aka: DOOM95, Doom: Evil Unleashed
Moby ID: 1068

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

Groups +



Credits (DOS version)

15 People

Programming / Software Engineers
Graphics / Artwork
Tech Support
Level Design
Sound Effects
Tools Programming
Audio Drivers
Model Development
Cover Illustration
Creative Director
Biz / Chief Executive Officer



Average score: 84% (based on 74 ratings)


Average score: 3.7 out of 5 (based on 726 ratings with 39 reviews)

DOOM is DOOM is DOOM...who doesn't know DOOM?

The Good
Well, you naysayers be damned, but DOOM really did change the face of gaming in a massive way when it was released. Who doesn't remember it? Office networks being used for 4-player DOOM Fragfests, DOOM being Top Download on God knows how many BBSes for months and months on end, people talking about it in schools, offices...ANYWHERE! DOOM is a household name now, but what made it such? Read on, people.

First, DOOM is all about action. Raw, white-knuckle action. You're a hardened Space Marine out to kill the vile hellspawn that killed your buddies, and you're doing it the only way you can: big guns blaring. It's a simple formula that WORKS, and so well, in fact, that I've yet to see a 3D shooter that's all about the simple, "kill the evil guys and survive" premise that DOOM offers. The gameplay is pretty simple. You traverse each level, shoot anything that tries to shoot, claw, bite, or otherwise maim you, pick up some sweet firearms (BFG 9000, anyone?), and make your way to the exit. But above all else, try to stay alive!

But if you think that that's all the game is, you'd better keep reading: you do have to use your wits as well as your trigger finger, because you have to learn where certain items are placed, especially health items. God forbid you end up ambushed in a certain room by several shotgun-toting Sergants, only to end up escaping with about 5% health and almost no ammo. If you come across a stash of health and ammo in, say, a little out of the way room with no enemies near it, remember where it is for just such an emergency.

Well, the gamplay is out of the way. So what about the rest of the game? Well, I've got to admit: even for being released nearly 7 years ago, the engine in DOOM is still pretty cool. I remember playing DOOM when it first came out on an old 386 DX/40 with 8 MB of RAM, and seeing that engine running so smoothly and being so damn impressed. Also, the game had a very eerie, creepy feel to it, made even moreso with great music and sound effects. The enemies, despite looking very cheesy now, were especially creepy looking back then. And, to be honest...I did jump the first time I saw the Baron of Hell at the end of the first episode...I think it was that scream it let out when it saw you.

The Bad
It's DOOM...what's not to like about DOOM?

The Bottom Line
Everyone who's played DOOM knows what it's all about, and the shareware and full versions are still readily available in millions of locations. DOOM is forever a classic, a technical innovation, and just an all-around great blast.

Have you met your DOOM today? :)

DOS · by Satoshi Kunsai (2020) · 2001

A clunky herky-jerky port of a DOS classic.

The Good
I'm writing this short review mostly because of a stunningly different perspective on the technological achievements for the SNES port of the original DOS title, Doom. I don't know what version HE played, but it certainly wasn't the same one I did.

What's good about this SNES port? Well, for one, it's Doom. It's Doom in almost every way you remember it on your PC. So many monsters that at first glance you'd think it's impossible to overcome. Fight through the tunnels of Hell itself and conquer evil for the good of mankind. It is Doom. If you want to read more about Doom, a PC review would be much more informative.

As it goes on the SNES, though, it really is Doom. So people who didn't own a PC, or didn't have the hardware required to run it, had a cheap alternative to get in on the run-and-gun action. Also, if you're more used to using gamepads, you have that instead of a keyboard.

The Bad
But the SNES was not built to play a game of this calibur. Running through the halls in this game, even when there's nothing on screen but the walls themselves is like watching a slideshow. Quite frankly, this ruins the game. I remember getting this game for SNES in an attempt to fool my mother into letting me play this horribly violent game that was forbidden to play on the PC. After all, SNES has Mario, Zelda, Disney games...Doom? Surely it's a different game than the PC version.

