Difference between revisions of "Doom (32X)"

From Sega Retro

(214 intermediate revisions by 30 users not shown)
Line 1: Line 1:
 
{{Bob
 
{{Bob
 
| bobscreen=Doom 32X Title.png
 
| bobscreen=Doom 32X Title.png
| screenwidth=
 
 
| title=Doom
 
| title=Doom
| publisher=[[Sega]], Various
+
| publisher=[[Sega]]
| developer= id Software
+
| developer={{company|[[Sega of America]]}}
| system=[[Sega 32X]], [[Sega Saturn]], PC, Various
+
| support={{company|[[id Software]]}}
| romsize=
+
| originaldevelopers={{company|[[id Software]]}}
| peripherals=
+
| originalsystem=IBM PC
| europe=[[File:Logo-32x.png|16px]] 1994 [[File:Logo-sat.png|16px]] 1997
+
| system=[[Sega 32X]]
| usa=[[File:Logo-32x.png|16px]] 1994 [[File:Logo-sat.png|16px]] Mar. 31, 1997
+
| sounddriver=[[GEMS]]
| japan=[[File:Logo-32x.png|16px]] Dec. 3, 1994 [[File:Logo-sat.png|16px]] July 11, 1997
+
| peripherals=[[Six Button Control Pad (Mega Drive)|Six Button Control Pad]]
| australia=
+
| players=1
| benelux=
+
| genre=Action{{fileref|Doom 32X JP Box Front.jpg}}, Shooting{{ref|https://web.archive.org/web/20130619133127/http://sega.jp/fb/segahard/32x/soft.html}}
| brazil=
+
| releases={{releases32X
| germany=
+
| 32x_date_jp=1994-12-03{{ref|https://web.archive.org/web/20130619133127/http://sega.jp/fb/segahard/32x/soft.html}}
| scandinavia=
+
| 32x_rrp_jp=7,800
| southkorea=
+
| 32x_code_jp=GM-4003
| genre=Shooter
+
| 32x_rating_jp=18
| timeattack=
+
| 32x_date_us=1994-11-21
| esrb=m
+
| 32x_code_us=84506
| vrc=
+
| 32x_rating_us=m
| sega=x
+
| 32x_rrp_us=69.99{{magref|gamepro|65|64}}
| pegi=16
+
| 32x_date_eu=1994-12-04
| elspa=
+
| 32x_code_eu=84506-50
| bbfc=15
+
| 32x_rating_eu=15
| usk=18
+
| 32x_date_pt=
| oflc=ma15
+
| 32x_code_pt=MD32X84506
| sell=
+
| 32x_rating_pt=15
| djctq=
+
| 32x_date_uk=1994-11-30{{magref|ctw|513|5}}
| cero=d
+
| 32x_code_uk=84506-50
| grb=
+
| 32x_rating_uk=15
| esra=
+
| 32x_rrp_uk=59.99{{magref|cvg|158|73}}{{magref|segamaguk|8|70}}
 +
| 32x_date_br=199x
 +
| 32x_code_br=152010
 +
| 32x_rating_br=18
 +
| 32x_date_as=199x
 +
| 32x_date_au=199x
 +
| 32x_rrp_au=99.95{{magref|smz|46|20}}
 +
| 32x_rating_au=ma15
 +
| 32x_code_au=FDOO02SXC
 
}}
 
}}
'''''Doom''''' is a first person shooter developed by id Software and released on December 10, 1993 for the PC. It was later ported to numerous platforms, two of which are [[Sega]] consoles. It 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.
+
| esra=15
 +
| otherformats={{NonSega|IBMPC|SNES|GBA|3DO|JAG|PC98|ARC}}
 +
}}{{OtherPage|desc=the [[Sega Saturn]] game|page=Doom (Saturn)}}'''''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). It 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.
 
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.
Line 42: Line 51:
 
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.
  
==Differences from PC Version==
+
===Controls===
===32X Version===
+
====General====
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.
+
'''D-Pad''' - Moves character. Holding {{A}} while using the '''D-Pad''' moves character at running speed. Holding {{C}} while using '''D-Pad''' makes character strafe instead.<br>
 +
{{B}} - Fire.<br>
 +
{{C}} - Use (Open/close door; Activate switch).
  
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.
+
When in Automap:<br>
 +
'''D-Pad''' - Moves character.<br>
 +
{{A}} - Zoom in.<br>
 +
{{B}} - Zoom out.<br>
 +
{{C}} - Activates/deactivates grid.
  
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; it's remember 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.
+
{{start}} - Pauses with options menu; Resumes.
  
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.
+
You can swap {{A}}, {{B}} and {{C}} button functions around in options. It will also affect automap controls.
  
===Prototypes===
+
====3-Button Mode====
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.
+
Pressing {{start}} while holding {{A}} - Scroll through available weapons.<br>
 +
Pressing {{start}} while holding {{C}} - View Automap.
  
