Difference between revisions of "Doom (32X)"
From Sega Retro
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==History== | ==History== | ||
===Development=== | ===Development=== | ||
− | ''Doom'' was originally slated to arrive on a 24Mb (3MB) ROM cartridge, but was upgraded to 32Mb (4MB), making it the largest 32X game in development at the time{{fileref|SegaMagazine UK 11.pdf|page=9}}. | + | ''Doom'' was originally slated to arrive on a 24Mb (3MB) ROM cartridge, but was upgraded to 32Mb (4MB), making it the largest 32X game in development at the time{{fileref|SegaMagazine UK 11.pdf|page=9}}. However the final game was released on 3MB ROM cartridge. Most likely it was 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. |
==Production credits== | ==Production credits== |
Revision as of 06:21, 18 June 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.
Controls
General
D-Pad - Moves character. Holding while using D-Pad moves character at running speed. Holding while using D-Pad makes character strafe instead.
- Fire.
- Use (Open/close door; Activate switch).
When in Automap:
D-Pad - Moves character.
- Zoom in.
- Zoom out.
- Activates/deactivates grid.
START - Pauses with options menu; Resumes.
You can swap , and button functions around in options. It will also affect automap controls.
3-Button Mode
Pressing START while holding - Scroll through available weapons.
Pressing START while holding - View Automap.
When in Automap:
Pressing START while holding - Toogle Follow mode on/off.
Pressing START while holding - Hide Automap.
US manual has wrong information about Automap controls for 3-button controllers, futher contributing to rushed feel of this title.
6-Button Mode
- Scroll up through available weapons.
- Scroll down through available weapons.
- View Automap.
When in Automap:
- Toogle Follow mode on/off.
- Scale up or down instantly.
- 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 Berserk Pack), MODE + brings up pistol, etc.
Using Six Button Control Pad (Mega Drive) is highly recommended. Cheats also require use of buttons that aren't available on Three Button Control Pad (Mega Drive).
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.
Interestingly, 32X version updates Automap in real-time when it's activated, while on PC the changes will show up only if you hide and view Automap again.
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. 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.
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.
History
Development
Doom was originally slated to arrive on a 24Mb (3MB) ROM cartridge, but was upgraded to 32Mb (4MB), making it the largest 32X game in development at the time[2]. However the final game was released on 3MB ROM cartridge. Most likely it was 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.
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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✔ |
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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
- ↑ File:SegaMagazine UK 11.pdf, page 9
- ↑ 3.0 3.1 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 - ↑ 4.0 4.1 File:EGM US 066.pdf, page 40 Cite error: Invalid
<ref>
tag; name ":File:EGM US 066.pdf_p40" defined multiple times with different content - ↑ File:Joypad FR 037.pdf, page 94
- ↑ 6.0 6.1 File:MegaForce FR Supplement 34.pdf, page 22 Cite error: Invalid
<ref>
tag; name ":File:MegaForce FR Supplement 34.pdf_p22" defined multiple times with different content - ↑ 7.0 7.1 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 - ↑ 8.0 8.1 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
- ↑ 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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