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New Interview With Randy Linden On Porting DOOM SNES and Zelda: Breath Of The Wild Being The GOAT



New Interview With Randy Linden On Porting DOOM SNES and Zelda: Breath Of The Wild Being The GOAT



by KAYPENZ

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  1. TIMESTAMPS

    00:00 – Intro

    00:40 – Being In The Industry For Over 40 Years

    01:57 – Randy’s Thoughts On Zelda: Breath Of The Wild & Super Mario Odyssey

    06:03 – Randy’s Standout Moment In Zelda: Breath Of The Wild

    07:25 – Honing In On The Programming Aspect of Zelda: Breath Of The Wild & Super Mario Odyssey

    09:50 – Zelda Inspired Randy To Improve On His Programming Skills/Writing A Program

    11:34 – Why The Rocket Launcher Is More Powerful In DOOM SNES/Reverse Engineering

    15:25 – Why Monster Infighting Isn’t In DOOM SNES

    18:08 – Why Monsters Don’t Respawn In Nightmare Mode/Monster Speed In Nightmare/SNES Violent Games

    21:59 – Guessing The AI For The Monsters/Tight Deadline For DOOM SNES

    25:14 – Being In The Zone Creatively/Crunch For DOOM SNES/Managing Time Effectively

    34:16 – How Randy Balances Quality Vs Quantity In Programming

    36:50 – Story Of Metal Gear Solid Bug For Bleem On Dreamcast

    42:45 – Randy’s Terrible Diet While Working

    44:26 – How To Get In The Zone

    45:30 – List Of Programming Priorities/Priority On DOOM SNES

    49:11 – How The Quake GBA Prototype Came About

    51:21 – The Hardest & Most Misunderstood Thing About Programming

    56:50 – Game Development Roles These Days Are More Specialized/AAA Development

    1:01:00 – Cost Of Games

    1:05:18 – Gaming Has More Value For Money Than Film/Game Studios Lay Offs

    1:08:35 – Its Harder For Game Studios To Be Successful Today Than It Was In The Past

    1:11:05 – Incremental Hardware Increases

    1:12:06 – Sandy Peterson Never Worked On DOOM SNES

    1:14:31 – E2M2 In DOOM SNES/John Coffey Level Edits That Got Rejected By ID Software/Metallic Grates

    1:17:45 – Where To Follow Randy Linden/Jurassic Park

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