Difference between revisions of "Doom (32X)"

From Sega Retro

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Levels are often made more varied by use of gimmicks and traps such as elevators, poisonous pits, monster closets, and secret rooms.
 
Levels are often made more varied by use of gimmicks and traps such as elevators, poisonous pits, monster closets, and secret rooms.
  
Due to hardware limitations, the 3D portion of the screen is shrunken. Although the 32X is technically capable of rendering the full screen, performance concerns caused the developers to shrink the screen during development.
+
==Differences to the PC Version==
 +
The 32X port of ''Doom'' derives from the Atari Jaguar version, which adjusts level layouts in areas to ease with rendering, as well as potential hardware constraints, and/or aesthetics on a TV screen as opposed to a computer monitor. Despite this, the game managed to debut on the 32X before the Jaguar version was finalised. Leaked prototypes suggest that 32X ''Doom'' was originally more in-line with the PC version, the switching of levels occuring as an mid-development optimisation.
  
The level design and texturing in several levels is noticeably changed, presumably for the sake of performance, hardware constraints, and/or aesthetics on a TV screen as opposed to a computer monitor.
+
32X ''Doom'' does not run at full screen - while the system is technically capable of rendering a full 320x224 ''Doom'' image, a border is applied to mitigate performance concerns in some areas.
  
Due to storage space limitations on a cartridge, the 32X version contains a reduced set of levels from the PC version. The music was also noticeably changed, the developers deciding to remake the soundtrack with [[GEMS]] and keep it on the Mega Drive side only rather than use the 32X's PWM — having to make launch date didn't help the situation either. It's known by many fans and critics as the worst version of Doom's music for any console port, with even the SNES surpassing it in terms of quality. The game now features a level select menu, allowing the player to select any level within the game; however, by using the level select, the game only presents the user with a DOS prompt at the end, instead of giving the true ending away.
+
Due to storage space limitations on a cartridge, the 32X version contains a reduced set of levels from the PC version. The music was also noticeably changed, the developers deciding to remake the soundtrack with [[GEMS]] and keep it on the Mega Drive side only rather than use the 32X's PWM — having to make launch date didn't help the situation either. It is considered to house one of worst intepretations of ''Doom'''s music, with even the SNES surpassing it in terms of quality.
  
Interestingly enough, even after the game was released to the market, the developers continued adding onto the game. These versions were leaked in the February 23rd, 2008 Proto Release by drx.
+
The game now features a level select menu, allowing the player to select any level within the game; however, by using the level select, the game only presents the user with a DOS prompt at the end, instead of giving the true ending away.
  
===Prototypes===
+
Interestingly enough, even after the game was released to the market, the developers continued adding onto the game, with builds being leaked onto the internet in February 2008.
Scene member drx released a few demos of Doom on the 32X, showcasing a better engine and direct ports of the PC levels before being changed.
 
  
 
==Production Credits==
 
==Production Credits==

Revision as of 15:34, 13 December 2015

For the Sega Saturn release, see Doom (Saturn).

n/a

Doom 32X Title.png

Doom
System(s): Sega 32X
Publisher: Sega
Developer:
Genre: Shoot-'em-Up

















Number of players: 1
Release Date RRP Code
Sega 32X
JP
¥7,8007,800 GM-4003
Sega 32X
US
84506
Sega 32X
EU
84506-50
Sega 32X
BR
152010
Sega 32X
AS

Doom (ドゥーム) is a first person shooter developed by id Software and released on December 10, 1993 for DOS-based IBM PC compatibles. It was later ported to numerous platforms, including the Sega 32X (as a launch title). t is widely considered to be one of the games that pioneered and popularized the first person shooter genre, and retains a large, dedicated fanbase to this day.

The player assumes the role of a nameless space marine and through use of a varied set of weaponry, must fight his way through moonbases on Mars and the depths of Hell itself.

Gameplay

The game is played through the eyes of the main character. The player navigates through the level and collects weapons, ammunition, powerups, and other miscellaneous items. Certain doors are locked via a red, blue, or yellow keycard which are hidden throughout the level. Eventually the player finds the exit and progresses to the next level. Every so often a boss is encountered, where the level ends upon defeating the boss.

Levels are often made more varied by use of gimmicks and traps such as elevators, poisonous pits, monster closets, and secret rooms.

Differences to the PC Version

The 32X port of Doom derives from the Atari Jaguar version, which adjusts level layouts in areas to ease with rendering, as well as potential hardware constraints, and/or aesthetics on a TV screen as opposed to a computer monitor. Despite this, the game managed to debut on the 32X before the Jaguar version was finalised. Leaked prototypes suggest that 32X Doom was originally more in-line with the PC version, the switching of levels occuring as an mid-development optimisation.

32X Doom does not run at full screen - while the system is technically capable of rendering a full 320x224 Doom image, a border is applied to mitigate performance concerns in some areas.

