This is a sub-page of Proto:Rise of the Triad (1994).
On December 21st, 1994, Apogee decided to give fans a taste of their hot, new first-person shooter with a v1.0 release of Rise of the Triad: The HUNT Begins – a standalone shareware episode of the game.
For the most part, the game is pretty close to the final. However, there's a lot of evidence to support that this release wasn't quite finished. (The ANSI warning screen, for example, makes it pretty clear.)
Installation and Setup#
- The
HUNTBGIN.WADfile, or maybe just its contents, is stored in an older format that seems slightly incompatible with most modern tools. - Some keyboard are wrong or broken in the
CONFIG.ROT:
:* StrafeLeft is actually the Autorun button.
:* StrafeRight doesn't seem to do anything at all.
:* VolteFace is Strafe Left, AutoRun is Strafe Right.
- For some unexplained reason, the game saves certain controls to the
SCORES.ROTfile instead ofCONFIG.ROT. The controls and their locations are as follows:
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Keyboard |
Mouse |
Joystick |
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:* Even more confusing: the values for the Keyboard are for keys, but the Mouse and Joystick addresses denote what function each Mouse/Joystick button serves.
- If the player blanks their codename within the Setup program and exits, none of the EXEs will run, stating only that "Line 14 (of
SETUP.ROT) is blank".
:* Deleting SETUP.ROT or editing line 16 of the file fixes this.
- When selecting a music device in Sound Setup, the program will crash with an error if it can't successfully configure a device.
:* On some occasions, the program will soft-lock instead of crash.
- AWE32 appears as a music option in Sound Setup, but it doesn't appear to do anything. (It works fine for sound, though.)
- There is no way to select the sound card's Port, IRQ, DMA, or 16-bit DMA.
- When selecting a MIDI-based playback device, the Address defaults to an invalid choice. This has no effect on choosing a MIDI Address.
Starting the Game#
- When running the game, the menu flipping sound plays and an ANSI text screen appears warning players that this is an early build of the game.
:* The menu flip sound plays even if the player disabled menu flipping.
- The title screen music is "CCCool", (A2M05 and A4M12). In later versions, it's "Rise", a completely unique theme.
:* It's possible this was the original intention as "MMMenu", the menu theme that plays when interrupting a game, is a snippet of "CCCool".
- There is no RSAC warning on the title screen, yet.
- The credits is a static image as opposed to the scrolling credits seen in later versions.
- Pressing
Escwhile on the title screen does not skip the credits screen, as per later verions.
- Menus are headed with a small font label indicating which menu you are on (e.g., "Main Menu").
- The sliders for mouse sensitivity, audio levels, and the like are extremely sensitive to arrow presses.
- The Customize Keyboard menu is split into two menus: Normal Keys and Special Keys.
:* The Normal Keys are: Run, Open, Fire, Strafe, Left, Right, Forward, Backward.
:* The Special Keys are: Look Up, Look Down, Toggle, Drop (weapon), Auto Run, Volte-Face, Aim Up, Aim Down.
- Custom keys for the map, messages, and many other functions haven't been implemented yet.
:* However, there is functionality within CONFIG.ROT for each weapon key and specific strafe keys (mentioned above).
- If the player changes their Volte-Face key or Comm-Bat™ Codename from within the game, they won't be saved.
- The Customize Mouse functionality is very limited, only allowing up to three buttons to be set to any of Forward, Open, Fire, or Strafe.
- The Customize Joystick menu is also limited, allowing up to four buttons to be set to any of Run, Open, Fore, of Strafe.
- There is an option for "Double-Click Open" under the User Options.
- There is no Screen Size option yet, but the screen can be adjusted in-game with
+and-. - "The Corpseyard" is the last Comm-Bat™ level while "The Great Divide" is the first.
Gameplay Differences#
- For some odd reason, the Jukebox cheat (
MAESTROor\LEE) doesn't work in this version.
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- Footsteps play when the player moves. When sprinting, about eight footsteps sounds play within one second.
- Enemies' walk animation is significantly choppier than in later versions.
- Enemies are very aggressive and/or do more damage to the player than in later builds, depending on the selected difficulty.
- The graphics for each key is different in later builds.
- Mercury Mode (flight) is controlled by repeatedly pressing the Use key to "jump".
- God Mode (the powerup) is prone to crash the game if a God Fire is being shot as the player's powerup is depleted.
- If the player gives themselves a specific missile weapon with a cheat code, it has infinite ammo and a glitchy ammo count icon.
:* If the player gives themselves a Heat-Seeker Missile weapon via HUNTPACK, it has a proper ammo count.
- After a Lightning Guard falls over during his feign death routine, he simply never gets back up and can't be attacked anymore, making him functionally dead.