# Doom (series)

Doom is a first-person shooter video game, originally released in 1993 for MS-DOS and is credited with popularizing the genre, numerous sequels and spin-offs have been made since then. The series focuses on a human space marine stationed on mars that fights his way through hoards of demons from hell that are released following a teleporation accident.

## Text Screens
### Doom and Ultimate Doom

* Once you beat the big badasses and clean out the moon base you're supposed to win, aren't you? Aren't you? Where's your fat reward and ticket home? What the hell is this? It's not supposed to end this way! It stinks like rotten meat, but looks like the lost Deimos base. Looks like you’re stuck on the shores of Hell. The only way out is through. To continue the Doom experience, play the shores of Hell and its amazing sequel, Inferno!
** Knee-Deep in the Dead ending
* You've done it! The hideous Cyberdemon lord that ruled the lost Deimos moon base has been slain and you are triumphant! But... where are you? You clamber to the edge of the moon and look down to see the awful truth. Deimos floats above Hell itself! You've never heard of anyone escaping from Hell, but you'll make the bastards sorry they ever heard of you! Quickly, you rappel down to the surface of Hell. Now, it's on to the final chapter of Doom! -- Inferno!
** The Shores of Hell ending
* The loathsome Spiderdemon that masterminded the invasion of the moon bases and caused so much death has had its ass kicked for all time. A hidden doorway opens and you enter. You've proven too tough for Hell to contain, and now Hell at last plays fair -- for you emerge from the door to see the green fields of Earth! Home at last. You wonder what's been happening on Earth while you were battling evil unleashed. It's good that no hellspawn could have come through that door with you...
** Inferno ending
* The Spider Mastermind must have sent forth its legions of hellspawn before your final confrontation with that terrible beast from Hell. But you stepped forward and brought forth eternal damnation and suffering upon the horde as a true hero would in the face of something so evil. Besides, someone was gonna pay for what happened to Daisy, your pet rabbit. But now, you see spread before you more potential pain and gibbitude as a nation of demons run amok in our cities. Next stop, Hell on Earth!
** Thy Flesh Consumed ending

## Doom II

* You have entered deeply into the infested starport. But something is wrong. The monsters have brought their own reality with them, and the starport's technology is being subverted by their presence. Ahead, you see an outpost of Hell. A fortified zone. If you can get past it, you can penetrate into the haunted heart of the starbase and find the controlling switch which holds Earth's population hostage.
** After completing Level 6
* You have won! Your victory has enabled humankind to evacuate Earth and escape the nightmare. Now you are the only human left on the face of the planet. Cannibal mutations, carnivorous aliens, and evil spirits are your only neighbors. You sit back and wait for death, content that you have saved your species. But then, Earth control beams down a message from space: sensors have located the source of the alien invasion. If you go there, you may be able to block their entry. The alien base is in the heart of your own home city, not far from the starport. Slowly and painfully you get up and return to the fray.
** After completing Level 11
* Congratulations, you've found the secret level! Looks like it's been built by humans, rather than demons. You wonder who the inmates of this corner of Hell will be.
** After finding the secret level
* Congratulations, you've found the super secret level! You'd better blaze through this one!
** After finding the super secret level
* You are at the corrupt heart of the city, surrounded by the corpses of your enemies. You see no way to destroy the creatures entryway on this side, so you clench your teeth and plunge through it. There must be a way to close it on the other side. What do you care if you've got to go through Hell to get to it?
** After completing Level 20
* The horrendous visage of the biggest demon you've ever seen crumbles before you, after you pump your rockets into his exposed brain. The monster shrivels up and dies, its thrashing limbs devastating untold miles of Hell's surface. You've done it. The invasion is over. Earth is saved. Hell is a wreck. You wonder where bad folks will go when they die, now. Wiping the sweat from your forehead you begin the long trek back home. Rebuilding Earth ought to be a lot more fun than ruining it was.
** Doom II ending

