WEBVTT - The id Software Story Part One

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host Jonathan Strickland, senior writer for how stuff

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<v Speaker 1>Works dot com. And today on the show, I thought

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<v Speaker 1>we'd take a look at an influential company in the

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<v Speaker 1>video game industry. But this wasn't my idea. This topic

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<v Speaker 1>comes to us courtesy of a little listener mail, and

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<v Speaker 1>this one comes from David, who writes, Hello, really loved

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<v Speaker 1>your flashback MP three episode. I'd start with Vangeli's themes songs,

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<v Speaker 1>but please do a podcast on the creators of doom

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<v Speaker 1>ID Software. Well, David, this one goes out to you.

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<v Speaker 1>This is gonna be all about it. And because ID

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<v Speaker 1>software story stretches back quite a ways and a lot

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<v Speaker 1>has happened with it, it's gonna be a two parter.

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<v Speaker 1>So here's part one of the ID Software story. And

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<v Speaker 1>you guys know me, if I'm gonna tell you the history,

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<v Speaker 1>I go back before the story begins. Right In this case,

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<v Speaker 1>the story of ID Software really begins with another company

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<v Speaker 1>called Soft Desk. Soft Disc started off in nineteen eighty

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<v Speaker 1>one as a publisher in Louisiana, and it created magazines

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<v Speaker 1>on disk and you would get programs on disc. You

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<v Speaker 1>would subscribe to a service. Every month you'd get a

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<v Speaker 1>new disc and that would have various articles on it

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<v Speaker 1>as well as programs that you could run on your computer. Uh.

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<v Speaker 1>It was actually related originally to another company called soft Talk,

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<v Speaker 1>and soft Talk was a print magazine company, but soft

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<v Speaker 1>Talk eventually went out of business. Soft Desk continued. It

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<v Speaker 1>managed to stay afloat. So besides publishing a magazine on

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<v Speaker 1>a disc, they created this utility software that you would

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<v Speaker 1>subscribe to, you know, boring useful stuff. Now, those programs

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<v Speaker 1>were sold through that subscription on that monthly basis, so

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<v Speaker 1>you didn't go to a store and by a box

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<v Speaker 1>with Soft Discs name on it. Instead, you would subscribe

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<v Speaker 1>to the service and they would send it to you.

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<v Speaker 1>As the computer industry grew, soft disc did pretty well,

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<v Speaker 1>but there was a major challenge. As computers were becoming

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<v Speaker 1>more sophisticated, that meant software also got more complicated or bloated,

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<v Speaker 1>and that meant that your team of developers who had

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<v Speaker 1>to create new software every single month had an increasingly

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<v Speaker 1>difficult challenge ahead of them. Delivering a disc with programs

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<v Speaker 1>on a on a monthly basis was really hard to

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<v Speaker 1>do as time went on. So imagine that your job

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<v Speaker 1>is to write a new program every month, only the

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<v Speaker 1>programs are getting more complicated, which means there's also more

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<v Speaker 1>potential for computer bugs in the code. It was by

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<v Speaker 1>the early nineties least, it was getting to be pretty

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<v Speaker 1>rough now. They were also looking to expand around that time,

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<v Speaker 1>so in August of n Soft disc launched a new

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<v Speaker 1>bi monthly gaming disc magazine called Gamer's Edge. By going

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<v Speaker 1>bi monthly, you would have more time to develop games.

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<v Speaker 1>Programmers could take a little bit more time to design

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<v Speaker 1>and polish a game before shipping it. However, two months

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<v Speaker 1>is still incredibly short. I mean to tell someone today

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<v Speaker 1>like you've got two months to create a game, you've

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<v Speaker 1>probably seen them flip out because a lot of modern

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<v Speaker 1>games take months or even years to develop from the

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<v Speaker 1>concept to shipping it. So a two month window is

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<v Speaker 1>super tight. The gamers among your really probably hyper aware

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<v Speaker 1>of that, based upon you know, shipping dates slipping from

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<v Speaker 1>now and again. Like whenever you hear about a company

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<v Speaker 1>having to miss a ship date, that's usually because the

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<v Speaker 1>game ended up being more complicated than they had anticipated

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<v Speaker 1>at some stage, of the development process. Now. The head

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<v Speaker 1>of the Gamer's Edge project was a guy named John

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<v Speaker 1>Romero who was originally from Colorado Springs and had moved

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<v Speaker 1>to Shreveport, Louisiana to work with Soft Disc. John Romero's

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<v Speaker 1>a pretty famous name in gaming, so the gamers among you,

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<v Speaker 1>I'm guessing I've heard of him, but everyone else might

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<v Speaker 1>not know who he is. He's got a really long

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<v Speaker 1>history in the computer game business and has been involved

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<v Speaker 1>in some major successes and big names, as well as

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<v Speaker 1>some pretty popularized flops. Romero already had a history and

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<v Speaker 1>computer game design before he took on a job over

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<v Speaker 1>at Soft Disc and became the leader at Gamer's Edge.

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<v Speaker 1>His very first publish game was for the Apple Too,

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<v Speaker 1>and it was called Scout Search. That's from the early eighties.

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<v Speaker 1>He's also the guy behind Cavern Crusader if you remember

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<v Speaker 1>that game. For a while he worked at Origin Systems,

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<v Speaker 1>which was the company behind such games as the Wing

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<v Speaker 1>Commander franchise and The Ultimate series, although he didn't work

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<v Speaker 1>on those titles. He then went on to co found

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<v Speaker 1>a couple of companies between then and working for Soft Disc,

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<v Speaker 1>and he was still working in games, but you know,

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<v Speaker 1>being a self starter is sometimes pretty hard, so eventually

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<v Speaker 1>he decided to move to Shreveport, Louisiana in ninety nine

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<v Speaker 1>and work for Soft Disc because it was a steady gig.

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<v Speaker 1>Now Romero brought over a guy named Adrian Carmack from

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<v Speaker 1>Soft Discs art department over to Gamer's Edge, and Adrian

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<v Speaker 1>Carmack was originally from Shreveport, so he grew up there

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<v Speaker 1>and he had taken on a job at Soft Disc

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<v Speaker 1>to make money while he was searching for a way

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<v Speaker 1>to make a living in the fine arts. He was

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<v Speaker 1>twenty one when Romero asked 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. Now. John Carmack was a

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<v Speaker 1>programmer for Saw Desk who specialized in the company's monthly

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<v Speaker 1>Apple two gs publication. Those among you who remember the

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<v Speaker 1>Apple two gs, make sure you can be a shout out.

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<v Speaker 1>I'm curious to hear from you. I never owned an

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<v Speaker 1>Apple to gs. I I couldn't. I had an Apple

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<v Speaker 1>to E and that just had to suffice well. John

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<v Speaker 1>Carmack came originally from Kansas City and he had a

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<v Speaker 1>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, uh phone freaking. That's where you're hacking

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<v Speaker 1>the telephone system. I did a whole episod sort of

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<v Speaker 1>tech stuff about phone freaking. You can find that in

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<v Speaker 1>my archives. He experimented with stuff like thermite and explosives. Now,

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<v Speaker 1>while a teenager, he took part in what was supposed

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<v Speaker 1>to be an Apple to heist, and I am not

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<v Speaker 1>making this up. John Karnak was part of an elite

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<v Speaker 1>group of teenagers who had determined that they wanted to

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<v Speaker 1>take possession of some Apple To computers that were residing

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<v Speaker 1>in their local school. So his part was mixing up

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<v Speaker 1>a miasma of stuff that included thermite in order to

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<v Speaker 1>melt through the windows of the school without setting off

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<v Speaker 1>the alarm system. However, during their robbery attempt, they triggered

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<v Speaker 1>the alarms somehow anyway, and the police showed up and

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<v Speaker 1>Karmack was arrested and after a psychological evaluation, he was

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<v Speaker 1>sentenced to a year in a juvenile home. A lot

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<v Speaker 1>of kids were there for drugs. John Carmack was there

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<v Speaker 1>for the apple too. He described his younger self as

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<v Speaker 1>being an a moral little jerk, and that is a

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<v Speaker 1>direct quote by John Carmack himself. He attended a couple

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<v Speaker 1>of semesters of college once he got out of juvenile

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<v Speaker 1>uh the juvenile home. He finished high school went on

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<v Speaker 1>to college at the University of Missouri at Kansas City,

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<v Speaker 1>but he didn't complete his studies there. He dropped out

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<v Speaker 1>when he found the classes to be boring. He later

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<v Speaker 1>said that he probably would have found the classes to

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<v Speaker 1>be helpful if he had stuck around, but his attitude

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<v Speaker 1>was what made it challenging. So he fully admits that

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<v Speaker 1>as an individual, he had not yet matured enough to

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<v Speaker 1>benefit from a college education, that it wasn't necessarily the

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<v Speaker 1>fault of the college. However, he credits his employment at

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<v Speaker 1>soft Disk for really opening up his realization and helping

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<v Speaker 1>him mature as a person because he was doing what

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<v Speaker 1>he loved, which was programming, and he was making enough

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<v Speaker 1>money to do it to to afford a place to

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<v Speaker 1>live and food to eat, and that was all that

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<v Speaker 1>was important to him. So once he started doing that,

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<v Speaker 1>he started to realize, you know, kind of how his

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<v Speaker 1>attitude had gotten in his own way. And so he

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<v Speaker 1>really matured quite a bit while working at Soft Disc,

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<v Speaker 1>and that ended up benefiting him more than a college

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<v Speaker 1>education in the long run. Now, along with those two CarMax,

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<v Speaker 1>Romero enlisted the help of a guy named Lane Roth.

