Turok: the development workstations
SGI Indy development hardware connected to the making of Turok: Dinosaur Hunter, acquired by Amir Husain after its 2017 sale.

The acquisition
In 2016, SiliconClassics acquired a group of SGI Indy workstations that had passed through the 2004 liquidation of Acclaim Entertainment. While examining the machines, he found development material associated with Iguana Entertainment's Turok: Dinosaur Hunter, including source code and related assets.
The Turok source Indy was offered on eBay in early 2017. Amir Husain was the buyer. The machine and related systems entered the ATX Computer Museum collection, where they are being preserved for study and planned public display.
The story links a physical development workstation to an Austin game studio, a major Nintendo 64 title, and the software environment in which that game was made.
From development equipment to collection
Acclaim liquidation
Following Acclaim’s closure in 2004, development equipment was dispersed through liquidation. The SGI systems began a journey that eventually led to their rediscovery in storage.
Warehouse purchase
SiliconClassics acquired SGI equipment from a Brooklyn reseller and examined its surviving files.
Discovery and sale
The discovery was reported publicly, followed by an eBay sale of the Indy identified with the Turok material.
Acquired by Amir Husain
Amir Husain was the buyer. The machine entered his collection and is now being preserved as part of ATX Computer Museum development-hardware history.
First public display
The physical exhibition is being prepared for the museum’s opening in Florence, Texas.
What a development workstation can tell us
A finished game presents the result. Development hardware can retain the tools, files, and working arrangements used to produce it. The useful questions are specific: which programs were installed, what kind of assets survive, and what can be connected to a particular machine or developer?
Iguana Entertainment’s developers and Acclaim’s publishing history belong at the center of that account. SiliconClassics’ recovery and documentation are part of the later preservation history.
Iguana Entertainment developed Turok: Dinosaur Hunter; Acclaim Entertainment published it and owned the broader corporate context in which the development systems were dispersed. The Indy connects those companies to the practical work of building a Nintendo 64 game.
The development archive
The collection holds the Indy with surviving Turok source and a wider group of related development systems. Their files and hardware connect the game’s production to its preservation in Austin.
The source-bearing Indy and its companion systems are being prepared for exhibition in Florence, returning a chapter of Austin’s game-making history to Central Texas.
Current documentation: acquisition account, published reporting, and collection records · Revised 2026-09-12
Did you work on these systems?
Developer recollections, photographs, and documentation can help identify how the equipment was used. Please include the project, approximate dates, and your role.
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Sources & records
- PCGamesN, January 15, 2017: Contemporary account of the discovery and earlier ownership.
- SiliconClassics discussion, January 2017: Firsthand posts about the discovery, planned sale, and preservation expectations.
- Existing Indy collection record: Model record and inherited holdings description.
Austin builds a world you can enter
A dinosaur on a cinema screen follows the same performance each time. A dinosaur in a game must respond when the player turns, retreats, or fires. Turok: Dinosaur Hunter, developed by Austin’s Iguana Entertainment and published by Acclaim in 1997, brought that problem to the Nintendo 64. Its jungles, ruins, movement, and enemies had to hold together in real time, within a console’s fixed memory and rendering budget.
That makes a development Indy an unusually revealing museum object. The player saw a cartridge and a controller. A developer worked with source files, art, tools, and repeated builds. The surviving development material preserves some of the labor between an imagined world and a running game. Small decisions about geometry, animation, visibility, and storage accumulated into the experience players remember.
SiliconClassics found Turok development material while examining SGI systems that had passed through Acclaim’s liquidation. The 2017 sale carried one source-bearing Indy into Amir Husain’s collection, along with related development systems. A piece of Austin’s creative history had traveled through a corporate closure and a warehouse before returning to a collection built around what computers made possible.
Beside Spielberg’s Indigo Elan, the Indy tells a larger story. The workstation brought the imagined dinosaur into view; the game development environment helped make that world responsive. Austin’s Richard Garriott and Origin pursued a related ambition through persistent worlds, characters, and player choice. Different studios and different machines expanded what it meant to enter a computer-created place.