Doom for Game Boy Advance

Both Doom and Doom II have been released for the handheld console Game Boy Advance.

Doom
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 is "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.
 * Much Hell-related and gory imagery is missing (impaled bodies, etc.)
 * Ultra-Violence mode is renamed "Nightmare"; true Nightmare mode was removed 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 is replaced with Imp death sound.

Doom II
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 maps and monsters are present.
 * The Demon was given its original death sound.

Differences from the original Doom II not already mentioned:


 * The Super Shotgun's shells are flesh coloured, just like the face's blood.
 * Dropped weapons and items give full ammo, instead of half.
 * The box of rockets gives ten rockets, not five.
 * The music tracks "Between Levels" (MAP04) and "Getting too tense" (MAP28) were dropped, most likely due to cart space. In their place was "Into Sandy's City" and "Evil Incarnate", the music to MAP09 and MAP31 respectively.
 * "I'm Too Young To Die" did not double ammunition given, it only reduced damage.
 * Revenant missiles did not smoke when homing, and were fired from the revenants waist (~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 in the player's view.
 * The BFG's tracer attack uses the BFG plasma balls explosion sprites and the explosion sound used for the BFG plasma balls impact is the standard explosion sound rather than it's own
 * Industrial Zone and The Chasm are split into two maps each to avoid slowdowns and memory constraints.