What _was_ this elusive bug? Apparently it was some innocuous thing like a time chip value maxing our at FFFFFFFF which needed to be reset every so often. *BAM*
HELP! I am being FORCED to learn Celcius temps! I have built several kits off ebay, nice clocks with thermometers built in! ALL THE FRIGGING THINGS ARE CELCIUS! I can't get in them since I would have had to solder the pins to access the microcontrollers before adding the digital read out! It is 27c in the house right now. I don't know if that means I should take off my shirt, or put on a vest! GOD how I hate the Chinese and their fucking Celcius clocks!
And the woman who totally messed up the question order also was quick to chastise him.. "you can email him afterwards". Like, no, read off the top asked questions ffs. I wanted to know his thoughts on DOOM Eternal
Doom was such a revolutionary game. I was working in a manufacturing plant making min wage when it came out and the guy who ran the shop had a PC in his office. He loaded Doom on it (back when you could do stuff like that and not get a memo from HR) and was like - 'check this out'. We were blown away! From then on our whole group came in to work early at 6 a.m. just to play Doom for an hour until we had to punch in at 7 a.m. Good memories.
I did the same thing! I downloaded the game to a computer at the Texas Chamber of Commerce where I worked. I would play it when everyone was gone. I think I then went out and got a used Dell after that.
I jumped directly from Wolfenstein to Quake 2, I never played the 3D games that went out meanwhile, like Duke Nukem. Quake 2 blew my mind totally, it was crazy. I played just the demo like ten times or more. Awesome experience :)
I used to carry around a little holder with 2 or 3 3 1/4 inch floppies with Doom and Commander Keen shareware as well as a few other great programs with me. Once in awhile, I would come across a computer that I could use in a break area or waiting room. Once while I was making a deal on a car, the dealer left me alone in his office, we had dealt before and he trusted me to "fix" his computer up for him. So I installed Doom on it, and a few other programs including the really nice MENU software for DOS so it was simple to load all the new crap I installed. When he came back and saw what I had done he played around with it for a bit, and with the contract for my new pickup in hand, left coming back in a few minutes with 1,000 bucks knocked off the purchase price, and a request from the dealership owner to install that stuff on his machine! Best car deal I ever made! This was before cars and pickups got so expensive that a grand was nothing to talk about. We were talking about one grand off on a 5 grand pickup.
My mom worked on the top floor of the "black cube" building in Mesquite Texas. I remember finally beating Wolfenstein 3d. My mom, wanting me to stop bugging her so she could work, told me that the people that made that game are on the 6th floor, go see if they have another game. So I made my way down to meet the id Software folks. They showed me their office, computers, and even tried to explain WAD files, mapping, and so forth. But, being 12 years old, I didn't really understand it much and was more amused by the foosball-type games they had in their big open space in the office. They gave me a copy of Doom for free and sent me on my way. I ran back to my mom's office to install Doom and left her alone to do her work. Good times. (Update: please note; I don't care if you don't believe me, I know the truth and that's all that matters.)
@Vasiliy Khabituyev Of course they were patched. You could download the patches from one of a few FTP mirrors, or if you were fast you could get it from id's own FTP server before it crashed due to huge numbers of mirrors and other users trying to download it simultaneously.
Mad props to the illustrator who did the logo and boxart, it's still the coolest game logo I've ever seen. Awesome hand drawn art style and the blue/orange contrast before it was standard in everything. Makes me nostalgic for the 90s every time I see it.
@@Heyim18bro As I recall Doom was developed on NEXT BSD computers, which would potentially have SCCS available. They could also have used RCS/CVS, which I see the FSF released in 1990.
@@Heyim18bro Fully agree with your sentiment. When you have the opportunity to q+a with a pioneer in FPS game development, how is the most insightful question to ask about is version control in the early 90s? Dumbest question on the list.
Can we just talk about how they turned down ALIENS for a moment? That, to me just sounds like a total cash grab and amazing opportunity, but for them to say "no, we want to make OUR game", that speaks volumes. If they really tried to make Aliens work, they might have had to force a lot of things causing their true vision of the game to suffer. That's the kind of "stick to your guns" attitude that is really inspiring. That's an amazing story to me.
This is why EA, Activision, etc are all starting to collapse. Games used to be unique, created by developers with their own vision. But today corporations just make sequels of old IP, or MOBA/BR/clones of whatever is popular. They make shareholder deadlines, they don't make games.
I think this is the first time I've heard of the Aliens offer. Just think that most people in their position would have gone for it and it would have diluted their talents. Who remembers the half dozen or so Alien based FPS games with fondness? I'm blown away that the powers that be at ID saw past the easy money and found success by being true to themselves. I had brief moments of imagining what if all that there was of Doom is the early builds. I'd look at those and say "imagine, what if?"
@@EGOS42 today an offer of big IP like that would be huge. But back then, movie companies didn't see much value in computer games. They probably offered aliens IP to stop them from making their own similar competing IP
While I agree with you, if I were in their place, I'd just take aliens license, make a good Alien game and then make actual Doom even better with all the money they'd get from that. Perhaps even with 3d models (voxel or polygonal) for the monsters (not all-out Quake, but in this imaginary timeline they'd do Aliens, then doom which would keep level format more or less the same, maybe with minor additions such as slopes, but with usage of 3d/voxel models for the enemies and objects, then Quake as fully 3d game).
Read the book Masters of Doom. He did once cut his hair to a manageable length (not sure when but after Ion Storm) and donated it to wig making charity.
Its so funny he mentioned they left the game running to test computers. For many years in those days, I would leave doom running on computers that I had just built to test them. It was a better and more stressful test than anything else I could find. If the machine ran Doom overnight, usually it was a solid machine.
Just found this video and really enjoyed it. Back in mid-1990 I was IT manager that was introducing networking to a business and installing the very first LAN and we were running IPX. I was concerned about the performance of the servers, routers, switches, etc with lots of traffic. Knowing that DOOM had a multi-player capability over IPX gave me the inspiration to test my network with it. So I got 4 of my buddies and put each one at a different location in the buildings behind different devices we fired up DOOM! We played from about 6:30pm till sometime around 8:30am Saturday morning. None of us had ever experienced anything like that before. We did a conference call using our PBX system so we could all talk to each other on speaker phones while we played. We truly had a glimpse of the future of gaming. Thanks to these guys for making a game that I still love to play today!
@SecondLeif I think I saw some Doom sources before, with some library like Dos4GW it can be easier than remaking everything. Even without Dos4GW sound ports and video pages maybe at different addresses, but still something similar. But with parts made on Watcom assembler (CPU specific) it can be slightly harder.
While I'm sure they were insanely skilled, you gotta remember another contractor was working on the SNES port for the last however many months, so they weren't starting from scratch, just finishing it.
