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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture Hardcover – May 6 2003


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Product Details

  • Hardcover: 352 pages
  • Publisher: Random House (May 6 2003)
  • Language: English
  • ISBN-10: 0375505245
  • ISBN-13: 978-0375505249
  • Product Dimensions: 24.2 x 16.4 x 3 cm
  • Shipping Weight: 599 g
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (48 customer reviews)
  • Amazon Bestsellers Rank: #451,263 in Books (See Top 100 in Books)


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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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1 of 1 people found the following review helpful By Pablo Martinez-Castro on 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).
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Format: Kindle Edition Verified Purchase
It's amazing to think that John Carmack and John Romero worked on Commander Keen, Doom, Quake, and the sequels to those games together and changed the world. I didn't even realize they worked on Commander Keen and it was such a fun game with a good combination of graphics and gameplay.

The explanations of the trials faced by team at id is awesome and really makes me appreciate that we had such great games that inspired a lot of gameplay and a lot of graphics engines.

The only thing that sucks is the ending because it's a reflection of life; Romero fudged up the release of Daikatana and then moved onto mobile games and Carmack hid away from managing a business and ended up working for a piece of crap company that had no future or vision.
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Format: Paperback Verified Purchase
I have bought this book few days ago and I cannot stop reading it. It is well written and even if I have read only about 50 pages, I cannot stop reading it. I like the way chapters are divided so far. It is easy to understand each characters and to understand how they travail through their life to become those great developers. I think that this book is a must read for those who has played Commander Keen, Wolfenstein and Doom. Being a developer myself, the story of the glory of nerds always intrigued me. If you are in the IT domain, I suggest that you read this book.

Edit:
I am done with this book. I read it within 2 weeks. One of the best book I have read of my life. It is awesome to see the rise and fall of John Romero and see how John D. Carmack seem to be so in control but cold in the same time. The only negative comment that I have is that it ends at 2003. I had to go on Wikipedia to know what happen from there :) A highly recommend book if you like real story of fame that does not end the way you may think.
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This book is fantastic, it has a really quick pace that matches the subject matter.Honestly, its a must read for anyone who ever wants to get into game development as an entrepreneur. It really opens your eyes to how stressful and dark the game industry can be. I have made it my business to not review products I purchase from the internet as I've no time but when I saw the email to do this book I thought it was entirely necessary. I'm an indie developer trying to start up right now and I noticed that my productivity really increased while and after reading this bio, very inspirational.
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Format: Paperback Verified Purchase
I purchased this as a gift since I own a copy already. The book is a great look back at an interesting and perhaps important time in PC gaming as the types of games id and also Apogee were producing were both fun and innovative. The book highlights the story of how id, along with Apogee, helped to start a new phase in PC gaming. If you haven't yet had the opportunity to read this book, I recommend you look into it.
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By David Laprise on July 24 2013
Format: Kindle Edition Verified Purchase
As a teenager I played The sharewares of Commander Keen, Wolfenstein 3-D, Doom and Quake. This book presents the story of how those games came to be. Fascinating.
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Format: Paperback Verified Purchase
Masters of Doom tells a business story so crazy, fast-paced and fun that you won't be able to put the book down. The book tells of the rise and fall of two figureheads in the video game industry. People who have played ID's games may find a deeper appreciation for some of the interesting details and ridiculous anecdotes peppered throughout the story. Even if you haven't played the games though, I would suggest reading the book. It's a fascinating story which proves that with the right mixture of brains and practicality, amazing things are possible - and you might just gain a deeper appreciation for video games and the people who make them by reading the book. My mother, a 55 year old woman, loved the book and she knows nothing about video games.

It's a page turner for sure and I highly recommend it.

Warning: The book was last revised in 2003, so some of the details about the "present time" are somewhat inaccurate, but this only represents a small portion of the book.
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