@MetHy, thanks, that was great to know! I remember reading these posts a few years ago (I can't upvote the posts again) but now reread them and find this fascinating, although I wish we could tell who also did the original RR maps. I only know that one of the main RR mappers (Sverre André Kvernmo) also contributed some levels in the Master Levels for Doom II. I hope that next year we can get the RR games and The Gate to be chosen for the club, then we can analyze their maps again, as there is a lot to talk about them.
@Juvenite, thanks for the support about the data, hope I can get to recover it in the following days. And I agree about the installer looking really cool (probably one of the most unique installers for Duke3D mods), also agree about the possibility of the puzzles inflating the playtime (7 levels isn't that much if we compare to the length of DC and Caribbean), which IMO was what plagued the original Redneck Rampage for me with many of its levels being stupidly confusing for no reason at all, probably to make up for only having 15 SP levels (and 7 extra DM maps) in total. But that's a discussion for another time.
@TheDragonLiner, I agree, it must be one of a few mods to have such an unique installer. I can imagine this being sold back in the day as a commercial addon, you insert the SOTA CD in your drive and then it starts this cool installer!
Though I must say that while Twin Dragon also has its own cool launcher to start the expansion, I never ever came across a download of Twin Dragon in its original installer form. The closest is the extracted zipped version (tdragon.zip) containing a bunch of files, including the launcher and its own modified SW.EXE file (to change level names). If anyone knows where to download the original Twin Dragon setup file (if it still exists to this day), then please let me know! I am similarly looking for The Last Warrior (another one of the SW TCs, a possible nomination for the future) in its original form, as all I could find is the Mac version (probably works fine for DOS version as well) and the repacked version for source ports but I can never find it in original initially released form (with the launcher and new level names). To further elaborate, the two versions of the Last Warrior addon I could find are: lwmacv1.zip (from gamers.org) and LastWar_v11.zip (from ProAsm's website). The original DOS version of The Last Warrior may have been lost in time (funny because there is another SW addon named In Time or rather, Lo Wang in Time).
I also noticed now I misspelled the author's name for the secret map in SOTA. I just copied the authors' names from Quacken's posts and didn't notice the spelling mistake. Now I can't edit the post to fix it. Oh well, I will be sure to get the author's name correctly here in this post.
Anyway, for today's post (LONG POST AHEAD!), a few days ago I continued the DOS playthrough I started a few months ago (I only had the first level finished) and finished Twin Dragon (original release, tdragon.zip) in Shadow Warrior 1.2 (the only registered version) in DOSBox 0.74-3. Who Wants Wang, with frequent saves, all kills and secrets. I played continuous, except a later level I started from scratch (you will see why below). I will also cover the addon's 3 extra DM maps, as not many people know about them. They are accessed either with -LEVEL## command (replace ## with 23, 24 or 25) or within the TDRAGON launcher. In both cases, you will be put on default skill 3, unless you specify -S4 parameter as well (if using parameters to warp to the map) to play on hardest skill if you dare (for SP levels obviously, as DM maps usually have no enemies).
I won't be talking too much about the levels themselves this time around (Quacken does a much better job at reviewing the levels), nor I will be listing the secrets (maybe some notable items to collect), instead I will offer a few helpful hints about each level and also offer the secret guides on Steam, that may be helpful to find all secrets:
https://steamcommuni...s/?id=162460625
https://steamcommuni...s/?id=167009756
YouTube playthrough by pagb666:
https://www.youtube....UOxkb9LT1Dz0J5w
Additionally, here are a couple helpful hints about Shadow Warrior in general:
1) Armor comes in two flavors, gray (50 points) and red (100 points). The armor absorbs 60% of damage per each hit and will protect you even from fatal hits and even when you have only 1% armor remaining, it will still absorb an attack's full damage, unlike other games where having a single armor point equals to just having an extra health point. Also you can't stack two gray armors on top of each other, meaning it's best to grab a new armor pickup when the current one has ran out entirely, otherwise you will waste precious points of armor. You should also try to save an armor pickup for the end of the level (usually the red one but if one isn't available, then at least save a gray one), so you start the next one with some armor.
