------------------------------------------------------------------------------- DOOM, (THE) ULTIMATE DOOM AND DOOM II GAME MULTIMEDIA FOR IBM-PC, SONY PSX, SEGA SATURN, NINTENDO 64, ATARI JAGUAR, 3DO, SNES, SEGA 32X COMPARISON OF GAME VERSIONS REVISION 03/12/98 ------------------------------------------------------------------------------- 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. IBM-PC Doom/Doom II Games | Doom/Doom II Games: General (1) 3. Sony PlayStation (PSX) Doom | Doom Version Comparison Charts (10) 4. Sega Saturn Doom | Glossary (11) 5. Nintendo 64 (N64) Doom 64 | IBM-PC Doom/Doom II Games (2) 6. Atari Jaguar Doom | Introduction (0) 7. 3DO (Panasonic And Others) Doom | Nintendo 64 (N64) Doom 64 (5) 8. Super Nintendo (SNES) Doom | Sega Genesis 32X Doom (9) 9. Sega Genesis 32X Doom | Sega Saturn Doom (4) 10. Doom Version Comparison Charts | Sony PlayStation (PSX) Doom (3) 11. Glossary | Super Nintendo (SNES) Doom (8) ------------------------------------------------------------------------------- 0. INTRODUCTION =============== o This document provides information on various Doom and Doom II games, and compares the game-system ("console") versions to the original IBM-PC ("PC") editions. o Apple Macintosh 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 not addressed here may be included in future updates. o This document does not address the "Final Doom" games for the IBM-PC and Sony PlayStation. A similar document comparing these games can be accessed at: http://members.aol.com/ledmeister/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 IBM-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 format. 1. DOOM/DOOM II GAMES: GENERAL ============================== o All Doom games in this document feature these enemies, weapons and power-ups: 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: In Nintendo 64 Doom (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://members.aol.com/ledmeister/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, 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 gaps or pits), and side-step/strafe, both in first-person mode and while the Automap is displayed. o The following are limitations which apply to all console Doom/Doom II games: Some maps from the original IBM-PC game(s) are not included; Of the original PC maps included, some or many are re-edited and/or simplified; No ability to include more than 2 players; When a "saved" game is restored, a player always restarts the mission from the map's entry point; Deathmatch games are player-only (monsters cannot be included); Some original PC objects and/or surface textures are missing; One or more original PC monster/enemy types are missing; Some missing (or mis-matched) PC-game sounds; In games played on "Nightmare" skill level, killed monsters do not re-spawn; Upper limits on ammo are not indicated in the status bar; Only the currently-held weapon can have an ammo level displayed in the status bar; No option to record and play back games/demos; Cannot import external map levels; Cannot import alternate graphics or sounds; No way to adjust graphics resolution; No equivalent for several PC Doom cheat codes; Cannot place numerical markings on the Automap. o Each player in a multiplayer game requires a dedicated game system with its own TV or monitor, a separate copy of the appropriate game, and the ability to establish a connection to the other player's system. (There are no versions of Doom that support "split-screen" play.) Of the console Doom games, only the Sony PlayStation, Atari Jaguar, and Super Nintendo games support a 2-player mode. In each case, a game system must be connected to another fully-compatible system via one or more separately-sold devices. o All console Doom versions exclude some of the map levels found in the original PC games. Because of this, the playing order of map levels in a console game will differ from that of the comparable PC game. (Also, some console games have new hidden exits added to their map levels.) o In all Doom games, monsters can turn and/or move in any one of at least 8 lateral directions. (Note however, that in some versions of the game, 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 available to give monsters the appearance of turning or facing away from the player.) 2. IBM-PC DOOM/DOOM II GAMES ============================ o Various models and classes of IBM-PC 486 computers, and "clone" PC-compatible 486 and Pentium computers were used as test systems for the various 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 games). For testing multiplayer games, these systems 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 console versions of Doom or Doom II currently available. 2 players may play simultaneously via modem connection; Up to 4 may play via network connection. In Doom II-based PC games, there are more monster types available than in any console-based Doom or Doom II game. 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 N64 Doom). Deathmatch games may include monsters. 