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Masters of Doom by David Kushner
Masters of Doom by David Kushner













Masters of Doom by David Kushner Masters of Doom by David Kushner

There are the high-tech improvements-e.g., "diminished lighting" and "texture-mapping"-and pop cultural challenges, as when the two create an update of the Nazi-themed shooter Castle Wolfenstein. Fortunately, journalist Kushner glosses over Carmack and Romero's fame, preferring to describe the particulars of video game creation. All-nighters filled with pizza, slavish work and scatological humor eventually add up to a cultural sea change, where the games obsess the players almost as much as they obsess their creators. They and their company, id, innovate both technologically and financially, finding ways to give a PC game "side-scrolling," which allows players to feel like action is happening beyond the screen, and deciding to release games as shareware, giving some levels away gratis and enticing gamers to pay for the rest. Carmack is the obsessive and antisocial genius with the programming chops Romero the goofy and idea-inspired gamer.

Masters of Doom by David Kushner

The two post-adolescents meet at a small Louisiana tech company in the mid-1980s and begin honing their gaming skills. Swept the video gaming world, whiz kids John Romero and John Carmack were shaking things up with their influential-and sometimes controversial-video game creations.















Masters of Doom by David Kushner