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<v Speaker 1>Roth had been a programmer throughout the nineteen eighties and

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<v Speaker 1>he had joined Soft Disc in nineteen eighty nine. He

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<v Speaker 1>had known Romero before they worked at Soft Disc. Romero

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<v Speaker 1>had co founded a company called Capital Ideas, and Roth

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<v Speaker 1>had founded a company called Blue Mountain Micro. Eventually, they

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<v Speaker 1>decided they wanted to work together and they wanted to

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<v Speaker 1>create a new company, and merged the names of their

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<v Speaker 1>old organizations together to create a company called Ideas from

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<v Speaker 1>the Deep. This would later serve as the inspiration for

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<v Speaker 1>ID Software's name i D. Because Ideas from the Deep

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<v Speaker 1>is just too long to say, but by the time

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<v Speaker 1>id Software became an official thing, Roth was no longer

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<v Speaker 1>part of the equation. He did not go on to

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<v Speaker 1>join the others when they founded in Software Now. The

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<v Speaker 1>last piece of the Gamer's Edge puzzle was a guy

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<v Speaker 1>named Tom Hall. Hall had a degree in computer science

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<v Speaker 1>from the University of Wisconsin at Madison, and Hall was

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<v Speaker 1>another programmer and editor over at soft Disc. He wasn't

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<v Speaker 1>officially part of the Gamer's Edge project, so his work

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<v Speaker 1>was mainly done after hours because he has an interest

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<v Speaker 1>in games, but he wasn't officially on the project list

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<v Speaker 1>for Gamer's Edge, so any work he did had to

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<v Speaker 1>be off the books. No Gamer's Edge gave the developers

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<v Speaker 1>a chance to try new things, and one of the

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<v Speaker 1>things that John Carmack was really interested in was designing

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<v Speaker 1>game engines. He really wanted to create something that would

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<v Speaker 1>allow PCs to create a smooth scrolling method similar to

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<v Speaker 1>what you would find in video game console games. Now,

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<v Speaker 1>this was huge because video game consoles are dedicated machines.

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<v Speaker 1>That means every element inside of video game console, everything

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<v Speaker 1>that you put in there, is meant to make the

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<v Speaker 1>game's work. At least in the earlier video game consoles.

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<v Speaker 1>You could argue that today they're more media centers than

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<v Speaker 1>they were before, But at that time, video game consoles

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<v Speaker 1>that's all they did. They just made games work. That's

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<v Speaker 1>what all the horsepower in the machine was focused on.

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<v Speaker 1>Whereas PCs 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 entually 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 KRMAK 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 uh, in scale, and in

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<v Speaker 1>play to video game console games. So how do you

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<v Speaker 1>do that? How do you make a game engine that

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<v Speaker 1>can allow this to happen? You see, the real problem

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<v Speaker 1>was that a side scrolling game, or really any game

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<v Speaker 1>where the images the backgrounds scrolling across, whether it's up

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<v Speaker 1>and down or left and right or whatever, that means

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<v Speaker 1>the computer has to constantly redraw the screen as you

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<v Speaker 1>move around, so elements that are changing have to be redrawn.

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<v Speaker 1>You can't just have a static image there. Older computer

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<v Speaker 1>games usually did have those static environments. You can move

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<v Speaker 1>a character around within an environment and the character might

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<v Speaker 1>be animated a little bit, but the environment itself would

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<v Speaker 1>stay pretty much exactly the way it is. Think of

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<v Speaker 1>like an old school game like pac Man, where you've

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<v Speaker 1>got the full maze on the screen at one time.

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<v Speaker 1>The characters move around, but the screen remains static throughout

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<v Speaker 1>that level. It might change from level to level, but

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<v Speaker 1>during a level it stays the same. So what could

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<v Speaker 1>Karmack do to simplify this Well, he realized that if

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<v Speaker 1>he developed a game engine where only the parts of

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<v Speaker 1>the screen that change are animated are redrawn, he could

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<v Speaker 1>cut down on the amount of processing power required for

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<v Speaker 1>a side scroller. So if you have a side scroller

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<v Speaker 1>type game like Double Dragon that's a classic, and your

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<v Speaker 1>characters are walking across a background that isn't changing, like

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<v Speaker 1>there's a blue sky in the background, you don't have

0:13:56.160 --> 0:13:59.200
<v Speaker 1>to redraw the blue sky every time the character moves.

0:13:59.240 --> 0:14:02.000
<v Speaker 1>You just have to read draw the stuff that actually

0:14:02.040 --> 0:14:05.760
<v Speaker 1>does change. So maybe it's buildings or trees or bushes

0:14:05.840 --> 0:14:09.280
<v Speaker 1>or something like that that saves processing time and made

0:14:09.320 --> 0:14:14.360
<v Speaker 1>side scrolling on PCs possible. This sounds incredibly basic, and

0:14:14.400 --> 0:14:17.000
<v Speaker 1>by today's standards, it is, but at the time it

0:14:17.080 --> 0:14:22.600
<v Speaker 1>was a monumental innovation. It really got the wheels turning,

0:14:23.080 --> 0:14:27.000
<v Speaker 1>and he showed it to his coworker Tom Hall, and

0:14:27.840 --> 0:14:30.080
<v Speaker 1>Hall was really excited by this. He said, this is

0:14:30.120 --> 0:14:35.640
<v Speaker 1>incredible and he began immediately to start working on a

0:14:35.680 --> 0:14:39.360
<v Speaker 1>game that could show off this side scrolling capability on

0:14:39.440 --> 0:14:42.320
<v Speaker 1>the PC, and they together decided that what they would

0:14:42.320 --> 0:14:45.640
<v Speaker 1>do is build a replica of the first level for

0:14:45.800 --> 0:14:50.240
<v Speaker 1>Super Mario Brothers three, and they used assets from an

0:14:50.240 --> 0:14:53.600
<v Speaker 1>existing game that John Romero had created before he joined

0:14:53.640 --> 0:14:56.960
<v Speaker 1>Soft Disc. It was a game called Dangerous Dave. So

0:14:57.400 --> 0:15:01.520
<v Speaker 1>their original rough version of this was the first level

0:15:01.520 --> 0:15:05.120
<v Speaker 1>of Super Mario Brothers three, but using the Dangerous Dave character,

0:15:06.080 --> 0:15:08.360
<v Speaker 1>and it was all done without the authorization of Soft

0:15:08.400 --> 0:15:11.280
<v Speaker 1>Disc or even John Romero. He didn't know about it either,

0:15:12.080 --> 0:15:15.160
<v Speaker 1>and so it took them one night to recreate that

0:15:15.240 --> 0:15:18.160
<v Speaker 1>first level. They then saved it to a debt a

0:15:18.240 --> 0:15:24.320
<v Speaker 1>Disc and uh they titled it Dangerous Dave in copyright infringement,

0:15:25.120 --> 0:15:27.600
<v Speaker 1>very tongue in cheek, and they put the disc on

0:15:27.720 --> 0:15:31.560
<v Speaker 1>John Romero's desk. So John Romero gets to work. He

0:15:31.640 --> 0:15:34.200
<v Speaker 1>has this disc sitting there and he puts it in

0:15:34.280 --> 0:15:38.040
<v Speaker 1>this computer and he sees this title screen of Dangerous

0:15:38.120 --> 0:15:41.040
<v Speaker 1>Dave and copyrighting infringement. He's thinking, what the heck because

0:15:41.080 --> 0:15:45.040
<v Speaker 1>he he made Dangerous Dave. And he starts the program

0:15:45.080 --> 0:15:48.680
<v Speaker 1>and he suddenly sees the side scrolling game on PC

0:15:50.040 --> 0:15:54.320
<v Speaker 1>and he goes bonkers. He loves it because it's something

0:15:54.360 --> 0:15:57.240
<v Speaker 1>that had not been achievable in PC games up to

0:15:57.280 --> 0:16:02.440
<v Speaker 1>this point. He unofficially authorizes work on a full replica

0:16:02.600 --> 0:16:07.720
<v Speaker 1>of Super Mario Brothers three. They recreate the game. They

0:16:07.840 --> 0:16:10.600
<v Speaker 1>do every level exactly the way it is in the

0:16:10.720 --> 0:16:14.840
<v Speaker 1>Super Nintendo system, but on PC they had to do

0:16:14.920 --> 0:16:17.600
<v Speaker 1>all of this work off hours. They couldn't officially do

0:16:17.680 --> 0:16:22.120
<v Speaker 1>it as Gamer's Edge employees or Soft Disc in the

0:16:22.200 --> 0:16:27.720
<v Speaker 1>case of Tom Hall. They did, however, use Soft Disc computers.

