Instruct: Given a question, retrieve relevant documents that can help answer the question.
Query: Who created Doom video game?
The development of "Doom", a first-person shooter video game by id Software, began in November 1992 and continued until the game was released in December 1993. Seven people worked on "Doom", which is considered one of the most significant and influential titles in video game history. The initial development team was programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall; late in development Hall was replaced by Sandy Petersen and programmer Dave Taylor was added to the team. The music and sound effects were created by Bobby Prince.
In the United States, "Doom II" was the third-best-selling computer game between 1993 and 1999, with 1.55 million units sold during that period. Its revenues in that country ultimately reached $80 million, while those in Europe reached $20 million. Of the latter figure, Kushner wrote that "30 percent [...] came from Germany—a country that had banned the game from its shelves."
At the start of 1993, id put out a press release, touting Hall's story about fighting off demons while "knee-deep in the dead". The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet even been designed. Early versions of the game were built to match the "Doom Bible"; a "pre-alpha" version of the first level included Hall's introductory base scene. Initial versions of the game also retained "arcade" elements present in "Wolfenstein 3D", like score points and score items, but those were removed early in development as they felt not in keeping with the tone of the game. Other elements, such as a complex user interface, an inventory system, a secondary shield protection, and lives were modified and slowly removed over the course of development.
Soon, however, the "Doom Bible" as a whole was rejected: Romero wanted a game even "more brutal and fast" than "Wolfenstein", which did not leave room for the character-driven plot Hall had created. Additionally, the team felt it emphasized realism over entertaining gameplay, and they did not see the need for a design document at all. Some ideas were retained, but the story was dropped and most of the game design was removed. By spring of 1993 levels were being created for the game and a demo was produced. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially felt that the boxy, flat level designs were uninspiring, too similar to "Wolfenstein", and did not show off everything the engine could do. He began to create his own, more abstract levels for the game, which the rest of the team felt were much better.
The first-person shooter may be considered a distinct genre itself, or a type of shooter game, in turn a subgenre of the wider action game genre. Following the release of "Doom" in 1993, games in this style were commonly termed "Doom clones"; over time this term has largely been replaced by "first-person shooter". "Wolfenstein 3D," released in 1992, the year before "Doom", has been credited with introducing the genre, but critics have since identified similar though less advanced games developed as far back as 1973. There are occasional disagreements regarding the specific design elements which constitute a first-person shooter. For example, "Deus Ex" or "BioShock" may be considered as first-person shooters, but may also be considered role-playing video games as they borrow from this genre extensively. Certain puzzle games like "Portal" are also called first-person shooters, but lack any direct combat or shooting element, instead using the first-person perspective to help immerse players within the game to help solve puzzles. Some commentators extend the definition to include combat flight simulators where the cockpit or vehicle takes place of the hands and weapons.
In 1992 "Wolfenstein 3d" is released, creating interest in what fps games could become. "Doom" (1993) bursts onto the world scene and instantly popularizes the FPS genre, and even how games are played, as Doom is among the first games to feature multiplayer capabilities. It was "Goldeneye 007" (1997), that introduced an engine that made development of first-person shooters for home consoles a practical idea. It is not until "Quake" (1996), however, that game developers begin to take multiplayer features into serious consideration when making games. "Quake II" (1997), "Unreal" (1998) and "Half-Life" (1998) feature the next evolutionary step in the genre with continual progression of the game (no levels in the traditional sense) and an entirely in-person view, and become one of the most popular video games in history.
Because id planned to self-publish the game, as the game neared completion they had to set up the systems to sell the game. Jay Wilbur, who had been brought on as CEO and sole member of the business team, planned the marketing and distribution of "Doom". He felt that the mainstream press was uninterested in the game, and as id would make the most money off of copies they sold directly to customers—up to 85 percent of the planned US$40 price—he decided to leverage the shareware market as much as possible, buying only a single ad in any gaming magazine. Instead, he reached out directly to software retailers, offering them copies of the first "Doom" episode for free, allowing them to charge any price for it, in order to spur customer interest in buying the full game directly from id.
The popularity of the book waned and the publisher canceled it. Drake killed off the entire Doom Patrol in the final issue, "Doom Patrol" #121 (September–October 1968). The Doom Patrol sacrificed their lives to Madame Rouge and General Zahl (who pushed the actual kill button) to save the small fishing village of Codsville, Maine. This marked the first time in comic book history that a canceled book ended by having most of its cast of main characters die. Artist Bruno Premiani and editor Murray Boltinoff appeared at the beginning and the end of the story, asking fans to write to DC to resurrect the Doom Patrol, although the latter was supposed to have been Drake. According to the writer, he was replaced with the editor because he had just resigned over a pay dispute and moved to Marvel Comics. He finished the script only out of friendship for Boltinoff. A few years later, three more issues appeared in DC's short-lived attempt to copy Marvel's line of series reprint titles (as opposed to DC's anthology reprint titles). A "Doom Patrol" revival did not occur until 1977, nine years after the original's demise.
