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Doom (32X)

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Title Screen


Developer: Sega
Publishers: Sega (US/EU/JP/AS), id Software (AU), Tec Toy (BR)
Platform: 32X
Released in JP: December 3, 1994
Released in US: 1994
Released in EU: 1994
Released in AU: 1994
Released in BR: 1994
Released in AS: 1994

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.

ProtoIcon.png This game has a prototype article

The first console Doom port to hit shelves, this version was intensely rushed in order to hit the stores in time for the holidays, even with John Carmack being parachuted into Sega of America to work around the clock on pushing the project over the finish line. Only 17 levels from the first two episodes of the PC release managed to make it in, and the music, well, it's seen better days...

Some of the source code is available in the Jaguar version's source.


Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Music


The End of DOOM

These two music tracks are used in the PC version when you start the game up and the ending of the game respectively. They're not used in this version.

Unused Areas


It's impossible to get 100% kills on Ultra-Violence difficulty in Level 2 because there's an imp placed in the void behind the exit switch. In the PC version of this level, there was a small lift where the exit switch is in this port, with this imp and the exit switch in an alcove it lowered into. The imp was never removed when the area was simplified.

To do:
Move the player start into this area, grab an in-game shot of it.

Several sections of Level 10, originally E2M2: Containment Area, were removed when the level was simplified for this port. One section was accidentally left in, however – it's highlighted in red in the image here. These three rooms were originally connected to a hallway with crushers near the red door. The sector defining the largest room is set as a secret type, so it is impossible to get 100% secrets in this level. There's also a chainsaw, two 4 shotgun shell pickups, an imp, two demons and nine lost souls orphaned in it, so getting 100% kills isn't possible either.

Missing Levels

Internally, the game's levels go from MAP01 to MAP15, then to MAP23 and MAP24. The seven missing levels were featured in the Jaguar port, which was developed side-by-side with this one. The unused levels will all load in this version of the game if they're restored (with the exception of Level 20). A patch to restore the missing levels is available here.

Unused Graphics

Doom-BAL3 anim unused.gif Doom-BAL3a anim unused.gif Doom-BAL4 anim unused.gif Doom-BAL4a anim unused.gif Doom-BAL5 anim unused.gif Doom BAL6 anim unused.gif

These projectile and impact sprites are also present in PC versions prior to v1.666. They're just as unused in this port.


The flaming barrel from Doom II is present in the IWAD, but never used.


Tall tech columns were removed from every Knee-Deep level, but their graphics remain in the ROM.

Doom32x - Small Grey Stalagnite.png

This small grey stalagmite is not featured in any levels, either. This even lacks an editor thing number, which is always applied to any object in the game.

Doom32x - Tech Wall Texture.png

A texture taken from Doom II. In this version, it has a mysterious internal name: CBLUE01.

Unused Behavior


Apparently crushers, which are present in the original DOS version, are still fully functional but unused due to the geometry being based off the Jaguar port, which does not feature any crushers. Whether or not they were scrapped due to performance issues is still a mystery, although it's possible that due to using the Jaguar version of the maps there wasn't enough time left to add crushers back.

Unused Items


Oh, yes.

Despite being fully implemented into the game and being described in the manual, the BFG9000 weapon simply isn't placed in any of the game's levels. It can be accessed by using the All Items cheat (Up + Mode + A + C simultaneously while paused), and quick-selected by pressing Mode + Z.


Total visibility! Normal light visor.

Both the blur artifact (partial invisibility) and light amplification visor can be placed in a level, but neither actually have any effect when collected.

Skull Keys

You pick up an invisible skull key.

Skull keys are fully functional, but the status bar isn't set up to display them. This can easily be seen by using the patch linked above to restore the missing levels.

Unused Text

This port does not use the on-screen displays when picking up items, yet they are present in the ROM, starting at 3C468 and 3C8B8, respectively.

You pick up the armor.
You got the MegaArmor!
You pick up a blue keycard.
You pick up a yellow keycard.
You pick up a red keycard.
You pick up a blue skull key.
You pick up a yellow skull key.
You pick up a red skull key.
You pick up a stimpack.
You pick up a medikit that you REALLY need!
You pick up a medikit.
Radiation Shielding Suit
Computer Area Map
P_SpecialThing: Unknown gettable thing
You pick up a health bonus.
You pick up an armor bonus.
Picked up a clip.
Picked up a box of bullets.
Picked up a rocket.
Picked up a box of rockets.
Picked up an energy cell.
Picked up an energy cell pack.
Picked up 4 shotgun shells.
Picked up a box of shotgun shells.
Picked up a backpack full of ammo!
You got the BFG9000!  Oh, yes.
You got the chaingun!
A chainsaw!  Find some meat!
You got the rocket launcher!
You got the plasma gun!
You got the shotgun!


If you extract the WAD from the ROM and open any of the maps with a map editor, they all contain spawn points for Co-op and Deathmatch players, as well as things with the 'Multiplayer Only' flag set, but this port features no multiplayer capabilities, so these things are never seen in maps.