WEBVTT - TechStuff Classic: The id Software Story Part One

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<v Speaker 1>Welcome to Tech Stuff, a production from iHeartRadio. Hey therein

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<v Speaker 1>Welcome to Tech Stuff. I'm your host, Jonathan Strickland. I'm

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<v Speaker 1>an executive producer with iHeartRadio. And how the tech are you.

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<v Speaker 1>It's a Friday. That means it's time for a tech

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<v Speaker 1>Stuff classic episode and we've got a two parter to

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<v Speaker 1>go through. So part one is this week. Part two

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<v Speaker 1>will be next Friday. And this is the ID Software story.

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<v Speaker 1>So ID Software very important video game company back in

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<v Speaker 1>the day. And yeah, I did a two parter back

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<v Speaker 1>in twenty seventeen.

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<v Speaker 2>So this episode.

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<v Speaker 1>Originally published on April fifth, twenty seventeen. I hope you enjoy. Hello,

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<v Speaker 1>really loved your flashback MP three episode. I'd start with

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<v Speaker 1>Vangeli's theme songs, but please do a podcast on the

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<v Speaker 1>creators of Doom ID Software. Well, David, this one goes

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<v Speaker 1>out to you. This is going to be all about

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<v Speaker 1>ID and because ID software story stretches back quite a

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<v Speaker 1>ways and a lot has happened with it, it's gonna

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<v Speaker 1>be a two parter. So here's part one of the

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<v Speaker 1>ID Software story. And you guys know me, if I'm

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<v Speaker 1>gonna tell you the history, I go back before the

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<v Speaker 1>story begins right. In this case, the story of ID

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<v Speaker 1>software really begins with another company called soft Disk. Soft

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<v Speaker 1>Disc started off in nineteen eighty one as a publisher

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<v Speaker 1>in Louisiana and it created magazines on disc and you

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<v Speaker 1>would get programs on disc. You would subscribe to a service.

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<v Speaker 1>Every month you'd get a new disc and that would

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<v Speaker 1>have various articles on it as well as programs that

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<v Speaker 1>you could run on your computer. It was actually related

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<v Speaker 1>originally to another company called soft Talk, and soft Talk

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<v Speaker 1>was a print magazine company, but soft Talk eventually went

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<v Speaker 1>out of business. Soft Disk continued. It managed to stay afloat.

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<v Speaker 1>So besides publishing a magazine on a disc, they created

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<v Speaker 1>this utility software that you would subscribe to, you know,

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<v Speaker 1>boring useful stuff. Now, those programs were sold through that

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<v Speaker 1>subscription on that monthly basis, so you didn't go to

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<v Speaker 1>a store and buy a box with soft Disk's name

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<v Speaker 1>on it. Instead, you would subscribe to this service and

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<v Speaker 1>they would send it to you. As the computer industry grew,

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<v Speaker 1>soft Disc did pretty well, but there was a major challenge.

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<v Speaker 1>As computers were becoming more sophisticated, that meant software also

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<v Speaker 1>got more complicated or bloated, and that meant that your

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<v Speaker 1>team of developers who had to create new software every

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<v Speaker 1>single month had an increasingly difficult challenge ahead of them.

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<v Speaker 1>Delivering a disc with programs on it on a monthly

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<v Speaker 1>basis was really hard to do as time went on.

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<v Speaker 1>So imagine that your job is to write a new

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<v Speaker 1>program every month, only the programs are getting more complicated,

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<v Speaker 1>which means there's also more potential for computer bugs.

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<v Speaker 2>In the code. It was by the early nineties.

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<v Speaker 1>By nineteen ninety at least, it was getting to be

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<v Speaker 1>pretty rough now. They were also looking to expand around

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<v Speaker 1>that time, so in August of nineteen ninety, Soft Disc

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<v Speaker 1>launched a new bi monthly gaming disc magazine called Gamer's Edge.

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<v Speaker 1>By going bi monthly, you would have more time to

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<v Speaker 1>develop games. Programmers could take a little bit more time

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<v Speaker 1>to design and polish a game before shipping it. However,

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<v Speaker 1>two months is still incredibly short. I mean to tell

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<v Speaker 1>someone today like you've got two months to create a game,

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<v Speaker 1>you'd probably see them flip out because a lot of

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<v Speaker 1>modern games take months or even years to develop from

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<v Speaker 1>the concept to shipping it, So a two month window

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<v Speaker 1>is super tight.

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<v Speaker 2>The gamers among.

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<v Speaker 1>Your really probably hyper aware of that based upon shipping

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<v Speaker 1>dates slipping from now and again. Like whenever you hear

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<v Speaker 1>about a company having to miss a ship date, that's

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<v Speaker 1>usually because the game ended up being more complicated than

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<v Speaker 1>they had anticipated at some stage of the development process. Now,

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<v Speaker 1>the head of the Gamer's Edge project was a guy

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<v Speaker 1>named John Romero, who was originally from Colorado's Springs and

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<v Speaker 1>had moved to Shreveport, Louisiana to work with Soft Disc.

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<v Speaker 1>John Romero's a pretty famous name in gaming, so the

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<v Speaker 1>gamers among you, I'm guessing I've heard of him, but

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<v Speaker 1>everyone else might not know who he is. He's got

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<v Speaker 1>a really long history in the computer game business and

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<v Speaker 1>has been involved in some major successes and big names,

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<v Speaker 1>as well as some pretty popularized flops. Romero already had

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<v Speaker 1>a history in computer game design before he took on

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<v Speaker 1>a job over at Soft Disc and became the leader

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<v Speaker 1>at gamers Edge. His very first published game was for

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<v Speaker 1>the Apple two and it was called Scout Search. That's

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<v Speaker 1>from the early eighties. He's also the guy behind Cavern

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<v Speaker 1>Crusader if you remember that game. For a while he

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<v Speaker 1>worked at Origin Systems, which was the company behind such

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<v Speaker 1>games as The Wing Commander franchise and the Ultima series,

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<v Speaker 1>although he didn't work on those titles. He then went

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<v Speaker 1>on to co found a couple of companies between then

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<v Speaker 1>and working for Soft Disk, and he was still working

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<v Speaker 1>in games. But you know, being a self starter is

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<v Speaker 1>sometimes pretty hard, so eventually he decided to move to Shreveport,

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<v Speaker 1>Louisiana in nineteen eighty nine and worked for Soft Disc

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<v Speaker 1>because it was a steady gig. Now, Romero brought over

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<v Speaker 1>a guy named Adrian Carmack from Soft Disk's art department

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<v Speaker 1>over to Gamer's Edge, and Adrian Carmack was originally from Shreveport,

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<v Speaker 1>so he grew up there and he had taken on

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<v Speaker 1>a job at Soft Disk to make money while he

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<v Speaker 1>was searching for a way to a mat a living

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<v Speaker 1>in the fine arts. He was twenty one when Romero asked.

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<v Speaker 2>Him to join Gamer's Edge.

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<v Speaker 1>Then he also asked another Carmack, this time John Carmack,

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<v Speaker 1>no relation to Adrian Carmack.

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<v Speaker 2>Now.

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<v Speaker 1>John Carmack was a programmer for Soft Disk who specialized

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<v Speaker 1>in the company's monthly Apple two GS publication. Those among

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<v Speaker 1>you who remember the Apple two Gs, make sure you

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<v Speaker 1>give me a shout out. I'm curious to hear from you.

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<v Speaker 1>I never owned an Apple two GS.

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<v Speaker 2>I couldn't. I had an Apple two E and that

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<v Speaker 2>just had to suffice. Well.

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<v Speaker 1>John Carmack came originally from Kansas City, and he had

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<v Speaker 1>a bit of a past, which he has talked about publicly.

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<v Speaker 1>So I'm not really spreading dirty laundry here. But John

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<v Speaker 1>Carmack said that when he was a kid, he was

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<v Speaker 1>really interested in how stuff works, which I can easily

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<v Speaker 1>relate to. But Carmack would push and prod around the

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<v Speaker 1>edges of what is consideredly legal. You know, maybe maybe

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<v Speaker 1>he wanted to see how stuff worked a little bit

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<v Speaker 1>beyond what is legally allowed. Sometimes he leapt right over

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<v Speaker 1>those limitations. He was really interested in things like computer

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<v Speaker 1>hacking and freaking phone freaking. That's where you're hacking the

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<v Speaker 1>telephone system. I did a whole episode of tech stuff

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<v Speaker 1>about phone freaking. You can find that in my archives.

