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STUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.READ ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andDANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
SUBNODULE — ROME.RO That’s the episode where the Horta is trying to protect its eggs, called silicon nodules. The core of this game is piloting a sub and picking up nodules. Subnodule! View fullsize. I changed the name of the nodules from silicon to manganese, because manganese nodules are found on the sea floor. They’re usually the size of a potato.PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. ArcadePHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd sourceSTUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.READ ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andDANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
SUBNODULE — ROME.RO That’s the episode where the Horta is trying to protect its eggs, called silicon nodules. The core of this game is piloting a sub and picking up nodules. Subnodule! View fullsize. I changed the name of the nodules from silicon to manganese, because manganese nodules are found on the sea floor. They’re usually the size of a potato.PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. ArcadePHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd sourceSTUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct.READ ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.BIOS — ROME.RO
LOOT DROP BIO. Loot Drop is an indie game developer founded in November 2010. We develop games on a variety of platforms. Our team of experienced game developers have designed, programmed and/or artistically rendered ground-breaking and award-winning titles respected throughout the world including work on games in the seminal Ghost Recon™, Dungeons & Dragons®, Wizardry®, Bard’s TaleDOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.JULY 4, 1976
July 4, 1976 is a first-person adventure through a family's home. Creepy music and sound effects create the tense atmosphere that instills a foreboding feeling, an expectation of something bad about to happen. This game was created in 10 hours at Galway Game Jam 7 in Galway, Ireland on August 27, 2016. This game is now totally legit asit's in
DOOMGUY'S IDENTITY
Don Punchatz, the illustrator who created the DOOM logo and the famous front box cover art came over to id in mid-1993 with a male body model. Don brought a nice camera to take pictures. The model's job was to strike various poses for the marine who would be on the cover of the box. This scene took place in the art room where Adrian and Kevin BRICKLAYER — ROME.RO The First Big 'Un. Bricklayer was the very first "big" game I wrote. At the time, I was learning AppleSoft BASIC at a furious pace and was getting a better feel for hi-res graphics and at the same time I was addicted to Chuck Somerville's excellent Snake Byte game.CRAZY DUNJUN
If you do a CATALOG of the disk image, you'll notice a file named BIN.CRAZY DUNJUN. This is a COMPILED version of the BASIC game, compiled with Microsoft TASC (yes, back then Microsoft was making Apple II software and hardware!) It weighs in at 47 sectors (kinda big for such a pile) and runs WAY faster and smoother.STUDIOS — ROME.RO
I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, idARCADE — ROME.RO
Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, and other fun information. LOOT DROP — ROME.RO Loot Drop is a casual and mobile game development studio located in Silicon Valley, California. Our clients include such industry giants as Zynga, Electronic Arts, and Ubisoft.DANGEROUS DAVE
UpTime. Jay Wilbur at UpTime really liked my GraBasic add-on and we decided to publish the entire thing in three installments. Each installment would offer a different version of GraBasic with an accompanying article explaining (1) what's different about the version published, (2) a utility that created data for a feature of GraBasic (such as fonts, paths and shapes) and (3) a game that usedREAD ME — ROME.RO
I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for SUBNODULE — ROME.RO Subnodule took me a couple weeks of intense effort to make from concept to finished game. I wrote all my notes, code and drawings in my game notebook while working on it, mostly at school. When I got home, I would enter all the code from the notebook and continue fromthat point.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. ArcadePHAZZAR — ROME.RO
The name for Phazzar just came to me pretty easily - it's so easy to come up with cheesy 80's game titles. I thought of the player shooting phasors (Star Trek terminology) at the incoming missiles, so I decided to change up the spelling of the word and make it the legendaryPHAZZAR!
DOOM ARCHAEOLOGY
I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have allSTUDIOS — ROME.RO
I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, idARCADE — ROME.RO
Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, and other fun information. LOOT DROP — ROME.RO Loot Drop is a casual and mobile game development studio located in Silicon Valley, California. Our clients include such industry giants as Zynga, Electronic Arts, and Ubisoft.DANGEROUS DAVE
UpTime. Jay Wilbur at UpTime really liked my GraBasic add-on and we decided to publish the entire thing in three installments. Each installment would offer a different version of GraBasic with an accompanying article explaining (1) what's different about the version published, (2) a utility that created data for a feature of GraBasic (such as fonts, paths and shapes) and (3) a game that usedREAD ME — ROME.RO
I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for SUBNODULE — ROME.RO Subnodule took me a couple weeks of intense effort to make from concept to finished game. I wrote all my notes, code and drawings in my game notebook while working on it, mostly at school. When I got home, I would enter all the code from the notebook and continue fromthat point.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. ArcadePHAZZAR — ROME.RO
The name for Phazzar just came to me pretty easily - it's so easy to come up with cheesy 80's game titles. I thought of the player shooting phasors (Star Trek terminology) at the incoming missiles, so I decided to change up the spelling of the word and make it the legendaryPHAZZAR!