2) Ammo for most weapons is very common (especially Riot Gun and Uzis), so you should never have problems with ammo. I would also suggest grabbing the ammo when you actually need it, instead of grabbing the pickups when near at full ammo. Also, the Riot Gun ammo comes in form of packs giving 24 shells, up to a maximum of 52 shells. This means that you are free to spam the shotgun if some ninjas are giving you a hard time. The Uzis can be dual wielded after grabbing another one (press number 4 to toggle between one or two Uzis at a time). Just like with the riot gun reloading after 4 shots and the Duke3D pistol reloading after 12 shots, one Uzi reloads after 50 shots and both Uzis reload after 100 shots, in all cases the reloading animation happens if the number is divisible with the number I mentioned. And because of the long reload time of the dual Uzis, you may want to switch to a single one when near at 100 ammo, so you don't get killed during the battle while Lo Wang reloads both Uzis.
3) Some weapons have alternate firing modes. The Missile Launcher has two extra pickups required for the other two firing modes. One is a heat seeking card that makes your 5 next shots (if you choose so) to become homing and the other is a nuclear missile that is difficult to use properly (except maybe killing a room full of enemies or dealing significant damage to a boss). It is easy to kill yourself with the nuclear missile, so you better find some cover after you fire it. You also need to wait about 5 seconds before you can fire the missile, so after you get the nuclear warhead, select the missile launcher, select this mode, wait a few seconds and then you can have it ready in the inventory, though don't forget to switch back to regular missiles if you plan on utilizing the rockets normally soon enough.
4) Selecting the fists will stop certain enemies from attacking you. They are helpful in taking out guardians and rippers, as the former will stop firing at you and the latter will be much less aggressive. Snake bosses/mini-bosses will also stop firing at you, though their melee attacks still hurt a lot (snake's sword does 75 damage). This allows you to take them with ease, especially the guardians since their swords do little damage overall. And since Lo Wang's melee weapons are pretty powerful, they have a chance to gib the enemy too for a comedic effect!
5) Destroying the guardians and rippers (including the giant brown ones) with explosives (and railgun) will make them sometimes drop their weapons (Guardian Head and Ripper Heart). Gibbing them with melee weapons will NOT cause them to drop anything, so if you want them to drop the weapons, then finish them off with an explosive and hope they drop something.
6) Destroying the Coolie with explosives/railgun will prevent them from raising as a ghost. And if they raise as a ghost when killed under normal conditions, you can stand near their corpse and wait for them to rise, then immediately kill them before they start flying around.
7) Punching the training dummies (there are two types of objects, sometimes near each other, like at the beginning of first level in original SW) will restore health up to 100! However if you have 101 or higher health, then they will restore all the health up to 200! It is similar to Water Fountain trick in the original Duke3D, except it heals faster/slower, depending on how fast the game decides!
8) The ninjas sometimes commit suicide. This applies to the stronger variants as well.
9) The Smoke Bomb makes you partially invisible and enemies will stop attacking you during the time, including the bosses! It also increases the range of the fists, making them more useful in hitting moving targets! However, the crouching ninjas (possibly turrets as well?) are still attacking you and the Coolies will probably still run into you. And finally, DO NOT pick up another smoke bomb while one is in effect or else you will replace the current one and the new one gets automatically used too. Funnily enough, the used smoke bomb gets transferred between the levels as well.
10) While getting all the kills is possible in pretty much every level (at least in the Twin Dragon expansion, in the original game you can't get all kills in Level 4 and Level 20), there are a few things to keep in mind about two important conditions:
First,
DO NOT USE the Ripper Heart! While it will create a helpful ally/ghost version of Lo Wang armed with a railgun, that clone is counted as an enemy and once the clone dies, it doesn't count as a kill (whether the clone expires or dies), so you end up with a missing enemy. If you care about getting 100% kills, AVOID USING THE RIPPER HEART! Just collect it and keep it in inventory. The heart is also useless against invisible enemies like Shadow Ninjas, since the clone won't see them. This hint I remembered since back on my first SW playthrough (in 2014?) when I used the Ripper Heart occasionally and it wasn't until I read a post somewhere that mentioned that it will prevent getting all kills.
Second, when killing the Snake boss, make sure you kill him just in the second while he threw ALL his accursed heads and BEFORE HE SUMMONED ANY NEW ONES! He summons about 12 of them at once with occasionally throwing them at you and if you kill him while surrounded by those skulls, then those skulls destroyed will NOT add towards kills! Since the original DOS version of SW also has the option for showing Level Stats (though not enabled by default), then you can check this out and note in the future, so you won't do this mistake again.