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<v Speaker 1>He experimented with stuff like thermite and explosives. Now, while

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<v Speaker 1>a teenager, he took part in what was supposed to

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<v Speaker 1>be an Apple to heist, And I am not making

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<v Speaker 1>this up. John Carmack was part of an elite group

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<v Speaker 1>of teenagers who had determined that they wanted to take

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<v Speaker 1>possession of some apple to computers that were residing in

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<v Speaker 1>their local school. So his part was mixing up a

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<v Speaker 1>miasma of stuff that included thermite in order to melt

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<v Speaker 1>through the windows of the school without setting off the

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<v Speaker 1>alarm system. However, during their robbery attempt, they triggered the

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<v Speaker 1>alarms somehow anyway, and the police showed up and Carmack

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<v Speaker 1>was arrested and after a psychological evaluation, he was sentenced

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<v Speaker 1>to a year in a juvenile home. A lot of

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<v Speaker 1>kids were there for drugs. John Carmack was there for

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<v Speaker 1>the apple too. He described his younger self as being

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<v Speaker 1>an a moral little jerk, and that is a direct

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<v Speaker 1>quote by John Carmack himself. He attended a couple of

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<v Speaker 1>semesters of college once he got out of juvenile the

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<v Speaker 1>juvenile home. He finished high school went on to college

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<v Speaker 1>at the University of Missouri at Kansas City, but he

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<v Speaker 1>didn't complete his studies there. He dropped out when he

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<v Speaker 1>found the classes to be boring. He later said that

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<v Speaker 1>he probably would have found the classes to be helpful

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<v Speaker 1>if he had stuck around, but his attitude was what

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<v Speaker 1>made it challenging. So he fully admits that as an individual,

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<v Speaker 1>he had not yet matured enough to benefit from a

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<v Speaker 1>college education, that it wasn't necessarily the fault of the college. However,

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<v Speaker 1>he credits his employment at soft Disk for really opening

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<v Speaker 1>up his realization and helping him mature as a person,

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<v Speaker 1>because he was doing what he loved, which was programming,

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<v Speaker 1>and he was making enough money to do it to

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<v Speaker 1>afford a place to live and food to eat, and

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<v Speaker 1>that was all that was important to him. So once

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<v Speaker 1>he started doing that, he started to realize, you know,

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<v Speaker 1>kind of how his attitude had gotten in his own way,

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<v Speaker 1>and so he really matured quite a bit while working

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<v Speaker 1>at soft Disk, and that ended up benefiting him more

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<v Speaker 1>than a college education.

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<v Speaker 2>In the long run.

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<v Speaker 1>Now, along with those two Carmacs, Romero enlisted the help

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<v Speaker 1>of a guy named Lane Roath. Roath had been a

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<v Speaker 1>programmer throughout the nineteen eighties and he had joined soft

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<v Speaker 1>Disk in nineteen eighty nine.

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<v Speaker 2>He had known.

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<v Speaker 1>Romero before they worked at soft Disc. Romero had co

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<v Speaker 1>founded a company called Capital Ideas, and both had founded

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<v Speaker 1>a company called Blue Mountain Micro. Eventually, they decided they

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<v Speaker 1>wanted to work together and they wanted to create a

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<v Speaker 1>new company and merge the names of their old organizations

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<v Speaker 1>together to create a company called Ideas from the Deep.

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<v Speaker 1>This would later serve as the inspiration for ID Software's

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<v Speaker 1>name ID because Ideas from.

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<v Speaker 2>The Deep is just too long to say.

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<v Speaker 1>But by the time ID software became an official thing,

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<v Speaker 1>Growth was no longer part of the equation. He did

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<v Speaker 1>not go on to join the others when they founded

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<v Speaker 1>ID Software.

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<v Speaker 2>Now.

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<v Speaker 1>The last piece of the Gamer's Edge puzzle was a

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<v Speaker 1>guy named Tom Hall. Hall had a degree in computer

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<v Speaker 1>science from the University of Wisconsin at Madison, and Hall

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<v Speaker 1>was another programmer and editor over at soft Disk. He

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<v Speaker 1>wasn't officially part of the gamers Edge project, so his

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<v Speaker 1>work was mainly done after hours because he had an

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<v Speaker 1>interest in games, but he wasn't officially on the projects

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<v Speaker 1>for gamers Edge, so any work he did had to

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<v Speaker 1>be off the books. Gamer's Edge gave the developers a

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<v Speaker 1>chance to try new things, and one of the things

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<v Speaker 1>that John Carmac was really interested in was designing game engines.

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<v Speaker 1>He really wanted to create something that would allow PCs

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<v Speaker 1>to create a smooth scrolling method similar to what you

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<v Speaker 1>would find in video game console games. Now, this was

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<v Speaker 1>huge because video game consoles are dedicated machines.

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<v Speaker 2>That means every.

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<v Speaker 1>Element inside of video game console, everything that you put

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<v Speaker 1>in there, is meant to make the games work. At

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<v Speaker 1>least in the earlier video game consoles. You could argue

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<v Speaker 1>that today they're more media centers than they were before,

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<v Speaker 1>but at that time, video game consoles that's all they did.

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<v Speaker 1>They just made games work. That's what all the horsepower in.

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<v Speaker 2>The machine was focused on.

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<v Speaker 1>Whereas PC's are general purpose devices and they have to

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<v Speaker 1>be able to do lots of stuff, not just play games.

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<v Speaker 1>That means they're not nearly as good at performing video

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<v Speaker 1>game console functions the way a console could back in

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<v Speaker 1>these days. Anyway, today it's a different story. PCs are

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<v Speaker 1>so powerful and video game consoles are essentially proprietary PCs

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<v Speaker 1>that the differences are much less apparent than they were

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<v Speaker 1>back in the day. At that time, video game consoles

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<v Speaker 1>had the edge over PCs, and so what CARMAC wanted

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<v Speaker 1>to do was find a way to let PCs play

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<v Speaker 1>games that were similar in in scale and in play

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<v Speaker 1>to video game console games.

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<v Speaker 2>So how do you do that?

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<v Speaker 1>How do you make a game engine that can allow

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<v Speaker 1>this to happen. You see, the real problem was that

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<v Speaker 1>a side scrolling game, or really any game where the

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<v Speaker 1>image is the backgrounds scrolling across, whether it's up and

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<v Speaker 1>down or left and right or whatever, that means the

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<v Speaker 1>computer has to constantly redraw the screen as you move around,

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<v Speaker 1>so elements that are changing have to be redrawn. You

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<v Speaker 1>can't just have a static image there. Older computer games

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<v Speaker 1>usually did have those static environments. You could move a

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<v Speaker 1>character around within an environment, and the character might be

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<v Speaker 1>animated a little bit, but the environment itself would stay

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<v Speaker 1>pretty much exactly the way it is. Think of like

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<v Speaker 1>an old school game like pac Man, where you've got

0:13:30.000 --> 0:13:33.240
<v Speaker 1>the full maze on the screen at one time. The

0:13:33.320 --> 0:13:37.600
<v Speaker 1>characters move around, but the screen remains static throughout that level.

0:13:37.600 --> 0:13:40.360
<v Speaker 1>It might change from level to level, but during a

0:13:40.440 --> 0:13:43.880
<v Speaker 1>level it stays the same. So what could Karmac do

0:13:44.000 --> 0:13:47.760
<v Speaker 1>to simplify this Well, he realized that if he developed

0:13:47.760 --> 0:13:50.520
<v Speaker 1>a game engine where only the parts of the screen

0:13:50.600 --> 0:13:55.320
<v Speaker 1>that change are animated are redrawn, he could cut down

0:13:55.320 --> 0:13:59.080
<v Speaker 1>on the amount of processing power required for a side scroller.

0:13:59.320 --> 0:14:02.080
<v Speaker 1>So if you have a side scroller type game like

0:14:02.360 --> 0:14:06.720
<v Speaker 1>Double Dragon that's a classic, and your characters are walking

0:14:06.760 --> 0:14:09.760
<v Speaker 1>across a background that isn't changing, Like there's a blue

0:14:09.840 --> 0:14:12.599
<v Speaker 1>sky in the background, you don't have to redraw the

0:14:12.640 --> 0:14:15.400
<v Speaker 1>blue sky every time the character moves. You just have

0:14:15.480 --> 0:14:18.920
<v Speaker 1>to redraw the stuff that actually does change. So maybe

0:14:18.920 --> 0:14:23.040
<v Speaker 1>it's buildings or trees or bushes or something like that.

0:14:23.040 --> 0:14:27.280
<v Speaker 1>That saves processing time and made side scrolling on PCs possible.

0:14:28.200 --> 0:14:31.560
<v Speaker 1>This sounds incredibly basic, and by today's standards, it is,

0:14:31.640 --> 0:14:36.040
<v Speaker 1>but at the time it was a monumental innovation. It

0:14:36.160 --> 0:14:40.280
<v Speaker 1>really got the wheels turning, and he showed it to

0:14:40.400 --> 0:14:45.200
<v Speaker 1>his coworker Tom Hall, and Hall was really excited by this.

0:14:45.240 --> 0:14:49.120
<v Speaker 1>He says, this is incredible, and he began immediately to

0:14:49.240 --> 0:14:53.480
<v Speaker 1>start working on a game that could show off this

0:14:53.600 --> 0:14:57.440
<v Speaker 1>side scrolling capability on the PC, and they together decided

0:14:57.480 --> 0:15:00.320
<v Speaker 1>that what they would do is build a replica the

0:15:00.360 --> 0:15:04.600
<v Speaker 1>first level for Super Mario Brothers three, and they used

0:15:04.680 --> 0:15:08.600
<v Speaker 1>assets from an existing game that John Romero had created

0:15:08.640 --> 0:15:10.840
<v Speaker 1>before he joined Soft Disc. It was a game called

0:15:10.960 --> 0:15:16.480
<v Speaker 1>Dangerous Dave. So their original rough version of this was

0:15:16.560 --> 0:15:19.120
<v Speaker 1>the first level of Super Mario Brothers three, but using

0:15:19.160 --> 0:15:22.920
<v Speaker 1>the Dangerous Dave character, and it was all done without

0:15:22.920 --> 0:15:26.000
<v Speaker 1>the authorization of Soft Disc. Or even John Romero. He

0:15:26.000 --> 0:15:29.080
<v Speaker 1>didn't know about it either, and so it took them

0:15:29.120 --> 0:15:32.960
<v Speaker 1>one night to recreate that first level. They then saved

0:15:32.960 --> 0:15:38.040
<v Speaker 1>it to a disc and they titled it Dangerous Dave

0:15:38.320 --> 0:15:42.840
<v Speaker 1>in copyright infringement, very tongue in cheek, and they put

0:15:42.880 --> 0:15:44.600
<v Speaker 1>the disc on John Romero's desk.