0:16:28.720 --> 0:16:31.080
<v Speaker 1>At the end of the week, they would take their

0:16:31.120 --> 0:16:35.280
<v Speaker 1>computers home. I'm talking desktops here. These aren't like laptops

0:16:35.320 --> 0:16:37.960
<v Speaker 1>or anything. They would pack them up, they would take

0:16:38.000 --> 0:16:40.320
<v Speaker 1>them home and over the weekend they would work on

0:16:40.440 --> 0:16:43.160
<v Speaker 1>this game, and then on Monday morning they would bring

0:16:43.160 --> 0:16:45.760
<v Speaker 1>the computer back, hook it back up, and hope nobody noticed.

0:16:47.760 --> 0:16:50.840
<v Speaker 1>After a few weeks, they had built a full PC

0:16:51.080 --> 0:16:53.680
<v Speaker 1>version of the game, and the three of them brought

0:16:53.840 --> 0:16:57.680
<v Speaker 1>this replica of the game to Nintendo, and they wanted

0:16:57.680 --> 0:17:01.440
<v Speaker 1>to tell Nintendo, Hey, you can reach a much larger

0:17:01.480 --> 0:17:04.720
<v Speaker 1>audience by releasing your game for PC, and we can

0:17:04.720 --> 0:17:08.199
<v Speaker 1>do it. See, we know the secret to making a

0:17:08.320 --> 0:17:12.280
<v Speaker 1>side scrolling game on the personal computer. If you partner

0:17:12.320 --> 0:17:16.560
<v Speaker 1>with us, we can be the solution and we can

0:17:16.720 --> 0:17:19.960
<v Speaker 1>end up opening up your game to an entirely new audience.

0:17:21.000 --> 0:17:25.439
<v Speaker 1>And Nintendo said, no, thanks, not a big surprise. If

0:17:25.440 --> 0:17:28.840
<v Speaker 1>you know how Nintendo works, everyone would imagine that they

0:17:28.880 --> 0:17:32.360
<v Speaker 1>would turn down such an offer. For one thing, Nintendo

0:17:32.480 --> 0:17:37.520
<v Speaker 1>relies on titles like Mario to sell Nintendo consoles. If

0:17:37.560 --> 0:17:41.000
<v Speaker 1>they were to offer those games on other platforms, there'd

0:17:41.000 --> 0:17:44.720
<v Speaker 1>be very little incentive to buy a Nintendo entertainment system

0:17:44.760 --> 0:17:48.800
<v Speaker 1>and they'd be undercutting themselves. So they decided they did

0:17:48.920 --> 0:17:52.320
<v Speaker 1>not want to go in that direction. But other people

0:17:52.359 --> 0:17:55.359
<v Speaker 1>began to take notice of Romero's work and have some

0:17:55.520 --> 0:17:58.080
<v Speaker 1>interest in perhaps talking with them. And one of those

0:17:58.119 --> 0:18:02.080
<v Speaker 1>people was a guy named Scott Miller who had founded

0:18:02.119 --> 0:18:06.880
<v Speaker 1>a software developer and publishing company called APAG Software. I'll

0:18:06.880 --> 0:18:09.439
<v Speaker 1>talk more about what Scott Miller got up to with

0:18:09.520 --> 0:18:12.760
<v Speaker 1>John Romero in just a second, but first let's take

0:18:12.760 --> 0:18:23.679
<v Speaker 1>a quick break to thank our sponsor. All Right, I

0:18:23.720 --> 0:18:26.879
<v Speaker 1>mentioned APOG just before the break. They got their start

0:18:26.960 --> 0:18:30.919
<v Speaker 1>in Texas back in now. The company relied on a

0:18:30.920 --> 0:18:34.800
<v Speaker 1>pretty interesting business model. They would publish the beginning of

0:18:34.840 --> 0:18:38.439
<v Speaker 1>a game for free that allowed players to download the

0:18:38.440 --> 0:18:41.080
<v Speaker 1>game and try it out, and if they wanted to

0:18:41.119 --> 0:18:44.959
<v Speaker 1>continue the game, they'd have to purchase the subsequent episodes

0:18:45.119 --> 0:18:48.439
<v Speaker 1>over the phone, and then the company would ship the

0:18:48.480 --> 0:18:50.879
<v Speaker 1>rest of the game a physical copy of the game

0:18:51.440 --> 0:18:54.720
<v Speaker 1>to the player. This model became known as share, where

0:18:55.000 --> 0:18:56.919
<v Speaker 1>you could share the first part of the game freely

0:18:57.000 --> 0:18:59.960
<v Speaker 1>with anyone you liked. After that you had to pay. Now,

0:19:00.160 --> 0:19:03.120
<v Speaker 1>keep in mind, this is before the World Wide Web

0:19:03.240 --> 0:19:06.200
<v Speaker 1>was a thing that that really got started back in

0:19:07.400 --> 0:19:12.760
<v Speaker 1>This was so in those days, you had to call

0:19:12.960 --> 0:19:15.960
<v Speaker 1>up a server using a dial up modem. It might

0:19:16.000 --> 0:19:18.840
<v Speaker 1>be a bulletin board system or something along those lines.

0:19:18.840 --> 0:19:22.040
<v Speaker 1>It might be something more like a uh an online

0:19:22.080 --> 0:19:26.200
<v Speaker 1>service provider, but that's how you would first get connected

0:19:26.240 --> 0:19:29.320
<v Speaker 1>to the internet, and then you could download a file

0:19:29.600 --> 0:19:32.359
<v Speaker 1>like the shareware version of the game, and then you

0:19:32.359 --> 0:19:36.119
<v Speaker 1>would have to call up the company, give them your information,

0:19:36.440 --> 0:19:38.840
<v Speaker 1>order it, and then they would ship you the rest

0:19:38.840 --> 0:19:43.280
<v Speaker 1>of the game via snail mail. It was pretty primitive

0:19:43.280 --> 0:19:48.560
<v Speaker 1>back in those days. I don't miss it. Appog was

0:19:49.240 --> 0:19:53.760
<v Speaker 1>pretty successful with this approach it. The reason was that

0:19:54.640 --> 0:19:59.680
<v Speaker 1>they were able to take advantage of not having a

0:19:59.760 --> 0:20:03.639
<v Speaker 1>mar getting department or a real sales department or having

0:20:03.640 --> 0:20:08.200
<v Speaker 1>to worry about securing shelf space on brick and mortar stores.

0:20:08.480 --> 0:20:11.840
<v Speaker 1>It cut down a lot of costs, so it ended

0:20:11.920 --> 0:20:14.199
<v Speaker 1>up bringing the overhead down and they were able to

0:20:14.240 --> 0:20:17.960
<v Speaker 1>take advantage of that. They also originally intended to create

0:20:18.040 --> 0:20:21.360
<v Speaker 1>sub brands for each of the genres of games that

0:20:21.480 --> 0:20:24.800
<v Speaker 1>the company produced, so they would have maybe one for

0:20:24.880 --> 0:20:28.760
<v Speaker 1>adventure games, one for you know, fighting games, one for

0:20:29.000 --> 0:20:31.320
<v Speaker 1>flight simulators, that kind of thing. That was the idea.