@Wiki wiki This is Sparta !!! AR If the game was already created and done, they wouldn't have had to finish it in that 3 week time period in the first place.
The BSP trick, the highest ceilings, the lightning....pure genius. Look at EVERY single game that came out at the same time as Doom in Dec '93. It's downright crazy how advanced Doom was back in the day. What a great time to be a PC gamer.
The fact, that she didn't at the end readed top rated questions, but some stupid ones, drive me crazy. I hate those kind of people on conventions that ask useless questions.
AAnarchYsta Agreed but in her defense, any programmer who knows their history know that there was no version control in a small team back then. And the monetizing doom question is also pretty stupid as he had just explained they were already an experienced game dev that took jobs like porting wolf to nes. The only semi-interesting question I wanted him to answer was his opinion on the latest DOOM 2016.
Yeah but the problem is that people ASSUME a lot of shit that they don't know. Do you know that he didn't give her a specific group of subjects that he didn't want to deal with? Like what he thinks of other people's games (DOOM 2016). Not saying I know... I'm just saying that you don't.
@@-Zakhiel- When a relationship doesnt work it doesnt, that is it. You can see romero`s appreciation for his work, It means the art wouldn`t be compromissed if they went separate ways
@@oraculox Tom didn't knew he was about to get fired. He just arrived one day, Carmack and Romero said "you're fired" (allegedly, Carmack did the talking). At that time, Tom was ostracized. He didn't contribute much in the development of Doom so Carmack saw him as a liability. And Carmack beeing the computer on legs that he is, he decided to get rid of Tom and convinced Romero that it had to be done. Ironically, that's what happened to Romero at the end of the development of Quake. Carmack thought back then that Romero was lazy (he even wrote a program to spy on Romero and calculate the real amount of time he was working on Quake while in the office). So at the end he said to Romero "you're out". And Romero said "Yeah ?! You're not my Dad ! I don't care ! I'm gonna make my own game ! Screw you dad !!! T_T". More or less.
My biggest gripe with this is at the end when she asks questions she's choosing because she wants to hear the answers. The ones shown on the screen I really wanted her to ask. Thank god the guy in the crowd yelled about Version Control, I was curious about that too. She was really trying to gate keep the questions and I'm like us at home can't hear what he says if they ask him during the break.. freakin' damn it lady
My son bought me the book "Masters of Doom", a fascinating read. Carmack and Romero were absolute maniacs during that whole Commander Keen to Doom period, with Carmack maybe a little crazier with the insane hours he poured into the work. That had to be an amazing experience for all of them.
i am not sure if it was doom or doom 2 but my brother and I ended up playing co-op for the first time over a null modem cable and when we looked at the clock it was 5 am. Thank you.
Separate floppies was really surprising, given that their machines ran BSD.. Of course you need to know that SCCS/RCS/CVS are available and what they do to use them.
_" to get rid off the KRAUTS FROM STREET "_ well well that is the real problem with such like naPOLEon naziscum, from rightside of those €ontinent, naPOLEon ? go and pray at the other side in youth-southpark and tell all merkel loaded them to FRG my sweet little nazipollack !
I feel bad for John Romero and the bad rap he has gotten all throughout the years. I mean granted, he deserves some of it and probably even agrees with me, but there was nothing wrong with being the rockstar he was and I got a lot of respect for the dude. Him and John Carmack were great people. Take Quake for example, someone took leaked source code, made Linux Quake, sent it to John Carmack and id Software wanted him to sue... sue the bastard they said... and he ordered them to use and implement the patches instead and ended up releasing the source code as open source to Quake! If it weren't for these two, we wouldn't have the games we do today. They also weren't against extending credit to where credit was due like to the creators of Half-Life, Unreal, and even Rise of The Triad and the Build games.
good game companies/teams give thanks out of sheer love and honesty for the craft, fearlessly. cuz they don't have anything to worry about. whereas paranoid, insecure developers (or people in general) will be caught hating or verbally trying to recalibrate peoples view of others to try to make themselves look good. Once you acknowledge that, it's really easy to spot it within human behavior.
he made a game in the golden age of video games when no 1 even knew how to do anything and companies were small. He didnt have to face many of the challenges current developers face, and im not sure why him being a rockstar was ok, he just needs to be smart and manage his team well, being a rockstar usually goes against that. His entire career for a while have been riding this glory, which to me is telling.
John Carmack was a rockstar, he owned two Ferraris and gave one away in a contest, is a rocket scientist, and made TCP/IP Multiplayer possible. @@ALPHAHXCORE
I'm dying to know what Tom Halls one-big-world map looked like. If any of those drawings still exist, I'd love to turn it into something in GZDoom Builder...
It's amazing how that game evolved comparing the early stages of those alpha versions to the final version in terms of scenery complexity, texturing, lighting, overall polishing, weapon design, HUD, sound effects, OST etc, and only in a couple of months... it's unbelievable... those guys REALLY made something absolutely revolutionary there, definitely ahead of its time
@@SalDOWN You didn't know about it, so it must be a joke. Very smart indeed... Watch /watch?v=QiYsCdiGdt0 22:35 - Warren Spector starts talking about how he got to work for Ion Storm 23:25 - He mentions what John Romero promised him.
Yeah and the most relevant question IMO would have been what does he think about the new DOOM, having played thousands of hours of the original and 2 and then 3 I honestly think it's a great game and I pulled a few people into PC gaming with it a mere few weeks after release and they are still playing PC games today and have sold their consoles off
Its because those "moderators" are stupid so they think everyone is even more stupid than they and so they pick most borring and most stupid questions....
@Solve Everything Can you give examples of games that have those features to acommodate female consumers? (Totally asking out of curiosity. I want to compare those games with the ones that didn't have that urge)
Only one Og legend still works at id software... Kevin cloud.... But the new id software is still awesome, they make way better games than cod honestly... Hugo martin and marty stratton are also the new legends as well...
DOOM Eternal still doesnt have Game Over screens or anything though. Unless you play on Extra Lives Mode itself, but that's more of a permadeath thing.
I still hear minute 14:45 and got a feeling that I had in my 15s and will never be able to have again with ANYTHING else. That feeling came again just be hearing that music while in game. No other chance. Since that time, ID folks became gods for me. Still 40 and remembering and playing with a drop tear sometimes.
Every time I see an interview about gaming in the 90's, all I can think about is how you saw as much change in one year of 1990's game development as you currently get in about half a decade.
Thank you John Romero for creating a game that changed my life. I was 16 when it came out and was hooked since then. I still play it today. Thank you very much.
I would love to see the Carmak, Hall, and Romero again together as friends doing a session like this. They inspired a generation. I know that isn’t too likely to happen, but I can dream.
