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IPX/SPX

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IPX/SPX stands for Internetwork Packet Exchange/Sequenced Packet Exchange . IPX and SPX are networking protocols used initially on networks using the (since discontinued) Novell NetWare operating systems . They also became widely used on networks deploying Microsoft Windows LANs, as they replaced NetWare LANs, but are no longer widely used. IPX/SPX was also widely used prior to and up to Windows XP , which supported the protocols, while later Windows versions do not, and TCP/IP took over for networking.

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130-626: IPX and SPX are derived from Xerox Network Systems ' IDP and SPP protocols respectively. IPX is a network-layer protocol (layer 3 of the OSI model ), while SPX is a transport-layer protocol (layer 4 of the OSI model). The SPX layer sits on top of the IPX layer and provides connection-oriented services between two nodes on the network. SPX is used primarily by client–server applications. IPX and SPX both provide connection services similar to TCP/IP , with

260-459: A firewall . This allows a machine using client software to access the Internet without having TCP/IP installed locally; the client software emulates a native TCP/IP stack and provides WinSock support for local applications (e.g. web browsers), but actually communicates with the firewall over IPX/SPX. In addition to simplifying migration for legacy IPX LANs, this provides a measure of security, as

390-479: A remote procedure call protocol named Courier . Courier contained primitives to implement most of the features of Xerox's Mesa programming language function calls. Applications had to manually serialize and de-serialize function calls in Courier; there was no automatic facility to translate a function activation frame into an RPC (i.e. no "RPC compiler" was available). Because Courier was used by all applications,

520-400: A "paradigm shift", prompting the rise in popularity of 3D games, first-person shooters, licensed technology between developers, and support for game modifications. It helped spark the rise of both online multiplayer games and player-driven content generation, and popularized the business model of online distribution. In their book Dungeons & Dreamers: A Story of how Computer Games Created

650-496: A C-series or D-series machine, anywhere on earth, and then restart the machine. Also, there was a remote debug protocol for the world-swap debugger. This protocol could, via the debugger "nub", freeze a workstation and then peek and poke various parts of memory, change variables, and continue execution. If debugging symbols were available, a crashed machine could be remote debugged from anywhere on earth. In his final year at Harvard University , Bob Metcalfe began interviewing at

780-403: A Global Community in 2014, Brad King and John Borland claimed that Doom was one of the first widespread instances of an "online collective virtual reality", and did more than any other game to create a modern world of "networked games and gamers". PC Gamer proclaimed Doom the most influential game of all time in 2004, and in 2023 said its development was one of the most well-documented in

910-593: A NetWare file system client, nwfs, as well as NetWare server using Mars NWE (providing some functionality). OpenBSD dropped support with version 4.2, and 4.1 needed some work to compile with IPX. IPX usage has declined in recent years, as the rise of the Internet has made TCP/IP ubiquitous. Novell's initial attempt to support TCP/IP as a client protocol, called NetWare/IP, simply "tunneled" IPX within IP packets, allowing NetWare clients and servers to communicate over pure TCP/IP networks. However, due to complex implementation and

1040-493: A checksum covering the entire packet, but it is optional, not mandatory. This reflects the fact that LANs generally have low-error rates, so XNS removed error correction from the lower-level protocols in order to improve performance. Error correction could be optionally added at higher levels in the protocol stack, for instance, in XNS's own SPP protocol. XNS was widely regarded as faster than IP due to this design note. In keeping with

1170-482: A client to NetWare servers, and applications could optionally support IPX/SPX as a transport, UnixWare did not provide the ability to share files or printers on a NetWare network without an additional software package. Open Enterprise Server - Linux does not support IPX/SPX. The Linux kernel used to support IPX/SPX, but SPX support was removed in 2002, and IPX support was removed in 2018. The open source FreeBSD operating system includes an IPX/SPX stack, to support both

1300-664: A community that has persisted for decades since. The deathmatch mode was an important factor in its popularity. Doom was the first game to coin the term "deathmatch" and introduced multiplayer shooting battles to a wide audience. This led to a widespread community of players who had never experienced fast-paced multiplayer combat before. Another popular aspect of Doom was the versatility of its WAD files, enabling user-generated levels and other game modifications. John Carmack and Romero had strongly advocated for mod support, overriding other id employees who were concerned about commercial and legal implications. Although WAD files exposed

1430-480: A deep story, he wanted to focus on technological innovation, dropping the levels and episodes of Wolfenstein in favor of a fast, continuous world. Hall disliked the idea, but the rest of the team sided with Carmack. Hall spent the next few weeks reworking the Doom Bible to work with Carmack's technological ideas. However, the team then realized that Carmack's vision for a seamless world would be impossible given

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1560-532: A four-player online multiplayer mode was made available one year after launch through the DWANGO service. Doom is divided into three episodes, each containing about nine levels: "Knee-Deep in the Dead", "The Shores of Hell", and "Inferno". A fourth episode, "Thy Flesh Consumed", was added in an expanded version, The Ultimate Doom , released two years after Doom . The campaign contains very few plot elements, with

1690-598: A gaming platform, and Microsoft CEO Bill Gates briefly considered buying the company. When id declined, Microsoft made its own licensed port, with a team led by Gabe Newell . One promotional video for Windows 95 had Gates digitally superimposed into the game. Other official ports of Doom were released for the 32X and Atari Jaguar in 1994, SNES and PlayStation in 1995, 3DO in 1996, Sega Saturn in 1997, Acorn Risc PC in 1998, Game Boy Advance in 2001, Xbox 360 in 2006, iOS in 2009, and Nintendo Switch , Xbox One , PlayStation 4 , and Android in 2019, with

1820-411: A great improvement. Hall was upset with the reception of his designs and how little impact he was having as the lead designer. He was also upset with how much he was having to fight with John Carmack to get what he saw as obvious gameplay improvements, such as flying enemies, and began to spend less time at work. The other developers, however, felt that Hall was not in sync with the team's vision and

