List of Doom ports
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Doom is one of the most widely ported video games in the first-person shooter genre: starting with the original MS-DOS version (released as shareware on December 10, 1993), it has been released officially for 7 computer operating systems and 9 different video game consoles. Unofficial Doom source ports — based on the GPL-released source code for the Doom engine and made by fans — have been created for many others still.
Some of the ports are replications of the DOS version, while others differ considerably. Differences include modifications to creature design and game levels, while a number of ports offer levels that are not included in the original version.
Personal computer versions
MS-DOS
Initial release on December 10, 1993 was DOS only. Had 320x200 pixel resolution
Updates
- 1.0 release (December 10 1993) (internal program number reads v0.99)
- 1.1 (December 16): fixed some bugs in the 1.0 release
- 1.2 (February 17, 1994): added support for modem play and new difficulty level called Nightmare!
- 1.4, 1.5 and 1.6 were minor upgrades, available only to testers
- 1.666 (September 1994): contained improved network code and a new deathmatch version, "Deathmatch 2.0" in addition, the Swastika pattern in Episode 1, Map 4 was altered.[1]
- 1.7a: adds more monsters and Super Shotgun in favor of Doom II. Subsequent versions after that have cross-compatibility with both Shareware, Registered and Doom II.
- 1.9 final version
- The Ultimate Doom (April 30, 1995): Contained an additional episode, "Thy Flesh Consumed", in addition to the original three episodes (with very slight modifications to some levels).
- Executables beyond have been compatible with all versions of Doom prior to Doom 3 (including Source ports).[clarification needed (incoherent/confusing sentence)]
Microsoft Windows
Doom 95 released on August 20, 1996. It was compatible with Windows 95 and up, and was able to use WADs from the DOS versions. It also allowed users to set up multiplayer games much easier than in DOS.
Doom Collector's Edition was released in 2001 and contains The Ultimate Doom, Doom II and Final Doom. It was re-released on January 1, 2004[2] with added preview content for Doom 3. Some early versions of Doom 3 included the Collector's Edition and a small demon figurine as a bonus.
The native Doom 95 executables do work in Windows XP, but many users have complained that mouse control under Windows XP is broken. This is due to the use of a virtual device driver for mouse control that is incompatible with newer versions of Windows. Another problem of Doom 95 involved spectres' "invisibility" effect, which is rendered as a chaotic mix of non-transparent yellow and magenta pixels (which can be fixed but only through an undocumented start-up switch ("command-line parameter") that disables DirectDraw rendering). The game also works in Vista but requires the user to manually add certain dlls available over the internet to the C:\windows\system folder. Users having trouble with Doom 95 on XP or Vista can try Doom source ports which support modern operating systems and hardware.
NEC PC-9801
QNX
IRIX
Doom was ported to IRIX during the summer of 1994 by Dave D. Taylor. It was designed to run on IRIX 5.2 and later. IRIX Doom was originally based on the unreleased DOS version 1.5, though later updates were based on versions 1.6 and 1.8. No effort was made to take advantage of SGI's advanced graphics hardware, and like many other ports the game was rendered entirely in software.
BeOS
Information about the BeOS availability of Doom can be found here: [3].
OS/2
NEXTSTEP
This was actually the version that the DOS product emerged from, since at the time Id software was using a NeXT cube for its graphic-engine development. This version is sluggish on anything other than an 040 NeXTstation/cube (the more memory the better), and is missing sound that was added on the PC side. With NeXT-Step based on i486 architectures, it ran smoothly under all conditions up to screen sizes of 400% with newer hardware. The version running on NeXT is 1.2, programmed by John Carmack, John Romero, and Dave Taylor.
Solaris
Doom was ported to Solaris in late 1994, and was designed to run with game files from Doom 1.8. In the readme, the port is credited to "Dave Taylor and the rest of the folks at id Software." It runs on Solaris 2.4 and later. The distribution contained two versions: one for regular X11, and another for Sun DGA.
Linux
Doom was ported to Linux by id Software programmer Dave D. Taylor in 1994. The last Linux Doom binaries were provided by id Software on October 13, 1996 through the company's ftp-server.
