\---            \---
                             \    |\  | |--- \
                              \   | \ | |---  \
                               >  |  \| |--- \ \
                              /                \\

                            |\               |  |
                            | \  |---| |---| |\/|
                            |  > |   | |   | |  |
                            | /  |---| |---| |  |
                            |/                  |

                               ----       ----|
                               |    |---| |   |
                               |___ |---| |   |
                               |    |   |  \ \|
                               |             \X

                                 Version 1.3
                      Last changed: January 27, 1996

[-1] Copyright 'n legal stuff

        Copyright (c) 1996 H.J. Hornbeck.

        Every thing in this document  (including  the  sucky ASCII art) can
be copied in part or in whole as long as credit is given to the author (me,
H.J.  Hornbeck), it is not distributed at a profit, and it's content is not
modified in any way. So there.

        All  trademarks  belong  to  their  respective  companies  and  are
technically  recognized,  Ie.   "Nintendo"  is  a  registered  trademark of
Nintendo of America, Inc., so  if  you  use the word "Nintendo" without the
proper legal mumbo jumbo, you could get sued. I think.

        All rights reserved. Whatever that means.

        If anyone out there is stupid enough to kill,  maim, or do anything
else really nasty because they played  DOOM  (or read this FAQ), they are a
complete moron out of his/her own fault and not mine or the folks at id.

        Finally, anyone who knows what this legal stuff means and if I left
anything out, by all means E-mail me at "hjhornbe@freenet.calgary.ab.ca"

[0] Contents:

 [1] Introduction
    [1.1] A little about the author
    [1.2] "Uh, why?"
    [1.3] What's needed
    [1.4] Revision history

 [2] Summary of the SNES version of DOOM
    [2.1] How are the levels and their quality?
    [2.2] What about the graphics and sound?
    [2.3] Any nitpicks?

 [3] Playing the game
    [3.1] My musings on the levels
    [3.2] What are good two player levels?
    [3.3] Any playing tips?

 [4] THE CODES!!
    [4.1] Bad news...
    [4.2] Why won't a Game Genie work?

 [5] Credits
    [5.1] Who helped me in assembling this "FAQ"
    [5.2] Where to get this "FAQ" or others pertaining to DOOM
    [5.3] How to contact the author


[1] Introduction

[1.1] A little about the author

        You  can  call me H.J.  Hornbeck.  My DOOM credentials are somewhat
unusual:  I  have  managed  to  pass  the  SNES  version  on  the Nightmare
difficulty,  and yet I have never ever actually owned a copy of DOOM in any
version   (Important note:  Read the  "Nitpick" section of this  FAQ before
assuming I am a DOOM god).  Most of  my learning time has been spent on the
32x  version that a friend of my brother owns, in total about two weeks via
trades.  Some more was spent on the  SNES  version,  a total of about three
rentals.  The rest, a total of about one hour, comes from the real thing on
a friend's  computer.  However, I have personally seen  every level  in the
SNES DOOM twice, some others WAY more times than that :).

        Because of this odd position of mine, any  additions  to  this  FAQ
will  have to run on the "# confirmed" system.  What that means is that any
additions will have a number in brackets placed before it,  like this: {2}.
The number inside the  brackets  is  the  number of confirmations there has
been on that tidbit.  Anything confirmed by me (during a rental) will  have
a "HJH"  in  the  brackets.

                                        H.J. Hornbeck

[1.2] "Uh, why?"

    Good question.  Some people may not understand why this FAQ exists when
there are better translations of DOOM.   There are two reasons.  First, the
32x version was worse than the SNES version and it has a FAQ.  Secondly,  I
like the  game.  Thirdly,  I was  bored and had  about 20  billion hours to

[1.3] What's needed

        -Anyone seen the end credits? I haven't yet.
        -FEEDBACK FEEDBACK FEEDBACK!  If you have ANYTHING that might be of
    some  import,  puh-LEEESE  send  it  to  me  right  away,  ASAP,  etc.!
    "hjhornbe@freenet.calgary.ab.ca", remember?

