This page will contain additional articles about charlie and the chocolate factory, as they become available.

Charlie and the Chocolate Factory

Original book cover of Charlie and the Chocolate Factory with illustrations by Joseph Schindelman

This article is about the 1964 children's book.

Charlie and the Chocolate Factory (1964) is a children's book by British author Roald Dahl. The adventures of young Charlie Bucket inside the chocolate factory of eccentric candymaker Willy Wonka is considered to be one of the most beloved children's stories of the 20th century.

Charlie and the Chocolate Factory was first published in the United States by Alfred A. Knopf, Inc. in 1964, and in the UK by George Allen & Unwin in 1967. The book was adapted into two major motion pictures: Willy Wonka & the Chocolate Factory in 1971, and Charlie and the Chocolate Factory in 2005. The book's sequel, Charlie and the Great Glass Elevator, was written by Roald Dahl in 1972.

Synopsis

Spoiler warning: Plot and/or ending details follow.

The book tells the story of a young boy,Charlie Bucket, who lives in poverty in a small, two-roomed house, with his parents and his four bedridden grandparents. Charlie is a kind, sweet, caring boy who loves his family despite their shared hardships. His greatest love in life is chocolate. Due to his family's poverty, however, he only receives a bar once a year, on his birthday.

Near to Charlie's house is the largest chocolate factory in the world, owned by Mr. Willy Wonka. Wonka is the largest and most inventive and innovative producer of chocolate, producing all kinds of wonderful and delicious sweets, including some that seem impossible (such as ice cream that never melts or chewing gum that never loses its flavour). Due to corporate espionage that came close to ruining the Wonka factory, Wonka closed his factory to the public and the factory is now only seen to house mysterious workers within.

Wonka, in a surprise move, decides to open his factory to the public, by initiating a lottery. Five Wonka Bar wrappers conceal Golden Tickets which will admit the finder and one or two members of his family into the factory for a guided tour by the chocolate maker himself. Winning the golden tickets are a fat pig-like boy called Augustus Gloop, a spoiled brat called Veruca Salt, a compulsive gum chewer named Violet Beauregarde and a television-obsessed little boy called Mike Teavee.

By a near miracle, Charlie manages to find a Golden Ticket and he and his Grandpa Joe enter Willy Wonka's factory, where they encounter Wonka's many wondrous confectionery creations - including some prototypes which cause rather hair-raising side effects. The other Golden Ticket winners misbehave one by one and end up in bizarre, near-fatal predicaments which require removing them from the tour.

Once inside the factory Wonka reveals to his guests that his mysterious factory workers are the "Oompa Loompas" - a group of people from the nation of Loompaland who agreed to become Wonka's workforce because of his ability to supply unlimited quantities of their greatest delicacy, the cacao bean (the raw ingredient in chocolate). Through the book, they occasionally break into verse en masse to comment on the misbehaviour of the other children and its deleterious effects.

2001 book cover of Charlie and the Chocolate Factory with illustrations by Quentin Blake

Augustus Gloop is drinking from Wonka's chocolate river when he falls in and is sucked up by one of the pipes leading to the Fudge Room. In the book, his fate is to become skinny. In the movie, he is covered in hard fudge. Violet Beauregarde tries an experimental piece of three-course-dinner gum and is transformed into a very petite blueberry, requiring her to be sent to an infirmary of sorts, to be squeezed into her normal dimensions (although the blue skin is permanent). Veruca Salt is thrown down a garbage chute by squirrels trained to find and dispose of the "bad nuts". Her parents, in shock, are thrown down the chute, too! Later she and her parents are covered in garbage. Mike Teavee is miniaturized by a television camera designed to deliver chocolate bars by TV and is sent to the gum stretching room to be restored to his normal size (but is overdone with Mike becoming a very skinny giant). Each of the children pose as an allegory for the various vices found within the personalities of children in those days. Charlie is clearly outlined as the ideal child, humble, kind, and "unspoiled."

At the end of the story, it is revealed that the lottery was a ploy for Willy Wonka to choose his successor. As the last Golden Ticket winner left standing, Charlie inherits the factory and goes on a trip in a glass lift with Willy Wonka, the story continuing in the sequel Charlie and the Great Glass Elevator.

