Commander Keen in Keen Dreams
github.com
github.com
"Invasion of the Vorticons" was a quite difficult game as a child, because the controls were not as responsive as with "Goodbye Galaxy", but I actually liked some of the monsters more and the energy blast of the weapon more than in "Goodbye Galaxy". Overall however, "Goodbye Galaxy" was the clear winner between the two though.
I played "Keen Dreams" years later, but I really disliked the stone throwing in an arc and enemies waking up after some time again. Level design also felt better in "Goodbye Galaxy". I never finished "Keen Dreams", but I often finished "Goodbye Galaxy".
At the time I knew no English (pre-primary school and early primary school time), so the texts made little sense to me, and I interpreted them in my own ways, trying to find words that look similar in my language.
[EXIT]
¡Sí, éxito!
I could actually read it later on, because in Keen 3 I believe I found the translation on some pyramid level (iirc).
[0]: https://64.media.tumblr.com/20adefd053fe320e3aabc7f7b1deb39c...
[1]: https://vivu.tv/what-is-the-galactic-alphabet-in-minecraft/
Doing a web search specifically for "standard galactic alphabet quake 4" doesn't appear to produce any interesting results, so I think it's false.
Get a good read on [1]. Learning how to identify those web sites is rapidly becoming an important skill. Today you're just learning something a bit wrong about Quake 4 because the transformer model thought that sounded plausible, tomorrow it could be something much more dangerously wrong.
Good luck to us all.
Why? Commander Keen is spiritually connected to both Wolf and Doom. Read this: https://wolfenstein.fandom.com/wiki/William_J._Blazkowicz_(d...
0: https://en.wikipedia.org/wiki/Adaptive_tile_refresh
1: https://github.com/keendreams/keen/blob/4348b4719be87a0b873f...
So I wondered, how should a modern reboot of the game actually look like?
The graphic style is sth very subjective. I think just keeping the old pixel graphics would not be appropriate. But then what style? Should it be some comic style? Or more realistic? Or maybe sth in between, like GTA? Maybe like Halo? There is a similar discussion around Monkey Island now.
I assume it should be a proper 3D game.
What type of game? I think this should follow the old style. Ie. some small puzzle elements (but not too hard), some maze-style levels, levels where you do not just go from left-to-right but in any directions, where you collect key cards or whatever, activate some mechanisms etc. Maybe it's a bit like Tomb Raider.
The main character should be the same. The setting should be similar, the same, or maybe extended, of course different worlds. I think there should be more and new and different opponents, aliens, etc.
I think the kind of humor should be similar. But this is maybe hard to get right because I'm not sure how it fits together with modern graphics.
Should it be violent? Should there be blood? Maybe that fits the humor. I don't know.
Resurrecting a franchise has to be done with a great deal of care - there has been success with id software games before (Doom and Wolfenstein are good examples) but I guess you're walking a pretty fine line when you try it and there will always be a vocal (minority?) crowd telling you that you're fucking it up.
I don't know if the Keen games was popular or interesting enough to warrant a reboot, but I certainly wouldn't envy the team tasked with the purpose of developing it for exactly the reasons you stated.
Hm, I've been thinking that some format like Super Mario 64, or Super Mario Galaxy, or A Hat in Time would fit how the Keen games worked very well. Using the Bean'n'Bacon-Rocket to cruise between different planets and space stations, chasing hints for the mighty Mortimer, solving puzzles of some difficulty, possibly with some light Metroidvania elements of upgrading the rocket (naturally with a vaccuum cleaner and booze, as in the first game). Maybe you could go ahead and do some of the interesting ideas Super Mario Galaxy explored, with small, strangely shaped space stations with whacky gravity.
The Franchise has no identity other than the characters involved.
Sonic 4 and Sonic Generations did not merely bring back the characters of the older Sonic games, but the innovative mechanics that are still fondly remembered.
Then make a weirdly popular movie starring Jim Carrey as Mortimer McMire.
The one form that MIGHT work might be something like a tabletop adaptation somehow: A nostalgic/90s aesthetic TTRPG on a group saving Mars from the aliens or something. It'd be cheap enough to produce + distribute and TTRPGs can live on niche, dedicated fandoms in a way that's harder for video games, plus there's some crossover in the people who like both.
Oh, wait. We could reboot it playing as the ALIENS. That might be unique enough to catch some new fans if it were well made. A just plain reboot won't work, though.
Commander Keen was, in my opinion, the videogame version of Calvin and Hobbes' "Spaceman Spiff", and that character probably doesn't resonate with the under 30s which comprise the majority of the video game buying demographic.
I still hope someone at ID pushes the idea anyway, who knows, if it's a good enough game people will play it regardless of the character attraction.
Wonder if there are any fun numbers hidden in this source code. Although, I guess that would mostly be for 3d...
Even if one wanted to do that, it would probably be best done as a fork.
When I was a kid I had a DOS game programming book, the worst thing about it was that it came with the Microsoft C compiler.
EVERYONE used Borland back then. So most of the sample code and shit you would find on the AOL forums or BBS's wouldn't work.
Sure, if you knew assembly and your compiler it was probably trivial to get it working. Same goes for functions to call interrupts and things like that.
Microsoft took more of the approach I think we're remembering. For example, BASIC PDS 7.x being the more professional version of QuickBasic 4.5.
Boy, remembering that really digs up some nostalgia...
edit: I see the "Borland C++" wikipedia page present it as the successor, but the "Turbo C++" wikipedia page describes it as the hobbyist counterpart. The release dates and version numbers line up really well, so that makes sense. I was a hobbyist at the time.
According to Masters of Doom, the games were quite popular, and I'm surprised that there wasn't any interested in making a SNES version or something.
Nowadays I would be really surprised if I saw something like that, yet it's extremely common in code from back in the day.