It's after midnight when the carnage begins. Inside a
castle, soldiers chase Nazis through the halls. A
flame-thrower unfurls a hideous tongue of fire. This is
Return to Castle Wolfenstein, a computer game that's as
much a scientific marvel as it is a visceral adventure.
It's also the latest product of Id Software (Mesquite,
Texas). Through its technologically innovative games, Id
has had a huge influence on everyday computing, from the
high-speed, high-color, and high-resolution graphics
cards common in today's PCs to the marshalling of an
army of on-line game programmers and players who have
helped shape popular culture.
Id shot to prominence 10 years ago with the release
of its original kill-the-Nazis-and-escape game,
Wolfenstein 3D. It and its successors, Doom and Quake,
cast players as endangered foot soldiers, racing through
mazes while fighting monsters or, if they so chose, each
other. To bring these games to the consumer PC and
establish Id as the market leader required skill at
simplifying difficult graphics problems and cunning in
exploiting on-going improvements in computer graphics
cards, processing power, and memory size [see
illustration, Driven]. To date, their games have earned
over US $150 million in sales, according to The NPD
Group, a New York City market research firm.
All Images: ID Software
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Over the last 12 years, the evolving realism
of Id Software's graphics has set the bar for
the industry. Among the games [bottom to top,
left]: Commander Keen (1990); Hovertank (1991);
Wolfenstein 3D (1992); Doom (1993); Quake
(1996); and Return to Castle Wolfenstein (2001)
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It all began with a guy
named Mario
The company owes much of its success to advances made
by John Carmack, its 31-year-old lead programmer and
cofounder who has been programming games since he was a
teenager.
Back in the late 1980s, the electronic gaming
industry was dominated by dedicated video game consoles.
Most game software was distributed in cartridges, which
slotted into the consoles, and as a consequence, writing
games required expensive development systems and
corporate backing.
The only alternative was home computer game
programming, an underworld in which amateurs could
develop and distribute software. Writing games for the
low-powered machines required only programming skill and
a love of gaming.
Four guys with that passion were artist Adrian
Carmack; programmer John Carmack (no relation); game
designer Tom Hall; and programmer John Romero. While
working together at Softdisk (Shreveport, La.), a small
software publisher, these inveterate gamers began
moonlighting on their own titles.
At the time, the PC was still largely viewed as being
for business only. It had, after all, only a handful of
screen colors and squeaked out sounds through a tiny
tinny speaker. Nonetheless, the Softdisk gamers figured
this was enough to start using the PC as a games platform.
First, hey decided to see if they could recreate on a
PC the gaming industry's biggest hit at the time, Super
Mario Brothers 3. This two-dimensional game ran on the
Super Nintendo Entertainment System, which drove a
regular television screen. The object was to make a
mustached plumber, named Mario, leap over platforms and
dodge hazards while running across a landscape below a
blue sky strewn with puffy clouds. As Mario ran, the
terrain scrolled from side to side to keep him more or
less in the middle of the screen. To get the graphics
performance required, the Nintendo console resorted to
dedicated hardware. "We had clear examples of console
games [like Mario] that did smooth scrolling," John
Carmack says, "but [in 1990] no one had done it on an
IBM PC."
After a few nights of experimentation, Carmack
figured out how to emulate the side-scrolling action on
a PC. In the game, the screen image was drawn, or
rendered, by assembling an array of 16-by-16-pixel
tiles. Usually the on-screen background took over 200 of
these square tiles, a blue sky tile here, a cloud tile
there, and so on. Graphics for active elements, such as
Mario, were then drawn on top of the background.
Any attempt to redraw the entire background every
frame resulted in a game that ran too slowly, so Carmack
figured out how to have to redraw only a handful of
tiles every frame, speeding the game up immensely. His
technique relied on a new type of graphics card that had
become available, and the observation that the player's
movement occurred incrementally, so most of the next
frame's scenery had already been drawn.