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Topic: John Romero



  
 John Romero - Wikipedia, the free encyclopedia
John Romero's first game Scout Search was published in 1984 by inCider magazine, a popular Apple II magazine during the 1980s.
Between 1999 and 2003, Romero was involved with Stevie Case, a prominent female gaming industry figure who achieved early notoriety for beating him in a Quake deathmatch.
John also won a programming contest in A+ magazine during its first year of publishing with his game Cavern Crusader.
http://en.wikipedia.org/wiki/John_Romero   (1182 words)

  
 Planet DAIKATANA
John Romero: Boron: Well, there's been some hype, but when the game comes out everyone can decide what they think of it.
John Romero: sturbitt: The game isn't finished yet so we won't know the weak point until it's finished.
John Romero: JAX: The Q2 engine is better but it was a lot of work converting the entire game over to it.
http://www.planetdaikatana.com/features/interviews/romerochatxn02   (1871 words)

  
 About John Romero Page
John Romero is a Casino Marketing Consultant, Writer and Lecturer specializing in direct mail, database building, floor promotions and direct response advertising for gaming clients in the US and abroad.
John’s direct mail letters, written in a breezy, personal style, run to four pages for casino clients (and up to l6 pages for other clients outside the gaming industry).
In it, John reveals the persuasive sales tactics he uses to find casino players, bind them to his client casinos, and keep them coming back.
http://www.romeromarketing.com/files/about_john.html   (662 words)

  
 Gamecloud - - John Romero Interview
John Romero - All I can say is that it's going to be a PC game.
John Romero - Tom and I need time away from each other periodically, so this is a very normal occurrence.
John Romero - I played DOOM3 for 8 hours and I just couldn't take it anymore so I stopped playing it.
http://www.gamecloud.com/article.php?article_id=1907   (746 words)

  
 5 Years of Doom
Originally, we wanted to do a game based on the Aliens license and we actually were in negotiations to do it and at the last minute we bailed out because we wanted total creative control and that was not going to happen with a licensed property.
everyone has heard of John Romero, the gaming guru who helped to create Wolfenstein 3D, Doom, Doom 2, and Quake, among other games.
We took a little time off and thought about our next game which was going to use a new engine that Carmack had been thinking about and working on.
http://5years.doomworld.com/interviews/johnromero   (931 words)

  
 About John Romero - GameDev.Net Discussion Forums
John Romero was immaculately concieved in 1968 in the back of the same Volkswagen bus he was born in 14 months later.
John's first game, a side-scroller titled "Devils and Wolves Eat Your Flesh", was not a success.
Because if John Romero hadn't first joined, and then left id Software, we wouldn't have "Quake 3 Team Arena" today.
http://www.gamedev.net/community/forums/topic.asp?topic_id=105509   (742 words)

  
 Story of John Romero with and after Id. - New Doom Forums
John Romero is now an historical character in gaming and thus, he will be compared to his greatest success each time he tries to top it.
I personally think that Romero should sit down and remake Daikatana as a totally different kind of game.
John Wayne was in The Conquerer, George Lucas made Howard the Duck, I'm sure you can come-up with other examples.
http://forums.newdoom.com/showthread.php?t=26941   (770 words)

  
 TNL Forum - John Romero & Tom Hall Join Midway
Romero has been a particularly vocal advocate of mobile gaming in general and the Nokia N-Gage in particular.
Until the release of the critical and commercial flop Daikatana, Romero was regarded as one of the West’s most talented game developers.
I spent a lot of money on games.
http://www.the-nextlevel.com/board/showthread.php?t=24102   (1223 words)

  
 John Romero's new studio /// Eurogamer
But IMHO John Romero is completely undeserving of the column inches he gets whenever he does anything (like leaving Midway, etc.) - seems more of a joke figure nowadays.
Now, fair play to the devs like Peter Molyneux, Will Wright etc. that have managed to brand themselves, but IMHO that's because they have been fairly consistent at what they do and there is a common theme to their games.
"John Romero's going to make you his bitch" - full page ad, gaming magazines.
http://www.eurogamer.net/article_discussion.php?article_id=60965   (1303 words)

  
 Texas Monthly September 1998: MULTIMEDIA • John Romero
Romero downplays the split with id, now a competitor, saying that he wanted to focus on game design while id was concentrating on technology.
Romero has already convinced the ultimate player: himself.
Computer gaming magazines have already devoted cover stories to it, and the early buzz is that it’s bound to be a hit.
http://www.texasmonthly.com/mag/issues/1998-09-01/feature15.php   (1092 words)

