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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture Paperback – May 11, 2004
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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.
“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
- Print length368 pages
- LanguageEnglish
- PublisherRandom House Trade Paperbacks
- Publication dateMay 11, 2004
- Dimensions5.14 x 0.76 x 7.94 inches
- ISBN-109780812972153
- ISBN-13978-0812972153
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—Mark Leyner, author of I Smell Esther Williams
"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 Doompaints 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 Doomis 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 Doomis the book for you!"
—Bruce Sterling, author of Tomorrow Now
“Kushner’s mesmerizing tale of the Two Johns moves at a rapid clip . . . describing the twists and turns of fate that led them to team up in creating the most powerful video games of their generation. . . . An exciting combination of biography and technology.”
—USA Today
“Meticulously researched . . . as a ticktock of the creative process and as insight into a powerful medium too often dismissed as kids’ stuff, Masters of Doom blasts its way to a high score.”
—Entertainment Weekly
“[An] extraordinary journey . . . an exhilarating time capsule of a moment in time where anything could happen—and often did. Kushner’s take on this geek uprising is like a breakneck-paced comic book that you can’t put down.”
—Newsday
“Kushner’s portrait of Carmack is lustrous and gripping. . . . An impressive and adroit social history.”
—The New York Times Book Review
“Terrifically told . . . The storytelling is so fluid, so addictive, that your twitching thumbs keep working the pages.”
—The Washington Post Book World
From the Inside Flap
From the Back Cover
About the Author
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 corporate backing. But computer games were different. They were accessible. They came with their own tools, their own portals—a way inside. And the people who had the keys were not authoritarian monsters, they were dudes. Romero was young, but he was a dude in the making, he figured. The Wizard of this Oz could be him.
Every Saturday at 7:30 a.m., Romero would bike to the college, where the students—charmed by his gumption—showed him how to program on refrigerator-size Hewlett-Packard mainframe computers. Developed in the fifties, these were the early giants of the computer industry, monolithic machines that were programmed by inserting series of hole-punched cards that fed the code. IBM, which produced both the computers and the punch card machines, dominated the market, with sales reaching over $7 billion in the 1960s. By the seventies, mainframes and their smaller cousins, the minicomputers, had infiltrated corporations, government offices, and universities. But they were not yet in homes.
For this reason, budding computer enthusiasts like Romero trolled university computer labs, where they could have hands-on access to the machines. Late at night, after the professors went home, students gathered to explore, play, and hack. The computer felt like a revolutionary tool: a means of self-empowerment and fantasy fulfillment. Programmers skipped classes, dates, baths. And as soon as they had the knowledge, they made games.
The first one came in 1958 from the most unlikely of places: a U.S. government nuclear research lab. The head of the Brookhaven Nation Laboratory’s instrumentation division, Willy Higinbotham, was planning a public relations tour of the facility for some concerned local farmers, and needed something to win them over. So, with the help of his colleagues, he programmed a rudimentary tennis simulation using a computer and a small, round oscilloscope screen. The game, which he called “Tennis for 2,” consisted merely of a white dot ball hopping back and forth over a small white line. It thrilled the crowds. Then it was dismantled and put away.
Three years later, in 1961, Steve “Slug” Russell and a group of other students at the Massachusetts Institute of Technology created Spacewar, on the first minicomputer, the PDP-1. In this game, two players shot up each other’s rocket ships while drifting around a black hole. Ten years later, a programmer and amateur cave explorer in Boston, Will Crowther, created text-based spelunking simulation. When a hacker at Stanford named Don Woods saw the game, he contacted Crowther to see if it was okay for him to modify the game to include more fantasy elements. The result was Colossal Cave Adventure. This gave rise to the text-adventure craze, as students and hackers in computer labs across the country began playing and modifying games of their own—often based on Dungeons and Dragons or Star Trek.
Romero was growing up in the eighties as a fourth-generation game hacker: the first having been the students who worked on the minicomputers in the fifties and sixties at MIT; the second, the ones who picked up the ball in Silicon Valley and at Stanford University in the seventies; the third being the dawning game companies of the early eighties. To belong, Romero just had to learn the language of the priests, the game developers: a programming language called HP-BASIC. He was a swift and persistent student, cornering anyone who could answer his increasingly complex questions.