===Saturn Version===
+
When in Automap:<br>
The Sega Saturn version of Doom was a rushed port of the Playstation version that was widely panned. It suffered framerate issues, lack of multiplayer (although the box stated it had multiplayer link up), and was seen as widely inferior to the Playstation port. It contained both Doom and Doom 2, with some changed to accomedate for the lost power on the console. It also contained the new levels the PSX version had, such as Club Doom. The Japanese release, released later, was seen as a better version due to tweaks in the game to improve performance.
+
Pressing {{start}} while holding {{A}} - Toggle Follow mode on/off.<br>
 +
Pressing {{start}} while holding {{C}} - Hide Automap.
  
==Production Credits==
+
The US manual has wrong information about Automap controls for 3-button controllers, further contributing to rushed feel of this title.
===id Software===
 
'''Design''': Shawn C. Green, Sandy Petersen, John Romero<br/>
 
'''Programming''': Michael Abrash, John Carmack, John Romero, Dave Taylor<br/>
 
'''Graphics / Artwork''': Adrian Carmack, Kevin Cloud<br/>
 
'''Tech Support''': Shawn C. Green<br/>
 
'''Level Design''': John Romero, Sandy Petersen, Shawn C. Green<br/>
 
'''Music''': Robert Prince<br/>
 
'''Sound Effects''': Robert Prince<br/>
 
'''Sound''': Paul Radek<br/>
 
'''Tools Programming''': John Romero<br/>
 
'''Audio Drivers''': Paul Radek<br/>
 
'''Creative Director''': Tom A. Hall<br/>
 
'''Biz''': Jay Wilbur<br/>
 
'''Special Thanks To''': Martin Kolodziej
 
  
===Sega===
+
====6-Button Mode====
'''Producer''': Jesse Taylor<br/>
+
{{X}} - Scroll up through available weapons.<br>
'''Assistant Producers''': Vincent Nason, Greg Becksted<br/>
+
{{Y}} - Scroll down through available weapons.<br>
'''Product Manager''': Tim Dunley<br/>
+
{{Z}} - View Automap.
'''Product Specialist''': Nemer Velasquez<br/>
 
'''Programming''': Jonathan Flamm, Robert Hardy, Unni Pillai, Toshi Morita<br/>
 
'''Art''': Jenny Martin, Susan Greene<br/>
 
'''Music''': Brian Coburn<br/>
 
'''Game Lead''': Michael Baldwin<br/>
 
'''Assistant Game Leads''': Joel Breton, Christopher Lucich, Matt Underwood<br/>
 
'''Testers''': Fernando Valderrama, Aaron Loichinger, Kim Rogers, Ben Cureton, Lloyd Kinoshita, Aaron Hommes<br/>
 
'''Manual''': Carol Ann Hanshaw, Jay Wilbur<br/>
 
'''Special Thanks''': Haven Dubrul, David Albert, Robert W. Lindsey, Doria Sanchez
 
  
==Manuals==
+
When in Automap:<br>
* {{file|Doom 32x jp manual.cbr|JP Manual}}
+
{{X}} - Toogle Follow mode on/off.<br>
 +
{{Y}} - Scale up or down instantly.<br>
 +
{{Z}} - Hide Automap.
  
==Physical Scans==
+
Pressing any button aside from '''D-Pad''' while holding {{mode}} will bring up a corresponding weapon. Examples: {{mode}}+{{start}} brings up fists/chainsaw (pressing again switches between them if player has the Berserk Pack), {{mode}}+{{A}} brings up pistol, etc.
{{ratings
+
 
| playerone=[[File:logo-32x.png|16px]] 91
+
Using [[Six Button Control Pad (Mega Drive)|Six Button Control Pad]] is highly recommended. Cheats also require use of buttons that aren't available on [[Control Pad (Mega Drive)|Three Button Control Pad]].
 +
 
 +
===Weapons===
 +
{{InfoTable|
 +
{{InfoRow
 +
| title=Fist
 +
| screenshot=
 +
| desc=When completely out of bullets, the game will automatically change the current weapon to the fist.
 +
}}
 +
{{InfoRow
 +
| title=Chainsaw
 +
| screenshot=
 +
| desc=Once the chainsaw has been obtained, it is impossible to re-select your fists as you can in other versions of ''Doom''.
 +
}}
 +
{{InfoRow
 +
| title=Pistol
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Shotgun
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Chaingun
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Rocket Launcher
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Plasma Rifle
 +
| screenshot=
 +
| desc=
 +
}}
 +
}}
 +
 
 +
Despite being highlighted in the US manual{{fileref|Doom 32x us manual.pdf|page=12}}, the most powerful weapon on ''Doom'', the BFG 9000, is not accessible during normal play due to the third episode being removed.
 +
 