Rooms

There is a selection of themed rooms in Willy Wonka's chocolate factory which highlight a certain product or product development. Children on the tour meet an ironic calamity in many of the rooms. A good example of this is Chocolate Room. Everything in the room is edible, including the grass. It has a chocolate waterfall that mixes the chocolate to a perfect texture. There are pipes that move the chocolate to different points within the factory. Augustus Gloop falls into the chocolate river and is sucked into a pipe that goes to the Fudge Room.

Other rooms which are prominately featured are the Inventing Room where Violet Beauregarde turns into a blueberry and is moved to the Juicing Room. The Nut Room is where Veruca Salt is thrown down the garbage chute with her father. The Television Room is where Mike Teavee shrinks and he is streched out in the Taffy Room.

Book revisions

Responding to criticisms from the NAACP, Canadian children's author Eleanor Cameron, and others for the book's portrayal of the Oompa Loompas as dark skinned and skinny African pygmies working in Wonka’s factory for cacao beans, Dahl changed some of the text, and Schindelman replaced some illustrations (the illustrations for the British version were also changed). This new version was released in 1973 in the USA. In the revised version the Oompa Loompas are described as having funny long golden-brown hair and rosy-white skin. Their origins were also changed from Africa to fictional Loompaland.

Derivations

See also: Differences between the book and film versions

The book was filmed in 1971 as Willy Wonka & the Chocolate Factory, starring Gene Wilder as Willy Wonka. It has also been produced by Swedish Television as an animated series with still animations narrated by Ernst-Hugo Järegård. Another film version entitled Charlie and the Chocolate Factory, directed by Tim Burton and starring Johnny Depp as Willy Wonka, was released on July 15, 2005. Both film portrayals are fairly faithful to the original story, yet add some new material. The Burton film in particular greatly expanded Willy Wonka's personal backstory. Both films likewise heavily expanded the personalities of the four "bad" children and their parents.

There is also a line of candies in the United States and Australia that uses the book's characters and imagery for its marketing.

On July 11, 2005, the Charlie and the Chocolate Factory video game was released for the Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube, Nintendo's Game Boy Advance, and Windows PC by developers Backbone and High Voltage Software and publisher 2K Games.

In 2006, the British theme park Alton Towers is to create a new family boat ride attraction in the Cred Street area themed around Charlie and The Chocolate Factory, based on the book.[1]

Awards

  • New England Round Table of Children's Librarians Award (USA 1972)
  • Surrey School Award (UK 1973)
  • Millennium Children's Book Award (UK 2000)
  • Blue Peter Book Award (UK 2000)

ISBN numbers

  • ISBN 0871292203 (paperback, 1976)
  • ISBN 0140318240 (paperback, 1985, illustrated by Michael Foreman)
  • ISBN 1850899029 (hardcover, 1987)
  • ISBN 0606040323 (prebound, 1988)
  • ISBN 0899669042 (library binding, 1992, reprint)
  • ISBN 0141301155 (paperback, 1998)
  • ISBN 0375815260 (hardcover, 2001)
  • ISBN 0375915265 (library binding, 2001)
  • ISBN 0142401080 (paperback, 2004)
  • ISBN 0848822412 (hardcover)

This page about charlie and the chocolate factory includes information from a Wikipedia article.
Additional articles about charlie and the chocolate factory
News stories about charlie and the chocolate factory
External links for charlie and the chocolate factory
Videos for charlie and the chocolate factory
Wikis about charlie and the chocolate factory
Discussion Groups about charlie and the chocolate factory
Blogs about charlie and the chocolate factory
Images of charlie and the chocolate factory

In 2006, the British theme park Alton Towers is to create a new family boat ride attraction in the Cred Street area themed around Charlie and The Chocolate Factory, based on the book.[1]. Movies of most of these runs are available from the COMPET-N website. On July 11, 2005, the Charlie and the Chocolate Factory video game was released for the Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube, Nintendo's Game Boy Advance, and Windows PC by developers Backbone and High Voltage Software and publisher 2K Games. In addition, a few players have also managed to complete Doom II in a single run on the Nightmare! difficulty setting, on which monsters are twice as fast and respawn some time after they have been killed (level designer John Romero characterized the idea of such a run as "[just having to be] impossible"[13]). There is also a line of candies in the United States and Australia that uses the book's characters and imagery for its marketing. Achievements include the completion of both Doom and Doom II on the Ultra-Violence difficulty setting in less than 30 minutes each. Both films likewise heavily expanded the personalities of the four "bad" children and their parents. Devoted players have spent years creating speedruns for Doom, competing for the quickest completion times and sharing knowledge about routes through the levels and how to exploit bugs in the Doom engine for shortcuts.

