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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 (gaming)|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.
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 (gaming)|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 [[Gibs|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 game's story was also different; once the player beats the first 30+ levels of "Ultimate Doom", the end-game intermission text reads that the player enabled humankind to evacuate Earth, not at all part of the story of "Ultimate Doom". The text is actually the second intermission from "Doom II", after the player completes the "Circle of Death/O of Destruction!" level.
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 [[Gibs|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. The sound effects and voice-overs were also completely redone by Hodges, and in certain parts of the level, echo effects were added. The game's story is also different; once the player beats the first 30+ levels of "Ultimate Doom", the end-game intermission text reads that the player enabled humankind to evacuate Earth, not at all part of the story of "Ultimate Doom". The text is actually the second intermission from "Doom II", after the player completes the "Circle of Death/O of Destruction!" level.


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 translucent 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. The packaging for the US release 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 mode are only found in the Japanese and PAL releases) But the Japanese release has a smoother frame rate with less slowing down and choppiness, and includes the deathmatch mode.
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 translucent 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. The packaging for the US release 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 mode are only found in the Japanese and PAL releases) But the Japanese release has a smoother frame rate with less slowing down and choppiness, and includes the deathmatch mode.

Revision as of 16:44, 17 November 2010

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, 9 video game consoles, 2 handheld game consoles, and 1 cell phone. 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).
  • Unofficial patches and Source ports have been released by the game's fanbase to support modern operating systems.

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 directory. 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: [2].

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. ADoom [3] is a direct conversion from the ID source code. Another Amiga port is DoomAttack.[4] Both ports work on AGA Amiga. Apart from the standard 68K CPU ports, there is an ADoom port for PPC Amiga. [5]

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.

ZX Spectrum

A single level demo of Doom was released on 1996 by Digital Reality. Gameplay is similar to the original version. Unlike other versions of Doom, this one is a completely new game coded from scratch and using an original graphics engine. 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 been 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. Though the first console port of Doom, this version has more levels than the SNES and 32X versions, and as many levels as the 3DO and GBA versions. It features 22 of the PC version's 27 levels, though many of them are simplified, plus 2 new levels (the levels titled "Tower of Babel" and "Hell Keep" are not the same as the PC levels of the same names).[4] Unlike the SNES, 32X, and 3DO versions, the game display occupies the full screen. The levels use less complex lighting effects and have less variation in floor depth and ceiling height. It lacks the Cyberdemon, the Spider Mastermind and the Spectre. It is compatible with the JagLink 2-console networking device for 2 players to play a deathmatch. The Jaguar version does not have any music during gameplay, but plays the familiar title theme and intermission music with new instruments. Game settings and progress through the levels are saved automatically, and the player can 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 none of Episode 3. This version lacks a multiplayer mode. The game disappointed many fans since it does not play in a full screen, is missing 10 of the PC version's levels (twice as many missing levels as any other version of the game), and only has the front sprites for the monsters. Oddly, a DOS prompt (C:>) shows up after the credits roll if the player finishes the game either using cheats or starting from any level other than 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 or settings, although there is a level select option that allows the player to start on any of the first fifteen levels.

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 Rage Software and published by GT Interactive in 1997. [5]

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. The sound effects and voice-overs were also completely redone by Hodges, and in certain parts of the level, echo effects were added. The game's story is also different; once the player beats the first 30+ levels of "Ultimate Doom", the end-game intermission text reads that the player enabled humankind to evacuate Earth, not at all part of the story of "Ultimate Doom". The text is actually the second intermission from "Doom II", after the player completes the "Circle of Death/O of Destruction!" level.

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 translucent 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. The packaging for the US release 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 mode are only found in the Japanese and PAL releases) But the Japanese release has a smoother frame rate with less slowing down and choppiness, and includes the deathmatch mode.

Later, a port containing levels from Master Levels and Final Doom would be released for the PlayStation as well, under the name Final Doom.

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 all five PC version levels that were missing from the Jaguar version, but is missing a different set of five levels instead, and like the 32X version, does not have any console-only levels. The levels included resemble the PC levels moreso than other ports. Also like the 32X version, the player's heads-up display doesn't utilize the whole screen, and enemies are only animated from the front, which means that they always face the player. This renders monster infighting impossible, although it is possible for monsters of the same type to damage each other with projectiles. The floors and ceilings are also not texture mapped. This game also lacks 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. It also features the Cyberdemon and Spider Mastermind monsters that the Atari Jaguar and Sega 32X versions lack, but does not include the Specter enemy (replaced with regular Demon monsters). The soundtrack sounds closer to the original than the 32X version. It has a unique difficulty system where the player can only access later episodes on harder difficulties.

