Articoli correlati a Masters of Doom: How Two Guys Created an Empire and...

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture - Rilegato

 
9780375505249: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
Vedi tutte le copie di questo ISBN:
 
 
“To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.” —Mark Leyner, author of I Smell Esther Williams

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart.

Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative.

Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.

L'autore:
David Kushner has written for numerous publications, including Rolling Stone, The New York Times, Wired, New York, Worth, Electronic Gaming Monthly, The Village Voice, Details, Mondo 2000, and Salon. He is the digital-music columnist for Rolling Stone online, and a contributing editor for Spin and IEEE Spectrum. He has also worked as a senior producer and writer for the music website SonicNet. He received a B.A. from the University of Maryland, College Park, and a master’s in creative writing from City University of New York. He can be reached at www.davidkushner.com.
Estratto. © Riproduzione autorizzata. Diritti riservati.:
Chapter 1

The Rock Star

Eleven-year-old John Romero jumped onto his dirt bike, heading for trouble again. A scrawny kid with thick glasses, he pedaled past the modest homes of Rocklin, California, to the Roundtable Pizza Parlor. He knew he wasn’t supposed to be going there this summer afternoon in 1979, but he couldn’t help himself. That was where the games were.

Specifically, what was there was Asteroids, or, as Romero put it, “the coolest game planet Earth has ever seen!” There was nothing else like the feeling he got tapping the control buttons as the rocks hurled toward his triangular ship and the Jaws-style theme music blipped in suspense, dum dum dum dum dum dum; Romero mimicked these video game sounds the way other kids did celebrities. Fun like this was worth risking everything: the crush of the meteors, the theft of the paper route money, the wrath of his stepfather. Because no matter what Romero suffered, he could always escape back into the games.

At the moment, what he expected to suffer was a legendary whipping. His stepfather, John Schuneman—a former drill sergeant—had commanded Romero to steer clear of arcades. Arcades bred games. Games bred delinquents. Delinquency bred failure in school and in life. As his stepfather was fond of reminding him, his mother had enough problems trying to provide for Romero and his younger brother, Ralph, since her first husband left the family five years earlier. His stepfather was under stress of his own with a top-secret government job retrieving black boxes of classified information from downed U.S. spy planes across the world. “Hey, little man,” he had said just a few days before, “consider yourself warned.”

Romero did heed the warning—sort of. He usually played games at Timothy’s, a little pizza joint in town; this time he and his friends headed into a less traveled spot, the Roundtable. He still had his initials, AJR for his full name, Alfonso John Romero, next to the high score here, just like he did on all the Asteroids machines in town. He didn’t have only the number-one score, he owned the entire top ten. “Watch this,” Romero told his friends, as he slipped in the quarter and started to play.

The action didn’t last long. As he was about to complete a round, he felt a heavy palm grip his shoulder. “What the fuck, dude?” he said, assuming one of his friends was trying to spoil his game. Then his face smashed into the machines.

Romero’s stepfather dragged him past his friends to his pickup truck, throwing the dirt bike in the back. Romero had done a poor job of hiding his bike, and his stepfather had seen it while driving home from work. “You really screwed up this time, little man,” his stepfather said. He led Romero into the house, where Romero’s mother and his visiting grandmother stood in the kitchen. “Johnny was at the arcade again,” his stepfather said. “You know what that’s like? That’s like telling your mother ‘Fuck you.’ ”

He beat Romero until the boy had a fat lip and a black eye. Romero was grounded for two weeks. The next day he snuck back to the arcade.

Romero was born resilient, his mother, Ginny, said, a four-and-one-half-pound baby delivered on October 28, 1967, six weeks premature. His parents, married only a few months before, had been living long in hard times. Ginny, good-humored and easygoing, met Alfonso Antonio Romero when they were teenagers in Tucson, Arizona. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny got married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings.

Though the situation improved there, the couple returned to Tucson after Romero was born so his dad could take a job in the copper mines. The work was hard, the effect sour. Alfonso would frequently come home drunk if he came home at all. There was soon a second child, Ralph. John Romero savored the good times: the barbecues, the horsing around. Once his dad stumbled in at 10:00 p.m. and woke him. “Come on,” he slurred, “we’re going camping.” They drove into the hills of saguaro cacti to sleep under the stars. One afternoon his father left to pick up groceries. Romero wouldn’t see him again for two years.

