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Doom (SNES)

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Title Screen


Developer: Sculptured Software
Publishers: Williams (US), Ocean (EU), Imagineer (JP)
Platform: SNES
Released in JP: March 1, 1996
Released in US: September 1995
Released in EU: October 26, 1995

SourceIcon.png This game has uncompiled source code.
DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.
GraphicsIcon.png This game has unused graphics.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

The SNES version of Doom is interesting for a number of reasons - it had a spiffy red cartridge, for one thing, and came with XBAND support for online multiplayer - but most notable is that it doesn’t run under the actual Doom engine, but instead a custom “Reality engine” built for the port.

As such, it fares quite a bit better than what one might expect, managing to bring over most of the game with more accurate level geometry than most of the 90’s console ports and only cutting a few levels along the way. It’s also fully uncensored and has a pretty rockin’ version of the soundtrack.

That said, the ugly graphics, lousy draw distance, poor framerate and removal of several important features (including circle-strafing and monster infighting) render it a pretty miserable experience when playing it today, but it’s still an impressive technical achievement that pushes the SNES (and the SuperFX chip) to its absolute limits.

And hey, it’s still better than the 3DO version.

The programmer has released the source code.

Programmer Messages

Present at ROM address 0x80810E:

Rage/Reality Engine written by Randy Linden.
Special thanks to my loving wife, Jodi Harvey.

Also, the Episode 1 sky texture (stored as an uncompressed 8bpp graphic at 0x8000) contains an additional message that is not actually visible in-game without somehow clipping outside of the boundaries of the map:


(Source: TheRetroMike)

Unused Mugshots

A set of unused mugshots for Doomguy is present in the ROM. According to the developer they were used in the XBAND multiplayer mode.

(Source: source needed)

Uncompiled Code

A small amount of uncompiled source code can be found in the data for several music tracks. This is only visible in SPC RAM after the data has been decompressed from ROM.

mov tempword,A            ; save ID code
mov PlayChan+X,A
mov PlayCurVelocity+

Hidden Credits

After booting the game and letting the game reach the title screen (so that resetting skips the copyright spiel and publisher splash screen), reset the game three times to bring up a hidden credits screen overlaid on the title screen. Another four resets will bring up a second page.

These credits only list the Sculptured Software team (i.e. no Id or publisher staff) and, curiously, use construction metaphors instead of normal job titles.

Page 1 Page 2
Doomsnes credits1.png Doomsnes credits2.png

Regional Differences

  • The hidden credits sequence mentioned above has been disabled in the European release. The Japanese version goes a little further and removes the unique soft-reset handling.
  • Japanese version shows the credits when you beat the game.
  • In the US and European releases, difficulty settings restrict what episodes you can play, with the full game only playable on Hurt me Plenty, Ultra-Violence and Nightmare settings. In the Japanese version, all episodes are available on all difficulties.
  • Enemies appear on the automap to an extent, sort of like the IDDT cheat in the PC version but more intelligent (i.e. only showing living monsters, not any actor).
  • Different regions have a different publisher logo splash screen before the title screen.
US Europe Japan
Doomsnes us pub.png Doomsnes eu pub.png Doomsnes jp pub.png
  • The end screen text in the Japanese version has been completely rewritten, in favour of some much simpler English.
Knee-Deep in the Dead The Shores of Hell Inferno
Doomsnes jp e1.png Doomsnes jp e2.png Doomsnes jp e3.png
To do:
Add text sequences from US release.