  
 ROME.RO GameTalk :: View topic - Back page article on Romero by Robert Coffey, the latest CGW
John, I love all of your games, I still play them all and will till I die!
Of all the people who were part of the Do-it-Yourself Suddenly Rich Club in the early heyday of gaming, Romero was most like you and me: A regular guy you could identify with, gleefully enjoying his success.
This goes back to my less than glowing Daikatana review, where a little bit of hyberbole (which stated something along the lines of "that game made me want to punch every Daikatana team member in the face") was misconstrued as an actual threat of physical violence.
http://johnromero.com/phpubb/viewtopic.php?t=4744   (4077 words)

  
 John Romero and Midway part ways - Joystiq
Romero may not be dependable but if I had a choice between John Romero and John Carmack to help design a game I'd go with Romero.
I'd like to formally move that from here on out, John Romero's nickname shall be Daikatana.
Posted at 4:16PM on Jul 13th 2005 by nod 0 stars
http://www.joystiq.com/2005/07/13/john-romero-and-midway-part-ways   (897 words)

  
 planet rome.ro
Unbelievably so, it's been 10 years since QTEST (Quake Test) was unleashed upon the world a mere 4 months before the full release of Quake on June 22nd, 1996.
Also pictured is John Cash, the network coder for Quake, who went on to become the Lead Programmer for World of Warcraft!
It took a total of 4.5 months from concept to shipping and I think our little company, Monkeystone Games, did an awesome job delivering a quality game that quickly - just like the good ole days at id in 1990-1991.
http://www.johnromero.com   (1933 words)

  
 John Romero Leaves Midway - Softpedia
Most gamers have heard at least once in their lifetimes of John Romero, one of the people behind the most successful game of all times, the first full fledged shooter, none other than the famous Doom.
days in which idSoftware dominated the games’ market and Romero was a real star amongst gamers are now gone.
Apple's Technical SUpport Center in Bangalore Is Going to Be Massive
http://news.softpedia.com/news/John-Romero-Leaves-Midway-4723.shtml   (387 words)

  
 John Romero leaves Midway Games - News and Siteseeing
Romero was involved with many big id games wasn't he?
After rumors surfaced that Midway Games may have fired John Romero, The Romero himself recently posted to his forums confirming that he has indeed left Midway (Thanks Blue!):
Hey guys, I can definitely confirm that I have left Midway - I've been gone for about 3 weeks and Rhaluka and I have been traveling around and having fun together (a sort of honeymoon without going to tropical destinations).
http://www.firingsquad.com/news/newsarticle.asp?searchid=8362   (1162 words)

  
 loonygames Feature: Hangin' With John Romero
She has since done the pro-gamer's circuit, but recently she came on board at Ion Storm as a game tester, bringing her full circle back to John Romero.
At the end of DOOM II the sound played backwards that says, "to win this game you must beat me, John Romero" and also the hidden replica of your head on a stake have become legendary among gamers.
His career has brought us some of the most memorable games from the shareware era, including Wolfenstein 3D, Doom, and the original Quake.
http://www.loonygames.com/content/1.11/feat   (2283 words)

  
 CGTalk - ID's John Romero open new studio
What I find interesting is how many games companies that have developed some of the most successful games are now failing to be consistent with there work.
I bet the devil is reconsidering that deal he made with Romero.
John Romero, the iconoclastic game designer behind some of the biggest successes--and failures--in game history, has apparently landed on his feet.
http://forums.cgsociety.org/showthread.php?t=279682   (1215 words)

  
 Industry Icon John Romero at CPL
The CPL has announced that John Romero, Creative Director of Midway Home Entertainment and co-creator of the legendary games Wolfenstein 3D, Doom, Doom II, Heretic, Hexen, and Quake will be traveling to Dallas next month to attend the Cyberathlete Extreme Summer Championships 2005.
From his early Apple IIe games to the legendary Wolfenstein 3D, Doom, Doom II, Heretic, Hexen, and Quake, Romero has made an indelible mark on the computer gaming industry.
CPL World Tour, the first-ever, year-long, competitive tour for the growing sport of video game competitions announced
http://www.gameinfowire.com/news.asp?nid=6489   (402 words)

  
 Verbosity -- John Romero Interview
[John Romero] I started creating games on the Apple // in 1979 and got my first real programming job at Origin Systems in 1987.
I guess they demonstrate just how popular gaming has become.
John Romero is, without a doubt, one of the most influential game designers in the industry.
http://verbosity.wiw.org/neogenesis/features/romero.html   (759 words)