 +
===Items===
 +
====Ammo====
 +
{{InfoTable|
 +
{{InfoRow
 +
| title=Clip
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Ammo Box
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Shells
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Box of Shells
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Rocket
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Rocket Case
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Cell
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Bulk Cell
 +
| screenshot=
 +
| desc=
 +
}}
 +
}}
 +
====Health and armour====
 +
{{InfoTable|
 +
{{InfoRow
 +
| title=Health Potion
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Stimpak
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Medikit
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Soul Sphere
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Spiritual Armor
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Security Armor
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Combat Armor
 +
| screenshot=
 +
| desc=
 +
}}
 +
}}
 +
====Miscellaneous====
 +
{{InfoTable|
 +
{{InfoRow
 +
| title=Radiation Suit
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Berserk Pak
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Backpacks
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Computer Map
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Invulnerability
 +
| screenshot=
 +
| desc=
 +
}}
 +
}}
 +
The "blur artifact" (or "partial invisibility") and light-amplification visor, which exist in other ports of ''Doom'', are not available on the 32X through normal play.
 +
 
 +
===Enemies===
 +
{{InfoTable|
 +
{{InfoRow
 +
| title=Former Human
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Former Human Sergeant
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Imp
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Demon
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Lost Soul
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Cacodemon
 +
| screenshot=
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=Baron of Hell
 +
| screenshot=
 +
| desc=
 +
}}
 +
}}
 +
Missing from this list, but which are present in the original IBM PC version of ''Doom'', is the Spectre enemy (essentially a semi-transparent Demon) and the two strongest enemies in the game, the Cyberdemon and Spiderdemon (the latter due to episode 3 being cut from this version).
 +
 
 +
Contrary to what the US manual claims{{fileref|Doom 32x us manual.pdf|page=21}}, enemies will not fight each other in this version of ''Doom'' (although they can still damage each other). Unlike the PC version, enemies only have front-facing sprites (which runs counter to the screenshots on the back of the North American box), however still have "waiting" code, meaning it is possible to sneak up on them. This leads to situations where an enemy appears to be looking at the player, but does not react to his or her movements from certain angles.
 +
 
 +
===Levels===
 +
The 32X version doesn't name its maps, simply labelling them with numbers. The names below come from the original IBM PC version of the game.
 +
 
 +
On the 32X, the first two episodes are played roughly in order, save for E1M9 which is moved to the end of the game, and E2M8 which is missing entirely. No maps from episode 3 appear in this version.
 +
 
 +
Levels 16 and 17 can only be accessed if the player beats the game, starting from level 1, with no cheats enabled. The US manual again erroneously claims that there is a "wrap-around" feature, where as an example, it suggests starting at level 8 will see the player progress to level 15 before then tackling levels 1-7{{fileref|Doom 32x us manual.pdf|page=5}}. Instead, the player will receive the "bad ending" after level 15, and be greeted with a fake DOS prompt.
 +
 
 +
{{InfoTable|imagewidths=200|
 +
{{InfoRow
 +
| title=1 (Hangar; E1M1)
 +
| screenshot=Doom 32X Level1.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=2 (Nuclear Plant; E1M2)
 +
| screenshot=Doom 32X Level2.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=3 (Toxin Refinery; E1M3)
 +
| screenshot=Doom 32X Level3.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=4 (Command Control; E1M4)
 +
| screenshot=Doom 32X Level4.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=5 (Phobos Lab; E1M5)
 +
| screenshot=Doom 32X Level5.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=6 (Central Processing; E1M6)
 +
| screenshot=Doom 32X Level6.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=7 (Computer Station; E1M7)
 +
| screenshot=Doom 32X Level7.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=8 (Phobos Anomaly; E1M8)
 +
| screenshot=Doom 32X Level8.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=9 (Deimos Anomaly; E2M1)
 +
| screenshot=Doom 32X Level9.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=10 (Containment Area; E2M2)
 +
| screenshot=Doom 32X Level10.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=11 (Refinery; E2M3)
 +
| screenshot=Doom 32X Level11.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=12 (Deimos Lab; E2M4)
 +
| screenshot=Doom 32X Level12.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=13 (Command Center; E2M5)
 +
| screenshot=Doom 32X Level13.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=14 (Halls of the Damned; E2M6)
 +
| screenshot=Doom 32X Level14.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=15 (Spawning Vats; E2M7)
 +
| screenshot=Doom 32X Level15.png
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=16 (Fortress of Mystery; E2M9)
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
{{InfoRow
 +
| title=17 (Military Base; E1M9)
 +
| screenshot=Notavailable.svg
 +
| desc=
 +
}}
 +
}}
 +
 
 +
==History==
 +
===Development===
 +
''Doom'' arrived on a 24Mb (3MB) ROM cartridge, albeit at some point of time it was reported that it will be upgraded from 24Mb to 32Mb (4MB), making it the largest 32X game in development at the time{{magref|segamaguk|11|9}}. Most likely it didn't make it to 32Mb due to the third episode levels being cut out to save development time in order to become [[Sega 32X]] launch title. If we take a look at the size of known prototypes of this game then we will see that prototypes between September 6 and September 21 were larger than 3MB, as well as October 2 build.
 +
 
 +
Builds were leaked onto the internet in February 2008 on Hidden-Palace site.
 +
 