0:15:45.440 --> 0:15:47.200
<v Speaker 2>So John Romero gets to work.

0:15:47.240 --> 0:15:49.880
<v Speaker 1>He has this disc sitting there and he puts it

0:15:49.920 --> 0:15:52.760
<v Speaker 1>in this computer and he sees this title screen of

0:15:53.400 --> 0:15:56.520
<v Speaker 1>Dangerous Dave and copyright infringement. He's thinking, what the heck

0:15:56.560 --> 0:16:00.640
<v Speaker 1>because he made Dangerous Dave. And he starts the program

0:16:00.880 --> 0:16:04.480
<v Speaker 1>and he suddenly sees the side scrolling game on PC

0:16:05.840 --> 0:16:10.160
<v Speaker 1>and he goes bonkers. He loves it because it's something

0:16:10.200 --> 0:16:13.080
<v Speaker 1>that had not been achievable in PC games up to

0:16:13.120 --> 0:16:18.280
<v Speaker 1>this point. He unofficially authorizes work on a full replica

0:16:18.400 --> 0:16:23.520
<v Speaker 1>of Super Mario Brothers III. They recreate the game, They

0:16:23.680 --> 0:16:26.480
<v Speaker 1>do every level exactly the way it is in the

0:16:26.520 --> 0:16:30.720
<v Speaker 1>Super Nintendo system, but on PC they had to do

0:16:30.760 --> 0:16:33.400
<v Speaker 1>all of this work off hours. They couldn't officially do

0:16:33.480 --> 0:16:38.000
<v Speaker 1>it as Gamer's Edge employees or soft Disk in the

0:16:38.000 --> 0:16:43.520
<v Speaker 1>case of Tom Hall. They did, however, use soft disk computers.

0:16:44.520 --> 0:16:46.920
<v Speaker 1>At the end of the week, they would take their

0:16:46.920 --> 0:16:51.080
<v Speaker 1>computers home. I'm talking desktops here. These aren't like laptops

0:16:51.160 --> 0:16:53.760
<v Speaker 1>or anything. They would pack them up, they would take

0:16:53.800 --> 0:16:56.040
<v Speaker 1>them home and over the weekend they would work on

0:16:56.280 --> 0:16:58.920
<v Speaker 1>this game, and then on Monday morning they would bring

0:16:59.000 --> 0:17:01.560
<v Speaker 1>the computer back, hook it back and hope nobody noticed.

0:17:03.560 --> 0:17:06.639
<v Speaker 1>After a few weeks, they had built a full PC

0:17:06.880 --> 0:17:09.600
<v Speaker 1>version of the game, and the three of them brought

0:17:09.640 --> 0:17:13.480
<v Speaker 1>this replica of the game to Nintendo and they wanted

0:17:13.520 --> 0:17:17.280
<v Speaker 1>to tell Nintendo, Hey, you can reach a much larger

0:17:17.320 --> 0:17:20.520
<v Speaker 1>audience by releasing your game for PC, and we can

0:17:20.560 --> 0:17:24.040
<v Speaker 1>do it. See, we know the secret to making a

0:17:24.160 --> 0:17:28.080
<v Speaker 1>side scrolling game on the personal computer. If you partner

0:17:28.119 --> 0:17:32.359
<v Speaker 1>with us, we can be the solution and we can

0:17:32.560 --> 0:17:35.720
<v Speaker 1>end up opening up your game to an entirely new audience.

0:17:36.800 --> 0:17:41.239
<v Speaker 1>And Nintendo said no, thanks, not a big surprise. If

0:17:41.280 --> 0:17:44.639
<v Speaker 1>you know how Nintendo works, everyone would imagine that they

0:17:44.680 --> 0:17:48.200
<v Speaker 1>would turn down such an offer. For one thing, Nintendo

0:17:48.280 --> 0:17:53.320
<v Speaker 1>relies on titles like Mario to sell Nintendo consoles. If

0:17:53.359 --> 0:17:56.800
<v Speaker 1>they were to offer those games on other platforms, there'd

0:17:56.840 --> 0:18:00.240
<v Speaker 1>be very little incentive to buy a Nintendo entertainment system.

0:18:00.560 --> 0:18:04.680
<v Speaker 1>And they'd be undercutting themselves, so they decided they did

0:18:04.720 --> 0:18:08.119
<v Speaker 1>not want to go in that direction. But other people

0:18:08.200 --> 0:18:11.159
<v Speaker 1>began to take notice of Romero's work and have some

0:18:11.320 --> 0:18:13.880
<v Speaker 1>interest in perhaps talking with them, And one of those

0:18:13.920 --> 0:18:17.880
<v Speaker 1>people was a guy named Scott Miller, who had founded

0:18:17.920 --> 0:18:22.720
<v Speaker 1>a software developer and publishing company called Apagee Software. I'll

0:18:22.720 --> 0:18:25.280
<v Speaker 1>talk more about what Scott Miller got up to with

0:18:25.359 --> 0:18:28.560
<v Speaker 1>John Romero in just a second, but first let's take

0:18:28.600 --> 0:18:30.800
<v Speaker 1>a quick break to thank our sponsor.

0:18:39.600 --> 0:18:40.920
<v Speaker 2>All Right, I mentioned.

0:18:40.600 --> 0:18:43.480
<v Speaker 1>Apagee just before the break. They got their start in

0:18:43.560 --> 0:18:47.040
<v Speaker 1>Texas back in nineteen eighty seven. Now, the company relied

0:18:47.080 --> 0:18:50.320
<v Speaker 1>on a pretty interesting business model. They would publish the

0:18:50.400 --> 0:18:54.000
<v Speaker 1>beginning of a game for free that allowed players to

0:18:54.160 --> 0:18:57.040
<v Speaker 1>download the game and try it out, and if they

0:18:57.080 --> 0:18:59.960
<v Speaker 1>wanted to continue the game, they'd have to purchase the

0:19:00.160 --> 0:19:04.320
<v Speaker 1>subsequent episodes over the phone, and then the company would

0:19:04.320 --> 0:19:06.840
<v Speaker 1>ship the rest of the game a physical copy of

0:19:06.880 --> 0:19:11.119
<v Speaker 1>the game to the player. This model became known as shareware.

0:19:11.400 --> 0:19:12.760
<v Speaker 2>You could share the first part.

0:19:12.560 --> 0:19:14.280
<v Speaker 1>Of the game freely with anyone you liked.

0:19:14.320 --> 0:19:15.680
<v Speaker 2>After that you had to pay.

0:19:16.240 --> 0:19:19.280
<v Speaker 1>Now, keep in mind, this is before the World Wide

0:19:19.280 --> 0:19:22.359
<v Speaker 1>Web was a thing that really got started back in

0:19:22.720 --> 0:19:25.520
<v Speaker 1>nineteen ninety two. This was nineteen eighty seven, so in

0:19:25.520 --> 0:19:31.040
<v Speaker 1>those days, you had to call up a server using

0:19:31.040 --> 0:19:33.480
<v Speaker 1>a dial up modem. It might be a bulletin board

0:19:33.560 --> 0:19:36.080
<v Speaker 1>system or something along those lines. It might be something

0:19:36.119 --> 0:19:40.920
<v Speaker 1>more like a an online service provider, but that's how

0:19:40.920 --> 0:19:44.239
<v Speaker 1>you would first get connected to the internet, and then

0:19:44.280 --> 0:19:47.560
<v Speaker 1>you could download a file like the shareware version of

0:19:47.560 --> 0:19:50.520
<v Speaker 1>the game, and then you would have to call up

0:19:50.600 --> 0:19:54.000
<v Speaker 1>the company, give them your information, order it, and then

0:19:54.040 --> 0:19:56.000
<v Speaker 1>they would ship you the rest of the game via

0:19:56.160 --> 0:20:00.600
<v Speaker 1>snail mail. It was pretty primitive back in the those days.

0:20:01.440 --> 0:20:07.080
<v Speaker 1>I don't miss it. Apage was pretty successful with this

0:20:07.200 --> 0:20:13.000
<v Speaker 1>approach it. The reason was that they were able to

0:20:13.000 --> 0:20:17.800
<v Speaker 1>take advantage of not having a marketing department or a

0:20:17.880 --> 0:20:22.199
<v Speaker 1>real sales department or having to worry about securing shelf

0:20:22.280 --> 0:20:25.600
<v Speaker 1>space at brick and mortar stores. It cut down a

0:20:25.600 --> 0:20:29.480
<v Speaker 1>lot of costs, so it ended up bringing the overhead

0:20:29.520 --> 0:20:31.439
<v Speaker 1>down and they were able to take advantage of that.

