- Doom (1995 on PlayStation, 1997 on SEGA Saturn)
- Doom (2016 on Windows, PlayStation 4, Xbox One...)
- Doom (2017 on PlayStation 4)
Description official descriptions
The Union Aerospace Corporation has been experimenting with teleportation technology on Mars' moons Phobos and Deimos. After early successes, something goes wrong. It seems the scientists have opened a gateway straight to Hell. Phobos base is overrun with demonic creatures, and the whole of Deimos simply vanishes. A squad of marines is sent to Phobos, but all except one are quickly slaughtered. It falls to the surviving marine to grab some guns and strike back at the demons.
id Software's follow-up to their genre-defining Wolfenstein 3D, Doom is another first-person 3D shooter: full-on action as seen from the space marine's perspective. Like Wolfenstein, the game consists of distinct episodes, playable in any order. The first episode, Knee-Deep in the Dead, takes place in the Phobos base and is freely available as shareware. The full game continues on Deimos in The Shores of Hell and culminates in Inferno, the final episode which takes place in Hell itself (the Sega 32x version lacks this episode).
The basic objective in each level is simply to reach the exit. Since dozens of enemies stand in the way, the only way to get there is by killing them. Switches and buttons must be pressed to advance at certain points and often color-coded locked doors will block the way - matching keycards or skull keys must be found to pass.
The game's engine technology is more advanced than Wolfenstein's, and thus the levels are more varied and complex. The engine simulates different heights (stairs and lifts appear frequently) and different lighting conditions (some rooms are pitch black, others only barely illuminated). There are outdoor areas, pools of radioactive waste that hurt the player, ceilings that come down and crush him, and unlike Wolfenstein's orthogonally aligned corridors, the walls in Doom can be in any angle to each other. An automap helps in navigating the levels.
Stylistically, the levels begin with a futuristic theme in the military base on Phobos and gradually change to a hellish environment, complete with satanic symbols (pentagrams, upside-down-crosses, and portraits of horned demons), hung-up mutilated corpses, and the distorted faces of the damned.
Doom features a large weapon arsenal, with most weapons having both advantages and drawbacks. The starting weapons are the fists and a simple pistol. Also available are a shotgun (high damage, slow reload, not good at distances), a chaingun (high firing rate, but slightly inaccurate in longer bursts), and a plasma rifle (combining a high firing rate and large damage). The rocket launcher also deals out lots of damage, but the explosion causes blast damage and must be used with care in confined areas or it might prove deadly to the player as well as the enemies. Two further weapons in the game are the chainsaw for close-quarter carnage, and the BFG9000 energy gun, which while taking some practice to fire correctly, can destroy most enemies in a single burst. The different weapons use four different ammunition types (bullets, shells, rockets, and energy cells), so collecting the right type for a certain gun is important.
The game drops some of Wolfenstein's arcade-inspired aspects, so there are no extra lives or treasures to be collected for points, but many other power-ups are still available. Medpacks heal damage while armor protects from receiving it in the first place. Backpacks allow more ammunition to be carried, a computer map reveals the whole layout of the level on the automap (including any secret areas), light amplification visors illuminate dark areas and radiation suits allow travel over waste without taking damage. Also available are berserk packs (which radically increase the damage inflicted by the fists) as well as short-time invisibility and invulnerability power-ups.
The enemies to be destroyed include former humans corrupted during the invasion, plus demons in all shapes and sizes: fireball-throwing imps, floating skulls, pink-skinned demons with powerful bite attacks, and large one-eyed flying monstrosities called Cacodemons. Each episode ends with a boss battle against one or two, particularly powerful creatures.
Doom popularized multiplayer in the genre with two different modes: Cooperative allows players to move through the single-player game together, while Deathmatch is a competitive game type where players blast at each other to collect 'frag' points for a kill and re-spawn in a random location after being killed.
The 3DO and Sega32x ports lack any multiplayer modes, though the other ports retain the DOS versions multiplayer to varying degrees. The various console ports all feature simplified levels and omit some levels, enemies, and features from the original DOS release. The SNES and Gameboy Advance versions of the game actually use different engines and hence feature numerous small gameplay differences.
