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Oops, I had accidentally omitted this word. XD


* SmashingHallwayTrapsOfDoom: In the classic-era (and by extension mods), there are levels with passageways that feature crushing ceilings, requiring Doomguy to traverse them quickly (some crushers instead activate when an item is grabbed [[note]]This is accomplished by a "trip wire" effect via a sector and linedef sharing an action number and the linedef telling the sector to perform a crusher effect when the player crosses the line.[[/note]], requiring quick reflexes to move away from them). Famously, there's a crusher that can be used shortly after the start of level 6 of ''VideoGame/DoomII'' to kill the nearby Spider Mastermind.

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* SmashingHallwayTrapsOfDoom: In the classic-era games (and by extension mods), there are levels with passageways that feature crushing ceilings, requiring Doomguy to traverse them quickly (some crushers instead activate when an item is grabbed [[note]]This is accomplished by a "trip wire" effect via a sector and linedef sharing an action number and the linedef telling the sector to perform a crusher effect when the player crosses the line.[[/note]], requiring quick reflexes to move away from them). Famously, there's a crusher that can be used shortly after the start of level 6 of ''VideoGame/DoomII'' to kill the nearby Spider Mastermind.
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* SmashingHallwayTrapsOfDoom: In the classic-era (and by extension mods), there are levels with passageways that feature crushing ceilings, requiring Doomguy to traverse them quickly (some crushers instead activate when an item is grabbed, requiring quick reflexes to move away from them). Famously, there's a crusher that can be used shortly after the start of level 6 of ''VideoGame/DoomII'' to kill the nearby Spider Mastermind.

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* SmashingHallwayTrapsOfDoom: In the classic-era (and by extension mods), there are levels with passageways that feature crushing ceilings, requiring Doomguy to traverse them quickly (some crushers instead activate when an item is grabbed, grabbed [[note]]This is accomplished by a "trip wire" effect via a sector and linedef sharing an action number and the linedef telling the sector to perform a crusher effect when the player crosses the line.[[/note]], requiring quick reflexes to move away from them). Famously, there's a crusher that can be used shortly after the start of level 6 of ''VideoGame/DoomII'' to kill the nearby Spider Mastermind.
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* SmashingHallwayTrapsOfDoom: In the classic-era (and by extension mods), there are levels with passageways that feature crushing ceilings, requiring Doomguy to traverse them quickly (some crushers instead activate when an item is grabbed, requiring quick reflexes to move away from them). Famously, there's a crusher that can be used shortly after the start of level 6 of ''VideoGame/DoomII'' to kill the nearby Spider Mastermind.
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** "Ultra-Violence+" from the 2019 UpdatedRerelease is a difficulty level that makes monster spawns that are meant to be co-op exclusive spawn in single player. It also makes weapon/ammo pickups that are meant to be Deathmatch exclusive spawn too.
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''[[VideoGame/DoomII Doom II: Hell on Earth]]'' (1994) sees [[HellOnEarth the demons invading Earth.]] It was also a huge financial and critical success. ''VideoGame/FinalDoom'' was released the same month as ''VideoGame/{{Quake}}''; it was identical to ''Doom II'', but came with two different {{Expansion Pack}}s: ''TNT: Evilution'', created by the third party [[GameMod modding]] group [=TeamTNT=] (originally intended to be free until id struck a publishing deal with them at the last minute); and ''The Plutonia Experiment'', made by two members of the group in four months, generally considered the hardest of the official packs. ''Final Doom'' was also the game that included a 32-bit UsefulNotes/{{DirectX}} version of the Doom engine, making it possible to play ''Doom'' on Windows 95/98 and XP machines, besides virtual machines like UsefulNotes/DOSBox or the many source ports. It received another updated port utilizing the UsefulNotes/{{Unity}} engine by Nerve Software for [=PlayStation 4=], Xbox One, Nintendo Switch, [=iOS=], and Android systems in 2019, followed by a PC version in 2020 through Bethesda.net and Steam that allows players to enjoy ''Doom'' on their favorite console, handhelds, or natively on modern Windows systems with various enhancements and a selection of curated community-made mods through Bethesda.net. Its PC and [=iOS=]/Android versions also have the ability of side-loading custom vanilla-compatible and [=DeHackEd=] supported [=WADs=]. It was later re-released on GOG.com and Epic Games Store in 2022.

