Viggo MagnussonT H E H I S T O R Y O FT H E H I S T O R Y O FT H E H I S T O R Y O FT H E H I S T O R Y O F T H E B I R T H O F T H E F I R S T - P E R S O N S H O O T E RT H E B I R T H O F T H E F I R S T - P E R S O N S H O O T E RT H E B I R T H O F T H E F I R S T - P E R S O N S H O O T E R T H A T C H A N G E D V I D E O G A M E H I S T O R YT H A T C H A N G E D V I D E O G A M E H I S T O R YT H A T C H A N G E D V I D E O G A M E H I S T O R Y T H E B I R T H O F T H E F I R S T - P E R S O N S H O O T E R T H A T C H A N G E D V I D E O G A M E H I S T O R Y ‘‘‘ B A P T I Z E D I N V I S C E R A &B A P T I Z E D I N V I S C E R A &B A P T I Z E D I N V I S C E R A & B I T M A P S ’B I T M A P S ’B I T M A P S ’ ‘ B A P T I Z E D I N V I S C E R A & B I T M A P S ’ H O W I D S O F T W A R EH O W I D S O F T W A R EH O W I D S O F T W A R E D E M O L I S H E D T H ED E M O L I S H E D T H ED E M O L I S H E D T H E P A R A D I G M O F P E R S O N A LP A R A D I G M O F P E R S O N A LP A R A D I G M O F P E R S O N A L C O M P U T I N G A N D F O R C E DC O M P U T I N G A N D F O R C E DC O M P U T I N G A N D F O R C E D A G E N E R A T I O N I N T O T H EA G E N E R A T I O N I N T O T H EA G E N E R A T I O N I N T O T H E D A R K .D A R K .D A R K . H O W I D S O F T W A R E D E M O L I S H E D T H E P A R A D I G M O F P E R S O N A L C O M P U T I N G A N D F O R C E D A G E N E R A T I O N I N T O T H E D A R K .
FEATUREHE HISTORY OF DOOM IS MORE THAN JUST THE TALE OF HOW JOHN ROMERO AND JOHN CARMACK CAME TOGETHER TO CREATE A PC GAMING PHENOMENON. 2T H E H I S T O R Y O F D O O MT THE HISTORY OF DOOM IS THE HISTORY OF ID SOFTWARE AND THE HISTORY OF THE FPS ITSELF. FROM THE 1993 ORIGINAL TO 2020'S DOOM ETERNAL, EACH NEW DOOM GAME DEVELOPED BY ID SOFTWARE HAS BOTH REFLECTED THE CULTURE OF THE STUDIO AT THE TIME, AND MOVED THE NEEDLE OF THE EPS IN SOME MANNER.
GENESIS OF A NIGHTMARETHE ARSENAL & THE BESTIARYTHE MORAL PANIC6 8 12 14 Demon Anatomy & In-Depth look into DOOM’s weapons. Weird Hardware Ports & Modding Culture. The 90’s Violence Debate & Mainstream Controversy. Table of ContentCAN IT RUN DOOM? How id Software Created the FPS Genre.
KEY VISUALS4 COMMISSIONED BY ID SOFTWARE, ILLUSTRATOR DON IVAN PUNCHATZ CREATED AN ICONIC MASTERPIECE DEPICTING THE LONE DOOM MARINE MAKING A DESPERATE STAND AGAINST A RELENTLESS HORDE OF DEMONS ATOP A HELLISH RIDGE. RENOWNED DARK FANTASY ARTIST GERALD BROM CAPTURED THE RAW INTENSITY OF THE 1994 SEQUEL WITH A STRIKING ILLUSTRATION OF THE MARINE FACING OFF AGAINST A TOWERING CYBERDEMON AT POINT-BLANK RANGE. DOOM (1993) GAME COVER DOOM II: HELL ON EARTH (1994) GAME COVER
5CONCEPT ART THE MARINE (DOOMGUY) SCULPTED IN CLAY BY ADRIAN CARMACK, THIS POSABLE MODEL WAS PHOTOGRAPHED FROM EIGHT ROTATIONAL ANGLES TO DIGITIZE THE PLAYER CHARACTER'S SPRITES AND SET THE DESIGN FOR DEATHMATCH AND UI ELEMENTS. CO-CREATED BY ADRIAN CARMACK AND GREGOR PUNCHATZ USING CLAY AND RUBBER, THIS PHYSICAL SCULPTURE ALLOWED THE TEAM TO CAPTURE REALISTIC LIGHTING AND MUSCLE MOTION WHILE PERFECTING DOOM’S SIGNATURE ORGANIC-CYBERNETIC AESTHETIC. THE CYBERDEMON THE SPIDER MASTERMIND BUILT BY SPECIAL EFFECTS ARTIST GREGOR PUNCHATZ USING A STEEL ARMATURE AND FOAM LATEX, THIS DETAILED MODEL ENABLED PRECISE STOP- MOTION ANIMATION FOR THE GAME’S COMPLEX FOUR-LEGGED FINAL BOSS.
