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Doom (PC, 1993)

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Title Screen

Doom

Also known as: The Ultimate Doom, Doom95, 3D Alien Busters Doom/Doom 3D Alien Busters,[1] Doom Classic
Developers: id Software, Infinity (PC-98), Vicarious Visions (Xbox), Nerve Software (Xbox 360 and 2019 remaster)
Publishers: id Software, Imagineer (PC-98), Activision (Xbox, Xbox 360 prior to 2010) Bethesda Softworks (current re-releases since 2012)
Platforms: DOS, Windows, Linux, Mac OS Classic, PC-98, Xbox, Xbox 360, iOS, PlayStation 3, Android, Nintendo Switch, PlayStation 4, Xbox One
Released internationally: September 27, 2006 (Xbox 360, Original), January 20, 2012 (Xbox 360, Relisting), November 20, 2012 (PlayStation 3), July 26, 2019 (2019 remaster)
Released in JP: December 9, 1994 (PC-98)
Released in US: December 10, 1993 (DOS), December 1995 (Mac) October 31, 2009 (iOS)
Released in EU: December 1993 (DOS), October 30, 2009 (iOS)


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page

Hmmm...
To do:
  • There's music lumps, aka alternating versions or minor revisions of tracks, document those.
  • The chain gun has an unused function that it was going to play the pistol shoot sound but in a higher pitch.
  • Sources for release dates and more info about Japanese releases.
  • The source code could use some investigation for unused or scrapped features for the development article.
    • Source code of DOS/Mac versions surfaced in 2023.

The game that didn't start it all, but it might as well have. Almost a licensed game based off of the second Alien movie, Doom wrote the FPS canon and became a worldwide phenomenon, paving the way for many "Doom clones" and eventually Quake.

The game (or at least, the Linux port) is fully open-source, leading not only to many, many source ports of the game with numerous tweaks and enhancements added, but a reputation for being ported by smart-ass programmers to just about anything with a screen and a CPU. (And we do mean anything!)

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs
Doom-STIMA0BFG.png
Revisional Differences
There's a lot of them.

Debug Mode

Entered by passing the parameter "-devparm" when starting the game, Doom's debug mode is pretty bare-boned. You can take screenshots (in PCX format) by pressing F1 (which replaces its original function of bringing up the help screen), and a series of dots appears in the bottom left that roughly indicate the frame rate. One dot indicates the full 35FPS, while more dots indicate a frame rate of 35/(number of dots). In earlier versions, the -devparm parameter is also required to use several other parameters, but the requirement was dropped in 1.4.

Unused Graphics

DISPLAY OPTIONS
Display

Menu heading and option for a display options menu. These are left over from the 0.5 alpha.

LOAD GAME
SAVE GAME

Headings for the load and save game menus. These menus just reuse their option graphics for their headings.

Ouch!

The "ouch" face was meant to occur if the player lost 20 or more health in a single attack. A mistake in the game's coding makes it visible only if you gain 20 or more health while taking damage, rendering the face unseen outside of uncommon situations, like getting hurt while standing on a medikit. Like most of Doom's status bar faces, the ouch face has five different sprites depending on how much health the player has remaining. The Unity port fixes this oversight, allowing it to be seen as it was intended.

Doom-SWxSTARG.gif

The SW1STARG texture was only used on a single wall of E1M3 in v1.0. When the raising floor it triggered was redesigned in v1.1, the switch texture was removed from the wall, and it goes unused in all future versions.

Doom-PISGD0.png
Doom-PISGE0.png


Unused In-Game
A lot more realistic in terms of physics. Barely any recoil. Lame.


Two unused frames for the pistol. Why they're not used is unknown. Within the animation, it seems to have a more realistic recoil animation and lasts longer than the frames in-game. Perhaps those frames were removed to have a faster fire rate?

The recoil seems reasonable enough.

Unused In-Game
This is likely what most of us imagined how the BFG acts in terms of firing. LAAAAAAAMMMMEEEEEEEEEE


An unused frame for the BFG. Again, why it's unused is a mystery. It has a recoil animation once again, while in the game there is none.

Fixed Animation
Doom1993-FullyRestoredBFGAnimation.gif

It should also be noted that the BFG's muzzle flash within the previous firing animations seems to have a layering oversight, as the blast graphics overlap the muzzle. Interestingly though, out of all games, Doom RPG fixed this oversight.

Used Unused
Doom-SMITA0.png Doom32x - Small Grey Stalagnite.png

A gray variant of the stalagmite decoration, lacking the spikes and smaller stalagmites around the sides. No corresponding "thing" (engine lingo for an object the player and monsters interact with) exists for it.