- ドゥーム - Japanese spelling
- 毁灭战士 - Simplified Chinese spelling
- 3D Engine: id Tech 1
- BPjS / BPjM indexed games
- Doom series
- Gameplay feature: Auto-mapping
- Gameplay feature: Chainsaws
- Gameplay feature: Recordable replays
- Games made into books
- Games made into comics
- Games referenced in movies
- Games with officially released source code
- Setting: Hell
- Setting: Mars
- Visual technique / style: Digitized sprites
Credits (DOS version)
|Programming / Software Engineers|
|Graphics / Artwork|
|Biz / Chief Executive Officer|
Average score: 84% (based on 74 ratings)
Average score: 3.7 out of 5 (based on 724 ratings with 39 reviews)
I recently found my way to playing Doom on the SNES after I decided to take a break from making Master System videos for my Youtube channel. After playing the first two levels of the game I physically couldn't play it anymore. It was actually giving me motion sickness; stress headache and all.
I can appreciate what Williams, and more specifically Ray Landers, were going for when they endeavored to develop a SNES port of Doom. It's an interesting little piece of technology to show off to people curious about the Super FX chip the console uses to generate 3D graphics.
The novelty of playing Doom on the SNES is an interesting one and the instrumentation of the background music is quite good. Also this console port of the game contains every level and enemy from the PC original.
There are just so many concessions it doesn't seem to have a point to it.
Doom on the SNES, although finished, feels incomplete.
According to many publications on this port of Doom it contains every level from the PC original and they are all faithfully recreated. A look at the first two levels of the game basically moots this point. While the levels might be faithful in the respect that the physical rooms might be present, lots of things like walls and other aesthetic elements have been removed.
In addition to this, there are no floor or ceiling textures and while this might not seem like a big deal it goes a long way to making the game look ugly and unfinished.
Enemies can only look in one direction eliminating the hilarity of monster infighting. The worst thing about the enemy sprites though is the way they scale. When they are a few feet away from you enemies become a mess of pixels moving around the screen occasionally firing a pot shot at you without changing their animation cycle. It's ugly.
This scaling problem extends to everything in the game, including wall and door textures. As soon as you move away from something, it loses detail and becomes a shifting, ill defined blob. The scaling is really harsh and it not only looks really, really ugly but it actually made me feel motion sick after playing for a little while.
The frame rate is also very low, making Doom guy feel like an 80 year old arthritis sufferer. This is the final nail in the coffin.
The game is ugly and unrefined and then the frame rate turns out to be abysmal as well. It renders the game not unplayable, just not fun. It's slow, and ugly and it shouldn't exist.
The Bottom Line
Doom on the SNES feels unrefined and unfinished.
So what if it contains every level from the original Doom? That means nothing while it is busy being slow, ugly and exasperating. It is not fun to play and actively hurts you while you are doing it.
There are very few redeeming features to be found with this port of one of the most important games ever made. The SNES might have a huge library of great games, but this definitely isn't one of them.
SNES · by AkibaTechno (238) · 2011
It oozed atmosphere! The rather radical graphics (for that time, so bear with me) were breathtaking, and the lay-out of how to make 1st perspective games was born with the release of Doom. This was also the last game where John Romero got a grip on how to make a game in the first place. ;-)
Apart from the "rotten tomato" opponent, all enemies were downright scary and evil. The imps are still haunting my wildest dreams. The downright scary bit was stretched further only by id's successors: Doom 2 and Quake.
Technologically, it also was a breakthrough. It was the first game to successfully support the Gravis Ultrasound (a very though nut to crack in the gaming society) and had some pretty (neat, but shortlived) features in networking, like the ability to use 4 computers in an network to give one player a 360 degree panning view.
Doom simply was the 'attack' bit in the envelope of 1st perspective gaming. Period.
Even back in 1993 I didn't like the pixelisation of the game. It really turned into lego-vision during a heated battle.
Apart from the fact that it soiled my pants on many an occasion (when playing it in total darkness with headphones on, in the middle of the night) I ca'n't think of any unpleasant thoughts concerning Doom.