6GENESIS OF A NIGHTMARETHE ID SOFTWARE CREW (1991) — FRONT ROW (L-R): LEAD PROGRAMMER JOHN CARMACK, LEAD DESIGNER JOHN ROMERO, AND BUSINESS MANAGER JAY WILBUR; BACK ROW (L-R): ARTIST KEVIN CLOUD, LEAD ARTIST ADRIAN CARMACK, AND CREATIVE DIRECTOR TOM HALL.CARMACK: THE ARCHITECT OF THE ENGINE.AS THE LEAD PROGRAMMER AND TECHNICAL BRAIN BEHIND DOOM, JOHN CARMACK COMPLETELY TRANSFORMED 3D GAMING BY ENGINEERING A PROPRIETARY ENGINE THAT COULD RENDER DYNAMIC LIGHTING, MULTI LEVEL FLOORS AND CEILINGS, AND FULLY TEXTURED WALLS, ALL WHILE RUNNING BUTTERY SMOOTH ON STANDARD HOME PCS.JOHN CARMACK AT WORK (C. 1990S) — LEAD PROGRAMMER JOHN CARMACKJOHN CARMACK AT WORK (C. 1990S) — LEAD PROGRAMMER JOHN CARMACK LOCKED IN AT HIS WORKSTATION, ENGINEERING THE GROUNDBREAKING 3DLOCKED IN AT HIS WORKSTATION, ENGINEERING THE GROUNDBREAKING 3D GAME ENGINES THAT DEFINED THE FIRST-PERSON SHOOTER GENRE.GAME ENGINES THAT DEFINED THE FIRST-PERSON SHOOTER GENRE. JOHN CARMACK AT WORK (C. 1990S) — LEAD PROGRAMMER JOHN CARMACK LOCKED IN AT HIS WORKSTATION, ENGINEERING THE GROUNDBREAKING 3D GAME ENGINES THAT DEFINED THE FIRST-PERSON SHOOTER GENRE.BY PIONEERING CLEVER MATHEMATICAL SHORTCUTS LIKE BINARY SPACE PARTITIONING TREE ARCHITECTURE, HE ELIMINATED SEVERE TECHNICAL BOTTLENECKS AND ALLOWED RICH, COMPLEX ENVIRONMENTS TO RENDER AT HIGH FRAME RATES WITHOUT REQUIRING EXPENSIVE GRAPHICS HARDWARE. HIS SINGLE MINDED FOCUS ON PURE TECHNICAL EXECUTION WAS CAPTURED IN HIS PHILOSOPHY THAT "FOCUSED HARD WORK IS THE REAL KEY TO SUCCESS, KEEP YOUR EYES ON THE GOAL, AND JUST KEEP PUSHING TOWARDS IT." ULTIMATELY, CARMACK'S RELENTLESS PURSUIT OF PURE SOFTWARE OPTIMIZATION LAID THE TECHNICAL FOUNDATION THAT MADE THE FAST PACED GAMEPLAY OF DOOM A GLOBAL PHENOMENON.