[1.4] Revision history

    v1.0 - I wrote a FAQ (duh!) (This one never got distributed) (12/23/95)

    v1.1 - I revised the FAQ.  Edited it, added more code info, changed the
version #. (1/7/96)

    v1.2 - Another  revision  (do  you  see  a  trend  here?).  Added a few
details in the sound glitches, on rockets, and finally in  the  game  genie
section. (1/13/96)

    v1.3 - Revised and added tidbits and  odds and ends and bits and pieces
and bric-a-brac and.... gee, I'm hungry suddenly. (1/27/96)


[2] Summary of the SNES version of DOOM

[2.1] How are the levels and their quality?

        Levels that went the way of the Dodo  (in computer DOOM I,  but not

    Central Processing (E1M6)
    Containment Area (E2M2)
    Command Center (E2M5)
    Spawning Vats (E2M7)
    Unholy Cathedral (E3M5)

        Levels that hung on:

   Knee Deep In The Dead:                    The Shores Of Hell:
    Hangar (E1M1)                             Deimos Anomaly (E2M1)
    Nuclear Plant (E1M2)                      Refinery (E2M3)
    Toxic Refinery (E1M3)                     Fortress Of Mystery (E2M9)
    Military Base (E1M9)                      Deimos Lab (E2M4)
    Command Control (E1M4)                    Halls Of The Damned (E2M6)
    Phobos Lab (E1M5)                         Tower Of Babel (E2M8)
    Computer Station (E1M7)
    Phobos Anomaly (E1M8)

                        Hell Keep (E3M1)
                        Slough Of Despair (E3M2)
                        Pandemonium (E3M3)
                        House Of Pain (E3M4)
                        Mt. Erebus (E3M6)
                        Warrens (E3M9)
                        Limbo (Gate To Limbo) (E3M7)
                        Dis (E3M8)

        Note: The ninth  missions  in  each  episode  are the secret levels
(Military Base, Fortress Of Mystery, Warrens), but they are listed in order
of play (giving more than a slight hint of what levels to look  for  secret
exits in).

        Another  note:  Whenever  a  level's  name is followed by something
similar to  (E1M1),  that  is  the  episode  and  mission  numbers  for the
original DOOM.

        As for what the levels actually look like, THEY ARE THE SAME AS THE
ORIGINAL COMPUTER  VERSION!!!  The secrets listed in the  computer DOOM FAQ
can be used for the secrets in  SNES DOOM,  the locations of  weapons still
apply, and so on. There are only two differences, one being that walls that
formerly  took a  round of  ammo to open  now open in  the normal way.  The
possible second  deals with the fact that rocket explosions don't throw you
around. According to the computer DOOM FAQ, a secret in Mt. Erebus requires
you to be thrown via a rocket blast.  In SNES DOOM, I'm guessing the secret
was repositioned accordingly.

        All right, I lied; there is one more change.  Command Center is  no
longer  in  the game, but the secret level was supposed to be accessed from
there.  That would make getting the secret level rather tricky, so  it  was
removed. I don't think there are many more differences that I missed. Flame
me if I did.

[2.2] What about the graphics and sound?

        Naturally, since DOOM is a 32-bit game but the SNES is only 16-bit,
a  little  has  to  be  lost.   Fortunately, very little actually was.  The
biggest hits are in  the  bitmap  department,  were  the  loss of detail is
evident.  In addition, the floor and ceiling textures were removed.  Not  a
huge  loss,  actually,  but  sometimes  I long for lava that is more than a
green or red tone.  The  frame  rate  is liveable.  The enemies always face
you, too.  It gets unnerving after a while.

        The good news:  The darkness is still  there,  so pitch-black areas
in computer DOOM still remain and gamma  correction is still a way to cheat
(use the brightness and contrast controls on your TV).   Far  away  objects
get  darker, too.   Your  guns  still  light  up sectors.  The invisibility
sphere gives a better looking  invisibility.  All the monsters, items, etc.
are present and seem to be  in  the  right  spots.   The  action  is  "full
screen":  the  view  area  spans  the length of the status bar, but doesn't
quite go to the edges of the  screen.  Better than the 32x version, I might
add :).  Finally, the fading lights still  fade  and  the  blinking  lights

        The sound department is less of a mixed bag. The music is downright
WICKED!  It probably  outclasses the stuff a  SoundBlaster  can  pump  out.
Playing with the music on is now an option!  The sound effects on the whole
are great too, or as great as gunshots typically get.

