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Commander Keen: Keen Dreams Source Code Released

New submitter ildon writes: Recently, the rights holder of former game publisher Softdisk's game library put the rights to some of their old titles up for sale, including Commander Keen: Keen Dreams, one of the few games in the series not to be published by Apogee. A group of fans created an Indiegogo campaign to purchase those rights. We are just now seeing the fruits of that effort with the full source code of the game being published to GitHub. About a year ago, Tom Hall found the sources to episodes 4-6, but it's not clear what, if any, progress has been made on getting Bethesda to allow that code to be released.

72 comments

  1. and also should be worth mentioning by Hsien-Ko · · Score: 1

    Catacomb, Catacomb 3D, and Hovertank

    Still not Keen 1-6 though!

    1. Re:and also should be worth mentioning by fuzzyfuzzyfungus · · Score: 1

      It'll never quite stop being weird that Commander Keen, cartoony platformer, is what the guys behind Doom and Quake were working on in their early days....

    2. Re:and also should be worth mentioning by Chris+Mattern · · Score: 1

      You think Doom and Quake aren't cartoony?

    3. Re:and also should be worth mentioning by tepples · · Score: 2

      I wonder if you could negotiate the rights to produce a commented disassembly of the binary and then release that under a free software license.

    4. Re:and also should be worth mentioning by Anonymous Coward · · Score: 0

      Even though the source isn't around anymore, there's still value in acquiring the rights to it. An engine re-implementation doesn't need to be clean-roomed, art assets can extracted, etc.

    5. Re:and also should be worth mentioning by Barefoot+Monkey · · Score: 4, Interesting

      It is weird, looking back from a time when they're so closely associated with another kind of game.

      There are other good examples - such as The Lost Vikings, made by none other than Blizzard. And before Epic became all about shooters and engines they made Jazz Jackrabbit, Tyrian, One Must Fall 2097 and Epic Pinball.

    6. Re:and also should be worth mentioning by Barefoot+Monkey · · Score: 1

      You know what never stops being weird for me? The fact that Ultima Underworld is older than Wolfenstein 3D.

    7. Re:and also should be worth mentioning by operagost · · Score: 1

      OMF 2097 was great. It ran really fast, and had interesting upgrades for the robots. The network play over modem, like most games of the era, was sketchy, but we tried it just for yucks.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    8. Re:and also should be worth mentioning by CastrTroy · · Score: 1

      I'm not sure if it's all that weird. I'm not sure if they thought an ultraviolent game would be so well received when they did Commander Keen. It certainly would be a big risk to spend all that time programming a game and have people reject it. Commander Keen came out in 1990, Wolfenstein 3D in 1992, Doom in 1993, and Quake in 1996. Maybe they wanted to wait until they had a popular game under their belts before they tried to risk it with something so violent. Maybe having such a success with Commander Keen gave them the freedom to work on a game like Wolfenstein or Doom without worrying about how well the public would receive it.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    9. Re:and also should be worth mentioning by jones_supa · · Score: 1

      That would be enormous amount of work.

    10. Re:and also should be worth mentioning by Bill,+Shooter+of+Bul · · Score: 1

      Right, ultra violent games might be too controversial. So their next game they went with something safe like Nazis.

      --
      Well.. maybe. Or Maybe not. But Definitely not sort of.
    11. Re:and also should be worth mentioning by Ralph+Wiggam · · Score: 1

      Commander Keen started its development life as a proposed PC port of Super Mario 3.

      http://en.wikipedia.org/wiki/Id_Software#History

    12. Re:and also should be worth mentioning by Anonymous Coward · · Score: 0

      There are two simple reasons.

      1) Ultima Underworld had much heavier hardware requirements and ran less fluid (which was less of a problem for the kind of game that it was).

      2) It's creators were artistically much more proficient and had a better feeling for how to create atmosphere. They also just spent more time on visuals.

    13. Re:and also should be worth mentioning by Anonymous Coward · · Score: 0

      Marketing issues had nothing to do with it. Carmack found a technical trick in the EGA adaptor which made a smooth side-scrolling platformer possible. With it he and collaborators developed a Super Mario Brothers' knock-off. Instead of giving it to their current employer (Softdisk), they created id Software to market the game as shareware. Now as full fledged independent game developers, they were given free reign to develop other games, including the now-ubiquitous first person shooters they're known for.