Well, it certainly was that. Oh, all the blood and gore might have been there, but it was just impossible to enjoy it if you couldn't get more than a few frames a second out of it.

The Bottom Line
I think this game would have been killer on the SNES if some effort had been made to make it smoother. Get rid of some textures, lower the sound quality...something. Something more than they did. I don't know what exactly made it run so poor, only that it ran so bad it was virtually unplayable.

It was an okay port, really. I mean, it was Doom. But for those of us who had seen it run on a decent computer, it just wasn't the same.

SNES · by kbmb (416) · 2004

Polished, beautiful dark mind-raping masterpiece

The Good
Doom is a game, made in 1993. It was groundbreaking in every possible aspect. The graphics were better than anything seen before. Sound effects were in full stereo, in higher quality than in any other game before (yet Doom had also decent support for the plain PC-beeper). It had networked multiplayer, with deatmatch and co-operative play (two forms of multiplayer that are, still, the most commonly used).

Doom was also very easily editable - unlike any game before, in Doom game editing was actually encouraged by ID software. Just by downloading some tools, anyone could make their own levels, create new weapons and enemies or just change the wall textures in the normal game. This, of course, led to a flood of 3rd party Doom levels, ranging from crappy single-level soft-porn trash to fan-made total conversions that were almost better than the original.

Doom's level design was very original and beautiful. First time ever the game designers had the freedom to truly express themselves. Doom starts off from a run-over space-military complex on the other moon of Mars, gradually degenerating from the ultra-modern claustrophobic computer hallways to hellish citadels, built from living flesh and furnished with dead bodies. The wall textures, that were mostly based on actual photos, are very beautiful. The artists of Doom clearly placed every single pixel with care. Some of this detail is sadly lost, because the 8 bit shading routines and low, VGA resolution. Still, Doom's texture art is very beautiful, something that many modern (especially console)games lack.

The sickening surroundings are filled with monsters of all sorts. There are zombies and demons, ranging from the puny, spiked and brown Imps to rocket-throwing Cyberdemons. Every single enemy is rendered with precision and detail, unfortunately somewhat pixelated.

And the barrier of sound surrounding the player was almost too real. The monsters roared and bellowed, the hydraulic doors hissed and exploding barrels boomed just like in the real world. Somewhy we never hear the player-controlled marine saying a single wort apart from his blood-freezing death scream.

Everything here is topped out by a haunting musical score, industrial and metal, yet pop enough to please the casual mainstream player. While some of the tunes are a bit repeative and boring, most of them would not be out of place even in Fulci's horror movies.

All this audiovisual beauty is spiced with extremely high level of violence and action, where peace is only for reloading guns and the carnage stops only when the player has finally left the battlefield - just to enter again some other day. Doom has the highest ever overall body count in any 3D shooter (except Doom 2), nearing 2000 kills in the end and delivering it's good bit of non-stop orgy of blood and gore that has led into too many lawsuits against the game. Unbelievably the controls never let you down. The game has close to perfect playability, that has only been exceeded in other ID's masterpieces (Quakes, not Commander Keen) and Half-Life.

The game's story, briefly mentioned in the manual, serves only as a backdrop to this huge killing feast. Still you see and know, without any words said or written, the cold, clinical and feelingless military operation turn into a revenge for your dead friends, friends that are currently out there, hunting you. And the player gets the same feeling that the nameless marine gets. In the first episode you just kill, because that is what they pay you for. In the second episode you first feel disbelief, and then comes disgust, in the form of hanged, mutilated bodies still twisting in their final agony. Finally you get your revenge in the third episode, with the BFG frying your enemies into red puddles of slime and you feel JOY for killing them. In the end there is the relief, that lasts only until you see the rabbit.