  
 John Romero Archive of Tips Page
Yeah, they finally named an an award after me. It's going to be weird to hear the announcer say something like "And here to award the next Romero, is Romero." The tip here is to stick around the gambling business so long they think you invented it.
The whole purpose of the contest was to see how many room nights were booked, how many new customers were acquired, how much casino revenue was generated, how many new leads surfaced or what was the competitive advantage gained.
Going to Las Vegas to award the first annual Romeros at Casino Marketing, the 2005 National Conference, at the Rio.
http://www.romeromarketing.com/files/tips_archive.html   (6989 words)

  
 Comments for: John Romero Interview - ja.zz
Romero didn't fucking work on Doom, Doom II, Wolf, or Quake, he fucking designed them, there is more than a subtle difference.
Too many gamers don't understand what exactly a game designer does, so they never give them any credit.
I am one of the I believe many, who believe that id Software has been going downhill since Romero's departure.
http://www.shacknews.com/ja.zz?id=187833   (186 words)

  
 Games giant John Romero back in business
He was co-founder of id Software and worked there from 1991–1995, producing games from Wolfenstein 3D through Doom and on to Quake.
He also said that: "When news of my new game somehow gets out, I think everyone will be a bit shocked." Somehow, we don’t doubt that either.
Now according to a post on his blog forums, here, Romero said: "For the record, 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.
http://www.theinquirer.net/?article=26331   (221 words)

  
 Is John Romero REALLY dating an 18 year old? - Idle Forums
That rome.ro website contains the most sickening sycophantic fanboy hero worship bullshit I have ever read in my life - also (imho) mostly unjustified praise (people bigging up daikatana ffs..) when the greatest game he ever worked on is Commander Keen..
Wasn't there a joke sometime in the net that Romero's wife Raluca/Rhaluka is old enough to go to the same school as Romero's kids?
how does that make him older than John, if John was making games back in...
http://forums.idlethumbs.net/showthread.php?t=796   (1262 words)

  
 John Romero Interview - ( Review, Preview, Article, Interview, Q&A, Buy, Game ) - GamersHell.com
He's a guy that some like, and some don't (99% of the time because of just one disappointing game), but we wanted to know what it's like to be in John Romero in 2002, so we got the man himself to do the answering.
Now we have read several other interviews by you to other gaming sites, and the questions are always the same.
John Romero is just one of those guys that any gamer's with slight respect for himself should know who is. Having been involved in the development of nearly 100 games he now works at Monkeystone, and even more recently he has been hired to start teaching engine development at the University of Texas.
http://www.gamershell.com/articles/522.html   (546 words)

  
 FirstMatter Sidebar: John Romero
Romero, the gaming guru, is the creator of the immortal Knee-Deep In The Dead, Doom's Episode One which has been played, feared, and loved by millions worldwide.
Click on to read about Doom's early days of development.
http://www.firstmatter.com/newsletter/sidebar.asp?key=495&art=63   (37 words)

  
 VE3D Boards - John Romero Q&A
Doom3.cz spoke to John Romero, co-creator of Doom, creator of Daikatana, and co-founder of Monkeystone Games where he now resides making mobile platform-based games:
[VE3D] VE3D Boards » Games »; General News » John Romero Q&A
Now in the year of succesors of best sold games in history with id's Doom 3, Valve's Half-Life 2 and Remedy's Max Payne 2 and maybe 3D Realms's Duke Nukem Forever on horizon, what game are you most looking forward to?
http://ve3dboards.ign.com/message.asp?topic=13137176   (246 words)

  
 TIME Digital -- Cyber Elite - JOHN ROMERO
One of the originators of the "first-person shooter" style of video game, Romero's wildly successful creations, including Wolfenstein 3D, Doom and Quake, revolutionized the industry by allowing players to look upon the 3-D carnage around them as if through their own eyes.
Never bet against Romero in a drag race.
Co-founder, chairman and lead game designer, ION Storm (last year No.
http://www.time.com/time/digital/cyberelite/36.html   (220 words)

  
 john romero - OneLook Dictionary Search
Tip: Click on the first link on a line below to go directly to a page where "john romero" is defined.
We found 2 dictionaries with English definitions that include the word john romero:
http://www.onelook.com/?w=john+romero   (71 words)

  
 Romero Interview
Until Doom 2 was released, the general public rarely heard about the people behind the games.
John Romero has been involved with some of the most popular games ever released.
John was nice enough to take some time and answer a few of my questions.
http://www.methosq.com/romero.htm   (978 words)