The source code to the Linux version of Doom was released by id Software on December 23, 1997 under a non-profit End user license agreement, it was re-released on October 2, 1999 under the terms of the GNU General Public License. The source code to the DOS and Windows versions of the game was not released. This was due to copyright issues concerning the sound library used by original DOS version and id Software having no access to the source code of the Windows port by Microsoft.[3]
Since the game had to be ported back to other operating systems the term "Source Port" is often given to software projects based upon the Doom source code release.
Unix
XDoom Source is a GPL version of Doom released for Unix. It includes translucency is available for compilation from Udo Munk.
Amiga
Doom exists in various versions for the Amiga computer. One of the most popular ports is ADoom [4]. This is a direct conversion from the ID Doom source code.
Another good Amiga port to try is DoomAttack [5]
Both Doom ports work on AGA Amiga but if you have a graphics card on your Amiga, they can benefit from it. Apart from the standard 68K CPU ports mentioned here, there is an ADoom port for PPC Amiga [6]
All Amiga Doom ports require the original WAD files.
Mac OS
The Ultimate Doom and Doom II were released in 1995 by GT Interactive using a Mac OS launcher application to run original PC WADs. The Mac version only runs on Mac OS System 7 through 9.
Mac OS X can use a source port, such as Doomsday, prBoom or DooMLegacy, or a combination of DOSbox and the original WADs.
Acorn RISC OS
Doom was officially released for the Acorn Risc PC by R-Comp Interactive in 1998. Within a few months, a significantly enhanced version was delivered as an update called Doom+. That version also runs on the older Acorn Archimedes computers and, apart from speed improvements, adds several features not present in the original DOS release. It was made available including Doom, Doom II, The Ultimate Doom, the Master Levels and approximately 3000 user levels released in the Public Domain.
An unrelated version of the Doom engine is freely available, also significantly enhanced over the original version, though it requires compiling before it can be used to play the game. In addition the player needs to acquire the game's IWAD files him- or herself this will run the game.
ZX Spectrum
A demo version of Doom was released on 1996 by Digital Reality. Looks like Wolfenstein 3D with Doom graphics, but nevertheless impressive - considering machine's limitations. Gameplay is similar to the original version of Doom, except there's only one level. Unlike other versions of Doom mentioned in the article, this one is a completely new game coded from scratch and using an original graphics engine, loosely based on Doom. It is not an official version or a proper Doom source port, since it doesn't use any of the original Doom code or WAD data, something which would have also be impossible at the time of release because the source code hadn't been released.
Atari TOS and MiNT
Source ports exist for TOS (titled BAD MOOD) and the multi-purpose version, MiNT (PmDoom), from Atari.
Flash
First episode of Doom was ported to Adobe Flash in 2008 by programmer known as Mike and posted on Newgrounds along with the first episode of Heretic and demo of Hexen. This release is known as Doom Triple Pack.
Console versions
All console ports are developed by id Software unless specified.
Atari Jaguar
Published by Atari in 1994. This version features most of the PC version's levels, though the majority of them were modified, or even completely remade. The levels use simpler textures, less complex lighting effects and have less variation in floor depth and ceiling height. It lacks the Cyberdemon, the Spider Mastermind and the Spectre. An online multiplayer mode is included. The Jaguar version did not have any music during gameplay, but played the familiar title theme and intermission music with new instruments. It also saves your progress through the levels automatically, and allows you to start a new game anywhere up to the last level reached.
Sega 32X
Published by Sega in 1994 . Features portions of the first two episodes but lacks the famed BFG9000 (which only appears in Episode 3), although a cheat code can give the weapon to the player. This version lacks a multiplayer mode. The game disappointed many fans since it did not play in a full screen, was missing many levels from other versions of the game, and only had the front sprite for the monsters. Oddly, a DOS prompt (C:>) shows up after the credits roll if you don't finish the game properly (no cheats and must start from level 1), locking up the game. Similarly, the secret level can't be accessed if said conditions aren't met. Due to extremely poor use of the Genesis YM2612 sound chip, this version's soundtrack is noticeably inferior to that of other versions. Many sound effects are also missing. The levels have been edited like the Atari Jaguar version's and the game does not feature the Cyberdemon, the Spider Mastermind or the Spectre. There is also no way to save games, although there is a level select option that allows the player to start on any of the first fifteen levels. However, this level select option still doesn't allow players to see the true ending.
