Catacomb Abyss

Last updated

Catacomb Abyss
Catacomb Abyss titlescreen.png
Catacomb Abyss title screen
Developer(s) Softdisk
Publisher(s) Softdisk
Designer(s) Greg Malone
Programmer(s)
  • Nolan Martin
  • Michael Maynard
  • James T. Row
Artist(s)
Engine Prototype of Wolfenstein 3D engine
Platform(s)
Release
November 1992
  • MS-DOS
  • November 1992
  • Catacombs Pack
  • Microsoft Windows, OS X
  • March 2013
Genre(s) First-person shooter
Mode(s) Single-player

Catacomb Abyss (also known as The Catacomb Abyss or The Catacomb Abyss 3-D) is a fantasy themed first-person shooter (FPS) game developed by Softdisk and released in November 1992 for MS-DOS. [1] It is the fourth entry in the Catacomb series of video games. Its predecessor, Catacomb 3-D , was developed by id Software as part of a contract with Softdisk. [2] When the contract ended, Softdisk kept ownership of both the 3D engine as well as the intellectual property of Catacomb 3-D. [3] The company formed a new, in-house team to develop three sequels, known as the Catacomb Adventure Series. This trilogy consists of Catacomb Abyss, Catacomb Armageddon and Catacomb Apocalypse. Softdisk published a shareware version of Catacomb Abyss, which could be freely distributed and played to encourage gamers to purchase the full trilogy. [4]

Contents

The plot is a continuation of the events in Catacomb 3-D. The player again takes the role of the high wizard Petton Everhail. After the death of arch-rival Nemesis, his minions construct a mausoleum near the Towne Cemetery to honor their deceased master. Soon evil forces start to emerge around the mausoleum. It is once again up to Petton Everhail to end the terror with the use of his magic spells. [5] The gameplay consists of navigating through the town cemetery, the mausoleum and other environments, while battling the servants of Nemesis with magic spells. Keys need to be collected to unlock doors. The game also contains an item shaped like an hourglass, which temporarily freezes time when picked up.

PC Gamer did a retrospective review of Catacomb Abyss in 2021. The reviewer describes the game as "incredibly primitive", yet also "an interesting glimpse at a direction shooters could have gone, had Wolfenstein and Doom not laid down the templates for the next few years". [6]

Gameplay

The gameplay borrows many elements from Catacomb 3-D. The player searches for keys in a maze to unlock doors that grant access to the next level. To aid navigation, each area within a level has a short description, which is displayed on the interface. The player can shoot magic missiles from its hand to eliminate enemies and to destroy breakable wall segments.

The game contains sixteen regular levels. The final level contains instructions to warp to any level, including three secret levels. [7] Whereas the levels in Catacomb 3-D consisted of mostly dungeons, the levels in Catacomb Abyss bring more varied environments. There are outdoor levels with lightning, an ancient aqueduct flooded with water and hellish corridors with pulsing walls. The five types of enemies from Catacomb 3-D return in Catacomb Abyss, along with several new enemies. Some of these can pop up unexpectedly, such as zombies that rise from the ground and skeleton warriors that emerge from a dirt wall. [8]

Screenshot of the first-person view in Catacomb Abyss Catacomb Abyss screenshot.png
Screenshot of the first-person view in Catacomb Abyss

Just like in its predecessor, the player can pick up bolts, nukes and potions, although they are renamed into respectively Zappers, Xterminators and Cures. Functionally they behave the same: a Zapper generates a stream of magic missiles, an Xterminator shoots magic missiles in a circular pattern and a Cure restores the players health back to 100%. There are also treasure chests which provide a random combination of these three items. The player can carry a maximum of 99 of each item. Items can be accidentally destroyed when hit by a magic missile.