His parents were less than impressed by his new passion. At issue were Romero’s grades, which had plummeted from A’s and B’s to C’s and D’s. He was bright but too easily distracted, they thought, too consumed by games and computers. Despite this being the golden age of video games—with arcade games bringing in $5 billion a year and even home systems earning $1 billion—his stepfather did not believe game development to be a proper vocation. “You’ll never make any money making games,” he often said. “You need to make something people really need, like business applications.”
As the fights with his stepfather escalated, so did Romero’s imagination. He began exorcising the backwash of emotional and physical violence through his illustrations. For years he had been raised on comics—the B-movie horror of E.C. Comics, the scatological satire of MAD, the heroic adventures of Spider-Man and the Fantastic Four. By age eleven, he churned out his own. In one, a dog named Chewy was invited to play ball with his owner. With a strong throw, the owner hurled the ball into Chewy’s eye, causing the dog’s head to split open and spill out green brains. “The End,” Romero scrawled at the bottom, adding the epitaph “Poor Ol’ Chewy.”
Product details
- ASIN : 0812972155
- Publisher : Random House Trade Paperbacks; Reprint edition (May 11, 2004)
- Language : English
- Paperback : 368 pages
- ISBN-10 : 9780812972153
- ISBN-13 : 978-0812972153
- Item Weight : 9 ounces
- Dimensions : 5.14 x 0.76 x 7.94 inches
- Best Sellers Rank: #136,873 in Books (See Top 100 in Books)
- #54 in Entertainment Industry
- #461 in Business Professional's Biographies
- #4,414 in Memoirs (Books)
- Customer Reviews:
About the author

David Kushner is an award-winning journalist and author. His books include Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Jonny Magic and the Card Shark Kids: How a Gang of Geeks Beat the Odds, Stormed Las Vegas, Levittown: Two Families, One Tycoon, and the Fight for Civil Rights in America’s Legendary Suburb, Jacked: The Outlaw Story of Grand Theft Auto, Alligator Candy: A Memoir, and The Players Ball: A Genius, a Con Man, and the Secret History of the Internet's Rise.
Kushner is also author of the graphic novel Rise of the Dungeon Master: Gary Gygax and the Creation of D&D, illustrated by Koren Shadmi, and the ebook, The Bones of Marianna: A Reform School, a Terrible Secret, and a Hundred-Year Fight for Justice. Two collections of his magazine stories are available as audiobooks, The World’s Most Dangerous Geek: And More True Hacking Stories and Prepare to Meet Thy Doom: And More True Gaming Stories.
A contributing editor of Rolling Stone, Kushner has written for publications including The New Yorker, Vanity Fair, Wired, New York Times Magazine, New York, and GQ, and has been an essayist for National Public Radio. His work is featured in several “best of” anthologies: The Best American Crime Reporting, The Columbia Journalism Review’s Best Business Writing, The Best Music Writing, and The Best American Travel Writing. He is the winner of the New York Press Club award for Best Feature Reporting. His ebook The Bones of Marianna was selected by Amazon as a Best Digital Single of 2013. NPR named his memoir Alligator Candy one of the best books of 2016. He has taught as a Ferris Professor of Journalism at Princeton University, and an adjunct professor of journalism at New York University.
For articles and info, visit his website www.davidkushner.com.
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I also feel like Romero gets a fair deal here. Unfortunately, Romero gets a very bad rap nowadays, in large part due to an unfortunate advertisement Eidos ran for his eventual dud of an FPS, Daikatana. I often feel like his contributions to id's games are almost entirely written off in favor of Carmack's. This book shows that this is, unequivocally, 100%, not the case. Romero was just as important in those days as Carmack - that's the whole point. It's how the company worked.
It's a lot of fun to read this story about early PC gaming - all too often, game history skips over that late-80's/early-90's period in PC gaming, opting to focus on the story of Nintendo and Sega at that time. But it's not just a history - you really get to know these guys and how their work changed the industry. This is well worth reading.