PlayStation and Sega Saturn
The PlayStation version was published by Williams Entertainment in 1995, and is almost certainly the best selling version of the game after the PC original. This is evident in the fact that it was rereleased several times, first on the Greatest Hits range in the US, which requires that games have sold at least 150,000 copies there, and on the Platinum range in PAL regions, which indicates that it sold over 600,000 copies in those territories. It was ported to the Sega Saturn by GT Interactive and published by Rage Software in 1996.
The most noticeable changes to the gameplay of the PC original are the removal of the Nightmare difficulty level, and the fact that progress can only be saved via passwords (given at the end of each level). The Playstation and Saturn conversions feature almost all the levels from the final releases of the PC version, though edited much like the Jaguar and 32X versions, with a few brand new levels designed by the Midway team. The Arch-Vile monster is no longer present; according to one of the game's designers, Harry Teasley, this was because he had twice as many frames as any other monster, and the team felt that they "just couldn't do him justice" on the Playstation. There is, however, one new monster, The Nightmare Spectre. According to Teasley, this was included to add variety, and to take advantage of the Playstation's capabilities. Two-player deathmatch or co-operative is available on the PlayStation if two consoles are linked using the original 'Serial I/O' port, and each console has its own controller and Doom CD inserted.
Many textures were reduced in size due to technical limitations. As a result, the mug shot appears to be different from the original one found in the PC version; in fact, it is the same animated sprite, but squashed in from the sides. A small selection of new graphics and visual effects were introduced. These include sector-based coloured lighting, an animated, flame-filled sky, and a new animation for the player's mug shot, which shows the Doomguy's head exploding if the player is gibbed. For the first time, translucent Spectres are drawn without the cascade effect (including the darker-shaded Nightmare Spectres). The original music by Bobby Prince was replaced by a new score by Aubrey Hodges, who brought a darker and more ambient soundscape to the game. The sound effects and voice-overs were completely redone by Hodges, and in certain parts of the level, echo effects were added to give the game that much more of a realistic feel.
The Saturn port, though containing the same levels, structures, sounds effects and most of the music from the Playstation version, suffers a number of differences and setbacks; the 3D animation is slower and choppier, the echoed sound effects and sector-based lighting are missing, the Specter and Nightmare Specter demons do not have the transluscent textures and instead are drawn in see-through sprites of regular Demon enemies, and the animated fiery skyline in certain levels is gone, usually replaced with Doom II's city skyline, even in the levels based in Hell. For the US release, the packaging contains a few errors, such as the game screen shots on the back actually being from the PC port of Final Doom, and its claim to be "deathmatch ready", when it in fact is only one player (the deathmatch and cooperative most are only found in the Japanese and PAL releases).
Later, a port containing levels from Master Levels and Final Doom would be released for the PlayStation as well, under the name Final Doom.
This Custom Playstation Edition is fully playable on both the Playstation 2 and the Playstation 3.
Super Nintendo Entertainment System
The Super Nintendo Entertainment System version was published by Williams Entertainment in September 1995. The cartridge features a Super FX 2 chip, and was one of few SNES games to feature a colored cartridge: Doom came in a red cartridge in the USA; in Europe it came either in black or the standard grey cartridge; and the Australian version had red, black, and gray.
SNES Doom features almost every level from the PC version, but the player's heads-up display doesn't take up the whole screen. The floors and ceilings were also not texture mapped. This game also lacked a back-up system, meaning that each episode must be finished from the beginning. Multiplayer was only available if a player bought an XBAND modem. Due to memory limitations, the enemies were only animated from the front, which meant that they always faced the player. This rendered monster infighting impossible, although it was made possible for monsters of the same type to damage each other with projectiles in this version of the game. Interestingly, some of the maps used in the Super Nintendo port are actually more intricate and detailed, the closest to the PC version, than their counterparts on the more powerful consoles.[citation needed] It also features the Cyberdemon and Spider Mastermind monsters that the Atari Jaguar and Sega 32X versions lack, but did not include the Specter enemy (replaced instead with regular Demon monsters). It also managed to retain the soundtrack that the Jaguar version lacked, and sounds closer to the original soundtrack than the 32X version. It has a unique difficulty system where you can only access later episodes on harder difficulties. According to concerns from Nintendo, the Super Nintendo version was modified to not include any hell references (this proved to be false, as the "Inferno" chapter is still taking place in Hell); furthermore, blood drawn from gunfire was removed to make the game seem less violent (though the graphic death sequences still remained). The automap display takes advantage of the rotating and scaling of the Super FX chip, with the entire map spinning around the player's position rather than the player being portrayed with an arrow. Due to system limitations, no particles such as blood impacts, smoke or bullet sparks are present in the game - indeed, the shotgun does not fire seven individual shots as normal, but rather functions something like a hunting rifle. This allows a player to shoot (and be shot) from a distance using the shotgun with no decrease in power. Moreover, the player's chaingun is now capable of single fire (although emptying one's bullet stock still produces a doubled sound effect). Finally, Nightmare mode does not feature respawning monsters, but still contains very fast and tough monsters as normal. [citation needed]
3DO Interactive Multiplayer
Published by Logicware and Art Data Interactive in 1995. Features a similar level set to the Atari Jaguar version. It runs in a small screen at a low frame rate, and lacks effects found in other versions. Its updated soundtrack, which features remixed and original music, is considered its one redeeming feature. This version is single player only.
