Doom
Doom, original PC game by ID Software. Super Nintendo conversion developed by Sculptured Software and published by Williams in 1993.
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Player's Review
"Welcome to Doom, soldier. Now shut up and start fighting because there's no time to waste! We're talking total war against the forces of evil with the only thing standing between civilization and the end of everything as we know it is you - one angry Marine with a hand- gun and a bad attitude. This is the full-auto, 16-meg faithful version of the PC original. Which means all the same monsters, levels, weapons and surprises are around for a screaming fast descent into danger with sudden death lurking around every corner. Strap on your ammo and prepare to spit lead. Because now's your chance to be a hero. Or die trying.
Features 16 megs of raw adrenaline. FX2 chip for screaming fast real time, 3D graphics. 22 gut-wrenching, mind-blowing levels. Includes all original secrets from the PC version. Includes all the original monsters, weapons and bosses."
The Super Nintendo adaption of Doom is an impressive feat even considering the need for additional hardware in the cartridge. Most of the original doom is in here and played full screen at half resolution. No doubt the flat ceiling and floor textures contribute to the performance. It might not look like much on a modern screen but would have looked the part on a 14" crt tv of the day hiding the low res graininess. Whilst the 32x game is a better game overall, the snes game has much better music and more levels and somehow easier to control.
Not much in the way of presentation. switch the game on and dive right into the gameplay. There are no difficulty options so your forced to play on easy mode which has the knock on effect of keeping the video reasonably short. It's not without challenge though as the controls can feel quite floaty and given the low frame rate and resolution it can be cumbersome to aim although you don't need to line up the enemies perfectly to land a shot. on the downside, neither do the enemies. The rockets (Super Rockets) are deadly, not only to the enemies but to yourself. An accidental wall hit or too close to the target can wipe you out in an instant. Their is no game over but you do have to restart the current level if killed.
Some levels are missing compared to the pc original. For the longplay , My goal is to show as much of the level as I can with the goal of showing all secrets in each level. This is made more challenging by the game not notifying when a secret is found as well as wall texture differences compared to the pc game I'm familiar with. One major change is the placement of the secret level in episode 2. It was moved to Mission 2 as Mission 5 Command centre where access was originaly located is not included. Whist each episode has its interlude ending, their is no final bunny ending. Upon completing the game, it will loop back to Mission 1 with no credit roll. I do show some credits though which appear each time you reset the console four times.
One last thing to note is that the source code was recently recovered for this game and exists on Archive.org. Recovered from backup media of the games development on an Amiga by a former Sculptured Software employee. A new updated version of the game is due to be released on an original cartridge in 2025 by Limited Run Games. Maybe utilising this newly found source code, the game will have performance improvements as well as 14 new levels including episode 4.
------- Knee-Deep in the Dead -------
00:00:00 E1M1: HANGAR
00:02:04 E1M2: NUCLEAR PLANT
00:08:04 E1M3: TOXIN REFINERY
00:16:06 E1M8: MILITARY BASE (secret level)
00:22:16 E1M4: COMMAND CONTROL
00:26:46 E1M5: PHOBOS LAB
00:34:58 E1M6: COMPUTER STATION
00:45:38 E1M7: PHOBOS ANOMALY
------- The Shores of Hell -------
00:49:18 E2M1: DEIMOS ANOMALY
00:53:33 E2M2: REFINERY
01:01:36 E2M6: FORTRESS OF MYSTERY (Secret Level)
01:04:12 E2M3: DEIMOS LAB
01:15:47 E2M4: HALLS OF THE DAMNED
01:26:11 E2M5: TOWER OF BABEL
-------- Inferno --------
01:28:48 E3M1: HELL KEEP
01:31:35 E3M2: SLOUGH OF DESPAIR
01:38:28 E3M3: PANDEMONIUM
01:47:48 E3M4: HOUSE OF PAIN
01:58:59 E3M5: MT. EREBUS
02:04:38 E3M8: WARRENS (Secret Level)
02:11:17 E3M6: GATE TO LIMBO
02:20:12 E3M7: DIS
-------------------------------
02:22:16 Credits
Features 16 megs of raw adrenaline. FX2 chip for screaming fast real time, 3D graphics. 22 gut-wrenching, mind-blowing levels. Includes all original secrets from the PC version. Includes all the original monsters, weapons and bosses."
The Super Nintendo adaption of Doom is an impressive feat even considering the need for additional hardware in the cartridge. Most of the original doom is in here and played full screen at half resolution. No doubt the flat ceiling and floor textures contribute to the performance. It might not look like much on a modern screen but would have looked the part on a 14" crt tv of the day hiding the low res graininess. Whilst the 32x game is a better game overall, the snes game has much better music and more levels and somehow easier to control.
Not much in the way of presentation. switch the game on and dive right into the gameplay. There are no difficulty options so your forced to play on easy mode which has the knock on effect of keeping the video reasonably short. It's not without challenge though as the controls can feel quite floaty and given the low frame rate and resolution it can be cumbersome to aim although you don't need to line up the enemies perfectly to land a shot. on the downside, neither do the enemies. The rockets (Super Rockets) are deadly, not only to the enemies but to yourself. An accidental wall hit or too close to the target can wipe you out in an instant. Their is no game over but you do have to restart the current level if killed.
Some levels are missing compared to the pc original. For the longplay , My goal is to show as much of the level as I can with the goal of showing all secrets in each level. This is made more challenging by the game not notifying when a secret is found as well as wall texture differences compared to the pc game I'm familiar with. One major change is the placement of the secret level in episode 2. It was moved to Mission 2 as Mission 5 Command centre where access was originaly located is not included. Whist each episode has its interlude ending, their is no final bunny ending. Upon completing the game, it will loop back to Mission 1 with no credit roll. I do show some credits though which appear each time you reset the console four times.
One last thing to note is that the source code was recently recovered for this game and exists on Archive.org. Recovered from backup media of the games development on an Amiga by a former Sculptured Software employee. A new updated version of the game is due to be released on an original cartridge in 2025 by Limited Run Games. Maybe utilising this newly found source code, the game will have performance improvements as well as 14 new levels including episode 4.
------- Knee-Deep in the Dead -------
00:00:00 E1M1: HANGAR
00:02:04 E1M2: NUCLEAR PLANT
00:08:04 E1M3: TOXIN REFINERY
00:16:06 E1M8: MILITARY BASE (secret level)
00:22:16 E1M4: COMMAND CONTROL
00:26:46 E1M5: PHOBOS LAB
00:34:58 E1M6: COMPUTER STATION
00:45:38 E1M7: PHOBOS ANOMALY
------- The Shores of Hell -------
00:49:18 E2M1: DEIMOS ANOMALY
00:53:33 E2M2: REFINERY
01:01:36 E2M6: FORTRESS OF MYSTERY (Secret Level)
01:04:12 E2M3: DEIMOS LAB
01:15:47 E2M4: HALLS OF THE DAMNED
01:26:11 E2M5: TOWER OF BABEL
-------- Inferno --------
01:28:48 E3M1: HELL KEEP
01:31:35 E3M2: SLOUGH OF DESPAIR
01:38:28 E3M3: PANDEMONIUM
01:47:48 E3M4: HOUSE OF PAIN
01:58:59 E3M5: MT. EREBUS
02:04:38 E3M8: WARRENS (Secret Level)
02:11:17 E3M6: GATE TO LIMBO
02:20:12 E3M7: DIS
-------------------------------
02:22:16 Credits
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