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  <title><![CDATA[Masters of Doom: How Two Guys Created An Empire and Transformed Pop Culture]]></title>
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  <description><![CDATA[Doom, the video game in which you navigate a dungeon in the first person and messily lay waste to everything that crosses your path, represented a milestone in many areas. It was a technical landmark, in that its graphics engine delivered brilliant performance on ordinary PC hardware. It was a social phenomenon, with individuals and companies hooking up networks specifically for Doom tournaments and staying up for days to blast away on them (well before the Internet went big-time). The game's publisher, id Software, used an unusual shareware marketing strategy (give away the first levels, charge for the more advanced ones) that worked very well. On top of it all, the gore-filled game raised serious questions about decency in products meant for use by school-age kids. <em>Masters of Doom</em> explores the Doom phenomenon, as well as the lives and personalities of the two men behind it: John Carmack and John Romero.<p>  This book manages, for the most part, to keep clear of the breathless techno-hagiography style that characterizes many books with similar subjects. He tells the story of Carmack, Romero, and id--which includes far more than Doom and its successors--in novel style, and he's done a good job of keeping the action flowing and the characters' motivations clear. Some of the quoted passages of dialog sound like idealized reconstructions that probably never came from the lips of real people, but this is an entertaining and informative book, of interest to anyone who's let rip with a nail gun. <em>--David Wall</em><p>  <strong>Topics covered</strong>: The biographies of John Carmack and John Romero, and of their company, id Software. The development and marketing of all major id games (including Wolfenstein, Doom, Doom II, and Quake) get lavish attention.</p></p>]]></description>
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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  <read_at>Sun Aug 01 00:00:00 -0700 2004</read_at>
  <date_added>Mon Jul 23 15:09:12 -0700 2007</date_added>
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    <body><![CDATA[The true story of John Carmack and John Romero and how they created Id software and became the most prolific computer game designers in the 1990s.<br/><br/>The story describes how two misfit geeks were able to follow their passion of games and through hard work were able to make impressive advance...<a href="http://www.goodreads.com/review/show/3423280">more...</a>]]></body>
    
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
  </description>
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  <read_at>Sat Dec 06 00:00:00 -0800 2008</read_at>
  <date_added>Sat Dec 06 11:39:19 -0800 2008</date_added>
  <date_updated>Sat Dec 06 11:39:19 -0800 2008</date_updated>
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    <body><![CDATA[This book tells the story of John Carmack, John Romero, and id Software.  It does a great job describing the early times, both in terms of relaying the facts, as well as giving a great feel of the excitement of discovery and invention, of pushing computers and gaming through incredible leaps to do t...<a href="http://www.goodreads.com/review/show/39453515">more...</a>]]></body>
    
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      <review>
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    <name><![CDATA[Fabian]]></name>
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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  <read_at>Tue Mar 21 00:00:00 -0800 2006</read_at>
  <date_added>Thu Apr 02 07:59:48 -0700 2009</date_added>
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    <body><![CDATA[Wolfenstein 3D and Doom were amazing games that redefined the way I play games. So it was a real treat to read the relationship between the rocket scientist and the rock star and how they started something amazing. Its was pretty sad to see what in my mind was the downfall of John Romero. Great insi...<a href="http://www.goodreads.com/review/show/51252394">more...</a>]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/51252394]]></url>
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      <review>
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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  <read_at>Mon May 01 00:00:00 -0700 2006</read_at>
  <date_added>Fri Jan 23 13:00:04 -0800 2009</date_added>
  <date_updated>Fri Jan 23 13:03:30 -0800 2009</date_updated>
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    <body><![CDATA[I've been a huge fan of Doom (and before that, Wolfenstein) since the first shareware episode was released (payed $2 for a copy on floppy since my modem was too slow to download it).  I've had a geek crush on John Carmack since that time.  This book was a real page-turner for me.  A well-written and...<a href="http://www.goodreads.com/review/show/44085377">more...</a>]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/44085377]]></url>
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      <review>
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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  <average_rating>4.04</average_rating>
