

The game is designed to work on any handset that can handle the standard Java runtime environment for mobiles. Of course, the Doom conversions are little more than tech demos - there's no hope of actually having an enjoyable game of Doom on these, since the control interface is totally not designed for quick response FPS games. The iPod nano can now play a rudimentary version of Doom, some cell phones can play a conversion of it, and PocketPC devices can now even play Quake 3. With the source code to Doom now being completely open, we've seen implementations of the game on all kinds of different devices. Quake took Doom and turned it into the realms of proper three-dimensionality, but the design and feel of Quake never quite took root in the minds of gamers to the extent that Doom did. Doom, for all its appearances, was never true 3D - the height and depth was always an illusion created by some clever level design and bitmapping. Of course, the game now incredibly long in the tooth - three weeks shy of its 12th birthday. It's impossible to underestimate the impact on gaming, and our culture in general, that Doom has had. Going to Hell on a handsetWhat can you say about Doom that hasn't already been said? One of the seminal classics of all time, a follow-up to the 'Will this actually work?' test-drive of Wolfenstein, it kickstarted the PC-gaming era and invented an entire genre.