The Bottom Line
Not having played Doom, whatever version you use, is like trying to live without breathing.
DOS · by shifter (57) · 2000
I will say right of the bat that this game, along with Super Mario All Stars on the SNES, made me become a gamer. I have been playing this game since I was five or something and even to this day I still play it regularly.
Obviously, the first thing that made DOOM such a great game for me, is its gameplay. Of course, on paper it does not say much. You go from point A to point B, killing everything in sight and collecting keys. Rinse and repeat for as long as the game goes. But it is that particular simplicity that contributes to its great gameplay. It is pure, non-nonsense, high octane action all way through. A variety of weapons, enemies and levels will keep you entertained till the very end.
With pistols, shotguns, rocket launchers, chainsaws and more you have more than enough to use against the numerous zombies, imps, gorilla-like demons, flaming skulls and of course the famous Bruiser brothers. Every monster has its own strengths and weaknesses and you really need to adjust your strategy depending what weapons you have at your disposal and what monsters you are facing. Do not start using a pistol against something like a Baron of Hell or a rocket launcher against a swarm of charging Lost Souls.
But DOOM's gameplay is not its only asset. Its graphics and presentation as a whole definitely deserve as much praise. Yes, compared to today everything in the game looks like a hellish, ultra-violent version of a Looney Tunes cartoon, but for 1993, DOOM's graphics were nothing short of a revolution. DOOM was the first game that really created a realistic looking environment. Using differing lighting effects, varying heights and fully textured levels it was finally possible to walk through caves that looked like caves and buildings that looked like buildings.
And then there is the atmosphere, which was far ahead of its time as well and still remains compelling even to this day. Both the tech and hell levels manage to look believable. Tech levels have terminals showing useless info, cargo boxes and huge, important looking doors. Hell levels have rivers of blood and lava, dark caves and caverns with rock or flesh walls and hanging, mutilated bodies everywhere.
Finally, there is the music and sound effects. For music, DOOM uses heavy metal music based on songs by Pantera, Slayer and Metallica for many levels while others have dark and atmospheric music made by Bobby Prince. Even people who do not like metal music or dark ambient music will certainly like DOOM's soundtrack. It perfectly fits the game and every level has a suitable music track. As for the audio, every weapon sounds great and all monsters sound pretty intimidating (gotta love the demon's growl and the Cyberdemon's walking sound).
Although I have been praising this game so far and I consider DOOM one of gaming's biggest landmarks, I do have one of two negative remarks about this game. First and foremost, while most levels have an excellent design, some levels like E2M6 and E3M7 have big, Wolfenstein 3D like mazes. I, for one thing, dislike mazes since they artificially increase the time it takes to get through the level and overall they are just a chore to get through. It may be just me with my lack of patience with this. But this is just a bit of nip picking.
And of course, do not play DOOM for its story. Do not expect philosophical views, plot twists or high character depth (take a game like Deus Ex if you want all that). But does this game need a story? Of course not!
The Bottom Line
This game must be played by anyone with even the slightest interest in gaming. Do not let DOOM's age fool you, this game will grab you by the throat and balls and will not let you go until you have finished it. And I case you did finish it, go ahead and download the many, many great mods and conversions for Doom. Basically, this game has years of lasting appeal.
So get this game from Steam, eBay, your brother, friend, or simply get the shareware version, I do not care. Grab that BFG and start blasting away!
DOS · by Stijn Daneels (79) · 2014
|Listing Mods??||Paul Budd (426)||Feb 17th, 2021|
|Happy 20th anniversary!||Pseudo_Intellectual (65481)||Jan 12th, 2014|
|Doom budget?||Johan Smedjebacka (5)||Jun 26th, 2013|
|Doom95||Rola (8131)||Feb 3rd, 2013|
|What gameplay features were first in Doom?||hribek (28)||Aug 2nd, 2011|
1001 Video Games
Doom appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
The development of the 3DO port was rushed; it was developed in ten weeks, from August to October of 1995. The 3DO release contains exclusive, CD-quality remixes of the PC's background music. According to the programmer, Rebecca Ann Heineman, hiring a band to record the music was necessary because she had no time to port the original game's music driver.