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 with Episode 1 is still available as shareware. Thousands of external map levels are available for use with these games. Wide variety of built-in cheat codes. Built-in ability to record and play back single-player or multiplayer games. Ability to use and configure a variety of input devices (keyboard, mouse, joystick, etc.) for game play. 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. o Cons: Expense of the gaming system. 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 (PSX) or Sega Saturn Doom games. Doom graphics on most PC platforms tend be of a lower quality than the graphics found in the Nintendo 64 (N64) Doom game "Doom 64". Some rarely-encountered bugs exist in some versions of some PC Doom/Doom II games, including a bug that creates nearly-invincible monsters, and a bug that can allow a player character to be trapped partially inside solid objects when reloading saved games. o Miscellaneous: Games by id Software and GT Interactive. Disk or CD format. Good graphics resolution and quality; Very good on some computer systems. On a high-end PC machine, gameplay may be somewhat faster than in console Doom games. 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 not found in Doom 1. None of the maps built into any PC Doom/Doom II game are found in N64 Doom. Occasionally, when a Pain Elemental monster dies (in some versions of Doom II) the Lost Souls generated by its explosion may be flung through nearby walls, where they may become trapped. 3. SONY PLAYSTATION (PSX) 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 IBM-PC games "The Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth). 2-player ability, providing the most complete Deathmatch and Cooperative game modes among all console versions. 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 (many 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 the map level with a non-default status). Extensive controller customizing is allowed (Fire button can swap functions with Speed button or Activate button, etc.). o Cons: Although the basic layouts for the "Doom II" map levels tend to match the equivalent PC-game maps with decent accuracy, many of the PSX's "Ultimate Doom" map levels are re-edited or otherwise simplified, as are the comparable maps in the Saturn, Jaguar, 3DO and Sega 32X Doom games. A password code is only given 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). Game cannot make use of a memory card (sold separately). "WOLFENSTEIN" and "GROSSE" secret map levels from PC Doom II do not appear in this game. Arch-Vile monster, "SS Officer" enemy and the "John Romero" enemy from PC Doom II do not appear in this game. 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). Minor glitches appear on a few map levels (secret room impossible to access, difficulty in picking up an item, etc.), some of which were ported over unchecked from the PC games. No crushing ceilings in the "Ultimate Doom" maps. From powering up the game system, there is a relatively long lead-in (over a minute) before the player can actually start playing. Game does not save controller or sound configuration settings. 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; 1 CD. 59 map levels, 8 of which are not found in PC Doom games. Good graphics resolution and quality. Gameplay speed is adequate, but may be somewhat slower than a PC Doom/Doom II game played on a high-end computer. Game information stored in a password code may be inaccurate (health, armor and ammo level numbers tend to be rounded). Password encryption schemes may vary (Doom passwords generated by one PSX system may be rejected on other PSX systems). Graphics, overall, tend to be darker here than in many other versions. Features music tracks (and other background audio effects) not found in PC Doom games. Features some new 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 2 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 trapped in walls may still be visible, but may be impossible to kill. 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 "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. Cheat codes may be entered with the controller, and/or may be loaded into the game with Interact Game Products' PlayStation Game Shark device, sold separately. o PC Ultimate Doom and PSX 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 the Saturn, Jaguar and 3DO "HELL KEEP" maps.) o PC Doom II (Doom 2: Hell on Earth) and PSX 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 IBM-PC games "The Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth). 