

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. Romero then moved onto Space Rogue, a game by Paul Neurath. He worked on the Apple II to Commodore 64 port of 2400 A.D., which was eventually scrapped due to slow sales of the Apple II version. Romero's first industry job was at Origin Systems in 1987 after programming games for eight years. Jumpster was created in 1983 and published in 1987, making Jumpster his earliest created, then published, game. The first game Romero created that was eventually published was Jumpster in UpTime. He entered a programming contest in A+ magazine during its first year of publishing with his game Cavern Crusader. Romero captured the December cover of the Apple II magazine Nibble for three years in a row starting in 1987. Romero's first company, Capitol Ideas Software, was listed as the developer for at least 12 of his earliest published games. His first published game, Scout Search, appeared in the June 1984 issue of inCider magazine, a popular Apple II magazine during the 1980s. His first developed game was a Crazy Climber clone, but it was not published.

John Romero started programming games on an Apple II he got in 1980. Early career The Apple II owned by John Romero on display at The Strong National Museum of Play Other influences include programmer Bill Budge, Shigeru Miyamoto's Super Mario games, and the fighting games Street Fighter II, Fatal Fury, Art of Fighting and Virtua Fighter. Namco's maze chase arcade game Pac-Man (1980) had the biggest influence on his career, as it was the first game that got him "thinking about game design." Nasir Gebelli ( Sirius Software, Squaresoft) was his favorite programmer and a major inspiration, with his fast 3D programming work for Apple II games, such as the shooters Horizon V (1981) and Zenith (1982), influencing his later work at id Software. Īmong Romero's early influences, the arcade game Space Invaders (1978), with its " shoot the alien" gameplay, introduced him to video games. After Alfonso and Ginny married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. His mother, Ginny, met Alfonso Antonio Romero when they were teenagers in Tucson, Arizona. Romero said he has Mexican, Yaqui, and Cherokee grandparents. Romero was born on October 28, 1967, six weeks premature in Colorado Springs, Colorado. He co-founded a new studio, Ion Storm, and directed the FPS Daikatana (2000), which was a critical and commercial failure. įollowing disputes with Carmack, Romero was fired from iD in 1996. Romero is also credited with coining the FPS multiplayer term " deathmatch". His designs and development tools, along with programming techniques developed by id Software's lead programmer, John Carmack, popularized the first-person shooter (FPS) genre.
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He is a co-founder of id Software and designed their early games, including Wolfenstein 3D (1992), Doom (1993), Doom II (1994), Hexen (1995) and Quake (1996). Alfonso John Romero (born October 28, 1967) is an American director, designer, programmer and developer in the video game industry.
