Follow TV Tropes


Trivia / Doom

Go To


  • Approval of God: John Romero, himself, has given his approval of the Wolfendoom: Blade of Agony wad.
  • Ascended Fanon: Out of all the nicknames and made-up names, Doomguy seems to be the one which the creators have at least accepted as a Half-Canon Name (if largely for simplicity), as it got numerous nods and actually appeared as the Marine's name in his cameo on the PC version of Tony Hawk's Pro Skater 3.
    • This became confirmed for the classic rendition of the character in DOOM (2016), where the collectibles are of a Mighty Muggs-style Doomguy all with variations of [noun]guy, from Classicguy to Keenguy. The character in the 2016 game himself is typically referred to as the Doom Slayer to differentiate him from the classic Doomguy... at least until Doom Eternal elevates it to full ascended status and outright confirms that they are, indeed, the same character, which includes billing him as "Doomguy" in a flashback sequence where he actually speaks.
  • Completely Different Title: When the game was released in Japan on DOS/V (a DOS system with native Japanese language support), it bore the title "3D Alien Busters DOOM". This version is the only one to be distributed by SoftBank with Imagineer, the game's original Japanese publisher. An earlier port to NEC's PC-98, as well as all later ports of the game, avert the trope, however.
    • The Chinese title, still used to this day, is Huǐmiè Zhànshì ("the annihilating soldier").
  • Fandom Life Cycle: The classic Doom games seem to be in stage 6a, with an active community.
  • Fan Nickname:
    • 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 Blazkowicz, thereby making the hero a descendant of Commander Keen as well. If the Doom RPG series wasn't yet another standalone continuity, this could be accepted as an official name.
    • On the contrary, though, 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,
    • Advertisement:
    • Some fans have referred to the sentry droids from Doom 3 as Metal Gear.
    • "Flame boi" for the Arch-Vile, which comes from a humorous Game Mod that replaces all sound effects with a text-to-speech program Saying Sound Effects Out Loud. Said mod translates the Arch-Vile's "spotted player" sound with "here comes flame boi".
    • "Agitating Skeleton" for the Revenant, thanks to the PRO DOOM MONSTER STRATS.
    • Silent Doom for the Atari Jaguar port, coined by The Angry Video Game Nerd because it has no music.
  • I Knew It!: For many years, fans have theorized that Doomguy is related to B.J. Blazkowicz, even hinting at being his descendant in Wolfenstein RPG. On January 30th 2018, Tom Hall and John Romero both confirmed on Twitter that Doomguy is Billy Blaze's son and B.J.'s great-grandson.
  • Keep Circulating the Tapes: Actual copies of the infamous comic are extremely hard to come by; luckily, the comic in its entirety was mirrored on the internet, and id Software has had no issue with this.
  • Referenced by...:
    • A Captain Ersatz of the comic book version of Doomguy appears as a boss fight in Kingdom of Loathing 's Zombie Master challenge path.
    • The mobile Rogue Like game Dead Shell is a Whole Plot Reference to Doom, and the base character is a guy in green kevlar armor with a blue faceplate.
    • The Sheriff and his deputies from Wild Hogs have training that consists in its entirety of having played Doom.
    • Duke Nukem 3D has the dismembered corpse of the Doomguy make a cameo in a secret area of E1L3: Death Row. Duke quips "that's one Doomed Space Marine" when you find the secret.
    • The Shareware Demo episode of Jazz Jackrabbit 2 has a typeface and title card that parody the Doom II boxart, with Big Bad Devan Shell in place of the Cyberdemon and The Hero Jazz, giving an odd look to the player, in place of the Doomguy.
    • Serious Sam 3: BFE adds several enemies that are rather similar to those from classic Doom - the Cloned Rifleman and Shotgunner mirror the Zombieman and Zombie Sergeant, the Scrapjack is basically a Mancubus wearing pants, and the Khnum is heavily inspired by the Baron/Hell Knight. Multiplayer here and in the earlier HD revision of Serious Sam: The Second Encounter also adds the "Canned Cain" player model, who is a near carbon copy of the Doomguy. Interestingly, almost all of these are the result of Croteam actually being approached to assist in the development of what became the 2016 Doom, with Canned Cain and the Khnum model, at the very least, originating from the technology demo they made in their bid to create it - the latter's original model file was even titled "BaronOfHell.lwo" because it was, presumably, supposed to be the Baron of Hell.
  • Trope Namer;
  • The Wiki Rule: The Doom Wiki and Wikia Doom Wiki.