 +
==Versions==
 +
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 occurring 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 many decorative objects and textures are missing and monsters have only front-facing sprites, albeit it's still possible to sneak up on enemies in rare cases as their behavior wasn't changed to take it into account. Monsters infighting was removed. Demons wake up on sound only if player is directly present in their radius.
 +
 
 +
Interestingly, the 32X version updates its Automap in real-time when it's activated, while on PC the changes will show up only if you hide and view the Automap again.
 +
 
 +
The levels set is shared with Atari Jaguar version, both being in development at the same time. Most likely 32X levels were being ported from Atari Jaguar in-progress builds. Atari Jaguar family levels set contains heavily simplified layout of levels from PC original, some maps being completely different, using less textures and objects as well. Due to 32X version being rushed it ended up being released before Atari Jaguar version thus the levels set is unfinished in comparison. It's missing the third episode and there are occasional glitches: Hall of Mirror effect in Level 10, for example. You can't finish certain levels 100% as some monsters were misplaced outside of rooms.
 +
 
 +
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 interpretations of ''Doom'''s music, with even the Super NES 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. Curiously US manual mistakenly says that in such case the game will wrap back to the first level so player can complete the remaining ones.
 +
 
 +
On the 32X, ''Doom'' usually runs at around 15-20FPS - a long way from the PC version's 35FPS, but higher than several other versions, such as the 3DO, Super NES and even Sega Saturn. Sega suggested that the 32X ''Doom'' performed just as well as an Intel 486 PC clocked at 50MHz, though was far less expensive{{magref|mms|26|26}}.
 +
 
 +
Interestingly enough, there are few builds of Doom 32X that were made after the final version. The files were named as "Doom RR", quite possible new revision was planned for the game. These builds contain no differences from final Doom 32X release much to public knowledge.
 +
 
 +
==Production credits==
 +
{{multicol|
 +
{{creditstable|
 +
{{creditsheader|[[id Software]] Development Team}}
 +
*''':''' John Carmack, John Romero, Adrian Carmack, Kevin Cloud, Sandy Peterson, David Taylor, American McGee, Shawn Green
 +
{{creditsheader|[[Sega of America]] Development Team}}
 +
*'''Programming:''' [[Jonathan E. Flamm]], [[Banjo Bob Hardy]], [[Toshiyasu Morita]], [[Marty Franz]], [[Rex Sabio]], [[Unni Pillai]]
 +
*'''Music:''' [[Brian Coburn]]
 +
*'''Art:''' [[Jenny Martin]]
 +
*'''Producer:''' [[Jesse Taylor|Jesse K. Taylor]]
 +
*'''Software Testing:''' [[Mike Baldwin]], [[Joel Breton]], [[Christopher Lucich|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
 +
| source=In-game credits
 +
| pdf=Doom 32X credits.pdf
 +
| console=32X
 +
}}
 +
 
 +
{{creditstable|
 +
{{creditsheader|[[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
 +
{{creditsheader|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 Lindsey|Robert W. Lindsey]], [[Doria Sanchez]]
 +
| source=US manual
 +
| pdf=Doom 32x us manual.pdf
 +
| pdfpage=22
 +
| console=32X
 +
}}
 +
}}
 +
 
 +
==Magazine articles==
 +
{{mainArticle|{{PAGENAME}}/Magazine articles}}
 +
 
 +
==Promotional material==
 +
{{gallery
 +
|{{gitem|Keep Devilishly Warm This Winter flyer back NL.png|NL flyer}}
 +
|{{galleryPrintAd
 +
|pu|17|75
 +
|pu|20|76
 +
}}
 +
|{{galleryPrintAd
 +
|superjuegos|33|26-27
 +
}}
 +
|{{galleryPrintAd
 +
|hacker|6|
 +
}}
 +
|{{galleryPrintAd|stranaigr|1|68-70
 +
|stranaigr|2|87-89}}
 +
}}
 +
 
 +
===Television advertisements===
 +
{{gallery
 +
|{{gitem|Doom 32X US TVAdvert.mp4|US TV advert}}
 
}}
 
}}
===32X Version===
+
 
 +
==Artwork==
 
<gallery>
 
<gallery>
File:Doom 32X US Box Front.jpg|US front cover
+
Doom 32X US Box Prototype.jpg|US prototype cover
File:Doom 32X US Box Back.jpg|US back cover
 
