Difference between revisions of "Doom (Saturn)"

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:''For the [[Sega 32X]] release, see ''[[Doom (32X)]]''.''
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{{OtherPage|desc=the [[Sega 32X]] game|page=Doom (32X)}}
 
{{Bob
 
{{Bob
 
| bobscreen=Doom Sat Title.png
 
| bobscreen=Doom Sat Title.png
 
| title=Doom
 
| title=Doom
| publisher=[[GT Interactive]] (US/EU), [[Soft Bank]] (JP)
+
| publisher={{company|[[id Software]]|region=US, Europe}}, {{company|[[SoftBank]]|region=Japan}}
 
| developer=[[Rage Software]]
 
| developer=[[Rage Software]]
 +
| distributor={{company|[[GT Interactive Software]]|region=US, Europe}}, {{company|[[Ecofilmes]]|region=PT}}, {{company|[[Sega-Ozisoft]]|region=AU}}, {{company|[[Tec Toy]]|region=BR}}
 
| system=[[Sega Saturn]]
 
| system=[[Sega Saturn]]
| romsize=607MB
 
 
| sounddriver=SCSP/CD-DA (17 tracks)
 
| sounddriver=SCSP/CD-DA (17 tracks)
| peripherals=[[Taisen Cable]]
+
| peripherals=[[Taisen Cable]], [[Shuttle Mouse]]
 
| players=1-2
 
| players=1-2
| genre=Shoot-'em-Up
+
| genre=Action{{fileref|Doom Saturn JP Box Back.jpg}}{{ref|https://web.archive.org/web/20190728123006/https://sega.jp/fb/segahard/ss/soft_licensee3.html}}
| originalpublishers=[[id Software]]
+
| licensor=[[id Software]]
 
| originaldevelopers=[[id Software]]
 
| originaldevelopers=[[id Software]]
| consolescompilation=PC
+
| originalsystem=PC
 
| releases={{releasesSat
 
| releases={{releasesSat
 +
| sat_date_jp=1997-07-11{{ref|https://web.archive.org/web/20190728123006/https://sega.jp/fb/segahard/ss/soft_licensee3.html}}
 +
| sat_rrp_jp=5,800e{{magref|ssmjp|1997-01|132}}
 +
| sat_code_jp=T-18610G
 +
| sat_rating_jp=18
 +
| sat_date_us=1997-03-26{{ref|https://web.archive.org/web/19990221172240/http://riehlspot.simplenet.com/vgame/new/saturn.html}}
 +
| sat_code_us=T-25405H
 +
| sat_rating_us=m
 +
 
| sat_date_eu=1997
 
| sat_date_eu=1997
 
| sat_code_eu=T-25406H-50
 
| sat_code_eu=T-25406H-50
| sat_rrp_uk=44.99{{fileref|CVG UK 183.pdf|page=80}}<!--39.99{{fileref|MeanMachinesSega53UK.pdf|page=66}}-->
+
| sat_rating_eu=bbfc15
 +
| sat_date_uk=1996-12{{magref|ctw|619|21}}<!--(Week 4)-->
 +
| sat_code_uk=T-25406H-50
 +
| sat_rating_uk=bbfc15
 +
| sat_rrp_uk=44.99{{magref|cvg|183|80}}<!--39.99{{magref|mms|53|66}}-->
 
| sat_type_eu_1=IT/ES
 
| sat_type_eu_1=IT/ES
 
| sat_date_eu_1=1997
 
| sat_date_eu_1=1997
 
| sat_code_eu_1=T-25406H-51
 
| sat_code_eu_1=T-25406H-51
| sat_date_us=1997-03-26
+
| sat_rating_eu_1=bbfc15
| sat_code_us=T-25405H
+
| sat_date_de=1997
| sat_date_jp=1997-07-11
+
| sat_code_de=T-25406H-50
| sat_rrp_jp=5,800
+
| sat_rating_de=18
| sat_code_jp=T-18610G
 
 
| sat_date_br=1997-05
 
| sat_date_br=1997-05
 
| sat_code_br=191x35
 
| sat_code_br=191x35
 +
| sat_rating_br=18
 
| sat_date_au=199x
 
| sat_date_au=199x
 +
| sat_code_au=FDOO02SSC
 +
| sat_rating_au=ma15
 +
| sat_date_pl=1997
 +
| sat_rrp_pl=229
 +
| sat_date_pt=199x
 +
| sat_code_pt=
 