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 (many 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 the map level with a non-default status). Extensive controller customizing is allowed (Fire button can swap functions with Speed button or Activate button, etc.). o Cons: Overall game speed is slower in this version than in some other console versions. Although the basic layouts for the "Doom II" map levels tend to match the equivalent PC-game maps with decent accuracy, many of the Saturn's "Ultimate Doom" map levels are re-edited or otherwise simplified, as are the comparable maps in the PSX, Jaguar, 3DO and Sega 32X Doom games. A password code is only given 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). Game cannot make use of a memory cartridge (sold separately). "WOLFENSTEIN" and "GROSSE" secret map levels from PC Doom II do not appear in this game. Arch-Vile monster, "SS Officer" enemy and the "John Romero" enemy from PC Doom II do not appear in this game. Weapons are cyclic-access only, and can only be cycled in one direction. Basic "strafing"/side-stepping is somewhat slower here than in most other versions. Background objects or surfaces occasionally "bleed through" or overlap foreground objects or surfaces. Minor glitches appear on a few map levels (secret room impossible to access, difficulty in picking up an item, etc.), some of which were ported over unchecked from the PC games. No crushing ceilings in the "Ultimate Doom" maps. Game does not save controller or sound configuration settings. No "Gamma-Correction" feature or equivalent. o Miscellaneous: Port by id Software, Rage Software and GT Interactive. CD format; 1 CD. 59 map levels, 8 of which are not found in PC Doom games. Decent graphics resolution and quality. Animation speed may be marginally "choppier" than in the equivalent PC and PlayStation games. 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 PSX Doom graphics, but tend to be marginally brighter, and lack some of the enhanced lighting/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 2 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 trapped in walls may still be visible, but may be impossible to kill. 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" flashes on the screen while demo games are displayed. 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 games that end victoriously with a "parade" (or "Cast of Characters"), the parade continues indefinitely 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 "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. Cheat codes may be entered with the controller, and/or may be loaded into the game with Interact Game Products' Saturn Game Shark device, sold separately. 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 the PSX, Jaguar and 3DO "HELL KEEP" maps.) 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 (N64) DOOM 64 ============================ o Note: This game's official title is "Doom 64". In this document, the game is often referred to as N64 Doom. 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 N64 Doom game described in this document. o Pros: Comparatively sharp, high-resolution graphics. The "pixelation" effect (a drop in graphics resolution seen in other Doom games as a player character approaches a surface or object) is notably reduced in this edition. 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 occlude any part of the first-person view. 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 (many 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 the map level with a non-default status). The game can support 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 the "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, vertical, and/or diagonal 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. A password code is only given 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). The status bar data may be difficult to read on some display devices. 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. No Spider Mastermind monster. 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. The "screen wipe" sequence between a player character's death and subsequent resurrection takes more time here than in most other Doom games. Once in Automap mode, a player must cycle through both Automap styles to get back to the first-person view (this can be done almost instantaneously if desired, but must be done every time the Automap is accessed). Although joystick-based turning speed can be greatly increased (through a setting under the game's Options Menu), button-based turning speed cannot. o Miscellaneous: Game by id Software and Midway Home Entertainment, Inc. Cartridge format. 32 map levels, none of which are found in the PC Doom 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 high-end computer. More monster/enemy variety in this game than in most Doom 1-based games (although many N64 Doom 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 (it is in fact somewhat more reminiscent of id Software's "Quake" game). All monsters 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 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 any other version (and with some display devices the game screen may remain rather dark even with the game's built-in brightness control set to maximum). 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. N64 Doom includes a new "Boss" monster (referred to in the game as the "Mother of all Demons") which is not found in any other Doom game. 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. 