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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  <published>2003</published>
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    <rating>4</rating>
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  <read_at></read_at>
  <date_added>Tue Jul 14 09:40:11 -0700 2009</date_added>
  <date_updated>Tue Jul 14 09:41:54 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[Well-written, well-researched, a lively tale of hackers gone wild, <em>Masters of Doom</em> is the story of id Software and the men who created the company.<br/><br/>If you are looking for a focussed look inside the gaming industry, this is the book of choice.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/63441598]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/63441598]]></link>
</review>
      <review>
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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  <average_rating>4.04</average_rating>
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
  </description>
  <published>2003</published>
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  <read_at>Mon Dec 21 00:00:00 -0800 2009</read_at>
  <date_added>Thu Dec 17 00:56:42 -0800 2009</date_added>
  <date_updated>Mon Dec 21 10:09:01 -0800 2009</date_updated>
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    <body><![CDATA[As a kid, I've played commander keen. I've lived with Doom, had dreams of it, I've seen the guys' code and their tremendous influence. There's a lot to be learned from them.<br/><br/>(in 'Coders at work' Seibel should've interviewed Carmack instead of all the javascript people)]]></body>
    
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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  <published>2003</published>
</book>

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  <recommended_by><![CDATA[]]></recommended_by>
  <read_at>Wed Apr 11 00:00:00 -0700 2007</read_at>
  <date_added>Mon Nov 16 10:00:35 -0800 2009</date_added>
  <date_updated>Mon Nov 16 10:01:51 -0800 2009</date_updated>
  <read_count>1</read_count>
    <body><![CDATA[I could not put this book down. It traverses John Romero and John Carmack's beginnings, rise to success, and beyond. One of the best biographies about game developers for sure.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/77968189]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/77968189]]></link>
</review>
      <review>
  <id>81272505</id>
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  <title>
    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
  </title>
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  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
  <description>
    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
  </description>
  <published>2003</published>
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  <recommended_for><![CDATA[Vasil Kolev]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at>Thu Jan 01 00:00:00 -0800 2004</read_at>
  <date_added>Thu Dec 17 00:52:58 -0800 2009</date_added>
  <date_updated>Thu Dec 17 01:19:36 -0800 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[At one point I was tired of &quot;those guys are so great&quot; line in the book. Otherwise it is an interesting read for a part of gaming industry history.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/81272505]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/81272505]]></link>
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      <review>
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    <name><![CDATA[Tristanjay7]]></name>
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  <isbn>0812972155</isbn>
  <isbn13>9780812972153</isbn13>
  <text_reviews_count type="integer">19</text_reviews_count>
  <title>
    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1172845146m/222146.jpg</image_url>
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  <link>http://www.goodreads.com/book/show/222146.Masters_of_Doom_How_Two_Guys_Created_an_Empire_and_Transformed_Pop_Culture</link>
  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
  <description>
    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
  </description>
  <published>2003</published>
</book>

    <rating>5</rating>
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  <recommended_for><![CDATA[gamers]]></recommended_for>
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  <read_at>Sun Jun 15 00:00:00 -0700 2008</read_at>
  <date_added>Mon May 19 17:00:57 -0700 2008</date_added>
  <date_updated>Sun Jun 15 18:45:06 -0700 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[At its core, it's a story of a creative partnership, of the Lennon-McCartney of 90's PC gaming. Which no doubt makes for compelling reading. But what really is fascinating is the backdrop. In order to tell his story, Kushner relates the history of gaming and pc gaming as well as a sketch at the soci...<a href="http://www.goodreads.com/review/show/22579692">more...</a>]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/22579692]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/22579692]]></link>
</review>
      <review>
  <id>52479618</id>
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    <name><![CDATA[Jocelyn]]></name>
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  <text_reviews_count type="integer">19</text_reviews_count>
  <title>
    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1172845146m/222146.jpg</image_url>