The 3DO version was originally planned to contain FMV cutscenes; Art Data Interactive created a number of still images (depicting actors in monster costumes) in hopes of convincing investors into giving them funds to film the sequences, but ultimately none were created.
The game was originally going to be distributed by Electronic Arts, but the deal fell through.
The source code of this port was released on GitHub by Rebecca Ann Heineman on November 30, 2014.
DOOM was proposed for use as a tool for systems administrators in Dennis Chow's paper Doom as an Interface for Process Management; in it, through a modified version of DOOM (PSDoom or the Doom Process Manager), processes are depicted as enemies whose share of systems resources can be diminished by attacking them and which are completely terminated when their avatars are killed. (On a loaded system in which all programs' performances are strained, processes may begin attacking each other, aggressively competing - as in Core War - for system resources).
- When the player picks up a medikit while having 25 HP or less, the game is supposed to display the message "Picked up a medikit you REALLY need!" Due to a bug this message will never display in vanilla DOOM. The code in question does its check on how much health is left only after the medikit is picked up. Since medikits give the player 25 health, they will always have at least 26 health when the check is performed. This bug is corrected in most DOOM source ports.
- The 1.0 release had a bug that slowed down networks so much that a freeware utility called killdoom was released shortly after. It can be downloaded here.
The <tt>SPISPOPD</tt> cheat code (no clipping) stands for "Smashing Pumpkins Into Small Piles Of Putrid Debris". It has nothing to do with the band - rather, it's a reference to an Usenet post joking about a possible alternate title for Doom. More detail can be found at the Doom Wiki.
It was the first game to make a head-first mention in a demo (a 64k intro: Cyboman by Gazebo) a couple of days after DOOM was spread. The uptight demo-scene back then actually accepted the game, especially for its amazing graphics and execution. Until that time, most demosceners considered games to be far behind demos in terms of technology.
- Data file extension WAD means "Where's All the Data?"
American McGeeused actual ground beef for some of the textures in the game. A trick that worked so well that he re-used it in American McGee's Alice.
- In a little known FTP strategy guide bundled with some BBS versions of DOOM,
John Carmackis quoted as saying "DOOM is in development for the Sega Mars". The Sega Mars was in fact the codename for the Sega 32X.
- Alpha and beta versions are available through ftp.cdrom.com in the pub/doom/history directory. Most are crude technology demos, but there are some treasures.
- The sky background of Episode 1 was taken from a photograph of Yangshuo Cavern made by Tom Atwood.
Although on the box cover of the game the Doomguy carries a weapon in his right hand, in the game, he is left handed - from the first person view, he carries his weapon in his left hand and also punches with his left fist. The hands of the Doomguy, which millions of players believed to belong to themselves, actually are Kevin Cloud's - one of the art developers. In the very early stages of DOOM the DoomGuy's right ear could take damage and turn into flimsy peace of flesh. This was removed in the later versions of DOOM.
- The design of the monster Cacodemon (a floating head with a large maw and a single big eye) is very similar to the beholder, a classic
AD&Dmonster (although the cacodemon has horns instead of eye stalks). Additionally, the Cacodemon's design is almost identical to the head of the "astral dreadnought", an AD&D monster which appears on the cover of the 1987 AD&D book Manual of the Planes.
- Although the death animations of some monsters (Cacodemon, Baron of Hell) show that their blood is blue or green, these monsters always emit red blood splatters when damaged.
Eric Harris Levels
Columbine High School shooter Eric Harris is known to have created several levels for the game. A few including Thrasher.wad and RealDeth.wad have resurfaced, but a rumoured recreation in the game of the Columbine High School itself (possibly called Realdoom.wad), which would provide a macabre fascination, has yet to be found
Fake Atari 2600 Port
Many people thought there was an Atari 2600 port of DOOM in development when images of the port started spreading around the Internet, including pictures of the cartridge, a magazine ad and screenshots from the game. These turned out to be the results of a college project rendered on an Atari 800 computer by James Catalano, who for a joke posted them on a Usenet newsgroup.
