John Romero: Doom, Deathmatch, Daikatana, and a Second Act

Hidden out of bounds in Doom II’s final boss is a digitized severed head on a spike, and it belongs to John Romero. This episode charts the life of the designer who helped invent the first-person shooter, coined the term deathmatch, and then suffered one of the most public falls in tech history. We start with his parents driving a 1948 Chrysler to Colorado with $300, his Pac-Man epiphany in the arcade, and his self-taught coding on an Apple II.

We follow Romero to Softdisk in Shreveport, where he recruited John Carmack, Adrian Carmack, and Tom Hall, and through id Software’s turbo mode era of 28 games in about five and a half years. We explore the level editors and tools he built, the clash with Carmack over Quake that ended in his 1996 resignation, the design is law premise of Ion Storm, the infamous 1997 ad, and Daikatana’s failure in 2000, before tracing his quiet rebuild through mobile games, Romero Games, and a 2023 Lifetime Achievement Award.

  • The reversed audio message hidden in Doom II’s final boss and the prank behind it
  • How decoupling level design from engine code let a team of fewer than ten ship 28 games
  • Hyperthymesia and what a highly superior autobiographical memory means for a programmer
  • Why Ion Storm’s lack of engineering guardrails doomed Daikatana
  • Long hair as a statement of Yaqui and Cherokee heritage, a Doom II level for Ukraine relief, and Irish citizenship

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