    14. Re:and also should be worth mentioning by CastrTroy · · Score: 1

      Well, as far as safety goes, if you're going to be killing people, killing Nazis is about as safe as you can get without offending anybody. Once they realized killing Nazis was received well, they moved to Doom, where they were killing demons.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    15. Re:and also should be worth mentioning by Anonymous Coward · · Score: 0

      And eye of the beholder is older than that (by a year or two)... it really is the same idea just upgraded over time to be more realtime and better use of the increasing cpu resources ;-)

      Or the classic pool of radiance from 88 also featuring 3D environment ;-)

    16. Re:and also should be worth mentioning by Anonymous Coward · · Score: 3, Funny

      I would have been mighty pissed if they had picked the poor demons for w3d. but starting out with nazis made the transition pallable.

    17. Re:and also should be worth mentioning by Sulix · · Score: 5, Informative

      I actually did reverse engineer Keen 5 and put together a playable version for Win/Mac/Linux.
      It was quite a lot of work, though the Commander Keen community had already done a lot of reverse engineering
      and a few people pitched in, so it wasn't nearly as much work as I'd feared.

      The source code for the original games, of course, has been found and (lawyers permitting) will be GPLed, so I've not put much more work into the reimplementation.

      Binaries: http://davidgow.net/keen/omnis...
      Code: https://github.com/sulix/omnis...

      (I've also started work on an updated port of Keen Dream based on the source release, though it isn't working yet: http://davidgow.net/keen/omnis... )

    18. Re:and also should be worth mentioning by petermgreen · · Score: 1

      I think to a certain extent "Cartoony" is what you get when you have a small pallette of bright colors and a small number of pixels to work with.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    19. Re:and also should be worth mentioning by ruir · · Score: 1

      I played Eye of the Beholder a LOT. Such fond memories.

    20. Re:and also should be worth mentioning by antdude · · Score: 1

      Those games' source codes should be released too. ;)

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    21. Re:and also should be worth mentioning by Anonymous Coward · · Score: 0

      Keen 6 was never written, from what I understand Tom Hall has been trying to secure the rights to create Keen 6 to finish out the second trilogy. Presumably, you mean Alien's Ate my Babysitter.

    22. Re:and also should be worth mentioning by Anonymous Coward · · Score: 1

      One Must Fall 2097 had a great soundtrack composed by C.C.Catch AKA Kenny Chou of Renaissance fame. Jazz Jackrabbit was programmed by Arjan Brussee of Ultraforce.

      It's great to see many of these former demoscene guys working on games still. Starbreeze, the developer behind The Chronicles of Riddick: Escape from Butcher Bay was formed by a number of Triton members (who have subsequently left and formed MachineGames, the developer behind the new Wolfenstein game) and Remedy Entertainment, developer of Max Payne, was formed by members of Future Crew.

    23. Re:and also should be worth mentioning by Anonymous Coward · · Score: 0

      OMF was a great game, but it did not have interesting upgrades for the robots. They were just strength/defense levels that you could upgrade.

    24. Re:and also should be worth mentioning by Desty · · Score: 1

      You think Doom and Quake aren't cartoony?

      Compared to Commander Keen? Yes.

  2. Those were the days, my friend by Anonymous Coward · · Score: 0

    Those were the days, my friend
    We thought they'd never end
    We hack some code
    And then we'd hack some more

    Code DOS and never fuss
    We'd take the VESA bus
    For we were young, and sure to have our way

  3. and also should be worth mentioning by Anonymous Coward · · Score: 2, Interesting

    There's a reason for that. Many years ago I tried to obtain the source code to Cmdr Keen 1-3, somewhat after their heyday (if there was such a thing). Both Carmack and Romero told me that the source code was lost during an office move - see the link to Tom Hall's post - but even if they did find it, it would be easier to code a compatible game engine from scratch in a clean(er) modern language. It might be nice to have for nostalgic reasons, but it would serve no practical purpose.

  4. Re:Really? by Anonymous Coward · · Score: 0

    slashdot has always been a ddos platform, at least now they link to sites that can handle the traffic.