        Sadly,   I   have   sometimes   suffered  through  sound  problems.
Occasionally while firing, part of  the  music is wiped out, sometimes most
of it.  Sound effects can be delayed too, sometimes by almost a second.   I
think these glitches come when three or more sounds happen at once.  At any
rate, those problems are rare enough to detract little.  What does detract,
however,  is  the terrible chainsaw effects.  Pathetic is an overstatement.
On the whole, though, the sound and  music  is one of the better aspects of
this version.

[2.3] Any nitpicks?

        -Nightmare mode doesn't  have  respawning  monsters!!!!   This is a
serious blow to the long term playability of the game,  especially  if  you
don't  have  an  X-band  for  co-op  or  deathmatch play.  It also makes my
DOOM accomplishments less dramatic, for those  who just came from "A little
about the author."  (Although,  from  what  I  hear  Nightmare mode was too
tough for most computer players...  . Another noteworthy tidbit is that the
SNES version seems to be slightly easier, from what I've heard)
        -Rocket explosions don't throw  you  back.   A  sad loss of detail.
The rocket launcher's rockets don't vary their explosive power according to
distance either.
        -Guns don't impact on the walls or open doors anymore.
        -Teleport glare and  the  BFG  blast  are  missing.   The  up-close
textures are missing for speed reasons, I'd imagine.
        -Monsters always face you.  Annoying, and spooky.   It  also  means
they can't technically rip each other to shreds.
        -No  way  to  save games.  A great option for those players who are
too impatient to play for long.
        -No exit to DOS, either :) .
        -No way to "dial-a-weapon." What  I  mean  is this: in the computer
version, you could jump to any weapon by tapping the appropriate number key
at  the  top  of your keyboard.  I don't know of any equivalent in the SNES
version.  The best you can do is pause the game, cycle through the weapons,
and unpause.
        -Some map features are missing.  In  the 32x version, you could hit
a button in map mode, and scroll around the map  without  moving  yourself.
Very useful, and not in the SNES version.
        -There  are no Spectres.  For those of you who don't know, it is an
invisible Demon.
        -The walls are made of  honey.   Sticking  to  them  is  a  problem
sometimes, but especially when in cramped areas being fired upon.
        -If you nail a former human  with  a rocket dead on, they don't use
the "blown to bone bits" death animation but the "ouchie  I've  been  shot"
one.   It  seems  the  former  is  missing  for  all the enemies except big
monsters who are immune to that anyway.

        E-mail me if I missed anything.


[3] Playing the game

[3.1] My musings on the levels

    Musing  about  the  levels  is all I'll do.  The list of secrets in the
computer DOOM FAQ takes  care  of  the  secrets,  (all right, lets give the
computer DOOM FAQ's author a name: Hank Leukart) and if anybody gets  stuck
they  could simply post to the DOOM newsgroups.  I suppose a playthrough of
the levels would have been nice,  but  I  never got all the secrets.  Plus,
you'll never get to experience the thrill  of  discovery,  would  you?   So
here goes:

    Knee Deep In The Dead:

    HANGAR (E1M1)

    What is there to muse? Three levels for beginners, designed to get your
training wheels off. Boring.


    The first level that provides a challenge.  Everywhere you go there are
a load of guys waiting for you (hint hint).  This level will make you  wish
you had better weapons handy. It is also an annoying maze.


    Again,  not much here.  A semi-dark maze is as spooky as it gets.  As a
tip, I like going in the right entrance at the start.


    Finally, something approaching a half  decent level! Plenty of enemies,
a few traps, and some sticky parts.  Not bad, but easy.  My tip here is  to
leave the invisibility sphere for later.


    This  level  always  seems to bug me.  At least part of it, anyway.  My
hint to prevent you other players  from  suffering: when you go through one
of the yellow doors, and you find yourself under fire  but  no  one  is  in
sight,  try looking along the ceiling for the source (and don't be confused
by the frequent grunts).

    Anyway,  this  is  one  of  the  few  levels  where  remembering  where
everything is (or  getting  the  computer  map)  helps.  The comments about
Phobos Lab apply here as well.


    This is probably the  easiest of all the end-of-episode levels  in  the
game.  Interestingly, all the ending levels are much easier than the levels
that proceeded them.  Odd.

