0
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DOOM, (THE) ULTIMATE DOOM AND DOOM II
GAME MULTIMEDIA FOR
PC/MAC, PLAYSTATION, SATURN, N64, JAGUAR, 3DO, SNES, SEGA 32X, GAME BOY ADVANCE
COMPARISON OF GAME VERSIONS
REVISION 04/24/2004
-------------------------------------------------------------------------------
TOPICS IN ORDER OF APPEARANCE | TOPICS IN ALPHABETICAL ORDER
============================= | ============================
0. Introduction | 3DO (Panasonic And Others) Doom (7)
1. Doom/Doom II Games: General | Atari Jaguar Doom (6)
2. Computer-Based Doom/Doom II Games | Computer-Based Doom/Doom II Games (2)
3. Sony PlayStation Doom | Doom Version Comparison Tables (12)
4. Sega Saturn Doom | Doom/Doom II Games: General (1)
5. Nintendo 64 Doom 64 | Glossary (13)
6. Atari Jaguar Doom | Introduction (0)
7. 3DO (Panasonic And Others) Doom | Nintendo 64 Doom 64 (5)
8. Super Nintendo Doom | Nintendo Game Boy Advance Doom (10)
9. Sega Genesis 32X Doom | Nintendo Game Boy Advance Doom II (11)
10. Nintendo Game Boy Advance Doom | Sega Genesis 32X Doom (9)
11. Nintendo Game Boy Advance Doom II | Sega Saturn Doom (4)
12. Doom Version Comparison Tables | Sony PlayStation Doom (3)
13. Glossary | Super Nintendo Doom (8)
-------------------------------------------------------------------------------
0. INTRODUCTION
===============
o This document provides information on various Doom and Doom II games, and
compares the game-console and handheld versions to the original PC editions,
and to each other.
o Apple Macintosh ("Mac") and other computer-based editions of the PC Doom
games exist, however they are identical in most aspects to the PC games, and
so are generally not addressed in this document. Other editions of Doom or
Doom II not addressed here may be included in future updates.
o This document does not address the "Final Doom" games for the PC and the Sony
PlayStation. A similar document comparing these games can be accessed at:
http://ClassicDOOM.com/fdoomcmp.htm
o In the game descriptions included in this document, "Pros" are notable
features of the indicated game version, some of which may set it above other
versions covered here; "Cons" are generally features that existed in the
original PC game(s) but are missing from the indicated version, or may
otherwise cause a version to be rated below other versions covered here;
"Miscellaneous" notes cover those features which do not necessarily fall
under the other categories.
o This document is 79 characters wide, and is best viewed in a monospaced font.
The master HTML version is located here: http://ClassicDOOM.com/doomcomp.htm
1. DOOM/DOOM II GAMES: GENERAL
==============================
o All Doom/Doom II games in this document feature these basic game elements:
Monsters |Weapons |Ammo |Items and Artifacts
-------------|---------------|------------------------|----------------------
Baron Of Hell|BFG 9000 |Box of bullets |Backpack
Cacodemon |Chaingun |Box of rockets |Berserk Pack
Demon |Chain saw |Box of shotgun shells |Combat/Mega Armor
Imp |Fist |Clip (of bullets) |Computer Area Map
Lost Soul |Pistol |Energy Cell |Health Potion bonus
Shotgun Guy |Plasma rifle |Energy Cell Pack |Invulnerability Sphere
Zombieman |Rocket launcher|Rocket |Keycard
|Shotgun |Shotgun shells (cluster)|Medikit
| | |Radiation suit/shield
| | |Security Armor
| | |Skull Key
| | |Soul Sphere
| | |Spiritual Armor bonus
| | |Stimpack
-----------------------------------------------------------------------------
Notes: Not all monsters, items, etc., appear in all games at all difficulty
levels. Also, some items found on a given map during a single-player game
may be absent from the same map during a multiplayer game, and vice versa.
In Nintendo 64 Doom 64, the "Demon" monster is referred to as a "Bull Demon".
In Sega 32X Doom, a BFG 9000 weapon is only available when using cheat codes.
For more information, access: http://ClassicDOOM.com/doomcode.htm
o All games referred to in this document also include (in alphabetical order):
An Automap (which may be scrolled and/or zoomed in/out), barrels (explosive),
corrosive floor areas (slime, lava, etc.), elevators/lifts, music between map
levels, secret map levels, secret rooms, "tally screens" between map levels,
teleporter pads, and variable lighting.
o In all Doom/Doom II games, a player character may walk, turn, run, "jump"
(run across small gaps), and side-step/strafe, both in first-person mode and
while the Automap is displayed.
o The following are limitations in all console and handheld Doom/Doom II games:
Some maps copied from the original PC game(s) are simplified, significantly
altered, or omitted; A game can only be saved after successful completion of
an Area (a player cannot save a game in the middle of playing a map level,
and then have it restored later to the same position); When a "saved" game is
restored, a player always restarts the mission from the map's entry point;
Deathmatch games cannot include monsters; Some original PC objects and/or
surface textures are missing; Some missing or mismatched PC-game sounds; In
games played on "Nightmare" skill level, killed monsters do not re-spawn; No
built-in option to record and replay games/demos; Cannot import external map
levels; Cannot import alternate graphics or sounds/music; No way to adjust
graphics resolution; No equivalent for several PC Doom cheat codes; Cannot
place numerical markings on the Automap.
o All Doom/Doom II games will experience speed fluctuations during gameplay.
In general, overall game speed will slow down with an increase in sprites and
textures displayed on the screen, and will speed up with a decrease in
displayed sprites and textures.
o Each player in a multiplayer game requires a dedicated game system with its
own display device, a separate copy of the appropriate game, and the ability
to establish a connection to the other player's system. (None of the games
covered here support "split-screen" play.) Of the console/handheld Doom
games, only the Sony PlayStation, Atari Jaguar, Super Nintendo and both Game
Boy Advance games support (or supported) a multiplayer mode. In each case, a
game system must be connected to another fully-compatible system via one or
more separately-sold devices.
o With the exception of Doom II for the Game Boy Advance, all game-console and
handheld Doom games exclude some of the map levels found in the original PC
games. Because of this, the exact playing order of map levels will differ
from that of the comparable PC game. (Some game-console versions also have
new hidden exits added to some map levels.)
o In all Doom games, monsters can turn and/or move in any one of at least 8
lateral directions. (In some versions of the game, however, monsters often
appear to be walking backwards, or "crab-walking" sideways. This happens in
the Super Nintendo and Sega 32X Doom games, where artwork is supplied only
for the forward surfaces of monsters; No artwork is included to give monsters
the appearance of turning or facing away from the player.)
o Most console Doom games allow cheat codes to be entered with an ordinary game
controller. Various codes may also be loaded into most console/handheld Doom
games with separately sold devices (such as a Game Genie or Game Shark) that
plug into the game system.
2. COMPUTER-BASED DOOM/DOOM II GAMES
====================================
o Various IBM-PC 486 computers, and PC-compatible 486 and Pentium computers,
were used as the test systems for the PC games described in this document
(version 1.9 of PC Ultimate Doom and version 1.9 of PC Doom II: Hell on Earth
were tested, as well as various earlier versions of all PC Doom and Doom II
games). For testing multiplayer games, these computers were connected to
similar systems via various network and/or modem connections.
o Pros: In general, more features and options, and greater versatility than all
game-console or handheld versions of Doom or Doom II. 2 players may play
simultaneously via modem connection; Up to 4 may play via network connection.
On a modern PC, gameplay is somewhat faster/smoother than in most console/
handheld Doom games. Ability to use and configure a variety of input devices
(keyboard, mouse, joystick, etc.) for game play. Supports 9 screen sizes,
which also allows the first-person view to be expanded to fill the entire
screen (an option otherwise only available in Doom 64). Deathmatch games may
include monsters. Doom II-based PC games allow more monster types than are
available in almost all console/handheld-based Doom or Doom II games. A game
in progress may be saved at any point and restored later to the same point.
Saved games retain copious information (player location, health, weapon, ammo
and armor status, live/dead status of all monsters on the map level, etc.).
Original Doom 1 with Episode 1 is still available as shareware. Thousands of
external map levels are available for use with these games. Built-in ability
to record and review single-player/multiplayer game sessions. Later PC Doom/
Doom II game releases include extensive documentation and reference material
with the software. Separate programs exist which allow players to create or
edit new map levels, new artwork and/or new sounds for existing Doom games.
A variety of free third-party engines have been released, adding improved
graphics, better multiplayer support, and other features to the commercial
PC Doom/Doom II games. Wide variety of built-in cheat codes.
o Cons: Some infrequently-encountered flaws exist in the original commercial PC
Doom/Doom II games, including a program bug that creates nearly-intangible
monsters, and a bug that can allow a player character to become trapped
partially inside solid objects when reloading saved games. A user must have
2 separate games ("The Ultimate Doom: Thy Flesh Consumed" and "Doom II: Hell
on Earth") to play most of the map levels found in the Sony PlayStation or
Sega Saturn Doom games.
o Miscellaneous: Games by id Software and GT Interactive. Disk or CD format.
Decent graphics resolution and quality; Very good in some hardware/software
configurations. The commercial edition of Doom (or "Doom 1") for the PC
includes 27 map levels, divided into three 9-map Episodes. A later release
of the game, called "The Ultimate Doom: Thy Flesh Consumed" includes the
original first three Episodes, and a newer fourth Episode containing 9 more
map levels. Doom II ("Doom 2: Hell on Earth") for the PC has 32 map levels
built in, and adds new monsters and 1 new weapon not found in Doom 1 or
Ultimate Doom. None of the maps built into any PC Doom/Doom II game are
found in Doom 64. Occasionally, when a Pain Elemental monster (in Doom II)
dies, the Lost Souls generated by its explosion may be flung through nearby
walls, where they may become trapped (this has little effect on the game,
since Lost Souls do not count towards a Kills score).
3. SONY PLAYSTATION DOOM
========================
o A Sony PlayStation, model SCPH-1001, equipped with one standard PlayStation
controller (model SCPH-1080), was used as the test system for the Custom
PlayStation Edition of Doom described in this document. For testing
multiplayer games, the system was connected to an identical system via the
PlayStation Link cable (model SCPH-1040).
o Pros: Features most of the map levels (or equivalents) from the PC games "The
Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth). Large variety of
monster types (17), tying with Sega Saturn Doom for greatest variety among
all large-format console Doom games. 2-player link ability, providing the
largest selection of multiplayer map levels among all console/handheld games.
The first-person view and status bar combination fills the entire display
space on the TV/monitor screen. Map level, skill level, health, armor,
weapon and ammo information is translated to a password code which is given
after successful completion of each map level (some other console Doom games
cannot save such information externally). The last password entered or
generated on the password screen may be re-entered with a single button press
(useful when, for example, a player is killed and wishes to restart on the
map with a non-default status). Extensive controller customizing is allowed
(Fire button can swap functions with Speed button or Activate button, etc.).
o Cons: The 24 maps from Jaguar Doom are incorporated into the 33-map "Ultimate
Doom" Episode (most of the maps in Atari Jaguar Doom are edited/simplified
versions of the original PC Doom maps). Minor errors appear in a few map
levels (secret room impossible to access, difficulty in picking up an item,
etc.). No crushing ceilings in the "Ultimate Doom" maps. From powering up
the PlayStation, there is a relatively long wait (over a minute) before the
player can actually start playing. Game cannot make use of a memory card
(sold separately). Game does not save controller or sound configuration
settings. Some monster/enemy types from PC Doom II are missing from this
version, including the Arch-Vile, "SS Officer", and the "Baphomet"/Boss
entity. Occasionally, objects in the foreground are partially overlaid by
background wall or floor textures. Weapons are cyclic-access only (although
weapon choices may be cycled while the game is paused). The status bar can
only display the ammo level of the currently selected weapon (in PC and GBA
Doom games, all ammo levels for all weapons can be displayed at all times).
All of the built-in cheat codes are rather long and complex (for example, an
invincibility cheat code is 3 button-presses on the Jaguar, 5 on the PC, 10
on the PlayStation). No "Gamma Correction" feature or equivalent.
o Miscellaneous: Port by id Software and Williams Entertainment, Inc. CD
format. 59 map levels, 8 of which are not found in PC Doom/Doom II games.
Good graphics resolution and quality. Gameplay speed is adequate, but can be
somewhat slower than a PC Doom/Doom II game played on a modern computer.
Game information stored in a password code may be inaccurate (health, armor
and ammo level numbers tend to be rounded). Graphics, overall, tend to be
darker here than in some other versions. Features music tracks (and other
background audio effects) not found in PC Doom games. Features new colored
lighting effects. Health potions and Spiritual Armor bonuses add 2% to a
player's health or armor (versus 1% in the PC games). In PC Doom II, the two
shotgun types are both represented as weapon 3 in the status bar; In PSX
Doom, the shotgun types are separated into weapons 3 and 4. No "Nightmare"
skill level. Some Doom II monsters (Heavy Weapon Dude, Revenant, etc.)
appear in the "Ultimate Doom" maps when playing at the highest skill level
("Ultra Violence"). Monster and weapon sounds tend to differ from the sounds
used in the PC games. In this game, "blurred" objects are translucent and
faded, but otherwise maintain their normal colors and surface features (in
the PC games, "blurred" objects, when visible, are a translucent gray, with a
flat, flowing/scrambled surface). Another version of the Spectre appears in
this game: the "Nightmare Spectre", which appears visibly darker, and is
harder to kill than the normal Spectre. The Nightmare Spectre is a not a
1-to-1 replacement for the missing Arch-Vile monster. Very tall rooms/areas
from equivalent maps in the PC game(s) are shorter in this version. An
"X-ray vision" cheat code not found in the PC games is included. An animated
"wall of fire" exterior background is used in some map levels. Some monsters
and monster projectiles tend to move slower than their PC-game counterparts.
Graphics "noise" may sometimes be seen along the top or bottom edges of
walls. On occasion, the "marine face" in the status bar explodes when the
player character dies. On occasion, when a Pain Elemental monster dies, the
Lost Souls generated by its explosion may be flung through nearby walls,
where they may become trapped. Lost Souls that are trapped in walls may
still be visible, but may be impossible to kill (this has little effect on
the game, since Lost Souls do not count towards a Kills score). The voice
effect that accompanies "victory text" is not heard if Music Volume is turned
down. Some monsters on the original PC maps are replaced with different
monsters on the equivalent maps in this version. In 2-player games, both
player characters wear a green uniform. In Cooperative games, Frags are not
indicated in the tally screens. The "WOLFENSTEIN" and "GROSSE" secret map
levels from PC Doom II do not appear in this game. The "Commander Keen"
character from PC Doom II is not included. The "Lots of Goodies" cheat code
will not add keys if they are not necessary.
o PC Ultimate Doom and PlayStation Doom map level comparison:
PC ULTIMATE DOOM MAPS | PSX DOOM "ULTIMATE DOOM" MAPS
-----------------------------|------------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:-----------------------|-----:------------------------
E1M1.:.HANGAR................|..1..:.HANGAR.................
E1M2.:.NUCLEAR PLANT.........|..2..:.PLANT..................
E1M3.:.TOXIN REFINERY........|..3..:.TOXIN REFINERY.........
E1M4.:.COMMAND CONTROL.......|..4..:.COMMAND CONTROL........
E1M5.:.PHOBOS LAB............|..5..:.PHOBOS LAB.............
E1M6.:.CENTRAL PROCESSING....|..6..:.CENTRAL PROCESSING.....
E1M7.:.COMPUTER STATION......|..7..:.COMPUTER STATION.......
E1M8.:.PHOBOS ANOMALY........|..8..:.PHOBOS ANOMALY.........
E1M9.:.MILITARY BASE.........|.56..:.THE MILITARY BASE......
-----:-----------------------|-----:------------------------
E2M1.:.DEIMOS ANOMALY........|..9..:.DEIMOS ANOMALY.........
E2M2.:.CONTAINMENT AREA......|.10..:.CONTAINMENT AREA.......
E2M3.:.REFINERY..............|.11..:.REFINERY...............
E2M4.:.DEIMOS LAB............|.12..:.DEIMOS LAB.............
E2M5.:.COMMAND CENTER........|.13..:.COMMAND CENTER.........
E2M6.:.HALLS OF THE DAMNED...|.14..:.HALLS OF THE DAMNED....
E2M7.:.SPAWNING VATS.........|.15..:.SPAWNING VATS..........
E2M8.:.TOWER OF BABEL........|.23..:.TOWER OF BABEL.........
E2M9.:.FORTRESS OF MYSTERY...|.55..:.FORTRESS OF MYSTERY....
-----:-----------------------|-----:------------------------
E3M1.:.HELL KEEP.............|.....:........................
E3M2.:.SLOUGH OF DESPAIR.....|.....:........................
E3M3.:.PANDEMONIUM...........|.18..:.PANDEMONIUM............
E3M4.:.HOUSE OF PAIN.........|.19..:.HOUSE OF PAIN..........
E3M5.:.UNHOLY CATHEDRAL......|.20..:.UNHOLY CATHEDRAL.......
E3M6.:.MT. EREBUS............|.21..:.MT. EREBUS.............
E3M7.:.GATE TO LIMBO/LIMBO...|.22..:.LIMBO..................
E3M8.:.DIS...................|.....:........................
E3M9.:.WARRENS...............|.....:........................
-----:-----------------------|-----:------------------------
E4M1.:.HELL BENEATH..........|.24..:.HELL BENEATH...........
E4M2.:.PERFECT HATRED........|.25..:.PERFECT HATRED.........
E4M3.:.SEVER THE WICKED......|.26..:.SEVER THE WICKED.......
E4M4.:.UNRULY EVIL...........|.27..:.UNRULY EVIL............
E4M5.:.THEY WILL REPENT......|.....:........................
E4M6.:.AGAINST THEE WICKEDLY.|.....:........................
E4M7.:.AND HELL FOLLOWED.....|.....:........................
E4M8.:.UNTO THE CRUEL........|.28..:.UNTO THE CRUEL.........
E4M9.:.FEAR..................|.....:........................
-----:-----------------------|-----:------------------------
.....:.......................|.16..:.HELL GATE..............
.....:.......................|.17..:.HELL KEEP..............
.....:.......................|.29..:.TWILIGHT DESCENDS......
.....:.......................|.30..:.THRESHOLD OF PAIN......
.....:.......................|.57..:.THE MARSHES............
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The PSX "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the Saturn, Jaguar, 3DO and GBA Doom 1
games.)
o PC Doom II (Doom 2: Hell on Earth) and PlayStation Doom map level comparison:
PC DOOM II MAPS | PSX DOOM "DOOM II" MAPS
------------------------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
----:-------------------------------------|-----:--------------------
..1.:.ENTRYWAY............................|.31..:.ENTRYWAY...........
..2.:.UNDERHALLS..........................|.32..:.UNDERHALLS.........
..3.:.THE GANTLET.........................|.33..:.THE GANTLET........
..4.:.THE FOCUS...........................|.34..:.THE FOCUS..........
..5.:.THE WASTE TUNNELS...................|.35..:.THE WASTE TUNNELS..
..6.:.THE CRUSHER.........................|.36..:.THE CRUSHER........
..7.:.DEAD SIMPLE.........................|.37..:.DEAD SIMPLE........
..8.:.TRICKS AND TRAPS....................|.38..:.TRICKS AND TRAPS...
..9.:.THE PIT.............................|.39..:.THE PIT............
.10.:.REFUELING BASE......................|.40..:.REFUELING BASE.....
.11.:.CIRCLE OF DEATH/'O' OF DESTRUCTION!.|.41..:.O OF DESTRUCTION!..
.12.:.THE FACTORY.........................|.42..:.THE FACTORY........
.13.:.DOWNTOWN............................|.....:....................
.14.:.THE INMOST DENS.....................|.43..:.THE INMOST DENS....
.15.:.INDUSTRIAL ZONE.....................|.....:....................
.16.:.SUBURBS.............................|.44..:.SUBURBS............
.17.:.TENEMENTS...........................|.45..:.TENEMENTS..........
.18.:.THE COURTYARD.......................|.46..:.THE COURTYARD......
.19.:.THE CITADEL.........................|.47..:.THE CITADEL........
.20.:.GOTCHA!.............................|.....:....................
.21.:.NIRVANA.............................|.48..:.NIRVANA............
.22.:.THE CATACOMBS.......................|.49..:.THE CATACOMBS......
.23.:.BARRELS O' FUN......................|.50..:.BARRELS OF FUN.....
.24.:.THE CHASM...........................|.....:....................
.25.:.BLOODFALLS..........................|.51..:.BLOODFALLS.........
.26.:.THE ABANDONED MINES.................|.52..:.THE ABANDONED MINES
.27.:.MONSTER CONDO.......................|.53..:.MONSTER CONDO......
.28.:.THE SPIRIT WORLD....................|.....:....................
.29.:.THE LIVING END......................|.....:....................
.30.:.ICON OF SIN.........................|.....:....................
.31.:.WOLFENSTEIN.........................|.....:....................
.32.:.GROSSE..............................|.....:....................
----:-------------------------------------|-----:--------------------
....:.....................................|.54..:.REDEMPTION DENIED..
....:.....................................|.58..:.THE MANSION........
....:.....................................|.59..:.CLUB DOOM..........
-----------------------------------------------------------------------------
Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
screens, and "'O' OF DESTRUCTION!" in the Automap.
4. SEGA SATURN DOOM
===================
o A Sega Saturn unit, model MK-80000A, equipped with one standard Sega Saturn
Control Pad (model MK-80116), was used as the test system for the Sega Saturn
Doom game described in this document.
o Pros: Features most of the map levels (or equivalents) from the PC games "The
Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth). Large variety of
monster types (17), tying with PlayStation Doom for greatest variety among
all large-format console Doom games. The first-person view and status bar
combination fills the entire display space on the TV/monitor screen. Map
level, skill level, health, armor, weapon and ammo information is translated
to a password code which is given after successful completion of each map
level (some other console Doom games cannot save such information
externally). The last password entered or generated on the password screen
may be re-entered with a single button press (useful when, for example, a
player is killed and wishes to restart on the map with a non-default status).
Extensive controller customizing is allowed (Fire button can swap functions
with Speed button or Activate button, etc.).
o Cons: No multiplayer ability. Overall game speed is slower/choppier in this
version than in the PC games and some other console versions. The 24 maps
from Jaguar Doom are incorporated into the 33-map "Ultimate Doom" Episode
(most of the maps in Atari Jaguar Doom are edited/simplified versions of the
original PC Doom maps). Minor errors appear in a few map levels (secret room
impossible to access, difficulty in picking up an item, etc.). No crushing
ceilings in the "Ultimate Doom" maps. Game cannot make use of a memory
cartridge (sold separately). Game does not save controller or sound/music
configuration settings. Basic "strafing"/side-stepping maneuvers tend to be
somewhat slower here than in many other versions. Weapons are cyclic-access
only, and can only be cycled in one direction. Some monster/enemy types from
PC Doom II are missing from this version, including the Arch-Vile, "SS
Officer", and the "Baphomet"/Boss entity. The status bar can only display
the ammo level of the currently selected weapon (in PC and GBA Doom games,
all ammo levels for all weapons can be displayed at all times). Background
objects or surfaces occasionally overlap foreground objects or surfaces. No
"Gamma Correction" feature or equivalent.
o Miscellaneous: Port by id Software, Rage Software and GT Interactive. CD
format. 59 map levels, 8 of which are not found in PC Doom/Doom II games.
Decent graphics resolution and quality. Saturn Doom is very similar to the
earlier PlayStation (PSX) Doom game (map levels, monsters, sound effects,
music, and passwords used are all virtually identical). Saturn Doom graphics
are similar to the PSX Doom graphics, but tend to be marginally brighter, and
lack some of the enhanced lighting and color effects used in PSX Doom. Game
information stored in a password code may be inaccurate (health, armor and
ammo level numbers tend to be rounded). Health potions and Spiritual Armor
bonuses add 2% to a player's health or armor (versus 1% in the PC games). In
PC Doom II, the two shotgun types are both represented as weapon 3 in the
status bar; In Saturn Doom, the shotgun types are separated into weapons 3
and 4. No "Nightmare" skill level. Some Doom II monsters (Heavy Weapon
Dude, Revenant, etc.) appear in the "Ultimate Doom" maps when playing at the
highest skill level ("Ultra Violence"). Monster and weapon sounds tend to
differ from the sounds used in the PC games. In this game, "blurred" objects
are translucent and faded, but otherwise maintain their normal colors and
surface features (in the PC games, "blurred" objects, when visible, are a
translucent gray, with a flat, flowing/scrambled surface). A second version
of the Spectre appears in this game: the "Nightmare Spectre", which looks
like the normal Spectre, but is harder to kill. The Nightmare Spectre is a
not a 1-to-1 replacement for the missing Arch-Vile monster. Very tall rooms/
areas from equivalent maps in the PC game(s) are shorter in this version.
Some monsters and monster projectiles tend to move slower than their PC-game
counterparts. The player character's basic running speed (compared to other
moving objects in the same Doom environment) is somewhat faster here than in
other versions. In general, each weapon's "rapid-fire" rate is higher here
than in other Doom games. Graphics "noise" may sometimes be seen along the
top or bottom edges of walls. On occasion, when a Pain Elemental monster
dies, the Lost Souls generated by its explosion may be flung through nearby
walls, where they may become trapped. Lost Souls that are trapped in walls
may still be visible, but may be impossible to kill (this has little effect
on the game, since Lost Souls do not count towards a Kills score). The voice
effect that accompanies "victory text" is not heard if Music Volume is turned
down. Some monsters on the original PC maps are replaced with different
monsters on the equivalent maps in this version. Player may select stereo
(default) or monophonic audio. Stereo sounds may occasionally phase-shift,
giving false impressions of sound sources (for example, during continuous
firing of the player's chaingun, some of the reports may seem to originate
from a point to the player's left or right). Pausing the game does not
interrupt music. "DEMO" will flash on the screen while demo games are shown.
3 demo games are shown during Attract mode (including demos from 2 "secret"
map levels), then the third demo is repeated once before cycling back to the
first. In most Doom/Doom II games that end victoriously with a "parade" (or
"Cast of Characters"), the parade will continue until the player resets or
restarts the game; In Saturn Doom, the parade runs through one time, and then
the game returns to the Main Menu screen. The "WOLFENSTEIN" and "GROSSE"
secret map levels from PC Doom II do not appear in this game. The "Commander
Keen" character from PC Doom II is not included. The "Lots of Goodies" cheat
code will not add keys if they are not necessary.
o PC Ultimate Doom and Saturn Doom map level comparison:
PC ULTIMATE DOOM MAPS | SATURN DOOM "ULTIMATE DOOM" MAPS
-----------------------------|---------------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:-----------------------|-----:---------------------------
E1M1.:.HANGAR................|..1..:.HANGAR....................
E1M2.:.NUCLEAR PLANT.........|..2..:.PLANT.....................
E1M3.:.TOXIN REFINERY........|..3..:.TOXIN REFINERY............
E1M4.:.COMMAND CONTROL.......|..4..:.COMMAND CONTROL...........
E1M5.:.PHOBOS LAB............|..5..:.PHOBOS LAB................
E1M6.:.CENTRAL PROCESSING....|..6..:.CENTRAL PROCESSING........
