13 =      | Link13 = -&lt;br /&gt;
| Object14 = Fungus Amongus     | Desc14 =      | Link14 = -&lt;br /&gt;
| Object15 = Gelatin Spoop      | Desc15 =      | Link15 = -&lt;br /&gt;
| Object16 = Gretenta           | Desc16 =      | Link16 = -&lt;br /&gt;
| Object17 = Janitor            | Desc17 =      | Link17 = -&lt;br /&gt;
| Object18 = Lapis Crab         | Desc18 =      | Link18 = -&lt;br /&gt;
| Object19 = Leavea Trip        | Desc19 =      | Link19 = -&lt;br /&gt;
| Object20 = Legbery            | Desc20 =      | Link20 = -&lt;br /&gt;
}}&lt;br /&gt;
{{ObjectList2Col&lt;br /&gt;
| Object1  = Lemon Shark        | Desc1  =       | Link1 = -&lt;br /&gt;
| Object2  = Levar              | Desc2  =       | Link2 = -&lt;br /&gt;
| Object3  = Moorhsum Cigam     | Desc3  =       | Link3 = -&lt;br /&gt;
| Object4  = Mummy              | Desc4  =       | Link4 = -&lt;br /&gt;
| Object5  = Nessi              | Desc5  =       | Link5 = -&lt;br /&gt;
| Object6  = Nipnap             | Desc6  =       | Link6 = -&lt;br /&gt;
| Object7  = Nisasi             | Desc7  =       | Link7 = -&lt;br /&gt;
| Object8  = Optiquat           | Desc8  =       | Link8 = -&lt;br /&gt;
| Object9  = Pat-o-Pat          | Desc9  =       | Link9 = -&lt;br /&gt;
| Object10 = Poison Slug        | Desc10 =       | Link10 = -&lt;br /&gt;
| Object11 = Princess Lindsey   | Desc11 =       | Link11 = -&lt;br /&gt;
| Object12 = Puffpuff           | Desc12 =       | Link12 = -&lt;br /&gt;
| Object13 = Purple Tentacle    | Desc13 =       | Link13 = -&lt;br /&gt;
| Object14 = Robo Rust          | Desc14 =       | Link14 = -&lt;br /&gt;
| Object15 = Salamander         | Desc15 =       | Link15 = -&lt;br /&gt;
| Object16 = Skypest            | Desc16 =       | Link16 = -&lt;br /&gt;
| Object17 = Sleepwalking Council Page  | Desc17 =       | Link17 = -&lt;br /&gt;
| Object18 = Sneaky Tree        | Desc18 =       | Link18 = -&lt;br /&gt;
| Object19 = Spider Popeider    | Desc19 =       | Link19 = -&lt;br /&gt;
| Object20 = Thornbush          | Desc20 =       | Link20 = -&lt;br /&gt;
}}&lt;br /&gt;
{{ObjectList2Col&lt;br /&gt;
| Object1 = Waddle              | Desc1 = a cozy Yeti like creature   | Link1 = -&lt;br /&gt;
| Object2 = Wormouth            | Desc2  =       | Link2 = -&lt;br /&gt;
| Object3 = Zibblinx            | Desc3  =       | Link3 = -&lt;br /&gt;
| Object4 = Brain Fucl          | Desc4  =       | Link4 = -&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
NOTE: The maps shown below are currently from version 1.0.&lt;br /&gt;
&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&amp;lt;!-- Place the next section in columns --&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;twocol&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level!!Title!!Composer&lt;br /&gt;
|-&lt;br /&gt;
| 0  || Keenish Tune (kvee remix) &amp;lt;/br&amp;gt; Yoshi&#039;s Hillville || [[User: troublesomekeen|TSK]] &amp;lt;/br&amp;gt; [[User:TheBigV|TheBigV]]&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Nashville &amp;lt;/br&amp;gt; Commercials &amp;lt;/br&amp;gt; Yoshi&#039;s Hillville || Kohntarkosz_ &amp;lt;/br&amp;gt; &amp;lt;/br&amp;gt; [[User:TheBigV|TheBigV]]&lt;br /&gt;
|-&lt;br /&gt;
| 2  || The Lady is Frightful || MOM4Ever&lt;br /&gt;
|-&lt;br /&gt;
| 3  || Nitelite || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 4  || Oasis &amp;lt;/br&amp;gt;  Slowasis || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 5  || Jazzin&#039; Them Nazis || Bobby Prince &lt;br /&gt;
|-&lt;br /&gt;
| 6  || Guess || Bobby Prince&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Algeria || MOM4Evr &lt;br /&gt;
|-&lt;br /&gt;
| 8  || JazzK (kvee remix) || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Fonk || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2Hot &amp;lt;/br&amp;gt; Too Hot || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 11 || SpoopS || eggs_box &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Education || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Tropic Pants || Kohntrakosz_&lt;br /&gt;