DOOM ARCHAEOLOGY
I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have allSTUDIOS — ROME.RO
I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, idBIOS — ROME.RO
LOOT DROP BIO. Loot Drop is an indie game developer founded in November 2010. We develop games on a variety of platforms. Our team of experienced game developers have designed, programmed and/or artistically rendered ground-breaking and award-winning titles respected throughout the world including work on games in the seminal Ghost Recon™, Dungeons & Dragons®, Wizardry®, Bard’s TaleREAD ME — ROME.RO
I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible forDOOM — ROME.RO
The Latest Rome.ro. ArcadeJULY 4, 1976
The Easter Eggs. Actually, there aren't any easter eggs in this game. However, the character at the end of the game, Jibby, is an easter egg in three other games.PHAZZAR — ROME.RO
The name for Phazzar just came to me pretty easily - it's so easy to come up with cheesy 80's game titles. I thought of the player shooting phasors (Star Trek terminology) at the incoming missiles, so I decided to change up the spelling of the word and make it the legendaryPHAZZAR!
BRICKLAYER — ROME.RO The First Big 'Un. Bricklayer was the very first "big" game I wrote. At the time, I was learning AppleSoft BASIC at a furious pace and was getting a better feel for hi-res graphics and at the same time I was addicted to Chuck Somerville's excellent Snake Byte game.DOOMGUY'S IDENTITY
It all started when Don Punchatz, the illustrator who created the DOOM logo and the famous front box cover art came over to id in mid-1993 with a male body model. PLAYBARF — ROME.RO Many games should just be flushed. Our games escape the flush and liveon the rim.
CRAZY DUNJUN
Idea From The Deep. The main reason I created Crazy Dunjun is because I was totally in love with the arcade game Venture!It was such a cool game - it was trying to capture the essence of playing D&D, but in avery rough way.
STUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andREAD ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.DANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd sourceSTUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andREAD ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.DANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd sourceSTUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct.READ ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.BIOS — ROME.RO
LOOT DROP BIO. Loot Drop is an indie game developer founded in November 2010. We develop games on a variety of platforms. Our team of experienced game developers have designed, programmed and/or artistically rendered ground-breaking and award-winning titles respected throughout the world including work on games in the seminal Ghost Recon™, Dungeons & Dragons®, Wizardry®, Bard’s Tale LOOT DROP — ROME.RO Loot Drop — Rome.ro. Loot Drop is a casual and mobile game development studio located in Silicon Valley, California. Our clients include such industry giants as Zynga, Electronic Arts, and Ubisoft. We were founded in 2010 by John and Brenda Romero, and have developed/launched/operated several games on Facebook and Google+.DOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
SUBNODULE — ROME.RO That’s the episode where the Horta is trying to protect its eggs, called silicon nodules. The core of this game is piloting a sub and picking up nodules. Subnodule! View fullsize. I changed the name of the nodules from silicon to manganese, because manganese nodules are found on the sea floor. They’re usually the size of a potato.PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen. BRICKLAYER — ROME.RO The First Big 'Un. Bricklayer was the very first "big" game I wrote. At the time, I was learning AppleSoft BASIC at a furious pace and was getting a better feel for hi-res graphics and at the same time I was addicted to Chuck Somerville's excellent Snake Byte game.CRAZY DUNJUN