}}
 
}}
| esrb=m
+
| otherformats={{NonSega|PS}}
| sega=18
 
| bbfc=15
 
| usk=18
 
| oflc=ma15
 
| tectoy=18
 
 
}}
 
}}
'''''Doom''''' (ドゥーム) for the [[Sega Saturn]] is a set of first person shooters originally released for IBM PC compatibles running DOS in the early 1990s. Despite its name, the package consists of two games; ''The Ultimate Doom'' (a 1995 update of the 1993 game, ''Doom'') and its sequel ''Doom II: Hell on Earth'' (1994), alongside a few extra levels seen in a previous [[PlayStation]] version of this package.
+
{{stub}}'''''Doom''''' (ドゥーム) for the [[Sega Saturn]] is a set of first person shooters originally released for IBM PC compatibles running DOS in the early 1990s. Despite its name, the package consists of two games; ''The Ultimate Doom'' (a 1995 update of the 1993 game, ''Doom'') and its sequel ''Doom II: Hell on Earth'' (1994), alongside a few extra levels seen in a previous [[PlayStation]] version of this package.
  
 +
==Gameplay==
 +
===Levels===
 +
====The Ultimate Doom====
 +
{{InfoTable|imagewidths=200|
 +
{{InfoRow
 +
| title=Hangar
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Plant
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Toxin Refinery
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Command Control
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Phobos Lab
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Central Processing
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Computer Station
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Phobos Anomaly
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Deimos Anomaly
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Containment Area
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Refinery
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Deimos Lab
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Command Center
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Halls of the Damned
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Spawning Vats
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Hell Gate
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Hell Keep
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Pandemonium
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=House of Pain
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Unholy Cathedral
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Mt. Erebus
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Limbo
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Tower of Babel
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Hell Beneath
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Perfect Hatred
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Sever the Wicked
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Unruly Evil
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Unto the Cruel
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Twilight Descends
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Threshold of Pain
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Fortress of Mystery
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Military Base
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Marshes
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
}}
 +
====Doom II====
 +
{{InfoTable|imagewidths=200|
 +
{{InfoRow
 +
| title=Entryway
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Underhalls
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Gantlet
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Focus
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Waste Tunnels
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Crusher
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Dead Simple
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Tricks and Traps
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Pit
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Refueling Base
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=O of Destruction!
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Factory
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Inmost Dens
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Suburbs
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Tenements
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Courtyard
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Citadel
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Nirvana
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Catacombs
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Barrels of Fun
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Bloodfalls
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Abandoned Mines
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Monster Condo
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Redemption Denied
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=The Mansion
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Club Doom
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
}}
 
==Versions==
 
==Versions==
 
The Sega Saturn version of ''Doom'' derives from the 1995 PlayStation version, which itself derives from the Atari Jaguar port of the game (as do most home versions of the era). On the Jaguar, several levels from the original ''Doom'' were visibly altered for performance reasons - this, and several minor changes carry through to the Saturn.
 
The Sega Saturn version of ''Doom'' derives from the 1995 PlayStation version, which itself derives from the Atari Jaguar port of the game (as do most home versions of the era). On the Jaguar, several levels from the original ''Doom'' were visibly altered for performance reasons - this, and several minor changes carry through to the Saturn.
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For the PlayStation version, significant changes were made to create a more "atmospheric" tone, including a different lighting system and the omission of the original MIDI soundtrack. Intermission scenes were dropped and some secret levels (notably the ''Wolfenstein 3D''-inspired levels of ''Doom II'') were dropped and replaced with new maps. Enemy placement is at times very different, and ''Doom II'''s super shotgun can be used in ''The Ultimate Doom'' levels.
 
