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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture Kindle Edition
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David Kushner
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LanguageEnglish
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PublisherRandom House
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Publication dateApril 24, 2003
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File size1104 KB
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Editorial Reviews
Review
"Masters of Doom is an excellent archetypal tale of hard work and genius being corrupted by fame too young and fortune too fast. I rooted for these guys, was inspired by them, then was disturbed by them, and was fascinated from beginning to end." -Po Bronson, author of The Nudist on the Late Shift
"Like Hackers, David Kushner's Masters of Doom paints a fascinating portrait of visionary coders transforming a previously marginal hobby into a kind of 21st-century art form -- and enraging an entire generation of parents along the way. Kushner tells the story with intelligence and a great sense of pacing. Masters of Doom is as riveting as the games themselves." -Steven Johnson, author of Emergence
"Masters of Doom tells the compelling story of the decade-long showdown between gaming's own real-life dynamic duo, played high above the corridors of Doom in the meta-game of industry and innovation. With the narrative passion of a true aficionado, Kushner reminds us that the Internet was not created to manage stock portfolios but to serve as the ultimate networked entertainment platform. It's all just a game." -Douglas Rushkoff, author of Coercion, Ecstasy Club, and ...
Amazon.com Review
This book manages, for the most part, to keep clear of the breathless techno-hagiography style that characterizes many books with similar subjects. He tells the story of Carmack, Romero, and id--which includes far more than Doom and its successors--in novel style, and he's done a good job of keeping the action flowing and the characters' motivations clear. Some of the quoted passages of dialog sound like idealized reconstructions that probably never came from the lips of real people, but this is an entertaining and informative book, of interest to anyone who's let rip with a nail gun. --David Wall
Topics covered: The biographies of John Carmack and John Romero, and of their company, id Software. The development and marketing of all major id games (including Wolfenstein, Doom, Doom II, and Quake) get lavish attention. --This text refers to an alternate kindle_edition edition.
About the Author
From the Back Cover
"Masters of Doom is an excellent archetypal tale of hard work and genius being corrupted by fame too young and fortune too fast. I rooted for these guys, was inspired by them, then was disturbed by them, and was fascinated from beginning to end." -Po Bronson, author of The Nudist on the Late Shift
"Like Hackers, David Kushner's Masters of Doom paints a fascinating portrait of visionary coders transforming a previously marginal hobby into a kind of 21st-century art form -- and enraging an entire generation of parents along the way. Kushner tells the story with intelligence and a great sense of pacing. Masters of Doom is as riveting as the games themselves." -Steven Johnson, author of Emergence
"Masters of Doom tells the compelling story of the decade-long showdown between gaming's own real-life dynamic duo, played high above the corridors of Doom in the meta-game of industry and innovation. With the narrative passion of a true aficionado, Kushner reminds us that the Internet was not created to manage stock portfolios but to serve as the ultimate networked entertainment platform. It's all just a game." -Douglas Rushkoff, author of Coercion, Ecstasy Club, and Nothing Sacred
"Are you brainy? Gifted? Deeply alienated? Ever wanted to be a multimillionaire who transformed a major industry? Then Masters of Doom is the book for you!"-Bruce Sterling, author of Tomorrow Now
--This text refers to an alternate kindle_edition edition.
From the Inside Flap
From School Library Journal
Paul Brink, Fairfax County Public Library, VA
Copyright 2003 Reed Business Information, Inc. --This text refers to an alternate kindle_edition edition.
From Booklist
Copyright © American Library Association. All rights reserved --This text refers to an alternate kindle_edition edition.
From Publishers Weekly
Copyright 2003 Reed Business Information, Inc. --This text refers to an alternate kindle_edition edition.
Excerpt. © Reprinted by permission. All rights reserved.
The Rock Star
Eleven-year-old John Romero jumped onto his dirt bike, heading for trouble again. A scrawny kid with thick glasses, he pedaled past the modest homes of Rocklin, California, to the Roundtable Pizza Parlor. He knew he wasn’t supposed to be going there this summer afternoon in 1979, but he couldn’t help himself. That was where the games were.
Specifically, what was there was Asteroids, or, as Romero put it, “the coolest game planet Earth has ever seen!” There was nothing else like the feeling he got tapping the control buttons as the rocks hurled toward his triangular ship and the Jaws-style theme music blipped in suspense, dum dum dum dum dum dum; Romero mimicked these video game sounds the way other kids did celebrities. Fun like this was worth risking everything: the crush of the meteors, the theft of the paper route money, the wrath of his stepfather. Because no matter what Romero suffered, he could always escape back into the games.