1950-607: A line from the 1986 film The Color of Money : " 'What you got in there?' / 'In here? Doom. ' " The team agreed to pursue the Doom concept, and development began in November 1992. The initial development team was composed of five people: programmers John Carmack and Romero, artists Adrian Carmack and Kevin Cloud , and designer Hall. They moved operations to a dark office building, naming it "Suite 666" while drawing inspiration from

2080-544: A long-running meme , "Can it run Doom ?" and "It runs Doom ". Upon its release in December 1993, Doom became an "overnight phenomenon". It was an immediate financial success for id, making a profit within a day after release. Although the company estimated that only 1% of shareware downloaders bought the full game, this was enough to generate initial daily revenue of US$ 100,000 , selling in one day what Wolfenstein had sold in one month. By May 1994, Wilbur said that

2210-426: A marked exit room. Levels are grouped into named episodes, with the final level of each focusing on a boss fight . While traversing the levels, the player must fight a variety of enemies, including demons and possessed undead humans. Enemies often appear in large groups. The five difficulty levels adjust the number of enemies and amount of damage they do, with enemies moving and attacking faster than normal on

2340-526: A minimal story presented mostly through the instruction manual and text descriptions between episodes. In the future, an unnamed marine is posted to a dead-end assignment on Mars after assaulting a superior officer who ordered his unit to fire on civilians. The Union Aerospace Corporation, which operates radioactive waste facilities there, allows the military to conduct secret teleportation experiments that turn deadly. A base on Phobos urgently requests military support, while Deimos disappears entirely, and

2470-555: A native NetWare client for OS/2 . This was similar in structure to the client for DOS. Novell also published an IPX client for Classic Mac OS called MacIPX. This was not only used by the Mac NetWare client, but also by games such as Doom and Warcraft III for multiplayer play. Implementations have been written for various flavors of Unix / Linux , both by Novell and other vendors. In particular, Novell's UnixWare supported IPX/SPX natively. However, while UnixWare could act as

2600-461: A new 3D game engine from the lead programmer, John Carmack . The designer Tom Hall initially wrote a science fiction plot, but he and most of the story were removed from the project, with the final game featuring an action-heavy design by John Romero and Sandy Petersen . Id published Doom as a set of three episodes under the shareware model, marketing the full game by releasing the first episode free. A retail version with an additional episode

2730-525: A new engine Carmack was developing. Co-founder and lead designer Tom Hall proposed a new game in the Commander Keen series, but the team decided that the Keen platforming gameplay was a poor fit for Carmack's fast-paced 3D engines. Additionally, the other co-founders, designer John Romero and lead artist Adrian Carmack (no relation to John Carmack) wanted to create something in a darker style than

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2860-678: A number of companies and was given a warm welcome by Jerry Elkind and Bob Taylor at Xerox PARC , who were beginning to work on the networked computer workstations that would become the Xerox Alto . He agreed to join PARC in July, after defending his thesis. In 1970, while couch surfing at Steve Crocker 's home while attending a conference, Metcalfe picked up a copy Proceedings of the Fall Joint Computer Conference off

2990-405: A packet level, there was little or no capability to call each other's application services. This led to complete fragmentation of the XNS market, and has been cited as one of the reasons that IP easily displaced it. The XNS protocols also included an Authentication Protocol and an Authentication Service to support it. Its "Strong credentials" were based on the same Needham–Schroeder protocol that

3120-685: A patent on the concepts, with Metcalfe adding several other names because he believed they deserved mention, and then submitted a paper on the concept to Communications of the ACM on "Ethernet: Distributed Packet Switching for Local Computer Networks", published in July 1976. By 1975, long before PUP was complete, Metcalfe was already chafing under the stiff Xerox management. He believed the company should immediately put Ethernet into production, but found little interest among upper management. A seminal event took place when professors from MIT 's famed Artificial Intelligence Laboratory approached Xerox in 1974 with

3250-494: A pistol, a shotgun , a chainsaw , a plasma rifle , and the BFG 9000 . The player also encounters pits of toxic waste , ceilings that lower and crush objects, and locked doors requiring a collectable keycard or a remote switch. Power-ups include health or armor points, a mapping computer, partial invisibility , a radiation suit against toxic waste, invulnerability, or a super-strong melee berserker status. Cheat codes allow

3380-629: A programmable and easily debug-able print job in ASCII, Warnock and Geschke created the Postscript language as one of their first products at Adobe. Because all 8000+ machines in the Xerox corporate Intranet ran the Wildflower architecture (designed by Butler Lampson), there was a remote-debug protocol for microcode. Basically, a peek and poke function could halt and manipulate the microcode state of

3510-448: A range of groups. Doom has been ported to a variety of platforms both officially and unofficially and has been followed by several games in the series, including Doom II (1994), Doom 64 (1997), Doom 3 (2004), Doom (2016), Doom Eternal (2020), and Doom: The Dark Ages (2025), as well as the films Doom (2005) and Doom: Annihilation (2019). Doom is a first-person shooter presented with 3D graphics . While

3640-651: A significant loss in performance due to the tunnelling overhead, NetWare/IP was largely ignored, except as a mechanism to route IPX through TCP/IP-only routers and WAN links. NetWare 5.x introduced native support for NCP over TCP/IP, which is now the preferred configuration. The successor to NetWare, Open Enterprise Server , comes in two flavors: OES-NetWare , which provides legacy support for IPX/SPX (deprecated), and OES-Linux , which only supports TCP/IP. Both Microsoft and Novell have provided support (through Proxy Server/ISA Server and BorderManager respectively) for IPX/SPX as an intranet protocol to communicate through

3770-535: A team including William Crowther and Hal Murray, and started with a complete review of Pup. Dalal also attempted to remain involved in the TCP efforts underway at DARPA, but eventually gave up and focussed fully on Pup. Dalal combined his experience with ARPANET with the concepts from Pup and by the end of 1977 they had published the first draft of the Xerox Network System specification. This was essentially