The Burton film in particular greatly expanded Willy Wonka's personal backstory. There are well over 50 different Doom source ports, some of which remain under active development. Both film portrayals are fairly faithful to the original story, yet add some new material. Fans then began porting the game to various operating systems, even to previously unsupported platforms such as the Dreamcast, PSP and the iPod, and adding new features such as OpenGL rendering and scripting, which allows WADs to alter the gameplay more radically. Another film version entitled Charlie and the Chocolate Factory, directed by Tim Burton and starring Johnny Depp as Willy Wonka, was released on July 15, 2005. Interest in Doom was renewed in 1997, when the source code for the Doom engine was released (it was also placed under the GNU General Public License in 1999). It has also been produced by Swedish Television as an animated series with still animations narrated by Ernst-Hugo Järegård. Although the popularity of the Doom games dropped with the release of Quake (1996) and afterwards, the games have retained a strong fan base that continues playing competitively and creating WADs (the idgames FTP archive receives a few to a dozen new WADs each week as of 2005), and Doom-related news is still tracked at multiple websites such as Doomworld.

The book was filmed in 1971 as Willy Wonka & the Chocolate Factory, starring Gene Wilder as Willy Wonka. However, several game journalists have also contrasted the relatively simplistic gameplay in Doom unfavorably with more story-oriented first-person shooters such as Half-Life. See also: Differences between the book and film versions. It was voted the "#1 game of all time" in a poll among over 100 game developers and journalists conducted by GameSpy in July 2001[12], and PC Gamer proclaimed Doom the most influential game of all time in its ten-year anniversary issue in April 2004. Their origins were also changed from Africa to fictional Loompaland. Doom is widely regarded as one of the most important titles in gaming history. In the revised version the Oompa Loompas are described as having funny long golden-brown hair and rosy-white skin. However, although Harris did design Doom levels, they were not simulations of Columbine (see Harris levels).

This new version was released in 1973 in the USA. A rumor spread afterwards that Harris had designed Doom levels that looked like the halls of the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for Columbine by playing these levels over and over. Responding to criticisms from the NAACP, Canadian children's author Eleanor Cameron, and others for the book's portrayal of the Oompa Loompas as dark skinned and skinny African pygmies working in Wonka’s factory for cacao beans, Dahl changed some of the text, and Schindelman replaced some illustrations (the illustrations for the British version were also changed). While planning for the massacre, Harris said that the killing would be "like fucking Doom" and that his shotgun was "straight out of" the game[11]. The Television Room is where Mike Teavee shrinks and he is streched out in the Taffy Room. The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre in 1999, were avid players of the game. The Nut Room is where Veruca Salt is thrown down the garbage chute with her father. David Grossman.[10] Doom prompted fears that the then-emerging virtual reality technology could be used to simulate extremely realistic killing, and in 1994 led to unsuccessful attempts by Washington state senator Phil Talmadge to introduce compulsory licensing of VR use.

Other rooms which are prominately featured are the Inventing Room where Violet Beauregarde turns into a blueberry and is moved to the Juicing Room. Col. Augustus Gloop falls into the chocolate river and is sucked into a pipe that goes to the Fudge Room. It has been criticized numerous times by Christian organizations for its diabolic undertones and was dubbed a "mass murder simulator" by critic and Killology Research Group founder Lt. There are pipes that move the chocolate to different points within the factory. Doom was and remains notorious for its high levels of violence, gore, and Satanic imagery, which have generated much controversy from a broad range of groups. It has a chocolate waterfall that mixes the chocolate to a perfect texture. The game's development and impact on popular culture is also the subject of the book Masters of Doom by David Kushner.

