Note: This Article was written on January 15, 2016, then shelved. Now that the “new” DOOM has been released, I figured I’d cash in on the extra traffic.
Hah! Just kidding…as if I got cash for writing these…or traffic…
In the spring of 1994, I downloaded a Shareware copy of DOOM from a local BBS (Bulletin Board System…you know, that dial-up thing what people used before the interwebs).
At the time, my rig was a stock Packard Bell SX33 (33MHz) running MS-DOS 6.22/Windows 3.11, and no sound card. That last part made for an interesting experience as there was no background music, no sound effects (apart from the beeps of the PC speaker), just silence in the dark.
In a way, it was a lot more challenging to play that way as the DOOM engine used sound both to alert enemies of your presence, and to be able to hear their grunts, hisses and growls in the distance. While I couldn’t hear the later, the enemies could still hear me, so progression through the levels was a slow crawl, sneaking around and trying to pick off enemies one or two at a time.
Between pacing and exploring for secrets, I got a lot of mileage out of the game.
Later that year, we would buy an early Sound Blaster Pro ISA sound card which came bundled with a cheap, clunky and inconvenient single-speed caddy CD-ROM drive. A good thing too as I’d later buy a boxed copy* of DOOM II from Best Buy, which came on CD-ROM instead of 3.5″ floppies.
*For the youngin’s not in the know, DOOM (the first one) was only available by mail order. i.e. You couldn’t buy it in stores. So after beating the two Barons of Hell, the only taste of the next two episodes any of us got was this nifty teaser screen. Behold, a Great Orange Cyber Demon! I said, BEHOLD, DAMN YOU!
Later still, I’d go on to upgrade it from 4MB to 8MB of RAM, and would cannibalize friend’s broken-down Packard Bell DX66’s Cirrus Logic on-board video card memory module for an additional 512KB of VRAM, giving me a total of 1MB!
I’d also upgrade the stock 40MB drive to 560MB (Ooooh, aaah!) and slap in a math co-processor that would upgrade the CPU to a whopping 100MHz clock speed!
Those were the days…it would be another 10 years before we’d see the next Chapter in DOOM’s history, and another 10 years after that, we’re now seeing DOOM’s 4th installment.
Looking back at the E3 footage, DOOM 4 (that’s what I’m calling it because that’s what it is…) struck me as a first-person Mortal Kombat X, complete with finishing moves. They’ve brought back the HUD idea (originally conceived for the first DOOM), and modernized it to help with the suspension of disbelief for power-ups and the like.
They also seemed to have kept the generic, bland, featureless alien/mutant-esque look of demons (at least for the Imps and ‘Pinkys’)…
Joejim’s Redaction: They actually do have ‘pinky’ demons again, though sans smooth ass-crack, which is more disappointing than you’d think it would be. What I was actually looking at when I saw the demos was the ‘Hell Knights’, but since they ain’t got horns, or goat feet, they’re kinda bland lookin’ too.
Whatever happened to the Satanic look of the Pinky’s, Barons of Hell/Hell Knights and so forth? There were bits and pieces of them in DOOM 3, but I never played it long enough to get that far, and it just wasn’t all that interested. It lacked character, personality…
Hark, hark! Another Redaction…kinda: They did break out a proper Baron of hell…kinda…well this one’s at least got the goat feet and the horns, but not the Adrian Carmackian (no relation) goat-skull lookin’ face – more of a squashed baby-face…does that make sense to anyone but me?
In any case, I’ve since bought DOOM 4 and have beaten the single-player campaign. The “arenas” aren’t anything new – just re-branded Left4Dead zombie rooms where the music speeds up and hordes come pouring out – only with demons… I guess that’s a throw back to Ye Olde Sandy Petersen Monster Closets. We have come full circle!
Come to think of it, DOOM 3 (and now 4) have more to do with the original Quake (not Quake II, mind you) than DOOM/DOOM II…
Think about it.
What was Quake if not a tech demo for John Carmack’s new (in 1996) true-3D engine? For Carmack, it was all about the tech and little else – sound familiar, no? Only the faintest hint a of story, and even that was mostly ripped from DOOM (YetAnotherSpaceMarine Fighting zombies/demons with teleporters to Hellish alternate dimensions).
This may have been why games built by IdTech licensees were often superior to those made by Id themselves. A sound enough business model, that was until Unreal came along…
Of course, [John] Carmack is the same guy who said, “Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.”
For those that don’t speak Robutese, the phrase above roughly translates to,
“Fuck you, Tom.**”
You see, ‘J-Car P0’ didn’t just consort with the Robot kind, he was one! There were plenty of great porn stories out there, but they did not compute in his robot “hard” ware…
** SIDE NOTE: The DOOM Bible was a design document written by Tom Hall for DOOM, in response John Carmack’s demands for a seamless (read: no levels) environment. Ironically, Carmack later reversed this decision, and almost none of the original ideas put forth by Hall made it into the released version of DOOM. Further, Carmack would go on to de-emphasize Hall’s role, eventually forcing him out of the company altogether…
Having read that document cover-to-cover, it seems to me the two were on opposite extremes; on the one hand, the charm of DOOM were the ‘good bits’ Tom squeezed in (e.g. color-coded doors, teleporters, secret rooms etc.), which are what made the solo game fun/re-playable. On the other hand, the game is better for having left out some of the more extraneous features Hall suggested (e.g. multiple player characters, lives, some of the guns etc.).
What didn’t work for DOOM made Rise of the Triad interesting and fun, but that’s another story…
In any case, Hall didn’t stand a chance. Carmack was the developer of the engine – without him, there was no DOOM. By comparison, Tom didn’t bring much to the team…
While the Tom Hall (and John Romero) were respectable programmers and game developers in their own rights, neither had Carmack’s discipline or ingenuity – at best, all they could offer were ways to help Carmack exploit his technology.
I often wonder where Id would be today had they managed to hold things together. What would I have done as a 20-something overnight millionaire? Would I have acted nobly? Would you?
Well I’ll never know, and unless you were a millionaire in your 20’s in the early 90s, neither will you so back to my story :)…
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Will today’s generation ever get to experience games like DOOM the way I remember them? Probably not…
I recall the download took about 11 hours to complete over my blazing fast 2400 BPS modem. Might have been quicker, but this was dial-up on a shared line, so every time somebody picked up the phone, transmission interrupted. Thank Bog for Z-Modem protocol (i.e. it continued where it left off instead of starting over).
Getting the game to download was only the beginning! Then there was hours troubleshooting combinations of dip switches, jumper blocks and configuration strings to reach the magical invocation that would allow you connect two modems and play a Deathmatch!
Somehow I just can’t imagine kids today putting up with that to play a game…
I suppose generations before mine had the same thing to say about what things were like in their day (e.g. playing chess by mail)…
In any case, it only goes to show that now is all we have. For better or worse, time marches on, and things will be never the way they were when we first experienced them, emulators and DOSBox be damned.