Difference between revisions of "Doom (32X)"
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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 | + | ==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 occurring as an mid-development optimisation. | 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. | ||
Revision as of 17:12, 25 March 2016
- 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). 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.
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 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, 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 interpretations 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 credits
- 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
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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1995-03-07 | Page | |||||||||||
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1995-02-21 | Page | |||||||||||
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1995-02-15 | Page | |||||||||||
✔ |
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1994-12-01 | Page | |||||||||||
✔ |
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Cartridge | ||||||||||||
✔ |
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1994-10-08 | Page | |||||||||||
✔ |
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1994-10-08 | Page | |||||||||||
✔ |
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1994-10-02 | Page | |||||||||||
✔ |
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1994-09-28 | Page | |||||||||||
✔ |
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1994-09-27 | Page | |||||||||||
✔ |
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1994-09-25 | Page | |||||||||||
✔ |
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1994-09-23 | Page | |||||||||||
✔ |
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1994-09-21 | Page | |||||||||||
✔ |
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1994-09-16 | Page | |||||||||||
✔ |
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1994-09-14 | Page | |||||||||||
✔ |
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1994-09-09 | Page | |||||||||||
✔ |
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1994-09-06 | Page |
Promotional material
- 32X ES PrintAd 1994-12.jpg
ES print advert
Physical scans
88 | |
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Based on 37 reviews |
References
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
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tag; name ":File:EGM US 066.pdf_p40" defined multiple times with different content - ↑ File:Joypad FR 037.pdf, page 94
- ↑ 5.0 5.1 File:MegaForce FR Supplement 34.pdf, page 22 Cite error: Invalid
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tag; name ":File:MegaForce FR Supplement 34.pdf_p22" defined multiple times with different content - ↑ 6.0 6.1 File:MegaFun DE 1995-01.pdf, page 31 Cite error: Invalid
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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
- ↑ 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
- ↑ 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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