Third, in the original SW level 4 (and also custom maps/mods) with the Snake boss that ends the level/episode with the boss still alive (due to the snake boss escaping and returning as a proper boss fight in Level 5, aka the first level of registered episode), it is impossible to kill that boss for the reason mentioned, so maximum you can get is one kill less in that particular level and that if you manage to time your shots so that the rocket hits him just after he threw the last skull. Still don't know what causes the missing kills in the very last level of Shadow Warrior (Level 20: Stone Rain), as I had 3 enemies missed when I defeated Zilla in my last playthrough but otherwise, in last level of Twin Dragon I got all kills normally. There are also very rare situations (like in Level 3 of original SW) where you may end up with an additional enemy killed than what stats say (e.g. 101/100 kills) but not sure what influences this, I very rarely noticed this in the main game.
There may be more hints that I'm forgetting at the moment. If SW gets chosen one day for the club, I will be sure to revisit the hints list!
Finally, let's talk about the levels themselves! And note that some levels have alternate names in the text file (possibly in the repacked versions as well) and to better highlight which map is which, I will also put the map's filename in parentheses. But first, the screenshots of the launcher (and episode selection in game):
Wang's Home (aka Home Sweet Home) ($WHIRL.MAP)
by Neil Munday (aka Rimmer)
Not bad! I feel like this map opens up the episode nicely. It is not very difficult, outside of a few later parts. I think I may have died once, not because of the Shadow Ninja (at least not in this playthrough) but I think a Coolie may have gotten a bit too close (after unlocking the silver key door), which took out all my 100 HP instantly. Design wise, it's fine, I guess, though nothing really spectacular. You can also decide if you want to use the repair kit (the red toolbox) or keep it in inventory and blow up the cracks with your explosives.
Other things to note are an armor pickup (gray) near the woman on toilet. Since the anime girls in SW are hostile to the player (sometimes even if the player isn't touching them), it is recommended to kill them to avoid taking unnecessary damage! At least there is a training dummy to allow boosting your health up to 200, so better save that fortune cookie for later! Looking forward to the next map!
City Of Despair ($tank.map)
by Cho Yan Wong (aka Tempy)
While the map is very impressive in terms of looks (gotta love the city styled maps), it is not very fun to play. Between the random mines that explode in your face and some harsh enemy placement, you will have to save-scum at every corner to overcome the challenge as most of the time either you will be sniped by ninjas across the map or insta killed by some mines. Of course you can use the Railgun to kill those ninjas and guardians on the buildings and taking it slowly at times but I felt like the enemy placement in this map was quite cheap. At least the last battle (guardians, mini snake boss and shadow ninja) is pretty cool.
And no, you can't avoid the fall damage from inside the secret room containing the red armor, so maximum you can have is 100 health and 97 armor when finishing this map. There aren't any fortune cookies, which explains why the map is quite brutal. Even coming with extra health and armor from previous map won't help much because of how fast you can lose your health AND armor in this game! At least the author was kind enough with a few armor pickups inside secret places and the health items (red medkits and portable medkits) are provided in good amounts. Speaking of health...
Emergency Room ($BOAT.MAP)
by Jim Semkiw (aka Ironman)
A decent hospital styled map that won't give you too much trouble in terms of difficulty, as it is pretty stuffed with health pickups (for obvious reasons). You may get stuck at a few points if you don't figure out how to get a certain access card. The ending with two mini sumos was pretty cool, although you can kill them easily with a Smoke Bomb. Use the fists and they won't fight back. I believe on hardest skill, there's THREE of them but once again, the same strategy applies. I didn't bother to nuke them (heh) because it is too risky to utilize the nuke correctly, so the fists + invisibility seemed to be the best combo. Oh and there are two fortune cookies (though one requires taking fall damage and fighting a spawned ninja) as well as one red armor, which may help for the next level (if playing continuous). What about the next map?
Hide And Seek ($GARDEN.MAP)
by Nick Parde (aka Zarzoo)
Probably one of the weakest maps in the entire addon, this is another one of those sewer type of maps. Most of the enemies come in form of baby rippers and they can be easily killed with one shot from the Riot Gun. Since the shells are plentiful in pretty much every SW map, you shouldn't have trouble with the ammo management. Health seemed okay, then again I played continuous. Most secrets can be found in the sewers by blowing up the cracks.
Interestingly, there is a Ripper Heart on top of a shelf that you can't grab. Even if you manage to jump to it, the heart won't be picked up. The possible reason for that is that the mapper didn't place the correct tile, as it appears that the heart isn't beating as the usual heart pickups do. This is something that may have been fixed in the repacked grp versions of the addon, though I can't confirm, so I will ask the people who played the repacked version (I don't remember if I picked it up or not in my JFSW playthrough but I seem to remember I had difficulty picking it up). Oh and as a final insult, there are no fortune cookies present in the map, as well as two gray armors and no red ones!