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''[[VideoGame/DoomII Doom II: Hell on Earth]]'' (1994) sees [[HellOnEarth the demons invading Earth.]] It was also a huge financial and critical success. ''VideoGame/FinalDoom'' was released the same month as ''VideoGame/{{Quake}}''; it was identical to ''Doom II'', but came with two different {{Expansion Pack}}s: ''TNT: Evilution'', created by the third party [[GameMod modding]] group [=TeamTNT=] (originally intended to be free until id struck a publishing deal with them at the last minute); and ''The Plutonia Experiment'', made by two members of the group in four months, generally considered the hardest of the official packs. ''Final Doom'' was also the game that included a 32-bit UsefulNotes/{{DirectX}} MediaNotes/{{DirectX}} version of the Doom engine, making it possible to play ''Doom'' on Windows 95/98 and XP machines, besides virtual machines like UsefulNotes/DOSBox or the many source ports. It received another updated port utilizing the UsefulNotes/{{Unity}} MediaNotes/{{Unity}} engine by Nerve Software for [=PlayStation 4=], Xbox One, Nintendo Switch, [=iOS=], and Android systems in 2019, followed by a PC version in 2020 through Bethesda.net and Steam that allows players to enjoy ''Doom'' on their favorite console, handhelds, or natively on modern Windows systems with various enhancements and a selection of curated community-made mods through Bethesda.net. Its PC and [=iOS=]/Android versions also have the ability of side-loading custom vanilla-compatible and [=DeHackEd=] supported [=WADs=]. It was later re-released on GOG.com and Epic Games Store in 2022.



Also, a [[Comicbook/{{Doom}} comic]] for ''Doom'' [[http://www.i-mockery.com/comics/longbox18/default.php was made]] at the height of the [[UsefulNotes/TheDarkAgeOfComicBooks dark age]]. It's hilarious, probably intentionally so. [[PoesLaw We hope.]] As mentioned above, there was also a movie for it, which is of debatable quality, but maintains some of the satanic imagery and violence.

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Also, a [[Comicbook/{{Doom}} comic]] for ''Doom'' [[http://www.i-mockery.com/comics/longbox18/default.php was made]] at the height of the [[UsefulNotes/TheDarkAgeOfComicBooks [[MediaNotes/TheDarkAgeOfComicBooks dark age]]. It's hilarious, probably intentionally so. [[PoesLaw We hope.]] As mentioned above, there was also a movie for it, which is of debatable quality, but maintains some of the satanic imagery and violence.
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Spelling/grammar fix(es)


* MegaCorp: The Union Aerospace Corporation (UAC), a large government contracting firm that operates on the moons of Mars. While initially, they have no harmful intentions, they have been [[EvilIsNotAToy screwing around]] by using Hell as a pseudo-wormhole in order to teleport things between their Phobos and Deimos bases. This, predictably, [[GoneHorriblyWrong Goes Horribly Wrong]] and demons begin pouring out of the teleporters at Phobos while Deimos just disappears entirely. Later games give them a more insidious slant (particularly the 2016 game, which sees them using Hell as an energy source and Samuel Hayden trying to downplay the UAC's complete disregard for potential consequences, while another faction of the corp is an out-and-out 'demon cult''' led by the BigBad).

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* MegaCorp: The Union Aerospace Corporation (UAC), a large government contracting firm that operates on the moons of Mars. While initially, they have no harmful intentions, they have been [[EvilIsNotAToy screwing around]] by using Hell as a pseudo-wormhole in order to teleport things between their Phobos and Deimos bases. This, predictably, [[GoneHorriblyWrong Goes Horribly Wrong]] and demons begin pouring out of the teleporters at Phobos while Deimos just disappears entirely. Later games give them a more insidious slant (particularly the 2016 game, which sees them using Hell as an energy source and Samuel Hayden trying to downplay the UAC's complete disregard for potential consequences, while another faction of the corp is an out-and-out 'demon cult''' ''demon cult'' led by the BigBad).
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corrected link and reference


* AutobotsRockOut: The first game and ''VideoGame/DoomII'' both use generic MIDI versions of heavy metal songs for their music. John Romero is quoted as saying that the games' composer Bobby Prince "knew the legal amount of {{sampling}} that he could do without getting into trouble." [[https://doom.fandom.com/wiki/Doom_music This page]] on the ''Doom'' wiki details the various inspirations for the music; for instance, the famous riff from [=E1M1=] was taken from Music/{{Metallica}}'s "No Remorse".