## Final Doom
### TNT: Evilution

* You've fought your way out of the infested exterimental labs. It seems that UAC has once again gulped it down. With their high turnover, it must be hard for poor old UAC to by corporate health insurance nowadays.. Ahead lies the military complex, now swarming with diseased horrors hot to get to their teeth into you. With luck, the complex still has some warlike ordnance laying around.
** After completing Level 6
* You hear the grinding of heavy machinery ahead. You sure hope they're not stamping out new hellspawn, but you're ready to ream out a whole herd if you had to. They might be planning a bloodfeast, but you feel about as mean as two thousand maniacs packed into one mad killer. You don't plan to go down easy.
** After completing Level 11
* What now? Looks totally different. Kind of like King Tut's Condo. Well, whatever's here can't be any worse than usual. Can it? Or maybe its best to let sleeping god's lie..
** After finding the secret level
* Time for a vacation. You've burst the bowels of Hell and by golly you're ready for a break. You mutter to yourself, maybe someone else can kick Hell's ass next time around. Ahead lies a quiet town, with peaceful flowing water, quaint buildings, and presumably no hellspawn. As you step off the transport, you hear the stomp of a Cyberdemon's iron shoe.
** After finding the super secret level
* The vista opening ahead looks damn familiar, smells familiar, too -- like a fried excrement. You didn't like this place before, you sure as Hell ain't planning to like it now. The more you brood on it, the madder you get, hefting your gun, an evil grin trickles onto your face. Time to take some names.
** After completing Level 20
* Suddenly, all is silent, from one horizon to the other. The agonizing echo of Hell fades away, the nightmare sky turns to blue, the heaps of monsters corpses start to evaporate along with the evil stench that filled the air. Jeeze, maybe you've done it. Have you really won? Something rumbles in the distance. A blue light begins to glow inside the ruined skull of the Demon-Spitter.
** TNT ending

### The Plutonia Experiment

* You gloat over the steaming carcass of the guardian. With its death, you've wrested the accelerator from the stinking claws of Hell. You relax and glance around the room. Damn! There was supposed to be at least one working prototype, but you can't set. The demons must have taken it. You must find the prototype, or all your struggles will have been wasted. Keep moving, keep fighting, keep killing. Oh yes, keep living, too.
** After completing Level 6
* Even the deadly Arch-vile labyrinth could not stop you, and you've gotten to the prototype accelerator which is soon efficiently and permanently deactivated. You're good at that kind of thing.
** After completing Level 11
* You've found the second hardest level we got. Hope you have a saved game a level or two previous. If not, be prepared to die aplenty. For master marines only.
** After finding the secret level
* Betcha wondered just what the hardest level we had ready for ya? Now you know. No one gets out alive.
** After finding the super secret level
* You've bashed and battered your into the heart of the devil-hive. Time for a search-and-destroy mission, aimed at the Gatekeeper. Whose foul offspring is cascading to earth. Yeah. He's bad, but you know who's worse! Grinning Evilly. You check your gear, and get ready to give the bastard a little hell of your own making!
** After completing Level 20
* The Gatekeeper's evil face is splattered all over the place. As its tattered corpse collapses, An inverted gate firms and sucks down the shards of the last prototype accelerator, not to mention the few remaining demons. You're done. Hell has gone back to pounding bad dead folks instead of good live ones. Remember to tell your grandkids to put a rocket launcher in your coffin. If you go to Hell when you die, you’ll need it for some final cleaning-up...
** Plutonia ending

## Doom 3

    Elliot Swann: I can't believe it's come to this. I didn't want to come here.
    Jack Campbell: He left you no choice.
    Elliot Swann: True, but this is the last time. I'm tired of running damage control every time he makes a mess.
    Jack Campbell: Right. You're the control, and if that fails, I'm the damage.
    Elliot Swann: It that's what it takes, Betruger is going to start doing things our way.
    Swann: I'm here, because there seems to be some very serious problems.
    Betruger: Oh, really? Do I need to remind you of the groundbreaking work that we're doing here?
    Swann: No. But I've been authorized by the Board to look at everything.
    Betruger: The Board authorized you? Hmm. The Board doesn't know the first thing about science. All they want is something that will make them more money, some... product. Don't worry. They'll get their product.
    Swann: After how many accidents? Tell me, Dr. Betruger, why are so many workers spooked, complaining, requesting transfers off Mars?
    Betruger: They simply can't handle life here. They're exhausted and overworked. If I had a larger, more competent staff and bigger budget, even these few accidents... could have been avoided.
    Swann: I'm afraid you'll get nothing more until my report is filed with the Board. I will need full access, Dr. Betruger, Delta included. I won't have any difficulties doing that, will I?
    Betruger: Only if you get lost, Swann. Just stay out of my way. Amazing things will happen here soon. You just wait.
    Swann: Let's go.
    Jonathan Ishii: The Devil is real. I know... I built his cage.
    Derek Wayland: [in an email to Walter Connors] I wanted to personally thank you for your latest modification proposal for the dilation matrix. The boys here at CPU have crunched your numbers and after some deliberation we've agreed that this is the most fantastically bogus theory that we've ever seen. If you are remotely interested in not getting your gnome-loving dragon-slaying power-leveling ass fired, I'd suggest you lay off the role-playing and learn some basic math. Good luck on your next review.
    Sarge: [talks to DoomGuy after the cutscene of the members of Bravo Team being killed] Marine! Bravo Team is down, their operational status is unknown. They were carrying a military transmission card, it's vital that you retrieve that card as it contains encoded data needed to send a distress signal to the fleet. You're the last hope to get reinforcements! Find that card, and find it fast!
    Sarge: [as the boss Sabaoth] My duty has ALWAYS been to kill you, soldier!
    Sarge: [upon DoomGuy entering the Communications level] Marine, have you reached the Communications facility yet? You've gotta get that message to the fleet now! And watch out for Campbell and Swann, those UAC suits don't give a damn about what happens to any of us. Now get a move on!
    Sarge: [if DoomGuy cancels the transmission] Marine, you have just violated a direct order! Get your ass back to the counsel and send that transmission!
    Betruger: Welcome to my domain. Behold the shape of things to come. The time has come for the forces of Hell to escape their prison and drive Mankind into darkness. Your darkest fears will soon be realized as your soul burns in Hell! There's nowhere to run. I am everywhere. And you will never find the thing you seek!
    Soul Cube: We are many. We are one. We are the Praeleanthor. You know us as the Soul Cube. Free us from our eternal prison, and we will help you. Vanquish our enemies, and we grow stronger. Listen for our call and then free us, to smite down the evil.
    Betruger: [as soon as DoomGuy confronts the Guardian of Hell] My Guardian will destroy you!