  
 GamerFeed : News : General : Interview: John Romero
He's now doing what he does best--making games.
Romero, who quickly became one of the first American rock stars of the gaming world, has settled down with Midway Games.
Romero took some time out of his hectic schedule to talk about games.
http://general.gamerfeed.com/gf/news/8214   (1373 words)

  
 Geek.com Geek News - John Romero announces new game/studio
I hope John can bring some of that magic back to modern gaming as it is sadly lacking.
The studio was co-founded with unnamed partners in the San Franciso area, and he says he has "complete control" over the new game.
Although official details are still forthcoming, John Romero has announced through his website's forums that he is already underway developing a new game at a new studio.
http://www.geek.com/news/geeknews/2005Sep/bga20050922032387.htm   (499 words)

  
 GameSpot:Video Games PC Xbox 360 PS3 Revolution PSP DS PS2 PlayStation 2 GameCube GBA PlayStation 3
For a second you think that maybe the e-mail author was right - who is Romero, the legendary designer of games like Doom and Quake, trying to fool?
Romero's reply tempo is upset when he begins to read a message from a game fan who seemingly picked up Romero's e-mail address off an online site.
Romero keeps scrolling at a breakneck pace, as if his inbox is its own deathmatch where dealing with each e-mail translates into one more frag in his column.
http://www.gamespot.com/features/btg-daikatana   (452 words)

  
 New FFXII Character = John Romero
home » gaming &; New FFXII Character = John Romero
Join digg for free to comment on this story.
http://digg.com/gaming/New_FFXII_Character_=_John_Romero   (27 words)

  
 ESPN Search: john romero
Scores Thursday from the first round of the $542,745 Open de Canarias, played on the 6,857-yard, par-71 Abama Golf Club.
Take a quick look back at last week's games and a first glance at the upcoming games for teams in Baseball America's Top 25.
A number of teams have been early-season disappointments, including Memphis (but there's still time).
http://proxy.espn.go.com/keyword/searchResults?search=John+Romero&...   (343 words)

  
 GameSpy.com - Article
GameSpy: The PC had the power to do a game like DOOM; why did it take a bunch of upstarts from Texas to realize that potential?
John Romero: The greatest technical challenge was probably figuring out how to render a world without a clipping plane very quickly -- and that's where BSP trees saved us.
Originally, John was sorting through sectors to figure out how to draw the scene and this took a bit of time.
http://archive.gamespy.com/articles/december03/doom/romero   (528 words)

  
 IGN: John Romero Leaves Midway
"I've been gone for about 3 weeks and [Romero's wife] Rhaluka and I have been traveling around and having fun together (a sort of honeymoon without going to tropical destinations)."
July 13, 2005 - Confirming rumors racing around the Internet yesterday, John Romero posted to his own discussion forums that he has indeed left Midway Games, where he worked as project lead for Gauntlet: Seven Sorrows.
Romero, of course, is famous for his work on genre-defining titles like Wolfenstein 3D, DOOM, and Quake, as well as saga of the Ion Storm studio and its ill-fated Daikatana.
http://xbox.ign.com/articles/633/633143p1.html   (304 words)

  
 Voodoo Extreme: John Romero Q&A
GD: Can you talk about what role you play today at Midway Games?
January 27, 2005 - GameDaily discussed Midway's Area 51 with John Romero:
http://ve3d.ign.com/articles/583/583291p1.html   (156 words)

  
 John Romero at the CESC 2005 !
All Forums >> [News Around The Web] >> Game News >> John Romero at the CESC 2005 !
Romero is Creative Director of Midway Home Entertainment perhaps best known for his work on Wolfenstein 3D, Doom, and Quake.
He has helped found Inside Out Software, Ideas From The Deep, id Software, Ion Storm, and Monkeystone Games.
http://www.cdrinfo.com/forum/tm.asp?m=112152   (182 words)

  
 SI.com - Pro Football - John Romero Player Page
SI.com - Pro Football - John Romero Player Page
San Diego has a new central figure who is delighted to be back at his old position.
Born: October 3, 1976 in Oakland, CA Main Stats
http://sportsillustrated.cnn.com/football/nfl/players/5221   (74 words)

  
 John Carmack - Wikipedia, the free encyclopedia
A prolific programmer, Carmack co-founded id Software, a computer game development company, in 1991.
John D. Carmack II (born August 20, 1970) is a widely recognized figure in the video game industry.
In 1990, while still at Softdisk, Carmack, Romero, and others created the first of the Commander Keen games, a series which was published by Apogee Software, under the shareware distribution model, from 1991 onwards.
http://en.wikipedia.org/wiki/John_Carmack   (821 words)