    I've discovered a tactic that makes this level very easy.  Once you get
to  the  chamber  where  the  Barons  of Hell are hiding out, clear out any
Demons that you see WITHOUT MOVING OFF  THE LIFT.  If the way is clear, you
have three choices: run up the middle, or run up either side.  If  you  ran
any  of  those three ways, none of the Barons will come after you, allowing
you to peg them off at leisure.

    The Shores Of Hell:


    Nothing too horrible here.  You had better have VERY good nerves if you
go after the plasma gun, however.


    One thing that I've noticed about the first two levels in the last  two
episodes:  They  seem  to  be  the hardest in their respective episodes.  I
suppose this is due to the lack  of  ammo, armor, etc.  at the beginning of
every  episode.   And  yet,  there are spots in both episodes where ammo is
hidden in tough spots, eg.  Hell Keep (E3M1).


    This is a cool level. Want to know why?

way you will only have FEW Barons of Hell after you :) .


    This level gave me some trouble when it came to finding secrets.  I got
the  Deimos  Lab (E2M4) "red pillar" problem solved, thanks to Paul Falstad
<pjf@cts.com> and Lewis Berrie <ljb@spclmway.demon.co.uk>.  The "red pillar
with a skull on [top of] it in the NE corner" is now a green pillar, but it
is  still  where  it always was; to the right when entering the room.  Keep
walking near it to trigger the pillars.   Also  thanks  to  the  hordes  of
E-mail messages I got that re-explained it.

    One other secret I'll clear up; to open the secret to the north of  the
toxic "O", walk around the south part of the "O".


    These halls truly are damned. Plenty of pitch black halls complete with
surprise attacks.  A true joy.  This is one level that  really  tests  your
skills of both DOOM playing and patience.

    P.S. You already passed the bonus level.


    Nifty music here.  Another neat thing about  the  last  level  of  each
episode is that you can  goof off since your death just  restarts the level
with all your stuff.

    I have two tips here.  One,  only go into the one of  the four rooms at
the beginning that has the best powerups for you.  Two, the boss can't  see
you from a distance.


    HELL KEEP (E3M1)

    You  remember when I said that the first two levels in each episode are
the toughest?   Here  is  living  proof.   Conservation  of  ammo  and good
avoidance of enemies are critical to making it past.

    Other than that, there is little in this level to talk about.


    Those  who  have  not  spent several tries on this level will get stuck
very  fast.  For all you  beginners in  the audience,  here is  my favorite

    The map of this level looks like a  glove.  The best way to begin is to
work your way up the thumb and  index  finger, and the side of the hand and
pinkie, alternating between the two.  Save actually going into  the  pinkie
for last.  This should be enough to get you past the tough part.

    This is a level where  good  eyesight  and paranoia about your back pay

    PANDEMONIUM (E3M3) (My second favorite level)

    Rest and  relaxation time!  This  level  never really  lives up to it's
name.   But  it  is  cool  since  it is one of the few levels that actually
presents more than one path. It also presents some good fights.

    HOUSE OF PAIN (E3M4) (Third favorite)

    This  level DOES live up to it's name, however.  Expect plenty of pain,
hopefully on the monsters.

    The door in here that was  giving me trouble was elegantly described by
Paul Falstad. I will add this to the FAQ if I get enough requests.

    MT. EREBUS (E3M6) (Numero uno)

    This is a black sheep amongst the rest of  the  DOOM  levels.   If  the
others are mazes, this one is a playground.  Plenty of wide open space, and
play  areas that you can reach innumerable ways.  The only bad part is that
enemies seem to come in swarms, not trickles.  Of course, that can give you
a nice adrenaline rush sometimes :) .

    No hints here. You've had too many anyway.

    WARRENS (E3M9)

    You may get a serious sense of  deja vu when playing this level.  Don't
worry, it will pass when you get about a third of the way through....

    Later in the level, you may spot an area or two  which  looks  like  it
could be made easier via the BFG. I've tried it, and it doesn't work.


    This one causes aggravation for some people (including me).  It  has  a
bunch  of  teleports  you have to go through to get to the level's end, and
opening the doors blocking the  teleports requires searching through a lava
maze.  Oh joy.

    Two pieces of sound advice here:

    2.  When going in the lava maze's entrance,  the  way  to  get  to  the
proper switch is to work your way to the left.

    1.  Keep track of where  those  now  opened teleports take you.  If you
don't, expect to take ages to finish this level.

    DIS (E3M8)

    Congrats!  You made it to the final level!  Time to goof  off  and  see
what a Spiderdemon looks like up close!