0:20:31.720 --> 0:20:35.080
<v Speaker 1>It never really worked out that way. Only one sub

0:20:35.119 --> 0:20:38.040
<v Speaker 1>brand really stood out, but it was a doozy because

0:20:38.080 --> 0:20:41.359
<v Speaker 1>that one was three D Realms. Now three D Realms

0:20:41.359 --> 0:20:45.080
<v Speaker 1>created games like the Max Pain Franchise and Pray, and

0:20:45.200 --> 0:20:50.160
<v Speaker 1>probably most famously was Duke Newcombe three D. I did

0:20:50.160 --> 0:20:52.480
<v Speaker 1>a whole episode about Duke Newcomb, or at least I

0:20:52.520 --> 0:20:55.320
<v Speaker 1>talked about a lot in our episode on vaporware, so

0:20:55.359 --> 0:20:57.280
<v Speaker 1>I won't really go into it here. Plus it doesn't

0:20:57.320 --> 0:21:01.320
<v Speaker 1>really tie into its software d be enough to warrant it,

0:21:01.359 --> 0:21:05.679
<v Speaker 1>but that's a heck of a story anyway. Scott Miller

0:21:05.720 --> 0:21:08.520
<v Speaker 1>over at Appogi had noticed Romero's work on a game

0:21:08.640 --> 0:21:13.439
<v Speaker 1>called Pyramids of Egypt, and Miller thought Pyramids of Egypt

0:21:13.480 --> 0:21:15.679
<v Speaker 1>was the perfect style of game to sell in this

0:21:16.000 --> 0:21:20.040
<v Speaker 1>shareware business. He thought, this is a way to really

0:21:20.320 --> 0:21:24.240
<v Speaker 1>get a game that is a fun and and interesting.

0:21:24.840 --> 0:21:28.040
<v Speaker 1>If if Romero can make more games like that, I

0:21:28.080 --> 0:21:30.760
<v Speaker 1>can sell them this way was what he was thinking.

0:21:31.600 --> 0:21:35.600
<v Speaker 1>But he was also sneaky. Scott Miller was. He knew

0:21:35.600 --> 0:21:39.400
<v Speaker 1>that if he sent correspondence directly to John Romero over

0:21:39.440 --> 0:21:44.160
<v Speaker 1>at soft Disc, they might intercept the message. Because software

0:21:44.160 --> 0:21:46.679
<v Speaker 1>companies had to fight tooth and nail for their talent,

0:21:46.760 --> 0:21:49.600
<v Speaker 1>it was always possible that some other company would offer

0:21:49.640 --> 0:21:53.800
<v Speaker 1>employees more money and more benefits to jump ship. So

0:21:54.240 --> 0:21:57.719
<v Speaker 1>in order to get his message to Romero without being detected.

0:21:57.960 --> 0:22:01.359
<v Speaker 1>He sent Romero a series of fan letters, each with

0:22:01.400 --> 0:22:03.919
<v Speaker 1>a different name attached, but all of them having the

0:22:04.000 --> 0:22:08.000
<v Speaker 1>same contact information the same address enclosed in the letter.

0:22:09.480 --> 0:22:12.320
<v Speaker 1>Romero didn't catch on right away. It wasn't until he

0:22:12.359 --> 0:22:14.919
<v Speaker 1>was reading an article about Scott Miller's company that he

0:22:15.000 --> 0:22:17.760
<v Speaker 1>noticed the address in the article was really familiar. And

0:22:17.800 --> 0:22:19.560
<v Speaker 1>then he looked at his fan mail and saw that

0:22:19.600 --> 0:22:22.240
<v Speaker 1>the same address was on three different letters from three

0:22:22.440 --> 0:22:27.159
<v Speaker 1>supposedly different people. And then Romero got angry. He was

0:22:27.240 --> 0:22:30.760
<v Speaker 1>angry because he thought that the letters were genuine fan mail,

0:22:30.840 --> 0:22:34.760
<v Speaker 1>so he felt betrayed that this fan mail wasn't really

0:22:34.760 --> 0:22:37.840
<v Speaker 1>fan mail, it was someone who wanted something from him.

0:22:37.880 --> 0:22:40.840
<v Speaker 1>So he sent an angry letter to Scott Miller, but

0:22:40.920 --> 0:22:44.399
<v Speaker 1>he did leave a callback number in that letter, and

0:22:44.440 --> 0:22:49.879
<v Speaker 1>Scott Miller called Romero and immediately apologized for the whole

0:22:50.600 --> 0:22:54.320
<v Speaker 1>misunderstanding in his mind, and then made Romero an offer

0:22:54.359 --> 0:22:58.720
<v Speaker 1>he couldn't refuse. So Miller sent a letter that was

0:22:58.840 --> 0:23:03.360
<v Speaker 1>dated on US twenty, which was not long after Gamer's

0:23:03.440 --> 0:23:07.520
<v Speaker 1>Edge had launched, and said, I really did like Pyramids

0:23:07.560 --> 0:23:09.880
<v Speaker 1>of Egypt. That wasn't a lie. I enjoyed that game

0:23:10.000 --> 0:23:13.159
<v Speaker 1>very much. He also described his company. He described the

0:23:13.200 --> 0:23:16.040
<v Speaker 1>shareware model, and he pointed out that his most popular

0:23:16.080 --> 0:23:19.040
<v Speaker 1>title could pull in anywhere between fifteen hundred and two

0:23:19.080 --> 0:23:24.120
<v Speaker 1>thousand dollars in sales every week. So he proposed to Romero,

0:23:24.560 --> 0:23:27.800
<v Speaker 1>why don't you make games. We'll publish the games, and

0:23:27.800 --> 0:23:31.160
<v Speaker 1>in return, you'll get a substantial percentage of the profits.

0:23:31.880 --> 0:23:35.000
<v Speaker 1>And because we don't have these overhead costs, we can

0:23:35.080 --> 0:23:38.760
<v Speaker 1>maximize those profits. It's not like you're taking a tiny

0:23:38.880 --> 0:23:42.520
<v Speaker 1>percentage of the net. I mean, gross is pretty much

0:23:42.560 --> 0:23:46.000
<v Speaker 1>the same as net in our business. And Romero thought

0:23:46.080 --> 0:23:48.200
<v Speaker 1>this sounded like a really good idea, and he had

0:23:48.240 --> 0:23:51.760
<v Speaker 1>an ace in the whole as well, that new side

0:23:51.760 --> 0:23:56.960
<v Speaker 1>scrolling technique would give apogee a crazy advantage over other

0:23:57.040 --> 0:24:00.639
<v Speaker 1>publishers in the PC gaming space. No one else had

0:24:00.720 --> 0:24:04.440
<v Speaker 1>developed a game engine that could do this. So Appog

0:24:05.080 --> 0:24:09.240
<v Speaker 1>ended up commissioning a game essentially, and the group ended

0:24:09.320 --> 0:24:13.720
<v Speaker 1>up developing it, and they called it Commander Keen, a

0:24:14.160 --> 0:24:19.840
<v Speaker 1>very cute side scrolling game, a little cartoonish, very lighthearted,

0:24:20.240 --> 0:24:22.800
<v Speaker 1>and the shareware portion of the game launched in December

0:24:22.880 --> 0:24:27.520
<v Speaker 1>ninete and it caught on like Gangbusters. Scott Miller had

0:24:27.560 --> 0:24:30.600
<v Speaker 1>been making about seven thousand dollars a month with his

0:24:30.760 --> 0:24:35.320
<v Speaker 1>old library of games. Within ten days of it launching,

0:24:35.359 --> 0:24:39.359
<v Speaker 1>Commander Keene had already earned thirty thousand dollars, so it

0:24:39.440 --> 0:24:45.680
<v Speaker 1>was leaving everything else behind. In February nine, John Romero,

0:24:46.080 --> 0:24:50.280
<v Speaker 1>Adrian Carmack and John Carmack all resigned from Soft Disc

0:24:50.600 --> 0:24:52.399
<v Speaker 1>in order for them to go off and form their

0:24:52.440 --> 0:24:56.000
<v Speaker 1>own company. Tom Hall stayed on at Soft Disc for

0:24:56.080 --> 0:24:58.960
<v Speaker 1>a couple more months in order to finish up some projects,

0:24:58.960 --> 0:25:03.359
<v Speaker 1>but then he followed suit, and together they created ID Software.

0:25:03.840 --> 0:25:06.600
<v Speaker 1>In order to keep good relations with their old employer

0:25:06.760 --> 0:25:10.000
<v Speaker 1>and not get sued, they agreed to make a new

0:25:10.080 --> 0:25:13.639
<v Speaker 1>game for Soft Disc every two months for all of

0:25:13.760 --> 0:25:18.800
<v Speaker 1>nineteen at five thousand dollars a pop. And again they

0:25:18.840 --> 0:25:22.280
<v Speaker 1>did that because they had developed that side scrolling graphics

0:25:22.359 --> 0:25:25.719
<v Speaker 1>engine while working at Soft Disc, and they had developed

0:25:25.760 --> 0:25:30.159
<v Speaker 1>the games that got them the gig on Soft Disc equipment,

0:25:30.560 --> 0:25:35.560
<v Speaker 1>so rather than court a lawsuit, they decided to be

0:25:35.600 --> 0:25:38.320
<v Speaker 1>a little proactive and smooth things out. One of the

0:25:38.359 --> 0:25:42.399
<v Speaker 1>games ID Software created for Soft Disc was called Hover Tank.