|-&lt;br /&gt;
| 14 || A Very Special Pyramid || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Funk &#039;Til Ya Red &amp;lt;/br&amp;gt; Mustard the Strength &amp;lt;/br&amp;gt; Blue Your Cover &amp;lt;/br&amp;gt; Mondo Green (Nisaba remix)|| eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Icy F 10rppq (Nisaba remix) || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 17 || As Above... &amp;lt;/br&amp;gt; ... So Below || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Colder || [[User:Gridlock|Gridlock]]&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Strut || Kohntrakosz_ &lt;br /&gt;
|-&lt;br /&gt;
| 20 || Kick Keen || TMST&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Summers Beach || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Icy F 10rppq || kvee&lt;br /&gt;
|-&lt;br /&gt;
| 24 || Mort&#039;s Lab || [[User:Mr.M|Mr.M]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Summers Beach || unknown composer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Game Segment!!Title!!Composer&lt;br /&gt;
|-&lt;br /&gt;
|Starwars Text || Midnight || kvee&lt;br /&gt;
|-&lt;br /&gt;
|Help Screen || Cruise || IncredibleMachine&lt;br /&gt;
|-&lt;br /&gt;
|Good End || Fusion || IncredibleMachine&lt;br /&gt;
|-&lt;br /&gt;
|Bad End || Dope Jaws || Lee Jackson&lt;br /&gt;
|-&lt;br /&gt;
|Cheater End || Slipping Slug || JosephCollins&lt;br /&gt;
|-&lt;br /&gt;
|Minimum End || Bugs Will Bite || eggs_box&lt;br /&gt;
|-&lt;br /&gt;
|Perfect End || Jo Jackson || Kohntrakosz_ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Finish column layout --&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Motivation&#039;&#039;&#039;: The author of Foray in the Forest stated that the main motivation behind the project was to reactivate and revive abandoned, unfinished or unreleased modding attempts. Essentially, it was about celebrating forgotten but high-quality material and creative ideas from the community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Booklet&#039;&#039;&#039;: A 24-page manual is supplied with the game. This booklet is based on the style of the supplement booklets from the 90s. It contains valuable insight into the new features of the game, as well as entertaining elements such as comic strips and the like. It is recommended to consult this before starting the game.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prize Game&#039;&#039;&#039;: The game includes a hidden prize game. The first to unlock this secret ending sequence can win a physical edition of the game on floppy disk, plus booklet and lovingly designed box.&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Utilities used&#039;&#039;&#039;: [[Abiathar]], Borland C++ Compiler, Geany IDE, GHex, [[IMFCrush|IMF Crusher]], [[IMF Player]], [[imfplay]], IMFVOC, [[ModKeen#Unofficial_ModId|ModId]], Obsidian, PHStar scripts, [[TheDraw]], [[TliExtend]], TliTool, mtPaint, [[uGrab]], Wolf3D Data Compiler&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Creator&#039;&#039;&#039;: [[User:Nisaba|Nisaba]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Programming&#039;&#039;&#039;: [[User:K1n9_Duk3|K1n9_Duk3]]&lt;br /&gt;
* &#039;&#039;&#039;Tool Smith&#039;&#039;&#039;: [[User:Fleexy|Fleexy]]&lt;br /&gt;
* &#039;&#039;&#039;Music Composition&#039;&#039;&#039;: kvee, eggs_box, Kohntarkosz_, [[User: Mr.M|Mr.M]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Additional Contributions&#039;&#039;&#039; (in alphabetical order): 55Aavenue, A.R., Awesome-Keener, Bob &amp;quot;Mort&amp;quot; Thewes, [[User:Bubbatom|Bubbatom]], [[User:Ceilick|Ceilick]], ChargingMoose, [[User:CK Guy|ckguy]], [[User:DarkAle|DarkAle]], Dautz, [[User:DoomJedi|DoomJedi]], [[User:DrColossus|Dr. Colossus]], FaceLaces, [[User:Flaose|Flaose]], Genius314, [[User:Gridlock|Gridlock]], Hagel, Jarno LV, , keenmaster486, [[User:KeenRush|KeenRush]], Lee Jackson, [[User:Lemm|Lemm]], [[User:Levellass|Levellass]], Lotte, Mark the Candyjunk, Mobiethian, [[User:MoffD|MoffD]], [[User:Mr.M|Mr.M]], nanomekia, Nowhere