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So it actually is possible to make Doom on NES.

It's incredibly impressive!

I've seen other attempts at 3d fps games on a variety of 8-bit systems, but none of them even attempted elevated floors.

The graphics could probably be improved by making it less blocky, but it would take a huge drop in framerate, because of the processing power needed to generate new tiles on the fly.

Anyways, it's an amazing tech demo.

(+1)

NES games tend to have tiles in ROM, so for better or for worse, combining tiles isn't a speed issue, because it's not an option. The character bank in this release honestly has abundant free space. I just haven't committed to diagonals, or marching squares, or approximate 2x2 mini-tiles or whatever. Consoles like this deserve one and handhelds would absolutely require one. 

Incidentally the Sega Master System would be fantastic for this. Flippable 16-color tiles, horizontal blanking interrupts, much more RAM. Expect cleaner and faster C code when the judging is over.

I think a Master System version with these improvements would be awesome.

Someone made a Wolfenstein 3D clone for Master System, using its hardware advantages for smooth graphics.

https://www.smspower.org/forums/19054-Maze3d

I would love to see something similar, but with elevated floors and full 3d movement.
(+1)

Ooh, very nice. Tyrannosaurus Tex on GBC did a similar thing with the precomputed diagonals, and honestly still looked kinda... lumpy. Oof. This one looks better in screenshots than in motion. Especially on Game Boy. I was already gonna make an SMS Power account to thank whoever mentioned Slaughter in the "off-topic inspiring technical stuff" thread, but I might do some thread necromancy first to nudge Under4MHz toward choosing tiles directly. Axis-aligned walls have predictable diagonals onscreen. (And every wall in Castle Wolfenstein is aligned with the Axis.)