E1M7.:.COMPUTER STATION......|..7..:.COMPUTER STATION..........
E1M8.:.PHOBOS ANOMALY........|..8..:.PHOBOS ANOMALY............
E1M9.:.MILITARY BASE.........|.56..:.THE MILITARY BASE.........
-----:-----------------------|-----:---------------------------
E2M1.:.DEIMOS ANOMALY........|..9..:.DEIMOS ANOMALY............
E2M2.:.CONTAINMENT AREA......|.10..:.CONTAINMENT AREA..........
E2M3.:.REFINERY..............|.11..:.REFINERY..................
E2M4.:.DEIMOS LAB............|.12..:.DEIMOS LAB................
E2M5.:.COMMAND CENTER........|.13..:.COMMAND CENTER............
E2M6.:.HALLS OF THE DAMNED...|.14..:.HALLS OF THE DAMNED.......
E2M7.:.SPAWNING VATS.........|.15..:.SPAWNING VATS.............
E2M8.:.TOWER OF BABEL........|.23..:.TOWER OF BABEL............
E2M9.:.FORTRESS OF MYSTERY...|.55..:.FORTRESS OF MYSTERY.......
-----:-----------------------|-----:---------------------------
E3M1.:.HELL KEEP.............|.....:...........................
E3M2.:.SLOUGH OF DESPAIR.....|.....:...........................
E3M3.:.PANDEMONIUM...........|.18..:.PANDEMONIUM...............
E3M4.:.HOUSE OF PAIN.........|.19..:.HOUSE OF PAIN.............
E3M5.:.UNHOLY CATHEDRAL......|.20..:.UNHOLY CATHEDRAL..........
E3M6.:.MT. EREBUS............|.21..:.MT. EREBUS................
E3M7.:.GATE TO LIMBO/LIMBO...|.22..:.LIMBO.....................
E3M8.:.DIS...................|.....:...........................
E3M9.:.WARRENS...............|.....:...........................
-----:-----------------------|-----:---------------------------
E4M1.:.HELL BENEATH..........|.24..:.HELL BENEATH..............
E4M2.:.PERFECT HATRED........|.25..:.PERFECT HATRED............
E4M3.:.SEVER THE WICKED......|.26..:.SEVER THE WICKED..........
E4M4.:.UNRULY EVIL...........|.27..:.UNRULY EVIL...............
E4M5.:.THEY WILL REPENT......|.....:...........................
E4M6.:.AGAINST THEE WICKEDLY.|.....:...........................
E4M7.:.AND HELL FOLLOWED.....|.....:...........................
E4M8.:.UNTO THE CRUEL........|.28..:.UNTO THE CRUEL............
E4M9.:.FEAR..................|.....:...........................
-----:-----------------------|-----:---------------------------
.....:.......................|.16..:.HELL GATE.................
.....:.......................|.17..:.HELL KEEP.................
.....:.......................|.29..:.TWILIGHT DESCENDS.........
.....:.......................|.30..:.THRESHOLD OF PAIN.........
.....:.......................|.57..:.THE MARSHES...............
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The Saturn "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the PSX, Jaguar, 3DO and GBA Doom 1
games.)
o PC Doom II (Doom 2: Hell on Earth) and Saturn Doom map level comparison:
PC DOOM II MAPS | SATURN DOOM "DOOM II" MAPS
------------------------------------------|---------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
----:-------------------------------------|-----:---------------------
..1.:.ENTRYWAY............................|.31..:.ENTRYWAY............
..2.:.UNDERHALLS..........................|.32..:.UNDERHALLS..........
..3.:.THE GANTLET.........................|.33..:.THE GANTLET.........
..4.:.THE FOCUS...........................|.34..:.THE FOCUS...........
..5.:.THE WASTE TUNNELS...................|.35..:.THE WASTE TUNNELS...
..6.:.THE CRUSHER.........................|.36..:.THE CRUSHER.........
..7.:.DEAD SIMPLE.........................|.37..:.DEAD SIMPLE.........
..8.:.TRICKS AND TRAPS....................|.38..:.TRICKS AND TRAPS....
..9.:.THE PIT.............................|.39..:.THE PIT.............
.10.:.REFUELING BASE......................|.40..:.REFUELING BASE......
.11.:.CIRCLE OF DEATH/'O' OF DESTRUCTION!.|.41..:.O OF DESTRUCTION!...
.12.:.THE FACTORY.........................|.42..:.THE FACTORY.........
.13.:.DOWNTOWN............................|.....:.....................
.14.:.THE INMOST DENS.....................|.43..:.THE INMOST DENS.....
.15.:.INDUSTRIAL ZONE.....................|.....:.....................
.16.:.SUBURBS.............................|.44..:.SUBURBS.............
.17.:.TENEMENTS...........................|.45..:.TENEMENTS...........
.18.:.THE COURTYARD.......................|.46..:.THE COURTYARD.......
.19.:.THE CITADEL.........................|.47..:.THE CITADEL.........
.20.:.GOTCHA!.............................|.....:.....................
.21.:.NIRVANA.............................|.48..:.NIRVANA.............
.22.:.THE CATACOMBS.......................|.49..:.THE CATACOMBS.......
.23.:.BARRELS O' FUN......................|.50..:.BARRELS OF FUN......
.24.:.THE CHASM...........................|.....:.....................
.25.:.BLOODFALLS..........................|.51..:.BLOODFALLS..........
.26.:.THE ABANDONED MINES.................|.52..:.THE ABANDONED MINES.
.27.:.MONSTER CONDO.......................|.53..:.MONSTER CONDO.......
.28.:.THE SPIRIT WORLD....................|.....:.....................
.29.:.THE LIVING END......................|.....:.....................
.30.:.ICON OF SIN.........................|.....:.....................
.31.:.WOLFENSTEIN.........................|.....:.....................
.32.:.GROSSE..............................|.....:.....................
----:-------------------------------------|-----:---------------------
....:.....................................|.54..:.REDEMPTION DENIED...
....:.....................................|.58..:.THE MANSION.........
....:.....................................|.59..:.CLUB DOOM...........
-----------------------------------------------------------------------------
Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
screens, and "'O' OF DESTRUCTION!" in the Automap.
5. NINTENDO 64 DOOM 64
======================
o Note that Doom 64, unlike other console/handheld Doom games, is not a direct
port or conversion of an existing PC Doom game. It does, however, share many
of the same features and functions that exist in all other Doom and Doom II
games.
o A Nintendo 64 Control Deck, model NUS-001, equipped with one standard
Nintendo 64 Controller (model NUS-005), was used as the test system for the
Doom 64 game described in this document.
o Pros: Comparatively smooth, high-resolution graphics produced through dynamic
antialiasing. The "pixelation" effect (a drop in graphics resolution seen in
other Doom games as the player character approaches a surface or object) is
notably reduced here. Features some new graphics effects (fog/mist, fading
objects, animated skies, etc.). First-person view fills the entire space on
the TV/monitor screen (with or without the "status bar" displayed). The
"bar" of the "status bar" is invisible: only the numerals used for health,
ammo and armor (and the icons used for keys) will actually obstruct any part
of the first-person view. The status bar may be switched off, allowing only
the first-person view to fill the screen (an option not found in any other
console Doom game). Map level, skill level, health, armor, weapon and ammo
information is translated to a password code which is given after successful
completion of each map level (some other console Doom games cannot save such
information externally). On the password screen, the last password entered
or generated may be re-entered with a single button press (useful when, for
example, a player is killed and wishes to restart on the map with a
non-default status). The game supports a "Controller Pak" (a separately-sold
memory cartridge device) which allows storage and retrieval of up to 16 game
passwords. Built-in screen brightness adjustment option, somewhat similar to
the "Gamma Correction" feature in the PC Doom games. Automap is dual-mode,
allowing a player to view the map with a detailed textured floor (using an
Area's actual floor textures), or view the map as a plain (PC-Doom style),
untextured Automap. Extensive controller customizing is allowed (Fire button
can swap functions with Speed button or Activate button, etc.), including an
ability to choose and/or modify any one of 5 preset configurations. Player
may walk and move in the game with the controller's directional-pad buttons,
and/or with the controller's built-in joystick. The player character can
rotate at varying speeds: turning slowly using controller buttons, marginally
faster using the joystick, or very fast with the joystick if "Controller
Stick Sensitivity" is increased through a setting under the game's Options
Menu. The game provides a control for "centering" the position of the game
screen on the display device, allowing horizontal and vertical adjustments.
Game messages (such as "PICKED UP A BOX OF SHELLS") may be toggled on or off,
as can be done in the PC Doom games.
o Cons: No multiplayer ability. On some display devices the first-person view
may seem too dark, and/or the status bar data may be difficult to read, even
when the game's brightness level is set to maximum. Occasionally objects in
the foreground are partially overlaid by background wall or floor textures.
Weapons are cyclic-access only. Game does not save controller, display, or
sound configuration settings. Although joystick-based turning speed can be
greatly increased through a setting under the game's Options Menu, D-pad (or
button-based) turning speed cannot. The status bar can only display the ammo
level of the currently selected weapon (in PC and GBA Doom games, all ammo
levels for all weapons can be displayed at all times). Once in Automap mode,
a player must cycle through both Automap styles to return to the first-person
view (this can be done almost instantaneously if desired, but must be done
every time the Automap is accessed). At 16 characters long, the passwords
are somewhat cumbersome to enter ("type in"), unless they are stored in a
separately-sold Controller Pak memory cartridge. The delay between a player
character's death and subsequent resurrection is longer here than in other
Doom games.
o Miscellaneous: Game by id Software and Midway Home Entertainment, Inc.
Cartridge format. 32 map levels, none of which are found in PC Doom/Doom II
games. Gameplay speed is adequate, but some aspects of a player character's
motion (such as running speed) may be marginally slower here than in a PC
Doom/Doom II game played on a modern computer. More monster/enemy variety in
this game than in most Doom 1-based games (several of the Doom 64 monster
types are copied from PC Doom II). With some new features and completely
re-worked graphics, the "look and feel" of this game bears only a distant
resemblance to all other Doom games. All enemies have a modified appearance,
and in some cases are only vaguely similar to their counterparts in other
Doom or Doom II games. Virtually all objects and surface textures have been
changed from their original designs, including weapons, power-ups, walls,
floors, ceilings, switches and teleporters. Map levels may have structures
that provide crossing paths at different elevations (such as a solid bridge
that a player can walk over or under), and similar map features which are not
found in other Doom games. Graphics, overall, tend to be darker here than in
most other versions. Features new music tracks (and other background audio
effects), not used in the PC games. Some features appear in this game that
appear in no other Doom or Doom II game, including horizontally-sliding
surfaces, wall-mounted monitors that can be used to view distant parts of the
map, automated traps that launch projectiles, etc. Doom 64 features a new
"Boss" monster (referred to in the game as the "Mother of all Demons") which
is not found in any other Doom game. The Spider Mastermind monster found in
most other Doom games is not included. Another version of the Imp appears in
this game: the "Nightmare Imp", which is semi-translucent, darker, and faster
than the normal Imp, and launches high-velocity fireballs. Arachnotrons fire
twin, side-by-side plasma bursts (versus single-stream bursts in all other
games). Pain Elemental monsters can release 2 Lost Souls at a time (versus a
maximum of 1 at a time in all other games). Lost Souls are semi-translucent
in this game, and tend to attack more quickly than their counterparts in
other games. In Doom 64, Baron-Of-Hell projectiles can injure Hell Knights,
and vice-versa (in other Doom/Doom II games, both projectiles are harmless to
both monsters). The "Demon" monster (a pink, muscular, hunched-over, biting
monster), is referred to as a "Bull Demon" in the manual included with the
game. A Spectre Demon is opaque until it discovers a player character,
whereupon it becomes translucent. If a translucent Spectre Demon is killed,
its body becomes opaque. A new laser-type weapon appears in this game, and
uses the same "cell" ammunition as a plasma rifle or BFG 9000. Doom 64
includes a unique type of power-up (referred to in this document as a "Demon
Artifact") which acts both as an enhancement for the new laser weapon, and as
a special key/activator for use within the game's final map level. Demon
Artifacts have an appearance somewhat similar to the demon/pentagram graphic
which is used both in the game's tally screens and on the cover of the game's
manual. When a Demon Artifact is picked up, an icon representing that
particular Artifact appears at the lower-right corner of the Automap screen.
A double-barrelled "Super Shotgun" (similar to the weapon found in "Doom II"
games) appears in this game. The double-barrelled shotgun and the rocket
launcher both have a "kick" when firing, giving a slight backwards push
against the player character. In this game, the plasma rifle tends to make a
continuous buzzing noise whenever it is selected as the current weapon. In
this game, the chain saw has a pair of blades, side by side (versus a single
blade in all other Doom games). In all other Doom games, only players and
monsters may be teleported from place to place; In Doom 64, other objects
(power-ups, weapons, and structures) may also be moved from place to place,
or fade in and out of existence. Occasionally monsters will spontaneously
"fade in" to a location on the current map (an effect which is similar to
teleportation). Game information stored in a password code may be inaccurate
(health, armor and ammo level numbers tend to be rounded). Monster and
weapon sounds tend to differ from the sounds used in the PC games (in fact
most sound effects are identical to those used in the PlayStation (PSX) Doom
games, released prior to Doom 64). The sound effect used in PSX Doom for an
item respawning during a Deathmatch game is used in this game to indicate
that a monster or item/object is "fading into" (or "spawning into") a nearby
location. In this game, "blurred" objects are translucent and faded, but
otherwise maintain their normal colors and surface features (in the PC games,
"blurred" objects, when visible, are a translucent gray, with a flat,
flowing/scrambled surface). Explosive barrels are not mentioned in the game
manual, but do appear in this game, as they do in all other Doom games. The
"marine face", seen in the status bar of all other Doom/Doom II games, is not
in the status bar in this game. "Secret areas" are usually announced (via
on-screen messages) as a player character enters them. While walking/running
in Automap mode, the player icon does not turn to change direction; instead,
the Automap rotates around the icon, which is always facing north. In this
game, the "radiation shield" power-up appears as a green "biohazard" symbol,
instead of as the white full-body "radiation suit" seen in all other Doom
games. The physical location of an item on a given map can vary with the
skill level that the map is played on (for example, the blue keycard in the
STAGING AREA map is in an open area when the game is played on skill 1, but
is located in a small, closed room on skill 4). Doom 64 uses skill level
names unique among console Doom games: "BE GENTLE!", "BRING IT ON!", "I OWN
DOOM!", and "WATCH ME DIE!". Some surfaces with 1-way transparency are used
in this game (a feature otherwise found only in the PC Doom games and GBA
Doom II). In Doom 64, entering a valid map 1 password, or using a special
locked exit on map 32, will reveal a hidden "Features Menu", which allows
access to various cheat functions. On occasion, the first-person view will
shake as an indication of a major change in the current map level (changes in
the map topography, structures, etc.). When the player fires a weapon, the
first-person display can jump or vibrate with the weapon's recoil. Every 30
seconds of idle time after a player character dies, the game will display one
of 12 "taunts" (such as "HAHAHAHA!" or "HAVE YOU HAD ENOUGH?"). Both shotgun
types are reloaded without the relatively elaborate reloading animation seen
in all other Doom/Doom II games (however the weapon reloading times remain
comparable to those of the other games). In most Doom and Doom II games the
plasma rifle is swung up and to the side for a moment at the end of a firing
sequence; in this game the weapon always faces forward.
o N64 Doom 64 map levels:
Map | Map name
----|-----------------
..1.|.STAGING AREA....
..2.|.THE TERRAFORMER.
..3.|.MAIN ENGINEERING
..4.|.HOLDING AREA....
..5.|.TECH CENTER.....
..6.|.ALPHA QUADRANT..
..7.|.RESEARCH LAB....
..8.|.FINAL OUTPOST...
..9.|.EVEN SIMPLER....
.10.|.THE BLEEDING....
.11.|.TERROR CORE.....
.12.|.ALTAR OF PAIN...
.13.|.DARK CITADEL....
.14.|.EYE OF THE STORM
.15.|.DARK ENTRIES....
.16.|.BLOOD KEEP......
.17.|.WATCH YOUR STEP.
.18.|.SPAWNED FEAR....
.19.|.THE SPIRAL......
.20.|.BREAKDOWN.......
.21.|.PITFALLS........
.22.|.BURNT OFFERINGS.
.23.|.UNHOLY TEMPLE...
.24.|.NO ESCAPE.......
.25.|.CAT AND MOUSE...
.26.|.HARDCORE........
.27.|.PLAYGROUND......
.28.|.THE ABSOLUTION..
.29.|.OUTPOST OMEGA...
.30.|.THE LAIR........
.31.|.IN THE VOID.....
.32.|.HECTIC..........
-----------------------------------------------------------------------------
Notes: The map levels in Doom 64 match none of those found in any other Doom
or Doom II game.
6. ATARI JAGUAR DOOM
====================
o An Atari Jaguar 64-Bit Interactive Multimedia System, equipped with one
standard Jaguar controller, was used as the test system for the Atari Jaguar
Doom game described in this document. For testing multiplayer games, the
system was hooked to an identical system via the Jaglink Interface cable.
Multiplayer games were then tested with identical systems hooked together
via a pair of linked Catbox interface devices (sold separately by ICD, Inc.).
o Pros: 2-player ability (although multiplayer function may be unstable). The
first-person view and status bar combination fills the entire display space
on the TV/monitor screen. Some controller customizing allowed (Fire button
can swap functions with Speed button or Activate button, etc.). Memory built
into the game cartridge will automatically store controller configuration
settings, the sound volume setting, the current skill level setting, and also
stores the map level numbers of all Areas that were successfully conquered
(except Area 24). When first starting up the game, a player may choose to
start play on any of 23 map levels previously conquered (this is a quick
process, as there are no passwords to keep or re-enter), and may choose a
different skill level to play it at. During a game in progress, weapons are
direct-access. The built-in cheat codes may be entered quickly and easily
(for example, an invincibility cheat code is 3 button-presses on the Jaguar,
5 on the PC, 10 on the PlayStation). The Jaguar Doom game comes with a
plastic overlay which fits into the top of the game controller, providing
labels and weapon icons for the buttons on the controller's keypad.
o Cons: Most of the maps in this game are edited/simplified versions of the
original PC Doom maps. Games in progress cannot be saved (but a player may
start a new game on any of 23 map levels previously conquered). As stated in
the game manual, occasional "Network Errors" can occur during Deathmatch and
Cooperative games, causing a game in progress to suddenly start over again on
the current map. Only 7 monster types in the game (tying with the Sega 32X
and GBA Doom 1 games for least variety). No Spectre Demon. No Cyberdemon or
Spider Mastermind monsters. No Blur Artifacts. No light-amplification
visors. No crushing ceilings. No music during gameplay. Somewhat lower
graphics resolution or quality than some other large-screen console Doom
games. The status bar can only display the ammo level of the currently
selected weapon (in PC and GBA Doom games, all ammo levels for all weapons
can be displayed at all times).
o Miscellaneous: Port by id Software. Cartridge format. 24 map levels, 2 of
which are not found in PC Doom games. Adequate graphics resolution and
quality. Gameplay speed is adequate, but can be somewhat slower than a PC
Doom/Doom II game played on a modern computer. This game's mapset, in whole
or in part, also appears in the PlayStation, Saturn, 3DO, Sega 32X and GBA
Doom 1 games or Episodes. Rocket and barrel explosions can penetrate solid
walls and doors (allowing a player to kill some enemies without ever directly
encountering them). Health potions and Spiritual Armor bonuses add 2% to a
player's health or armor (versus 1% in the PC games). Picking up an
Invulnerability Artifact tints the screen bluish-pink, as opposed to the
white-out effect seen in many other versions. In 2-player games, both player
characters wear a green uniform. In Deathmatch games, the Frag counts for
both players are displayed in each player's status bar. Corrosive floors
(slime, etc.) will decrease a player's health quickly (faster in this version
of Doom than in most other versions running at a comparable skill level).
When the "Happy Ammo" cheat code is used, the player attains an ammo level of
500 rounds for every weapon (versus a specific individual ammo level for each
weapon in the PC games). Game manual is written in English, French, German.
Game manual states that cartridge memory will not accept more than 100,000
changes to stored information (however this would still allow, for example,
50 changes a day for more than 5 years).
o PC Doom/Ultimate Doom and Atari Jaguar Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | JAGUAR DOOM MAPS
---------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:---------------------|-----:--------------------
E1M1.:.HANGAR..............|..1..:.HANGAR.............
E1M2.:.NUCLEAR PLANT.......|..2..:.PLANT..............
E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
-----:---------------------|-----:--------------------
E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
E2M3.:.REFINERY............|.11..:.REFINERY...........
E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
E2M8.:.TOWER OF BABEL......|.....:....................
E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
-----:---------------------|-----:--------------------
E3M1.:.HELL KEEP...........|.....:....................
E3M2.:.SLOUGH OF DESPAIR...|.....:....................
E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
E3M6.:.MT. EREBUS..........|.21..:.MT EREBUS..........
E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
E3M8.:.DIS.................|.....:....................
E3M9.:.WARRENS.............|.....:....................
-----:---------------------|-----:--------------------
.....:.....................|.16..:.TOWER OF BABEL.....
.....:.....................|.17..:.HELL KEEP..........
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The Jaguar "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No
Jaguar equivalent exists for the PC "DIS" map.
The Jaguar "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map.
(It does, however, match the "TOWER OF BABEL" map in the 3DO and GBA Doom 1
games, and the "HELL GATE" map in the PSX and Saturn games.)
The Jaguar "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the PSX, Saturn, 3DO and GBA Doom 1
games.)
7. 3DO (PANASONIC AND OTHERS) DOOM
==================================
o A Panasonic REAL 3DO Interactive Multiplayer, model FZ-1, equipped with one
standard Panasonic 3DO controller (model FZ-JP1X), was used as the test
system for the 3DO Doom game described in this document.
o Pros: Some controller customizing allowed (Fire button can swap functions
with Speed button or Activate button, etc.). Ability to choose between 4
window sizes (or 6, when using a cheat code) for the first-person view. 3DO
system memory automatically stores controller configuration settings, the
sound volume setting, the current skill level setting, the selected window
size for the first-person view, and also stores the map level numbers of all
Areas that were successfully conquered (except Area 24). When first starting
up the game, a player may choose to start play on any of 23 map levels
previously conquered (this is a quick process, as there are no passwords to
keep or re-enter), and may choose a different skill level to play it at.
o Cons: Games in progress cannot be saved (but a player may start a new game on
any of 23 map levels previously conquered). No multiplayer ability. Overall
game animation speed can be choppy, with frequent micro-pauses to access the
CD, and animation noticeably slows down and speeds up with variances in the
number of on-screen textures and sprites. This game uses the Jaguar Doom
mapset (most of the maps in Atari Jaguar Doom are edited/simplified versions
of the original PC Doom maps), and includes no other maps. No Cyberdemon or
Spider Mastermind monsters. No light-amplification visors. No crushing
ceilings. Weapons are cyclic-access only. First-person view does not fill
the entire space above the status bar. Game does not utilize all available
display space on the TV/monitor screen. The status bar can only display the
ammo level of the currently selected weapon (in PC and GBA Doom games, all
ammo levels for all weapons can be displayed at all times).
o Miscellaneous: Port by Logicware and Art Data Interactive, Inc. CD format.
24 map levels, 2 of which are not found in PC Doom games. Decent graphics
resolution and quality. Gameplay speed, overall, is below the average speed
of most other Doom games. Features many of the music tracks from PC Doom,
re-mastered with new and more distinctive instrumentation. A built-in cheat
code allows the first-person view window to be expanded two more times beyond
the default maximum size (however, larger windows further slow down the
game). The game box for 3DO Doom advertises "full screen display", and the
first-person view is indeed maximized within a window; but the window itself
(when expanded to any size) is always bordered by static artwork. Rocket and
barrel explosions can penetrate solid walls and doors (allowing a player to
kill some monsters without ever directly encountering them). Health potions
and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1%
in the PC games). In this game, "blurred" objects are a translucent gray,
with a plain, flat surface (in the PC games, "blurred" objects, when visible,
are a translucent gray, with a flat, flowing/scrambled surface). If the "Map
All Things" cheat code is used, monster orientations are not indicated, as
they are in all other game versions that support this cheat code; All object
indicators point in the same direction. The "marine face" in the status bar
always explodes when the player character dies. Music from the first map
level accompanies the tally screens. No "Attract mode"; no demo games. When
the "Happy Ammo" cheat code is used, the player attains an ammo level of 500
rounds for every weapon (versus a specific individual ammo level for each
weapon in the PC games).
o PC Doom/Ultimate Doom and 3DO Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | 3DO DOOM MAPS
---------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:---------------------|-----:--------------------
E1M1.:.HANGAR..............|..1..:.HANGAR.............
E1M2.:.NUCLEAR PLANT.......|..2..:.NUCLEAR PLANT......
E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
-----:---------------------|-----:--------------------
E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
E2M3.:.REFINERY............|.11..:.REFINERY...........
E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
E2M8.:.TOWER OF BABEL......|.....:....................
E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
-----:---------------------|-----:--------------------
E3M1.:.HELL KEEP...........|.....:....................
E3M2.:.SLOUGH OF DESPAIR...|.....:....................
E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
E3M6.:.MT. EREBUS..........|.21..:.MT. EREBUS.........
E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
E3M8.:.DIS.................|.....:....................
E3M9.:.WARRENS.............|.....:....................
-----:---------------------|-----:--------------------
.....:.....................|.16..:.TOWER OF BABEL.....
.....:.....................|.17..:.HELL KEEP..........
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The 3DO "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No 3DO
equivalent exists for the PC "DIS" map.
The 3DO "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map. (It
does, however, match the "TOWER OF BABEL" map in the Jaguar and GBA Doom 1
games, and the "HELL GATE" map in the PSX and Saturn games.)
The 3DO "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the PSX, Saturn, Jaguar and GBA Doom 1
games.)
8. SUPER NINTENDO DOOM
======================
o A Super NES Control Deck, model SNS-001, equipped with one standard Super NES
controller (model SNS-005), was used as the test system for the SNES Doom
game described in this document. For testing multiplayer games, the system
was connected to various similar systems via the X Band network, using a
Catapult X Band modem device (model 00100).
o Pros: Basic map layouts tend to match the equivalent PC-Doom 1 maps with
above-average accuracy (higher accuracy, overall, than that found in every
other console version). Simplified-Deathmatch ability via X Band Network
connection. SNES Doom includes both the Spider Mastermind and Cyberdemon
monsters from the original PC games (one or both of these are missing from
GBA Doom 1 and many large-format console games). The Automap is actively
updated at all times, whether displayed or not (in most other Doom versions,
the Automap cannot be updated while displayed). A player character with
maximum health will not automatically pick up a Soul Sphere on contact (in
most other Doom/Doom II games a Soul Sphere is always picked up on contact).
o Cons: Games in progress cannot be saved. Comparatively low-resolution
graphics (most noticeable with distant objects); lowest overall resolution of
all large-screen Doom games. Cannot play Episodes 2 or 3 using low skill
levels. For multiplayer games, a separately-sold "X Band" modem device (and
a subscription to the X Band Network) is/was required for each player's game
system. Cooperative games are not supported. Deathmatch games are scaled
down in this version (no sound effects, items do not re-spawn, an enemy
player character simply disappears from the Area when killed, exiting a map
level displays the main menu, where both players must select which map to
restart the game on, and weapons, ammo, etc., cannot be carried between map
levels). Can only start a new single-player game from map level 1 (although
a player may start on the first map of any Episode); Map level passwords and
warp cheat codes are not supported. Vertical surfaces tend to be somewhat
"sticky", occasionally slowing or halting the player character on contact.
