I've been looking forward to this episode ever since John first hinted at it. I'm fascinated with Doom ports, and I've been slowly buying up as many of them as I can.
So here's some minor interesting things that weren't mentioned in the episode.
Doom 1 and 2 on the 360 play music slightly slower than they should. It took me a while to notice this, but comparing it to the PS3 and DOS versions makes it clear that it was the odd one out.
The Activision versions of Doom on 360 do still have the red cross on health packs. Just a minor detail, and you can't even play that version unless you happen to still have it installed, but it's something. It would also lock up the 360 if you tried to exit the game from the menu, so you'd have to exit from the guide instead.
The 32X version contains the BFG9000, and mentions it in the instructions, however you can't actually get it in the game, since they don't include any of the levels where it's available. To get it you have to use cheat codes.
The original Xbox version allows for button combinations to activate cheats. Unfortunately they used combinations that are fairly easy to accidentally activate while playing normally. You have to consciously avoid activating them if you want to play without cheats.
The PS1 version's lighting is amazing, however it does make some parts of levels near impossible to see. I've tried it on multiple TVs, both CRT and LCD, and messed with brightness, and still can't make out much.
This is more of an opinion, but the iPad version is terrible. The controls are the worst part. There's several options, but none of them feel natural. It filters the textures and sprites, which I think hurts the look of the game. I also don't think it's been updated in a while. I've got a feeling it won't work once they disable 32bit apps.