Follow TV Tropes

Following

History Trivia / Doom

Go To

OR

Added: 523

Changed: 1274

Is there an issue? Send a MessageReason:
None


*** ''Back to Saturn X'', a series of ''Doom II'' megawads created by the Back to Saturn X Team that features exclusive textures set, original music, and a new colormap and palette. Its title, episode names, and map names are named after albums and songs from Music/GuidedByVoices along with titles and song lyrics being incorporated into the text screens. The first episode received a Cacowards in 2013 and while its second episode received one in 2014. The official curated version of the megawads had their references to Guided by Voices altered and its title {{officially shortened|Title}} to ''BTSX'' with each episode using [[FunWithAcronyms joke acronyms]] on their respective title screens.

to:

*** ''Back to Saturn X'', a series of ''Doom II'' megawads created by the Back to Saturn X BTSX Team that features exclusive textures set, original music, and a new colormap and palette. Its title, episode names, and map names are named after albums and songs from Music/GuidedByVoices along with titles and song lyrics being incorporated into the text screens. The first episode received a Cacowards in 2013 and while its second episode received one in 2014. The official curated version of the megawads had their references to Guided by Voices altered and its title {{officially shortened|Title}} to ''BTSX'' with each episode using [[FunWithAcronyms joke acronyms]] on their respective title screens.



*** ''Earthless: Prelude'', a 12-level mod for ''Doom II'' crated by James Paddock with new skies and sprites by Fuzzball. It is the {{spiritual successor}} to his previous mod, ''Deathless''.

to:

*** ''Earthless: Prelude'', a 12-level mod for ''Doom II'' crated by James Paddock with new skies and sprites by Fuzzball. It is the {{spiritual successor}} SpiritualSuccessor to his previous mod, ''Deathless''.



*** ''Revolution!'', a ''Doom II'' megawad created by Thomas van der Velden. In 2016, musicians in Doomworld forums led by James Paddock collaborated on a MIDI Pack for the mod with a new level added by Thomas van der Velden. The curated version features the MIDI Pack built-in with along with a number of changes to the maps and soundtrack. Originally this add-on was supposed to release in 2021 before Arrival and Anomaly Report, as its internal add-on folder and file name is designated as "14", but [[ScheduleSlip it ended up releasing later into 2022]].

to:

*** ''Revolution!'', a ''Doom II'' megawad created by Thomas van der Velden.Velden, which pushed the Doom engine to its limits with realistic-looking environments. In 2016, musicians in Doomworld forums led by James Paddock collaborated on a MIDI Pack for the mod with a new level added by Thomas van der Velden. The curated version features the MIDI Pack built-in with along with a number of changes to the maps and soundtrack. Originally this add-on was supposed to release in 2021 before Arrival and Anomaly Report, as its internal add-on folder and file name is designated as "14", but [[ScheduleSlip it ended up releasing later into 2022]].



* DivorcedInstallment: The game was initially planned to be a licensed title based on ''Film/{{Aliens}}'', but iD Software pulled out of negotiations with 20th Century Fox over concerns about the team's creative freedom. They opted to turn the idea into ''Doom'', mixing influences from ''Film/EvilDead2'' and a ''TabletopGame/DungeonsAndDragons'' campaign they had recently finished.

to:

* DivorcedInstallment: The game was initially planned to be a licensed title based on ''Film/{{Aliens}}'', but iD id Software pulled out of negotiations with 20th Century Fox over concerns about the team's creative freedom. They opted to turn the idea into ''Doom'', mixing influences from ''Film/EvilDead2'' and a ''TabletopGame/DungeonsAndDragons'' campaign they had recently finished. Nevertheless, one of the first mods for the game was an ''Aliens'' total conversion.



*** According to Aubrey Hodges, the person who created the sounds and music used for PSX Doom, the Archvile was planned to be in PSX Doom, and he even created new sounds for the Archvile, before the Archvile was removed from the game when it proved too memory-intensive for the Playstation's RAM while the developers were unwilling to compromise the Archvile to include it. All instances of the Archvile in the included Doom 2 maps were replaced with a hanging meat hook texture.

to:

*** According to Aubrey Hodges, the person who created the sounds and music used for PSX Doom, the Archvile was planned to be in PSX Doom, and he even created new sounds for the Archvile, before the Archvile was removed from the game when it proved too memory-intensive for the Playstation's [=PlayStation's=] RAM while the developers were unwilling to compromise the Archvile to include it. All instances of the Archvile in the included Doom 2 maps were replaced with a hanging meat hook texture.



** Several possible player characters were planned, who had their own strengths and weaknesses (one was good with bullet-based weapons and dealt good damage, but did worse with missiles; one was a JackOfAllStats with low speed; one was fast and good with the pistol, but didn't do well with the bayonet and recovered less health from medkits; and one was fast and evasive, and good with the bayonet, but had low health), as were [=NPCs=], particularly "Buddy Dacote", who would have disappeared during the initial nastiness at the beginning of the game, reappearing at the end of the first episode [[SacrificialLion only to be brutally murdered by a demon]] (hence his last name, which was an acronym for "dies at conclusion of this episode"). At best, the release version of the Doomguy bears a resemblance to Dacote, sharing a similar backstory (Buddy was reassigned to Tei Tenga for showing up a superior, Doomguy was reassigned to Phobos for assaulting a superior) and a similar fate (dies at the end of Episode 1, though Doomguy fights his way back out of Hell across the second and third episodes). The game was also planned to have six episodes, the same as ''Wolfenstein 3D'' ended up with, though past the first one little is known about any of them other than their names (with the planned third episode lending its name to the released first episode), and the released game has only ended up, at most, with five (three included in the original release, ''Ultimate Doom'' adding a fourth, and Creator/JohnRomero much later creating ''SIGIL'' for the game's 25th anniversary to act as a fifth episode).
** The game's source code includes DummiedOut lines that would have allowed for the doors in the two ''Wolfenstein 3D'' maps to open to the sides as they did in that game rather than opening upwards like they do normally. It would not be possible to replicate that sort of behavior on the ''Doom'' engine until the version that ''VideoGame/{{Hexen}}'' was built on introduced polyobjects.