For the PlayStation version, significant changes were made to create a more "atmospheric" tone, including a different lighting system and the omission of the original MIDI soundtrack. Intermission scenes were dropped and some secret levels (notably the ''Wolfenstein 3D''-inspired levels of ''Doom II'') were dropped and replaced with new maps. Enemy placement is at times very different, and ''Doom II'''s super shotgun can be used in ''The Ultimate Doom'' levels.
  
The Saturn port(s) builds on this, however it is thought to have been rushed, originally hitting North America in March 1997. A combination of poor frame rates, slower enemies (yet curiously faster reload times) and numerous missing visual and audio effects led it to be panned by critics, as did a missing multiplayer mode, despite being advertised on the box (along with 60 levels, when in reality there are 59). Also notable is the use of ''Final Doom'' screenshots from a completely different release not included here. This is despite intervention from id Software and John Carmack himself{{fileref|MAXIMUM UK 07.pdf|page=124}}.
+
The Saturn port(s) builds on this, however it is thought to have been rushed, originally hitting North America in March 1997. A combination of poor frame rates, slower enemies (yet curiously player has faster firing speed) and numerous missing visual and audio effects led it to be panned by critics, as did a missing multiplayer mode, despite being advertised on the box (along with 60 levels, when in reality there are 59). Also notable is the use of ''Final Doom'' screenshots from a completely different release not included here. This is despite intervention from id Software and John Carmack himself{{magref|maximum|7|124}}.
  
Saturn programmer Jim Bagley had originally written an engine more suited to the Saturn, allowing [[VDP1]] to handle the textured walls, floors and ceilings. Carmack reportedly veteoed the idea on behalf of id Software, as he did not like the affine texture warping inherent with 3D renderers which do not support texture perspective correction (like the VDP1). This means all rendering is handled by the dual [[SH-2]] CPUs, save for the HUD and background texture which is updated separately by [[VDP2]].
+
Saturn programmer Jim Bagley had originally written an engine more suited to the Saturn, allowing [[VDP1]] to handle the textured walls, floors and ceilings. Carmack reportedly veteoed the idea on behalf of id Software, as he did not like the affine texture warping inherent with 3D renderers which do not support texture perspective correction (like the VDP1). This means that walls rendering is done column by column by VDP1. Floor and ceiling rendering is handled by the dual [[SH-2]] CPUs and transferred to VDP1 to be drawn line by line, sector by sector. Only the HUD and background sky texture are updated separately by [[VDP2]].
  
 
Performance is an issue for the Saturn version of the game, averaging around 12FPS during the original (optimised) ''Doom'' levels, but frequently dropping below 10FPS when dealing with the more complex geometry of ''Doom II''. The firing rate of the weapons is thought to have been increased to compensate for this.
 
Performance is an issue for the Saturn version of the game, averaging around 12FPS during the original (optimised) ''Doom'' levels, but frequently dropping below 10FPS when dealing with the more complex geometry of ''Doom II''. The firing rate of the weapons is thought to have been increased to compensate for this.
  
Early versions of the game were also reportedly compatible with the [[3D Control Pad]], but the feature was removed for unknown reasons{{fileref|MeanMachinesSega53UK.pdf|page=66}}.
+
Early versions of the game were also reportedly compatible with the [[3D Control Pad]], but the feature was removed for unknown reasons{{magref|mms|53|66}}.
  
