John Romero: Wikis

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John Romero
Born October 28, 1967 (1967-10-28) (age 42)
Colorado Springs, Colorado
Occupation Video game designer
Spouse(s) Raluca Alexandra Pleşca

Alfonso John Romero (born October 28, 1967,[1] in Colorado Springs, Colorado) is a game designer, programmer, and developer in the video game industry. He is best known as a co-founder of id Software and was a designer for many of their personal computer games (all subsequently ported to consoles) including Wolfenstein 3D, Dangerous Dave, Doom, and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John Carmack, led to a mass-popularization of the first person shooter, or FPS, in the 1990s. He is also credited with coining the FPS multiplayer term "deathmatch".[2]

Contents

Biography

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Apple II

John Romero's first game, Scout Search, was published in 1984 by inCider magazine, a popular Apple II magazine during the 1980s. Romero's first company, Capitol Ideas Software, was listed as the developer for at least 12 of his earliest published games. Romero captured the December cover of the Apple II magazine Nibble for three years in a row starting in 1987. He also won a programming contest in A+ magazine during its first year of publishing with his game Cavern Crusader.

Romero's first industry job was at Origin Systems in 1987 after programming games for 8 years. He worked on the Apple II to Commodore 64 port of 2400 A.D., which was eventually scrapped due to slow sales of the Apple II version. John then moved onto Space Rogue, a game by Paul Neurath. During this time, Romero was asked if he would be interested in joining Paul's soon-to-start company Blue Sky Productions, eventually renamed Looking Glass Technologies. Instead, Romero left Origin Systems to co-found a game company named Inside Out Software, where he ported Might & Magic II from the Apple II to the Commodore 64. He had almost finished the Commodore 64 to Apple II port of Tower Toppler, but Epyx unexpectedly cancelled all its ports industrywide due to their tremendous investment in the first round of games for the upcoming Atari Lynx.

During this short time, Romero did the artwork for the Apple IIGS version of Dark Castle, a port from the Macintosh. Also during this time, John and his friend Lane Roathe co-founded a company named Ideas from the Deep and wrote versions of a game named Zappa Roids for the Apple II, PC and Apple IIGS. Their last collaboration together was an Apple II disk operating system for Infocom's games Zork Zero, Arthur, Shogun and Journey. Ideas From The Deep still exists to this day at IFD.

id Software

Romero moved to Shreveport, Louisiana in March 1989 and joined Softdisk as a programmer in its Special Projects division. After several months of helping the PC monthly disk magazine Big Blue Disk, he officially moved into the department until he started a PC gaming division in July 1990 named Gamer's Edge (originally titled PCRcade). Romero hired John Carmack into the department from his freelancing in Kansas City, moved Adrian Carmack into the division from Softdisk's art department, and persuaded Tom Hall to come in at night and help with game design. Romero and the others then left Softdisk in February 1991 to form id Software.[3]

Romero worked at id Software from its incorporation in 1991 until 1996. He was involved in the creation of several milestone games, including Commander Keen, Wolfenstein 3D, Doom, Doom II and Quake.[3] He also served as Executive Producer (and Game Designer) on Heretic and HeXen. He also designed most of the first episode of Doom, most of the levels in Quake, half the levels in the Commander Keen series, Wolfenstein 3D and Spear of Destiny. He also wrote many of the tools used at id Software to create their games, including DoomEd (level editor), QuakeEd (level editor), DM (for deathmatch launching), DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for the Commander Keen series, Wolfenstein 3D and Spear of Destiny), IGRAB (for grabbing assets and putting them in WAD files), the installers for all the games up to and including Quake, the SETUP program used to configure the games, and several others.

On the cover of the original Doom box, the pose of the space marine was taken from a photo of John Romero by the artist Don Ivan Punchatz.

Ion Storm

The now infamous Daikatana "suck it down" advertisement
Tom Hall, John Romero and Warren Spector at Ion Storm, Dallas, Texas

Romero later co-founded Ion Storm Inc. in Dallas, Texas with id co-worker Tom Hall, where he designed and produced Daikatana.[3] This ambitious shooter was announced in 1997 with a release date for the Christmas shopping season of that year. However, this release date slipped repeatedly in the coming months, and the game began to accrue negative press.