to:

** Several possible player characters were planned, who had their own strengths and weaknesses (one was good with bullet-based weapons and dealt good damage, but did worse with missiles; one was a JackOfAllStats with low speed; one was fast and good with the pistol, but didn't do well with the bayonet and recovered less health from medkits; and one was fast and evasive, and good with the bayonet, but had low health), as were [=NPCs=], particularly "Buddy Dacote", who would have disappeared during the initial nastiness at the beginning of the game, reappearing at the end of the first episode [[SacrificialLion only to be brutally murdered by a demon]] (hence his last name, which was an acronym for "dies at conclusion of this episode"). At best, the release version of the Doomguy bears a resemblance to Dacote, sharing a similar backstory (Buddy was reassigned to Tei Tenga for showing up a superior, Doomguy was reassigned to Phobos for assaulting a superior) and a similar fate (dies at the end of Episode 1, though Doomguy fights his way back out of Hell across the second and third episodes). Tom Hall later took the multiple characters idea to ''VideoGame/RiseOfTheTriad''.
**
The game was also planned to have six episodes, the same as ''Wolfenstein 3D'' ended up with, though past the first one little is known about any of them other than their names (with the planned third episode lending its name to the released first episode), and the released game has only ended up, at most, with five (three included in the original release, ''Ultimate Doom'' adding a fourth, and Creator/JohnRomero much later creating ''SIGIL'' for the game's 25th anniversary to act as a fifth episode).
** The game's source code includes DummiedOut lines that would have allowed for the doors in the two ''Wolfenstein 3D'' maps to open to the sides as they did in that game rather than opening upwards like they do normally. It would not be possible to replicate that sort of behavior on the ''Doom'' engine until the version that ''VideoGame/{{Hexen}}'' was built on introduced polyobjects. The alpha versions also included treasure items similar to ''Wolfenstein 3D'', which were scrapped when the points system was removed.

Added: 1358

Changed: 76

Is there an issue? Send a MessageReason:
None


*** ''REKKR'', a Norse and Celtic-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some {{bowdleri|se}}zation in the curated version as the valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the look of the armored statues. The mod would go on to have a standalone UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021 and the ZOOM Platform on December 22, 2021, bundled with a modified version of [=GZDoom=] and features a canonical fourth episode in place of the bonus levels from the original mod. A fan of the game created a mod that restores bonus levels back into its re-release, and Revae has [[ApprovalOfGod pinned the download for the mod on the game's Steam forums]].

to:

*** ''REKKR'', ''VideoGame/{{REKKR}}'', a Norse and Celtic-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some {{bowdleri|se}}zation [[{{Bowdlerise}} bowdlerization]] in the curated version as the valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the look of the armored statues. The mod would go on to have a standalone UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021 and the ZOOM Platform on December 22, 2021, bundled with a modified version of [=GZDoom=] and features a canonical fourth episode in place of the bonus levels from the original mod. A fan of the game created a mod that restores bonus levels back into its re-release, and Revae has [[ApprovalOfGod pinned the download for the mod on the game's Steam forums]].



* ExecutiveMeddling: The [[PortingDisaster infamous]] Saturn port is a result of this. It originally used the Saturn's 3d hardware, resulting in a better looking and more advanced port than the original PC version. However, Carmack wasn't a fan of the system's 3d rendering style, particularly the fact that it resulted in some texture warping, so he demanded the game was redone with software-based rendering. The result was a rushed port that ran on a low resolution and had a poor framerate because the only option they had the time for was hastily ripping out the Sega 32X's software renderer and running it on hardware it wasn't designed for.

to:

* ExecutiveMeddling: The [[PortingDisaster infamous]] Saturn UsefulNotes/SegaSaturn port is a result of this. It originally used the Saturn's 3d 3D hardware, resulting in a better looking and more advanced port than the original PC version. However, Carmack wasn't a fan of the system's 3d 3D rendering style, particularly the fact that it resulted in some texture warping, so he demanded the game was redone with software-based rendering. The result was a rushed port that ran on a low resolution and had a poor framerate because the only option they had the time for was hastily ripping out the Sega 32X's software renderer and running it on hardware it wasn't designed for.for.
** Later repeated with the UsefulNotes/GameBoyAdvance version. ''Doom I'' was developed using a custom engine that was largely playable, only needing some additional optimization to hit 30 FPS. However, John Carmack later demanded that they scrap it in favor of reusing the Atari Jaguar port, resulting in a poorer performing game, although not to the degree of the Saturn version. The ''Doom II'' port, on the other hand, was ported by a different developer which was allowed to use their custom engine, resulting in a better performing game as a result.



