------------------------------------------------------------------------------- DOOM, ULTIMATE DOOM AND DOOM II GAME MULTIMEDIA FOR PC, PS, SATURN, N64, JAGUAR, 3DO, SNES, SEGA 32X, GBA, ZODIAC, XBOX, XBOX 360 COMPARISON OF GAME VERSIONS REVISION 04/03/2008 ------------------------------------------------------------------------------- TOPICS IN ORDER OF APPEARANCE | TOPICS IN ALPHABETICAL ORDER ============================= | ============================ 0. Introduction | 3DO (Panasonic And Others) Doom (7) 1. Doom/Doom II Games: General | Atari Jaguar Doom (6) 2. Computer-Based Doom/Doom II Games | Computer-Based Doom/Doom II Games (2) 3. Sony PlayStation Doom | Doom/Doom II Games: General (1) 4. Sega Saturn Doom | Game Version Comparison Tables (15) 5. Nintendo 64 Doom 64 | Glossary (16) 6. Atari Jaguar Doom | Introduction (0) 7. 3DO (Panasonic And Others) Doom | Microsoft Xbox 360 Doom (14) 8. Super Nintendo Doom | Microsoft Xbox Classic Doom Games (13) 9. Sega Genesis 32X Doom | Nintendo 64 Doom 64 (5) 10. Nintendo Game Boy Advance Doom | Nintendo Game Boy Advance Doom (10) 11. Nintendo Game Boy Advance Doom II | Nintendo Game Boy Advance Doom II (11) 12. Tapwave Zodiac Doom II | Sega Genesis 32X Doom (9) 13. Microsoft Xbox Classic Doom Games | Sega Saturn Doom (4) 14. Microsoft Xbox 360 Doom | Sony PlayStation Doom (3) 15. Game Version Comparison Tables | Super Nintendo Doom (8) 16. Glossary | Tapwave Zodiac Doom II (12) ------------------------------------------------------------------------------- 0. INTRODUCTION =============== o This document provides information on various Doom and Doom II games, and compares the game-console and handheld versions to the original PC editions, and to each other. o Apple Macintosh ("Mac") and other computer-based editions of the PC Doom games exist, however they are identical in most aspects to the PC games, and so are generally not addressed in this document. Other editions of Doom or Doom II not addressed here may be included in future updates. o This document does not address the "Final Doom" games for the PC and the Sony PlayStation, or the "Master Levels" games/maps for the PC, PlayStation and Microsoft Xbox. A similar document comparing these games can be accessed at: http://ClassicDOOM.com/fdoomcmp.htm o In the game descriptions included in this document, "Pros" are notable features of the indicated game version, some of which may set it above other versions covered here; "Cons" are generally features that existed in the original PC game(s) but are missing from the indicated version, or may otherwise cause a version to be rated below other versions covered here; "Miscellaneous" notes cover those features which do not necessarily fall under the other categories. o This document is 79 characters wide, and is best viewed in a monospaced font. The master HTML version is located here: http://ClassicDOOM.com/doomcomp.htm The master text version is located here: http://ClassicDOOM.com/doomcomp.txt 1. DOOM/DOOM II GAMES: GENERAL ============================== o All Doom/Doom II games in this document feature these basic game elements: Monsters |Weapons |Ammo |Items and Artifacts -------------|---------------|------------------------|---------------------- Baron Of Hell|BFG 9000 |Box of bullets |Backpack Cacodemon |Chaingun |Box of rockets |Berserk Pack Demon |Chain saw |Box of shotgun shells |Combat/Mega Armor Imp |Fist |Clip (of bullets) |Computer Area Map Lost Soul |Pistol |Energy Cell |Health Potion bonus Shotgun Guy |Plasma rifle |Energy Cell Pack |Invulnerability Sphere Zombieman |Rocket launcher|Rocket |Keycard |Shotgun |Shotgun shells (cluster)|Medikit | | |Radiation suit/shield | | |Security Armor | | |Skull Key | | |Soul Sphere | | |Spiritual Armor bonus | | |Stimpack ----------------------------------------------------------------------------- Notes: These elements exist in all Doom games including Nintendo 64 Doom 64 (which, unlike other console versions, is not a copy of an original PC game). "Monsters" include enemy types found in all Doom, Ultimate Doom, and Doom II games. Doom 64, and every Doom II game (or Episode) will also include these monster/enemy types: Arachnotron, Hell Knight, Mancubus, and Pain Elemental. In Doom 64, the pink "Demon" monster is referred to as a "Bull Demon". Note that not all monsters, items, etc. appear in all games at all difficulty levels. Also, some elements found on a given map during a single-player game may be absent from the same map during a multiplayer game, and vice versa. In Sega 32X Doom, a BFG 9000 weapon is only available when using cheat codes. For cheat code information, access: http://ClassicDOOM.com/doomcode.htm o In all Doom/Doom II games, a player character may walk, turn, run, "jump" (run across small gaps), and side-step/strafe, both in first-person mode and while the Automap is displayed. o All Doom/Doom II games can experience speed fluctuations during gameplay. In general, overall game speed will drop/rise with an increase/decrease in sprites and textures displayed on the screen. o The following are limitations in all console and handheld Doom/Doom II games: Deathmatch games cannot include monsters; No built-in option to record and replay demos; No built-in ability to import external map levels, customized graphics, or sounds/music; No way to adjust graphics resolution for a given screen size; No equivalent for several PC Doom game cheat codes; Cannot place numerical markings on the Automap. o Almost all non-computer Doom/Doom II games exclude some of the maps that exist in the original PC games, and/or include maps not found in the PC games. (Some game-console versions also have new hidden exits added to some map levels.) Because of this, the exact playing order of map levels will differ from that of the comparable PC game. o In all Doom games, monsters can turn and/or move in any one of at least 8 lateral directions. In the Super Nintendo and Sega 32X games, monsters often appear to be walking backwards, or "crab-walking" sideways, because artwork is supplied only for their forward surfaces; No artwork is included to give monsters the appearance of turning or facing away from the player. o Most console Doom games allow cheats to be invoked with an ordinary game controller. Various cheats may also be loaded into most console/handheld Doom games with separately sold devices (such as a Game Genie or Game Shark) that plug into the game system. 2. COMPUTER-BASED DOOM/DOOM II GAMES ==================================== o Various IBM-PC 486 computers, and PC-compatible 486 and Pentium computers, were used as the test systems for the PC games described in this document (version 1.9 of PC Ultimate Doom and version 1.9 of PC Doom II: Hell on Earth were tested, as well as various earlier versions of all PC Doom and Doom II games). For testing multiplayer games, these computers were connected to similar systems via various network and/or modem connections. o Pros: In general, more features and options, and greater versatility than all game-console or handheld versions of Doom or Doom II. 2 players may play simultaneously via modem connection; Up to 4 may play via network connection. On a modern PC, gameplay is somewhat faster/smoother than in most console/ handheld versions. Ability to use and configure a variety of input devices (keyboard, mouse, joystick, gamepad, etc.) for game play. Doom II-based PC games include more monster types than are available in many console/handheld Doom or Doom II games. A game in progress may be saved at any point and restored later to the same point. Saved games retain copious information (player location, health, weapon, ammo and armor status, live/dead status of all monsters on the map level, etc.). Supports 9 screen sizes, which also allows the first-person view to be expanded to fill the entire screen. Deathmatch games may include monsters. Original Doom 1 with Episode 1 is still available as shareware. Thousands of external map levels are available for use with these games. Built-in ability to record or watch single-player/ multiplayer gameplay sessions. Later PC Doom/Doom II game releases include extensive documentation and reference material with the software. Separate utilities exist which allow players to create or edit new map levels, new artwork and/or new sounds for existing Doom/Doom II games. A variety of free third-party Doom engines have been released, which add improved graphics, better multiplayer support and other features to the commercial PC games. Wide