Silent Hill is a survival horror video game for the PlayStation published by Konami and developed by Team Silent, a group in Konami Computer Entertainment Tokyo. The first installment in the "Silent Hill" series, the game was released in North America in January 1999, and in Japan and Europe later that year. "Silent Hill" uses a third-person view, with real-time rendering of 3D environments. To mitigate limitations of the console hardware, developers liberally used fog and darkness to muddle the graphics. Unlike earlier survival horror games that focused on protagonists with combat training, the player character of "Silent Hill" is an "everyman".
Their first video arcade game was 1975's "EVR Race"; a handful of others followed in the next several years, "Radar Scope" and "Donkey Kong" being among the most famous of these. The early 1980s saw Nintendo's video game division (led by Yokoi) creating some of its most famous arcade titles. The massively popular "Donkey Kong" was created in 1981, with Shigeru Miyamoto as its mastermind, and released in the arcades and on the Atari 2600, Intellivision, and ColecoVision video game systems (although Nintendo themselves generally had no involvement with these early console ports). This release method would be used on several later Nintendo arcade games of this same period, including the original "Mario Bros." (not to be confused with the later "Super Mario Bros.") In addition to this arcade and dedicated console game activity, Nintendo was testing the consumer handheld video game waters with the Game & Watch.
The history of game making begins with the development of the first video games, although which video game is the first depends on the definition of "video game". The first games created had little entertainment value, and their development focus was separate from user experience—in fact, these games required mainframe computers to play them. "OXO", written by Alexander S. Douglas in 1952, was the first computer game to use a digital display. In 1958, a game called "Tennis for Two", which displayed its output on an oscilloscope, was made by Willy Higinbotham, a physicist working at the Brookhaven National Laboratory. In 1961, a mainframe computer game called "Spacewar!" was developed by a group of Massachusetts Institute of Technology students led by Steve Russell.
Kondo was the third person hired by Nintendo to create music and sound effects for their games, joining Hirokazu Tanaka and Yukio Kaneoka. However, he was the first at Nintendo to actually specialize in musical composition. The first game he worked on was the arcade game "Punch-Out!!", although it was before he had officially joined Nintendo. Despite creating mostly jingles and sound effects, he was able to overcome the challenges of early arcade sound hardware. As the Famicom had become highly popular in Japan, Kondo was assigned to compose music for the console's subsequent games at Nintendo's new development team, Nintendo Entertainment Analysis and Development (EAD). Kondo also wrote an instruction manual on how to program Japanese popular music into the Famicom using the peripheral "Family BASIC". To conclude his first year at Nintendo, he created the music to "Devil World" alongside Akito Nakatsuka. In 1985, Nintendo started marketing the Famicom abroad under the name the Nintendo Entertainment System (NES) to capitalize on the 1983 video game crash that devastated Atari, Inc. He composed the music for the hit releases "Super Mario Bros." (1985) and "The Legend of Zelda" (1986), which helped the system to sell 60 million copies in total and established some of the most well-known melodies in the video game industry.
Daydream Software is a defunct Swedish video game developer founded in 1994. They released four games (with another in the works) before closing in 2003.
The Steiner Brothers were involved in an angle with Woman who promised "Doom" for the two brothers but never specified exactly what this meant. Woman unveiled her threat at Halloween Havoc 1989, a couple of brawny, hard hitting masked African-Americans. It was obvious to most wrestling fans that Ron Simmons and Butch Reed were under the masks — they had both been on WCW. television shortly before Doom debuted, and they were the only two African-American wrestlers in the company with the same massive physical appearance — but the announcers were made to keep up the storyline (although Jim Ross accidentally exposed Reed's identity on commentary during Starrcade 89: Future Shock). Doom won their debut match against the Steiners when one of the members of Doom pinned Rick Steiner after a headbutt with an illegal object in his mask. Doom followed up on this success by defeating Eddie Gilbert and Tommy Rich at , looking very strong in the process.
LucasArts' first adventure game was the 1986 title "". The game's development was led by David Fox, with contributions from Douglas Adams, Christopher Cerf, Noah Falstein and Brenda Laurel. Based on the film of the same name, it is LucasArts' first video game adaptation of a film. It is the only adventure game not published by LucasArts, as "Labyrinth" was published and distributed by Activision. "Labyrinth" differs significantly from later LucasArts adventure games as it uses text parser gameplay as the main means of play.
