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=== John Romero === {{Main|John Romero}} John Romero saw the horizontal scrolling demo ''Dangerous Dave in Copyright Infringement'' and immediately had the idea to form id Software on September 20, 1990.<ref>{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=122}}</ref> Romero pioneered the game engine licensing business with his "id Summer Seminar" in 1991 where the Keen4 engine was licensed to Apogee for Biomenace.<ref>{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=180}}</ref> John also worked closely with the DOOM community and was the face of id to its fans. One success of this engagement was the fan-made game ''Final DOOM'', published in 1996.<ref>{{Cite news |title=Final Doom |url=https://doomwiki.org/wiki/Final_Doom |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://doomwiki.org/wiki/Final_Doom |archive-date=October 26, 2021}}</ref> John also created the control scheme for the FPS, and the abstract level design style of DOOM that influenced many 3D games that came after it.<ref>{{Cite news |title=DOOM and the Level Design of John Romero: E1M1 |url=https://lajmillington.wordpress.com/2016/02/01/the-design-of-doom-e1m1/ |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://lajmillington.wordpress.com/2016/02/01/the-design-of-doom-e1m1/ |archive-date=October 26, 2021}}</ref> John added par times to Wolfenstein 3D, and then DOOM, which started the phenomenon of Speedrunning.<ref>{{Cite news |title=Coined: How speedrunning became an Olympic-level gaming competition |url=https://www.inverse.com/gaming/speedrun-meaning-definition-origin-gaming-coined |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://www.inverse.com/gaming/speedrun-meaning-definition-origin-gaming-coined |archive-date=October 26, 2021}}</ref> Romero wrote almost all the tools that enabled id Software and many others to develop games with id Software's technology.<ref>{{Cite news |title=Classic Tools Retrospective: John Romero talks about creating TEd, the tile editor that shipped over 30 games |url=https://www.gamedeveloper.com/design/classic-tools-retrospective-john-romero-talks-about-creating-ted-the-tile-editor-that-shipped-over-30-games |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://www.gamedeveloper.com/design/classic-tools-retrospective-john-romero-talks-about-creating-ted-the-tile-editor-that-shipped-over-30-games |archive-date=October 26, 2021}}</ref> Romero was forced to resign in 1996 after the release of ''[[Quake (video game)|Quake]]'', then later formed the company [[Ion Storm]]. There, he became infamous through the development of ''[[Daikatana]]'', which was received negatively from reviewers and gamers alike upon release. Afterward, Romero co-founded The Guildhall in Dallas, Texas,<ref>{{Cite news |title=Romero Bio at GDC |url=https://schedule.gdconf.com/speaker/romero-john/20267 |url-status=live |access-date=October 26, 2021 |archive-url=https://web.archive.org/web/20211026231911/https://schedule.gdconf.com/speaker/romero-john/20267 |archive-date=October 26, 2021}}</ref> served as chairman of the CPL eSports league,<ref name="John Romero">[[John Romero]]</ref> created an MMORPG publisher and developer named Gazillion Entertainment,<ref name="John Romero" /> created a hit Facebook game named Ravenwood Fair that garnered 25 million monthly players in 2011,<ref>[[Ravenwood Fair]]</ref> and started Romero Games in Galway, Ireland in 2015.<ref>[[Romero Games]]</ref> Both Tom Hall and John Romero have reputations as designers and idea men who have helped shape some of the key PC gaming titles of the 1990s.
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