Okay, I know There was obviously a Doom port made on the SNES, but I think we can agree that it wasn't very remarkable. (The programmers did a fair job, but the Super FX just didn't have the horsepower for something of that caliber. The floors aren't texture mapped, and the game appears to be using double wide pixels.) I was looking online for a low power ARM processor, and I found this, which would probably do the job just fine. https://www.verical.com/pd/stmicroelect ... aQod8kYANQ (60 megahertz? Only $5? Wow.) I imagine this could do the job more than well enough, but the problem then boils down to the SNES side of things. The original dos version of doom was apparently hardcoded not to go over 35 (why a number like 35?) frames per second, but I imagine bandwidth would even prohibit updating the screen that fast. I forgot the video ram bandwidth formula again, so I can't find out anything right now... The sprite table of course doesn't need to be updated at all, so at least that's a plus. One thing about the dos game is that I think I remember that it ran at 320x200, so you could at least cut 24 pixels of the display right there and then, and maybe just cut off 32 pixels from each side. I wonder what frame rate you could run it at then. One thing though: How do you have it to where the screen doesn't gradually get updated instead of just being still for several frames instead of all at once? I imagine that there isn't nearly enough room for double buffering, I guess there just might have to be tearing, unless there's some sort of way to freeze the display that I don't know about. The largest problem with this whole thing would be the custom expansion chip... Ironically, the one part of the game that could probably be left in tact is the music, which won't require any additional hardware. It could definitely be better than the original dos music. This is random, but it seems the Windows 95 music is infinitely more popular than the original music.