JOHN ROMERO:KINETIC VISIONARY7AS THE CO-FOUNDER AND CREATIVE FORCE BEHIND DOOM, JOHN ROMERO REVOLUTIONIZED LEVEL DESIGN AND GAMEPLAY PHILOSOPHY BY GIVING THE GAME ITS SIGNATURE SPEED, ATTITUDE, AND VISCERAL FLOW. WHILE CARMACK BUILT THE ENGINE, ROMERO WEAPONIZED IT, CRAFTING SPRAWLING, NON-LINEAR MAPS FILLED WITH HIDDEN SECRETS, TACTICAL ENEMY ENCOUNTERS, AND AGGRESSIVE VERTICAL LAYOUT CHOICES THAT FORCED PLAYERS INTO CONSTANT, HEART-POUNDING MOVEMENT.JOHN ROMERO IN HIS ELEMENT (C. 1993) — CO-FOUNDER ANDJOHN ROMERO IN HIS ELEMENT (C. 1993) — CO-FOUNDER AND LEAD DESIGNER JOHN ROMERO HARD AT WORK INSIDELEAD DESIGNER JOHN ROMERO HARD AT WORK INSIDE DOOMED, THE CUSTOM EDITOR USED TO CRAFT DOOM'S ICONIC,DOOMED, THE CUSTOM EDITOR USED TO CRAFT DOOM'S ICONIC, FAST-PACED LEVELS.FAST-PACED LEVELS. JOHN ROMERO IN HIS ELEMENT (C. 1993) — CO-FOUNDER AND LEAD DESIGNER JOHN ROMERO HARD AT WORK INSIDE DOOMED, THE CUSTOM EDITOR USED TO CRAFT DOOM'S ICONIC, FAST-PACED LEVELS.BEYOND HIS MASTERY OF MAP GEOMETRY, HE SHAPED THE CULTURAL LEXICON OF EARLY COMPETITIVE GAMING BY SINGLE-HANDEDLY COINING THE TERM "DEATHMATCH" AND PUSHING FOR RELENTLESS, HIGH-STAKES MULTIPLAYER ACTION. HIS PHILOSOPHY THAT GAME DESIGN SHOULD PRIORITIZE RAW, IMMEDIATE PLAYER GRATIFICATION OVER HEAVY EXPOSITION DEFINED AN ERA, SUMMARIZED BY HIS BELIEF THAT "YOU HAVE TO MAKE GAMES THAT YOU WANT TO PLAY YOURSELF." ULTIMATELY, ROMERO’S INSTINCTIVE UNDERSTANDING OF MOMENTUM, ATMOSPHERE, AND PLAYER AGENCY TURNED COMPLEX LINES OF CODE INTO A KINETIC, THRILLING MASTERPIECE THAT DEFINED THE MODERN ACTION GENRE.INSIDE THE SUITE 666 HQ (C. 1993) — RARE CANDID SNAPSHOTSINSIDE THE SUITE 666 HQ (C. 1993) — RARE CANDID SNAPSHOTS CAPTURING THE HIGH-INTENSITY DEVELOPMENT ENVIRONMENTCAPTURING THE HIGH-INTENSITY DEVELOPMENT ENVIRONMENT AT ID SOFTWARE’S MESQUITE, TEXAS OFFICE, FEATURING JOHNAT ID SOFTWARE’S MESQUITE, TEXAS OFFICE, FEATURING JOHN CARMACK, JOHN ROMERO, AND THE TEAM BUILDING DOOMCARMACK, JOHN ROMERO, AND THE TEAM BUILDING DOOM ALONGSIDE THEIR CRT SETUPS AND INFAMOUS LIFE-SIZEDALONGSIDE THEIR CRT SETUPS AND INFAMOUS LIFE-SIZED SKELETON DISPLAY.SKELETON DISPLAY. INSIDE THE SUITE 666 HQ (C. 1993) — RARE CANDID SNAPSHOTS CAPTURING THE HIGH-INTENSITY DEVELOPMENT ENVIRONMENT AT ID SOFTWARE’S MESQUITE, TEXAS OFFICE, FEATURING JOHN CARMACK, JOHN ROMERO, AND THE TEAM BUILDING DOOM ALONGSIDE THEIR CRT SETUPS AND INFAMOUS LIFE-SIZED SKELETON DISPLAY.
