The original DOOM is a masterpiece – It is so compute and byte efficient that it can run on practically any electronic. And that list gets extended with a new DoomPaint port (Can it be considered a port at this point).

Made by Microsoft Azure CTO Mark Russinovich, DoomPaint runs the real DOOM engine in the background, and as any application goes by, this is essentially just a bunch of machine codes. But a game needs to be outputted visually through something, and that something just happens to be Paint, as Russinovich uses the Windows tool as a viewport while utilizing an OLE clipboard trick to continuously paste each rendered frame directly into an active Paint canvas.
DoomPaint is said to be able to reach up to 35FPS depending on your hardware, with support for both 320 x 200 and 640 x 400 resolutions. It also includes sound and music, although he jokingly admits the frame rate can occasionally dip into spreadsheet-tier territory. According to him, the lower performance is simply part of the experience.
The project combines both the original shareware DOOM1.WAD and the BSD-licensed Freedoom WADs, with DoomPaint being publicly available through GitHub.




