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John Romero
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- 2023-07-12
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- 2023-07-12
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“We knew that that is not what this game's strength is. The strength of this game is doing this never before seen high speed rendering and high speed movement through this maze. And no one had seen that before. In slowing you down and making the player stop to do something else was anti the focus of the game, right? So the focus became like this is the soul of the game. The soul of this game is high speed run and gun. Anything that stops you needs to come out. So even though we programmed in that stuff, we pulled it out because it wasn't true to the new spirit of the game, the one that we were making. It was like the original game's idea was transferred to our game, but all of the details of those two games are different. The way that you shoot enemies in the original Castle Wolf assigned was not the way that you do it in our game. Our game is much more fluid and simple and easy to control.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“So, when we were making Wolfenstein 3D, we start programming in the dead body dragging and the searching. And that was the design. So we already designed that we're doing it. We already got the code in to do it, and we're now doing it. We're playing the game and we're going shooting somebody, going up and searching them. And as we're playing the game, it feels like that doesn't match now what this game feels like because the original game, it was perfect. It matched perfectly with the way that you moved around and the feeling of the original game was more of a stealth game. So Castle Wolfenstein was really the first stealth game made. It was an action arcade game, but it was really primarily about stealthing around and secretly getting out of this castle and escaping it. And we were doing that in our game as well. It was a recreation, but when we got to the point where we were doing some of the similar actions that were not just run and gun,”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“When we're coming up with the design of the game, let's say in this case it's Wolfenstein 3D. The inspiration for Wolfenstein 3D was in 1981 game called Castle Wolfenstein, and it had a lot of really great gameplay features in it that we wanted to put in Wolfenstein 3D, such as when you shoot a guard, you could drag them and hide them around a wall. You could search their bodies, you could go up to storage chests and open them and maybe shoot them open, but that makes noise my call guards, all these little pieces of design that we wanted to replicate, but replicate it in 3D because Castle Wolfenstein was just a top-down game from 1981. It was in 3D. It didn't move the screen didn't move around. It was just like every characters are marching around on the screen, and that's it. Like they might leave the screen and disappear, but your screen was static like many games back in the 80s.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“One hour, we can describe that game extensively for what we're going to create in the next two months. It wasn't like, well, then we have to figure out this. It was like, there was no figuring it out. We're just making it. So there weren't prototypes. It was just we're making the game. Later on, with bigger games that we could spend more time on, we could do R&D, but we still knew what we were making. We just needed to figure out how to make that part of it. It wasn't like we'd build a piece of the game and then throw it away. We would build this functionality because that was the original design. And if we found out that that functionality actually is a detriment to the game itself, to the soul of the game, then we would remove it. But it wasn't like we were prototyping it. We were making that piece of technology in the game. It was going to be part of the game. But we find out.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Because we can just see it in our minds, we can just visualize it and we communicated with each other just going, okay, it's going to look like this on the screen. We're going to see mountains in the background. On the foreground, we're going to have another plane. We're going to have trees there. And we're going to have up in the trees, we're going to have these characters, and their AI is going to be limited to blah, blah, blah, blah. And so we just kind of describe what the game is. And we can do that within, let's say, an hour at the very beginning of the new game.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“So to get that many games done that fast, you can't be playing around with making prototypes. Prototypes are like, let's test this and see if it works. And let's test that and see it. There's no testing. It's like, here's the game that we're going to make. Here are all the characters that go in the game. Here's how many levels we have. Here are all the pieces of the levels that need to be drawn. Here's all the animations that need to be created. All the tools that need to be programmed. All that stuff. There's no way to do any prototyping if you're going to get done in two months with four people. So we had no prototypes. We knew how to code already. So there was like...”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“So we could focus on doing that. We could scope our games down really, really well. We knew what to cut when it was time to start cutting stuff if we're getting closer to our deadline. And because there was no internet back then and no one had cell phones, there was complete and total focus because our phone never rang. There was a phone on the wall and that thing never rang. So there's no interruptions. Nobody's coming to the house and knocking on the door and interrupting our thoughts. So we could just focus for 12 hours a day at least and just code, design, you name it, constantly.