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 new laser-type weapon appears in this game, and uses the same ammunition as a plasma rifle or BFG 9000. N64 Doom 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 in 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. A total of 3 Demon Artifacts are hidden among the maps of N64 Doom. When a Demon Artifact is picked up, an icon representing the Artifact appears at the lower right-hand corner of the Automap screen. A double-barrelled "Super Shotgun" (similar to the one seen in PC Doom II and the "Doom II" Episode of PSX and Saturn Doom games) is available in this game. The double-barrelled shotgun and the rocket launcher both have a "kick" when fired, 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 can be teleported from place to place; In N64 Doom, other objects (power-ups, weapons, and structures) may also be moved from place to place, or fade in and out of existence. On occasion, some monsters may spontaneously "fade in" to a location on the current map (an effect similar to teleportion). 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 Doom games, which were released prior to N64 Doom). The sound effect used in PSX Doom for an item respawning during a Deathmatch game is used in this game to indicate a monster or item "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 Doom 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 missing from this version. "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" appears as a green "biohazard" symbol, instead of as the white full-body "radiation suit" seen in all other Doom games. 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. 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). N64 Doom 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 PC Doom games). In N64 Doom, entering a valid map 1 password, or successfully conquering map level 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 change in the current map level (changes in 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?"). The double-barrelled shotgun is reloaded without being broken open (an animated sequence seen in other Doom II-based games); however the weapon's reload time remains comparable to that of the other games. Cheat codes may be entered with the controller, and/or may be loaded into the game with Interact Game Products' N64 Game Shark device, sold separately. o Nintendo 64 Doom 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 N64 Doom 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: Game system is inexpensive (may now be very inexpensive in some areas). 2-player ability. 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 automatically stores 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: 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 the game in progress to start over again on the current map level. Only 7 monster types in the game (tying with the Sega 32X version 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 play. Game system is often difficult to find. o Miscellaneous: Port by id Software. Cartridge format. 24 map levels, 2 of which are not found in PC Doom games. Decent graphics resolution and quality. Gameplay speed is adequate, but may be somewhat slower than a PC Doom/Doom II game played on a high-end computer. Map level layouts in this game are very similar to the equivalent maps in the PSX, 3DO and Sega games. Rocket 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 tints the screen bluish-pink, as opposed to the white-out effect seen in most 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 any other version 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 in 3 languages: 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, 100 changes a day for almost 3 years). o PC Doom/PC Ultimate Doom and Jaguar Doom map level comparison: PC DOOM/PC 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 version, and the "HELL GATE" map in the PSX and Saturn versions.) The Jaguar "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does, however, match the PSX, Saturn and 3DO "HELL KEEP" maps.) 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. Game animation speed can be very 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. 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 TV/ monitor. Game system is often difficult to find. o Miscellaneous: Port by Logicware and Art Data Interactive. CD format; 1 CD. 24 map levels, 2 of which are not found in PC Doom games. Good graphics resolution and quality. Gameplay speed, overall, is below the average speed of most other versions. Map level layouts in this game are very similar to the equivalent maps in the PSX, Jaguar and Sega 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 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 other 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). Cheat codes may be entered with the controller, and/or may be loaded into the 3DO's memory through use of the 3DO Game Guru CD-ROM, sold separately. o PC Doom/PC Ultimate Doom and 3DO Doom map level comparison: PC DOOM/PC 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 version, and the "HELL GATE" map in the PSX and Saturn versions.) The 3DO "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does, however, match the PSX, Saturn and Jaguar "HELL KEEP" maps.) 8. SUPER NINTENDO (SNES) 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: Game system is inexpensive. Basic map layouts tend to match the equivalent PC-game maps with above-average accuracy (higher accuracy, overall, than that found in any other console version). 