Everything in the room is edible, including the grass. Doom has appeared in several forms in addition to games, including a comic book, four novels by Dafydd Ab Hugh and Brad Linaweaver (loosely based on events and locations in the games), and a film starring Karl Urban and The Rock released in 2005. A good example of this is Chocolate Room. A retelling of the original Doom using entirely new graphics technology, Doom 3 was hyped to provide as large a leap in realism and interactivity as the original Doom, but received mixed reactions when released in 2004. Children on the tour meet an ironic calamity in many of the rooms. The franchise remained in that state until 2000, when Doom 3 was announced. There is a selection of themed rooms in Willy Wonka's chocolate factory which highlight a certain product or product development. When, three years later, 3D Realms released Duke Nukem 3D, a tongue-in-cheek science fiction shooter based on Ken Silverman's technologically similar Build engine, id Software had nearly finished Quake, its next-generation game, which mirrored Doom's success for the remainder of the 1990s and significantly reduced interest in its predecessor.

As the last Golden Ticket winner left standing, Charlie inherits the factory and goes on a trip in a glass lift with Willy Wonka, the story continuing in the sequel Charlie and the Great Glass Elevator. [9]. At the end of the story, it is revealed that the lottery was a ploy for Willy Wonka to choose his successor. The popularity of Star Wars-themed WADs is rumored to have been the factor that prompted LucasArts to create their first-person shooter Dark Forces. Charlie is clearly outlined as the ideal child, humble, kind, and "unspoiled.". Doom's principal rivals were Apogee's Rise of the Triad and Origin Systems' System Shock. Each of the children pose as an allegory for the various vices found within the personalities of children in those days. Some of these were certainly "clones"—hastily assembled and quickly forgotten about—others explored new grounds of the genre and were highly acclaimed.

Mike Teavee is miniaturized by a television camera designed to deliver chocolate bars by TV and is sent to the gum stretching room to be restored to his normal size (but is overdone with Mike becoming a very skinny giant). Dozens of new first-person shooter titles appeared following Doom's release, and they were often referred to as "Doom clones" rather than "first-person shooters". Her parents, in shock, are thrown down the chute, too! Later she and her parents are covered in garbage. There is also a Doom-based game released by a breakfast cereal maker as a product tie-in called Chex Quest, and the United States Marine Corps released Marine Doom, designed to "teach teamwork, coordination and decision-making". Veruca Salt is thrown down a garbage chute by squirrels trained to find and dispose of the "bad nuts". The game engine was licensed to several other companies as well, who released their own games based on it, including Heretic, HeXen, Strife and HacX. Violet Beauregarde tries an experimental piece of three-course-dinner gum and is transformed into a very petite blueberry, requiring her to be sent to an infirmary of sorts, to be squeezed into her normal dimensions (although the blue skin is permanent). The total number of copies of Doom games sold is unknown, but may be well over 4 million[8]; Doom II alone has sold for over $100 million.

In the movie, he is covered in hard fudge. Doom became a killer application that all capable consoles and operating systems were expected to have, and versions of Doom have subsequently been released for the following systems: DOS, Microsoft Windows, QNX, Irix, NEXTSTEP, Linux, Apple Macintosh, Super NES, Sega 32X, Sony PlayStation, Game Boy Advance, RiscOS, Atari Jaguar, Sega Saturn, Nintendo 64, the Tapwave Zodiac and 3DO. In the book, his fate is to become skinny. The popularity of Doom led to the development of a sequel, Doom II: Hell on Earth (1994), as well as expansion packs and alternate versions based on the same game engine, including The Ultimate Doom (1995), Final Doom (1996), and Doom 64 (1997). Augustus Gloop is drinking from Wonka's chocolate river when he falls in and is sucked up by one of the pipes leading to the Fudge Room. Main articles: Doom clones, Versions and ports of Doom, Doom spin-offs and homages. Through the book, they occasionally break into verse en masse to comment on the misbehaviour of the other children and its deleterious effects. A typical launcher would allow the player to select which files to load from a menu, making it much easier to start.

