![]() Additionally, perhaps to conserve processing power, monster infighting was not implemented, although it was made possible for monsters of the same type to damage each other with projectiles. This unusual enemy movement behaviour is (possibly intentionally) not that noticeable in the vanilla mapset, however can be easily demonstrated with a custom map containing a large, open room. Because of this, enemy behaviour drastically differs from the original, with a more erratic and unusual move pattern, where enemies "glide" to different positions at random speeds. Due to memory limitations, the enemies only display from the front, causing them to appear to always face the player. Furthermore, the game renders double-width pixels equivalent to low detail mode in the DOS version. The game runs at the system's most commonly used resolution of 256 x 224, though as with most other Super FX games it does not fill the entire screen instead, the game viewport is surrounded by a black frame. Multiplayer was available through the XBAND network, although only deathmatch mode is available. Although the manual states otherwise, the game supports the Super NES mouse and the Super Scope light gun. Restarting a level will keep all items collected from previous levels. ![]() A level, however, can be restarted if the player chooses the option while pausing the game. The game lacks any back-up or password system, meaning that each episode must be finished from the beginning. Unique to this port, the floors and ceilings lack texture mapping, with sectors being assigned two solid colors for the floor and ceiling out of a palette of 256 choices. The status bar is rearranged, though it keeps the concrete theme of the PC version, featuring an image of the weapon currently held instead of the original ammo numbers. A screenshot from the SNES version of DoomÄoom for the Super Nintendo features 22 levels from the PC version.
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