John Romero

Alfonso John Romero (born October 28, 1967)[1] is an American director, designer, programmer, and developer in the video game industry. He is best known as a co-founder of id Software and designer for many of their games, including Wolfenstein 3D, Dangerous Dave, Hexen, Doom, Doom II and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John D. Carmack, led to a mass popularization of the first-person shooter, or FPS, in the 1990s. He is credited with coining the FPS multiplayer term "deathmatch".[2]

John Romero
Romero at the Game Developers Conference in 2022
Born
Alfonso John Romero

(1967-10-28) October 28, 1967
OccupationVideo game designer, video game programmer
Known forid Software, Ion Storm, Romero Games
Notable work
Spouses
    Kelly Mitchell
    (m. 1987; div. 1989)
      Elizabeth Ann McCall
      (m. 1990; div. 1998)
        Raluca Alexandra Pleșca
        (m. 2004; div. 2011)
          Brenda Romero
          (m. 2012)
          PartnerStevie Case (1998–2003)
          Children3

          Biography

          Romero was born on October 28, 1967, six weeks premature[1] in Colorado Springs, Colorado. When asked about his background, Romero claimed that "one grandparent was Yaqui, another Mexican, and another Cherokee".[3][4] His mother Ginny met Alfonso Antonio Romero when they were teenagers in Tucson, Arizona. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny got married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings.[2]

          Among Romero's early influences, the arcade game Space Invaders (1978), with its "shoot the alien" gameplay, introduced him to video games.[5] Namco's maze chase arcade game Pac-Man (1980) had the biggest influence on his career,[6] as it was the first game that got him "thinking about game design."[5] Nasir Gebelli (Sirius Software, Squaresoft) was his favorite programmer and a major inspiration, with his fast 3D programming work for Apple II games, such as the shooters Horizon V (1981) and Zenith (1982), influencing his later work at id Software.[7] Other influences include programmer Bill Budge,[7] Shigeru Miyamoto's Super Mario games, and the fighting games Street Fighter II, Fatal Fury, Art of Fighting[8] and Virtua Fighter.[9]

          Early career

          The Apple II owned by John Romero on display at The Strong National Museum of Play.[10]

          John Romero started programming games on an Apple II he got in 1980.[9] His first developed game was a Crazy Climber clone, but it was not published.[5] His first published game, Scout Search, appeared in the June 1984 issue of inCider magazine, a popular Apple II magazine during the 1980s. Romero's first company, Capitol Ideas Software, was listed as the developer for at least 12 of his earliest published games. Romero captured the December cover of the Apple II magazine Nibble for three years in a row starting in 1987. He entered a programming contest in A+ magazine during its first year of publishing with his game Cavern Crusader. The first game Romero created that was eventually published was Jumpster in UpTime. Jumpster was created in 1983 and published in 1987, making Jumpster his earliest created, then published, game.[11]

          Romero's first industry job was at Origin Systems in 1987 after programming games for eight years.[12] He worked on the Apple II to Commodore 64 port of 2400 A.D.,[9] which was eventually scrapped due to slow sales of the Apple II version. Romero then moved onto Space Rogue, a game by Paul Neurath. During this time, Romero was asked if he would be interested in joining Paul's soon-to-start company Blue Sky Productions, eventually renamed Looking Glass Technologies. Instead, Romero left Origin Systems to co-found a game company named Inside Out Software, where he ported Might & Magic II from the Apple II to the Commodore 64. He had almost finished the Commodore 64 to Apple II port of Tower Toppler, but Epyx unexpectedly cancelled all its ports industrywide due to their tremendous investment in the first round of games for the upcoming Atari Lynx. During this short time, Romero did the artwork for the Apple IIGS version of Dark Castle, a port from the Macintosh. During this time, John and his friend Lane Roathe co-founded a company named Ideas from the Deep and wrote versions of a game called Zappa Roidz for the Apple II, PC and Apple IIGS. Their last collaboration was an Apple II disk operating system (InfoDOS) for Infocom's games Zork Zero, Arthur, Shogun and Journey.