Once inside the factory Wonka reveals to his guests that his mysterious factory workers are the "Oompa Loompas" - a group of people from the nation of Loompaland who agreed to become Wonka's workforce because of his ability to supply unlimited quantities of their greatest delicacy, the cacao bean (the raw ingredient in chocolate). Third party programs were also written to handle the loading of various WADs, since the game is a DOS game and all commands had to be entered on the command line to run. The other Golden Ticket winners misbehave one by one and end up in bizarre, near-fatal predicaments which require removing them from the tour. Several thousands of WADs have been created in total: the idgames FTP archive contains over 13,000 files[7], and this does not represent the complete output of Doom fans. By a near miracle, Charlie manages to find a Golden Ticket and he and his Grandpa Joe enter Willy Wonka's factory, where they encounter Wonka's many wondrous confectionery creations - including some prototypes which cause rather hair-raising side effects. A few WADs have been released commercially, including the Master Levels for Doom II, which was released in 1995 along with Maximum Doom, a CD containing 1,830 WADs that had been downloaded from the Internet. Winning the golden tickets are a fat pig-like boy called Augustus Gloop, a spoiled brat called Veruca Salt, a compulsive gum chewer named Violet Beauregarde and a television-obsessed little boy called Mike Teavee. FTP servers became the primary method in later years.

Five Wonka Bar wrappers conceal Golden Tickets which will admit the finder and one or two members of his family into the factory for a guided tour by the chocolate maker himself. Around 1994 and 1995, WADs were primarily distributed online over bulletin board systems or sold in collections on compact discs in computer shops, sometimes bundled with editing guide books. Wonka, in a surprise move, decides to open his factory to the public, by initiating a lottery. Notable ones were samples from Beavis and Butthead and the famous orgasm scene from When Harry Met Sally.... Due to corporate espionage that came close to ruining the Wonka factory, Wonka closed his factory to the public and the factory is now only seen to house mysterious workers within. Some addon files were also made which changed the sounds made by the various characters and weapons. Wonka is the largest and most inventive and innovative producer of chocolate, producing all kinds of wonderful and delicious sweets, including some that seem impossible (such as ice cream that never melts or chewing gum that never loses its flavour). Although the majority of WADs contain one or several custom levels mostly in the style of the original game, others implement new monsters and other resources, and heavily alter the gameplay; several popular movies, television series and other brands from popular culture have been turned into Doom WADs by fans (without authorization), including Aliens, Star Wars, The X-files, The Simpsons and Batman.

Willy Wonka. The first level editors appeared in early 1994, and additional tools have been created that allow most aspects of the game to be edited. Near to Charlie's house is the largest chocolate factory in the world, owned by Mr. Several to-be professional game designers started their careers making Doom WADs as a hobby, among them Tim Willits, who later became the lead designer at id Software. Due to his family's poverty, however, he only receives a bar once a year, on his birthday. Gaining the first large mod-making community, Doom affected the culture surrounding first-person shooters, and also the industry. His greatest love in life is chocolate. The ability to create custom levels and otherwise modify the game, in the form of custom WAD files, turned out to be a particularly popular aspect of Doom.

Charlie is a kind, sweet, caring boy who loves his family despite their shared hardships. Main article: Doom WADs. The book tells the story of a young boy,Charlie Bucket, who lives in poverty in a small, two-roomed house, with his parents and his four bedridden grandparents. Due to its widespread distribution, Doom hence became the game that introduced deathmatching to a large audience (and was also the first game to use the term "deathmatch"). . Two player deathmatch was also possible over a phone line by using a modem. The book's sequel, Charlie and the Great Glass Elevator, was written by Roald Dahl in 1972. However, Doom was the first game to allow deathmatching over ethernet, and the combination of violence and gore with fighting friends made deathmatching in Doom particularly attractive.

The book was adapted into two major motion pictures: Willy Wonka & the Chocolate Factory in 1971, and Charlie and the Chocolate Factory in 2005. Doom was not the first first-person shooter with a deathmatch mode—MIDI Maze on the Atari ST had one in 1987, using the MIDI ports built into the ST to network up to four machines together. in 1964, and in the UK by George Allen & Unwin in 1967. In addition to the thrilling nature of the single-player game, the deathmatch mode was an important factor in the game's popularity. Knopf, Inc. It also received the Award for Technical Excellence from PC Magazine, and the Best Action Adventure Game award by the Academy of Interactive Arts & Sciences. Charlie and the Chocolate Factory was first published in the United States by Alfred A. In 1994, it was awarded Game of the Year by both PC Gamer and Computer Gaming World.