0:20:32.440 --> 0:20:35.920
<v Speaker 1>They also originally intended to create sub brands for each

0:20:35.920 --> 0:20:39.600
<v Speaker 1>of the genres of games that the company produced, so

0:20:40.000 --> 0:20:42.920
<v Speaker 1>they would have maybe one for adventure games, one for

0:20:43.480 --> 0:20:46.720
<v Speaker 1>you know, fighting games, one for flight simulators, that kind

0:20:46.720 --> 0:20:49.200
<v Speaker 1>of thing. That was the idea. It never really worked

0:20:49.240 --> 0:20:52.920
<v Speaker 1>out that way. Only one sub brand really stood out,

0:20:52.920 --> 0:20:55.360
<v Speaker 1>but it was a doozy because that one was three

0:20:55.440 --> 0:20:58.639
<v Speaker 1>D Realms. Now, three D Realms created games like the

0:20:58.640 --> 0:21:03.840
<v Speaker 1>Max Pain franchise and Pray, and probably most famously was

0:21:03.960 --> 0:21:07.640
<v Speaker 1>Duke Newcomb three D. I did a whole episode about

0:21:07.680 --> 0:21:09.800
<v Speaker 1>Duke nukeomb or at least I talked about a lot

0:21:09.920 --> 0:21:12.399
<v Speaker 1>in our episode on vaporware, so I won't really go

0:21:12.480 --> 0:21:15.120
<v Speaker 1>into it here. Plus it doesn't really tie into ID

0:21:15.240 --> 0:21:18.880
<v Speaker 1>software deeply enough to warrant it. But that's a heck

0:21:18.920 --> 0:21:23.040
<v Speaker 1>of a story anyway. Scott Miller over at Apagee had

0:21:23.040 --> 0:21:26.480
<v Speaker 1>noticed Romero's work on a game called Pyramids of Egypt,

0:21:27.400 --> 0:21:30.879
<v Speaker 1>and Miller thought Pyramids of Egypt was the perfect style

0:21:30.920 --> 0:21:33.800
<v Speaker 1>of game to sell in this shareware business. He thought,

0:21:34.359 --> 0:21:37.639
<v Speaker 1>this is a way to really get a game that

0:21:37.880 --> 0:21:42.680
<v Speaker 1>is a fun and an interesting If Romero can make

0:21:42.760 --> 0:21:45.919
<v Speaker 1>more games like that, I can sell them this way,

0:21:46.160 --> 0:21:49.520
<v Speaker 1>was what he was thinking. But he was also sneaky.

0:21:50.040 --> 0:21:50.919
<v Speaker 2>Scott Miller was.

0:21:51.600 --> 0:21:54.560
<v Speaker 1>He knew that if he sent correspondence directly to John

0:21:54.640 --> 0:21:59.520
<v Speaker 1>Romero over at soft Disk, they might intercept the message.

0:21:59.560 --> 0:22:02.520
<v Speaker 1>Because software companies had to fight tooth and nail for

0:22:02.600 --> 0:22:05.520
<v Speaker 1>their talent, it was always possible that some other company

0:22:05.520 --> 0:22:09.040
<v Speaker 1>would offer employees more money and more benefits to jump ship.

0:22:10.000 --> 0:22:13.280
<v Speaker 1>So in order to get his message to Romero without

0:22:13.320 --> 0:22:16.920
<v Speaker 1>being detected, he sent Romero a series of fan letters,

0:22:17.440 --> 0:22:19.880
<v Speaker 1>each with a different name attached, but all of them

0:22:19.920 --> 0:22:24.359
<v Speaker 1>having the same contact information the same address enclosed.

0:22:23.880 --> 0:22:24.440
<v Speaker 2>In the letter.

0:22:25.880 --> 0:22:28.679
<v Speaker 1>Romero didn't catch on right away. It wasn't until he

0:22:28.760 --> 0:22:31.320
<v Speaker 1>was reading an article about Scott Miller's company that he

0:22:31.400 --> 0:22:34.159
<v Speaker 1>noticed the address in the article was really familiar. And

0:22:34.200 --> 0:22:35.960
<v Speaker 1>then he looked at his fan mail and saw that

0:22:36.000 --> 0:22:38.639
<v Speaker 1>the same address was on three different letters from three

0:22:38.880 --> 0:22:43.560
<v Speaker 1>supposedly different people. And then Romero got angry. He was

0:22:43.640 --> 0:22:47.160
<v Speaker 1>angry because he thought that the letters were genuine fan mail,

0:22:47.280 --> 0:22:51.160
<v Speaker 1>so he felt betrayed that this fan mail wasn't really

0:22:51.200 --> 0:22:53.440
<v Speaker 1>fan mail, it was someone who wanted something from him.

0:22:54.280 --> 0:22:57.240
<v Speaker 1>So he sent an angry letter to Scott Miller. But

0:22:57.320 --> 0:23:00.800
<v Speaker 1>he did leave a callback number in that letter, and

0:23:00.880 --> 0:23:06.280
<v Speaker 1>Scott Miller called Romero and immediately apologized for the whole

0:23:07.000 --> 0:23:10.720
<v Speaker 1>misunderstanding in his mind, and then made Romero an offer.

0:23:10.760 --> 0:23:15.159
<v Speaker 1>He couldn't refuse, so Miller sent a letter that was

0:23:15.240 --> 0:23:18.480
<v Speaker 1>dated on August twenty third, nineteen ninety, which was not

0:23:18.680 --> 0:23:23.160
<v Speaker 1>long after Gamer's Edge had launched, and said, I really

0:23:23.160 --> 0:23:25.439
<v Speaker 1>did like Pyramids of Egypt. That wasn't a lie. I

0:23:25.560 --> 0:23:28.640
<v Speaker 1>enjoyed that game very much. He also described his company.

0:23:28.880 --> 0:23:31.600
<v Speaker 1>He described the shareware model, and he pointed out that

0:23:31.640 --> 0:23:34.720
<v Speaker 1>his most popular title could pull in anywhere between fifteen

0:23:34.800 --> 0:23:38.800
<v Speaker 1>hundred and two thousand dollars in sales every week. So

0:23:38.840 --> 0:23:43.080
<v Speaker 1>he proposed to Romero, why don't you make games. We'll

0:23:43.119 --> 0:23:47.320
<v Speaker 1>publish the games, and in return, you'll get a substantial percentage.

0:23:46.760 --> 0:23:47.600
<v Speaker 2>Of the profits.

0:23:48.280 --> 0:23:51.440
<v Speaker 1>And because we don't have these overhead costs, we can

0:23:51.520 --> 0:23:55.159
<v Speaker 1>maximize those profits. It's not like you're taking a tiny

0:23:55.280 --> 0:23:58.920
<v Speaker 1>percentage of the net. I mean, gross is pretty much

0:23:58.960 --> 0:24:02.400
<v Speaker 1>the same as net in our business. And Romero thought

0:24:02.480 --> 0:24:04.600
<v Speaker 1>this sounded like a really good idea, and he had

0:24:04.640 --> 0:24:08.160
<v Speaker 1>an ace in the hole as well, that new side

0:24:08.160 --> 0:24:13.400
<v Speaker 1>scrolling technique would give apagee a crazy advantage over other

0:24:13.440 --> 0:24:17.080
<v Speaker 1>publishers in the PC gaming space. No one else had

0:24:17.119 --> 0:24:21.160
<v Speaker 1>developed a game engine that could do this, so apage

0:24:21.480 --> 0:24:25.640
<v Speaker 1>ended up commissioning a game essentially and the group ended

0:24:25.720 --> 0:24:30.159
<v Speaker 1>up developing it, and they called it Commander Keene, a

0:24:30.600 --> 0:24:36.199
<v Speaker 1>very cute side scrolling game, a little cartoonish, very lighthearted,

0:24:36.640 --> 0:24:39.200
<v Speaker 1>and the shareware portion of the game launched in December

0:24:39.280 --> 0:24:43.800
<v Speaker 1>nineteen ninety and it caught on like Gangbusters. Scott Miller

0:24:43.840 --> 0:24:46.720
<v Speaker 1>had been making about seven thousand dollars a month with

0:24:46.840 --> 0:24:51.760
<v Speaker 1>his old library of games. Within ten days of it launching,

0:24:51.760 --> 0:24:55.760
<v Speaker 1>Commander Keene had already earned thirty thousand dollars, so I

0:24:55.840 --> 0:25:00.920
<v Speaker 1>was leaving everything else behind. In February nine, nineteen ninety one,

0:25:01.400 --> 0:25:05.960
<v Speaker 1>John Romero, Adrian Carmack, and John Carmack all resigned from

0:25:06.080 --> 0:25:08.399
<v Speaker 1>Soft Disc in order for them to go off and

0:25:08.440 --> 0:25:11.960
<v Speaker 1>form their own company. Tom Hall stayed on at Soft

0:25:11.960 --> 0:25:14.480
<v Speaker 1>Disk for a couple more months in order to finish

0:25:14.520 --> 0:25:17.560
<v Speaker 1>up some projects, but then he followed suit, and together