3900-456: A teleporter to the Deimos base. After the battle, the marine passes through the teleporter and is knocked unconscious by a horde of enemies, awakening with only a pistol. In "The Shores of Hell", the marine fights through corrupted research facilities on Deimos, culminating in the defeat of a gigantic cyberdemon. From an overlook, he discovers that the moon is floating above hell and rappels down to

4030-488: A third programmer, Dave Taylor . Petersen and Romero designed the rest of Doom 's levels, with different aims: the team believed that Petersen's designs were more technically interesting and varied, while Romero's were more aesthetically interesting. In late 1993, a month before release, John Carmack began to add multiplayer. After the multiplayer component was coded, the development team began playing four-player games, which Romero termed "deathmatch", and Cloud named

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4160-404: A transport. Novell was largely responsible for the use of IPX as a popular computer networking protocol due to their dominance in the network operating system software market (with Novell Netware) from the late 1980s through the mid-1990s. Novell's original NetWare client was written for DOS . Initial versions required a hard-linked protocol stack, where a separate executable would be created by

4290-506: A version of Pup with absolute 48-bit host IDs, and TCP's 3-Way handshake in the Sequenced Packet Protocol. By early 1978 the new system was working, but management was still not making any move to commercialize it. As Metcalfe put it: When I came back to Xerox in 1976, we were about two and a half years from product shipment and in 1978 we were about two and a half years from product shipment. When no further action

4420-416: A year. Doom II was followed by an expansion pack from id, Master Levels for Doom II (1995), consisting of 21 commissioned levels and over 3000 user-created levels for Doom and Doom II . Two sets of Doom II levels by different amateur map-making teams were released together by id as the standalone game Final Doom (1996). Doom and Doom II were both included, along with previous id games, in

4550-832: Is "a general discussion meant for those who want to know how office people can become more effective and productive by using the Xerox Network Systems." The components of Xerox Network Systems Architecture are briefly described in Xerox Network Systems Architecture General Information Manual (XNSG 068504). A series of sixteen individual protocol descriptions are listed in the Xerox Systems Institute Literature Catalog . Possibly more recent versions of these standards are: Doom (1993 video game) Doom

4680-577: Is a computer networking protocol suite developed by Xerox within the Xerox Network Systems Architecture . It provided general purpose network communications, internetwork routing and packet delivery, and higher level functions such as a reliable stream , and remote procedure calls . XNS predated and influenced the development of the Open Systems Interconnection (OSI) networking model, and

4810-448: Is a first-person shooter game developed and published by id Software . Released on December 10, 1993, for DOS , it is the first installment in the Doom franchise . The player assumes the role of a space marine , later unofficially referred to as Doomguy , fighting through hordes of undead humans and invading demons . The game begins on the moons of Mars and finishes in hell , with

4940-511: Is a close descendant of Pup's internetwork protocol , and roughly corresponds to the Internet Protocol (IP) layer in the Internet protocol suite. IDP uses Ethernet's 48-bit address as the basis for its own network addressing , generally using the machine's MAC address as the primary unique identifier. To this is added another 48-bit address section provided by the networking equipment; 32 bits are provided by routers to identify

5070-516: Is a five-layer system, like the later Internet protocol suite . The Physical and Data Link layers of the OSI model correspond to the Physical layer (layer 0) in XNS, which was designed to use the transport mechanism of the underlying hardware and did not separate the data link. Specifically, XNS's Physical layer is really the Ethernet local area network system, also being developed by Xerox at

5200-543: Is defined. XNS combined the OSI's Session and Transport layers into the single Interprocess Communications layer (layer 2). Layer 3 was Resource Control, similar to the OSI's Presentation. Finally, on top of both models, is the Application layer, although these layers were not defined in the XNS standard. The main internetwork layer protocol is the Internet Datagram Protocol ( IDP ). IDP

5330-537: Is neither included with nor supported in Windows Vista . Its use is strongly discouraged because it cannot be used for Windows networking except as a transport for NetBIOS, which is deprecated. For the most part, Novell's 32-bit Windows client software have eschewed NWLink for an alternative developed by Novell, although some versions permit use of Microsoft's IPX/SPX implementation (with warnings about potential incompatibility). For several years, Novell supplied

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5460-430: Is regarded as one of the most important games in the genre. It has been cited by video game historians as shifting the direction and public perception of the medium as a whole, as well as sparking the rise of online games and communities. It led to an array of imitators and clones , as well as a robust modding scene and the birth of speedrunning as a community. Its high level of graphic violence led to controversy from

5590-461: Is required to handle them, and no mechanism is defined to discover if the intervening routers support larger packets. Also, packets can not be fragmented, as they can in IP. The Routing Information Protocol (RIP), a descendant of Pup's Gateway Information Protocol , is used as the router information-exchange system, and (slightly modified to match the syntax of addresses of other protocol suites), remains in use today in other protocol suites, such as

5720-419: The Doom engine allows for walls and floors at any angle or height but does not allow areas to be stacked vertically. The lighting system is based on adjusting the color palette of surfaces directly. Rather than calculating how light traveled from light sources to surfaces using ray tracing , the game calculates the "light level" of a small area based on the predetermined brightness of said area. It then modifies

5850-401: The Doom Bible as a whole was rejected. Romero wanted a game even "more brutal and fast" than Wolfenstein , which did not leave room for the character-driven plot Hall had created. Additionally, the team believed it emphasized realism over entertaining gameplay, and they did not see the need for a design document at all. Some ideas were retained, but the story was dropped and most of the design

5980-435: The Doom Bible , and a "pre-alpha" version of the first level included Hall's introductory base scene. Initial versions also retained Wolfenstein ' s arcade -style scoring , but this was later removed as it clashed with Doom ' s intended tone. The studio also experimented with other game systems before removing them, such as lives , an inventory, a secondary shield, and a complex user interface. Soon, however,

6110-636: The Federal Department for Media Harmful to Young Persons and could not be sold to children or displayed where they could see it, which was only rescinded in 2011. Doom again sparked controversy in the United States when it was found that Eric Harris and Dylan Klebold , who committed the Columbine High School massacre on April 20, 1999, were avid players. While planning for the massacre, Harris said in his journal that