    As a note, there are three ways I've found to pass the level:

        Really easy: inch around the edge, blasting the enemies before they
    see you.
        Tougher:  Dive  off  the edge and confront the nearest enemy one on
        Very Tricky: attract the attention of  all the enemies and then try
    a four or three against  one situation.  I tried this once and ended up
    with only 3 health points left!

[3.2] What are good two player levels?

    Those of you with an X-band for your SNES are lucky.  From what  I  can
tell, DOOM does work with  it.   The  effect is similar to deathmatch play,
from what I hear,  and apparently there is a stage select(!). You certainly
can't gloat over a kill; the SNES doesn't come with a keyboard.  Anyone who
actually does own an X-band might want to fill me in on how it  works  with

    If  you  don't own an X-band, feel free to skip the next part.  In it I
suggest a few good levels  for  two  players  wanting  to hurl ammo at each
other.   Basically,  I'd  imagine  the  best levels to be either wide open,
offer more than one path, or both.  Chasing someone would be no fun if they
didn't have very many choices on  where  to go, wouldn't it?  Fitting these
criteria are:

    MT.  EREBUS (E3M6) - The level IS one  open  area!   It  also  contains
buildings to hide in.
    SLOUGH  OF  DESPAIR  (E3M2) - More than one path, plus tons of spots to
hide in.
    PANDEMONIUM (E3M3) - More than one path, and a few open areas.
    HALLS OF THE DAMNED (E2M6) - Open  areas and a few mazes.  Might be too
    COMPUTER STATION (E1M7) - A tricky maze, but not too many open areas.
    MILITARY BASE (E1M9) - Small, but not too many places to hide.

        (An  aside: apparently, Hangar (E1M1) is a classic deathmatch level
and was a site of many battles at id.)

    Again, if you hate my picks, E-mail me at:


[3.3] Any playing tips?

    -Watch your back.

    -Conserve your ammo.

    -Make good use of your strafing abilities.

    ^^^^^ Top three corny tips that actually help!

    -Have  patience!   My  little brother can't make it far in the game for
the simple reason that he gets  bored  and goes wild while playing, usually
killing himself in the process.

    -Don't worry too heavily about dying.  Since the game  simply  restarts
you at the beginning of the level, your greater worry should be passing the
level with as much health and ammo  as necessary to pass the next level, if
not more. Otherwise, you'll have to start the episode again.

    -The BFG is a powerful weapon.  It can't backfire like a rocket, and is
quicker than the chaingun or plasma  gun.  The sole disadvantage is that it
is tricky to use, and you have  to  have  enough  time  to  charge  it  up.
Finally,  one of it's most important abilities is crowd control.  Thanks to
the BFG FAQ (by  Tony  Fabris),  I  can  enlighten  you  on how this weapon
actually works:

        1.  The first component of  the  BFG  is that green plasma ball you
fire.  That behaves similar to the plasma of  the  plasma  gun,  except  it
doesn't  auto-aim.   It  takes a huge amount of energy off.  When it hits a
wall or enemies, the second  (and  toughest  to understand) part of the BFG
kicks in.

        2.  After the green plasma is gone, a fan of 20 or so "pulses"  fan
out  in a cone in the direction you fired the shot in, roughly according to
the angle shown on-screen.   The  pulses  expand  out from wherever you are
when the green plasma hit, but always in the same direction as you shot in.
Examples are in order  here.   In  Pandemonium  (E3M3),  the  area  at  the
beginning looks similar to this:

             Guy hiding behind pillar             Long corridor
                         ++                           |   |
                         ++                           |   |
                     Bunch of                         |   |
                      Guys                            |   |
                    ---+----+---                      |   |
                       |----|                         |   |
                       |----|         +------+  +-----+   +--+
    Another part   -+--+----+--+---+--+      +--+            |+
    o' the level          B                             A    ||
                  +-+  +-+  +-+  +----+      +--+            |+
                    |  | |  | |  |    +------+  +------------+
                              |  |                 +------+

                               ^^You start here

    Let's imagine you go from the start to point A and you  have  the  BFG.
Let's  say  you  fired a shot down the corridor.  Say you now go to point B
and face towards the other part of the level.  When the plasma ball has hit
something, the pulses fan out  from  your current position in the direction
you fired in.  That means all the enemies in the bunch of  guys  die!   The
guy  behind the pillar doesn't, however, because the only guys effected are
those you could see if  you were  facing  in  the  direction the pulses are
travelling.  Clear as mud?  (P.S.  You could even change weapons,  face  in
their direction and nail 'em two ways!)

