Doom

published by Art Data Interactive in 1996-11-02, developed by ART Data, running on 3DO Interactive Multiplayer
type: shooter
genre: Horror, Science Fiction, First-person shooter
perspective: 1st person
player options: single player
3/5

Official description

Go to Hell and back in DOOM, as you battle through 59 levels of infernal action. Use pistols, chainsaws, shotguns, chain guns, rocket launchers, plasma rifles, and the BFG-9000 to blast demons, mutant spiders, possessed marines, and other creatures of the night. With a higher framerate and ambient light sourcing, DOOM has never looked better. Take a trip to Hell and keep the demons from taking over the Earth in DOOM.

# 2018-02-18 13:30:51 - official description

Technical specs

display: textured polygons

Editor note

"Art Data Interactive was under the false impression that all anyone needed to do to port a game from one platform to another was just to compile the code and adding weapons was as simple as dropping in the art." - Burger Becky

Burger Bill (later Burger Becky) had only 10 weeks to complete this port. One problem in particular was that the music driver would take too long to port or recreate. A band was hired to record music instead. This is how the game got highly acclaimed quality remixes of the PC music (and why Burger Becky is a producer in this entry). FMV sequences were also planned and live actors in costume were photographed to show to investors. Investors were apparently not convinced to front the money. id Software was in negotiation with EA to distribute this version but no deal was reached. The 3DO had extensive memory leaking issues. So the Logicware logo is a standalone game that loads, exits, and is purged from memory. Then another standalone game loads the id software logo, exits, and this game is purged from memory. Finally the DOOM game loads. There was an Electronic Arts logo movie in the chain as well that did not run in the final game. The game simultaneously runs two engines. "Cell engine" (provided to Burger Bill) is used to render the walls using hardware acceleration. The Cell engine could not be made (in time) to render the floors and ceilings without texture tearing. (Probably because Cell engine could not do 3D perspective). A custom software rendering engine was created for the floors and ceilings. 3DO's version of string.h has bugs. A replacement was designed using ARM 6 assembly. Burgerlib was written in 65816 assembly for Apple IIGS and SNES. Burgerlib 2, re-written in ANSI C, was used. Bugerlib 5 still has code from the 3DO version.

# 2021-02-26 12:20:58

Tags (17)

video game
commercial (content)
culture
other
software
creatures
tools
game genre
fiction genre

External reviews (3) - average: 65% - median: 60%

review sourceissuedatescore
3DO Magazineuk81996-033/560%
view
C&VG (Computer & Video Games) (085-173)uk1721996-0360/10060%
Player Onefr621996-0375/10075%

Contributors (6)

AndreaD
zerothis
dandyboh
Sanguine
uvlbot-1
Ritchardo

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Doom in-game screen.
Doom
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