** The reason the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] port of the game was [[PortingDisaster so lousy]] was because [[https://github.com/Olde-Skuul/doom3do it was programmed by]] ''one woman'', who was forced to rush out at a breakneck pace of ''ten weeks'' by a company head who had no idea what went into porting a game between platforms (she was only given a PC copy of ''Ultimate Doom'' and some JPG assets to start working from). On top of that, the publisher decided to have 250,000 copies of the game printed; it only managed to sell '''10,000''' copies, meaning that the port ended up proving a CreatorKiller as well.
** The UsefulNotes/SegaSaturn port got hit with this as well. Originally, developers Rage Software created a custom engine that made full use of the system's formidable 2D rendering abilities, and would have run at double the frame rate of the [=PlayStation=] version while losing only a couple of graphical features. Unfortunately, John Carmack of all people vetoed the use of this engine, as one of the downsides of using the Saturn in this way was texture distortion, [[ForWantOfANail which was a deal-breaker as far as he was concerned]]. This resulted in the development team having to hastily tear out the rendering engine from the previous [=32X=] version (the Saturn used the same CPU and a very similar graphics chipset to the [=32X=]) and slap it in, resulting in the finished product suffering from poor performance and noticeably inferior visuals to the [=PlayStation=] version.

to:

** The reason the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] port of the game was [[PortingDisaster so lousy]] was because [[https://github.com/Olde-Skuul/doom3do it was programmed by]] ''one woman'', person'', who was forced to rush out at a breakneck pace of ''ten weeks'' by a company head who had no idea what went into porting a game between platforms (she was only given a PC copy of ''Ultimate Doom'' and some JPG assets to start working from). On top of that, the publisher decided to have 250,000 copies of the game printed; it only managed to sell '''10,000''' copies, meaning that the port ended up proving a CreatorKiller as well.
** The UsefulNotes/SegaSaturn Sega Saturn port got hit with this as well. Originally, developers Rage Software created a custom engine that made full use of the system's formidable 2D rendering abilities, and would have run at double the frame rate of the [=PlayStation=] version while losing only a couple of graphical features. Unfortunately, John Carmack of all people vetoed the use of this engine, as one of the downsides of using the Saturn in this way was texture distortion, [[ForWantOfANail which was a deal-breaker as far as he was concerned]]. This resulted in the development team having to hastily tear out the rendering engine from the previous [=32X=] version (the Saturn used the same CPU and a very similar graphics chipset to the [=32X=]) and slap it in, resulting in the finished product suffering from poor performance and noticeably inferior visuals to the [=PlayStation=] version.version.
** ''Doom I'' for the Game Boy Advance, developed by David A. Palmer Productions, was originally envisioned for the Game Boy Color before being shifted to a more advanced console. Lacking documentation from id, the developers initially created their own custom engine that was largely complete and only need further polishing to reach 30 FPS. However, John Carmack managed to locate the source code to the Atari Jaguar version and demanded the developers use that instead, scrapping their custom engine. While the game sold well, Palmer believed that the performance could have been better had they been allowed to use their custom engine. He also believed that this caused the ''Doom II'' GBA port to be given to another developer, Torus Software, which was allowed to use their custom Southpaw engine.
Is there an issue? Send a MessageReason:
None


!''The 2005 film''
* BoxOfficeBomb: Budget, $60 million. Box office, $55,987,321.

to:

!''The !The 2005 film''
film
* BoxOfficeBomb: Budget, Budget: $60 million. Box office, office: $55,987,321.



** The film is also this for Creator/DwayneJohnson. In a 2009 interview, he described the film as an example of "trying and failing" to do a good video game adaptation as well as a cautionary tale of what "not to do," and also [[https://twitter.com/TheRock/status/984852480587513856?s=19 called the movie a stinker on Twitter]] while promoting ''Film/{{Rampage|2018}}'' ([[https://twitter.com/DOOM/status/984879084101566466 to the chagrin]] of the official ''Doom'' Twitter).
** Creator/RosamundPike [[https://www.youtube.com/watch?v=ZfXszavE4Ig&ab_channel=ColliderExtras went on the record in 2021]] stating that she feels some embarrassment and guilt over the film's outcome since she believes she didn't do sufficient background research into the ''Doom'' world and what it meant to fans.

to:

** The film is also this for Creator/DwayneJohnson. In a 2009 interview, he described the film as an example of "trying and failing" to do a good video game adaptation as well as a cautionary tale of what "not to do," and also [[https://twitter.com/TheRock/status/984852480587513856?s=19 called the movie a stinker "stinker" on Twitter]] while promoting ''Film/{{Rampage|2018}}'' ([[https://twitter.com/DOOM/status/984879084101566466 to the chagrin]] of the official ''Doom'' Twitter).
** Creator/RosamundPike [[https://www.youtube.com/watch?v=ZfXszavE4Ig&ab_channel=ColliderExtras went on the record in 2021]] stating that she feels some embarrassment and guilt over the film's outcome since she believes she didn't do sufficient background research into the ''Doom'' world and what it meant to fans. She also stated that she applied her lessons learned regarding the importance of understanding the fan culture surrounding an adaptation to her prep for her lead role in ''Series/TheWheelOfTime2021''.



!Comicbook

to:

!Comicbook!Comic Book
Is there an issue? Send a MessageReason:
None


*** ''Deathless'', a ''Doom'' megawad created by James "Jimmy" Paddock that was originally developed under the name ''Griefless'' as Episode 4 replacement until it expanded into a full game replacement as part of [=NaNoWADMo=] (a play on National Novel Writing Month where WAD authors create a WAD "from stretch" in 30 days). It received an award on the 2017 Cacowards.

to:

*** ''Deathless'', a ''Doom'' megawad created by James "Jimmy" Paddock that was originally developed under the name ''Griefless'' as Episode 4 replacement until it expanded into a full game replacement as part of [=NaNoWADMo=] (a play on National Novel Writing Month where WAD authors create a WAD "from stretch" stratch" in 30 days). It received an award on the 2017 Cacowards.