0:25:42.960 --> 0:25:46.879
<v Speaker 1>So in n Origin Systems released Wing Commander, and that

0:25:46.960 --> 0:25:50.760
<v Speaker 1>was a really impressive title at the time. The gameplay

0:25:50.880 --> 0:25:53.800
<v Speaker 1>of Wing Commander has the player take on the role

0:25:53.960 --> 0:25:58.240
<v Speaker 1>of a spaceship pilot fighting off aliens and various star battles.

0:25:58.800 --> 0:26:01.040
<v Speaker 1>It's a three D perspective, but it required a pretty

0:26:01.040 --> 0:26:03.679
<v Speaker 1>powerful computer, and even then it ran a little slow

0:26:03.720 --> 0:26:06.480
<v Speaker 1>and jan kie and uh. A lot of the view

0:26:06.600 --> 0:26:10.119
<v Speaker 1>field of view is cut off by the cockpit of

0:26:10.160 --> 0:26:12.439
<v Speaker 1>your spacecraft, so you have a little window that you

0:26:12.480 --> 0:26:16.480
<v Speaker 1>can see the actual view of the other spacecraft in it.

0:26:16.920 --> 0:26:20.199
<v Speaker 1>Um That ended up limiting the amount of stuff the

0:26:20.200 --> 0:26:27.120
<v Speaker 1>computer had to redraw. Well. It definitely got John Carmack's attention,

0:26:27.160 --> 0:26:29.360
<v Speaker 1>and he got to work and created a new three

0:26:29.480 --> 0:26:33.159
<v Speaker 1>D engine for computer games and incorporated it into this

0:26:33.200 --> 0:26:37.879
<v Speaker 1>title called Hover Tank, which wasn't nearly as graphically breathtaking

0:26:38.040 --> 0:26:41.160
<v Speaker 1>as Wing Commander was at the time, but the game

0:26:41.200 --> 0:26:44.240
<v Speaker 1>mechanics were much more smooth than what was in Wing

0:26:44.320 --> 0:26:47.960
<v Speaker 1>Commander and was a full field of view for you

0:26:48.000 --> 0:26:52.560
<v Speaker 1>didn't have a cockpit UH obstructing your view. Carmack would

0:26:52.600 --> 0:26:56.480
<v Speaker 1>incorporate this same approach again in a title called Catacomb

0:26:56.640 --> 0:26:59.480
<v Speaker 1>three D, which was a dungeon crawling game in which

0:26:59.480 --> 0:27:02.800
<v Speaker 1>you play a powerful wizard blasting enemies with fireballs and

0:27:02.840 --> 0:27:06.640
<v Speaker 1>other stuff, and when you used a spell, a hand

0:27:06.640 --> 0:27:09.919
<v Speaker 1>would appear as if it was being held out by

0:27:09.920 --> 0:27:12.920
<v Speaker 1>the player. Otherwise, you just saw whatever was in front

0:27:12.960 --> 0:27:15.960
<v Speaker 1>of you, but there was no component of the player

0:27:16.080 --> 0:27:19.400
<v Speaker 1>character in your view until you cast a spell. Then

0:27:19.440 --> 0:27:21.840
<v Speaker 1>a hand would pop up and a fireball would shoot out.

0:27:22.320 --> 0:27:25.440
<v Speaker 1>This gave the player a first person perspective within a game,

0:27:26.320 --> 0:27:30.480
<v Speaker 1>not inside a a vehicle of any type, but rather

0:27:30.600 --> 0:27:37.680
<v Speaker 1>just the player's representation alone. This sounds incredibly basic today,

0:27:37.720 --> 0:27:40.560
<v Speaker 1>but at the time was an innovative approach. No one

0:27:40.600 --> 0:27:43.960
<v Speaker 1>had done it before, so this was brand new. And

0:27:44.200 --> 0:27:47.560
<v Speaker 1>this was again for Soft Disk, which in some ways

0:27:47.760 --> 0:27:49.960
<v Speaker 1>the company viewed as being a bit of a waste

0:27:50.040 --> 0:27:52.320
<v Speaker 1>because the most they would get for it is five

0:27:52.320 --> 0:27:55.600
<v Speaker 1>thousand dollars. It didn't matter if the game caught on

0:27:55.680 --> 0:27:57.840
<v Speaker 1>or didn't catch on. That's what the deal was for.

0:27:58.359 --> 0:28:02.120
<v Speaker 1>It also meant that a very narrow audience would get

0:28:02.160 --> 0:28:04.000
<v Speaker 1>hold of the game, because it was only the people

0:28:04.000 --> 0:28:08.800
<v Speaker 1>who were subscribing to Soft Discs Gamer's Edge service. However,

0:28:09.160 --> 0:28:11.560
<v Speaker 1>it gave them the experience they needed to develop their

0:28:11.560 --> 0:28:15.000
<v Speaker 1>own games. By the way, in case you're wondering, Gamer's

0:28:15.040 --> 0:28:19.160
<v Speaker 1>Edge survived for a while without the ID Software team there.

0:28:19.400 --> 0:28:22.679
<v Speaker 1>Once the team left in and agreed to supply a

0:28:22.760 --> 0:28:24.960
<v Speaker 1>game every two months for the rest of that year.

0:28:25.520 --> 0:28:28.439
<v Speaker 1>The folks still with Soft Disc took their time learning

0:28:28.480 --> 0:28:32.120
<v Speaker 1>how John Carmack's engine worked, and they started developing their

0:28:32.119 --> 0:28:36.160
<v Speaker 1>own games. The agreement with ID meant that the team

0:28:36.200 --> 0:28:39.640
<v Speaker 1>had some leeway to learn the ropes because they could

0:28:39.760 --> 0:28:43.520
<v Speaker 1>use that time where the game's coming from ID Software

0:28:43.560 --> 0:28:46.040
<v Speaker 1>could be put out under the Gamer's Edge brand, and

0:28:46.120 --> 0:28:47.880
<v Speaker 1>ideally you would mean that the team could go on

0:28:47.960 --> 0:28:49.800
<v Speaker 1>to build up a collection of titles of their own

0:28:49.840 --> 0:28:54.680
<v Speaker 1>and always stay ahead of the publication schedule. Mike Maynard

0:28:54.840 --> 0:28:58.960
<v Speaker 1>and Jim Rowe led the department until they too decided

0:28:59.000 --> 0:29:03.160
<v Speaker 1>to leave Soft Disc in late n They went on

0:29:03.200 --> 0:29:06.200
<v Speaker 1>to form their own game company called Jam Productions, and

0:29:06.240 --> 0:29:09.720
<v Speaker 1>I'll mention Jam Productions a little bit later. Gamer's Edge

0:29:09.760 --> 0:29:13.000
<v Speaker 1>at that time just faded into obscurity. All right, now,

0:29:13.080 --> 0:29:16.000
<v Speaker 1>let's get back to its software. The guys at it

0:29:16.240 --> 0:29:19.920
<v Speaker 1>decided to move away from Shreveport. Tom Hall was originally

0:29:20.000 --> 0:29:22.880
<v Speaker 1>from Wisconsin, and he convinced his new coworkers that they

0:29:22.880 --> 0:29:27.120
<v Speaker 1>should move there, so they did in September for a while,

0:29:27.120 --> 0:29:29.760
<v Speaker 1>they worked out of their apartments building games for Soft

0:29:29.800 --> 0:29:31.880
<v Speaker 1>Disc while trying to decide on what to make for

0:29:31.920 --> 0:29:35.400
<v Speaker 1>their own titles, apart from more Commander Keen games, which

0:29:35.400 --> 0:29:39.520
<v Speaker 1>had proven as a success. So Tom Hall was very

0:29:39.560 --> 0:29:41.960
<v Speaker 1>fond of Commander Keene. In fact, it was mostly his

0:29:42.080 --> 0:29:45.080
<v Speaker 1>ideas in that game, so he was really advocating for

0:29:45.120 --> 0:29:47.520
<v Speaker 1>more Commander Keen titles. But some of the rest of

0:29:47.520 --> 0:29:49.880
<v Speaker 1>the team, actually all the rest of the team, we're

0:29:50.000 --> 0:29:55.000
<v Speaker 1>hoping to do something new. John Romero suggested that they

