Randy Linden

Last updated

Randal Linden
Occupation Software developer
Notable work Bleem!, various video game ports

Randal (Randy) Linden is a software developer known for various software ports and versions of video games, as well as emulators.

Contents

Taking up development in the early 1980s, Linden first developed commercial titles for the Commodore 64 and Amiga, including a version of Dragon's Lair which demonstrated full-screen animation and audio being streamed from floppy disks for the first time. Branching into game consoles, his version of Doom for the Super NES has been regarded as "impossible" due to the disparity in computing power between the SNES and the game's original PC specifications.

He is also known for developing Bleem!, an emulator for the Sony PlayStation released for Microsoft Windows, and its Dreamcast counterpart, Bleemcast!.

His work has included a Quake II inspired shooter known as Cyboid for portable consoles and mobile devices, as well as working for Microsoft on projects including the Xbox 360 and Kinect. He contracted with Limited Run Games to work on Jurassic Park: Classic Games Collection , a collection of ports of various games of the Jurassic Park franchise, released in 2023.

Early life

Linden's introduction to computers came in the late 1970s, [1] when his school received a Commodore PET and permitted students to book time on the machine to learn how to program. He began programming in 1983, and the first game he wrote for the PET was called Barriers. [2]

Career

The first game he had published professionally was Bubbles, a Centipede clone for the Commodore 64, when he was 13 years old. [3] He had received a bundle containing the C64, a monitor and a desk for his birthday. The game was released by Syntax Software, a startup based in Toronto, owned by another individual named Randy. After contacting him and working as a part-time programmer for Syntax for a while, Linden successfully persuaded them to publish his game. [2]

In addition to games, Linden developed non-gaming software, such as a database application named Paperback Filer (subsequently rebranded as Pocket Filer) for the Commodore 64 and Commodore 128, and a Commodore 64 emulator for the Amiga known as The 64 Emulator. Possibly the first emulator software to be sold commercially, The 64 Emulator necessitated a specially designed parallel port cable to link the Commodore 1541 disk drive with an Amiga; these peripherals were manually crafted in a Toronto basement by a group of hobbyists.

Linden started Visionary Design Technologies (VDT) from his mother's basement. VDT's first release was a version of Dragon's Lair for the Amiga. [2] This was the first time that full-screen video and audio was streamed from floppy disks on any computer system. [3] During the game's development, Linden utilized a digitizer from Sunrize Industries. After reaching out to discuss his project, they provided him with an upgraded version that eliminated the necessity for multiple passes with color filters. Sunrize was established by Anthony Wood, who would later found Roku. [4]

Following Dragon's Lair, Linden worked on Home Alone and Where's Waldo? for the NES, alongside programmer Paul Colleta. Both games, published by THQ and Bethesda Softworks, were poorly received. [2]

After witnessing Nintendo's Super FX co-processor chip at a show exclusively for developers, Linden believed that he could surpass Star Fox (the chip's launch title) by creating a version of Doom , a computationally-complex PC title, for the Super NES. [1] Linden initially created his version independently, showing it to Sculptured Software once he had a working demo. Sculptured Software subsequently assigned a team of developers to the project so that it could be released for the holiday season. One of the challenges of creating said version of Doom was that there were no development systems for the Super FX at the time, thus requiring Linden to write his own assembler, linker and debugger before he could even commence development. He programmed on an Amiga, using modified Super NES controllers to connect to it along with a disassembled Star Fox cartridge for access to the Super FX. [2] Linden did not have access to the source code of Doom's PC version, making the Super NES version not a traditional port but rather a programming effort undertaken ab initio. [1] DOOM-FX, as it became known, has been called an "impossible port" as the Super NES, even with the help of the Super FX2 co-processor, fell well short of the original minimum specifications of the PC version (a 66 MHz CPU and 8 MB of RAM). [1]

Linden decided on a project to emulate the Sony PlayStation on Microsoft Windows after seeing the system's extensive library of high-quality games, and noting that he could explore the contents of a PlayStation disc from his PC. He bought a reference manual for the MIPS architecture CPU the system used from a local bookstore and began reverse-engineering the game code. [5] Titled Bleem!, it took roughly a year to develop. [3]

The Dreamcast version was the idea of David Herpolsheimer, Linden's partner on Bleem. [6] Linden noted that the system's advanced capabilities meant that it was potentially even more suitable for making enhancements to the games being emulated than Windows had been. [7] Herpolsheimer liaised with multiple Sega staff, including flying to Japan to meet with Sega's president and board of directors, in the process of developing the system. [6] After the visit, however, Sega were unwilling to permit the software to be officially published, which meant that the developers had to load it without using the official Sega software libraries, though Sega did provide substantial low-level system documentation. Along with reverse engineering the Dreamcast's BIOS in order to figure out the MIL-CD, Linden also reverse engineered some of the Dreamcast libraries in order to isolate a hardware bug that appeared in only one of the emulated games. The software was rewritten from scratch for the Dreamcast in assembly language targeting the Dreamcast's Hitachi SH4 processor, re-using none of the Windows code, and took around a year to complete. [3] Despite their initial reluctance, Sega mentioned Bleemcast! during their keynote speech at E3 in 2000. [8] [ failed verification ]