Catacomb Abyss introduces a radar called the Crystal Sphere, which shows the magic missiles and nearby enemies. Initially enemies will not show up on the Crystal Sphere. The player can collect up to a total of five gems to unlock the visibility of enemy types on the Crystal Sphere. [9] [10] The game also introduces an item shaped like an hourglass. When picked up, time temporarily freezes. This enables the player to line up many magic missiles in front of frozen enemies, which will get hit once time resumes. [6]

Plot

In the previous game, the wizard Petton Everhail went on a quest through the catacombs to rescue his friend Grelminar from the evil mage Nemesis. Eventually the protagonist succeeded in killing Nemesis. After the death of their master, the minions of Nemesis construct a mausoleum near the Towne Cemetery to honor him. Soon after the construction of the mausoleum, evil forces spread across the land. In response to the terror, the local townspeople hire Petton Everhail to once again go on a quest against the forces of Nemesis. The protagonist starts his quest in the town cemetery, before descending into the crypts deep beneath the mausoleum. [5]

Development

The Catacomb series started in 1989 when programmer John Carmack developed Catacomb, a two-dimensional game with a top-down perspective for the Apple II. A year later Carmack joined Softdisk, a software company based in Shreveport, Louisiana. There he worked on a bi-monthly disk magazine called Gamer's Edge, which was started by game developer John Romero in August. Customers could subscribe to Gamer's Edge to receive one or more PC games from Softdisk at a two-month interval. These games were developed fulltime by John Carmack, John Romero, Adrian Carmack and Lane Roathe, with some additional game and level design by Tom Hall. For the first issue of Gamer's Edge, John Carmack ported his Catacomb game to MS-DOS. [11] [12] In September, Carmack developed an efficient way to rapidly side-scroll graphics. John Romero immediately saw great potential in this new technology. They decided to secretly borrow company equipment to incorporate this technology into their own game: Commander Keen in Invasion of the Vorticons . [13] This game was released through the video game publisher Apogee Software on December 14 of the same year. Commander Keen was released using the shareware distribution model; the first episode was offered as a free download, while the remaining two episodes were available for purchase as a mailed plastic bag with floppy disks. Commander Keen became a commercial success. [14] It didn't take long for Softdisk CEO Al Vekovius to find out that his employees had used company equipment to release a game via a competitive publisher. Nevertheless, Vekovius felt that the company was reliant on the Gamer's Edge subscriptions and tried to convince the team to form a new company in partnership with Softdisk. After several weeks of negotiation, the team agreed to produce a series of games for Softdisk, one every two months. On February 1, 1991, John Carmack, John Romero, Tom Hall and Adrian Carmack founded their own game company, called id Software. [15]

Some of the games that id Software developed for Softdisk utilized the side-scrolling technology from Commander Keen, but John Carmack also used this opportunity to further experiment with his game engines. He developed a 3D engine for the vehicular combat game Hovertank 3D , which was published by Softdisk in April 1991. In November this 3D engine was expanded upon with texture mapping for Catacomb 3-D . [16] At the end of 1991 the publishing contract with Softdisk ended. The team at id Software started development of their next game Wolfenstein 3D , to be published by Apogee Software. [2]

Due to the publishing contract with id Software, Softdisk obtained ownership of both the 3D engine as well as the intellectual property of Catacomb 3-D. This enabled the company to create additional 3D games in the Catacomb series, but a completely new in-house team of game developers had to be formed at Softdisk to fill the gap that was left by the founders of id Software. [3] Head of the new team became game designer Greg Malone, who had previously designed Moebius and its sequel Windwalker . [9] He was joined by programmers Mike Maynard and Jim Row. Some of the enemy designs that Adrian Carmack created for Catacomb 3-D were reused in Catacomb Abyss, but most of the artwork in the game was produced from scratch by artists Jerry K. Jones, Carol Ludden and Steven Maines. The new team spent most of 1992 to produce Catacomb Abyss and its sequels Catacomb Armageddon and Catacomb Apocalypse. [4] Near the end of 1992, Gamer's Edge was discontinued. Mike Maynard and Jim Row left Softdisk to form their own game development company JAM Productions, where they developed Blake Stone: Aliens of Gold . [17] Game designer Greg Malone would later become the creative director for Duke Nukem 3D .

Release

With around 3000 subscribers, the disk magazine Gamer's Edge never became a commercial success. [12] Therefore, after having witnessed the success of the shareware title Commander Keen, Softdisk management decided to adopt the shareware model for Catacomb Abyss. Gamers could freely play and distribute the shareware version of Catacomb Abyss. Included with the shareware version was an electronic catalog, which advertised the registered version of Catacomb Abyss, as well as the two sequels Catacomb Armageddon and Catacomb Apocalypse. Customers could call Softdisk to order these three games. [18] The registered version of Catacomb Abyss comes packaged with a hint manual, but otherwise contains the same set of levels as the shareware version.

