Randy Linden, a legendary engineer known for his work on the SNES port of DOOM, shares his insights into the challenges and triumphs of bringing this iconic game to life on a less powerful console. He discusses innovative features like dual rumble support and the advancements made with the Super FX 3 chip. Linden also touches on evolving game design practices and the delicate balance between nostalgia and modern technology in remakes. Plus, learn about the exciting new version of DOOM that boasts performance improvements!
Read more
AI Summary
AI Chapters
Episode notes
auto_awesome
Podcast summary created with Snipd AI
Quick takeaways
Randy Linden's work on the Super Nintendo port of DOOM highlights the complexities of re-implementing classic games for modern platforms while maintaining their essence.
The upcoming SNES version of DOOM showcases significant enhancements like full-motion video and improved gameplay features, demonstrating a blend of nostalgia and innovation.
Deep dives
The Legacy of Doom and Early Development Experiences
Doom, released in 1993, is recognized as a groundbreaking first-person shooter that set the standard for the genre. The discussion highlights Randy Linden's significant contributions, particularly his work on the Super Nintendo (SNES) port. His early fascination with game development began with a Commodore PET and the influential title Space Invaders, which led him to connect with its creator, sparking his passion for game design. This background illustrates the evolution of video game technology from rudimentary systems to advanced gaming consoles like the SNES.
The Process of Re-Implementing Doom for the SNES
Linden's career has revolved around re-implementing classic games, a skill he utilized in bringing Doom to the SNES. He discussed the methods behind rebuilding the game, balancing between feature-by-feature recreation and working from first principles, often relying on unofficial specifications and community insights. His passionate endeavor involved taking existing knowledge of the game to develop an engine capable of replicating Doom's gameplay on the SNES platform. This reverse-engineering approach not only honed his technical skills but also allowed him to preserve the essence of the original game.
Innovations in the New Doom Release for the SNES
The new version of Doom for SNES introduces significant enhancements, including performance improvements and new features made possible by upgraded hardware. Linden and his team are utilizing a modified Super FX chip that supports full motion video and rumble features, bringing modern gaming elements to a retro console. Notably, the game now includes a level select feature, translucent specter demons, and improved frame rates, which have been well-received by early testers. These innovations aim not only to revitalize the original game but also to embrace new gaming experiences on classic platforms.
Challenges and the Future of Retro Game Development
Developing for a legacy system like the SNES presents unique challenges, particularly in maintaining compatibility with modern technologies and player expectations. Linden emphasized the complications of creating a development environment from scratch, relying on an evolved toolset that blends old-school coding practices with newer software tools. He also highlighted the importance of thorough testing due to the lack of patching capabilities, ensuring that the game delivers a seamless experience upon release. As the development team looks toward a 2025 launch, they aim to preserve the authenticity of Doom while enhancing it with contemporary features.
DOOM is a pioneering first-person shooter that needs no introduction.
The game was released in 1993 for DOS and was an instant success. This led to ports of the game to other major platforms including Windows, PlayStation, and Sega Saturn.
One of the most remarkable ports was to the Super Nintendo, with development being led by legendary engineer Randy Linden. In addition to his work on the SNES port of DOOM, Randy developed PlayStation and Dreamcast emulators, and worked at Microsoft on the Xbox 360 and Kinect.
Limited Run Games and Bethesda recently announced a new version of DOOM for SNES, that Randy also worked on. It has performance improvements, new features, and uses a new version of the SuperFX chip that can handle full-motion video.
Randy joins the show today to talk about his career, re-implementing video games, the new SNES DOOM port, and more.
Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.