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* AutobotsRockOut: The first game and ''VideoGame/DoomII'' both use generic MIDI versions of heavy metal songs for their music. John Romero is quoted as saying that the games' composer Bobby Prince "knew the legal amount of {{sampling}} that he could do without getting into trouble." [[https://doom.fandom.com/wiki/Doom_music [[https://doomwiki.org/wiki/Doom_music This page]] on the ''Doom'' wiki details the various inspirations for the music; for instance, the famous riff from [=E1M1=] was taken from Music/{{Metallica}}'s "No Remorse".Music/MasterOfPuppets.
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* ClassicCheatCode: There's a number of cheat codes prefixed by the character sequence "ID" — the most popular being "IDDQD" (God Mode) and "IDKFA" (full armor and ammo plus all weapons and keys). The "ID" prefix obviously stands for developer id Software, but not many fans know that "DQD" stands for Delta-Q-Delta, the name of a three-person informal fraternity organized by Doom programmer Dave Tailor during his college days. "KFA" simply stands for Keys, Full Ammo.[[note]]Other interpretations include "Killer Fucking Arsenal" and "Kick Fucking Ass"[[/note]] Several later games, particularly in the same genre, have carried on the tradition.

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* ClassicCheatCode: There's a number of cheat codes prefixed by the character sequence "ID" — the most popular being "IDDQD" (God Mode) and "IDKFA" (full armor and ammo plus all weapons and keys). The "ID" prefix obviously stands for developer id Software, but not many fans know that "DQD" stands for Delta-Q-Delta, the name of a three-person informal fraternity organized by Doom programmer Dave Tailor during his college days.days ("Degreelessness Mode" refers to their habit of dropping courses they were failing to receive an "Incomplete" grade, while the "-ness" suffix was part of id's in-house slang). "KFA" simply stands for Keys, Full Ammo.[[note]]Other interpretations include "Killer Fucking Arsenal" and "Kick Fucking Ass"[[/note]] Several later games, particularly in the same genre, have carried on the tradition.
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* BloodySmile: The Space Marine's mug is in the centre of the status bar. As he takes damage, his head gets more dishevelled and bloodier. Lower than 40% health will cause bleeding in his mouth, visible when he picks up a new weapon, smiling at his increased killing power. It hurts less making hellspawn hurt more.

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* BloodySmile: The Space Marine's mug is in the centre of the [[StatusLine status bar.bar]]. As he takes damage, his head gets more dishevelled and bloodier. Lower than 40% health will cause bleeding in his mouth, visible when he picks up a new weapon, smiling at his increased killing power. It hurts less making hellspawn hurt more.
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* StatusLine: It displays the protagonist's CharacterPortrait and all of the time-limited {{status effects}} (such as invisibility, invulnerability, and infrared goggles).
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There's armor bonuses too.


** The little blue water bottles add health by 1% increments that surpass 100% health.

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** The little blue water bottles Health and armor bonuses add health health/armor by 1% increments that surpass 100% health.health/armor.
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Crosswicking new trope.

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* StatOverflow:
** The Soul Sphere adds 100% health on top of the player's current percentage: at 44% health + Soul Sphere = 144% health.
** The Mega Sphere, pushes both health and armor up to the fixed value of 200%.
** The little blue water bottles add health by 1% increments that surpass 100% health.

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-->--'''The game's manual'''

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-->--'''The -->-- '''The game's manual'''



Our hero is [[ASpaceMarineIsYou an unnamed space marine]] (nicknamed Doomguy) who, after putting his commanding officer in a full-body cast for ordering him to fire at innocent civilians, [[ReassignedToAntarctica was assigned to the Union Aerospace Corporation base on Phobos,]] one of the moons of {{UsefulNotes/Mars}}. [[TeleporterAccident Teleportation experiments]] between Phobos and Deimos cause the latter to vanish and open up a portal to allow hordes of hellbound monsters to invade the Phobos base, leaving the marine as the only survivor. While searching for a way off Phobos, he instead finds himself transported to Deimos, now residing in the creatures' homeland, which turns out to be [[{{Hellgate}} none other than Hell itself.]]

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Our hero is [[ASpaceMarineIsYou an unnamed space marine]] (nicknamed Doomguy) who, after putting his commanding officer in a full-body cast for ordering him to fire at innocent civilians, [[ReassignedToAntarctica was assigned to the Union Aerospace Corporation base on Phobos,]] one of the moons of {{UsefulNotes/Mars}}. [[TeleporterAccident Teleportation experiments]] between Phobos and Deimos cause the latter to vanish and open up a portal to allow hordes of hellbound monsters to invade the Phobos base, leaving the marine as the only survivor. While searching for a way off Phobos, he instead finds himself transported to Deimos, now residing in the creatures' homeland, which turns out to be [[{{Hellgate}} none other than Hell itself.]]
itself]].



