designer and creative director, John Carmack and Romero were the programmers, and Wilbur the manager. They invited artist Adrian Carmack from Softdisk to join them late in development, while Roathe was soon removed from the group. Ideas from the Deep spent nearly every waking moment when they were not working at Softdisk from October through December 1990 working on Commander Keen, with Wilbur forcing them to eat and take breaks. 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. 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. Other influences on Hall for the game were Duck Dodgers in the 24½th Century and other Chuck Jones cartoons, and "The Available Data on the Worp Reaction", a short story about a child constructing a spaceship. 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. The team separated the game from its Super Mario Bros. roots by adding non-linear exploration and additional mechanics like the pogo stick. 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". 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. 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