Data from the PlayStation version of the game carries through the Saturn but is not used in-game, such as coloured lighting. True alpha transparency is also not present due to hardware restrictions, and audio is also incorrectly panned left when the stereo option is enabled (i.e it is not stereo).
+
Data from the PlayStation version of the game carries through the Saturn but is not used in-game, such as coloured lighting. True alpha transparency between elements draw by VDP1 is also not present due to hardware restrictions (owed in part to the decreasing light effects being produced by a blending with a black VDP2 layer using per pixel transparency ratios set by VDP1 {{ref|https://github.com/devmiyax/yabause/issues/160#issuecomment-451214730}}, a mode where VDP1 doesn't know the actual colors of the elements it draws), and audio is also incorrectly panned left when the stereo option is enabled.
  
 
When brought to Europe, support for the [[Taisen Cable]] was added (despite the accessory not being officially released in the region), and when released in Japan in July, the speed was increased to help it try and match the PlayStation version (though it is still slower in comparison). The Japanese version also adjusts the soundtrack to bring it more in-line with Sony's version, though performance is identical to the original North American release.
 
When brought to Europe, support for the [[Taisen Cable]] was added (despite the accessory not being officially released in the region), and when released in Japan in July, the speed was increased to help it try and match the PlayStation version (though it is still slower in comparison). The Japanese version also adjusts the soundtrack to bring it more in-line with Sony's version, though performance is identical to the original North American release.
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{{multicol|
 
{{multicol|
 
{{creditstable|
 
{{creditstable|
{{creditsheader|}}
 
 
*'''Programmers:''' John Carmack, John Romero, David Taylor, Michael John Cash
 
*'''Programmers:''' John Carmack, John Romero, David Taylor, Michael John Cash
 
*'''Artist:''' Adrian Carmack, Kevin Cloud
 
*'''Artist:''' Adrian Carmack, Kevin Cloud
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*'''Sound:''' Steve Lord, Kev Bruce
 
*'''Sound:''' Steve Lord, Kev Bruce
 
*'''Producer:''' John Heap
 
*'''Producer:''' John Heap
|console=SAT
+
| console=SAT
 
}}
 
}}
 
}}
 
}}
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{{multicol|
 
{{multicol|
 
===id Software===
 
===id Software===
'''Design''': Shawn C. Green, Sandy Petersen, John Romero<br/>
+
*'''Design:''' Shawn C. Green, Sandy Petersen, John Romero
'''Programming''': Michael Abrash, John Carmack, John Romero, Dave Taylor<br/>
+
*'''Programming:''' Michael Abrash, John Carmack, John Romero, Dave Taylor
'''Graphics / Artwork''': Adrian Carmack, Kevin Cloud<br/>
+
*'''Graphics / Artwork:''' Adrian Carmack, Kevin Cloud
'''Tech Support''': Shawn C. Green<br/>
+
*'''Tech Support:''' Shawn C. Green
'''Level Design''': John Romero, Sandy Petersen, Shawn C. Green<br/>
+
*'''Level Design:''' John Romero, Sandy Petersen, Shawn C. Green
'''Music''': Robert Prince<br/>
+
*'''Music:''' Robert Prince
'''Sound Effects''': Robert Prince<br/>
+
*'''Sound Effects:''' Robert Prince
'''Sound''': Paul Radek<br/>
+
*'''Sound:''' Paul Radek
'''Tools Programming''': John Romero<br/>
+
*'''Tools Programming:''' John Romero
'''Audio Drivers''': Paul Radek<br/>
+
*'''Audio Drivers:''' Paul Radek
'''Creative Director''': Tom A. Hall<br/>
+
*'''Creative Director:''' Tom A. Hall
'''Biz''': Jay Wilbur<br/>
+
*'''Biz:''' Jay Wilbur
'''Special Thanks To''': Martin Kolodziej
+
*'''Special Thanks To:''' Martin Kolodziej
 
