In the same month the Goodbye, Galaxy duology saw its release, so too did the standalone sixth official episode of id Software’s Commander Keen series: Commander Keen in Aliens Ate My Babysitter. Although the second episode of Goodbye, Galaxy, The Armageddon Machine, teased at a new set of games entitled The Universe is Toast!, this sixth episode would be the series’ finale. Was it able to give id’s first triumph a proper sendoff?
Commander Keen
Commander Keen in Goodbye, Galaxy – Episode Five: The Armageddon Machine
Programmed in but a single month, the fifth official episode in the Commander Keen series, The Armageddon Machine, was released on the same day as its immediate predecessor as part of the Goodbye, Galaxy duology. Does this installment allow the duology to end on a high note?
Commander Keen in Goodbye, Galaxy – Episode Four: Secret of the Oracle
Although Keen Dreams wasn’t the breakaway success for John Carmack and the rest of id Software the original trilogy of Commander Keen games managed to be, they did wind up crafting a superior engine in the process of developing it. With Keen Dreams having been completed by June of 1991, id began work on a new trilogy of Commander Keen episodes to be named Goodbye, Galaxy. The team intended for the episodes to be published in the same manner as the original trilogy. Players could order the episodes individually or all three with a lump sum totaling less.
The following August, Mr. Carmack and his team had completed a beta version of the series’ fourth official episode: Secret of the Oracle. Fellow programmer John Romero sent it to Mark Rein, a fan that he had met from Canada who offered to playtest the game. Mr. Romero was then surprised when Mr. Rein sent back a large list of bugs he compiled. Coupled with his impressive business acumen, Mr. Romero proposed hiring him as a probationary president in an attempt to expand their business. Within weeks, Mr. Rein made a deal to get id into the commercial market, but there was a catch. The sixth episode was to be made a standalone game, published as a retail title through the company FormGen as opposed to id’s signature shareware model. The fledgling company signed the deal, although Scott Miller, an employee from publisher Apogee was dismayed, believing reducing Goodbye, Galaxy to a duology would hurt sales.
In the same month, the team moved from Shreveport, Louisiana to Designer Tom Hall’s hometown of Madison, Wisconsin. Working out of a three-bedroom apartment, they worked on the Goodbye, Galaxy duology, any remaining Softdisk projects, and the now-standalone sixth Commander Keen installment. One software catalog listed the release date in September of 1991, but the project ended up being delayed. The sixth episode, being a standalone effort, was developed after the fourth, but before the fifth. The fifth itself would be created in less than one month.
All three games would see their release in December of 1991. As Mr. Miller predicted, the sales figures of Goodbye, Galaxy were roughly one-third those of the original trilogy, which had made $20,000 in its first two weeks and $60,000 a month by June of 1991. Mr. Hall himself would also blame the falling sales on the lack of a third episode, which undercut their shareware model. Nonetheless, the games still fared well overall, becoming one of the top shareware sellers of 1992. Like the original trilogy, the two games that formed the Goodbye, Galaxy duology, Secret of the Oracle and The Armageddon Machine, were well-received. As the first installment of this duology, does Secret of the Oracle mark a significant improvement over its four predecessors?
Keen Dreams
Commander Keen in Invasion of the Vorticons was a massive success for Ideas from the Deep, a development team formed by programmers John Carmack, John Romero, and Tom Hall. With a clear hit on their hands, the team sought to break away from their company, Softdisk, and strike out on their own. Their boss and owner of Softdisk, Al Vekovius, confronted the team on their plans – particularly after he learned they had used company resources to develop the three games. They would work on the game after hours, even going as far as taking the computers to Mr. Carmack’s house on weekends. Mr. Vekovius proposed a joint venture between the Ideas from the Deep team and Softdisk, which ultimately fell apart when the other employees threatened to quit in protest. After three weeks of negotiation, the team agreed to produce a series of games once every two months for Gamer’s Edge, Softdisk’s subscription service. Ideas from the Deep, having renamed themselves id Software after one of the Freudian components of the psyche, then proceeded to use these games as prototypes for their own releases.