For today it may not look like a big Deal, but that it is worth almost an hour presentation after decades, may give a hint how mind blowing it was back then.
Being a 1st Generation Video-Gamer, it was amazing to watch Video-Games evolve into what they are today. My favorite part was watching Video-Games make the transition from 2-D to 3-D. From Side Scrollers (Beat'em Ups), to Background Scrollers (Driving), to Arena Shooters (DOOM), to 3-D Environment Explorers (Tomb Raider), to Open Worlds (GTA & Skyrim). It's been a wild ride so far. Let see what future games can bring. :)
I have so many fond memories of DOOM, but one of the things that I remember the most, that was absolutely amazing to me, was the rooms that had the blinking lights and the over all atmosphere. It was so amazing at the time, and I honestly don't think I have ever been as amazed with a game since until Halo.
What he said about how Daikatana was made explains a lot. It was certainly an experiment and whether John agrees or not, I think it is safe to say it was a failed one. Its only a small stain on an otherwise awesome developing career though from the FPS godfather. What a great trip into history. Especially seeing the Doom alpha builds and how it slowly started looking better and better with each version.
I still play Classic Doom 1 and 2 all the time. Something special about it. Very simple by today’s standards, but it’s aged so well and there’s something so satisfying and addictive about it. I don’t think it’ll ever get old. Timeless classic. Very interesting video
The decision to make Doom moddable and to share information needed to make that happen is the #1 reason why the original Doom became so popular (that and the later decision to make the game open source) I dont have any figures but it wouldn't surprise me if there has been more mod content released for Doom than for any other game out there.
He seems like genuinely nice guy. I often wondered if everything I’d read in Masters of Doom was accurate. That book basically portrays him as a reckless, undisciplined fool. His role in these games’ creations is a lot more than what he even said here. You develop what basically amounts to a CAD in MS-DOS and then put up with criticism as gracefully as Romero. The guy is doing things with his life.
Thank you so much M. Romero for what you've done and accomplished for our industry, also for the passion and inspiration you've transmitted to generations of developpers, actual and future. Great conference btw.
The BSP comment took me by surprise. They're still useful for prototyping levels to this day and the fact that they have roots in Doom is friggin awesome!
"What's the craziest thing you played Doom on?!?!? teehee" My god...so many good questions that could be asked... and on top of that she's hand picking ones SHE wanted, not going by the rating system.
This guy is my hero. His families original computer (an Apple? I think?) is on display here in Rochester at the Museum of Play. In the industry, this man is a legend, and the city of Rochester doesn't know the history it has...
I made quite a few maps for it back then. Also getting questions from users about the novell server, something wasn't quite right. Maybe it was the sysadmins playing four player death match, we will never know... ;)
Aah. I remember Doom II coming out but I could not play it because I only had 4MB RAM. I needed 8MB. What an investement, then. Took me a few months to get the budget for it.
So interesting to watch this, I was young back then, no real idea of computers or the work involved in software development. Just knew enough to edit the startup files so I had enough base memory to run games. Great to come back to this now and see how it was done and how things have changed, damn i miss those old days of computers!
Why did the women not pick the most upvoted questions? She intentionally picked a question that she wanted to ask rather, thats really strange! Especially since they are showing is the graphics of the questions right in front of us. It's like she was, mmhm meh boring question I don't understand and that might take a while to answer or whatever.. better pick the refrigerator question instead..xD
I mostly agree with your perspective on how the questions were chosen, but I'm actually glad that the second-most upvoted one was not asked because it was extremely stupid. Doom was a shareware title and monetized in exactly the same fashion as all other shareware at the time. That audience must have been packed with a very young crowd of people for them to vote so highly on something that is such unbelievably basic and common knowledge. It would have been a travesty to waste John's time by having him explain the concept when literally any computer gamer who lived through the 90s could give you the exact same answer.
@@djhenyo The question as I stated should be choosen based on how many upvotes it got unless the question was to be a troll question which clearly this wasn't. It might have been stupid in you view but this does not play into the principle of picking questions. If that where so, you do not pick the question that is the most upvoted, but rather what she thinks, or what you think is the most relevant or most interesting question and taht is different for each person hens voting
@@snyggmikael It's called curation, and when the live audience is so fucking stupid (or just young and dumb) they honestly think, without trolling, that asking how Doom was monetized when John had just answered that in his talk not even five minutes before (90s shareware model) then it was her duty to step in and not let the precious few minutes of question time be eaten up by that useless bullshit. Version numbering was actually a good inquiry and shouldn't have been skipped. You win some, you lose some.
Because John literally just answered some of the questions in the talk? So the MODERATOR, not just "the woman", filters out the unnecessary and silly. This is pretty basic stuff, my dude.
Doom deathmatch ruined unsupervised computer lab access for us at my middle school for the rest of the year. We had a pretty decent set of 486s and a Novell network, the perfect breeding ground for Doom multiplayer. I brought a shareware floppy and we installed it on all of them. Lasted for a few days before someone spilled the beans and we were busted, but those were a great few days!!
After this speech I applaud Romero for EVERYTHING about Daikatana. Hiring young programmers to have a shoot at game development for LEARNING purposes. That shows what a nice guy he is. Today, Creativity is something I really think we should embrace more. I wish Game Reviews would consider if it is junior (first product) or senior (many titles) company. Junior goes all-way-in with new ideas and interesting elements. Senior game devs seems more to stick to what works, experienced with how a 'complete' game looks. We should really embrace both types from different view points.
Doom actually had a mod for Aliens. I remember loading it, it replaced the imp and pig and a few other models with aliens. Also changed some weapons and had some voice overs that were swapped out from the sounds the monsters made.
This talk is inspiring to listen to. I never played Doom. Castle Wolfenstein and Wolfenstein 3D were games that I did play and loved when they were first released. Before those games, it was those handheld Coleco football and baseball style of games where the graphics were a single to a couple of LEDs representing your player. Immersive multiplayer games have come a long way. Thanks for making and sharing this talk.
It was 6 months before ultima underworld, but it was inspired by an early demo of ultima underworld and it was not nearly as complex as ultima underworld (a good choice for a speed sensitive game; ultima underworld had textured floors, textured ceilings, sloped walls, sloped floors, jumping, swiming, looking up and down, but played best on a 486).
Also (IIRC), Underworld had affine texture warping. Fun fact: John Carmack hated affine texture warping so much that "no affine texture warp" was an actual requirement for Doom console ports, and at least one port was barred from publication for this reason.
The first Ultima Underworld also has the playfield take up less than half of the total screen. The less the game has to render the faster it can run. Doom lets you change the screen size for this exact reason, but on the same spec 486 CPU it could easily run at twice the framerate with 80% of the screen filled.
