My brother and I weren’t allowed to have a Nintendo when we were young. The only time we got a crack at the gaming system of choice back in the late 80s and early 90s was at our babysitter’s house or when we were visiting friends, and even then the selection was usually limited to mainstays like the Mario games. One friend of mine had a copy of Castlevania that we would play into the night, but that was the extent of our Nintendo experience.
Not that my parents were video game hating luddites. Far from it. The simple fact was that my dad had already invested in a 286 IBM Compatible PC, a good chunk of change in the mid-80s, and they weren’t going to spend any more money on a game system when we already had a computer. Turns out we were in luck though. While my friends were stuck in an 8-bit era dominated by the tyranny of mediocrity that was the Official Nintendo Seal of Quality we were already enjoying the benefits of the cutting edge of gaming design, including a now little-known game called Commander Keen.
Before id Was id:
Keen was the brainchild of the id Software dream team of Tom Hall, John Carmack, and John Romero before there was an id Software and before they were THE John Carmack and John Romero. As legend has it, Hall, Carmack, and Romero were paying the bills by designing shareware software for Softdisk when, late one night, Carmack decided to program a smooth side-scrolling clone of the first level of Super Mario Bros. 3. This was no small feat at the time, having never been done on the PC platform before, and before you know it Hall, Romero, and Carmack rode off into the sunset, money signs in their eyes, to found id Software and go on to fabulous success in the gaming industry.
Except it wasn’t a simple drive down Easy Street for the two industry titans. They had to work nights at Softdisk to get in any time on their own Keen project with no guarantee that any of their tinkering would ultimately pay off. They first pitched their idea for a Mario clone to the people at Nintendo and were firmly declined by the big N. Instead of accepting defeat, however, they decided that they’d just program their own new title.

Tom Hall's opener for Commander Keen.
Birth of a Hero
Commander Keen was born out of a combination of retro 1950s pulp science fiction, a desperate desire to break free of Softdisk, and the limitations of the contemporary computer video game industry. Tom Hall dashed off a quick paragraph that eventually became the opening crawl for the first Keen Game: Marooned on Mars:
Billy Blaze, eight year-old genius, working diligently in his backyard clubhouse has created an interstellar starship from old soup cans, rubber cement and plastic tubing. While his folks are out on the town and the babysitter has fallen asleep, Billy travels into his backyard workshop, dons his brother’s football helmet, and transforms into…
COMMANDER KEEN — Defender of Earth!
In his ship, the Bean-with-Bacon Megarocket, Keen dispenses galactic justice with an iron hand!
The premise was simple. An eight year old genius travels to exotic locales, meets interesting aliens, and fries most of them with his handy blaster. The graphics were simple in the first three games, the mechanics were a little rough around the edges, and the difficulty level in the first trilogy quickly ramped up from simple and friendly for players who were trying out the first episode as a Shareware title to an insanely painful exercise in pain that only the most masochistic gamers could ever hope to enjoy, let alone complete, by the time the third installment rolled around. Still, the first Keen trilogy was definitely more polished than the average sidescrolling platformer on the NES at the time, and even at its most cruel the games weren’t nearly as punishing or capricious as most contemporary console titles.
So this week on Retroquest I’ll be talking about Commander Keen, defender of the galaxy and singlehanded savior of id software before it was id software. Without Commander Keen there wouldn’t have been enough money for Hall, Romero, and Carmack to leave Softdisk and start their own gaming company. No Keen, no DOOM, no Quake, no id. I’m sure that industry changing developments like the first person shooter still would have come along in their own time – series such as Marathon serve as proof enough that the concept of the FPS wasn’t a divinely inspired message from above sent exclusively to id – but it is certain that the history of gaming and the development of online gaming would have looked very different in a world without id.