Linden has stated that Bleem! was "the original demo used to pitch the Xbox concept to Bill Gates". He was requested to create a demo of Bleem! that removed referenced to the software, which he says was used internally to persuade Gates that a console could be built from PC hardware, which was convincing. Furthermore, he had heard a rumor that the "X" in "Xbox" meant "cross", implying cross-compatibility with software for other consoles. [1]

In 2002, Linden worked on a prototype of Quake for the Game Boy Advance. [7] As with the Super NES version of Doom, he created the prototype as a technical demo to court publishers. [1] The demo comprised the first level of the game, known as E1M1, and consisted of 200,000 lines of ARM7 assembly language. Linden used his own tools to import the game level files, and the source contains no references to the Quake engine codebase. Linden was unsuccessful in securing a publisher, [1] resulting in the game's non-release. [7] However, a more advanced version of the underlying engine, aimed to attract publishers, showcased enhanced animations, point lighting effects, and advancements in camera usage and underwater segment management. This version later became the foundation for Cyboid, a first-person shooter inspired by Quake II , which Linden eventually launched for the Game Boy Advance and Symbian phones. [9]

Following this, Linden was contacted by two different teams within Microsoft, and chose to join a team responsible for developer outreach and tools. [1] He worked on a number of projects for Microsoft, including the Xbox 360, Kinect and the Microsoft Band. He left to start a new company called R and R Digital after almost ten years at Microsoft, [3] following Microsoft's cancellation of further work on the Band. [5] R and R Digital released Cyboid for Android on 25 March 2017. [10]

During the global lockdown following the 2020 COVID-19 pandemic, Linden rediscovered and released the source for the tools he used to develop the Super NES version of Doom. [1] In 2022, Linden stumbled upon the Quake GBA project on a flash drive, leading to its exposure in the media. [11] [12] He likewise released the more advanced engine without id's game assets around the same time.

Linden contracted with Limited Run Games to work on Jurassic Park: Classic Games Collection , a collection of ports of various games for the Jurassic Park franchise, released in 2023. [7] His work was on the Carbon Engine, [13] a collection of video game emulators used in conjunction with (occasionally modified) versions of the original game ROMs to allow them to run on modern game consoles. [7]

Personal life

A native of Toronto, Linden is based in Seattle, Washington. [1]

Credits

Game credits
TitleYearPlatformRole
Datastorm1988AmigaDiskloader and compression system
Dragon's Lair1989AmigaRotoscoping
Dragon's Lair: Escape from Singe's Castle1990AmigaComputer concept and programming
Sword of Sodan1990GenesisGreetings to
Home Alone1991NESNintendo Programming
Wayne Gretzky Hockey1991NESNintendo Version by
The Terminator1991DOSAdvisors
Where's Waldo?1991NESNintendo Programming
The Red Crystal: The Seven Secrets of Life1993DOSLast and Least
WWF WrestleMania1995Sega 32XSpecial Thanks
Doom1995SNESProgrammer
Dirt Trax FX1995SNESAdditional Help
Arzette: The Jewel of Faramore2024Nintendo SwitchSpecial Thanks

Related Research Articles

id Software American video game developer

id Software LLC is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.

<i>Quake III Arena</i> 1999 video game

Quake III Arena is a 1999 multiplayer-focused first-person shooter developed by id Software. The third installment of the Quake series, Arena differs from previous games by excluding a story-based single-player mode and focusing primarily on multiplayer gameplay. The single-player mode is played against computer-controlled bots. It features music composed by Sonic Mayhem and Front Line Assembly founder Bill Leeb.

<i>Quake</i> (video game) 1996 video game

Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows, and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry. Quake takes inspiration from gothic fiction and the works of H. P. Lovecraft.

<span class="mw-page-title-main">UAE (emulator)</span> Computer emulator which emulates Commodore Internationals Amiga.

UAE is a computer emulator which emulates the hardware of Commodore International's Amiga range of computers. Released under the GNU General Public License, UAE is free software.

<span class="mw-page-title-main">Bleem!</span> PlayStation emulator

Bleem! is a commercial PlayStation emulator released by the Bleem! Company in 1999 for IBM-compatible PCs and Dreamcast. It is notable for being one of the few commercial software emulators to be aggressively marketed during the emulated console's lifetime, and was the center of multiple controversial lawsuits.

<span class="mw-page-title-main">Tapwave Zodiac</span> Handheld game console

The Tapwave Zodiac is a mobile entertainment console and personal digital assistant. Tapwave announced the system in May 2003 and began shipping in October of that same year. The Zodiac was designed to be a high-performance mobile entertainment system centered on video games, music, photos, and video for 18- to 34-year-old gamers and technology enthusiasts. By running an enhanced version of the Palm Operating System (5.2T), Zodiac also provided access to Palm's personal information management software and many other applications from the Palm developer community. The company was based in Mountain View, California.