Shotguns or ammo clips dropped by killed enemies do not appear on the floor/
ground. No controller customizing allowed. No real textures for ceilings or
floors (including corrosives and teleporters). Monsters can only display a
front side. No Spectre Demon. Weapons are cyclic-access only (although
weapons may be cycled while the game is paused). Weapon choices can cycle in
one direction only. Cannot save game configuration settings. Game does not
utilize all available display space on the TV/monitor screen. Sounds from
events at medium or long ranges are often truncated, or may not be heard.
Although monsters can hurt each other, they cannot deliberately fight each
other. No screen-flash warning as an Invulnerability Artifact or radiation
suit begins to wear out. The status bar can only display the ammo level of
the currently selected weapon (in PC and GBA Doom games, all ammo levels for
all weapons can be displayed at all times).
o Miscellaneous: Port by Sculptured Software, Inc. Cartridge format. 22 map
levels, all of which are found in PC Doom 1. Gameplay speed is adequate, but
is slower than a PC Doom/Doom II game played on a typical modern computer.
No "Attract mode"; no demo games. A bug in the game allows the player to
instantly acquire additional weapons once a chain saw has been picked up. In
most Doom versions, a killed player restarts a map level with 100% health, 0%
armor, a pistol and 50 bullets; In SNES Doom, a killed player restarts with
100% health, and whatever armor, weapons and ammo that the player originally
brought into the level. While walking/running in Automap mode, the player
icon does not turn to change direction; instead, the Automap rotates around
the icon, which is always facing north (this is also how Automap "scrolling"
is handled). Some monsters tend to be easier to kill than their counterparts
in other versions of the game. A player may still pick up weapons after ammo
levels are at maximum (for example, a player may pick up multiple shotguns,
even after reaching the maximum carry limit of 100 shells). Weapons are
cycled in the following order: Fist, pistol, shotgun, chain saw, chaingun,
rocket launcher, plasma rifle, BFG 9000, then fist again, etc. In this game,
"blurred" objects are translucent and faded, but otherwise maintain their
normal colors and surface features (in the PC games, "blurred" objects, when
visible, are a translucent gray, with a flat, flowing/scrambled surface).
Hitting the Activate/Use button can still trigger the "grunt" sound effect,
even when the player character is nowhere near a wall, switch, or door. Some
action sequences (such as monster deaths, explosions, etc.) tend to use fewer
frames of animation than the equivalent sequences in other Doom games. No
exploding-monster effect (usually seen in PC Doom games when, for example, an
Imp or Former Human is hit by a rocket). Teleportation is instantaneous,
without the motion-damping effect seen in other versions. No "green spark"
effect when a player or monster goes through a teleporter. Impacts of
bullets or shotgun pellets on walls are not visible. No doors or switches
are activated by projectile impacts. An Artifact or power-up can be picked
up when the player walks over it, but can also be picked up if the player is
jumping (running) through the airspace above it. A weapon icon appears in
the player's status bar to show which weapon is currently held. In most Doom
games, a typical monster will make an "alert" sound when it first senses a
player, and a "growl" sound when patrolling an area after being alerted; In
the SNES game, a monster's "alert" sound is also used for the "growl" sound.
Monster projectiles may affect monsters in ways contrary to what is seen in
other Doom games (for example, a Cacodemon's projectiles can injure other
Cacodemons). A Cyberdemon's rockets appear to fly backwards. The player's
chaingun fires fewer bullets than what is indicated by the firing sound. In
SNES Doom, a minimal burst of chaingun fire is typically 1 bullet (with 2
reports), versus 2 bullets in most other Doom games. A BFG 9000 will use up
to 40 energy cells per shot, but can be fired when less than 40 cells remain
(other Doom/Doom II games require a minimum of 40 cells). In this game some
projectiles move at faster speeds than in many other Doom games. In most
Doom/Doom II games, an elevator/lift will automatically reverse if a player
or monster prevents it from rising to its highest position; In the SNES game,
a blocked elevator will simply halt in place, and only move again when the
obstacle is removed. Some secret doors are better camouflaged in this game
than in PC Doom. Players and monsters do not move laterally as a result of
impacts or nearby explosions (as they do in all other Doom games). Phobos/
Deimos/Hell landscapes are used as the background for the tally screens
between map levels, showing the player's progress through the various stages
of each Episode (SNES Doom and GBA Doom are the only non-computer Doom games
that use these graphics). Most of the original PC Doom story text appears in
this game. No scrolling/sliding textures, as are found in all other Doom
games. No built-in volume controls. No built-in cheat codes, but some codes
are available for use with the Super NES Game Genie device (sold separately
by Galoob Toys, Inc.).
o PC Doom/Ultimate Doom and SNES Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | SNES DOOM MAPS
---------------------------|---------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:---------------------|------:--------------------
E1M1.:.HANGAR..............|.E1M1.:.HANGAR.............
E1M2.:.NUCLEAR PLANT.......|.E1M2.:.NUCLEAR PLANT......
E1M3.:.TOXIN REFINERY......|.E1M3.:.TOXIN REFINERY.....
E1M4.:.COMMAND CONTROL.....|.E1M4.:.COMMAND CONTROL....
E1M5.:.PHOBOS LAB..........|.E1M5.:.PHOBOS LAB.........
E1M6.:.CENTRAL PROCESSING..|......:....................
E1M7.:.COMPUTER STATION....|.E1M6.:.COMPUTER STATION...
E1M8.:.PHOBOS ANOMALY......|.E1M7.:.PHOBOS ANOMALY.....
E1M9.:.MILITARY BASE.......|.E1M8.:.MILITARY BASE......
-----:---------------------|------:--------------------
E2M1.:.DEIMOS ANOMALY......|.E2M1.:.DEIMOS ANOMALY.....
E2M2.:.CONTAINMENT AREA....|......:....................
E2M3.:.REFINERY............|.E2M2.:.REFINERY...........
E2M4.:.DEIMOS LAB..........|.E2M3.:.DEIMOS LAB.........
E2M5.:.COMMAND CENTER......|......:....................
E2M6.:.HALLS OF THE DAMNED.|.E2M4.:.HALLS OF THE DAMNED
E2M7.:.SPAWNING VATS.......|......:....................
E2M8.:.TOWER OF BABEL......|.E2M5.:.TOWER OF BABEL.....
E2M9.:.FORTRESS OF MYSTERY.|.E2M6.:.FORTRESS OF MYSTERY
-----:---------------------|------:--------------------
E3M1.:.HELL KEEP...........|.E3M1.:.HELL KEEP..........
E3M2.:.SLOUGH OF DESPAIR...|.E3M2.:.SLOUGH OF DESPAIR..
E3M3.:.PANDEMONIUM.........|.E3M3.:.PANDEMONIUM........
E3M4.:.HOUSE OF PAIN.......|.E3M4.:.HOUSE OF PAIN......
E3M5.:.UNHOLY CATHEDRAL....|......:....................
E3M6.:.MT. EREBUS..........|.E3M5.:.MT. EREBUS.........
E3M7.:.GATE TO LIMBO/LIMBO.|.E3M6.:.LIMBO..............
E3M8.:.DIS.................|.E3M7.:.DIS................
E3M9.:.WARRENS.............|.E3M8.:.WARRENS............
-----------------------------------------------------------------------------
Notes: The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to
as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The "E#M#" designators used here for SNES Doom maps are for reference only,
and are not displayed in the actual game.
9. SEGA GENESIS 32X DOOM
========================
o A Sega Genesis System Console, model 1601, equipped with one standard Sega
Genesis "6-button" controller (model MK-1653), and one Sega Genesis 32X
module (model MK-84000A), was used as the test system for the Sega 32X Doom
game described in this document.
o Pros: Player can always start a game on any of 15 map levels. The Automap is
actively updated at all times, whether displayed or not (in most other Doom
versions, the Automap cannot be updated while displayed). Some controller
customizing allowed (Fire button can swap functions with Speed button or
Activate button, etc.). With a "6-button" controller attached, weapons can
be accessed directly, or weapon choices can be cycled in both directions.
o Cons: Requires both a Sega Genesis system and the "32X" expansion module.
This version has the least map levels of all Doom games, and most of the maps
are edited/simplified versions of the original PC Doom maps. Games in
progress cannot be saved (but a player may always start a new game on any of
15 maps). No multiplayer ability. No BFG 9000 weapon available without
using a cheat code. Monsters can only display a front side (despite the fact
that screen shots on the game box and the 32X module box show side views of
monsters). Only 7 monster types in the game (tying with the Jaguar and GBA
Doom 1 games for least variety). No Spectre Demon. No Cyberdemon or Spider
Mastermind monsters. No Blur Artifacts. No light-amplification visors. No
crushing ceilings. With a "3-button" (standard) controller, weapons are
cyclic-access only, and weapon choices can be cycled in only one direction.
Cannot save game configuration settings. First-person view does not fill the
entire space above the status bar. Game does not utilize all available
display space on the TV/monitor screen. Although monsters can hurt each
other, they cannot deliberately fight each other. Some rooms on some maps
are inaccessible. The few built-in cheat codes can be difficult to implement
(the code button combinations may have to be pressed several times before a
code will take effect). The use of cheat codes can prevent access to some
maps, and also prevents the game's full ending sequence from being shown.
The status bar can only display the ammo level of the currently selected
weapon (in PC and GBA Doom games, all ammo levels for all weapons can be
displayed at all times). Infrequent, brief flashes of graphics "noise" may
sometimes appear in the first-person view or Automap screen.
o Miscellaneous: Port by id Software. Cartridge format. 17 map levels, all of
which are found in PC Doom games. Decent graphics resolution and quality.
Gameplay speed is adequate, but can be somewhat slower than a PC Doom/Doom II
game played on a modern computer. Maps 16 and 17 can only be accessed if the
game was started on map 1, and if cheat codes were not used during the game.
In order to see the game's entire ending sequence, a player must start on map
level 1 and play the game all the way through without using cheat codes (a
game won any other way will result in the credits being shown, and then the
game simply halts with a plain textured screen and a "DOS prompt"). Contrary
to what is stated in the game manual, a player cannot enter map 1 from map
15; map-level sequence does not "wrap around". Rocket and barrel explosions
can penetrate solid walls and doors (allowing a player to kill some monsters
without ever directly encountering them). Health potions and Spiritual Armor
bonuses add 2% to a player's health or armor (versus 1% in the PC games).
Picking up an Invulnerability Artifact causes a drop in graphics chroma, as
opposed to the white-out effect seen in many other versions. Picking up a
Berserk Pack causes a relatively bright, sustained flash of red, which may be
mistaken for the effect seen when the player character takes sudden, heavy
damage. The shotgun-loading sound is played (sometimes at very low volume)
for a teleportation event, instead of the teleport sound heard in most other
versions. Map level names are not used, only map numbers. Map numbers are
only indicated in the tally screens, not while playing a map level. In the
Automap, the player icon (an arrow) looks like the one used in the PC games,
as opposed to the green triangle used in all other console versions of Doom.
There is an option in Automap mode to turn on a grid which overlays the map,
and can be used as a reference for scale (a feature otherwise found only in
the PC games). Rockets fired from a player's rocket launcher appear to fly
backwards (the nose of the rocket faces the player as the rocket moves away).
All monsters, items and Artifacts located in very dark areas remain well lit
at all times. Not all teleporters function (but all important ones do).
Because graphics are only provided to show the front side of objects, some
monsters in "wait" mode may seem blind when a player approaches them from
behind (a monster will always appear to look at a player even when it is not
actually facing toward the player). When the "Happy Ammo" cheat code is
used, the player attains an ammo level of 500 rounds for every weapon (versus
a specific individual ammo level for each weapon in the PC games).
o PC Doom/Ultimate Doom and Sega Genesis 32X Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | SEGA 32X DOOM MAPS
---------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME REFERENCE
-----:---------------------|-----:--------------------
E1M1.:.HANGAR..............|..1..:.Hangar.............
E1M2.:.NUCLEAR PLANT.......|..2..:.Nuclear Plant......
E1M3.:.TOXIN REFINERY......|..3..:.Toxin Refinery.....
E1M4.:.COMMAND CONTROL.....|..4..:.Command Control....
E1M5.:.PHOBOS LAB..........|..5..:.Phobos Lab.........
E1M6.:.CENTRAL PROCESSING..|..6..:.Central Processing.
E1M7.:.COMPUTER STATION....|..7..:.Computer Station...
E1M8.:.PHOBOS ANOMALY......|..8..:.Phobos Anomaly.....
E1M9.:.MILITARY BASE.......|.17..:.Military Base......
-----:---------------------|-----:--------------------
E2M1.:.DEIMOS ANOMALY......|..9..:.Deimos Anomaly.....
E2M2.:.CONTAINMENT AREA....|.10..:.Containment Area...
E2M3.:.REFINERY............|.11..:.Refinery...........
E2M4.:.DEIMOS LAB..........|.12..:.Deimos Lab.........
E2M5.:.COMMAND CENTER......|.13..:.Command Center.....
E2M6.:.HALLS OF THE DAMNED.|.14..:.Halls of the Damned
E2M7.:.SPAWNING VATS.......|.15..:.Spawning Vats......
E2M8.:.TOWER OF BABEL......|.....:....................
E2M9.:.FORTRESS OF MYSTERY.|.16..:.Fortress of Mystery
-----:---------------------|-----:--------------------
E3M1.:.HELL KEEP...........|.....:....................
E3M2.:.SLOUGH OF DESPAIR...|.....:....................
E3M3.:.PANDEMONIUM.........|.....:....................
E3M4.:.HOUSE OF PAIN.......|.....:....................
E3M5.:.UNHOLY CATHEDRAL....|.....:....................
E3M6.:.MT. EREBUS..........|.....:....................
E3M7.:.GATE TO LIMBO/LIMBO.|.....:....................
E3M8.:.DIS.................|.....:....................
E3M9.:.WARRENS.............|.....:....................
-----------------------------------------------------------------------------
Notes: The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to
as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
Map level names are not used in Sega 32X Doom.
10. NINTENDO GAME BOY ADVANCE DOOM
==================================
o A Nintendo Game Boy Advance, model AGB-001, was used as the test system for
the GBA Doom game described in this document. For testing multiplayer games,
the system was connected to identical systems via one or more Nintendo Game
Boy Advance Game Link cables (model AGB-005).
o Pros: The Game Boy Advance has a built-in screen, battery pack and link port,
making GBA Doom more portable than any desktop-PC or console Doom 1 game.
Multiplayer link ability, allowing 2 players in Cooperative games, and 2 to 4
players in Deathmatch games. Includes 8 Deathmatch-only bonus maps not found
in other commercial Doom games. Some flaws have been corrected in some maps
which were copied from earlier console Doom games. Games in progress may be
saved to any of 4 save-game slots in the Doom Game Pak, and save-game data
includes controller, lighting and audio settings. 2 lighting-style choices,
"Dynamic" (normal), and "Static" (low light levels are increased, and lights
that normally flash are always on). 6-level "Brightness" adjustment option
(somewhat similar to the "Gamma Correction" feature in the PC Doom games),
which controls the maximum brightness of both Dynamic and Static lighting
modes. Includes an "Autorun" option (player always runs). In the status
bar, current ammo levels and ammo limits are always displayed for all weapons
(in most other console Doom games, only the currently selected weapon can
have an ammo level displayed). Some controller customizing allowed (any of 6
preset button configurations may be selected).
o Cons: The original Game Boy Advance does not have any built-in lighting for
its screen, which means that GBA Doom can be difficult to view unless the
right amount of external light is hitting the screen at the right angle at
all times (a newer model of the GBA, the GBA SP, does have built-in screen
lighting). Saved games may occasionally become corrupted, and fail to reload
correctly. Cooperative games have a 2-player limit, even when 3 or more GBAs
are linked. This game uses a slightly modified version of the Jaguar Doom
mapset (most of the maps in Atari Jaguar Doom are edited/simplified versions
of the original PC Doom maps), and includes no other single-player maps. The
player character can potentially become trapped behind a wall or barrier on
certain maps. Only 7 monster types in the game (tying with the Jaguar and
Sega 32X games for least variety). No Spectre Demon. No Cyberdemon or
Spider Mastermind monsters. No Blur Artifacts. No light-amplification
visors. No crushing ceilings. Weapons are cyclic-access only. In some of
the preset button configurations weapon-swapping can be awkward, and weapon
changes can occur unintentionally when performing certain maneuvers. Some
rooms in some map levels are inaccessible. The sound effect used to indicate
a player taking damage is also mistakenly used whenever a player lands unhurt
after falling a short distance. Frag counts for players in Deathmatch games
are only displayed in the Automap view. No tally screen is displayed, and no
opportunity to save the game is given, when a player goes through the exit to
the "Military Base" map level.
o Miscellaneous: Port by id Software, David A. Palmer Productions, and
Activision. Cartridge format. 32 map levels, 10 of which are not found in
PC Doom games. Decent graphics resolution and quality for the GBA screen.
Gameplay speed is adequate, but is somewhat slower than a PC Doom/Doom II
game played on a modern computer. The game's overall speed can be affected
by the built-in lighting options: Dynamic Lighting may lower the framerate,
while Static Lighting may raise it. No "Attract mode"; no demo games. No
"Ultra-Violence" skill setting; the highest skill is "Nightmare". Player can
select the fist weapon at any time, whether or not a chain saw or Berserk
Pack has been acquired. When monsters or players are killed, their corpses
disappear after a brief delay. Monster and player blood is green instead of
red. All monsters, items and Artifacts located in very dark areas remain
well lit at all times. When a pink Demon is killed, it makes the same sound
as a dying Imp (in all other Doom games, Imps and Demons will make separate
sounds). Sounds produced by distant events may be played at an undiminished
volume, and/or may penetrate walls or areas that are "soundproof" in other
Doom games. No exploding-monster effect (usually seen in PC Doom games when,
for example, an Imp or Former Human is hit by a rocket). Rocket and barrel
explosions can penetrate solid walls and doors (allowing a player to kill
some enemies without ever directly encountering them). Teleportation is
almost instantaneous, without the motion-damping effect seen in most other
versions. In a reversal of the Automap colors used in most other Doom games,
GBA Doom's Automap displays "viewed" surfaces as gray lines, while "unseen"
surfaces (added to the Automap when a Computer Area Map Item is acquired) are
displayed in red. The Automap screen allows 5 preset zoom levels. Health
potions and Spiritual Armor bonuses add 2% to a player's health or armor
(versus 1% in the PC games). Picking up an Invulnerability Artifact tints
the screen blue, as opposed to the white-out effect seen in many other Doom
versions. In this game, muzzle flashes from player weapons do not reflect
off of nearby surfaces, as they do in other Doom/Doom II games. Unlike most
other Doom games, Lost Souls are calculated in the Kills score displayed in
the tally screens. The tally screen shows both the time spent on the map,
and the map's Par Time. Phobos/Deimos/Hell landscapes are displayed between
map levels, showing the player's progress through the various stages of each
Episode (GBA Doom and SNES Doom are the only non-computer versions that use
these graphics). The "YOU ARE HERE" indicators in the landscape screens do
not always point to the correct locations on the map. When the "Happy Ammo"
cheat code is used, the player attains an ammo level of 500 rounds for every
weapon (versus a specific individual ammo level for each weapon in the PC
games). In this game the player's fist makes an impact noise when striking a
wall or other inanimate object (in most other versions, fist impacts against
inanimate objects are silent).
o PC Doom/Ultimate Doom and GBA Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | GBA DOOM MAPS
---------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:---------------------|-----:--------------------
E1M1.:.HANGAR..............|..1..:.HANGAR.............
E1M2.:.NUCLEAR PLANT.......|..2..:.NUCLEAR PLANT......
E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
-----:---------------------|-----:--------------------
E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
E2M3.:.REFINERY............|.11..:.REFINERY...........
E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
E2M8.:.TOWER OF BABEL......|.....:....................
E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
-----:---------------------|-----:--------------------
E3M1.:.HELL KEEP...........|.....:....................
E3M2.:.SLOUGH OF DESPAIR...|.....:....................
E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
E3M6.:.MT. EREBUS..........|.21..:.MOUNT EREBUS.......
E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
E3M8.:.DIS.................|.....:....................
E3M9.:.WARRENS.............|.....:....................
-----:---------------------|-----:--------------------
.....:.....................|.16..:.TOWER OF BABEL.....
.....:.....................|.17..:.HELL'S KEEP........
.....:.....................|.25..:.DM1................
.....:.....................|.26..:.DM2................
.....:.....................|.27..:.DM3................
.....:.....................|.28..:.DM4................
.....:.....................|.29..:.DM5................
.....:.....................|.30..:.DM6................
.....:.....................|.31..:.DM7................
.....:.....................|.32..:.DM8................
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The GBA "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No GBA
equivalent exists for the PC "DIS" map.
The GBA "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map. (It
does, however, match the "TOWER OF BABEL" map in the Jaguar and 3DO games,
and the "HELL GATE" map in the PSX and Saturn games.)
The GBA "HELL'S KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the PSX, Saturn, Jaguar and 3DO games.)
11. NINTENDO GAME BOY ADVANCE DOOM II
=====================================
o A Nintendo Game Boy Advance, model AGB-001, was used as the test system for
the GBA Doom II game described in this document. For testing multiplayer
games, the system was connected to identical systems via one or more Nintendo
Game Boy Advance Game Link cables (model AGB-005).
o Pros: The Game Boy Advance has a built-in screen, battery pack and link port,
making GBA Doom II more portable than any desktop-PC or console Doom II game.
GBA Doom II features more maps and monster types than the "DOOM II" Episodes
of PlayStation Doom or Saturn Doom. Multiplayer link ability, allowing 2
players in Cooperative games, and 2 to 4 players in Deathmatch games. Games
in progress may be saved to any of 4 save-game slots in the Doom II Game Pak,
and game data includes controller, lighting and audio settings. Includes a
6-level "Gamma" adjustment option to control the overall brightness of the
game screen. Controller customizing includes 4 preset button configurations,
a 5-level "Sensitivity" adjustment option to control the player character's
pivoting speed, and an "Always Run" option (player always runs). In the
status bar, current ammo levels and ammo limits are always displayed for all
weapons (in all large-format console Doom games, only the currently selected
weapon can have an ammo level displayed). The "Happy Ammo" cheat code
provides a backpack (in most other Doom games, a backpack is not provided, or
a player's existing backpack is removed).
o Cons: The original Game Boy Advance does not have any built-in lighting for
its screen, which means that GBA Doom II can be difficult to view unless the
right amount of external light is hitting the screen at the right angle at
all times (a newer model of the GBA, the GBA SP, does have built-in screen
lighting). On rare occasions the game may freeze, and the Game Boy Advance
must be powered down and restarted. Cooperative games have a 2-player limit,
even when 3 or more GBAs are linked. Occasionally a player weapon fired at a
close-range target will auto-aim towards the ceiling/sky or floor/ground. In
some of the preset button configurations, weapon-swapping can be awkward, and
weapon changes may occur unintentionally when performing certain maneuvers.
Weapons are cyclic-access only. The auto-aim ability of monsters can remain
unaffected when the player picks up a Blur Artifact. Damage to a player's
armor may not always be accurately represented in the status bar display.
Frag counts for players in Deathmatch games are only displayed in the Automap
view. Unlike the PC Doom/Doom II games, a player's running speed is slower
in reverse than when moving forward.
o Miscellaneous: Port by id Software, Torus Games, and Activision. Cartridge
format. 34 map levels, all of which (in whole or in part) are found in PC
Doom II: Hell on Earth. Decent graphics resolution and quality for the GBA
screen. Gameplay speed is adequate, but is somewhat slower than a PC Doom/
Doom II game played on a modern computer. No "Attract mode"; no demo games.
No "Ultra-Violence" skill setting; the highest skill is "Nightmare!". GBA
Doom II maps reflect some features found in maps from older versions of PC
Doom II (currently the latest version of PC Doom II is v1.9). In this game
some maps have minor alterations, such as elevators replacing stairs, and
strategically placed walls/barriers or deleted windows in order to reduce the
maximum number of objects that need to be drawn at any given time. Some maps
in this game have major alterations, such as deleted buildings; however in
general there are fewer large omissions than in many other console/handheld
Doom games. The PC Doom II maps INDUSTRIAL ZONE and THE CHASM are each split
into 2 "half" maps in this game. When computing collision detection in this
game, most non-structural objects have a comparatively narrow diameter, which
can allow some objects (such as players and/or monsters) to move very close
together, or to push past one another, where they could not in PC Doom II.
Unlike most other Doom games, the monsters in this game cannot open doors.
Monsters and players may occasionally cross above/below one another (a player
may even stand on top of a monster, which is something that cannot occur in
other commercial Doom games). Some monsters on some map levels are "blind"
or "deaf" where equivalent PC Doom II monsters are not. A monster's "sensory
range" is foreshortened in this game (monsters cannot see or hear as far as
they can in PC Doom II or most other Doom games). An active monster may halt
in place if enough distance accrues between the player and monster. Monsters
can remain inactive even while being attacked by a player at long distances.
When monsters are killed, their corpses will flicker and disappear after a
brief delay. Arch-Viles may resurrect killed monsters even after the monster
corpses have disappeared. Mancubus monsters are not able to aim vertically,
and will always launch their fireballs in a wide, predetermined pattern.
Revenants will only fire homing missiles, which are smokeless (in PC Doom II,
Revenants can fire 2 missile types: a smoking homing missile, and a smokeless
non-homing missile). Unlike most other Doom games, monsters such as Imps or
Demons cannot scratch or bite a player from very high/low adjacent areas.
Floating/flying monsters may not always change altitude to attack a target,
or may fail to rise again after dropping in pursuit of a target. Monsters
may continue to try to attack killed players. Some monster sound effects are
missing, including the standard walking sound effects for Arachnotrons and
Cyberdemons. Common bullet-firing sounds are used when the Chaingunner enemy
fires (in PC Doom II, a shotgun sound is used). The sounds used during an
Arch-Vile attack are reversed from sounds used in PC Doom II (in this game,
the "boom" sound of a completed attack precedes the "burning" sound of an
attack in progress). Some player/monster weapons have slightly modified
firing strengths or rates. Weapons tend to have less horizontal auto-aiming
ability, and some projectiles are "narrower" than their counterparts in PC
Doom II. In GBA Doom II, a minimal burst of chaingun fire is typically 1
bullet, versus 2 bullets in most other Doom games. The function of the BFG
9000 is somewhat different here than in most other Doom games (the weapon's
secondary-attack pattern and range has been altered). Bullet and shotgun
pellet impact patterns differ somewhat from those in other versions. Monster
blood is green instead of red. Player characters do not bleed when injured;
their blood-spatter sprites are replaced here by "bullet puffs" (small gray
sprites used for bullet or shotgun pellet impacts on solid surfaces). No
exploding-monster effect (usually seen in PC Doom games when, for example, an
Imp or Former Human is hit by a rocket). Rocket explosions and plasma bursts
can trigger impact-activated switches (in most other Doom/Doom II games these
projectiles will not affect switches). Unlike other Doom games, close-range
explosions caused by player rockets will not push against the player. In
this game, muzzle flashes from player weapons do not reflect off of nearby
surfaces, as they do in other Doom/Doom II games. Unlike the PC Doom games,
players can change lateral direction and speed while falling/moving through
the air. Hitting the Activate/Use button can still trigger the "grunt" sound
effect, even when the player character is nowhere near a wall, switch, or
door. Certain messages in this game, such as "Find the switch to open this
door", do not appear in other Doom/Doom II games. Some surfaces with 1-way
transparency are used in this game (a feature otherwise found only in the PC
Doom games and Doom 64). "Secret areas" are usually announced (via on-screen
messages) as a player character enters them. Newly acquired weapons or ammo
items contain a specific amount of ammunition at all skill levels (in the PC
Doom/Doom II games, the standard amount of ammo for each item is doubled when
playing at the lowest or highest skill levels). In GBA Doom II, almost all
retrievable items on a given map level are tallied in the Items score (in
most other Doom/Doom II games many retrievable item types are not tallied).