The Game Boy Advance port features green blood and removed splatter effects. Additionally corpses disappear almost instantly and all corpses which were used as part of the level decoration were removed.
DOOM had a low-res mode (toggled via F5) that doubled the width of the pixels being plotted by messing with the write mask in unchained VGA mode. That, coupled with the triple-buffering used, made the game majorly fast and quite playable on a 386/40. Carmack was experimenting with a Hi-Color mode that allowed more than 256 colors on the screen, but that mode halved resolution. He wanted to see what it would look like because it got rid of the color-banding due to the diminished lighting, but 160-pixels horizontally looked very bad so they removed it. Up to version 1.1, it was possible to run the game on three monitors at once, giving a 270-degree field of vision.
DOOM was the first game to include a deathmatch mode, in which up to four players can compete over a network or in split screen. Maps used for deathmatch were the single-player levels, made less linear. In December 1993, Intel issued a company-wide memo banning DOOM from their networks. Many big companies issued similar orders, not just because of lost productivity but because it rendered most networks inoperative. Up until version 1.2, the game sent data through high-level broadcast packets that forced every computer on a net (no matter whether they were running the game or not) to transfer the data.
Much of the music in DOOM (and DOOM II) is likely to be inspired by songs of famous heavy metal bands. For example, the music from E1M1 is similar to Metallica's No Remorse (some also say that it is very similar to Master of Puppets), that in E1M4 resembles Rise by Pantera, and the music from E2M1 is similar to AC/DC's Big Gun.
Dafydd Ab Hugh and Brad Linaweaver wrote a set of four novels about the DOOM universe. They were published between June 1995 and January 1996 by Pocket Books. You can view the covers on this fanpage.
- Knee Deep in the Dead
- Hell on Earth
- Infernal Sky
In May 1996, Tom Grindberg of Marvel Comics made a comic book about DOOM for a gaming convention.
- John Carmack took the title from the 1986 Martin Scorsese film The Color of Money, from the lines when
Tom Cruiseenters a pool hall with his favorite cue in a black case:
- "What you got in there?"
"In here? Doom."
- DOOM's cover art, title screen, and chainsaw weapon seem to be inspired by the Evil Dead series of movies, specifically Army of Darkness. In the movie's storyline, the main character loses his hand to evil powers and fights with a chainsaw on his arm, along with a shotgun. It would be the later 3D game
Duke Nukem 3D, itself influenced by DOOM, that would quote some of Evil Dead's most memorable one-liners.
- The layout of E1M8 (Phobos Anomaly) bears resemblance to Liberty Island in New York, although it is not clear whether this is intentional.
- The name of the last level of episode 2, "Tower of Babel", is an ironic Biblical reference. It is described in Genesis 11:1-9 as a physical pathway to the Heavens. In DOOM, however, the level is the pathway to Hell, as explained in the episode's ending text. On a side note, during that episode, the tower can be seen being built on the intermission screens.
- The name of the fourth skill level, "Ultra-Violence", very likely comes from Anthony Burgess' novel A Clockwork Orange or its film adaptation by
Stanley Kubrick. In the novel and film, the protagonist uses the term to describe the activities of himself and his gang - randomly beating up, raping and killing people.
- The first retail version-only update of the DOOM engine had the revision number 1.666. This is also a Biblical reference, where 666 is the number of The Beast.
References in pop culture
- Rammstein used a sample of the DOOM shotgun and some screaming in their song Wollt ihr das Bett in Flammen sehen? on their album Herzeleid.
- The credits inside the booklet of The Smashing Pumpkins' album Mellon Collie and the Infinite Sadness (1995) contain "Explosion from DOOM courtesy of id Software, Inc and bobby prince Music". It's used in the first track, Where Boys Fear to Tread.
- The game makes an appearance in season 5, episode 4 of Family Guy, an animated series. Stevie Griffin is riding his bike through various locations, and one of them is a DOOM level with some imps.
