Hello, and welcome to the PCKF!
I would also like to get my hands on versions 1.32 and 1.34 of Keen 2 and 3 just to satisfy my own curiosity, but I'm not sure if they ever existed in the first place.
Version 1.32 of Keen 1 was a "pre-registered" copy that was bundled with some "Advanced Gravis" products. There is an extra text screen at startup and the ordering information screen says you can order the trilogy for $20 if you mention the Gravis pre-registration. The regular price for the trilogy is $30 in the other versions. The screens list Apogee's regular address and phone number, so you probably would have received the regular registered version 1.31, not a Gravis version 1.32. As I said above, I am not sure if a version 1.32 of Keen 2 and 3 ever existed. If it did, it must have been extremely rare.
The situation is similar with version 1.34 of Keen 1. This is a version that was put together for Apogee's publishing partner in the United Kingdom, Precision Software Applications. If a version 1.34 of Keen 2 and 3 ever existed, the only way to obtain it might have been to order it from Precision Software Applications in the UK. And on top of that, Apogee appears to have terminated this cooperation in 1994. The "Apogee Software World Wide Dealers List - September 1994 Revision" states:
Code: Select all
NOTE: Transend Services Ltd., Gold Medal Software and
Preceision Software Publishing are no longer Apogee
representatives within England.
The Keen 1 v1.34 executable prints the date string "8/7/91" at startup, so it must have been created in August 1991. That means Precision Software couldn't have been selling "their" version of Keen 1-3 for much longer than 3 years (unless they had a publishing deal with Id Software that didn't involve Apogee). And they clearly weren't the only ones who sold and shipped the registered versions of Apogee's games in the UK at the time, which could make the PSA version even more rare.
I have
reconstructed the source code for every version of Keen 1-3 that I could get my hands on, including versions 1.32 and 1.34 of Keen 1. And I have not been able to find any version of Keen 2 and 3 later than 1.31.
What I know for certain is that version 1.32 and 1.34 of Keen 1 use a slightly different EGAHEAD format than the previous versions. So even though it would be possible to compile version 1.34 executables for Keen 2 and 3 based on my reconstructed source code, those would not work with the existing graphics files. And even then, there would be no point in using those versions because they don't actually fix any bugs in the code, they just add a new bug (version 1.34 doesn't exit to DOS when the game tries to quit with an error message). This could explain why only version 1.31 is being distributed these days.
So, at least as far as the code is concerned, there is nothing to be gained by using the post-1.31 versions.
Sure, there's always a slight chance that some level design issues might have been fixed in one of these later releases. Keen 2 and 3 still have a couple of problems in version 1.31: The city names ROME and MOSCOW are swapped on the world map in Keen 2. And the Rome Tantalus level is designed in such a way that it's (theoretically) possible to exit the level without destroying the Tantalus ray, which would make the game unwinnable. In Keen 3, the final level requires the player to shoot things, but doesn't provide any ammo pickups at all, also making the game unwinnable if the player doesn't have enough ammo and there are no other levels that the player can return to to collect some more ammo.
There is also the fact that level 15 of Keen 3 (the big mountain before the final level) cannot be completed the "normal" way by entering the caves, collecting the 4 keys and unlocking the doors at the bottom. A passage near the end is only 1 tile high, making the area with the 4 doors and the lower exit inaccessible. I don't think this is a bug. Even if that area was accessible, there are spikes after the last door that also make it impossible to get to that exit without cheating. And even if you manage to make it past the spikes, you can still get stuck if you jump to collect the toys above the exit. If Keen lands on top of the exit, it will be impossible to get back down again. All these problems lead me to believe that the caves in this level were specifically designed to waste the player's time with something that ultimately doesn't lead anywhere. There is that sign at the beginning of the level that says "go up", indicating that the player is supposed to jump over the mountain instead of entering the caves. There is also a bouncing Jack in one of the caves that the player would have to go through to get through the caves, and the Hint Sheet explicitly states: "Jacks are almost always deadly. Do not enter areas where you see them."
BUT: When it comes to Keen 1-3, the level files are standalone files that can be modified or replaced without having to update the executable. That means you might not get the whole picture if you only compare the executables and not the level files.
On a related note, I don't think going for the "final" version of a game is always a good idea. Perhaps the best example is Jill of the Jungle. The final official version of this game is the one that is referred to as "1.2(d)" on the
ModdingWiki. This version has many bugs that weren't present in the earlier versions:
- Tile animations (water, lava) do not work at all.
- Tiles do not get redrawn automatically after flipping a switch or touching a button.
- Digitized sound effects sometimes get corrupted and stop playing or play parts of other sounds.
In this case, your best option is to install a fan-made
patch that fixes these bugs while keeping the other improvements that version 1.2(d) added (better memory management, more robust music playback code).
Another example where the "final" version is not necessarily the best is Wolfenstein 3-D. The highest version number for Wolf3D is 1.4, but there are several different revisions that all claim to be version 1.4 on the startup screen. The "final" version of this game should be the one distributed by Activision (it has the Activision logo on the startup screen). This version, like the GT Interactive version before it, is missing the in-game help screens (the game files are identical in the GT and Activision releases, only the executable differs). The versions published by Apogee had a "Read This!" section on the "Options" menu screen, which the later versions don't have. Since the later versions were distributed by retail publishers, they probably would have come with a printed manual, so removing the in-game texts wouldn't have been quite as bad. However, the version that's sold on GOG (the Activision version 1.4) comes with no kind of manual whatsoever. From what I've heard, Apogee's publishing deal for the Id Software titles has expired, meaning you might no longer be able to buy a version with the in-game help text anymore. Unless one of the smaller online stores is still selling the Apogee version, of course.
There are also some other aspects that make the "final" version of Wolf3D feel like a lesser product. The BJ portrait on the intermission screen doesn't animate anymore (they must have messed up when importing the images, both frames of the animation are using the exact same image now) and the infamous CALL APOGEE SAY "AARDWOLF" sign was replaced with a boring pile of bones.