Unlike PC Doom games, a player may pick up more than one Computer Map Item.
The tally screen shows both the time spent on the map, and the map's Par
Time. All major Items and power-ups will respawn in Deathmatch, including
Invulnerability Spheres, Blur Artifacts and Megaspheres (in PC Doom games,
not all Item types will respawn). Some symbols and images from the secret
maps in PC Doom II are altered in the equivalent GBA Doom II maps. Objects
suspended from ceilings (bodies or body parts on chains, etc.) do not appear,
as they do in equivalent PC Doom II maps. Some item names are misspelled
(MEDIKIT spelled MEDKIT), or are spelled differently in different places
(ARMOR/ARMOUR).
o PC Doom II (Doom 2: Hell on Earth) and GBA Doom II map level comparison:
PC DOOM II MAPS | GBA DOOM II MAPS
------------------------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
----:-------------------------------------|-----:--------------------
..1.:.ENTRYWAY............................|..1..:.ENTRYWAY...........
..2.:.UNDERHALLS..........................|..2..:.UNDERHALLS.........
..3.:.THE GANTLET.........................|..3..:.THE GANTLET........
..4.:.THE FOCUS...........................|..4..:.THE FOCUS..........
..5.:.THE WASTE TUNNELS...................|..5..:.THE WASTE TUNNELS..
..6.:.THE CRUSHER.........................|..6..:.THE CRUSHER........
..7.:.DEAD SIMPLE.........................|..7..:.DEAD SIMPLE........
..8.:.TRICKS AND TRAPS....................|..8..:.TRICKS AND TRAPS...
..9.:.THE PIT.............................|..9..:.THE PIT............
.10.:.REFUELING BASE......................|.10..:.REFUELING BASE.....
.11.:.CIRCLE OF DEATH/'O' OF DESTRUCTION!.|.11..:.'O' OF DESTRUCTION.
.12.:.THE FACTORY.........................|.12..:.THE FACTORY........
.13.:.DOWNTOWN............................|.13..:.DOWNTOWN...........
.14.:.THE INMOST DENS.....................|.14..:.THE INMOST DENS....
.15.:.INDUSTRIAL ZONE.....................|.15..:.INDUSTRIAL ZONE: A.
.15.:.INDUSTRIAL ZONE.....................|.16..:.INDUSTRIAL ZONE: B.
.16.:.SUBURBS.............................|.17..:.SUBURBS............
.17.:.TENEMENTS...........................|.18..:.TENEMENTS..........
.18.:.THE COURTYARD.......................|.19..:.THE COURTYARD......
.19.:.THE CITADEL.........................|.20..:.THE CITADEL........
.20.:.GOTCHA!.............................|.21..:.GOTCHA!............
.21.:.NIRVANA.............................|.22..:.NIRVANA............
.22.:.THE CATACOMBS.......................|.23..:.THE CATACOMBS......
.23.:.BARRELS O' FUN......................|.24..:.BARRELS O' FUN.....
.24.:.THE CHASM...........................|.25..:.THE CHASM: A.......
.24.:.THE CHASM...........................|.26..:.THE CHASM: B.......
.25.:.BLOODFALLS..........................|.27..:.BLOODFALLS.........
.26.:.THE ABANDONED MINES.................|.28..:.THE ABANDONED MINES
.27.:.MONSTER CONDO.......................|.29..:.MONSTER CONDO......
.28.:.THE SPIRIT WORLD....................|.30..:.THE SPIRIT WORLD...
.29.:.THE LIVING END......................|.31..:.THE LIVING END.....
.30.:.ICON OF SIN.........................|.32..:.ICON OF SIN........
.31.:.WOLFENSTEIN.........................|.33..:.WOLFENSTEIN........
.32.:.GROSSE..............................|.34..:.GROSSE.............
-----------------------------------------------------------------------------
Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
screens, and "'O' OF DESTRUCTION!" in the Automap.
In GBA Doom II, maps "INDUSTRIAL ZONE" and "THE CHASM" are each split into 2
separate maps (parts "A" and "B").
The map numbers used here for GBA Doom II maps are for reference only, and
are not displayed in the game.
12. DOOM VERSION COMPARISON TABLES
==================================
o Basic game elements of Doom/Ultimate Doom and Doom II, quick-reference table:
|PC |PC |Sony|Sega |N64 | | | |Sega| |GBA
|Doom |Doom|PSX |Saturn|Doom|Atari|3DO |SNES|32X |GBA |Doom
Elements/features |(all)|II |Doom|Doom |64 |Doom |Doom|Doom|Doom|Doom|II
------------------|-----|----|----|------|----|-----|----|----|----|----|----
Maps, grand total.|27/36|32..|59..|59....|32..|24...|24..|22..|17..|32..|34..
PC Ultimate maps..|27/36|.0..|28..|28....|.0..|22...|22..|22..|17..|22..|.0..
PC Doom II maps...|.0...|32..|23..|23....|.0..|.0...|.0..|.0..|.0..|.0..|30+4
Accuracy of copies|N/A..|N/A.|Good|Good..|N/A.|Fair.|Fair|High|Fair|Fair|Good
Jaguar mapset used|No...|No..|Yes.|Yes...|No..|Yes..|Yes.|No..|Part|Yes.|No..
"Secret" maps.....|3/4..|.2..|.5..|.5....|.4..|.1...|.1..|.3..|.1..|.1..|.2..
Other/bonus maps..|.0...|.0..|.0..|.0....|.3..|.0...|.0..|.0..|.0..|.8..|.0..
Non-PC game maps..|Load.|Load|.8..|.8....|32..|.2...|.2..|.0..|.0..|10..|.0..
Total Episodes....|3/4..|.1..|.2..|.2....|.1..|.1...|.1..|.3..|.1..|.3..|.1..
Total Skill levels|.5...|.5..|.4..|.4....|.4..|.5...|.5..|.5..|.5..|.4..|.4..
Maximum players...|.4...|.4..|.2..|.1....|.1..|.2...|.1..|.2..|.1..|.4..|.4..
Cooperative mode..|Yes..|Yes.|Yes.|No....|No..|Yes..|No..|No..|No..|Yes.|Yes.
Deathmatch/DM mode|Yes..|Yes.|Yes.|No....|No..|Yes..|No..|Yes.|No..|Yes.|Yes.
DM Items re-spawn.|Opt..|Opt.|Yes.|N/A...|N/A.|Yes..|N/A.|No..|N/A.|Yes.|Yes.
Types of monsters.|10...|20..|17..|17....|15..|.7...|.8..|.9..|.7..|.7..|20..
PC Ultimate types.|10...|10..|10..|10....|.9..|.7...|.8..|.9..|.7..|.7..|10..
Doom II-only types|.0...|10..|.6..|.6....|.4..|.0...|.0..|.0..|.0..|.0..|10..
Non-PC types......|Load.|Load|.1..|.1....|.2..|.0...|.0..|.0..|.0..|.0..|.0..
Spectre-Demon.....|Yes..|Yes.|Yes.|Yes...|Yes.|No...|Yes.|No..|No..|No..|Yes.
Cyberdemon........|Yes..|Yes.|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.
Spider Mastermind.|Yes..|Yes.|Rare|Rare..|No..|No...|No..|Yes.|No..|No..|Yes.
Monsters may fight|Yes..|Yes.|Yes.|Yes...|Yes.|Yes..|Yes.|No..|No..|Yes.|Yes.
Crushing ceilings.|Yes..|Yes.|Rare|Rare..|Yes.|No...|No..|Yes.|No..|No..|Yes.
Walls block blasts|Yes..|Yes.|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.
Overall game speed|High.|High|Good|Fair..|High|Good.|Poor|Fair|Good|Good|Good
Monster speeds....|Good.|Good|Fair|Poor..|Good|Good.|Poor|Fair|Good|Good|Good
Screen refresh....|High.|High|Good|Poor..|High|Good.|Poor|Fair|Good|Good|Good
Graphics quality..|Good.|Good|Good|Good..|High|Good.|Good|Fair|Good|Fair|Fair
Live-monster sides|.8...|.8..|.8..|.8....|.8..|.8...|.8..|.1..|.1..|.8..|.8..
Screen/view sizes.|.9...|.9..|.1..|.1....|.1..|.1...|.6..|.1..|.1..|.1..|.1..
Unused screen area|Opt..|Opt.|None|None..|None|None.|Some|Some|Some|None|None
All arms in status|Yes..|Yes.|Yes.|Yes...|No..|Yes..|Yes.|No..|Yes.|No..|Yes.
All ammo in status|Yes..|Yes.|No..|No....|No..|No...|No..|No..|No..|Yes.|Yes.
Weapons for player|.8...|.9..|.9..|.9....|10..|.8...|.8..|.8..|.8..|.8..|.9..
Direct-access arms|Yes..|Yes.|No..|No....|No..|Yes..|No..|No..|Opt.|No..|No..
2-way weapon swap.|N/A..|N/A.|Yes.|No....|Yes.|N/A..|Yes.|No..|Yes.|Opt.|Opt.
Weapon cycle wraps|N/A..|N/A.|No..|Yes...|No..|N/A..|Yes.|Yes.|Yes.|Yes.|Yes.
Can swap if Paused|No...|No..|Yes.|No....|No..|No...|No..|Yes.|No..|No..|No..
Customize controls|Yes..|Yes.|Yes.|Yes...|Yes.|Yes..|Yes.|No..|Yes.|Yes.|Yes.
Music during game.|Opt..|Opt.|Opt.|Opt...|Opt.|No...|Opt.|Opt.|Opt.|Opt.|Yes.
Music like PC game|N/A..|N/A.|No..|No....|No..|Yes..|Yes.|Yes.|Yes.|Yes.|Yes.
Sound FX like PC's|N/A..|N/A.|Some|Some..|Some|Most.|Most|Most|Most|Most|Most
Blur Artifacts....|Yes..|Yes.|Yes.|Yes...|Yes.|No...|Yes.|Yes.|No..|No..|Yes.
Light amplifiers..|Yes..|Yes.|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.
Megaspheres.......|No...|Yes.|Yes.|Yes...|Yes.|No...|No..|No..|No..|No..|Yes.
Potion/helmet adds|.1%..|.1%.|.2%.|.2%...|.2%.|.2%..|.2%.|.1%.|.2%.|.2%.|.1%.
Got-Item messages.|Opt..|Opt.|Yes.|Yes...|Opt.|No...|No..|Yes.|No..|Opt.|Opt.
Can save game data|Yes..|Yes.|Yes.|Yes...|Yes.|Yes..|Yes.|No..|No..|Yes.|Yes.
Player data saved.|Yes..|Yes.|Yes.|Yes...|Yes.|No...|No..|N/A.|N/A.|Yes.|Yes.
Save upon map exit|No...|No..|Yes.|Yes...|Yes.|Yes..|Yes.|N/A.|N/A.|Yes.|Yes.
Data is saved in..|File.|File|Code|Code..|Code|Cart.|3DO.|N/A.|N/A.|Pak.|Pak.
Play time tallied.|Yes..|Yes.|No..|No....|Yes.|No...|No..|Yes.|No..|Yes.|Yes.
PC-game story text|Yes..|Yes.|Some|Some..|None|None.|None|Most|None|Some|All.
Built-in cheats...|Many.|Many|Many|Many..|Some|Few..|Many|None|Few.|Many|Many
-----------------------------------------------------------------------------
Notes: "N/A" is "Not Applicable". "PC Doom (all)" includes Doom (Doom 1) and
Ultimate Doom. An entry such as "27/36" is 27 for Doom, 36 in Ultimate Doom.
GBA Doom II uses 2 separate "half-maps" for each of 2 copied PC Doom II maps.
"Data" is any gameplay information that can be retained without system power.
Some features require special devices, controller adjustments or cheat codes.
o Map level equivalency for Doom/Ultimate Doom games, quick-reference table:
PC ULTIMATE DOOM MAPS |PC |SONY|SEGA |ATARI | | |SEGA|
--------------------------|DOOM|PSX |SATURN|JAGUAR|3DO |SNES|32X |GBA
MAP :MAP NAME(S) |(1) |DOOM|DOOM |DOOM |DOOM|DOOM|DOOM|DOOM
----:---------------------|----|----|------|------|----|----|----|----
E1M1:HANGAR...............|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M2:NUCLEAR PLANT........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M3:TOXIN REFINERY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M4:COMMAND CONTROL......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M5:PHOBOS LAB...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M6:CENTRAL PROCESSING...|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.
E1M7:COMPUTER STATION.....|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M8:PHOBOS ANOMALY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M9:MILITARY BASE........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
----:---------------------|----|----|------|------|----|----|----|----
E2M1:DEIMOS ANOMALY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E2M2:CONTAINMENT AREA.....|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.
E2M3:REFINERY.............|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E2M4:DEIMOS LAB...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E2M5:COMMAND CENTER.......|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.
E2M6:HALLS OF THE DAMNED..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E2M7:SPAWNING VATS........|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.
E2M8:TOWER OF BABEL.......|Yes.|Yes.|Yes...|No....|No..|Yes.|No..|No..
E2M9:FORTRESS OF MYSTERY..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
----:---------------------|----|----|------|------|----|----|----|----
E3M1:HELL KEEP............|Yes.|No..|No....|No....|No..|Yes.|No..|No..
E3M2:SLOUGH OF DESPAIR....|Yes.|No..|No....|No....|No..|Yes.|No..|No..
E3M3:PANDEMONIUM..........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.
E3M4:HOUSE OF PAIN........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.
E3M5:UNHOLY CATHEDRAL.....|Yes.|Yes.|Yes...|Yes...|Yes.|No..|No..|Yes.
E3M6:MT. EREBUS...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.
E3M7:GATE TO LIMBO/LIMBO..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.
E3M8:DIS..................|Yes.|No..|No....|No....|No..|Yes.|No..|No..
E3M9:WARRENS..............|Yes.|No..|No....|No....|No..|Yes.|No..|No..
----:---------------------|----|----|------|------|----|----|----|----
E4M1:HELL BENEATH.........|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M2:PERFECT HATRED.......|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M3:SEVER THE WICKED.....|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M4:UNRULY EVIL..........|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M5:THEY WILL REPENT.....|No..|No..|No....|No....|No..|No..|No..|No..
E4M6:AGAINST THEE WICKEDLY|No..|No..|No....|No....|No..|No..|No..|No..
E4M7:AND HELL FOLLOWED....|No..|No..|No....|No....|No..|No..|No..|No..
E4M8:UNTO THE CRUEL.......|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M9:FEAR.................|No..|No..|No....|No....|No..|No..|No..|No..
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
(Examples: The PSX "HELL KEEP" map is not considered a match for the PC "HELL
KEEP" map, as the two map layouts are completely different; And although the
Jaguar game has no map named "FORTRESS OF MYSTERY", the Jaguar's "DIS" map
layout does match that of the PC "FORTRESS OF MYSTERY" map.)
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
o Map level equivalency for Doom II games/Episodes, quick-reference table:
PC DOOM II MAPS | SONY | SEGA | GBA
--------------------------| PSX | SATURN | DOOM
MAP : MAP NAME | DOOM | DOOM | II
----:---------------------|------|--------|------
..1.:.ENTRYWAY............|.Yes..|.Yes....|.Yes..
..2.:.UNDERHALLS..........|.Yes..|.Yes....|.Yes..
..3.:.THE GANTLET.........|.Yes..|.Yes....|.Yes..
..4.:.THE FOCUS...........|.Yes..|.Yes....|.Yes..
..5.:.THE WASTE TUNNELS...|.Yes..|.Yes....|.Yes..
..6.:.THE CRUSHER.........|.Yes..|.Yes....|.Yes..
..7.:.DEAD SIMPLE.........|.Yes..|.Yes....|.Yes..
..8.:.TRICKS AND TRAPS....|.Yes..|.Yes....|.Yes..
..9.:.THE PIT.............|.Yes..|.Yes....|.Yes..
.10.:.REFUELING BASE......|.Yes..|.Yes....|.Yes..
.11.:.CIRCLE OF DEATH.....|.Yes..|.Yes....|.Yes..
.12.:.THE FACTORY.........|.Yes..|.Yes....|.Yes..
.13.:.DOWNTOWN............|.No...|.No.....|.Yes..
.14.:.THE INMOST DENS.....|.Yes..|.Yes....|.Yes..
.15.:.INDUSTRIAL ZONE.....|.No...|.No.....|.Split
.16.:.SUBURBS.............|.Yes..|.Yes....|.Yes..
.17.:.TENEMENTS...........|.Yes..|.Yes....|.Yes..
.18.:.THE COURTYARD.......|.Yes..|.Yes....|.Yes..
.19.:.THE CITADEL.........|.Yes..|.Yes....|.Yes..
.20.:.GOTCHA!.............|.No...|.No.....|.Yes..
.21.:.NIRVANA.............|.Yes..|.Yes....|.Yes..
.22.:.THE CATACOMBS.......|.Yes..|.Yes....|.Yes..
.23.:.BARRELS O' FUN......|.Yes..|.Yes....|.Yes..
.24.:.THE CHASM...........|.No...|.No.....|.Split
.25.:.BLOODFALLS..........|.Yes..|.Yes....|.Yes..
.26.:.THE ABANDONED MINES.|.Yes..|.Yes....|.Yes..
.27.:.MONSTER CONDO.......|.Yes..|.Yes....|.Yes..
.28.:.THE SPIRIT WORLD....|.No...|.No.....|.Yes..
.29.:.THE LIVING END......|.No...|.No.....|.Yes..
.30.:.ICON OF SIN.........|.No...|.No.....|.Yes..
.31.:.WOLFENSTEIN.........|.No...|.No.....|.Yes..
.32.:.GROSSE..............|.No...|.No.....|.Yes..
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
screens, and "'O' OF DESTRUCTION!" in the Automap.
In GBA Doom II, maps "INDUSTRIAL ZONE" and "THE CHASM" are each split into 2
separate maps (parts "A" and "B").
o Cheat codes available, quick-reference table:
| P | S | | | | | S | |
| C | O | | | | | E | |
| | N | S | N | | | G | |
| D | Y | A | 6 | A | | A | | G
| O | | T | 4 | T | | | | B
| O | P | U | | A | 3 | 3 | G | A
| M | S | R | D | R | D | 2 | B |
| | X | N | O | I | O | X | A | D
| G | | | O | | | | | O
| A | D | D | M | D | D | D | D | O
| M | O | O | | O | O | O | O | M
| E | O | O | 6 | O | O | O | O |
CHEAT CODE DESCRIPTION | S | M | M | 4 | M | M | M | M | 2
----------------------------------------|----|---|---|---|---|---|---|---|---
Allow "high-res" mixing of sound effects|Some|No.|No.|No.|No.|No.|No.|No.|No.
Destroy all monsters on the current map.|Some|No.|No.|No.|No.|No.|No.|No.|No.
Waiting monsters cannot see quiet player|Some|No.|No.|No.|No.|No.|No.|No.|No.
Player is "invincible" (no time limit)..|Yes.|Yes|Yes|Yes|Yes|Yes|Yes|Yes|Yes
Get keys, arms, backpack, ammo and armor|No..|No.|No.|No.|No.|No.|No.|No.|Yes
Get keys, arms, ammo, armor; No backpack|Yes.|Yes|Yes|No.|Yes|Yes|Yes|Yes|No.
Get arms, ammo, armor; No keys, backpack|Some|No.|No.|No.|No.|No.|No.|No.|No.
Get arms, ammo; No keys, backpack, armor|No..|No.|No.|Yes|No.|No.|No.|No.|No.
Warp to new map (during current game)...|Yes.|Yes|Yes|Yes|Yes|No.|No.|Yes|No.
Warp from current map to any map in game|Yes.|No.|No.|No.|Yes|No.|No.|No.|No.
Player can walk through solid walls.....|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
X-ray vision (walls become translucent).|No..|Yes|No.|No.|No.|No.|No.|No.|No.
Reset health to 100% (no other effects).|No..|No.|No.|Yes|No.|No.|No.|No.|No.
Get Berserk Pack........................|Yes.|No.|No.|No.|No.|No.|No.|Yes|Yes
Get Blur Artifact.......................|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
Get chain saw (only)....................|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
Get Invulnerability Sphere (time limit).|Yes.|No.|No.|No.|No.|No.|No.|Yes|Yes
Get light-amplification visors/goggles..|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
Get radiation suit/shield...............|Yes.|No.|No.|No.|No.|No.|No.|Yes|Yes
Get Computer Area Map/fill out Automap..|Yes.|Yes|Yes|Yes|No.|Yes|No.|Yes|Yes
Add object indicators to Automap........|Yes.|Yes|Yes|Yes|No.|Yes|No.|No.|No.
Display current heading and coordinates.|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
Change music being played on current map|Some|No.|No.|No.|No.|No.|No.|No.|No.
-----------------------------------------------------------------------------
Notes: "PC DOOM GAMES" includes PC Doom 1, PC Ultimate Doom, PC Doom II, and
Doom 95. SNES Doom has no built-in cheat codes, and so is not included here.
For more information, access: http://ClassicDOOM.com/doomcode.htm
13. GLOSSARY
============
o Quick-reference glossary for terms used in this document:
ARCH-VILE: Fast, powerful monster, with ability to resurrect killed monsters.
AREA: "Area" is sometimes used in this document as a synonym for "map level".
ATARI DOOM (also JAGUAR DOOM): Alternate term for Doom for the Atari Jaguar.
ATTRACT MODE: Animation during any idle time before a player begins playing.
BAPHOMET: Term for a special "Boss" entity found in many Doom II-based games.
BLUR ARTIFACT: Object makes player temporarily "blurred" and/or translucent.
CHEAT CODES: Commands allowing such things as permanent invulnerability, etc.
COMMANDER KEEN: Hero of Commander Keen games; Minor cameo in PC/GBA Doom II.
COMPUTER AREA MAP ITEM: Adds any boundary data missing from player's Automap.
CONSOLE: A large-format video-game system, typically used with a television.
COOPERATIVE: Game where 2 or more players fight monsters and/or each other.
CRUSHING CEILINGS: Ceiling areas which can drop, crushing players/monsters.
CYBERDEMON: Giant, extremely tough minotaur-like monster; Rocket-firing arm.
CYCLIC-ACCESS: Choosing a weapon by cycling through other available weapons.
DEATHMATCH: Player-versus-player gameplay. PC versions can include monsters.
DEMO: Whole (or part of a) recorded game, played back during "Attract mode".
DEMON: "Demon" (capital D) is a pink, muscular, hunched-over, biting monster.
DIRECT-ACCESS: Choosing a weapon without cycling through any other weapons.
DOOM (also DOOM I/DOOM 1): PC game preceding PC Doom II and PC Ultimate Doom.
DOOM GAMES: Sometimes used to refer generally to all Doom and Doom II games.
DOOM II (DOOM 2: HELL ON EARTH): PC Doom 1 sequel with new monsters, 32 maps.
DOOM II MONSTERS: PC Doom II monsters that are not found in PC Ultimate Doom.
DOOM 95: A Windows program for configuring/running PC Doom and Doom II games.
E#M#: Episode and Mission (Map) designator for map levels in some Doom games.
EPISODE: A group of map levels. Most games end after an Episode's last map.
FRAG: The killing of one player by any player during any multiplayer game.
GAMMA-CORRECTION: A brightness/contrast adjustment option in PC Doom games.
GBA: Acronym used for Nintendo's portable "Game Boy Advance" gaming devices.
HANDHELD: Small, self-contained game-oriented device, such as Nintendo's GBA.
HEAVY WEAPON DUDE: Humanoid chaingunner in PC/GBA Doom II or PSX/Saturn Doom.
JAGUAR MAPS/MAPSET: Jaguar Doom's 24 maps (22 edited PC maps, 2 non-PC maps).
LIGHT-AMPLIFICATION VISORS: Temporarily boosts player's night-vision ability.
MAC: Common abbreviation indicating Apple Macintosh computers or Doom games.
MAP LEVEL/MAP: "Map level" is used to distinguish "level" from "skill level".
MEGASPHERE: Beige sphere in some games which boosts health and armor to 200%.
N64: "N64" is the common abbreviation used for the Nintendo 64 game console.
NIGHTMARE SKILL LEVEL: Hardest skill level in many versions. Specifics vary.
OBJECT INDICATORS: On the Automap, triangular icons which represent "things".
PAIN ELEMENTAL: A floating monster in some Doom games; Generates Lost Souls.
PC: Usually refers to PC Doom games and the equivalent Macintosh Doom games.
PORT: Translation of software used on one system to software used on another.
POWER-UP: In general, any retrievable object that is beneficial to a player.
PSX: "PSX" is the common abbreviation used for the (Sony) PlayStation system.
RE-SPAWN: Refers to regeneration of killed monsters, or replacement of items.
REVENANT: Skeleton-like monster in some Doom games; Can fire homing missiles.
SNES (also SUPER NES): Acronym for the "Super Nintendo Entertainment System".
SOUL SPHERE: Blue sphere, adds up to 100% health. Also called "Supercharge".
SPECTRE: "Blurred" and/or translucent Demon (effect varies by game version).
SPIDER MASTERMIND: Giant, very tough spider-monster, with built-in chaingun.
SPIRIT ARMOR: "Spiritual Armor" (helmet-like item) can add 1% or 2% to armor.
SS OFFICER: Enemy human from "Wolfenstein 3D", copied over to PC/GBA Doom II.
STATUS BAR/STATUS: Refers to any information along the bottom of the screen.
STORY TEXT: Story text displayed between separate Episodes and/or map levels.
TALLY SCREEN: Shows kills, items and secrets attained in the last map level.
(THE) ULTIMATE DOOM: A special edition of PC Doom which includes extra maps.
WARP/WARPING: Allows quick transfer to a new map level without using an Exit.
ZOMBIEMAN: Rifle-toting zombie (also "Former Human"/"Former Human Soldier").
