What parts of the game did you work on? Do you have any fun anecdotes about your time working on it, or stories about hard to find bugs?
What parts of the game did you work on? Do you have any fun anecdotes about your time working on it, or stories about hard to find bugs?
I negotiated the contract with Microsoft. My engineering contribution was not in the gameplay itself but in the game's memory manager and low-level rendering code. That was all performance-critical X86 assembly. I doubt any of that code lives on today.
Yes, there were a lot of anecdotes and the story on Wikipedia is both incomplete and incorrect in some ways. One day, I'll get around to editing it.
My memory is of promising it would be ready in time for Windows 95's launch, working excessively long hours, and focussing hard to make it fast enough so it would be fun to play on the minimum hardware requirement for Microsoft Plus.
> In 1994, the company began development of a port of Doom.
No, we were never porting Doom and we used none of Doom's code or resources. And I didn't propose to tone down the violence. The game was intended to be a fun first-person shooter in the same spirit as Doom but that was the only connection.
Microsoft was involved in a high-profile antitrust suit with the Department of Justice at the time. They were understandably sensitive about the potential PR impact of this type of game shipping with Windows and proposed gameplay design changes to reduce the violence.
https://en.wikipedia.org/wiki/Cinematronics,_LLC
Hasn't been edited since December 2024. Has never mentioned DOOM.
Indeed the sources say Doom clone, not port.
Source: https://en.wikipedia.org/w/index.php?title=Full_Tilt!_Pinbal...