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Doom 32X went through a large amount of changes during its development cycle. This table below will list the changes. Throughout each of the known 16 prototypes and the final. These include the post release Doom RR Prototypes for a possibly cancelled rerevision of 32X Doom. The numbers are the build dates. For example 090694 means September 6, 1994.

Development Change Timeline
090694 Prototype *Earliest Build known to public currently.
  • Contains textures and level geometry from the PC version still
  • Fullscreen
  • Level 3's secret exit sends the player to Level 4 instead of the secret Military Base Level
  • No sound or music
  • Menu that doesn't work properly.
  • Pausing the game is impossible.
  • More detailed HUD with Ammo listing like in the PC version. Doomguy is not animated. Ammo listing also seems to not be functioning.
  • Inconsistant framerate. Tends to jump around a lot.
  • Menu number pallete is Red instead of Pink like the final's
090994 Prototype
  • Not many changes from last build.
  • Still fullscreen and menus not functioning.
  • Bug with Chaingun potentially freezing the game if shot at a wall in Level 2. (could be in previous build as well)
  • Menu still not functioning. As with last build, it will pop up if start is pressed. The menu also has a password option added that doesn't work as well.
  • Pausing the game is still impossible.
  • Still no sound
  • A very early (and possibly better) version of "At Doom's Gate" plays through the entire prototype during gameplay.
  • Military Base not accessible and the player is warped to Level 4 instead.
  • This is the last build to feature PC version textures and geometry. Also the last build to be in fullscreen.
091494 Prototype
  • Screen size reduced dramatically. Border used for the game's window is different from the final's.
  • Warp to Military Base functioning now but the level file doesn't exist yet resulting in an error to be displayed. The Level is listed internally as Map25.
  • Level geometry and textures simplified greatly.
  • The music from last build is disabled. Engine seems to have been possibly rebuilt.
  • Last build to feature the old HUD.
  • Framerate now at a consistant level.
091694 Prototype
  • HUD changed to the final version. Doomguy is finally animated.
  • Military Base map still not added, resulting in the "Map 25 Not found" error mentioned previously.
  • Music renabled.
092194 Prototype
  • Military Base map now exists. The fences around the small building in the center of the main intersection have no walls but it has collision still. Beating Military Base warps the player to Fortress of Mystery strangely. However, the words "now entering Level 3" are displayed. This is strange because Military Base is listed as Level 25 internally.
  • This build runs absurdly fast making Doomguy difficult to control at times.
  • Menus finally work and adjusted to the final's.
092394 Prototype
  • Final version music implemented. Sound effects still missing.
  • Fortress of Mystery now correctly displays "Now Entering Level 26"
  • Military Base and Fortress of Mystery don't seem to have any real music. Instead it seems to be a bunch of random sounds. It is possible that this was a music track but got corrupted for some reason. Of course, it may just be garbage sound.
  • Screen border changed to the final version.
  • Game speed issue from last build fixed.
  • Fortress of Mystery is impossible to complete because the game doesn't register the player as having the blue key, even after collecting it.
  • Copyright screen and Logo screen now appear before the main menu like in the final.
092594 Prototype
  • Military Base now dumps the player in Level 4 like it is supposed to.
092794 Prototype
  • First build with sound effects.
  • Sound effects tend to cancel eachother out. This is noticable especially in the chaingun and monster death cries.
  • The screwed up music in Military Base is removed and now the level has no music.
  • Military Base is now listed as level 24, indicating a level was removed or that Military Base was moved up one slot in the internal data.
  • The demo that plays on the main menu behaves oddly. the player spins 360 degrees non-stop.
092894 Prototype
  • "I'm too Young to Die" can freeze the game if selected on the main menu.
100294 Prototype
  • This build's console region setting is European. This may mean Sega of America was testing the performance on European consoles.
  • Military Base is no longer accessible if the player selects level 3 from the main menu. It can only be played if the game is played from Level 1 just like the Final.
  • Military Base is now Map 17 like the final and it now has actual music.
  • The sound cancelling out has been fixed. The Chaingun now sounds like it does in the PC version. Monster death sounds also had this issue last build and it is now fixed.
100894 Prototype
  • Pretty close to the final. Last Prototype build available to the public from pre-release currently.
Final This is the Final version.
120194 Prototype
  • Unknown what this is as the 32X version was released a few weeks before this build. Seems to be the start of a revision that was never finished. More research is needed though for differences. Unlike the previous prototypes (final version doesn't count.) it seems the same as the final but is dated after the official release (November 21, 1994).
021595 (Doom RR Prototype)
  • Being dated after the Final, this prototype doesn't feature any differences. Unlike the last post release prototype, this one goes by a seperate name, Doom RR. What RR actually stands for isn't currently known but it may mean rerevision perhaps. Needless to say, no Doom RR was released. More research is needed regarding differences.
022195 (Doom RR Prototype)
  • More research is needed regarding differences.
030795 (Doom RR Prototype)
  • More research is needed regarding differences. This is the very last Doom 32X prototype known to the public currently. Presumably, the game is most improved in this build.

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