In particular, a 1997 advertisement boasting "John Romero's About To Make You His Bitch....Suck it down" caused controversy amongst gamers and the gaming press gamers.[4] The massive pre-hype for the game and the subsequent delays (it was not released until April 2000) led reviewers to "lash out" at the game.[5] Upon release, Daikatana was critically panned and appeared on numerous "top 10 worst games" listings.

During this time, Romero was also rumored to have been killed (aptly enough, with a headshot) and a photograph of his corpse with a bullet wound was also spread through the Internet; Romero himself later stated that the picture was taken for Texas Monthly, and that "maybe he shouldn't have taken it".[6]

Romero departed with Tom Hall immediately after the release of Hall's Anachronox game and the subsequent closing of the Dallas Ion office.

Monkeystone Games

In July 2001, Romero and Hall founded Monkeystone Games in order to develop and publish games for mobile devices, and Monkeystone released 15 games (approximately) during its short lifespan of three and a half years. Some highlights of their developments included Hyperspace Delivery Boy (Pocket PC, PC, Mac, Linux, GBA), Congo Cube (Pocket PC, PC, BREW, J2ME), and Red Faction for the Nokia N-Gage.

Midway Games

In mid-October 2003, Romero joined Midway Games as Project Lead on Gauntlet: Seven Sorrows. While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running the office. The Monkeystone team moved to Austin, Texas to work on Midway's Area 51 title until its release. Monkeystone Games closed down in January 2005. John moved from Project Lead to Creative Director of Internal Studio during this time.

At the end of June 2005, Romero left Midway Games mere months before the completion of Gauntlet: Seven Sorrows.

Slipgate Ironworks

On August 31, 2005, Romero confirmed[7] that he has been working on a yet-to-be-announced MMOG at his newly opened development studio, Slipgate Ironworks.[1] It has been reported that the name is temporary. "For the record," Romero wrote, "I'm co-founder of a new game company in the Bay Area and am much better off in many ways than I was at Midway." He also said that he would not reveal anything about the company or the game until 2007. On March 17, 2009 it was announced that Slipgate Ironworks is part of Gazillion Entertainment[8]. According to John Romero, he is a co-founder[9] of Gazillion.

On July 22, 2006, John Romero and former co-worker Tom Hall guest hosted episode 53 of the podcast The Widget.[10]

Cyberathlete Professional League

On December 20, 2006, John Romero announced a new FPS project for the Cyberathlete Professional League titled Severity for both consoles and PC.[11] Tom Mustaine (ex-Studio Director at Ritual Entertainment) will act as Director of Game Development at CPL's new studio.

It is stated that Severity will be a multiplayer first person shooter. The game will be built on technology licensed from id Software.

In September 2008 John Romero told That Gaming Site that Severity was canceled, but Tom Mustaine contacted the site to inform them the project was not canceled but in "stealth mode" citing John Romero was "let out of the loop".[citation needed]

Personal life

Between 1999 and 2003,[12] Romero was involved with Stevie Case, a prominent female gaming industry figure who achieved early notoriety for beating him in a Quake deathmatch. Until their breakup in early 2003, Case was the COO of Monkeystone Games.[12] In January 2004, Romero married Raluca Alexandra Pleşca, originally from Bucharest, Romania. He has two children, Michael and Steven Patrick Romero with his first ex-wife Kelly Mitchell and one daughter, Lillia Antoinette Romero with his second ex-wife Elizabeth McCall. He met Kelly while he worked at the register of a Burger King restaurant in Rocklin, California and he met his second wife while she co-worked with him at Softdisk.[2]

Doom II and Final Doom

John Romero as he appeared in Doom II

In the Doom II final level "Icon of Sin", the boss is a giant goat's skull with a fragment missing from its forehead. It says, "To win the game, you must kill me, John Romero!", distorted and in reverse to sound like a demonic chant. One can use the "idclip" cheat to enter the boss and see Romero's severed head which is skewered on a post. The player defeats the boss (without the idclip cheat) by shooting rockets into its exposed brain after activating a lift and riding it; Romero's head functions as its hit detection point; when he "dies", the boss is killed and the game is finished.