The adventures of young Charlie Bucket inside the chocolate factory of eccentric candymaker Willy Wonka is considered to be one of the most beloved children's stories of the 20th century. Doom was also widely praised in the gaming press. Charlie and the Chocolate Factory (1964) is a children's book by British author Roald Dahl. [6]. This article is about the 1964 children's book.. One such presentation to promote Windows 95 had Bill Gates digitally superimposed into the game. ISBN 0848822412 (hardcover). The game's popularity prompted Bill Gates to briefly consider buying id Software, and led Microsoft to develop a Windows 95 port of Doom to promote the operating system as a gaming platform.

ISBN 0142401080 (paperback, 2004). In late 1995, Doom was estimated to be installed on more computers worldwide than Microsoft's new operating system Windows 95, despite million-dollar advertising campaigns for the latter. ISBN 0375915265 (library binding, 2001). At the Microsoft campus, Doom was by one account[5a] equal to a "religious phenomenon". ISBN 0375815260 (hardcover, 2001). Intel, Lotus Development and Carnegie Mellon University are among many organizations reported to form policies specifically disallowing Doom-playing during work hours. ISBN 0141301155 (paperback, 1998). This prediction came true at least in part: Doom became a major problem at workplaces, both occupying the time of employees and clogging computer networks with traffic caused by deathmatches.

ISBN 0899669042 (library binding, 1992, reprint). In a press release dated January 1, 1993, id Software had written that they expected Doom to be "the number one cause of decreased productivity in businesses around the world". ISBN 0606040323 (prebound, 1988). In 1995, The Ultimate Doom (version 1.9, including episode IV) was released, making this the first time that Doom was sold commercially in stores. ISBN 1850899029 (hardcover, 1987). Although most users did not purchase the registered version, over one million copies have been sold, and the popularity helped the sales of later games in the Doom series which were not released as shareware. ISBN 0140318240 (paperback, 1985, illustrated by Michael Foreman). Released as shareware, people were encouraged to distribute Doom further, and did so: in 1995, Doom was estimated to have been installed on more than 10 million computers.

ISBN 0871292203 (paperback, 1976). (Many years later these alpha versions were sanctioned by id Software because of historical interest; they reveal how the game progressed from its early design stages.) The first public version of Doom was uploaded to an FTP run at the University of Wisconsin on December 10, 1993. Blue Peter Book Award (UK 2000). In addition to news, rumors, and screenshots, unauthorized leaked alpha versions also circulated online. Millennium Children's Book Award (UK 2000). The large number of posts in Internet newsgroups about Doom led to the SPISPOPD joke, to which a nod was given in the game in the form of a cheat code. Surrey School Award (UK 1973). The development of Doom was surrounded by much anticipation.

New England Round Table of Children's Librarians Award (USA 1972). The ability to create custom scenarios contributed significantly to the game's popularity (see the section on WADs below). Wolfenstein 3D was not designed to be expansible, but fans had nevertheless figured out how to create their own levels for it, and Doom was designed to take the phenomenon further. Another important feature of the Doom engine is a modular approach that allows the game content to be replaced by loading custom WAD files. Another benefit was the clearness of the automap because it could be displayed with 2D vectors without the risk of overlapping.

This two-dimensional representation does, however, have the benefit that rendering can be done very quickly, using a binary space partitioning method. This leads to several limitations: it is, for example, not possible for a Doom level to have one room over another. Most significantly, Doom levels are not truly three-dimensional; they are internally represented on a plane, with height differences added separately (a similar trick is still used by many games to create huge outdoor environments). Carmack had to make use of several tricks for these features to run smoothly on 1993's home computers.

Monsters can also become aware of the player's presence by hearing distant gunshots. The player is kept on guard by the grunts and gnarls of monsters, and receives occasional clues to finding secret areas in the form of sounds of hidden doors opening remotely. The life-like feeling of the environment was enhanced further by the stereo sound system, which made it possible to roughly tell the direction and distance of a sound's origin. In contrast to the static levels of Wolfenstein 3D, those in Doom are highly interactive: platforms can lower and rise, floors can raise sequentially to form staircases, and bridges can raise and lower.

The advance from id Software's previous game Wolfenstein 3D was enabled by several new features in the Doom engine:. Doom's primary distinguishing feature at the time of its release was its realistic 3D graphics, then unparalleled by other real-time-rendered games running on consumer-level hardware. Main article: Doom engine. [5].