-->
 
-->
  
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{{gallery
 
{{gallery
 
|{{galleryPrintAd
 
|{{galleryPrintAd
|SSM_JP_19970117_1997-01.pdf|ssmjp|1997-01|132
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|ssmjp|1997-01|132
|SSM_JP_19970131_1997-02.pdf|ssmjp|1997-02|32
+
|ssmjp|1997-02|32
|SSM_JP_19970214_1997-03.pdf|ssmjp|1997-03|33
+
|ssmjp|1997-03|33
|SSM_JP_19970221_1997-04.pdf|ssmjp|1997-04|14
+
|ssmjp|1997-04|14
 
}}
 
}}
 
}}
 
}}
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{{ratings
 
{{ratings
 
| icon=SAT
 
| icon=SAT
| cvg=20
 
| cvg_source={{num|183|page=80|pdf=CVG UK 183.pdf}}
 
<!-- | famitsu=No rating -->
 
<!-- | famitsu_source={{num|448|page=32}} -->
 
| gamepro=70
 
 
| gamesmaster=77
 
| gamesmaster=77
| gamesmaster_source={{num|52|page=65}}
+
| gamesmaster_source={{magref|gamesmaster|52|65}}
| mms=39
 
| mms_source={{num|53|page=66-68|pdf=MeanMachinesSega53UK.pdf|pdfpage=66}}
 
| segapower=
 
| segapower_source={{num|88}}
 
| ssm=56
 
| ssm_source={{num|16|page=72/73|pdf=SSM_UK_16.pdf|pdfpage=72}}
 
| ssmjp=57
 
| ssmjp_source={{num|1997-24|page=171|pdf=SSM_JP_19970718_1997-24.pdf|pdfpage=175}}
 
| ssmjp_r=70
 
| ssmjp_r_source={{num||page=13|pdf=SnGwSISDRZK Book JP.pdf|pdfpage=15}}
 
| superjuegos=79
 
 
}}
 
}}
 
{{Scanbox
 
{{Scanbox
 +
| console=Saturn
 +
| region=JP
 +
| front=Doom Saturn JP Box Front.jpg
 +
| back=Doom Saturn JP Box Back.jpg
 +
| square=yes
 +
| spinecard=Doom Saturn JP Spinecard.jpg
 +
| disc=Doom_Saturn_JP_Disc.jpg
 +
}}{{Scanbox
 
| console=Saturn
 
| console=Saturn
 
| region=US
 
| region=US
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}}{{Scanbox
 
}}{{Scanbox
 
| console=Saturn
 
| console=Saturn
| region=JP
+
| region=IT/ES
| front=Doom Saturn JP Box Front.jpg
+
| cover=Doom Sat IT-ES cover.jpg
| back=Doom Saturn JP Box Back.jpg
+
}}{{Scanbox
| square=yes
+
| console=Saturn
| spinecard=Doom Saturn JP Spinecard.jpg
+
| region=PT
| disc=Doom_Saturn_JP_Disc.jpg
+
| cover=Doom Sat PT cover.jpg
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Saturn
 
| console=Saturn
| region=Italy/Spain
+
| region=AU
| front=Doom Sat IT-ES cover.jpg
+
| front=Doom Sat AU cover.jpg
 +
| back=Doom Sat AU back.jpg
 +
| spinemissing=yes
 +
| disc=Doom Saturn EU Disc.jpg
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Saturn
 
| console=Saturn
 
| region=BR
 
| region=BR
 
| front=Doom Sat BR cover.jpg
 
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| front=Doom Saturn PL Box Lanser.jpg
 
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==Technical information==
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{{mainArticle|{{PAGENAME}}/Technical information}}
  
 
==References==
 
==References==
 
{{NECRetro|title=Doom II|italics=yes}}
 
{{NECRetro|title=Doom II|italics=yes}}
 
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{{DoomSaturnOmni}}

Latest revision as of 10:19, 29 September 2024

For the Sega 32X game, see Doom (32X).