          1990s: id Software and Ion Storm

          Romero moved to Shreveport, Louisiana in March 1989 and joined Softdisk as a programmer in its Special Projects division. After several months of helping the PC monthly disk magazine Big Blue Disk, he officially moved into the department until he started a PC games division in July 1990 named 'Gamer's Edge' (originally titled PCRcade). Romero hired John D. Carmack into the department from his freelancing in Kansas City, moved Adrian Carmack into the division from Softdisk's art department, and persuaded Tom Hall to come in at night and help with game design. Romero and the others then left Softdisk in February 1991 to form id Software.[13]

          There it was, the familiar milieu of Super Mario Brothers 3: pale blue sky, the puffy white clouds, the bushy green shrubs, the animated tiles with little question marks rolling over their sides and, strangely, his character Dangerous Dave standing ready on the bottom of the screen. Romero tapped his arrow key, moved Dave along the floor, and watched him scroll smoothly across the screen. That’s when he lost it.[2]

          Romero worked at id Software from its inception in 1991 until 1996. He was involved in the creation of several milestone games, including Commander Keen, Wolfenstein 3D, Doom, Doom II: Hell on Earth and Quake.[13] He served as executive producer (and game designer) on Heretic and Hexen. He designed most of the first episode of Doom, a quarter of the levels in Quake,[9] and half the levels in Commander Keen and Wolfenstein 3D: Spear of Destiny. He wrote many of the tools used at id Software to create their games, including DoomEd (level editor), QuakeEd (level editor), DM (for deathmatch launching), DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for the Commander Keen series, Wolfenstein 3D: Spear of Destiny), IGRAB (for grabbing assets and putting them in WAD files), the installers for all the games up to and including Quake, the SETUP program used to configure the games, and several others. In his keynote speech at WeAreDevelopers Conference 2017, Romero named this period Turbo Mode, in which he emphasizes having created 28 games, in 5.5 years with a team consisting of fewer than 10 developers.[14]

          In level 30 of Doom II, "Icon of Sin", the boss is supposed to be a giant demon head with a fragment missing from its forehead. When first viewing the demon, a distorted and demonic message is played, which is actually John Romero saying "To win the game, you must kill me, John Romero!", reversed and distorted to sound like a demonic chant. One can use the "noclip" cheat to enter the boss and see Romero's severed head which is skewered on a post. The player defeats the boss (without the noclip cheat) by shooting rockets into its exposed brain after activating a lift and riding it. Romero's head functions as its hit detection point; when he "dies", the boss is killed and the game is finished. In the 2013 IGN Doom playthrough to celebrate Doom's 20th anniversary, Romero shared the backstory behind the inclusion of his head as the final boss and the reversed sound effect – they were both a result of in-joke pranking between development team members.[15]

          During the production of Quake, Romero clashed with John Carmack over the future direction of id. Romero wanted the game to follow his demanding vision without compromise, but Carmack insisted that the project had to make steady progress toward completion and accused Romero of not working as much as the other developers. Although Romero relented on his vision and joined a months-long death march effort to finish the game, this did not resolve the tensions within the company, and Romero was forced to resign.[2] In a 1997 interview Romero reflected, "Leaving after finishing Quake was the right choice - leaving after finishing a hit game. I keep on good terms with the id guys and it was pretty easy because we've been friends for years."[16] Carmack also reflected in 2022 saying how he regretted the way he dealt with the firing of Romero, citing immaturity and lack of understanding of corporate structure as the main reasons. He added that both he and Romero are on good terms now.[17]

          Romero later co-founded Ion Storm in Dallas, Texas with id co-worker Tom Hall, where he designed and produced Daikatana.[13] This ambitious first-person shooter was announced in 1997 with a release date for the Christmas shopping season of that year. However, this release date slipped repeatedly in the coming months, and the game began to accrue negative press. In Spring 2010, Gamesauce featured Romero on its cover and contained an in-depth interview with Romero written by Brenda Brathwaite.[18] In the interview, Romero publicly apologized for the infamous Daikatana advertisement. In particular, a 1997 advertisement boasting "John Romero's About To Make You His Bitch....Suck it down" caused controversy in the press and public.[19] The massive pre-hype for the game and the subsequent delays (it was not released until April 2000) were compounded by the poor reviews the game received when it was finally complete.[20] Upon release, Daikatana was critically panned and appeared on numerous "top 10 worst games" listings. During this time, Romero was rumored to have been killed and a photograph of his corpse with a bullet wound was also spread through the Internet; Romero himself later stated that the picture was taken for the magazine Texas Monthly, and that "maybe he shouldn't have taken it".[21] Romero departed with Tom Hall immediately after the release of Hall's Anachronox game and the subsequent closing of the Dallas Ion office.