A heavy metal-ambient soundtrack was supplied by Bobby Prince. The graphics, by Adrian Carmack, Kevin Cloud and Gregor Punchatz, were created in various ways: although much was drawn or painted, several of the monsters were digitized from sculptures in clay or latex, and some of the weapons are toy guns from Toys "R" Us. Most of the level design that ended up in the final game is that of John Romero and Sandy Petersen. Designer Tom Hall wrote an elaborate design document called the Doom Bible, according to which the game would feature a detailed storyline, multiple player characters, and a number of interactive features.[4] However, many of his ideas were discarded during development in favor of simpler design primarily advocated by Carmack, resulting in Hall in the end being forced to resign due to not contributing effectively in the direction the rest of the team was going.

The title of the game was picked by Carmack:. When the game design phase began in late 1992, the main thematic influences were the science fiction action movie Aliens and the horror movie Evil Dead II. The development of Doom started in 1992 with John Carmack creating the new game engine, the Doom engine, while the rest of the team finished Spear of Destiny. Main article: Making of Doom.


. Aside from the single-player game mode, Doom features two multiplayer modes playable over a network: "co-operative", in which two to four players team up against the legions of Hell, and "deathmatch", in which two to four players fight each other. The monsters have very simple behavior, consisting of either walking toward the player or attacking by throwing fireballs, biting, and scratching (though they can also fight each other). There are 10 types of monsters (Doom II doubles this figure), including possessed humans as well as demons of different strength, ranging from weak but ubiquitous imps and red, floating cacodemons, to the bosses which survive multiple strikes even from the player's strongest weapons.

The player faces them in large numbers, on the higher of the game's five difficulty levels often encountering a dozen or more in the same room. The enemy monsters in Doom make up the central gameplay element. There is a wide array of power-ups, such as a backpack that increases the player's ammunition-carrying capacity, armor, first aid kits to restore health, and blue demonic orbs that boost the player's health percentage beyond 100%, up to a maximum of 200%. The player starts armed only with a pistol, and brass-knuckled fists in case the ammunition runs out, but larger weapons can be picked up: these are a chainsaw, a shotgun, a chaingun, a rocket launcher, a plasma rifle, and finally the immensely powerful BFG 9000.

Doom is notable for the weapons arsenal available to the player, which became prototypical for first-person shooters. The levels are sometimes labyrinthine (the automap is a crucial aid in navigating them), and feature plenty of hidden secret areas that hold power-ups as a reward for players who explore. Among the obstacles are monsters, pits of radioactive slime, ceilings that come down and crush the player, and locked doors for which a keycard or remote switch need to be located. The objective of each level is simply to locate the exit room that leads to the next area (usually labeled with an inviting red EXIT sign), while surviving all hazards on the way.

Being a first-person shooter, Doom is experienced through the eyes of the main character. Main article: Gameplay of Doom. The expansion pack Ultimate Doom adds a fourth episode, Thy Flesh Consumed, chronicling the marine's return to Earth. After destroying the final boss, the Spider Mastermind, a hidden doorway opens for the hero who has "proven too tough for Hell to contain", leading back home to Earth.

The player climbs down to the surface, and the final episode, Inferno, begins. After encountering the Cyberdemon, the truth about the vanished moon is discovered: it is floating above Hell. In the second episode, Shores of Hell, the player journeys through the Deimos installation, whose areas are interwoven with beastly architecture. It ends with the player fighting the Barons of Hell and afterwards entering the teleporter leading to Deimos, there getting overwhelmed by monsters and seemingly killed.

Knee-Deep in the Dead, the first episode and the only one in the shareware version, is set in the high-tech military bases on Phobos. In order to beat the game, the player must fight through three episodes containing nine levels each (see Episodes and levels of Doom). A UAC team from Mars is sent to Phobos to investigate the incident, but soon radio contact ceases and only one human is left alive — the player, whose task is to make it out alive.[2]. At the same time, Deimos vanishes entirely.