6240-493: The Keen games. John Carmack conceived a game about using technology to fight demons, inspired by a Dungeons & Dragons campaign the team played . This campaign would also influence the design of Quake (1996) and Daikatana (2000). More broadly the team intended to combine the styles of the Evil Dead II and Aliens films. The working title was Green and Pissed , but Carmack renamed it Doom based on

6370-412: The id Anthology compilation (1996). The Doom franchise has continued since the 1990s in several iterations and forms. The video game series includes Doom 3 (2004), Doom (2016), and Doom Eternal (2020), along with other spin-off video games. It additionally includes multiple novels , a comic book, board games, and two films: Doom (2005) and Doom: Annihilation (2019). Doom

6500-569: The "grandfather of 3D shooters", it established the genre's popularity and its reputation for fast action and technological advancement. When most of the studio began work on additional episodes for Wolfenstein , id co-founder and lead programmer John Carmack instead began technical research on a new game. Following the release of Wolfenstein 3D: Spear of Destiny in September 1992, the team began to plan their next game. They were tired of Wolfenstein and wanted to create another 3D game using

6630-527: The 1990s. XNS was used unchanged by 3Com 's 3+Share and Ungermann-Bass 's Net/One. It was also used, with modifications, as the basis for Novell NetWare , and Banyan VINES . XNS was used as the basis for the AppleNet system, but this was never commercialized; a number of XNS's solutions to common problems were used in AppleNet's replacement, AppleTalk . In comparison to the OSI model 's 7 layers, XNS

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6760-614: The Clearinghouse Protocol 3-level directory service was created to perform service location, and the expanding-ring broadcasts were used only to locate an initial Clearinghouse. Due to its tight integration with Mesa as an underlying technology, many of the traditional higher-level protocols were not part of the XNS system itself. This meant that vendors using the XNS protocols all created their own solutions for file sharing and printer support. While many of these 3rd party products theoretically could talk to each other at

6890-490: The IP header. There are two primary transport layer protocols, both very different from their Pup predecessor: XNS, like Pup, also uses EP , the Error Protocol , as a reporting system for problems such as dropped packets. This provided a unique set of packets which can be filtered to look for problems. In the original Xerox concept, application protocols such as remote printing, filing, and mailing, etc., employed

7020-401: The IPX protocol having similarities to Internet Protocol , and SPX having similarities to TCP . IPX/SPX was primarily designed for local area networks (LANs) and is a very efficient protocol for this purpose (typically SPX's performance exceeds that of TCP on a small LAN, as in place of congestion windows and confirmatory acknowledgements, SPX uses simple NAKs ). TCP/IP has, however, become

7150-516: The Internet protocol suite. XNS also implements a simple echo protocol at the internetwork layer, similar to IP's ping , but operating at a lower level in the networking stack. Instead of adding the ICMP data as payload in an IP packet, as in ping, XNS's echo placed the command directly within the underlying IDP packet. The same might be achieved in IP by expanding the ICMP Protocol field of

7280-636: The Jaguar version high scores, comparing it favorably with the PC version. GamePro and Computer and Video Games also rated the 32X version highly, though they noted that the graphics were worse and the game shorter than the PC or Jaguar versions. The 1995 ports received mixed reviews. The PlayStation version was rated highly by HobbyConsolas , GamePro , and Maximum , which praised the inclusion of Doom II and extra levels, and favorably compared it to other PlayStation shooter games. The SNES version, however,

7410-664: The Sega Saturn port also met with low reviews for poor graphics and low quality from Mean Machines and Sega Saturn Magazine . Doom has been termed "inarguably the most important" first-person shooter, as well as the "father" of the genre. Although not the first in the genre, it was the game with the greatest impact. Dan Pinchbeck in Doom: Scarydarkfast (2013) noted the direct influence of Doom ' s design choices on those of first-person and third-person shooter games two decades later, as influenced by

7540-722: The Systems Development Division within Xerox specifically to bring PARCs concepts to market. Metcalfe immediately began re-designing Ethernet to work at 20 Mbit/s and started an effort to re-write Pup in a production quality version. Looking for help on Pup, Metcalfe approached Yogen Dalal , who was at that time completing his PhD thesis under Vint Cerf at Stanford University . Dalal was also being heavily recruited by Bob Kahn 's ARPANET team (working on TCP/IP), but when Cerf left to join DARPA , Dalal agreed to move to PARC and started there in 1977. Dalal built

7670-448: The United States. This led PC Data to declare it the country's 4th-best-selling computer game since 1993. The Ultimate Doom sold over 780,000 units by September 1999, and all versions combined sold 3.5 million copies by the end of 1999. In addition to sales, an estimated six million people played the shareware version by 2002; other sources estimated in 2000 that 10–20 million people played Doom within 24 months of its launch. Doom

7800-440: The XNS application protocol documents specified only courier function-call interfaces, and module+function binding tuples. There was a special facility in Courier to allow a function call to send or receive bulk data. Initially, XNS service location was performed via broadcasting remote procedure-calls using a series of expanding ring broadcasts (in consultation with the local router, to get networks at increasing distances.) Later,

7930-491: The Year in 1993 shortly after release, and Computer Gaming World and PC Gamer UK did the same the year after. Reviewers heavily praised the single-player gameplay: Electronic Entertainment called it "a skull-banging, palm-sweating, blood-pounding game", while The Age said it was "a technically superb and thrilling 3D adventure". PC Zone called it the best arcade game ever, and it and Computer Gaming World praised

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8060-464: The act of killing other players " fragging ". According to Romero, the deathmatch mode was inspired by fighting games such as Street Fighter II , Fatal Fury , and Art of Fighting . Doom was written largely in the C programming language, with a few elements in assembly language . The developers used NeXT computers running the NeXTSTEP operating system. The level and graphical data

8190-405: The best video games ever for nearly three decades since its release. In 1995, Next Generation said it was "the most talked about PC game ever". The PC version was ranked the 3rd best video game by Flux in 1995, and in 1996 was ranked fifth best and third most innovative by Computer Gaming World . In 2000, Doom was ranked as the second-best game ever by GameSpot . The following year, it