*** ''Revolution!'', a ''Doom II'' megawad created by Thomas van der Velden. In 2016, musicians in Doomworld forums led by James Paddock collaborated on a MIDI Pack for the mod with a new level added by Thomas van der Velden. The curated version features the MIDI Pack built-in with along with a number of changes to the maps and soundtrack.

to:

*** ''Revolution!'', a ''Doom II'' megawad created by Thomas van der Velden. In 2016, musicians in Doomworld forums led by James Paddock collaborated on a MIDI Pack for the mod with a new level added by Thomas van der Velden. The curated version features the MIDI Pack built-in with along with a number of changes to the maps and soundtrack. Originally this add-on was supposed to release in 2021 before Arrival and Anomaly Report, as its internal add-on folder and file name is designated as "14", but [[ScheduleSlip it ended up releasing later into 2022]].
Is there an issue? Send a MessageReason:
None


* ManualMisprint: The manual claims that berserk packs are "time based". They actually last until the player exits the level,[[note]]technically speaking, its timer is programmed (presumably by mistake) to last over four years in real time, but it might as well be permanent[[/note]] and the red hue that appears for about 20 seconds after picking one up is just cosmetic.

to:

* ManualMisprint: The manual claims that berserk packs are "time based". They actually last until the player exits the level,[[note]]technically speaking, its timer is programmed (presumably by mistake) to last over four years in real time, but it might as well be permanent[[/note]] and the red hue that appears for about 20 seconds after picking one up is just cosmetic. The README files for v1.666 and later versions do accurately state that the duration is "one level".
Is there an issue? Send a MessageReason:
None


*** ''REKKR'', a Norse and Celtic-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some {{bowdleri|se}}zation in the curated version as the valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the look of the armored statues. The mod would go on to have a standalone UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021 and the ZOOM Platform on December 22, 2021, bundled with a modified version of [=GZDoom=] and features a canonical fourth episode in place of the bonus levels from the original mod. A fan of the game created a mod that restores bonus levels back into ''REKKR: Sunken Lands'', and Revae has [[ApprovalOfGod pinned the download for the mod on the game's Steam forums]].

to:

*** ''REKKR'', a Norse and Celtic-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some {{bowdleri|se}}zation in the curated version as the valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the look of the armored statues. The mod would go on to have a standalone UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021 and the ZOOM Platform on December 22, 2021, bundled with a modified version of [=GZDoom=] and features a canonical fourth episode in place of the bonus levels from the original mod. A fan of the game created a mod that restores bonus levels back into ''REKKR: Sunken Lands'', its re-release, and Revae has [[ApprovalOfGod pinned the download for the mod on the game's Steam forums]].
Is there an issue? Send a MessageReason:
None


*** ''Back to Saturn X'', a series of megawads created by the Back to Saturn X Team that features exclusive textures set, original music, and a new colormap and palette. Its title, episode names, and map names are named after albums and songs from Music/GuidedByVoices along with titles and song lyrics being incorporated into the text screens. The first episode received a Cacowards in 2013 and while its second episode received one in 2014. The official curated version of the megawads had their references to Guided by Voices altered and its title {{officially shortened|Title}} to ''BTSX'' with each episode using [[FunWithAcronyms joke acronyms]] on their respective title screens.
*** ''REKKR'', a Norse-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some {{bowdleri|se}}zation in the curated version as the Valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the armored look. It would go on to have an official UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021, featuring a canonical fourth episode episode in place of the bonus levels from the original mod.

to:

*** ''Back to Saturn X'', a series of ''Doom II'' megawads created by the Back to Saturn X Team that features exclusive textures set, original music, and a new colormap and palette. Its title, episode names, and map names are named after albums and songs from Music/GuidedByVoices along with titles and song lyrics being incorporated into the text screens. The first episode received a Cacowards in 2013 and while its second episode received one in 2014. The official curated version of the megawads had their references to Guided by Voices altered and its title {{officially shortened|Title}} to ''BTSX'' with each episode using [[FunWithAcronyms joke acronyms]] on their respective title screens.
*** ''REKKR'', a Norse-themed Norse and Celtic-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some {{bowdleri|se}}zation in the curated version as the Valkyrie valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the look of the armored look. It statues. The mod would go on to have an official a standalone UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021 and the ZOOM Platform on December 22, 2021, featuring bundled with a modified version of [=GZDoom=] and features a canonical fourth episode episode in place of the bonus levels from the original mod.mod. A fan of the game created a mod that restores bonus levels back into ''REKKR: Sunken Lands'', and Revae has [[ApprovalOfGod pinned the download for the mod on the game's Steam forums]].



*** ''Anomaly Report'', vanilla-compatile megawad for ''Doom II'' created by Michael "valkiriforce" Jan Krizik. Its levels are themed around various visual styles and interior designs. It includes new graphics, music, textures (remixed from ones in ''Doom II'' and ''Final Doom''), and a [=DeHackEd=] patch by contributed by a few members of the Doomworld community.

to:

*** ''Anomaly Report'', vanilla-compatile a vanilla-compatible megawad for ''Doom II'' created by Michael "valkiriforce" Jan Krizik. Its levels are themed around various visual styles and interior designs. It includes new graphics, music, textures (remixed from ones in ''Doom II'' and ''Final Doom''), and a [=DeHackEd=] patch by contributed by a few members of the Doomworld community.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** At the start of October 23, 2019, the enhanced Unity ports of ''Doom'' and ''Doom II'' received support for curated third-party mods through its Add-ons menu, providing players a taste of what the modding community has to offer on their favorite consoles as well as on mobile devices and PC, some of which were created by the renowned members of the ''Doom'' community.
*** ''VideoGame/FinalDoom'', a pair of ''Doom II'' megawads created by [=TeamTNT=] (''TNT: Evilution'') and the Casali brothers (''The Plutonia Experiment''). The version of ''Final Doom'' featured in the Unity ports is based on the rare ''id Anthology'' re-release of the game similarly to the Website/GOGDotCom release.
*** ''No Rest for the Living'', an official expansion pack for ''Doom II'' originally developed by Nerve Software's Arya Iwakura and Russell Meakim for its [[UsefulNotes/XboxLive Xbox LIVE Arcade]] release, which would later go on to featured in ''VideoGame/Doom3: BFG Edition'' and the UsefulNotes/PlayStation3-exclusive ''Doom: Classic Complete'' collection. It was also one of the winners of Doomworld's 17th Annual Cacowards.
*** ''VideoGame/{{Sigil}}'', a new fifth episode for ''The Ultimate Doom'' created by Creator/JohnRomero himself in celebration of ''Doom''[='=]s 25th Anniversary.
*** ''Double Impact'', an episode replacement mod for ''Doom'' created by Matt "[=RottKing=]" Cibulas and Ralph "Ralphis" Vickers. It is a winner of Doomworld's 18th Annual Cacowards in 2011 and it would go on to be featured as the official fourth episode of ''Freedoom: Phase 1'' in 2013.
*** ''Deathless'', a ''Doom'' megawad created by James "Jimmy" Paddock that was originally developed under the name ''Griefless'' as Episode 4 replacement until it expanded into a full game replacement as part of [=NaNoWADMo=] (a play on National Novel Writing Month where WAD authors create a WAD "from stretch" in 30 days). It received an award on the 2017 Cacowards.
*** ''No End in Sight'', a megawad for ''The Ultimate Doom'' created by three contributors of the ''Doom the Way id Did'' megawad: Emil "[=NaturalTvventy=]" Brundage, Xaser Acheron, and Christopher Lutz. It is also another winner in the 2017 Cacowards.
*** ''Back to Saturn X'', a series of megawads created by the Back to Saturn X Team that features exclusive textures set, original music, and a new colormap and palette. Its title, episode names, and map names are named after albums and songs from Music/GuidedByVoices along with titles and song lyrics being incorporated into the text screens. The first episode received a Cacowards in 2013 and while its second episode received one in 2014. The official curated version of the megawads had their references to Guided by Voices altered and its title {{officially shortened|Title}} to ''BTSX'' with each episode using [[FunWithAcronyms joke acronyms]] on their respective title screens.
*** ''REKKR'', a Norse-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some {{bowdleri|se}}zation in the curated version as the Valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the armored look. It would go on to have an official UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021, featuring a canonical fourth episode episode in place of the bonus levels from the original mod.
*** ''Doom Zero'', a ''Doom II'' megawad created by Christopher "DASI-I" Golden of Iruka Software. It was originally released during ''Doom II''[='s=] 25th Anniversary and it was a runner-up in the 2019 Cacowards. It later received updates in 2021 after its release on the Unity ports.
*** ''Syringe'', a short mini episode by Walker "Pavera" Wright, Tarnsman, Marcaek, and Xaser. It was originally released in 2019 but had an update that coincided with its addition to the Unity port's official add-ons, which was the version that was brought over into the curated version. It became a Cacoward recipient in 2020.
*** ''Earthless: Prelude'', a 12-level mod for ''Doom II'' crated by James Paddock with new skies and sprites by Fuzzball. It is the {{spiritual successor}} to his previous mod, ''Deathless''.
*** ''Arrival'', an 11-episode map for ''Doom II'' created by Walker Wright and Brayden "AD_79" Hart. It won a Cacoward in 2021.
*** ''Anomaly Report'', vanilla-compatile megawad for ''Doom II'' created by Michael "valkiriforce" Jan Krizik. Its levels are themed around various visual styles and interior designs. It includes new graphics, music, textures (remixed from ones in ''Doom II'' and ''Final Doom''), and a [=DeHackEd=] patch by contributed by a few members of the Doomworld community.
*** ''Revolution!'', a ''Doom II'' megawad created by Thomas van der Velden. In 2016, musicians in Doomworld forums led by James Paddock collaborated on a MIDI Pack for the mod with a new level added by Thomas van der Velden. The curated version features the MIDI Pack built-in with along with a number of changes to the maps and soundtrack.

Added: 964

Changed: 12

Is there an issue? Send a MessageReason:
None


* SavedForTheSequel:

to:

* SavedForTheSequel: RefittedForSequel:


Added DiffLines:

** Tom Hall's "Doom Bible" describes some elements that didn't make the final cut, but ended up appearing in later installments:
*** One of the weapons planned to be found in episode 1 was a "sawed off shotgun", with "a wider radius of damage". A sawed-off shotgun with [[ShortRangeShotgun a wider radius of damage]] is what ''VideoGame/DoomII''[='=]s Super Shotgun is.
*** Another weapon of the Doom Bible is the Unmaker, a weapon made from demon bones. A weapon made from demon bones is featured exclusively in ''VideoGame/Doom64'' without a given name, and was {{Fan Nickname}}d as the Unmaker for its visual similarity to the Doom Bible's draft. The later-created modern port of ''64'' has since [[AscendedFanon ascended this]] and calls the weapon the Unmaker in its achievement list; ''VideoGame/DoomEternal'' does likewise with its Unmakyr, which bears a similar appearance and function to the Unmaker, only with pristine plate metal instead of demonic flesh.
Is there an issue? Send a MessageReason:
None


** The Chinese title, still used to this day, is ''Huǐmiè Zhànshì'' ("the annihilating soldier").

to:

** The Chinese title, still used to this day, is ''Huǐmiè Zhànshì'' ("the annihilating soldier").("Extermination Warrior", or "The Annihilating Soldier").
Is there an issue? Send a MessageReason:
This override of the "MOVE THIS TO THE FLAME BAIT TAB YOU GOOF" didn't seem to make the transfer from the main page, readding it