0:29:55.040 --> 0:29:58.640
<v Speaker 1>make a game similar to an old PC title called

0:29:58.800 --> 0:30:01.800
<v Speaker 1>Castle wolf inste nine. Now, this was a game that

0:30:01.880 --> 0:30:04.760
<v Speaker 1>came out for the Apple two in nineteen eight one,

0:30:04.880 --> 0:30:08.640
<v Speaker 1>and it is not like the famous Castle Wolfenstein that

0:30:08.840 --> 0:30:12.080
<v Speaker 1>most of my listeners are familiar with, if you are

0:30:12.120 --> 0:30:15.520
<v Speaker 1>familiar with it at all. The nineteen eight one game

0:30:15.600 --> 0:30:18.080
<v Speaker 1>was a stealth based game, and it was a top

0:30:18.360 --> 0:30:22.440
<v Speaker 1>down perspective, meaning you were looking down on the field

0:30:22.520 --> 0:30:25.200
<v Speaker 1>of play and your character was just represented by a

0:30:25.200 --> 0:30:27.760
<v Speaker 1>little kind of almost like a stick figure. But you

0:30:27.800 --> 0:30:31.160
<v Speaker 1>were playing as a prisoner of war attempting to escape

0:30:31.200 --> 0:30:36.280
<v Speaker 1>a Nazi prison camp during World War Two. So very

0:30:36.320 --> 0:30:39.040
<v Speaker 1>different in many ways from the game that its software

0:30:39.040 --> 0:30:42.840
<v Speaker 1>would later produce. The guy who programmed the original Castle

0:30:42.840 --> 0:30:45.960
<v Speaker 1>Wolfenstein was a fellow by the name of Silas Warner.

0:30:46.880 --> 0:30:49.720
<v Speaker 1>Romero thought that the concept of escaping a prison while

0:30:49.720 --> 0:30:52.440
<v Speaker 1>fighting bad guys was the perfect concept to put this

0:30:52.520 --> 0:30:55.760
<v Speaker 1>new three D engine to use, and it didn't hurt

0:30:56.400 --> 0:31:00.560
<v Speaker 1>that the publishing company that put out Castle Wolfenstein Muse

0:31:01.280 --> 0:31:04.680
<v Speaker 1>had ceased to be several years earlier. The company had

0:31:04.680 --> 0:31:06.960
<v Speaker 1>gone out of business, it didn't exist at all, and

0:31:07.000 --> 0:31:10.680
<v Speaker 1>no one had scooped up its intellectual property, so the

0:31:10.920 --> 0:31:15.360
<v Speaker 1>copyright had entered the public domain, and Castle Wolfenstein's intellectual

0:31:15.400 --> 0:31:17.560
<v Speaker 1>property was fair game. So that the team decided to

0:31:17.600 --> 0:31:20.000
<v Speaker 1>make a new version of the game, putting the player

0:31:20.040 --> 0:31:22.880
<v Speaker 1>in the role of the hero and calling it Wolfenstein

0:31:23.080 --> 0:31:28.080
<v Speaker 1>three D. Not everyone was so happy about this this direction.

0:31:28.240 --> 0:31:32.400
<v Speaker 1>Tom Hall felt that Commander Keene, which was much more

0:31:32.520 --> 0:31:36.240
<v Speaker 1>playful and lighthearted, was a better direction for the company.

0:31:36.280 --> 0:31:39.320
<v Speaker 1>He was not so happy about the idea of doing

0:31:39.440 --> 0:31:46.400
<v Speaker 1>a gritty, grim, bloody, violent game like Wolfenstein three D. Now,

0:31:46.440 --> 0:31:49.080
<v Speaker 1>if you look at footage of the original Wolfenstein three

0:31:49.160 --> 0:31:51.880
<v Speaker 1>D game today, you'd say it's very cartoony. But at

0:31:51.920 --> 0:31:56.920
<v Speaker 1>the time, again that bloody display you see whenever you

0:31:56.960 --> 0:32:00.520
<v Speaker 1>shoot a bad guy. That was new at the time.

0:32:00.560 --> 0:32:02.959
<v Speaker 1>It was not something you typically saw in video games

0:32:03.040 --> 0:32:06.080
<v Speaker 1>at that time, so it was causing a bit of

0:32:06.120 --> 0:32:12.440
<v Speaker 1>a stir. Now, Romero was more about taking on this

0:32:12.600 --> 0:32:16.480
<v Speaker 1>game designer role within the company, but that meant that

0:32:16.560 --> 0:32:18.720
<v Speaker 1>it was sort of pushing Tom Hall a bit to

0:32:18.760 --> 0:32:20.920
<v Speaker 1>the side, because Tom Hall was supposed to be the

0:32:21.000 --> 0:32:25.120
<v Speaker 1>lead game designer, and this was sort of the beginning

0:32:25.440 --> 0:32:29.880
<v Speaker 1>of Tom Hall's realization that perhaps this company wasn't the

0:32:30.000 --> 0:32:33.360
<v Speaker 1>right place for him, but he'd still stick around for

0:32:33.440 --> 0:32:38.480
<v Speaker 1>a bit longer. The team started work on Wolfenstein three D.

0:32:39.080 --> 0:32:42.239
<v Speaker 1>They had it ready to go to release in the

0:32:42.320 --> 0:32:47.040
<v Speaker 1>spring of They used the shareware model under apog. They

0:32:47.080 --> 0:32:50.080
<v Speaker 1>released the first set of levels for free. If you

0:32:50.120 --> 0:32:52.160
<v Speaker 1>completed those levels, you've got a message saying that if

0:32:52.160 --> 0:32:53.600
<v Speaker 1>you wanted the rest of the game, you had to

0:32:53.720 --> 0:32:56.680
<v Speaker 1>purchase it and it would give you essentially two more

0:32:56.720 --> 0:33:00.120
<v Speaker 1>sets of levels and some bonus material, including the an

0:33:00.120 --> 0:33:05.200
<v Speaker 1>old battle with Hitler or essentially Mecha Hitler um. I

0:33:05.240 --> 0:33:07.920
<v Speaker 1>remember this game fondly. This was the game that introduced

0:33:07.960 --> 0:33:11.000
<v Speaker 1>me to in software and actually played Wolfenstein three D

0:33:11.080 --> 0:33:13.760
<v Speaker 1>before I ever played any of the Commander Keene games,

0:33:13.800 --> 0:33:17.600
<v Speaker 1>although I eventually played those two and Wolfens. Wolfenstein three

0:33:17.680 --> 0:33:20.120
<v Speaker 1>D was a game I played in high school, both

0:33:20.400 --> 0:33:24.160
<v Speaker 1>during that time and literally in high school, I had

0:33:24.160 --> 0:33:28.040
<v Speaker 1>a word processing class that I um. I finished all

0:33:28.120 --> 0:33:30.840
<v Speaker 1>the class work for the year in the first month,

0:33:31.360 --> 0:33:33.160
<v Speaker 1>and so then I spent the rest of the year

0:33:33.200 --> 0:33:38.760
<v Speaker 1>playing Wolfenstein three D. True story, Dylan absolutely true uh.

0:33:38.920 --> 0:33:42.200
<v Speaker 1>The second year I was there, I taught the IBM class,

0:33:42.800 --> 0:33:45.040
<v Speaker 1>and once I gave them an assignment, I played more

0:33:45.080 --> 0:33:48.320
<v Speaker 1>Wolfenstein three D. I played a lot of Wolfenstein three

0:33:48.400 --> 0:33:51.360
<v Speaker 1>D is what I'm getting at. I thought it was great.