8320-405: The business team, planned the marketing and distribution of Doom . As id would make the most money from copies they sold directly to customers—up to 85% of the planned US$ 40 price—he decided to leverage the shareware market as much as possible. He believed that the mainstream press was uninterested in the game and bought only a single ad in any gaming magazine. Instead, he gave software retailers

8450-411: The color palette of that section's surface textures to mimic how dark it would look. This same system is used to cause far away surfaces to look darker than close ones. Romero came up with new ways to use Carmack's lighting engine, such as strobe lights. He programmed engine features such as switches and movable stairs and platforms. After Romero's complex level designs started to cause problems with

8580-526: The de facto standard protocol. This is in part due to its superior performance over wide area networks and the Internet (which uses IP exclusively), and also because TCP/IP is a more mature protocol, designed specifically with this purpose in mind. Despite the protocols' association with NetWare, they are neither required for NetWare communication (as of NetWare 5.x), nor exclusively used on NetWare networks. NetWare communication requires an NCP implementation, which can use IPX/SPX, TCP/IP, or both, as

8710-510: The design of the 4.2BSD network subsystem by providing a second protocol suite, one which was significantly different from the Internet protocols; by implementing both stacks in the same kernel, Berkeley researchers demonstrated that the design was suitable for more than just IP. Additional BSD modifications were eventually necessary to support the full range of Open Systems Interconnection (OSI) protocols. Xerox Network Systems Architecture Introduction to Xerox Network Systems (XNSG 058504)

8840-569: The development team at id uploaded the first episode to the internet, letting interested players distribute it for them. The team was unable to connect to the FTP server at the University of Wisconsin–Madison where they planned to upload the game, since there were so many users already connected in anticipation of the release. The network administrator was forced to first increase the number of connections, and then kick off all users to make room. When

8970-511: The engine, Carmack began to use binary space partitioning to quickly select the reduced portion of a level that the player could see at a given time. Taylor, along with programming other features, added cheat codes to aid in development and left them in for players. Adrian Carmack was the lead artist for Doom , with Kevin Cloud as an additional artist. They designed the monsters to be "nightmarish", with graphics that were realistic and dark instead of staged or rendered. A mixed media approach

9100-457: The environment is shown in a 3D perspective, the enemies and objects are instead 2D sprites rendered at fixed angles, a technique sometimes referred to as 2.5D graphics or billboarding . In the single-player campaign mode, the player controls an unnamed space marine —later unofficially termed " Doomguy "—through military bases on the moons of Mars and in hell . To finish a level, the player must traverse through labyrinthine areas to reach

9230-528: The game data, id provided no instructions for how they worked. Still, players were able to modify leaked alpha versions of the game, allowing them to release level editors within weeks of the game's release. On January 26, 1994, university student Brendon Wyber led a group to create the first full level editor , the Doom Editor Utility, leading to the first custom level by Jeff Bird in March. It

9360-547: The game had sold over 65,000 copies, and estimated that the shareware version had been distributed over 1 million times. In 1995, Wilbur estimated the first-year sales as 140,000, while in 2002 Petersen said it had sold around 200,000 copies in its first year. By late 1995, Doom was estimated to be installed on more computers worldwide than Microsoft's new operating system, Windows 95 . According to PC Data , by April 1998 Doom ' s shareware edition had yielded 1.36 million units sold and US$ 8.74 million in revenue in

9490-420: The game's engine, including LucasArts 's Star Wars: Dark Forces (1995). Several other games termed Doom clones, such as PowerSlave (1996) and Duke Nukem 3D (1996), used the 1995 Build engine , a 2.5D engine inspired by Doom created by Ken Silverman with some consultation with John Carmack. After completing Doom , id Software began working on a sequel using the same engine, Doom II , which

9620-639: The game's levels in order to meet the console's launch date, while the PlayStation port includes The Ultimate Doom and Doom II . The source code for Doom was released under a non-commercial license in 1997, and freely released under the GNU General Public License in 1999. Due to the release of its source code, Doom has been unofficially ported to numerous platforms. These ports include esoteric devices such as smart thermostats, pianos, and Doom itself, which led to variations of

9750-493: The games released in the intervening years. Doom , and to a lesser extent Wolfenstein 3D , has been characterized as "mark[ing] a turning point" in the perception of video games in popular culture, with Doom and first-person shooters in general becoming the predominant perception of video games in media. Historians such as Tristan Donovan in Replay: The History of Video Games (2010) have termed it as causing

9880-503: The genre. Id Software licensed the Doom engine to several other companies, which resulted in several games similar to Doom , including Heretic (1994), Hexen: Beyond Heretic (1995), and Strife: Quest for the Sigil (1996). A Doom -based game called Chex Quest was released in 1996 by Ralston Foods as a promotion to increase cereal sales. Other games were inspired by Doom , if not rumored to be built by reverse engineering

10010-400: The graphics and levels but criticized the straightforward shooting gameplay. The review concluded: "If only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances... Now, that would be interesting." The review attracted mockery and "if only you could talk to these creatures" became a running joke in video game culture . The multiplayer gameplay

10140-422: The graphics excellent and unlike any other game's. PC Zone , Dragon , Computer Gaming World , and Electronic Entertainment all praised the atmosphere and art direction, saying that the level design, lighting effects, and sound effects combined to create a "claustrophobic" and "nightmarish experience". Computer Gaming World also praised the music, as did The Mercury News , which called it as "ominous as

10270-413: The hardest difficulty setting. The monsters have simple behavior: they move toward their opponent if they see or hear them, and attack by biting, clawing, or using magic abilities such as fireballs. The player must manage supplies of ammunition, health , and armor while traversing the levels. The player can find weapons and ammunition throughout the levels or can collect them from dead enemies, including

10400-420: The hardware limitations, and Hall was forced to rework the design document once again. At the start of 1993, id put out a press release, touting Hall's story about fighting off demons while "knee-deep in the dead". The press release proclaimed the new 3D engine features that John Carmack had created, as well as aspects including multiplayer, that had not yet even been designed. Early versions were built to match