0:25:17.920 --> 0:25:21.880
<v Speaker 1>they created id Software. In order to keep good relations

0:25:21.920 --> 0:25:25.520
<v Speaker 1>with their old employer and not get sued, they agreed

0:25:25.560 --> 0:25:28.600
<v Speaker 1>to make a new game for Soft Disc every two

0:25:28.640 --> 0:25:32.480
<v Speaker 1>months for all of nineteen ninety one at five thousand

0:25:32.520 --> 0:25:36.439
<v Speaker 1>dollars a pop. And again they did that because they

0:25:36.480 --> 0:25:40.280
<v Speaker 1>had developed that side scrolling graphics engine while working at

0:25:40.400 --> 0:25:43.280
<v Speaker 1>Soft Disk, and they had developed the games that got

0:25:43.320 --> 0:25:48.280
<v Speaker 1>them the gig on soft disc equipment, so rather than

0:25:49.560 --> 0:25:52.840
<v Speaker 1>court a lawsuit, they decided to be a little proactive

0:25:52.840 --> 0:25:55.880
<v Speaker 1>and smooth things out. One of the games ID Software

0:25:55.920 --> 0:26:00.480
<v Speaker 1>created for soft disk was called Hover Tank, soeten ninety

0:26:00.600 --> 0:26:03.840
<v Speaker 1>Origin Systems released Wing Commander, and that was a really

0:26:03.840 --> 0:26:08.200
<v Speaker 1>impressive title at the time. The gameplay of Wing Commander

0:26:08.520 --> 0:26:11.320
<v Speaker 1>has the player take on the role of a spaceship

0:26:11.359 --> 0:26:15.440
<v Speaker 1>pilot fighting off aliens in various star battles. It's a

0:26:15.480 --> 0:26:18.280
<v Speaker 1>three D perspective, but it required a pretty powerful computer,

0:26:18.400 --> 0:26:20.720
<v Speaker 1>and even then it ran a little slow and janky,

0:26:21.280 --> 0:26:24.280
<v Speaker 1>and a lot of the field of view is cut

0:26:24.320 --> 0:26:27.800
<v Speaker 1>off by the cockpit of your spacecraft, so you have

0:26:27.840 --> 0:26:30.920
<v Speaker 1>a little window that you can see the actual view

0:26:30.960 --> 0:26:35.000
<v Speaker 1>of the other spacecraft in it. That ended up limiting

0:26:35.080 --> 0:26:39.639
<v Speaker 1>the amount of stuff the computer had to redraw. Well.

0:26:40.960 --> 0:26:44.080
<v Speaker 1>It definitely got John Carmack's attention, and he got to

0:26:44.119 --> 0:26:47.080
<v Speaker 1>work and created a new three D engine for computer

0:26:47.200 --> 0:26:51.520
<v Speaker 1>games and incorporated it into this title called Hovertank, which

0:26:51.920 --> 0:26:55.800
<v Speaker 1>wasn't nearly as graphically breathtaking as Wing Commander was at

0:26:55.800 --> 0:26:59.480
<v Speaker 1>the time, but the game mechanics were much more smooth

0:26:59.760 --> 0:27:02.280
<v Speaker 1>than what was in Wing Commander and was a full

0:27:02.359 --> 0:27:07.320
<v Speaker 1>field of view for you didn't have a cockpit obstructing

0:27:07.320 --> 0:27:11.280
<v Speaker 1>your view. Carmac would incorporate this same approach again in

0:27:11.320 --> 0:27:15.080
<v Speaker 1>a title called Catacomb three D, which was a dungeon

0:27:15.119 --> 0:27:17.960
<v Speaker 1>crawling game in which you play a powerful wizard blasting

0:27:18.040 --> 0:27:21.200
<v Speaker 1>enemies with fireballs and other stuff, and when you used

0:27:21.240 --> 0:27:25.399
<v Speaker 1>a spell, a hand would appear as if it was

0:27:25.480 --> 0:27:28.280
<v Speaker 1>being held out by the player. Otherwise, you just saw

0:27:28.359 --> 0:27:30.840
<v Speaker 1>whatever was in front of you, but there was no

0:27:31.200 --> 0:27:34.560
<v Speaker 1>component of the player character in your view until you

0:27:34.680 --> 0:27:36.800
<v Speaker 1>cast a spell. Then a hand would pop up and

0:27:36.840 --> 0:27:39.879
<v Speaker 1>a fireball would shoot out. This gave the player a

0:27:39.920 --> 0:27:45.720
<v Speaker 1>first person perspective within a game, not inside a vehicle

0:27:45.760 --> 0:27:51.400
<v Speaker 1>of any type, but rather just the player's representation alone.

0:27:51.840 --> 0:27:54.960
<v Speaker 1>This sounds incredibly basic today, but at the time was

0:27:55.000 --> 0:27:58.040
<v Speaker 1>an innovative approach. No one had done it before, so

0:27:58.160 --> 0:28:02.119
<v Speaker 1>this was brand new. And this was again for soft Disk,

0:28:02.440 --> 0:28:05.720
<v Speaker 1>which in some ways the company viewed as being a

0:28:05.720 --> 0:28:08.040
<v Speaker 1>bit of a waste because the most they would get

0:28:08.080 --> 0:28:10.760
<v Speaker 1>for it is five thousand dollars. It didn't matter if

0:28:10.800 --> 0:28:13.359
<v Speaker 1>the game caught on or didn't catch on. That's what

0:28:13.440 --> 0:28:16.240
<v Speaker 1>the deal was. For it also meant that a very

0:28:16.440 --> 0:28:19.600
<v Speaker 1>narrow audience would get hold of the game, because it

0:28:19.640 --> 0:28:22.240
<v Speaker 1>was only the people who were subscribing to Soft Discs

0:28:22.320 --> 0:28:26.960
<v Speaker 1>Gamer's Edge service. However, it gave them the experience they

0:28:26.960 --> 0:28:30.000
<v Speaker 1>needed to develop their own games. By the way, in

0:28:30.000 --> 0:28:33.719
<v Speaker 1>case you're wondering, Gamer's Edge survived for a while without

0:28:33.760 --> 0:28:36.800
<v Speaker 1>the ID Software team there once the team left in

0:28:36.880 --> 0:28:39.760
<v Speaker 1>nineteen ninety one and agreed to supply a game every

0:28:39.800 --> 0:28:42.520
<v Speaker 1>two months for the rest of that year. The folks

0:28:42.680 --> 0:28:45.440
<v Speaker 1>still with Soft Disc took their time learning how John

0:28:45.520 --> 0:28:49.200
<v Speaker 1>Carmack's engine worked, and they started developing their own games.

0:28:49.920 --> 0:28:52.920
<v Speaker 1>The agreement with ID meant that the team had some

0:28:53.040 --> 0:28:56.520
<v Speaker 1>leeway to learn the ropes because they could use that

0:28:56.680 --> 0:29:00.280
<v Speaker 1>time where the games coming from ID Software could be

0:29:00.280 --> 0:29:03.000
<v Speaker 1>put out under the Gamer's Edge brand, and ideally it

0:29:03.000 --> 0:29:04.720
<v Speaker 1>would mean that the team could go on to build

0:29:04.760 --> 0:29:06.720
<v Speaker 1>up a collection of titles of their own and always

0:29:06.720 --> 0:29:11.800
<v Speaker 1>stay ahead of the publication schedule. Mike Maynard and Jim

0:29:11.920 --> 0:29:15.760
<v Speaker 1>Rowe led the department until they too decided to leave

0:29:15.800 --> 0:29:19.560
<v Speaker 1>Soft Disc in late nineteen ninety two. They went on

0:29:19.640 --> 0:29:22.640
<v Speaker 1>to form their own game company called Jam Productions, and

0:29:22.640 --> 0:29:26.160
<v Speaker 1>I'll mention Jam Productions a little bit later. Gamer's Edge

0:29:26.160 --> 0:29:28.640
<v Speaker 1>at that time just faded into obscurity.

0:29:28.920 --> 0:29:29.920
<v Speaker 2>All right, now, let's.

0:29:29.680 --> 0:29:33.080
<v Speaker 1>Get back to ID Software. The guys at ID decided

0:29:33.080 --> 0:29:37.240
<v Speaker 1>to move away from Shreveport. Tom Hall was originally from Wisconsin,

0:29:37.320 --> 0:29:40.120
<v Speaker 1>and he convinced his new coworkers that they should move there,

0:29:40.280 --> 0:29:43.920
<v Speaker 1>so they did in September. For a while, they worked

0:29:43.920 --> 0:29:46.680
<v Speaker 1>out of their apartments building games for Soft Disc while

0:29:46.680 --> 0:29:49.360
<v Speaker 1>trying to decide on what to make for their own titles,

0:29:49.640 --> 0:29:53.200
<v Speaker 1>apart from more Commander Keen games, which had proven as

0:29:53.280 --> 0:29:57.200
<v Speaker 1>a success. So Tom Hall was very fond of Commander Keen.

0:29:57.240 --> 0:29:59.800
<v Speaker 1>In fact, it was mostly his ideas in that game,

0:30:00.080 --> 0:30:02.960
<v Speaker 1>so he was really advocating for more Commander Keen titles.