The only good part about the level was the final part with the sumo mini-boss. If this map was disappointing, then I hope the next one is better.
Warehouse (aka Warehouse Madness) ($OUTPOST.MAP)
by Nick Parde (aka Zarzoo)
Quite a brutal map that will kill you multiple times at various points, due to the high amount of ninjas you fight in this map. While the health provided is in decent amounts, it seems like there is not a single armor pickup! And since the armor from the previous level will most likely be gone from a random explosion at the beginning, then prepare to suffer a lot of cheap deaths! Which also leads to the fact that armor pickups aren't very common in SW in general and the armor doesn't last too long either, not helped by the armor pickups only giving either 50 or 100 points. I feel that the armor pickups in SW should have given twice the amount they give normally (gray 100 and red 200), then the armor pickups wouldn't have been immediately consumed by the attacks. Or at least have the gray armors stack on top of each other like the used armor in Duke3D does.
What about the map? I think it was a bit bland at times, though certainly better than the previous one. Next map please.
Military Research Base (aka Weapons Research Center) ($HIDTEMP.MAP)
Eric Boltjes
Gotta agree with Quacken, this map was actually pretty fun. I didn't have much of a trouble beating it, as the enemies weren't as aggressive as in other levels. The ammo and health are plentiful, while there aren't any confusing sections to stop you from enjoying action. I can imagine this level would have fit well alongside the original SW maps. Hope the next map is just as good!
Toxic Waste (aka Toxic Waste Facility) ($plax1.map)
by Ryan Isenberg (aka Tagg)
Again, a pretty decent map overall. I liked the theme and felt like another map that could have been part of the original SW. The only problem is the cramped corridors where coolies can be dangerous if they surprise you, as I had 2-3 times I got surprised from a coolie that spawned at some points but thankfully I survived in all cases. There also seems to be a generous health and armor distribution (about 3 of each: portable medkits, fortune cookies and gray armor pickups), so you shouldn't have any trouble with all of that.
I only wish that the next level's continuity made a bit more sense. This map ends on a boat and the next map takes place on a train station (and then inside the train). Well I am mostly referring at the starting sector because the next level certainly doesn't start you on the boat...
Crazy Train (aka Silver Bullet) ($BATH.MAP)
by Krystian Palys (aka Blade), Crista Forest, Ty Matthews, Jim Semkiw
I have mixed feelings about this one. First, I don't get why there were FOUR mappers working on the same map, as Quacken pointed out! Second, that puzzle was really stupid (it seems similar to the puzzle at end of third level in original game), I agree with that! I just kept trying for minutes until it worked and opened the door and I am glad I had saved just as soon as the puzzle was completed because the gray ninja killed me instantly with a grenade after that! I think I recall something similar happening years ago and frustrating me because I hadn't saved after completing the puzzle but this time I did it, at least. Good thing I am used to save the game often, so shit like this doesn't make me rage quit!
Yeah, I know, I died a couple times in this map, struggled at a few points with low health (though medkit distribution wasn't too bad) because of a couple gray ninjas that were lucky to insta-kill me with a well aimed grenade and some progression issues where I had to look for some cards, I think I quickly checked YouTube at one point. There is also that trap where picking up a key makes the rocks fall into your head (had that happen once to me), so be careful with that.
The part at the end with TWO Serpent mini-bosses, it is impossible to backtrack (that platform is too high to jump back) UNLESS you manage to lure and somehow jump on a snake's head and then you can escape. So I'd advice to collect every secret until that point, if you don't plan to come back. If you want to backtrack and maintain 200 health and 100 armor with full ammo for all weapons, then do the following: kill the first serpent, injure the second one, make a save before and after (it may take a few tries and you have to be careful to not get slashed by his sword!), then kill him from above, backtrack to get everything and once you are done, you can leave the level as normal.
If this level was another disappointment, then I have a feeling the next one is better!
Fishing Village ($AIRPORT.MAP)
by Crista Forest (aka CDWarrior)
Interesting map and certainly one of the most memorable maps in the episode, seriously, it was one of the few maps I remembered from my past playthrough of Twin Dragon.
