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Doom Is Twenty Years Old

alancronin writes with a quick bite from the Dallas News about everyone's favorite FPS: "Few video games have had the impact that Doom has on the medium as a whole. While it wasn't the first first-person shooter out there, it was certainly one of the earliest hits of the genre, due in no small part to its revolutionary multiplayer. Today, that game is 20 years old. Made in Mesquite by a bunch of young developers including legends John Carmack and John Romero, Doom went on to 'transform pop culture,' as noted by the sub-title of the book Masters of Doom." Yesterday, but who's counting. Fire up your favorite source port and slay some hellspawn to celebrate (or processes). I'm partial to Doomsday (helps that it's in Debian).

45 of 225 comments (clear)

  1. "legends John Carmack and John Romero"? by Anonymous Coward · · Score: 4, Funny

    That's like saying "Singing legends Elvis Presley and Right Said Fred."

    One of these things is not like the other, one of these things just doesn't belong...

    1. Re:"legends John Carmack and John Romero"? by BanHammor · · Score: 4, Informative

      They made their best games together. After that...well, the engines were good, I'd give them that.

    2. Re:"legends John Carmack and John Romero"? by tuffy · · Score: 5, Insightful

      Although John Carmack's engine opened up a lot of possibilities, John Romero's level designs were also a big part of Doom's success. The key difference is that Romero hasn't done much since Daikatana landed with a thud.

      --

      Ita erat quando hic adveni.

    3. Re:"legends John Carmack and John Romero"? by MightyYar · · Score: 2

      I'd go with Simon and Garfunkel.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    4. Re:"legends John Carmack and John Romero"? by geek · · Score: 2, Informative

      Although John Carmack's engine opened up a lot of possibilities, John Romero's level designs were also a big part of Doom's success. The key difference is that Romero hasn't done much since Daikatana landed with a thud.

      Carmack hasn't done much either.

    5. Re:"legends John Carmack and John Romero"? by Anonymous Coward · · Score: 4, Insightful

      The anti-Carmack sentiment has really kicked up a notch in the past year or two. I really have no way of knowing if what you say is true, since it seems to contradict with everything Carmack has said publicly about modding and litigation over software. I just find it interesting that every group feels the need to tear down their idols once they reach a certain level of reverence and deification within a subculture.

    6. Re:"legends John Carmack and John Romero"? by para_droid · · Score: 5, Informative

      This is the opposoite of how Carmack tells it in his recent interview:

      That was a decade-long fight inside id, really, about how open we should be with the technology and with the modifiability. The two things people were concerned about were, as you say: won’t people be able to make levels and sell them in competition to us? And there were certainly some specific cases, like the whole D-Zone game that came out with the package of a million or whatever different levels somebody could find scraped off the BBSes and put out there. We know some of those things sold really large numbers. So there was definitely an element of bitterness inside some corners of the company about that. I don’t think that they ever took anything from us; it’s not like we had a competing package.

      But then the other side of it was the technological evolution question, where people said, aren’t we giving away some of our secrets? When we released our source code to the builder and those different aspects. And certainly tons of people learned from that, and did go on to build things, and you know, there’s an argument to be made that the company could have perhaps held onto a lead and an edge in the market better without doing that. But I think we came out net positive.

      I was really happy a decade later when Kevin Cloud, one of my partners, said that I had been right to be pushing for doing that. Because he had been looking at it not so much from the community and technological openness standpoint, but as a business risk. Coolly looked back at over the years, I think we benefited more than it might have hurt us. But in truth, I was just doing that at the time because it was something that felt really right to me.

      I still remember, at the time I was commenting about how I remembered being a teenager sector-editing Ultima II on my Apple II, to go ahead and hack things in to turn trees into chests or modify my gold or whatever, and I loved that. The ability to go several steps further and release actual source code, make it easy to modify things, to let future generations get what I wished I had had a decade earlier—I think that’s been a really good thing.

    7. Re:"legends John Carmack and John Romero"? by mewsenews · · Score: 4, Interesting

      that litigious asshole John Carmack

      Holy crap there is a lot of bile in your post.

      Doom was designed to be modded - you had the IWAD that stored the main game data, and you could load a PWAD with command line parameters. Those features were either put in by Carmack or blessed by him.

      I'm intimately familiar with what the Doom community became after 1998 when Carmack released the source code (how many other companies do that?)

