Doom for Game Boy Advance

In 2001, a Game Boy Advance version of Doom was released by David A. Palmer Productions. It has several differences from the original game:


 * Simplified levels based on those of PlayStation Doom.


 * No Cyberdemon or Spiderdemon.


 * No E3M9; E2M9 is the original E3M8.


 * All music has been "shifted ahead" (E1M1 uses E1M2's music, E1M2 uses E1M3's music, and so forth).


 * The monsters' blood is green, and the Doomguy's face does not bleed.


 * Monster corpses vanish after a few seconds.


 * A lot of the Hellish imagary has been removed (Impaled bodies, etc.)


 * Ultra-Violence mode is renamed "Nightmare"; true Nightmare mode deleted altogether.


 * The game can only be saved between levels.


 * No animated intermissions.


 * In vanilla Doom, the Tower of Babel appears to be "built" during episode 2: with each intermission screen, the tower becomes a little larger, growing from a foundation to a full tower. This does not happen in GBA Doom.


 * Altered ending text: episode 4's ending screen appears instead of the famous "bunny" ending (probably to avoid an M rating).


 * Demon death sound replaced with Imp death sound.

Doom 2
Torus Games of Austrailia developed Doom II for the GBA, which was published by Activision. The differences between the GBA Doom I and Doom II (besides the maps):


 * All the monsters were present


 * All the maps were present (Though Industrial Zone and The Chasm were split into two maps each, presumabaly to make the GBA handle them


 * The Demon was given it's original death sound.

Differences form the original Doom II not already mentioned:


 * The Super Shotguns shells are flesh coloured, just like the face's blood.


 * Dropped items give full ammo, instead of half.


 * The box of rockets gives 10 rockets, not 5.


 * The music tracks "Between Levels" (MAP04) and "Getting too tense" (MAP28) were dropped, probabally due to cart space. In their place was "Into Sandy's City" and "Evil Incarnate", the music to MAP09 and MAP31 respectivly.


 * "I'm Too Young To Die" didn't give double ammo, it only reduced damage.


 * Revenant missiles didn't smoke when homing and were fired from the revenants crotch (~32 units high, like all other missiles)


 * The Arch-Vile's flaming sounds were missing and the explosion sound (DSBAREXP) was played when the attack was initiated. Also, the flames appeared lower on the players view.