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Months, so we had to know how good every one of us is, how fast we can all work, and then scope a game to that limitation. And because we had 10 years of game dev experience, we could just slam games out super fast, come up with ideas, bam, start doing the graphics, doing the animation, programming the engine, making the levels, making the level editors to create levels, you name it, all the tools that are in the background that no one sees to build the game data. put it together in packages that the game can access. There's so much technology that goes on before you get to gameplay programming, but we were used to doing that already for 10 years. So it was not just the experience that we had, but it was also the focus that we had. We were just so happy to be able to make games all day long as a job, which is really just like the luckiest position ever.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“And the amount of games that we'd made was dozens each. And when you make that many games, that quickly you learn how to scope. And scoping is basically defining exactly what that game should be and not adding to it. Subtracting from it most likely if you're going to try and get it done. So scoping is like, this is the amount of time that I have. This is probably the kind of game that we can make and how big we can make it. Let's do that. And as you get closer and closer to that deadline, you start cutting things away that you don't need to hit that deadline. When we did it before meeting each other, when we did it on our own time, we set ourselves our own goals for finishing our own games. And we got really good at scoping. So when we got together and we saw what we could do together, we also scoped together how big those games should be. And we had to deliver within two.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“So, the way that we could achieve this game development at such high speed back then was that when we got together as in software, we had already individually, other than Adrian who just learned how to put pixels on a computer screen. But he was a fine artist on paper already for his whole life. Each one of us four had ten years of game development experience, like all the time. And so we'd already made dozens of games each. Tom Hall, who was our creative director, he was a programmer, an assembly language programmer, he made tons of adventure games, he did action arcade games in assembly language, so he was already a very fluent programmer. John Carmack, of course, coded since he was a kid. I had coded since I was eleven. So we've been making games for 10 years.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Was John's big breakthrough just creating the architecture of that engine and getting the rendering for 3D going at that speed.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Our feet wet in 3D because we knew that 3D is really where games are going eventually because at that point there were very few 3D games and they were very very slow. None of them made a wall look like there were bricks on it or rocks or whatever. It was always some kind of solid color or some little pattern of dots, two different colored dots to make it look like another color that doesn't really exist. It's called dithering when you do that. It wasn't really advanced. So our focus was to make the screen appear like other games except make it so we can move through the level smoothly, not in chunks and to be able to turn in any direction and do that at a very high frame rate because no one had ever done that before. And that was the focus of”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Took a lot of time to move it by a pixel was kind of unimaginable because there was no way to control that at a high speed. So when John made the breakthrough in 1990 to figure out how to do that horizontal movement like a Nintendo, like Super Mario Bros. on a Nintendo, how to do that on the PC, that was basically the moment that its software was born because it was like we are doing this in our own company. Oh my God, no one has ever seen this before. I'm just blown away. And when we finally started the company, I think it was like half a year after that, when we started it, in 1991, we made 13 games that year and we made them at high speed. A game took us two months, but we would make two games at a time. We were so busy. The first 3D game that we made was called Hover Tank One, and that was just to get.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Yeah, Super Mario Brothers is a side-scrolling game. And there were thousands of them throughout the 80s. But on a computer, on a PC, the PC came out in August of 1981. On the PC, no sides-scrolling game could move a dot at a time horizontally. It always moved by eight pixels. It just chunked across the screen. So it was very chunky and blocky when it moved. And that's because even moving the whole screen itself.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Office basically to make games full time all day long at our own company, which is a major achievement for us because like everybody we have jobs like we had day jobs but we had created a game in our off time and it did really well and allowed us to basically start the company formally. We were doing side-scrolling games at that time using a technique that no one had ever used before on a PC. It hadn't been discovered for nine years since the introduction of the PC until John Carmack figured out how to get pixel smooth scrolling horizontally on a PC.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Okay, so us is id software, which is the company that I co-founded in 1991. We started 1990, but we officially started a company in 1991. And that's me and John Carmack, Tom Hall, and Adrian Carmack. Adrian and John are not related. And it was just us four that founded this company. And in 1991, which is the first year that we were officially in our own”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“High speed, so you can turn around in one second, you can just do a spin. That took a lot of computer knowledge of the hardware of the computer and also how to draw a scene not using all of the 3D equations that you normally would use to compute a 3D scene, restricting the way that you could move to reduce the amount of computation that you needed to do to turn the scene into a scene that is visually complex in 3D do that very quickly by not having to worry about certain angles that you would see or turn your head or roll forward or whatever. So we restricted you to only one plane of turning where you just rotating your head around. You can't look up and you can't look down and you can't tilt your head sideways. So by reducing your motion that way, it reduces. The kind of computations that we needed to do.