A version for the PC Engine was released on December 6, 1991. Based on the arcade version of Salamander, changes on this port include starting from a pre-defined checkpoint upon death in 1 Player mode, faster enemy animations, and improved music.
Salamander was ported to the Family Computer in Japan in 1987. Instead of being a direct port of Salamander, elements were taken from the original Salamander and the Japanese Life Force re-release, and some elements, such as levels and bosses, were removed to make way for new content. Most of the background graphics and enemy sprites from Salamander are used in favor of those used in Life Force, though the Gradius-style power bar is used in place of the original instant pick-up system. The same year, North America received a port as well for the Nintendo Entertainment System. The NES version is practically identical to its Famicom equivalent, other than not having the multiple endings, having two option power ups instead of three, and being titled Life Force.
Konami later released an enhanced version of Salamander in Japan in 1987 bearing the American title of Life Force which further fleshes out the organic motif. All of the backgrounds and mechanical enemies are completely redrawn and given organic appearances. The power-up system was also modified, with the Japanese Life Force using the same power-up gauge as the original Gradius. Some music tracks have been completely changed for this release and the power-up gauge is arranged differently for both players.
The Japanese and European versions are nearly identical, but the American version changes the game's plot by adding an opening text that establishes the game to be set inside a giant alien life-form which is infected by a strain of bacteria. Stages that feature starfield backgrounds were changed to the web background from Stage 1 to maintain consistency with the organic setting of the plot. The power-ups are also given different names, with the "Speed-Up" becoming "Hyper Speed", the "Missile" becoming the "Destruct Missile", the "Ripple Laser" becoming the "Pulse Laser" and "Force Field" becoming the "Shield". Narration is added to the beginning of each stage, detailing the area of the alien's body which the player is currently inhabiting such as "Enter stomach muscle zone" or "Bio-mechanical brain attack".
Classic doom megawad with 34 maps. The levels take the names of the buenos aires subway stations and most of them have a color predominancy of the respective station.
Full 32-map megawad done in the styles I like the most, E1, E2, Alpha and Doom2 Techbase. the mapset is divided into 4 episodes and it covers 4 geological periods of time, from devonian to triassic, and each map represents an age.
17-map Boom megawad, sequel of Urania. After defeating the tyrant monster from Urania, your spaceship was hit by unknown forces and you had to catapult back to the surface of Urania, in the industrial area, between the jungle and the mountains. Earth coalition ships are under fire and cannot help you. Received information from the command center: this time the threat comes from the moon of Urania - Adonis. The task is to find a way to get to Adonis and destroy the enemies there.
Eternally Yours is an 11-map episode that should work for vanilla Doom. I would say the levels work better playing from pistol start to avoid having too much for the next level, but that's your decision. Anyway, I hope you enjoy playing them as much as I did making them
Sargasso is an 11-map space adventure episode for DooM II which requires a Boom-compatible port to play. You play as Wolf - the leader of a mercenary team which resides in a space station hideout known as Sargasso - until one day aliens capture a loaded cargo ship and wreak havoc on any who oppose. It's up to you now - grab your high-tech weaponry and show them who rules this side of the galaxy!
The Magenta Spire is a partial conversion mapset taking place in parallel to the events of Doom 1; albeit on a much more remote planet. Much too far for any hope of "backup" arriving from Earth. A lone UAC communications technician must find a way to survive the onslaught of demonic forces invading the remote research complex. A shuttle off of this rock, a big gun, or maybe a bomb shelter to hide and weather the storm. The walls of every installation are coming down and the monsters seem to have brought their own reality with them.
A re-imagining those Doom II levels that take place in Hell (21-30). As such, these maps will probably be a lot more entertaining if you have a reasonable working knowledge of the original IWAD levels...