- In season 2, episode 8, Ross must choose between Rachel and Julie and starts making a list of pros and cons of each. Joey and Chandler are helping him, and Chandler is making the list on his brand new laptop with "Twelve megabytes of RAM, 500 megabyte hard drive. Built-in spreadsheet capabilities and a modem that transmits at over 28,000 BPS". While they're making the list, Ross says that Julie is a paleontologist just like him, while Rachel is just a waitress. To that, Chandler replies: "Waitress. Got it. You guys wanna play Doom? [looks to Ross and Joey, who stare back] Or we could keep doing this. What else?"
- DOOM was parodied in an episode of "Die Redaktion" (The Editorial Team), a monthly comedy video produced by the German gaming magazine GameStar. It was published on the DVD of issue 12/2011.
DOOM was the first game to include rocket jumping. Only, it worked a bit different from later first person shooters - instead of aiming at the ground (which you couldn't do in the game), you shoot a rocket launcher at a nearby object or wall. The resulting blast can proper the player a quite long distance away, allowing to clear otherwise impossible jumps.
- The game was originally going to feature a story-based seamless world, similar to
Half-Life. However, everyone hated Tom Hall's story idea (soldiers playing cards? Come on!) and Carmack decided the engine couldn't handle a seamless world.
- John Carmack once said that he fully intended to add decal support in DOOM (e.g. semi-permanent marks on the walls from bullets, explosions, blood. etc.). It was not implemented, however, since it would raise the game's system requirements.
SEGA 32x version
This version contains only seventeen maps, taken from the "Knee Deep in the Dead" and "The Shores of Hell" episodes. No maps from the third episode, "Inferno", have been included. Maps present: E1M1-E1M8 and E2M1-E2M7, as well as the two secret levels E1M9 and E2M9 (E2M9, renamed to "Dis", acts as the final level of the game). After the end credits, the game concludes by reverting to a fake DOS prompt if the player activated the cheat codes. This screen cannot be exited without shutting off the system. If the game was beaten without cheating, the prompt will not be shown; rather the player will see a montage of enemies encountered in the game, just as in DOOM II.
The U.S. SNES version of DOOM was one of the few releases for the console to have a colored cartridge (Killer Instinct being another one), namely a red one. Besides this, due to limitations of the SNES hardware, the enemies in the game do not have sides or backs, and are always facing the player. All blood and splatter effects were removed.
On 23 December, 1997, id Software released the source code. You can download it here. Numerous source ports were subsequently created by fans.
In 1996, the first level of the first episode was implemented by Piers Johnson in TADS, resulting in FooM - a text adventure game interface for DOOM. Downloadable with source at http://mirror.ifarchive.org/if-archive/games/tads/foom.tar.gz
With patch 1.4, including all later re-releases and ports, a detail in the "Command Cotrol" level was changed: a few computers laid out into the shape of a swastika were rearranged. Romero referred to this change in a 2013 interview:
[43:11] It was a swastika, but [...] I changed it to this shape because we had people complainin' and really the funny thing is that I wasn't trying to promote Nazism, I was referencing
Wolfenstein. [...] [44:21] And we got lots of people, you know, crying over different things about the game, but that was the only thing that we changed. Just because, I think we got a particular, like, letter from someone who was a vet. And so, well, okay, for a vet, we'll do that.
- The images for the pistol in DOOM were most likely created from the Beretta 92FS pistol, which is currently the standard service pistol of the U.S. military.
- The pistol, shotgun, and chaingun where photos of toy guns, while the chainsaw was the photo of a real chainsaw. It belonged to the girlfriend of one of the art developers, Tom Hall.
Windows 95 Promo
The level E1M2: Nuclear Plant was used for Bill Gates' promo for Windows 95.
