Doom (DOS)   1993


Advanced 3D first-person shooter - first non-perpendicular walls, first full textured mapping of all surfaces,  varying light levels and custom palettes, first game to feauture panoramic skies in first person games, first time  enemies fighting with each other

Doom 1993

Gameplay video

Magazine review - Computer and video games (1994)

Magazine preview - PC gamer (1994)

Magazine review - PC gamer (1994)

Magazine review - computer and videogames (1994)

1) Featured varying light levels and custom palettes (all areas in Wolfenstein 3D are fully lit at the same brightness). The latter contributed to Doom's visual authenticity, atmosphere and gameplay, as the use of darkness to frighten or confuse the player was nearly unheard of in games released prior to Doom.
2) GameSpot wrote that "despite its numerous appearances in other formats and on other media, longtime fans will forever remember the original 1993 release of Doom as the beginning of a true revolution in action gaming."
3)  Most of the sprites were drawn by hand, but some of the characters were digitized from sculptures. These were the player character, the Cyberdemon and the Baron of Hell, all done in clay by Adrian Carmack, and the Arch-Vile, the Mancubus, the Spider Mastermind and the Revenant, created in latex and metal by Gregor Punchatz. The sculptures were photographed from five to eight different angles so that they could be rotated realistically in-game, and finally touched up, colored and animated digitally with a program created by John Carmack.
4) Up to version 1.1, it was possible to run the game on three monitors at once, giving a 270-degree field of vision.
5) The sound of a Former Human and/or Imp dying is that of a Bactrian camel's mating call.
6) In version 1.4 , an alteration was present. In Episode 1, Map 4: "Command Control", a structure originally lowers to the ground to create a pattern of a swastika on the floor. This was done as a reference to "Wolfenstein 3D" however, this offended many players so it was changed to a different, yet similar structure in this version.
7) SNES version: All blood and splatter effects were removed. Game Boy Advance version made enemy blood green in order to secure a Teen (not Mature) rating from the ESRB.

8)  Unused Quit Messages: There are several unused quit messages defined in the source code:

-fuck you, pussy!

-get the fuck out! you quit and i'll jizz

-in your cystholes! if you leave, i'll make the lord drink my jizz. hey, ron! can we say

-'fuck' in the game? i'd leave: this is just more monsters and levels.

- what a load. suck it down, asshole!

- you're a fucking wimp! don't quit now! we're still spending your money! THIS IS NO MESSAGE!

The first seven messages are under a comment saying "FinalDOOM?", but this was added by Bernd Kreimeier when he was cleaning the source for release to the public. These messages were never intended for Final Doom - they were "development mode only" messages written by John Romero. "Ron" referred to Ron Chaimowitz, CEO of GT Interactive, publisher of The Ultimate Doom, Doom II, and Final Doom.

9) Oldest 3D game that support Virtuas Reality sets like Oculus Rift (unofficiall modded version). First 2D game that support VR is Zaxxon.

10) Third banned game ever (after Mortal Kombat). Game was banned in Germany from 1994 to 2011.

11) First game with moving dynamic skies was Metaltech: EarthSiege.

12) The sky background of Episode 1 was taken from a photograph of Yangshuo Cavern made by Tom Atwood.(picture below).

doom 1993

13) Doom logo was taken from the cover of the album of punk band Doom, called "War Crimes - Inhuman Beings" (1988).

14) Emulated in: DOSBox. Best way to emulate it with best image quality - is to use Windows version, in emulator VMware that running Wndows 2000.

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