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Episode 3.5 online free: The hidden Easter eggs and references you might have missed

  • downbunhuddtergvas
  • Aug 14, 2023
  • 7 min read


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 originally 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, a 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.


Invasion of the Vorticons was the only game developed by Ideas from the Deep, and was based on programmer John Carmack's creation of adaptive tile refresh, a technique that allowed IBM-compatible general-purpose computers to replicate the smooth scrolling of video game consoles such as the Nintendo Entertainment System. The game's success caused designer Tom Hall, programmers John Carmack and John Romero, and artist Adrian Carmack to found id Software. Their obligations to Softdisk, where they had worked during development of the game, led to the creation of Keen Dreams as a prototype for the second trilogy of episodes. The final episode was split off during development into a stand-alone retail title, and plans for a third trilogy were cancelled after the success of Wolfenstein 3D (1992) and development focus on 3D first-person shooters such as Doom (1993). The final Keen game ten years later had oversight but little development work from id.




Episode 3.5 online free




Critical reception and the series' legacy has focused on the two main trilogies of episodes, with Vorticons having large success as a shareware game and impacting the success of Apogee (now 3D Realms) and its shareware model. The second trilogy sold fewer copies, which was blamed by id and Apogee on its split into two parts, and the 2001 game received mixed reviews. The MS-DOS games have been re-released in several compilation packages, and all but the sixth episode are still sold through modern emulation releases on platforms such as Steam. References to the series have been made by dozens of other games, especially to the Dopefish, an enemy in the fourth episode, which has been termed one of the video game industry's biggest in-jokes. An active modding community has grown around the series, producing editing tools and unofficial sequels.


After the release of Goodbye, Galaxy and Aliens Ate My Babysitter in 1991, id Software planned to make a third set of episodes for the following December, titled Commander Keen in The Universe is Toast!. Beyond the proposed title and release date, shown in the epilogue of the two games, no design work was completed before the game was cancelled due to the success of id's Wolfenstein 3D (1992) and development focus on 3D first-person shooters such as Doom (1993).[10] John Carmack noted in 1999, when referencing the project that became the Game Boy Color game, that the original developers of Keen were unlikely to ever work together again on another game.[12] On June 9, 2019 at Bethesda's E3 2019 conference for iOS and Android devices, a new game in the series was announced, again titled Commander Keen. Under development by ZeniMax Online Studios, the mobile game was announced to include tactical strategy elements and have both single-player and multiplayer gameplay, and star Keen's twin son and daughter, Billy and Billie. It was planned for release in the summer of 2019, but no release or further announcements were made, and all references to the game were removed from Bethesda and ZeniMax websites by June 2020.[14][15]


In addition to the initial releases of the games, several compilation releases have been published: the id Anthology compilation in 1996, which includes all seven episodes developed by id or Ideas from the Deep; a compilation release by Apogee in 1998 of the five episodes of Invasion of the Vorticons and Goodbye, Galaxy; and the 3D Realms Anthology in 2014, which also includes Vorticons and Galaxy.[16][17] The Apogee-published episodes have also been released for modern computers through a DOS emulator, and sold through Steam since 2007 as the Commander Keen Complete Pack.[18]


All of the games in the Commander Keen series are side-scrolling platform video games: the majority of the game features the player-controlled Commander Keen viewed from the side while moving on a two-dimensional plane. The player can move left and right and can jump; in every episode besides Keen Dreams they can also use a pogo stick to bounce continuously and jump higher than they can normally with the correct timing. The levels are composed of platforms on which Keen can stand, and some platforms allow Keen to jump up through them from below. Beginning with episode two, "The Earth Explodes", there are also moving platforms as well as switches which extend bridges over gaps in the floor.[19] Keen Dreams and later games add fireman's poles that Keen can climb up or down, and with the exception of the 2001 Commander Keen also show the platforms viewed from slightly above so as to give a pseudo-3D effect.[7] Throughout the series, once entered, the only way to exit a level is to reach the end, though for Keen Dreams and episodes four through six the player can save and return to the middle of a level, rather than only between levels like the other games. In between levels the player travels on a two-dimensional map, viewed from above; from the map the player can enter levels by approaching the entrance.[20][21] Some levels are optional and can be bypassed, while others are secret and can only be reached by following specific procedures.[16]


The episodes all contain a different set of enemies in their levels, which the player must kill, stun, or avoid. These enemies are typically aliens or robots. Levels can also include hazards, such as electricity or spikes; touching a hazard or most enemies causes Keen to lose a life, and the game is ended if all of Keen's lives are lost.[19] Invasion of the Vorticons features a raygun that Keen can use ammo for to kill enemies;[22] Keen Dreams exchanges this for flower power pellets that temporarily stun enemies when thrown,[21] episodes four through six use a stun gun that permanently stuns enemies,[23] and the 2001 Commander Keen has a stun gun that temporarily stuns enemies unless they are then killed with a pogo jump.[24] The player can also find food items throughout the levels which grant points, with an extra life awarded with enough points. There are also colored keycards which grant access to locked parts of levels, collectable items that award an extra life beginning with episode four, and items that grant an instant extra life.[22]


The game's design was largely driven by Tom Hall: Romero and especially John Carmack were focused almost exclusively on the programming; Wilbur was not involved in the game's design; and Adrian Carmack joined late in development and found the project's "cute" art style, till then mostly created by Hall, far-removed from his preferred, darker, style.[2][31] Hall's personal experiences and philosophies, therefore, strongly impacted the game: Keen's red shoes and Green Bay Packers football helmet were items Hall wore as a child, dead enemies left behind corpses due to his belief that child players should be taught that death had permanent consequences, and enemies were based loosely on his reading of Sigmund Freud's psychological theories, such as that of the id.[2] Other influences on Hall for the game were Duck Dodgers in the 24th Century and other Chuck Jones cartoons, and "The Available Data on the Worp Reaction", a short story about a child constructing a spaceship.[10][31] Keen's "Bean-with-Bacon" spaceship was taken from a George Carlin skit about using bay leaves as deodorant so as to smell like soup. Keen was intended to be a reflection of Hall as he had wanted to be as a child.[10] The team separated the game from its Super Mario Bros. roots by adding non-linear exploration and additional mechanics like the pogo stick.[4] A suggestion from Miller that part of the popularity of Super Mario Bros was the presence of secrets and hidden areas in the game led Hall to add several secrets, such as an entire hidden level in the first episode, and the "Galactic Alphabet".[3] The level maps were designed using a custom-made program called Tile Editor (TEd), which was first created for Dangerous Dave and was used for the entire Keen series as well as several other games.[32]


As the game neared completion, Miller began to market the game to players. Strongly encouraged by the updates the team was sending him, he began heavily advertising the game in all of the bulletin board systems (BBS) and game magazines he had access to. The game was completed in early December 1990, and on the afternoon of December 14 Miller began uploading the completed first episode to BBSs, with the other two episodes listed as available for purchase as a mailed plastic bag with floppy disks for US$30.[2][3] After the arrival of the first royalty check from Apogee, the team planned to quit Softdisk and start their own company. When their boss and owner of Softdisk Al Vekovius confronted them on their plans, as well as their use of company resources to develop the game, the team made no secret of their intentions. Vekovius initially proposed a joint venture between the team and Softdisk, which fell apart when the other employees of the firm threatened to quit in response, and after a few weeks of negotiation the team agreed to produce a series of games for Gamer's Edge, one every two months.[3]


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