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“That has texture on it, like someone drew a wall, like an actual bricks or whatever, but it doesn't move smoothly. It's moving by chunks, you know, still on computers. It was a lot slower to get to that point of smooth movement. So when we started doing 3D in 1991, we did do a solid color walls, but we could move through that maze perfectly smooth and turn any direction we wanted to and see that maze in fluid full high speed 3D which nobody had seen at that point. So our focus was on trying to make that happen. The speed was the focus for us getting 3D moving quickly became at least at that point with that one early game that was really important for us. It wasn't to do something really amazing with the 3D, but it was just to get a 3D scene drawing.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“And not until we get to say Battle Zone in 1980 does it become very smooth. And Battle Zone is line-drawn pyramids and stuff in the scene. And say another tank, you're in a tank and there's another tank. And they're smoothly moving and coming towards you and you're having to use tank controls to aim and shoot at it. Everything's coming for you. But it was a smooth moving 3D, but it was line drawn. So the advancements in 3D eventually get to the point where you have solid-filled walls so it looks like a color, you know, walls like a certain color. So when you turn, it's not like seen through invisible wall. And then they start getting textures in the mid-80s. So if you play, say, Mike Magic, you'll see it. I think some wizardry games also had it in even Ultima, you know, when you go into the dungeons, you'll see a rendered 3D view.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Games have been around for long, computer games have been around since the 70s, and 3D games have also been around since the 70s. There are some really primitive games first person if you're talking about first person, which is where people really start to get into 3D. There was a really, really early games in the, say, 1974 is where 3D games really start on mainframe computers.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Little problems, and you know how to solve every one of these little problems, you start to have a lot of confidence that you can do what you're hoping to do. And that just makes you want to keep on going. If you're a person who likes to solve problems, programming is absolutely for you because your whole life is solving problems when you are a beginning programmer. You're climbing these walls constantly to get over them and learn something and go do the new thing.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Gets. I could type something in and run it. Either it's going to bomb and tell me there's something wrong or it's going to work. And I'm like, I just learned something new. So that iterative, that fast feedback, iterative nature of programming was really, really conducive to keep my interest in learning how to code and get better at it. It was just like building on stuff very, very fast, learning all the keywords, figuring out how to put them all together to do certain things. And then it's like, I'm not just solving problems, but I'm starting to architect what I want to do. And so there's these phases of learning where you start to understand that like anything that you can think of, you can make it happen. If you only you had the right words and the right description to like, how do I put a thing on the screen? Well, that's with print. How do I put it over there on the screen? There's some commands for saying exactly how to get to that point on the screen. So when you start breaking down all of these”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“So gaming was the only reason why I wanted to start learning how to code, because thinking about arcade games, it was like, I have no idea how I would even make that. But looking at the games that I had played on the mainframe was like, I could probably do that because that's just really simple stuff on the screen. So when I could get things up on the screen quickly and they kind of looked similar to what I was playing, I was like, I am totally on the right track. This is going to work. The interest was only to make games. But one of the really interesting things about programming, especially back then, was that the programming experience was extremely immediate on computers back then. You could turn the computer on and it was ready to code right then. There was no programs to run to code a computer. It was ready. of learning was as fast as it could.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“And I didn't have a computer for three years after that. So, in the meantime, I would go to any computer store in my town or the next town. And if they had a computer there, like RadioShack has a TRS-80 or something, I would sit down and I would find one of the books that has programming in it. And I would just enter the code into the computer and play around with it and figure out like if it doesn't work usually, why it doesn't work and try to fix it and then change it. And that's really slow learning. That was how I learned how to code in my first introduction to computers was at the college because I never saw them anywhere else.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Like print print statement and some other stuff. And he tells me what it is. And I start asking him some more questions. What is if do? What does that mean? And so he's kind of explaining it. And eventually, because I'm asking too many questions, he just gets me the book for basic that's there. And I just take it over to the computer that I was on and I basically start learning how to code with nobody kicking me off the computer. I'm sitting there with a book and I'm starting to teach myself how to program like a really basic adventure like which goes from room to room just with a text description. On a high level it's kind of crazy. 11 year old goes to a computer lab at the college and teaches himself how to code.