"Labyrinth" was followed in 1987 by "Maniac Mansion". "Maniac Mansion" was the creation of Ron Gilbert and Gary Winnick, and marked the debut of SCUMM, the game engine that powered all but two of LucasArts later adventure games. The game was also the first LucasArts adventure game to be released for DOS. "Maniac Mansion" was LucasArts' first full graphic adventure game, using a point-and-click interface rather than the text-based gameplay seen in "Labyrinth". A menu of verbs allows the player to choose how to interact with the game's environment. "Maniac Mansion" aims to parody the horror genre. The game was subject to several enhancements and re-releases, and was included as a game within a game in its sequel, "Day of the Tentacle".
Relic Entertainment was founded in Vancouver, Canada, on June 1, 1997, and began work on "Homeworld" as their first title. Relic co-founders Alex Garden and Luke Moloney served as the director and lead programmer for the game, respectively, while Erin Daly was the designer and Aaron Kambeitz the lead artist. Garden was 22 years old when he founded the company. Writer David J. Williams is credited with the original story concept, while the script itself was written by Martin Cirulis and the background lore was written by author Arinn Dembo. Cirulis and Dembo, credited jointly as "Marcus Skyler", were selected by the publisher, Sierra Studios, partway through development to expand the story concept of Relic and Williams. Sierra agreed to publish the game early in development based on, according to Garden, "two whiteboard presentations and no demo". The development of the game took over two years; the game systems were largely complete by the final eight months, which Relic spent polishing and improving the game, including adding the whole-map Sensors Manager view. The game was initially expected to be released at the end of 1998; Garden stated in a 1999 interview that the team found creating the core game itself much easier than getting it to the quality level they wanted, and that if they had known how difficult it was going to be they may have chosen not to do the project. Several ideas for the game, including ship customization, convoy routes, and different unit types for the Kushan and Taidann fleets were cut during development as they could not be done well enough for the project.
Development of "Cortex Strikes Back" began in October 1996. For the game, Andy Gavin created a new engine and scripting language named "Game Oriented Object LISP 2" (GOOL 2) that was three times faster than the previous game's engine, could handle ten times the animation frames and twice the polygon count. The jungle levels were originally to have featured ground fog, but this was abandoned when magazines and the public began to heavily criticize other developers for using fog to hide polygon count. Sunlight and depth accentuation was experimented with for these levels. Wanting to have some "dirty" locations in the game, Naughty Dog worked in the sewer levels and added color contrast to the levels to show depth and break up the repetitive monotony of the endless sewer pipes. A flat plane z-buffer was created for the game; because the water surfaces and mud in the jungle had to be a flat plane and be exactly flat on the Y-axis, there could be no waves and the subdividing plane could not be at an odd angle. The effect only worked on objects in the foreground and was only used on Crash, some enemies and a few boxes at the same time. The soundtrack of "Crash Bandicoot 2: Cortex Strikes Back" was provided by Mutato Muzika (consisting of Mark Mothersbaugh and Josh Mancell), while the sound effects were created by Universal Sound Studios (consisting of Mike Gollom, Ron Horwitz and Kevin Spears). The characters were designed by Charles Zembillas of American Exitus, Incorporated. Clancy Brown provided the voice of Doctor Neo Cortex, while Brendan O'Brien voiced the dual role of Doctor N. Gin and Doctor Nitrus Brio and Vicki Winters voiced Coco Bandicoot. The game was unveiled at the Electronic Entertainment Expo in Atlanta, Georgia in June 1997 to a positive response from the game industry. The game went into the alpha stage in August 1997. Around that time, Dan Arey, the lead designer of "", joined Naughty Dog and streamlined the level design.
Following the 1947 invention of the cathode-ray tube amusement device, the earliest known interactive electronic game as well as the first to use an electronic display, the first true video games were created in the early 1950s. Initially created as technology demonstrations, such as the "Bertie the Brain" and Nimrod computers in 1950 and 1951, video games also became the purview of academic research. A series of games, generally simulating real-world board games, were created at various research institutions to explore programming, human–computer interaction, and computer algorithms. These include "OXO" and Christopher Strachey's draughts program in 1952, the first software-based games to incorporate a CRT display, and several chess and checkers programs. Possibly the first video game created simply for entertainment was 1958's "Tennis for Two", featuring moving graphics on an oscilloscope. As computing technology improved over time, computers became smaller and faster, and the ability to work on them was opened up to university employees and undergraduate students by the end of the 1950s. These new programmers began to create games for non-academic purposes, leading up to the 1962 release of "Spacewar!" as one of the earliest known digital computer games to be available outside a single research institute.