Within that time his mother remarried. John Schuneman, fourteen years her senior, tried to befriend him. One afternoon he found the six-year-old boy sketching a Lamborghini sports car at the kitchen table. The drawing was so good that his stepfather assumed it had been traced. As a test, he put a Hot Wheels toy car on the table and watched as Romero drew. This sketch too was perfect. Schuneman asked Johnny what he wanted to be when he grew up. The boy said, “A rich bachelor.”

For a while, this relationship flourished. Recognizing Romero’s love of arcade games, his stepfather would drive him to local competitions—all of which Romero won. Romero was so good at Pac-Man that he could maneuver the round yellow character through a maze of fruit and dots with his eyes shut. But soon his stepfather noticed that Romero’s hobby was taking a more obsessive turn.

It started one summer day in 1979, when Romero’s brother, Ralph, and a friend came rushing through the front door. They had just biked up to Sierra College, they told him, and made a discovery. “There are games up there!” they said. “Games that you don’t have to pay for!” Games that some sympathetic students let them play. Games on these strange big computers.

Romero grabbed his bike and raced with them to the college’s computer lab. There was no problem for them to hang out at the lab. This was not uncommon at the time. The computer underground did not discriminate by age; a geek was a geek was a geek. And since the students often held the keys to the labs, there weren’t professors to tell the kids to scram. Romero had never seen anything like what he found inside. Cold air gushed from the air-conditioning vents as students milled around computer terminals. Everyone was playing a game that consisted only of words on the terminal screen: “You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building towards a gully. In the distance there is a gleaming white tower.”

This was Colossal Cave Adventure, the hottest thing going. Romero knew why: it was like a computer-game version of Dungeons and Dragons. D&D, as it was commonly known, was a pen-and-paper role-playing game that cast players in a Lord of the Rings–like adventure of imagination. Many adults lazily dismissed it as geekish escapism. But to understand a boy like Romero, an avid D&D player, was to understand the game.

Created in 1972 by Gary Gygax and Dave Arneson, two friends in their early twenties, Dungeons and Dragons was an underground phenomenon, particularly on college campuses, thanks to word of mouth and controversy. It achieved urban legend status when a student named James Dallas Egbert III disappeared in the steam tunnels underneath Michigan State University while reportedly reenacting the game; a Tom Hanks movie called Mazes and Monsters was loosely based on the event. D&D would grow into an international cottage industry, accounting for $25 million in annual sales from novels, games, T-shirts, and rule books.

The appeal was primal. “In Dungeons and Dragons,” Gygax said, “the average person gets a call to glory and becomes a hero and undergoes change. In the real world, children, especially, have no power; they must answer to everyone, they don’t direct their own lives, but in this game, they become super powerful and affect everything.” In D&D, there was no winning in the traditional sense. It was more akin to interactive fiction. The participants consisted of at least two or three players and a Dungeon Master, the person who would invent and direct the adventures. All they needed was the D&D rule book, some special polyhedral dice, and a pencil and paper. To begin, players chose and developed characters they would become in the game, from dwarves to elves, gnomes to humans.

Gathered around a table, they would listen as the Dungeon Master cracked open the D&D rule book—which contained descriptions of monsters, magic, and characters—and fabricated a scene: down by a river, perhaps, a castle shrouded in mist, the distant growl of a beast. Which way shall you go? If the players chose to pursue the screams, the Dungeon Master would select just what ogre or chimera they would face. His roll of the die determined how they fared; no matter how wild the imaginings, a random burst of data ruled one’s fate. It was not surprising that computer programmers liked the game or that one of the first games they created, Colossal Cave Adventure, was inspired by D&D.

The object of Colossal Cave was to fight battles while trying to retrieve treasures within a magical cave. By typing in a direction, say “north” or “south,” or a command, “hit” or “attack,” Romero could explore what felt like a novel in which he was the protagonist. As he chose his actions, he’d go deeper into the woods until the walls of the lab seemed to become trees, the air-conditioning flow a river. It was another world. Imbued with his imagination, it was real.