The game also introduced the idea of multiplayer [[CompetitiveMultiplayer death matches]] and [[CoOpMultiplayer co-op missions]] in a modern FPS, with its developers fully expecting ''Doom'' to be the biggest cause of [[PlayingGamesAtWork decreased productivity in IT companies]] the world over in 1993. And [[GoneHorriblyRight they were right]]. It became such a smash hit that it is [[KillerApp often credited with boosting the sales of Microsoft Windows 95]], with even Bill Gates crediting it for popularizing the OS, thanks in part to his efforts to make sure there was a [=Win95=]-compatible version of the game after realizing that ''Doom'' was installed on more computers than Windows 95.

''Doom'' built upon the formula established by ''Wolfenstein 3D'' and expanded upon it, becoming a TropeCodifier to the entire first-person shooter genre -- to the point where through most of the 90s, until true 3D games really took off and started emerging from ''Doom''[='=]s shadow, such games were often referred to as "''Doom'' clones" as opposed to "first-person shooters". ''Doom''[='=]s weapon selection would form [[StandardFPSGuns the template from which many other games would base their own weapons on]]. The Deathmatch would become a staple of multiplayer FPS to this day. [[ASpaceMarineIsYou Even the game's basic premise would become a trope]].

''Doom'' was also incredibly [[GameMod moddable]], giving birth to one of the first big video game modding communities (which first operated on BBS before migrating to the internet), which still thrives and exists to this day. ''Doom'' also played a crucial role in popularizing the idea of the {{speedrun}}, as each end-level scorecard not only keeps track of how long the player took to complete the game (alongside various completion percentages), but also included a Par time set by Creator/JohnRomero, encouraging players to beat it and keep finishing each level faster and faster. The ability to save runs as demo files also made sharing runs easy in an era where sharing videos over the internet was nigh impossible. This alongside the fact that these demos record all player input and movement, made Doom speedruns easy to validate for cheaters or to demonstrate speedrunning technique in an era where most games couldn't produce more proof than a picture of the game's end screen or entirely unbacked claims. The aforementioned completion percentage also allowed for tracking various categories of speedruns, such as 100% and Any%. ''Doom'' is one of the most influential -- and infamous -- games of all time.

''Doom'' has been ported to many, many console systems over the years. The Platform/PlayStation and Platform/SegaSaturn versions combined levels from both ''Doom'' and ''Doom II'' alongside a large number of unique missions; more original levels were released in a sequel entitled ''Final Doom''. ''Doom''[='=]s source code has been released, and, at this point, almost anything with a CPU in it -- many cameras and music players, some watches, several appliances, and even a graphing calculator has been shown to run it for about half a minute before crashing -- has had a version of ''Doom'' released for it. The common "it runs ''Doom''" joke about fans modding the game to run on refrigerator displays, Etch-a-Sketches, [[ExaggeratedTrope Babbage's difference engine]] aren't far off the mark at this point. The game also used a creepy and distinctive [[DoomDoors sound effect for doors opening]], which has been re-used in many SpeculativeFiction series for all sorts of things.

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The game also introduced the idea of multiplayer [[CompetitiveMultiplayer death matches]] and [[CoOpMultiplayer co-op missions]] in a modern FPS, with its developers fully expecting ''Doom'' it to be the biggest cause of [[PlayingGamesAtWork decreased productivity in IT companies]] the world over in 1993. And [[GoneHorriblyRight they were right]]. It became such a smash hit that it is [[KillerApp often credited with boosting the sales of Microsoft Windows 95]], with even Bill Gates crediting it for popularizing the OS, thanks in part to his efforts to make sure there was a [=Win95=]-compatible version of the game after realizing that ''Doom'' was installed on more computers than Windows 95.

''Doom'' built upon the formula established by ''Wolfenstein 3D'' and expanded upon it, becoming a TropeCodifier to the entire first-person shooter genre -- to the point where through most of the 90s, '90s, until true 3D games really took off and started emerging from ''Doom''[='=]s shadow, such games were often referred to as "''Doom'' clones" as opposed to "first-person shooters". ''Doom''[='=]s weapon selection would form [[StandardFPSGuns the template from which many other games would base their own weapons on]]. The Deathmatch would become a staple of multiplayer FPS to this day. [[ASpaceMarineIsYou Even the game's basic premise would become a trope]].

trope.]]