-------------------------------------------------------------------------------
Copyright (C) 1996-2004 www.ClassicDOOM.com
-------------------------------------------------------------------------------
DOOM, (THE) ULTIMATE DOOM AND DOOM II
GAME MULTIMEDIA FOR
PC/MAC, PLAYSTATION, SATURN, N64, JAGUAR, 3DO, SNES, SEGA 32X, GAME BOY ADVANCE
COMPARISON OF GAME VERSIONS
REVISION 04/24/2004
-------------------------------------------------------------------------------
TOPICS IN ORDER OF APPEARANCE | TOPICS IN ALPHABETICAL ORDER
============================= | ============================
0. Introduction | 3DO (Panasonic And Others) Doom (7)
1. Doom/Doom II Games: General | Atari Jaguar Doom (6)
2. Computer-Based Doom/Doom II Games | Computer-Based Doom/Doom II Games (2)
3. Sony PlayStation Doom | Doom Version Comparison Tables (12)
4. Sega Saturn Doom | Doom/Doom II Games: General (1)
5. Nintendo 64 Doom 64 | Glossary (13)
6. Atari Jaguar Doom | Introduction (0)
7. 3DO (Panasonic And Others) Doom | Nintendo 64 Doom 64 (5)
8. Super Nintendo Doom | Nintendo Game Boy Advance Doom (10)
9. Sega Genesis 32X Doom | Nintendo Game Boy Advance Doom II (11)
10. Nintendo Game Boy Advance Doom | Sega Genesis 32X Doom (9)
11. Nintendo Game Boy Advance Doom II | Sega Saturn Doom (4)
12. Doom Version Comparison Tables | Sony PlayStation Doom (3)
13. Glossary | Super Nintendo Doom (8)
-------------------------------------------------------------------------------
0. INTRODUCTION
===============
o This document provides information on various Doom and Doom II games, and
compares the game-console and handheld versions to the original PC editions,
and to each other.
o Apple Macintosh ("Mac") and other computer-based editions of the PC Doom
games exist, however they are identical in most aspects to the PC games, and
so are generally not addressed in this document. Other editions of Doom or
Doom II not addressed here may be included in future updates.
o This document does not address the "Final Doom" games for the PC and the Sony
PlayStation. A similar document comparing these games can be accessed at:
http://ClassicDOOM.com/fdoomcmp.htm
o In the game descriptions included in this document, "Pros" are notable
features of the indicated game version, some of which may set it above other
versions covered here; "Cons" are generally features that existed in the
original PC game(s) but are missing from the indicated version, or may
otherwise cause a version to be rated below other versions covered here;
"Miscellaneous" notes cover those features which do not necessarily fall
under the other categories.
o This document is 79 characters wide, and is best viewed in a monospaced font.
The master HTML version is located here: http://ClassicDOOM.com/doomcomp.htm
1. DOOM/DOOM II GAMES: GENERAL
==============================
o All Doom/Doom II games in this document feature these basic game elements:
Monsters |Weapons |Ammo |Items and Artifacts
-------------|---------------|------------------------|----------------------
Baron Of Hell|BFG 9000 |Box of bullets |Backpack
Cacodemon |Chaingun |Box of rockets |Berserk Pack
Demon |Chain saw |Box of shotgun shells |Combat/Mega Armor
Imp |Fist |Clip (of bullets) |Computer Area Map
Lost Soul |Pistol |Energy Cell |Health Potion bonus
Shotgun Guy |Plasma rifle |Energy Cell Pack |Invulnerability Sphere
Zombieman |Rocket launcher|Rocket |Keycard
|Shotgun |Shotgun shells (cluster)|Medikit
| | |Radiation suit/shield
| | |Security Armor
| | |Skull Key
| | |Soul Sphere
| | |Spiritual Armor bonus
| | |Stimpack
-----------------------------------------------------------------------------
Notes: Not all monsters, items, etc., appear in all games at all difficulty
levels. Also, some items found on a given map during a single-player game
may be absent from the same map during a multiplayer game, and vice versa.
In Nintendo 64 Doom 64, the "Demon" monster is referred to as a "Bull Demon".
In Sega 32X Doom, a BFG 9000 weapon is only available when using cheat codes.
For more information, access: http://ClassicDOOM.com/doomcode.htm
o All games referred to in this document also include (in alphabetical order):
An Automap (which may be scrolled and/or zoomed in/out), barrels (explosive),
corrosive floor areas (slime, lava, etc.), elevators/lifts, music between map
levels, secret map levels, secret rooms, "tally screens" between map levels,
teleporter pads, and variable lighting.
o In all Doom/Doom II games, a player character may walk, turn, run, "jump"
(run across small gaps), and side-step/strafe, both in first-person mode and
while the Automap is displayed.
o The following are limitations in all console and handheld Doom/Doom II games:
Some maps copied from the original PC game(s) are simplified, significantly
altered, or omitted; A game can only be saved after successful completion of
an Area (a player cannot save a game in the middle of playing a map level,
and then have it restored later to the same position); When a "saved" game is
restored, a player always restarts the mission from the map's entry point;
Deathmatch games cannot include monsters; Some original PC objects and/or
surface textures are missing; Some missing or mismatched PC-game sounds; In
games played on "Nightmare" skill level, killed monsters do not re-spawn; No
built-in option to record and replay games/demos; Cannot import external map
levels; Cannot import alternate graphics or sounds/music; No way to adjust
graphics resolution; No equivalent for several PC Doom cheat codes; Cannot
place numerical markings on the Automap.
o All Doom/Doom II games will experience speed fluctuations during gameplay.
In general, overall game speed will slow down with an increase in sprites and
textures displayed on the screen, and will speed up with a decrease in
displayed sprites and textures.
o Each player in a multiplayer game requires a dedicated game system with its
own display device, a separate copy of the appropriate game, and the ability
to establish a connection to the other player's system. (None of the games
covered here support "split-screen" play.) Of the console/handheld Doom
games, only the Sony PlayStation, Atari Jaguar, Super Nintendo and both Game
Boy Advance games support (or supported) a multiplayer mode. In each case, a
game system must be connected to another fully-compatible system via one or
more separately-sold devices.
o With the exception of Doom II for the Game Boy Advance, all game-console and
handheld Doom games exclude some of the map levels found in the original PC
games. Because of this, the exact playing order of map levels will differ
from that of the comparable PC game. (Some game-console versions also have
new hidden exits added to some map levels.)
o In all Doom games, monsters can turn and/or move in any one of at least 8
lateral directions. (In some versions of the game, however, monsters often
appear to be walking backwards, or "crab-walking" sideways. This happens in
the Super Nintendo and Sega 32X Doom games, where artwork is supplied only
for the forward surfaces of monsters; No artwork is included to give monsters
the appearance of turning or facing away from the player.)
o Most console Doom games allow cheat codes to be entered with an ordinary game
controller. Various codes may also be loaded into most console/handheld Doom
games with separately sold devices (such as a Game Genie or Game Shark) that
plug into the game system.
2. COMPUTER-BASED DOOM/DOOM II GAMES
====================================
o Various IBM-PC 486 computers, and PC-compatible 486 and Pentium computers,
were used as the test systems for the PC games described in this document
(version 1.9 of PC Ultimate Doom and version 1.9 of PC Doom II: Hell on Earth
were tested, as well as various earlier versions of all PC Doom and Doom II
games). For testing multiplayer games, these computers were connected to
similar systems via various network and/or modem connections.
o Pros: In general, more features and options, and greater versatility than all
game-console or handheld versions of Doom or Doom II. 2 players may play
simultaneously via modem connection; Up to 4 may play via network connection.
On a modern PC, gameplay is somewhat faster/smoother than in most console/
handheld Doom games. Ability to use and configure a variety of input devices
(keyboard, mouse, joystick, etc.) for game play. Supports 9 screen sizes,
which also allows the first-person view to be expanded to fill the entire
screen (an option otherwise only available in Doom 64). Deathmatch games may
include monsters. Doom II-based PC games allow more monster types than are
available in almost all console/handheld-based Doom or Doom II games. A game
in progress may be saved at any point and restored later to the same point.
Saved games retain copious information (player location, health, weapon, ammo
and armor status, live/dead status of all monsters on the map level, etc.).
Original Doom 1 with Episode 1 is still available as shareware. Thousands of
external map levels are available for use with these games. Built-in ability
to record and review single-player/multiplayer game sessions. Later PC Doom/
Doom II game releases include extensive documentation and reference material
with the software. Separate programs exist which allow players to create or
edit new map levels, new artwork and/or new sounds for existing Doom games.
A variety of free third-party engines have been released, adding improved
graphics, better multiplayer support, and other features to the commercial
PC Doom/Doom II games. Wide variety of built-in cheat codes.
o Cons: Some infrequently-encountered flaws exist in the original commercial PC
Doom/Doom II games, including a program bug that creates nearly-intangible
monsters, and a bug that can allow a player character to become trapped
partially inside solid objects when reloading saved games. A user must have
2 separate games ("The Ultimate Doom: Thy Flesh Consumed" and "Doom II: Hell
on Earth") to play most of the map levels found in the Sony PlayStation or
Sega Saturn Doom games.
o Miscellaneous: Games by id Software and GT Interactive. Disk or CD format.
Decent graphics resolution and quality; Very good in some hardware/software
configurations. The commercial edition of Doom (or "Doom 1") for the PC
includes 27 map levels, divided into three 9-map Episodes. A later release
of the game, called "The Ultimate Doom: Thy Flesh Consumed" includes the
original first three Episodes, and a newer fourth Episode containing 9 more
map levels. Doom II ("Doom 2: Hell on Earth") for the PC has 32 map levels
built in, and adds new monsters and 1 new weapon not found in Doom 1 or
Ultimate Doom. None of the maps built into any PC Doom/Doom II game are
found in Doom 64. Occasionally, when a Pain Elemental monster (in Doom II)
dies, the Lost Souls generated by its explosion may be flung through nearby
walls, where they may become trapped (this has little effect on the game,
since Lost Souls do not count towards a Kills score).
3. SONY PLAYSTATION DOOM
========================
o A Sony PlayStation, model SCPH-1001, equipped with one standard PlayStation
controller (model SCPH-1080), was used as the test system for the Custom
PlayStation Edition of Doom described in this document. For testing
multiplayer games, the system was connected to an identical system via the
PlayStation Link cable (model SCPH-1040).
o Pros: Features most of the map levels (or equivalents) from the PC games "The
Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth). Large variety of
monster types (17), tying with Sega Saturn Doom for greatest variety among
all large-format console Doom games. 2-player link ability, providing the
largest selection of multiplayer map levels among all console/handheld games.
The first-person view and status bar combination fills the entire display
space on the TV/monitor screen. Map level, skill level, health, armor,
weapon and ammo information is translated to a password code which is given
after successful completion of each map level (some other console Doom games
cannot save such information externally). The last password entered or
generated on the password screen may be re-entered with a single button press
(useful when, for example, a player is killed and wishes to restart on the
map with a non-default status). Extensive controller customizing is allowed
(Fire button can swap functions with Speed button or Activate button, etc.).
o Cons: The 24 maps from Jaguar Doom are incorporated into the 33-map "Ultimate
Doom" Episode (most of the maps in Atari Jaguar Doom are edited/simplified
versions of the original PC Doom maps). Minor errors appear in a few map
levels (secret room impossible to access, difficulty in picking up an item,
etc.). No crushing ceilings in the "Ultimate Doom" maps. From powering up
the PlayStation, there is a relatively long wait (over a minute) before the
player can actually start playing. Game cannot make use of a memory card
(sold separately). Game does not save controller or sound configuration
settings. Some monster/enemy types from PC Doom II are missing from this
version, including the Arch-Vile, "SS Officer", and the "Baphomet"/Boss
entity. Occasionally, objects in the foreground are partially overlaid by
background wall or floor textures. Weapons are cyclic-access only (although
weapon choices may be cycled while the game is paused). The status bar can
only display the ammo level of the currently selected weapon (in PC and GBA
Doom games, all ammo levels for all weapons can be displayed at all times).
All of the built-in cheat codes are rather long and complex (for example, an
invincibility cheat code is 3 button-presses on the Jaguar, 5 on the PC, 10
on the PlayStation). No "Gamma Correction" feature or equivalent.
o Miscellaneous: Port by id Software and Williams Entertainment, Inc. CD
format. 59 map levels, 8 of which are not found in PC Doom/Doom II games.
Good graphics resolution and quality. Gameplay speed is adequate, but can be
somewhat slower than a PC Doom/Doom II game played on a modern computer.
Game information stored in a password code may be inaccurate (health, armor
and ammo level numbers tend to be rounded). Graphics, overall, tend to be
darker here than in some other versions. Features music tracks (and other
background audio effects) not found in PC Doom games. Features new colored
lighting effects. Health potions and Spiritual Armor bonuses add 2% to a
player's health or armor (versus 1% in the PC games). In PC Doom II, the two
shotgun types are both represented as weapon 3 in the status bar; In PSX
Doom, the shotgun types are separated into weapons 3 and 4. No "Nightmare"
skill level. Some Doom II monsters (Heavy Weapon Dude, Revenant, etc.)
appear in the "Ultimate Doom" maps when playing at the highest skill level
("Ultra Violence"). Monster and weapon sounds tend to differ from the sounds
used in the PC games. In this game, "blurred" objects are translucent and
faded, but otherwise maintain their normal colors and surface features (in
the PC games, "blurred" objects, when visible, are a translucent gray, with a
flat, flowing/scrambled surface). Another version of the Spectre appears in
this game: the "Nightmare Spectre", which appears visibly darker, and is
harder to kill than the normal Spectre. The Nightmare Spectre is a not a
1-to-1 replacement for the missing Arch-Vile monster. Very tall rooms/areas
from equivalent maps in the PC game(s) are shorter in this version. An
"X-ray vision" cheat code not found in the PC games is included. An animated
"wall of fire" exterior background is used in some map levels. Some monsters
and monster projectiles tend to move slower than their PC-game counterparts.
Graphics "noise" may sometimes be seen along the top or bottom edges of
walls. On occasion, the "marine face" in the status bar explodes when the
player character dies. On occasion, when a Pain Elemental monster dies, the
Lost Souls generated by its explosion may be flung through nearby walls,
where they may become trapped. Lost Souls that are trapped in walls may
still be visible, but may be impossible to kill (this has little effect on
the game, since Lost Souls do not count towards a Kills score). The voice
effect that accompanies "victory text" is not heard if Music Volume is turned
down. Some monsters on the original PC maps are replaced with different
monsters on the equivalent maps in this version. In 2-player games, both
player characters wear a green uniform. In Cooperative games, Frags are not
indicated in the tally screens. The "WOLFENSTEIN" and "GROSSE" secret map
levels from PC Doom II do not appear in this game. The "Commander Keen"
character from PC Doom II is not included. The "Lots of Goodies" cheat code
will not add keys if they are not necessary.
o PC Ultimate Doom and PlayStation Doom map level comparison:
PC ULTIMATE DOOM MAPS | PSX DOOM "ULTIMATE DOOM" MAPS
-----------------------------|------------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:-----------------------|-----:------------------------
E1M1.:.HANGAR................|..1..:.HANGAR.................
E1M2.:.NUCLEAR PLANT.........|..2..:.PLANT..................
E1M3.:.TOXIN REFINERY........|..3..:.TOXIN REFINERY.........
E1M4.:.COMMAND CONTROL.......|..4..:.COMMAND CONTROL........
E1M5.:.PHOBOS LAB............|..5..:.PHOBOS LAB.............
E1M6.:.CENTRAL PROCESSING....|..6..:.CENTRAL PROCESSING.....
E1M7.:.COMPUTER STATION......|..7..:.COMPUTER STATION.......
E1M8.:.PHOBOS ANOMALY........|..8..:.PHOBOS ANOMALY.........
E1M9.:.MILITARY BASE.........|.56..:.THE MILITARY BASE......
-----:-----------------------|-----:------------------------
E2M1.:.DEIMOS ANOMALY........|..9..:.DEIMOS ANOMALY.........
E2M2.:.CONTAINMENT AREA......|.10..:.CONTAINMENT AREA.......
E2M3.:.REFINERY..............|.11..:.REFINERY...............
E2M4.:.DEIMOS LAB............|.12..:.DEIMOS LAB.............
E2M5.:.COMMAND CENTER........|.13..:.COMMAND CENTER.........
E2M6.:.HALLS OF THE DAMNED...|.14..:.HALLS OF THE DAMNED....
E2M7.:.SPAWNING VATS.........|.15..:.SPAWNING VATS..........
E2M8.:.TOWER OF BABEL........|.23..:.TOWER OF BABEL.........
E2M9.:.FORTRESS OF MYSTERY...|.55..:.FORTRESS OF MYSTERY....
-----:-----------------------|-----:------------------------
E3M1.:.HELL KEEP.............|.....:........................
E3M2.:.SLOUGH OF DESPAIR.....|.....:........................
E3M3.:.PANDEMONIUM...........|.18..:.PANDEMONIUM............
E3M4.:.HOUSE OF PAIN.........|.19..:.HOUSE OF PAIN..........
E3M5.:.UNHOLY CATHEDRAL......|.20..:.UNHOLY CATHEDRAL.......
E3M6.:.MT. EREBUS............|.21..:.MT. EREBUS.............
E3M7.:.GATE TO LIMBO/LIMBO...|.22..:.LIMBO..................
E3M8.:.DIS...................|.....:........................
E3M9.:.WARRENS...............|.....:........................
-----:-----------------------|-----:------------------------
E4M1.:.HELL BENEATH..........|.24..:.HELL BENEATH...........
E4M2.:.PERFECT HATRED........|.25..:.PERFECT HATRED.........
E4M3.:.SEVER THE WICKED......|.26..:.SEVER THE WICKED.......
E4M4.:.UNRULY EVIL...........|.27..:.UNRULY EVIL............
E4M5.:.THEY WILL REPENT......|.....:........................
E4M6.:.AGAINST THEE WICKEDLY.|.....:........................
E4M7.:.AND HELL FOLLOWED.....|.....:........................
E4M8.:.UNTO THE CRUEL........|.28..:.UNTO THE CRUEL.........
E4M9.:.FEAR..................|.....:........................
-----:-----------------------|-----:------------------------
.....:.......................|.16..:.HELL GATE..............
.....:.......................|.17..:.HELL KEEP..............
.....:.......................|.29..:.TWILIGHT DESCENDS......
.....:.......................|.30..:.THRESHOLD OF PAIN......
.....:.......................|.57..:.THE MARSHES............
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The PSX "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the Saturn, Jaguar, 3DO and GBA Doom 1
games.)
o PC Doom II (Doom 2: Hell on Earth) and PlayStation Doom map level comparison:
PC DOOM II MAPS | PSX DOOM "DOOM II" MAPS
------------------------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
----:-------------------------------------|-----:--------------------
..1.:.ENTRYWAY............................|.31..:.ENTRYWAY...........
..2.:.UNDERHALLS..........................|.32..:.UNDERHALLS.........
..3.:.THE GANTLET.........................|.33..:.THE GANTLET........
..4.:.THE FOCUS...........................|.34..:.THE FOCUS..........
..5.:.THE WASTE TUNNELS...................|.35..:.THE WASTE TUNNELS..
..6.:.THE CRUSHER.........................|.36..:.THE CRUSHER........
..7.:.DEAD SIMPLE.........................|.37..:.DEAD SIMPLE........
..8.:.TRICKS AND TRAPS....................|.38..:.TRICKS AND TRAPS...
..9.:.THE PIT.............................|.39..:.THE PIT............
.10.:.REFUELING BASE......................|.40..:.REFUELING BASE.....
.11.:.CIRCLE OF DEATH/'O' OF DESTRUCTION!.|.41..:.O OF DESTRUCTION!..
.12.:.THE FACTORY.........................|.42..:.THE FACTORY........
.13.:.DOWNTOWN............................|.....:....................
.14.:.THE INMOST DENS.....................|.43..:.THE INMOST DENS....
.15.:.INDUSTRIAL ZONE.....................|.....:....................
.16.:.SUBURBS.............................|.44..:.SUBURBS............
.17.:.TENEMENTS...........................|.45..:.TENEMENTS..........
.18.:.THE COURTYARD.......................|.46..:.THE COURTYARD......
.19.:.THE CITADEL.........................|.47..:.THE CITADEL........
.20.:.GOTCHA!.............................|.....:....................
.21.:.NIRVANA.............................|.48..:.NIRVANA............
.22.:.THE CATACOMBS.......................|.49..:.THE CATACOMBS......
.23.:.BARRELS O' FUN......................|.50..:.BARRELS OF FUN.....
.24.:.THE CHASM...........................|.....:....................
.25.:.BLOODFALLS..........................|.51..:.BLOODFALLS.........
.26.:.THE ABANDONED MINES.................|.52..:.THE ABANDONED MINES
.27.:.MONSTER CONDO.......................|.53..:.MONSTER CONDO......
.28.:.THE SPIRIT WORLD....................|.....:....................
.29.:.THE LIVING END......................|.....:....................
.30.:.ICON OF SIN.........................|.....:....................
.31.:.WOLFENSTEIN.........................|.....:....................
.32.:.GROSSE..............................|.....:....................
----:-------------------------------------|-----:--------------------
....:.....................................|.54..:.REDEMPTION DENIED..
....:.....................................|.58..:.THE MANSION........
....:.....................................|.59..:.CLUB DOOM..........
-----------------------------------------------------------------------------
Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
screens, and "'O' OF DESTRUCTION!" in the Automap.
4. SEGA SATURN DOOM
===================
o A Sega Saturn unit, model MK-80000A, equipped with one standard Sega Saturn
Control Pad (model MK-80116), was used as the test system for the Sega Saturn
Doom game described in this document.
o Pros: Features most of the map levels (or equivalents) from the PC games "The
Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth). Large variety of
monster types (17), tying with PlayStation Doom for greatest variety among
all large-format console Doom games. The first-person view and status bar
combination fills the entire display space on the TV/monitor screen. Map
level, skill level, health, armor, weapon and ammo information is translated
to a password code which is given after successful completion of each map
level (some other console Doom games cannot save such information
externally). The last password entered or generated on the password screen
may be re-entered with a single button press (useful when, for example, a
player is killed and wishes to restart on the map with a non-default status).
Extensive controller customizing is allowed (Fire button can swap functions
with Speed button or Activate button, etc.).
o Cons: No multiplayer ability. Overall game speed is slower/choppier in this
version than in the PC games and some other console versions. The 24 maps
from Jaguar Doom are incorporated into the 33-map "Ultimate Doom" Episode
(most of the maps in Atari Jaguar Doom are edited/simplified versions of the
original PC Doom maps). Minor errors appear in a few map levels (secret room
impossible to access, difficulty in picking up an item, etc.). No crushing
ceilings in the "Ultimate Doom" maps. Game cannot make use of a memory
cartridge (sold separately). Game does not save controller or sound/music
configuration settings. Basic "strafing"/side-stepping maneuvers tend to be
somewhat slower here than in many other versions. Weapons are cyclic-access
only, and can only be cycled in one direction. Some monster/enemy types from
PC Doom II are missing from this version, including the Arch-Vile, "SS
Officer", and the "Baphomet"/Boss entity. The status bar can only display
the ammo level of the currently selected weapon (in PC and GBA Doom games,
all ammo levels for all weapons can be displayed at all times). Background
objects or surfaces occasionally overlap foreground objects or surfaces. No
"Gamma Correction" feature or equivalent.
o Miscellaneous: Port by id Software, Rage Software and GT Interactive. CD
format. 59 map levels, 8 of which are not found in PC Doom/Doom II games.
Decent graphics resolution and quality. Saturn Doom is very similar to the
earlier PlayStation (PSX) Doom game (map levels, monsters, sound effects,
music, and passwords used are all virtually identical). Saturn Doom graphics
are similar to the PSX Doom graphics, but tend to be marginally brighter, and
lack some of the enhanced lighting and color effects used in PSX Doom. Game
information stored in a password code may be inaccurate (health, armor and
ammo level numbers tend to be rounded). Health potions and Spiritual Armor
bonuses add 2% to a player's health or armor (versus 1% in the PC games). In
PC Doom II, the two shotgun types are both represented as weapon 3 in the
status bar; In Saturn Doom, the shotgun types are separated into weapons 3
and 4. No "Nightmare" skill level. Some Doom II monsters (Heavy Weapon
Dude, Revenant, etc.) appear in the "Ultimate Doom" maps when playing at the
highest skill level ("Ultra Violence"). Monster and weapon sounds tend to
differ from the sounds used in the PC games. In this game, "blurred" objects
are translucent and faded, but otherwise maintain their normal colors and
surface features (in the PC games, "blurred" objects, when visible, are a
translucent gray, with a flat, flowing/scrambled surface). A second version
of the Spectre appears in this game: the "Nightmare Spectre", which looks
like the normal Spectre, but is harder to kill. The Nightmare Spectre is a
not a 1-to-1 replacement for the missing Arch-Vile monster. Very tall rooms/
areas from equivalent maps in the PC game(s) are shorter in this version.
Some monsters and monster projectiles tend to move slower than their PC-game
counterparts. The player character's basic running speed (compared to other
moving objects in the same Doom environment) is somewhat faster here than in
other versions. In general, each weapon's "rapid-fire" rate is higher here
than in other Doom games. Graphics "noise" may sometimes be seen along the
top or bottom edges of walls. On occasion, when a Pain Elemental monster
dies, the Lost Souls generated by its explosion may be flung through nearby
walls, where they may become trapped. Lost Souls that are trapped in walls
may still be visible, but may be impossible to kill (this has little effect
on the game, since Lost Souls do not count towards a Kills score). The voice
effect that accompanies "victory text" is not heard if Music Volume is turned
down. Some monsters on the original PC maps are replaced with different
monsters on the equivalent maps in this version. Player may select stereo
(default) or monophonic audio. Stereo sounds may occasionally phase-shift,
giving false impressions of sound sources (for example, during continuous
firing of the player's chaingun, some of the reports may seem to originate
from a point to the player's left or right). Pausing the game does not
interrupt music. "DEMO" will flash on the screen while demo games are shown.
3 demo games are shown during Attract mode (including demos from 2 "secret"
map levels), then the third demo is repeated once before cycling back to the
first. In most Doom/Doom II games that end victoriously with a "parade" (or
"Cast of Characters"), the parade will continue until the player resets or
restarts the game; In Saturn Doom, the parade runs through one time, and then
the game returns to the Main Menu screen. The "WOLFENSTEIN" and "GROSSE"
secret map levels from PC Doom II do not appear in this game. The "Commander
Keen" character from PC Doom II is not included. The "Lots of Goodies" cheat
code will not add keys if they are not necessary.
o PC Ultimate Doom and Saturn Doom map level comparison:
PC ULTIMATE DOOM MAPS | SATURN DOOM "ULTIMATE DOOM" MAPS
-----------------------------|---------------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:-----------------------|-----:---------------------------
E1M1.:.HANGAR................|..1..:.HANGAR....................
E1M2.:.NUCLEAR PLANT.........|..2..:.PLANT.....................
E1M3.:.TOXIN REFINERY........|..3..:.TOXIN REFINERY............
E1M4.:.COMMAND CONTROL.......|..4..:.COMMAND CONTROL...........
E1M5.:.PHOBOS LAB............|..5..:.PHOBOS LAB................
E1M6.:.CENTRAL PROCESSING....|..6..:.CENTRAL PROCESSING........
E1M7.:.COMPUTER STATION......|..7..:.COMPUTER STATION..........
E1M8.:.PHOBOS ANOMALY........|..8..:.PHOBOS ANOMALY............