  5. Copyright seems weird by RinkSpringer · · Score: 1

    It struck me that almost all files start with:

    /* Keen Dreams Source Code * Copyright (C) 2014 Javier M. Chavez *

    However, I wonder if this man worked at ID Software or SoftDisk when the code was written and thus can reasonably claim any copyright on it?

    1. Re:Copyright seems weird by BenFranske · · Score: 1

      Not that I'm aware of, I think it says that because he's the one who owns the copyright. The whole point of giving him money on indiegogo seems to be to allow him to purchase the copyright which he apparently did. Hence, he is now the copyright holder. As owner of the copyright he has decided to release the source under the GPL.

    2. Re:Copyright seems weird by ildon · · Score: 2

      He is the person who bought the copyright from the company that got it from Softdisk. He still has the right to produce non-GPL works from the source and the right to sell copies of the game that include the game assets, much the way Zenimax still has the right to do the same for Doom, Quake, Quake 2, etc.

    3. Re:Copyright seems weird by RinkSpringer · · Score: 1

      I guess I mixed up authorship and copyright - I guess it confused me that this work is "brought to you by Javier M. Chavez and Chuck Naaden" (from the readme.md) but no mention of Chuck in the copyright itself. Thanks for the input, guys.

    4. Re:Copyright seems weird by BenFranske · · Score: 3, Informative

      IANAL but just to complete a minor lesson in authorship and copyright in the US. By default copyright is assigned to the original author of something...except is the work is done "for hire" in which case the hiring individual or company will own the copyright independent of whomever wrote the work. At any point the owner of a copyright (which is really a set of rights they are allowed) can sell some or all of those rights (or otherwise license the work) on an exclusive or non-exclusive basis. If the copyright is sold wholesale than the new copyright owner would typically change the copyright notices to indicate that. To further complicate things with game franchises such as this there are additional trademark issues and rights issues surrounding the character, spin-off (derivative) works, etc. which may or may not have been included in the sale which is why the binary files (presumably containing the art) may not be licensed under the GPL.

      Bottom line is the IP rights are a messy thing.

  6. Work has a new owner by tepples · · Score: 3, Insightful

    A complete copyright notice states the owner of copyright in a work. If Mr. Chavez purchased the copyright from Softdisk, as "to purchase those rights" in the summary implies, then he owns the copyright.

    1. Re:Work has a new owner by Anonymous Coward · · Score: 0

      I am mostly fine with that, I think. But why (c) 2014? I hope that does not mean that the 75+ year long copyright length restarts from then, does it?

    2. Re:Work has a new owner by guruevi · · Score: 1

      It probably does but it's released under GPL so it doesn't matter. This is why we should release everything under GPL/CC-type licenses.

      --
      Custom electronics and digital signage for your business: www.evcircuits.com
    3. Re:Work has a new owner by Anonymous Coward · · Score: 0

      It probably does but it's released under GPL so it doesn't matter.

      Maybe not for this particular title. But it means there is a rather serious loophole in copyright law. Instead of bribing, er, "donating to", congresscritters to increase the length of copyright, all Disney has to do is sell their copyrights (to some entity that they control of course), and boom, free 75+ year extension.

    4. Re:Work has a new owner by tepples · · Score: 1

      Only the modifications made by the new division would be covered under the "free" extension. The original work would not.

    5. Re:Work has a new owner by Anonymous Coward · · Score: 0

      The year is the year of first publication, and as far as I know the Keen Dreams source code were first published in 2014?

  7. Man, I haven't played Commander Keen in years by Anonymous Coward · · Score: 0

    Doesn't stop me from having that as my steam name though :)
    really awesome games.

  8. If only Tim Sweeney could find the ZZT source! by sirwired · · Score: 1

    Forget Commander Keen... if only Tim Sweeney could find the ZZT source code! I first learned practical programming doing my own ZZT-OOP dungeons... much more fun that my CS class exercises.

    1. Re:If only Tim Sweeney could find the ZZT source! by The+MAZZTer · · Score: 1

      ZZT is pretty transparent in how it operates, and all the data files have been completely disassembled (and I assume documented somewhere). In theory it shouldn't be too hard to clone it from scratch. There are several clones out there, IIRC (I think one was called z2 or something and there was one other good one), though I think most try to extend ZZT in some way and do their own thing with their own data files.