The Catacomb series were acquired by the software company Flat Rock Software in 2012, who sold the games as downloads via their site flatrocksoft.com. [19] In March 2013, the Catacomb series were published on GOG.com as the Catacombs Pack. [20] [21] The MS-DOS emulator DOSBox is included with the Catacombs Pack to enable support for Microsoft Windows and Linux.

Reception

Contemporary reviews

American computer game magazine Computer Gaming World published a review in May 1993. It calls The Catacomb Abyss "very enjoyable" despite the "minimal" EGA graphics and sound. The review warns that some gamers might experience motion sickness due to the game's 3-D smooth scrolling technique. [10]

British video game magazine PC Zone also noted in May 1993 that the 3D graphics do not scroll as smooth compared to Wolfenstein 3D. On long playthroughs this can become irritating, but the reviewer also states that the gameplay in the Catacomb series is better compared to Wolfenstein 3D. They praised "the atmosphere of real tension" in the games and considered Catacomb Abyss a good showcase of what shareware games can offer. [7]

German PC gaming magazine PC Games reported in their March 1993 issue that Catacomb Abyss was brought on the German market as an alternative to the id Software game Hundefelsen 3D. At that time German gamers used Hundefelsen 4C as a codename for Wolfenstein 3D, a game that was banned in Germany for portraying Nazis. [23] The review from PC Games states that "Catacomb Abyss is very playable and fascinating due to the well animated 3D perspective". The reviewer warns that a fast computer is required, as the game is a "first class resource guzzler", but "the great 3D graphics contribute a lot to the atmosphere and the fun of the game". [24]

German video gaming magazine PC Joker reviewed the Catacomb 3D Adventure series in their November 1993 issue. According to the review, the "well camouflaged secrets, variety of bonus items lying around, hidden scrolls, nice graphics and fine sounds create a mood". It concludes that "right from the start, the game has made a passable figure on the full-price market". [22]

Retrospective reception

PC Gamer did a retrospective review of Catacomb Abyss in 2021 and describes the game as "incredibly primitive", containing "some of the most eye-poppingly awful wall textures ever". What makes the game interesting is the different design choices compared to popular contemporary games. As such it offers "an interesting glimpse at a direction shooters could have gone, had Wolfenstein and Doom not laid down the templates for the next few years". PC Gamer describes the ability to freeze time as an "extremely cool" feature that resembles the visual effect known as bullet time. [6]

The review from gaming website GameFAQs states that Catacomb Abyss is graphically a bit better compared to Catacomb 3-D, with better use of the color palette and some interesting effects, like animated walls, a level flooded with water and lightning in outdoor levels. On the downside, the game is considered to be too easy. [8]

YouTube game reviewer GmanLives also notes that Catacomb Abyss has slightly better graphics and a wider variety of enemies and environments compared to its predecessor. He dislikes that some keys that are required for progression are hidden behind unmarked, breakable walls. Furthermore, he could easily finish the game within two hours, which made it feel more like an expansion pack rather than a full game. [25]

Sequels

Catacomb Armageddon

Catacomb Armageddon
Developer(s) Softdisk
Publisher(s) Softdisk
Froggman
Designer(s) Greg Malone
Programmer(s)
  • Nolan Martin
  • Michael Maynard
  • James T. Row
Artist(s)
  • Jerry K. Jones
  • Carol Ludden
  • Steven Maines
Engine Prototype of Wolfenstein 3D engine
Platform(s) MS-DOS
Release1992
Genre(s) First-person shooter
Mode(s) Single-player

Catacomb Armageddon (also known as The Catacomb Armageddon 3-D or as Curse of the Catacombs) is a fantasy themed first-person shooter (FPS) game developed by Softdisk. It was released in 1992 for MS-DOS as the second title in a trilogy known as the Catacomb 3-D Adventure Series.

The plot picks up after the events in Catacomb Abyss. After his evil forces were defeated by the player, arch rival Nemesis retreated from the catacombs and regrouped with a new army in the Towne of Morbidity. While in pursuit of Nemesis, the player arrives at the town. This marks the start of a new quest, which takes the player through the Dark Forest, the Lost City of the Damned and various other hazardous locations. [18]

The core gameplay in Catacomb Armageddon is largely the same as in its predecessor. The main differences between Catacomb Armageddon and Catacomb Abyss are in the design of the enemies and environments. [9] The game contains sixteen levels, with environments such as a dark forest, a torture chamber and a giant ant colony. The Demon's Hold is a prison area where two-headed red demons are trapped behind force fields. Before these demons can be battled, the player has to release them from their prison cells by shooting the force fields. The Crystal Maze contains a large room, filled with monsters, a red key and a maze of invisible walls. The player can navigate through the maze by sliding along the invisible walls.