10530-616: The history of video games. It has also been used in scholarly research since its release, including for machine learning , video game aesthetics and design, and the effects of video games on aggression, memory, and attention. In 2007 Doom was listed among the ten " game canon " video games selected for preservation by the Library of Congress , and in 2015 The Strong National Museum of Play inducted Doom to its World Video Game Hall of Fame as part of its initial set of games. Doom has continued to be included highly in lists of

10660-513: The intensity. Id only gave a single press preview, to Computer Gaming World in June, to a glowing response, but had also released development updates to the public continuously throughout development on the nascent internet . Id began receiving calls from people interested in the game or angry that it had missed its planned release date, as anticipation built over the year. At midnight on December 10, 1993, after working for 30 straight hours testing,

10790-473: The intention of buying Ethernet for use in their lab. Xerox management declined, believing Ethernet was better used to help sell their own equipment. The AI Lab would then go on to make their own version of Ethernet, Chaosnet . Metcalfe eventually left Xerox November 1975 for Transaction Technology, a division of Citibank tasked with advanced product development. However, he was lured back to Xerox seven months later by David Liddle , who had recently organized

10920-460: The internet instead of LAN-only. DOSBox emulates IPX over UDP . Because of IPX/SPX's prevalence in LANs in the 1990s, Microsoft added support for the protocols into Windows ' networking stack, starting with Windows for Workgroups and Windows NT . Microsoft even named their implementation " NWLink ", implying that the inclusion of the layer 3/4 transports provided NetWare connectivity. In reality,

11050-409: The killing would be "like playing Doom ". A rumor spread afterward that Harris had designed a custom Doom level that looked like the high school, populated with representations of Harris's classmates and teachers, which he used to practice for the shooting. Although Harris did design several custom Doom levels, which later became known as the " Harris levels ", none were based on the school. Doom

11180-480: The latter-most platforms (excluding Android) receiving a further expanded port alongside Doom II in 2024 along with ports for the PlayStation 5 and Xbox Series X/S . Some of these became bestsellers even many years after the initial release. The ports did not all have the same content, with some having fewer levels, such as the 32X port created by John Carmack, which was released with only two-thirds of

11310-451: The limited amount of additional content and recommended it only to major fans or those who had not played it. Fusion reviewed the edition positively, praising the difficulty of the new levels, as did GameSpot , which reviewed it from the perspective of introducing the game to new players. The first ports of Doom received comparable reviews to the original PC version. VideoGames , GamePro , and Computer and Video Games all gave

11440-522: The load. In 1995, id created an expanded version of Doom for the retail market with a fourth episode of levels, which was published by GT Interactive as The Ultimate Doom . Doom has also been ported to numerous different platforms, independent from id Software. The first port of Doom was an unofficial port to Linux, released by id programmer Dave Taylor in 1994; it was hosted by id but not supported or made official. Microsoft attempted to hire id to port Doom to Windows in 1995 to promote Windows as

11570-433: The low-latency LAN connections it runs on, XNS uses a short packet size, which improves performance in the case of low error rates and short turnaround times. IDP packets are up to 576 bytes long, including the 30 byte IDP header . In comparison, IP requires all hosts to support at least 576, but supports packets of up to 65K bytes. Individual XNS host pairs on a particular network might use larger packets, but no XNS router

11700-429: The marine joins a combat force to secure Phobos. He waits at the perimeter as ordered while the entire assault team is wiped out. With no way off the moon, and armed with only a pistol, he enters the base intent on revenge. In "Knee-Deep in the Dead", the marine fights demons and possessed humans in the military and waste facilities on Phobos. The episode ends with the marine defeating two powerful Barons of Hell guarding

11830-437: The most imitated game of all time". These games were often referred to as " Doom clones ", with "first-person shooter" only overtaking it as the name of the genre after a few years. As the "first-person shooter" genre label had not yet solidified at the time, Doom was described as a "first person perspective adventure" and "atmospheric 3-D action game". Doom clones ranged from close imitators to more innovative takes on

11960-571: The network administrator for each network card configuration on the network. This executable would be loaded at boot time and remain resident in memory until the system was shut down. Later implementations allowed the network stack to be loaded and unloaded dynamically, using pre-existing modules. This greatly simplified maintenance of client workstations on the network. IPX/SPX was the de facto standard for DOS-era multi-user network games. Many games' longevity were extended through tunneling programs like Kali and Kahn which allowed them to be played over

12090-568: The network number in the internetwork, and another 16 bits define a socket number for service selection within a single host. The network number portion of the address also includes a special value which meant "this network", for use by hosts which did not (yet) know their network number. Unlike TCP/IP, socket numbers are part of the full network address in the IDP header, so that upper-layer protocols do not need to implement demultiplexing; IDP also supplies packet types (again, unlike IP). IDP also contains

12220-416: The noises they heard from a neighboring dental practice. They also decided to cut ties with Apogee Software , their previous publisher, and self-publish Doom , as they felt that they were outgrowing the publisher and could make more money by self-publishing. In November, Hall delivered a design document that he called the "Doom Bible", detailing the project's plot, backstory, and design goals. His design

12350-495: The ones in the Pup suite. XNS added the concept of a network number, allowing larger networks to be constructed from multiple smaller ones, with routers controlling the flow of information between the networks. The protocol suite specifications for XNS were placed in the public domain in 1977. This helped XNS become the canonical local area networking protocol, copied to various degrees by practically all networking systems in use into

12480-410: The option to sell copies of the first Doom episode at any price, in hopes of motivating customers to buy the full game directly from id. The team planned to release Doom in the third quarter of 1993 but ultimately needed more time. By December 1993, the team was working non-stop, with several employees sleeping at the office. Taylor said that the work gave him such a rush that he would pass out from

12610-403: The others. The weapons were made from combined parts of children's toys. The developers photographed themselves as well, using Cloud's arm for the marine's arm holding a gun, and Adrian's snakeskin boots and wounded knee for textures. The cover art was created by Don Ivan Punchatz , Gregor Punchatz's father, who worked from a short description of the game rather than detailed references. Romero