If you do a CATALOG of the disk image, you'll notice a file named BIN.CRAZY DUNJUN. This is a COMPILED version of the BASIC game, compiled with Microsoft TASC (yes, back then Microsoft was making Apple II software and hardware!) It weighs in at 47 sectors (kinda big for such a pile) and runs WAY faster and smoother.STUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andREAD ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.DANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd sourceSTUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andREAD ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.DANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd sourceSTUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct.READ ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.BIOS — ROME.RO
LOOT DROP BIO. Loot Drop is an indie game developer founded in November 2010. We develop games on a variety of platforms. Our team of experienced game developers have designed, programmed and/or artistically rendered ground-breaking and award-winning titles respected throughout the world including work on games in the seminal Ghost Recon™, Dungeons & Dragons®, Wizardry®, Bard’s Tale LOOT DROP — ROME.RO Loot Drop — Rome.ro. Loot Drop is a casual and mobile game development studio located in Silicon Valley, California. Our clients include such industry giants as Zynga, Electronic Arts, and Ubisoft. We were founded in 2010 by John and Brenda Romero, and have developed/launched/operated several games on Facebook and Google+.DOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
SUBNODULE — ROME.RO That’s the episode where the Horta is trying to protect its eggs, called silicon nodules. The core of this game is piloting a sub and picking up nodules. Subnodule! View fullsize. I changed the name of the nodules from silicon to manganese, because manganese nodules are found on the sea floor. They’re usually the size of a potato.PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen. BRICKLAYER — ROME.RO The First Big 'Un. Bricklayer was the very first "big" game I wrote. At the time, I was learning AppleSoft BASIC at a furious pace and was getting a better feel for hi-res graphics and at the same time I was addicted to Chuck Somerville's excellent Snake Byte game.CRAZY DUNJUN
If you do a CATALOG of the disk image, you'll notice a file named BIN.CRAZY DUNJUN. This is a COMPILED version of the BASIC game, compiled with Microsoft TASC (yes, back then Microsoft was making Apple II software and hardware!) It weighs in at 47 sectors (kinda big for such a pile) and runs WAY faster and smoother. ROME.ROARCADESTUDIOSARTICLESREAD METHE LATESTSIGIL SIGIL Update. John Romero. December 2, 2019. development. Art by Montagu Studios. SIGIL has been out for a while now. I uploaded the free version on May 31, 2019. Many YouTube playthrough videos have been uploaded and the response has been good. I had a great team of DOOM technicians helping me make sure all the data was as good aspossible.
STUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andDANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..BIG BOX EXTINCTION
The first big box game I can remember was Ultima II. It's still a big box, bigger than many "big box" PC games were. Over the years, to get more eyeballs on the game, publishers would create a massive box that you couldn't keep your eyes off of, such as Might & Magic: Clouds of Xeen, Ultrabots, and World of Xeen.Retailers everywhere would carry these boxes and they ate up a lot of shelf space. PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
RAVENWOOD FAIR
The result was incredible. Within 6 months of launch, Ravenwood Fair garnered 25 million players around the world, on multiple social networks. Facebook was responsible for over 11 million of those players. The ride lasted almost 3 years. 6waves, the parent company of Lolapps, shut down Ravenwood Fair because the playerbase was so small. BRICKLAYER — ROME.RO The First Big 'Un. Bricklayer was the very first "big" game I wrote. At the time, I was learning AppleSoft BASIC at a furious pace and was getting a better feel for hi-res graphics and at the same time I was addicted to Chuck Somerville's excellent Snake Byte game.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd source ROME.ROARCADESTUDIOSARTICLESREAD METHE LATESTSIGIL SIGIL Update. John Romero. December 2, 2019. development. Art by Montagu Studios. SIGIL has been out for a while now. I uploaded the free version on May 31, 2019. Many YouTube playthrough videos have been uploaded and the response has been good. I had a great team of DOOM technicians helping me make sure all the data was as good aspossible.
STUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andDANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..BIG BOX EXTINCTION
The first big box game I can remember was Ultima II. It's still a big box, bigger than many "big box" PC games were. Over the years, to get more eyeballs on the game, publishers would create a massive box that you couldn't keep your eyes off of, such as Might & Magic: Clouds of Xeen, Ultrabots, and World of Xeen.Retailers everywhere would carry these boxes and they ate up a lot of shelf space. PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
RAVENWOOD FAIR
The result was incredible. Within 6 months of launch, Ravenwood Fair garnered 25 million players around the world, on multiple social networks. Facebook was responsible for over 11 million of those players. The ride lasted almost 3 years. 6waves, the parent company of Lolapps, shut down Ravenwood Fair because the playerbase was so small. BRICKLAYER — ROME.RO The First Big 'Un. Bricklayer was the very first "big" game I wrote. At the time, I was learning AppleSoft BASIC at a furious pace and was getting a better feel for hi-res graphics and at the same time I was addicted to Chuck Somerville's excellent Snake Byte game.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd sourceSTUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.BIOS — ROME.RO
LOOT DROP BIO. Loot Drop is an indie game developer founded in November 2010. We develop games on a variety of platforms. Our team of experienced game developers have designed, programmed and/or artistically rendered ground-breaking and award-winning titles respected throughout the world including work on games in the seminal Ghost Recon™, Dungeons & Dragons®, Wizardry®, Bard’s TaleREAD ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress. PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
LOOT DROP — ROME.RO Loot Drop — Rome.ro. Loot Drop is a casual and mobile game development studio located in Silicon Valley, California. Our clients include such industry giants as Zynga, Electronic Arts, and Ubisoft. We were founded in 2010 by John and Brenda Romero, and have developed/launched/operated several games on Facebook and Google+.SUCCESS — ROME.RO
During Ravenwood Fair's first 6 months, I designed the way the game should be expanded over the coming months. I devised a 3 month cycle: Every 2 weeks we will release new quests and items in the store that support those questsDOOM — ROME.RO
The Latest Rome.ro. ArcadePHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.JULY 4, 1976
July 4, 1976 is a first-person adventure through a family's home. Creepy music and sound effects create the tense atmosphere that instills a foreboding feeling, an expectation of something bad about to happen. This game was created in 10 hours at Galway Game Jam 7 in Galway, Ireland on August 27, 2016. This game is now totally legit asit's in
STUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andREAD ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.DANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.DOOMGUY'S IDENTITY
Don Punchatz, the illustrator who created the DOOM logo and the famous front box cover art came over to id in mid-1993 with a male body model. Don brought a nice camera to take pictures. The model's job was to strike various poses for the marine who would be on the cover of the box. This scene took place in the art room where Adrian and KevinSTUDIOS — ROME.RO
Studios — Rome.ro. I have co-founded 9 game studios since 1982. Here are pages that talk about those companies with links to articles about them. The only current companies are Romero Games, id Software, and Gazillion Entertainment. All others are defunct. ARTICLES — ROME.RO Articles & Interviews. Here are articles that I've been in, or that are about my games. Computer Games Magazine 1995. Classic Tools Retrospective: Ted. When DoomCube met Doom. Adrian Buys Hotel. Reboot.hr: How Games Are Made. Czech Feature in PIXEL Magazine.ARCADE — ROME.RO
Arcade — Rome.ro. Here are links to many of the games I've worked on. The links take you to pages I've created that explain what I did on the games, the development process, stories, andREAD ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.DANGEROUS DAVE
The DANGEROUS.DAVE file just loads everything into memory and runs the DD.OBJ code. And if you were wondering, the PRODOS file is the operating system and BASIC.SYSTEM is there so you can interface with ProDOS and write Basic code. The explosion sound is a favorite ofmine.
PETTINGTON PARK
Pettington Park Purr vs Bark. Tom Hall, designer of the iconic Commander Keen and Wolfenstein 3D games, returns to his funny roots with Pettington Park, a Google+ exclusive game created for Zynga by Loot Drop.Click here to view Pettington Park’s credits..DOOM — ROME.RO
The Latest Rome.ro. Arcade PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen.DOOMGUY'S IDENTITY
Don Punchatz, the illustrator who created the DOOM logo and the famous front box cover art came over to id in mid-1993 with a male body model. Don brought a nice camera to take pictures. The model's job was to strike various poses for the marine who would be on the cover of the box. This scene took place in the art room where Adrian and KevinROME.RO
SIGIL Update. John Romero. December 2, 2019. development. Art by Montagu Studios. SIGIL has been out for a while now. I uploaded the free version on May 31, 2019. Many YouTube playthrough videos have been uploaded and the response has been good. I had a great team of DOOM technicians helping me make sure all the data was as good aspossible.
READ ME — ROME.RO
Read Me — Rome.ro. View fullsize. I've had a website populated with information on my game development history for over 15 years. During that time several web technologies made it possible for me to make it easier to create and update pages on this site. At the beginning i was writing it in pure HTML, then PHP, then Wordpress.BIOS — ROME.RO
LOOT DROP BIO. Loot Drop is an indie game developer founded in November 2010. We develop games on a variety of platforms. Our team of experienced game developers have designed, programmed and/or artistically rendered ground-breaking and award-winning titles respected throughout the world including work on games in the seminal Ghost Recon™, Dungeons & Dragons®, Wizardry®, Bard’s Tale LOOT DROP — ROME.RO Loot Drop — Rome.ro. Loot Drop is a casual and mobile game development studio located in Silicon Valley, California. Our clients include such industry giants as Zynga, Electronic Arts, and Ubisoft. We were founded in 2010 by John and Brenda Romero, and have developed/launched/operated several games on Facebook and Google+.PHAZZAR — ROME.RO
Phazzar exhibits the same kind of linear programming that plagued Alien Attack. When you fire at an incoming missile, everything stops as a line is drawn from the base to the crosshair. Then, if a missile is hit, everything still waits as the explosion draws and the missile moves back up to the top of the screen. PLAYBARF — ROME.RO Playbarf — Rome.ro. Playbarf. We publish toilet games. Many games should just be flushed. Our games escape the flush and live on therim. See the games.
