Additionally, enemies, scenery, and items are increasingly pixelated the farther away they are, to the point where far-off enemies may be indistinguishable from the scenery. The game runs at the system's native 256 x 224 pixel resolution, though it doesn't fill the entire screen instead, it runs in a window, with a black frame. Also, perhaps as a means to conserve processing power, sound propagation is unused, rendering all enemies deaf. Perhaps as a concession to this limitation, circle-strafing was also removed, though standard strafing is still possible. This renders 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. Due to memory limitations, the enemies are only animated from the front, which meant that they always appear to face the player. Multiplayer was available if the player bought an XBAND modem. The game lacks a back-up system, meaning that each episode must be finished from the beginning. The floors and ceilings are also not texture mapped. SNES Doom features 22 levels from the PC version, but the player's heads-up display does not take up the whole screen. The game does not use the Doom engine, but features a custom engine, known as the Reality engine, programmed by Randy Linden. The cartridge features a Super FX 2 chip, and Doom was one of few SNES games to feature a colored cartridge the NTSC release was available in a red casing. This is the first SNES title rated M for mature, and one of only three rated as such (the others being Mortal Kombat 3 and Ultimate Mortal Kombat 3, coincidentally also published by Williams Entertainment, Inc.). The Super Nintendo version of Doom was published by Williams Entertainment on September 1, 1995, near the end of the system's life cycle. A screenshot from the SNES version of Doom
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