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

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

David Kushner
4.6 out of 5 stars  See all reviews (40 customer reviews)
List Price: CDN$ 19.95
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Product Description

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. --This text refers to an out of print or unavailable edition of this title.

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. --This text refers to an out of print or unavailable edition of this title.

Inside This Book (Learn More)
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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40 Reviews
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Average Customer Review
4.6 out of 5 stars (40 customer reviews)
 
 
 
 
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5.0 out of 5 stars Energizing, Feb 11 2009
By 
Martin Kess (Waterloo, Canada) - See all my reviews
(REAL NAME)   
This review is from: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (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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5.0 out of 5 stars Simply the best book i have ever read., May 25 2005
By 
Sam (Quebec, Canada) - See all my reviews
This review is from: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Paperback)
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 it. Thats an order. This is the Harry Potter of gamers
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5.0 out of 5 stars You don't have to play Doom to love this book, July 13 2004
By A Customer
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. Masters of Doom paints a very vivid portrait of a successful start-up company from development through to marketing and distribution. It is a story that reads like a great movie with rich characters passionately building something they love. I couldn't put it down and couldn't stop thinking about it for days.
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