*** GodModeSue

to:

*** GodModeSueGodModeSue[[invoked]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MultiDiscWork: The original ''Doom'' on DOS was released on multiple floppy disks; two for the shareware version and four for the full game. Its sequel and ''The Ultimate Doom'' were later released on five floppy disks. Later re-releases and compilations during the 1990's and early 2000's later packaged the games and more on [=CDs=].
Is there an issue? Send a MessageReason:
None


* AbsurdlyShortProductionTime: The much-maligned UsefulNotes/3DOInteractiveMultiplayer port was infamously put together in just ten weeks. According to Rebecca Heineman, the sole staff member for the port, the CEO of Art Data severely underestimated the amount of time and effort that game development required, even for porting.

to:

* AbsurdlyShortProductionTime: The much-maligned UsefulNotes/3DOInteractiveMultiplayer UsefulNotes/ThreeDOInteractiveMultiplayer port was infamously put together in just ten weeks. According to Rebecca Heineman, the sole staff member for the port, the CEO of Art Data severely underestimated the amount of time and effort that game development required, even for porting.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AbsurdlyShortProductionTime: The much-maligned UsefulNotes/3DOInteractiveMultiplayer port was infamously put together in just ten weeks. According to Rebecca Heineman, the sole staff member for the port, the CEO of Art Data severely underestimated the amount of time and effort that game development required, even for porting.
Is there an issue? Send a MessageReason:
None


* FandomLifeCycle: The classic ''Doom'' games seem to be in stage 6a, with an active community.

to:

* FandomLifeCycle: The classic ''Doom'' games seem It became a mainstream phenomenon a few years in, to be in stage 6a, with an the point it took a while for first-person shooters to stop being called "''Doom'' Clones", and the community was still active community.a decade after release. The franchise also got new fans with ''Videogame/Doom3'' and ''Videogame/Doom2016''.
Is there an issue? Send a MessageReason:
None


** A CaptainErsatz of the comic book version of Doomguy appears as a boss fight in ''VideoGame/KingdomOfLoathing'' 's Zombie Master [[PrestigeClass challenge path.]]

to:

** A CaptainErsatz of the comic book version of Doomguy appears as a boss fight in ''VideoGame/KingdomOfLoathing'' 's ''VideoGame/KingdomOfLoathing'''s Zombie Master [[PrestigeClass challenge path.]]
Is there an issue? Send a MessageReason:
No longer Trivia. See X Source Cleanup.


* QuoteSource:
** {{BFG}}
Is there an issue? Send a MessageReason:
None


* ManualMisprint: The manual claims that berserk packs are "time based". They actually last until the player exits the level,[[note]]technically speaking, its timer is programmed (presumably by mistake) to last over four years in real time, so it might as well be permanent[[/note]] and the red hue that appears for about 20 seconds after picking one up is just cosmetic.

to:

* ManualMisprint: The manual claims that berserk packs are "time based". They actually last until the player exits the level,[[note]]technically speaking, its timer is programmed (presumably by mistake) to last over four years in real time, so but it might as well be permanent[[/note]] and the red hue that appears for about 20 seconds after picking one up is just cosmetic.
Is there an issue? Send a MessageReason:
Fan Nickname is now YMMV.


* FanNickname:
** A lot of fans refer to the pair of Barons of Hell that serve as the [=E1M8=] boss fight as the Bruiser Brothers, which was also id's internal name for the pair.
** For a long time, the protagonist of the original series never had an actual name and was referred to as "Doomguy" by the fans. It was not until the release of the novels was he finally given a real name: Flynn Taggart.
** Doom II RPG, however, names him Stan [[VideoGame/Wolfenstein3D Blazkowicz]], thereby making the hero a descendant of VideoGame/CommanderKeen as well. If the Doom RPG series wasn't [[StrictlyFormula yet another standalone continuity]], this could be accepted as an official name.
** On the contrary, though, [[WordOfGod John Romero]] has stated that, despite how the novels as well as the above spin-off attempt to shoehorn a name in for the "Doomguy", this protagonist has no canon name as he is supposed to represent the player themselves.
** Some fans have referred to the sentry droids from ''Doom 3'' as [[VisualNovel/{{Snatcher}} Metal Gear]].
** "Flame boi" for the Arch-Vile, which comes from a humorous GameMod that replaces all sound effects with a [[SyntheticVoiceActor text-to-speech program]] SayingSoundEffectsOutLoud. Said mod translates the Arch-Vile's "spotted player" sound with "here comes flame boi".
** "Agitating Skeleton" for the Revenant, thanks to the [[https://www.youtube.com/watch?v=HJcf0aOwmiA PRO DOOM MONSTER STRATS]].
** Cacodemons are often called "tomatoes", owing to their bright red coloration and roundness. They're also sometimes called "meatballs", but that name is more often used for Pain Elementals for their brown hue.
** ''Silent Doom'' for the Atari Jaguar port, coined by ''WebVideo/TheAngryVideoGameNerd'' because it has no music.
** The fanbase frequently refers to the first four releases in the series (''Doom'', ''Doom II'', ''Master Levels for Doom II'', and ''Final Doom'') by the collective name of "classic Doom" or "Doom Classic", since the graphics and gameplay are so similar amongst them that they could easily be viewed as just one big game, and especially since most [=WADs=] (the backbone of the community) use assets from all of them. ''Doom 64'' is also sometimes included in this set, since it uses the same engine, but not quite so universally, as it does actually have new graphics and altered enemy behaviors, and until 2020 was exclusive to a different platform.
Is there an issue? Send a MessageReason:
None