2 players may play a simplified Deathmatch game over the X Band Network. SNES Doom includes both the Spider Mastermind and Cyberdemon monsters from the original PC games (one or both of these are missing from most other console games). The Automap is actively updated at all times, whether displayed or not (in most other versions, the Automap cannot be updated while displayed). o Cons: Games in progress cannot be saved. Comparatively low-resolution graphics (most noticeable with distant objects); lowest overall resolution of all versions of Doom. 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 required for each player's game system. Cooperative games are not supported. Deathmatch games are scaled down in this version (items do not re-spawn, no sound effects, an enemy player character simply disappears from the Area when killed, exiting a map level recalls 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 warping or warp cheat codes are not supported. Shotguns and ammo clips dropped by enemies do not appear on the ground. No controller customizing allowed. No real textures for ceilings or floors (including corrosives and teleporters). Monsters only present a front side. No Spectre Demon. Weapons are cyclic-access only (although weapons may be cycled while the game is paused). Weapon choices cycle in 1 direction only. Cannot save game configuration settings. Game does not utilize all available display space on TV/monitor. Sounds from events at medium or long range are frequently cut short or cannot 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. o Miscellaneous: Port by Sculptured Software, Inc. Cartridge format. 22 map levels, all of which are found in PC Doom games. Gameplay speed is adequate, but is slower than a PC Doom/Doom II game played on a typical high-end 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, and so on. Rocket explosions are "tall", meaning that a rocket can damage or destroy a target even if the target is far above or below the rocket's impact point. 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. 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 and shells 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 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 other monsters in ways contrary to what is seen in other Doom games. A Cyberdemon's rockets appear to fly backwards. The 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 all 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 versions require a minimum of 40 cells). In most Doom games, an elevator/lift will 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 version 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 (this is the only console version of Doom that uses these graphics). Most of the original PC Doom story text is included 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 Galoob's Super NES Game Genie device, sold separately. o PC Doom/PC Ultimate Doom and SNES Doom map level comparison: PC DOOM/PC 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: Game system hardware pieces, individually, are inexpensive. 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 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 either of 2 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. 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 only present 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 version 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" controller, weapons are cyclic-access only, and weapon choices can be cycled in only 1 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 TV/monitor. Although monsters can hurt each other, they cannot deliberately fight each other. Infrequent, brief flashes of graphics "noise" may sometimes be seen in active-graphics window (first-person view or Automap). Some rooms in some map levels are inaccessible. The few built-in cheat codes can be difficult to implement (button combinations may have to be pressed many times before a code will take effect). The use of cheat codes may prevent access to maps 16 and 17, and prevents the game's full ending sequence from being shown. 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 may be somewhat slower than a PC Doom/Doom II game played on a high-end 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. A player must start on map level 1 and play the game all the way through without using cheat codes in order to see the entire ending sequence (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 levels do not "wrap around". Map level layouts in this game are very similar to the equivalent maps in the PSX, Saturn, Jaguar and 3DO games. Rocket explosions can penetrate solid walls and doors (allowing a player to kill some monsters without ever directly encountering them). Rocket explosions are "tall", meaning that a rocket can damage/destroy a target even if the target is far above or below the rocket's impact point. 