n/a

Doom Sat Title.png

Doom
System(s): Sega Saturn
Publisher: id Software (US, Europe), SoftBank (Japan)
Developer:
Distributor: GT Interactive Software (US, Europe), Ecofilmes (PT), Sega-Ozisoft (AU), Tec Toy (BR)
Licensor: id Software
Original system(s): PC
Developer(s) of original games: id Software
Sound driver: SCSP/CD-DA (17 tracks)
Peripherals supported: Taisen Cable, Shuttle Mouse
Genre: Action[1][2]

















Number of players: 1-2
Release Date RRP Code
Sega Saturn
JP
¥5,800 (6,090)5,800e[3] T-18610G
Sega Rating: 18 and Up
Sega Saturn
US
T-25405H
ESRB: Mature
Sega Saturn
EU
T-25406H-50
BBFC: Suitable for 15 years and over (15)
Sega Saturn
EU
(IT/ES)
T-25406H-51
BBFC: Suitable for 15 years and over (15)
Sega Saturn
DE
T-25406H-50
USK: 18
Sega Saturn
PT
Sega Saturn
UK
£44.9944.99[6] T-25406H-50
BBFC: Suitable for 15 years and over (15)
Sega Saturn
PL
229zł229
Sega Saturn
AU
FDOO02SSC
OFLC: MA15
Sega Saturn
BR
191x35
Tectoy: 18+
Non-Sega versions

This short article is in need of work. You can help Sega Retro by adding to it.


Doom (ドゥーム) for the Sega Saturn is a set of first person shooters originally released for IBM PC compatibles running DOS in the early 1990s. Despite its name, the package consists of two games; The Ultimate Doom (a 1995 update of the 1993 game, Doom) and its sequel Doom II: Hell on Earth (1994), alongside a few extra levels seen in a previous PlayStation version of this package.

Gameplay

Levels

The Ultimate Doom

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Hangar

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Plant

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Toxin Refinery

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Command Control

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Phobos Lab

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Central Processing

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Computer Station

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Phobos Anomaly

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Deimos Anomaly

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Containment Area

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Refinery

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Deimos Lab

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Command Center

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Halls of the Damned

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Spawning Vats

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Hell Gate

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Hell Keep

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Pandemonium

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House of Pain

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Unholy Cathedral

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Mt. Erebus

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Limbo

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Tower of Babel

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Hell Beneath

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Perfect Hatred

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Sever the Wicked

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Unruly Evil

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Unto the Cruel

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Twilight Descends

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Threshold of Pain

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Fortress of Mystery

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The Military Base

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The Marshes

Doom II

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Entryway

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Underhalls

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The Gantlet

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The Focus

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The Waste Tunnels

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The Crusher

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Dead Simple

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Tricks and Traps

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The Pit

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Refueling Base

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O of Destruction!

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The Factory

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The Inmost Dens

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Suburbs

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Tenements

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The Courtyard

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The Citadel

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Nirvana

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The Catacombs

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Barrels of Fun

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Bloodfalls

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The Abandoned Mines

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Monster Condo

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Redemption Denied

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The Mansion

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Club Doom

Versions

The Sega Saturn version of Doom derives from the 1995 PlayStation version, which itself derives from the Atari Jaguar port of the game (as do most home versions of the era). On the Jaguar, several levels from the original Doom were visibly altered for performance reasons - this, and several minor changes carry through to the Saturn.

For the PlayStation version, significant changes were made to create a more "atmospheric" tone, including a different lighting system and the omission of the original MIDI soundtrack. Intermission scenes were dropped and some secret levels (notably the Wolfenstein 3D-inspired levels of Doom II) were dropped and replaced with new maps. Enemy placement is at times very different, and Doom II's super shotgun can be used in The Ultimate Doom levels.