    Those pulses make it very easy to level a crowd of minor  enemies,  but
it only is worth the ammo  when there  is a medium or larger crowd. That is
the mark of a  crowd-control weapon.  It is the sole weapon of that type in

    -Be careful when using rockets.  I have had  a  few  instances  when  I
thought  I  was far enough not to be effected, only to have 100+ hits taken
off.  From some playing experience, I'd guess the blast area is an  all  or
nothing  affair; If you're in the blast area, kiss 200 hit points good-bye,
if not, live life freely. Save rockets for far away enemies.

    As a note about the discussion  above  dealing with crowd control, I do
not regard the rocket as a crowd control weapon.   This is due to the blast
area,  which  is  limited to a spot and does not expand out a far distance.
It almost fits, however, since it does effect an area and not an enemy.

    -You will be surprised  how  easy  it  is  to  kill  some of the larger
enemies with smaller weapons. I routinely go after Barons with a  chaingun,
and in rare cases I use the shotgun.

    -The computer DOOM FAQ  mentions  that  enemy  projectiles  (fireballs,
rockets,  etc.   )  affect  not  only you, but other enemies that don't use
that projectile as well.  Use this to your advantage.



    [4.1] Bad news...

    ...My E-mails to id have finally been answered.  Ordinarily, that isn't
considered bad news, but it is when part of the response is:

  "#1  the  codes  DO NOT EXIST!  They just aren't there!  They couldn't be
  put in! We wanted them in, but they just could not be put in!"

    Considering id should have a good knowledge of their games, this pretty
much rules out any codes at  all.   Your  only  hope to passing the game is
skill now.

    {1} Those who own the aforementioned  X-band  modem  will  be  pleased,
however.   Apparently you can do a stage select with the help of it!  Edwin
Ming Wong at "ed_wong@uclink.berkeley.edu" wrote on Usenet:

  "I have found that if you connect an Xband to Doom and choose challenge
  and practice you will be given a stage select menu.  Just be sure that
  you choose wait long and have no cord attached. It is not foolproof and I
  my assumptions are that Xband has created a menu or that they are
  accessing  a pre-existing code waiting to be released. Happy blasting..."

[4.2] Why won't a Game Genie work?

    For those of you who have tried to use a Game Genie while playing DOOM,
this section is dedicated to you. Skip if you know this already.

    So,  then,  how  come whenever you use the Game Genie, all you get is a
(usually) black screen, slightly  screwed  up  sound effects, and generally
just a weird experience?  The answer is very simple.  When the  Game  Genie
was  created,  there  was no talk of special chips, such as the FX2 chip in
DOOM.  As a result, whoever designed  the  thing  left out a crucial set of
pins on the interface between the game and the control deck.  You can  spot
them  by  either  comparing  the  pin-out on the DOOM cartridge to another,
non-special-chip-using  game;  conversely, look at the interface on the top
of the Game Genie and notice the pins that don't have contacts for them.

    Those pins, more than likely,  are  the  pins  any special chip uses to
confer with your SNES control deck. As a result, the parts of the game that
use the special chip go missing,  and you get the weird side-effects.  This
applies to any game that uses special chips, by the way.

    Or, at least, it was that simple  when  I wrote that.  When I tried the
Game Genie on DOOM recently, it worked!  I tried messing with it more,  and
it  still  worked!   I tried Starfox next (an FX game), and got the typical
screwed experience.  Worried now, I tried Yoshi's Island (an FX2 game).  It

    Does the  FX2 chip shun those two side connectors?   Did the Game Genie
actually have some weird unknown connectors there?  Why didn't DOOM and the
Game Genie work together before?  I have not the slightest clue, and I have
a headache now. 