  9. The holders of the Keen IP are stupid.... by Lumpy · · Score: 3, Interesting

    These games should have been released for android/IOS years ago.. they would have made a buttload of money off of that old IP.

    If they are just going to sit on it they need to release it and let people that are not lazy make it come back to life.

    --
    Do not look at laser with remaining good eye.
    1. Re:The holders of the Keen IP are stupid.... by Anonymous Coward · · Score: 0

      If they are just going to sit on it

      They aren't. And if there exists a DOS emulator for Android/iOS, you can play your Steam copies on Android/iOS, as Steam is just using DOSBox.

    2. Re:The holders of the Keen IP are stupid.... by gnupun · · Score: 1

      They are probably burnt out. But they could've hired a couple of developers to port it iOS/Android and made more money than games like Tetris and Pac Man.

    3. Re:The holders of the Keen IP are stupid.... by Nyder · · Score: 1

      If they are just going to sit on it

      They aren't. And if there exists a DOS emulator for Android/iOS, you can play your Steam copies on Android/iOS, as Steam is just using DOSBox.

      Android Dos Box Emu's & Mangers exist. https://play.google.com/store/...

      --
      Be seeing you...
    4. Re:The holders of the Keen IP are stupid.... by netsavior · · Score: 4, Funny

      Bean with bacon megarocket paint-job DLC
      Officially licensed NFL team helmets, 1.99 each
      Sugar rush boosters, 5 for 99 cents
      Tag your friends on facebook to send Keen a free life!!
      You are out of lives, please wait 15 minutes for a new one to generate

      You're right... Commander Keen would be great on mobile.

    5. Re:The holders of the Keen IP are stupid.... by Anonymous Coward · · Score: 0

      You mean like George Lucas and the remastered Episodes 4/5/6?

    6. Re:The holders of the Keen IP are stupid.... by phorm · · Score: 1

      You know, I actually have no problem with these two
      * Bean with bacon megarocket paint-job DLC
      * Officially licensed NFL team helmets, 1.99 each

      If people want to spend money on cosmetic stuff without affecting gameplay, go right ahead. I quite enjoy Dota2/TF/etc. People who care about such things can spend a bunch of money playing dress-up (or make money selling items acquired from drops). Those that do not can play generally unaffected by those that do (I say generally because I have at times had a "WTF is that character" moment early in a game of DOTA when somebody has a character with odd looking accessories.

    7. Re:The holders of the Keen IP are stupid.... by Anubis350 · · Score: 1

      Thanks for the link, didn't realize it was on steam, just picked it up - hey, with $10 in my steam wallet from selling those cards you occasionally get (seriously, who buys them?) it was actually free :)

      --
      "goodbye and hello, as always" ~Prince Corwin, from Zelazny's Amber series
  10. Re:Really? by NoImNotNineVolt · · Score: 4, Insightful

    An article about something that nobody gives a shit about

    Son, you're too young to understand.

    --
    Chuuch. Preach. Tabernacle.
  11. Re:Really? by NoNonAlphaCharsHere · · Score: 0

    I remember the Z80 and 6502 instruction sets just fine.

  12. Re:Really? by Anonymous Coward · · Score: 2, Insightful

    Then why do you see the source code release of a classic game to be unimportant?

  13. Re:Really? by Anonymous Coward · · Score: 0

    Or, perhaps it was just a shitty platform game for the PC that was only noteworthy for its adaptive tile refresh method and not much else.

  14. First publication by tepples · · Score: 1

    But why (c) 2014? I hope that does not mean that the 75+ year long copyright length restarts from then, does it?

    For a work made for hire, the clock starts at the first publication of a particular work. Whether the 2014 is appropriate depends on whether the changes are not substantial enough to form a new work. If the alleged infringer can prove not, then the clock starts from the old copyright date.

  15. SMBDis by tepples · · Score: 1

    [Disassembling and documenting a game] would be enormous amount of work.

    Fans have shown themselves more than willing to perform such an "enormous amount of work". See SMBDis.

  16. This should come in handy considering ... by Hohlraum · · Score: 1

    that the new hotness is to say "F that GPU, I want to make a game with graphical parity to the late 80s!" :)

  17. Re:Really? by Anonymous Coward · · Score: 0

    then perhaps you're just a fuckwit.

