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#iguanaentertainment — Public Fediverse posts

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  1. @atomicpoet

    When #KillerInstinct first came out in the 1990s, it was an arcade game.

    I can't recall if #Nintendo had already bought Rare, but it was around that time.

    I worked for #IguanaEntertainment , a little developer of console games, at the time mostly for #SuperNintendo ( #SNES ) and #SegaGenesis .

    We had a good relationship with #Nintendo and somehow got a Killer Instinct arcade machine right away.

    I recall that it included a hard disk drive. That was the first time I had seen one in an arcade game.

    (In 1989, I had mounted hard disk drives into arcade cabinets repurposed as point-of-sale terminals for a Nolan Bushnell startup called Bots, Inc.)

    I later bought Killer Instinct for the SNES, which came with its soundtrack on CD. I also bought joystick controllers to play it and Clay Fighter.

  2. @atomicpoet

    When #KillerInstinct first came out in the 1990s, it was an arcade game.

    I can't recall if #Nintendo had already bought Rare, but it was around that time.

    I worked for #IguanaEntertainment , a little developer of console games, at the time mostly for #SuperNintendo ( #SNES ) and #SegaGenesis .

    We had a good relationship with #Nintendo and somehow got a Killer Instinct arcade machine right away.

    I recall that it included a hard disk drive. That was the first time I had seen one in an arcade game.

    (In 1989, I had mounted hard disk drives into arcade cabinets repurposed as point-of-sale terminals for a Nolan Bushnell startup called Bots, Inc.)

    I later bought Killer Instinct for the SNES, which came with its soundtrack on CD. I also bought joystick controllers to play it and Clay Fighter.

  3. @atomicpoet

    When #KillerInstinct first came out in the 1990s, it was an arcade game.

    I can't recall if #Nintendo had already bought Rare, but it was around that time.

    I worked for #IguanaEntertainment , a little developer of console games, at the time mostly for #SuperNintendo ( #SNES ) and #SegaGenesis .

    We had a good relationship with #Nintendo and somehow got a Killer Instinct arcade machine right away.

    I recall that it included a hard disk drive. That was the first time I had seen one in an arcade game.

    (In 1989, I had mounted hard disk drives into arcade cabinets repurposed as point-of-sale terminals for a Nolan Bushnell startup called Bots, Inc.)

    I later bought Killer Instinct for the SNES, which came with its soundtrack on CD. I also bought joystick controllers to play it and Clay Fighter.

  4. @atomicpoet

    When #KillerInstinct first came out in the 1990s, it was an arcade game.

    I can't recall if #Nintendo had already bought Rare, but it was around that time.

    I worked for #IguanaEntertainment , a little developer of console games, at the time mostly for #SuperNintendo ( #SNES ) and #SegaGenesis .

    We had a good relationship with #Nintendo and somehow got a Killer Instinct arcade machine right away.

    I recall that it included a hard disk drive. That was the first time I had seen one in an arcade game.

    (In 1989, I had mounted hard disk drives into arcade cabinets repurposed as point-of-sale terminals for a Nolan Bushnell startup called Bots, Inc.)

    I later bought Killer Instinct for the SNES, which came with its soundtrack on CD. I also bought joystick controllers to play it and Clay Fighter.

  5. @stux

    Many #VideoGames trivialize the effects of #GunViolence, effectively using them to play tag.

    I think if they instead used their modern capabilities for realism to show the effects of gunshot wounds and the agony they cause as people suffer and slowly die from them (instead of just popping off instantly and cleanly), players might soon loose interest in using guns in video games.

    Of course, that's what the makers of video games don't want, so we're kinda stuck with the status quo.

    I will give some credit to my colleagues at #IguanaEntertainment , who both introduced sideways strafing (in #Turok ) and got creative when the creators of #SouthPark , in the wake of the shooting at Columbine (where they went to high school) said the game (a first-person shooter using the Turok engine) couldn't include guns.

  6. @stux

    Many #VideoGames trivialize the effects of #GunViolence, effectively using them to play tag.

    I think if they instead used their modern capabilities for realism to show the effects of gunshot wounds and the agony they cause as people suffer and slowly die from them (instead of just popping off instantly and cleanly), players might soon loose interest in using guns in video games.

    Of course, that's what the makers of video games don't want, so we're kinda stuck with the status quo.

    I will give some credit to my colleagues at #IguanaEntertainment , who both introduced sideways strafing (in #Turok ) and got creative when the creators of #SouthPark , in the wake of the shooting at Columbine (where they went to high school) said the game (a first-person shooter using the Turok engine) couldn't include guns.

  7. @stux

    Many #VideoGames trivialize the effects of #GunViolence, effectively using them to play tag.

    I think if they instead used their modern capabilities for realism to show the effects of gunshot wounds and the agony they cause as people suffer and slowly die from them (instead of just popping off instantly and cleanly), players might soon loose interest in using guns in video games.

    Of course, that's what the makers of video games don't want, so we're kinda stuck with the status quo.

    I will give some credit to my colleagues at #IguanaEntertainment , who both introduced sideways strafing (in #Turok ) and got creative when the creators of #SouthPark , in the wake of the shooting at Columbine (where they went to high school) said the game (a first-person shooter using the Turok engine) couldn't include guns.

  8. @stux

    Many #VideoGames trivialize the effects of #GunViolence, effectively using them to play tag.

    I think if they instead used their modern capabilities for realism to show the effects of gunshot wounds and the agony they cause as people suffer and slowly die from them (instead of just popping off instantly and cleanly), players might soon loose interest in using guns in video games.

    Of course, that's what the makers of video games don't want, so we're kinda stuck with the status quo.

    I will give some credit to my colleagues at #IguanaEntertainment , who both introduced sideways strafing (in #Turok ) and got creative when the creators of #SouthPark , in the wake of the shooting at Columbine (where they went to high school) said the game (a first-person shooter using the Turok engine) couldn't include guns.

  9. One of my former colleagues from #IguanaEntertainment (which became Acclaim Studios Austin) in the 1990s, my buddy Neill Glancy was recently interviewed on The Retro Hour retro gaming podcast.

    (His interview starts just past 39 minutes in.)

    #RetroGaming

    audioboom.com/posts/8289760-so

  10. One of my former colleagues from #IguanaEntertainment (which became Acclaim Studios Austin) in the 1990s, my buddy Neill Glancy was recently interviewed on The Retro Hour retro gaming podcast.

    (His interview starts just past 39 minutes in.)

    #RetroGaming

    audioboom.com/posts/8289760-so

  11. One of my former colleagues from #IguanaEntertainment (which became Acclaim Studios Austin) in the 1990s, my buddy Neill Glancy was recently interviewed on The Retro Hour retro gaming podcast.

    (His interview starts just past 39 minutes in.)

    #RetroGaming

    audioboom.com/posts/8289760-so

  12. One of my former colleagues from #IguanaEntertainment (which became Acclaim Studios Austin) in the 1990s, my buddy Neill Glancy was recently interviewed on The Retro Hour retro gaming podcast.

    (His interview starts just past 39 minutes in.)

    #RetroGaming

    audioboom.com/posts/8289760-so