Ah yeah, it is always inspiring to read up on John Carmack’s work. He has written about his experience converting Wolfenstein 3D to the iPhone, including how the project came to be.

In case you don’t know who John Carmack is — no, i’m not going to tell you the obvious story about the dark side of the moon where you must have been living for the last 20 years — rather i’m just going to state that John Carmack is the master mind behind Wolfenstein, DooM and Quake. If you have ever enjoyed any of these titles you will be delighted reading this book:

I know i have been.

You see, i got started with game development … no, that is not correct, my intention to get into game development got started the day i first connected to Compuserve. At that time an expensive service – a monthly fee plus (in addition – can you believe?) an hourly fee depending on where you spend your time on, plus the regular phone bill. I still went to school back then and everything had to be payed in US Dollars, which compared to German currency (Deutsche Mark) was strong and fluctuated a lot. There was always the possibility that next months bill was 20% more just because of the change in exchange rate.

So i logged on to Compuserve and after some orientation time i found the Compuserve Action Games forum – that was the place for me. Eventually i became a voluntary staffer there and later got recruited by Joe Siegler of Apogee/3D Realms as Sysop for their Compuserve forum.

But the real decisive moment was when i scanned the list of online users on the first day i logged on to Compuserve. And there, among two dozen other users, was … John Carmack. Or “jcarmack” i think his forum name was. I’ve exchanged two lines with him and was stunned – i just chatted with my hero, programmer of DooM, mano a mano! Ok, i could never proof if it was really him but the fact that he didn’t put on a show and answered in short, concise words was enough for me. From that day on i called myself “DooM Addict” (you see, with all the weird characters but not 133t speak) and having been so close (if only virtually) to one of the heroes of DooM i knew i wanted to be one of them.

Ok, eventually i realized that working for id Software isn’t ever going to happen but that realization eventually landed me a job at a small but local Gameboy Color developer. On a related note, i also got to know my long-term girlfriend on Compuserve.

And that’s how i got started in the game industry. In case you want to learn more about me… <– click here!

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Mirror’s Sick

Is it just me or is Mirror’s Edge one of those games you can really feel sick after playing it for a while? I had to stop … i tried a few things in time trial mode, did the same 180° flip jump over and over … i felt the sickness creeping up in my head and down into my stomach … couldn’t continue. Just couldn’t…

Last time i experienced this was with Marathon Durandal (Xbox Live Arcade). If you want to get REAL sick within just a level or two, try this game. Not that you want to but it could actually be fun with friends. See who can keep it in the longest. Beats any party game!

Seriously, how could we have played those “sickifying” games back then? How could we possibly have survived something like Wolfenstein 3D with its sickness-inducing “kchrrrrr” sound effects when you were searching for secret walls while you were looking at a stream of royal blue stones passing by? Who builds castles with royal blue stones anyway?

No, no … the last thing i want from a game is to make me feel sick. I sure will pick up Mirror’s Edge again but apart from that it’s not that good as i said and hoped. It’s frustrating at times because more often than not the moves that should be cool and make you feel powerful … they often end badly for Faith. Deadly even. Then try again but from 20 seconds away from where you were, giving you enough time to fail even earlier next time because you aren’t as concentrated with the obstacles you had previously mastered. No, no, no …

To be fair … i’m playing on normal, and i’m not good at platformers or any game that relies heavily on timing and dexterity.

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© 2010 Steffen Itterheim aka Gaming Horror