Slordax: The Unknown Enemy

Last updated
Slordax: The Unknown Enemy
Slordax Title Screen.png
Title screen
Developer(s) Softdisk
Publisher(s) Softdisk
Director(s) Tom Hall
Programmer(s) John Carmack
John Romero
Artist(s) Adrian Carmack
Platform(s) MS-DOS
Release1991
Genre(s) Scrolling shooter
Mode(s) Single-player

Slordax: The Unknown Enemy is a vertically scrolling shooter for MS-DOS, published by the software company Softdisk in 1991. The game has 16-color graphics that scroll smoothly across the screen, which was technically impressive for a PC game at that time. [1] Slordax was developed at Softdisk in September and October 1990 by programmers John Carmack and John Romero, game designer Tom Hall and artist Adrian Carmack. It was the first game that they developed as a team. Soon after they would leave Softdisk to form their own game company, called id Software. [2] [3]

Contents

Plot

Seven centuries ago, a war was waged by the Slordax as they tried to conquer the universe. Currently the Intergalactic Defense Alliance believes that the Slordax will return and start another devastating war. The I.D.A. sends a fighter pilot in a RedDog Adaptive Strike Ship to destroy the enemy bases in the Realm of Slordax, before the Slordax can build up their forces. [4]

Gameplay

The player moves through five stages, including an asteroid belt and the surface of a planet. Enemy ships can drop capsules that can be picked up to upgrade the weapons on the player's ship. After all five stages are completed, the game loops back to the first stage while increasing the difficulty. [4]

Development

Slordax was developed in September and October 1990 by programmers John Carmack and John Romero, game designer Tom Hall and artist Adrian Carmack. At that time they were employed at the software company Softdisk. Slordax was the first game that they developed as a team. [2] :45–47

The game engine was programmed by John Carmack, who developed the technique to smoothly scroll the 16-color graphics vertically. According to gaming website IGN, this was technically impressive for a PC game at that time. [1] The remainder of the game, including the level editor, was programmed by John Romero. The level editor was called TED, or Tile EDitor. It was first used for creating levels for Slordax, but was designed to support future games as well. According to Romero, TED ended up being used for 33 published games. [3] :110

The name Slordax was suggested by Tom Hall, who also wrote the story and designed half of the levels. The other half were designed by Romero. Adrian Carmack created all the art for the game, with the exception of the title screen. [3] :88–90 The team completed Slordax on October 31st, 1990. [3] :101

While Slordax was in development, John Carmack further improved the smooth scrolling technique with the ability to scroll in horizontal direction. Without informing Softdisk, the four team members used this technology to secretly develop their own game: Commander Keen in Invasion of the Vorticons. Soon after, on February 1, 1991, they founded their own game company, called id Software. [2] :48–74 [3] :91–107

Release

Slordax was initially published in 1991 by Softdisk as part of their Gamer's Edge bi-monthly subscription service. [3] :90 Later Softdisk marketed Slordax as part of The Lost Game Collection of ID Software along with several other games created by id Software on contract for Softdisk. [5] The game company Ziggurat Interactive published Slordax on Steam and GOG.com in 2021. [6]

Related Research Articles

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>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 (born 1970)

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.

<span class="mw-page-title-main">John Romero</span> American video game designer

Alfonso John Romero is an American director, designer, programmer and developer in the video game industry. He is a co-founder of id Software and designed their early games, including Wolfenstein 3D (1992), Doom (1993), Doom II (1994), Hexen (1995) and Quake (1996). His designs and development tools, along with programming techniques developed by id Software's lead programmer, John Carmack, popularized the first-person shooter (FPS) genre. Romero is also credited with coining the multiplayer term "deathmatch".

<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.

Adrian Carmack is an American video game artist and one of four co-founders of id Software, along with Tom Hall, John Romero, and John Carmack. The founders met while working at Softdisk's Gamer's Edge division and started id in 1991. Adrian Carmack's primary role at the company was as an artist, including work on Commander Keen, Wolfenstein 3D, Doom, Hexen: Beyond Heretic, Quake, Quake II and Quake III Arena. He is credited as the creator of Doom's grotesque, gory art style as well as the term "gibs". During the development of Doom, Adrian built clay models of the baron of hell, the Doomguy, and the cyberdemon before Gregor Punchatz was hired.

<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.

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.

<i>Catacomb Abyss</i> 1992 video game

Catacomb Abyss is a fantasy themed first-person shooter (FPS) game developed by Softdisk and released in November 1992 for DOS. 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. When the contract ended, Softdisk kept ownership of both the 3D engine as well as the intellectual property of Catacomb 3-D. 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.

<i>Shadow Knights</i> 1991 video game

Shadow Knights - The Shogun of Death, also known as Budo - The Art of Ninja Combat, is a platform game created by id Software and published by Softdisk in 1991. Shadow Knights was the first game created for Softdisk, who paid $5000 for it as part of id Software's contractual obligation to them. Shadow Knights was marketed by Softdisk as part of The Lost Game Collection of ID Software.

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

Catacomb is a 2-D top-down third-person shooter developed and published by Softdisk. It was originally created for the Apple II, and later ported to the PC. It supports EGA and CGA graphics. Catacomb is programmed by John Carmack, who would later work on successful games such as Wolfenstein 3D and Doom. The fast action and the ability to strafe in Catacomb foreshadow Carmack's later work. The enemy movement code in Wolfenstein 3D is based on code from Catacomb.

<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.

Adaptive tile refresh is a computer graphics technique for side-scrolling video games. It was most famously used by id Software's John Carmack in games such as Commander Keen to compensate for the poor graphics performance of PCs in the early 1990s. Its principal innovation is a novel use of several EGA hardware features to perform the scrolling in hardware. The technique is named for its other aspect, the tracking of moved graphical elements in order to minimize the amount of redrawing required in every frame. Together, the combination saves the processing time that would be otherwise required for redrawing the entire screen. Carmack designed the software engine based on a scrolling display for large images from the 1970s.

<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. 1 2 Fahs, Travis (September 23, 2008). "The Early Years of id Software". IGN . Retrieved June 18, 2024.
  2. 1 2 3 Kushner, David (2004). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. Random House. ISBN   978-0-8129-7215-3.
  3. 1 2 3 4 5 6 Romero, John (2023). Doom Guy: Life in first person. Abrams Books. ISBN   978-1-4197-5811-9.
  4. 1 2 "Slordax: the unknown enemy". Ziggurat Interactive. 2021. Retrieved June 20, 2024.
  5. "Gamer's Edge Electronic Catalog - Volume 1". Softdisk. 1992. Retrieved December 12, 2017.
  6. "Retro first Friday brings forgotten Softdisk classics to PC!". Ziggurat Interactive. May 7, 2021. Retrieved June 20, 2024.