Doom Super Nintendo Views
The Super Nintendo version of Doom was published by Williams Entertainment in September 1995, near the end of the system's life cycle. The cartridge features a Super FX 2 chip, and was one of few SNES games to feature a colored cartridge; The NTSC edition of Doom was available in a red casing. The game does not use the Doom engine, but features a custom engine programmed by Randy Linden.
The Super Nintendo Entertainment System version was published by Williams Entertainment in September 1995. The cartridge features a Super FX 2 chip, and was one of few SNES games to feature a colored cartridge: Doom came in a red cartridge in the USA; in Europe it came either in black or the standard grey cartridge; and the Australian version had red, black, and gray.
Doom 64, published by Midway Games and released in 1997, was a drastic departure from other Doom ports. The plot concerned the space marine from the original games returning to Mars to stem the tide of a demon invasion. The sprite graphics were redrawn using higher resolution 3D renders, and entirely new maps were used, as well as a new weapon, the Unmaker. Aubrey Hodges, who had rescored the PlayStation ports of Doom and Final Doom, provided a new soundtrack. There are two new enemies (the Nightmare Imp and Mother Demon) but Chaingunners, Arch-Villes, Revenants and Spiderdemons are all omitted from this version. Around this time, (possibly after disappointing sales of the Super NES port of Mortal Kombat) Nintendo had started to curtail its censorship of games, so Doom 64 contained more violent and graphic/bloody content than the SNES port.
Doom is world-renowned for it's specialist blend of Seek and Destroy gameplay - placing the emphasis on killing, and the required tools in your hands. If this all seems too extreme, rest assured that the recipient of your vented anger is no better than repulsive hell-spawn. This here is the classic good versus evil scenario, only this time the action is presented as in-your-face real-time 3-D! The power of Nintendo's Fx2 chip, combined with the programming talents of Sculptured Software - who handled MKII so well - have brought it to the Super NES.