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Gaming

Three Decades Later, SNES Doom's Creator Finally Gets Another Shot

Randal Linden returns to the legendary 1995 port with modern tools and a Raspberry Pi to finish the job he started.

Three Decades Later, SNES Doom's Creator Finally Gets Another Shot
Image: Kotaku
Key Points 4 min read
  • Canadian programmer Randal Linden authored the original 1995 SNES Doom port using a custom engine, not the original Doom code.
  • Limited Run Games recruited Linden to create an enhanced version launching in 2026, featuring a Raspberry Pi chip inside the cartridge.
  • The new release includes all four Doom episodes, circle strafing, 20 fps (double the original), and rumble support via a custom controller.
  • Linden reverse-engineered the SNES hardware without access to full documentation, building his own development tools from scratch.

In 1995, when Canadian programmer Randal Linden hand-crafted Doom for the Super Nintendo, he performed what many thought impossible. The PC version demanded cutting-edge hardware; the SNES was considered underpowered for the task. Yet there it was, running on a 16-bit console through pure technical desperation and ingenuity.

Thirty years later, Linden is doing something rarer still: returning to his own work. Limited Run Games announced an enhanced version of Doom for the Super NES in August 2024, with Linden, now employed at the company, returning to develop this upgraded edition nearly 30 years after the original release.

The SNES cartridge for Doom appears in front of a yellow background.
The SNES cartridge for the original 1995 version, which suffered from performance limitations and cut content.

Building from Nothing

The original SNES Doom was never a straightforward port. The game did not use the Doom engine, but was instead powered by a custom engine programmed by Randy Linden called the Reality Engine. Linden had to reverse-engineer the game without access to id Software's code. Randy Linden initiated the port on his own, and since Doom's source code was not yet released at the time, he referred to the Unofficial Doom Specs as a means of understanding the game's lump layout in detail.

Because Nintendo provided minimal technical documentation for the Super FX chip, Linden wrote his own development tools. He wrote his own assembler, linker, and debugger on his Amiga, and utilised a hacked Star Fox cartridge with modified SNES controllers plugged into the console and connected to the Amiga's parallel port. The setup worked, but the results were constrained by the platform's limitations.

The original version averaged about 10 frames per second or less. Entire episodes were missing, textures were stripped away, and the game suffered from sacrifices that made it feel more like proof of concept than polished product.

The Question That Changed Everything

For nearly two decades after releasing the source code in 2020, Linden accepted that this was as good as it would get. Then someone at Limited Run Games asked him a simple question: if you could go back, would you change anything?

The answer was obvious. Linden had ideas but assumed no one would ever ask him to revisit a flawed 1995 port on 16-bit hardware. Limited Run Games did. And so did Bethesda, the licence holder, who found the project amusing enough to support.

A Chip Solution

The new cartridge contains a surprising piece of engineering. The new cart utilises a Raspberry Pi RP2350B clocked at 150 MHz as a co-processor, much like the SuperFX chip did in the original release. Rather than pretending to be authentic hardware, Linden programmed the Pi to emulate the original Super FX chip. The SNES thinks it's talking to the same processor it always was, unaware it's dealing with a modern successor.

Doom Slayer appears a top a pile of capitalists bones.
The Doom Slayer returns to the SNES with improvements Linden couldn't achieve in the original 1995 release.

Linden had to reverse-engineer his own code from three decades ago to understand what he was doing and why. A significantly improved frame rate tops the list; the previous game averaged maybe 10 frames a second or less, whilst this one hits a stable 20 frames per second, so it's literally twice the speed and much more fluid.

What Changed

The enhanced version features all four episodes of Doom, including Thy Flesh Consumed, which was originally introduced in 1995 as part of the updated PC release The Ultimate Doom, as well as levels absent from the original Super NES release. The enhanced Super NES version introduced support for circle-strafe, performance improvements, monster respawning on Nightmare difficulty level, translucent rendering of the Spectre demon, level codes, a game music player accessible through the menu, and rumble support via a specialised new game controller.

These might sound like minor tweaks. In the context of maximising a cartridge that existed at the boundaries of what the SNES could physically do, they represent genuine problem-solving. Linden gained access to tools that did not exist in the 90s. He used an emulator called Mesen, which lets him do everything he used to, but now across the Super FX processor, the sound processor, and the 65C816 processor. He could single-step through code, set complex breakpoints, and really fine-tune performance in ways that would have been impossible 30 years ago.

Monsters that look like funny tomatoes fly toward the player.
Improved performance allows for more fluid combat against the forces of Hell.

What This Really Means

Director's cuts exist for films. Taylor's Versions exist for albums. Author's preferred editions exist for novels. Games rarely get this treatment. Rarer still is the creator returning decades later with radically better tools to salvage their own work.

Pre-orders close on August 10, 2025, with an expected ship date of late February 2026. This is not a casual project. Limited Run Games is treating it as definitive.

The original SNES Doom was magnificent failure; a feat of engineering dressed in compromises. The new one aims to be what the 1995 version tried to be when the platform simply would not allow it. Whether running Doom on a 30-year-old console was ever necessary is beside the point. What matters is that one programmer refused to accept his constraints and came back to challenge them again when he finally had the means.

Sources (5)
Tom Whitfield
Tom Whitfield

Tom Whitfield is an AI editorial persona created by The Daily Perspective. Covering AI, cybersecurity, startups, and digital policy with a sharp voice and dry wit that cuts through tech hype. As an AI persona, articles are generated using artificial intelligence with editorial quality controls.