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  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
  <description>
    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
  </description>
  <published>2003</published>
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    <rating>4</rating>
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  <recommended_by><![CDATA[]]></recommended_by>
  <read_at>Mon Apr 13 00:00:00 -0700 2009</read_at>
  <date_added>Mon Apr 13 06:20:23 -0700 2009</date_added>
  <date_updated>Mon Apr 13 06:21:44 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[Pretty nerdy and pretty entertaining. Helps if you're already familiar with the people mentioned in the book.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/52479618]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/52479618]]></link>
</review>
      <review>
  <id>25228194</id>
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    <id>300839</id>
    <name><![CDATA[Kevin]]></name>
    <location><![CDATA[Venice, CA]]></location>
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  <id type="integer">887810</id>
  <isbn>0375505245</isbn>
  <isbn13>9780375505249</isbn13>
  <text_reviews_count type="integer">2</text_reviews_count>
  <title>
    <![CDATA[Masters of Doom: How Two Guys Created An Empire and Transformed Pop Culture]]>
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  <average_rating>3.88</average_rating>
  <ratings_count>26</ratings_count>
  <description>
    <![CDATA[Doom, the video game in which you navigate a dungeon in the first person and messily lay waste to everything that crosses your path, represented a milestone in many areas. It was a technical landmark, in that its graphics engine delivered brilliant performance on ordinary PC hardware. It was a social phenomenon, with individuals and companies hooking up networks specifically for Doom tournaments and staying up for days to blast away on them (well before the Internet went big-time). The game's publisher, id Software, used an unusual shareware marketing strategy (give away the first levels, charge for the more advanced ones) that worked very well. On top of it all, the gore-filled game raised serious questions about decency in products meant for use by school-age kids. <em>Masters of Doom</em> explores the Doom phenomenon, as well as the lives and personalities of the two men behind it: John Carmack and John Romero.<p>  This book manages, for the most part, to keep clear of the breathless techno-hagiography style that characterizes many books with similar subjects. He tells the story of Carmack, Romero, and id--which includes far more than Doom and its successors--in novel style, and he's done a good job of keeping the action flowing and the characters' motivations clear. Some of the quoted passages of dialog sound like idealized reconstructions that probably never came from the lips of real people, but this is an entertaining and informative book, of interest to anyone who's let rip with a nail gun. <em>--David Wall</em><p>  <strong>Topics covered</strong>: The biographies of John Carmack and John Romero, and of their company, id Software. The development and marketing of all major id games (including Wolfenstein, Doom, Doom II, and Quake) get lavish attention.</p></p>]]>
  </description>
  <published>2003</published>
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    <rating>5</rating>
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  <read_at>Wed Aug 13 00:00:00 -0700 2008</read_at>
  <date_added>Mon Jun 23 12:51:00 -0700 2008</date_added>
  <date_updated>Wed Aug 13 16:00:50 -0700 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[This is one of the most well-written books I have experienced in years. The story of the founders of ID Software, also the creators of a little game called &quot;Doom,&quot; is layed out with great detail and amazing insight into the personalities of John Romero and John Carmack. They came together ...<a href="http://www.goodreads.com/review/show/25228194">more...</a>]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/25228194]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/25228194]]></link>
</review>
      <review>
  <id>74255291</id>
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    <name><![CDATA[Tjarda]]></name>
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  <title>
    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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  <link>http://www.goodreads.com/book/show/222146.Masters_of_Doom_How_Two_Guys_Created_an_Empire_and_Transformed_Pop_Culture</link>
  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
  <description>
    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
  </description>
  <published>2003</published>
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    <rating>1</rating>
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  <recommended_for><![CDATA[no one with a brain]]></recommended_for>
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  <read_at>Fri Aug 01 00:00:00 -0700 2008</read_at>
  <date_added>Mon Oct 12 05:49:23 -0700 2009</date_added>
  <date_updated>Thu Oct 22 11:16:42 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[I played this game to (my) death, so I think I'm in the target market. But what a terrible, terrible book. It's pap; it reads like it was written by an uncritical, adoring fan. Avoid.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/74255291]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/74255291]]></link>