File:Doom 32X US Cart.jpg|US cart
 
File:Doom 32X EU Box.jpg|EU cover
 
File:Doom 32X JP Box Front.jpg|JP front cover
 
File:Doom 32X JP Box Back.jpg|JP back cover
 
File:Doom 32X BR Cart.jpg|BR cart
 
 
</gallery>
 
</gallery>
  
===Saturn Version===
+
==Physical scans==
<gallery>
+
{{ratings
File:Doom Saturn US Box Front.jpg|US front cover
+
| icon=32X
File:Doom Saturn US Box Back.jpg|US back cover
+
| gamesmaster=91
File:Doom Saturn EU Box.jpg|EU cover
+
| gamesmaster_source={{magref|gamesmaster|25|63}}
File:Doom Saturn EU Disc.jpg|EU disc
+
}}
File:Doom Saturn JP Box Front.jpg|JP front cover
+
{{Scanbox
</gallery>
+
| console=32X
 +
| region=JP
 +
| front=Doom 32X JP Box Front.jpg
 +
| back=Doom 32X JP Box Back.jpg
 +
| spine=Doom MD JP BoxSpine.jpg
 +
| cart=Doom 32X JP cart.jpg
 +
| cartback=Doom 32X JP Cart Back.jpg
 +
| carttop=Doom MD JP CartTop.jpg
 +
| manual=Doom 32x jp manual.pdf
 +
}}{{Scanbox
 +
| console=32X
 +
| region=US
 +
| front=Doom 32X US Box Front.jpg
 +
| back=Doom 32X US Box Back.jpg
 +
| cart=Doom 32X US Cart.jpg
 +
| manual=Doom 32x us manual.pdf
 +
}}{{Scanbox
 +
| console=32X
 +
| region=US (Not For Resale Cart)
 +
| front=
 +
| back=
 +
| cart=Doom 32X US NFR Cart.jpg
 +
| manual=
 +
}}{{Scanbox
 +
| console=32X
 +
| region=EU
 +
| front=Doom 32X EU Box.jpg
 +
| cart=Doom 32X EU cart.jpg
 +
| manual=Doom 32X EU Manual.jpg
 +
}}{{Scanbox
 +
| console=32X
 +
| region=PT
 +
| front=Doom 32X PT Box Front.jpg
 +
| cart=
 +
}}{{Scanbox
 +
| console=32X
 +
| region=AU
 +
| front=Doom 32X AU front.jpg
 +
| back=Doom 32X AU back.jpg
 +
| spine=Doom 32X AU spine.jpg
 +
| cart=Doom 32X EU cart.jpg
 +
}}{{Scanbox
 +
| console=32X
 +
| region=BR
 +
| cover=Doom 32X BR Box.jpg
 +
| cart=Doom 32X BR Cart.jpg
 +
}}{{Scanbox
 +
| console=32X
 +
| region=Asia
 +
| front=Doom 32X Asia Box Front.jpg
 +
| spinemissing=yes
 +
| back=Doom 32X Asia Box Back.jpg
 +
| cart=Doom 32X AS cart.jpg
 +
| cartback=Doom 32X AS cartback.jpg
 +
| manual=Doom 32X AS Manual.jpg
 +
}}
 +
 
 +
==Technical information==
 +
{{mainArticle|{{PAGENAME}}/Technical information}}
 +
 
 +
==References==
 +
<references/>
 +
{{NECRetro|title=Doom|italics=yes}}
  
[[Category:1994 Sega 32X Games]]
+
{{Doom32XOmni}}
[[Category:Sega 32X Games]]
 
[[Category:Sega 32X Action Games]]
 
[[Category:1997 Saturn Games]]
 
[[Category:Saturn Games]]
 
[[Category:Saturn Action Games]]
 

Revision as of 06:05, 12 February 2024

n/a

Doom 32X Title.png

Doom
System(s): Sega 32X
Publisher: Sega
Developer:
Supporting companies:
Original system(s): IBM PC
Developer(s) of original games: id Software
Sound driver: GEMS
Peripherals supported: Six Button Control Pad
Genre: Action[1], Shooting[2]

















Number of players: 1
Release Date RRP Code
Sega 32X
JP
¥7,8007,800 GM-4003
Sega Rating: 18 and Up
Sega 32X
US
$69.9969.99[3] 84506
ESRB: Mature
Sega 32X
EU
84506-50
ELSPA: 15+ OK
Sega 32X
PT
MD32X84506
ELSPA: 15+ OK
Sega 32X
UK
£59.9959.99[5][6] 84506-50
ELSPA: 15+ OK
Sega 32X
AU
$99.9599.95[7] FDOO02SXC
OFLC: MA15
Sega 32X
BR
152010
Tectoy: 18+
Sega 32X
AS
Non-Sega versions
For the Sega Saturn game, see Doom (Saturn).

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). It 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.

Controls

General

D-Pad - Moves character. Holding A while using the D-Pad moves character at running speed. Holding C while using D-Pad makes character strafe instead.
B - Fire.
C - Use (Open/close door; Activate switch).

When in Automap:
D-Pad - Moves character.
A - Zoom in.
B - Zoom out.
C - Activates/deactivates grid.

 START  - Pauses with options menu; Resumes.

You can swap A, B and C button functions around in options. It will also affect automap controls.

3-Button Mode

Pressing  START  while holding A - Scroll through available weapons.
Pressing  START  while holding C - View Automap.

When in Automap:
Pressing  START  while holding A - Toggle Follow mode on/off.
Pressing  START  while holding C - Hide Automap.

