List of Doom ports

In addition to an adjustable viewport, it supports rendering at low or high resolutions, and allows network play over AppleTalk as well as IPX.

This version of the game lacks both battery back-up saves and a password system, meaning that each episode must be finished from the beginning.

Due to hardware limitations, particles such as blood impacts, smoke, or bullet sparks are not present, and floors and ceilings are not textured.

Major Mike of GamePro gave it a perfect score in all four categories (graphics, sound, control, and FunFactor), noting that it was not just a straight conversion but a drastically reworked and comprehensive edition with "enough new twists and turns to surprise even the most battle-weary Doom player".

He applauded the inclusion of Doom II, the added levels, the much smoother graphics when compared to previous console ports, the clear sound effects, the "chilling" music, and the precise controls.

[32] A reviewer for Maximum found the port's most worthwhile aspects to be the huge number of levels, the use of the shoulder buttons for strafing, and the "vastly improved" audio.

[35] IGN gave it a 7 out of 10, citing the high frame rate, impressive lighting effects, use of the PlayStation Link Cable, and inclusion of Doom II content.

[39] According to Heineman, the CEO of Art Data Interactive had no idea of how game development worked and assured her that the project was already well underway and just needed some fine tuning.

Heineman acquired the PC and Jaguar source code for Doom straight from id Software and created a quick-and-dirty conversion.

[41] Full-motion video cutscenes were also planned to take advantage of the 3DO's media streaming capabilities and increased CD-ROM storage medium, but these never came to pass.

[46] Though containing the same levels, enemies, structures, and most of the sounds effects and music from the PlayStation version, this port suffers a number of differences and setbacks; the frame rate is significantly lower, the animation is slower, the echoed sound effects and sector-based lighting are missing, the Spectre and Nightmare Spectre monsters do not have the translucent textures and instead are drawn in see-through sprites of regular Demon enemies, and the animated fiery skyline in certain levels is gone, usually replaced with Doom II's city skyline.

The lead programmer on this port, Jim Bagley, later said that he originally programmed a hardware-accelerated engine that would have performed on par with high-end PCs of the time, but id Software disallowed usage of the engine due to texture distortion caused by the rendering process, resulting in the final version using an entirely software-based renderer.

John Carmack of id Software explained that they disallowed the engine because "I hated affine texture swim and integral quad verts.

"[50] Sega Saturn Magazine awarded the port a score of 56%, with the reviewer describing it as a "breath-takingly bad conversion of a classic game", judging the game's poor performance to be inexcusable considering the Saturn's 2D rendering capabilities, and feeling that even the earlier 32X and Jaguar versions played much better, despite being released on less powerful systems.

[59] Bethesda received criticism for allegations that it included additional digital rights management in this version, as the initial releases required that users sign into a Bethesda.net account in order to play.

(Up to 4 players over an i2c network) Official plans to port Doom to the WebTV Plus and EchoStar DishPlayer internet appliances, both utilizing a custom-made enhancement chip called the SOLO that would allow for more advanced graphics capabilities, were made known as early as late 1998 and 1999 respectively.

These efforts did not intend to preserve the ports in their original forms, however, as the WebTV Plus version in particular is known to have modifications to carry the "HackTV" branding on the splash screen.

[citation needed] The following diagram depicts a simplified family tree of Doom source ports (Information may be outdated).

One of the first source ports, glDoom was an attempt to bring OpenGL accelerated graphics support to the Doom engine, developed by Bruce Lewis.

[83] This has been cited by id Software as one of the reasons why it republished the source code under a free license, as it believed that incidents like that could be prevented by requiring developers to share their changes.

It was originally meant to power a Doom total conversion, but after that project went on hiatus (eventually being cancelled in 2006), the engine became the prime focus.

It is based on Boom, and adds several new features including high resolution graphics, enhanced monster AI, emulation of the pre-release beta versions of Doom, and "helpers" that follow and help the player (specifically dogs, to which the name of the engine refers).

Although PrBoom and PrBoom+ are simpler than some other Doom source ports, they are often preferred as staying relatively close to the behavior of the original games, and have good demo support.

However, some of the bug fixes and behavior changes of other ports may unbalance how levels made for the original games play, giving players certain advantages or disadvantages.

[89] The Doomsday Engine is a GPLv2-licensed source port (incorporating the former jDoom, jHexen, and jHeretic) that runs on Linux, Mac OS X, and Windows.

It also includes XG line and sector types for editing extensions, as well as a built-in master server games browser (launcher).

The source port is packaged in the Fedora RPM software repository alongside free installers that grab the shareware levels for all the games used by the engine by default.

Chocolate Doom is a source port for Windows, Linux, macOS, AmigaOS 4,[99] MorphOS, and other modern operating systems that is designed to behave as closely as possible to the original DOS executables ("Vanilla Doom"), going so far as to duplicate bugs found in the DOS executables, including bugs that cause the game to crash.

It uses the same game engine as Chocolate Doom, but allows enhancements to be easily toggled on or off in a separate options sub-menu in a manner that preserves core Vanilla gameplay as much as possible.

Due to the nature of the latter, some of these ports have opted for using automatic parsing of C code (such as Adobe Alchemy), while others have adopted a major rewrite.

A simplified family tree of Doom source ports