GameTales: id Answering Machine

It was June 1992. We had already shipped Wolfenstein 3D, the shareware episode only at that point, and were working on finishing the rest of the 6 episodes. Bobby Prince was in the house busy making the music for those last 5 episodes. Bobby brought his entire audio rig with him which consisted of a huge sampling keyboard, speakers, and a rack with lots of effects units.

id Software was working out of a one-bedroom loft apartment at La Prada Club in Mesquite, Texas. The six of us lived at La Prada or at adjacent complexes, so getting to work was only a couple minutes. We didn't think that was strange; we were on a mission.

Whenever Bobby left for the night, Tom and I would start playing around with his sampling keyboard. We came up with some crazy songs, and somehow we decided to come up with some answering machine messages. There were a bunch of samples already in the keyboard, and we came up with these right on the spot with no practice.

I used samples from some Judas Priest and W.A.S.P. songs as intros, and also a Vince Guaraldi song for one. Most of the answering machine "stories" are about a huge, red demon that is looking for id Software and showed up just after id escaped the building. Tom is the guy interviewing the demon, who then tires of Tom when he has no information about id's whereabouts and instantly destroys him. Or throws him down the stairs. This happens again and again.

The recordings are a little high-pitched and missing some bass to them. We only used a couple of these on the answering machine, and then Jay took them off and recorded a more corporate message, thus ending the fun.

Until now, only a few people knew about, and heard, these messages. I shall release the Kraken!



Message #2 was made after the Sesame Street counting segments like this one. Watch the baker at the end.

30 Great Gaming Geeks

How great is it to be ranked #5 on a list of the top 30 "gaming geeks"? Pretty great, if you ask me! Ahead of me are Steve Jackson, Shigeru Miyamoto, Reiner Knizia and Will Wright. That's a pretty awesome group of people.

There's a down arrow on me, and an up arrow on Will Wright, suggesting that I used to be ranked higher than #5. Wow. Thanks, Geek-O-System guys!

It's great to see 10% of the list from id Software. Plus, Warren Spector from Ion Storm, at one point. Tom Hall should be here, though. He's brilliant and under-appreciated.

Happy Birthday id Software

It's id Software's 19th birthday today. It makes me wonder: how many people working at id right now actually know that?

Next year will be two decades of KeenWolfensteinDoom, and Quake. How many game companies still standing can boast 20 years? Not many. And most companies that live past 20 years are so far removed from their origins that they're not even the same company.

John Carmack and Kevin Cloud, two of id's earliest team members, and John as a co-founder, are still with the company, and working hard on RAGE and Doom 4. John is right down in the pit with the development team, where all the action happens. Kevin manages, as always, exceptionally well on multiple fronts. I salute their efforts to continue the dynasty.

It all started on February 1, 1991. John, Adrian and I left our jobs at Softdisk (R.I.P.) and began work immediately on Dangerous Dave in the Haunted Mansion at the id lake house in Shreveport, Louisiana. Tom Hall needed to stay a few months longer at Softdisk, to help them ease his transition out of the Apple II team. But after work, he'd come over and help out.

Those were prolific years. The years 1990 and 1991 saw us develop almost 20 games with wildly different play styles and themes. The Keens, The Dangerous Daves, the Rescue Rovers, the Catacombs, and more. There were a lot of them and all were fun. Wolfenstein 3D begat the first-person shooter genre in 1992, and id hasn't looked back.

Congratulations on 19 years, id!

GameTales: Cray 6400

At id, we were always looking for a better way to develop our games. In the beginning we developed games for DOS machines on DOS machines. In 1991, John Carmack investigated the NeXTSTEP operating system, and decided that cross-development on a superior platform would result in a better game and a better development experience. We all converted over to NeXTSTEP at the end of 1992, after Spear of Destiny.

Because we were developing on such powerful machines in an amazing operating system, development of Doom went faster than normal. The level editor that I wrote, DoomEd, was far beyond anything that ever appeared on DOS, even in the years after Doom's release. We could run Doom in a window and debug its code right alongside it in SuperDebugger. It was bliss.

While developing Quake, we continued to use NeXTSTEP and we upgraded our machines to faster ones with Intel processors and a couple with PowerPC's in them. NeXTSTEP could run on about 4 chip architectures back then and compile code for all of them so we could run QuakeEd, for example, on an Intel-chipped NeXTSTEP machine even if it was developed on a 68000 chip machine.

Simply put, NeXTSTEP was awesome for many years and nothing could touch it. That remains true today after NeXTSTEP's transformation into macOS.

During Quake's development, John Carmack started thinking about what might be better than NeXTSTEP. The idea of the entire development team working inside the same machine seemed pretty interesting. The machine would be insanely fast, so it would have to be a supercomputer for all of us to work on it at once. That means it would be able to crunch whatever crazy data we needed to create our upcoming worlds.

John decided that a Cray 6400 series supercomputer would be pretty cool to check out and see if we could all move over to it. Each person would have a hardware interface board that had keyboard and mouse inputs with video output on it. We would route all the cables to our desks and all be working together inside a Cray supercomputer.

We started getting pretty excited about the idea, so Jay Wilbur contacted Cray to see about getting a deal on a 6400. Jay got them to agree to sell us one for $500k if we put Cray supercomputers inside Quake, somewhere in the environment, possibly all over the place if it made sense.

John and I were all for this idea, so we said, "Let's do this." and I started experimenting with how a C-shaped Cray would look inside Quake. How it needed to be lit. How big it should be. What kind of textures we should use. Where it would go, and why it would be there.

I thought that powering the slipgates would probably require a supercomputer. So I should probably have a Cray connected to every slipgate, since the military-themed areas are supposed to be modern day settings.

After getting settled on the idea, and thinking the Crays would only be in select areas, disaster struck.

Cray was bought by SGI, Silicon Graphics, Inc., in February 1996.

All pending deals were canceled; our supercomputer dream crushed.

I changed the Quake slipgates to be smaller and simpler than the Cray-powered versions. As an homage to the Cray Dream we had, I put a roomful of computers in my only deathmatch map, The Abandoned Base, DM3.

Shortly after I released Quake on June 22, 1996, John decided that developing on Windows NT 3.1 was the way to go. His first project was porting QuakeEd over to Win32. I left id on August 6, 1996.