0:33:51.520 --> 0:33:53.760
<v Speaker 1>It was unlike other games I had played on PCs,

0:33:53.800 --> 0:33:56.440
<v Speaker 1>which at that time were mostly computer role playing games,

0:33:56.520 --> 0:33:59.840
<v Speaker 1>and even earlier ones which were text adventure style games,

0:34:00.360 --> 0:34:03.800
<v Speaker 1>so this was a new thing for me. Around the

0:34:03.920 --> 0:34:07.320
<v Speaker 1>same time, ID Software hired a person named Kevin Cloud

0:34:07.640 --> 0:34:11.680
<v Speaker 1>as an assistant to Adrian Carmack, and Kevin would end

0:34:11.760 --> 0:34:15.080
<v Speaker 1>up being an important part of ID Software's team. Whenever

0:34:15.120 --> 0:34:17.279
<v Speaker 1>the question came up whether to focus on a new

0:34:17.320 --> 0:34:21.759
<v Speaker 1>intellectual property or create a sequel or remake, Kevin's inclination

0:34:21.920 --> 0:34:24.399
<v Speaker 1>was to go with the new, and sometimes that meant

0:34:24.440 --> 0:34:29.000
<v Speaker 1>going against the prevailing opinion. More on that, especially in

0:34:29.080 --> 0:34:32.279
<v Speaker 1>the second part. I've got more to say in this

0:34:32.360 --> 0:34:35.239
<v Speaker 1>first part about ID Software, but before I continue, let's

0:34:35.280 --> 0:34:46.560
<v Speaker 1>take another quick break to thank our sponsor. All Right,

0:34:46.719 --> 0:34:52.160
<v Speaker 1>Wolfenstein was an enormous success. Game sales reached two hundred

0:34:52.200 --> 0:34:55.640
<v Speaker 1>thousand dollars a month and stayed that way for more

0:34:55.680 --> 0:34:59.759
<v Speaker 1>than a year. This made even Commander Keane's success look

0:35:00.000 --> 0:35:03.279
<v Speaker 1>tiny by comparison, and Keene had been a huge hit

0:35:03.360 --> 0:35:07.120
<v Speaker 1>for Apogee. It was such a big hit that another

0:35:07.160 --> 0:35:10.920
<v Speaker 1>company called form Gen asked the asked h ID Software

0:35:10.960 --> 0:35:13.440
<v Speaker 1>to make a copy of the game that could be

0:35:13.520 --> 0:35:16.839
<v Speaker 1>sold in brick and mortar stores. In other words, make

0:35:16.880 --> 0:35:19.000
<v Speaker 1>a game with box art and all of that stuff

0:35:19.040 --> 0:35:21.560
<v Speaker 1>that we can put on store shelves, because it's it's

0:35:21.640 --> 0:35:24.640
<v Speaker 1>too good to just have it in this shareware format.

0:35:25.080 --> 0:35:28.840
<v Speaker 1>So It's Software did. They created a new version of

0:35:28.880 --> 0:35:33.360
<v Speaker 1>Wolfenstein called Wolfenstein Spear of Destiny, and that launched in

0:35:33.440 --> 0:35:38.799
<v Speaker 1>December in Nino. Nintendo even called them up and said, hey,

0:35:38.840 --> 0:35:40.600
<v Speaker 1>we would like a version of this for the Super

0:35:40.680 --> 0:35:44.960
<v Speaker 1>Nintendo Entertainment System. It's kind of funny because, of course

0:35:45.040 --> 0:35:48.520
<v Speaker 1>the company originally started as trying to convince Nintendo to

0:35:48.560 --> 0:35:50.960
<v Speaker 1>allow them to port games to the PC, and now

0:35:51.000 --> 0:35:53.360
<v Speaker 1>their Nintendo was saying, hey, can you port this PC

0:35:53.520 --> 0:35:58.120
<v Speaker 1>game to the Nintendo. The Nintendo versions a bit different

0:35:58.200 --> 0:36:01.120
<v Speaker 1>from the original PC version. All all the blood has

0:36:01.160 --> 0:36:04.040
<v Speaker 1>been removed from the game, so when you shoot Nazis,

0:36:04.080 --> 0:36:08.720
<v Speaker 1>they still die, but they don't bleed everywhere. And while

0:36:08.840 --> 0:36:11.360
<v Speaker 1>in the PC version you would run into guard dogs

0:36:11.440 --> 0:36:14.920
<v Speaker 1>and have to kill them, that's not cricket on the SNS,

0:36:15.480 --> 0:36:20.279
<v Speaker 1>so instead you run into enormous rats. Maybe there are

0:36:20.320 --> 0:36:23.200
<v Speaker 1>o U s s. Give me a shout if you

0:36:23.239 --> 0:36:27.600
<v Speaker 1>get that reference. Now. The one place in software was

0:36:27.640 --> 0:36:31.279
<v Speaker 1>seeing some trouble was Germany. Wolfenstein three D is all

0:36:31.320 --> 0:36:34.120
<v Speaker 1>about escaping a Nazi prison, which meant there were plenty

0:36:34.160 --> 0:36:38.000
<v Speaker 1>of depictions of Nazis in the game, including images bearing

0:36:38.040 --> 0:36:41.040
<v Speaker 1>the swastika symbol. But it's illegal in Germany to have

0:36:41.120 --> 0:36:44.240
<v Speaker 1>that image and entertainment, particularly in games, so the German

0:36:44.280 --> 0:36:48.520
<v Speaker 1>government banned the sale of Wolfenstein in Germany. Only this

0:36:48.600 --> 0:36:52.120
<v Speaker 1>game wasn't distributed the way your traditional games were on

0:36:52.280 --> 0:36:55.440
<v Speaker 1>store shelves, which meant players could go online and download

0:36:55.440 --> 0:36:58.640
<v Speaker 1>the game anyway. Because the internet doesn't obey the traditional

0:36:58.719 --> 0:37:02.839
<v Speaker 1>national boundaries, at least not without some hardware restricting communications

0:37:02.880 --> 0:37:06.239
<v Speaker 1>like the Great Firewall of China. So Wolfenstein three D

0:37:06.360 --> 0:37:08.600
<v Speaker 1>played a part in those early days of the Internet

0:37:08.960 --> 0:37:12.319
<v Speaker 1>in making some people very nervous about the information super

0:37:12.360 --> 0:37:14.759
<v Speaker 1>Highway and what it might be able to do. It

0:37:14.800 --> 0:37:19.760
<v Speaker 1>actually prompted quite a few serious discussions across country borders

0:37:19.840 --> 0:37:22.600
<v Speaker 1>and how can we manage the Internet in such a

0:37:22.640 --> 0:37:26.839
<v Speaker 1>way that that obeys the law within certain jurisdictions while

0:37:26.880 --> 0:37:31.399
<v Speaker 1>remaining an international communication protocol. It's a question we still

0:37:31.440 --> 0:37:37.120
<v Speaker 1>ask ourselves today. Um it's tough, well, John CarMax engine

0:37:37.200 --> 0:37:39.319
<v Speaker 1>for Wolfenstein was getting a lot of attention in the

0:37:39.360 --> 0:37:42.160
<v Speaker 1>computer game world, and other publishers wanted to be able

0:37:42.200 --> 0:37:45.480
<v Speaker 1>to make first person shooter style games as well. But

0:37:45.600 --> 0:37:48.719
<v Speaker 1>reinventing something that someone else has already made is a

0:37:48.760 --> 0:37:53.160
<v Speaker 1>lot of work. So it's easier, although sometimes expensive, to

0:37:53.440 --> 0:37:57.759
<v Speaker 1>just license software that powers another game. And that's how

0:37:57.800 --> 0:38:01.520
<v Speaker 1>It's Software got into the game engine licensing business. They

0:38:01.560 --> 0:38:05.520
<v Speaker 1>began to sell licenses to the underlying engine powering Wolfenstein

0:38:05.600 --> 0:38:08.600
<v Speaker 1>three D, and other publishers began to make games using

0:38:08.640 --> 0:38:12.440
<v Speaker 1>that engine, and those games ran the gamut of genres.

0:38:12.560 --> 0:38:16.640
<v Speaker 1>The one of them was m blake Stone, which was

0:38:16.640 --> 0:38:19.040
<v Speaker 1>a science fiction game that had a cover art that

0:38:19.120 --> 0:38:22.719
<v Speaker 1>looked a lot like buck Rogers and blake Stone came

0:38:22.760 --> 0:38:26.319
<v Speaker 1>from Jam Productions, that company I mentioned earlier. They made

0:38:26.360 --> 0:38:29.720
<v Speaker 1>the game and appog published the title. There was also

0:38:29.760 --> 0:38:34.960
<v Speaker 1>a game from Capstone Software called Corridor seven Alien Invasion,

0:38:35.360 --> 0:38:38.000
<v Speaker 1>which added a bit of horror to the science fiction mix.

0:38:38.600 --> 0:38:41.680
<v Speaker 1>I think it owed a lot to uh Alien Honestly.

