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Doom

1995

  • shooter
  • action
  • science fiction
  • single player

The story

The Super Nintendo version of Doom was published by Williams Entertainment on September 1, 1995, near the end of the system's life cycle. This is the first SNES title rated M for mature, and one of only three rated as such (the others being Mortal Kombat 3 and Ultimate Mortal Kombat 3, coincidentally also published by Williams Entertainment, Inc.). The cartridge features a Super FX 2 chip, and Doom was one of few SNES games to feature a colored cartridge; the NTSC release was available in a red casing. The game does not use the Doom engine, but features a custom engine, known as the Reality engine, programmed by Randy Linden.

What it’s like

Chunky, low-resolution 3D corridors with a slightly smeared, warm-dark look, rendered by the Super FX 2 chip inside a red cartridge that feels like a piece of hardware history in the hand. The Reality engine gives the rooms a dense, claustrophobic blockiness, with rust-brown walls, dim industrial lighting and bursts of red and orange from fireballs and muzzle flashes. Sound is driven by synth-leaning chiptune loops, stabs of metallic percussion and guttural growls echoing down the halls, with long stretches of quiet hum between firefights. The vibe is grim, tense and mechanical: a late-night, lone-player grind through a hostile base, suited to a long session on a cold evening or a retro-collector's afternoon. The pacing is steady and combat-led, with exploration and key-hunting punctuating frequent, close-range fights. Violence is constant and central: demons are shot and torn apart, with blood and gore present and intense, though presented at a lower fidelity than the PC original, so the fear comes more from pressure and sudden ambush than from detail. It is not gentle and not suitable for younger players. It is for people who want a grim, old-school shooter on a distinctive piece of 16-bit hardware, and who enjoy the strain of a slower, rougher engine pushing against its limits.

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