DOOM: Everywhere You Wanna Play
Few games have been ported so extensively, but not all the ports were good.
By Benjamin Turner | Dec. 9, 2003



The keypad overlay for Jaguar DOOM. Still got mine.
DOOM was originally designed for IBM PCs running DOS, and almost singlehandedly established the PC as a leader in both networked multiplayer and first-person action gaming. Given this success, it's no surprise that everyone wanted a piece of the pie, so DOOM was ported to a wide variety of other computers and game systems, including a few that you wouldn't have expected to be powerful enough to handle it. Of course, there were also a few that should have been fine but turned out to be $50 coasters. Join me, then, for a quick tour through the various and sundry ports of id Software's DOOM.

NeXT / SGI / et all

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DOOM had a NeXT workstation version right from the start. That's seemingly odd, but not when you learn that id did most of its DOOM development on tricked-out NeXT workstations. So, it's natural that it would have a working version of DOOM for that platform. Before the source release, DOOM was also ported to SGI IRIX, Linux, OS/2 (in the form of a leaked beta), and probably a few other slightly obscure computer platforms that I'm overlooking. However, we're focusing on the mass-market commercial releases here -- I just included mention of these computer ports as a historical footnote.

Jaguar

Dev: id Software
Pub: Atari
Rel: 11/94
Pro: Decent graphics, networking, eerie atmosphere.
Con: No music, low number of levels and enemies, Jaguar control pad.
Surprisingly, the first port out of the gate was a version for Atari's ill-fated "64-bit Multimedia Entertainment System," the Jaguar. Coded by id Software itself, DOOM for Jaguar was actually a pretty decent rendition of the game. Instead of being split into three episodes, the game's 20+ levels were arranged in a set order, with one being an original creation (just an enemy-filled arena, alas). The graphics were full-screen (which would prove rare in early DOOM ports) and the framerate was just a little iffy. Oddly, there was no music during gameplay; you'd only hear it between levels. An odd choice, but the silence combined with the oddly grainy graphics gave Jag DOOM a weirdly compelling atmosphere. The last highlight is that Jag DOOM supported networking; you could hook up two Jaguars for full-screen deathmatching. This was often prone to game-ending communication errors, however.

Sega 32X

Dev: Sega
Pub: Sega
Rel: 12/2/94
Pro: Sega's 6-button controller rocked.
Con: Letterboxed, weak graphics, only 17 levels, crashes a lot.
One of the launch titles for Sega's ill-fated 32-bit add-on for Genesis, DOOM for the 32X was not a good port. It was the first version to run in a cropped window, a deficiency which would later appear in the 3DO and Saturn versions. Worse, and this is really bad, all of the monsters only had a single side -- no backs, no sides. This not only looked weird, but eliminated the "sneak up behind 'em" aspect of the real game. Nor could the monsters fight amongst themselves -- even the AI got cut down. About the only good thing about this version is that it's played with Sega's sweet six-button control pad. Also worth mentioning is that the game crashes to a C:/> prompt upon completion. Whether this is just another bit of bugginess or a little joke from the creators is unknown. I'd lean toward the latter, but who knows?

Macintosh

Dev: Lion Entertainment
Pub: GT Interactive
Rel: 8/95, 12/95
Pro: Feature-complete, new 640x480 high-resolution mode.
Con: Out 18+ months after PC DOOM.
The poor, long-suffering Macintosh gamer had to wait over 18 months before playing DOOM, by which point its hype had faded a bit. Luckily, the Mac ended up with a pretty solid port that one-upped its PC cousin by supporting a high-res graphics mode. Only the best Macs of the time could make it run well in this mode, but it would be another year before DOOM 95 allowed for high-res DOOM on the PC. (Speaking of PCs, it was sometimes kind of hard to get PC-made DOOM mods to work with the Mac version.) Oddly, DOOM II hit the Mac before the original DOOM, which followed a few months later. It must have been hard playing the original DOOM for the first time (with its lack of a double-barreled shotgun and many enemy types) after being trained on DOOM II.

PlayStation

Dev: Williams Entertainment
Pub: Williams Entertainment
Rel: 11/16/95, 10/96
Pro: New lighting, CD-quality music, networking, two games in one.
Con: Framerate could be smoother, some maps simplified.
The developers actually tried to push the game forward a bit with PlayStation DOOM, adding features like colored lighting and a really, really disturbing CD soundtrack. It's also notable for combining the elements of DOOM and DOOM II into one giant mishmash of hellish action -- 59 levels altogether. The best point was probably that DOOM supported the little-used PlayStation Link Cable, enabling two-player deathmatch or co-op on the cheap. On the other hand, it didn't support Memory Cards -- what the hell? Still, it's not a bad version for a console, and only one would be better. And just to be complete, note that Final DOOM hit the PSX a year later, in October 1996. I don't think anyone cared, though.

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