At the moment, what he expected to suffer was a legendary whipping. His stepfather, John Schuneman—a former drill sergeant—had commanded Romero to steer clear of arcades. Arcades bred games. Games bred delinquents. Delinquency bred failure in school and in life. As his stepfather was fond of reminding him, his mother had enough problems trying to provide for Romero and his younger brother, Ralph, since her first husband left the family five years earlier. His stepfather was under stress of his own with a top-secret government job retrieving black boxes of classified information from downed U.S. spy planes across the world. “Hey, little man,” he had said just a few days before, “consider yourself warned.”
Romero did heed the warning—sort of. He usually played games at Timothy’s, a little pizza joint in town; this time he and his friends headed into a less traveled spot, the Roundtable. He still had his initials, AJR for his full name, Alfonso John Romero, next to the high score here, just like he did on all the Asteroids machines in town. He didn’t have only the number-one score, he owned the entire top ten. “Watch this,” Romero told his friends, as he slipped in the quarter and started to play.
The action didn’t last long. As he was about to complete a round, he felt a heavy palm grip his shoulder. “What the fuck, dude?” he said, assuming one of his friends was trying to spoil his game. Then his face smashed into the machines.
Romero’s stepfather dragged him past his friends to his pickup truck, throwing the dirt bike in the back. Romero had done a poor job of hiding his bike, and his stepfather had seen it while driving home from work. “You really screwed up this time, little man,” his stepfather said. He led Romero into the house, where Romero’s mother and his visiting grandmother stood in the kitchen. “Johnny was at the arcade again,” his stepfather said. “You know what that’s like? That’s like telling your mother ‘Fuck you.’ ”
He beat Romero until the boy had a fat lip and a black eye. Romero was grounded for two weeks. The next day he snuck back to the arcade.
Romero was born resilient, his mother, Ginny, said, a four-and-one-half-pound baby delivered on October 28, 1967, six weeks premature. His parents, married only a few months before, had been living long in hard times. Ginny, good-humored and easygoing, met Alfonso Antonio Romero when they were teenagers in Tucson, Arizona. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny got married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings.
Though the situation improved there, the couple returned to Tucson after Romero was born so his dad could take a job in the copper mines. The work was hard, the effect sour. Alfonso would frequently come home drunk if he came home at all. There was soon a second child, Ralph. John Romero savored the good times: the barbecues, the horsing around. Once his dad stumbled in at 10:00 p.m. and woke him. “Come on,” he slurred, “we’re going camping.” They drove into the hills of saguaro cacti to sleep under the stars. One afternoon his father left to pick up groceries. Romero wouldn’t see him again for two years.
Within that time his mother remarried. John Schuneman, fourteen years her senior, tried to befriend him. One afternoon he found the six-year-old boy sketching a Lamborghini sports car at the kitchen table. The drawing was so good that his stepfather assumed it had been traced. As a test, he put a Hot Wheels toy car on the table and watched as Romero drew. This sketch too was perfect. Schuneman asked Johnny what he wanted to be when he grew up. The boy said, “A rich bachelor.”
For a while, this relationship flourished. Recognizing Romero’s love of arcade games, his stepfather would drive him to local competitions—all of which Romero won. Romero was so good at Pac-Man that he could maneuver the round yellow character through a maze of fruit and dots with his eyes shut. But soon his stepfather noticed that Romero’s hobby was taking a more obsessive turn.
It started one summer day in 1979, when Romero’s brother, Ralph, and a friend came rushing through the front door. They had just biked up to Sierra College, they told him, and made a discovery. “There are games up there!” they said. “Games that you don’t have to pay for!” Games that some sympathetic students let them play. Games on these strange big computers.
Romero grabbed his bike and raced with them to the college’s computer lab. There was no problem for them to hang out at the lab. This was not uncommon at the time. The computer underground did not discriminate by age; a geek was a geek was a geek. And since the students often held the keys to the labs, there weren’t professors to tell the kids to scram. Romero had never seen anything like what he found inside. Cold air gushed from the air-conditioning vents as students milled around computer terminals. Everyone was playing a game that consisted only of words on the terminal screen: “You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building towards a gully. In the distance there is a gleaming white tower.”
This was Colossal Cave Adventure, the hottest thing going. Romero knew why: it was like a computer-game version of Dungeons and Dragons. D&D, as it was commonly known, was a pen-and-paper role-playing game that cast players in a Lord of the Rings–like adventure of imagination. Many adults lazily dismissed it as geekish escapism. But to understand a boy like Romero, an avid D&D player, was to understand the game.
Created in 1972 by Gary Gygax and Dave Arneson, two friends in their early twenties, Dungeons and Dragons was an underground phenomenon, particularly on college campuses, thanks to word of mouth and controversy. It achieved urban legend status when a student named James Dallas Egbert III disappeared in the steam tunnels underneath Michigan State University while reportedly reenacting the game; a Tom Hanks movie called Mazes and Monsters was loosely based on the event. D&D would grow into an international cottage industry, accounting for $25 million in annual sales from novels, games, T-shirts, and rule books.