Among the monsters in Catacomb Armageddon are giant ants that when defeated keep twitching their legs in a puddle of green blood. The dark forest houses evil trees that chase the player. Trees that get hit by the player will remain burning, such that the player needs to carefully walk around them. Other enemies include killer rabbits, skeletons, succubi, evil eyes and mages. The final boss is Nemesis, but the player also encounters multiple clones of him. [7]

At its initial release in 1992, Catacomb Armageddon could only be ordered directly at Softdisk, either via phone or mail. In 1993, the game was re-released for the retail market under the title Curse of the Catacombs by the short-lived publishing company Froggman. The Froggman release has a different introduction screen to accommodate for the changed title. [9] It also introduced a broadly smiling cartoon frog on the HUD. According to PC Gamer, due to the inclusion of this frog "all atmosphere was completely knifed through the gut". [6]

American game magazine Computer Gaming World reviewed Curse of the Catacombs in their October 1993 issue. When making a comparison with The Catacomb Abyss, the review states that Curse of the Catacombs contains "more of the same monster bashing and maze crashing excitement". Despite the "primitive" 16-color EGA graphics and "minimal" sound effects, it concludes that the game offers good value for its relatively low retail price. [26]

Catacomb Apocalypse

Catacomb Apocalypse
Developer(s) Softdisk
Publisher(s) Softdisk
Froggman
Designer(s) Greg Malone
Programmer(s)
  • Nolan Martin
  • Michael Maynard
  • James T. Row
Artist(s)
  • Jerry K. Jones
  • Carol Ludden
  • Steven Maines
Engine Prototype of Wolfenstein 3D engine
Platform(s) MS-DOS
Release1993
Genre(s) First-person shooter
Mode(s) Single-player

Catacomb Apocalypse (also known as The Catacomb Apocalypse 3-D or as Terror of the Catacombs) is a fantasy themed first-person shooter (FPS) game developed by Softdisk. It was released in 1993 for MS-DOS as the third title in a trilogy known as the Catacomb 3-D Adventure Series.

The plot revolves around arch rival Nemesis using time travel to recruit robots and cyborgs from the future. These mechanized monsters join the ranks of the regular fantasy themed enemies in a final attempt to defeat the player. [18] Among the futuristic enemies are mechanical flies, android mages and drones. They are mixed with fantasy creatures such as wizards, skeletons and blue demons. The environments include a garden, a flooded city and a computer core. [7] Catacomb Apocalypse reintroduces a non-linear hub system, which was previously used in Catacomb 3-D. Consequently, sometimes the player can choose between multiple levels to go to. A new feature in this game, that wasn't in the previous Catacomb titles, are walls that appear solid, but which allow the player to pass through.

At its initial release in 1993, Catacomb Apocalypse could only be ordered directly at Softdisk, either via phone or mail. That same year, the game was re-released for the retail market under the title Terror of the Catacombs by the short-lived publishing company Froggman. [9]

American game magazine Computer Gaming World reviewed Terror of the Catacombs in their February 1994 issue. The review states that the game offers the same gameplay and visuals as the earlier Catacomb games, which has the downside that the graphics are still limited to 16-color EGA, but despite the "lackluster visuals", the review concludes that "playability is good, almost addictive, and offers bang for the buck". [27]

Legacy

Following the publication of the Catacomb series on GOG, Flat Rock Software decided to open-source these games under the GPL license in 2014. [28] [29] This enabled programmers to port the source code of Catacomb Abyss to other operating systems. The source port Reflection Keen, later renamed to ReflectionHLE, allows gamers to play Catacomb Abyss on Microsoft Windows, Linux, MacOS, AmigaOS and Android. [30]

Another source port for Catacomb Abyss called CatacombGL was introduced in 2018, which offers hardware accelerated rendering via OpenGL. [31] CatacombGL initially targeted Microsoft Windows. Support for native Linux was added in 2022. [32]

Related Research Articles

<i>Doom</i> (1993 video game) First-person shooter

Doom is a first-person shooter game developed and published by id Software. Released on December 10, 1993, for DOS, it is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics.

id Software American video game developer

id Software LLC is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.

