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Ancient Web: Dopefish.com Tracks One Dumb Green Fish Through Decades of Games

Dopefish began as one enemy in Commander Keen IV and somehow acquired a better historical record than many entire game studios.

Visit the Official Dopefish Home Page

Joe Siegler’s site calls itself the definitive history of the character, and for once that does not feel like marketing inflation.

The page traces Dopefish back to Tom Hall’s character sketches for Commander Keen: Goodbye, Galaxy! in 1990. The green fish appeared in the 1991 game and was described there as the second-dumbest creature in the universe, operating on the thought pattern “swim swim hungry, swim swim hungry.”

That should have been the full career.

It was not.

Dopefish became an inside joke among developers connected to Apogee, id Software, and the wider shareware-game world. Siegler documents cameos, references, hidden messages, planned appearances, save files, patches, screenshots, sound clips, artwork, and arguments over whether particular green fish should legally count as Dopefish.

Dopefish lives

The page follows appearances through games including Wacky Wheels, Rise of the Triad, Quake, and Quake II, along with references connected to Duke Nukem 3D and other titles.

Some appearances were official jokes. Some were fan-made. Some were rejected ideas whose files survived anyway.

The site is unusually valuable because it separates those cases instead of collapsing everything into mythology.

Siegler records who programmed particular cameos, where to find them, what commands or save files expose them, and when a supposed Dopefish reference probably was not intended as one. A revision-history page shows the site moving to dopefish.com in August 1997 and continuing to accumulate additions for years.

There are also artifacts that would be easy to lose in a modern summary: animated files, old download links, a rejected Rise of the Triad level, screenshots of secret areas, an original Tom Hall sketch, and notes from developers who were actually there.

The result is a tiny example of how game-development folklore survives.

Not through a formal museum project.

Through one guy refusing to stop documenting a stupid green fish.

CacheRat’s 1,967 Ancient Web Domains research list includes sites like this because narrow fan archives often preserve technical and cultural details that broader histories sand down or omit entirely.

Dopefish was designed to be dumb.

The archive around him is not.

Explore the Dopefish history and cameos

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Ancient Web: CloneKeen Kept Commander Keen Playable in Free Software

CloneKeen is what old PC game preservation looked like when a fan decided the cleanest answer was to rewrite the game engine and give away the source.

Visit CloneKeen

The project describes itself as a nearly complete clone of Commander Keen: Invasion of the Vorticons. It is written in pure C, uses SDL, and was released as free software under the GPL.

The surviving site carries a 2003-2016 copyright line, which places it squarely in the era when SourceForge pages were one of the main public homes for hobbyist open-source projects.

Preservation by portability

CloneKeen did not stop at making the old gameplay run on a contemporary desktop.

The site lists support for GNU/Linux, BSD and other Unix-like systems, Windows XP-era Win32 machines, Mac OS X, Haiku, GP32X, Symbian phones, and even the Sega Dreamcast.

That list is almost more interesting than the game itself.

It captures a period when “portable” meant somebody had actually made the code compile on a ridiculous collection of machines.

The clone also added things the original did not have: two-player support, a built-in level editor, shared user maps, alternate game modes, and deliberately silly options such as a fully automatic raygun.

That is the nice thing about source-level preservation. Once the engine is understood well enough to recreate it, preservation can turn into experimentation.

The website itself is just as period-specific as the software. Small graphical navigation buttons lead to downloads, screenshots, installation instructions, modding information, and contact details. There is no launcher account, no cloud library, and no store client between the user and the source code.

You download it. You compile it. You mess with it.

CacheRat’s 1,967 Ancient Web Domains research list includes many SourceForge-era projects because they preserve more than executables. They preserve the point where old commercial software met the free-software culture that wanted to keep it running everywhere.

CloneKeen is a compact example of that transition.

A DOS platformer became C source, then wandered onto Unix boxes, handhelds, phones, and a Dreamcast.

Return to CloneKeen