          2000s

          In July 2001, Romero and Hall founded Monkeystone Games in order to develop and publish games for mobile devices. Monkeystone released 15 games (approximately) during its short lifespan of three and a half years. Some highlights of their developments included Hyperspace Delivery Boy! (Pocket PC, Windows, Linux), Congo Cube (Pocket PC, PC, BREW, Java ME), and a version of Red Faction for the Nokia N-Gage. He and his girlfriend, Stevie Case, broke up in 2003, and she left the company in May while Red Faction development continued until October. John then left Monkeystone Games' day-to-day operations to Lucas Davis while Romero and Hall left for Midway in San Diego.[22]

          In mid-October 2003, Romero joined Midway Games as project lead on Gauntlet: Seven Sorrows. While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running the office. The Monkeystone team moved to Austin, Texas to work on Midway's Area 51 title until its release. Monkeystone Games closed down in January 2005. Romero moved from project lead to creative director of internal studio during this time. At the end of June 2005, Romero left Midway Games mere months before the completion of Gauntlet: Seven Sorrows.[23]

          On August 31, 2005, Romero confirmed[24] that he was working on a yet-to-be-announced MMOG at his newly opened development studio, Slipgate Ironworks. It was reported that the name was temporary. "For the record," Romero wrote, "I'm co-founder of a new game company in the Bay Area and am much better off in many ways than I was at Midway". He said that he would not reveal anything about the company or the game until 2007. On March 17, 2009 it was announced that Slipgate Ironworks was part of Gazillion Entertainment.[25] Along with venture capitalist Rob Hutter and investor Bhavin Shah, Romero was a co-founder[26] of Gazillion. On July 22, 2006, John Romero and former co-worker Tom Hall guest hosted episode 53 of the podcast The Widget.[27] Romero departed Gazillion Entertainment in November 2010 to form a social game company called Loot Drop alongside Brenda Brathwaite.[28] His longtime co-worker, Tom Hall joined the company on January 1, 2011.[29]

          John Romero was the Chairman of the Board for the Cyberathlete Professional League (CPL) for ten years. On December 20, 2006, John Romero announced a new FPS project for the CPL titled Severity for both consoles and PC.[30] It was announced that Tom Mustaine (ex-Studio Director at Ritual Entertainment) would act as Director of Game Development at CPL's new studio. It was stated that Severity would be a multiplayer first person shooter, and that the game would be built on technology licensed from id Software. On October 2009, Angel Munoz, founder of the CPL stated that Severity was no longer being produced because they were not able "to convince game publishers of its value".[31]

          2010 to present

          In March 2010, John Romero collaborated with the gaming magazine Retro Gamer, taking on the role of a guest editor, taking charge of the magazine's editorial and contributing to a number of articles on different subjects throughout the magazine. The issue contains an interview by Romero with industry luminaries offering their thoughts on Romero. In August 2014, in a Super Joystiq Podcast at Gamescom 2014 Romero announced that he was about to make a new shooter,[32] stating that he was working with a concept artist and he had some cool imagery for the main character.[33] In April 2016, Romero announced a partnership with Adrian Carmack to create a new FPS entitled Blackroom,[34] describing their vision as a visceral, varied and violent shooter that harkens back to classic FPS play with a mixture of exploration, speed, and intense, weaponized combat. They were seeking $700,000 via Kickstarter to see the project to completion and anticipated a launch in late 2018.[35] The Kickstarter campaign was cancelled four days after its launch.[36]

          On 2017, Romero won the Bizkaia Award at the Fun & Serious Game Festival, which takes place in the Spanish city of Bilbao.[37]

          John Romero and his wife Brenda Romero established Romero Games on 11 August 2015.[38] They published Gunman Taco Truck in 2017, SIGIL in 2019, and Empire of Sin in 2020.

          In March 2022, in response to the 2022 Russian invasion of Ukraine, Romero created a new level of Doom II which was subsequently listed for sale through his personal website. Romero stated that all proceeds would be donated to the Ukrainian Red Cross and the UN Central Emergency Response Fund.[39]

          Personal life

          Romero and other game developers at a BAFTA event in Los Angeles in July 2011. From left: Rod Humble, Louis Castle, David Perry, Brenda Romero, John Romero, Will Wright, Tim Schafer, Chris Hecker.

