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Doom (prototype, 19940906) - Software MAME

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Romset e nome:
doomp9 Doom (prototype, 19940906)
Software list:
32x Sega 32X cartridges con filtro NTSC-J, NTSC-U, PAL
Distributore:
Sega
Anno:
1994
Classifiche
Voto medio:
Romset
Prima release:
Mess 0.142u4 rilasciato il 25-mag-2011
Ultima release:
Mame 0.279 rilasciato il 31-lug-2025
Clone di:
doom Doom (Europe)
Stato emulazione
Software:
SUPPORTO PARZIALE
Dati aggiuntivi
  • History (en)
  • History (it)
  • XML
  • Sega Genesis 32X cart. published 31 years ago:

    Doom © 1994 SEGA of America, Inc.

    32X port of DOOM. This version contains only seventeen maps, taken from the Knee Deep in the Dead and The Shores of Hell episodes. No maps from the third episode, Inferno, have been included. Maps present: E1M1-E1M8 and E2M1-E2M7, as well as the two secret levels E1M9 and E2M9.

    TECHNICAL
    Game ID: 84506

    TRIVIA
    After the end credits, the game concludes by reverting to a fake DOS prompt if the player activated the cheat codes. This screen cannot be exited without shutting off the system. If the game was beaten without cheating, the prompt will not be shown; rather the player will see a montage of enemies encountered in the game, just as in DOOM II.

    UPDATES
    100894 PROTOTYPE
    Pretty close to the final. Last Prototype build available to the public from pre-release currently.

    092894 PROTOTYPE
    "I'm too Young to Die" can freeze the game if selected on the main menu.

    092794 PROTOTYPE
    First build with sound effects.
    Sound effects tend to cancel each other out. This is noticeable especially in the chaingun and monster death cries.
    The screwed up music in Military Base is removed and now the level has no music.
    Military Base is now listed as level 24, indicating a level was removed or that Military Base was moved up one slot in the internal data.
    The demo that plays on the main menu behaves oddly. the player spins 360 degrees non-stop.

    092594 PROTOTYPE
    Military Base now dumps the player in Level 4 like it is supposed to.

    092394 PROTOTYPE
    Final version music implemented. Sound effects still missing.
    Fortress of Mystery now correctly displays "Now Entering Level 26"
    Military Base and Fortress of Mystery don't seem to have any real music. Instead it seems to be a bunch of random sounds. It is possible that this was a music track but got corrupted for some reason. Of course, it may just be garbage sound.
    Screen border changed to the final version.
    Game speed issue from last build fixed.
    Fortress of Mystery is impossible to complete because the game doesn't register the player as having the blue key, even after collecting it.
    Copyright screen and Logo screen now appear before the main menu like in the final.

    092194 PROTOTYPE
    Military Base map now exists. The fences around the small building in the center of the main intersection have no walls but it has collision still. Beating Military Base warps the player to Fortress of Mystery strangely. However, the words "now entering Level 3" are displayed. This is strange because Military Base is listed as Level 25 internally.
    This build runs absurdly fast making Doomguy difficult to control at times.
    Menus finally work and adjusted to the final's.

    091694 PROTOTYPE
    HUD changed to the final version. Doomguy is finally animated.
    Military Base map still not added, resulting in the "Map 25 Not found" error mentioned previously.
    Music reenabled.

    091494 PROTOTYPE
    Screen size reduced dramatically. Border used for the game's window is different from the final's.
    Warp to Military Base functioning now but the level file doesn't exist yet resulting in an error to be displayed. The Level is listed internally as Map25.
    Level geometry and textures simplified greatly.
    The music from last build is disabled. Engine seems to have been possibly rebuilt.
    Last build to feature the old HUD.
    Framerate now at a consistent level.

    090994 PROTOTYPE
    Not many changes from last build.
    Still fullscreen and menus not functioning.
    Bug with Chaingun potentially freezing the game if shot at a wall in Level 2. (could be in previous build as well)
    Menu still not functioning. As with last build, it will pop up if start is pressed. The menu also has a password option added that doesn't work as well.
    Pausing the game is still impossible.
    Still no sound
    A very early (and possibly better) version of "At Doom's Gate" plays through the entire prototype during gameplay.
    Military Base not accessible and the player is warped to Level 4 instead.
    This is the last build to feature PC version textures and geometry. Also the last build to be in fullscreen.

    090694 PROTOTYPE
    Earliest Build known to public currently.
    Contains textures and level geometry from the PC version still.
    Fullscreen.
    Level 3's secret exit sends the player to Level 4 instead of the secret Military Base Level.
    No sound or music.
    Menu that doesn't work properly.
    Pausing the game is impossible.
    More detailed HUD with Ammo listing like in the PC version. Doomguy is not animated. Ammo listing also seems to not be functioning.
    Inconsistent framerate. Tends to jump around a lot.
    Menu number pallete is Red instead of Pink like the final's.

    STAFF
    ID SOFTWARE
    Biz Guy: Jay Wilbur
    Biz Assist: Donna Jackson
    Software Engineers: John Carmack, John Romero, Dave Taylor, Shawn C. Green
    Artists: Adrian Carmack, Kevin Cloud
    Designers: Sandy Petersen, American McGee
    Composer: Robert Prince
    Doom Logo: Don Punchatz

    SEGA
    Producer: Jesse Taylor
    Assistant Producers: Vincent Nason, Greg Becksted
    Product Manager: Tim Dunley
    Product Specialist: Nemer Velasquez
    Programming: Jonathan Flamm, Robert Hardy, Unni Pillai, Toshi Morita
    Art: Jenny Martin, Susan Greene
    Music: Brian Coburn
    Game Lead: Michael Baldwin
    Assistant Game Leads: Joel Breton, Christopher Lucich, Matt Underwood
    Testers: Fernando Valderrama, Aaron Loichinger, Kim Rogers, Ben Cureton, Lloyd Kinoshita, Aaron Hommes
    Manual: Carol Ann Hanshaw, Jay Wilbur
    Special Thanks: Haven Dubrul, David Albert, Robert Lindsey, Doria Sanchez

    CONTRIBUTE
    Edit this entry: https://www.arcade-history.com/?&page=detail&id=96293&o=2
    Informazioni fornite da © Alexis Bousiges
  • Informazioni fornite da Contribuisci alla traduzione da
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