The US manual has wrong information about Automap controls for 3-button controllers, further contributing to rushed feel of this title.

6-Button Mode

X - Scroll up through available weapons.
Y - Scroll down through available weapons.
Z - View Automap.

When in Automap:
X - Toogle Follow mode on/off.
Y - Scale up or down instantly.
Z - Hide Automap.

Pressing any button aside from D-Pad while holding  MODE  will bring up a corresponding weapon. Examples:  MODE + START  brings up fists/chainsaw (pressing again switches between them if player has the Berserk Pack),  MODE +A brings up pistol, etc.

Using Six Button Control Pad is highly recommended. Cheats also require use of buttons that aren't available on Three Button Control Pad.

Weapons

Fist
When completely out of bullets, the game will automatically change the current weapon to the fist.
Chainsaw
Once the chainsaw has been obtained, it is impossible to re-select your fists as you can in other versions of Doom.
Pistol
Shotgun
Chaingun
Rocket Launcher
Plasma Rifle

Despite being highlighted in the US manual[8], the most powerful weapon on Doom, the BFG 9000, is not accessible during normal play due to the third episode being removed.

Items

Ammo

Clip
Ammo Box
Shells
Box of Shells
Rocket
Rocket Case
Cell
Bulk Cell

Health and armour

Health Potion
Stimpak
Medikit
Soul Sphere
Spiritual Armor
Security Armor
Combat Armor

Miscellaneous

Radiation Suit
Berserk Pak
Backpacks
Computer Map
Invulnerability

The "blur artifact" (or "partial invisibility") and light-amplification visor, which exist in other ports of Doom, are not available on the 32X through normal play.

Enemies

Former Human
Former Human Sergeant
Imp
Demon
Lost Soul
Cacodemon
Baron of Hell

Missing from this list, but which are present in the original IBM PC version of Doom, is the Spectre enemy (essentially a semi-transparent Demon) and the two strongest enemies in the game, the Cyberdemon and Spiderdemon (the latter due to episode 3 being cut from this version).

Contrary to what the US manual claims[9], enemies will not fight each other in this version of Doom (although they can still damage each other). Unlike the PC version, enemies only have front-facing sprites (which runs counter to the screenshots on the back of the North American box), however still have "waiting" code, meaning it is possible to sneak up on them. This leads to situations where an enemy appears to be looking at the player, but does not react to his or her movements from certain angles.

Levels

The 32X version doesn't name its maps, simply labelling them with numbers. The names below come from the original IBM PC version of the game.

On the 32X, the first two episodes are played roughly in order, save for E1M9 which is moved to the end of the game, and E2M8 which is missing entirely. No maps from episode 3 appear in this version.

Levels 16 and 17 can only be accessed if the player beats the game, starting from level 1, with no cheats enabled. The US manual again erroneously claims that there is a "wrap-around" feature, where as an example, it suggests starting at level 8 will see the player progress to level 15 before then tackling levels 1-7[10]. Instead, the player will receive the "bad ending" after level 15, and be greeted with a fake DOS prompt.

Doom 32X Level1.png

1 (Hangar; E1M1)

Doom 32X Level2.png

2 (Nuclear Plant; E1M2)

Doom 32X Level3.png

3 (Toxin Refinery; E1M3)

Doom 32X Level4.png

4 (Command Control; E1M4)

Doom 32X Level5.png

5 (Phobos Lab; E1M5)

Doom 32X Level6.png

6 (Central Processing; E1M6)

Doom 32X Level7.png

7 (Computer Station; E1M7)

Doom 32X Level8.png

8 (Phobos Anomaly; E1M8)

Doom 32X Level9.png

9 (Deimos Anomaly; E2M1)

Doom 32X Level10.png

10 (Containment Area; E2M2)

Doom 32X Level11.png

11 (Refinery; E2M3)

Doom 32X Level12.png

12 (Deimos Lab; E2M4)

Doom 32X Level13.png

13 (Command Center; E2M5)

Doom 32X Level14.png

14 (Halls of the Damned; E2M6)

Doom 32X Level15.png

15 (Spawning Vats; E2M7)

Notavailable.svg

16 (Fortress of Mystery; E2M9)

Notavailable.svg

17 (Military Base; E1M9)

History

Development

Doom arrived on a 24Mb (3MB) ROM cartridge, albeit at some point of time it was reported that it will be upgraded from 24Mb to 32Mb (4MB), making it the largest 32X game in development at the time[11]. Most likely it didn't make it to 32Mb due to the third episode levels being cut out to save development time in order to become Sega 32X launch title. If we take a look at the size of known prototypes of this game then we will see that prototypes between September 6 and September 21 were larger than 3MB, as well as October 2 build.

Builds were leaked onto the internet in February 2008 on Hidden-Palace site.

Versions

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 occurring 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 many decorative objects and textures are missing and monsters have only front-facing sprites, albeit it's still possible to sneak up on enemies in rare cases as their behavior wasn't changed to take it into account. Monsters infighting was removed. Demons wake up on sound only if player is directly present in their radius.