</review>
      <review>
  <id>70640389</id>
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    <id>2721087</id>
    <name><![CDATA[Alexander]]></name>
    <location><![CDATA[Durham, NH]]></location>
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  <title>
    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1172845146m/222146.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1172845146s/222146.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/222146.Masters_of_Doom_How_Two_Guys_Created_an_Empire_and_Transformed_Pop_Culture</link>
  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
  <description>
    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
  </description>
  <published>2003</published>
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    <rating>0</rating>
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  <recommended_by><![CDATA[]]></recommended_by>
  <read_at>Mon May 01 00:00:00 -0700 2006</read_at>
  <date_added>Wed Sep 09 14:47:48 -0700 2009</date_added>
  <date_updated>Wed Sep 09 14:47:48 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[Story about Two Johns - creators of Doom.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/70640389]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/70640389]]></link>
</review>
      <review>
  <id>58761033</id>
    <user>
    <id>2392375</id>
    <name><![CDATA[Jon]]></name>
    <location><![CDATA[Exeter, NH]]></location>
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  <title>
    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1172845146m/222146.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1172845146s/222146.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/222146.Masters_of_Doom_How_Two_Guys_Created_an_Empire_and_Transformed_Pop_Culture</link>
  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
  <description>
    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
  </description>
  <published>2003</published>
</book>

    <rating>5</rating>
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  <recommended_for><![CDATA[]]></recommended_for>
  <recommended_by><![CDATA[]]></recommended_by>
  <read_at></read_at>
  <date_added>Sun Jun 07 11:53:37 -0700 2009</date_added>
  <date_updated>Tue Jun 09 14:54:08 -0700 2009</date_updated>
  <read_count></read_count>
    <body><![CDATA[Carmack is god. ]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/58761033]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/58761033]]></link>
</review>
      <review>
  <id>30926232</id>
    <user>
    <id>647027</id>
    <name><![CDATA[N8]]></name>
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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  <average_rating>4.04</average_rating>
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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    <rating>3</rating>
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  <read_at>Fri Aug 01 00:00:00 -0700 2008</read_at>
  <date_added>Fri Aug 22 14:14:05 -0700 2008</date_added>
  <date_updated>Fri Aug 22 14:16:36 -0700 2008</date_updated>
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    <body><![CDATA[Fun to read about the guys behind my childhood obsessions: Wolfenstein and Doom.  In the end it's great look at an interesting period of time in video game development, and while I kept wanting to read more about what happened to the two Johns, I don't think the story is for everyone.  Fans of 3d 90...<a href="http://www.goodreads.com/review/show/30926232">more...</a>]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/30926232]]></url>
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      <review>
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
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    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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  <read_at>Tue Aug 01 00:00:00 -0700 2006</read_at>
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    <body><![CDATA[I'm not sure it really tackles how Romero and Carmack 'transformed' pop culture, but this book is an excellent example of what can be done when video games are discussed in an intelligent and mature fashion. ]]></body>
    
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    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
  <description>
    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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  <date_added>Mon Mar 17 11:49:31 -0700 2008</date_added>
  <date_updated>Mon Mar 17 11:50:41 -0700 2008</date_updated>
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    <body><![CDATA[This is actually a pretty enlightening book about the game industry and the culture, even being in it. It really gives you an insight into the passion people have. ]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/17948955]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/17948955]]></link>
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      <review>
  <id>29283647</id>
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    <name><![CDATA[Michael]]></name>
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    <![CDATA[Masters of Doom: How Two Guys Created An Empire and Transformed Pop Culture]]>
