say that when i read masters of doom in NUMBER_TOKEN it shocked me to hear about how much john romero referenced pac-man super mario bros NUMBER_TOKEN asteroids and f-zero while working on doom because i'd always thought of doom as like some ancient video game even though i knew doom came out when i was NUMBER_TOKEN years old i saw it come out i was there and i had i was i was i was NUMBER_TOKEN there and i was very i was self-aware at age NUMBER_TOKEN believe it or not i mean maybe you were too i had somehow believed it to be some kind of monumental pillar then when i read masters of doom again in NUMBER_TOKEN it shocked me again to read about carmack and romero playing f-zero and street fighter NUMBER_TOKEN every day i'd somehow forgotten that tidbit again that is how conceptually powerful doom is in NUMBER_TOKEN though i was like wow these these two guys loved super mario bros NUMBER_TOKEN asteroids pac-man and f-zero and somehow they wound up making something new i mean they made commander keane first and that was a NUMBER_TOKENd platformer with pixel art and some graphics ripped right clean off of super mario bros NUMBER_TOKEN. it had exact super mario bros NUMBER_TOKEN stuff in there i mean in an alternate universe they would have just kept making platforms maybe they would have i don't know maybe they would have thought to add some slow-paced physics puzzles or time travel puzzles to those platformers i bet john romero and tom hall could have designed some pretty decent puzzles for a platform game they didn't do that though they made doom after making after making hover tank catacomb NUMBER_TOKENd and wolfenstein NUMBER_TOKENd those other NUMBER_TOKENd games clearly NUMBER_TOKENd was their thing doom has all the motion joy of a super mario brothers and john romero's episode NUMBER_TOKEN levels emanate all the sage level design wisdom evident in shigeru miyamoto's once upon a timely advice that a game designer should design the first level of their game last john romero's first few doom levels offered players a perfect venue for showcasing doom's movement john romero's first few doom levels created the first person shooter genre as we continue to know it in summary movement in doom thrills the player because it's fast and it's heavy in the heft lies the master stroking the sea sickifyingly relentless up and down bob of our viewpointer and his gun lords over every frame of motion with wolfenstein NUMBER_TOKENd id software had eschewed every theoretical nuance of game designerly baroqueness in pursuit of sickening speed with doom id faced an early choice would they build systems and depth atop wolfenstein's foundation or would they polish the engine and make more or less the same game again only louder bigger harder wilder and faster again id chose speed speed anchors every other design decision in doom i'm not NUMBER_TOKEN sure of my math here though i wouldn't put it past john romero and john carmack to have made
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