<i>Rise of the Triad</i> 1995 first-person shooter video game

Rise of the Triad: Dark War is a first-person shooter video game, developed and published by Apogee Software in 1995. The player can choose one of five different characters to play as, each bearing unique attributes such as height, speed, and endurance. The game's story follows these five characters who have been sent to investigate a deadly cult, and soon become aware of a deadly plot to destroy a nearby city. Its remake was designed by Interceptor Entertainment and released by Apogee Games in 2013. The shareware version of the game is titled Rise of the Triad: The HUNT Begins.

<i>Wolfenstein 3D</i> 1992 video game

Wolfenstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game Castle Wolfenstein, and is the third installment in the Wolfenstein series. In Wolfenstein 3D, the player assumes the role of Allied spy William "B.J." Blazkowicz during World War II as he escapes from the Nazi German prison Castle Wolfenstein and carries out a series of crucial missions against the Nazis. The player traverses each of the game's levels to find an elevator to the next level or kill a final boss, fighting Nazi soldiers, dogs, and other enemies with a knife and a variety of guns.

Commander Keen is a series of side-scrolling platform video games developed primarily by id Software. The series consists of six main episodes, a "lost" episode, and a final game; all but the final game were released for MS-DOS in 1990 and 1991, while the 2001 Commander Keen was released for the Game Boy Color. The series follows the eponymous Commander Keen, the secret identity of the eight-year-old genius Billy Blaze, as he defends the Earth and the galaxy from alien threats with his homemade spaceship, rayguns, and pogo stick. The first three episodes were developed by Ideas from the Deep, the precursor to id, and published by Apogee Software as the shareware title Commander Keen in Invasion of the Vorticons; the "lost" episode 3.5 Commander Keen in Keen Dreams was developed by id and published as a retail title by Softdisk; episodes four and five were released by Apogee as the shareware Commander Keen in Goodbye, Galaxy; and the simultaneously developed episode six was published in retail by FormGen as Commander Keen in Aliens Ate My Babysitter. Ten years later, an homage and sequel to the series was developed by David A. Palmer Productions and published by Activision as Commander Keen. Another game was announced in 2019 as under development by ZeniMax Online Studios, but was not released.

<span class="mw-page-title-main">John Carmack</span> American computer programmer and video game developer

John D. Carmack II is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games Commander Keen, Wolfenstein 3D, Doom, Quake, and their sequels. Carmack made innovations in 3D computer graphics, such as his Carmack's Reverse algorithm for shadow volumes.

<i>Hovertank 3D</i> 1991 video game

Hovertank 3D, also known under a variety of other names, is a vehicular combat game developed by id Software and published by Softdisk in April 1991.

<i>Catacomb 3-D</i> 1991 video game

Catacomb 3-D is a first-person shooter video game, the third in the Catacomb series, the first of which to feature 3D computer graphics. It was developed by id Software and originally published by Softdisk under the Gamer's Edge label, released in November 1991. The player takes control of the high wizard Petton Everhail, descending into the catacombs of the Towne Cemetery to defeat the evil lich Nemesis and rescue his friend Grelminar.

Tom Hall is an American game designer best known for his work with id Software on titles such as Doom and Commander Keen.

<span class="mw-page-title-main">Softdisk</span> Software and Internet company based in Shreveport, Louisiana

Softdisk was a software and Internet company based in Shreveport, Louisiana. Founded in 1981, its original products were disk magazines. It was affiliated and partly owned by paper magazine Softalk at founding, but survived its demise.

<i>Kroz</i> 1987 video game

Kroz is a series of Roguelike video games created by Scott Miller for IBM PC compatibles. The first episode in the series, Kingdom of Kroz, was released in 1987 as Apogee Software's first game. It was also published on Big Blue Disk #20. Kroz introduced the scheme of the first episode being free and charging money for additional episodes, a technique which defined the business model for Apogee and was adopted by other MS-DOS shareware publishers.

Doom, a first-person shooter game by id Software, was released in December 1993 and is considered one of the most significant and influential video games in history. Development began in November 1992, with programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall. Late in development, Hall was replaced by Sandy Petersen and programmer Dave Taylor joined. The music and sound effects were created by Bobby Prince.