Removed Graphics

A few unused graphics can be found in earlier versions of Doom, but these graphics were removed from later versions.

Score! Weapons Multi-line text feed.
Alternate status bar panels left over from the press release pre-beta. The score and weapons panel were used instead of the normal bar on the automap; the large blank divided panel replaced the entire right side of the status bar whenever text was displayed or being typed. These were removed in v1.2.

0 1 2 3 4 5 6 7 8 9
Red variations on the small gray and yellow numbers used on the status bar. These were also removed in v1.2.

Shotgun Chaingun Rocket Launcher Plasma Gun Chainsaw BFG9000
These small weapon icons were used on the weapons panel of the pre-beta automap status bar. And like the panel, they were removed in v1.2.

Bonus Score
Bonus and score graphics intended for the intermission screen. Another set that was removed in v1.2.

The ejected shell found a home as a part of the super shotgun's reload animation in Doom II.

DoomPSHEA0unused.png DoomPSHEB0unused.png DoomPBULA0unused.png DoomPBULB0unused.png
These are spent shell and bullet casings that would have come out of a gun. However, the spent casings never pop up since the coding required doesn't appear to be there. They were removed in v1.666.

Doom BAL6 anim unused.gif Doom-BAL3 anim unused.gif Doom-BAL3a anim unused.gif Doom-BAL5 anim unused.gif Doom-BAL4 anim unused.gif Doom-BAL4a anim unused.gif
These are obviously projectiles and their corresponding impact animations, but none of these are used in the final version. The yellow and green sphere projectile was thrown by the Baron of Hell in the press release pre-beta. Likewise, the green ball and explosion are leftovers from the pre-beta plasma gun and BFG. The purple and pink sphere and blue ball were never used in any known version. They were removed in v1.666.

Doom2-APBXA0.png

A frame of the yellow and green projectile was used as a part of the Arachnotron plasma's impact animation in Doom II.

Added Graphics..?

Doom-APLS.gif Doom-APBX.gif Doom-MANF.gif
The Arachnotron plasma and Mancubus fireball from Doom II were mistakenly added to the Doom IWAD in v1.666...

Doom-BOSF.gif
...as was the final boss' spawn cube.

Doom v1.666 Doom II
Doom1 FCAN.gif Doom2 FCAN.gif

The burning barrel decoration is also present, but with earlier spritework that lacks some refinements on the fire and the shading on the left side of the barrel. The second and third frames also have incorrect offsets that make it shift to the right.

multiplayer

This multiplayer menu option graphic is present in the Doom 3 BFG Edition IWAD. It's used in the console versions, but the PC version doesn't have multiplayer support.

Unused Messages

Unused Medikit Message

If the player gets a medikit with less than 25 health, this should be displayed:

Picked up a medikit that you REALLY need!

However, health is added before the check is made, so the player's health is always greater than 26 when it checks which message to use. The 3rd September update for the Unity-wrapped 2019 re-release restores this behavior.

inVuln or Inviso?

This might be stretching the definition of unused, but when entering the idbehold cheat, the following message is displayed:

inVuln, Str, Inviso, Rad, Allmap, or Lite-amp

The capital letters indicate which key to press for that powerup, but since the final version of the game no longer makes a distinction between capital and lowercase letters in the message font, pressing V to get the invulnerability artifact is completely unintuitive.

Unused Sector Type

A fully-functioning sector type, 14, is never used in any level in The Ultimate Doom, Doom II, or Final Doom. When used on a sector, it will open like a regular door after five minutes of gameplay have passed, then close a few seconds later. It behaves much like the used sector type 10, which closes the sector like a door after 30 seconds have passed.

Unused Sounds

There is a single sound included in both Doom and Doom II, called DSSKLDTH, which due to its position within both WAD files, seems to have originally been intended to serve as the Lost Soul's death sound. However, it's simply a duplicate of the DSOOF sound the player makes when bumping into a wall, due to Lost Souls simply reusing the fireball explosion sound (DSFIRXPL). The sound file's name, possibly coming from "Skull Death" was probably a leftover from the Doom Press Release Beta's version of the lost soul, whose death animation consisted in breaking apart and falling into pieces. This file is also present in the Final Doom IWADs.

Oddities

DSSWTCHX, as the name implies, is supposed to play when turning off a switch. However, due to a coding oversight, it never actually plays in-game and is only used when closing the menu. This is still the case for Final Doom and Doom II.

References