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. | ||
− | + | ==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 | + | 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== | ==Production Credits== |
Revision as of 15:34, 13 December 2015
- For the Sega Saturn release, see Doom (Saturn).
Doom | ||||||||||||||||||||||||||||||
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System(s): Sega 32X | ||||||||||||||||||||||||||||||
Publisher: Sega | ||||||||||||||||||||||||||||||
Developer: id Software Sega of America | ||||||||||||||||||||||||||||||
Genre: Shoot-'em-Up | ||||||||||||||||||||||||||||||
Number of players: 1 | ||||||||||||||||||||||||||||||
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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.
Contents
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
- 32X ES PrintAd 1994-12.jpg
32X ES print advert
Physical Scans
88 | |
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Based on 37 reviews |
NEC Retro has more information related to Doom
|
- ↑ File:CVG UK 158.pdf, page 73
- ↑ 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 - ↑ 3.0 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 - ↑ 4.0 4.1 File:MeanMachinesSega27UK.pdf, page 76 Cite error: Invalid
<ref>
tag; name ":File:MeanMachinesSega27UK.pdf_p76" defined multiple times with different content - ↑ File:UltimateFutureGames UK 02.pdf, page 87
- ↑ Beep! MegaDrive, "January 1995" (JP; 1994-12-08), page 26
- ↑ Computer + Video Giochi, "Gennaio 1995" (IT; 199x-xx-xx), page 76
- ↑ Electronic Games (1992-1995), "February 1995" (US; 1995-0x-xx), page 74
- ↑ Electronic Gaming Monthly, "January 1995" (US; 199x-xx-xx), page 40
- ↑ Famitsu, "1994-12-09" (JP; 1994-11-25), page 39
- ↑ FLUX, "Issue #4" (US; 1995-xx-xx), page 82
- ↑ GameFan, "Volume 2, Issue 12: December 1994" (US; 1994-xx-xx), page 27
- ↑ GamePro, "February 1995" (US; 199x-xx-xx), page 60
- ↑ Gamer, "Ianouários 1995" (GR; 1995-xx-xx), page 1
- ↑ Gamers, "Januar 1995" (DE; 1995-01-08), page 35
- ↑ Games World: The Magazine, "February 1995" (UK; 1994-12-xx), page 15
- ↑ Game Informer, "December 1994" (US; 1994-1x-xx), page 12
- ↑ Hobby Consolas, "Diciembre 1994" (ES; 1994-xx-xx), page 78
- ↑ Joypad, "Décembre 1994" (FR; 1994-1x-xx), page 90
- ↑ MAN!AC, "01/95" (DE; 1994-12-07), page 48
- ↑ Mega, "December 1994" (UK; 1994-11-30), page 20
- ↑ Mega Force, "Megadrive 32X elle est là!" (FR; 1994-12-02), page 22
- ↑ Micro Kid's Multimédia, "Février 1995" (FR; 1995-0x-xx), page 60
- ↑ Micromanía (segunda época), "Diciembre 1994" (ES; 1994-xx-xx), page 22
- ↑ Player One, "Décembre 1994" (FR; 1994-1x-xx), page 64
- ↑ Play Time, "2/95" (DE; 1995-01-04), page 101
- ↑ Power Up!, "Saturday, December 17, 1994" (UK; 1994-12-17), page 1
- ↑ Power Unlimited, "Jaargang 3, Februari 1995" (NL; 1995-01-25), page 40
- ↑ Saturn Fan, "1995 February" (JP; 1995-01-07), page 34
- ↑ Sega Magazine, "December 1994" (UK; 1994-11-15), page 70
- ↑ Sega News, "Leden 1997" (CZ; 1997-xx-xx), page 34
- ↑ Sega Power, "February 1995" (UK; 1994-12-15), page 50
- ↑ Sega Pro, "January 1995" (UK; 1994-12-01), page 40
- ↑ Sega Pro, "April 1996" (UK; 1996-02-28), page 24
- ↑ Sega Force, "2/95" (SE; 1995-04-19), page 8
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 84
- ↑ Todo Sega, "Diciembre 1994" (ES; 1994-1x-xx), page 28
- ↑ Ultimate Future Games, "January 1995" (UK; 1994-12-01), page 97
- ↑ VideoGames, "December 1994" (US; 1994-1x-xx), page 72
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