There are a few tricky progression choices (such as a few paths leading to the keys) but my main gripes were from a few mines exploding in my face and a few cheap deaths, mostly in the area with the arrows trap. An individual arrow may not hurt much but many of them at once are something else. The end has you defeating one (or two?) snake mini bosses and that's it. I'd say it was an enjoyable level overall, despite its issues.
The Garden (aka Secret Garden) ($refiner.map)
by Cho Yan Wong (aka Tempy)
Now for the infamous level, though not for reasons you might expect! The level on its own is fine. It contains a few mini bosses (mini snakes and mini sumos) near the end of the map to give this map a great conclusion, after various low-level enemies you fight in the majority of the level. And I didn't struggle with it as much as with other levels that killed me a bunch of times, since I was generally in good health (except 3 cheap deaths from a single shadow ninja and one death from being cut by a mini snake). But then you get to the ending and that's it. You can't advance to the next map, you are stuck there with no way out. You can get all kills and secrets and then spend the rest of your eternity standing here in front of the fortress. The door won't open! What's going on?
An explanation from a page containing an unofficial fix for this map:
Quote
Twin Dragon's level 14, The Garden ($refiner.map), has a would-be exit sector that's mis-coded with a LoTag "216", instead of the correct "116". This error causes the player to be unable to exit the map normally and advance to level 15 (The Fortress)...
This is unfortunate and the only option in my playthrough is to warp to the next level with katana/sword only. Too bad about that because I had everything at maximum by the time I had reached the end of this one.
Part of me is glad this addon didn't become official and another part of me screams at the mapper "WHY WASN'T THIS NOTICED?". Speaking of the next map...
The Fortress (aka Hung Lo's Fortress) ($newmine.map)
by Alan Bellows
A bit painful to do it with the sword only, although you can get a head start by just using the sword on the first ninjas (ignoring the ninjas on top of the fortress) and eventually come across the Uzi and the Riot Gun. You may struggle with health at some points but thankfully the level is fairly generous with health pickups. You will still die a few times but there shouldn't be any part that gets you stuck. And thankfully, you will recover ALL your weapons in this level (some will be at full ammo by the time you finish).
Oh and this level contains the SECRET EXIT! You need to make some platforming to get to it and once you drop down the path, there is NO WAY BACK! I suggest first clear the whole level normally, hunt for secrets, do the platforming section and THEN drop down. There will be one last ninja with red pants that is crouching behind the exit bars but after taking him out and collecting the fortune cookie, then you are ready to get to the secret level!
You may be wondering where is the last enemy. Other than spawned enemies all across the map and hunting them down, you may end up with an additional enemy. Turns out he was hiding in a locked room that contains the SAILOR MOON! Unfortunately I couldn't figure out how to get there and pressing on Sailor Moon makes her give you up to THREE free items (though sometimes she may not give you anything at all!). So my only answer is throwing grenade through the door's bars to clear this room and ended up gibbing a ninja (?) in the process, who turned out to be the last enemy in the level. Too bad Sailor Moon didn't survive the explosion but at least I got all the kills. If anyone is wondering, no, I don't think the anime girls count as enemies but I still found this weird that there would be a locked door (without any way to open it?) containing an enemy inside that can be potentially missed.
Moving on to the secret level...
Prison Camp ($SHORE.MAP)
by Ty Matthews
Pretty decent secret level. It wasn't too difficult or confusing. I died twice (once from a shadow ninja and once from a turret) and I admit looking up YouTube just to get the silver key but then I realized I didn't check one window. I guess I forgot to open that small window containing the key, after I got distracted by some enemies. Oh and this level contains THREE red armors! One in the cage with the gold key and Lara Croft, another inside a secret area later in the map and another is found inside the water (probably inside the mansion). I don't think I ever came across a SW map containing 3 (!) red armors! Meaning that this map shouldn't be too difficult overall (I ended up with a spare armor) and there's about two fortune cookies as well. Secrets aren't difficult to find, either. Most will require to blow up cracks, inside/near trees. And to avoid the arrows trap (near the turret), just crouch while walking in the water, they will not be able to hit you.
Onto the final map...