          In January 2004, Romero married Raluca Alexandra Pleșca, originally from Bucharest, Romania. They divorced in 2011. Romero and game developer Brenda Brathwaite became engaged on March 24, 2012 and married on October 27, 2012.[40][41][42][43] Together, they worked on Ravenwood Fair, with Romero as Lead Designer and Brathwaite as Creative Director and Game Designer. They also founded social game development company Loot Drop in November 2010, and worked on Cloudforest Expedition and Ghost Recon Commander together.[28] Romero has three children from two previous marriages: Michael, born in 1988, Steven born in 1989, and Lillia Antoinette, born in 1998.

          Romero's long hair has been a source of both admiration and derision for his fans. John guest-answered Planet Quake's "Dear Mynx" column, in which a female fan asked for hair care tips.[44] Romero cut his hair short in 2002 and donated it to Locks of Love.[45] Discussion boards such as Doomworld and BeyondUnreal had threads discussing his new look at the time, although he began to grow it back to its original length in 2003. On January 11th 2022, Romero gave a statement via Twitter on the subject of his hair, to coincide with the 120th anniversary of William Arthur Jones' "Indian haircut order" of 1902.[46][47] In the statement, Romero said: "I wear my hair long as a proud Yaqui and Cherokee man, and will continue to do so until the day I die."[48]

          In 2000, during the development of Daikatana, Romero listed Ultima V: Warriors of Destiny, Super Mario Bros. 3, Age of Empires, Duke Nukem 3D and Chrono Trigger as his favorite games of all time, with Chrono Trigger topping the list.[49] In 2017, Romero listed World of Warcraft and Minecraft as his favorite games of all time.[50]

          Romero's favorite programming language as of 2017 is Lua.[51]

          Romero is an atheist.[52] He also claimed that everyone involved at working on the original Doom was an atheist (although game designer Sandy Petersen is a member of The Church of Jesus Christ of Latter-day Saints).[53]

          Recognition

          DateAwardDescription
          2017 Bizkaia Award Awarded at the Fun & Serious Game Festival[37]
          2017 Development Legend Awarded at Develop:Brighton[54]
          2016 Cacoward Awarded at Doomworld.com for the new DOOM 1 level E1M8b[55]
          2012 Tech Hall of Fame Included in list of technology creators.[56]
          2012 Apple II Forever Award Awarded at KansasFest to members of the Apple II community who had made significant contributions to the Apple II.[57]
          2011 Most Influential Person in Facebook and Social Games #1 in Games.com's 2011 list.[58]
          1999 MIT Technology Review TR100 Innovators Under 35.[59]
          1998 Time Magazine's Cyber Elite 50 #36, The top 50 tech elite of the year.[60]
          1998 Top 20 Texans of the Year Texas Monthly's yearly list of the Top 20 Texans[61]
          1997 Time Magazine's Cyber Elite 50 #40, The top 50 tech elite of the year.[62]
          1996 The Most Influential People in Computer Gaming of All Time #7, GameSpot's "The Most Influential People in Computer Gaming of All Time" list.