      He was tremendously supportive of the community and personally replied to some emails I sent him over the years asking him about GPL licensing of old id stuff.

      He's even got an account here on Slashdot.

      The portrait you paint of him does not match anything I've seen or read about him, ever.

    8. Re:"legends John Carmack and John Romero"? by MightyYar · · Score: 2

      That was the B side to "Feelin' Groovy".

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
  2. Ah the memories by cold+fjord · · Score: 2, Insightful

    There were some fragging good times playing that with friends.

    --
    much of left-wing thought is a kind of playing with fire by people who don't even know that fire is hot - George Orwell
    1. Re:Ah the memories by danbert8 · · Score: 5, Funny

      Bah, why isn't there an undo mod command. I accidentally hit underrated instead of overrated. Now I have to reply, lose a mod point, and can't mod anymore in this thread. Oh and so I have a relevant comment: iddqd I AM INVINCIBLE TO YOUR MODS!

      --
      Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
    2. Re:Ah the memories by BattleApple · · Score: 4, Informative

      Did you know that cold fjord liked Doom before you read his/her post? I believe we have all been informed.

    3. Re:Ah the memories by Anonymous Coward · · Score: 3, Funny

      Duke Nukem Forever is two years old. That make you feel better?

  3. Bought from a shareware machine! by Pope · · Score: 3, Insightful

    I remember a friend and I bought the full version of Doom at a shareware vending machine at a local mall. We brought our own floppies and a two rolls of loonies to pay for it. Then spent the rest of the day taking turns playing on his 486. Good times! :D

    --
    It doesn't mean much now, it's built for the future.
    1. Re:Bought from a shareware machine! by gstoddart · · Score: 4, Interesting

      I remember a friend and I bought the full version of Doom at a shareware vending machine at a local mall. We brought our own floppies and a two rolls of loonies to pay for it.

      Wow. I don't remember vending machines like that at all.

      I do, however, remember loading programs off cassette tape. :-P

      --
      Lost at C:>. Found at C.
    2. Re:Bought from a shareware machine! by 93+Escort+Wagon · · Score: 3, Funny

      I remember a friend and I bought the full version of Doom at a shareware vending machine at a local mall. We brought our own floppies and a two rolls of loonies to pay for it. Then spent the rest of the day taking turns playing on his 486. Good times! :D

      You forgot the "eh".

      --
      #DeleteChrome
    3. Re:Bought from a shareware machine! by Nerdfest · · Score: 4, Insightful

      The first machine I played it on cost in the areas of $2000. Now I can run it on a $10 MP3 player smaller than a pack of matches using RockBox. I kind of like the future.

    4. Re:Bought from a shareware machine! by operagost · · Score: 2

      READY.
      LOAD

      PRESS PLAY ON TAPE

      SEARCHING

      FOUND DOOM
      LOADING
      ?LOAD ERROR

      SUCK IT DOWN.

      bhsihbvhb ruif v riuvhwer ur viurvye whb ru wiu ergwer
      65fub yuv54r ^5vdc ^ &r 856* ^t8V^*679

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
  4. Maze War by Anonymous Coward · · Score: 5, Informative
  5. Memories by Anonymous Coward · · Score: 4, Insightful

    My first memory of DOOM was playing it on a 385 25MHz with 2 MB of RAM. Yeah, that ran like a slideshow. I couldn't understand the big deal. Shortly thereafter I got a screaming 486DX 66MHz with 8 MB of RAM. THEN I understood why the game was a big deal.

    I feel silly, but I started playing this game pretty young, about 9 or 10. And I was terrified. Not enough to stop playing mind you. But the snorts of the imps in adjacent rooms really terrified me. If I wanted a bigger scare, I'd turn off all the lights. I sure played games differently then. Not like I play games now, where I stroll around with a cocky sense of invincibility, just soaking damage and pressing the kill button as fast as I can.

    1. Re:Memories by Andrewkov · · Score: 2

      Ah yes, I remember playing Doom on a 386 with the view minimized as small as possible to make it playable. We had a 486 as well, the two machines cobbled together with Arcnet so we could play on the network. The guy on the 486 had a huge advantage in frame rate and larger viewing area, but only the 486 had a soundcard, so the guy on the 386 could get an advantage by listening to the sound from the other computer (you could guess how far away the opponent was based on the volume of your gunfire coming out of the other computer's speakers).