In spring of 1991, Mr. Carmack and his team began work on another Commander Keen game. Initially, they did not want to make another installment for Softdisk, but eventually decided that doing so would let them fulfill their obligations, and hopefully improve another set of games for publisher Apogee in the process. For this installment, id Software crafted a brand-new engine rife with new features, including the ability to have the background scroll at a different speed from the foreground and support for sound cards. As a result of these changes, it was decided that this game would be a standalone effort as opposed to a true sequel. Even with other members of the team working on another project at the same time, this game, entitled Keen Dreams, was finished in less than a month following the engine’s creation. Despite the previous three installments having been bestsellers, Keen Dreams did not receive much attention from publications at the time, and thus fell into relative obscurity. Now considered a “lost episode” of sorts, how does Keen Dreams fare in the grand scheme of things?
Commander Keen in Invasion of the Vorticons – Episode Three: Keen Must Die!
As the third episode in the Commander Keen trilogy Invasion of the Vorticons, Keen Must Die! was released on the same day as its two predecessors. Did it end the trilogy on a high note?
Commander Keen in Invasion of the Vorticons – Episode Two: The Earth Explodes
The second episode of the Commander Keen series, The Earth Explodes, was released on the same day as the other two installments in the Invasion of the Vorticons trilogy. How does it fare in the face of its predecessor?
Commander Keen in Invasion of the Vorticons – Episode One: Marooned on Mars
In 1981, a company named Softdisk was founded in Shreveport, Louisiana. Some time later, they hired an alumnus from the University of Missouri named John Carmack. Despite not leaving the college with a degree, Mr. Carmack was an exceptional programmer – particularly in the field of the rising new medium of video games. He was initially hired to work on Softdisk G-S, an Apple IIGS publication. There, he met another programmer by the name of John Romero. With the help of Michael Abrash’s Power Graphics Programming, Mr. Carmack developed an engine capable rendering graphics capable of smoothly scrolling in any direction. This was practically unheard of at the time; IBM computers available for commercial use were not able to replicate such a feat.
With an engine capable of scrolling graphics to hand, it was only natural for Mr. Carmack and his colleagues to use it to create a game. Coworker Tom Hall encouraged Mr. Carmack to demonstrate the engine by recreating the first stage of Nintendo’s landmark platformer, Super Mario Bros. 3, which had been released internationally in 1990. Mr. Carmack and Mr. Hall were then able to do just that in a single night using a character the former had created for a previous game he called Dangerous Dave. The game, cheekily titled Dangerous Dave in Copyright Infringement, was then shown to Mr. Romero, who realized the implications of being able to bring the success Nintendo had enjoyed to personal computers.
PC gaming survived the 1983 North American crash by virtue of being a niche market and therefore largely unaffected by whatever problems had plagued the mainstream. The team’s manager, Jay Wilbur, was impressed with their work and recommended that they contact Nintendo themselves in the hopes of being able to create an authorized port of Super Mario Bros. 3 for PC platforms. This team of programmers, now going by the name Ideas from the Deep, spent the next three days working on the demo for the hypothetical port. Although Nintendo praised the efforts of this budding team, they ultimately turned down the offer, wishing the Mario series to remain exclusive to their own consoles.
Undeterred, the Ideas from the Deep team convened to come up with a completely original idea. Mr. Hall suggested giving the game a science-fiction theme, which prompted Mr. Carmack to envision a child prodigy saving the world. The protagonist’s name would be Commander Keen. It was after Mr. Carmack read the premise in an overdramatic voice that the group knew they had a winning idea on their hands.
The first three games in this new series, Marooned on Mars, The Earth Explodes, and Keen Must Die!, formed a trilogy called Commander Keen in Invasion of the Vorticons. They were all released simultaneously in December of 1990. The Ideas from the Deep team distributed their game using the shareware model pioneered by their publisher, the Garland, Texas-based Apogee Software. Specifically, the episodes could be obtained individually for fifteen dollars apiece or in a single lump sum for all three at the cost of thirty dollars – all via mail orders. This way, buyers could choose between paying an amount smaller than the price of a full game for one episode or a comparatively cheaper sum for all three. This distribution method proved to be a success for Apogee, as their sales levels had jumped from $7,000 per month to $30,000 by Christmas of 1990. Speaking retrospectively, it was speculated that this trilogy of games moved at least 50,000 copies. As a trilogy of games that afforded PC users an experience many of them otherwise had no access to, could they be said to possess the same timelessness of their primary influence?
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