@@davidaustin6962 I actually completely disagree with this. In the interview he said they passed around disks to transfer files. They just didn't have the tools that we have available now. Transferring the data by disk is many factors slower than it would be to grab it properly with version control. And of course, it also saves you from the inevitable worst case scenario that you have no control over when a drive fails. There are many ways that their team was far more efficient than most, but that is certainly not one of them.
I remember doom being the first game I ever played, both single player and multiplayer at sleep overs around 2010, it also sparked my interest in programming and making mods, so thanks for all the great memories Romero!
I played the doom shareware demo around 2006-2007 and it’s a true testament to how good doom is that after playing Halo and Call of Duty, doom was still so fun and impressive all those years later
Or rather Half-Life 1. Half-life 2 would not be possible if it wasn't for the initial conception of Half-Life 1 out of *nothing*. And honestly, HL-1 was the superior game in many ways if you ask me.
There's a really good documentary on UA-cam called "Unforeseen consequences" that goes through some of the history of Half-Life. Unfortunately Valve declined interview requests but there are lots of developers of the day who were inspired by HL and who tell their story.
John is the fan driven player that should be in every development team. Not the top brain...not the top talent in any area. But the glue of passion and joy for the games pushing it forward (obviously that is an intelect and passion in of itself and not neglecting his development skills, you know what i mean)
"John Carmack had to find a solution" I've never heard a more assuring line.
Should put the guy on the most pressing issues of the planet, we'll give him 5 minutes...
@James Town Actually, he fixed it [the problem] in 5 minutes after he found the solution.
What _was_ this elusive bug?
Apparently it was some innocuous thing like a time chip value maxing our at FFFFFFFF which needed to be reset every so often.
*BAM*
I laughed out loud. This is so true.
John Carmack is currently working on developing artificial general intelligence, so I'm not sure "assuring" is the right word to use anymore...
John's my hero, he even used Celcius for temperature
Dude, was searching for a comment about it, that was awesome
@@AdrianLabs tbh in computing terms its preferred anyway. probably finds it easier to say Celsius
HELP! I am being FORCED to learn Celcius temps! I have built several kits off ebay, nice clocks with thermometers built in! ALL THE FRIGGING THINGS ARE CELCIUS! I can't get in them since I would have had to solder the pins to access the microcontrollers before adding the digital read out! It is 27c in the house right now. I don't know if that means I should take off my shirt, or put on a vest! GOD how I hate the Chinese and their fucking Celcius clocks!
@@JerryEricsson 21c is room temperature
@@JerryEricsson Celsius is European. It's used in most of the world.
That person in the audience screaming for version control saved my day. I was getting pissed the question wasn't asked!
Me too!
omg me too
Me too 😂
And the woman who totally messed up the question order also was quick to chastise him.. "you can email him afterwards". Like, no, read off the top asked questions ffs.
I wanted to know his thoughts on DOOM Eternal
@@drygordspellweaver8761 Eternal was released after this talk. I'd like to hear about his opinion as well. 2016 is too casual imo, nothing new.
Doom was such a revolutionary game. I was working in a manufacturing plant making min wage when it came out and the guy who ran the shop had a PC in his office. He loaded Doom on it (back when you could do stuff like that and not get a memo from HR) and was like - 'check this out'. We were blown away! From then on our whole group came in to work early at 6 a.m. just to play Doom for an hour until we had to punch in at 7 a.m. Good memories.
I did the same thing! I downloaded the game to a computer at the Texas Chamber of Commerce where I worked. I would play it when everyone was gone. I think I then went out and got a used Dell after that.
holy shit reading this shit gave me goosebumps
I jumped directly from Wolfenstein to Quake 2, I never played the 3D games that went out meanwhile, like Duke Nukem. Quake 2 blew my mind totally, it was crazy. I played just the demo like ten times or more. Awesome experience :)
I used to carry around a little holder with 2 or 3 3 1/4 inch floppies with Doom and Commander Keen shareware as well as a few other great programs with me. Once in awhile, I would come across a computer that I could use in a break area or waiting room. Once while I was making a deal on a car, the dealer left me alone in his office, we had dealt before and he trusted me to "fix" his computer up for him. So I installed Doom on it, and a few other programs including the really nice MENU software for DOS so it was simple to load all the new crap I installed. When he came back and saw what I had done he played around with it for a bit, and with the contract for my new pickup in hand, left coming back in a few minutes with 1,000 bucks knocked off the purchase price, and a request from the dealership owner to install that stuff on his machine! Best car deal I ever made! This was before cars and pickups got so expensive that a grand was nothing to talk about. We were talking about one grand off on a 5 grand pickup.
That's a cool story :)
I'm still waiting for that port of Doom to an electronic pregnancy test.
Maybe they can port it to an ultrasound and let the baby play by kicking the mother.
@Jay Plays *. . .*
Yes.
@@Go_Coup dude, fucking epic. you made my day with that comment!
when youre going into labor but youre fighting the cyberdemon
@@Go_Coup I swear while I was working at Siemens Healthineers, I saw doom running on an Aucson SC2000.
John Carmack is an inter-dimensional space wizard and I promise you in several alternate universes he does kill us all.
@Stix N' Stones I'm glad someone got the reference. =)
Dude you referenced a youtuber? That's SO funny!!! xD xD xD xD
No, he is the inter-dimensional entity that controls the singularity we live in.
He coded space and time and the thing we call god was just his cursor
@@user-og6hl6lv7p you use emojis, that's even more cringe inducing.
My mom worked on the top floor of the "black cube" building in Mesquite Texas. I remember finally beating Wolfenstein 3d. My mom, wanting me to stop bugging her so she could work, told me that the people that made that game are on the 6th floor, go see if they have another game. So I made my way down to meet the id Software folks. They showed me their office, computers, and even tried to explain WAD files, mapping, and so forth. But, being 12 years old, I didn't really understand it much and was more amused by the foosball-type games they had in their big open space in the office. They gave me a copy of Doom for free and sent me on my way. I ran back to my mom's office to install Doom and left her alone to do her work. Good times. (Update: please note; I don't care if you don't believe me, I know the truth and that's all that matters.)
Damn dude
Nice make believe story. And then you woken up ?
@@jozefbania nope, true
r/thathappened
@Vasiliy Khabituyev Of course they were patched. You could download the patches from one of a few FTP mirrors, or if you were fast you could get it from id's own FTP server before it crashed due to huge numbers of mirrors and other users trying to download it simultaneously.
Mad props to the illustrator who did the logo and boxart, it's still the coolest game logo I've ever seen. Awesome hand drawn art style and the blue/orange contrast before it was standard in everything. Makes me nostalgic for the 90s every time I see it.
The Doom Guy on the boxart is in fact John Romero
That guy asking for the version control absolute legend - saved the day.