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 most other versions. Picking up a Berserk Pack can cause a relatively bright, sustained flash of red, which may be mistaken for the effect seen when the player character takes sudden, heavy damage. Shotgun-loading sound is played (sometimes very softly) for a teleportation event, instead of the teleport sound heard in most other versions. Map levels have no names, only 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. 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 facing away). 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/PC Ultimate Doom and Sega 32X Doom map level comparison: PC DOOM/PC 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. DOOM VERSION COMPARISON CHARTS ================================== o Basic game elements of Doom/Ultimate Doom and Doom II, quick-reference chart: |All PC|PC |Sony|Sega |N64 |Atari | | |Sega |Doom 1|Doom|PSX |Saturn|Doom|Jaguar|3DO |SNES|32X Game elements/features |games |II |Doom|Doom |64 |Doom |Doom|Doom|Doom --------------------------|------|----|----|------|----|------|----|----|---- Built-in map levels, total|27/36.|32..|59..|59....|32..|24....|24..|22..|17.. PC Ultimate Doom maps.....|27/36.|.0..|28..|28....|.0..|22....|22..|22..|17.. PC Doom II maps...........|.0....|32..|23..|23....|.0..|.0....|.0..|.0..|.0.. "Secret" map levels, total|3/4...|.2..|.5..|.5....|.7..|.1....|.1..|.3..|.1.. Accuracy of copied PC maps|N/A...|N/A.|Good|Good..|N/A.|Fair..|Fair|High|Fair Maps not found in PC games|Load..|Load|.8..|.8....|32..|.2....|.2..|.0..|.0.. "Episodes" (or equivalent)|3/4...|.1..|.2..|.2....|.1..|.1....|.1..|.3..|.1.. Number of demo games shown|3/4...|.3..|.2..|.3....|.4..|.2....|.0..|.0..|.1.. Number of skill levels....|.5....|.5..|.4..|.4....|.4..|.5....|.5..|.5..|.5.. "Nightmare" skill level...|Yes...|Yes.|No..|No....|No..|Yes...|Yes.|Yes.|Yes. Maximum number of players.|.4....|.4..|.2..|.1....|.1..|.2....|.1..|.2..|.1.. Deathmatch game mode......|Yes...|Yes.|Yes.|No....|No..|Fickle|No..|Yes.|No.. Cooperative game mode.....|Yes...|Yes.|Yes.|No....|No..|Fickle|No..|No..|No.. Deathmatch items re-spawn.|Opt...|Opt.|Yes.|N/A...|N/A.|Yes...|N/A.|No..|N/A. Monster/enemy types, total|10....|20..|17..|17....|15..|.7....|.8..|.9..|.7.. PC Ultimate Doom monsters.|10....|10..|10..|10....|.9..|.7....|.8..|.9..|.7.. PC Doom II-only monsters..|.0....|10..|.6..|.6....|.4..|.0....|.0..|.0..|.0.. Monsters not in PC games..|Load..|Load|.1..|.1....|.2..|.0....|.0..|.0..|.0.. Cyberdemon monster........|Yes...|Yes.|Yes.|Yes...|Yes.|No....|No..|Yes.|No.. Spectre-Demon monster.....|Yes...|Yes.|Yes.|Yes...|Yes.|No....|Yes.|No..|No.. Spider Mastermind monster.|Yes...|Yes.|Rare|Rare..|No..|No....|No..|Yes.|No.. 2 monsters may fight......|Yes...|Yes.|Yes.|Yes...|Yes.|Yes...|Yes.|No..|No.. Basic speed or frame rate.|Good..|Good|Good|Fair..|Good|Good..|Poor|Good|Good Graphics quality, overall.|Good..|Good|Good|Good..|High|Good..|Good|Fair|Good Floor and ceiling textures|Yes...|Yes.|Yes.|Yes...|Yes.|Yes...|Yes.|No..|Yes. Sides to live monsters....|.8....|.8..|.8..|.8....|.8..|.8....|.8..|.1..|.1.. View/window sizes possible|.9....|.9..|.1..|.1....|.1..|.1....|.6..|.1..|.1.. Unused screen space.......|Opt...|Opt.|None|None..|None|None..|Some|Some|Some Multiple weapons in status|Yes...|Yes.|Yes.|Yes...|No..|Yes...|Yes.|No..|Yes. Weapons player can utilize|.8....|.9..|.9..|.9....|.10.|.8....|.8..|.8..|.8.. Weapons are direct-access.|Yes...|Yes.|No..|No....|No..|Yes...|No..|No..|Opt. Can cycle weapons 2 ways..|N/A...|N/A.|Yes.|No....|Yes.|N/A...|Yes.|No..|Yes. Weapon cycle wraps/loops..|N/A...|N/A.|No..|Yes...|No..|N/A...|Yes.|Yes.|Yes. Switch weapons when paused|No....|No..|Yes.|No....|No..|No....|No..|Yes.|No.. Can fire while in Automap.|Yes...|Yes.|Yes.|Yes...|Yes.|Yes...|Yes.|No..|No.. Activate/Use in Automap...|Yes...|Yes.|Yes.|Yes...|Yes.|Yes...|Yes.|Yes.|No.. Switch weapons in Automap.|Yes...|Yes.|Yes.|Yes...|Yes.|Yes...|Yes.|No..|Yes. Can customize controller..|Yes...|Yes.|Yes.|Yes...|Yes.|Yes...|Yes.|No..|Yes. Can have music during play|Yes...|Yes.|Yes.|Yes...|Yes.|No....|Yes.|Yes.|Yes. Themes similar to PC music|N/A...|N/A.|No..|No....|No..|Yes...|Yes.|Yes.|Yes. Sound FX like PC sound FX.|N/A...|N/A.|Some|Some..|Some|Most..|Most|Most|Most Crushing ceilings in game.|Yes...|Yes.|Rare|Rare..|Yes.|No....|No..|Yes.|No.. Blur Artifacts............|Yes...|Yes.|Yes.|Yes...|Yes.|No....|Yes.|Yes.|No.. Light-amplification visors|Yes...|Yes.|Yes.|Yes...|Yes.|No....|No..|Yes.|No.. Megaspheres/Mega Spheres..|No....|Yes.|Yes.|Yes...|Yes.|No....|No..|No..|No.. Potion, Spirit Armor bonus|.1%...|.1%.|.2%.|.2%...|.2%.|.2%...|.2%.|.1%.|.2%. Picked-up-item messages...|Opt...|Opt.|Yes.|Yes...|Opt.|No....|No..|Yes.|No.. Can save/restore any data.|Yes...|Yes.|Yes.|Yes...|Yes.|Yes...|Yes.|No..|No.. Save health/arms/ammo/etc.|Yes...|Yes.|Yes.|Yes...|Yes.|No....|No..|N/A.|N/A. Save Areas-conquered data.