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 - 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 faster and tougher monsters than normal. [citation needed]

3DO Interactive Multiplayer

Published by Logicware and Art Data Interactive in 1996.[6] Features the same level set as the Atari Jaguar version, as well as the same auto-save feature, but lacks the multiplayer mode. This version runs in a small screen at a low frame rate, though it includes the option to shrink the screen size even further, which allows the game to run faster. Lacks effects found in other versions but has an updated soundtrack that features remixed and original music. The Spectre Demon (which is absent from the Jaguar, SNES, and 32X versions) is included, but Cyberdemons and Spider Masterminds are missing.

Nintendo 64

Doom 64, published by Midway Games and released in 1997, was a drastic departure from other Doom ports. The plot concerned 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 used, as well as a new weapon, the Unmaker. Aubrey Hodges, who had rescored the PlayStation ports of Doom and Final Doom, provided a new soundtrack. There are two new enemies (the Nightmare Imp and Mother Demon) but Chaingunners, Arch-Villes, Revenants and Spiderdemons are all omitted from this version. 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 than the SNES port.

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[7]. 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 Industrial Zone and The Chasm levels actually being two separate stages. Both GBA ports feature the same multiplayer functionality as the PC version. These were the first ports of Doom on a handheld device. Both Doom and Doom II received a much larger amount of censoring than other ports (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 were replaced by stylized double-headed eagles reminiscent of Return to Castle Wolfenstein and Adolf Hitler's picture art was replaced by Wilhelm Strasse's picture art; no bleeding of the status bar face), and, because of this, received a Teen rating by the ESRB.

Tapwave Zodiac

An official version of Doom II was released in 2004 for the Tapwave Zodiac, as well as a source port [6] that requires the original Doom WADs. The official version includes all 32 levels from the original PC version, along with all the original enemies, music, weapons, etc. It also retains the option of switching between nine different screen sizes, including one which expands the first person view to fill the entire screen. It does not support multiplayer.

Xbox

The collector's edition of Doom 3, released in 2005, features 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. All the PC levels for both games are included; however, the 8 console-only levels which appeared on the Jaguar, Playstation, Saturn, and 3DO versions are omitted. 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. Like the Xbox version, it does not include the 8 console-only levels which appeared on earlier ports. Supports 11 screen sizes, and has higher graphics resolution than any earlier console port. Due to a bug, the music plays at a slow speed. 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 within this game.

iPhone and iPod Touch

In addition to the source ports available for "jailbroken" iPhone OS devices, an official id Software port has been made and is available in App Store for $6.99. It was programmed with oversight from Doom creator John Carmack, who had previous experience from an earlier port of Wolfenstein 3D to the iPhone. It features Wi-Fi and Bluetooth multiplayer, and is planned to be supported by DLC. This port features all the levels, weapons, enemies, and sounds from the original game, and Carmack claims it to be one of the few ports of Doom that was designed to be completely functional in its new hardware environment. It is based on PrBoom.[8] [9]

Source ports

Zune

DOOM was ported to the original Zune model and was released on May 25, 2010 using the OpenZDK development kit.

Zune HD

DOOM was ported to Zune HD and released on April 20, 2010 after the successful hacking of the Zune HD (which allows it to run 3D homebrew games).

Dingoo A320

A modified version of prBoom has allowed Doom to be ported to Dingux, a Dingoo A320 Linux distribution.

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 [7].

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 and keys on the status bar.

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.

Palm

ZDOOMZ is a source port that is available for the Palm Zire 71, Zire 72, Tungsten, T5, TX and Palm Treo models. [8] [9]

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 1G
  • iPod nano 2G
  • iPod photo

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[10].

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[10] using Adobe Alchemy[11].

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.

See also

  • Duke Nukem 3D, another one of the most ported first-person shooter games.

References

  1. ^ Photos at John Romero's website.
  2. ^ IGN: Doom (Collector's Edition)
  3. ^ John Carmack. Doom source code release notes (DOOMSRC.TXT). December 23, 1997 [1]
  4. ^ Doom Comparison Guide, ClassicDOOM.com. Refer to "PC Doom/Ultimate Doom and Atari Jaguar Doom map level comparison".
  5. ^ Saturn version release data, GameFAQs.com.
  6. ^ 3DO version release data, GameFAQs.com.
  7. ^ Hacking GBA Doom, created by Kaiser.
  8. ^ http://www.idsoftware.com/iphone-doom-classic-progress/
  9. ^ http://gizmodo.com/5394312/the-iphone-now-officially-runs-doom
  10. ^ DOOMD for Digita OS.