

This version inherits all of the changes from the Atari Jaguar maps. The only secret level remaining is E1M9: Military Base. As in the Jaguar version, no maps from Episode 4: Thy Flesh Consumed are present, as that version was created before the expansion episode's 1995 release. This includes several bugs directly inherited with these designs. Most differences from the PC version are directly inherited from the Jaguar version of the game on which this port is based.Īll maps in the game are simplified levels based on those used in Jaguar Doom, with less complex geometry, fewer textures used, and some areas removed. While unsubstantiated, and contradicted by known evidence, Palmer believed at that time that Torus was given access to his company's code in order to make their jobs easier. However, this was still not good enough to guarantee Palmer a follow-up contract for Doom II, for which the company lost a bid to Torus Games. The final version of the game was still well-received by id and Activision and made a stir at that year's E3. This set back development and led to what Palmer believes is probably an inferior product to what could have been provided. However, John Carmack then located a copy of the Atari Jaguar source code, and he and Activision proceeded to demand that it be used instead of the custom engine that had already been developed. Initially lacking any code from id, the company's programmers Bryon Nilsson and Matt Hopwood proceeded to produce their own custom 3D graphics engine for the Game Boy Advance over the course of nine months, and according to David Palmer, it was around 95% complete, needing only additional optimization to hit the 30 frames-per-second mark. However, by that point, the Game Boy Advance had been released and was significantly more capable than its predecessor, so the project was re-targeted.

John Carmack and Activision suggested that they instead develop a port of Commander Keen for the system, which proved successful enough to earn them the contract they originally desired. Palmer Productions won the license to create Doom for the Game Boy Advance after approaching id Software with a tech demo on the Game Boy Color. A screenshot from the GBA version of Doomĭavid A.