  18. Re:Really? by NoImNotNineVolt · · Score: 1

    Also noteworthy for prominently featuring a pogo stick and Packers helmet. That alone takes it way out of 'shitty' territory.

    --
    Chuuch. Preach. Tabernacle.
  19. The holders of the Keen IP are stupid.... by Anonymous Coward · · Score: 0

    Keen Dreams has been (legally) ported to Android in 2013 -- it's in the Play store.

  20. Re:Really? by westlake · · Score: 1

    I remember the Z80 and 6502 instruction sets just fine.

    Do you remember how to program a smooth-as-silk side-scrolling platform game for an MSDOS PC with 16 bit EGA graphics but no dedicated hardware support for animation?

    Adaptive tile refresh

  21. fundamentally different by DrYak · · Score: 1

    They are fundamentally different.

    On one side you have turn-by-turn games, that progress in fixed steps, and thus simply paint the game field by putting varied wall graphics at exact predefined places.
    It's really the discrete position on the map and cardinal headings that are specific,
    (That's what you get in most classical RPG).
    Could very easily be done back then with a few lines of code. The biggest chunk of work came from the *art* to have a big enough choice of wall to draw to make an interesting world (because it's mostly static, you'll be spending a lot of time at the same, and need something nice to look at).

    Basically, the graphic engine has a fixed grid on screen and you put different sprites at said fixed grid positions.

    On the other side you have game engines that try to have some actual notion of 3D built into them and allow smooth motion, with complete arbitrary position/headings.
    (That's what you get in most FPS and real-time RPG like ultima).
    There is really require more advanced coding. (With Origin more concentrating on making an imersive game, emphasis on beautiful graphics, and ID concentrating on make their engine fast and responsive, sacrificing any detail necessary for the sake of being able to make a fast paced game).

    Basically, the graphic engine use geometric techniques like wolf's raycasting do determine what is visible where, and gives you total freedom (or at least tons more of freedom, as Carmack used limitation to beat Ultima in speed and fluidity).

    From a basic visual composition, both categories have a first person perspective.
    From a technical point of view, they are designed completely differently.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  22. I put on my football helmet and pogo stick... by Anonymous Coward · · Score: 1

    All hail the dopefish!

  23. Re:Really? by NoNonAlphaCharsHere · · Score: 1

    Heh. Perhaps you're right.

    What's a "chuuch"?

  24. Re:Really? by NoImNotNineVolt · · Score: 0
    It's an expression of agreement, synonymous with "okay", "fuck yea", or "amen". It was popularized by Archbishop Don 'Magic' Juan and Snoop Dogg. Here, Snoop explains:

    To me, that means to have God in everything you do. For example, "I'm trying to holla at these dizzles fo' shizzle, chuuch"

    Amusingly, in that same segment (I remember watching this on television many years ago), Marylin Manson is asked what he thinks is meant by "chuuch". The above link lists his response as "I don't know. That might mean ass.", but the actual segment was much funnier in video form. Apparrently he was only shown the word in writing, so he pronounces it "chooch" (it's actually pronounced more like "church" with the 'r' removed) with a very quizzical look on his face. "Uh, chooch? I don't know. That might mean ass." Priceless.

    --
    Chuuch. Preach. Tabernacle.
  25. Re:Really? by Anonymous Coward · · Score: 0

    EGA wasn't 16-bit, it was 4-bit. 16-bit colour didn't happen until high colour VGA.

  26. anyone from the PCKF here? by Anonymous Coward · · Score: 0

    You know who you are.

  27. Re:Really? by antsbull · · Score: 0

    Whoops - he didn't say that it was 16-bit colour. Try reading again. He is talking about the CPU - which around that time were 16-bit 286's (or Amiga/ST 16-bit motorola's).

  28. Keen Dreams on Greenlight by Anonymous Coward · · Score: 0

    Keen Dreams is now on Greenlight too!

    http://steamcommunity.com/sharedfiles/filedetails/?id=315040793

  29. Re:Really? by Anonymous Coward · · Score: 0

    Learn to read. He was referring to graphics. The CPU doesn't handle graphics.