E1M9.:.MILITARY BASE.........|.56..:.THE MILITARY BASE.........
-----:-----------------------|-----:---------------------------
E2M1.:.DEIMOS ANOMALY........|..9..:.DEIMOS ANOMALY............
E2M2.:.CONTAINMENT AREA......|.10..:.CONTAINMENT AREA..........
E2M3.:.REFINERY..............|.11..:.REFINERY..................
E2M4.:.DEIMOS LAB............|.12..:.DEIMOS LAB................
E2M5.:.COMMAND CENTER........|.13..:.COMMAND CENTER............
E2M6.:.HALLS OF THE DAMNED...|.14..:.HALLS OF THE DAMNED.......
E2M7.:.SPAWNING VATS.........|.15..:.SPAWNING VATS.............
E2M8.:.TOWER OF BABEL........|.23..:.TOWER OF BABEL............
E2M9.:.FORTRESS OF MYSTERY...|.55..:.FORTRESS OF MYSTERY.......
-----:-----------------------|-----:---------------------------
E3M1.:.HELL KEEP.............|.....:...........................
E3M2.:.SLOUGH OF DESPAIR.....|.....:...........................
E3M3.:.PANDEMONIUM...........|.18..:.PANDEMONIUM...............
E3M4.:.HOUSE OF PAIN.........|.19..:.HOUSE OF PAIN.............
E3M5.:.UNHOLY CATHEDRAL......|.20..:.UNHOLY CATHEDRAL..........
E3M6.:.MT. EREBUS............|.21..:.MT. EREBUS................
E3M7.:.GATE TO LIMBO/LIMBO...|.22..:.LIMBO.....................
E3M8.:.DIS...................|.....:...........................
E3M9.:.WARRENS...............|.....:...........................
-----:-----------------------|-----:---------------------------
E4M1.:.HELL BENEATH..........|.24..:.HELL BENEATH..............
E4M2.:.PERFECT HATRED........|.25..:.PERFECT HATRED............
E4M3.:.SEVER THE WICKED......|.26..:.SEVER THE WICKED..........
E4M4.:.UNRULY EVIL...........|.27..:.UNRULY EVIL...............
E4M5.:.THEY WILL REPENT......|.....:...........................
E4M6.:.AGAINST THEE WICKEDLY.|.....:...........................
E4M7.:.AND HELL FOLLOWED.....|.....:...........................
E4M8.:.UNTO THE CRUEL........|.28..:.UNTO THE CRUEL............
E4M9.:.FEAR..................|.....:...........................
-----:-----------------------|-----:---------------------------
.....:.......................|.16..:.HELL GATE.................
.....:.......................|.17..:.HELL KEEP.................
.....:.......................|.29..:.TWILIGHT DESCENDS.........
.....:.......................|.30..:.THRESHOLD OF PAIN.........
.....:.......................|.57..:.THE MARSHES...............
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The Saturn "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the PSX, Jaguar, 3DO and GBA Doom 1
games.)
o PC Doom II (Doom 2: Hell on Earth) and Saturn Doom map level comparison:
PC DOOM II MAPS | SATURN DOOM "DOOM II" MAPS
------------------------------------------|---------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
----:-------------------------------------|-----:---------------------
..1.:.ENTRYWAY............................|.31..:.ENTRYWAY............
..2.:.UNDERHALLS..........................|.32..:.UNDERHALLS..........
..3.:.THE GANTLET.........................|.33..:.THE GANTLET.........
..4.:.THE FOCUS...........................|.34..:.THE FOCUS...........
..5.:.THE WASTE TUNNELS...................|.35..:.THE WASTE TUNNELS...
..6.:.THE CRUSHER.........................|.36..:.THE CRUSHER.........
..7.:.DEAD SIMPLE.........................|.37..:.DEAD SIMPLE.........
..8.:.TRICKS AND TRAPS....................|.38..:.TRICKS AND TRAPS....
..9.:.THE PIT.............................|.39..:.THE PIT.............
.10.:.REFUELING BASE......................|.40..:.REFUELING BASE......
.11.:.CIRCLE OF DEATH/'O' OF DESTRUCTION!.|.41..:.O OF DESTRUCTION!...
.12.:.THE FACTORY.........................|.42..:.THE FACTORY.........
.13.:.DOWNTOWN............................|.....:.....................
.14.:.THE INMOST DENS.....................|.43..:.THE INMOST DENS.....
.15.:.INDUSTRIAL ZONE.....................|.....:.....................
.16.:.SUBURBS.............................|.44..:.SUBURBS.............
.17.:.TENEMENTS...........................|.45..:.TENEMENTS...........
.18.:.THE COURTYARD.......................|.46..:.THE COURTYARD.......
.19.:.THE CITADEL.........................|.47..:.THE CITADEL.........
.20.:.GOTCHA!.............................|.....:.....................
.21.:.NIRVANA.............................|.48..:.NIRVANA.............
.22.:.THE CATACOMBS.......................|.49..:.THE CATACOMBS.......
.23.:.BARRELS O' FUN......................|.50..:.BARRELS OF FUN......
.24.:.THE CHASM...........................|.....:.....................
.25.:.BLOODFALLS..........................|.51..:.BLOODFALLS..........
.26.:.THE ABANDONED MINES.................|.52..:.THE ABANDONED MINES.
.27.:.MONSTER CONDO.......................|.53..:.MONSTER CONDO.......
.28.:.THE SPIRIT WORLD....................|.....:.....................
.29.:.THE LIVING END......................|.....:.....................
.30.:.ICON OF SIN.........................|.....:.....................
.31.:.WOLFENSTEIN.........................|.....:.....................
.32.:.GROSSE..............................|.....:.....................
----:-------------------------------------|-----:---------------------
....:.....................................|.54..:.REDEMPTION DENIED...
....:.....................................|.58..:.THE MANSION.........
....:.....................................|.59..:.CLUB DOOM...........
-----------------------------------------------------------------------------
Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
screens, and "'O' OF DESTRUCTION!" in the Automap.
5. NINTENDO 64 DOOM 64
======================
o Note that Doom 64, unlike other console/handheld Doom games, is not a direct
port or conversion of an existing PC Doom game. It does, however, share many
of the same features and functions that exist in all other Doom and Doom II
games.
o A Nintendo 64 Control Deck, model NUS-001, equipped with one standard
Nintendo 64 Controller (model NUS-005), was used as the test system for the
Doom 64 game described in this document.
o Pros: Comparatively smooth, high-resolution graphics produced through dynamic
antialiasing. The "pixelation" effect (a drop in graphics resolution seen in
other Doom games as the player character approaches a surface or object) is
notably reduced here. Features some new graphics effects (fog/mist, fading
objects, animated skies, etc.). First-person view fills the entire space on
the TV/monitor screen (with or without the "status bar" displayed). The
"bar" of the "status bar" is invisible: only the numerals used for health,
ammo and armor (and the icons used for keys) will actually obstruct any part
of the first-person view. The status bar may be switched off, allowing only
the first-person view to fill the screen (an option not found in any other
console Doom game). Map level, skill level, health, armor, weapon and ammo
information is translated to a password code which is given after successful
completion of each map level (some other console Doom games cannot save such
information externally). On the password screen, the last password entered
or generated may be re-entered with a single button press (useful when, for
example, a player is killed and wishes to restart on the map with a
non-default status). The game supports a "Controller Pak" (a separately-sold
memory cartridge device) which allows storage and retrieval of up to 16 game
passwords. Built-in screen brightness adjustment option, somewhat similar to
the "Gamma Correction" feature in the PC Doom games. Automap is dual-mode,
allowing a player to view the map with a detailed textured floor (using an
Area's actual floor textures), or view the map as a plain (PC-Doom style),
untextured Automap. Extensive controller customizing is allowed (Fire button
can swap functions with Speed button or Activate button, etc.), including an
ability to choose and/or modify any one of 5 preset configurations. Player
may walk and move in the game with the controller's directional-pad buttons,
and/or with the controller's built-in joystick. The player character can
rotate at varying speeds: turning slowly using controller buttons, marginally
faster using the joystick, or very fast with the joystick if "Controller
Stick Sensitivity" is increased through a setting under the game's Options
Menu. The game provides a control for "centering" the position of the game
screen on the display device, allowing horizontal and vertical adjustments.
Game messages (such as "PICKED UP A BOX OF SHELLS") may be toggled on or off,
as can be done in the PC Doom games.
o Cons: No multiplayer ability. On some display devices the first-person view
may seem too dark, and/or the status bar data may be difficult to read, even
when the game's brightness level is set to maximum. Occasionally objects in
the foreground are partially overlaid by background wall or floor textures.
Weapons are cyclic-access only. Game does not save controller, display, or
sound configuration settings. Although joystick-based turning speed can be
greatly increased through a setting under the game's Options Menu, D-pad (or
button-based) turning speed cannot. The status bar can only display the ammo
level of the currently selected weapon (in PC and GBA Doom games, all ammo
levels for all weapons can be displayed at all times). Once in Automap mode,
a player must cycle through both Automap styles to return to the first-person
view (this can be done almost instantaneously if desired, but must be done
every time the Automap is accessed). At 16 characters long, the passwords
are somewhat cumbersome to enter ("type in"), unless they are stored in a
separately-sold Controller Pak memory cartridge. The delay between a player
character's death and subsequent resurrection is longer here than in other
Doom games.
o Miscellaneous: Game by id Software and Midway Home Entertainment, Inc.
Cartridge format. 32 map levels, none of which are found in PC Doom/Doom II
games. Gameplay speed is adequate, but some aspects of a player character's
motion (such as running speed) may be marginally slower here than in a PC
Doom/Doom II game played on a modern computer. More monster/enemy variety in
this game than in most Doom 1-based games (several of the Doom 64 monster
types are copied from PC Doom II). With some new features and completely
re-worked graphics, the "look and feel" of this game bears only a distant
resemblance to all other Doom games. All enemies have a modified appearance,
and in some cases are only vaguely similar to their counterparts in other
Doom or Doom II games. Virtually all objects and surface textures have been
changed from their original designs, including weapons, power-ups, walls,
floors, ceilings, switches and teleporters. Map levels may have structures
that provide crossing paths at different elevations (such as a solid bridge
that a player can walk over or under), and similar map features which are not
found in other Doom games. Graphics, overall, tend to be darker here than in
most other versions. Features new music tracks (and other background audio
effects), not used in the PC games. Some features appear in this game that
appear in no other Doom or Doom II game, including horizontally-sliding
surfaces, wall-mounted monitors that can be used to view distant parts of the
map, automated traps that launch projectiles, etc. Doom 64 features a new
"Boss" monster (referred to in the game as the "Mother of all Demons") which
is not found in any other Doom game. The Spider Mastermind monster found in
most other Doom games is not included. Another version of the Imp appears in
this game: the "Nightmare Imp", which is semi-translucent, darker, and faster
than the normal Imp, and launches high-velocity fireballs. Arachnotrons fire
twin, side-by-side plasma bursts (versus single-stream bursts in all other
games). Pain Elemental monsters can release 2 Lost Souls at a time (versus a
maximum of 1 at a time in all other games). Lost Souls are semi-translucent
in this game, and tend to attack more quickly than their counterparts in
other games. In Doom 64, Baron-Of-Hell projectiles can injure Hell Knights,
and vice-versa (in other Doom/Doom II games, both projectiles are harmless to
both monsters). The "Demon" monster (a pink, muscular, hunched-over, biting
monster), is referred to as a "Bull Demon" in the manual included with the
game. A Spectre Demon is opaque until it discovers a player character,
whereupon it becomes translucent. If a translucent Spectre Demon is killed,
its body becomes opaque. A new laser-type weapon appears in this game, and
uses the same "cell" ammunition as a plasma rifle or BFG 9000. Doom 64
includes a unique type of power-up (referred to in this document as a "Demon
Artifact") which acts both as an enhancement for the new laser weapon, and as
a special key/activator for use within the game's final map level. Demon
Artifacts have an appearance somewhat similar to the demon/pentagram graphic
which is used both in the game's tally screens and on the cover of the game's
manual. When a Demon Artifact is picked up, an icon representing that
particular Artifact appears at the lower-right corner of the Automap screen.
A double-barrelled "Super Shotgun" (similar to the weapon found in "Doom II"
games) appears in this game. The double-barrelled shotgun and the rocket
launcher both have a "kick" when firing, giving a slight backwards push
against the player character. In this game, the plasma rifle tends to make a
continuous buzzing noise whenever it is selected as the current weapon. In
this game, the chain saw has a pair of blades, side by side (versus a single
blade in all other Doom games). In all other Doom games, only players and
monsters may be teleported from place to place; In Doom 64, other objects
(power-ups, weapons, and structures) may also be moved from place to place,
or fade in and out of existence. Occasionally monsters will spontaneously
"fade in" to a location on the current map (an effect which is similar to
teleportation). Game information stored in a password code may be inaccurate
(health, armor and ammo level numbers tend to be rounded). Monster and
weapon sounds tend to differ from the sounds used in the PC games (in fact
most sound effects are identical to those used in the PlayStation (PSX) Doom
games, released prior to Doom 64). The sound effect used in PSX Doom for an
item respawning during a Deathmatch game is used in this game to indicate
that a monster or item/object is "fading into" (or "spawning into") a nearby
location. In this game, "blurred" objects are translucent and faded, but
otherwise maintain their normal colors and surface features (in the PC games,
"blurred" objects, when visible, are a translucent gray, with a flat,
flowing/scrambled surface). Explosive barrels are not mentioned in the game
manual, but do appear in this game, as they do in all other Doom games. The
"marine face", seen in the status bar of all other Doom/Doom II games, is not
in the status bar in this game. "Secret areas" are usually announced (via
on-screen messages) as a player character enters them. While walking/running
in Automap mode, the player icon does not turn to change direction; instead,
the Automap rotates around the icon, which is always facing north. In this
game, the "radiation shield" power-up appears as a green "biohazard" symbol,
instead of as the white full-body "radiation suit" seen in all other Doom
games. The physical location of an item on a given map can vary with the
skill level that the map is played on (for example, the blue keycard in the
STAGING AREA map is in an open area when the game is played on skill 1, but
is located in a small, closed room on skill 4). Doom 64 uses skill level
names unique among console Doom games: "BE GENTLE!", "BRING IT ON!", "I OWN
DOOM!", and "WATCH ME DIE!". Some surfaces with 1-way transparency are used
in this game (a feature otherwise found only in the PC Doom games and GBA
Doom II). In Doom 64, entering a valid map 1 password, or using a special
locked exit on map 32, will reveal a hidden "Features Menu", which allows
access to various cheat functions. On occasion, the first-person view will
shake as an indication of a major change in the current map level (changes in
the map topography, structures, etc.). When the player fires a weapon, the
first-person display can jump or vibrate with the weapon's recoil. Every 30
seconds of idle time after a player character dies, the game will display one
of 12 "taunts" (such as "HAHAHAHA!" or "HAVE YOU HAD ENOUGH?"). Both shotgun
types are reloaded without the relatively elaborate reloading animation seen
in all other Doom/Doom II games (however the weapon reloading times remain
comparable to those of the other games). In most Doom and Doom II games the
plasma rifle is swung up and to the side for a moment at the end of a firing
sequence; in this game the weapon always faces forward.
o N64 Doom 64 map levels:
Map | Map name
----|-----------------
..1.|.STAGING AREA....
..2.|.THE TERRAFORMER.
..3.|.MAIN ENGINEERING
..4.|.HOLDING AREA....
..5.|.TECH CENTER.....
..6.|.ALPHA QUADRANT..
..7.|.RESEARCH LAB....
..8.|.FINAL OUTPOST...
..9.|.EVEN SIMPLER....
.10.|.THE BLEEDING....
.11.|.TERROR CORE.....
.12.|.ALTAR OF PAIN...
.13.|.DARK CITADEL....
.14.|.EYE OF THE STORM
.15.|.DARK ENTRIES....
.16.|.BLOOD KEEP......
.17.|.WATCH YOUR STEP.
.18.|.SPAWNED FEAR....
.19.|.THE SPIRAL......
.20.|.BREAKDOWN.......
.21.|.PITFALLS........
.22.|.BURNT OFFERINGS.
.23.|.UNHOLY TEMPLE...
.24.|.NO ESCAPE.......
.25.|.CAT AND MOUSE...
.26.|.HARDCORE........
.27.|.PLAYGROUND......
.28.|.THE ABSOLUTION..
.29.|.OUTPOST OMEGA...
.30.|.THE LAIR........
.31.|.IN THE VOID.....
.32.|.HECTIC..........
-----------------------------------------------------------------------------
Notes: The map levels in Doom 64 match none of those found in any other Doom
or Doom II game.
6. ATARI JAGUAR DOOM
====================
o An Atari Jaguar 64-Bit Interactive Multimedia System, equipped with one
standard Jaguar controller, was used as the test system for the Atari Jaguar
Doom game described in this document. For testing multiplayer games, the
system was hooked to an identical system via the Jaglink Interface cable.
Multiplayer games were then tested with identical systems hooked together
via a pair of linked Catbox interface devices (sold separately by ICD, Inc.).
o Pros: 2-player ability (although multiplayer function may be unstable). The
first-person view and status bar combination fills the entire display space
on the TV/monitor screen. Some controller customizing allowed (Fire button
can swap functions with Speed button or Activate button, etc.). Memory built
into the game cartridge will automatically store controller configuration
settings, the sound volume setting, the current skill level setting, and also
stores the map level numbers of all Areas that were successfully conquered
(except Area 24). When first starting up the game, a player may choose to
start play on any of 23 map levels previously conquered (this is a quick
process, as there are no passwords to keep or re-enter), and may choose a
different skill level to play it at. During a game in progress, weapons are
direct-access. The built-in cheat codes may be entered quickly and easily
(for example, an invincibility cheat code is 3 button-presses on the Jaguar,
5 on the PC, 10 on the PlayStation). The Jaguar Doom game comes with a
plastic overlay which fits into the top of the game controller, providing
labels and weapon icons for the buttons on the controller's keypad.
o Cons: Most of the maps in this game are edited/simplified versions of the
original PC Doom maps. Games in progress cannot be saved (but a player may
start a new game on any of 23 map levels previously conquered). As stated in
the game manual, occasional "Network Errors" can occur during Deathmatch and
Cooperative games, causing a game in progress to suddenly start over again on
the current map. Only 7 monster types in the game (tying with the Sega 32X
and GBA Doom 1 games for least variety). No Spectre Demon. No Cyberdemon or
Spider Mastermind monsters. No Blur Artifacts. No light-amplification
visors. No crushing ceilings. No music during gameplay. Somewhat lower
graphics resolution or quality than some other large-screen console Doom
games. The status bar can only display the ammo level of the currently
selected weapon (in PC and GBA Doom games, all ammo levels for all weapons
can be displayed at all times).
o Miscellaneous: Port by id Software. Cartridge format. 24 map levels, 2 of
which are not found in PC Doom games. Adequate graphics resolution and
quality. Gameplay speed is adequate, but can be somewhat slower than a PC
Doom/Doom II game played on a modern computer. This game's mapset, in whole
or in part, also appears in the PlayStation, Saturn, 3DO, Sega 32X and GBA
Doom 1 games or Episodes. Rocket and barrel explosions can penetrate solid
walls and doors (allowing a player to kill some enemies without ever directly
encountering them). Health potions and Spiritual Armor bonuses add 2% to a
player's health or armor (versus 1% in the PC games). Picking up an
Invulnerability Artifact tints the screen bluish-pink, as opposed to the
white-out effect seen in many other versions. In 2-player games, both player
characters wear a green uniform. In Deathmatch games, the Frag counts for
both players are displayed in each player's status bar. Corrosive floors
(slime, etc.) will decrease a player's health quickly (faster in this version
of Doom than in most other versions running at a comparable skill level).
When the "Happy Ammo" cheat code is used, the player attains an ammo level of
500 rounds for every weapon (versus a specific individual ammo level for each
weapon in the PC games). Game manual is written in English, French, German.
Game manual states that cartridge memory will not accept more than 100,000
changes to stored information (however this would still allow, for example,
50 changes a day for more than 5 years).
o PC Doom/Ultimate Doom and Atari Jaguar Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | JAGUAR DOOM MAPS
---------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:---------------------|-----:--------------------
E1M1.:.HANGAR..............|..1..:.HANGAR.............
E1M2.:.NUCLEAR PLANT.......|..2..:.PLANT..............
E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
-----:---------------------|-----:--------------------
E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
E2M3.:.REFINERY............|.11..:.REFINERY...........
E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
E2M8.:.TOWER OF BABEL......|.....:....................
E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
-----:---------------------|-----:--------------------
E3M1.:.HELL KEEP...........|.....:....................
E3M2.:.SLOUGH OF DESPAIR...|.....:....................
E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
E3M6.:.MT. EREBUS..........|.21..:.MT EREBUS..........
E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
E3M8.:.DIS.................|.....:....................
E3M9.:.WARRENS.............|.....:....................
-----:---------------------|-----:--------------------
.....:.....................|.16..:.TOWER OF BABEL.....
.....:.....................|.17..:.HELL KEEP..........
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The Jaguar "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No
Jaguar equivalent exists for the PC "DIS" map.
The Jaguar "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map.
(It does, however, match the "TOWER OF BABEL" map in the 3DO and GBA Doom 1
games, and the "HELL GATE" map in the PSX and Saturn games.)
The Jaguar "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the PSX, Saturn, 3DO and GBA Doom 1
games.)
7. 3DO (PANASONIC AND OTHERS) DOOM
==================================
o A Panasonic REAL 3DO Interactive Multiplayer, model FZ-1, equipped with one
standard Panasonic 3DO controller (model FZ-JP1X), was used as the test
system for the 3DO Doom game described in this document.
o Pros: Some controller customizing allowed (Fire button can swap functions
with Speed button or Activate button, etc.). Ability to choose between 4
window sizes (or 6, when using a cheat code) for the first-person view. 3DO
system memory automatically stores controller configuration settings, the
sound volume setting, the current skill level setting, the selected window
size for the first-person view, and also stores the map level numbers of all
Areas that were successfully conquered (except Area 24). When first starting
up the game, a player may choose to start play on any of 23 map levels
previously conquered (this is a quick process, as there are no passwords to
keep or re-enter), and may choose a different skill level to play it at.
o Cons: Games in progress cannot be saved (but a player may start a new game on
any of 23 map levels previously conquered). No multiplayer ability. Overall
game animation speed can be choppy, with frequent micro-pauses to access the
CD, and animation noticeably slows down and speeds up with variances in the
number of on-screen textures and sprites. This game uses the Jaguar Doom
mapset (most of the maps in Atari Jaguar Doom are edited/simplified versions
of the original PC Doom maps), and includes no other maps. No Cyberdemon or
Spider Mastermind monsters. No light-amplification visors. No crushing
ceilings. Weapons are cyclic-access only. First-person view does not fill
the entire space above the status bar. Game does not utilize all available
display space on the TV/monitor screen. The status bar can only display the
ammo level of the currently selected weapon (in PC and GBA Doom games, all
ammo levels for all weapons can be displayed at all times).
o Miscellaneous: Port by Logicware and Art Data Interactive, Inc. CD format.
24 map levels, 2 of which are not found in PC Doom games. Decent graphics
resolution and quality. Gameplay speed, overall, is below the average speed
of most other Doom games. Features many of the music tracks from PC Doom,
re-mastered with new and more distinctive instrumentation. A built-in cheat
code allows the first-person view window to be expanded two more times beyond
the default maximum size (however, larger windows further slow down the
game). The game box for 3DO Doom advertises "full screen display", and the
first-person view is indeed maximized within a window; but the window itself
(when expanded to any size) is always bordered by static artwork. Rocket and
barrel explosions can penetrate solid walls and doors (allowing a player to
kill some monsters without ever directly encountering them). Health potions
and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1%
in the PC games). In this game, "blurred" objects are a translucent gray,
with a plain, flat surface (in the PC games, "blurred" objects, when visible,
are a translucent gray, with a flat, flowing/scrambled surface). If the "Map
All Things" cheat code is used, monster orientations are not indicated, as
they are in all other game versions that support this cheat code; All object
indicators point in the same direction. The "marine face" in the status bar
always explodes when the player character dies. Music from the first map
level accompanies the tally screens. No "Attract mode"; no demo games. When
the "Happy Ammo" cheat code is used, the player attains an ammo level of 500
rounds for every weapon (versus a specific individual ammo level for each
weapon in the PC games).
o PC Doom/Ultimate Doom and 3DO Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | 3DO DOOM MAPS
---------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:---------------------|-----:--------------------
E1M1.:.HANGAR..............|..1..:.HANGAR.............
E1M2.:.NUCLEAR PLANT.......|..2..:.NUCLEAR PLANT......
E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
-----:---------------------|-----:--------------------
E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
E2M3.:.REFINERY............|.11..:.REFINERY...........
E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
E2M8.:.TOWER OF BABEL......|.....:....................
E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
-----:---------------------|-----:--------------------
E3M1.:.HELL KEEP...........|.....:....................
E3M2.:.SLOUGH OF DESPAIR...|.....:....................
E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
E3M6.:.MT. EREBUS..........|.21..:.MT. EREBUS.........
E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
E3M8.:.DIS.................|.....:....................
E3M9.:.WARRENS.............|.....:....................
-----:---------------------|-----:--------------------
.....:.....................|.16..:.TOWER OF BABEL.....
.....:.....................|.17..:.HELL KEEP..........
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The 3DO "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No 3DO
equivalent exists for the PC "DIS" map.
The 3DO "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map. (It
does, however, match the "TOWER OF BABEL" map in the Jaguar and GBA Doom 1
games, and the "HELL GATE" map in the PSX and Saturn games.)
The 3DO "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the PSX, Saturn, Jaguar and GBA Doom 1
games.)
8. SUPER NINTENDO DOOM
======================
o A Super NES Control Deck, model SNS-001, equipped with one standard Super NES
controller (model SNS-005), was used as the test system for the SNES Doom
game described in this document. For testing multiplayer games, the system
was connected to various similar systems via the X Band network, using a
Catapult X Band modem device (model 00100).
o Pros: Basic map layouts tend to match the equivalent PC-Doom 1 maps with
above-average accuracy (higher accuracy, overall, than that found in every
other console version). Simplified-Deathmatch ability via X Band Network
connection. SNES Doom includes both the Spider Mastermind and Cyberdemon
monsters from the original PC games (one or both of these are missing from
GBA Doom 1 and many large-format console games). The Automap is actively
updated at all times, whether displayed or not (in most other Doom versions,
the Automap cannot be updated while displayed). A player character with
maximum health will not automatically pick up a Soul Sphere on contact (in
most other Doom/Doom II games a Soul Sphere is always picked up on contact).
o Cons: Games in progress cannot be saved. Comparatively low-resolution
graphics (most noticeable with distant objects); lowest overall resolution of
all large-screen Doom games. Cannot play Episodes 2 or 3 using low skill
levels. For multiplayer games, a separately-sold "X Band" modem device (and
a subscription to the X Band Network) is/was required for each player's game
system. Cooperative games are not supported. Deathmatch games are scaled
down in this version (no sound effects, items do not re-spawn, an enemy
player character simply disappears from the Area when killed, exiting a map
level displays the main menu, where both players must select which map to
restart the game on, and weapons, ammo, etc., cannot be carried between map
levels). Can only start a new single-player game from map level 1 (although
a player may start on the first map of any Episode); Map level passwords and
warp cheat codes are not supported. Vertical surfaces tend to be somewhat
"sticky", occasionally slowing or halting the player character on contact.
