Super NES

The Super Nintendo version was published by Williams Entertainment in September 1995, near the end of the system's lifecycle. 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.

SNES Doom features almost every level from the PC version, but the player's heads-up display doesn't take up the whole screen. The floors and ceilings were also not texture mapped. This game also lacked a back-up system, meaning that each episode must be finished from the beginning. Multiplayer only available if a player bought an XBAND modem. Due to memory limitations, the enemies were only animated from the front, which meant that they always faced the player. This rendered monster infighting impossible, although it was made possible for monsters of the same type to damage each other with projectiles in this version of the game. Perhaps as a concession to this limitation, circle-strafing was also removed from this version, since it would be pointless. The game runs at the system's native 256 x 224 pizel resolution.

Interestingly, some of the maps used in the Super Nintendo port are actually more intricate and detailed, the closest to the PC version, than their counterparts on the more powerful consoles and it features the Cyberdemon and Spider Mastermind monsters that the Atari Jaguar and Sega 32X versions lack. It also managed to retain the soundtrack that the Jaguar version lacked, and has a music score that is near-flawless considering its hardware limitations. The musical score, which uses the system's on-board sound processors, plays new arrangements of each song rather than the PC version's own MIDI format. The musical arrangements of the SNES version are generally praised. It has a unique difficulty system where you can only access later episodes on harder difficulties. According to concerns from Nintendo, the Super Nintendo version was modified to not include any hell references (this proved to be false, as the "Inferno" chapter is still taking place in Hell and contains at least one inverted cross); furthermore, blood drawn from gunfire was removed to make the game seem less violent (though the graphic death sequences still remained), though it could have possibly been due to the lack of memory in a 16-bit cartridge. Many believe that this issue led to mixed reviews.

The Automap took advantage of the rotating and scaling of the Super FX chip, with the entire map spinning around the player's position rather than the player being portrayed with an arrow. Due to system limitations no particles such as blood impacts, smoke or bullet sparks were present in the game - indeed, the shotgun did not fire seven individual shots as normal, but rather functioned something like a hunting rifle. This allowed a player to shoot (and be shot) from a distance using the shotgun with no decrease in power. Finally, the Nightmare mode did not feature the respawning of the original incarnation, but still contained very fast and tough monsters as normal.