Posts Tagged ‘Apogee’

John Romero Reveals Super Mario 3’s PC Port

Yesterday, on the 25th anniversary of the first Commander Keen release, id Software co-founder John Romero revealed a video of the studio’s Super Mario Bros. 3 demo. Created in a single week back in 1990, the year of Commander Keen, the demo was presented to Nintendo to show the viability of a PC port of the game. The second level has been redesigned to ask the important question: “Like it?”

Whether or not Nintendo did like the demo, history doesn’t make clear. What we do know is that they were concentrating all of their energies on games for their own hardware. How different the PC landscape might be if that hadn’t been the case.

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Interceptor On 3D Realms, Gearbox, Blood, The Future

It hasn’t exactly been “business as usual” for Interceptor lately. First the Rise of the Triad necromancer stealthily didn’t quite reveal a new Duke Nukem game, and then Gearbox *did* entirely sue them for it. But while the Borderlands creator is flinging around 87 bazillion pieces of supposed evidence to the contrary, Interceptor believes it’s in the clear – especially in light of the fact that it now owns original Duke Nukem creator 3D Realms. What does all of this madness mean for Interceptor’s future, though? Is owning 3D Realms even a good thing these days, what with the stinking stain of Duke Nukem Forever still fresh on its name? And what happens to series like Shadow Warrior, which have been lent out (to great results) to other developers?

Also, Blood. Will there be Blood? Can there be Blood? All that and more below from CEO Frederik Schreiber and new 3DR head Mike Nielsen below.

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A Keen Deal: Interceptor Purchases 3D Realms/Apogee

I didn’t see this coming. Interceptor, the Danish company that recently announced a Duke Nukem ARPG and released the Rise of the Triad remake last year, have bought Apogee Software Ltd (aka the legal name of 3D Realms). This surprises me because I didn’t think I’d be writing any stories about 3D Realms in 2014, except perhaps when they licensed Shadow Warrior out for a sequel to the splendid remake. But the senescent studio has already been making headlines in this, the 27th year of its existence. They’re not exactly the kind of headlines that would ordinarily lead to a buy-out though.

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Maybe Stop Betting On Duke: Gearbox Suing 3D Realms

A legal filing, yesterday.

Hail to the legal filing, baby. Gearbox, owners of the Duke Nukem IP, have filed a complaint against 3D Realms, creators of the Duke Nukem IP. That’s because, as Adam spotted earlier this month, 3D Realms have teamed up with developers Interceptor to make Duke Nukem: Mass Destruction, apparently without owning any of the rights that would allow them to do that legally.
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A Machine For Gibs: Rise Of The Triad 1.1

I enjoy seeing the Apogee logo pushing its pixels onto the screen at the beginning of every Rise of the Triad trailer. For me, it doesn’t primarily bring back memories of frenzied first-person shooting, although I did enjoy the original ROTT way back when. Apogee are inextricably linked with Wacky Wheels in my mind though, which worries me a little. How much time did I actually spend steering an elephant around an arena-track, his balloon-laden kart spinning and bouncing as I battled for supremacy? Perhaps there will be an updated version next year? If so, I’d appreciate the sort of post-release support ROTT is receiving. A mega-patch has arrived with tweaks and fixes aplenty, as well as five new multiplayer maps. Video below.

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Historical Maps: Rise Of The Triad Classic Editor

The original Rise of the Triad was an incredibly odd game. It isn’t even necessary to talk about the ludicrous gibs or dog mode to reveal the underlying strangeness because the whole thing was weird from top to bottom, beginning with the level design. To anyone who didn’t play shooters in the early nineties, the game’s plot might well lead them to expect areas that resemble coastlines, island lairs and ancient monasteries. Instead, it’s mostly jump pads. Before Duke Nukem 3D and the brilliance of the Build engine, abstraction was the norm. But our imaginations filled in the blanks and provided context. Revisit those times with ROTT 2013’s classic editor mode.

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