Omegamatic station, only for McMire to escape after taunting Keen a final time. Development Invasion of the Vorticons In September 1990, John Carmack, a game programmer for the Gamer's Edge video game subscription service and disk magazine at Softdisk in Shreveport, Louisiana, developed a way to create graphics which could smoothly scroll in any direction in a computer game. At the time, IBM-compatible general-purpose computers were not able to replicate the common feat of video game consoles such as the Nintendo Entertainment System, which were capable of redrawing the entire screen fast enough for a side-scrolling video game due to their specialized hardware. Carmack created adaptive tile refresh: a way to slide the majority of the visible screen to the side both horizontally and vertically when the player moved as if it had not changed, and only redraw the newly-visible portions of the screen. Other games had previously redrawn the whole screen in chunks, or like Carmack's earlier games were limited to scrolling in one direction. He discussed the idea with coworker Tom Hall, who encouraged him to demonstrate it by recreating the first level of the recent Super Mario Bros. 3 on a computer. The pair did so in a single overnight session, with Hall recreating the graphics of the game—replacing the player character of Mario with Dangerous Dave, a character from an eponymous previous Gamer's Edge game—while Carmack optimized the code. The next morning on September 20, the resulting game, Dangerous Dave in Copyright Infringement, was shown to their other coworker John Romero. Romero recognized Carmack's idea as a major accomplishment: Nintendo was one of the most successful companies in Japan, largely due to the success of their Mario franchise, and the ability to replicate the gameplay of the series on a computer could have large implications. Romero felt that the potential of Carmack's idea should not be "wasted" on Softdisk; while the other members of the Gamer's Edge team more or less agreed, he especially felt that their talents in general were wasted on the company, which needed the money their games brought in but in his opinion neither understood nor appreciated video game design as distinct from general software programming. The manager of the team and fellow programmer, Jay Wilbur, recommended that they take the demo to Nintendo itself, to position themselves as capable of building a PC version of Super Mario Bros. for the company.