Nuxius
Member

Posts: 468
Registered: 02-05 |
Just remember, you asked for it. :p
Chu said:
The 32X was designed to add 32-bit capability to the Sega Genesis -- in other words, the add-on takes care of the Graphics and the Genesis takes care of the rest.
Actually, both the Genesis and the 32X shared graphics rendering. For most fighting games, for example, the Genesis handled the backgrounds while the 32X handled the sprites. You can see this for yourself by unplugging the cable that connects the 32X and Genesis together. Since the 32X can't send the Genesis what it's rendering, only what the Genesis is rendering will be displayed.
Chu said:
They contracted id Software themselves to port the title.
Actually, Sega themselves did the port, under the watchful eye of id. id was busy with Jaguar Doom at the time. id shared code with Sega as they were working on Doom for the Jaguar. So just like the 3DO, GBA and PlayStation versions, it was a port of Jaguar Doom, hence why id is listed in the credits as well as Sega's programmers.
Chu said:
and all of the tricks of the PC port
Not quite. It's missing fog, transparency, and the lighting has been greatly compressed. Also all of the sprites are always fullbright, regardless of how dark the sector they are in is (not that there were very many dark sectors in 32X Doom anyway.) :p
Chu said:
While the other console ports lack certain features, the 32X version was definitely the smoothest.
Huh? Both the Jaguar and PlayStation versions were way smoother than the 32X version (and that's not even counting the X-Box and X-Box 360 versions). Especially the PlayStation version. It's hard to tell what exactly it is you're trying to say there, considering those are two completely different subjects somehow connected together with a comma.
Chu said:
(only half of them are in the game).
Actually, it's closer to 2/3rds. The PC version had 27 levels, whereas the 32X had 17.
Chu said:
The controls seem to survive better in this version. They are somewhat customizable with a 6-button gamepad. You can cycle through them front and back, which makes it easy. Movement feels tight and you can also strafe (contrary to what people might say about this version). Now, if you have the standard 3-button controller (are you insane?) this is a problem. You can only cycle forward and strafing is a bit harder. It just feels more at home with 6 buttons -- if you can snag one, go for it. By the way, the game is also a lot of fun to play with the Arcade Pad that Sega made.
You might want to put the word "weapons" somewhere in this paragraph. As is, it sounds like you're trying to say you can cycle through controls.
Chu said:
"...if you think about it, the 32X version is better off both ways because it doesn't have to worry about multiplayer...that automatically makes any argument that the SNES had multiplayer futile.
I fail to see how an additional feature you don't have to use would make a game worse. Multiplayer in SNES Doom being irrelevant I could understand, but making it worse? No.
Chu said:
Someone at id Sega forgot to delegate the music to the sound designer, as the Genesis YM2612 FM chip is put to the most disgraceful use ever.
Heh, you can blame Brian Coburn for that mess. :p You can also blame Sega, in this case for hiring him to do it. In other cases you can still blame Sega since they never bothered to properly document the Q-Sound chip they added to the 32X so anyone could actually figure out how to use it.
Chu said:
and like the PC version, is the only port you can scale with (equivalent to the + and - keys in the PC version.
This also works in every other console port with the exception of the Jaguar and GBA versions (there they only have 5 preselected zoom levels). So it's not the only port.
Chu said:
I think out of the 3D0/SNES/32X/JAG I think the 32X version was the best. Jaguar was good too but it only had 7 monster types (imo that kills it).
And so did the 32X, I mean, you even said it in your review. o_O
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