variety of built-in cheat codes. o Cons: Some infrequently-encountered flaws exist in the original commercial PC Doom/Doom II games, including a program bug that creates nearly-intangible monsters, a bug that can allow a player character to become trapped partially inside solid objects when reloading saved games, and a bug in Doom II where the game can crash if a map-30 save-game file is reloaded. o Miscellaneous: Games by id Software. Disk or CD format; Also available via direct download through www.idsoftware.com. Decent graphics resolution and quality; Very good in some hardware/software configurations. The commercial edition of Doom ("Doom 1") for the PC includes 27 map levels, divided into three 9-map Episodes. A later reissue of the game, titled "The Ultimate Doom: Thy Flesh Consumed", includes the original three Episodes and a newer fourth Episode which includes 9 more map levels. Doom II ("Doom 2: Hell on Earth") for the PC has 32 map levels built in, and adds new monsters and a double-barrelled shotgun not found in Doom 1 or Ultimate Doom. Occasionally when a Pain Elemental monster (in Doom II) dies, the Lost Souls generated by its explosion may be flung through nearby walls, where they may become trapped (this has little effect on the game, since Lost Souls do not count towards a Kills score). Unlike some console/handheld versions, a player can only cycle between fist and chain saw while a Berserk power-up is in effect. 3. SONY PLAYSTATION DOOM ======================== o A Sony PlayStation, model SCPH-1001, equipped with one standard PlayStation controller (model SCPH-1080), was used as the test system for the Custom PlayStation Edition of Doom described in this document. For testing multiplayer games, the system was connected to an identical system via the PlayStation Link cable (model SCPH-1040). o Pros: Features most of the map levels (or equivalents) from the PC games "The Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth). Large variety of monster types (17) compared to most other game-console and handheld versions. 2-player link ability. The first-person view and status bar combination fills the entire display space on the TV/monitor screen. Map level, skill level, health, armor, weapon and ammo information is translated to a password code which is given after successful completion of each map level (some other console Doom games cannot save such information externally). The last password entered or generated on the password screen may be re-entered with a single button press (useful when, for example, a player is killed and wishes to restart on the map with a non-default status). Extensive controller customizing is allowed (Fire button can swap functions with Speed button or Activate button, etc.). o Cons: The 24 maps from Jaguar Doom are incorporated into the 33-map "Ultimate Doom" Episode (most of the maps in Atari Jaguar Doom are edited/simplified versions of the original PC Doom maps). Minor errors appear in a few map levels (secret room impossible to access, difficulty in picking up an item, etc.). No crushing ceilings in the "Ultimate Doom" maps. From powering up the PlayStation, there is a relatively long wait (over a minute) before the player can actually start playing. Game cannot make use of a memory card (sold separately). Game does not save controller or sound configuration settings. Some monster/enemy types from PC Doom II are missing from this version, including the Arch-Vile, "SS Officer", and the "Baphomet"/Boss entity. Occasionally, objects in the foreground are partially overlaid by background wall or floor textures. Weapons are cyclic-access only (although weapon choices may be cycled while the game is paused). The status bar can only display the ammo level of the currently selected weapon (in PC, GBA and Xbox Doom games, all ammo levels for all weapons can be displayed at all times). All of the built-in cheat codes are rather long and complex (for example, an invincibility cheat code is 3 button-presses on the Jaguar, 5 on the PC, 10 on the PlayStation). No "Gamma Correction" feature or equivalent. o Miscellaneous: Port by id Software and Williams Entertainment, Inc. CD format. 59 map levels, 8 of which are not found in PC Doom/Doom II games. Good graphics resolution and quality. Gameplay speed is adequate, but can be somewhat slower than a PC Doom/Doom II game played on a modern computer. Game information stored in a password code may be inaccurate (health, armor and ammo level numbers tend to be rounded). Features music tracks (and other background audio effects) not found in PC Doom games. Features new colored lighting effects. Health potions and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1% in the PC games). In PC Doom II, the two shotgun types are both represented as weapon 3 in the status bar; In PSX Doom, the shotgun types are separated into weapons 3 and 4. No "Nightmare" skill level. Some Doom II monsters (Heavy Weapon Dude, Revenant, etc.) appear in the "Ultimate Doom" maps when playing at the highest skill level ("Ultra Violence"). Monster and weapon sounds tend to differ from the sounds used in the PC games. In this game, "blurred" objects are translucent and faded, but otherwise maintain their normal colors and surface features (in the PC games, "blurred" objects, when visible, are a translucent gray, with a flat, flowing/scrambled surface). Another version of the Spectre appears in this game: the "Nightmare Spectre", which appears visibly darker, and is harder to kill than the normal Spectre. The Nightmare Spectre is a not a 1-to-1 replacement for the missing Arch-Vile monster. Very tall rooms/areas from equivalent maps in the PC game(s) are lower in this version. An "X-ray vision" cheat code not found in the PC games is included. An animated "wall of fire" exterior background is used in some map levels. Some monsters and monster projectiles tend to move slower than their PC-game counterparts. Graphics "noise" may sometimes be seen along the top or bottom edges of walls. On occasion, the "marine face" in the status bar explodes when the player character dies. On occasion, when a Pain Elemental monster dies, the Lost Souls generated by its explosion may be flung through nearby walls, where they may become trapped. Lost Souls that are trapped in walls may still be visible, but may be impossible to kill (this has little effect on the game, since Lost Souls do not count towards a Kills score). The voice effect that accompanies "victory text" is not heard if Music Volume is turned down. Some monsters on the original PC maps are replaced with different monsters on the equivalent maps in this version. In 2-player games, both player characters wear a green uniform. In Cooperative games, Frags are not indicated in the tally screens. The "WOLFENSTEIN" and "GROSSE" secret map levels from PC Doom II do not appear in this game. The "Commander Keen" character from PC Doom II is not included. The "Lots of Goodies" cheat code will not add keys if they are not necessary. o PC Ultimate Doom and PlayStation Doom map level comparison: PC ULTIMATE DOOM MAPS | PSX DOOM "ULTIMATE DOOM" MAPS -----------------------------|------------------------------ MAP : MAP NAME(S) | MAP : MAP NAME -----:-----------------------|-----:------------------------ E1M1.:.HANGAR................|..1..:.HANGAR................. E1M2.:.NUCLEAR PLANT.........|..2..:.PLANT.................. E1M3.:.TOXIN REFINERY........|..3..:.TOXIN REFINERY......... E1M4.:.COMMAND CONTROL.......|..4..:.COMMAND CONTROL........ E1M5.:.PHOBOS LAB............|..5..:.PHOBOS LAB............. E1M6.:.CENTRAL PROCESSING....|..6..:.CENTRAL PROCESSING..... E1M7.:.COMPUTER STATION......|..7..:.COMPUTER STATION....... E1M8.:.PHOBOS ANOMALY........|..8..:.PHOBOS ANOMALY......... E1M9.:.MILITARY BASE.........|.56..:.THE MILITARY BASE...... -----:-----------------------|-----:------------------------ E2M1.:.DEIMOS ANOMALY........|..9..:.DEIMOS ANOMALY......... E2M2.:.CONTAINMENT AREA......|.10..:.CONTAINMENT AREA....... E2M3.:.REFINERY..............|.11..:.REFINERY............... E2M4.:.DEIMOS LAB............|.12..:.DEIMOS LAB............. E2M5.:.COMMAND CENTER........|.13..:.COMMAND CENTER......... E2M6.:.HALLS OF THE DAMNED...|.14..:.HALLS OF THE DAMNED.... E2M7.:.SPAWNING VATS.........|.15..:.SPAWNING VATS.......... E2M8.:.TOWER OF BABEL........|.23..:.TOWER OF BABEL......... E2M9.:.FORTRESS OF MYSTERY...|.55..:.FORTRESS OF MYSTERY.... -----:-----------------------|-----:------------------------ E3M1.:.HELL KEEP.............