          Games

          Name Year Publisher Role(s)
          Dodge 'Em1982Capitol Ideas SoftwareProgrammer, Designer, Art, Sound
          Scout Search1984inCider MagazineProgrammer, Designer, Sound
          Cavern Crusader1984A+ MagazineProgrammer, Designer, Sound, Art
          Bongo's Bash[63]1985A+ MagazineProgrammer, Designer, Sound
          Zippy Zombi1987Uptime Disk MonthlyProgrammer, Designer, Sound
          Wacky Wizard1987Uptime Disk MonthlyProgrammer, Designer, Sound
          Subnodule1987Keypunch Software, Inc.Programmer, Designer, Sound
          Pyramids of Egypt1987Uptime Disk MonthlyProgrammer, Designer, Sound
          Neptune's Nasties1987Uptime Disk MonthlyProgrammer, Designer, Sound
          Major Mayhem1987Nibble MagazineProgrammer, Designer, Sound
          Lethal Labyrinth1987Uptime Disk MonthlyProgrammer, Designer, Sound
          Krazy Kobra1987Uptime Disk MonthlyProgrammer, Designer, Sound
          Jumpster1987Uptime Disk MonthlyProgrammer, Designer, Sound
          Evil Eye1987Uptime Disk MonthlyProgrammer, Designer, Sound
          James Clavell's Shōgun1988InfocomProgrammer
          Dangerous Dave in the Deserted Pirate's Hideout1988Uptime Disk MonthlyProgrammer, Designer, Sound, Art
          City Centurian1988Nibble MagazineProgrammer, Designer, Sound, Art
          Zork Zero: The Revenge of Megaboz1989InfocomProgrammer
          Zappa Roidz1989Softdisk PublishingProgrammer, Designer
          Twilight Treasures1989Softdisk PublishingAssociate Editor
          Space Rogue1989Origin SystemsProgrammer
          Might and Magic II: Gates to Another World1989New World ComputingLead programmer
          Magic Boxes1989Softdisk PublishingLead programmer
          Journey: The Quest Begins1989InfocomProgrammer
          How to Weigh an Elephant1989Softdisk PublishingProgrammer
          Big Blue Disk #321989Softdisk PublishingProgrammer
          Big Blue Disk #351989Softdisk PublishingContributor
          The Catacomb Abyss1989SoftdiskProgrammer
          Arthur: The Quest for Excalibur1989InfocomProgrammer
          Sub Stalker1990Softdisk PublishingProgrammer, Designer, Sound, Art
          Pixel Puzzler1990Softdisk PublishingPixel Puzzle Maker
          Dinosorcerer1990Softdisk PublishingProgrammer
          Dark Designs II: Closing the Gate1990Softdisk PublishingLevel Designer
          Commander Keen 1: Marooned on Mars1990Apogee SoftwareProgrammer, Level Designer
          Commander Keen 2: The Earth Explodes1990Apogee SoftwareProgrammer, Level Designer
          Commander Keen 3: Keen Must Die!1990Apogee SoftwareProgrammer, Level Designer
          Catacomb1990Softdisk PublishingProgrammer
          Big Blue Disk #401990Softdisk PublishingAssociate Editor
          Big Blue Disk #411990Softdisk PublishingAssociate Editor
          Big Blue Disk #441990Softdisk PublishingAssociate Editor
          Alfredo's Stupendous Surprise1990SoftdiskProgrammer
          Xenopods1991Softdisk PublishingEngine Tools
          Slordax: The Unknown Enemy1991SoftdiskEngine Tools
          Rescue Rover1991SoftdiskProgrammer
          Rescue Rover 21991Expert Software, Froggman, SoftdiskProgrammer
          Shadow Knights1991Softdisk PublishingProgrammer, Level Designer
          Paragon1991SoftdiskEngine Tools
          Paganitzu1991Apogee SoftwareSpecial Thanks
          Hovertank 3D1991SoftdiskProgrammers
          Dangerous Dave in the Haunted Mansion1991SoftdiskProgrammer
          Commander Keen: Keen Dreams1991SoftdiskProgrammer
          Commander Keen 4: Secret of the Oracle1991Apogee SoftwareProgrammer, Level Designer
          Commander Keen 5: The Armageddon Machine1991Apogee SoftwareProgrammer, Level Designer
          Commander Keen 6: Aliens Ate My Baby Sitter!1991FormGenProgrammer, Level Designer
          The Catacomb (Catacomb II)1991SoftdiskProgrammer
          Catacomb 3-D1991SoftdiskProgramming
          Wolfenstein 3D1992Apogee SoftwareProgrammer, Designer, Sound
          Spear of Destiny1992FormGenLevel Designer
          Cyberchess1992SoftdiskEngine Tools
          Terror of the Catacombs1993FroggmanEngine Tools
          Street Ball1993FroggmanEngine Tools
          Shadowcaster1993Origin SystemsEngine Tools
          ScubaVenture: The Search for Pirate's Treasure1993SoftdiskEngine Tools
          Dangerous Dave's Risky Rescue1993SoftdiskEngine Tools
          Curse of the Catacombs1993FroggmanEngine Tools
          Bio Menace1993Apogee SoftwareEngine Tools
          Blake Stone: Aliens of Gold1993Apogee SoftwareProgrammer
          Doom1993id SoftwareProgrammer, Designer
          Corridor 7: Alien Invasion1994Capstone SoftwareEngine Tools
          Super 3D Noah's Ark1994Wisdom TreeProgrammer
          Doom II: Hell on Earth1994GT InteractiveProgrammer, Designer
          Blake Stone: Planet Strike1994FormGenProgrammer
          Heretic1994id SoftwareExecutive Producer
          The Ultimate Doom1995GT InteractiveProgrammer, Designer
          Hexen: Beyond Heretic1995id SoftwareExecutive Producer
          Heretic: Shadow of the Serpent Riders1996id SoftwareExecutive Producer
          Final Doom1996id Software; Atari, Inc.Programmer, Designer
          Quake1996id SoftwareProgrammer, Designer
          Chex Quest1996Digital CaféEngine Programmer
          Doom 641997Midway GamesEngine Tools, Designer
          Dominion: Storm Over Gift 31998Eidos InteractiveMusic Director
          Daikatana2000Eidos InteractiveDesigner
          Red Faction (mobile version)2001THQ WirelessProgrammer
          Anachronox2001Eidos InteractiveLevel Designer
          Hyperspace Delivery Boy!2002Monkeystone GamesLead Programmer
          Jewels and Jim2003THQ WirelessLevel Designer
          Dig It!2003THQ WirelessLevel Designer
          Congo Cube2003THQ Wireless, RealArcadeProgrammer
          Cartoon Network: Block Party2004Majesco EntertainmentProgrammer
          Gauntlet: Seven Sorrows2005Midway GamesSpecial Thanks
          Area 512005Midway AustinAdditional Designer
          Ravenwood Fair2010LolappsProgrammer, Designer, Sound
          Marvel Super Hero Squad Online2011Gazillion Entertainment Inc.Special Thanks
          Tom Clancy's Ghost Recon: Commander2012Ubisoft, Inc.Designer
          Pettington Park2012Zynga Game Network, Inc.CEO, Additional Design
          Dodger Down2013Howljerk GamesTesting and Feedback
          Play Gig-it2013Gig-it CorpSpecial Thanks
          Techno Dash2014Hammerwing Studios, Inc.Special Thanks
          Dangerous Dave in the Deserted Pirate's Hideout2015John RomeroProgrammer, Designer, Sound, Art
          Grom Skate2015Grom Social Inc.Designer, Sound
          Warpcop III2017indie publishedDesigner, Sound
          July 4, 19762017PlaybarfProgrammer, Sound, Designer, Writer
          Gunman Taco Truck2017Romero Games Ltd.Programmer, Sound, Designer, Writer
          SIGIL2019Romero Games Ltd.Programmer, Designer
          Empire of Sin2020Romero Games Ltd.Programmer

