Talk:Doom (Super NES)
From DoomWiki.org
Doomworld forums thread about easter egg in end credits: [1]. Ryan W 01:33, 14 July 2008 (UTC)
Contents
Auto-import today[edit]
Er, I should have mentioned that I was copying content from doom.wikia.com. :P Ryan W 21:15, 24 November 2011 (UTC)
Can anyone confirm that Nintendo themselves wanted or removed some of the Hell references from the game, as claimed by the article? —The preceding unsigned comment was added by Vermil (talk • contribs) .
- I noticed nobody ever replied to this. The only censorship I'm aware of that wasn't related to technical limitations (such as lack of blood splats, simply because hitscan attacks never spawn ANY sort of object at all, and lack of teleporter pentagrams because there are no floor/ceiling textures) would be removing the phrase "big badasses" from the episode one ending text, which was done on some of the other console ports as well if I remember correctly. Other than that, Nintendo was done with censoring violence in video games on the SNES after the huge blowback that occurred when they forced Mortal Kombat to be butchered. Doom referencing Hell did run close to their policy against religious symbolism, but apparently not close enough for them be bothered with it. --Quasar 14:40, 18 April 2014 (UTC)
Music[edit]
I somewhat question how it's being described in this article. I think it's pointless to mention the SNES's SPC hardware, as it's not notably different in general function than the Gravis Ultrasound. I also don't think it's fair to say that it's "generally considered to be of high quality." Although I'm probably in the minority on this, I absolutely cannot stand the SNES version's music, as I don't like the instrumental changes, and can't shake the feeling that the timing and rhythm is way off. I honestly consider it to be very poorly handled. Can't the "some dissaprove" line stay?
I suppose that "generally" does leave room for dissent, but it still feels too biased in favor of the music. That many people like it should certainly stay noted, but I feel that it's too subjective as for the quality of it. I don't think anyone can deny that the 3DO version's music had high production values, regardless of anyone's taste of the changes made. I'm not so sure about the production values of the SNES music, though. --Sodaholic 22:15, 17 April 2014 (UTC)
- I highly dislike "some do and some don't" or "this but that" on wiki articles because it is often times both obvious, and makes for difficult reading. If you feel that opinion is still too POV, then the statement should be removed from the article entirely as opposed to compromising the formal tone of the writing. There is no reason to not mention the SPC700. This wiki has a lot more technical stuff than that and enough people know what a "SPC" is to understand the relationship. --Quasar 22:47, 17 April 2014 (UTC)
- To confirm, you don't have a problem if I remove the stated praise? And I agree that "some do and some don't" is obvious, corny, and clogs things up. It's just that I felt that however in the minority I probably am, that negative views of the soundtrack were being entirely left out.
- The reason I find it unnecessary to mention the sound hardware is that I fail to see how it influences the design choices of the music. Such changes could be done on any hardware that supports playback with samples rather than FM synthesis. There's no real reason to exclude it, though, so I'm not asking to. --Sodaholic 02:38, 18 April 2014 (UTC)
- It's just for me that the matter is partially objective, in two ways: first, the music's *quality* in the sense of fidelity (decently sampled patches, a full enough mix, etc). is obviously high. Compare this to this to understand what lack of this sense of "quality" sounds like. You don't have to have a lack of issues with the SNES mix to understand that concept IMO. Amongst all the console ports, the Jag had no music except briefly during intermissions, the 3DO had an awesome but remixed soundtrack that some people also do not personally like, and the PSX port has a totally different (albeit also cool) sound track. So, out of all the console ports that have the original music, the SNES's is arguably the most accurate.
- In the second sense, it is objective in that it HAS received much critical praise. This does not mean everyone has to agree, but it also means it's a little odd to neglect the fact. A prominent example would be the Angry Video Game Nerd; his take on it is quite explicit at this point in his 32x review. So, those are my two issues with having nothing about the music mentioned in this article. --Quasar 14:24, 18 April 2014 (UTC)
Needs way more info on the Rage / Reality Engine[edit]
We know Jag Doom engine inside and out, no reason we can't tackle this one too. ConSiGno (talk) 16:22, 7 May 2018 (CDT)
- A crucial difference being that the source code for the Jaguar port was released; the SNES port is closed source. --Quasar (talk) 19:35, 7 May 2018 (CDT)
Pending edit 2020-07-16[edit]
"This is perhaps as a compensation of lack of distance-based damage count. For example, when using shotgun, the damage is counted on the shooter's angle, instead of the distance." Can you explain what you mean by this? Vanilla Doom does not factor distance into its damage formulae, and as far as I've been able to understand so far, neither does SNES Doom. As such the wording of this sentence is confusing and bordering on inaccurate. --Quasar (talk) 23:26, 16 July 2020 (CDT)
- When I was writing the passage, the lack of seven separate pellets in SNES shotgun's shot came to my mind. In vanilla Doom, these pellets affect the state of the target, while the SNES port only has a single powerful pellet. Based on my examination on gameplays of the SNES port, sometimes even the shots can still have lesser damage, depending on the player's angle. I had no idea how to phrase it properly at the time, so I might correct this later. --InDOOMnesia (talk) 00:09, 17 July 2020 (CDT)