<i>Flashback</i> (1992 video game) 1992 video game

Flashback, released as Flashback: The Quest for Identity in the United States, is a 1992 science fiction cinematic platform game developed by Delphine Software of France and published by U.S. Gold in the United States and Europe, and Sunsoft in Japan.

<span class="mw-page-title-main">PC game</span> Electronic game played on a personal computer

A personal computer game, also known as a computer game or abbreviated PC game, is a video game played on a personal computer (PC). They are defined by the open platform nature of PC systems.

<i>Turrican</i> 1990 video game

Turrican is a 1990 video game developed by Manfred Trenz. It was developed for the Commodore 64 by Rainbow Arts, and was ported to other systems later. In addition to concept design and character creation, Trenz programmed Turrican on the Commodore 64. A sequel, Turrican II: The Final Fight, followed in 1991 for the Commodore 64 and other platforms.

Homebrew, when applied to video games, refers to software produced by hobbyists for proprietary video game consoles which are not intended to be user-programmable. The official documentation is often only available to licensed developers, and these systems may use storage formats that make distribution difficult, such as ROM cartridges or encrypted CD-ROMs. Many consoles have hardware restrictions to prevent unauthorized development.

<i>Striker</i> (video game) 1992 video game

Striker is a soccer video game series first released by Rage Software in 1992.

A multitap is a video game console peripheral that increases the number of controller ports available to the player, allowing additional controllers to be plugged in simultaneously in a manner similar to a power strip or a USB hub. A multitap often takes the form of a box with three or more controller ports which is then connected to a controller port on the console itself.

Appaloosa Interactive was a corporation, founded in 1982 in Hungary, that produced video games, computer programs and television commercials during the 1980s and 1990s.

<i>Krustys Fun House</i> 1992 video game

Krusty's Fun House is a puzzle video game based on the animated sitcom The Simpsons.

<i>Wheres Waldo?</i> (video game) 1991 video game

Where's Waldo? is a hidden object game developed by Bethesda Softworks and published by THQ for the Nintendo Entertainment System in 1991. It was the first video game loosely based on Martin Handford's 1987 book of the same name. Mostly similar to the books, players must help Waldo get to the Moon by finding him in each of the eight levels in the game.

Linux-based operating systems can be used for playing video games. Because many games are not natively supported for the Linux kernel, various software has been made to run Windows games, such as Wine, Cedega, and Proton, and managers such as Lutris and PlayOnLinux. The Linux gaming community has a presence on the internet with users who attempt to run games that are not officially supported on Linux.

<span class="mw-page-title-main">Video game console emulator</span> Program that reproduces video game consoles behavior

A video game console emulator is a type of emulator that allows a computing device to emulate a video game console's hardware and play its games on the emulating platform. More often than not, emulators carry additional features that surpass limitations of the original hardware, such as broader controller compatibility, timescale control, easier access to memory modifications, and unlocking of gameplay features. Emulators are also a useful tool in the development process of homebrew demos and the creation of new games for older, discontinued, or rare consoles.

<span class="mw-page-title-main">Piko Interactive</span> American video game company

Piko Interactive LLC is an American video game publisher based in San Antonio, Texas. Founded in early 2013 by Eli Galindo, the company focuses on physical re-releases of games from older video game consoles and digitally released ports to newer systems.

References

  1. 1 2 3 4 5 6 7 8 9 10 Machkovech, Sam (May 3, 2023). "Assembly line: An urge to preserve game history brought a 40-year vet back to the industry". Game Developer .
  2. 1 2 3 4 5 "Let's Interview; Dragon's Lair, Doom and Bleem Developer Randy Linden". Gaming Reinvented. December 31, 2017.
  3. 1 2 3 4 5 Nai, Luiz (September 9, 2020). "Interview with Bleem! developer Randy Linden".
  4. Blackwell, Monika. "True Vision". Trailblazers. Spirit Magazine. Archived from the original on October 28, 2020.
  5. 1 2 "Let's Interview: Bleem!, Kinect and Cyboid Developer Randy Linden (Part 2)!". Gaming Reinvented. June 20, 2018.
  6. 1 2 Mason, Kev. "Bleemcasting: An Interview With Bleemcast! Developer Randy Linden".
  7. 1 2 3 4 5 Lopez, Alan (September 13, 2023). "'Impossible' Port Master Randy Linden Talks Jurassic Park, BOTW, And His Favourite Ports". Nintendo Life.
  8. Bramwell, Tom (April 23, 2001). "bleem casts greed". Eurogamer.net.
  9. Conway, Adam (June 14, 2022). "The story of the impossible port: How Quake was ported to the Game Boy Advance". XDA Developers.
  10. "Cyboid" via www.youtube.com.
  11. Doolan, Liam (June 11, 2022). "Unreleased Quake Prototype For Game Boy Advance Discovered". Nintendo Life.
  12. Ostler, Anne-Marie (June 10, 2022). "Cancelled Quake GBA port found on developer's 256MB Flash Card". Games Radar.
  13. "Carbon Engine". Limited Run Games.