  
 Evil Avatar Forums - John Romero On Gauntlet: Seven Sorrows
Computer And Video Games has an interview with John Romero up.
I would also think tings would be nice if we all stoped getting on Romero's ass about Daitinka, it was a disapointing game that was years behind the curve and cost too much money.
Romero talks about Gauntlet: Seven Sorrows (PS2/Xbox) including the online and co-op play.
http://www.evilavatar.com/forums/printthread.php?t=1965&pp=40   (521 words)

  
 John Romero and Midway part ways
home » gaming &; John Romero and Midway part ways
John Romero, of Doom and Daikatana fame, is apparently parting ways with Midway Games.
Romero was currently working on "Gauntlet: The Seven Sorrows" for the company.
http://digg.com/gaming/John_Romero_and_Midway_part_ways   (72 words)

  
 Romero exits Midway - PlayStation 2 News at GameSpot
One thing is for certain, however: Romero has had one of the most controversial careers in gaming.
One of the most storied careers in the game industry has taken another dramatic turn.
Yesterday, the famous--some would say infamous--John Romero revealed on his Web site that he's no longer working for Midway Games.
http://www.gamespot.com/news/2005/07/13/news_6128946.html   (535 words)

  
 John Romero Q&A - Shacknews
Romero doesn't say much, but does mention his company is working on a PC game.
New at GameCloud this morning is this Q&A with Hamilton Chu of Giant Bite Games.
GameCloud has a John Romero Q&A, trying to get some info out of him about his new startup company.
http://www.shacknews.com/onearticle.x/39105   (296 words)

  
 News - John Romero's new studio /// Eurogamer
In a post on his website's forum, Romero wrote: "For the record, I'm co-founder of a new game company in the bay area now and am much better off in many ways than I was at Midway.
Romero also took the opportunity to hit back at critics of Daikatana, the much-hyped first person shooter he worked on for Ion Storm that eventually flopped after countless delays.
Just over two months since leaving Midway's San Diego studio, Doom co-creator John Romero has co-founded his own company and begun work on a new game.
http://www.eurogamer.net/article.php?article_id=60965   (187 words)

  
 Player Bio: John Romero :: Football
One of the strongest players in Cal history as he has a 460-pound bench press, and he also improved two inches in the vertical leap to 25.1 inches.
1998: is the only returning lineman to start all 11 games for Cal last year (along with the departed John Welbourn)...was a model of consistency despite much uncertainly in the lineup around him, due to injuries and position changes...was voted by the conference coaches as an honorable mention Pac-10 selection.
http://calbears.collegesports.com/sports/m-footbl/mtt/romero_john00.html   (203 words)

  
 Pro-G - Prodigious Gaming: John Romero leaves Midway
Pro-G - Prodigious Gaming: John Romero leaves Midway
Romero is now is limbo before deciding where his future lies."I'm currently looking at lots of exciting developments," said Romero, adding that "it'll be a couple months before I can announce my next destination.
Romero has said the development of Gauntlet: Seven Sorrows has been unaffected by his upheaval.
http://www.pro-g.co.uk/news/nid/1078   (184 words)

  
 John H. Romero
Romero’s record proceeded him wherever he went, and he was soon going to be groomed for Major.
John Romero was survived by his young wife and 3 children, who were then 6 and 2 respectively.
Carrie, and in the next few years they would have 2
http://www.bermuda-triangle.org/html/john_h__romero.html   (736 words)

  
 Gamasutra - John Romero Leaves Midway
Romero has had a tumultuous career in the video games industry, gaining early fame with his work on Doom and Quake, before falling out with other id Software founders — as documented in the book Masters of Doom (apparently to be made into a TV movie).
Student Feature: 'Day In The Life: John Molloy, Game Design Student'
Romero then went on to work on the infamous Daikatana at Ion Storm for publisher Eidos, before founding his own mobile games company Monkeystone.
http://www.gamasutra.com/php-bin/news_index.php?story=5919   (945 words)

  
 John Romero Direct Marketing
John Romero is the author of Casino Marketing and Secrets of Casino Marketing and is a veteran of 45 years in the casino business.
He brings the witty and provocative writing style that made him the featured marketing columnist in IGWB, to his personal letters for casino clients.
http://www.casinovendors.com/VendorPage.cfm/99694.html   (114 words)

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