QUAKE'S PLAYER SPEED NeXTSTEP Operating System & QuakeEd, 1995. To create diagonal surfaces from the rectangular brush we would place two points that could slice any geometry that the line between them intersected. Every angle in the game was made this way. For example, on E1M1 (the first level), you step off the slipgate and go down a ramp to the first hallway.JULY 4, 1976
July 4, 1976 is a first-person adventure through a family's home. Creepy music and sound effects create the tense atmosphere that instills a foreboding feeling, an expectation of something bad about to happen. This game was created in 10 hours at Galway Game Jam 7 in Galway, Ireland on August 27, 2016. This game is now totally legit asit's in
CRAZY DUNJUN
If you do a CATALOG of the disk image, you'll notice a file named BIN.CRAZY DUNJUN. This is a COMPILED version of the BASIC game, compiled with Microsoft TASC (yes, back then Microsoft was making Apple II software and hardware!) It weighs in at 47 sectors (kinda big for such a pile) and runs WAY faster and smoother.DOOM ARCHAEOLOGY
Doom Archaeology. John Romero. June 17, 2007. I've been doing some digging around in the original Doom development directory since I'm working on consolidating all my data in a sane arrangement. The Doom source that was released years ago wasn't the nice raw development directory otherwise you would have all seen the NeXTSTEP DoomEd sourceNo results found.
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John Romero
December 15, 2020
SEARCH THE BLOG ARCHIVE BACK TO 2002John Romero
December 15, 2020
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John Romero
December 2, 2019
development
SIGIL UPDATE
John Romero
December 2, 2019
development
Art by Montagu Studios SIGIL has been out for a while now. I uploaded the free version on May 31, 2019. Many YouTube playthrough videos have been uploaded and the response has been good. I had a great team of DOOM technicians helping me make sure all the data was as good as possible. Even though DOOM is 25 years old, every single line segment in a level has a bunch of information on it. Most levels have hundreds if not thousands of line segments in them, so it’s a lot of tech checking. The awesome team includes dew (Boris Klimes), flambeau, UberGewei, and Keyboard_Doomer – they put up with my work start at about midnight most nights. We have a great Slack channel where we discuss all the tech stuff happening with the latest fixes. SIGIL is up to v1.21 now and it might not see another revision. It’s pretty good now. I toned down the crushers on E5M4, so maybe no more whining. :) Anyway, the SIGIL experience was really good and I’m excited about what might be next…. If you want to download SIGIL, you can get it here for free:SIGIL DOWNLOAD
Also, you might not know this, but we are selling some SIGIL merchandise on the Romero Games site. Check out the evil items here:ROMERO GAMES SHOP
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John Romero
May 15, 2019
development
SIGIL ALMOST READY
John Romero
May 15, 2019
development
The SIGIL update as of today is that we have all the various parts of the package together and they will be boxed up over the weekend. Satan willing, they will be shipping to customers next week! Here are some photos of the goods. Tagged: sigil , doomComment
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John Romero
February 16, 2019
SIGIL UPDATE
John Romero
February 16, 2019
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I just wanted to update you on SIGIL. There were a few snags in production trying to make sure everything is top-notch for fans! I just wanted to let everyone who purchased either the Big Box or the Beast Box know that it is now looking like it will ship sometime in April. Thank you for your patience, and I am sorry for any inconvenience this may have caused. This also means the free version of SIGIL will have to wait until after the boxes are in the hands ofcustomers.
EDIT: If you email info@romerogames.com and tell us that you missed the SIGIL box ordering window we will enter you in the list of people who want to order. We cannot guarantee that we can help get you a box, and it will most likely be more expensive than it was during theordering window.