The Saturn port(s) builds on this, however it is thought to have been rushed, originally hitting North America in March 1997. A combination of poor frame rates, slower enemies (yet curiously player has faster firing speed) and numerous missing visual and audio effects led it to be panned by critics, as did a missing multiplayer mode, despite being advertised on the box (along with 60 levels, when in reality there are 59). Also notable is the use of Final Doom screenshots from a completely different release not included here. This is despite intervention from id Software and John Carmack himself[7].

Saturn programmer Jim Bagley had originally written an engine more suited to the Saturn, allowing VDP1 to handle the textured walls, floors and ceilings. Carmack reportedly veteoed the idea on behalf of id Software, as he did not like the affine texture warping inherent with 3D renderers which do not support texture perspective correction (like the VDP1). This means that walls rendering is done column by column by VDP1. Floor and ceiling rendering is handled by the dual SH-2 CPUs and transferred to VDP1 to be drawn line by line, sector by sector. Only the HUD and background sky texture are updated separately by VDP2.

Performance is an issue for the Saturn version of the game, averaging around 12FPS during the original (optimised) Doom levels, but frequently dropping below 10FPS when dealing with the more complex geometry of Doom II. The firing rate of the weapons is thought to have been increased to compensate for this.

Early versions of the game were also reportedly compatible with the 3D Control Pad, but the feature was removed for unknown reasons[8].

Data from the PlayStation version of the game carries through the Saturn but is not used in-game, such as coloured lighting. True alpha transparency between elements draw by VDP1 is also not present due to hardware restrictions (owed in part to the decreasing light effects being produced by a blending with a black VDP2 layer using per pixel transparency ratios set by VDP1 [9], a mode where VDP1 doesn't know the actual colors of the elements it draws), and audio is also incorrectly panned left when the stereo option is enabled.

When brought to Europe, support for the Taisen Cable was added (despite the accessory not being officially released in the region), and when released in Japan in July, the speed was increased to help it try and match the PlayStation version (though it is still slower in comparison). The Japanese version also adjusts the soundtrack to bring it more in-line with Sony's version, though performance is identical to the original North American release.

Production credits

  • Programmers: John Carmack, John Romero, David Taylor, Michael John Cash
  • Artist: Adrian Carmack, Kevin Cloud
  • Level Designers: John Romero, Sandy Peterson, American McGee, Shawn Green
  • Development Support: Shawn Green
  • Biz: Jay Wilbur, Mike Wilson
  • Biz Assistant: Donna Jackson
  • Developed By: Rage Software
  • Programming: Jim Bagley, Alan Webb
  • Graphics: Simon Street, Ian Rickard
  • Sound: Steve Lord, Kev Bruce
  • Producer: John Heap


Magazine articles

Main article: Doom (Saturn)/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Sega Saturn Magazine (JP) #1997-01: "1997-01 (1997-01-17)" (1996-12-27)
also published in:
Logo-pdf.svg

Artwork

Physical scans

Sega Retro Average 
Publication Score Source
77 [13]
Sega Saturn
77
Based on
1 review
Sega Retro Average 
Publication Version Score
Computer & Video Games (UK)
0
[6]
Gambler (PL)
70
[14]
GameFan (US) NTSC-U
41
[15]
GamePro (US) NTSC-U
65
[16]
Game Informer (US) NTSC-U
83
[17]
Hobby Consolas (ES)
89
[18]
Mean Machines Sega (UK) PAL
39
[8]
Player One (FR)
85
[19]
Saturn Fan (JP) NTSC-J
61
[20]
Secret Service (PL)
0
[21]
Sega Power (UK) PAL
85
[22]
Sega Saturn Magazine (UK) PAL
56
[23]
Sega Saturn Magazine (JP) NTSC-J
57
[24]
Sega Saturn Magazine (JP) NTSC-J
70
[25]
Super Juegos (ES)
79
[26]
Total Saturn (UK) PAL
49
[27]
Sega Saturn
58
Based on
16 reviews

Doom (Saturn)