      Wow, 20 years, I can't believe it.. thanks for making me feel old today, Slashdot!

    2. Re:Memories by Boronx · · Score: 2

      Holy crap, when you start a level and hear a cyber demon, that was terrifying.

  6. I love you... by wiredog · · Score: 2, Funny

    ...you love me..
    BLAM!

  7. We called them by spywhere · · Score: 5, Interesting

    My roommate came home back in '93 with a bootleg copy of the original game. After we installed it, we were concerned about "going to HELL," so we called id Software.

    "Hi, we're calling because someone gave us a bootleg copy of Doom...
    "And...?"
    "We need the address, so we can send a check... how much do we owe you?"

    The person on the phone, after recovering from their shock, gave us the address, and told us to make sure to include OUR mailing address with the check.

    A few weeks later, we received a boxed copy of Doom, and a bunch of other cool swag.

    1. Re:We called them by fluffythdestroy · · Score: 5, Insightful

      We need more people like you

      --
      PC Gaming enthousiast that gives comments, opinions and reviews on Games. I'm just having fun with games while doing let
    2. Re:We called them by X0563511 · · Score: 4, Insightful

      Ah, back in the days when developers (and players) were (mostly) honest.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:We called them by UnknowingFool · · Score: 4, Interesting

      I was listening to a talk by a ROM hacker recently. He was looking at old cartridge games from the 80s and 90s and looking through them for Easter Egg comments. The first one he came across was "Jeff Spangenberg is a weenie". It was put in by the programmer who was not happy on the treatment he got from Jeff. The hidden comments ranged from dedications to humor. Some of the Easter Eggs contained threats of all sorts, but, surprisingly, a few of them were job offers. Those companies figured that someone with enough talent back then to crack the game to see the source code was talented enough to work for them.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    4. Re:We called them by X0563511 · · Score: 2

      Then you were not one of the honest ones, you were one of the ones who's existence I implied with "mostly."

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  8. My first multiplayer game by Martz · · Score: 4, Informative

    Doom always reminds me of my first first person shooter multiplayer experience.

    My friend got his first 1x CDROM/Soundcard package for his 486 SX 25, and it came with a bunch of free games. We haggled and traded these crappy games at our local computer shop for a Null Model Cable, after discovering the Intersrv.exe and Interlnk.exe files and reading the help /? and realising that we could get 2 computers to "talk" to each other.

    After enormous amounts of trial and error, tweaking config.sys and auto exec.bat, we were able to copy the doom.exe using a null model transfer to another computer, and have player vs player games. We had a lot of fun and felt like this was the cutting edge of gaming, or at least in our world.

    Doom for me is the foundation of all modern multiplayer games, regardless of it was the first - i still have fond memories of where it all started for me. It's mind blowing to think about the games industry these days and how it's evolved.

    We didn't have search engines or ways to connect with other people of similar minds to solve the problems that we encounter. From these early gaming experiences I learnt enough about DOS and the PC to make it my hobby and later my career.

    I owe Doom more than just many hours of entertainment, in a round-about way.

  9. Re:1st 1st-person shooter by LoRdTAW · · Score: 4, Informative

    If you read the wikipedia article on the FPS genre, Wolfenstein 3D was not the first FPS. Turns out that FPS games started in the 70's but were not released to the public (one was a US Army tank simulator). the first publicly released FPS was Battlezone released in 1980.

    Wold 3D did however put the genre on the map. Doom had the privilege of being the first FPS with true modem and networked multiplayer.

  10. This game LITERALLY changed my life. by Lester67 · · Score: 4, Interesting

    I'd starting tinkering with computers about the time the MicroAce came out. I moved through the Vic, C64 and C128... and then to the Amiga. While I wouldn't consider myself a fan-boy, I supported the brand almost to a fault.

    It wasn't until one day, in a Sears, I saw an Asus 486/DX2-66 for sale, and they were running DOOM on it. I bought a PC for no other reason than to play Doom.

    I'm now an IT manager over our hardware repair and oncall function, and I owe it to the day I went "PC Compatible"... over a freakin' video game.

    1. Re:This game LITERALLY changed my life. by kwerle · · Score: 2

      I'm now an IT manager over our hardware repair and oncall function, and I owe it to the day I went "PC Compatible"... over a freakin' video game.

      Kinda sad.

      http://doom.wikia.com/wiki/NEXTSTEP

  11. Re:IDDQD by X0563511 · · Score: 3, Insightful

    IDSPISPOPD - that was the fun one.

