confused chaos ensues, let's get one thing straight:
CrazyJim is CrazyJiMMIII is JiMMIII is Jim is G'im is Commander Spleen is
Stephen J. Currie.
Each of these names, among others, may be used interchangeably to refer to the owner of
G'im is an avid Keener, and has
been for over ten years. In August of 2003, after discovering a wonderful land of
other Keeners, and seeing the amazing things they were coming up with, he
simply had to jump in and give modding a try.
As such, this website has been constructed to keep the world up to date on
the goings on of G'im's projects. As time has progressed, it has begun to
grow into a conglomeration of Commander Spleen's general Keen related stuff.
is a mod for Commander Keen 1, and is G'im's first official Commander Keen
Story (updated 08.12.03)
Commander Keen is
sent on a mission to retrieve a number of artifacts stolen from a world
known as Dinu, on which live a race of orb-like energy beings who call
themselves Dinu'u. The survival of the Dinu'u is dependent upon the Essence
Delimiter Flux, a machine that manufactures 'essence', an ethereal substance
of which the Dinu'u are composed. Without the stolen artifacts, the machine
A society of zealous monks known
as Garthurians, driven by religious beliefs instilled in their planet over
the past few millennia by a megalomaniacal Shikadi who calls himself Hector,
are responsible for the disappearance of the Flux components. In addition,
entire continents of Dinu'u population have been captured so that their
essence can be extracted.
The artifacts and captured Dinu'u have been hidden away on Garthuria, a
world shrouded in mystery, said to be the origin of many of the most
infamous crimes recorded in intergalactic history.
Security is tight, but Keen discovers he can disguise himself as one of the
lower monks and not be noticed as easily. The more advanced Garthurians will still see
through this disguise, of course, so Keen will still need to be careful.
These beings are powerful, and have terrorised the galaxy for much of the
current age. But never before have they matched wits with...
Defender of the Galaxy
In his disguised ship, the Bean-With-Bacon Megarocket, Keen dispenses
galactic justice with an essence-charged hand.
June 01, 2004, 2:24pm (Repair
conducted June 03, 2004)
No new screens today,
but I've added in some scans of my ideas sheets that have built up over the
course of this year, along with some from last year I hadn't scanned.
FIXED: Monky Battle
Bits & Pieces:
December 13, 2003, 2:30am
After some intensive play testing by Monty (Mr. E. Leg) and Victor, it was
finally decided that the levels I was creating were far too insanely
unplayable. The traps I was creating were too cramped for what they really
were, and without enough of a break in between--the player was either always
on his toes, or forever without them. So, I've evoled my technique, and I'm
glad to say that the levels feel like they're flowing much better. The traps
are still very similar, but I've allowed space and tried to minimise traps
that require perfect timing on a consistent basis.
I'm very happy with the way the map is working out. The shards (keycards)
proved a problem initially, as with the 'Keep Keycards After Level Exit'
patch, Keen still keeps any keycards collected up until his death. So I've
adopted an unlikely idea suggested by Xky on the Keen:Modding forum, namely
placing all the keys and all the doors in the level at the start. I'm
surprised at how well the game still flows with this wacky security measure
in place. It will hopefully not be necessary in the final release, though,
as the patch will likely be modified yet.
The way my original levels were going, I decided I needed to put in a bonus
level for the player to visit every now and then when the frustration became
too much (yes, I would have killed me too). But the in-level teleporter that
leads back to the world map kept crashing the game due to a conflict with
the map-doors patch. Fortunately, I managed to improvise and created a
really neat solution--bonus level doorways. It's more or less a matter of
taking a few steps, walking through a doorthat takes the 'Trippy Shard', and
exiting off the other side of the screen (no visible exit door). This means
that Keen has to sacrifice his beloved Trippy Shard in order to continue on
the map. In these levels, though, are alternate paths which can lead to
extra lives. The demo will feature three or four of these. It's incredible
how they maintain the flow of gameplay.
I've got a rather amusing title screen design now, too (possibly the most
brilliant idea that's ever hit me in the head). Whether it will turn up in
the demo or if you'll have to wait until the full release I'm not sure as
yet, though. And I'm not giving anything away about it yet.
Man, it feels great to be back in the flow again. I'd keep going all
morning, but I've pledged myself to helping out my grandma on here computer
and then disappearing into Victor's lounge room for some insane
projector-style X-Box Halo playage with some other JimSoftians. I'll be back
with some trippy new stuff soon!
Oh, the evilness... >:)
I may include levels like this every now and then... optional, of course.
It's incredible the adrenaline rush while trying to get through those
perfect-timing traps. >:)
December 08, 2003, 1:20am
Woo. This has been a
satisfyingly exhausting week. The enemies are complete, map-Keen now has his
monk robe, there's a semi-transparent levitate effect in place, the ice
launcher problem is solved, the Most Essential list is in place, and I have
even more diabolical plans in mind for the rest of the mod. I've trashed the
idea of Keen4+ style level graphics, as I can do a hell of a lot more with
the Keen1-3 approach. Similarly trashed are the ground tiles shown last
update. They started to make me nauseous, so I reverted to the original
starry rock version. Though, looking back on the screens from my previous
update, it seems I handled them quite well in that one level... so I may yet
Victor put together a working title screen the other day, too. Though I
won't use it as is, it certainly helps define what I want to do with the
I'm definitely liking the new 'levitate' (pogo) effect (dark grey opacity
silhouette), and the essence conversion launchers, turning Keen into a 16x16
sprite, are entirely satisfying and offer even more freedom when it comes to
designing traps (it's amazing where you can go when you're only one tile
high). Map doors are going to be quite fun indeed... so look forward to some
We'll see what happens with a pre-Keen Awards demo. I'm still far from happy
with my current selection of level tiles--many more need to be developed to
suit my plans.
Among the changes to come
(and changes that have come)
o All new enemies (Interrogators,
o Keen wearing a Monk
robe (to 'blend in')
A less-cool-than-I-hoped jumping effect
o Many, many, many
insanely tripped out levels
o Some classy
interactive map elements
o Wacky stuff you've
never seen in a Keen mod before
o The worm sprite featured on this site (due to UNFLEEXABLE demand)
o Insane new features far beyond the scope of the original Keen trilogy!
Who knows what's gonna happen after this mod? Keep watching and see what