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“I mean, there's like one unit. And so he starts showing me these really early text games. And these text games are Hunt the Wumpus and Star Trek and Poison Cookie and these just really early, early games. And I was just really impressed because I didn't need to pump in quarters and I could take my time with every move. I could just like think about it and then move. That was very, very different. played for a little while. I noticed that there were only probably two students in the room. And I said, well, what are they doing on the computer? Because it doesn't look like they're playing. He goes, oh no, they're programming. And I'm like, what is that? And he said, well, that's actually what you do to make these games. You have to learn how to tell the computer how to put stuff on the screen and what to do, how to think. And I'm like, I want to do that. So I just went over and asked us one of the students, what does that mean?”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“But it costs money, and it's hard for a kid who's 11 or 10 or 11 to actually have the money to spend on arcades. But my friend came to my house and said, I just found a way for us to play games that doesn't cost any money. And I'm like, oh my God. I jumped on my bike and I followed him. And about a half an hour later, we pedal up to the Sierra College computer lab. It says summertime in 1979, so I'm 11 years old. And I just follow him. We go into this computer lab that's really nice and cold. And we basically, he shows me this computer. It's a mainframe in a room. There's a room that's just got a giant computer in it. And there's these terminals, these black and white TV screens with keyboards connected to them.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Getting access to computers in the seventies was basically not going to ever happen in someone's house. Computers weren't even in the home yet. The personal computer revolution was just barely beginning, so only thousands of people in the United States may have had a computer”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Basically, I got a job the second day I got to school just because of connections. You know, my teachers saw that I knew how to code and then she ran into this guy later that day and told him about me. And he's like, bring him on over. So it was just really, really random.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“Guy. He ejected out over the Mediterranean. This guy's done so much stuff. He went to a phone and he said a bunch of different code words into the phone. And then this giant bank vault looking door opened. Big round one, you know, it opened and we went inside of this vault, a bank vault looking thing. It was in the middle of the Grocer Squadron where they keep classified stuff. And they had already put away the stuff because they knew that he was bringing someone in that didn't have clearance. And he took me to the back and I saw this menu computer. It was a Cromemco. And he said, here's our mini computer. I'm just wondering if you knew how to program it. And so I got on it and I noticed that there it was using the CPM operating system and that you could program it in basic. So I said, yeah, yeah, I know CPM and I know Basic. So he's like, you got yourself a job, you know?”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“But it was halfway through the school year of my sophomore year in school, I could actually choose to take computer programming, which is pretty great in the 80s because it was halfway through the year the teacher had to kind of prove that it was okay for me to join because I was halfway through learning basic. But I already knew basic. I was finished with basic and I was learning assembly language. And when I talked to the teacher and showed her that, yeah, I knew assembly and that's what I'm coding. And I know everything about this machine and all that. She was really impressed the first day that I got into school. And the second day when I came to school, she told everyone in the class what to work on. And then she told me to follow her. And we went to her car and she drove me to the aggressive squadron on base and introduced me to Captain Spencer. He was like top gun dude. He was a total rocket jock.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“The aggressor squadron was one of the divisions on the military base that he was stationed at in 1983. That was a place where the pilots, this is a Cold War, by the way, the pilots are learning Russian flight maneuvers, combat maneuvers, and the aggression squadron is where they all learned, all the flight training, I guess, that they needed in case they got in contact with Russians. And the point was not to ever get in contact because this base was primarily a reconnaissance space where they were flying U-2s and TR-1s from to do reconnaissance over Russia to try and find out what they're doing. But in case something happened, they would know what to do. So they flew a lot of other planes out of there. I think F5s, a lot of F5s. Yeah, that was the place where you did that. When I started school, the beginning of 1983,”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“It was, I don't know how many generations ago that is, but in human generations, it was a long time ago, and people definitely acted differently back then. And I guess in the family and in just socially the circles that my dad ran around in drinking alcohol was like drinking water. I never saw him actually drink water. It was always beer. I mean, it wasn't just him. It was basically just about everybody. And, you know, people that drink usually will surround themselves with other people that drink because they like doing similar things together. So everybody that I saw always drank. And that always led to all kinds of crazy stuff happening because, you know, when you've been drinking, you're going to be doing all kinds of random stuff.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT
“So I grew up in Tucson, Arizona. I was born in'67, so I did a lot of Right next to the Yaki reservation and my family's of my dad's side has Aztec and Yaki heritage and we call ourselves Mexicans and Mexican food was the food that we all ate so yeah we lived in a pretty poor place I only lived in that area until about fourth grade but it was pretty culturally significant to me because I really learned a lot of my Mexican side at that time And then we moved my dad went to the grocery store, never came back and so my mom got a divorce and met a guy that was a military guy and got married and then we moved to Northern California which was very very different than the desert in Tucson, Arizona.”
2023-07-12 · The Tim Ferriss Show · #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode · IDENTIFIED FROM THE TRANSCRIPT