          References

          1. Kushner, David (May 4, 2003). "'Masters of Doom'". The New York Times. Retrieved March 25, 2021.
          2. Kushner, David (2003). Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture. Random House. 89. ISBN 0-375-50524-5.
          3. John Romero [@romero] (February 21, 2016). "I'm both. Yaqui are native to southwestern Arizona; one grandparent was Yaqui, another Mexican, another Cherokee (other side)" (Tweet). Retrieved March 25, 2021 via Twitter.
          4. Creegan, Chris (10 August 2021). "Romero On 'Harmful' Stereotypes And Doom's Native American Inspiration". www.gfinityesports.com. Retrieved 10 August 2021.
          5. JOHN ROMERO, Retro Gamer, issue 75
          6. Bailey, Kat (March 9, 2012). "These games inspired Cliff Bleszinski, John Romero, Will Wright, and Sid Meier". Joystiq. Retrieved April 2, 2012.
          7. Barton, Matt (19 April 2016). Honoring the Code: Conversations with Great Game Designers. CRC Press. ISBN 9781466567542 via Google Books.
          8. Consalvo, Mia (2016). Atari to Zelda: Japan's Videogames in Global Contexts. MIT Press. pp. 201–3. ISBN 978-0262034395.
          9. "Does John Romero Still Enjoy Shooting People?". Next Generation. No. 30. June 1997. pp. 9–12.
          10. "Preserving John Romero's First Computer at ICHEG". www.museumofplay.org. 1 August 2014. Retrieved 3 October 2021.
          11. "Jumpster game design notes & published information". Archived from the original on 2017-03-25.
          12. "John Romero discusses his early years in the gaming industry". 2012-10-19. Archived from the original on 2016-02-17. blankmaninc.com
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          25. Gazillion in agreement with Marvel Entertainment to bring iconic super heroes to massively multiplayer games audience, unveils new company and studios March 17, 2009.
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          46. Onion, Rebecca (2013-08-20). "The Infamous Government Order Mandating Forced Haircuts For Native Americans". Slate Magazine. Retrieved 2022-01-14.
          47. "William Arthur Jones | Photograph". Wisconsin Historical Society. 2003-12-01. Retrieved 2022-01-14.
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          Further reading

          • Kushner, David (May 6, 2003). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. Random House. ISBN 978-0375505249.
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