Thread:Vorknkx/@comment-1915529-20120318231906/@comment-3547390-20120326103549

Vork is exactly right with the Vore fight. The link for the interview doesn't work, and I had to dig this up with a search from the internet archive. Old link -http://qexpo.quakedev.com/interview_romero.php

scar3crow : Doom and Quake are both episodic games, however in Doom we experienced bosses - the barons of hell, who though a common enemy later on, were a huge step above the typical undead-fauna of Knee Deep in the Dead, and the Cyberdemon and Spider Mastermind were basically exclusive to their levels and were unique entities unto themselves. Quake on the other hand has only 2 direct bosses, Chthon and Shub Niggurath, both of which involve environmental triggers to defeat, the latter not even taking a direct offense against the player. Is this another casualty of the time scale? Was Shub planned to do more or were other bosses planned?  John Romero : Yes, the boss situation was due to time constraints. Although you might notice that I placed the Shalrath creatures in the end room of E2M6 as a sort of boss - it's the first time you meet them and we reuse them later on (a la Baron of Hell). I designed Shub to do exactly what he does - it was a really quick and easy boss to implement and an analog to DOOM II's final Icon of Sin boss. 

So Romero considered it to be similar to the Baron of Hell as a boss fight.

Another idea is always game capturing software. FRAPS would be my recommendation  but that is a premium piece of software. For cheap purposes you will have to search for some good game capturing software that does the trick (Everything I used back then was terrible, and so I wouldn't recommend them.)