Nintendo 64
Doom 64, published by Midway Games and released in 1997, was a drastic departure from other Doom ports. The plot concerned itself with the space marine from the original games returning to Mars to stem the tide of a demon invasion. The sprite graphics were redrawn using higher resolution 3D renders, and entirely new maps were created for this version, as well as a new weapon, the Unmaker. Aubrey Hodges, who had rescored the PlayStation ports of Doom and Final Doom, returned once more to provide the game with an all-new creepy, ambient soundtrack (refer to the stages "Even Simpler" and "Altar of Pain"). The general feel of the levels, soundtrack, and all-new demon designs made (minus Chaingunners, Arch-Villes, Revenants and Spiderdemons due to memory limitations) for a very horrific and frightening experience that was scarier than other Doom versions and more resembled the later Doom 3, with lack of natural and artificial light, demons that appeared out of thin air, and usage of booby traps that sprung at a moment's notice. Around this time, (possibly after disappointing sales of the Super NES port of Mortal Kombat) Nintendo had started to curtail its censorship of games, so Doom 64 contained more violent and graphic/bloody content, and Satanic imagery and connotations including pentagrams, inverted crosses, and depictions of sacrifice.
Game Boy Advance
The Game Boy Advance version of Doom was developed by David A. Palmer Productions and released in 2001, and featured a level set identical to the Jaguar version, as the engine is actually a port of it[4]. The Game Boy Advance version of Doom II was developed by Torus Games released in 2002 featured all the levels in Doom II, with the "Downtown" level actually being two separate stages. Both GBA ports feature the same multiplayer functionality as the PC version. This was the first port of Doom on a handheld device. Doom was only minorly censored (monsters bleed green instead of red, and monster corpses disappear a few seconds after initial death; in both secret levels for Doom II, swastika flags and walls was replaced by stylized double-headed eagle reminiscent for RtCW game and Adolf Hitler's picture art was replaced by Wilhelm Strasse's picture art), and, because of this, received a Teen rating by the ESRB, as well as Doom II.
Tapwave Zodiac
An official version of Doom II was released in 2004 for the Tapwave Zodiac, as well as a source port [7] that requires the original Doom WADs.
Xbox
The collector's edition of Doom 3, released in 2005, features near-flawless ports of The Ultimate Doom and Doom II, including two new levels, "Sewers" and "Betray". They feature the same multiplayer as the PC version, however not through Xbox Live. This port was programmed by Vicarious Visions. The expansion pack "Resurrection of Evil" also contained The Ultimate Doom and Doom II, as well as Master Levels for Doom II.
Xbox 360
On September 27, 2006, Doom was released for download on the Xbox Live Arcade for the Xbox 360. The game has all 4 Episodes plus online Deathmatch and Co-op through Xbox Live. It costs 400 Microsoft Points, US$5. This port, programmed by Nerve Software, also credits Vicarious Visions and likely shares code with the Xbox version. There are no cheats in this game.
Source ports
Dreamcast
Various homebrew applications designed for the Dreamcast play Doom and its sequel at full speed, as well as later games built on the same engine, such as Heretic.
iriver
A version of Doom is available for the iriver H100 series, H300 series and the H10 using Rockbox.
Nintendo DS
DSDoom, a homebrew Doom port to Nintendo DS, is based on the PrBoom source code.