''Doom'' was also incredibly [[GameMod moddable]], giving birth to one of the first big video game modding communities (which first operated on BBS before migrating to the internet), which still thrives and exists to this day. ''Doom'' also played a crucial role in popularizing the idea of the {{speedrun}}, as each end-level scorecard not only keeps track of how long the player took to complete the game (alongside various completion percentages), but also included a Par time set by Creator/JohnRomero, encouraging players to beat it and keep finishing each level faster and faster. The ability to save runs as demo files also made sharing runs easy in an era where sharing videos over the internet was nigh impossible. nigh-impossible. This alongside the fact that these demos record all player input and movement, movement made Doom ''Doom'' speedruns easy to validate for cheaters or to demonstrate speedrunning technique in an era where most games couldn't produce more proof than a picture of the game's end screen or entirely unbacked claims. The aforementioned completion percentage also allowed for tracking various categories of speedruns, such as 100% and Any%. ''Doom'' is one of the most influential -- and infamous -- games of all time.

Any%.

''Doom'' has been ported to many, many console systems over the years. The Platform/PlayStation and Platform/SegaSaturn versions combined levels from both ''Doom'' and ''Doom II'' alongside a large number of unique missions; more original levels were released in a sequel entitled ''Final Doom''. ''Doom''[='=]s source code has been released, and, at this point, almost anything with a CPU in it -- many cameras and music players, some watches, several appliances, and even a graphing calculator has been shown to run it for about half a minute before crashing -- has had a version of ''Doom'' released for it. The common "it runs ''Doom''" joke about fans modding the game to run on refrigerator displays, Etch-a-Sketches, or [[ExaggeratedTrope Babbage's difference engine]] aren't far off the mark at this point. The game also used a creepy and distinctive [[DoomDoors sound effect for doors opening]], which has been re-used in many SpeculativeFiction series for all sorts of things.
things.

Long story short, ''Doom'' is one of the most influential -- and infamous -- games of all time.
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* MediumBlending: Most of the enemy sprites, as well as Doomguy's, are made with StopMotion, but some like the Imp and Cacodemon are hand-drawn, and the Former Humans are {{Head Swap}}s of Doomguy whose heads were hand-drawn rather than clay models. Nonetheless, they all blend seemlessly.

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* BoringButPractical: Your trusty ol' shotgun. It does pack a decent punch, especially up close to an enemy. And ammo for it is relatively quite plentiful compared to the more exotic weaponry like the plasma gun or BFG. Also, due to its rather decent amount of damage output, the shotgun is also pretty good at dealing with most common enemies.

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* BoringButPractical: BoringButPractical:
**
Your trusty ol' shotgun. It does pack a decent punch, especially up close to an enemy. And ammo for it is relatively quite plentiful compared to the more exotic weaponry like the plasma gun or BFG. Also, due to its rather decent amount of damage output, the shotgun is also pretty good at dealing with most common enemies.enemies.
** The Backpack powerup. A single backpack doubles your ammo capacity when you pick it up for the first time. This allows you to (obviously) carry more ammo so you don't run out during intense firefights and have to retreat to find more. Also, the Backpack gives you a small amount of ammo for ''every'' weapon (even for ones you don't have yet). While the double ammo capacity perk only happens once (until you die or do a "pistol restart"), the ammo boost for every weapon is always welcome.
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* CapRaiser: The Backpack doubles the amount of ammo that you can carry for all of your weapons.
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* PermanentlyMissableContent: Some secret places are permanently closed off once you miss them (Episode 2 is especially guilty of this).

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Using Platform namespace


''Doom'' has been ported to many, many console systems over the years. The UsefulNotes/PlayStation and UsefulNotes/SegaSaturn versions combined levels from both ''Doom'' and ''Doom II'' alongside a large number of unique missions; more original levels were released in a sequel entitled ''Final Doom''. ''Doom''[='=]s source code has been released, and, at this point, almost anything with a CPU in it -- many cameras and music players, some watches, several appliances, and even a graphing calculator has been shown to run it for about half a minute before crashing -- has had a version of ''Doom'' released for it. The common "it runs ''Doom''" joke about fans modding the game to run on refrigerator displays, Etch-a-Sketches, [[ExaggeratedTrope Babbage's difference engine]] aren't far off the mark at this point. The game also used a creepy and distinctive [[DoomDoors sound effect for doors opening]], which has been re-used in many SpeculativeFiction series for all sorts of things.

to:

''Doom'' has been ported to many, many console systems over the years. The UsefulNotes/PlayStation Platform/PlayStation and UsefulNotes/SegaSaturn Platform/SegaSaturn versions combined levels from both ''Doom'' and ''Doom II'' alongside a large number of unique missions; more original levels were released in a sequel entitled ''Final Doom''. ''Doom''[='=]s source code has been released, and, at this point, almost anything with a CPU in it -- many cameras and music players, some watches, several appliances, and even a graphing calculator has been shown to run it for about half a minute before crashing -- has had a version of ''Doom'' released for it. The common "it runs ''Doom''" joke about fans modding the game to run on refrigerator displays, Etch-a-Sketches, [[ExaggeratedTrope Babbage's difference engine]] aren't far off the mark at this point. The game also used a creepy and distinctive [[DoomDoors sound effect for doors opening]], which has been re-used in many SpeculativeFiction series for all sorts of things.