THE ARSENAL & THE BESTIARY DEMON ANATOMY & IN-DEPTH LOOK INTO DOOM’S WEAPONS. 8
9 DOOM’S ARSENAL CHAINSAW PISTOL SHOTGUN SUPER SHOTGUN A CONTINUOUS-CONTACT MELEE WEAPON THAT REPLACES THE DEFAULT FISTS (UNLESS POWERED BY A BERSERK PACK). BY LOCKING INTO AN ENEMY'S HIT- BOX AND DELIVERING CONSTANT DAMAGE TICKS, IT LOCKS SINGLE TARGETS INTO AN INFINITE PAIN LOOP, LETTING PLAYERS EXECUTE LOW-TIER DEMONS WITHOUT EXPENDING A SINGLE BULLET. YOUR STARTING SIDEARM. IT SHARES 9MM AMMUNITION WITH THE CHAINGUN AND FIRES SINGLE, ACCURATE SHOTS. WHILE LOW ON DAMAGE, ITS PERFECT FIRST-SHOT ACCURACY MAKES IT USEFUL FOR SNIPPING DISTANT SWITCHES OR PICKING OFF LOW-TIER ZOMBIEMEN WHEN LOW ON AMMO. THE BEDROCK OF DOOM’S COMBAT LOOP. IT FIRES A TIGHT SPREAD OF SEVEN PELLETS USING A SINGLE SHELL, DEALING HEAVY DAMAGE AT MEDIUM-TO-CLOSE RANGE. ITS RHYTHM, PUNCHY SOUND DESIGN, AND ABILITY TO DROP IMP-TIER ENEMIES IN ONE OR TWO CLEAN HITS MAKE IT THE GAME’S MOST DEPENDABLE WEAPON. A DOUBLE-BARRELED POWERHOUSE THAT CONSUMES TWO SHELLS PER TRIGGER PULL TO SHRED ENEMIES WITH TWENTY PELLETS AT ONCE. THE WIDE PELLET SPREAD REQUIRES POINT-BLANK ENGAGEMENT, MAKING IT THE ULTIMATE RISK-VERSUS-REWARD TOOL FOR CLEARING DENSE CORRIDORS AND DELETING HEAVY DEMONS.
10 DOOM’S ARSENAL CHAINGUN ROCKET LAUNCHER PLASMA GUN BFG-9000 A HIGH-RATE-OF-FIRE ROTARY GUN THAT CHEWS THROUGH 9MM ROUNDS. BEYOND RAW DAMAGE, ITS PRIMARY FUNCTION IS LOCKDOWN, FIRING RAPID-FIRE BULLETS KEEPS ENEMIES TRAPPED IN A CONTINUOUS PAIN ANIMATION, PREVENTING HIGH-THREAT TARGETS LIKE THE CACODEMON OR PAIN ELEMENTAL FROM ATTACKING BACK. A RAPID-FIRE ENERGY WEAPON THAT DISCHARGES A CONTINUOUS STREAM OF BLUE PLASMA PROJECTILES. IT BOASTS INCREDIBLE DPS FOR MELTING HIGH-HEALTH TARGETS LIKE BARONS OF HELL, THOUGH ITS TRAVEL-TIME PROJECTILES REQUIRE MINOR TARGET TRACKING COMPARED TO HITSCAN BULLET WEAPONS. THE DEFINITIVE ROOM-CLEARING SUPERWEAPON. FIRING A SLOW-MOVING GREEN PLASMA ORB COSTS 40 ENERGY CELLS, BUT UPON IMPACT, THE WEAPON CALCULATES 40 INVISIBLE "TRACER" RAYS WITHIN A CONE ORIGINATING FROM WHERE THE PLAYER IS FACING, INSTANTLY VAPORIZING ENTIRE ROOMS OF LOWER-TIER MONSTERS OR CRUSHING BOSS-LEVEL HEALTH POOLS. FIRES HEAVY EXPLOSIVE ROCKETS THAT INFLICT MASSIVE SINGLE-TARGET IMPACT ALONGSIDE SEVERE SPLASH DAMAGE. IDEAL FOR CLEARING CLUSTERED HORDES OR TAKING DOWN HIGH- HEALTH THREATS, THOUGH FIRING AT CLOSE RANGE OR AGAINST UNEXPECTED GEOMETRY WILL RESULT IN INSTANT SELF-DAMAGE OR DEATH.
