I'm sorry, but believing you did in the highschool what Carmack managed to achieve on the PC in his early games is delusional.
What Carmack achieved (by using the hardware features of the graphic cards of that day) is properly described in the link you give: smooth side scrolling on the PC. The kind of scrolling seen on the consoles of that day, which had a hardware support, or in the famous http://en.wikipedia.org/wiki/Super_Mario_Bros (a copy of which is the unreleased "Dangerous Dave in Copyright Infringement" made by Carmack). That has nothing to do with drawing only the changed characters with simple print at the given screen coordinates, what you did.
To achieve that, it used exactly hardware feature of changing the origin of the area in memory that is going to be picked up by the graphic chip to be presented on the screen. That changing was made in one pixel increments. Without it, no smooth scrolling. Second, he redraw the tiles, he didn't print the characters.
So no, that is absolutely not "pretty much what Carmack did in his old games." What you did at the end was done by absolutely every game at these times (using the commands of cursor movements to position the characters then printing them, in Turbo Pascal using gotoXY from the console library), what you started with (reprinting the whole screen just because) was simply as "pessimized" approach as it can be made at all. You didn't even optimize anything, you did what everybody did, you just started with the "pessimization." I'm old enough to remember. There is also at least somebody here who can provide a link to any computer magazine which printed such games in a few lines of code (at that time sources were made small enough to be printed in the magazines).
For the reference, at least the terminals in 1973 already had "Direct Cursor Addressing" -- the technology behind the gotoxy you used:
http://vt100.net/docs/vt05-rm/chapter3.html#S3.8
(It was already standardized anyway!) That terminal had 1440 characters, all directly addressable, and the maximum communication speed was 2400 bps which gives 300 characters per second or almost 5 seconds to push the whole screen to it. If you moved for example 10 characters, each with a 5 byte sequence, you needed only 50 bytes, so you can change their position 6 times per second. Everybody at that time knew that stuff. It was slow enough to see.