* ExecutiveMeddling: The [[PortingDisaster infamous]] Saturn port is a result of this. It originally used the Saturn's 3d hardware, resulting in a better looking and more advanced port than the original PC version. However, Carmack wasn't a fan of the system's 3d rendering style, so he demanded the game was redone with software-based rendering. The result was a rushed port that ran on a low resolution and had a poor framerate.

to:

* ExecutiveMeddling: The [[PortingDisaster infamous]] Saturn port is a result of this. It originally used the Saturn's 3d hardware, resulting in a better looking and more advanced port than the original PC version. However, Carmack wasn't a fan of the system's 3d rendering style, particularly the fact that it resulted in some texture warping, so he demanded the game was redone with software-based rendering. The result was a rushed port that ran on a low resolution and had a poor framerate.framerate because the only option they had the time for was hastily ripping out the Sega 32X's software renderer and running it on hardware it wasn't designed for.



* KeepCirculatingTheTapes: An ''accidental'' example, with Bethesda mistakenly pulling ''Doom'' and its sequel from the Xbox 360 store when the 2019 ports were released.

to:

* KeepCirculatingTheTapes: An ''accidental'' example, with Bethesda mistakenly pulling ''Doom'' and its sequel from the Xbox 360 store when the 2019 ports were released. This was quickly reversed in the next day or so after complaints.



* ManualMisprint: The manual claims that berserk packs are "time based". They actually last until the player exits the level[[note]]technically speaking, its timer is programmed (presumably by mistake) to last over four years in real time, but it might as well be permanent[[/note]], and the red hue that appears after picking one up is just cosmetic.

to:

* ManualMisprint: The manual claims that berserk packs are "time based". They actually last until the player exits the level[[note]]technically level,[[note]]technically speaking, its timer is programmed (presumably by mistake) to last over four years in real time, but so it might as well be permanent[[/note]], permanent[[/note]] and the red hue that appears for about 20 seconds after picking one up is just cosmetic.



* OfficialFanSubmittedContent: The eighth-gen console ports are getting fan-made [=WADs=] added to them.

to:

* OfficialFanSubmittedContent: The eighth-gen console ports As of the Unity ports' January 2020 update, they are getting fan-made [=WADs=] added to them.now receiving curated versions of several notable mods and addons.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* QuoteSource:
** {{BFG}}

Added: 211

Changed: 466

Removed: 1266

Is there an issue? Send a MessageReason:
Cleanup on the BFG entry for Dummied Out to keep things relevant to the trope and avoid Walkthrough Mode.


** Cacodemons are often called "tomatoes", owing to their bright red coloration and roundness. They're also sometimes called "meatballs", but that name is more often used for Pain Elementals for their brown hue.



** There was also the BFG. The classic BFG is probably the most complicated and illogical weapon ever put in an FPS, largely due to it holding over all of the mechanics from a scrapped alpha version of itself. This "billion fireballs gun" fired a ragged burst of 40 projectiles and was scrapped because it "looked like Christmas" and slowed the game to a crawl. The ''Doom'' BFG might appear to just fire a big ball that does splash damage, but it actually does this:
### After a delay of just under a second, the BFG fires the green energy ball.
### On impact, the projectile deals a large amount of direct (not splash) damage to whatever it hit.
### The BFG's invisible mechanics come into play now. The weapon fires a spread of 40 hitscan "traces" (or "rays") evenly distributed across a 90-degree arc pointing in the direction the BFG ball was fired in, ''from the player's current position''[[hottip:*:which allowed for some multiplayer shenanigans until it was patched, such as shooting the BFG into an empty room, then peek down a different corridor in time with the projectile colliding, doing a OneHitKill to everyone in said corridor instantly]], with each ray dealing 15d8 damage. Coupled with the average damage of impact being 450 damage, the average damage of the BFG (with very little deviation, due to the ''601'' dice rolls) was 3150 damage. [[CurbstompBattle This is 150 more health than the final boss of Doom has.]]
*** Most people are not aware that you can kill someone with the BFG with your back to them after firing it in a totally different room.
*** More traditionally, the BFG is dummied out from the UsefulNotes/{{Super Nintendo|EntertainmentSystem}} and UsefulNotes/Sega32X ports of the original game, because any maps (or areas in maps) where pickups for it actually appeared were cut.

to:

** There was also the BFG. The classic BFG is probably the most complicated and illogical weapon ever put in an FPS, largely due to it holding over all of the mechanics from a scrapped alpha version of itself. This "billion fireballs gun" fired a ragged burst of 40 projectiles and was scrapped because it "looked like Christmas" and slowed the game to a crawl. The ''Doom'' BFG might appear to just fire a big ball that does splash damage, but it actually does this:
### After a delay
final version of just under a second, the BFG fires in the green energy ball.
### On impact,
games still does shoot 40 projectiles in one sense; they're just bullet-like tracers that come out after the projectile deals a large amount of direct (not splash) damage to whatever it hit.
### The BFG's invisible mechanics come into play now. The weapon fires a spread of 40 hitscan "traces" (or "rays") evenly distributed across a 90-degree arc pointing in the direction the BFG ball was fired in, ''from the player's current position''[[hottip:*:which allowed for some multiplayer shenanigans until it was patched, such as shooting the BFG into an empty room, then peek down a different corridor in time with the projectile colliding, doing a OneHitKill to everyone in said corridor instantly]], with each ray dealing 15d8 damage. Coupled with the average damage of impact being 450 damage, the average damage of the BFG (with very little deviation, due to the ''601'' dice rolls) was 3150 damage. [[CurbstompBattle This is 150 more health
lands than the final boss of Doom has.]]
actual visual projectiles themselves.
*** Most people are not aware that you can kill someone with the BFG with your back to them after firing it in a totally different room.
*** More traditionally, the
The BFG is dummied out in its entirety from the UsefulNotes/{{Super Nintendo|EntertainmentSystem}} and UsefulNotes/Sega32X ports of the original game, because any maps (or areas in maps) where pickups for it actually appeared were cut.