Interestingly, the 32X version updates its Automap in real-time when it's activated, while on PC the changes will show up only if you hide and view the Automap again.

The levels set is shared with Atari Jaguar version, both being in development at the same time. Most likely 32X levels were being ported from Atari Jaguar in-progress builds. Atari Jaguar family levels set contains heavily simplified layout of levels from PC original, some maps being completely different, using less textures and objects as well. Due to 32X version being rushed it ended up being released before Atari Jaguar version thus the levels set is unfinished in comparison. It's missing the third episode and there are occasional glitches: Hall of Mirror effect in Level 10, for example. You can't finish certain levels 100% as some monsters were misplaced outside of rooms.

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 interpretations of Doom's music, with even the Super NES 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. Curiously US manual mistakenly says that in such case the game will wrap back to the first level so player can complete the remaining ones.

On the 32X, Doom usually runs at around 15-20FPS - a long way from the PC version's 35FPS, but higher than several other versions, such as the 3DO, Super NES and even Sega Saturn. Sega suggested that the 32X Doom performed just as well as an Intel 486 PC clocked at 50MHz, though was far less expensive[12].

Interestingly enough, there are few builds of Doom 32X that were made after the final version. The files were named as "Doom RR", quite possible new revision was planned for the game. These builds contain no differences from final Doom 32X release much to public knowledge.

Production 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
Source:
In-game credits
Doom 32X credits.pdf
[13]


  • 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
Source:
US manual
Doom 32x us manual.pdf
[14]

Magazine articles

Main article: Doom (32X)/Magazine articles.

Promotional material

Keep Devilishly Warm This Winter flyer back NL.png
NL flyer
Keep Devilishly Warm This Winter flyer back NL.png
Logo-pdf.svg
Print advert in Power Unlimited (NL) #17: "Jaargang 3, Januari 1995" (1994-12-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Super Juegos (ES) #33: "Enero 1995" (199x-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Hacker (HR) #6: "05/1995" (1995-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Strana Igr (RU) #1 (1996-xx-xx)
also published in:
Logo-pdf.svg

Television advertisements

Artwork

Physical scans

Sega Retro Average 
Publication Score Source
91 [17]
Sega 32X
91
Based on
1 review
Sega Retro Average 
Publication Version Score
Beep! MegaDrive (JP) NTSC-J
75
[18]
Computer & Video Games (UK)
94
[19]
Computer + Video Giochi (IT)
90
[20]
Electronic Games (1992-1995) (US) NTSC-U
91
[21]
Electronic Gaming Monthly (US) NTSC-U
84
[22]
Famitsu (JP) NTSC-J
75
[23]
FLUX (US) NTSC-U
83
[24]
GameFan (US) NTSC-U
87
[25]
GamePro (US) NTSC-U
93
[26]
Gamer (GR)
81
[27]
Gamers (DE) PAL
60
[28]
Games World: The Magazine (UK) PAL
91
[29]
Game Informer (US) NTSC-U
78
[30]
Hobby Consolas (ES)
90
[31]
Joypad (FR) PAL
92
[32]
MAN!AC (DE) NTSC
84
[33]
Mega (UK) PAL
95
[34]
Mega Force (FR) PAL
92
[35]
Mega Fun (DE) NTSC-U
87
[36]
Micro Kid's Multimédia (FR)
100
[37]
Micromanía (segunda época) (ES)
93
[38]
Mean Machines Sega (UK) PAL
92
[39]
Player One (FR)
95
[40]
Play Time (DE) PAL
87
[41]
Power Up! (UK)
95
[42]
Power Unlimited (NL)
78
[43]
Saturn Fan (JP) NTSC-J
78
[44]
Sega Magazine (UK) PAL
96
[45]
Sega News (CZ)
80
[46]
Sega Power (UK) PAL
95
[47]
Sega Pro (UK) PAL
94
[48]
Sega Pro (UK) PAL
84
[49]
Sega Force (SE)
100
[50]
Sega Saturn Magazine (JP) NTSC-J
88
[51]
Todo Sega (ES)
91
[52]
Ultimate Future Games (UK)
91
[53]
VideoGames (US)
80
[54]
Sega 32X
88
Based on
37 reviews

Doom (32X)

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, 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, US (Not For Resale Cart)

Doom 32X US NFR Cart.jpg
Cart
32X, EU
Doom 32X EU Box.jpg
Cover
Doom 32X EU cart.jpg
Cart
Doom 32X EU Manual.jpg
Manual
32X, PT
Doom 32X PT Box Front.jpg
Cover
32X, AU
Doom 32X AU back.jpgDoom 32X AU spine.jpgDoom 32X AU front.jpg
Cover
Doom 32X EU cart.jpg
Cart
32X, BR
Doom 32X BR Box.jpg
Cover
Doom 32X BR Cart.jpg
Cart
32X, Asia
Doom 32X Asia Box Back.jpgNospine.pngDoom 32X Asia Box Front.jpg
Cover
Doom 32X AS cartback.jpgDoom 32X AS cart.jpg
Cart
Doom 32X AS Manual.jpg
Manual

Technical information

Main article: Doom (32X)/Technical information.