SSI sold 27,110 copies of "Dungeon Hack". "Computer Gaming World"s Scorpia in 1994 liked the game's flexibility and inclusion of all "AD&D" 2nd Edition character classes, and found that "a 10-15 level dungeon is probably the best". She concluded that "in spite of some weak points, "Dungeon Hack" delivers what it promises: the chance to create your own, specially-designed, hack-n-slash paradise". The game got 3 out of 5 stars in "Dragon".
The game was conceived in 1988 by Lucasfilm employee Ron Gilbert, who designed it with Tim Schafer and Dave Grossman. Gilbert's frustrations with contemporary adventure titles led him to make the player character's death almost impossible, which meant that gameplay focused the game on exploration. The atmosphere was based on that of the Pirates of the Caribbean theme park ride. "The Secret of Monkey Island" was the fifth game built with the SCUMM engine, which was heavily modified to include a more user-friendly interface.
Resident Evil, known in Japan as Biohazard, is a media franchise created by Shinji Mikami and Tokuro Fujiwara and owned by the Japanese video game company Capcom. The franchise focuses on a series of survival horror games and incorporates live-action films, animations, comic books, novels, audio dramas, and merchandise. The story follows outbreaks of zombies and other monsters created mainly by the Umbrella Corporation.
That same year saw the release of the Magnavox Odyssey, the first home video game console which could be connected to a television set. The inventor, Ralph H. Baer, had initially had the idea in 1951 to make an interactive game on a television set. Unable to do so with the technological constraints at the time, he began work on a device that would attach to a television set and display games in 1966, and the "Brown Box", the last prototype of seven, was licensed to Magnavox to adapt and produce. They announced the console in May 1972, and it went on sale that September. The console and its games featured numerous innovations beyond being the first video game device for home consumers: it was the first game to use a raster-scan video display, or television set, directly displayed via modification of a video signal; it was also the first video gaming device to be displayed in a television commercial. It sold for US$100 and shipped with several games, including "Table tennis", which Bushnell had seen a demo of and which "Pong" had been based on. The Odyssey sold over 100,000 units in 1972, and more than 350,000 by the end of 1975, buoyed by the popularity of the table tennis game, in turn driven by the success of "Pong". "Pong" and the Odyssey kicked off a new era of video gaming, with numerous other competitors starting up in the video game industry as it grew in popularity.
DRL (formerly DoomRL), short for Doom, the Roguelike, is a roguelike video game developed by ChaosForge based on the first-person shooters "Doom" and "Doom II". It's been in-development since 2002 and released for Microsoft Windows, Linux and OS X. Following a cease and desist notice from "Doom" trademark owner, ZeniMax Media, the game's name was changed to "DRL" in 2016.
The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre on April 20, 1999, were avid players of the game. While planning for the massacre, Harris said in his journal that the killing would be "like playing "Doom"", and "it'll be like the LA riots, the Oklahoma bombing, World War II, Vietnam, "Duke Nukem" and "Doom" all mixed together", and that his shotgun was "straight out of the game". A rumor spread afterwards that Harris had designed a "Doom" level that looked like the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for his role in the shootings by playing the level over and over. Although Harris did design "Doom" levels, which later became known as the 'Harris levels', none have been found to be based on Columbine High School.
In 2012, "Time" named it one of the 100 greatest video games of all time as "it established the look and feel of later shooters as surely as Xerox PARC established the rules of the virtual desktop," adding that "its impact also owes a lot to the gonzo horror sensibility of its designers, including John Romero, who showed a bracing lack of restraint in their deployment of gore and Satanic iconography." Including "Doom" on the list of the greatest games of all time, GameSpot wrote that "despite its numerous appearances in other formats and on other media, longtime fans will forever remember the original 1993 release of "Doom" as the beginning of a true revolution in action gaming."
Months after "Doom" was released, Zen Studios developed a virtual pinball adaptation of the game as part of the "Bethesda Pinball" collection, which became available as part of "Zen Pinball 2", "Pinball FX 2" and "Pinball FX 3", as well as a separate free-to-play app for iOS and Android mobile devices. At E3 2017 Bethesda announced "Doom VFR", a virtual reality adaptation of "Doom", compatible with the PlayStation VR and HTC Vive headsets. In "Doom VFR" the player assumes the role of Mars' last survivor who, after being killed, gets his consciousness uploaded into an artificial network, and is tasked with defeating the demons and restoring the facility's operations, having an array of electronic devices and weapons at his disposal. The game was released on December 1, 2017.