wolfenstein draws about 1/10th of the sprites (more correctly deemed polygons) that doom does.
Doom has much, much more expansive environs than wolfenstein, as well as structures like stairs/elevators (ie; a 3rd dimension you have to draw).. Wolfenstein just draws walls and monsters, ignores ceilings/floors/shadows (on the PC version you could turn on ceilings/floors)
SNES doom does use SuperFX2, or whatever the last generation of SuperFX was called.. I just know it has the fastest SuperFX chip of 'em all..
Doom took some juice.. Would just barely run full speed on a 100 mhz 486 w/487 co-proc.. If ya doubt the juice it needs, look at the choppy framerate in the PSX port.
And so far as doom being the greatest FPS ever, thats just ridiculous.. That's like saying the first Street Fighter was the best beat-em-up ever... SF2 bested it, which was in turn bested by SF2CE, in turn by the Alpha and VS series..
Quake was better than doom, unreal better than quake, half life better than unreal, alien vs predators better than half life, and so on and so on... (####, a FPS is ALL about eye candy.. so dont give me that 'gameplay' drivel.. the gameplay is always 'shoot what moves')
furthermore, IMO, Halo is better than any FPS I've ever seen on PC or any console, both in design and execution... Well worth owning an xbox for (and just think it was a launch title.. #### thats a powerful lil black box)
PS:::
someone said something in a thread way back.. but just to clarify, the SNES actually has relatively few titles which use extra on-cart hardware.. The SNES is capable of certain forms of sprite scaling in hardware in certain modes (for instance the stretchy bowser/ghosts in super mario world or the swooping plane in Contra 3)..
The DSP was present in alot of titles, but hardly used.. In the case of Mario Kart it really serves as nothing more than a screwed-up copy protection: that is, it does nothing to add to the game that the SNES couldn't have done itself. F-Zero and practically every other racer/flyer uses no hardware.. It came in a couple of flavors which I'm still fuzzy about.. I know I can play pilot wings using the DSP from mario kart but not the other way around... (btw if any console-copier owners out there have any sort of definitave list about what game used what chip I'd love to read it)
The SuperFX was a special kind of FPU which allowed for calculations used in 3d transformations (ie, to draw real 3d scenes from polygons rather than the fakey 'sprite_size = distance' type of integer math something like wolfenstein would use) This was used in polygon-based titles like StarFox, Stunt Race FX, and also for most of the funkier effects in Yoshi's Island.. It came in a few flavors too, mostly just the speed of the chip changing with each iteration..
The SA-1, AFAIK, was a big mapper chip designed to help retrieve graphic data much faster than could be done through the normal bus.. This is still a bit of a mystery, with speculation that it actually holds game data on the chip itself.. It has some different versions, which seem to me to be wholly different chips.. Super Mario RPG uses it, and it runs lines down through the SNES bus, Dragonball Z Hyper Dimension uses it (?) but runs no such timing lines..
The C4 (?) and others are custom chips designed by Capcom (?) and used in the MegaMan X series, and primarily add transparency effects (rain) and some other stuff. Hardly anything is known about these things. Theres something in Street Fighter Alpha 2 which is more of a giant encrypted graphics rom..
END OF RANT
that, in a nutshell, is the extent of extra hardware ever used in SNES games. And it really is the minority of em.. Out of the 3500 or so r-words that exist, only about 2 dozen are unplayable on a console backup device (even less on an emu since SuperFX, DSP and SA-1 are emulated)