|No....|No..|No..|No....|Yes.|Yes...|Yes.|N/A.|N/A. Save at end of a map level|Opt...|Opt.|Yes.|Yes...|Yes.|Yes...|Yes.|N/A.|N/A. Data is saved in..........|File..|File|Code|Code..|Code|Cart..|3DO.|N/A.|N/A. Game time in tally screens|Yes...|Yes.|No..|No....|Yes.|No....|No..|Yes.|No.. PC-game story text shown..|Yes...|Yes.|Some|Some..|None|None..|None|Most|None Built-in cheat codes......|Many..|Many|Many|Many..|Some|Few...|Many|None|Few. ----------------------------------------------------------------------------- Notes: "N/A" is "Not Applicable". "All PC Doom 1 games" includes Doom and Ultimate Doom. An entry such as "27/36" is 27 for Doom, 36 in Ultimate Doom. Some features require special devices, controller adjustments or cheat codes. "Data" is any game information that can be retained without system power. o Map level equivalency for Doom/Ultimate Doom games, quick-reference chart: PC ULTIMATE DOOM MAPS |PC |SONY|SEGA |ATARI | | |SEGA --------------------------|DOOM|PSX |SATURN|JAGUAR|3DO |SNES|32X MAP :MAP NAME(S) |(1) |DOOM|DOOM |DOOM |DOOM|DOOM|DOOM ----:---------------------|----|----|------|------|----|----|---- E1M1:HANGAR...............|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E1M2:NUCLEAR PLANT........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E1M3:TOXIN REFINERY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E1M4:COMMAND CONTROL......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E1M5:PHOBOS LAB...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E1M6:CENTRAL PROCESSING...|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes. E1M7:COMPUTER STATION.....|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E1M8:PHOBOS ANOMALY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E1M9:MILITARY BASE........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. ----:---------------------|----|----|------|------|----|----|---- E2M1:DEIMOS ANOMALY.......|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E2M2:CONTAINMENT AREA.....|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes. E2M3:REFINERY.............|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E2M4:DEIMOS LAB...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E2M5:COMMAND CENTER.......|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes. E2M6:HALLS OF THE DAMNED..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. E2M7:SPAWNING VATS........|Yes.|Yes.|Yes...|Yes...|Yes.|No..|Yes. E2M8:TOWER OF BABEL.......|Yes.|Yes.|Yes...|No....|No..|Yes.|No.. E2M9:FORTRESS OF MYSTERY..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|Yes. ----:---------------------|----|----|------|------|----|----|---- E3M1:HELL KEEP............|Yes.|No..|No....|No....|No..|Yes.|No.. E3M2:SLOUGH OF DESPAIR....|Yes.|No..|No....|No....|No..|Yes.|No.. E3M3:PANDEMONIUM..........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No.. E3M4:HOUSE OF PAIN........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No.. E3M5:UNHOLY CATHEDRAL.....|Yes.|Yes.|Yes...|Yes...|Yes.|No..|No.. E3M6:MT. EREBUS...........|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No.. E3M7:GATE TO LIMBO/LIMBO..|Yes.|Yes.|Yes...|Yes...|Yes.|Yes.|No.. E3M8:DIS..................|Yes.|No..|No....|No....|No..|Yes.|No.. E3M9:WARRENS..............|Yes.|No..|No....|No....|No..|Yes.|No.. ----:---------------------|----|----|------|------|----|----|---- E4M1:HELL BENEATH.........|No..|Yes.|Yes...|No....|No..|No..|No.. E4M2:PERFECT HATRED.......|No..|Yes.|Yes...|No....|No..|No..|No.. E4M3:SEVER THE WICKED.....|No..|Yes.|Yes...|No....|No..|No..|No.. E4M4:UNRULY EVIL..........|No..|Yes.|Yes...|No....|No..|No..|No.. E4M5:THEY WILL REPENT.....|No..|No..|No....|No....|No..|No..|No.. E4M6:AGAINST THEE WICKEDLY|No..|No..|No....|No....|No..|No..|No.. E4M7:AND HELL FOLLOWED....|No..|No..|No....|No....|No..|No..|No.. E4M8:UNTO THE CRUEL.......|No..|Yes.|Yes...|No....|No..|No..|No.. E4M9:FEAR.................|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 chart: PC DOOM II (DOOM 2: HELL ON EARTH) MAPS | SONY | SEGA ------------------------------------------| PSX | SATURN MAP : MAP NAME(S) | DOOM | DOOM ----:-------------------------------------|------|------- ..1.:.ENTRYWAY............................|.Yes..|.Yes... ..2.:.UNDERHALLS..........................|.Yes..|.Yes... ..3.:.THE GANTLET.........................|.Yes..|.Yes... ..4.:.THE FOCUS...........................|.Yes..|.Yes... ..5.:.THE WASTE TUNNELS...................|.Yes..|.Yes... ..6.:.THE CRUSHER.........................|.Yes..|.Yes... ..7.:.DEAD SIMPLE.........................|.Yes..|.Yes... ..8.:.TRICKS AND TRAPS....................|.Yes..|.Yes... ..9.:.THE PIT.............................|.Yes..|.Yes... .10.:.REFUELING BASE......................|.Yes..|.Yes... .11.:.CIRCLE OF DEATH/'O' OF DESTRUCTION!.|.Yes..|.Yes... .12.:.THE FACTORY.........................|.Yes..|.Yes... .13.:.DOWNTOWN............................|.No...|.No.... .14.:.THE INMOST DENS.....................|.Yes..|.Yes... .15.:.INDUSTRIAL ZONE.....................|.No...|.No.... .16.:.SUBURBS.............................|.Yes..