
Bringing Doom to the Commodore 64: A Modern Programming Marvel

By Mark Rosewater


By Mark Rosewater
While the classic game Doom is known for running on virtually any device, from unexpected gadgets to nested within itself, its compatibility with the Commodore 64, an 8-bit computer released just a year before Doom's 1993 debut, presented a unique challenge. This venerable machine, despite its groundbreaking capabilities for its era, was not inherently designed to handle the demands of a first-person shooter.
Steve McCrea, an accomplished engineer and programmer with a portfolio that includes contributions to Metroid titles and the virtual reality adaptation of Resident Evil 4, has now undertaken an arguably even more significant project: creating a functional version of Doom for the Commodore 64.
This endeavor is far from a simple conversion; it involves a complex technical approach. McCrea revealed on social media that his C64 Doom rendition utilizes a ray casting technique within a tile-based grid, drawing inspiration from his previous work on "The Keep," a first-person dungeon crawler developed for the Commodore VIC-20, an earlier system with even more constrained specifications.
Unlike "The Keep," which operated within a more rigid, grid-like environment reminiscent of early 3D games, McCrea's Commodore 64 Doom introduces several sophisticated features. These include dynamic floor and ceiling elevations, operational elevators, and the innovative inclusion of visible weapons, features that significantly enhance the immersive experience compared to its predecessors.
The project's progress is genuinely impressive, with recent work-in-progress footage showcasing dynamic lighting and a skybox, elements previously thought impossible on the platform. McCrea has successfully implemented the first eight levels (E1M1 through E1M8) and is currently seeking a composer to create original music for the game.
The achievement has not gone unnoticed. Scott Miller, the founder of Apogee Software and publisher of Wolfenstein 3D, expressed his astonishment and a touch of wistfulness, recalling how id Software had deemed a Commodore 64 version of Wolfenstein impossible. McCrea's project stands as a powerful testament to the enduring spirit of innovation in game development, pushing the boundaries of what is conceivable on retro hardware.
About the author

Head designer for "Magic: The Gathering" and author of long-running insights on game design.

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