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Super Doom: How id Software’s Opus Made the Jump to Super NES

ON DECEMBER 10, 1993, ID Software's developers uploaded Doom to a high-speed file-sharing server maintained by an IT administrator who oversaw University of Wisconsin's network. The shareware episode arrived to great fanfare. So great, in fact, that the admin had to ask hundreds of users eager to download Doom to log off so id could transfer the game. Instantly the chat rooms became ghost towns. At midnight on the dot, the gamers at id uploaded their game, and all hell broke loose. Grown adults in businesses suits clogged office networks

Apollo 11 Situations: John Romero on Porting Doom and Wolfenstein 3D

id Software's co-founder recounts converting Wolfenstein 3D to Super NES in three weeks, how the studio viewed ports of its games, and more. Working at id Software in the 1990s was like working inside a bunker, only with more pizza, soda, and video games. The studio started small and remained small through development of Commander Keen, Wolfenstein 3D, and Doom. After Doom's release in December 1993, John Romero turned his attention to scouting for opportunities to collaborate on external projects related to id's games, namely strategy guides and ports. Romero

Knee-Deep in the Ports: Ranking the Best (and Worst) Versions of Doom

As of 2008, Tetris holds the achievement of the most ported video game in history. Which makes sense. Virtually any electronic device can run Tetris. That's the beauty of its design: difficult to master, but arguably the most accessible controls and objectives ever.  Doom, however, is hot on Tetris's heels. You can play Doom on virtually any personal computing operating system, most consoles, and lots of handhelds. You can even run the game on a piano. Can you play Tetris on a piano? That's what I thought. (Though you'll probably