The Palace (aka Hung Lo's Palace) ($volcano.map)
by Ryan Isenberg (aka Tagg)
Pretty interesting final map. I won't talk about the beginning but I will say that to make the boss appear, you need to find and hit four numbered hidden switches. Sounds familiar? If yes, then the setup is similar to SOTA's final level where you pressed on 3-4 switches to summon the Overlord. In this case, you've got Hung Lo (the evil twin brother, nothing more than a reskinned Zilla) assisted by a few enemies. Grabbing some goodies in the corners will also spawn some Coolies nearby, so look out for them! The boss is as easy as Zilla, as he moves and attacks slowly. A well placed nuke will take about 25-30% of his health. You should watch out for his heat-seeking missiles and his rare railgun attack. The other attack he does is firing Uzis but it doesn't seem to deal as much damage as you'd expect. While the battle was easy to win (and I beat him about 3 times, just to take a few different pictures), my only deaths in this level came from a few earlier parts.
Once taking out Hung Lo, enjoy a new cutscene with Lo Wang executing his twin brother using a nuke! The developers have learned that SOTA lacked a cutscene, so they came up with a new cutscene for this addon! Too bad I didn't have the music in background (since playing SW in DOSBox doesn't give you music by default unless you mount a CD image), so I didn't get to listen to Lo Wang's rap.
As an additional fun fact, the Twin Dragon maps are placed on slots 5-15, as well as 20 (The Palace) and 21 (Prison Camp). I imagine this is due to hardcoded behavior and that final boss level must be on level 20 slot.
Which reminds me, what about the extra DM maps? In case people don't know, the original Shadow Warrior has 6 extra maps included (23 which seems to be sort of a joke map where you fight two big snake bosses with very limited weapons, ammo and health, 24-26 are actual DM maps and 27-28 are CTF maps). Twin Dragon includes 3 new DM maps as well on slots 23-25. They are the following:
Ninja Training Camp (Tank.map) (by Matt Harris, aka MattCake)
The Morgue ($DMWOODS.MAP) (by Neil Munday, aka Rimmer)
Island Caves ($dmshrin.map) (by Nick Parde, aka Zarzoo)
Not much to say, as I never played them before, I only explored them in SP mode and collected all the stuff available. I will attach a screenshot for each map to take a look at them and then decide for yourself.
Closing/Overall thoughts on Twin Dragon
Twin Dragon is a pretty decent Shadow Warrior addon that I could see this being released in stores back in the day, had Shadow Warrior sold better (wish it was released and finished earlier). At the same time, TD lacks polish in some areas, especially The Garden with its ending sector being miscoded and unable to progress to next map by normal means. How did this end up unnoticed back then? It's probably better this didn't end up a commercial product or else most people would have gotten stuck there and quit.
At least you can get around this in two ways: using its launcher and selecting the $refiner.map from the Twin Dragon User Maps list or warping with parameter -LEVEL15
(SW.EXE -LEVEL15)
This will warp you to the next level in the progression with just the sword.
But yeah, back to the episode, I think most of the levels would have fit well as another episode in the original Shadow Warrior. Even if some levels were a bit bland overall and others were unbalanced. I still had fun with it and I recommend checking out Twin Dragon for any SW fans out there! I wish I had finished my JFSW playthrough as well (before the hard disk dying incident), so then I would have confirmed that The Garden (aka Secret Garden) advances normally to the next map in the repacked version. Maybe another time when I revisit Twin Dragon (DOS version, JFSW and Classic Redux), possibly on No Pain No Gain as well. Pictures are provided, only one per each map, as well as the Twin Dragon launcher (if you enjoyed the SOTA installer, then you will also enjoy the Twin Dragon launcher, no idea how the Twin Dragon installer would have looked like if it actually existed). Full album with 66 pictures can be downloaded in the zip below.
Now for the nominations (pardon my very long post, it sure took a couple hours to write)
JJ Duke Nukem 3D
Mikko Sandt's Maps + Duke Tournament + MSSP Episode + The Brave New World
The Birth + Alien World Order +
WGRealms + WGSpace Episode
I nominated and voted for the new option, which includes the official episodes 4 and 5 of Atomic Edition and World Tour respectively. This is because both of these were initially released in October 1996 and 2016 respectively (both had an update released in the following month(s) as well). And since back in April I couldn't make all 4-5 episodes played in the same month (much to some people's disappointment), I decided to leave the expansion episodes for a much later time. Now the time has come for the episodes' anniversary and it's up to you to decide what gets chosen for the next month! Don't forget that this time, you have a full week until the voting ends and the next month's event starts! I felt like this is a fair trade-off, because I may not be able to post in the next few days and because of this, the next month's topic may be up the next Friday, late in the evening (Eastern European Time) or if I don't get to host it in time, then sometime early in October.
Have a nice weekend!
EDIT: Forgot to attach the full album zip. Here it is. Also fixed a few errors in the post.