11 DOOM’S MONSTERSICONIC THE SPIDER MASTERMIND THE CYBERDEMON THE ICON OF SIN THE REVENANT THE TOWERING, MECHANICAL LORD OF HELL. ARMED WITH AN ARM- MOUNTED ROCKET LAUNCHER THAT FIRES RAPID-FIRE EXPLOSIVE ROUNDS, ITS MASSIVE HEALTH POOL AND INSTANT-KILL POTENTIAL MAKE IT THE DEFINITIVE BOSS ENCOUNTER OF CLASSIC DOOM. THE FINAL, COLOSSAL FACE OF EVIL EMBEDDED INTO THE WALLS OF HELL. SERVING AS THE ULTIMATE BOSS, IT ENDLESSLY SPAWNS HIGH-TIER DEMONS INTO THE ARENA USING A WALL-MOUNTED LAUNCH MECHANISM, FORCING PLAYERS TO TIME A PRECISE ROCKET STRIKE DIRECTLY INTO ITS EXPOSED BRAIN STEM TO DEFEAT IT. A SKELETAL WARRIOR EQUIPPED WITH SHOULDER-MOUNTED ROCKET PODS. IT LAUNCHES HOMING MISSILES THAT TRACK PLAYERS ACROSS THE MAP WHILE DEALING BRUTAL MELEE PUNCHES IF CLOSED IN ON. A GROTESQUE, BRAIN-LIKE MONSTROSITY MOUNTED ON A FOUR- LEGGED ROBOTIC CHASSIS. IT WIELDS A HEAVY, HITSCAN SUPER-CHAINGUN THAT SHREDS PLAYER HEALTH IN SECONDS IF CAUGHT WITHOUT COVER.
‘THE ULTIMATE BENCHMARK: CAN IT RUN DOOM?’How a simple 1993 shareware title transcended standard gaming software to become tech culture's ultimate rite of passage.CANIT RUN 12?‘NO HARDWARE IS SAFE’ Tracking the viral phenomenon of turning mundane everyday electronics into fully playable Hellscapes.
13 IN DECEMBER 1993, ID SOFTWARE RELEASED A SHAREWARE FILE THAT CHANGED COMPUTING FOREVER. JOHN CARMACK’S REVOLUTIONARY ENGINE WASN'T JUST EFFICIENT, IT WAS A MASTERPIECE OF C CODE, DESIGNED TO PUSH LOW-LEVEL HARDWARE TO ITS ABSOLUTE LIMIT. DECADES AFTER ITS SOURCE CODE WAS RELEASED TO THE PUBLIC IN 1997, DOOM STOPPED BEING JUST A VIDEO GAME. IT BECAME A UNIVERSAL BENCHMARK, A RITE OF PASSAGE FOR PROGRAMMERS, AND THE ULTIMATE INTERNET MEME. IF A DEVICE HAS A PROCESSOR AND A DISPLAY, SOMEONE, SOMEWHERE, WILL FORCE IT TO RUN E1M1.DIGITAL PREGNANCY TEST DOOM BEING RUN ON A STRIPPED-DOWN DISPOSABLE MEDICAL TEST VIA A MICRO-OLED SCREEN, PROVING CARMACK'S CODE CAN HIJACK EVEN THE MOST BASIC MICROCONTROLLER. WHAT STARTED AS SIMPLE PORTS TO HANDHELD CONSOLES QUICKLY SPIRALED INTO A COMPETITIVE ENGINEERING SUBCULTURE. PROGRAMMERS BEGAN LOOKING AT EVERYDAY MICROCONTROLLERS, EMBEDDED SYSTEMS, AND SMART APPLIANCES NOT FOR THEIR INTENDED UTILITY, BUT AS UNTAPPED CANVASSES FOR DEMON-SLAYING. THE CHALLENGE IS NO LONGER ABOUT WHETHER A DEVICE SHOULD RUN THE GAME, BUT PROVING THAT CARMACK'S UNDERLYING MATH IS SO PRISTINE IT CAN SURVIVE ANYWHERE.POTATO-POWERED CALCULATOR DOOM BEING RUN ON A TI-84 CALCULATOR POWERED ENTIRELY BY A BIO-ELECTRIC POTATO GRID, TAKING HARDWARE BENCHMARKS TO LITERAL BIOLOGICAL ABSURDITY.