Wolfenstein is a series of World War II video games originally developed by Muse Software. The majority of the games follow William "B.J." Blazkowicz, an American Army captain, and his fight against the Axis powers. Earlier titles are centered around Nazis attempting to harness supernatural and occult forces, while later games are set in an alternate history in which Axis powers won World War II.

<i>Catacomb</i> (video game) 1990 video game

Catacomb is a 2-D top-down third-person shooter created, developed, and published by Softdisk. It was originally created for the Apple II, and later ported to the PC. It should not be confused with The Catacomb, which is the second game in the series. It supports EGA and CGA graphics.

<i>Commander Keen in Keen Dreams</i> 1991 video game

Commander Keen in Keen Dreams is a side-scrolling platform video game developed by id Software and published by Softdisk in 1991 for DOS. It is the fourth episode of the Commander Keen series. The game follows the titular Commander Keen, an eight-year-old child genius, in an adventure in his dreams as he journeys through a vegetable kingdom to defeat the evil potato king Boobus Tuber and free enslaved children from the Dream machine. The game features Keen running and jumping through various levels while opposed by various vegetable enemies; unlike the prior three episodes, Keen does not use a pogo stick to jump higher, and throws flower power pellets to temporarily turn enemies into flowers rather than shooting a raygun to kill them.

<i>Commander Keen</i> (video game) 2001 video game

Commander Keen is a side-scrolling platform video game developed by David A. Palmer Productions and published by Activision in June 2001 for the Game Boy Color. Part of the Commander Keen series, it was released ten years after the first seven episodes in 1990–91. The game follows the titular Commander Keen, an eight-year-old child genius, as he journeys through three alien worlds to collect three plasma crystals to prevent the weapon they power, built by several enemies from previous games, from destroying the universe. The game features Keen running, jumping, and shooting through various levels while opposed by aliens, robots, and other hazards.

<i>Commander Keen in Invasion of the Vorticons</i> 1990 episodic side-scrolling platform game

Commander Keen in Invasion of the Vorticons is a three-part episodic side-scrolling platform video game developed by Ideas from the Deep and published by Apogee Software in 1990 for MS-DOS. It is the first set of episodes of the Commander Keen series. The game follows the titular Commander Keen, an eight-year-old child genius, as he retrieves the stolen parts of his spaceship from the cities of Mars, prevents a recently arrived alien mothership from destroying landmarks on Earth, and hunts down the leader of the aliens, the Grand Intellect, on the alien home planet. The three episodes feature Keen running, jumping, and shooting through various levels while opposed by aliens, robots, and other hazards.

<i>Commander Keen in Goodbye, Galaxy</i> 1991 video game

Commander Keen in Goodbye, Galaxy is a two-part episodic side-scrolling platform video game developed by id Software and published by Apogee Software in 1991 for DOS. It consists of the fifth and sixth episodes of the Commander Keen series, though they are numbered as the fourth and fifth, as Commander Keen in Keen Dreams is not part of the main continuity. The game follows the titular Commander Keen, an eight-year-old child genius, as he first journeys through the Shadowlands to rescue the Gnosticenes so they may ask the Oracle how the Shikadi plan to destroy the galaxy, and then through the Shikadi's Armageddon Machine to stop them. The two episodes feature Keen running, jumping, and shooting through various levels while opposed by aliens, robots, and other hazards.

<i>Commander Keen in Aliens Ate My Babysitter</i> 1991 video game

Commander Keen in Aliens Ate My Babysitter is a side-scrolling platform video game developed by id Software and published by FormGen in December 1991 for DOS. It is the seventh episode of the Commander Keen series, though it is numbered as the sixth, as Commander Keen in Keen Dreams is outside of the main continuity. The game follows the titular Commander Keen, an eight-year-old child genius, as he journeys through an alien world to rescue his kidnapped babysitter. The game features Keen running, jumping, and shooting through various levels while opposed by aliens, robots, and other hazards.

