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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture [Hardcover]

David Kushner
4.6 out of 5 stars  See all reviews (41 customer reviews)

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Book Description

May 6 2003
“To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.” —Mark Leyner, author of I Smell Esther Williams

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart.

Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative.

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From Publishers Weekly

Long before Grand Theft Auto 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. The two post-adolescents meet at a small Louisiana tech company in the mid-1980s and begin honing their gaming skills. Carmack is the obsessive and antisocial genius with the programming chops; Romero the goofy and idea-inspired gamer. 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. 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. Fortunately, journalist Kushner glosses over Carmack and Romero's fame, preferring to describe the particulars of video game creation. 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. The author gives his subjects much leeway on the violence question, and his thoroughness results in some superfluous details. But if the narration is sometimes dry, the story rarely is; readers can almost feel Carmack and Romero's thrill as they create, particularly when they're working on their magnum opus, Doom. After finishing the book, readers may come away feeling like they've just played a round of Doom themselves, as, squinting and light-headed, they attempt to re-enter the world.
Copyright 2003 Reed Business Information, Inc.

From School Library Journal

Adult/High School-John Romero and John Carmack started programming games as teens. After they met, they became the first to make a video game on the PC that scrolled smoothly. In their 20s, they went on to create the hugely popular and controversial video games Doom, Wolfenstein 3-D, and Quake. But the passions that drove them to stay up late night after night, living on pizza and Cokes, drove them apart, causing Romero to leave to form his own company. The book traces their successes and failures, giving some insight into what it means to be a video-game designer, and is liberally sprinkled with humor, much of it from the twisted minds of the programmer/gamers themselves. Readers may not find the individuals likable, but they will be fascinated by watching what happens to them. While much of the story takes place in the '90s, the book continues on into the 21st century, where Carmack's Quake 3 is still heavily played and Romero's Daikatana has become one of the most hyped failures in video-game history. The company the young men founded, id Software, continues to be a force in gaming. Both video-game players and budding venture capitalists will find something entertaining and educational here.
Paul Brink, Fairfax County Public Library, VA
Copyright 2003 Reed Business Information, Inc.

Inside This Book (Learn More)
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First Sentence
Eleven-year-old John Romero jumped onto his dirt bike, heading for trouble again. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index
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Customer Reviews

Most helpful customer reviews
1 of 1 people found the following review helpful
4.0 out of 5 stars Go to Holywood? May 4 2004
Format:Hardcover
I like a lot to read; but I struggle trying to finish a book quickly. This one is one of the few that I happen to finish in a record time (for me at least). I've read several reviews of people saying they read it in no more than a day. It actually took to me about 10 days. Reasons? My kids, my wife and my work. But, whenever none of these three "reasons" was asking me to stop reading, I was devoring the book. A standard book takes me several weeks and months to finish (I happen to read more than one book at a time too).

Well, that's "about me". About the book, what can I say? The reason why I "devored" (in my own terms) the book is because I certainly found it way interesting and entertaining. And that tendency was kept from beginning to "almost" end (the last chapter was not as entertaining, for me). I am actually one of those guys that was part of the "doom" generation, with few months of delay (the game came to my country few months after it was released in U.S.A.); yet I was one of those that happened to keep until too late overnight playing doom (in many cases until the next morning, as the characters of the book). Also, I was quite identified with the two main characters: one because his ancestors roots are the same than mines (mexicans, I speak about Romero) and the other because his main concern in his life is the same than mine: computers programming (Carmack), despite the business, despite the money, despite the marketing, the strategy. Programming is his life, doors closed at his desk without interruptions (of course I don't program graphics, yet I program another type of computers systems and that's my main purpose in this life... besides my kids and wife). And both of them passion for DOOM, the game I have liked more than any other (even more than any Quake, way more than Unreal or Duke Nukem).

And, to add to all those reasons, the way the writter describes all the happennings is very dynamnic in "almost" all the book. The way he describes the main characters gives you a seriously real idea of who they are. As some other reviewer critisized, non main characters weren't "well" described. But, so what? is it the story about the others? They're only "incidental" individuals that happened to be interacting with the "starring" guys: Carmack and Romero.