## About Doom

* His sound would cause great fear during my gaming sessions. Upon discovery of this character I felt frozen watching him methodically reanimating his brethrens one by one. Carefully he walked to each of the fallen corpses summoning his endless energy into the once lifeless body calling upon it to walk again. The feeling of helplessness combined with a shear state of panic had set in. If left unattended he would resurrect all of the characters I had painstaking silenced one by one. If I was to confront him, I was surely to become engulfed in flames and loose all sense of direction looking for the nearest corner to block his line of sight. If unsuccessful in my search for shelter, I would be dealt with swiftly and forcibly by a power so great I would surely be catapulted high in the air and my lifeless body left to fall to the floor. I'm talking about no other then the Arch-Vile of Doom II.
** Paul Butterfield
* Carmack: On the thematic side of things, I pushed certainly for the demonic aspect of it. That's still something that I feel good about, looking back: In later games and later times, when games get attacked with some of the moral ambiguity or actual negativity about what you're doing, I always felt good about the decision that in Doom, you're fighting demons. There's no gray area here, it is black and white, you're the good guys, they're the bad guys and everything that you're doing to them is fully deserved. There was the little bit of undercurrent, especially when I was younger and I was a bit more aggressive. I think at one point, I said it was fun offending the easily offended. Poking at the fundamentalists was at least a sub-current of picking the demons, and the pentagrams, and the goat's heads and all the things in there. So I was certainly supportive in pushing that but obviously all the actual instantiations of them were done by the artists, Kevin and Adrian.
    WIRED: Were you, then, surprised when it became as controversial as it did?
    Carmack: Not really. I think that it was interesting being the poster child for Congress for a decade; to get up and wave a game around, it was always Mortal Kombat and Doom until Grand Theft Auto came around and made us look pretty tame in comparison for moral outrage purposes.
* Carmack: I am greatly proud of the fact that Doom is one of those things where everything that has a 32-bit processor has had Doom run on it, and I think that's been one of the great aspects of having it be open source, having everything out there means that people have maintained that and kept it up to date.
   * John Carmack, "Q&A: DOOM'S CREATOR LOOKS BACK ON 20 YEARS OF DEMONIC MAYHEM, CHRIS KOHLER", WIRED, (12.10.13)
* Thematically, Doom was viewed as 'Aliens' meets 'Evil Dead 2'.
** John Carmack,
* There is a scene in 'The Color of Money' where Tom Cruise shows up at a pool hall with a custom pool cue in a case. 'What do you have in there?' asks someone. 'Doom.' replied Cruise with a cocky grin. That, and the resulting carnage, was how I viewed us springing the game on the industry.
** John Carmack on why the game was named "Doom"
* In 1993, we fully expect to be the number one cause of decreased productivity in businesses around the world.
** Doom press release by id Software (1993)
* I remember playing Doom 'til 3 o'clock in the morning. It was the first time I had ever been frightened while I was using a computer. And it really opened my eyes - experiences like that are why we play computer games.
** Gabe Newell
* Those seeking the ultimate in home demon protection can now protect their plane of existence with a double-barreled, pump-action combat shotgun that blasts more holes than Mobil Oil.
** GameSpot on Doom II
* This ultimately wonderful classic is truly the most inspirational first-person shooter ever created, and if you had to choose between Doom and another game, I don't care what it is, Doom would always be the winner.
** David Keyes
* These games are getting really realistic. Next year I might even play in the big Doom tournament. You might wonder what I'm doing here. Well, I'm getting kind of an inside look at some of these new games.
** Bill Gates at a 1995 developer event, giving a presentation to promote Windows 95 as a gaming platform while digitally superimposed into Doom.
* Don't interrupt me.
** Bill Gates, in the same presentation, shooting a zombie.
* Playing this game for one hour may be acceptable. Playing for many hours could be cause for anxiety and/or depression. Playing for hundreds of hours is getting you ready to take action against anyone who gets in your way.