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  12. Re:1st 1st-person shooter by CastrTroy · · Score: 5, Interesting

    Most people don't realize how far we've come until you go back and play those games. If I recall correctly, in Doom, there was no jumping, and you couldn't aim up and down. The only way to move vertically was going up small steps, which your character automatically walked up. The levels were all 2 dimensional. It didn't support rooms above other rooms.

    Other games like Descent, were more 3D, but as someone who designed levels in his spare time for the game, there's some weird stuff you can do in that game because the 3D engine was flawed, most likely to make it run fast enough. You could build a room with a floating cube in the middle. Put a door on one side of that cube. When you go through the door, you could enter a room bigger than the encompassing cube.

    --

    Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  13. Re:1st 1st-person shooter by ArcadeMan · · Score: 5, Funny

    Was your cube blue, by any chance?

  14. right in the childhood. by nimbius · · Score: 4, Interesting

    sit down kids, the old mans about to tell a story.
    Doom, the game, meant so much more than any bejewel clicking farmville grinding facebook gaming ass-scratching fruit-ninja with a bird in a slingshot can ever hope to understand; but you can learn to.
    it was 20 years ago that I sat in a dark bedroom beset with mountain dew and doritos, the boomy din of Nine Inch Nails churning away as I poured through the WAD file editor on a sunny saturday afternoon and a smirk on my face knowing the level I uploaded to the BBS that evening would be a work of art. It was designs for floors and trap doors and creative new weapons that filled my 3 ring binder during gym class and on the bus ride home I'd power through 30 minutes of the most unforgiving motion sickness in the tri-county area thinking about new places to stick a cacodaemon or a pain elemental. Doom was my respite, but it was also my temple. the days torment and teasing in school meant nothing once i heard the first few notes of the devils tri-tone main-screen theme and laid eyes on 'doom guy.' Network modem multiplayer and the joy of a friends new map, or the hillarity of a deathmatch laiden with machine gun rocket launchers of our own devise were the the epitomy of my childhood. Dooms wad editing frenzy pushed me into computer programming despite all odds. Six years later the mere act of playing doom was enough to send parents scrambling for body armor and in my case, suspended me for a week thanks to my inability to stop talking about Doom 2's shotguns and their modifications in school after the Columbine Massacre revealed its duo played the dreaded game.

    Doom was analogous to who i was as a child. one lone guy trying to get past an ocean of seemingly endless torment and assault if only to make it to the next level where despite the horror of it all I still tried as best i could to beat the records and discover everything i could.

    now go. buy a copy of doom and start knee deep in the dead as so many of us have, and *sniff* .....get off my lawn.

    --
    Good people go to bed earlier.
  15. Re:1st 1st-person shooter Phantom Slayer! by guynorton · · Score: 2

    First commerically available FPS? I nominate Phantom Slayer..1982

    FIrst Person? Yes!
    Shooter? Yes!
    Spooky as well....

    http://www.youtube.com/watch?v=6uFxq0dZ49c

  16. Re:1st 1st-person shooter by timftbf · · Score: 2, Insightful

    Most people don't realize how far we've come until you go back and play those games. If I recall correctly, in Doom, there was no jumping, and you couldn't aim up and down. The only way to move vertically was going up small steps, which your character automatically walked up. The levels were all 2 dimensional. It didn't support rooms above other rooms.

    See, for me, these are features, not limitations.

    One set of directional controls. Look where you move where you shoot. That's controls I can have fun with.

    FPSes went downhill as soon as Quake introduced mouselook, and haven't been able to interest me since.

  17. Brutal Doom by anss123 · · Score: 2

    Neat, I'll have to check it out. Wonder if it works with Brutal Doom.

    Brutal Doom is possibly the best Doom mod ever. Check out this review.

    Had a ton of fun with it. It's not extra levels, instead you play the same old levels with smarter monsters, heavier weapons and extreme brutality. The latter seems silly now, it's all just sprites, but I wonder how that would have been received in 1993.

  18. Re:1st 1st-person shooter by operagost · · Score: 2

    I think he was asking if your blue cube was a police box...

    --

    Gamingmuseum.com: Give your 3D accelerator a rest.
  19. DOOM is the most durable game franchise by tekrat · · Score: 3, Interesting

    Other than Tetris, I can't think of a single game that's been ported to more platforms, and played more than DOOM has -- there are people right now, somewhere in the world still playing doom -- and I'm one of them.