|.Yes... .17.:.TENEMENTS...........................|.Yes..|.Yes... .18.:.THE COURTYARD.......................|.Yes..|.Yes... .19.:.THE CITADEL.........................|.Yes..|.Yes... .20.:.GOTCHA!.............................|.No...|.No.... .21.:.NIRVANA.............................|.Yes..|.Yes... .22.:.THE CATACOMBS.......................|.Yes..|.Yes... .23.:.BARRELS O' FUN......................|.Yes..|.Yes... .24.:.THE CHASM...........................|.No...|.No.... .25.:.BLOODFALLS..........................|.Yes..|.Yes... .26.:.THE ABANDONED MINES.................|.Yes..|.Yes... .27.:.MONSTER CONDO.......................|.Yes..|.Yes... .28.:.THE SPIRIT WORLD....................|.No...|.No.... .29.:.THE LIVING END......................|.No...|.No.... .30.:.ICON OF SIN.........................|.No...|.No.... .31.:.WOLFENSTEIN.........................|.No...|.No.... .32.:.GROSSE..............................|.No...|.No.... ----------------------------------------------------------------------------- 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. o Cheat codes available, quick-reference chart: | | | | | A | | | | | S | N | T | | | | | E | I | A | | | | | G | N | R | | | P | S | A | T | I | | S | C | O | | E | | | E | | N | S | N | J | | G | D | Y | A | D | A | | A | O | | T | O | G | | | O | P | U | | U | 3 | 3 | M | S | R | 6 | A | D | 2 | | X | N | 4 | R | O | X | G | | | | | | | A | D | D | D | D | D | D | M | O | O | O | O | O | O | E | O | O | O | O | O | O CHEAT CODE DESCRIPTION | S | M | M | M | M | M | M ------------------------------------------------|----|---|---|---|---|---|--- Allow "high-resolution" mixing of sound effects.|Some|No.|No.|No.|No.|No.|No. Destroy most/all monsters on the current map....|Some|No.|No.|No.|No.|No.|No. "Waiting" monsters cannot detect a quiet player.|Some|No.|No.|No.|No.|No.|No. Player is "invincible" (no time limit)..........|Yes.|Yes|Yes|Yes|Yes|Yes|Yes Gain keys, all weapons, full ammo, 200% armor...|Yes.|Yes|Yes|No.|Yes|Yes|Yes Gain all weapons, full ammo, 200% armor, no keys|Some|No.|No.|Yes|No.|No.|No. Gain all weapons, full ammo, no keys, no armor..|No..|No.|No.|Yes|No.|No.|No. Warp to new map level (during game in progress).|Yes.|Yes|Yes|Yes|Yes|No.|No. Player can walk through walls and other objects.|Yes.|No.|No.|No.|No.|No.|No. X-ray vision (render some surfaces translucent).|No..|Yes|No.|No.|No.|No.|No. Set/reset health to 100% (no other effects).....|No..|No.|No.|Yes|No.|No.|No. Gain Berserk Pack...............................|Yes.|No.|No.|No.|No.|No.|No. Gain Blur Artifact..............................|Yes.|No.|No.|No.|No.|No.|No. Gain chain saw (only)...........................|Yes.|No.|No.|No.|No.|No.|No. Gain Invulnerability Artifact (time limit)......|Yes.|No.|No.|No.|No.|No.|No. Gain light-amplification visors/goggles.........|Yes.|No.|No.|No.|No.|No.|No. Gain radiation suit/shield......................|Yes.|No.|No.|No.|No.|No.|No. Gain Computer Area Map/add all lines to Automap.|Yes.|Yes|Yes|Yes|No.|Yes|No. Add object indicators to Automap................|Yes.|Yes|Yes|Yes|No.|Yes|No. Show hex data for current angle and coordinates.|Yes.|No.|No.|No.|No.|No.|No. Change current music without leaving map level..|Some|No.|No.|No.|No.|No.|No. ----------------------------------------------------------------------------- Notes: SNES Doom has no built-in cheat codes, and so is not included here. "PC DOOM GAMES" include PC Doom 1, PC Ultimate Doom, PC Doom II, and Doom 95. The "Sound Mix" ("High-resolution mixing") code, the "Mass Kill" ("Destroy all monsters") code and the "Quiet Mode" ("Monsters cannot detect quiet player") code are only available in games run under Doom 95. For more information, access: http://members.aol.com/ledmeister/doomcode.htm 11. 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". ATTRACT MODE: Animation during any idle time before a player begins playing. 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 game, modified and ported to Doom II. COMPUTER AREA MAP ITEM: Adds any boundary data missing from player's Automap. CONSOLE: A game-oriented platform/system, such as the PSX, Atari Jaguar, etc. 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 II (DOOM 2: HELL ON EARTH): PC Doom sequel with new monsters, 32 maps. DOOM II MONSTERS: PC Doom II monsters that are not found in PC Ultimate Doom. DOOM 95: Windows 95 software for configuring/running PC Doom/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. HEAVY WEAPON DUDE: Humanoid chaingunner in PC Doom II, PSX and Saturn Doom. JOHN ROMERO ENEMY: Enemy behind a wall on the Boss Level (30) of PC Doom II. LIGHT-AMPLIFICATION VISORS: Temporarily boosts player's night-vision ability. 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 system. 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 IBM-PC Doom games and 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; Fires homing "meteors". SNES (also SUPER NES): Acronyms 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 3-D", copied over to PC 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) 1998. Updates are available at http://members.aol.com/ledmeister