Added: 315

Changed: 447

Is there an issue? Send a MessageReason:
None


!''The 2005 Film''

to:

!''The 2005 Film''film''



** For Creator/DwayneJohnson. [[https://twitter.com/TheRock/status/984852480587513856?s=19 He called the movie a stinker on Twitter]] while promoting ''Film/{{Rampage|2018}}''. In a 2009 interview, he described the film as an example of "trying and failing" to do a good video game adaptation, and that it was a cautionary tale of what "not to do".

to:

** For The film is also this for Creator/DwayneJohnson. [[https://twitter.com/TheRock/status/984852480587513856?s=19 He called the movie a stinker on Twitter]] while promoting ''Film/{{Rampage|2018}}''. In a 2009 interview, he described the film as an example of "trying and failing" to do a good video game adaptation, and that it was adaptation as well as a cautionary tale of what "not to do".do," and also [[https://twitter.com/TheRock/status/984852480587513856?s=19 called the movie a stinker on Twitter]] while promoting ''Film/{{Rampage|2018}}'' ([[https://twitter.com/DOOM/status/984879084101566466 to the chagrin]] of the official ''Doom'' Twitter).
** Creator/RosamundPike [[https://www.youtube.com/watch?v=ZfXszavE4Ig&ab_channel=ColliderExtras went on the record in 2021]] stating that she feels some embarrassment and guilt over the film's outcome since she believes she didn't do sufficient background research into the ''Doom'' world and what it meant to fans.
Is there an issue? Send a MessageReason:
None


* FakeAmerican: Creator/KarlUrban (New Zealand) and Creator/RosamundPike (British) as siblings John and Samantha Grimm.

to:

* FakeAmerican: Creator/KarlUrban (New Zealand) and Creator/RosamundPike (British) as siblings John and Samantha Grimm. Raz Adoti as Duke and Dexter Fletcher as Pinky.
Is there an issue? Send a MessageReason:
None


** As various documents including the Doom Bible have indicated, Doom shifted from originally being conceived as a tie-in to the film Aliens, later an original sci-fi story filled with more detailed plot, and finally the initial stages of its final form as an all original sci-fi FPS. Tom's notes in the Doom Bible also indicate that he carried certain references (such as character names) from Doom's rough draft into his own original game ''VideoGame/RiseOfTheTriad''. However, ''Rise of the Triad'' is more of a spiritual successor to ''Wolfenstein''.

to:

** As various documents including the Doom Bible have indicated, Doom shifted from originally being conceived as a tie-in to the film Aliens, later ''Film/{{Aliens}}'', then into an original sci-fi story filled with more detailed plot, and finally the initial stages of its final form as an all original sci-fi FPS. Tom's notes in the Doom Bible also indicate that he carried certain references (such as character names) from Doom's rough draft into his own original game ''VideoGame/RiseOfTheTriad''. However, ''Rise of the Triad'' is more of a spiritual successor to ''Wolfenstein''.
Is there an issue? Send a MessageReason:
Moved from the main page.

Added DiffLines:

** As various documents including the Doom Bible have indicated, Doom shifted from originally being conceived as a tie-in to the film Aliens, later an original sci-fi story filled with more detailed plot, and finally the initial stages of its final form as an all original sci-fi FPS. Tom's notes in the Doom Bible also indicate that he carried certain references (such as character names) from Doom's rough draft into his own original game ''VideoGame/RiseOfTheTriad''. However, ''Rise of the Triad'' is more of a spiritual successor to ''Wolfenstein''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheForeignSubtitle:
** South America: ''Doom: Hell's Gate''
** Brazil: ''Doom: The Door to Hell''
** Portugal: ''Doom: Survival''
Is there an issue? Send a MessageReason:
None


* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a ''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game.[[/note]] The modern source port GZDoom even allows you to emulate other games inside it, so you can play Doom ''inside another Doom''. If it has a processor of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

to:

* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a ''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game.[[/note]] The modern source port GZDoom [=GZDoom=] even allows you to emulate other games inside it, so you can play Doom ''inside another Doom''. If it has a processor of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".
Is there an issue? Send a MessageReason:
None


* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ''printers''. It has been ported to '''digital cameras'''. It has been ported to '''''oscilloscopes, [=ATMs=], fridges and even a piano'''''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game so you can play it.[[/note]]If it has a processor of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

to:

* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ''printers''. It has been ported to '''digital cameras'''. It has been ported to '''''oscilloscopes, ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a piano'''''.''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game game.[[/note]] The modern source port GZDoom even allows you to emulate other games inside it, so you can play it.[[/note]]If Doom ''inside another Doom''. If it has a processor of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".
Is there an issue? Send a MessageReason:
None


* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions; thanks to id releasing the game's source code, hobbyist programmers can port the game to nearly any platform of their choosing. As a result, ''Doom'' has been ported to ''printers''. It has been ported to '''digital cameras'''. It has been ported to '''''oscilloscopes, [=ATMs=], and even a piano'''''. If it has a processor of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

to:

* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions; thanks versions. Thanks to id releasing the game's source code, hobbyist programmers can port the game porting ''Doom'' to nearly any platform of their choosing.other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ''printers''. It has been ported to '''digital cameras'''. It has been ported to '''''oscilloscopes, [=ATMs=], fridges and even a piano'''''. If It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game so you can play it.[[/note]]If it has a processor of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

Top