|.....:........................ E3M2.:.SLOUGH OF DESPAIR.....|.....:........................ E3M3.:.PANDEMONIUM...........|.18..:.PANDEMONIUM............ E3M4.:.HOUSE OF PAIN.........|.19..:.HOUSE OF PAIN.......... E3M5.:.UNHOLY CATHEDRAL......|.20..:.UNHOLY CATHEDRAL....... E3M6.:.MT. EREBUS............|.21..:.MT. EREBUS............. E3M7.:.GATE TO LIMBO/LIMBO...|.22..:.LIMBO.................. E3M8.:.DIS...................|.....:........................ E3M9.:.WARRENS...............|.....:........................ -----:-----------------------|-----:------------------------ E4M1.:.HELL BENEATH..........|.24..:.HELL BENEATH........... E4M2.:.PERFECT HATRED........|.25..:.PERFECT HATRED......... E4M3.:.SEVER THE WICKED......|.26..:.SEVER THE WICKED....... E4M4.:.UNRULY EVIL...........|.27..:.UNRULY EVIL............ E4M5.:.THEY WILL REPENT......|.....:........................ E4M6.:.AGAINST THEE WICKEDLY.|.....:........................ E4M7.:.AND HELL FOLLOWED.....|.....:........................ E4M8.:.UNTO THE CRUEL........|.28..:.UNTO THE CRUEL......... E4M9.:.FEAR..................|.....:........................ -----:-----------------------|-----:------------------------ .....:.......................|.16..:.HELL GATE.............. .....:.......................|.17..:.HELL KEEP.............. .....:.......................|.29..:.TWILIGHT DESCENDS...... .....:.......................|.30..:.THRESHOLD OF PAIN...... .....:.......................|.57..:.THE MARSHES............ ----------------------------------------------------------------------------- Notes: Map equivalency is based on general map layouts, not map names. The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. The PSX "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does, however, match an equivalent map in the Saturn, Jaguar, 3DO and GBA Doom 1 games.) o PC Doom II (Doom 2: Hell on Earth) and PlayStation Doom map level comparison: PC DOOM II MAPS | PSX DOOM "DOOM II" MAPS --------------------------|-------------------------- MAP : MAP NAME(S) | MAP : MAP NAME ----:---------------------|-----:-------------------- ..1.:.ENTRYWAY............|.31..:.ENTRYWAY........... ..2.:.UNDERHALLS..........|.32..:.UNDERHALLS......... ..3.:.THE GANTLET.........|.33..:.THE GANTLET........ ..4.:.THE FOCUS...........|.34..:.THE FOCUS.......... ..5.:.THE WASTE TUNNELS...|.35..:.THE WASTE TUNNELS.. ..6.:.THE CRUSHER.........|.36..:.THE CRUSHER........ ..7.:.DEAD SIMPLE.........|.37..:.DEAD SIMPLE........ ..8.:.TRICKS AND TRAPS....|.38..:.TRICKS AND TRAPS... ..9.:.THE PIT.............|.39..:.THE PIT............ .10.:.REFUELING BASE......|.40..:.REFUELING BASE..... .11.:.CIRCLE OF DEATH.....|.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 NTSC Sega Saturn Doom game described in this document. o Pros: Features most of the map levels (or equivalents) from the PC games "The Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth). Large variety of monster types (17) compared to most other game-console and handheld 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 (some other console Doom games cannot save such information externally). The last password entered or generated on the password screen may be re-entered with a single button press (useful when, for example, a player is killed and wishes to restart on the map with a non-default status). Extensive controller customizing is allowed (Fire button can swap functions with Speed button or Activate button, etc.). o Cons: No multiplayer ability (NTSC edition). Overall game speed is slower/ choppier in this version than in the PC games and some other game-console versions. The 24 maps from Jaguar Doom are incorporated into the 33-map "Ultimate Doom" Episode (most of the maps in Atari Jaguar Doom are edited/ simplified versions of the original PC Doom maps). Minor errors appear in a few map levels (secret room impossible to access, difficulty in picking up an item, etc.). No crushing ceilings in the "Ultimate Doom" maps. Game cannot make use of a memory cartridge (sold separately). Game does not save controller or sound/music configuration settings. "Strafing"/side-stepping tends to be somewhat slower here than in many other versions. Weapons are cyclic-access only, and can only be cycled in one direction. Some monster/ enemy types from PC Doom II are missing from this version, including the Arch-Vile, "SS Officer", and the "Baphomet"/Boss entity. The status bar can only display the ammo level of the currently selected weapon (in the PC, GBA and Xbox games, all ammo levels for all weapons can be displayed at all times). Background objects or surfaces may occasionally overlap foreground objects or surfaces. No "Gamma Correction" feature or equivalent. o Miscellaneous: Port by Rage Software (NTSC edition). CD format. 59 map levels, 8 of which are not found in PC Doom/Doom II games. Decent graphics resolution and quality. Sega Saturn Doom is very similar to the earlier PlayStation (PSX) Doom game (map levels, monsters, sound effects, music, and passwords used are all virtually identical). Saturn Doom graphics are similar to the PSX Doom graphics, but lack some of the enhanced lighting and color effects used in PSX Doom. Game information stored in a password code may be inaccurate (health, armor and ammo level numbers tend to be rounded). Health potions and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1% in the PC games). In PC Doom II, the two shotgun types are both represented as weapon 3 in the status bar; In Saturn Doom, the shotgun types are separated into weapons 3 and 4. No "Nightmare" skill level. Some Doom II monsters (Heavy Weapon Dude, Revenant, etc.) appear in the "Ultimate Doom" maps when playing at the highest skill level ("Ultra Violence"). Monster and weapon sounds tend to differ from the sounds used in the PC games. In this game, "blurred" objects are translucent and faded, but otherwise maintain their normal colors and surface features (in the PC games, "blurred" objects, when visible, are a translucent gray, with a flat, flowing/scrambled surface). A second version of the Spectre appears in this game: the "Nightmare Spectre", which looks like the normal Spectre, but is harder to kill. The Nightmare Spectre is a not a 1-to-1 replacement for the missing Arch-Vile monster. Very tall rooms/areas from equivalent maps in the PC game(s) are lower 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 environment) is somewhat faster here than in other versions. In general, each weapon's "rapid-fire" rate is higher here than in other Doom games. Graphics "noise" may sometimes be seen along the top or bottom edges of walls. On occasion, when a Pain Elemental monster dies, the Lost Souls generated by its explosion may be flung through nearby walls, where they may become trapped. Lost Souls that are trapped in walls may still be visible, but may be impossible to kill (this has little effect on the game, since Lost Souls do not count towards a Kills score). The voice effect that accompanies "victory text" is not heard if Music Volume is turned down. Some monsters on the original PC maps are replaced with different monsters on the equivalent maps in this version. Player may select stereo (default) or monophonic audio. Stereo sounds may occasionally phase-shift, giving false impressions of sound sources (for example, during continuous firing of the player's chaingun, some of the reports may seem to originate from a point to the player's left or right). Pausing the game does not interrupt music. "DEMO" will flash on the screen while demo games are shown. 3 demo games are shown during Attract mode (including demos from 2 "secret" map levels), then the third demo is repeated once before cycling back to the first. In most Doom/Doom II games that end victoriously with a "parade" (or "Cast of Characters"), the parade repeats until the player resets or restarts the game; In Saturn Doom, the parade runs through one time, and then the game returns to the Main Menu screen. The "WOLFENSTEIN" and "GROSSE" secret map levels from PC Doom II do not appear in this game. The "Commander Keen" character from PC Doom II is not included. The "Lots of Goodies" cheat code will not add keys if they are not necessary. o PC Ultimate Doom and Saturn Doom map level comparison: PC ULTIMATE DOOM MAPS | SATURN DOOM "ULTIMATE DOOM" MAPS -----------------------------|--------------------------------- MAP : MAP NAME(S) | MAP : MAP NAME -----:-----------------------|-----:--------------------------- E1M1.:.HANGAR................