
- #WRISE OF THE TRIAD GOD MODE MANUAL#
- #WRISE OF THE TRIAD GOD MODE ARCHIVE#
- #WRISE OF THE TRIAD GOD MODE CODE#
- #WRISE OF THE TRIAD GOD MODE PROFESSIONAL#
The night of the 1.0 release of Rise of the Triad Shareware, we had a total power failure in the neighborhood. Some I’ve told before over the years, some I haven’t, but all are from my own head. So, without trying to tell a story with the stories, here are several random bits I recall from my time on Rise of the Triad. I wanted to write to my strength, which was stories about what happened – because I’d be writing from my point of view, not speaking for others so to speak. I started writing in that direction, but decided against it, as it wasn’t feeling right. Speaking of stories, I originally intended this piece to be a “history of ROTT”. Granted, it was 20 years ago, and I’ll be 50 next year, so some of the memories start to fade, but there’s some great stories. I get the feeling I’m forgetting someone from the team, but I hope not. Some of this group formed the original Prey development team, but that is a different anniversary article. We were the “Developers of Incredible Power”.

I look back on all of this with fond memories.
#WRISE OF THE TRIAD GOD MODE MANUAL#
Rob Atkins did the really slick looking game manual as well. Myself, Mark’s later wife Marianna, & Joe Selinske (along with Tom) were the main map team. There were also several of us who did maps. Susan Singer, Chuck Jones, Stephen Hornback, James Storey, & Tim Neveu also rounded out the dev team. Lee Jackson did the bulk of the music on the game, with an assist from Apogee/id legend Bobby Prince. There’s plenty others who worked on ROTT as well. There’s just so much in there to talk about, I’d be writing until the 21 st anniversary to cover it all. Most of what made Rise of the Triad what it is, is down to Tom. So to be working with Tom was a bit of a dream come true.
#WRISE OF THE TRIAD GOD MODE PROFESSIONAL#
I knew Tom both as a fan of his work (I had bought Commander Keen back in the day, as well as Wolfenstein 3D) as well as a professional colleague, as I would go over to id and do things like shoot pool with Romero & Tom. Tom came off Doom due to creative differences, and we were more than happy to have him. But of course, our project lead was none other than Tom Hall, fresh over to Apogee from his time at id Software.
#WRISE OF THE TRIAD GOD MODE CODE#
Jim became the sound code guy for a while there, as his code was used in multiple games of this era (Boppin’, Hocus Pocus, Realms of Chaos, etc).

Jim had submitted a platformer game to Apogee called “Megaloman” that was never released (no, I’ll never stop referencing that Jim), but ROTT ended up using Jim’s sound code. We brought in other developers to work on Rise of the Triad, including Nolan Martin, Mark Dochtermann, and Jim Dosé. Rise of the Triad was the first 3D action game to have the ability to play as women or as people of color. One thing that I had forgotten about which I was reminded of during my research for this article is one of the more notable firsts. Scott, George, and myself took William out to dinner, and William and I struck up a friendship that would remain going forward, even past his death (more on that later). In fact, I remember going out to dinner to meet with the first developer hired, the late great William Scarboro. At the time, much was made of wanting to develop “true” in house games (vs the “out of studio” type games we had done to that point), and Rise of the Triad was going to be the first. ROTT was first internally developed game by Apogee (3DR hadn’t yet come into existence as a brand name at this point).

Retail ROTT sign from late 90’s in my office. This was put out in the era of Doom, and while ROTT, like any game had its issues, it was by far my favorite game of any I ever worked on in any capacity during my time at Apogee/3DR.
#WRISE OF THE TRIAD GOD MODE ARCHIVE#
It was 20 years ago today that v1.0 of the shareware episode was uploaded to the world (by me) to the Software Creations BBS, and from what we used to use as our FTP archive back in the day (). Rise of the Triad turns 20 years old today (Dec 21 st, 2014). But in all that time I was a true developer in just one of them. During all that time I either participated in or was witness to the development of a boatload of games. I stayed there from Dec 1992 to May of 2009 when a bunch of us were notably laid off during the development of Duke Nukem Forever. I left a company of 70,000 to come work for a videogame company in Garland of around 20 or so (most of that was order takers at the time). I took a job with 3D Realms (then just called Apogee Software). I moved from Pennsylvania to Texas in December of 1992.