Even more impressively, it was an alternate reality that he could create. Since the seventies, the electronic gaming industry had been dominated by arcade machines like Asteroids and home consoles like the Atari 2600. Writing software for these platforms required expensive development systems and corpor...

Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.

  • EditoreRandom House Inc
  • Data di pubblicazione2003
  • ISBN 10 0375505245
  • ISBN 13 9780375505249
  • RilegaturaCopertina rigida
  • Numero di pagine335
  • Valutazione libreria

Altre edizioni note dello stesso titolo

9780812972153: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

Edizione in evidenza

ISBN 10:  ISBN 13:  9780812972153
Casa editrice: Random House Trade Paperbacks, 2004
Brossura

  • 9780749924898: Masters Of Doom: How two guys created an empire and transformed pop culture

    Piatkus, 2004
    Brossura

  • 9780749924751: Masters Of Doom: How two guys created an empire and transformed pop culture

    Piatkus, 2003
    Brossura

  • 9780606313452: Masters Of Doom: How Two Guys Created And Empire And Transformed Pop Culture

    Demco ..., 2004
    Brossura

  • 9781417742622: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

    San Val, 2004
    Rilegato

I migliori risultati di ricerca su AbeBooks

Foto dell'editore

Kushner, David
Editore: Random House (2003)
ISBN 10: 0375505245 ISBN 13: 9780375505249
Nuovo Rilegato Quantità: 2
Da:
Save With Sam
(North Miami, FL, U.S.A.)
Valutazione libreria

Descrizione libro Hardcover. Condizione: New. Brand New!. Codice articolo VIB0375505245

Informazioni sul venditore | Contatta il venditore

Compra nuovo
EUR 65,71
Convertire valuta

Aggiungere al carrello

Spese di spedizione: GRATIS
In U.S.A.
Destinazione, tempi e costi
Foto dell'editore

Kushner, David
Editore: Random House (2003)
ISBN 10: 0375505245 ISBN 13: 9780375505249
Nuovo Rilegato Quantità: 1
Da:
Wizard Books
(Long Beach, CA, U.S.A.)
Valutazione libreria

Descrizione libro Hardcover. Condizione: new. New. Codice articolo Wizard0375505245

Informazioni sul venditore | Contatta il venditore

Compra nuovo
EUR 97,66
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,24
In U.S.A.
Destinazione, tempi e costi
Foto dell'editore

Kushner, David
Editore: Random House (2003)
ISBN 10: 0375505245 ISBN 13: 9780375505249
Nuovo Rilegato Quantità: 1
Da:
GoldenWavesOfBooks
(Fayetteville, TX, U.S.A.)
Valutazione libreria

Descrizione libro Hardcover. Condizione: new. New. Fast Shipping and good customer service. Codice articolo Holz_New_0375505245

Informazioni sul venditore | Contatta il venditore

Compra nuovo
EUR 97,43
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,71
In U.S.A.
Destinazione, tempi e costi
Foto dell'editore

Kushner, David
Editore: Random House (2003)
ISBN 10: 0375505245 ISBN 13: 9780375505249
Nuovo Rilegato Quantità: 1
Da:
Front Cover Books
(Denver, CO, U.S.A.)
Valutazione libreria

Descrizione libro Condizione: new. Codice articolo FrontCover0375505245

Informazioni sul venditore | Contatta il venditore

Compra nuovo
EUR 97,63
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,98
In U.S.A.
Destinazione, tempi e costi
Foto dell'editore

Kushner, David
Editore: Random House (2003)
ISBN 10: 0375505245 ISBN 13: 9780375505249
Nuovo Rilegato Quantità: 1
Da:
GoldBooks
(Austin, TX, U.S.A.)
Valutazione libreria

Descrizione libro Hardcover. Condizione: new. New Copy. Customer Service Guaranteed. Codice articolo think0375505245

Informazioni sul venditore | Contatta il venditore

Compra nuovo
EUR 98,22
Convertire valuta

Aggiungere al carrello

Spese di spedizione: EUR 3,94
In U.S.A.
Destinazione, tempi e costi