Really? Cause to me the answer was pretty obvious
@@Heyim18bro
As I recall Doom was developed on NEXT BSD computers, which would potentially have SCCS available. They could also have used RCS/CVS, which I see the FSF released in 1990.
@@tibfulv Cool but they more than likely wouldn't in the 90s which is why the answer is still obvious.
@@Heyim18bro Fully agree with your sentiment. When you have the opportunity to q+a with a pioneer in FPS game development, how is the most insightful question to ask about is version control in the early 90s? Dumbest question on the list.
@@clv603 It really came off as rude too, the way he just shouted it when the interview was already over :\
...Did he just present about doom history at a con called WAD?
WAD: Where's All the Data
He meant the Files of the original Doom? they were .wad files ?!
@@_M0MSY_ That is the joke, yes.
WAD up?
I didn't even notice that, but that is hilarious.
Can we just talk about how they turned down ALIENS for a moment? That, to me just sounds like a total cash grab and amazing opportunity, but for them to say "no, we want to make OUR game", that speaks volumes. If they really tried to make Aliens work, they might have had to force a lot of things causing their true vision of the game to suffer. That's the kind of "stick to your guns" attitude that is really inspiring. That's an amazing story to me.
This is why EA, Activision, etc are all starting to collapse.
Games used to be unique, created by developers with their own vision.
But today corporations just make sequels of old IP, or MOBA/BR/clones of whatever is popular.
They make shareholder deadlines, they don't make games.
imagine id makin an alien game NOW! daaaaamn.... i need this in my life haha
I think this is the first time I've heard of the Aliens offer. Just think that most people in their position would have gone for it and it would have diluted their talents. Who remembers the half dozen or so Alien based FPS games with fondness? I'm blown away that the powers that be at ID saw past the easy money and found success by being true to themselves. I had brief moments of imagining what if all that there was of Doom is the early builds. I'd look at those and say "imagine, what if?"
@@EGOS42 today an offer of big IP like that would be huge. But back then, movie companies didn't see much value in computer games.
They probably offered aliens IP to stop them from making their own similar competing IP
While I agree with you, if I were in their place, I'd just take aliens license, make a good Alien game and then make actual Doom even better with all the money they'd get from that. Perhaps even with 3d models (voxel or polygonal) for the monsters (not all-out Quake, but in this imaginary timeline they'd do Aliens, then doom which would keep level format more or less the same, maybe with minor additions such as slopes, but with usage of 3d/voxel models for the enemies and objects, then Quake as fully 3d game).
He never lost the hair. What a legend.
He needs to.
@@socasack dudes stuck in 1992
Read the book Masters of Doom. He did once cut his hair to a manageable length (not sure when but after Ion Storm) and donated it to wig making charity.
@@socasack show some respect
He sells his soul to Spiderdemon
Doom 1 and 2 actually had a better feel than most modern games. They nailed the walking sway movement just right.
At the pre-alpha version main screen:
"If you have a copy of this, you are naughty."
lol
Its so funny he mentioned they left the game running to test computers. For many years in those days, I would leave doom running on computers that I had just built to test them. It was a better and more stressful test than anything else I could find. If the machine ran Doom overnight, usually it was a solid machine.
Ha I did this too, one machine caught fire
Just found this video and really enjoyed it. Back in mid-1990 I was IT manager that was introducing networking to a business and installing the very first LAN and we were running IPX. I was concerned about the performance of the servers, routers, switches, etc with lots of traffic. Knowing that DOOM had a multi-player capability over IPX gave me the inspiration to test my network with it. So I got 4 of my buddies and put each one at a different location in the buildings behind different devices we fired up DOOM! We played from about 6:30pm till sometime around 8:30am Saturday morning. None of us had ever experienced anything like that before. We did a conference call using our PBX system so we could all talk to each other on speaker phones while we played. We truly had a glimpse of the future of gaming. Thanks to these guys for making a game that I still love to play today!
Everytime I see him, I think of the TESTAMENT singer...
I didn't know Chuck Billy made Doom. XD
Who ever yelled out to get that last question in - bless you. Thank you so much for getting him to answer!!!!
3 weeks to make a super nintendo game, on hardware that was not exactly user friendly back in the day. These guys were true programming gods!
I don't believe they didn't have any experience with this hardware and did it in 3 weeks.
@SecondLeif I think I saw some Doom sources before, with some library like Dos4GW it can be easier than remaking everything. Even without Dos4GW sound ports and video pages maybe at different addresses, but still something similar. But with parts made on Watcom assembler (CPU specific) it can be slightly harder.
While I'm sure they were insanely skilled, you gotta remember another contractor was working on the SNES port for the last however many months, so they weren't starting from scratch, just finishing it.
@@MrSlowestD16 Considering that contractor couldn't finish a game in 3 weeks, that is not saying much.
@Wiki wiki This is Sparta !!! AR If the game was already created and done, they wouldn't have had to finish it in that 3 week time period in the first place.
The BSP trick, the highest ceilings, the lightning....pure genius. Look at EVERY single game that came out at the same time as Doom in Dec '93. It's downright crazy how advanced Doom was back in the day. What a great time to be a PC gamer.
So awesome that we live in a world where this stuff is free and available to everyone to watch.
I second that😁👍
True!
The fact, that she didn't at the end readed top rated questions, but some stupid ones, drive me crazy. I hate those kind of people on conventions that ask useless questions.
AAnarchYsta Agreed but in her defense, any programmer who knows their history know that there was no version control in a small team back then. And the monetizing doom question is also pretty stupid as he had just explained they were already an experienced game dev that took jobs like porting wolf to nes. The only semi-interesting question I wanted him to answer was his opinion on the latest DOOM 2016.
exactly my thoughts. she sees the list and reads the 10th question. like wtf ?
of which he has almost an entire video showing his opinion of Doom 2016
@@bronsonschnitzel7493 Git wasn't around in 1993. That's why it's interesting. Did they just make copies of the whole project day after day?
Yeah but the problem is that people ASSUME a lot of shit that they don't know. Do you know that he didn't give her a specific group of subjects that he didn't want to deal with? Like what he thinks of other people's games (DOOM 2016). Not saying I know... I'm just saying that you don't.
"Tom leaves id"
Didn't you guys fire Tom? Was it mutual or what?
He was fired.
@@-Zakhiel- When a relationship doesnt work it doesnt, that is it. You can see romero`s appreciation for his work, It means the art wouldn`t be compromissed if they went separate ways
"Did you fire him, did he leave, or was it mutual?"
... yes.
@@oraculox Tom didn't knew he was about to get fired. He just arrived one day, Carmack and Romero said "you're fired" (allegedly, Carmack did the talking). At that time, Tom was ostracized. He didn't contribute much in the development of Doom so Carmack saw him as a liability. And Carmack beeing the computer on legs that he is, he decided to get rid of Tom and convinced Romero that it had to be done.