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John Romero
December 10, 2018
REFLECTIONS ON DOOM'S DEVELOPMENTJohn Romero
December 10, 2018
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The year of 1993 was a magical one, more so than any other. It was the only time we challenged ourselves as a group to create a game that was as good as anything we could have imagined at the time. We didn’t challenge ourselves like that before DOOM, nor after it. It was the right time to shoot for the stars. Incredibly, and perhaps a bit naively, we made a list of the technological wizardry we planned to create, and boldly stated in a press release in January 1993, that DOOM would be a major source of productivity loss around the world. We truly believed it, and worked hard that year to make it happen. I don’t recommend writing a press release at the start of your project, especially one like that. We did so many new things while creating DOOM. It was our first 3D game to use an engine that broke away from the 2D paradigm we were in from the start of the company, and even stayed in with Wolfenstein 3D and Spear of Destiny, at least for the map layouts. We wanted to use a video camera to scan in our weapons and monsters because we were using real workstations this time around – the mighty NeXTSTEP computers and operating system of Steve Jobs. Making DOOM was difficult. We were creating a darker-themed game with our creative director Tom Hall who is an absolutely positive guy, and it was anathema to his design ethos. He laid the initial design groundwork by creating the DOOM Bible which outlined several design concepts we never implemented, some of which were included in 2016’sreboot.
The engine was revolutionary in that it represented a type of world that no one had seen on a computer screen before. Angled walls and halls that darken in the distance. A high-framerate nightmare some would call it, but it was a high octane blastfest that opened everyone’s eyes to the potential of the PC’s gaming future. Today’s first-person shooters trace their lineage back to this game that bears the distilled essence of what a shooter should be: balanced weapons, insidious level design, a complementary enemy menagerie, and lots of fast action. Throughout the year we tweaked, and added, and removed elements of the game to make it just right. Gone were the score and lives, remnants of the arcades we grew up in. The items that supported a score were removed. The game was far better for it, and those choices influencedour future designs.
The application of Bruce Naylor’s binary space partition was a huge advance for 3D rendering speed, and the abstract level design style broke games out of the 90-degree maze wall design rut they had been in for 20 years. This was something new, with textured floors and ceilings, stairs, platforms, doors, and blinking lights. We loved having this design palette to work with, and it fit well with the subject matter we based the game upon: Hell. As a group, we played Dungeons & Dragons for years. Our main campaign was destroyed by demons teleporting onto the material plane and destroying everything in it. This gave us the idea of a demonic invasion, but we decided to base it in the future where we could have some really powerful weapons. Besides, the combination of Hell and science fiction was too great to ignore. We felt even the storyline was slightly new because of it. Writing the DoomEd map editor to create levels was a dream. I was finally using a real operating system with an incredible programming language, Objective-C, and getting to program in a way I had never known. The fact that we had monitors at 1024x768 let us see our game in a way we couldn’t under DOS. Using these tools of the future helped us immensely. There was so much we did that was new, it was a little mind-boggling. We were using high-end workstations, a brand-new 3D engine that allowed for incredible graphics and design expression, graphical scanning of our game sprites, and for the first time we were putting multiplayer into our game with a mode I called Deathmatch because that name just made sense. The inclusion of multiplayer co-op and deathmatch modes changed everything about games. We knew that playing a game as fast and over-the-top as DOOM would signal a new era. I visualized what E1M7 would look like with two players shooting rockets at each other over a large room and it got me more excited than I had been since Wolfenstein 3D’s chaingun audio. We couldn’t wait to see what players would do with our game, so we made sure it was open and available to modify all the data we had. We had hoped people would change textures, sounds, and make lots of new levels. We were enabling players to let us play their creations finally. It was a major move that would eventually end up with us releasing the source code. Open your game and your fans will own it, and keep it alive after you’re gone. For our small team, we took these huge changes in stride and tried to use them to the edge of their capabilities. The technical stretches we made matched the design stretches we were exploring. I felt that we hit a lot of walls and climbed right over them. When Tom Hall left in August 1993, we quickly hired Sandy Petersen to help us in the final stretch. Dave Taylor came aboard to help us fill out the game. At six developers, we were a tight team. Adrian and Kevin held down the art side confidently, while John Carmack handled the meat of the code. I loved being able to play with all of their output, and added a lot of my own code into the game’s environments to support my level designs and Sandy’s. When we were finished, we knew that we made something pretty great. We couldn’t wait for everyone else to seeit.
It’s been an amazing 25 years, and I must first and foremost thank the fans that made it possible and kept it alive all this time as well as the game press who have always supported DOOM through its may iterations. Your appreciation of our work means everything. I also must thank John, Adrian, Tom, Sandy, Dave and Kevin. It was our crazy dream that made DOOM possible. Lastly, I want to thank the current DOOM team for their great work on the latest DOOM (I’m not at all involved in it, except as a player). Like everyone else, I am super excited for DOOM Eternal. Then, here’s to a quarter century of Rip and Tear!36 Comments
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