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#11 9
Horror
#2
DOS Specs
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The Union Aerospace Corporation has been experimenting with teleportation technology on Mars’ moons, Phobos and Deimos. After early successes, something goes wrong: the experiments open gateways to Hell. The Phobos base is overrun by demonic creatures, and Deimos disappears entirely. A squad of marines is sent to Phobos, but all except one are quickly slaughtered. It falls to the surviving marine to fight his way through the base, uncover what has happened, and strike back against the invading demons.

id Software’s follow-up to Wolfenstein 3D, Doom is a first-person shooter that presents fast-paced action from the perspective of an unnamed space marine. The original game is divided into three episodes. The first, Knee-Deep in the Dead, takes place on Phobos and was distributed as the shareware episode. The full game continues on Deimos in The Shores of Hell and culminates in Inferno, which takes place in Hell itself. Some ports alter this structure or omit content; for example, the Sega 32X version lacks the third episode.

The basic objective in each level is to reach the exit. Dozens of enemies stand in the way, and survival usually depends on destroying them while managing health, armor, ammunition, and space. Switches and buttons must often be activated to open new paths, raise platforms, lower barriers, or reveal hidden areas. Color-coded doors block progress in many levels, requiring matching keycards or skull keys to pass. Levels also contain secret areas, hidden rooms, and optional pickups, encouraging exploration beyond simply reaching the exit. At the end of each level, the game summarizes the player’s performance with percentages for kills, items, and secrets, along with completion time.

The game’s engine allows for more varied and complex environments than Wolfenstein 3D. Levels can include different floor heights, stairs, lifts, windows, open courtyards, narrow corridors, damaging floors, crushing ceilings, and shifting lighting conditions ranging from brightly lit rooms to near darkness. Unlike Wolfenstein 3D’s grid-like corridors, Doom’s walls can meet at many angles, creating more natural and elaborate level layouts. An automap helps the player navigate the maze-like environments and track explored areas.

Stylistically, the game begins in futuristic military installations on Phobos and gradually shifts toward more corrupted and hellish environments. Technology, metal corridors, computer panels, and radioactive waste give way to occult imagery, demonic architecture, mutilated bodies, and distorted faces of the damned.

Doom features a large weapon arsenal, with each weapon suited to different situations. The player begins with fists and a pistol, but can acquire a shotgun, chaingun, rocket launcher, plasma rifle, chainsaw, and the BFG9000. The shotgun delivers heavy close- to medium-range damage but fires slowly. The chaingun is useful for sustained fire, though it consumes bullets quickly. The rocket launcher is powerful but dangerous at close range because of splash damage. The plasma rifle fires rapidly and inflicts heavy damage, while the BFG9000 can devastate groups of enemies or heavily damage powerful foes. Weapons use four ammunition types: bullets, shells, rockets, and energy cells, making ammunition management important throughout the game.

Although Doom drops some of Wolfenstein 3D’s more arcade-like scoring elements, it retains a wide range of pickups and power-ups. Medkits and stimpacks restore health, while armor absorbs part of incoming damage. Backpacks increase ammunition capacity, computer maps reveal the level layout on the automap, light amplification visors illuminate dark areas, and radiation shielding suits protect the player from damaging floors for a limited time. Other power-ups include berserk packs, which greatly increase fist damage, as well as temporary invisibility and invulnerability.

The enemies include former humans corrupted by the invasion, along with demons of various types. Possessed soldiers attack with pistols, shotguns, or chainguns, while imps hurl fireballs and claw at close range. Pink demons rush the player with powerful bite attacks, lost souls charge through the air, and Cacodemons float while launching projectiles. More dangerous enemies, such as Barons of Hell, appear as major threats, and each episode ends with a battle against one or more especially powerful creatures.

Multiple difficulty settings alter the number and placement of enemies, allowing the game to range from a more forgiving action experience to a much harsher test of reflexes and resource management.

Doom helped popularize multiplayer in first-person shooters through cooperative and deathmatch modes. Cooperative play allows multiple players to fight through the campaign together, while deathmatch pits players against one another in the same level environments, with kills counted as “frags” and defeated players respawning to continue the match.

Doom has been released on numerous platforms, often with significant differences from the original DOS version. Some ports reduce or alter levels, omit enemies or textures, change music and sound effects, or remove multiplayer support because of hardware or platform limitations. The 3DO and Sega 32X versions, for example, lack multiplayer modes, while other versions preserve cooperative or deathmatch play to varying degrees. The SNES and Game Boy Advance versions use different engines from the DOS original, resulting in additional visual, audio, and gameplay differences. Later re-releases generally aim to preserve the original game while adding modern conveniences such as revised controls, display options, or online features.