Ironically, that's what happened to Romero at the end of the development of Quake. Carmack thought back then that Romero was lazy (he even wrote a program to spy on Romero and calculate the real amount of time he was working on Quake while in the office). So at the end he said to Romero "you're out". And Romero said "Yeah ?! You're not my Dad ! I don't care ! I'm gonna make my own game ! Screw you dad !!! T_T".
More or less.
@@-Zakhiel-
Carnack sounded like a real jerk and a creep at the office...
My biggest gripe with this is at the end when she asks questions she's choosing because she wants to hear the answers. The ones shown on the screen I really wanted her to ask.
Thank god the guy in the crowd yelled about Version Control, I was curious about that too. She was really trying to gate keep the questions and I'm like us at home can't hear what he says if they ask him during the break.. freakin' damn it lady
Sseriously...I wanted to know what Romero thought of 2016
@@BL-mf3jpoh yes that would have been super cool
My son bought me the book "Masters of Doom", a fascinating read. Carmack and Romero were absolute maniacs during that whole Commander Keen to Doom period, with Carmack maybe a little crazier with the insane hours he poured into the work. That had to be an amazing experience for all of them.
Yeah, real amazing for Hall I'm so sure. Poor guy.
i am not sure if it was doom or doom 2 but my brother and I ended up playing co-op for the first time over a null modem cable and when we looked at the clock it was 5 am. Thank you.
Me too .... On doom 2
I've heard this story three times on three different videos now....and I never get tired of hearing it
I could listen to John for hours ngl
So glad he answered the version control question, I nearly thought he wouldn't, and was preparing to not go to sleep until I find out what they did.
Separate floppies was really surprising, given that their machines ran BSD.. Of course you need to know that SCCS/RCS/CVS are available and what they do to use them.
nem értem mit îrtál!
_" to get rid off the KRAUTS FROM STREET "_
well well that is the real problem with such like naPOLEon naziscum, from rightside of those €ontinent, naPOLEon ?
go and pray at the other side in youth-southpark and tell all merkel loaded them to FRG my sweet little nazipollack !
I feel bad for John Romero and the bad rap he has gotten all throughout the years. I mean granted, he deserves some of it and probably even agrees with me, but there was nothing wrong with being the rockstar he was and I got a lot of respect for the dude. Him and John Carmack were great people. Take Quake for example, someone took leaked source code, made Linux Quake, sent it to John Carmack and id Software wanted him to sue... sue the bastard they said... and he ordered them to use and implement the patches instead and ended up releasing the source code as open source to Quake! If it weren't for these two, we wouldn't have the games we do today. They also weren't against extending credit to where credit was due like to the creators of Half-Life, Unreal, and even Rise of The Triad and the Build games.
I don't agree. They are STILL great. No need to use past sentence.
good game companies/teams give thanks out of sheer love and honesty for the craft, fearlessly. cuz they don't have anything to worry about.
whereas paranoid, insecure developers (or people in general) will be caught hating or verbally trying to recalibrate peoples view of others to try to make themselves look good. Once you acknowledge that, it's really easy to spot it within human behavior.
he made a game in the golden age of video games when no 1 even knew how to do anything and companies were small. He didnt have to face many of the challenges current developers face, and im not sure why him being a rockstar was ok, he just needs to be smart and manage his team well, being a rockstar usually goes against that. His entire career for a while have been riding this glory, which to me is telling.
Like Romero or not, he deserve his faith. HE did fuck up bad
John Carmack was a rockstar, he owned two Ferraris and gave one away in a contest, is a rocket scientist, and made TCP/IP Multiplayer possible. @@ALPHAHXCORE
I'm dying to know what Tom Halls one-big-world map looked like. If any of those drawings still exist, I'd love to turn it into something in GZDoom Builder...
I still remember when I first saw Doom running on a PC in the store. I had to buy 4mb of ram to get to 8mb so that fire level wouldn't be slow.
With 4mb you had to freeze for a afew hundred milisecond. Doom could be played on pci vga card 486 real good😆
It's amazing how that game evolved comparing the early stages of those alpha versions to the final version in terms of scenery complexity, texturing, lighting, overall polishing, weapon design, HUD, sound effects, OST etc, and only in a couple of months... it's unbelievable... those guys REALLY made something absolutely revolutionary there, definitely ahead of its time
"Version control? Didn't happen." - My kinda developer.
This guy is a legend with all id Software from the 90s.
@@mapesdhs597 LOL
For real, those names at the end are like a roll call for gaming legends, Romero, Carmack, Hall, McGee... Crazy how much talent grew from that team
imagine the year is 1992 and you're the landlord and walk into suite 666 to collect rent and find a book labeled "doom Bible"
The book was, in-fact, not actually physical from what I remember hearing. It was just an HTML.
this man is not only responsible for DOOM, But also, indirectly, the man who made Deus Ex possible
Thanks a lot John ROmero,
He also made Daikatana possible....
A man who made Deus Ex possible? Good joke!
@Ian McLean Sure, whatever floats your boat, buddy.
@@SalDOWN he's correct - if you don't believe it go and read Masters of Doom - it documents it all.
@@SalDOWN
You didn't know about it, so it must be a joke. Very smart indeed...
Watch /watch?v=QiYsCdiGdt0
22:35 - Warren Spector starts talking about how he got to work for Ion Storm
23:25 - He mentions what John Romero promised him.
John Romero is a legend. FPS Games would not be as awesome as they are today if it wasn't for for these guys at id Software back in the early 90's
why do you make a rating system for questions when you don't ask the top rated ones?
Yeah and the most relevant question IMO would have been what does he think about the new DOOM, having played thousands of hours of the original and 2 and then 3 I honestly think it's a great game and I pulled a few people into PC gaming with it a mere few weeks after release and they are still playing PC games today and have sold their consoles off
Its because those "moderators" are stupid so they think everyone is even more stupid than they and so they pick most borring and most stupid questions....
because the top rated question were most likely inconvenient for them.
@@HarosOfStyx then don't use the system, do your job and make up some convenient questions.
the0ne4nd0nlyz1nk ypur reply was completely pointless and nonsense. Next time look at to whom you're replying, and write a coherent comment.
What are your thoughts in the 2005 Doom movie?
*N O*
The "remake", as he called it, seems like it's going to be even worse.
@@Go_Coup and yet it was licenced and embraced by the licence holders
@@renovatiovr , id essentially disavowed the movie before it even released.
@@renovatiovr " Some day we will make it right... Nah I did it right, people is wrong. " - Executive who plays poker videogames at most.