The Bad
There is nothing bad in Doom, unless you count the storyline that has been abstracted to the point where all plot ceases to exist, except in the form of concept.

The Bottom Line
Still, almost nine years after it's release, I do play Doom now and then. And everyone should play Doom at least a bit. Just to know, where it all started.

The uncompromising combination of awesome gameplay, extremely powerful atmosphere and solid level design leave nothing to be desired for a shooter fanatic.

DOS · by Aapo Koivuniemi (41) · 2002

[ View all 39 player reviews ]


Subject By Date
Listing Mods?? Paul Budd (426) Feb 17th, 2021
Happy 20th anniversary! Pseudo_Intellectual (65536) 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.

3DO version

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.

Administrator tool

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.

Demo scene

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 McGee used 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 Carmack is 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 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&D monster (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.

GBA version

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
  • Endgame

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 Cruise enters 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.

Rocket jumping

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.

Scrapped Features

  • 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.

SNES version

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.

The source code of this port was released on GitHub by Randy Linden on July 14, 2020.

Source code

On 23 December, 1997, id Software released the source code. You can download it here. Numerous source ports were subsequently created by fans.

Text adventure

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

Version 1.4

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)
  • FLUX
    • 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"
  • GameSpy
    • 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
  • Other
    • 2001 - The Greatest Game of All Time voted by industry insiders (according to GameSpy)

Information also contributed by Adam Baratz, Andrew Grasmeder, Arson Winter, AxelStone, Big John WV, BurningStickMan, chirinea, DarkDante, Echidna Boy, Emepol, IndustrialPope, Jiguryo, John Romero, Kalirion, Maw, Olivier Masse, Patrick Bregger, PCGamer77, Pseudo_Intellectual, ResidentHazard, Roedie, Sciere, Scott Monster, shifter, Silverblade, Steve ., tarmo888, Terok Nor, Ummagumma, WildKard, Zack Green. and Zovni.

Related Games

Doom II
Released 1994 on DOS, 1995 on Windows, 2002 on Game Boy Advance...
Released 2004 on Windows, Linux, 2005 on Xbox
Doom³: Resurrection of Evil
Released 2005 on Windows, Linux, Xbox
Final Doom
Released 1996 on DOS, Windows, Macintosh
Doom II
Released 2010 on Xbox 360, 2015 on Xbox One
Doom 64
Released 1997 on Nintendo 64, Windows, 2021 on Windows Apps...
Eraser: Turnabout
Released 1997 on Windows
Released 2019 on PlayStation 4, 2021 on Windows Apps, 2022 on Windows...
The Ultimate Doom
Released 1995 on DOS, 1996 on Windows, 2006 on Xbox 360...

Related Sites +

    Walkthroughs and guides, game comparisons, passwords, links and more, for game-console and computer-based Doom games
  • Crap Shoot
    A humorous review of the Novelizations on PC Gamer
  • Doom Wiki
    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.
  • Doom: Scarydarkfast
    An online version of a book written by &lt;moby developer="Dan Pinchbeck"&gt;Dan Pinchbeck&lt;/moby&gt; about the game, its design, and the culture surrounding it.
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  • 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.
  • JDoom
    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 &lt;i&gt;DOOM&lt;/i&gt;
  • OC ReMix Game Profile
    Fan remixes of music from &lt;em&gt;DOOM&lt;/em&gt;, including the album "The Dark Side of Phobos".
  • PlanetDoom
    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 &lt;i&gt;Doom&lt;/i&gt; on Jaguar.
  • Video review of the system (WARNING: Language)
    The Angry Video Game Nerd, James Rolfe, reviews the Sega 32X and some games, including &lt;i&gt;Doom&lt;/i&gt; for 32X.

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Contributors to this Entry

Game added by MAT.

Linux added by Hamish Wilson. 3DO added by karttu. Game Boy Advance added by Kartanym. Windows, SNES, Jaguar 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.