The Amiga home computer platform was fairly popular during the late 1980s and 90s, but it was widely considered that it was not possible to do a game like Doom on this platform due to technical restrictions of the standard Amiga graphic chipset, which was built to do scrolling sprite based games, not pixel-based rendering. However, this did not stop many eager developers from trying[1].


Quickly after the release of the source code, several people jumped on the bandwagon and ported Doom to the Amiga. This resulted in several different ports which competed for the Amiga userbase. In recent years, several more modern ports arrived on the system, derived from the PC versions. These new ports also include support for Retargetable Graphics (RTG), which allow standardized resolutions and true colour screens to be available through common SVGA adapters. The two most common API's used in RTG are Picasso96 and CyberGraphX.

Ports for the Amiga 680x0[edit]

  • ADoom (1998-2011)
  • AmiDoom
  • AmigaDoom
  • Boom (Version 2.02. AGA version only. Requires a 060)
  • DoomAttack (1998-2004)
  • EDoom (An obscure port based off ADoom 1.2 with a different compiler and small fixes, resulting in a slightly faster port)
  • Odamex (Version 0.6.4. AGA and RTG versions. AGA requires a 060, RTG a 040)
  • PsiDoom
  • VDoom68K (By Frank Wille)
  • ZDoom (Version 1.22. AGA and RTG versions. AGA requires a 060, RTG a 040)
  • ZhaDoom68K

Ports for the Amiga PPC[edit]

Amiga PowerPC ports require a PowerPC processor upgrade.


  • The official Super NES port was developed by Randy Linden using the Amiga. He has previously also programmed an Amiga port for Dragon's Lair and its sequel, Escape from Singe's Castle.

External links[edit]


  1. "Doom clones, but on the Amiga"