@@Mautar55 Maybe yes, maybe no, we don't know. But what we do know, is that they hold the name and they get to decide what is canon and what is not
Old school id Software was full of legends.
@Solve Everything Can you give examples of games that have those features to acommodate female consumers? (Totally asking out of curiosity. I want to compare those games with the ones that didn't have that urge)
Only one Og legend still works at id software...
Kevin cloud....
But the new id software is still awesome, they make way better games than cod honestly...
Hugo martin and marty stratton are also the new legends as well...
Shut up
DOOM, 1993 - "Let's get rid of extra lives"
DOOM Eternal, 2019 - "Let's add extra lives"
but in 1993 you could save the game even when dying
DOOM Eternal still doesnt have Game Over screens or anything though. Unless you play on Extra Lives Mode itself, but that's more of a permadeath thing.
@Stix N' Stones so you could literally have checkpoints for every second of the level. Have you not heard of quicksaving?
@@Salvavideocrack *Source games intensifies*
They are not even close to being the same thing, except in name.
it's funny that the conference is called WAD (We Are Developers)
I still hear minute 14:45 and got a feeling that I had in my 15s and will never be able to have again with ANYTHING else. That feeling came again just be hearing that music while in game. No other chance. Since that time, ID folks became gods for me. Still 40 and remembering and playing with a drop tear sometimes.
A year of madness but boy look at the result, still stands up today.
Every time I see an interview about gaming in the 90's, all I can think about is how you saw as much change in one year of 1990's game development as you currently get in about half a decade.
This man is a living legend, together with the other guys from Id. All modern 3D games owe a lot to them!
Thank you John Romero for creating a game that changed my life. I was 16 when it came out and was hooked since then. I still play it today. Thank you very much.
I'm super impressed with his answer about Daikatana. You could tell he was proud even though the game wasn't very successful.
I would love to see the Carmak, Hall, and Romero again together as friends doing a session like this. They inspired a generation. I know that isn’t too likely to happen, but I can dream.
Romero and Carmack still talk to each other and throw around ideas about the current tech.
Everything is possible.
D:\ Doom
damn straight...
For today it may not look like a big Deal, but that it is worth almost an hour presentation after decades, may give a hint how mind blowing it was back then.
same with anything pioneering..... lighting a fire now is no big thing, but what about the first ever fire in human history
John Romero is a legend, along with John Carmack. They are my heroes. Amazing video.
Seeing DOOM in it's infancy... Then comparing it to what it is now... Is heartwarming. Made me smile and appreciate all the history behind it.
i play DOOM in a floppy disk, year 92, 93 in a cpu 386-486... this was hardcore
Being a 1st Generation Video-Gamer, it was amazing to watch Video-Games evolve into what they are today. My favorite part was watching Video-Games make the transition from 2-D to 3-D. From Side Scrollers (Beat'em Ups), to Background Scrollers (Driving), to Arena Shooters (DOOM), to 3-D Environment Explorers (Tomb Raider), to Open Worlds (GTA & Skyrim). It's been a wild ride so far. Let see what future games can bring. :)
I have so many fond memories of DOOM, but one of the things that I remember the most, that was absolutely amazing to me, was the rooms that had the blinking lights and the over all atmosphere. It was so amazing at the time, and I honestly don't think I have ever been as amazed with a game since until Halo.
His sense of humor and charisma are underrated. Viva John Romero!
Funny how Alien license was offered when one of the big first DOOM mods was Alien...
IdealSound & Performance Facts
They had control customization in 1993. Something many modern games STILL lack.
7:58 Sounds like what Half-Life did with a very advanced version of their engine a few years later...
Oh the memories! Played untold number of games, designed many levels. I was totally addicted. Still play on linux these days. ;)
I played DOOM from the time it’s released in 94/95 I can’t remember but I was really hooked, thank you so much for the great times and memories!!
What he said about how Daikatana was made explains a lot. It was certainly an experiment and whether John agrees or not, I think it is safe to say it was a failed one. Its only a small stain on an otherwise awesome developing career though from the FPS godfather. What a great trip into history. Especially seeing the Doom alpha builds and how it slowly started looking better and better with each version.
I still play Classic Doom 1 and 2 all the time. Something special about it. Very simple by today’s standards, but it’s aged so well and there’s something so satisfying and addictive about it. I don’t think it’ll ever get old. Timeless classic. Very interesting video
The wall behind John would be a perfect texture for Quake or Doom.
never played doom myself, doom 2 though is where all my memories are. The first time i played death match was doom2 on a LAN in my friends house
The decision to make Doom moddable and to share information needed to make that happen is the #1 reason why the original Doom became so popular (that and the later decision to make the game open source)
I dont have any figures but it wouldn't surprise me if there has been more mod content released for Doom than for any other game out there.
He seems like genuinely nice guy. I often wondered if everything I’d read in Masters of Doom was accurate. That book basically portrays him as a reckless, undisciplined fool. His role in these games’ creations is a lot more than what he even said here. You develop what basically amounts to a CAD in MS-DOS and then put up with criticism as gracefully as Romero. The guy is doing things with his life.
Loved the book about these guys Masters of Doom. Was surprisingly such a page turner, read it in just a couple days.
Read it in a single long night
Thank you so much M. Romero for what you've done and accomplished for our industry, also for the passion and inspiration you've transmitted to generations of developpers, actual and future. Great conference btw.
Played the first Doom on a Pentium 120 and finally was able to play Doom in VR - Thank you for keeping Doom alive!!
The BSP comment took me by surprise. They're still useful for prototyping levels to this day and the fact that they have roots in Doom is friggin awesome!
"What's the craziest thing you played Doom on?!?!? teehee" My god...so many good questions that could be asked... and on top of that she's hand picking ones SHE wanted, not going by the rating system.
This guy is my hero. His families original computer (an Apple? I think?) is on display here in Rochester at the Museum of Play. In the industry, this man is a legend, and the city of Rochester doesn't know the history it has...
I made quite a few maps for it back then. Also getting questions from users about the novell server, something wasn't quite right.
Maybe it was the sysadmins playing four player death match, we will never know... ;)
Aah. I remember Doom II coming out but I could not play it because I only had 4MB RAM. I needed 8MB. What an investement, then. Took me a few months to get the budget for it.
It logically follows: All non-violent video games are to blame for world peace.
So interesting to watch this, I was young back then, no real idea of computers or the work involved in software development. Just knew enough to edit the startup files so I had enough base memory to run games. Great to come back to this now and see how it was done and how things have changed, damn i miss those old days of computers!