The third game in the series is ''VideoGame/Doom64'' for the UsefulNotes/{{Nintendo 64}} in 1997. Running on a modified version of the ''Doom'' engine, it has the Marine returning to Mars to investigate a resurgence in demon activity. [[SuperTitle64Advance As the title suggests]], it was an [=N64=] exclusive for 23 years until a remastered port by Nightdive Studios (complete with a new epilogue campaign) was finally released for PC, [=PlayStation 4=], Xbox One, and Switch on March 20, 2020.

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The third game in the series is ''VideoGame/Doom64'' for the UsefulNotes/{{Nintendo Platform/{{Nintendo 64}} in 1997. Running on a modified version of the ''Doom'' engine, it has the Marine returning to Mars to investigate a resurgence in demon activity. [[SuperTitle64Advance As the title suggests]], it was an [=N64=] exclusive for 23 years until a remastered port by Nightdive Studios (complete with a new epilogue campaign) was finally released for PC, [=PlayStation 4=], Xbox One, and Switch on March 20, 2020.



** Most console ports copy the original PC heads-up display precisely, including the "ARMS" display, which is numbered "2" through "7" to represent which number key can be pressed to pull up which weapon, even though console controllers - excluding the UsefulNotes/AtariJaguar, the one version to get a ''Doom'' port actually made by the original developers - don't have number pads.

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** Most console ports copy the original PC heads-up display precisely, including the "ARMS" display, which is numbered "2" through "7" to represent which number key can be pressed to pull up which weapon, even though console controllers - excluding the UsefulNotes/AtariJaguar, Platform/AtariJaguar, the one version to get a ''Doom'' port actually made by the original developers - don't have number pads.



** The UsefulNotes/GameBoyAdvance version of ''Doom'' had more than one color scheme to compensate for the different lighting possibilities for that system.

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** The UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance version of ''Doom'' had more than one color scheme to compensate for the different lighting possibilities for that system.



*** ''Doom 32X Resurrection'' is a project that takes the admirable but disappointing [[UsefulNotes/SegaGenesis Sega 32X]] port and makes it more faithful with restored level geometry, better use of colors, adds the ability to save and load gameplay progress, more customization options, and a wealth of quality-of-life improvements. It also adds support for CD music playback in addition to replacing the infamous FM synth soundtrack with newer renditions that make better use of the Genesis's soundchip.
*** ''[=PlayStation=] Doom: Master Edition'' is a project based on the UsefulNotes/{{PlayStation}} ports of ''Doom'' that aims to backport all of the cut levels missing across ''Doom'', ''Doom II'', and ''Final Doom'' while porting ''No Rest for the Living'', ''VideoGame/{{SIGIL}}'', other custom levels created by John Romero, and Tom Mustaine's [=Doom2 Map14=] Homage, all in the style and limitations of [=PlayStation=] ''Doom''. Its Beta 4 release also adds new options and support for [=DualShock=] controllers.
*** The UsefulNotes/GameBoyAdvance ports of ''Doom'' and ''Doom II'' have a pair of PC conversion ROM hacks that restore many features and visual elements from the PC version while improving music quality and sound effects.

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*** ''Doom 32X Resurrection'' is a project that takes the admirable but disappointing [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Sega 32X]] port and makes it more faithful with restored level geometry, better use of colors, adds the ability to save and load gameplay progress, more customization options, and a wealth of quality-of-life improvements. It also adds support for CD music playback in addition to replacing the infamous FM synth soundtrack with newer renditions that make better use of the Genesis's soundchip.
*** ''[=PlayStation=] Doom: Master Edition'' is a project based on the UsefulNotes/{{PlayStation}} Platform/PlayStation ports of ''Doom'' that aims to backport all of the cut levels missing across ''Doom'', ''Doom II'', and ''Final Doom'' while porting ''No Rest for the Living'', ''VideoGame/{{SIGIL}}'', other custom levels created by John Romero, and Tom Mustaine's [=Doom2 Map14=] Homage, all in the style and limitations of [=PlayStation=] ''Doom''. Its Beta 4 release also adds new options and support for [=DualShock=] controllers.
*** The UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance ports of ''Doom'' and ''Doom II'' have a pair of PC conversion ROM hacks that restore many features and visual elements from the PC version while improving music quality and sound effects.