At the very end, however, the "rithm" of happenings is kind of lost when the writter describes what has done recently Carmack besides his passion working at ID. I thought the writer could still make reference to Carmack's "other" hobby while at the same time making enough references to the current status (or the status at the end of writting the book) of DOOM III to keep the interest (that's why I give only 4 stars). I am more than "anxious" to see DOOM III released. Some times I'm afraid of creating many expectations and being quite dissappointed. But, what the hell! The story is, again, way interesting in itself as a biography and as a story of two young successful entreprenurs that could very well be made into a Holywood film (if we got "real life" films like Erick Brokovich, Radio, Pirats of Silicon Valley, and many others, why not the Carmack&Romero "story"?).

Film Producers, don't lose a great opportunity!

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Format:Kindle Edition|Amazon Verified Purchase
This book is excellent. I found all the facts and figures to be quite interesting. It is very evident that the author spent a lot of time gathering these facts and quotes. The author also does a very good job of conveying what John Carmack and John Romero were thinking at different stages in their lives. I sometimes found myself wondering how he had such deep insights into their thought processes but that was explained in the epilogue where he mentions interviewing the two Johns extensively. Personally I would love to sit down and chat with either (or both) of the Johns and see how much of the book is accurate. I hope the answer is all of it :)
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5.0 out of 5 stars Energizing Feb 11 2009
Format:Paperback
The energy of Carmack and Romero is beyond inspiring - I wish I had even half of the brainpower, luck and perseverance that they do. I had to force myself not to read it before I went to bed, or I'd inevitably find myself up coding for another six hours.

I think that for even a non-programmer, there is a lot to be gained from this book. At its heart, it's the story of a bunch of guys with a messed up past and a dream who just threw everything they had trying to make that dream into a reality. Fortunately for them, and the rest of us, they succeeded.
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Most recent customer reviews
5.0 out of 5 stars Incapable of putting this book down.
For anybody that ever played and enjoyed a video game between 1980 to present this book is a must read. Read more
Published on April 28 2011 by Mr David A Fenrich
5.0 out of 5 stars Fascinating read
Once I picked up this book, I was hooked.
Vidid description and story telling keeps you interested and hooked to read more.

Great read. Read more
Published on Mar 14 2011 by Yop83
5.0 out of 5 stars Simply the best book i have ever read.
Sorry for the short review here i am short on time but i must tell you that this book is absolutely stunnig. There is simply no bio-book that gamers will enjoy more than this one. Read more
Published on May 25 2005 by Sam
5.0 out of 5 stars You don't have to play Doom to love this book
I am not a gamer and have only played Doom once when I was dating an engineer, but as an entrepreneur and start-up person I loved this book. Read more
Published on July 13 2004
5.0 out of 5 stars Wow--if you were around for the Doom revolution, buy this!
Great book, great writing. No superfluous "filler" chapters. I finished this book in a 24-hour period. Read more
Published on July 8 2004 by S. SUNDBERG
5.0 out of 5 stars Hard to put down
This book starts off with the brief biographies of both Romero and Carmack. From there you're taken on a wild journey of intrigue, deception, comraderie, and at times, chaos. Read more
Published on Jun 21 2004 by Taddese Zicke
5.0 out of 5 stars A wonderful insight into a brillaint success story
This is a great book that provides a wonderful insight into the crazy, gutsy, and pioneering journey of John Carmack and John Romero. Read more
Published on Jun 7 2004 by Grubar Gambino
4.0 out of 5 stars Masters of Doom a History of online Gaming
This is an great read. If you are at all interesting in the history of the gaming industry it is a must read. Read more
Published on May 16 2004 by D. Hitch
5.0 out of 5 stars entertaining read
This was a really fun and engaging read. The book follows the story of John Carmack and John Romero from the time they started programming games, through the founding and rise of... Read more
Published on April 1 2004 by Dave Astle
5.0 out of 5 stars An excellent read for gamers and non-gamers alike...
I've been a virtual slave to gaming since I was big enough to pick up a Joystick (remember those things), however, when the PC became a platform to play on (back 'round 86), gaming... Read more
Published on Jan 5 2004 by Christian Hunter
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