Girl, NY00123, obsidian29, [[User:Pandakeen|Pandakeen]], Petka, Plasma Captian, [[User:ProYorp|proYorp]], [[User:Quillax|Quillax]], [[User:Roobar|Roobar]], [[User:Snortimer|Snortimer]], [[User:Commander_Spleen|Spleen]], [[User:Syllypryde|Syllypryde]], Tesseract, The Shifted One, [[User:TheBigV|TheBigV]], [[User:Troublesomekeen|TSK]], [[User:T-Squared|T-Squared]], [[User:tulip|tulip]], X-Rack Projekt, [[User:XkyRauh|Xky Rauh]], Zero X. Diamond, [[User:Zilem|Zilem]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [https://pckf.com/viewtopic.php?t=823 PCKF: Discussion Thread]&lt;br /&gt;
* [https://pckf.com/viewtopic.php?f=4&amp;amp;t=4027 PCKF: Release Thread]&lt;br /&gt;
&lt;br /&gt;
* [https://pckf.com/viewtopic.php?f=1&amp;amp;t=3834 PCKF: Romero publishes Keen 7 Tech Demo from 1992]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Keen_Dreams_Gold_Edition&amp;diff=51073</id>
		<title>Keen Dreams Gold Edition</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Keen_Dreams_Gold_Edition&amp;diff=51073"/>
		<updated>2025-06-04T09:13:54Z</updated>

		<summary type="html">&lt;p&gt;Quillax: Updated localized download.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Infobox&lt;br /&gt;
 | TitleImage = Keen_Dreams_Gold_Edition_UpdatedTitle.png&lt;br /&gt;
 | Episode = Source code&lt;br /&gt;
 | Authors = [[User:Szemigi|Szemigi]]&lt;br /&gt;
 | ReleaseDate = 2024-05-10&lt;br /&gt;
 | LatestUpdate = 2025-05-16&lt;br /&gt;
 | Status = Complete&lt;br /&gt;
 | Discussion = [https://pckf.com/viewtopic.php?t=17876 PCKF release][https://pckf.com/viewtopic.php?t=18124 1st birthday edition release]&lt;br /&gt;
 | Homepage =&lt;br /&gt;
 | Levels = 40&lt;br /&gt;
 | SecretLevels = 20&lt;br /&gt;
 | NewGameplay = Yes&lt;br /&gt;
 | NewGfx = Some&lt;br /&gt;
 | NewLevels = Yes&lt;br /&gt;
 | NewSfx = Yes&lt;br /&gt;
 | NewMusic = Yes&lt;br /&gt;
 | LatestDownloadURL = https://files.shikadi.net/keenwiki/mods/SourceCode/m.szemigi.keen_dreams_gold_edition.sc.2025-05-16.zip&lt;br /&gt;
 | Download = ([https://www.dropbox.com/scl/fi/yyopq8swxo0vgbo8t9nny/KDGOLD-2025-05-16.ZIP?rlkey=lldon4rc8gopnv05beetwnl5v&amp;amp;dl=1 mirror])&amp;lt;br&amp;gt;[https://files.shikadi.net/keenwiki/mods/SourceCode/m.szemigi.keen_dreams_gold_edition.sc.2025-01-18.zip old release]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Keen Dreams Gold Edition&#039;&#039;&#039;, also known as &#039;&#039;&#039;Keen Dreams - Version 2.00 (Revision 2)&#039;&#039;&#039;, is the first true [[Keen Dreams]] source mod by [[User:Szemigi|Szemigi]]. It uses the source of Keen Dreams version 1.92 (and partially version 1.00) with taken and modified code elements from Catacomb 3-D, Wolfenstein 3-D, NY00123&#039;s Keen Dreams Tech Demo, the recreated Keen 4-6 source code, the BioMenace 1 source code by lethal_guitar, and the SDL/Steam port of Keen Dreams.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The story of Keen Dreams Gold Edition is the same as the official game, except it involves a male Tater Trooper and a new, female potato called Tater Trooperina.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
&lt;br /&gt;
The original game&#039;s levels are replaced by those from [[Keen Dreams Plus]], though some were edited to add in new creatures.&lt;br /&gt;
&lt;br /&gt;
{{ModLevelList}}&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Track!!Length!!Title!!Composer!!Levels used&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0:48 || A Vegetarian Exploration || Dave216 || The Land of Tuberia&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1:29 || Smooth Carrot Juice Smoothie Street || T-Squared Productions || Horseradish Hill (daytime and night version), Beet Street&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1:20 || It&#039;s Dark Right in Here || [[User: XkyRauh|XkyRauh]] || Melon Mines, Cantaloupe Mine&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0:29 || Rowin&#039; Down the Sad River || Dave216 || Bridge Bottoms, Coastal