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Spellings

  • ドゥーム - Japanese spelling
  • 毁灭战士 - Simplified Chinese spelling

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Credits (DOS version)

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15 People

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

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Reviews

Critics

Average score: 85% (based on 85 ratings)

Players

Average score: 3.8 out of 5 (based on 809 ratings with 39 reviews)

Simply put, one of the most important FPS games of all time.

The Good
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).

The Bad
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

It's Doom, for heaven's sake

The Good
At the time, the opportunity to waste crowds of zombies with a pump-action shotgun, whilst gliding through an attractively-detailed, texture-mapped setting was the selling-point (although nobody actually bought the game - everybody sat up all night downloading all 14 mb of it, instead). In retrospect the ability to play against three other people on a TCP/IP network was enormously good fun, too, and a portent of things to come. Nowadays it's still good fun for half an hour or so - with the recent 'GLDoom' 3D upgrade it has a whole new lease of life.

The Bad
Well, it gets a bit monotonous after a while - you run around shooting things - and after all these years it's too familiar to be really exciting. Still, it's almost beyond criticism.

The Bottom Line
It's Doom - you know, Doom. You must have heard of it. It's Doom. Doom.

DOS · by Ashley Pomeroy (225) · 2000

Not having played this game and like it? You must be dead.

The Good
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.

The Bad
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
Essential gameplay.

Not having played Doom, whatever version you use, is like trying to live without breathing.

DOS · by shifter (57) · 2000

[ View all 39 player reviews ]

Discussion

Subject By Date
Listing Mods?? Paul Budd (428) Feb 17, 2021
Happy 20th anniversary! Pseudo_Intellectual (68509) Jan 12, 2014
Doom budget? Johan Smedjebacka (5) Jun 26, 2013
Doom95 Rola (8474) Feb 3, 2013
What gameplay features were first in Doom? hribek (28) Aug 2, 2011

Trivia

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.

Adaptations

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.

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).

Bugs

  • 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.

Cheats

The SPISPOPD 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.

Development

  • 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 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.

Doomguy

  • 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.

Enemies

  • 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.

Graphics

  • 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.

Multiplayer

  • 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.

Music

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.

References

  • 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 4, episode 14 of the animated series Family Guy. In the opening sequence, Stewie Griffin is riding his bike through various locations, and one of them is a DOOM level, where Stewie kills an imp with his bike.

  • 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.

  • The game makes a brief cameo in the 1995 movie Congo. In one of the scenes near the beginning of the movie, the camera pans through an office, including a PC computer running a copy of Doom. Oddly enough, even though nobody's at the keyboard, someone activates the game's menu, turns on a new game, and starts walking through the first map. An animated gif of the scene can be seen on Reddit.

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 http://mirror.ifarchive.org/if-archive/games/tads/foom.tar.gz

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.

Weapons

  • 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.

Awards

  • 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
  • PC Magazine
    • December 20, 1994 – Winner: The 11th Annual Awards for Technical Excellence, "After Hours" section (p. 144)
  • 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.

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    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 DOOM
  • OC ReMix Game Profile
    Fan remixes of music from DOOM, 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 Doom on Jaguar.
  • Video review of the system (WARNING: Language)
    The Angry Video Game Nerd, James Rolfe, reviews the Sega 32X and some games, including Doom for 32X.

Identifiers +

  • MobyGames ID: 1068
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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. Jaguar, SNES, Windows added by Satoshi Kunsai. PC-98 added by Terok Nor. Windows Mobile added by indimopi. SEGA 32X added by quizzley7. Acorn 32-bit added by RetroGamesAmateur.

Additional contributors: Tomer Gabel, Terok Nor, Ashley Pomeroy, Xantheous, Ledmeister, Unicorn Lynx, Frenkel, Guy Chapman, WWWWolf, Sciere, Wormspinal, Peter Berndtsson, Martin, Ajan, Havoc Crow, LepricahnsGold, Cantillon, Medicine Man, Rola, Patrick Bregger, Thomas Thompson, Plok, Lugamo, Rik Hideto, FatherJack, SoMuchChaotix, quimes.

Game added June 14, 2001. Last modified July 16, 2026.