New Interview With Randy Linden On Porting DOOM SNES and Zelda: Breath Of The Wild Being The GOAT by KAYPENZ 1 Comment KAYPENZ 2 years ago 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 Write A CommentYou must be logged in to post a comment.
KAYPENZ 2 years ago 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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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