References

  1. File:Doom 32X JP Box Front.jpg
  2. 2.0 2.1 http://sega.jp/fb/segahard/32x/soft.html (Wayback Machine: 2013-06-19 13:31)
  3. GamePro, "December 1994" (US; 1994-xx-xx), page 64
  4. Computer Trade Weekly, "" (UK; 1994-11-14), page 5
  5. Computer & Video Games, "January 1995" (UK; 1994-12-15), page 73
  6. Sega Magazine, "August 1994" (UK; 1994-07-15), page 70
  7. Sega Megazone, "December 1994" (AU; 1994-1x-xx), page 20
  8. File:Doom 32x us manual.pdf, page 12
  9. File:Doom 32x us manual.pdf, page 21
  10. File:Doom 32x us manual.pdf, page 5
  11. Sega Magazine, "November 1994" (UK; 1994-10-15), page 9
  12. Mean Machines Sega, "December 1994" (UK; 1994-10-28), page 26
  13. File:Doom 32X credits.pdf
  14. File:Doom 32x us manual.pdf, page 22
  15. Power Unlimited, "Jaargang 3, April 1995" (NL; 1995-03-22), page 76
  16. Strana Igr, "Mart 1996" (RU; 1996-xx-xx), page 87
  17. GamesMaster, "January 1995" (UK; 1994-12-22), page 63
  18. Beep! MegaDrive, "January 1995" (JP; 1994-12-08), page 26
  19. Computer & Video Games, "January 1995" (UK; 1994-12-15), page 72
  20. Computer + Video Giochi, "Gennaio 1995" (IT; 199x-xx-xx), page 76
  21. Electronic Games (1992-1995), "February 1995" (US; 1995-0x-xx), page 74
  22. Electronic Gaming Monthly, "January 1995" (US; 199x-xx-xx), page 40
  23. Famitsu, "1994-12-09" (JP; 1994-11-25), page 39
  24. FLUX, "Issue #4" (US; 1995-xx-xx), page 82
  25. GameFan, "Volume 2, Issue 12: December 1994" (US; 1994-xx-xx), page 27
  26. GamePro, "February 1995" (US; 199x-xx-xx), page 60
  27. Gamer, "Ianouários 1995" (GR; 1995-xx-xx), page 1
  28. Gamers, "Januar 1995" (DE; 1995-01-08), page 35
  29. Games World: The Magazine, "February 1995" (UK; 1994-12-xx), page 15
  30. Game Informer, "December 1994" (US; 1994-1x-xx), page 12
  31. Hobby Consolas, "Diciembre 1994" (ES; 1994-xx-xx), page 78
  32. Joypad, "Décembre 1994" (FR; 1994-1x-xx), page 90
  33. MAN!AC, "01/95" (DE; 1994-12-07), page 48
  34. Mega, "December 1994" (UK; 1994-11-30), page 20
  35. Mega Force, "Megadrive 32X elle est là!" (FR; 1994-12-02), page 22
  36. Mega Fun, "01/95" (DE; 1994-12-21), page 31
  37. Micro Kid's Multimédia, "Février 1995" (FR; 1995-0x-xx), page 60
  38. Micromanía (segunda época), "Diciembre 1994" (ES; 1994-xx-xx), page 22
  39. Mean Machines Sega, "January 1995" (UK; 1994-11-30), page 76
  40. Player One, "Décembre 1994" (FR; 1994-1x-xx), page 64
  41. Play Time, "2/95" (DE; 1995-01-04), page 101
  42. Power Up!, "Saturday, December 17, 1994" (UK; 1994-12-17), page 1
  43. Power Unlimited, "Jaargang 3, Februari 1995" (NL; 1995-01-25), page 40
  44. Saturn Fan, "1995 February" (JP; 1995-01-07), page 34
  45. Sega Magazine, "December 1994" (UK; 1994-11-15), page 70
  46. Sega News, "Leden 1997" (CZ; 1997-xx-xx), page 34
  47. Sega Power, "February 1995" (UK; 1994-12-15), page 50
  48. Sega Pro, "January 1995" (UK; 1994-12-01), page 40
  49. Sega Pro, "April 1996" (UK; 1996-02-28), page 24
  50. Sega Force, "2/95" (SE; 1995-04-19), page 8
  51. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 84
  52. Todo Sega, "Diciembre 1994" (ES; 1994-1x-xx), page 28
  53. Ultimate Future Games, "January 1995" (UK; 1994-12-01), page 97
  54. VideoGames, "December 1994" (US; 1994-1x-xx), page 72
Necretro-round.svg
NEC Retro has more information related to Doom


Doom (32X)

Doom 32X Title.png

Main page | Comparisons | Maps | Hidden content | Development | Magazine articles | Video coverage | Reception | Region coding | Technical information