|..1..:.HANGAR.................... E1M2.:.NUCLEAR PLANT.........|..2..:.PLANT..................... E1M3.:.TOXIN REFINERY........|..3..:.TOXIN REFINERY............ E1M4.:.COMMAND CONTROL.......|..4..:.COMMAND CONTROL........... E1M5.:.PHOBOS LAB............|..5..:.PHOBOS LAB................ E1M6.:.CENTRAL PROCESSING....|..6..:.CENTRAL PROCESSING........ E1M7.:.COMPUTER STATION......|..7..:.COMPUTER STATION.......... E1M8.:.PHOBOS ANOMALY........|..8..:.PHOBOS ANOMALY............ E1M9.:.MILITARY BASE.........|.56..:.THE MILITARY BASE......... -----:-----------------------|-----:--------------------------- E2M1.:.DEIMOS ANOMALY........|..9..:.DEIMOS ANOMALY............ E2M2.:.CONTAINMENT AREA......|.10..:.CONTAINMENT AREA.......... E2M3.:.REFINERY..............|.11..:.REFINERY.................. E2M4.:.DEIMOS LAB............|.12..:.DEIMOS LAB................ E2M5.:.COMMAND CENTER........|.13..:.COMMAND CENTER............ E2M6.:.HALLS OF THE DAMNED...|.14..:.HALLS OF THE DAMNED....... E2M7.:.SPAWNING VATS.........|.15..:.SPAWNING VATS............. E2M8.:.TOWER OF BABEL........|.23..:.TOWER OF BABEL............ E2M9.:.FORTRESS OF MYSTERY...|.55..:.FORTRESS OF MYSTERY....... -----:-----------------------|-----:--------------------------- E3M1.:.HELL KEEP.............|.....:........................... E3M2.:.SLOUGH OF DESPAIR.....|.....:........................... E3M3.:.PANDEMONIUM...........|.18..:.PANDEMONIUM............... E3M4.:.HOUSE OF PAIN.........|.19..:.HOUSE OF PAIN............. E3M5.:.UNHOLY CATHEDRAL......|.20..:.UNHOLY CATHEDRAL.......... E3M6.:.MT. EREBUS............|.21..:.MT. EREBUS................ E3M7.:.GATE TO LIMBO/LIMBO...|.22..:.LIMBO..................... E3M8.:.DIS...................|.....:........................... E3M9.:.WARRENS...............|.....:........................... -----:-----------------------|-----:--------------------------- E4M1.:.HELL BENEATH..........|.24..:.HELL BENEATH.............. E4M2.:.PERFECT HATRED........|.25..:.PERFECT HATRED............ E4M3.:.SEVER THE WICKED......|.26..:.SEVER THE WICKED.......... E4M4.:.UNRULY EVIL...........|.27..:.UNRULY EVIL............... E4M5.:.THEY WILL REPENT......|.....:........................... E4M6.:.AGAINST THEE WICKEDLY.|.....:........................... E4M7.:.AND HELL FOLLOWED.....|.....:........................... E4M8.:.UNTO THE CRUEL........|.28..:.UNTO THE CRUEL............ E4M9.:.FEAR..................|.....:........................... -----:-----------------------|-----:--------------------------- .....:.......................|.16..:.HELL GATE................. .....:.......................|.17..:.HELL KEEP................. .....:.......................|.29..:.TWILIGHT DESCENDS......... .....:.......................|.30..:.THRESHOLD OF PAIN......... .....:.......................|.57..:.THE MARSHES............... ----------------------------------------------------------------------------- Notes: Map equivalency is based on general map layouts, not map names. The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. The Saturn "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does, however, match an equivalent map in the PSX, Jaguar, 3DO and GBA Doom 1 games.) o PC Doom II (Doom 2: Hell on Earth) and Saturn Doom map level comparison: PC DOOM II MAPS | SATURN DOOM "DOOM II" MAPS --------------------------|--------------------------- MAP : MAP NAME(S) | MAP : MAP NAME ----:---------------------|-----:--------------------- ..1.:.ENTRYWAY............|.31..:.ENTRYWAY............ ..2.:.UNDERHALLS..........|.32..:.UNDERHALLS.......... ..3.:.THE GANTLET.........|.33..:.THE GANTLET......... ..4.:.THE FOCUS...........|.34..:.THE FOCUS........... ..5.:.THE WASTE TUNNELS...|.35..:.THE WASTE TUNNELS... ..6.:.THE CRUSHER.........|.36..:.THE CRUSHER......... ..7.:.DEAD SIMPLE.........|.37..:.DEAD SIMPLE......... ..8.:.TRICKS AND TRAPS....|.38..:.TRICKS AND TRAPS.... ..9.:.THE PIT.............|.39..:.THE PIT............. .10.:.REFUELING BASE......|.40..:.REFUELING BASE...... .11.:.CIRCLE OF DEATH.....|.41..:.O OF DESTRUCTION!... .12.:.THE FACTORY.........|.42..:.THE FACTORY......... .13.:.DOWNTOWN............|.....:..................... .14.:.THE INMOST DENS.....|.43..:.THE INMOST DENS..... .15.:.INDUSTRIAL ZONE.....|.....:..................... .16.:.SUBURBS.............|.44..:.SUBURBS............. .17.:.TENEMENTS...........|.45..:.TENEMENTS........... .18.:.THE COURTYARD.......|.46..:.THE COURTYARD....... .19.:.THE CITADEL.........|.47..:.THE CITADEL......... .20.:.GOTCHA!.............|.....:..................... .21.:.NIRVANA.............|.48..:.NIRVANA............. .22.:.THE CATACOMBS.......|.49..:.THE CATACOMBS....... .23.:.BARRELS O' FUN......|.50..:.BARRELS OF FUN...... .24.:.THE CHASM...........|.....:..................... .25.:.BLOODFALLS..........|.51..:.BLOODFALLS.......... .26.:.THE ABANDONED MINES.|.52..:.THE ABANDONED MINES. .27.:.MONSTER CONDO.......|.53..:.MONSTER CONDO....... .28.:.THE SPIRIT WORLD....|.....:..................... .29.:.THE LIVING END......|.....:..................... .30.:.ICON OF SIN.........|.....:..................... .31.:.WOLFENSTEIN.........|.....:..................... .32.:.GROSSE..............|.....:..................... ----:---------------------|-----:--------------------- ....:.....................|.54..:.REDEMPTION DENIED... ....:.....................|.58..:.THE MANSION......... ....:.....................|.59..:.CLUB DOOM........... ----------------------------------------------------------------------------- Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally screens, and "'O' OF DESTRUCTION!" in the Automap. 5. NINTENDO 64 DOOM 64 ====================== o Note that Doom 64, unlike other console/handheld Doom games, is not a direct port or conversion of an existing PC Doom game. It does, however, share many of the same features and functions found in all other Doom and Doom II games. o A Nintendo 64 Control Deck, model NUS-001, equipped with one standard Nintendo 64 Controller (model NUS-005), was used as the test system for the Doom 64 game described in this document. o Pros: Comparatively smooth, high-resolution graphics produced through dynamic antialiasing. The "pixelation" effect (a drop in graphics resolution seen in other Doom games as the player character approaches a surface or object) is notably reduced here. Features some new graphics effects (fog/mist, fading objects, animated skies, etc.). First-person view fills the entire space on the TV/monitor screen (with or without the "status bar" displayed). The "bar" of the "status bar" is invisible: only the numerals used for health, ammo and armor (and the icons used for keys) will actually obstruct any part of the first-person view. The status bar may be switched off, allowing only the first-person view to fill the screen. Map level, skill level, health, armor, weapon and ammo information is translated to a password code which is given after successful completion of each map level (some other console Doom games cannot save such information externally). On the password screen, the last password entered or generated may be re-entered with a single button press (useful when, for example, a player is killed and wishes to restart on the map with a non-default status). The game supports a "Controller Pak" (a separately-sold memory cartridge device) which allows storage and retrieval of up to 16 game passwords. Built-in screen brightness adjustment option, somewhat similar to the "Gamma Correction" feature in the PC Doom games. Automap is dual-mode, allowing a player to view the map with a detailed textured floor (using an Area's actual floor textures), or view the map as a plain (PC-Doom style), untextured Automap. Extensive controller customizing is allowed (Fire button can swap functions with Speed button or Activate button, etc.), including an ability to choose and/or modify any one of 5 preset configurations. Player may walk and move in the game with the controller's directional-pad buttons, and/or with the controller's built-in joystick. The player character can rotate at varying speeds: turning slowly using controller buttons, marginally faster using the joystick, or very fast with the joystick if "Controller Stick Sensitivity" is increased through a setting under the game's Options Menu. The game provides a control for "centering" the position of the game screen on the display device, allowing horizontal and vertical adjustments. Game messages (such as "PICKED UP A BOX OF SHELLS") may be toggled on or