We just released a prototype of the cancelled SNES port of Puggsy! Take a look!
As always, thank you for supporting The Cutting Room Floor on Patreon!

Proto:Doom (PC, 1993)/WinDoom

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Doom (PC, 1993).

Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.

WinDoom is a Win32 port of the Doom engine which can be run on everything from Windows 3.1 (with Win32s) to modern 64-bit Windows. It was never officially released, with Doom 95 taking its place as a native Windows engine for the game. Three builds of the port are known to exist.

June 8, 1994

Distributed as WINDOOM-.EXE. The title bar simply calls it "WinDOOM".


  • Launching the game with a Doom IWAD present in the same folder will start in E1M1, bypassing the in-game menu interface, as it is not present in this version.
  • There is a menu bar consisting of File and Window menus. File contains an About dialogue and the quit option, Window lets you change the size and render options used by the window.
  • Tab does not open the automap, Esc and the function keys don't open the in-game menu, and the + and - keys do not change the screen size.
  • There is no in-game way of redefining controls or other configuration settings. The game reads its configuration from windoom.cfg, which is identical to the DOS DEFAULT.CFG except it omits the fields related to sound hardware and several display options that do not function in this port.
  • Cheats do not work.
  • There is no intermission screen when exiting a level – the next level is loaded instantly.
  • Sound channels are very limited, sound is choppy as a result.


  • The engine can be run in a 320×200, 480×300, or 640×400 window. The game can either be rendered at 640×400 or at 320×200 stretched to fit the current window.
  • The screenblocks configuration option is ignored, the game always renders at the maximum screen size without the status bar.
  • There are no palette changes.
  • No messages are displayed on the screen.
  • Spectre sprites are distorted: the "fuzz" effect is applied, but the sprites are stretched vertically.

June 14, 1994

Distributed as WINDOOM.EXE. The title bar calls it "WinDOOM Build 001".


  • There is now a Display menu, which contains two options: Display Thread (default to on) and Rate Window (default to off). Rate Window draws a second window under the main game window which shows an averaged frame rate (titled Refresh Rate) and, if Display Thread is on, "Waited for renderer" and "Waited for display" frames/second counts.

April 13, 1995

The title bar calls this "DOOM II For Windows: Apr 13 1995", even when playing a Doom IWAD.


  • All features from the DOS version not present in the previous builds are now back.
  • Now supports Doom II.
  • If an IWAD is not present in the same folder as the executable, a file prompt will open. Note that this prompt is only using the folder for the chosen file, not the file itself, so if both DOOM.WAD and DOOM2.WAD are in the same folder, the latter will always be loaded, regardless of which is picked.
  • The startup text reveals it was ported from the DOS v1.8.
  • The menus from the DOS version are back.
  • All text references to DOS have been changed to Windows with one exception: the "DOS is much worse" quit message has been changed to "the real world is much worse".
  • There is now a menu which allows you to remap controls and enable mouse support.
  • Comes bundled with NETDOOM.EXE, a simple multiplayer game launcher.


  • The game can run in "full screen" mode, which is actually a black bordered window running at your desktop resolution.
  • The + and - keys work the same way as they do in the DOS version until the full game is rendered in 320×200, increasing the screen size after this will actually increase the size of the game window. This alternates between drawing the status bar and not, until the window matches your desktop resolution. This is only scaling 320×200, the game does not actually support high resolutions.
  • 22050 Hz sounds are played back at 11025 Hz, making them sound slowed down.