Due to storage space limitations on a cartridge, the 32X version contains a reduced set of levels from the PC version. The music was also noticeably changed, the developers deciding to remake the soundtrack with GEMS and keep it on the Mega Drive side only rather than use the 32X's PWM — having to make launch date didn't help the situation either. It is considered to house one of worst intepretations of Doom's music, with even the SNES surpassing it in terms of quality.

The game now features a level select menu, allowing the player to select any level within the game; however, by using the level select, the game only presents the user with a DOS prompt at the end, instead of giving the true ending away.

Interestingly enough, even after the game was released to the market, the developers continued adding onto the game, with builds being leaked onto the internet in February 2008.

Production Credits

(in-game credits)
id Software Development Team: John Carmack, John Romero, Adrian Carmack, Kevin Cloud, Sandy Peterson, David Taylor, American McGee, Shawn Green
Sega of America Development Team:

Programming: Jonathan E. Flamm, Banjo Bob Hardy, Toshiyasu Monita, Marty Franz, Rex Sabio, Unni Pillai
Music: Brian Coburn
Art: Jenny Martin
Producer: Jesse K. Taylor
Software Testing: Mike Baldwin, Joel Breton, Chris Lucich, Matt Underwood, Fernando Valderrama, Kim Rogers, Ben Cureton, Lloyd Kinoshita, Alfred Dutton, Sam Sallba, Stan Weaver, Mike Mansourian, Carey Camacho, Aaron Hommes, Jeff Loney
Special Thanks To: Jay Wilbur, Dave Albert, JBM III

(US manual)

id Software Team

Biz Guy: Jay Wilbur
Biz Assistant: Donna Jackson
Software Engineers: John Carmack, John Romero, Dave Taylor, Shawn Green
Artists: Adrian Carmack, Kevin Cloud
Designers: Sandy Peterson, American McGee
Composer: Robert Prince
Doom Logo: Don Punchatz

Sega

Producer: Jesse Taylor
Assistant Producers: Vincent Nason, Greg Becksted
Product Manager: Tim Dunley
Product Specialist: Nemer Velasquez
Programming: Jonathan Flamm, Robert Hardy, Unni Pillai, Toshi Morita
Art: Jenny Martin, Susan Greene
Music: Brian Coburn
Game Lead: Michael Baldwin
Assistant Game Leads: Joel Breton, Christopher Lucich, Matt Underwood
Testers: Fernando Valderrama, Aaron Loichinger, Kim Rogers, Ben Cureton, Lloyd Kinoshita, Aaron Hommes
Manual: Carol Ann Hanshaw, Jay Wilbur
Special Thanks: Haven Dubrul, David Albert, Robert W. Lindsey, Doria Sanchez

Promotional Material

Physical Scans

Sega Retro Average 
Publication Score Source
70 AllGame
94 №158, p72-74[2]
50 2004-10-23
60 2005-07-01
84
83
87
91 №25, p63
91 №8, p16
50 2008-12-05
95 №27, p20-23
87 №1/95, p31[3]
92 №27, p76-78[4]
95 №48, p64/65
78
40 2006-04-12
96 №12, p70/71
95 №63, p50-52
94 №40, p40/41
80
91 №2, p97[5]
67 2011-12-27
Sega 32X
80
Based on
22 reviews
Sega Retro Average 
Publication Version Score
Beep! MegaDrive (JP) NTSC-J
75
[6]
Computer & Video Games (UK)
94
[2]
Computer + Video Giochi (IT)
90
[7]
Electronic Games (1992-1995) (US) NTSC-U
91
[8]
Electronic Gaming Monthly (US) NTSC-U
84
[9]
Famitsu (JP) NTSC-J
75
[10]
FLUX (US) NTSC-U
83
[11]
GameFan (US) NTSC-U
87
[12]
GamePro (US) NTSC-U
93
[13]
Gamer (GR)
81
[14]
Gamers (DE) PAL
60
[15]
Games World: The Magazine (UK) PAL
91
[16]
Hobby Consolas (ES)
90
[17]
Joypad (FR) PAL
92
[18]
MAN!AC (DE) NTSC
84
[19]
Mega (UK) PAL
95
[20]
Mega Force (FR) PAL
92
[21]
Mega Fun (DE) NTSC-U
87
[3]
Micro Kid's Multimédia (FR)
100
[22]
Micromanía (segunda época) (ES)
93
[23]
Mean Machines Sega (UK) PAL
92
[4]
Player One (FR)
95
[24]
Play Time (DE) PAL
87
[25]
Power Up! (UK)
95
[26]
Power Unlimited (NL)
78
[27]
Saturn Fan (JP) NTSC-J
78
[28]
Sega Magazine (UK) PAL
96
[29]
Sega News (CZ)
80
[30]
Sega Power (UK) PAL
95
[31]
Sega Pro (UK) PAL
94
[32]
Sega Pro (UK) PAL
84
[33]
Sega Force (SE)
100
[34]
Sega Saturn Magazine (JP) NTSC-J
88
[35]
Todo Sega (ES)
91
[36]
Ultimate Future Games (UK)
91
[37]
VideoGames (US)
80
[38]
Sega 32X
88
Based on
36 reviews