A defensive response from base security fails to halt the invasion, and the bases quickly get overrun by demons, all personnel getting killed or turned into zombies. Suddenly, something goes wrong and creatures from Hell come out of the teleportation gates. He is forced to work for the Union Aerospace Corporation (UAC), a military-industrial conglomerate that is performing secret experiments with teleportation between the moons of Mars, Phobos and Deimos. The player takes the role of a nameless space marine, "one of Earth's toughest, hardened in combat and trained for action", who has been deported to Mars for assaulting a senior officer when ordered to kill unarmed civilians.

The background is only given in the game's manual, and the in-game story is mainly advanced with short messages displayed between the game's episodes. Doom has a science-fictionhorror theme, and a simple plot. . The franchise again received popular attention in 2004 with the release of Doom 3, a retelling of the original game using new technology, and an associated 2005 Doom motion picture.

The series lost mainstream appeal as the technology of the Doom game engine was surpassed in the mid-1990s, although fans have continued making WADs, speedrunning, and modifying the source code which was released in 1997. Originally released for PC/DOS, these games have later been ported to many other platforms, including nine different game consoles. The Doom franchise was continued with Doom II: Hell on Earth (1994) and numerous expansion packs, including The Ultimate Doom (1995), Master Levels for Doom II (1995), and Final Doom (1996). Its graphic and interactive violence[1] has also made Doom the subject of much controversy reaching outside the gaming world.

Distributed as shareware, Doom was downloaded by an estimated 10 million people within two years, popularizing the mode of gameplay and spawning a gaming subculture; as a sign of its impact on the industry, games from the mid-1990s boom of first-person shooters are often known simply as "Doom clones". It is widely recognized for its pioneer use of immersive 3D graphics, networked multiplayer gaming, and the support for players to create custom expansions (WADs). Doom (or DOOM)a is a 1993 computer game by id Software that is among the landmark titles in the first-person shooter genre. The variation DooM, stylized after the game's logo, is also occasionally encountered, but has fallen out of use almost completely in recent years.

Note a: The variations Doom and DOOM have both been used in official contexts. URL accessed on November 15, 2005.. Planet Rome.ro. 1993: Doom.

Romero, John. URL accessed on November 15, 2005.. The "Official" Doom FAQ. Leukart, Hank (1994).

URL accessed on November 15, 2005.. Player profile for Thomas "Panter" Pilger. ^  Hegyi, Adam (1992). URL accessed on November 15, 2005..

GameSpy. GameSpy's Top 50 Games of All Time. ^  GameSpy (2001). URL accessed on November 15, 2005..

Basement Tapes: quotes and transcripts from Eric Harris and Dylan Klebold's video tapes. ^  4-20: a Columbine site. URL accessed on November 15, 2005.. Accuracy In Media.

Video Games Can Kill. ^  Irvine, Reed & Kincaid, Cliff (1999). URL accessed on November 15, 2005.. GameSpy.

Bringin' in the DOOM Clones. ^  Turner, Benjamin & Bowen, Kevin (2003). URL accessed on November 15, 2005.. Sales.

^  Doom Wiki (2005). URL accessed on September 3, 2005.. /idgames database. ^  Doomworld.

URL accessed on November 15, 2005.. Reel Splatter. Bonus movie: Bill Gates "DOOM" video. ^  Lombardo, Mike.

ISBN 0-3755-0524-5.. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Random House Publishing Group. ^ a  Kushner, David (2003). URL accessed on November 15, 2005..

Doomworld (1998). The Doom Bible. ^  Hall, Tom (1992). URL accessed on November 15, 2005..

Interview with John Carmack. ^  Doomworld. URL accessed on November 15, 2005.. The Doom instruction manual (unofficial transcript).

^  id Software (1993). URL accessed on December 4, 2004.. Game ratings. ^  Entertainment Software Rating Board.

While contributing to the game's visual authenticity by allowing effects such as highlights and shadows, this perhaps most importantly added to the game's atmosphere and even gameplay; the use of darkness as a means of frightening or confusing the player was an unseen element in games. Varying light levels (all areas in Wolfenstein 3D are fully lit at the same brightness). Full texture mapping of all surfaces (in Wolfenstein 3D, floors and ceilings are not texture mapped); and,. Non-perpendicular walls (all walls in Wolfenstein 3D run along a rectangular grid);.

Height differences (all rooms in Wolfenstein 3D are at the same altitude);.