14 THE 90’S VIOLENCE DEBATE & MAINSTREAM CONTROVERSY.THE MORAL PANICMEDIA PANIC COLLAGE AN ILLUSTRATION OF THE DOOMGUY LAYERED OVER TABLOID HEADLINES SCREAMING FOR BANS, CAPTURING MAINSTREAM MEDIA’S OBSESSION WITH VIDEO GAME VIOLENCE.IN DECEMBER 1993, DOOM DIDN'T JUST HIT THE TECH WORLD—IT DETONATED INSIDE CONSERVATIVE AMERICA. COMING OFF THE BACK OF THE INFAMOUS 1993 US SENATE HEARINGS ON VIDEO GAME VIOLENCE LED BY SENATORS JOE LIEBERMAN AND HERB KOHL, ID SOFTWARE'S MASTERPIECE ARRIVED AT THE ABSOLUTE PEAK OF 1990S CULTURE-WAR ANXIETY. IT WASN'T MERELY THE DIGITAL CHAINSAWING OR PIXELATED GORE THAT IGNITED THE FRENZY; IT WAS THE RAW, UNAPOLOGETIC SATANIC ICONOGRAPHY. PENTAGRAMS, UPSIDE- DOWN CROSSES, AND DISEMBOWELED CORPSES DRAPED ACROSS HELLSCAPES SENT SHOCKWAVES THROUGH RELIGIOUS GROUPS, PARENT ASSOCIATIONS, AND CABLE NEWS NETWORKS OVERNIGHT.TO MAINSTREAM MEDIA, ID SOFTWARE HAD BUILT A CORRUPTING CORRUPTOR OF YOUTH—A "MURDER SIMULATOR" OPERATING DIRECTLY OUT OF TEENAGERS' BEDROOMS. THE PANIC ESCALATED BEYOND TELEVISION DEBATES INTO OUTRIGHT INSTITUTIONAL BANS. SCHOOLS BLOCKED THE SOFTWARE NOT JUST FOR ITS VIOLENCE, BUT BECAUSE ITS MULTI-PLAYER NETWORK PACKETS WERE ACTIVELY CRASHING UNIVERSITY SERVERS ACROSS THE NATION. FOLLOWING NATIONAL TRAGEDIES LIKE THE 1999 COLUMBINE HIGH SCHOOL SHOOTING, DOOM BECAME THE CENTRAL SCAPEGOAT FOR REAL-WORLD VIOLENCE, ENDURING LAWSUITS, POLITICAL GRANDSTANDING, AND RELENTLESS CALLS FOR CENSORSHIP. YET, FAR FROM DESTROYING THE GAME, THE MORAL OUTRAGE ONLY CEMENTED ITS LEGENDARY STATUS, PROVING THAT NO MARKETING BUDGET ON EARTH CAN COMPETE WITH BEING DECLARED DANGEROUS BY THE ESTABLISHMENT.CONGRESSIONAL HEARING DEMONSTRATION SENATOR JOE LIEBERMAN HOLDING UP A TOY LIGHT- GUN ACCESSORY DURING THE 1993 SENATE HEARINGS TO ARGUE AGAINST INTERACTIVE VIOLENCE IN HOMES.
15"IN THE INFORMATION AGE, THE BARRIERS JUST AREN'T THERE. THE BARRIERS ARE SELF IMPOSED. IF YOU WANT TO SET OFF AND GO DEVELOP SOME GRAND NEW THING, YOU DON'T NEED MILLIONS OF DOLLARS OF CAPITALIZATION. YOU NEED ENOUGH PIZZA AND DIET COKE TO STICK IN YOUR REFRIGERATOR, A CHEAP PC TO WORK ON, AND THE DEDICATION TO GO THROUGH WITH IT."- -JOHN CARMACK, CO-FOUNDER OF ID SOFTWARE
16-END MADE BY: AMMAR MUHAMMAD 4FALAH
