John Romero - Wikipedia, the free encyclopedia. Alfonso John Romero (born October 2. He is best known as a co- founder of id Software and designer for many of their games, including Wolfenstein 3. D, Dangerous Dave, Hexen, Doom and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John D. Carmack, led to a mass popularization of the first person shooter, or FPS, in the 1. He is credited with coining the FPS multiplayer term .

He also cited programmer Bill Budge as another influence. Download Album Album Justin Bieber Believe Deluxe. Romero's first company, Capitol Ideas Software, was listed as the developer for at least 1. Romero captured the December cover of the Apple II magazine Nibble for three years in a row starting in 1.

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He entered a programming contest in A+ magazine during its first year of publishing with his game Cavern Crusader. The first game Romero created that was eventually published was Jumpster in Up. Time (disk magazine). Jumpster was created in 1. Jumpster his earliest created, then published, game. Romero 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 6. He had almost finished the Commodore 6.

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. 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 Roidz for the Apple II, PC and Apple IIGS.

  1. This article or section possibly contains previously unpublished synthesis of published material that conveys ideas not attributable to the original sources.
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Easter Eggs in DVDs, Software, Movies, Music, and More. The things you use and see everyday probably have hidden Easter Eggs in them, and this is the place to. Usage Statistics for Summary Period: March 2016 - Search String Generated 09-Jun-2016 02:06 PDT. The Original is a promotional primary weapon for the Soldier. Styled after the weapon from Quake, it is a bulky, tan rocket launcher with a metallic tubular exhaust.

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Their last collaboration was an Apple II disk operating system (Info. DOS) for Infocom's games Zork Zero, Arthur, Shogun and Journey. Software. After several months of helping the PC monthly disk magazine Big Blue Disk, he officially moved into the department until he started a PC games division in July 1.

Gamer's Edge' (originally titled PCRcade). 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 in February 1.

Software.! You're not living up to your responsibilities. You're hurting the project. You're hurting the company.

You've been poisonous to the company, and your contribution has been negative over the past couple years. You needed to do better but you didn't. Here's a resignation and here's a termination! You're going to resign now! John Carmack to Romero on the day of his termination on August 6, 1. He was involved in the creation of several milestone games, including Commander Keen, Wolfenstein 3. D, Doom, Doom II: Hell on Earth and Quake.

He designed most of the first episode of Doom, most of the levels in Quake, half the levels in the Commander Keen, Wolfenstein 3. D: Spear of Destiny. He wrote many of the tools used at id Software to create their games, including Doom. Ed (level editor), Quake. Ed (level editor), DM (for deathmatch launching), DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for the Commander Keen series, Wolfenstein 3. D: Spear of Destiny), IGRAB (for grabbing assets and putting them in WAD files), the installers for all the games up to and including Quake, the SETUP program used to configure the games, and several others. During the production of Quake Romero clashed with John Carmack over the future direction of id.

Romero wanted the game to follow his demanding vision without compromise, but Carmack insisted that the project had to make steady progress toward completion and accused Romero of not working as much as the other developers. Although Romero relented on his vision and joined a months- long death march effort to finish the game, this did not resolve the tensions within the company, and Romero was forced to resign. When first viewing the demon, a distorted and demonic message is played, which is actually John Romero saying .

Double Helix Download (2. Arcade action Game)2. Soldier of Fortune offered gamers a first- person opportunity to outsmart evil terrorist plots and battle international criminals with real life state- of- the- art weaponry. Running on a modified version of the Quake III Arena engine, Soldier of Fortune II: Double Helix boasts more detailed 3. D environments and a more accurate representation of character damage, both of which are designed to add new aspects of strategy and realism to the proven gameplay of the original release. Resuming the role of international anti- terrorist expert John Mullins (a character based on a real- life Special Forces officer of the same name), players embark on missions set around the world to disarm dangerous plots through intricate covert operations and powerful head- on battles. Soldier of Fortune II includes a .

Don't expect to see many other ties to the original game, however - - this time around, you're tasked with investigating a terrorist group bent on unleashing a deadly bio- weapon somewhere in the U. S. The plot is decent enough - - it has just enough mystery to keep you interested, and is far better than what you'll find in most shooters. The game opens up with a flashback mission in Prague, and over the course of nearly 6. Colombia, Hong Kong, Kamchatka, and even an ocean liner en route to Tampa Bay. While a few of the levels are a little shorter than what you'd find in other shooters, So. F2 overall is a pretty big game.

Missions are a healthy mix of outdoor assaults and tight indoor combat, with a number of stealth missions and arcade- style levels where you'll ride in a truck, helicopter, etc, shooting anything that gets near you. To help you get acquainted with the game's weapons and gadgets, a short tutorial mission is included. Once you've finished the flashback mission, the game returns you to the Shop, where you're given intel and even get to choose your weaponry before each mission. There are about 1. Also returning is the combat knife, which you'll find handy on many of the stealth missions.

The high point of So. F2, by far, is its combat.

There are only two games in the last year that I think match up to it on a purely visceral basis - - Halo and Medal Of Honor: Allied Assault, mostly due to the game's improved AI. Unlike the original game, So. F2's enemies are NOT pushovers, even on the easiest skill level. They'll hide behind trees, peek out to shoot, throw grenades, chase after you, call for reinforcements and even duck down into grass to hide. Enemies respond to the sounds of gunfire, and will also react when they notice a fallen enemy.

Aside from the graphics, the AI is easily the biggest improvement over the original So. F, and it's most welcome. If I had to single out one thing that bothered me about So. F2, it would be the stealth levels, of which there are a few. It's understandable that the developers would want to break the action up here and there, but many of these missions ultimately amount to one huge puzzle, and are usually solved by trial, error ..

Some people might enjoy it, but I just wanted to get back to shooting the bad guys. In the grand scheme of things, it's a small nitpick, but one worth noting. On the topic of graphics, So. F2's are top notch.

Using a heavily modified version of the Quake 3 engine, Raven is doing things that we didn't think were possible not long ago. Many levels are set in huge outdoor areas, transitioning pretty seamlessly to interiors. The detail in the character models is nothing short of jaw- dropping, and while I wasn't particularly impressed with the textures from Jedi Outcast (Raven's other recent game), So. F2's are of an almost photorealistic quality.

There are lots of scalability options, so regardless of what kind of system you have, you should be able to get things running smoothly. The star of the show, however, is Raven's . Each character's body is broken up into a number of . While this system also appeared in Jedi Outcast, the effects are far more obvious in SOF2 - - enemies react in different ways depending on where you shoot them, and really helps sell the illusion that you're not simply fighting a bunch of computer- controlled robots.

So. F2's technical brilliance doesn't stop with its visuals. The sound effects are amazingly effective, especially the way bullets clank off metal objects. Voice acting is also well done, with lots of chatter from Mullins and professional talent handling many of the other characters. It should be mentioned that So.