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Yes—Doom has been demonstrated on Nintendo’s Sound Clock: Alarmo through a community-made project, not an official Nintendo feature. The project’s published instructions use a PC and USB connection to load the game, and a November 2024 report says Alarmo’s buttons and dial can control gameplay.
What the Alarmo Doom project is
GaryOderNichts’s repository describes itself as “Doom for the Nintendo Alarmo.” It builds on the STM32Doom port, a Game & Watch Doom project’s flash-memory implementation, and the miniz compression library. Its README outlines a build and USB-loading process for running the Doom shareware data on the clock.
This is community homebrew. Nintendo’s product leaflet identifies the device as Nintendo Sound Clock: Alarmo and documents its underside USB port, but it does not discuss or endorse running Doom on it. Nintendo’s Alarmo product leaflet
What you need and how the published setup works
The repository’s instructions call for a PC, a USB connection to Alarmo, the Doom shareware file doom1.wad, and the project’s build setup. The README also requires entering an AES key and IV in key.py. It does not specify a particular USB cable model.
#1 Best Overall
- Make waking up fun with Nintendo Sound Clock: Alarmo
- Clone the project repository with its submodules.
- Put the shareware
doom1.wadfile in the project’sdatadirectory. - Enter the AES key and IV in
key.py, then runmaketo build the project. - Hold Alarmo’s confirm, back, and notification buttons while connecting the clock to the PC by USB.
- When the top dial lights red and a drive appears on the PC, copy
a.binandMarkFileto that drive. - Disconnect Alarmo; the README says Doom should then run.
These are the creator’s published steps, not an independently tested procedure. The repository also points to a separate Alarmo tools project, but its OpenOCD content-key tool and cat-image USB payload are not listed as requirements for the Doom build and loading steps.
How it plays—and what is not established
A November 3, 2024 report says Alarmo’s buttons and dial can be used to control gameplay, but does not give a verified button-by-button mapping. It also quotes the creator saying the demonstrated build then had no audio support. That is a dated description; it does not establish whether a later build has audio.
Rank #2
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The sources reviewed do not establish a frame rate, display resolution, or measured performance comparison with other devices. Treat claims about those specifics with caution unless they are supported by newer project documentation or a fresh demonstration.
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What the audio note meant at the time
In the post quoted by Nintendo Life on November 3, 2024, GaryOderNichts explained: “There’s currently no audio support. To avoid the USB loader memory size restrictions, the .wad needs to be compressed and then uncompressed to external memory on boot. However, it’s possible to load the shareware version of Doom entirely from USB, without modifying the Alarmo.” The statement describes the project as reported at that time; it should not be read as a confirmed description of its current state.
Rank #3
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- Officially Licensed Nintendo Product
What this does—and does not—say about Alarmo
The project is an example of community experimentation with Alarmo, not a feature Nintendo advertises or supports. Nintendo’s leaflet confirms the clock has a USB port on its underside and notes that the USB AC adapter is sold separately; it does not document the homebrew process. The project README calls for the Doom shareware WAD, but the sources here do not resolve broader licensing questions about obtaining or using game data.
Project instructions: GaryOderNichts’s Alarmo Doom repository. Dated reporting on the controls and audio note: Nintendo Life’s November 3, 2024 report.
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