  • Divorced Installment: The game was initially planned to be a licensed title based on 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 Evil Dead 2 and a Dungeons & Dragons campaign they had recently finished.
  • Genre-Killer: The popularity of Doom is cited as one of the reasons the Adventure Game genre declined so quickly in the second half of the '90s.
  • Killer App:
    • The game was one for PC gaming back in the '90s. With Doom, the PC finally had an action game that could compete with what consoles were offering. FPS games were still mostly PC-only at this point.
    • To put it less mildly, Doom changed PC gaming from a niche hobby into a mainstream one. It sold over four million copies and showed the world that the personal computer was capable of running games more technologically impressive and sophisticated than anything Nintendo or Sega could run. At one point the game was installed on more PCs than Microsoft Windows (prompting Bill Gates to approach id Software for the rights to make a Windows 95 port of the game). Corporations and universities had to ban the game because people playing deathmatch were creating too much network traffic. For a few years in the mid-1990s, Doom was the must-own game.
  • Newbie Boom: Doom brought a lot of people into PC gaming, much to the irritation of Adventure Game fans who made up the majority of PC gamers up to that time. These new gamers had little patience for the intellectual, intricate puzzles (or more often incomprehensible to someone from Earth puzzles) that point-and-click adventures offered. There's still a hatedom toward the game from adventure fans over this.
  • Name's the Same: E3M8 was not named after Diss in Norfolk.
  • Official Fan-Submitted Content: The eighth-gen console ports are getting fan-made WADs added to them.
  • Port Overdosed: According to The Other Wiki, Doom has been officially released on over 20 platforms as of 2020. And that's 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, someone, somewhere, will use it to run Doom. As John Linneman of Digital Foundry put it, Doom has become the violent equivalent of "Hello world!".
  • Troubled Production:
    • The reason the 3DO port of the game was so lousy was because it was programmed by one woman, who was forced to rush out at a breakneck pace of ten weeks. 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 Creator Killer as well.
    • The 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, 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.
  • Urban Legend of Zelda: Shortly after the Columbine school shooting, it was discovered that both boys were fans of Doom, which led to claims that Eric Harris made custom WADs based off of the school for "training". While Harris did make levels (including a set of levels with graphics that made the game Bloodier and Gorier), none of them are modeled off of Columbine High, and when taken on their own reviewers have called the "Harris Levels" average to sub-par.
  • What Could Have Been:
    • Tom Hall, one of the lead developers, had plans to wove in a more detailed story for the game and introduce several fleshed-out characters. John Carmack was heavily against this idea, claiming that doing so would over-complicate the game, believing that the concept of "Shooting demons on Mars" would be enough to keep the players invested. It was, but the creative differences led to Hall resigning from the company before the game was finished.
    John Carmack: Story in a game is like story in a porn movie; it's expected to be there, but it's not that important.
    • Several weapons planned for the first game included a 'Dark Claw' (which would've drained life from enemies), 'Probjectile' (same as the regular pistol except it gives you enemy stats), 'Spray Rifle' (same as the shotgun, but wider shots), a bayonet (another melee weapon, attached to the rifle that would have been the player's default weapon) and the 'Unmaker' (a weapon that would've done more damage depending on the enemy types). The Dark Claw finally made it into Heretic (as the powered-up Gauntlets of the Necromancer) and the Unmaker into Doom 64.
    • The game was originally supposed to take place on a tidally locked world (the design docs are inconsistent on whether it's a moon or a full planet) named "Tei Tenga". The UAC's purpose there, rather than teleportation research, was supposed to be mining a substance called "Fire Dust", and the "Anomalies" that bridge the first two episodes in the released game were supposed to be the poles of Tei Tenga, where said Fire Dust was first excavated from. In the released game, all that remains of this are the names, as above the end of Episode 1 and start of Episode 2 being "Phobos/Deimos Anomaly" respectively, and some monitors in the first episode still having text reading "UAC BASE TEI TENGA".
    • 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 Jack-of-All-Stats 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 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 John Romero much later creating SIGIL for the game's 25th anniversary to act as a fifth episode).
    • The game's source code includes Dummied Out 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 Hexen was built on introduced polyobjects.
    • The infamously bad 3DO port almost had one more reason to add to its infamy. According to the port's lone programmer, Rebecca Heinemannote , the 3DO version nearly had live-action Full Motion Video cutscenes. Other fans managed to dig up more stills of these supposed cutscenes in all of their So Bad, It's Good glory.
    • The Sega Saturn version had the potential to be one of the best console ports of the '90s, were it not for an Executive Veto from John Carmack. See the Troubled Production entry above for more detail.
    • The Spider Mastermind has additional sprites for a secondary magical attack it could have used alongside its built-in chaingun. The sprites went unused because the developers couldn't decide on what to actually have that magical attack do.
    • The Easier Than Easy difficulty setting was originally going to be named "I Just Want To Kill." Presumably it was changed to "I'm Too Young To Die" as the developers thought that sounded more sarcastic.
    • The BFG was originally going to work by shooting dozens of little red and green orbs at the target all at once. It was changed mainly because having that many projectiles on screen at once would slow the game to a crawl every time you fired it.

The 2005 Film

  • Box Office Bomb: Budget, $60 million. Box office, $55,987,321.
  • Cast the Runner-Up: Dwayne Johnson was offered the lead role of John Grimm but chose the role of Sarge because he thought it was more interesting.
  • Deleted Scene: A nuclear explosion sequence on the Mars facility was filmed but not used in the final cut.
  • Disowned Adaptation: John Romero and John Carmack do not think fondly of the film.
  • Executive Meddling: The reason why the demons were changed into mutants. Apparently, the producers were religious evangelist types who demanded all Satanic elements be removed from the film. Why such types would produce a movie based on Doom of all things is a question for another day.
  • Fake American: Karl Urban (New Zealand) and Rosamund Pike (British) as siblings John and Samantha Grimm.
  • Old Shame:
  • Playing Against Type: This is one of the few time the Rock ever played a villain.
  • Saved from Development Hell:
    • Originally, it was announced in 1999 that the film would be made and that Arnold Schwarzenegger was cast in the lead role of Doomguy. Unfortunately, a Real Life incident involving two teenagers who had played the video game, playing about with a chainsaw, resulted in a tragic accident. Since one of Doomguy's weapons in the video game is a chainsaw, the film with Schwarzenegger in the lead role was dropped at that time. The film was finally brought to the big screen in 2005.
    • The film passed through several studios throughout the 1990's and early 2000's, including Warner Brothers, Universal and Columbia, before the rights fell to Universal once more in 2003 and production was put on the fast track.
  • Stillborn Franchise: When the box office goals weren't met, the sequel was dropped quickly.
  • What Could Have Been:



How well does it match the trope?

Example of:


Media sources: