Sega 32X

The 32X version of Doom was published by Sega and released on November 21, 1994. The game features 17 maps from the first two episodes but none from the third episode and hence lacks the BFG9000, although it is documented in the manual and a cheat code can give the weapon to the player. Many of the maps have been abbreviated or simplified to accommodate console limitations. Unlike most console ports of Doom, there are no console-exclusive maps. This version also has no multiplayer mode.

Due to poor use of the YM2612 FM synthesis chip in the Sega Genesis, this version's soundtrack is noticeably inferior to that of other versions. Many sound effects are also missing. As with the Jaguar version, the levels have been edited and the game does not feature the Cyberdemon, Spiderdemon or the Spectre (however, unlike the BFG9000, they are not mentioned in the manual). There is also no way to save games, although there is a level select option that allows the player to start on any of the first fifteen levels.

If the player cheats while playing or uses the level select option, they will not see the real ending to the game and instead be presented with a DOS prompt (C:&gt;) after completing level 15. The game manual incorrectly states that the game will then warp the player back to level 1 to try again without cheats, which doesn't happen.

Like in the SNES and Jaguar ports, circlestrafing is impossible in this version due to the use of a "strafe on" key rather than separate left and right strafe keys.

There were a number of prototypes of this version leaked onto the internet by prototype collecter drx on February 23rd, 2008. Three of these were dated after the release, indicating that Sega was working on the engine sometime afterwards, possibly for a revision that was scrapped.

Bugs

 * Some status bar face graphics are flipped left to right with respect to the originals, so that when the Doomguy takes damage, the part in his hair appears to jump from side to side.
 * Rockets face the player when launched.
 * A Hall of Mirrors effect is visible in E2M2.
 * Occasionally, a loud and distorted sound effect plays upon opening an exit.
 * When the Invulnerability Sphere is active, some textures render improperly.
 * The exit switch in E2M6 is misaligned, making it invisible.

Development
As stated previously, 32X Doom seems to have originally been worked on as an independent project from Jaguar Doom. Doomguy is not animated in the statusbar. This version also lacks sound and music. The game is full screen. This build is dated September 6, 1994. Screen size was most likely reduced before the final due to performance concerns.

A video of this version can be watched here. (The music was added by the uploader. The actual prototype has no music or sound.)

In addition the following build (September 9, 1994) features a different rendition of At Doom's Gate played in all levels. However, it seems to be less full. That version can be seen in the video below.

Other differences from the original version

 * The enemies always face the player. Because of this, it is hard to tell if monster infighting is present in this port (but enemies can still harm each other inadvertently).
 * The light amplification visor is absent. To compensate for this, the brightness in many areas has been adjusted for easier visibility (most notably in E1M5).
 * The red tint from the Berserk Pack only lasts for four seconds.
 * Acquiring the Invulnerability Sphere tints the player’s vision yellow (rather than inverted monochrome).
 * The enemies in Nightmare! mode never respawn.
 * Enemies do not teleport into levels. This is especially apparent in E1M9; they are stored in monster closets instead.
 * The nukage pool in the north of E1M3 is fuller, allowing for easier escape.
 * E1M6’s red keycard is much easier to get.
 * E1M9’s skybox is red. This map uses the song “Sign of Evil”.
 * E2M2 has no crushers. The map’s song is “At Doom’s Gate”.
 * E2M6 has no fake exit.
 * E2M7 uses different textures and the basement is absent. The song is “On the Hunt”.
 * Completing the campaign from beginning to end rewards the player with a cast sequence.