0:30:03.000 --> 0:30:04.160
<v Speaker 2>But some of the rest of the.

0:30:04.040 --> 0:30:06.800
<v Speaker 1>Team, actually all the rest of the team were hoping

0:30:06.840 --> 0:30:11.640
<v Speaker 1>to do something new. John Romero suggested that they make

0:30:11.680 --> 0:30:17.480
<v Speaker 1>a game similar to an old PC title called Castle Wolfenstein. Now,

0:30:17.520 --> 0:30:19.200
<v Speaker 1>this was a game that came out for the Apple

0:30:19.240 --> 0:30:22.720
<v Speaker 1>two in nineteen eighty one, and it is not like

0:30:23.040 --> 0:30:26.880
<v Speaker 1>the famous Castle Wolfenstein that most of my listeners are

0:30:27.280 --> 0:30:28.000
<v Speaker 1>familiar with.

0:30:28.080 --> 0:30:30.000
<v Speaker 2>If you are familiar with it at all.

0:30:30.400 --> 0:30:33.280
<v Speaker 1>The nineteen eighty one game was a stealth based game,

0:30:33.480 --> 0:30:36.720
<v Speaker 1>and it was a top down perspective, meaning you were

0:30:37.040 --> 0:30:40.479
<v Speaker 1>looking down on the field of play and your character

0:30:40.560 --> 0:30:42.560
<v Speaker 1>was just represented by a little kind of almost like

0:30:42.600 --> 0:30:45.960
<v Speaker 1>a stick figure. But you were playing as a prisoner

0:30:46.000 --> 0:30:49.520
<v Speaker 1>of war attempting to escape a Nazi prison camp during

0:30:49.600 --> 0:30:54.080
<v Speaker 1>World War Two. So very different in many ways from

0:30:54.200 --> 0:30:57.560
<v Speaker 1>the game that ID Software would later produce. The guy

0:30:57.560 --> 0:31:01.040
<v Speaker 1>who programmed the original Castle Wolfenstein as a fellow by

0:31:01.040 --> 0:31:04.760
<v Speaker 1>the name of Silas Warner Romero, thought that the concept

0:31:04.800 --> 0:31:07.240
<v Speaker 1>of escaping a prison while fighting bad guys was the

0:31:07.280 --> 0:31:10.640
<v Speaker 1>perfect concept to put this new three D engine to use,

0:31:11.160 --> 0:31:14.840
<v Speaker 1>and it didn't hurt that the publishing company that put

0:31:14.880 --> 0:31:20.480
<v Speaker 1>out Castle Wolfenstein Muse had ceased to be several years earlier.

0:31:20.560 --> 0:31:22.680
<v Speaker 1>The company had gone out of business, it didn't exist

0:31:22.760 --> 0:31:25.920
<v Speaker 1>at all, and no one had scooped up its intellectual property,

0:31:26.400 --> 0:31:30.600
<v Speaker 1>so the copyright had entered the public domain, and Castle

0:31:30.640 --> 0:31:33.480
<v Speaker 1>Wolfenstein's intellectual property was fair game, so that the team

0:31:33.520 --> 0:31:35.960
<v Speaker 1>decided to make a new version of the game, putting

0:31:36.000 --> 0:31:38.320
<v Speaker 1>the player in the role of the hero and calling

0:31:38.360 --> 0:31:43.280
<v Speaker 1>it Wolfenstein three D. Not everyone was so happy about

0:31:43.320 --> 0:31:48.280
<v Speaker 1>this direction. Tom Hall felt that Commander Keene which was

0:31:48.400 --> 0:31:52.080
<v Speaker 1>much more playful and lighthearted, was a better direction for

0:31:52.120 --> 0:31:55.240
<v Speaker 1>the company. He was not so happy about the idea

0:31:55.280 --> 0:32:00.680
<v Speaker 1>of doing a gritty, grim, bloody, violent game.

0:32:00.360 --> 0:32:01.600
<v Speaker 2>Like Wolfenstein three D.

0:32:02.560 --> 0:32:05.320
<v Speaker 1>Now, if you look at footage of the original Wolfenstein

0:32:05.360 --> 0:32:08.080
<v Speaker 1>three D game today, you'd say it's very cartoony. But

0:32:08.160 --> 0:32:13.160
<v Speaker 1>at the time, again, that bloody display you see whenever

0:32:13.240 --> 0:32:16.920
<v Speaker 1>you shoot a bad guy, that was new at the time.

0:32:16.960 --> 0:32:19.360
<v Speaker 1>It was not something you typically saw in video games

0:32:19.440 --> 0:32:22.520
<v Speaker 1>at that time, so it was causing a bit.

0:32:22.440 --> 0:32:22.840
<v Speaker 2>Of a stir.

0:32:23.840 --> 0:32:29.880
<v Speaker 1>Now, Romero was more about taking on this game designer

0:32:30.080 --> 0:32:33.200
<v Speaker 1>role within the company, but that meant that it was

0:32:33.240 --> 0:32:35.600
<v Speaker 1>sort of pushing Tom Hall a bit to the side,

0:32:35.640 --> 0:32:38.880
<v Speaker 1>because Tom Hall was supposed to be the lead game designer,

0:32:39.560 --> 0:32:42.840
<v Speaker 1>And this was sort of the beginning of Tom Hall's

0:32:42.880 --> 0:32:47.360
<v Speaker 1>realization that perhaps this company wasn't the right place for him,

0:32:47.960 --> 0:32:52.160
<v Speaker 1>but he'd still stick around for a bit longer. The

0:32:52.200 --> 0:32:54.880
<v Speaker 1>team started work on Wolfenstein three D.

0:32:55.480 --> 0:32:57.600
<v Speaker 2>They had it ready to go.

0:32:57.600 --> 0:33:01.320
<v Speaker 1>To release in the spring of nineteen nine. They used

0:33:01.320 --> 0:33:04.440
<v Speaker 1>the shareware model under apagee. They released the first set

0:33:04.440 --> 0:33:07.600
<v Speaker 1>of levels for free. If you completed those levels, you've

0:33:07.600 --> 0:33:09.160
<v Speaker 1>got a message saying that if you wanted the rest

0:33:09.160 --> 0:33:11.760
<v Speaker 1>of the game, you had to purchase it, and it

0:33:11.760 --> 0:33:14.120
<v Speaker 1>would give you essentially two more sets of levels and

0:33:14.160 --> 0:33:18.720
<v Speaker 1>some bonus material, including the final battle with Hitler or

0:33:18.800 --> 0:33:23.200
<v Speaker 1>essentially Mecha Hitler. I remember this game fondly. This was

0:33:23.240 --> 0:33:26.080
<v Speaker 1>the game that introduced me to ID Software. I actually

0:33:26.080 --> 0:33:28.720
<v Speaker 1>played Wolfenstein three D before I ever played any of

0:33:28.760 --> 0:33:31.800
<v Speaker 1>the Commander Keen games, although I eventually played those two

0:33:32.520 --> 0:33:35.200
<v Speaker 1>and Wolfenstein three D was a game I played in

0:33:35.280 --> 0:33:40.240
<v Speaker 1>high school. Both during that time and literally in high school,

0:33:40.280 --> 0:33:44.480
<v Speaker 1>I had a word processing class that I finished all

0:33:44.560 --> 0:33:47.240
<v Speaker 1>the class work for the year in the first month,

0:33:47.760 --> 0:33:49.560
<v Speaker 1>and so then I spent the rest of the year

0:33:49.600 --> 0:33:50.880
<v Speaker 1>playing Wolfenstein three D.

0:33:51.520 --> 0:33:54.040
<v Speaker 2>True story, Dylan, absolutely true.

0:33:55.320 --> 0:33:58.640
<v Speaker 1>The second year I was there, I taught the IBM class,

0:33:59.200 --> 0:34:01.440
<v Speaker 1>and once I gave them an assignment, I played more

0:34:01.480 --> 0:34:04.719
<v Speaker 1>Wolfenstein three D. I played a lot of Wolfenstein three

0:34:04.760 --> 0:34:05.680
<v Speaker 1>D is what I'm getting at.

0:34:06.920 --> 0:34:07.720
<v Speaker 2>I thought it was great.

0:34:07.960 --> 0:34:10.160
<v Speaker 1>It was unlike other games I had played on PCs,

0:34:10.200 --> 0:34:12.880
<v Speaker 1>which at that time were mostly computer role playing games,

0:34:13.200 --> 0:34:16.920
<v Speaker 1>and even earlier ones which were text adventure style games, so.

0:34:16.920 --> 0:34:18.960
<v Speaker 2>This was a new thing for me.

0:34:19.800 --> 0:34:22.919
<v Speaker 1>Around the same time, ID Software hired a person named

0:34:23.000 --> 0:34:27.680
<v Speaker 1>Kevin Cloud as an assistant to Adrian Carmack, and Kevin

0:34:27.680 --> 0:34:30.560
<v Speaker 1>would end up being an important part of id's Software's team.

