John Romero

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John Romero

Born October 28, 1967 (1967-10-28) (age 40)
Colorado Springs, Colorado
Occupation Video game designer
Spouse Raluca Alexandra Pleşca

Alfonso John Romero (born October 28, 1967[1] 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."

Contents

[edit] Biography

[edit] 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 would 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 Might & Magic II 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, Arthur, Shogun and Journey. Ideas From The Deep still exists to this day at IFD.

[edit] 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.[2]

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.[2] He also served as Executive Producer (and Game Designer) on Heretic and HeXen.

[edit] Ion Storm

Main article: Daikatana
The now infamous Daikatana "bitch" advertisement.
The now infamous Daikatana "bitch" advertisement.

Romero later co-founded Ion Storm Inc. in Dallas, Texas with id co-worker Tom Hall, where he designed and produced Daikatana.[2] This ambitious shooter was announced in 1997 with a release date for the Christmas shopping season of that year. However, this release date slipped repeatedly in the coming months, and the game began to accrue negative press.

In particular, a 1997 advertisement boasting "John Romero's About To Make You His Bitch....Suck it down" alienated many gamers.[3] The massive pre-hype for the game and the subsequent delays (it was not released until April 2000) led reviewers to 'lash out' at the game.[4] 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".[5]

Romero departed with Tom Hall immediately after the release of Hall's Anachronox game and the subsequent closing of the Dallas Ion office.

[edit] 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.

[edit] Midway Games

In mid-October 2003, Romero joined Midway Games as Project Lead on Gauntlet: Seven Sorrows. 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.

[edit] Slipgate Ironworks

On August 31, 2005, Romero confirmed[6] that he has been working on a yet-to-be-announced MMOG at his newly opened development studio, Slipgate Ironworks.[2] 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 would not 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.[7]

[edit] 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.[8] 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.

[edit] Personal life

Between 1999 and 2003,[9] 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.[9] In January 2004, Romero married Raluca Alexandra Pleşca, originally from Bucharest, Romania. He has two children with his ex-wife, Kelly - Michael and Steven Patrick Romero - and one daughter with his ex-wife, Elizabeth - Lillia Antoinette.

[edit] Trivia

  • In 2002, Romero put his heavily modified Ferrari up for auction on eBay.[10] 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.
  • 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."[12]
  • The webcomic Penny Arcade has a running joke that John Romero is actually a woman, often commenting on how hot 'she' is.[13]
  • The webcomic MegaTokyo made several jokes about John Romero and regarding Ion Storms high turnover rate. [14]
  • He makes a guest appearance on an episode of Code Monkeys. In the episode, he is 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.

[edit] Doom II and Final Doom

John Romero as he appeared in Doom II.
John Romero as he appeared in Doom II.

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.

[edit] References

[edit] External links

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[edit] Articles on the rise and fall of Daikatana

Persondata
NAME Romero, Alfonso John
ALTERNATIVE NAMES
SHORT DESCRIPTION famous computer game designer
DATE OF BIRTH October 28, 1967
PLACE OF BIRTH
DATE OF DEATH
PLACE OF DEATH