* HandWave: The manual for the UsefulNotes/AtariJaguar version puts the blame for the game's less-than-stellar performance during multiplayer on the fact that the game takes place in Hell... which is only true for the third episode.

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* HandWave: The manual for the UsefulNotes/AtariJaguar Platform/AtariJaguar version puts the blame for the game's less-than-stellar performance during multiplayer on the fact that the game takes place in Hell... which is only true for the third episode.



** The many, many, ''many'' console versions of ''DOOM'' sometimes do this with enemies. One level of the UsefulNotes/ThreeDOInteractiveMultiplayer port has a hidden Imp you can only kill by shooting into a blank wall.

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** The many, many, ''many'' console versions of ''DOOM'' sometimes do this with enemies. One level of the UsefulNotes/ThreeDOInteractiveMultiplayer Platform/ThreeDOInteractiveMultiplayer port has a hidden Imp you can only kill by shooting into a blank wall.



* NoBodyLeftBehind: While this doesn't happen in the original PC versions, it does happen in the UsefulNotes/GameBoyAdvance ports due to performance reasons.

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* NoBodyLeftBehind: While this doesn't happen in the original PC versions, it does happen in the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance ports due to performance reasons.



* WhoForgotTheLights: The UsefulNotes/PlayStation version deliberately has much darker lighting than the PC original, and when coupled with the eerie ambient soundtrack by Aubrey Hodges, it invokes a SurvivalHorror atmosphere.

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* WhoForgotTheLights: The UsefulNotes/PlayStation Platform/PlayStation version deliberately has much darker lighting than the PC original, and when coupled with the eerie ambient soundtrack by Aubrey Hodges, it invokes a SurvivalHorror atmosphere.
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Crosswicking

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* ModularDifficulty: The "-fast" switch makes all enemies move faster and shoot quicker than normal; this is the default only on the Nightmare setting on the main menu. Hellspawn fling fireballs aplenty right after their "alert" noise, pink demons (and spectres) charge at the player at a dead run, and hitscan enemies soon become BulletHell generators.
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now ymmv per thread, also ymmv cant be played with


* NintendoHard:
** Generally averted for the base, vanilla game. ''Doom'' was made at a time when a large percentage of gamers would play with a keyboard only, no mouse, and the default difficulty level, Hurt Me Plenty, seems balanced with that in mind. Many veteran ''Doom'' players recommend even a first playthrough should be on Ultra-Violence for a difficulty curve more fitting for modern FirstPersonShooter players.
** Episode 4, Thy Flesh Consumed, has a few brutal maps that are quite the challenge on Ultra-Violence, with stringent resources and nasty enemy placements.
** When playing the whole game with fast monsters or on the Unity ports' UV+ difficulty, Ultimate Doom and Doom II can get very difficult, the latter of which enables fast monsters and multiplayer-only spawns. On Nightmare difficulty, the game becomes outright HarderThanHard, with only a small fraction of players being able to beat the entire game on Nightmare.
** Most fan-made [=WADs=] are designed to be a lot harder than the original games, making them this on Ultra-Violence difficulty, or even so on the easier difficulties.
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** Zig-zagged with "Intermission from Doom", [[ExactlyWhatItSaysOnTheTin the intermission music]]: it's just over 3 minutes long, but the intermission screen itself gives little incentive to stay on it for more than a few seconds. On the other hand, it's also played as the background music for [=E2M3=]: Refinery, which is long enough that it's easily possible to hear the song in full without having to stand around doing nothing at any point.[[note]]Especially in some versions of source ports like [=ZDoom=], which depending on your settings may simply let the intermission song continue playing as it loads into [=E2M3=]