off, as can be done in the PC Doom games. o Cons: No multiplayer ability. On some display devices the first-person view may seem too dark, and/or the status bar data may be difficult to read, even when the game's brightness level is set to maximum. Occasionally objects in the foreground are partially overlaid by background wall or floor textures. Weapons are cyclic-access only (but may be cycled in both directions). Game does not save controller, display, or sound configuration settings. Although joystick-based turning speed can be greatly increased through a setting under the game's Options Menu, D-pad (or button-based) turning speed cannot. The status bar can only display the ammo level of the currently selected weapon (in the PC, GBA and Xbox games, all ammo levels for all weapons can be displayed at all times). Once in Automap mode, a player must cycle through both Automap styles to return to the first-person view (this can be done almost instantaneously if desired, but must be done every time the Automap is accessed). At 16 characters long, the passwords are somewhat cumbersome to enter, unless they are stored in a separately-sold Controller Pak memory cartridge. The Zombieman and Shotgun Guy enemy types are very similar in appearance, and may be indistinguishable during combat. The delay between a player character's death and subsequent resurrection is longer here than in other Doom games. o Miscellaneous: Game by Midway Home Entertainment, Inc. and id Software. Cartridge format. 32 map levels, none of which are found in PC Doom/Doom II games. Gameplay speed is adequate, but some aspects of a player character's motion (such as running speed) may be marginally slower here than in a PC Doom/Doom II game played on a modern computer. More monster/enemy variety in this game than in most Doom 1-based games (several of the Doom 64 monster types are copied from PC Doom II). With some new features and completely re-worked graphics, the "look and feel" of this game bears only a distant resemblance to all other Doom games. All enemies have a modified appearance, and in some cases are only vaguely similar to their counterparts in other Doom or Doom II games. Virtually all objects and surface textures have been changed from their original designs, including weapons, power-ups, walls, floors, ceilings, switches and teleporters. Map levels may have structures that provide crossing paths at different elevations (such as a solid "bridge" that a player can walk over or under), and similar map features which are not found in other Doom games. Graphics, overall, tend to be darker here than in most other versions. Features new music tracks (and other background audio effects), not used in the PC games. Some features appear in this game that appear in no other Doom or Doom II game, including horizontally-sliding surfaces, wall-mounted monitors that can be used to view distant parts of the map, automated traps that launch projectiles, etc. Doom 64 features a new "Boss" monster (referred to in the game as the "Mother of all Demons") which is not found in any other Doom game. The Spider Mastermind monster found in most other Doom games is not included. Another version of the Imp appears in this game: the "Nightmare Imp", which is semi-translucent, darker, and faster than the normal Imp, and launches high-velocity fireballs. Arachnotrons fire twin, side-by-side plasma bursts (versus single-stream bursts in all other games). Pain Elemental monsters can release 2 Lost Souls at a time (versus a maximum of 1 at a time in all other games). Lost Souls are semi-translucent in this game, and tend to attack more quickly than their counterparts in other games. In Doom 64, Baron-Of-Hell projectiles can injure Hell Knights, and vice-versa (in other Doom/Doom II games, both projectiles are harmless to both monsters). The "Demon" monster (a pink, muscular, hunched-over, biting monster), is referred to as a "Bull Demon" in the manual included with the game. A Spectre Demon is opaque until it discovers a player character, whereupon it becomes translucent. If a translucent Spectre Demon is killed, its body becomes opaque. A new laser-type weapon appears in this game, and uses the same "cell" ammunition as a plasma rifle or BFG 9000. Doom 64 includes a unique type of power-up (referred to in this document as a "Demon Artifact") which acts both as an enhancement for the new laser weapon, and as a special key/activator for use within the game's final map level. Demon Artifacts have an appearance somewhat similar to the demon/pentagram graphic which is used both in the game's tally screens and on the cover of the game's manual. When a Demon Artifact is picked up, an icon representing that particular Artifact appears at the lower-right corner of the Automap screen. A double-barrelled "Super Shotgun" (similar to the weapon found in Doom II games) appears in this game. The double-barrelled shotgun and the rocket launcher both have a "kick" when firing, giving a slight backwards push against the player character. In this game, the plasma rifle tends to make a continuous buzzing noise whenever it is selected as the current weapon. In this game, the chain saw has a pair of blades, side by side (versus a single blade in all other Doom games). In all other Doom games, only players and monsters may be teleported from place to place; In Doom 64, other objects (power-ups, weapons, and structures) may also be moved from place to place, or fade in and out of existence. Occasionally monsters will spontaneously "fade in" to a location on the current map (an effect which is similar to teleportation). Game information stored in a password code may be inaccurate (health, armor and ammo level numbers tend to be rounded). Monster and weapon sounds tend to differ from the sounds used in the PC games (in fact most sound effects are identical to those used in the PlayStation (PSX) Doom games, released prior to Doom 64). The sound effect used in PSX Doom for an item re-spawning during a Deathmatch game is used in this game to indicate that a monster or item/object is "fading into" (or "spawning into") a nearby location. In this game, "blurred" objects are translucent and faded, but otherwise maintain their normal colors and surface features (in the PC games, "blurred" objects, when visible, are a translucent gray, with a flat, flowing/scrambled surface). Explosive barrels are not mentioned in the game manual, but do appear in this game, as they do in all other Doom games. The "marine face", seen in the status bar of all other Doom/Doom II games, is not in the status bar in this game. "Secret areas" are usually announced (via on-screen messages) as a player character enters them. While walking/running in Automap mode, the player icon does not turn to change direction; instead, the Automap rotates around the icon, which is always facing north. In this game, the "radiation shield" power-up appears as a green "biohazard" symbol, instead of as the white full-body "radiation suit" seen in all other Doom games. The physical location of an item on a given map can vary with the skill level that the map is played on (for example, the blue keycard in the STAGING AREA map is in an open area when the game is played on skill 1, but is located in a small, closed room on skill 4). Doom 64 uses skill level names unique among console Doom games: "BE GENTLE!", "BRING IT ON!", "I OWN DOOM!", and "WATCH ME DIE!". Some surfaces with 1-way transparency are used in this game (a feature missing from most other non-computer versions). In Doom 64, entering a valid map 1 password, or using a special locked exit on map 32, will reveal a hidden "Features Menu", which allows access to various cheat functions. On occasion, the first-person display will shake as an indication of a major change in the current map level (changes in the map's topography, structures, etc.). When firing a weapon, the first-person view can jump or vibrate with the weapon's recoil. Every 30 seconds of idle time after a player character dies, the game will display one of 12 "taunts" (such as "HAHAHAHA!" or "HAVE YOU HAD ENOUGH?"). Both shotgun types are reloaded without the relatively elaborate reloading animation seen in all other Doom/ Doom II games (however the weapon reloading times remain comparable to those of the other games). In most Doom and Doom II games the plasma rifle is swung up and to the side for a moment at the end of a firing sequence; in this game the weapon always faces forward. o N64 Doom 64 map levels: Map | Map name ----|----------------- ..1.