References

  1. Softdisk Publishing (November 13, 1992). "License Information THE CATACOMB ABYSS (TM)". Discmaster. Retrieved April 24, 2023.
  2. 1 2 "How id built Wolfenstein 3D using Commander Keen tech". Gamasutra . June 24, 2019. Retrieved April 24, 2023.
  3. 1 2 Shareware Heroes, p. 106
  4. 1 2 Stoddard, Sam (September 30, 2005). "The Apogee FAQ [2.7.2] What's Apogee's relationship with Softdisk?". RinkWorks. Retrieved April 24, 2023.
  5. 1 2 "Readme (txt) of The Catacomb Abyss". oldgames.sk. March 19, 2013. Retrieved April 24, 2023.
  6. 1 2 3 4 Cobbett, Richard (January 5, 2013). "Saturday Crapshoot: The Ultimate Shareware Games Collection, Vol 1". PC Gamer . Retrieved April 24, 2023.
  7. 1 2 3 4 Burgess, Mark (May 1993). "Off the boards - Unholy Trinity". PC Zone . p. 101-104. Retrieved April 24, 2023.
  8. 1 2 16-BITTER (October 30, 2018). "The Catacomb Abyss – Review". GameFAQs . Retrieved April 24, 2023.{{cite web}}: CS1 maint: numeric names: authors list (link)
  9. 1 2 3 4 5 Bottorff, Jared (April 9, 2018). "Catacombs 3D". Hardcore Gaming 101 . Retrieved April 24, 2023.
  10. 1 2 Miller, Chuck (May 1993). "Dungeons Make Me Dizzy" (PDF). Computer Gaming World. p. 46. Retrieved April 24, 2023.
  11. Carmack, John (July 8, 2019). "John Carmack on Twitter: "That is my old game Catacombs! Written for 8 bit apple 2 and 16 bit 2GS, then ported to PC."". Twitter . Retrieved April 24, 2023.
  12. 1 2 Maher, Jimmy (May 15, 2020). "The Shareware Scene, Part 3: The id Boys". The Digital Antiquarian. Retrieved April 24, 2023.
  13. Masters of Doom, pp. 48–51
  14. Masters of Doom, pp. 63–66
  15. Masters of Doom, pp. 66–76
  16. Shareware Heroes, p. 164
  17. "The Apogee Legacy; Past Pioneers of the Shareware Revolution; Issue #12 - Mike Maynard". legacy.3drealms.com. March 27, 2006. Retrieved April 24, 2023.
  18. 1 2 3 Softdisk Publishing (November 20, 1992). "Screenshot from Gamer's Edge Electronic Catalog". MobyGames . Retrieved April 24, 2023.
  19. "Flat Rock Software". Archived from the original on July 6, 2012.
  20. GOG.com (March 15, 2013). "GOG.com on Twitter: "For only $5.99 you can go back to the roots of the FPS genre with Catacombs Pack Another classic, now on @GOGcom"". Twitter . Retrieved April 24, 2023.
  21. "Release: Catacombs Pack". GOG.com . CD Projekt. March 14, 2013. Archived from the original on May 18, 2013. Retrieved May 15, 2023.
  22. 1 2 "THE CATACOMB 3D-ADVENTURE". PC Joker (in German). November 1993. p. 60. Retrieved May 17, 2023.
  23. Stoddard, Sam (September 30, 2005). "The Apogee FAQ [2.4.1] Alternate titles for Wolfenstein 3D". RinkWorks. Retrieved May 17, 2023.
  24. Warnecke, Albert (March 1993). "Catacomb Abyss 3D - Wolfenstein II ?!". PC Games (in German). p. 77-78. Retrieved May 17, 2023.
  25. "Catacomb 3-D Series PC Game Review". YouTube . GmanLives. January 16, 2016. Retrieved April 24, 2023.
  26. "Taking A PEEK - Curse of the Catacombs" (PDF). Computer Gaming World . October 1993. p. 168. Retrieved May 10, 2023.
  27. "Taking A PEEK - Terror of the Catacombs" (PDF). Computer Gaming World . February 1994. p. 214. Retrieved August 20, 2023.
  28. Larabel, Michael (June 6, 2014). "id Software's Softdisk Open-Sources Some Really Old Games". Phoronix . Retrieved June 6, 2014.
  29. Halfacree, Gareth (June 9, 2014). "Early id Software game engines open-sourced". Bit-Tech . Retrieved April 9, 2023.
  30. "Catacomb 3D series and Keen Dreams - DOS based games coming over to the Amiga". Indie Retro News. October 12, 2016. Retrieved April 24, 2023.
  31. "Ancient history: Catacomb 3D goes OpenGL". Realm667. February 3, 2020. Retrieved April 24, 2023.
  32. Dawe, Liam (January 4, 2023). "Classic 1990s series Catacomb lives on with the CatacombGL source port". GamingOnLinux. Retrieved April 24, 2023.

Sources