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The [[Wikipedia:32x|32X]] version of [[Doom]] was published by Sega in 1994. The game features 17 maps from the first two episodes but none from the [[Inferno|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. Unlike most console ports of Doom, there are no console-exclusive maps. This version also has no [[multiplayer]] mode.
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{{Infobox_Game|publishers = Sega|release_date = November 21, 1994|based_on = [[Atari Jaguar|Jaguar Doom]]}}The [[Wikipedia:32x|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 [[Inferno|third episode]] and hence lacks the [[BFG9000/Doom|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.
 
The game disappointed many fans since it did not play in a full screen, was missing many levels from other versions of the game, and only had the front sprite for the monsters. Because of this, there is no [[Monster infighting]] in this version.
 
   
 
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 [[Atari Jaguar|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.
 
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 [[Atari Jaguar|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.
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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:>) 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.
 
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:>) 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 Jaguar version, [[Strafing|circlestrafing]] is not possible in this version due to the use of a "strafe on" key rather than separate left and right strafe keys.
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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.
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== Bugs ==
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* 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. [https://web.archive.org/web/20111214012256/http://rome.ro/smf/index.php/topic,1514.msg31766.html]
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* [[Rocket launcher|Rockets]] face the player when launched.
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* A [[Hall of Mirrors]] effect is visible in [[E2M2]].<ref>https://yewtu.be/watch?v=hiFJE_aBkok&t=6860</ref>
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* Occasionally, a loud and distorted sound effect plays upon opening an exit.<ref>https://yewtu.be/watch?v=hiFJE_aBkok&t=7057</ref>
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* When the [[Invulnerability Sphere]] is active, some textures render improperly.<ref>https://yewtu.be/watch?v=hiFJE_aBkok&t=8728</ref>
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* The exit switch in [[E2M6]] is misaligned, making it invisible.
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== Development ==
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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.
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A video of this version can be watched [https://www.youtube.com/watch?v=LOVETKuwftI&feature=watch_response_rev here]. (The music was added by the uploader. The actual prototype has no music or sound.)
   
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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. [[File:Doom (32X) Prototype Music - Main Theme|thumb|right|300px]]
It should be noted that there were a number of prototypes of this version leaked onto the internet by prototype collecter drx on February 23rd, 2008. A few are very early and feature a slightly better interface. From the looks of things, Sega had tried to make their own version before deciding to use the Atari Jaguar version as a base. There are also a few builds that were dated after the release, indicating Sega was working on the engine some afterword, possibly for a revision that was scrapped.
 
   
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==Other differences from the original version==
Worms
 
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* 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).
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* 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.
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* Acquiring the [[Invulnerability Sphere]] tints the player’s vision yellow (rather than inverted monochrome).
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* The enemies in [[Nightmare!]] mode never respawn.
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* Enemies do not teleport into levels. This is especially apparent in [[E1M9]]; they are stored in [[monster closet]]s instead.
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* The [[nukage]] pool in the north of [[E1M3]] is fuller, allowing for easier escape.
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* [[E1M6]]’s [[red keycard]] is much easier to get.
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* [[E1M9]]’s skybox is red. This map uses the song “Sign of Evil”.
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* [[E2M2]] has no crushers. The map’s song is “At Doom’s Gate”.
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* [[E2M6]] has no fake exit.
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* [[E2M7]] uses different textures and the basement is absent. The song is “On the Hunt”.
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* Completing the campaign from beginning to end rewards the player with a [[cast sequence]].
   
 
== Images ==
 
== Images ==
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== See also ==
 
== See also ==
 
* [[Genesis Doom Project]]
 
* [[Genesis Doom Project]]
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* [[32X Doom Development]]
   
 
== External links ==
 
== External links ==
 
* [http://www.classicdoom.com/doomcomp.htm#09 Information about the port on ClassicDOOM.com]
 
* [http://www.classicdoom.com/doomcomp.htm#09 Information about the port on ClassicDOOM.com]
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* [https://online-emulators.com/sega32x/Doom ''Doom'' - Online Emulators]
   
{{s-start}}
 
{{s-port}}
 
{{s-bef|before=[[Atari Jaguar|Jaguar Doom]]}}
 
{{s-ttl|title=Doom for Sega 32X}}
 
{{s-non|reason=None}}
 
{{s-end}}
 
 
[[Category:Commercial ports]]
 
[[Category:Commercial ports]]

Latest revision as of 00:13, 10 November 2023

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:>) 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. [1]
  • Rockets face the player when launched.
  • A Hall of Mirrors effect is visible in E2M2.[1]
  • Occasionally, a loud and distorted sound effect plays upon opening an exit.[2]
  • When the Invulnerability Sphere is active, some textures render improperly.[3]
  • 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.

Doom_(32X)_Prototype_Music_-_Main_Theme

Doom (32X) Prototype Music - Main Theme

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.

Images

See also

External links