The name "Romero" is also written in blood on one of the walls in level 19 "Shipping/Respawning" in Final Doom.

Games

References

External links

Articles on the rise and fall of Daikatana


Quotes

Up to date as of January 14, 2010

From Wikiquote

Alfonso John Romero (born October 28, 1967) is a famous figure in the computer gaming industry. He is best known as a co-founder of id Software and lead designer of their groundbreaking first-person shooter games Wolfenstein 3D, Doom, and Quake.

Sourced

  • It has to be well timed. It needs to have the right components that maybe contain emerging technologies or something like, say, when Doom came out -- the Network play -- there weren't many games like that. There was a really great 3D world that a lot of people hadn't seen. It was light-years ahead of Wolfenstein. It was shareware, so it had Internet distribution. We used the Internet to get it all over the place. So it used a lot of stuff that was just becoming popular at that time. id just capitalized on it.
  • To win the game you must kill me, John Romero!
    • Distorted and reversed to create the sound uttered by the final boss in DOOM II.
  • I completely love playing and designing games and always will. I am so into games that I listen to game music all day. That may sound strange, but you can guarantee I'm a hardcore gamer and would never let you down by designing a crappy title.
  • I think Doom had just the right mix of elements that keep people coming back to it: great monsters, excellent weapons with great balance, a spooky environment and extreme speed.
  • If you walk into CompUSA or Babbage's and see the vast array of game titles on the shelf, chances are that 95% of those titles are not worth playing.
  • In marketing I've seen only one strategy that can't miss - and that is to market to your best customers first, your best prospects second and the rest of the world last.
  • Daikatana will be the greatest game of all time
  • Doom 2 is just such a bigger, badder, better version of Doom

Ads

  • Design is Law
  • John Romero's About to Make You His Bitch.
  • Suck it Down.
    • Quotes from the ads for Daikatana three years before it came out. Source: Gamespy

External links

Wikipedia
Wikipedia has an article about:

Gaming

Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

Romero Prime.
The infamous John Romero is a game designer that is best known for developing Doom and Doom II with John Carmack. Romero represented the the design side of the team while Carmack represented the technical aspect. Romero is also known for developing other well known games like Wolfenstein 3D, Quake, Heretic and HeXen. He became popular in the industry due to his "rock star" like persona - He had long, girly hair, owned a pimped out Ferrari, and had an ego from past success. His hair has often been made fun of by internet webcomic Penny Arcade, where the main characters often mistake him for being a hot chick.

In 1996, John Romero left id Software, the company he helped found, and the developer of the Doom series. Because of differences within the company, Romero soon went to create a competing developer, Ion Storm. Their first big project was to be another PC FPS that Romero would design, called Daikatana.

Daikatana

Daikatana was to be the game that would cement Ion Storm as the new big thing in PC development. At the point of it's inception, Romero was better known than the developer, so very early in Daikatana's development process, Ion Storm put out a controversial single page ad. This ad had simple black words on a red background, with no concept art, no screenshots, not even the name of the game. It simply read:

JOHN ROMERO'S ABOUT TO MAKE YOU HIS BITCH.
Oh no! He is!?
With, in smaller font at the bottom of the page, "Suck it Down" with the Eidos & Ion Storm logo. Needless to say, gamers did not like the idea of having to suck down whatever Romero was making. The hype for the game was huge, and Romero even claimed they would have it finished in 7 months. But they didn't. So they pushed it back. But they missed that date too. Eventually, the game would be delayed for years, long past it's original (and unrealistic) deadline, and at this point, John Romero and Daikatana became laughing stocks.

When the game was finally released, it met with mediocre (but not bad) reviews. It certainly did not make anyone his bitch, and as a result, no one ever took him seriously ever again. No one heard from him again until 2001 when he co-founded yet another development studio, Monkeystone Games. Then no one heard from him again until 2003 when he joined Midway to work on Gauntlet: Seven Sorrows. He left the team in 2005 before the game was released. Somewhere around there, he cut his magical locks, and now no longer has the superhuman strength he once possessed.

Source

  • Gamespot's Knee Deep In a Dream: The Story of Daikatana by Geoff Keighley

External Links

  • http://www.rome.ro/

This article uses material from the "John Romero" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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