    {HJH}  While  cruising  Usenet  on  this  very  same  day,  I  saw   an
interesting  message  from Paul Starfire <maulkin@inow.com> dealing on just
such a topic. To quote the Game Genie codes he shared to someone else:

  BDEA-B053 + 62EA-B953 Start with MEGA health and MEGA armor!
  E3EA-B153 Start with more ammo
  CBD3-B17F Heat vision/color blind mode
  D7CF-F953 Select "The Shores of Hell" or "Inferno" in any skill level"

    Neat  flash  of  insight:  If  the  Game  Genie  can  work,  who  needs
invulnerability codes? :)


[5] Credits

[5.1] Who helped me in assembling this "FAQ"


    FAQ authors (not including me):

  Hank Leukart <ap641@cleveland.freenet.edu>
                Author of the very  interesting  "official"  computer  DOOM
                FAQ, handy for the SNES conversion.

  Tony Fabris <tfabris@oro.net>
                Author of the BFG9000 FAQ, contains some enlightening info.

         (For info on how to get either of these FAQs, see below)

    Some  folks at id (Warning: If you have the gall to ask id about Quake,
they will hunt you down and give you a wedgie via a construction crane):

  Shawn Green <shawng@idsoftware.com>
                If you want to get a non-automated reply from id, try here.

    The handy person who happened to put  info on DOOM sites on his DOOMweb
web page:

  T.J. Kelly <TJ@hmc.edu>
                The handy person who happened to put info on DOOM sites  on
                his DOOMweb web page.

    People who contributed rumored codes that are useless now (whether they
knew it or not):

  Dennis E. Finley <definley@qualitycomp.com>   {1}
                The most useless code known to man (or woman)!

  Edwin Ming Wong <ed_wong@uclink.berkeley.edu> {1}
                The X-band stuff.

    A fellow with Game Genie codes:

  Paul Starfire <maulkin@inow.com>
                Mmmmmm.... codes.

    Computer DOOMers which explained some secrets to me:
  Paul Falstad <pjf@cts.com>
                Deimos Lab (E2M4) pillar problem and House of  Pain  (E3M4)
                door description.
  Lewis Berrie <ljb@spclmway.demon.co.uk>
                Illustrated tour of the Deimos Lab (E2M4) pillar problem.

  Andy McFadden <fadden@netcom.com>
                Useful info and a LONG critique.

    A special thanks to all the folks who E-mailed me!  (it helps me revise
this thing)
    Finally, the author:

  Me <hjhornbe@freenet.calgary.ab.ca>
                The person with way too much time on his hands.

[5.2] Where to get this "FAQ" or others pertaining to DOOM

    As regards to locating this  FAQ,  usually the latest version is posted
to Rec.games.video.nintendo whenever it  is  done,  and  also to the proper
DOOM newsgroup. I'll try and get it  on  Andy Eddy's  video game FAQ  site;
ftp.netcom.com /pub/vi/vidgames/faqs  .   In  addition,  I  was thinking of
getting it onto actual DOOM ftp archives, such as:


ftp.cdrom.com (/pub/idgames/).


ftp.orst.edu (/pub/gaming/DOOM)
ftp.uni-erlangen.de (/pub/pc/msdos/games/ID/DOOM-stuff)
aurora.bld189.jccbi.gov (/infant2)
ftp.iglou.com (/doom)
ftp.sun.ac.za (/pub/msdos/doom)
flinux.tu-graz.ac.at (/pub/doom)
ftp.idsoftware.com, iD software's own FTP/FSP site!

    (Thanks to T.J. Kelly for having this info on his DOOMweb pages!)

    The other FAQs I used  (Hank  Leukart's  computer  DOOM  FAQ  and  Tony
Fabris'  BFG9000  FAQ)  can  be   found   in  the  above  FTP  sites  under
.../docs/faqs .

[5.3] How to contact the author

    E-mail   "hjhornbe@freenet.calgary.ab.ca",   and  in  the  subject  put
"NOT TO MAILER", then on the first  line type the average length of a video
tape's tape, then on the second line type the cartoon writer's name who was
the inspiration for Pepe Le Pew, and on the third line answer the following
skill testing question: Compute pi to  the  10,000th  decimal  place,  then
print them all out.

    Of  course,  a  normal  E-mail  will probably have the same effect, but
would inspire MUCH less admiration.

                         H.J. (thank goodness this FAQ is done!) Hornbeck