How Metal Riffs Became Doom Music

The original Doom soundtrack did not simply drop metal records into the game. Composer Bobby Prince wrote music as MIDI: instructions telling a computer or sound card which notes to play, when to play them, and with what instrument sound. On the hardware of the time, those instructions could produce a bright, synthetic approximation of a guitar rather than the sound of a recorded band.

Prince’s compositions also drew conspicuously on riffs associated with famous metal groups, including Metallica, Slayer, and Pantera. A riff—a short, repeating musical phrase—was especially useful for Doom: it could make a level feel forceful and relentless without demanding the player’s attention the way a melody with many changes might.

Why the Similarities Fit the Game

The music’s borrowed metal vocabulary matched the game’s pace. Players moved through hostile spaces, firing rapidly and reacting to threats; chugging rhythms and distorted-sounding tones made that action feel like a heavy-metal performance. The soundtrack could intensify the mood while looping beneath play, rather than behaving like a song meant to be heard from beginning to end.

There was also a practical divide between the music and the violence on screen. MIDI files were compact instructions, not full audio recordings, which suited games distributed on limited storage. The result was not the same as hearing Metallica or Slayer through speakers—but the familiar shapes of their riffs could still register through the computer’s synthesized sound.

That distinction helped Doom give its action a musical identity: players encountered metal not as background music imported wholesale, but as recognizable riff-driven writing reshaped to fit a game’s repeating levels and hardware limits.