Shotguns or ammo clips dropped by killed enemies do not appear on the floor/
ground. No controller customizing allowed. No real textures for ceilings or
floors (including corrosives and teleporters). Monsters can only display a
front side. No Spectre Demon. Weapons are cyclic-access only (although
weapons may be cycled while the game is paused). Weapon choices can cycle in
one direction only. Cannot save game configuration settings. Game does not
utilize all available display space on the TV/monitor screen. Sounds from
events at medium or long ranges are often truncated, or may not be heard.
Although monsters can hurt each other, they cannot deliberately fight each
other. No screen-flash warning as an Invulnerability Artifact or radiation
suit begins to wear out. The status bar can only display the ammo level of
the currently selected weapon (in PC and GBA Doom games, all ammo levels for
all weapons can be displayed at all times).
o Miscellaneous: Port by Sculptured Software, Inc. Cartridge format. 22 map
levels, all of which are found in PC Doom 1. Gameplay speed is adequate, but
is slower than a PC Doom/Doom II game played on a typical modern computer.
No "Attract mode"; no demo games. A bug in the game allows the player to
instantly acquire additional weapons once a chain saw has been picked up. In
most Doom versions, a killed player restarts a map level with 100% health, 0%
armor, a pistol and 50 bullets; In SNES Doom, a killed player restarts with
100% health, and whatever armor, weapons and ammo that the player originally
brought into the level. While walking/running in Automap mode, the player
icon does not turn to change direction; instead, the Automap rotates around
the icon, which is always facing north (this is also how Automap "scrolling"
is handled). Some monsters tend to be easier to kill than their counterparts
in other versions of the game. A player may still pick up weapons after ammo
levels are at maximum (for example, a player may pick up multiple shotguns,
even after reaching the maximum carry limit of 100 shells). Weapons are
cycled in the following order: Fist, pistol, shotgun, chain saw, chaingun,
rocket launcher, plasma rifle, BFG 9000, then fist again, etc. In this game,
"blurred" objects are translucent and faded, but otherwise maintain their
normal colors and surface features (in the PC games, "blurred" objects, when
visible, are a translucent gray, with a flat, flowing/scrambled surface).
Hitting the Activate/Use button can still trigger the "grunt" sound effect,
even when the player character is nowhere near a wall, switch, or door. Some
action sequences (such as monster deaths, explosions, etc.) tend to use fewer
frames of animation than the equivalent sequences in other Doom games. No
exploding-monster effect (usually seen in PC Doom games when, for example, an
Imp or Former Human is hit by a rocket). Teleportation is instantaneous,
without the motion-damping effect seen in other versions. No "green spark"
effect when a player or monster goes through a teleporter. Impacts of
bullets or shotgun pellets on walls are not visible. No doors or switches
are activated by projectile impacts. An Artifact or power-up can be picked
up when the player walks over it, but can also be picked up if the player is
jumping (running) through the airspace above it. A weapon icon appears in
the player's status bar to show which weapon is currently held. In most Doom
games, a typical monster will make an "alert" sound when it first senses a
player, and a "growl" sound when patrolling an area after being alerted; In
the SNES game, a monster's "alert" sound is also used for the "growl" sound.
Monster projectiles may affect monsters in ways contrary to what is seen in
other Doom games (for example, a Cacodemon's projectiles can injure other
Cacodemons). A Cyberdemon's rockets appear to fly backwards. The player's
chaingun fires fewer bullets than what is indicated by the firing sound. In
SNES Doom, a minimal burst of chaingun fire is typically 1 bullet (with 2
reports), versus 2 bullets in most other Doom games. A BFG 9000 will use up
to 40 energy cells per shot, but can be fired when less than 40 cells remain
(other Doom/Doom II games require a minimum of 40 cells). In this game some
projectiles move at faster speeds than in many other Doom games. In most
Doom/Doom II games, an elevator/lift will automatically reverse if a player
or monster prevents it from rising to its highest position; In the SNES game,
a blocked elevator will simply halt in place, and only move again when the
obstacle is removed. Some secret doors are better camouflaged in this game
than in PC Doom. Players and monsters do not move laterally as a result of
impacts or nearby explosions (as they do in all other Doom games). Phobos/
Deimos/Hell landscapes are used as the background for the tally screens
between map levels, showing the player's progress through the various stages
of each Episode (SNES Doom and GBA Doom are the only non-computer Doom games
that use these graphics). Most of the original PC Doom story text appears in
this game. No scrolling/sliding textures, as are found in all other Doom
games. No built-in volume controls. No built-in cheat codes, but some codes
are available for use with the Super NES Game Genie device (sold separately
by Galoob Toys, Inc.).
o PC Doom/Ultimate Doom and SNES Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | SNES DOOM MAPS
---------------------------|---------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:---------------------|------:--------------------
E1M1.:.HANGAR..............|.E1M1.:.HANGAR.............
E1M2.:.NUCLEAR PLANT.......|.E1M2.:.NUCLEAR PLANT......
E1M3.:.TOXIN REFINERY......|.E1M3.:.TOXIN REFINERY.....
E1M4.:.COMMAND CONTROL.....|.E1M4.:.COMMAND CONTROL....
E1M5.:.PHOBOS LAB..........|.E1M5.:.PHOBOS LAB.........
E1M6.:.CENTRAL PROCESSING..|......:....................
E1M7.:.COMPUTER STATION....|.E1M6.:.COMPUTER STATION...
E1M8.:.PHOBOS ANOMALY......|.E1M7.:.PHOBOS ANOMALY.....
E1M9.:.MILITARY BASE.......|.E1M8.:.MILITARY BASE......
-----:---------------------|------:--------------------
E2M1.:.DEIMOS ANOMALY......|.E2M1.:.DEIMOS ANOMALY.....
E2M2.:.CONTAINMENT AREA....|......:....................
E2M3.:.REFINERY............|.E2M2.:.REFINERY...........
E2M4.:.DEIMOS LAB..........|.E2M3.:.DEIMOS LAB.........
E2M5.:.COMMAND CENTER......|......:....................
E2M6.:.HALLS OF THE DAMNED.|.E2M4.:.HALLS OF THE DAMNED
E2M7.:.SPAWNING VATS.......|......:....................
E2M8.:.TOWER OF BABEL......|.E2M5.:.TOWER OF BABEL.....
E2M9.:.FORTRESS OF MYSTERY.|.E2M6.:.FORTRESS OF MYSTERY
-----:---------------------|------:--------------------
E3M1.:.HELL KEEP...........|.E3M1.:.HELL KEEP..........
E3M2.:.SLOUGH OF DESPAIR...|.E3M2.:.SLOUGH OF DESPAIR..
E3M3.:.PANDEMONIUM.........|.E3M3.:.PANDEMONIUM........
E3M4.:.HOUSE OF PAIN.......|.E3M4.:.HOUSE OF PAIN......
E3M5.:.UNHOLY CATHEDRAL....|......:....................
E3M6.:.MT. EREBUS..........|.E3M5.:.MT. EREBUS.........
E3M7.:.GATE TO LIMBO/LIMBO.|.E3M6.:.LIMBO..............
E3M8.:.DIS.................|.E3M7.:.DIS................
E3M9.:.WARRENS.............|.E3M8.:.WARRENS............
-----------------------------------------------------------------------------
Notes: The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to
as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The "E#M#" designators used here for SNES Doom maps are for reference only,
and are not displayed in the actual game.
9. SEGA GENESIS 32X DOOM
========================
o A Sega Genesis System Console, model 1601, equipped with one standard Sega
Genesis "6-button" controller (model MK-1653), and one Sega Genesis 32X
module (model MK-84000A), was used as the test system for the Sega 32X Doom
game described in this document.
o Pros: Player can always start a game on any of 15 map levels. The Automap is
actively updated at all times, whether displayed or not (in most other Doom
versions, the Automap cannot be updated while displayed). Some controller
customizing allowed (Fire button can swap functions with Speed button or
Activate button, etc.). With a "6-button" controller attached, weapons can
be accessed directly, or weapon choices can be cycled in both directions.
o Cons: Requires both a Sega Genesis system and the "32X" expansion module.
This version has the least map levels of all Doom games, and most of the maps
are edited/simplified versions of the original PC Doom maps. Games in
progress cannot be saved (but a player may always start a new game on any of
15 maps). No multiplayer ability. No BFG 9000 weapon available without
using a cheat code. Monsters can only display a front side (despite the fact
that screen shots on the game box and the 32X module box show side views of
monsters). Only 7 monster types in the game (tying with the Jaguar and GBA
Doom 1 games for least variety). No Spectre Demon. No Cyberdemon or Spider
Mastermind monsters. No Blur Artifacts. No light-amplification visors. No
crushing ceilings. With a "3-button" (standard) controller, weapons are
cyclic-access only, and weapon choices can be cycled in only one direction.
Cannot save game configuration settings. First-person view does not fill the
entire space above the status bar. Game does not utilize all available
display space on the TV/monitor screen. Although monsters can hurt each
other, they cannot deliberately fight each other. Some rooms on some maps
are inaccessible. The few built-in cheat codes can be difficult to implement
(the code button combinations may have to be pressed several times before a
code will take effect). The use of cheat codes can prevent access to some
maps, and also prevents the game's full ending sequence from being shown.
The status bar can only display the ammo level of the currently selected
weapon (in PC and GBA Doom games, all ammo levels for all weapons can be
displayed at all times). Infrequent, brief flashes of graphics "noise" may
sometimes appear in the first-person view or Automap screen.
o Miscellaneous: Port by id Software. Cartridge format. 17 map levels, all of
which are found in PC Doom games. Decent graphics resolution and quality.
Gameplay speed is adequate, but can be somewhat slower than a PC Doom/Doom II
game played on a modern computer. Maps 16 and 17 can only be accessed if the
game was started on map 1, and if cheat codes were not used during the game.
In order to see the game's entire ending sequence, a player must start on map
level 1 and play the game all the way through without using cheat codes (a
game won any other way will result in the credits being shown, and then the
game simply halts with a plain textured screen and a "DOS prompt"). Contrary
to what is stated in the game manual, a player cannot enter map 1 from map
15; map-level sequence does not "wrap around". Rocket and barrel explosions
can penetrate solid walls and doors (allowing a player to kill some monsters
without ever directly encountering them). Health potions and Spiritual Armor
bonuses add 2% to a player's health or armor (versus 1% in the PC games).
Picking up an Invulnerability Artifact causes a drop in graphics chroma, as
opposed to the white-out effect seen in many other versions. Picking up a
Berserk Pack causes a relatively bright, sustained flash of red, which may be
mistaken for the effect seen when the player character takes sudden, heavy
damage. The shotgun-loading sound is played (sometimes at very low volume)
for a teleportation event, instead of the teleport sound heard in most other
versions. Map level names are not used, only map numbers. Map numbers are
only indicated in the tally screens, not while playing a map level. In the
Automap, the player icon (an arrow) looks like the one used in the PC games,
as opposed to the green triangle used in all other console versions of Doom.
There is an option in Automap mode to turn on a grid which overlays the map,
and can be used as a reference for scale (a feature otherwise found only in
the PC games). Rockets fired from a player's rocket launcher appear to fly
backwards (the nose of the rocket faces the player as the rocket moves away).
All monsters, items and Artifacts located in very dark areas remain well lit
at all times. Not all teleporters function (but all important ones do).
Because graphics are only provided to show the front side of objects, some
monsters in "wait" mode may seem blind when a player approaches them from
behind (a monster will always appear to look at a player even when it is not
actually facing toward the player). When the "Happy Ammo" cheat code is
used, the player attains an ammo level of 500 rounds for every weapon (versus
a specific individual ammo level for each weapon in the PC games).
o PC Doom/Ultimate Doom and Sega Genesis 32X Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | SEGA 32X DOOM MAPS
---------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME REFERENCE
-----:---------------------|-----:--------------------
E1M1.:.HANGAR..............|..1..:.Hangar.............
E1M2.:.NUCLEAR PLANT.......|..2..:.Nuclear Plant......
E1M3.:.TOXIN REFINERY......|..3..:.Toxin Refinery.....
E1M4.:.COMMAND CONTROL.....|..4..:.Command Control....
E1M5.:.PHOBOS LAB..........|..5..:.Phobos Lab.........
E1M6.:.CENTRAL PROCESSING..|..6..:.Central Processing.
E1M7.:.COMPUTER STATION....|..7..:.Computer Station...
E1M8.:.PHOBOS ANOMALY......|..8..:.Phobos Anomaly.....
E1M9.:.MILITARY BASE.......|.17..:.Military Base......
-----:---------------------|-----:--------------------
E2M1.:.DEIMOS ANOMALY......|..9..:.Deimos Anomaly.....
E2M2.:.CONTAINMENT AREA....|.10..:.Containment Area...
E2M3.:.REFINERY............|.11..:.Refinery...........
E2M4.:.DEIMOS LAB..........|.12..:.Deimos Lab.........
E2M5.:.COMMAND CENTER......|.13..:.Command Center.....
E2M6.:.HALLS OF THE DAMNED.|.14..:.Halls of the Damned
E2M7.:.SPAWNING VATS.......|.15..:.Spawning Vats......
E2M8.:.TOWER OF BABEL......|.....:....................
E2M9.:.FORTRESS OF MYSTERY.|.16..:.Fortress of Mystery
-----:---------------------|-----:--------------------
E3M1.:.HELL KEEP...........|.....:....................
E3M2.:.SLOUGH OF DESPAIR...|.....:....................
E3M3.:.PANDEMONIUM.........|.....:....................
E3M4.:.HOUSE OF PAIN.......|.....:....................
E3M5.:.UNHOLY CATHEDRAL....|.....:....................
E3M6.:.MT. EREBUS..........|.....:....................
E3M7.:.GATE TO LIMBO/LIMBO.|.....:....................
E3M8.:.DIS.................|.....:....................
E3M9.:.WARRENS.............|.....:....................
-----------------------------------------------------------------------------
Notes: The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to
as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
Map level names are not used in Sega 32X Doom.
10. NINTENDO GAME BOY ADVANCE DOOM
==================================
o A Nintendo Game Boy Advance, model AGB-001, was used as the test system for
the GBA Doom game described in this document. For testing multiplayer games,
the system was connected to identical systems via one or more Nintendo Game
Boy Advance Game Link cables (model AGB-005).
o Pros: The Game Boy Advance has a built-in screen, battery pack and link port,
making GBA Doom more portable than any desktop-PC or console Doom 1 game.
Multiplayer link ability, allowing 2 players in Cooperative games, and 2 to 4
players in Deathmatch games. Includes 8 Deathmatch-only bonus maps not found
in other commercial Doom games. Some flaws have been corrected in some maps
which were copied from earlier console Doom games. Games in progress may be
saved to any of 4 save-game slots in the Doom Game Pak, and save-game data
includes controller, lighting and audio settings. 2 lighting-style choices,
"Dynamic" (normal), and "Static" (low light levels are increased, and lights
that normally flash are always on). 6-level "Brightness" adjustment option
(somewhat similar to the "Gamma Correction" feature in the PC Doom games),
which controls the maximum brightness of both Dynamic and Static lighting
modes. Includes an "Autorun" option (player always runs). In the status
bar, current ammo levels and ammo limits are always displayed for all weapons
(in most other console Doom games, only the currently selected weapon can
have an ammo level displayed). Some controller customizing allowed (any of 6
preset button configurations may be selected).
o Cons: The original Game Boy Advance does not have any built-in lighting for
its screen, which means that GBA Doom can be difficult to view unless the
right amount of external light is hitting the screen at the right angle at
all times (a newer model of the GBA, the GBA SP, does have built-in screen
lighting). Saved games may occasionally become corrupted, and fail to reload
correctly. Cooperative games have a 2-player limit, even when 3 or more GBAs
are linked. This game uses a slightly modified version of the Jaguar Doom
mapset (most of the maps in Atari Jaguar Doom are edited/simplified versions
of the original PC Doom maps), and includes no other single-player maps. The
player character can potentially become trapped behind a wall or barrier on
certain maps. Only 7 monster types in the game (tying with the Jaguar and
Sega 32X games for least variety). No Spectre Demon. No Cyberdemon or
Spider Mastermind monsters. No Blur Artifacts. No light-amplification
visors. No crushing ceilings. Weapons are cyclic-access only. In some of
the preset button configurations weapon-swapping can be awkward, and weapon
changes can occur unintentionally when performing certain maneuvers. Some
rooms in some map levels are inaccessible. The sound effect used to indicate
a player taking damage is also mistakenly used whenever a player lands unhurt
after falling a short distance. Frag counts for players in Deathmatch games
are only displayed in the Automap view. No tally screen is displayed, and no
opportunity to save the game is given, when a player goes through the exit to
the "Military Base" map level.
o Miscellaneous: Port by id Software, David A. Palmer Productions, and
Activision. Cartridge format. 32 map levels, 10 of which are not found in
PC Doom games. Decent graphics resolution and quality for the GBA screen.
Gameplay speed is adequate, but is somewhat slower than a PC Doom/Doom II
game played on a modern computer. The game's overall speed can be affected
by the built-in lighting options: Dynamic Lighting may lower the framerate,
while Static Lighting may raise it. No "Attract mode"; no demo games. No
"Ultra-Violence" skill setting; the highest skill is "Nightmare". Player can
select the fist weapon at any time, whether or not a chain saw or Berserk
Pack has been acquired. When monsters or players are killed, their corpses
disappear after a brief delay. Monster and player blood is green instead of
red. All monsters, items and Artifacts located in very dark areas remain
well lit at all times. When a pink Demon is killed, it makes the same sound
as a dying Imp (in all other Doom games, Imps and Demons will make separate
sounds). Sounds produced by distant events may be played at an undiminished
volume, and/or may penetrate walls or areas that are "soundproof" in other
Doom games. No exploding-monster effect (usually seen in PC Doom games when,
for example, an Imp or Former Human is hit by a rocket). Rocket and barrel
explosions can penetrate solid walls and doors (allowing a player to kill
some enemies without ever directly encountering them). Teleportation is
almost instantaneous, without the motion-damping effect seen in most other
versions. In a reversal of the Automap colors used in most other Doom games,
GBA Doom's Automap displays "viewed" surfaces as gray lines, while "unseen"
surfaces (added to the Automap when a Computer Area Map Item is acquired) are
displayed in red. The Automap screen allows 5 preset zoom levels. Health
potions and Spiritual Armor bonuses add 2% to a player's health or armor
(versus 1% in the PC games). Picking up an Invulnerability Artifact tints
the screen blue, as opposed to the white-out effect seen in many other Doom
versions. In this game, muzzle flashes from player weapons do not reflect
off of nearby surfaces, as they do in other Doom/Doom II games. Unlike most
other Doom games, Lost Souls are calculated in the Kills score displayed in
the tally screens. The tally screen shows both the time spent on the map,
and the map's Par Time. Phobos/Deimos/Hell landscapes are displayed between
map levels, showing the player's progress through the various stages of each
Episode (GBA Doom and SNES Doom are the only non-computer versions that use
these graphics). The "YOU ARE HERE" indicators in the landscape screens do
not always point to the correct locations on the map. When the "Happy Ammo"
cheat code is used, the player attains an ammo level of 500 rounds for every
weapon (versus a specific individual ammo level for each weapon in the PC
games). In this game the player's fist makes an impact noise when striking a
wall or other inanimate object (in most other versions, fist impacts against
inanimate objects are silent).
o PC Doom/Ultimate Doom and GBA Doom map level comparison:
PC DOOM/ULTIMATE DOOM MAPS | GBA DOOM MAPS
---------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
-----:---------------------|-----:--------------------
E1M1.:.HANGAR..............|..1..:.HANGAR.............
E1M2.:.NUCLEAR PLANT.......|..2..:.NUCLEAR PLANT......
E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
-----:---------------------|-----:--------------------
E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
E2M3.:.REFINERY............|.11..:.REFINERY...........
E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
E2M8.:.TOWER OF BABEL......|.....:....................
E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
-----:---------------------|-----:--------------------
E3M1.:.HELL KEEP...........|.....:....................
E3M2.:.SLOUGH OF DESPAIR...|.....:....................
E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
E3M6.:.MT. EREBUS..........|.21..:.MOUNT EREBUS.......
E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
E3M8.:.DIS.................|.....:....................
E3M9.:.WARRENS.............|.....:....................
-----:---------------------|-----:--------------------
.....:.....................|.16..:.TOWER OF BABEL.....
.....:.....................|.17..:.HELL'S KEEP........
.....:.....................|.25..:.DM1................
.....:.....................|.26..:.DM2................
.....:.....................|.27..:.DM3................
.....:.....................|.28..:.DM4................
.....:.....................|.29..:.DM5................
.....:.....................|.30..:.DM6................
.....:.....................|.31..:.DM7................
.....:.....................|.32..:.DM8................
-----------------------------------------------------------------------------
Notes: Map equivalency is based on general map layouts, not map names.
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
The GBA "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No GBA
equivalent exists for the PC "DIS" map.
The GBA "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map. (It
does, however, match the "TOWER OF BABEL" map in the Jaguar and 3DO games,
and the "HELL GATE" map in the PSX and Saturn games.)
The GBA "HELL'S KEEP" map does not match the PC "HELL KEEP" map. (It does,
however, match an equivalent map in the PSX, Saturn, Jaguar and 3DO games.)
11. NINTENDO GAME BOY ADVANCE DOOM II
=====================================
o A Nintendo Game Boy Advance, model AGB-001, was used as the test system for
the GBA Doom II game described in this document. For testing multiplayer
games, the system was connected to identical systems via one or more Nintendo
Game Boy Advance Game Link cables (model AGB-005).
o Pros: The Game Boy Advance has a built-in screen, battery pack and link port,
making GBA Doom II more portable than any desktop-PC or console Doom II game.
GBA Doom II features more maps and monster types than the "DOOM II" Episodes
of PlayStation Doom or Saturn Doom. Multiplayer link ability, allowing 2
players in Cooperative games, and 2 to 4 players in Deathmatch games. Games
in progress may be saved to any of 4 save-game slots in the Doom II Game Pak,
and game data includes controller, lighting and audio settings. Includes a
6-level "Gamma" adjustment option to control the overall brightness of the
game screen. Controller customizing includes 4 preset button configurations,
a 5-level "Sensitivity" adjustment option to control the player character's
pivoting speed, and an "Always Run" option (player always runs). In the
status bar, current ammo levels and ammo limits are always displayed for all
weapons (in all large-format console Doom games, only the currently selected
weapon can have an ammo level displayed). The "Happy Ammo" cheat code
provides a backpack (in most other Doom games, a backpack is not provided, or
a player's existing backpack is removed).
o Cons: The original Game Boy Advance does not have any built-in lighting for
its screen, which means that GBA Doom II can be difficult to view unless the
right amount of external light is hitting the screen at the right angle at
all times (a newer model of the GBA, the GBA SP, does have built-in screen
lighting). On rare occasions the game may freeze, and the Game Boy Advance
must be powered down and restarted. Cooperative games have a 2-player limit,
even when 3 or more GBAs are linked. Occasionally a player weapon fired at a
close-range target will auto-aim towards the ceiling/sky or floor/ground. In
some of the preset button configurations, weapon-swapping can be awkward, and
weapon changes may occur unintentionally when performing certain maneuvers.
Weapons are cyclic-access only. The auto-aim ability of monsters can remain
unaffected when the player picks up a Blur Artifact. Damage to a player's
armor may not always be accurately represented in the status bar display.
Frag counts for players in Deathmatch games are only displayed in the Automap
view. Unlike the PC Doom/Doom II games, a player's running speed is slower
in reverse than when moving forward.
o Miscellaneous: Port by id Software, Torus Games, and Activision. Cartridge
format. 34 map levels, all of which (in whole or in part) are found in PC
Doom II: Hell on Earth. Decent graphics resolution and quality for the GBA
screen. Gameplay speed is adequate, but is somewhat slower than a PC Doom/
Doom II game played on a modern computer. No "Attract mode"; no demo games.
No "Ultra-Violence" skill setting; the highest skill is "Nightmare!". GBA
Doom II maps reflect some features found in maps from older versions of PC
Doom II (currently the latest version of PC Doom II is v1.9). In this game
some maps have minor alterations, such as elevators replacing stairs, and
strategically placed walls/barriers or deleted windows in order to reduce the
maximum number of objects that need to be drawn at any given time. Some maps
in this game have major alterations, such as deleted buildings; however in
general there are fewer large omissions than in many other console/handheld
Doom games. The PC Doom II maps INDUSTRIAL ZONE and THE CHASM are each split
into 2 "half" maps in this game. When computing collision detection in this
game, most non-structural objects have a comparatively narrow diameter, which
can allow some objects (such as players and/or monsters) to move very close
together, or to push past one another, where they could not in PC Doom II.
Unlike most other Doom games, the monsters in this game cannot open doors.
Monsters and players may occasionally cross above/below one another (a player
may even stand on top of a monster, which is something that cannot occur in
other commercial Doom games). Some monsters on some map levels are "blind"
or "deaf" where equivalent PC Doom II monsters are not. A monster's "sensory
range" is foreshortened in this game (monsters cannot see or hear as far as
they can in PC Doom II or most other Doom games). An active monster may halt
in place if enough distance accrues between the player and monster. Monsters
can remain inactive even while being attacked by a player at long distances.
When monsters are killed, their corpses will flicker and disappear after a
brief delay. Arch-Viles may resurrect killed monsters even after the monster
corpses have disappeared. Mancubus monsters are not able to aim vertically,
and will always launch their fireballs in a wide, predetermined pattern.
Revenants will only fire homing missiles, which are smokeless (in PC Doom II,
Revenants can fire 2 missile types: a smoking homing missile, and a smokeless
non-homing missile). Unlike most other Doom games, monsters such as Imps or
Demons cannot scratch or bite a player from very high/low adjacent areas.
Floating/flying monsters may not always change altitude to attack a target,
or may fail to rise again after dropping in pursuit of a target. Monsters
may continue to try to attack killed players. Some monster sound effects are
missing, including the standard walking sound effects for Arachnotrons and
Cyberdemons. Common bullet-firing sounds are used when the Chaingunner enemy
fires (in PC Doom II, a shotgun sound is used). The sounds used during an
Arch-Vile attack are reversed from sounds used in PC Doom II (in this game,
the "boom" sound of a completed attack precedes the "burning" sound of an
attack in progress). Some player/monster weapons have slightly modified
firing strengths or rates. Weapons tend to have less horizontal auto-aiming
ability, and some projectiles are "narrower" than their counterparts in PC
Doom II. In GBA Doom II, a minimal burst of chaingun fire is typically 1
bullet, versus 2 bullets in most other Doom games. The function of the BFG
9000 is somewhat different here than in most other Doom games (the weapon's
secondary-attack pattern and range has been altered). Bullet and shotgun
pellet impact patterns differ somewhat from those in other versions. Monster
blood is green instead of red. Player characters do not bleed when injured;
their blood-spatter sprites are replaced here by "bullet puffs" (small gray
sprites used for bullet or shotgun pellet impacts on solid surfaces). No
exploding-monster effect (usually seen in PC Doom games when, for example, an
Imp or Former Human is hit by a rocket). Rocket explosions and plasma bursts
can trigger impact-activated switches (in most other Doom/Doom II games these
projectiles will not affect switches). Unlike other Doom games, close-range
explosions caused by player rockets will not push against the player. In
this game, muzzle flashes from player weapons do not reflect off of nearby
surfaces, as they do in other Doom/Doom II games. Unlike the PC Doom games,
players can change lateral direction and speed while falling/moving through
the air. Hitting the Activate/Use button can still trigger the "grunt" sound
effect, even when the player character is nowhere near a wall, switch, or
door. Certain messages in this game, such as "Find the switch to open this
door", do not appear in other Doom/Doom II games. Some surfaces with 1-way
transparency are used in this game (a feature otherwise found only in the PC
Doom games and Doom 64). "Secret areas" are usually announced (via on-screen
messages) as a player character enters them. Newly acquired weapons or ammo
items contain a specific amount of ammunition at all skill levels (in the PC
Doom/Doom II games, the standard amount of ammo for each item is doubled when
playing at the lowest or highest skill levels). In GBA Doom II, almost all
retrievable items on a given map level are tallied in the Items score (in
most other Doom/Doom II games many retrievable item types are not tallied).