** John Gocke, in a review of Doom published at Christian Spotlight's Guide to Games in 2000
* It's gonna be like fucking Doom man - after the bombs explode. Tick, tick, tick, tick... Haa! That fucking shotgun [he kisses his gun] straight out of Doom.
** Eric Harris
* Give a man a fish, and you'll feed him for a day; teach a man to play Doom, and you'll never get another day's work out of him.
** PC Gamer magazine
* I have no problems with the demons in the game. They're just cartoons. And, anyway, they're the bad guys.
** Sandy Petersen, when asked if his work on Doom conflicted with his Mormon beliefs; as quoted in David Kushner, Masters of Doom.
* An old Doom map was the inspiration for 2forts, as well as TF itself
** PlanetFortress
* Over the centuries, mankind has tried many ways of combating the forces of evil...prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon...
** Terry Pratchett
* It has to be well timed. It needs to have the right components that maybe contain emerging technologies or something like, say, when Doom came out -- the Network play -- there weren't many games like that. There was a really great 3D world that a lot of people hadn't seen. It was light-years ahead of Wolfenstein. It was shareware, so it had Internet distribution. We used the Internet to get it all over the place. So it used a lot of stuff that was just becoming popular at that time. id just capitalized on it.
** John Romero, in response to "What makes a classic game?"
* Bobby Prince was a lawyer before he was a musician. He knew the legal amount of sampling that he could do without getting into trouble.
** John Romero on the Doom & Doom II soundtracks
* GamesBeat: What do you say when people ask you for the quick “What’s the legacy of Doom? What’s the cultural impact of Doom?” It would make my head hurt.
    Romero: Geez. The first-person shooter genre. Video game violence. Multiplayer. Maybe e-sports. The game engine. Modifying games. The mod community, which is where Portal and Team Fortress and Counter-Strike and all these other huge franchises came from.
    GamesBeat: Did you know you would offend people? Was it a countercultural thing?
    Romero: No. We never made our games to offend people or shock people. We made games for ourselves.
* We weren’t worried about offensive stuff, because that would stop us from making what we were trying to make. As artists, we’re trying to be true to our vision. Because, in the game, you were killing demons, and demons are really a religious thing—everyone in the company was an atheist. We didn’t believe in hell or heaven or any of that stuff. Putting demons in there was just, “This is what people believe in.” We thought that the juxtaposition of future science—a space marine on a moon of Mars with all these experiments happening, it’s very scientific and futuristic—and then all of a sudden this religious thing happens, demons coming through a portal, versus aliens—
* GamesBeat: I think Tom Hall mentioned there was a comic book that gave you guys some ideas?
    Romero: For weapons, yeah, the Mage comic book. That gave us some weapon ideas. But the whole, “It’s not aliens, it’s actually hell coming,” we just tried to be true to that. What would hell have in it? Probably pentagrams and people shredded in half hanging from the ceiling. Beating hearts and crazy stuff like that. So that’s what we made – the things that people think would be in hell. Not that we believe in hell. We just made the things that everyone imagines would be there. We tried to be true to that vision for the game.
   * John Romero, "After 20 years, Doom co-creator John Romero looks back on the impact of a seminal (and Satanic) game (interview)" by Dean Takahashi, Venturebeat.com (December 11, 2013)
* Doom is to id Software what Revolver was to the Beatles.
** Harvey Smith
* I jumped out of my seat the first time I saw one of those pink bruisers, and I cringed when I heard the imps the first time - but when I walked out into that big arena with that rocket spewing giant chasing me down I literally broke out in a cold sweat. Nothing before or since has induced that same mix of adrenaline fueled terror.
** Mark Terrano on the Cyberdemon
* When any device gets smart enough, someone, somewhere ports the classic first-person shooter to it, simply because they can.
** Wired,
* Along with Doom II, we also saw the first traces of multiplayer gaming. Playing it against your friend was something so different, and that is also why we continued to play today.
** X9

## Sources

* Doomworld's interview with John Carmack
* ROME.RO
* The Doom Wiki - Quotes