    What I enjoy about doom is that it's simply everywhere. I remember being at an E3, and among other new releases for the Super Nintendo (yes the 16 bit), was a DOOM cartridge. The fact that DOOM is available for practically every platform there is (although I have no bothered to confirm, I'm sure I can even play on an iPhone), one of my favorites was finding the engine for SGI machines and SUN platforms very early on -- so, yeah... you could play it on a cheap 486, or on your high-end $20,000 workstation, it was (and still is) literally everywhere.

    My prediction is that regardless of what new platforms materialize in the future, some enterprising hacker will port DOOM to it, making the franchise one of the most durable in the history of videogames.

    --
    If telephones are outlawed, then only outlaws will have telephones.
    1. Re:DOOM is the most durable game franchise by ausekilis · · Score: 2

      Considering the engine is open source, I bet you are right. I was looking at a 4-player one-screen setup for my arcade cabinet, similar to the split screen doom1 and doom2 on the doom3 xbox disk. I found dozens of ports and projects, including PrBoom, VanillaDoom, ChocolateDoom, ports to OpenGL, to SDL, ripping the Doom sprites out of the N64 Doom to make custom WAD's. Those are just the ones that I can remember off the top of my head. I even played Doom on my old Sprint phone, from 2001. The levels looked like you were wandering through playing cards, but you could still find a caco-demon and 20 button presses later the thing exploded. I even have a port of DOOM on my Nintendo DS (R4 cart).

    2. Re:DOOM is the most durable game franchise by Somebody+Is+Using+My · · Score: 2

      The fact that DOOM is available for practically every platform there is (although I have no bothered to confirm, I'm sure I can even play on an iPhone)

      You would be correct in that assumption

      (Although I found the Doom2 RPG to be far more enjoyable game; FPS games and touchscreens are not a good combination)

      But you are right about how widespread Doom has become in the computing world. According to Wikipedia, the following platforms had official versions of Doom ported to them

      Computers: MS DOS, NextStep, IRIX, Solaris, MacOS, Linux, MS Windows, Acorn RISC OS
      Consoles: Atari Jaguar, Sega32x, Playstation, SNES, 3DO, Sega Saturn, Game Boy Advance, XBox, XBox360, Playstation 3
      Other: Tapwave Zodiac, IPhone/IPod Touch/IPad

      Unofficial ports include: BeOS, Amiga, ZX Spectrum 128K, Commodore VIC-20, Nintendo DS, iPod, Android, Sony Ericsson, Symbian, Zune, TI-Nspire

      Doom was also ported to Adobe Flash and Java, so any device that can run those languages can also play Doom. I seem to remember some company once released a "smart" refrigerator that used Java; it's possible you could have played Doom on that too.

      Doom. It's everywhere.

  20. Re:1st 1st-person shooter by Anonymous Coward · · Score: 2, Interesting

    The Doom Engine was built out of a BSP tree, each leaf node had the floor and ceiling height. Then each frame was rendered by scanning across the screen horizontally and rendering each vertical strip in turn. This was done by building up a set of texture lines going from a point at the top of the screen to a point at the bottom, so it would alternate between ceiling, wall and floor spans. Thus players could go up steps, and steps could be made to rise and fall automatically or be triggered.

    The Quake engine was originally written as software renderer. Then SGI wanted to demonstrate that a software OpenGL renderer could be as a fast as a custom rendering engine. 3Dfx brought out 3D piggyback rendering boards with their Glide API. Then Microsoft realized that this was edging into hardware programming API and brought DirectX.

    The other technique was to use portals, where each room had special polygons/planes which defined where "portals" are, that led to other rooms. Whenever a portal was detected, that other room would be rendered first.

  21. Problems recreating the original audio experience by cshay · · Score: 2

    I occasionally get nostalgic for those days back in 1994 but I have a big problem reliving them due to the sophistication of the audio in this game. You see, it was designed to play high quality MIDI if you happened to have a $1000 sound card. Of course I nor most of my friends did not have that... I had the standard soundblaster chip on my 486.

    So when I play it in DosBox or whichever emulator, the sound is just too good! It is not the same as when I played it before!

    Any tips on how to recreate that standard 1994-1995 486 experience aside from finding an old pc and installing win95?