The appeal was primal. “In Dungeons and Dragons,” Gygax said, “the average person gets a call to glory and becomes a hero and undergoes change. In the real world, children, especially, have no power; they must answer to everyone, they don’t direct their own lives, but in this game, they become super powerful and affect everything.” In D&D, there was no winning in the traditional sense. It was more akin to interactive fiction. The participants consisted of at least two or three players and a Dungeon Master, the person who would invent and direct the adventures. All they needed was the D&D rule book, some special polyhedral dice, and a pencil and paper. To begin, players chose and developed characters they would become in the game, from dwarves to elves, gnomes to humans.
Gathered around a table, they would listen as the Dungeon Master cracked open the D&D rule book—which contained descriptions of monsters, magic, and characters—and fabricated a scene: down by a river, perhaps, a castle shrouded in mist, the distant growl of a beast. Which way shall you go? If the players chose to pursue the screams, the Dungeon Master would select just what ogre or chimera they would face. His roll of the die determined how they fared; no matter how wild the imaginings, a random burst of data ruled one’s fate. It was not surprising that computer programmers liked the game or that one of the first games they created, Colossal Cave Adventure, was inspired by D&D.
The object of Colossal Cave was to fight battles while trying to retrieve treasures within a magical cave. By typing in a direction, say “north” or “south,” or a command, “hit” or “attack,” Romero could explore what felt like a novel in which he was the protagonist. As he chose his actions, he’d go deeper into the woods until the walls of the lab seemed to become trees, the air-conditioning flow a river. It was another world. Imbued with his imagination, it was real.
Even more impressively, it was an alternate reality that he could create. Since the seventies, the electronic gaming industry had been dominated by arcade machines like Asteroids and home consoles like the Atari 2600. Writing software for these platforms required expensive development systems and corpor... --This text refers to an alternate kindle_edition edition.
Product details
- ASIN : B000FBFNL0
- Publisher : Random House (April 24, 2003)
- Publication date : April 24, 2003
- Language : English
- File size : 1104 KB
- Text-to-Speech : Enabled
- Enhanced typesetting : Enabled
- X-Ray : Enabled
- Word Wise : Enabled
- Print length : 368 pages
- Lending : Not Enabled
- Best Sellers Rank: #70,952 in Kindle Store (See Top 100 in Kindle Store)
- Customer Reviews:
Customer reviews
Top reviews from the United States
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Long and well-researched account of an important part of the history of the subculture of violent and high tech video games and their creators, their lives, failures and technological adventures. I really enjoyed this reading and I recommend it not only for those who lived part of this recent history but for everyone who want to learn about this important subculture.
I'm really impressed on how things turn out for the guys that created DOOM. They were successful in tech and gaming but they weren't able to handle so much in so little time. None of the Johns were able to see that they needed each other.
I think the book is summarized by a great analogy presented by the author: Carmack was the guitar maker and Romero was the musician that could get the best songs out of them.
I really recommend buying this book, it gets interesting from the beginning and it grips you until the end. I even read the index hoping there would be more stories post 2003.
Masters of DOOM tells the story of the "Two Johns," John Carmack and John Romero, creators of DOOM and founders of ID software. It's a story of amazing success and spectacular failure, personality conflicts and political witch-hunts. I found the early history of PCs and the sub-culture of game players and hackers enlightening.
I recently took a trip down memory lane and played through DOOM 1 and DOOM 2. This book was the perfect companion piece.
Overall highly recommended, excellent book, stayed up all night reading it.
Final Verdict: This is a MUST read!!!!
If I have to pick one thing I didn’t like is that it seemed to wrap up very quickly after a very detailed story. Of course all the relationships fell apart over time but I didn’t get a great sense of closure. But then again, maybe that’s the point.
Top reviews from other countries
In reminiscing like this, it's only fair to emphasize, that this book is written primarily for those with either an interest in gaming history or Doom itself. The stories of hardship and turbulence both these guys faced, towards carving their own stamp in gaming history, I'm sure would make an interesting read for many. But again this is more for those with an ongoing interest in gaming in general I think.
The book flows really well when reading. The writing is tidy. I found that the last quarter of the book especially becomes hard to put down as tensions mount and egos bristle. As a hardcore gamer and a budding game historian, I can't recommend this book enough.
Describing the rise and fall of the two creators of id software, John Carmack and John Romero, it is a classic silicon valley business/bio - with some particularly extreme characters. I knew nothing of these people at the time, but reading the book brought on waves of nostalgia as they were responsible for three of the key milestones in gaming history. I was still programming PCs when Wolfenstein 3D came out and I remember being amazed by the effects and responsiveness they coaxed out of the early PC's terrible graphics. By the time Doom and Quake came along, I was reviewing games for a living. Though my personal tastes ran more to the X-Wing series and Seventh Guest, I was stunned by the capabilities of the id games. They were the only first person shooters I ever found interesting - and each moved on the field immensely. All the first person shooters that are popular today from Call of Duty and Halo to Destiny owe them so much.