0:34:31.160 --> 0:34:33.400
<v Speaker 1>Whenever the question came up whether to focus on a

0:34:33.440 --> 0:34:37.520
<v Speaker 1>new intellectual property or create a sequel or remake, Kevin's

0:34:37.520 --> 0:34:40.480
<v Speaker 1>inclination was to go with the new, and sometimes that

0:34:40.560 --> 0:34:45.320
<v Speaker 1>meant going against the prevailing opinion. More on that, especially

0:34:45.360 --> 0:34:48.520
<v Speaker 1>in the second part. I've got more to say in

0:34:48.560 --> 0:34:51.320
<v Speaker 1>this first part about ID Software, but before I continue,

0:34:51.400 --> 0:35:03.719
<v Speaker 1>let's take another quick break to thank our sponsor. All Right,

0:35:03.840 --> 0:35:09.280
<v Speaker 1>Wolfenstein was an enormous success. Game sales reached two hundred

0:35:09.320 --> 0:35:12.759
<v Speaker 1>thousand dollars a month and stayed that way for more

0:35:12.800 --> 0:35:16.879
<v Speaker 1>than a year. This made even Commander Keene's success look

0:35:17.040 --> 0:35:20.399
<v Speaker 1>tiny by comparison, and Keen had been a huge hit

0:35:20.440 --> 0:35:21.120
<v Speaker 1>for Apagee.

0:35:21.719 --> 0:35:23.799
<v Speaker 2>It was such a big hit that.

0:35:23.880 --> 0:35:28.000
<v Speaker 1>Another company called form Gen asked the asked ID Software

0:35:28.080 --> 0:35:30.520
<v Speaker 1>to make a copy of the game that could be

0:35:30.640 --> 0:35:33.920
<v Speaker 1>sold in brick and mortar stores. In other words, make

0:35:34.000 --> 0:35:36.120
<v Speaker 1>a game with box art and all of that stuff

0:35:36.120 --> 0:35:38.680
<v Speaker 1>that we can put on store shelves, because it's it's

0:35:38.719 --> 0:35:41.800
<v Speaker 1>too good to just have it in this shareware format.

0:35:42.160 --> 0:35:45.360
<v Speaker 2>So id Software did. They created a new.

0:35:45.440 --> 0:35:49.839
<v Speaker 1>Version of Wolfenstein called Wolfenstein Spear of Destiny, and that

0:35:50.000 --> 0:35:55.080
<v Speaker 1>launched in December in nineteen ninety two. Nintendo even called

0:35:55.080 --> 0:35:56.840
<v Speaker 1>them up and said, hey, we would like a version

0:35:56.880 --> 0:36:00.640
<v Speaker 1>of this for the Super Nintendo Entertainment System. It's kind

0:36:00.640 --> 0:36:03.960
<v Speaker 1>of funny because, of course, the company originally started as

0:36:04.080 --> 0:36:06.880
<v Speaker 1>trying to convince Nintendo to allow them to port games

0:36:06.920 --> 0:36:09.319
<v Speaker 1>to the PC, and now their Nintendo was saying, hey,

0:36:09.360 --> 0:36:13.399
<v Speaker 1>can you port this PC game to the Nintendo. The

0:36:13.560 --> 0:36:16.880
<v Speaker 1>Nintendo version's a bit different from the original PC version.

0:36:17.000 --> 0:36:20.000
<v Speaker 1>All the blood has been removed from the game, so

0:36:20.040 --> 0:36:23.480
<v Speaker 1>when you shoot Nazis, they still die, but they don't

0:36:23.520 --> 0:36:27.319
<v Speaker 1>bleed everywhere. And while in the PC version you would

0:36:27.400 --> 0:36:30.040
<v Speaker 1>run into guard dogs and have to kill them, that's

0:36:30.080 --> 0:36:34.000
<v Speaker 1>not cricket on the SNES, so instead you run into

0:36:34.560 --> 0:36:40.200
<v Speaker 1>enormous rats. Maybe they're rous's give me a shout if

0:36:40.239 --> 0:36:41.120
<v Speaker 1>you get that reference.

0:36:42.760 --> 0:36:42.960
<v Speaker 2>Now.

0:36:43.040 --> 0:36:46.800
<v Speaker 1>The one place in software was seeing some trouble was Germany.

0:36:47.040 --> 0:36:49.960
<v Speaker 1>Wolfenstein three D is all about escaping a Nazi prison,

0:36:50.040 --> 0:36:52.799
<v Speaker 1>which meant there were plenty of depictions of Nazis in

0:36:52.840 --> 0:36:56.960
<v Speaker 1>the game, including images bearing the swastika symbol, but it's

0:36:57.000 --> 0:36:59.920
<v Speaker 1>illegal in Germany to have that image in entertainment, particularly

0:37:00.080 --> 0:37:03.080
<v Speaker 1>in games, so the German government banned the sale of

0:37:03.120 --> 0:37:04.360
<v Speaker 1>Wolfenstein in Germany.

0:37:05.040 --> 0:37:06.719
<v Speaker 2>Only this game wasn't.

0:37:06.480 --> 0:37:10.240
<v Speaker 1>Distributed the way your traditional games were on store shelves,

0:37:10.320 --> 0:37:13.280
<v Speaker 1>which meant players could go online and download the game anyway,

0:37:13.360 --> 0:37:17.080
<v Speaker 1>because the Internet doesn't obey the traditional national boundaries, at

0:37:17.160 --> 0:37:20.479
<v Speaker 1>least not without some hardware restricting communications like the Great

0:37:20.520 --> 0:37:24.080
<v Speaker 1>Firewall of China. So Wolfenstein three D played a part

0:37:24.120 --> 0:37:26.759
<v Speaker 1>in those early days of the Internet and making some

0:37:26.800 --> 0:37:30.080
<v Speaker 1>people very nervous about the information super Highway and what

0:37:30.200 --> 0:37:32.919
<v Speaker 1>it might be able to do. It actually prompted quite

0:37:32.920 --> 0:37:38.000
<v Speaker 1>a few serious discussions across country borders and how can

0:37:38.040 --> 0:37:41.560
<v Speaker 1>we manage the Internet in such a way that obeys

0:37:41.920 --> 0:37:46.520
<v Speaker 1>the law within certain jurisdictions while remaining an international communication protocol.

0:37:47.400 --> 0:37:51.680
<v Speaker 1>It's a question we still ask ourselves today. It's tough.

0:37:52.400 --> 0:37:52.560
<v Speaker 2>Well.

0:37:52.640 --> 0:37:55.759
<v Speaker 1>John Carmac's engine for Wolfenstein was getting a lot of

0:37:55.760 --> 0:37:58.839
<v Speaker 1>attention in the computer game world, and other publishers wanted

0:37:58.880 --> 0:38:00.879
<v Speaker 1>to be able to make first par and shooter style

0:38:00.960 --> 0:38:04.879
<v Speaker 1>games as well. But reinventing something that someone else has

0:38:04.920 --> 0:38:08.240
<v Speaker 1>already made is a lot of work, so it's easier,

0:38:08.400 --> 0:38:14.280
<v Speaker 1>although sometimes expensive, to just license software that powers another game,

0:38:14.360 --> 0:38:16.960
<v Speaker 1>and that's how ID Software got into the game engine

0:38:17.000 --> 0:38:21.080
<v Speaker 1>licensing business. They began to sell licenses to the underlying

0:38:21.160 --> 0:38:24.680
<v Speaker 1>engine powering Wolfenstein three D, and other publishers began to

0:38:24.719 --> 0:38:28.239
<v Speaker 1>make games using that engine, and those games ran the

0:38:28.280 --> 0:38:33.000
<v Speaker 1>gamut of genres. The one of them was blake Stone,

0:38:33.400 --> 0:38:35.680
<v Speaker 1>which was a science fiction game that had a cover

0:38:35.840 --> 0:38:39.160
<v Speaker 1>art that looked a lot like Buck Rogers, and blake

0:38:39.200 --> 0:38:43.000
<v Speaker 1>Stone came from Jam Productions, that company I mentioned earlier.

0:38:43.080 --> 0:38:46.359
<v Speaker 1>They made the game, an Apagee published the title. There

0:38:46.440 --> 0:38:50.600
<v Speaker 1>was also a game from Capstone Software called Corridor seven

0:38:51.000 --> 0:38:54.080
<v Speaker 1>Alien Invasion, which added a bit of horror to the

0:38:54.120 --> 0:38:57.000
<v Speaker 1>science fiction mix. I think it owed a lot to

0:38:57.640 --> 0:39:02.160
<v Speaker 1>Alien honestly. That game was by Intracore and game Tech.

0:39:02.840 --> 0:39:05.280
<v Speaker 2>It didn't do so well because by the time it came.

0:39:05.120 --> 0:39:08.920
<v Speaker 1>Out, it was already a little dated and the engine

0:39:08.920 --> 0:39:11.640
<v Speaker 1>of Wolfenstein was not quite as robust as some of

0:39:11.680 --> 0:39:16.600
<v Speaker 1>the newer engines, and a planned sequel of Corridor eight

0:39:16.880 --> 0:39:21.879
<v Speaker 1>never came to pass. Then there was an Snees game

0:39:21.920 --> 0:39:24.759
<v Speaker 1>that used the Wolfenstein engine, and I mean it makes

0:39:24.800 --> 0:39:26.480
<v Speaker 1>perfect sense that game.

0:39:26.360 --> 0:39:28.000
<v Speaker 2>Was super three D.