|.STAGING AREA.... ..2.|.THE TERRAFORMER. ..3.|.MAIN ENGINEERING ..4.|.HOLDING AREA.... ..5.|.TECH CENTER..... ..6.|.ALPHA QUADRANT.. ..7.|.RESEARCH LAB.... ..8.|.FINAL OUTPOST... ..9.|.EVEN SIMPLER.... .10.|.THE BLEEDING.... .11.|.TERROR CORE..... .12.|.ALTAR OF PAIN... .13.|.DARK CITADEL.... .14.|.EYE OF THE STORM .15.|.DARK ENTRIES.... .16.|.BLOOD KEEP...... .17.|.WATCH YOUR STEP. .18.|.SPAWNED FEAR.... .19.|.THE SPIRAL...... .20.|.BREAKDOWN....... .21.|.PITFALLS........ .22.|.BURNT OFFERINGS. .23.|.UNHOLY TEMPLE... .24.|.NO ESCAPE....... .25.|.CAT AND MOUSE... .26.|.HARDCORE........ .27.|.PLAYGROUND...... .28.|.THE ABSOLUTION.. .29.|.OUTPOST OMEGA... .30.|.THE LAIR........ .31.|.IN THE VOID..... .32.|.HECTIC.......... ----------------------------------------------------------------------------- Notes: The map levels in Doom 64 match none of those found in any other Doom or Doom II game. 6. ATARI JAGUAR DOOM ==================== o An Atari Jaguar 64-Bit Interactive Multimedia System, equipped with one standard Jaguar controller, was used as the test system for the Atari Jaguar Doom game described in this document. For testing multiplayer games, the system was hooked to an identical system via the Jaglink Interface cable. Multiplayer games were then tested with identical systems hooked together via Catbox interface devices (sold separately by ICD, Inc.). o Pros: 2-player ability (although multiplayer function may be unstable). The first-person view and status bar combination fills the entire display space on the TV/monitor screen. Some controller customizing allowed (Fire button can swap functions with Speed button or Activate button, etc.). Memory built into the game cartridge will automatically store controller configuration settings, the sound volume setting, the current skill level setting, and also stores the map level numbers of all Areas that were successfully conquered (except Area 24). When first starting up the game, a player may choose to start play on any of 23 map levels previously conquered (this is a quick process, as there are no passwords to keep or re-enter), and may choose a different skill level to play it at. During a game in progress, weapons are direct-access. The built-in cheat codes may be entered quickly and easily (for example, an invincibility cheat code is 3 button-presses on the Jaguar, 5 on the PC, 10 on the PlayStation). The Jaguar Doom game comes with a plastic overlay which fits into the top of the game controller, providing labels and weapon icons for the buttons on the controller's keypad. o Cons: Most of the maps in this game are edited/simplified versions of the equivalent PC Doom 1 maps. Games in progress cannot be saved (but a player may start a new game on any of 23 map levels previously conquered). As stated in the game manual, occasional "Network Errors" can occur during Deathmatch and Cooperative games, causing a game in progress to suddenly start over again on the current map. Only 7 monster types in the game (tying with the Sega 32X and GBA Doom 1 games for least variety). No Spectre Demon. No Cyberdemon or Spider Mastermind monsters. No Blur Artifacts. No light-amplification visors. No crushing ceilings. No music during gameplay. Somewhat lower graphics resolution or quality than some other large-screen console Doom versions. The status bar can only display the ammo level of the currently selected weapon (in the PC, GBA and Xbox games, all ammo levels for all weapons can be displayed at all times). o Miscellaneous: Port by id Software. Cartridge format. 24 map levels, 2 of which are not found in PC Doom games. Adequate graphics resolution and quality. Gameplay speed is adequate, but can be somewhat slower than a PC Doom game played on a modern computer. This game's mapset, in whole or in part, also appears in the PlayStation, Saturn, 3DO, Sega 32X and GBA Doom 1 games or Episodes. Rocket and barrel explosions can penetrate solid walls and doors (allowing a player to kill some enemies without ever directly encountering them). Health potions and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1% in the PC games). Picking up an Invulnerability Artifact tints the screen bluish-pink, as opposed to the white-out effect seen in many other versions. In 2-player games, both player characters wear a green uniform. In Deathmatch games, the Frag counts for both players are displayed in each player's status bar. Corrosive floors (slime, etc.) will decrease a player's health quickly (faster in this version of Doom than in most other versions running at a comparable skill level). When the "Happy Ammo" cheat code is used, the player attains an ammo level of 500 rounds for every weapon (versus a specific individual ammo level for each weapon in the PC games). Game manual is written in English, French, German. Game manual states that cartridge memory will not accept more than 100,000 changes to stored information (however this would still allow, for example, 50 changes a day for more than 5 years). o PC Doom/Ultimate Doom and Atari Jaguar Doom map level comparison: PC DOOM/ULTIMATE DOOM MAPS | JAGUAR DOOM MAPS ---------------------------|-------------------------- MAP : MAP NAME(S) | MAP : MAP NAME -----:---------------------|-----:-------------------- E1M1.:.HANGAR..............|..1..:.HANGAR............. E1M2.:.NUCLEAR PLANT.......|..2..:.PLANT.............. E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY..... E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL.... E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB......... E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING. E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION... E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY..... E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE...... -----:---------------------|-----:-------------------- E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY..... E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA... E2M3.:.REFINERY............|.11..:.REFINERY........... E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB......... E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER..... E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS...... E2M8.:.TOWER OF BABEL......|.....:.................... E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................ -----:---------------------|-----:-------------------- E3M1.:.HELL KEEP...........|.....:.................... E3M2.:.SLOUGH OF DESPAIR...|.....:.................... E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........ E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN...... E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL... E3M6.:.MT. EREBUS..........|.21..:.MT EREBUS.......... E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO.............. E3M8.:.DIS.................|.....:.................... E3M9.:.WARRENS.............|.....:.................... -----:---------------------|-----:-------------------- .....:.....................|.16..:.TOWER OF BABEL..... .....:.....................|.17..:.HELL KEEP.......... ----------------------------------------------------------------------------- Notes: Map equivalency is based on general map layouts, not map names. The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. The Jaguar "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No Jaguar equivalent exists for the PC "DIS" map. The Jaguar "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map. (It does, however, match the "TOWER OF BABEL" map in the 3DO and GBA Doom 1 games, and the "HELL GATE" map in the PSX and Saturn games.) The Jaguar "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does, however, match an equivalent map in the PSX, Saturn, 3DO and GBA Doom 1 games.) 7. 