So from a techie viewpoint, this was fascinating, though the author does tend to rather brush over the technical side to keep the story flowing. And from the personal side, there were plenty of fireworks too. While the book slightly overplays the traditional US business biography style of presenting disasters and triumphs to regularly fit chapter boundaries, there is no doubt there was a real roller-coaster of an existence in a way that all those reality TV stars who overuse that term wouldn't possibly understand.
Although there are plenty of other characters, the two Johns are at the book's heart - Carmack the technology wizard behind the engines that powered these worlds, and Romero the designer and flamboyant gamer. The pair inevitably clash on direction and when they split it's interesting that it's the John who doesn't go for the classic US software developer heaven of turning the offices into a playground who succeeds.
All in all, truly wonderful for anyone who was into games in that period (and should be of interest to those who have followed them since). It's a shame it stops in 2003, as things have moved on a lot since its 'how the main characters are now' epilogue - but a quick visit to Wikipedia can bring you up to speed.
This book is the account of how Doom came into existence, created by a group of pioneering computer programmers in the 90’s. The book’s main protagonists are the “two Johns”; John Romero and John Carmack. Romero is the crazy, wild designer of the pair, mirrored by Carmacks calm, collected hardcore programmer. There are other ‘characters’ that appear in the book, such as Adrian Carmack, Tom Hall etc. But the two Johns are the focal points of the novel.
The book starts with the childhoods of the Johns and describes how they finally meet and how, from humble beginnings, they jump from strength to strength and end up creating a multi million dollar business. Very much the American dream. From reading this book I can only define Carmack and Romero as Geniuses. Programming is hard. I’ve tried it. It’s full of hard maths, syntax problems and logic arguments. Its like trying to measure the moon, with your eyes closed. With your hands tied behind your back. And yet the Johns (and many other bit players of the industry who make an appearance in this book) seem to just “get it”. The book doesn’t show the hard graft that I’m sure went into learning the programming languages, but by the age of 14 they were already coding. You have to be extremely intelligent to be able to pick it up that easy and with this intelligence and hard work they made themselves millionaires.
The two Johns’ careers started with creating small simple games in high school on early Apple computers. They then got small jobs with developers such as Origin and Softdisk. Ultimately, with their eagerness and entrepreneurial spirit, they finally branched out on their own. Their beginnings were questionably legal, with them borrowing work equipment and moonlighting. However the whole era just oozed rebellion and breaking loose the shackles of big business so this ambiguity of law just increases the spirit of self actualisation. Where young, passionate, hardworking and not forgetting extremely clever individuals made their fortune in their own way. This book makes it look so easy to make millions from computers. If only it was that easy.
Games created by the team include Wolfenstein 3D, Doom, Quake 1, 2 and 3, all synonymous with the video game revolution of the 90’s and both the birth of first person shoot ‘em ups and the prevalence of PC gaming. Its touched on briefly in the novel that the Johns were not the only people capitalising on the rise of the video games industry, but the majority of the book does read like they were.
In the end the duo run into the humanity side of all business’. Arguing, jealousy and contempt all led to their eventual split. Following the split, they each run their own companies in their own different styles. With successes and failures, the book tapers out and brings us up to the books publication date.
The positives of the book are many if you are fan of the games and the gaming industry. The book goes into some what detail of the creation of the games and gives insights into how the minds of the creators processed. Even if your not a gamer, the book is still a good tale of the underdogs making it big. The tension during the crunch days, when deadlines were looming, is brought to life by Kushner and each characters personality is shown to the reader. For a book written some 10 years after the majority of the facts, it goes into quite intricate details. This is proof of the amount of research carried out by the author. The epilogue at the back tells us he interviewed all parties in depth, as well as spent months sifting through mountains of old computer magazines to gather dates and locations.
Theres not much to be negative about the book, its hard to criticise real life. Some of the dialogue felt pushed, but then it would have been transcribed from interviews which would have been dragged out of half-forgotten memories. In my opinion, there wasn’t enough detail on the actual design of the main games, Doom and Quake. It seemed like the design and code was glanced over for tension and drama. More prose than fact but drama sells and too much code detail in the book would have slowed it down and turned it into more of a text book.
In all a good book however its audience is automatically narrowed by its genre and topic. Not everyone will find it interesting however I found it enjoyable, intense and fascinating. I could almost see myself writing the next best selling video game and making my millions! Or maybe not…

