12740-404: The player to unlock all weapons, walk through walls, or become invulnerable. Two multiplayer modes are playable over a network: cooperative , in which two to four players team up to complete the main campaign, and deathmatch , in which two to four players compete to kill the other players' characters as many times as possible. Multiplayer was initially only playable over local networks, but

12870-461: The player traversing each level to find its exit or defeat its final boss . It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics. Doom was the third major independent release by id Software, after Commander Keen (1990–1991) and Wolfenstein 3D (1992). In May 1992, id started developing a darker game focused on fighting demons with technology, using

13000-412: The protocols were supported as a native transport for Windows' SMB / NetBIOS , and NetWare connectivity required additional installation of an NCP client (Microsoft provided a basic NetWare client with Windows 95 and later, but it was not automatically installed, and initially only supported NetWare bindery mode). NWLink was still provided with Windows (up to and including Windows Server 2003 ), but it

13130-469: The same time, and a number of its design decisions reflect that fact. The system was designed to allow Ethernet to be replaced by some other system, but that was not defined by the protocol (nor had to be). The primary part of XNS is its definition of the Internal Transport layer (layer 1), which corresponds to OSI's Network layer, and it is here that the primary internetworking protocol, IDP,

13260-412: The scenario". The Ultimate Doom received mixed reviews upon its release in 1995, as in the review from PC Zone , which gave it a score of 90/100 for new players but 20/100 for anyone who had the original game. The reviewer viewed it as solely a level pack due to the lack of new features and compared it negatively to the hundreds of free fan-made levels available on the internet. Joystick disliked

13390-504: The sounds to be distinct on the limited sound hardware of the time, even when many sounds were playing at once. He also designed the sound effects to play on different frequencies from those used for the MIDI music, so they would clearly cut through the music. Id Software planned to self-publish Doom for DOS -based computers and set up a distribution system leading up to the release. Jay Wilbur, who had been hired as CEO and sole member of

13520-533: The surface. In "Inferno", the marine battles through hell itself and destroys a cybernetic spider-demon that masterminded the invasion of the moons. When a portal to Earth opens, the marine steps through to discover that Earth has been invaded. "Thy Flesh Consumed" follows the marine's initial assault on the Earth invaders, setting the stage for Doom II . Id Software released Wolfenstein 3D in May 1992. Later called

13650-409: The table with the aim of falling asleep while reading it. Instead, he became fascinated by an article on ALOHAnet , an earlier wide-area networking system. By June he had developed his own theories on networking and presented them to his professors, who rejected it and he was "thrown out on my ass." Metcalfe was welcomed at PARC in spite of his unsuccessful thesis, and soon started development of what

13780-443: The team, and Romero incorporated both. Prince did not make music for specific levels, as they were composed before the levels were completed. Instead, Romero assigned each track to each level late in development. Prince created the sound effects based on short descriptions or concept art of a monster or weapon and adjusted them to match the completed animations. The monster sounds were created from animal noises, and Prince designed all

13910-439: The theme. Among these were Net/One, 3+, Banyan VINES and Novell's IPX/SPX . These systems added their own concepts on top of the XNS addressing and routing system; VINES added a directory service among other services, while Novell NetWare added a number of user-facing services like printing and file sharing. AppleTalk used XNS-like routing, but had incompatible addresses using shorter numbers. XNS also helped to validate

14040-506: The upload finished 30 minutes later, 10,000 people attempted to download the game at once, crashing the university's network. Within hours of Doom ' s release, university networks began banning Doom multiplayer games, as a rush of players overwhelmed their systems. The morning after release, John Carmack quickly released a patch in response to complaints of network congestion from administrators, who still needed to implement Doom -specific rules to keep their networks from crashing from

14170-406: The use of the IPX protocol on the internal network provides a natural barrier against intruders, should the firewall be compromised. One area where IPX remains useful is for bypassing VPN connections with security policies that prohibit communication with other LAN devices (such as printers and network-attached storage ) via TCP/IP. Xerox Network Systems Xerox Network Systems ( XNS )

14300-482: The variety of monsters and weapons. Computer Gaming World concluded that it was "a virtuoso performance". Other reviewers, while also praising the gameplay, commented on the lack of complexity: Computer and Video Games found it captivating and praised the variety and complexity of the level design, but called the overall gameplay repetitive, while Dragon similarly praised the fast gameplay and level design, but said that overall it lacked depth. Edge praised

14430-420: Was a binary-formatted standard for controlling laser printers. The designers of this language, John Warnock and Chuck Geschke, later left Xerox PARC to start Adobe Systems . Before leaving, they realized the difficulty of specifying a binary print language, where functions to serialize the print job were cumbersome and which made it difficult to debug errant printing jobs. To realize the value of specifying both

14560-490: Was a science fiction horror concept wherein scientists on the Moon open a portal to an alien invasion. Over a series of levels, the player discovers that the aliens are demons while hell steadily infects the level design. John Carmack not only disliked the proposed story but dismissed the idea of having a story at all: "Story in a game is like story in a porn movie; it's expected to be there, but it's not that important." Rather than

14690-417: Was becoming a problem. In July the other founders of id fired Hall, who went to work for Apogee. He was replaced by Sandy Petersen in September, ten weeks before the game was released. Petersen later recalled that John Carmack and Romero wanted to hire other artists instead, but Cloud and Adrian disagreed, saying that a designer was required to help build a cohesive gameplay experience. The team also added

14820-429: Was dubbed a "mass murder simulator" by critic and Killology Research Group founder David Grossman . In the earliest release versions, the level E1M4: Command Control contains a swastika -shaped structure, which was put in as a homage to Wolfenstein 3D . The swastika was removed in later versions, out of respect for a military veteran's request, according to Romero. Doom ' s popularity and innovations attracted