3DO (PANASONIC AND OTHERS) DOOM ================================== o A Panasonic REAL 3DO Interactive Multiplayer, model FZ-1, equipped with one standard Panasonic 3DO controller (model FZ-JP1X), was used as the test system for the 3DO Doom game described in this document. o Pros: Some controller customizing allowed (Fire button can swap functions with Speed button or Activate button, etc.). Ability to choose between 4 window sizes (or 6, when using a cheat code) for the first-person view. 3DO system memory automatically stores controller configuration settings, the sound volume setting, the current skill level setting, the selected window size for the first-person view, and also stores the map level numbers of all Areas that were successfully conquered (except Area 24). When first starting up the game, a player may choose to start play on any of 23 map levels previously conquered (this is a quick process, as there are no passwords to keep or re-enter), and may choose a different skill level to play it at. o Cons: Games in progress cannot be saved (but a player may start a new game on any of 23 map levels previously conquered). No multiplayer ability. Overall game animation speed can be choppy, with frequent micro-pauses to access the CD, and animation noticeably slows down and speeds up with variances in the number of on-screen textures and sprites. This game uses the Jaguar Doom mapset (most of the maps in Atari Jaguar Doom are edited/simplified versions of the original PC Doom maps), and includes no other maps. No Cyberdemon or Spider Mastermind monsters. No light-amplification visors. No crushing ceilings. Weapons are cyclic-access only. First-person view does not fill the entire space above the status bar. Game does not utilize all available display space on the TV/monitor screen. The status bar can only display the ammo level of the currently selected weapon (in the PC, GBA and Xbox games, all ammo levels for all weapons can be displayed at all times). o Miscellaneous: Port by Logicware and Art Data Interactive, Inc. CD format. 24 map levels, 2 of which are not found in PC Doom games. Decent graphics resolution and quality. Gameplay speed, overall, is below the average speed of most other Doom games. Features many of the music tracks from PC Doom, re-mastered with new and more distinctive instrumentation. A built-in cheat code allows the first-person view window to be expanded two more times beyond the default maximum size (however, larger windows further slow down the game). The game box for 3DO Doom advertises "full screen display", and the first-person view is indeed maximized within a window; but the window itself (when expanded to any size) is always bordered by static artwork. Rocket and barrel explosions can penetrate solid walls and doors (allowing a player to kill some monsters without ever directly encountering them). Health potions and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1% in the PC games). In this game, "blurred" objects are a translucent gray, with a plain, flat surface (in the PC games, "blurred" objects, when visible, are a translucent gray, with a flat, flowing/scrambled surface). If the "Map All Things" cheat code is used, monster orientations are not indicated, as they are in all other game versions that support this cheat code; All object indicators point in the same direction. The "marine face" in the status bar always explodes when the player character dies. Music from the first map level accompanies the tally screens. No "Attract mode"; no demo games. When the "Happy Ammo" cheat code is used, the player attains an ammo level of 500 rounds for every weapon (versus a specific individual ammo level for each weapon in the PC games). o PC Doom/Ultimate Doom and 3DO Doom map level comparison: PC DOOM/ULTIMATE DOOM MAPS | 3DO DOOM MAPS ---------------------------|-------------------------- MAP : MAP NAME(S) | MAP : MAP NAME -----:---------------------|-----:-------------------- E1M1.:.HANGAR..............|..1..:.HANGAR............. E1M2.:.NUCLEAR PLANT.......|..2..:.NUCLEAR PLANT...... E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY..... E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL.... E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB......... E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING. E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION... E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY..... E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE...... -----:---------------------|-----:-------------------- E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY..... E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA... E2M3.:.REFINERY............|.11..:.REFINERY........... E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB......... E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER..... E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS...... E2M8.:.TOWER OF BABEL......|.....:.................... E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................ -----:---------------------|-----:-------------------- E3M1.:.HELL KEEP...........|.....:.................... E3M2.:.SLOUGH OF DESPAIR...|.....:.................... E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........ E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN...... E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL... E3M6.:.MT. EREBUS..........|.21..:.MT. EREBUS......... E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO.............. E3M8.:.DIS.................|.....:.................... E3M9.:.WARRENS.............|.....:.................... -----:---------------------|-----:-------------------- .....:.....................|.16..:.TOWER OF BABEL..... .....:.....................|.17..:.HELL KEEP.......... ----------------------------------------------------------------------------- Notes: Map equivalency is based on general map layouts, not map names. The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. The 3DO "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No 3DO equivalent exists for the PC "DIS" map. The 3DO "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map. (It does, however, match the "TOWER OF BABEL" map in the Jaguar and GBA Doom 1 games, and the "HELL GATE" map in the PSX and Saturn games.) The 3DO "HELL KEEP" map does not match the PC "HELL KEEP" map. (It does, however, match an equivalent map in the PSX, Saturn, Jaguar and GBA Doom 1 games.) 8. SUPER NINTENDO DOOM ====================== o A Super NES Control Deck, model SNS-001, equipped with one standard Super NES controller (model SNS-005), was used as the test system for the SNES Doom game described in this document. For testing multiplayer games, the system was connected to various similar systems via the X Band network, using a Catapult X Band modem device (model 00100). o Pros: The basic map layouts tend to match the equivalent PC-Doom 1 maps with above-average accuracy (higher accuracy, overall, than is found in almost all other console versions). Simplified-Deathmatch ability via X Band Network connection. SNES Doom includes both the Spider Mastermind and Cyberdemon monsters from the original PC games (one or both of these are missing from GBA Doom 1 and some large-format console versions). The Automap is actively updated at all times, whether displayed or not (in most other Doom/Doom II games, the Automap will not update while displayed). A player character with 200% health will not automatically pick up a Soul Sphere on contact (in most other Doom and Doom II games, a Soul Sphere is always picked up on contact). Weapon choices can be cycled while the game is paused. o Cons: Games in progress cannot be saved. Comparatively low-resolution graphics (most noticeable with distant objects); lowest overall resolution of all large-screen Doom games. Cannot play Episodes 2 or 3 using low skill levels. For multiplayer games, a separately-sold "X Band" modem device, and a subscription to the X Band Network, is/was required for each player's game system. Cooperative games are not supported. Deathmatch games are scaled down in this version (no sound effects, items do not re-spawn, an enemy player character simply disappears from the Area when killed, exiting a map level displays the main menu, where both players must select which map to restart the game on, and weapons, ammo, etc., cannot be carried between map levels). Most vertical surfaces tend to be somewhat "sticky", occasionally slowing or halting the player character on contact. Shotguns or ammo clips dropped by killed enemies do not appear on the floor/ground. 