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logidoom
Green Marine


Posts: 39
Registered: 07-04


I've allways said this..

I congratulate the developer for getting it up and running on the SNES, which had to be a task in itself.. outside of those special FX chips or whatever they are inside the red SNES cartirdges that helped boost overall game performance for games that had them (think they were just additional processors and ram in there... not shure though)

But seriously, there's just some things best left undone.

I'm sure it was the dime-mega if thats all you could play it on... You'd probably think it was the best thing going had you'd never glanced or seen it's PC or PSX counterparts...

But in all honesty ... you get what you paid. You bought a $150 SNES and DOOM for it... If you were expecting the quality and content of a game on a modern PC at that time, your probably better off playing side-scrollers...

Old Post 07-06-07 16:10 #
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Stealthy Ivan
DM 4 life


Posts: 1460
Registered: 01-03


Heh, I liked it even though I had DooM for pc, it was still fun to play... They did a good job on it!

Old Post 07-06-07 16:27 #
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Quasar
Moderator


Posts: 2223
Registered: 08-00



Maes said:


Well...by the time x86 processors were in the 20-33 MHz range, they were also 32-bit. AFAIK the fastest 286 used in a consumer PC never exceeded 16 (or 20) MHz, while everything from 386 to the very latest Core Duos are essentially 32-bit, making the i386 instruction set the longest-lived Intel architecture so far (1986-2006, the very least), excluding SSE/MMX/etc. extensions and the recently introduced IA64 extensions.

To make a comparison, the Sega 32X used two 20-MIPS CPUs and had no hardware acceleration for 3D graphics (a 486 could already achieve nearly 1 MIPS per MHz, so a 40 MHz 486 would be essentially on the par with a 32X, barring of course the twin-CPU parallelism and architectural differences).



While it's true the 386 could run in 32-bit mode, it took a while for software to catch up. Wolf3D for example is a 16-bit program but was most definitely targeted primarily at 386 systems which were then all the rage :)

Old Post 07-07-07 09:04 #
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Maes
Senior Member


Posts: 1509
Registered: 07-06



Quasar said:


While it's true the 386 could run in 32-bit mode, it took a while for software to catch up. Wolf3D for example is a 16-bit program but was most definitely targeted primarily at 386 systems which were then all the rage :)



Well yeah, but practically no commercial DOS software made after 1993, especially games, used 16-bit x86 code anymore, even if they weren't necessarily protected mode programs. On the converse, almost everything using protected mode was exclusively i386 32-bit code, including Doom itself. The good thing about DOS was that while it didn't do much of its own, at least it left the programmers plenty of freedom to put the OS aside and do almost whatever they wanted, including running 32-bit code on a 16-bit OS.

As for the 386...well it WAS primarily designed as a 32-bit extension to the x86 family, perhaps you're confusing it with the crippled 386SX variant (16-bit data bus, 24-bit address bus), which still qualified as 32-bit, technically.

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Old Post 07-07-07 17:33 #
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Lantern Jaw
Newbie


Posts: 5
Registered: 03-08


Framerate, floor/celing textures aside, the snes version did not compromise when it came to level layout, which cannot be said of the PSX version. I respect the Snes version for that.

Old Post 03-10-08 11:49 #
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Undead+priest
Junior Member


Posts: 171
Registered: 02-08


The SNES version is the first Doom i ever played and completed.I had a hard time and enemies go fast as hell the higher the difficulty...the thing i hate the most was the fact that the enemies are ALWAYS facing you so no monsters infighting possible...in the first page i saw a post of a guy who said his bro talked about a cheat.But there is no cheat in SNES Doom and Cyberdemon doesnt have any melee attack.For spider mastermind well...he his still as easy as usual even on the SNES.

The music kicked ass tho.

Old Post 03-10-08 14:51 #
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S!N
Green Marine


Posts: 37
Registered: 02-08



Doomworld said:
All the weapons are there, but you can only cycle through them one way. The rocket launcher doesn't throw you back. You will notice there is no texture on the roof or floors and that the monsters only have one direction, and when they die the ammo they drop isn't visible. There is no save feature either.
You can have a 1 on 1 deathmatch game if you have a X-Band network but co-op is not supported. Nightmare mode doesn't have respawning monsters. You can't turn and strafe at the same time even though there's separate strafe left/right buttons. The sounds are messed up too, some monsters use the same death sounds as pain sounds.

Other then this its fine ^^. i played doom on the SNES (and Wolfenstein) and it was quite fun as i didn't have a pc but really after i got a PSX and played it on there, i never played it on the SNES again.

Old Post 03-10-08 17:06 #
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Jim Rainer
Member


Posts: 355
Registered: 09-07


I played this at a friend's house about 10 or so years ago, and as far as I can remember, it was pretty great. Most of the problems in it are caused by the technological constraints of the system. Aside from those, the only problems I see with it are the music(it's all echoey[sp?]) and the censorship (which was prevelant in pretty much all of nintendo games at the time, or at least the American versions).

Old Post 03-10-08 23:45 #
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POTGIESSER
Senior Member


Posts: 1311
Registered: 06-04


SNES doom was what really gave me the Doom bug.


deathbringer said:


Oh, and also apparently the Cyberdemon is rather more difficult and fires rockets at the speed of chaingun bullets, and has a melee attack too

Yeah but you also get to use the plasma rifle instead of the rocket launcher which more then balances it out.


Quasar said:

SNES DOOM isn't actually a port at all. According to ASCII-text comments which can be found in the game's ROM using a Hex-editor, it's an entirely new game engine. The game uses the Super FX chip, so it's very likely based on texture-mapped polygons rather than columns.

However you feel about it, it IS a technical feat. It proves beyond any doubt that a PC running with its 33 MHz 16-bit processor and 640 KB of RAM could have done a lot more than Wolfenstein 3D :P

I found it comical when I tried emulating SNES Doom on my old P2 233mhz computer. Ran so choppy the frame rate was beyond playable.

Old Post 03-13-08 19:28 #
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