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** Zig-zagged with "Intermission from Doom", [[ExactlyWhatItSaysOnTheTin the intermission music]]: it's just over 3 minutes long, but the intermission screen itself gives little incentive to stay on it for more than a few seconds. On the other hand, it's also played as the background music for [=E2M3=]: Refinery, which is long enough that it's easily possible to hear the song in full without having to stand around doing nothing at any point.[[note]]Especially in some versions of source ports like [=ZDoom=], which depending on your settings may simply let the intermission song continue playing as it loads into [=E2M3=]
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''[[VideoGame/DoomII Doom II: Hell on Earth]]'' (1994) sees [[HellOnEarth the demons invading Earth.]] It was also a huge financial and critical success. ''VideoGame/FinalDoom'' was released the same month as ''VideoGame/{{Quake}}''; it was identical to ''Doom II'', but came with two different {{Expansion Pack}}s: ''TNT: Evilution'', created by the third party [[GameMod modding]] group [=TeamTNT=] (originally intended to be free until id struck a publishing deal with them at the last minute); and ''The Plutonia Experiment'', made by two members of the group in four months, generally considered the hardest of the official packs. ''Final Doom'' was also the game that included a 32-bit UsefulNotes/{{DirectX}} version of the Doom engine, making it possible to play ''Doom'' on Windows 95/98 and XP machines, besides virtual machines like UsefulNotes/DOSBox or the many source ports. It received another updated port utilizing the UsefulNotes/{{Unity}} engine for [=PlayStation 4=], Xbox One, Nintendo Switch, [=iOS=], and Android systems in 2019, followed by a PC version in 2020 through Bethesda.net and Steam that allows players to enjoy ''Doom'' on their favorite console, handhelds, or natively on modern Windows systems with various enhancements and a selection of curated community-made mods through Bethesda.net. Its PC and [=iOS=]/Android versions also have the ability of side-loading custom vanilla-compatible and [=DeHackEd=] supported [=WADs=]. It was later re-released on GOG.com and Epic Games Store in 2022.

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''[[VideoGame/DoomII Doom II: Hell on Earth]]'' (1994) sees [[HellOnEarth the demons invading Earth.]] It was also a huge financial and critical success. ''VideoGame/FinalDoom'' was released the same month as ''VideoGame/{{Quake}}''; it was identical to ''Doom II'', but came with two different {{Expansion Pack}}s: ''TNT: Evilution'', created by the third party [[GameMod modding]] group [=TeamTNT=] (originally intended to be free until id struck a publishing deal with them at the last minute); and ''The Plutonia Experiment'', made by two members of the group in four months, generally considered the hardest of the official packs. ''Final Doom'' was also the game that included a 32-bit UsefulNotes/{{DirectX}} version of the Doom engine, making it possible to play ''Doom'' on Windows 95/98 and XP machines, besides virtual machines like UsefulNotes/DOSBox or the many source ports. It received another updated port utilizing the UsefulNotes/{{Unity}} engine by Nerve Software for [=PlayStation 4=], Xbox One, Nintendo Switch, [=iOS=], and Android systems in 2019, followed by a PC version in 2020 through Bethesda.net and Steam that allows players to enjoy ''Doom'' on their favorite console, handhelds, or natively on modern Windows systems with various enhancements and a selection of curated community-made mods through Bethesda.net. Its PC and [=iOS=]/Android versions also have the ability of side-loading custom vanilla-compatible and [=DeHackEd=] supported [=WADs=]. It was later re-released on GOG.com and Epic Games Store in 2022.



** The 2019 ''DOOM Enhanced'' editions of ''Doom I'' and ''II'' for [=PlayStation=] 4, Xbox One, Nintendo Switch, and mobile devices, after multiple patches, feature the ability to officially play these games in 60 FPS, added a new weapon wheel for weapon selection, split-screen multiplayer, and the ability to download curated and compatible mods from Bethesda.net, among them being ''Final Doom'', ''No Rest for the Living'', and ''VideoGame/{{SIGIL}}'' at the comfort of your favorite console/handheld/PC. This version later made its way onto PC as well on Bethesda.net and later Steam, GOG.com, and Epic Games Store, with the ability to add in your mods like in the mobile version. Another update later added 16:9 widescreen presentation, variable frame-rate options for supported devices, toggleable V-sync (when available), gyro aiming controls for Switch/[=PlayStation=] 4/PC with [=DualShock=] 4 controllers, a new Ultra-Violence+ difficulty, revamp the deathmatch multiplayer, and support for mods that uses [=DeHackEd=].

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** The 2019 ''DOOM Enhanced'' editions of ''Doom I'' and ''II'' for [=PlayStation=] 4, Xbox One, Nintendo Switch, and mobile devices, after multiple patches, feature the ability to officially play these games in 60 FPS, added a new weapon wheel for weapon selection, split-screen multiplayer, and the ability to download curated and compatible mods from Bethesda.net, among them being ''Final Doom'', ''No Rest for the Living'', and ''VideoGame/{{SIGIL}}'' at the comfort of your favorite console/handheld/PC. This version later made its way onto PC as well on Bethesda.net and later Steam, GOG.com, and Epic Games Store, with the ability to add in your mods like in the mobile version. Another update later added 16:9 widescreen presentation, doubles the game's original resolution, features variable frame-rate options for supported devices, toggleable V-sync (when available), gyro aiming controls for Switch/[=PlayStation=] 4/PC with [=DualShock=] 4 controllers, a new Ultra-Violence+ difficulty, revamp the deathmatch multiplayer, and support for mods that uses [=DeHackEd=].

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