Those compositional problems notwithstanding, the story was great. It was really interesting to learn how Doom was born. I was a big fan of games like Commander Keen and Wolfenstein 3D when I was very young - it was a big surprise to me that those games were developed by the same core team that went on to develop Doom. I still play Doom to this day, and it was very revelatory for me to learn how Romero and Carmack perfected the formula for its addictive game play.
If you are a fan of Doom, or early PC games in general, I would recommend reading this book.
"Masters of Doom" benefits from its colorful cast of characters. We meet not only the cold, distant programming genius of John Carmack and the maniacal enthusiasm of John Romero, but secondary players like Stevie Case, a gaming grrl and Quake champion who became a developer and Playboy model, and one fellow who took up game programming after he abandoned a shot at the ministry and become an exotic male dancer who went by the stage name "Preacher Boy". You can't make this stuff up.
Kushner obviously did his homework. He conducted hundreds of interviews and had access to material such as Romero's hoard of childhood memorabalia such as old drawings and comics. The book has in-depth footnotes, and while I wondered about the origin of certain quotes, Kushner says he did his best to reconstruct conversations and events based on multiple sourcing. The story is driven by the polar-opposite personalities of the Two Johns, and Kushner does a great job of being impartial, almost always presenting multiple accounts of the same event. I disagree with the reviewers who seem to think he went light on Romero or failed to give Carmack enough credit for driving id. Kushner dishes out both credit and criticism where it is due, and does so in details that really humanize his subjects. We see Carmack stun his friends by announcing he had taken his cat, a longtime pet, to the pound because it was interfering with his work. Yet later, we see examples of his philanthropy, such as when he studies the statistics-based method of card counting to win $20,000 at a blackjack table and then gives the money away. Similarly, we see Romero neck-deep in office politicking and grasping for rock star status, but when he finally chops his butt-length locks, he donates the hair to a charity that makes wigs for children undergoing cancer treatment. These kind of details bring the story home.
The only minus is the lack of photos. The book really would have benefited from a solid picture section, though I'm not willing to deduct any stars from my rating over it!
Fortunately, Kushner's writing is also excellent. He skillfully sets the stage for each technological or business breakthrough, yet the narrative doesn't seem contrived. He frequently accomplishes nice turns of phrase, such as one scene in which Romero and crew are on the floor rolling in laughter and giddiness at the Wolfenstein 3-D design breakthrough that let them show what would become their trademark gore. The passage ends: "On the screen, the little Nazi bled."
Finally, this is just an excellent account of the development of a partnership, a business, and an industry. The book's appeal should widen well beyond just gamers, to anyone who wants insight into what makes the entrepreneurial personality tick, what the start-up life is like, and how unlikely business models (in this case, shareware) emerge. In fact, I plan on passing this along to my (decidely non-gaming) mother and father.
Top reviews from other countries
This book is a pretty quick read. It has plenty of places to pause without leaving you confused when you come back to it. A lot of books have enormous chapters covering one grandiose idea, but this book has little sections all throughout each short chapter, so you can read for just a few minutes and come back to it. In my busy life, this is great. I've been taking longer, 1 hour lunch breaks on the farm to read this. I didn't take breaks before. I would just work 8hrs in a row. Then go home. But this book is so good, I can't stop taking breaks to read it. I'm often tired after work, so reading at that point isn't easy.
This book is not about violent games influence. It is briefly mentioned, but the focus is on the development of the people and the games they made and the role they played in society and the impact they have left. Controversy is discussed later in the book, but only briefly. ... And no, games do not make you a ... shooter. No games do not encourage violence. Some have suggested Doom influenced certain kids to hurt other kids. I think they would have done it anyway. Bad people do bad things. Power Rangers didn't inspire me to violence, it inspired me to take Karate, where I learned that peace perseverance and hard work lets us reach our goals, not violence. I grew up loving violent TV and games. But I grew into an introspective middle aged man, not a monster. Why didn't games affect me in a bad way? Because I knew they were just games. Same with TV shows. Just like I knew Power Rangers was just a TV show, even when I was a kid. Doom was just a cool game. I fiction. A simulated fiction.
No geral dá pra tirar muita coisa desse livro. Eu pessoalmente só queria entender melhor o contexto da época em que esses classicos estouraram e as nerdices por trás de tudo isso, e não tenho do que reclamar.