Doom (32X)

32X, US
Doom 32X US Box Back.jpgDoom 32X US Box Front.jpg
Cover
Doom 32X US Cart.jpg
Cart
Doom 32x us manual.pdf
Manual
32X, EU
Doom 32X EU Box.jpg
Cover
Doom 32X EU cart.jpg
Cart
32X, JP
Doom 32X JP Box Back.jpgDoom MD JP BoxSpine.jpgDoom 32X JP Box Front.jpg
Cover
Doom MD JP CartTop.jpg
Doom 32X JP Cart Back.jpgDoom 32X JP cart.jpg
Cart
Doom 32x jp manual.pdf
Manual
32X, BR
Doom 32X BR Box.jpg
Cover
Doom 32X BR Cart.jpg
Cart
32X, Asia
Doom 32X Asia Box Front.jpg
Cover
Necretro-round.svg
NEC Retro has more information related to Doom
  1. File:CVG UK 158.pdf, page 73
  2. 2.0 2.1 File:CVG UK 158.pdf, page 72 Cite error: Invalid <ref> tag; name ":File:CVG UK 158.pdf_p72" defined multiple times with different content
  3. 3.0 3.1 File:MegaFun DE 1995-01.pdf, page 31 Cite error: Invalid <ref> tag; name ":File:MegaFun DE 1995-01.pdf_p31" defined multiple times with different content
  4. 4.0 4.1 File:MeanMachinesSega27UK.pdf, page 76 Cite error: Invalid <ref> tag; name ":File:MeanMachinesSega27UK.pdf_p76" defined multiple times with different content
  5. File:UltimateFutureGames UK 02.pdf, page 87
  6. Beep! MegaDrive, "January 1995" (JP; 1994-12-08), page 26
  7. Computer + Video Giochi, "Gennaio 1995" (IT; 199x-xx-xx), page 76
  8. Electronic Games (1992-1995), "February 1995" (US; 1995-0x-xx), page 74
  9. Electronic Gaming Monthly, "January 1995" (US; 199x-xx-xx), page 40
  10. Famitsu, "1994-12-09" (JP; 1994-11-25), page 39
  11. FLUX, "Issue #4" (US; 1995-xx-xx), page 82
  12. GameFan, "Volume 2, Issue 12: December 1994" (US; 1994-xx-xx), page 27
  13. GamePro, "February 1995" (US; 199x-xx-xx), page 60
  14. Gamer, "Ianouários 1995" (GR; 1995-xx-xx), page 1
  15. Gamers, "Januar 1995" (DE; 1995-01-08), page 35
  16. Games World: The Magazine, "February 1995" (UK; 1994-12-xx), page 15
  17. Hobby Consolas, "Diciembre 1994" (ES; 1994-xx-xx), page 78
  18. Joypad, "Décembre 1994" (FR; 1994-1x-xx), page 90
  19. MAN!AC, "01/95" (DE; 1994-12-07), page 48
  20. Mega, "December 1994" (UK; 1994-11-30), page 20
  21. Mega Force, "Megadrive 32X elle est là!" (FR; 1994-12-02), page 22
  22. Micro Kid's Multimédia, "Février 1995" (FR; 1995-0x-xx), page 60
  23. Micromanía (segunda época), "Diciembre 1994" (ES; 1994-xx-xx), page 22
  24. Player One, "Décembre 1994" (FR; 1994-1x-xx), page 64
  25. Play Time, "2/95" (DE; 1995-01-04), page 101
  26. Power Up!, "Saturday, December 17, 1994" (UK; 1994-12-17), page 1
  27. Power Unlimited, "Jaargang 3, Februari 1995" (NL; 1995-01-25), page 40
  28. Saturn Fan, "1995 February" (JP; 1995-01-07), page 34
  29. Sega Magazine, "December 1994" (UK; 1994-11-15), page 70
  30. Sega News, "Leden 1997" (CZ; 1997-xx-xx), page 34
  31. Sega Power, "February 1995" (UK; 1994-12-15), page 50
  32. Sega Pro, "January 1995" (UK; 1994-12-01), page 40
  33. Sega Pro, "April 1996" (UK; 1996-02-28), page 24
  34. Sega Force, "2/95" (SE; 1995-04-19), page 8
  35. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 84
  36. Todo Sega, "Diciembre 1994" (ES; 1994-1x-xx), page 28
  37. Ultimate Future Games, "January 1995" (UK; 1994-12-01), page 97
  38. VideoGames, "December 1994" (US; 1994-1x-xx), page 72