0:39:28.239 --> 0:39:34.960
<v Speaker 1>Noah's Arc YEP, a game about Noah using sleep darts

0:39:35.000 --> 0:39:39.960
<v Speaker 1>to pacify goats, use the Wolfenstein game engine.

0:39:40.160 --> 0:39:41.719
<v Speaker 2>It's all true Dylan.

0:39:42.200 --> 0:39:45.840
<v Speaker 1>Goats and ostriches. By the way, goats couldn't open doors.

0:39:45.880 --> 0:39:50.080
<v Speaker 1>Ostriches could totally open a door and come after you. Yeah,

0:39:50.120 --> 0:39:52.120
<v Speaker 1>it's a real thing that really existed, and it used

0:39:52.120 --> 0:39:55.320
<v Speaker 1>the Wolfenstein three D engine. Although the game wasn't really violent,

0:39:55.400 --> 0:39:59.200
<v Speaker 1>it involved knocking animals out with sleep darts, which is

0:39:59.239 --> 0:40:03.560
<v Speaker 1>perfectly fun. Don't do it for real, zies though, that's

0:40:03.640 --> 0:40:07.960
<v Speaker 1>just mean. On April first, nineteen ninety two, in Software

0:40:08.000 --> 0:40:09.560
<v Speaker 1>relocated again.

0:40:10.239 --> 0:40:12.560
<v Speaker 2>So moving to Wisconsin.

0:40:12.120 --> 0:40:14.239
<v Speaker 1>Might not have been the best idea. A lot of

0:40:14.280 --> 0:40:17.560
<v Speaker 1>the team wasn't really happy with how winters turn out

0:40:17.600 --> 0:40:21.160
<v Speaker 1>in Wisconsin, particularly the people who had grown up in Louisiana.

0:40:21.239 --> 0:40:23.880
<v Speaker 1>They did not imagine it getting that cold and that snowy,

0:40:24.360 --> 0:40:26.799
<v Speaker 1>and I imagine Tom Hall didn't really talk up the

0:40:26.880 --> 0:40:31.280
<v Speaker 1>whole winter wonderland of Wisconsin either when he convinced everyone

0:40:31.400 --> 0:40:34.360
<v Speaker 1>to move their base of operations up there, So instead

0:40:34.400 --> 0:40:38.080
<v Speaker 1>they moved to Texas. Scott Miller was in Dallas, so

0:40:38.320 --> 0:40:41.600
<v Speaker 1>they moved to Mesquite, which is a region on the

0:40:41.640 --> 0:40:45.520
<v Speaker 1>east side of Dallas. It's just a short six and

0:40:45.560 --> 0:40:49.879
<v Speaker 1>a half hour drive away from Shreveport, Louisiana, so if

0:40:49.920 --> 0:40:52.440
<v Speaker 1>they really felt like it, they could do a long

0:40:52.760 --> 0:40:56.960
<v Speaker 1>road trip back to where they started. John Carmack was

0:40:56.960 --> 0:40:59.520
<v Speaker 1>hard at work designing a new game engine. This will

0:40:59.560 --> 0:41:04.000
<v Speaker 1>become a familiar thread for the rest of these two episodes.

0:41:04.600 --> 0:41:06.680
<v Speaker 1>He was wanting to improve upon the one he had

0:41:06.680 --> 0:41:09.719
<v Speaker 1>already built for Wolfenstein three D, and he even had

0:41:09.760 --> 0:41:13.040
<v Speaker 1>a name for the next game, but he didn't have

0:41:13.040 --> 0:41:15.480
<v Speaker 1>any idea of what the game would be about. He

0:41:15.560 --> 0:41:18.000
<v Speaker 1>just knew the name he wanted the games titled to

0:41:18.040 --> 0:41:19.440
<v Speaker 1>be Doom.

0:41:19.800 --> 0:41:21.080
<v Speaker 2>He thought it sounded.

0:41:20.800 --> 0:41:23.320
<v Speaker 1>Cool, but what would it actually be about.

0:41:24.000 --> 0:41:25.120
<v Speaker 2>He had no idea.

0:41:25.239 --> 0:41:27.800
<v Speaker 1>The name, by the way, didn't just occur to Carmak.

0:41:27.840 --> 0:41:29.960
<v Speaker 1>He didn't just say, oh, we should call it Doom.

0:41:30.400 --> 0:41:35.200
<v Speaker 1>Apparently it was actually taken as an inspiration from a quote.

0:41:35.719 --> 0:41:38.640
<v Speaker 1>A quote from the nineteen eighty seven film The Color

0:41:38.760 --> 0:41:42.080
<v Speaker 1>of Money, which is a sequel to a nineteen sixty

0:41:42.080 --> 0:41:46.280
<v Speaker 1>one movie called The Hustler. So in The Color of Money,

0:41:46.280 --> 0:41:49.920
<v Speaker 1>a character named Vincent Lauria played by Tom Cruise, is

0:41:50.000 --> 0:41:54.040
<v Speaker 1>carrying a case and the case holds his poolque but

0:41:54.120 --> 0:41:57.120
<v Speaker 1>another character asks him what's in the case, and he

0:41:57.239 --> 0:41:59.560
<v Speaker 1>just kind of smiles as he opens it up, and

0:41:59.560 --> 0:42:04.800
<v Speaker 1>he says Doom. And thus the name of the next

0:42:05.160 --> 0:42:09.120
<v Speaker 1>huge game was born. And they had the name, but

0:42:09.160 --> 0:42:11.600
<v Speaker 1>they didn't have a game, and they were talking pretty

0:42:11.640 --> 0:42:14.120
<v Speaker 1>big at the time. In January nineteen ninety three, the

0:42:14.120 --> 0:42:16.600
<v Speaker 1>company announced in a press release that their next title

0:42:16.640 --> 0:42:19.880
<v Speaker 1>would become the biggest Times Suck in all of history,

0:42:20.160 --> 0:42:23.920
<v Speaker 1>and that productivity would plummet as a result. The idea

0:42:23.920 --> 0:42:27.960
<v Speaker 1>for the game itself emerged, as all great ideas do,

0:42:29.040 --> 0:42:34.360
<v Speaker 1>in a totally different game. Yes, just like every idea

0:42:34.640 --> 0:42:40.040
<v Speaker 1>of massive consequence in human history, the idea for Doom

0:42:40.120 --> 0:42:46.320
<v Speaker 1>came out of a rousing Dungeons and Dragons tabletop game. Yes, indeed,

0:42:46.680 --> 0:42:50.080
<v Speaker 1>D and D is the reason Doom exists. John Carmack

0:42:50.120 --> 0:42:52.919
<v Speaker 1>had taken on the role of dungeon Master, and John

0:42:52.960 --> 0:42:55.400
<v Speaker 1>Romero says that his own character was trying to get

0:42:55.480 --> 0:42:57.880
<v Speaker 1>hold of a magic sword and through a series of

0:42:57.920 --> 0:43:02.240
<v Speaker 1>somewhat hasty decisions acts identally unleashed a legion of demons

0:43:02.239 --> 0:43:05.799
<v Speaker 1>which quickly overran the world. And then they realized what

0:43:05.840 --> 0:43:09.279
<v Speaker 1>Doom should be about In Doom, you would play a

0:43:09.400 --> 0:43:14.360
<v Speaker 1>hero in a science fiction setting facing off against monstrous enemies.

0:43:14.400 --> 0:43:18.319
<v Speaker 1>Only these enemies wouldn't be aliens, they would be demons.

0:43:18.800 --> 0:43:21.239
<v Speaker 1>The science facility where it all takes place would have

0:43:21.280 --> 0:43:26.000
<v Speaker 1>accidentally opened up a portal to Hell. That's when development

0:43:26.080 --> 0:43:31.239
<v Speaker 1>of Doom really got underway. That is it for the

0:43:31.280 --> 0:43:35.640
<v Speaker 1>ID Software story, Part one, which originally published on April fifth,

0:43:35.719 --> 0:43:39.480
<v Speaker 1>twenty seventeen. Like I said, next week, we will conclude

0:43:39.480 --> 0:43:42.920
<v Speaker 1>that with part two. So if you're waiting on the

0:43:43.000 --> 0:43:46.040
<v Speaker 1>edge of your seat, you got seven days to wait,

0:43:46.239 --> 0:43:48.600
<v Speaker 1>unless you're binging this in the future, in which case

0:43:48.880 --> 0:43:50.400
<v Speaker 1>you can just skip right ahead to that one if

0:43:50.440 --> 0:43:52.560
<v Speaker 1>you like, and then go back and listen to the

0:43:52.560 --> 0:43:56.760
<v Speaker 1>other ones as many times as you like. That's my motto.

0:43:57.560 --> 0:44:00.080
<v Speaker 1>Wait No, my motto is I hope you are all well,

0:44:00.800 --> 0:44:09.960
<v Speaker 1>and I'll talk to you again really soon. Tech Stuff

0:44:10.040 --> 0:44:14.560
<v Speaker 1>is an iHeartRadio production. For more podcasts from iHeartRadio, visit

0:44:14.600 --> 0:44:18.160
<v Speaker 1>the iHeartRadio app, Apple Podcasts, or wherever you listen to

0:44:18.200 --> 0:44:19.120
<v Speaker 1>your favorite shows.