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Randy Linden is a legendary programmer who is best known for doing what was thought to be impossible, porting DOOM from the PC to the SNES, hes also responsible for porting Dragon's Lair to the Amiga and making Bleem an emulator for the Playstation. He is currently working for Limited Run Games. #doom #supernintendo #snes SOCIAL MEDIA TWITTER - @RandalLinden 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 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