Everything about John Romero totally explained
Alfonso John Romero (born
October 28 1967 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 the lead designer for many of their
personal computer games (all subsequently ported to consoles) including
Wolfenstein 3D,
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."
Biography
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'd 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 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,,
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 to form
id Software.
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. The massive pre-hype for the game and the subsequent delays (it wasn't released until April 2000) led reviewers to 'lash out' at the game. Upon release,
Daikatana was critically panned and appeared on numerous "top 10 worst games" listings. However, it sold over 200,000 copies worldwide in its first year of sales. Romero has since claimed that the game generated enough sales to recoup its extensive production costs.
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".
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 . 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 that he's been working on a yet-to-be-announced
MMOG at his newly opened development studio, Slipgate Ironworks.
(External Link
) 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 wouldn't reveal anything about the company or the game until 2007.
On
July 22,
2006, John Romero and former co-worker
Tom Hall guest hosted episode 53 of the
podcast The Widget.
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.
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.
Personal life
Between 1999 and 2003, 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. Some of the modifications included a
parallel port from the engine compartment into the cockpit next to the passenger's seat which one could plug a
laptop into, and tune the engine while the car was running.
Romero's favorite game of all time is Chrono Trigger.
He enjoys listening to Heavy Metal music. Romero is the one who supplied Bobby Prince several Heavy Metal records as source of inspiration for the Doom music.
Wrote a comic book in high school with "10 Different Ways to Torture Someone"; featured entries such as "Poke a needle all over the victim's body and in a few days . . . watch him turn into a giant scab" and "burn the victim's feet while victim is strapped in a chair."
The webcomic Penny Arcade has a running joke that John Romero is actually a woman, often commenting on how hot 'she' is.
The webcomic MegaTokyo made several jokes about John Romero and regarding Ion Storms high turnover rate.
He makes a guest appearance on an episode of Code Monkeys. In the episode, he's a young employee of Gameavision, pitching his idea for Doom to a thoroughly unimpressed Mr. Larrity, who contradicts each one of the game's most noteworthy features. As they talk, they walk the halls of Gameavision headquarters, which are designed to look like a level taken from the game.
Doom II and Final Doom
.]]
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 to 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; this kills the boss because Romero's head functions as its hit detection point; when he "dies", the boss is killed and the game is finished. Using the idclip cheat allows the player to walk through the wall blocking the head. The player can then kill it.
The name "Romero" is also written in blood on one of the walls in level 19 "Shipping/Respawning" in Final Doom.
Further Information
Get more info on 'John Romero'.
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