Why did the women not pick the most upvoted questions? She intentionally picked a question that she wanted to ask rather, thats really strange! Especially since they are showing is the graphics of the questions right in front of us. It's like she was, mmhm meh boring question I don't understand and that might take a while to answer or whatever.. better pick the refrigerator question instead..xD
I mostly agree with your perspective on how the questions were chosen, but I'm actually glad that the second-most upvoted one was not asked because it was extremely stupid. Doom was a shareware title and monetized in exactly the same fashion as all other shareware at the time. That audience must have been packed with a very young crowd of people for them to vote so highly on something that is such unbelievably basic and common knowledge. It would have been a travesty to waste John's time by having him explain the concept when literally any computer gamer who lived through the 90s could give you the exact same answer.
@@djhenyo The question as I stated should be choosen based on how many upvotes it got unless the question was to be a troll question which clearly this wasn't. It might have been stupid in you view but this does not play into the principle of picking questions. If that where so, you do not pick the question that is the most upvoted, but rather what she thinks, or what you think is the most relevant or most interesting question and taht is different for each person hens voting
@@snyggmikael It's called curation, and when the live audience is so fucking stupid (or just young and dumb) they honestly think, without trolling, that asking how Doom was monetized when John had just answered that in his talk not even five minutes before (90s shareware model) then it was her duty to step in and not let the precious few minutes of question time be eaten up by that useless bullshit. Version numbering was actually a good inquiry and shouldn't have been skipped. You win some, you lose some.
Because John literally just answered some of the questions in the talk? So the MODERATOR, not just "the woman", filters out the unnecessary and silly. This is pretty basic stuff, my dude.
@@djhenyo Yea and we end up with the refrigerator one.. great
Doom deathmatch ruined unsupervised computer lab access for us at my middle school for the rest of the year. We had a pretty decent set of 486s and a Novell network, the perfect breeding ground for Doom multiplayer. I brought a shareware floppy and we installed it on all of them. Lasted for a few days before someone spilled the beans and we were busted, but those were a great few days!!
"Somehow these leaked out, heh heh . . . . . ."
As if he didnt know who leaked it ! but he knows!
Probably was the same people who leaked the Deadpool footage
i was 10 when i first played it in 2000, and i still thought it was the coolest thing, it was a 7 year old game by then.
Romaro has all the ego in the world and has rightfully earned it.
he sure did...
After this speech I applaud Romero for EVERYTHING about Daikatana.
Hiring young programmers to have a shoot at game development for LEARNING purposes.
That shows what a nice guy he is.
Today, Creativity is something I really think we should embrace more.
I wish Game Reviews would consider if it is junior (first product) or senior (many titles) company. Junior goes all-way-in with new ideas and interesting elements. Senior
game devs seems more to stick to what works, experienced with how a 'complete' game looks. We should really embrace both types from different view points.
"Last day we worked 30 hours..." THAT'S NOT A DAY!
No it's a misunderstanding. See, they worked 30 hours in 24 hours time.
@@Baalaaxa They were working so hard the localized energy concentration caused graitational time dilation!
Doom actually had a mod for Aliens. I remember loading it, it replaced the imp and pig and a few other models with aliens. Also changed some weapons and had some voice overs that were swapped out from the sounds the monsters made.
Thanks for everything, Romero!
This talk is inspiring to listen to. I never played Doom. Castle Wolfenstein and Wolfenstein 3D were games that I did play and loved when they were first released. Before those games, it was those handheld Coleco football and baseball style of games where the graphics were a single to a couple of LEDs representing your player. Immersive multiplayer games have come a long way. Thanks for making and sharing this talk.
It was 6 months before ultima underworld, but it was inspired by an early demo of ultima underworld and it was not nearly as complex as ultima underworld (a good choice for a speed sensitive game; ultima underworld had textured floors, textured ceilings, sloped walls, sloped floors, jumping, swiming, looking up and down, but played best on a 486).
Also (IIRC), Underworld had affine texture warping. Fun fact: John Carmack hated affine texture warping so much that "no affine texture warp" was an actual requirement for Doom console ports, and at least one port was barred from publication for this reason.
The first Ultima Underworld also has the playfield take up less than half of the total screen. The less the game has to render the faster it can run. Doom lets you change the screen size for this exact reason, but on the same spec 486 CPU it could easily run at twice the framerate with 80% of the screen filled.
It was Bagley's Sega Saturn port, because Bagley had implemented the use of Saturn's hardware acceleration.
I don't think my boss would appreciate it if I told him "but John Romero didn't use version control!"
The real answer is that when you have a hive mind ... you don't need it. That's where they were - slept ate drank nothing but code for 1 year.
@@davidaustin6962 I actually completely disagree with this. In the interview he said they passed around disks to transfer files. They just didn't have the tools that we have available now. Transferring the data by disk is many factors slower than it would be to grab it properly with version control. And of course, it also saves you from the inevitable worst case scenario that you have no control over when a drive fails.
There are many ways that their team was far more efficient than most, but that is certainly not one of them.
This guys a legend imo. What the two Johns did is build a great foundation for many to hold on to.
All I know is that DOOM will always be a part of me and DOOM will always be great! I feel happy to have watched & way to go team ~
It's always great hearing about the history of id and its early games.
No it's not
@@SpicyMilk literally go and eat a turd then to not be bored
@@civotamuaz5781 Literally going and eating turds is not a good way of relieving boredom! Excuse you, Mr civota!
@@SpicyMilk Ok you can stop now jeez...
I remember doom being the first game I ever played, both single player and multiplayer at sleep overs around 2010, it also sparked my interest in programming and making mods, so thanks for all the great memories Romero!
I played the doom shareware demo around 2006-2007 and it’s a true testament to how good doom is that after playing Halo and Call of Duty, doom was still so fun and impressive all those years later
"What do you think about the 2005 movie Doom?"
John: "No."
No version control... I just gotta love that guy and his team.
I wish someone who worked on Half-Life 2 would do this
I wish people who worked on Half-Life 2 would start making Half-Life 3 :v
Marc Laidlaw???
Or rather Half-Life 1. Half-life 2 would not be possible if it wasn't for the initial conception of Half-Life 1 out of *nothing*. And honestly, HL-1 was the superior game in many ways if you ask me.
There's a really good documentary on UA-cam called "Unforeseen consequences" that goes through some of the history of Half-Life. Unfortunately Valve declined interview requests but there are lots of developers of the day who were inspired by HL and who tell their story.
Fun fact: Valve was originally formed by people who worked on Doom 95 (Windows 95 source-port) for Microsoft.
John is the fan driven player that should be in every development team. Not the top brain...not the top talent in any area. But the glue of passion and joy for the games pushing it forward (obviously that is an intelect and passion in of itself and not neglecting his development skills, you know what i mean)
When devs are indie and deep, deep underground, the games they make are awesome.
ifd ifd
Not really, Indie devs do cash grabs too.
When devs have deep passion for what they are doing, they make awesome games.
Before the term "dlc"
John Romeros hair is a national treasure.