14950-428: Was followed by "countless" others, including many based on other franchises like Aliens and Star Wars total conversion mods , as well as DeHackEd, a patch editor first released in 1994 by Greg Lewis that allowed editing of the game engine. Soon after the first mods appeared, id CEO Wilbur posted legal terms to the company's website, allowing mod authors to charge money without any fees to id, while also absolving

15080-620: Was forthcoming, Metcalfe left the company at the end of 1978. Last used by Xerox for communication with the DocuTech 135 Publishing System, XNS is no longer in use, due to the ubiquity of IP. However, it played an important role in the development of networking technology in the 1980s, by influencing software and hardware vendors to seriously consider the need for computing platforms to support more than one network protocol stack simultaneously. A wide variety of proprietary networking systems were directly based on XNS or offered minor variations on

15210-525: Was highly praised in contemporaneous reviews. In April 1994, a few months after release, PC Gamer UK named it the third-best computer game of all time, claiming " Doom has already done more to establish the PC's arcade clout than any other title in gaming history," and PC Gamer US named it the best computer game of all time that August. It won the Best Action Adventure award at Cybermania '94 . GamesRadar UK named Doom Game of

15340-488: Was later used by Kerberos . After contacting the authentication service for credentials, this protocol provided a lightweight way to digitally sign Courier procedure calls, so that receivers could verify the signature and authenticate senders over the XNS internet, without having to contact the Authentication service again for the length of the protocol communication session. Xerox's printing language, Interpress ,

15470-420: Was noted for weaker graphics and unresponsive controls, though reviewers such as Computer and Video Games , GamePro , and Next Generation were split on awarding high or middling scores due to these faults. Later 1990s ports received worse reviews; the 3DO port was panned by GamePro and Maximum for having worse graphics, a smaller screen size, and less intelligent enemies than any previous version, and

15600-520: Was notorious for its high levels of graphic violence and satanic imagery, which generated controversy from a broad range of groups. Doom for the 32X was one of the first video games to be given a Mature 17+ rating from the Entertainment Software Rating Board due to its violent gore and nature, while Doom II was the first. In Germany, shortly after its publication, Doom was classified as "harmful to minors" by

15730-616: Was praised: Computer Gaming World called it "the most intense gaming experience available", and Dragon called it "the biggest adrenaline rush available on computers". PC Zone named it as the best multiplayer game available, in addition to the best arcade game. The 3D graphics and art style were praised by reviewers; Computer Gaming World called the graphics remarkable, while Edge said that it "made serious advances in what people will expect of 3D graphics in future", surpassing not only prior games but games that had yet to be released. Compute! and Electronic Games similarly called

15860-399: Was published in 1995 by GT Interactive as The Ultimate Doom . Doom was a critical and commercial success, earning a reputation as one of the best and most influential video games of all time. It sold an estimated 3.5 million copies by 1999, and up to 20 million people are estimated to have played it within two years of launch. It has been termed the "father" of first-person shooters and

15990-491: Was released to retail on October 10, 1994, ten months after the first game. GT Interactive had approached id before the release of Doom with plans to release a retail version of Doom and Doom II . Id chose to create the sequel as a set of episodes rather than a new game, allowing John Carmack and the other programmers to begin work on id's next game, Quake . Doom II was the United States' highest-selling software product of 1994 and sold more than 1.2 million copies within

16120-406: Was removed. By early 1993, Hall created levels that became part of an internal demo. Carmack and Romero, however, rejected the military architecture of Hall's level design. Romero especially believed that the boxy, flat level designs failed to innovate on Wolfenstein , and failed to show off the engine's capabilities. He began to create his own, more abstract levels, which the rest of the team saw as

16250-604: Was stored in WAD files, short for "Where's All the Data?", separately from the engine. This allowed for any part of the design to be changed without needing to adjust the engine code. Carmack designed this system so that fans could easily modify the game; he had been impressed by the modifications made by fans of Wolfenstein 3D and wanted to support that by releasing a map editor with an easily swappable file structure. Unlike Wolfenstein , which has flat levels with walls at right angles,

16380-423: Was taken to create them. The artists sculpted models of some of the enemies and took pictures of them in stop motion from five to eight different angles so that they could be rotated realistically in-game. The images were then digitized and converted to 2D characters with a program written by John Carmack. Adrian Carmack made clay models for a few demons and had Gregor Punchatz build latex and metal sculptures of

16510-619: Was the body model used for cover; he posed during a photoshoot to demonstrate to the intended model what the pose should look like, and Punchatz used his photo. As with Wolfenstein 3D , id hired composer Bobby Prince to create the music and sound effects. Romero directed Prince to make the music in techno and metal styles. Many tracks were directly inspired by songs by metal bands such as Alice in Chains and Pantera . Prince believed that ambient music would be more appropriate and produced numerous tracks in both styles in hope of convincing

16640-500: Was then referred to as "ALOHAnet in a wire". He teamed up with David Boggs to help with the electronic implementation, and by the end of 1973 they were building working hardware at 3 Mbit/s. The pair then began working on a simple protocol that would run on the system. This led to the development of the PARC Universal Packet (Pup) system, and by late 1974 the two had Pup successfully running on Ethernet. They filed

16770-501: Was very influential in local area networking designs during the 1980s. XNS was developed by the Xerox Systems Development Department in the early 1980s, who were charged with bringing Xerox PARC 's research to market. XNS was based on the earlier (and equally influential) PARC Universal Packet (PUP) suite from the late 1970s. Some of the protocols in the XNS suite were lightly modified versions of

16900-713: Was voted the number one game of all time in a poll among over 100 game developers and journalists conducted by GameSpy , and was ranked the sixth best game by Game Informer . GameTrailers ranked it the most "breakthrough PC game" in 2009 and Game Informer again ranked it the sixth-best game that same year. Doom has also been ranked among the best games of all time by GamesMaster , Hyper , The Independent , Entertainment Weekly , GamesTM , Jeuxvideo.com , Gamereactor , Time , Polygon , and The Times , among others, as recently as 2023. The success of Doom led to dozens of new first-person shooter games. In 1998, PC Gamer declared it "probably

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