The group—composed of Carmack, Romero, Hall, and Wilbur, along with Lane Roathe, the editor for Gamer's Edge, decided to build a full demo game for their idea to send to Nintendo. As they lacked the computers to build the project at home, and could not work on it at Softdisk, they "borrowed" their work computers over the weekend, taking them in their cars to a house shared by Carmack, Wilbur, and Roathe, and made a copy of the first level of the game over the next 72 hours. They credited the game to Ideas from the Deep, a name Romero had previously used for some Softdisk projects. The response from Nintendo a few weeks later was not as hoped for, however; while Nintendo was impressed with their efforts, they wanted the Mario series to remain exclusive to Nintendo consoles. Around the same time as the group was rejected by Nintendo, Romero was approached by Scott Miller of Apogee Software, who wanted him to publish more levels for his previous Pyramids of Egypt—an adventure game where the player navigates mazes while avoiding Egyptian-themed traps and monsters—through Apogee's shareware model. Miller was pioneering a model of game publishing where part of a game would be released for free, with the remainder of the game available for purchase from Apogee. Romero said he could not, as Pyramids of Egypt was owned by Softdisk, but that it did not matter as the game he was now working on was much better, and sent Miller the Mario demo. Miller was impressed, and the team agreed to create a new game for Apogee before Christmas of 1990—only a few months away—split into three parts to match Apogee's shareware model of giving away the first part for free to attract interest in the whole. Hall suggested a console-style platformer in the vein of Super Mario Bros., as they had the technology made for it; he further recommended a science fiction theme, and developed a short introduction that convinced the team to make Commander Keen in Invasion of the Vorticons. The Ideas from the Deep team could not afford to leave their jobs to work on the game full-time, so they continued to work at Softdisk, spending their time on the Gamer's Edge games during the day and on Commander Keen at night and weekends using Softdisk computers. The group split into different roles: Hall became the game