Unless things have improved since I tried it a while back, this isn't comparable. The Android thing was a straight port of the 2.5D sprites-on-raycasting engine. And it works well enough, but the G1 trackball isn't nearly sensitive enough to actually be fun.
Carmack's port is using the 3D hardware to do filtering, and he at least claims to be worrying about gameplay and frame rate consistency, something that's a real problem in the Android application.
The community got some neat code to play with. And now id has updated OpenGL ready codebases to work with for relatively easy iPhone ports.
No one saw anything like this coming when they first started open sourcing their games.