0:38:42.200 --> 0:38:45.799
<v Speaker 1>That game was published by Intracore and game Tech. It

0:38:45.880 --> 0:38:48.200
<v Speaker 1>didn't do so well because by the time it came out,

0:38:48.239 --> 0:38:51.880
<v Speaker 1>it was already a little dated and the engine of

0:38:51.920 --> 0:38:54.600
<v Speaker 1>Wolfenstein was not quite as robust as some of the

0:38:55.520 --> 0:38:59.919
<v Speaker 1>newer engines, and a planned sequel of Corridor eight never

0:39:00.080 --> 0:39:04.040
<v Speaker 1>came to pass. Uh. Then there was an S and

0:39:04.120 --> 0:39:07.160
<v Speaker 1>a S game that used the Wolfenstein engine, and I

0:39:07.200 --> 0:39:10.640
<v Speaker 1>mean it makes perfect sense that game was Super three

0:39:10.760 --> 0:39:17.840
<v Speaker 1>D Noah's Arc, YEP game about Noah using sleep darts

0:39:17.880 --> 0:39:23.520
<v Speaker 1>to pacify goats, used the Wolfenstein game engine. It's it's

0:39:23.520 --> 0:39:27.480
<v Speaker 1>all true. Dylan goats and ostriches. By the way, goats

0:39:27.760 --> 0:39:30.640
<v Speaker 1>couldn't open doors. Ostriches could totally open a door and

0:39:30.680 --> 0:39:33.759
<v Speaker 1>come after you, Um, yeah, it's a real thing that

0:39:33.800 --> 0:39:36.320
<v Speaker 1>really existed, and it used the Wolfenstein three D engine.

0:39:36.320 --> 0:39:40.600
<v Speaker 1>Although the game wasn't really violent, it involved knocking animals

0:39:40.600 --> 0:39:44.319
<v Speaker 1>out with sleep darts, which is perfectly fine. Don't do

0:39:44.440 --> 0:39:48.799
<v Speaker 1>it for real zes though, that's just mean. On April first,

0:39:50.080 --> 0:39:55.279
<v Speaker 1>In Software relocated again, so moving to Wisconsin might not

0:39:55.360 --> 0:39:57.520
<v Speaker 1>have been the best idea. A lot of the team

0:39:57.600 --> 0:40:01.200
<v Speaker 1>wasn't really happy with how winters turn out in Wisconsin,

0:40:01.239 --> 0:40:04.279
<v Speaker 1>particularly the people who had grown up in Louisiana. They

0:40:04.320 --> 0:40:07.200
<v Speaker 1>did not imagine it getting that cold and that snowy,

0:40:07.280 --> 0:40:09.719
<v Speaker 1>and I imagined. Tom Hall didn't really talk up the

0:40:09.760 --> 0:40:14.200
<v Speaker 1>whole winter wonderland of Wisconsin either when he convinced everyone

0:40:14.280 --> 0:40:17.240
<v Speaker 1>to move their base of operations up there, so instead

0:40:17.280 --> 0:40:21.040
<v Speaker 1>they moved to Texas. Scott Miller was in Dallas, so

0:40:21.200 --> 0:40:24.480
<v Speaker 1>they moved to Mosquito, which is a region on the

0:40:24.520 --> 0:40:28.440
<v Speaker 1>east side of Dallas. It's just a short six and

0:40:28.480 --> 0:40:32.759
<v Speaker 1>a half hour drive away from Shreveport, Louisiana, so if

0:40:32.800 --> 0:40:35.520
<v Speaker 1>they really felt like it, they could do a long

0:40:35.640 --> 0:40:39.840
<v Speaker 1>road trip back to where they started. John Carmack was

0:40:39.880 --> 0:40:42.399
<v Speaker 1>hard at work designing a new game engine. This will

0:40:42.440 --> 0:40:46.880
<v Speaker 1>become a familiar thread for the rest of these two episodes.

0:40:47.520 --> 0:40:49.560
<v Speaker 1>He was wanting to improve upon the one he had

0:40:49.600 --> 0:40:52.600
<v Speaker 1>already built for Wolfenstein three D. And he even had

0:40:52.640 --> 0:40:55.920
<v Speaker 1>a name for the next game, but he didn't have

0:40:55.920 --> 0:40:58.319
<v Speaker 1>any idea of what the game would be about. He

0:40:58.440 --> 0:41:00.880
<v Speaker 1>just knew the name he wanted the games titled to

0:41:00.920 --> 0:41:05.319
<v Speaker 1>be Doom. He thought it sounded cool, but what would

0:41:05.360 --> 0:41:08.480
<v Speaker 1>it actually be about. He had no idea. The name,

0:41:08.520 --> 0:41:11.120
<v Speaker 1>by the way, didn't just occur to Carmack. He didn't

0:41:11.120 --> 0:41:13.960
<v Speaker 1>just say, oh, we should call it Doom. Apparently it

0:41:14.040 --> 0:41:18.680
<v Speaker 1>was actually taken as an inspiration from a quote a

0:41:18.760 --> 0:41:23.040
<v Speaker 1>quote from the nineteen eight seven film The Color of Money,

0:41:23.080 --> 0:41:25.520
<v Speaker 1>which is a sequel to a nineteen sixty one movie

0:41:25.560 --> 0:41:29.200
<v Speaker 1>called The Hustler. So in The Color of Money, a

0:41:29.280 --> 0:41:33.280
<v Speaker 1>character named Vincent Laura played by Tom Cruise is carrying

0:41:33.440 --> 0:41:36.920
<v Speaker 1>a case and the case holds his pool queue. But

0:41:37.000 --> 0:41:40.000
<v Speaker 1>another character asks him what's in the case, and he

0:41:40.120 --> 0:41:42.440
<v Speaker 1>just kind of smiles as he opens it up, and

0:41:42.480 --> 0:41:47.680
<v Speaker 1>he says Doom. And thus the name of the next

0:41:48.040 --> 0:41:52.000
<v Speaker 1>huge game was born. And they had the name, but

0:41:52.040 --> 0:41:54.520
<v Speaker 1>they didn't have a game, and they were talking pretty

0:41:54.520 --> 0:41:57.880
<v Speaker 1>big at the time. In January, the company announced in

0:41:57.880 --> 0:42:00.160
<v Speaker 1>a press release that their next title would become the

0:42:00.200 --> 0:42:04.080
<v Speaker 1>biggest time suck in all of history, and that productivity

0:42:04.120 --> 0:42:07.200
<v Speaker 1>would plummet as a result. The idea for the game

0:42:07.239 --> 0:42:12.560
<v Speaker 1>itself emerged, as all great ideas do, in a totally

0:42:12.560 --> 0:42:19.680
<v Speaker 1>different game. Yes, just like every idea of massive consequence

0:42:19.880 --> 0:42:23.640
<v Speaker 1>in human history, the idea for Doom came out of

0:42:23.680 --> 0:42:29.640
<v Speaker 1>a Rallsing Dungeons and Dragons tabletop game. Yes, indeed, D

0:42:29.760 --> 0:42:33.160
<v Speaker 1>and D is the reason Doom exists. John Carmack had

0:42:33.160 --> 0:42:36.240
<v Speaker 1>taken on the role of dungeon Master, and John Romero

0:42:36.400 --> 0:42:38.560
<v Speaker 1>says that his own character was trying to get hold

0:42:38.600 --> 0:42:41.240
<v Speaker 1>of a magic sword and through a series of somewhat

0:42:41.320 --> 0:42:45.760
<v Speaker 1>hasty decisions, accidentally unleashed a legion of demons which quickly

0:42:45.840 --> 0:42:49.400
<v Speaker 1>overran the world. And then they realized what Doom should

0:42:49.400 --> 0:42:52.880
<v Speaker 1>be about. And Doom, you would play a hero in

0:42:52.960 --> 0:42:57.520
<v Speaker 1>a science fiction setting facing off against monstrous enemies. Only

0:42:57.560 --> 0:43:01.719
<v Speaker 1>these enemies wouldn't be aliens, they would be demons. The

0:43:01.840 --> 0:43:04.759
<v Speaker 1>science facility where it all takes place would have accidentally

0:43:04.760 --> 0:43:09.120
<v Speaker 1>opened up a portal to Hell. That's when development of

0:43:09.200 --> 0:43:14.120
<v Speaker 1>Doom really got underway, and that's it for part one.

0:43:14.880 --> 0:43:18.160
<v Speaker 1>To learn more about Doom and the fate of ID software,

0:43:18.239 --> 0:43:21.319
<v Speaker 1>tune into the next episode. If you have suggestions for

0:43:21.360 --> 0:43:24.840
<v Speaker 1>future episodes, please send those to me. Use the email

0:43:24.880 --> 0:43:28.200
<v Speaker 1>address text stuff at how stuff works dot com, or

0:43:28.480 --> 0:43:30.840
<v Speaker 1>you can drop me a line on Facebook or Twitter.

0:43:31.080 --> 0:43:33.840
<v Speaker 1>The handle it both of those is text stuff H

0:43:34.080 --> 0:43:38.560
<v Speaker 1>s W and I'll talk to you again about Doom

0:43:38.560 --> 0:43:46.920
<v Speaker 1>really soon. For more on this and thousands of other topics,

0:43:47.160 --> 0:43:58.240
<v Speaker 1>is it how stuff works dot com.