Saturn, JP
Doom Saturn JP Box Back.jpgDoom Saturn JP Box Front.jpg
Cover
Doom Saturn JP Spinecard.jpg
Spinecard
Doom Saturn JP Disc.jpg
Disc
Saturn, US
Doom Saturn US Box Back.jpgDoom Saturn US Box Front.jpg
Cover
Doom sat us disc.jpg
Disc
Doom sat us manual.pdf
Manual
Saturn, EU
Doom Saturn EU Box.jpg
Cover
Doom Saturn EU Disc.jpg
Disc
DoomSaturnEUManual.pdf
Manual
Saturn, IT/ES
Doom Sat IT-ES cover.jpg
Cover
Saturn, PT
Doom Sat PT cover.jpg
Cover
Saturn, AU
Doom Sat AU back.jpgNospine.pngDoom Sat AU cover.jpg
Cover
Doom Saturn EU Disc.jpg
Disc
Saturn, BR
Doom Sat BR cover.jpg
Cover
Saturn, PL (Lanser)
Doom Saturn PL Box Lanser.jpg
Cover

Technical information

Main article: Doom (Saturn)/Technical information.

References

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NEC Retro has more information related to Doom II
  1. File:Doom Saturn JP Box Back.jpg
  2. 2.0 2.1 https://sega.jp/fb/segahard/ss/soft_licensee3.html (Wayback Machine: 2019-07-28 12:30)
  3. Sega Saturn Magazine, "1997-01 (1997-01-17)" (JP; 1996-12-27), page 132
  4. http://riehlspot.simplenet.com/vgame/new/saturn.html (Wayback Machine: 1999-02-21 17:22)
  5. Computer Trade Weekly, "" (UK; 1996-12-23), page 21
  6. 6.0 6.1 Computer & Video Games, "February 1997" (UK; 1997-01-10), page 80
  7. Maximum, "May 1996" (UK; 1996-05-30), page 124
  8. 8.0 8.1 Mean Machines Sega, "March 1997" (UK; 1997-01-29), page 66
  9. https://github.com/devmiyax/yabause/issues/160#issuecomment-451214730
  10. Sega Saturn Magazine, "1997-02 (1997-01-31)" (JP; 1997-01-17), page 32
  11. Sega Saturn Magazine, "1997-03 (1997-02-14)" (JP; 1997-01-31), page 33
  12. Sega Saturn Magazine, "1997-04 (1997-02-21)" (JP; 1997-02-07), page 14
  13. GamesMaster, "February 1997" (UK; 1997-01-15), page 65
  14. Gambler, "4/1997" (PL; 1997-xx-xx), page 1
  15. GameFan, "Volume 5, Issue 3: March 1997" (US; 1997-xx-xx), page 29
  16. GamePro, "April 1997" (US; 1997-xx-xx), page 91
  17. Game Informer, "December 1996" (US; 1996-1x-xx), page 72
  18. Hobby Consolas, "Diciembre 1996" (ES; 199x-xx-xx), page 112
  19. Player One, "Décembre 1996" (FR; 1996-xx-xx), page 65
  20. Saturn Fan, "1997 No. 17" (JP; 1997-08-29), page 84
  21. Secret Service, "Kwiecień 1997" (PL; 1997-xx-xx), page 64
  22. Sega Power, "January 1997" (UK; 1996-12-19), page 30
  23. Sega Saturn Magazine, "February 1997" (UK; 1997-01-16), page 72
  24. Sega Saturn Magazine, "1997-24 (1997-07-18)" (JP; 1997-07-04), page 175
  25. Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 15
  26. Super Juegos, "Febrero 1997" (ES; 1997-0x-xx), page 98
  27. Total Saturn, "Volume One Issue Six" (UK; 1997-02-28), page 32


Doom (Saturn)

Doom Sat Title.png

Main page | Comparisons | Maps | Hidden content | Development | Magazine articles | Reception | Technical information


Sega Saturn
Prototypes: 1996-04-10 | 11-29