depth and ceiling height. It lacks the Cyberdemon, the Spider Mastermind, and the Spectre. It is compatible with the JagLink 2-console networking device for two players to play deathmatch. The Jaguar version does not have any music during gameplay, but plays the title theme and intermission music with new instruments. Game settings and progress through the levels are saved automatically, and the player can start a new game anywhere up to the last level reached. Instead of having to cycle through the selection of weapons, the player can select a weapon by pressing its corresponding button on the controller's number pad. Next Generation gave it four out of five stars and called it "Definitely the best Jaguar title we've seen so far." Super NES The Super NES version of Doom was published by Williams Entertainment and developed by Sculptured Software and released on September 1, 1995. Randy Linden, the head programmer, created a new game engine called the Reality engine for the port. The game makes use of the Super FX powered GSU-2 chip (often referred to as the Super FX 2 chip), and was one of the few SNES games to feature a colored cartridge: Doom came in a red cartridge in the United States and a black or standard gray cartridge in Europe and Australia. The SNES version of Doom features all five of the PC version levels that were missing from the Atari Jaguar version, but is missing a different set of five levels instead, and, like the Sega 32X version, does not have any console exclusive levels. The levels included resemble the PC levels more so than other ports. This was also the only home console port of Doom released in the 1990s to feature all three of the original secret levels and boss levels from the PC version. Like the Sega 32X version, the player's heads-up display does not utilize the whole screen, and enemies are only animated from the front, which means that they always face the player. This renders monster infighting impossible, although it is possible for monsters of the same type to damage each other with projectiles. The floors and ceilings are not texture mapped, and this version of the game also lacks both battery back-up saves and a password system, meaning that each episode must be finished from the beginning. Multiplayer was only available if an XBAND modem was used, which