Nuon
The NUON DVD player received a source port as a demo in the early days of VM Labs/NUON. Only the shareware WAD is supported.
Plan9
Doom has been ported to Plan9 [8].
PlayStation Portable
A homebrew source port to the PlayStation Portable has been produced. There are several modifications to this port, including DPAD DOOM, which does not require the player to use the PSP's sensitive analog stick for movement.
Wii
A homebrew source port to the Wii has been created. The latest version, 0.3.1, is missing music and the Doomguy's face on the HUD.
GP2X
A modified version of prBoom has allowed Doom to be ported to the GP2X.
Windows Mobile
Several versions of Doom have been created for Pocket PCs, and Smartphones which run Windows CE and Windows Mobile.
PDA
ZDOOMZ isa source port that is available for the Zire 71, Zire 72, and Tungsten PDA models.
Mobile phone
An emulator has been made for mobile phones running Symbian OS to enable them to run WADs, thus making Doom and other games made on its engine to be played. There is CDoom for Symbian Series 80 v1.0 phones (Nokia 9210 and its i and c models), C2Doom for Series 80 v2.0 (Nokia 9300, 9300i and 9500), S90, S60 v2.x and v3.x and EDoom for Symbian's UIQ platform. A version has also been released for Java ME, and so is playable on any mobile phone capable of running the Java ME virtual machine. also there are Doom ports for Motorola EZX Linux phones.
iPod
Doom has been ported to the iPod using the original Doom source and porting it to iPod Linux. Currently iDoom works on the following iPods:
- iPod 1G (scroll wheel)
- iPod 2G (touch wheel)
- iPod 3G (disoriented keys)
- iPod 4G (click wheel)
- iPod photo
- iPod mini (both versions)
- iPod nano
- iPod 5g (video)
Doom has also been ported to and is playable on the following iPods using Rockbox
- iPod 4G
- iPod 5G
- iPod 5.5G
- iPod nano
- iPod photo
iPhone and iPod Touch
In addition to the source ports available for "jailbroken" iPhone OS devices, an official id Software port is expected in June 2009. id's John Carmack is coding the port personally.
Xbox
Doom has been ported to the Xbox in the form of DoomX, a modified prBoom executable. This unauthorized software will not run on unmodified Xbox consoles. DoomLegacy, an Xbox port based on the PC version of DoomLegacy has also been ported to the Xbox and will also not run on an unmodified Xbox console.
Digita OS
A Doom source port is available that is capable of running WADS on digital cameras that use the Digita OS[5].
Calculator
Doom89 is a source port available for TI-89, TI-92, and TI V200 calculators.
Flash
Doom's shareware version has recently been ported to Flash[9] using Adobe Alchemy[10].
Hoax and fictional ports
Atari 2600
In Issue #102 of Electronic Gaming Monthly ads and screenshots appeared for a port of Doom playable on the Atari 2600 game console. The images were created by a student named James Catalano as part of a computer graphics class and were published by EGM as an April Fool's Day Prank.[citation needed]
Arcade game
In the 1997 film Grosse Pointe Blank, a character is seen playing a stand-up arcade version of Doom II in a convenience store. This game was a mockup created for the movie and no arcade version of Doom was ever produced.
Blackberry
A game named "Doom" is available for the BlackBerry smartphone platform, but it is actually a Wolfenstein 3D port. [citation needed]
Sega Genesis
The ongoing development of a home brew source port for the Sega Genesis game console was being advertised for some time on the Genesis Doom Project website, but was eventually dismissed by the page's maintainer as a hoax in 2006. Unlike the Atari 2600 port however, a Sega Genesis version would have been more technically plausible, considering the existence of Amiga Doom source ports and of a Duke Nukem 3D Genesis port. However, DOOM was officially released on the 32X which is basically just a technical expansion peripheral thereby having people already saying that its been "ported to Genesis".
See also
- Duke Nukem 3D, another one of the most ported first-person shooter games.
References
- ^ Photos at John Romero's website.
- ^ IGN: Doom (Collector's Edition)
- ^ John Carmack. Doom source code release notes (DOOMSRC.TXT). December 23, 1997 [1]
- ^ Hacking GBA Doom, created by Kaiser.
- ^ [2]DOOMD for Digita OS.