Unlike PC Doom games, a player may pick up more than one Computer Map Item.
The tally screen shows both the time spent on the map, and the map's Par
Time. All major Items and power-ups will respawn in Deathmatch, including
Invulnerability Spheres, Blur Artifacts and Megaspheres (in PC Doom games,
not all Item types will respawn). Some symbols and images from the secret
maps in PC Doom II are altered in the equivalent GBA Doom II maps. Objects
suspended from ceilings (bodies or body parts on chains, etc.) do not appear,
as they do in equivalent PC Doom II maps. Some item names are misspelled
(MEDIKIT spelled MEDKIT), or are spelled differently in different places
(ARMOR/ARMOUR).
o PC Doom II (Doom 2: Hell on Earth) and GBA Doom II map level comparison:
PC DOOM II MAPS | GBA DOOM II MAPS
------------------------------------------|--------------------------
MAP : MAP NAME(S) | MAP : MAP NAME
----:-------------------------------------|-----:--------------------
..1.:.ENTRYWAY............................|..1..:.ENTRYWAY...........
..2.:.UNDERHALLS..........................|..2..:.UNDERHALLS.........
..3.:.THE GANTLET.........................|..3..:.THE GANTLET........
..4.:.THE FOCUS...........................|..4..:.THE FOCUS..........
..5.:.THE WASTE TUNNELS...................|..5..:.THE WASTE TUNNELS..
..6.:.THE CRUSHER.........................|..6..:.THE CRUSHER........
..7.:.DEAD SIMPLE.........................|..7..:.DEAD SIMPLE........
..8.:.TRICKS AND TRAPS....................|..8..:.TRICKS AND TRAPS...
..9.:.THE PIT.............................|..9..:.THE PIT............
.10.:.REFUELING BASE......................|.10..:.REFUELING BASE.....
.11.:.CIRCLE OF DEATH/'O' OF DESTRUCTION!.|.11..:.'O' OF DESTRUCTION.
.12.:.THE FACTORY.........................|.12..:.THE FACTORY........
.13.:.DOWNTOWN............................|.13..:.DOWNTOWN...........
.14.:.THE INMOST DENS.....................|.14..:.THE INMOST DENS....
.15.:.INDUSTRIAL ZONE.....................|.15..:.INDUSTRIAL ZONE: A.
.15.:.INDUSTRIAL ZONE.....................|.16..:.INDUSTRIAL ZONE: B.
.16.:.SUBURBS.............................|.17..:.SUBURBS............
.17.:.TENEMENTS...........................|.18..:.TENEMENTS..........
.18.:.THE COURTYARD.......................|.19..:.THE COURTYARD......
.19.:.THE CITADEL.........................|.20..:.THE CITADEL........
.20.:.GOTCHA!.............................|.21..:.GOTCHA!............
.21.:.NIRVANA.............................|.22..:.NIRVANA............
.22.:.THE CATACOMBS.......................|.23..:.THE CATACOMBS......
.23.:.BARRELS O' FUN......................|.24..:.BARRELS O' FUN.....
.24.:.THE CHASM...........................|.25..:.THE CHASM: A.......
.24.:.THE CHASM...........................|.26..:.THE CHASM: B.......
.25.:.BLOODFALLS..........................|.27..:.BLOODFALLS.........
.26.:.THE ABANDONED MINES.................|.28..:.THE ABANDONED MINES
.27.:.MONSTER CONDO.......................|.29..:.MONSTER CONDO......
.28.:.THE SPIRIT WORLD....................|.30..:.THE SPIRIT WORLD...
.29.:.THE LIVING END......................|.31..:.THE LIVING END.....
.30.:.ICON OF SIN.........................|.32..:.ICON OF SIN........
.31.:.WOLFENSTEIN.........................|.33..:.WOLFENSTEIN........
.32.:.GROSSE..............................|.34..:.GROSSE.............
-----------------------------------------------------------------------------
Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
screens, and "'O' OF DESTRUCTION!" in the Automap.
In GBA Doom II, maps "INDUSTRIAL ZONE" and "THE CHASM" are each split into 2
separate maps (parts "A" and "B").
The map numbers used here for GBA Doom II maps are for reference only, and
are not displayed in the game.
12. DOOM VERSION COMPARISON TABLES
==================================
o Basic game elements of Doom/Ultimate Doom and Doom II, quick-reference table:
|PC |PC |Sony|Sega |N64 | | | |Sega| |GBA
|Doom |Doom|PSX |Saturn|Doom|Atari|3DO |SNES|32X |GBA |Doom
Elements/features |(all)|II |Doom|Doom |64 |Doom |Doom|Doom|Doom|Doom|II
------------------|-----|----|----|------|----|-----|----|----|----|----|----
Maps, grand total.|27/36|32..|59..|59....|32..|24...|24..|22..|17..|32..|34..
PC Ultimate maps..|27/36|.0..|28..|28....|.0..|22...|22..|22..|17..|22..|.0..
PC Doom II maps...|.0...|32..|23..|23....|.0..|.0...|.0..|.0..|.0..|.0..|30+4
Accuracy of copies|N/A..|N/A.|Good|Good..|N/A.|Fair.|Fair|High|Fair|Fair|Good
Jaguar mapset used|No...|No..|Yes.|Yes...|No..|Yes..|Yes.|No..|Part|Yes.|No..
"Secret" maps.....|3/4..|.2..|.5..|.5....|.4..|.1...|.1..|.3..|.1..|.1..|.2..
Other/bonus maps..|.0...|.0..|.0..|.0....|.3..|.0...|.0..|.0..|.0..|.8..|.0..
Non-PC game maps..|Load.|Load|.8..|.8....|32..|.2...|.2..|.0..|.0..|10..|.0..
Total Episodes....|3/4..|.1..|.2..|.2....|.1..|.1...|.1..|.3..|.1..|.3..|.1..
Total Skill levels|.5...|.5..|.4..|.4....|.4..|.5...|.5..|.5..|.5..|.4..|.4..
Maximum players...|.4...|.4..|.2..|.1....|.1..|.2...|.1..|.2..|.1..|.4..|.4..
Cooperative mode..|Yes..|Yes.|Yes.|No....|No..|Yes..|No..|No..|No..|Yes.|Yes.
Deathmatch/DM mode|Yes..|Yes.|Yes.|No....|No..|Yes..|No..|Yes.|No..|Yes.|Yes.
DM Items re-spawn.|Opt..|Opt.|Yes.|N/A...|N/A.|Yes..|N/A.|No..|N/A.|Yes.|Yes.
Types of monsters.|10...|20..|17..|17....|15..|.7...|.8..|.9..|.7..|.7..|20..
PC Ultimate types.|10...|10..|10..|10....|.9..|.7...|.8..|.9..|.7..|.7..|10..
Doom II-only types|.0...|10..|.6..|.6....|.4..|.0...|.0..|.0..|.0..|.0..|10..
Non-PC types......|Load.|Load|.1..|.1....|.2..|.0...|.0..|.0..|.0..|.0..|.0..
Spectre-Demon.....|Yes..|Yes.|Yes.|Yes...|Yes.|No...|Yes.|No..|No..|No..|Yes.
Cyberdemon........|Yes..|Yes.|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.
Spider Mastermind.|Yes..|Yes.|Rare|Rare..|No..|No...|No..|Yes.|No..|No..|Yes.
Monsters may fight|Yes..|Yes.|Yes.|Yes...|Yes.|Yes..|Yes.|No..|No..|Yes.|Yes.
Crushing ceilings.|Yes..|Yes.|Rare|Rare..|Yes.|No...|No..|Yes.|No..|No..|Yes.
Walls block blasts|Yes..|Yes.|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.
Overall game speed|High.|High|Good|Fair..|High|Good.|Poor|Fair|Good|Good|Good
Monster speeds....|Good.|Good|Fair|Poor..|Good|Good.|Poor|Fair|Good|Good|Good
Screen refresh....|High.|High|Good|Poor..|High|Good.|Poor|Fair|Good|Good|Good
Graphics quality..|Good.|Good|Good|Good..|High|Good.|Good|Fair|Good|Fair|Fair
Live-monster sides|.8...|.8..|.8..|.8....|.8..|.8...|.8..|.1..|.1..|.8..|.8..
Screen/view sizes.|.9...|.9..|.1..|.1....|.1..|.1...|.6..|.1..|.1..|.1..|.1..
Unused screen area|Opt..|Opt.|None|None..|None|None.|Some|Some|Some|None|None
All arms in status|Yes..|Yes.|Yes.|Yes...|No..|Yes..|Yes.|No..|Yes.|No..|Yes.
All ammo in status|Yes..|Yes.|No..|No....|No..|No...|No..|No..|No..|Yes.|Yes.
Weapons for player|.8...|.9..|.9..|.9....|10..|.8...|.8..|.8..|.8..|.8..|.9..
Direct-access arms|Yes..|Yes.|No..|No....|No..|Yes..|No..|No..|Opt.|No..|No..
2-way weapon swap.|N/A..|N/A.|Yes.|No....|Yes.|N/A..|Yes.|No..|Yes.|Opt.|Opt.
Weapon cycle wraps|N/A..|N/A.|No..|Yes...|No..|N/A..|Yes.|Yes.|Yes.|Yes.|Yes.
Can swap if Paused|No...|No..|Yes.|No....|No..|No...|No..|Yes.|No..|No..|No..
Customize controls|Yes..|Yes.|Yes.|Yes...|Yes.|Yes..|Yes.|No..|Yes.|Yes.|Yes.
Music during game.|Opt..|Opt.|Opt.|Opt...|Opt.|No...|Opt.|Opt.|Opt.|Opt.|Yes.
Music like PC game|N/A..|N/A.|No..|No....|No..|Yes..|Yes.|Yes.|Yes.|Yes.|Yes.
Sound FX like PC's|N/A..|N/A.|Some|Some..|Some|Most.|Most|Most|Most|Most|Most
Blur Artifacts....|Yes..|Yes.|Yes.|Yes...|Yes.|No...|Yes.|Yes.|No..|No..|Yes.
Light amplifiers..|Yes..|Yes.|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.
Megaspheres.......|No...|Yes.|Yes.|Yes...|Yes.|No...|No..|No..|No..|No..|Yes.
Potion/helmet adds|.1%..|.1%.|.2%.|.2%...|.2%.|.2%..|.2%.|.1%.|.2%.|.2%.|.1%.
Got-Item messages.|Opt..|Opt.|Yes.|Yes...|Opt.|No...|No..|Yes.|No..|Opt.|Opt.
Can save game data|Yes..|Yes.|Yes.|Yes...|Yes.|Yes..|Yes.|No..|No..|Yes.|Yes.
Player data saved.|Yes..|Yes.|Yes.|Yes...|Yes.|No...|No..|N/A.|N/A.|Yes.|Yes.
Save upon map exit|No...|No..|Yes.|Yes...|Yes.|Yes..|Yes.|N/A.|N/A.|Yes.|Yes.
Data is saved in..|File.|File|Code|Code..|Code|Cart.|3DO.|N/A.|N/A.|Pak.|Pak.
Play time tallied.|Yes..|Yes.|No..|No....|Yes.|No...|No..|Yes.|No..|Yes.|Yes.
PC-game story text|Yes..|Yes.|Some|Some..|None|None.|None|Most|None|Some|All.
Built-in cheats...|Many.|Many|Many|Many..|Some|Few..|Many|None|Few.|Many|Many
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Notes: "N/A" is "Not Applicable". "PC Doom (all)" includes Doom (Doom 1) and
Ultimate Doom. An entry such as "27/36" is 27 for Doom, 36 in Ultimate Doom.
GBA Doom II uses 2 separate "half-maps" for each of 2 copied PC Doom II maps.
"Data" is any gameplay information that can be retained without system power.
Some features require special devices, controller adjustments or cheat codes.
o Map level equivalency for Doom/Ultimate Doom games, quick-reference table:
PC ULTIMATE DOOM MAPS |PC |SONY|SEGA |ATARI | | |SEGA|
--------------------------|DOOM|PSX |SATURN|JAGUAR|3DO |SNES|32X |GBA
MAP :MAP NAME(S) |(1) |DOOM|DOOM |DOOM |DOOM|DOOM|DOOM|DOOM
----:---------------------|----|----|------|------|----|----|----|----
E1M1:HANGAR...............|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M2:NUCLEAR PLANT........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M3:TOXIN REFINERY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M4:COMMAND CONTROL......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M5:PHOBOS LAB...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M6:CENTRAL PROCESSING...|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.
E1M7:COMPUTER STATION.....|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M8:PHOBOS ANOMALY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E1M9:MILITARY BASE........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
----:---------------------|----|----|------|------|----|----|----|----
E2M1:DEIMOS ANOMALY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E2M2:CONTAINMENT AREA.....|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.
E2M3:REFINERY.............|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E2M4:DEIMOS LAB...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E2M5:COMMAND CENTER.......|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.
E2M6:HALLS OF THE DAMNED..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
E2M7:SPAWNING VATS........|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.
E2M8:TOWER OF BABEL.......|Yes.|Yes.|Yes...|No....|No..|Yes.|No..|No..
E2M9:FORTRESS OF MYSTERY..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.
----:---------------------|----|----|------|------|----|----|----|----
E3M1:HELL KEEP............|Yes.|No..|No....|No....|No..|Yes.|No..|No..
E3M2:SLOUGH OF DESPAIR....|Yes.|No..|No....|No....|No..|Yes.|No..|No..
E3M3:PANDEMONIUM..........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.
E3M4:HOUSE OF PAIN........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.
E3M5:UNHOLY CATHEDRAL.....|Yes.|Yes.|Yes...|Yes...|Yes.|No..|No..|Yes.
E3M6:MT. EREBUS...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.
E3M7:GATE TO LIMBO/LIMBO..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.
E3M8:DIS..................|Yes.|No..|No....|No....|No..|Yes.|No..|No..
E3M9:WARRENS..............|Yes.|No..|No....|No....|No..|Yes.|No..|No..
----:---------------------|----|----|------|------|----|----|----|----
E4M1:HELL BENEATH.........|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M2:PERFECT HATRED.......|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M3:SEVER THE WICKED.....|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M4:UNRULY EVIL..........|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M5:THEY WILL REPENT.....|No..|No..|No....|No....|No..|No..|No..|No..
E4M6:AGAINST THEE WICKEDLY|No..|No..|No....|No....|No..|No..|No..|No..
E4M7:AND HELL FOLLOWED....|No..|No..|No....|No....|No..|No..|No..|No..
E4M8:UNTO THE CRUEL.......|No..|Yes.|Yes...|No....|No..|No..|No..|No..
E4M9:FEAR.................|No..|No..|No....|No....|No..|No..|No..|No..
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Notes: Map equivalency is based on general map layouts, not map names.
(Examples: The PSX "HELL KEEP" map is not considered a match for the PC "HELL
KEEP" map, as the two map layouts are completely different; And although the
Jaguar game has no map named "FORTRESS OF MYSTERY", the Jaguar's "DIS" map
layout does match that of the PC "FORTRESS OF MYSTERY" map.)
The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
"GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
o Map level equivalency for Doom II games/Episodes, quick-reference table:
PC DOOM II MAPS | SONY | SEGA | GBA
--------------------------| PSX | SATURN | DOOM
MAP : MAP NAME | DOOM | DOOM | II
----:---------------------|------|--------|------
..1.:.ENTRYWAY............|.Yes..|.Yes....|.Yes..
..2.:.UNDERHALLS..........|.Yes..|.Yes....|.Yes..
..3.:.THE GANTLET.........|.Yes..|.Yes....|.Yes..
..4.:.THE FOCUS...........|.Yes..|.Yes....|.Yes..
..5.:.THE WASTE TUNNELS...|.Yes..|.Yes....|.Yes..
..6.:.THE CRUSHER.........|.Yes..|.Yes....|.Yes..
..7.:.DEAD SIMPLE.........|.Yes..|.Yes....|.Yes..
..8.:.TRICKS AND TRAPS....|.Yes..|.Yes....|.Yes..
..9.:.THE PIT.............|.Yes..|.Yes....|.Yes..
.10.:.REFUELING BASE......|.Yes..|.Yes....|.Yes..
.11.:.CIRCLE OF DEATH.....|.Yes..|.Yes....|.Yes..
.12.:.THE FACTORY.........|.Yes..|.Yes....|.Yes..
.13.:.DOWNTOWN............|.No...|.No.....|.Yes..
.14.:.THE INMOST DENS.....|.Yes..|.Yes....|.Yes..
.15.:.INDUSTRIAL ZONE.....|.No...|.No.....|.Split
.16.:.SUBURBS.............|.Yes..|.Yes....|.Yes..
.17.:.TENEMENTS...........|.Yes..|.Yes....|.Yes..
.18.:.THE COURTYARD.......|.Yes..|.Yes....|.Yes..
.19.:.THE CITADEL.........|.Yes..|.Yes....|.Yes..
.20.:.GOTCHA!.............|.No...|.No.....|.Yes..
.21.:.NIRVANA.............|.Yes..|.Yes....|.Yes..
.22.:.THE CATACOMBS.......|.Yes..|.Yes....|.Yes..
.23.:.BARRELS O' FUN......|.Yes..|.Yes....|.Yes..
.24.:.THE CHASM...........|.No...|.No.....|.Split
.25.:.BLOODFALLS..........|.Yes..|.Yes....|.Yes..
.26.:.THE ABANDONED MINES.|.Yes..|.Yes....|.Yes..
.27.:.MONSTER CONDO.......|.Yes..|.Yes....|.Yes..
.28.:.THE SPIRIT WORLD....|.No...|.No.....|.Yes..
.29.:.THE LIVING END......|.No...|.No.....|.Yes..
.30.:.ICON OF SIN.........|.No...|.No.....|.Yes..
.31.:.WOLFENSTEIN.........|.No...|.No.....|.Yes..
.32.:.GROSSE..............|.No...|.No.....|.Yes..
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Notes: Map equivalency is based on general map layouts, not map names.
In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
screens, and "'O' OF DESTRUCTION!" in the Automap.
In GBA Doom II, maps "INDUSTRIAL ZONE" and "THE CHASM" are each split into 2
separate maps (parts "A" and "B").
o Cheat codes available, quick-reference table:
| P | S | | | | | S | |
| C | O | | | | | E | |
| | N | S | N | | | G | |
| D | Y | A | 6 | A | | A | | G
| O | | T | 4 | T | | | | B
| O | P | U | | A | 3 | 3 | G | A
| M | S | R | D | R | D | 2 | B |
| | X | N | O | I | O | X | A | D
| G | | | O | | | | | O
| A | D | D | M | D | D | D | D | O
| M | O | O | | O | O | O | O | M
| E | O | O | 6 | O | O | O | O |
CHEAT CODE DESCRIPTION | S | M | M | 4 | M | M | M | M | 2
----------------------------------------|----|---|---|---|---|---|---|---|---
Allow "high-res" mixing of sound effects|Some|No.|No.|No.|No.|No.|No.|No.|No.
Destroy all monsters on the current map.|Some|No.|No.|No.|No.|No.|No.|No.|No.
Waiting monsters cannot see quiet player|Some|No.|No.|No.|No.|No.|No.|No.|No.
Player is "invincible" (no time limit)..|Yes.|Yes|Yes|Yes|Yes|Yes|Yes|Yes|Yes
Get keys, arms, backpack, ammo and armor|No..|No.|No.|No.|No.|No.|No.|No.|Yes
Get keys, arms, ammo, armor; No backpack|Yes.|Yes|Yes|No.|Yes|Yes|Yes|Yes|No.
Get arms, ammo, armor; No keys, backpack|Some|No.|No.|No.|No.|No.|No.|No.|No.
Get arms, ammo; No keys, backpack, armor|No..|No.|No.|Yes|No.|No.|No.|No.|No.
Warp to new map (during current game)...|Yes.|Yes|Yes|Yes|Yes|No.|No.|Yes|No.
Warp from current map to any map in game|Yes.|No.|No.|No.|Yes|No.|No.|No.|No.
Player can walk through solid walls.....|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
X-ray vision (walls become translucent).|No..|Yes|No.|No.|No.|No.|No.|No.|No.
Reset health to 100% (no other effects).|No..|No.|No.|Yes|No.|No.|No.|No.|No.
Get Berserk Pack........................|Yes.|No.|No.|No.|No.|No.|No.|Yes|Yes
Get Blur Artifact.......................|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
Get chain saw (only)....................|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
Get Invulnerability Sphere (time limit).|Yes.|No.|No.|No.|No.|No.|No.|Yes|Yes
Get light-amplification visors/goggles..|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
Get radiation suit/shield...............|Yes.|No.|No.|No.|No.|No.|No.|Yes|Yes
Get Computer Area Map/fill out Automap..|Yes.|Yes|Yes|Yes|No.|Yes|No.|Yes|Yes
Add object indicators to Automap........|Yes.|Yes|Yes|Yes|No.|Yes|No.|No.|No.
Display current heading and coordinates.|Yes.|No.|No.|No.|No.|No.|No.|No.|No.
Change music being played on current map|Some|No.|No.|No.|No.|No.|No.|No.|No.
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Notes: "PC DOOM GAMES" includes PC Doom 1, PC Ultimate Doom, PC Doom II, and
Doom 95. SNES Doom has no built-in cheat codes, and so is not included here.
For more information, access: http://ClassicDOOM.com/doomcode.htm
13. GLOSSARY
============
o Quick-reference glossary for terms used in this document:
ARCH-VILE: Fast, powerful monster, with ability to resurrect killed monsters.
AREA: "Area" is sometimes used in this document as a synonym for "map level".
ATARI DOOM (also JAGUAR DOOM): Alternate term for Doom for the Atari Jaguar.
ATTRACT MODE: Animation during any idle time before a player begins playing.
BAPHOMET: Term for a special "Boss" entity found in many Doom II-based games.
BLUR ARTIFACT: Object makes player temporarily "blurred" and/or translucent.
CHEAT CODES: Commands allowing such things as permanent invulnerability, etc.
COMMANDER KEEN: Hero of Commander Keen games; Minor cameo in PC/GBA Doom II.
COMPUTER AREA MAP ITEM: Adds any boundary data missing from player's Automap.
CONSOLE: A large-format video-game system, typically used with a television.
COOPERATIVE: Game where 2 or more players fight monsters and/or each other.
CRUSHING CEILINGS: Ceiling areas which can drop, crushing players/monsters.
CYBERDEMON: Giant, extremely tough minotaur-like monster; Rocket-firing arm.
CYCLIC-ACCESS: Choosing a weapon by cycling through other available weapons.
DEATHMATCH: Player-versus-player gameplay. PC versions can include monsters.
DEMO: Whole (or part of a) recorded game, played back during "Attract mode".
DEMON: "Demon" (capital D) is a pink, muscular, hunched-over, biting monster.
DIRECT-ACCESS: Choosing a weapon without cycling through any other weapons.
DOOM (also DOOM I/DOOM 1): PC game preceding PC Doom II and PC Ultimate Doom.
DOOM GAMES: Sometimes used to refer generally to all Doom and Doom II games.
DOOM II (DOOM 2: HELL ON EARTH): PC Doom 1 sequel with new monsters, 32 maps.
DOOM II MONSTERS: PC Doom II monsters that are not found in PC Ultimate Doom.
DOOM 95: A Windows program for configuring/running PC Doom and Doom II games.
E#M#: Episode and Mission (Map) designator for map levels in some Doom games.
EPISODE: A group of map levels. Most games end after an Episode's last map.
FRAG: The killing of one player by any player during any multiplayer game.
GAMMA-CORRECTION: A brightness/contrast adjustment option in PC Doom games.
GBA: Acronym used for Nintendo's portable "Game Boy Advance" gaming devices.
HANDHELD: Small, self-contained game-oriented device, such as Nintendo's GBA.
HEAVY WEAPON DUDE: Humanoid chaingunner in PC/GBA Doom II or PSX/Saturn Doom.
JAGUAR MAPS/MAPSET: Jaguar Doom's 24 maps (22 edited PC maps, 2 non-PC maps).
LIGHT-AMPLIFICATION VISORS: Temporarily boosts player's night-vision ability.
MAC: Common abbreviation indicating Apple Macintosh computers or Doom games.
MAP LEVEL/MAP: "Map level" is used to distinguish "level" from "skill level".
MEGASPHERE: Beige sphere in some games which boosts health and armor to 200%.
N64: "N64" is the common abbreviation used for the Nintendo 64 game console.
NIGHTMARE SKILL LEVEL: Hardest skill level in many versions. Specifics vary.
OBJECT INDICATORS: On the Automap, triangular icons which represent "things".
PAIN ELEMENTAL: A floating monster in some Doom games; Generates Lost Souls.
PC: Usually refers to PC Doom games and the equivalent Macintosh Doom games.
PORT: Translation of software used on one system to software used on another.
POWER-UP: In general, any retrievable object that is beneficial to a player.
PSX: "PSX" is the common abbreviation used for the (Sony) PlayStation system.
RE-SPAWN: Refers to regeneration of killed monsters, or replacement of items.
REVENANT: Skeleton-like monster in some Doom games; Can fire homing missiles.
SNES (also SUPER NES): Acronym for the "Super Nintendo Entertainment System".
SOUL SPHERE: Blue sphere, adds up to 100% health. Also called "Supercharge".
SPECTRE: "Blurred" and/or translucent Demon (effect varies by game version).
SPIDER MASTERMIND: Giant, very tough spider-monster, with built-in chaingun.
SPIRIT ARMOR: "Spiritual Armor" (helmet-like item) can add 1% or 2% to armor.
SS OFFICER: Enemy human from "Wolfenstein 3D", copied over to PC/GBA Doom II.
STATUS BAR/STATUS: Refers to any information along the bottom of the screen.
STORY TEXT: Story text displayed between separate Episodes and/or map levels.
TALLY SCREEN: Shows kills, items and secrets attained in the last map level.
(THE) ULTIMATE DOOM: A special edition of PC Doom which includes extra maps.
WARP/WARPING: Allows quick transfer to a new map level without using an Exit.
ZOMBIEMAN: Rifle-toting zombie (also "Former Human"/"Former Human Soldier").
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