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  <average_rating>4.04</average_rating>
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    <![CDATA[Doom, the video game in which you navigate a dungeon in the first person and messily lay waste to everything that crosses your path, represented a milestone in many areas. It was a technical landmark, in that its graphics engine delivered brilliant performance on ordinary PC hardware. It was a social phenomenon, with individuals and companies hooking up networks specifically for Doom tournaments and staying up for days to blast away on them (well before the Internet went big-time). The game's publisher, id Software, used an unusual shareware marketing strategy (give away the first levels, charge for the more advanced ones) that worked very well. On top of it all, the gore-filled game raised serious questions about decency in products meant for use by school-age kids. <em>Masters of Doom</em> explores the Doom phenomenon, as well as the lives and personalities of the two men behind it: John Carmack and John Romero.<p>  This book manages, for the most part, to keep clear of the breathless techno-hagiography style that characterizes many books with similar subjects. He tells the story of Carmack, Romero, and id--which includes far more than Doom and its successors--in novel style, and he's done a good job of keeping the action flowing and the characters' motivations clear. Some of the quoted passages of dialog sound like idealized reconstructions that probably never came from the lips of real people, but this is an entertaining and informative book, of interest to anyone who's let rip with a nail gun. <em>--David Wall</em><p>  <strong>Topics covered</strong>: The biographies of John Carmack and John Romero, and of their company, id Software. The development and marketing of all major id games (including Wolfenstein, Doom, Doom II, and Quake) get lavish attention.</p></p>]]>
  </description>
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    <rating>4</rating>
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  <date_added>Mon Aug 04 22:11:16 -0700 2008</date_added>
  <date_updated>Mon Aug 04 22:14:36 -0700 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[Classic about the founding of id software and the two Johns that were the driving force behind Doom and Quake.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/29283647]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/29283647]]></link>
</review>
      <review>
  <id>8932685</id>
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    <id>612937</id>
    <name><![CDATA[Greg]]></name>
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    <link><![CDATA[http://www.goodreads.com/user/show/612937-greg]]></link>
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  <title>
    <![CDATA[Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture]]>
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  <link>http://www.goodreads.com/book/show/222146.Masters_of_Doom_How_Two_Guys_Created_an_Empire_and_Transformed_Pop_Culture</link>
  <average_rating>4.04</average_rating>
  <ratings_count>165</ratings_count>
  <description>
    <![CDATA[<strong>Masters of Doom</strong> 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 produce the most notoriously successful game franchises in history—<em>Doom</em> and <em>Quake</em>— until the games they made tore them apart.  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.]]>
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  <read_at>Wed Jun 18 00:00:00 -0700 2008</read_at>
  <date_added>Sat Nov 10 13:09:29 -0800 2007</date_added>
  <date_updated>Wed Jun 18 18:42:13 -0700 2008</date_updated>
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    <body><![CDATA[Great, easy read. Faithful to the subject matter, and pretty damn accurate.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/8932685]]></url>
  <link><![CDATA[http://www.goodreads.com/review/show/8932685]]></link>
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      <review>
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    <![CDATA[Masters of Doom]]>
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  <average_rating>4.50</average_rating>
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    <![CDATA[&#8220;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&#8212;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.&#8221;<br/>&#8212;Mark Leyner, author of <em>I Smell Esther Williams<br/></em><br/><br/><br/><em>Masters of Doom</em> 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&#8212;Doom and Quake&#8212;until the games they made tore them apart.<br/> Americans spend more money on video games than on movie tickets. <em>Masters of Doom</em> is the first book to chronicle this industry&#8217;s greatest story, written by one of the medium&#8217;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&#8212;a powerful and compassionate account of what it&#8217;s like to be young, driven, and wildly creative. <br/><br/><br/><em>From the Hardcover edition.</em>]]>
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  <date_added>Sun Sep 14 07:59:02 -0700 2008</date_added>
  <date_updated>Sun Sep 14 07:59:44 -0700 2008</date_updated>
  <read_count></read_count>
    <body><![CDATA[Great story about ID software, a inspiring book.]]></body>
    
  <url><![CDATA[http://www.goodreads.com/review/show/32837426]]></url>
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