Creeks&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0:52 || Horseradish Rock || Dave216 || Rhubarb Rapids (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 0:57 || Separating Ways || Dave216 || Parsnip Pass (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1:01 || Cool Cabbage Cakewalk || [[User: ZidaneA|ZidaneA]] || Celery Sector&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1:16 || Newpotato News || T-Squared Productions || Spud City (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 0:52 || Good Turnip, Good Turnin&#039; || Dave216 || Cauliflower Quarter&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1:16 || Spittin&#039; Seeds || T-Squared Productions || Apple Acres (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 0:50 || Oh, My Little Grove! || Dave216 || Grape Grove (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 0:46 || The Sly Bean Sprout || T-Squared Productions || Turnip Trapway&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 0:58 || On the Green Grass of the Field || Kosmyn || Brussels Sprout Bay (daytime and night version), Pea Pod Park&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1:00 || Stemp &#039;Em Down! || [[User:XkyRauh|XkyRauh]] || Mushroom Mere&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 1:05 || Bullfrog || Robert Prince || Squash Swamp (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 0:57 || Asparagusto Allegro || Dave216 || Castle Tuberia (daytime and night version), Castle Tower&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 1:31 || Hash It Out! || T-Squared Productions || Royal Chamber&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 0:14 || Run Back to Sleep || Dave216 || Hill Top (daytime and night version)&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 1:21 || On Deep Point || Dave216 || Castle Basement&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1:04 || Edgy Eggplant Electro || [[User: ZidaneA|ZidaneA]] || Eggplant Estate&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 0:32 || Ants In Your Pants || Robert Prince || Mountain Top&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 0:53 || You&#039;ve Got to Eat Your Vegetables!!|| Robert Prince || Title Page, Lyrics Section&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 0:27 || An Unexpected Call || [[User: ZidaneA|ZidaneA]] || Secret Level Message, Super Secret Level Message, Mortimer&#039;s Story (after leaving Eggplant Estate)&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 0:27 || I Scream || Robert Prince || Bad Ending, Mortimer&#039;s Ending&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1:38 || No More Bad Dreams! || Dave216 || Ending&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 1:02 || Bold Broccoli Boogie || [[User: ZidaneA|ZidaneA]] || Story Screen&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 0:15 || Billy&#039;s Friend, The Meat Eater || [[User: ZidaneA|ZidaneA]] || Rescuing Rover, Rescuing Snake Logan, Entering High Score (between level 25 and 40)&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 0:57 || Guess || Robert Prince || Entering High Score (between level 1 and 23; excluding Hill Top the two cheat levels), High Score (during demo playing)&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 0:32 || Just Eat &#039;Em Already... || [[User: ZidaneA|ZidaneA]] || Main Menu&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 0:08 || A Short Welcome || Kosmyn || Cheat Level 1 and 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=hqrJXdTf1jE Teaser 1 - 2024-05-10 (initial release)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=yC0vreWvXUw Teaser 2 - 2025-01-08 (update: 2025-01-18)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=WvXcv4VvDjY&amp;amp;t=41s Teaser 3 - 2025-03-14 (Keen Day update&#039;s teaser)]&lt;br /&gt;
*[https://www.youtube.com/watch?v=RUHRl0vE3r0 Teaser 4 - 2025-05-10 (1st birthday edition teaser, update: 2025-05-16)]&lt;/div&gt;</summary>
		<author><name>Quillax</name></author>
	</entry>
</feed>