- Computer Gaming World
- June 1994 (Issue #119) – Game of the Year
- April 1996 (Issue #141) – Introduced into the Hall of Fame
- November 1996 (15th anniversary issue) - #5 Best Game of All Time
- November 1996 (15th anniversary issue) – #3 Most Innovative Computer Game
- March 2001 (Issue #200) - #5 Best Game of All Time (Readers' Vote)
- Issue #3 - #3 Best Video Game of All Time
- Game Informer
- August 2001 (Issue #100) - #5 in the "Top 100 Games of All Time" poll
- October 2004 (Issue #138) - one of the "Top 25 Most Influential Games of All Time"
- 2001 – #1 Top Game of All Time
- 2001 – Game Boy Advance Game of the Year (Readers' Choice)
- 2001 – Game Boy Advance Action/Adventure Game of the Year
- GameStar (Germany)
- Issue 12/1999 - #3 in the "100 Most Important PC Games of the Nineties" ranking
- Issue 12/2007 - one of the "Ten Most Influential PC-Games" (It is the milestone which stands for the change from 2D to 3D graphics. Since DOOM, the licensing of 3D engines is an important business branch in the PC industry.)
- PC Gamer
- April 2000 - #12 in the "All-Time Top 50 Games" poll
- April 2005 - #2 in the "50 Best Games of All Time" list
- Retro Gamer
- October 2004 (Issue #9) – #9 Best Game Of All Time (Readers' Vote)
- The Strong National Museum of Play
- 2015 – Introduced into the World Video Game Hall of Fame
- 2001 - The Greatest Game of All Time voted by industry insiders (according to GameSpy)
Related Sites +
Walkthroughs and guides, game comparisons, passwords, links and more, for game-console and computer-based Doom games
A humorous review of the Novelizations on PC Gamer
A Wiki site for the Doom series.
Doom remix project: The Dark Side of Phobos
22 (2 CDs) fanmade remixes of original Doom soundtrack, download available including high quality CD covers.
An online version of a book written by <moby developer="Dan Pinchbeck">Dan Pinchbeck</moby> about the game, its design, and the culture surrounding it.
The latest Doom news, levels, Total Conversions (TC's), ports and more.
Doomsday HQ - Home of jDoom, jHexen and jHeretic!
Doom for the 21st century! Play Doom, Heretic and Hexen with OpenGL and Direct3D support, high resolutions and up to 32 players in multiplayer! There are also MD2 models (3D models) available! Doomsday works kind of like ZDoom, Doom Legacy and Skulltag.
Arguably the best revisited Doom engine. Take your original WAD files from Doom 1, 2 etc. and run them on this D3D/OpenGL and A3D enabled engine.
Matt Chat 53
Video interview with John Romero about the development of <i>DOOM</i>
OC ReMix Game Profile
Fan remixes of music from <em>DOOM</em>, including the album "The Dark Side of Phobos".
Lots of info, screens, wallpapers, fan-art, FAQs and much much more!
S&F Prod.'s Doom Page
Here you'll find a Duke in Doom add-on and more.
Video review of Atari Jaguar games (WARNING: Language)
The Angry Video Game Nerd, James Rolfe, reviews Atari Jaguar games, including <i>Doom</i> on Jaguar.
Video review of the system (WARNING: Language)
The Angry Video Game Nerd, James Rolfe, reviews the Sega 32X and some games, including <i>Doom</i> for 32X.
- MobyGames ID: 1068
- Wikipedia (en)
Are you familiar with this game? Help document and preserve this entry in video game history!
Contributors to this Entry
Game added by MAT.
Linux added by Hamish Wilson. 3DO added by karttu. Game Boy Advance added by Kartanym. Jaguar, Windows, SNES added by Satoshi Kunsai. PC-98 added by Terok Nor. Windows Mobile added by indimopi. SEGA 32X added by quizzley7.
Additional contributors: Tomer Gabel, Terok Nor, Ashley Pomeroy, Xantheous, Ledmeister, Unicorn Lynx, Frenkel, Guy Chapman, WWWWolf, Sciere, Wormspinal, Peter Berndtsson, Martin Smith, Ajan, Havoc Crow, LepricahnsGold, Cantillon, Medicine Man, Rola, Patrick Bregger, Thomas Thompson, Lugamo, Rik Hideto, FatherJack, SoMuchChaotix.
Game added June 14th, 2001. Last modified November 23rd, 2023.