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). Newly acquired weapons or ammo items contain a standard amount of ammunition at all skill levels (in the PC games, the standard amount of ammo for each item is doubled when playing at the lowest or highest skill levels). No controller customizing allowed. Weapons are cyclic-access only (although weapons may be cycled while the game is paused), and weapon choices can only cycle in one direction. No real textures for ceilings or floors (including corrosives and teleporters). Monsters can only display a front side. No Spectre Demon. Cannot save game configuration settings. Game does not utilize all available display space on the TV/monitor screen. Sounds from events at medium or long ranges may be truncated, or may not be heard. Although monsters can hurt each other, they cannot deliberately fight each other. No screen-flash warning as an Invulnerability Artifact or radiation suit begins to wear out. When the player character is attacked, the "marine face" in the status bar does not indicate direction of attack (as it does in other Doom games). Unlike other versions, pivoting and strafing functions are mutually exclusive. The status bar can only display the ammo level of the currently selected weapon (in the PC, GBA and Xbox games, all ammo levels for all weapons can be displayed at all times). o Miscellaneous: Port by Sculptured Software, Inc. Cartridge format. 22 map levels, all of which are found in PC Doom 1. Gameplay speed is adequate, but can be slower than a PC Doom game played on a modern computer. No "Attract mode"; no demo games. A bug in the game can allow 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 are easier to kill than their counterparts in other versions of the game. When cycling through weapons, the chain saw weapon slot is located between the shotgun and chaingun (in PC Doom the fist and chain saw share slot 1). Unlike other Doom games, Blur Artifacts in SNES Doom can render the player undetectable to "waiting" monsters at medium or long range; A monster that detects a player at short range can even return to "wait" mode if the player moves away. 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. Compared to other Doom games, many sound effects in SNES Doom are mismatched with their events, or are used for multiple events (for example, a monster's "alert sound" can also be used for it's "growl" sound while patrolling). Some action sequences (such as monster deaths, explosions, etc.) use fewer frames of animation than the equivalent sequences in other Doom games. No exploding-monster effect (usually seen in PC Doom games when, for example, an Imp or Former Human is hit by a rocket). Teleportation is instantaneous, without the motion-damping effect seen in other versions. No "green spark" effect when a player or monster goes through a teleporter. Impacts of bullets or shotgun pellets on walls are not visible. No panels or switches are activated by projectile impacts, as they are in other versions. An Artifact or power-up can be picked up when the player walks over it, but can also be picked up if the player is jumping (running) through the airspace above it. A weapon icon appears in the player's status bar to show which weapon is currently held. Monster projectiles may affect monsters in ways contrary to what is seen in other Doom or Doom II games (a Cacodemon's projectiles can injure other Cacodemons, a Cyberdemon can be damaged by its own rockets, etc.). Unlike other Doom games, a Cyberdemon in SNES Doom will use a "scratch" attack at close range (although the normal rocket-firing animation is displayed). The Cyberdemon tends to fire 2 rockets in a row, versus 3 in a row in all other versions. Cyberdemon rockets appear to fly backwards. A player's chaingun fires fewer bullets than what is indicated by the firing sound. In SNES Doom a minimal burst of chaingun fire is typically 1 bullet (with 2 reports) versus 2 bullets in most other Doom games. The plasma rifle fires its projectiles at a lower rate than in most other Doom games. A BFG 9000 will use up to 40 energy cells per shot, but can be fired when less than 40 cells remain (most Doom/Doom II games always require a minimum of 40 cells). Some projectiles move at faster speeds than in other Doom games. In most other Doom games an elevator/lift will automatically reverse if a player/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. Crushing ceilings may not cycle upwards while a player/monster is being crushed (unlike certain crushing ceiling types in PC Doom/Doom II). Some secret doors/panels are better camouflaged in this game than in PC Doom. Players and monsters do not move laterally as a result of impacts or nearby explosions, as they do in 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 art is omitted from some other non-computer Doom versions). After a player finishes Episode 2, an Episode-3 game begins automatically. Maps in Episode 3 use the same sky/background used in Episode 2 (PC Doom uses a "Hell" sky/background for Episode-3 maps). No scrolling/sliding textures, as are found in other Doom games. No built-in volume controls (but music and sound effects can be switched on/off separately). Most of the original PC Doom story text appears in this game. Both armor-vest types are referred to as "MEGAARMOR" (in other games this term is used only for the blue 200%-armor vest). No built-in cheat codes. o PC Doom/Ultimate Doom and SNES Doom map level comparison: PC DOOM/ULTIMATE DOOM MAPS | SNES DOOM MAPS ---------------------------|--------------------------- MAP : MAP NAME(S) | MAP : MAP NAME -----:---------------------|------:-------------------- E1M1.:.HANGAR..............|.E1M1.:.HANGAR............. E1M2.:.NUCLEAR PLANT.......|.E1M2.:.NUCLEAR PLANT...... E1M3.:.TOXIN REFINERY......|.E1M3.:.TOXIN REFINERY..... E1M4.:.COMMAND CONTROL.....|.E1M4.:.COMMAND CONTROL.... E1M5.:.PHOBOS LAB..........|.E1M5.:.PHOBOS LAB......... E1M6.:.CENTRAL PROCESSING..|......:.................... E1M7.:.COMPUTER STATION....|.E1M6.:.COMPUTER STATION... E1M8.:.PHOBOS ANOMALY......|.E1M7.:.PHOBOS ANOMALY..... E1M9.:.MILITARY BASE.......|.E1M8.:.MILITARY BASE...... -----:---------------------|------:-------------------- E2M1.:.DEIMOS ANOMALY......|.E2M1.:.DEIMOS ANOMALY..... E2M2.:.CONTAINMENT AREA....|......:.................... E2M3.:.REFINERY............|.E2M2.:.REFINERY........... E2M4.:.DEIMOS LAB..........|.E2M3.:.DEIMOS LAB......... E2M5.:.COMMAND CENTER......|......:.................... E2M6.:.HALLS OF THE DAMNED.|.E2M4.:.HALLS OF THE DAMNED E2M7.:.SPAWNING VATS.......|......:.................... E2M8.:.TOWER OF BABEL......|.E2M5.:.TOWER OF BABEL..... E2M9.:.FORTRESS OF MYSTERY.|.E2M6.:.FORTRESS OF MYSTERY -----:---------------------|------:-------------------- E3M1.:.HELL KEEP...........|.E3M1.:.HELL KEEP.......... E3M2.:.SLOUGH OF DESPAIR...|.E3M2.:.SLOUGH OF DESPAIR.. E3M3.:.PANDEMONIUM.........|.E3M3.:.PANDEMONIUM........ E3M4.:.HOUSE OF PAIN.......|.E3M4.:.HOUSE OF PAIN...... E3M5.:.UNHOLY CATHEDRAL....|......:.................... E3M6.:.MT. EREBUS..........|.E3M5.:.MT. EREBUS......... E3M7.:.GATE TO LIMBO/LIMBO.|.E3M6.:.LIMBO.............. E3M8.:.DIS.................|.E3M7.:.DIS................ E3M9.:.WARRENS.............|.E3M8.:.WARRENS............ ----------------------------------------------------------------------------- Notes: The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. The "E#M#" designators used here for SNES Doom maps are for reference only, and are not displayed in the actual game. 9. SEGA GENESIS 32X DOOM ======================== o A Sega Genesis System Console, model 1601, equipped with one standard Sega Genesis "6-button" controller (model MK-1653), and one Sega Genesis 32X module (model MK-84000A), was used as the test system for the Sega 32X Doom game described in this document. o Pros: Player can always start a game on any of 15 map levels. The Automap is actively updated at all times, whether displayed or not (in most other Doom/ Doom II games, the Automap will not update while displayed). Some controller customizing allowed (Fire button can swap functions with Speed button or Activate button, etc.). With a "6-button" controller attached, weapons can be accessed directly, or weapon choices can be cycled in both directions. o Cons: Requires both a Sega Genesis system and the "32X" expansion module. This version has the least map levels of all Doom games, and most of the maps are edited/simplified versions of the original PC Doom 1 maps. Games in progress cannot be saved (but a player may always start a new game on any of 15 maps). No multiplayer ability. No BFG 9000 weapon available without using a cheat code. Monsters can only display a front side (despite the fact that screen shots on the game box and the 32X module box show side views of monsters). Only 7 monster types in the game (tying with the Jaguar and GBA Doom 1 games for least variety). No Spectre Demon. No Cyberdemon or Spider Mastermind monsters. No Blur Artifacts. No light-amplification visors. No crushing ceilings. With a standard Sega "3-button" controller, weapons are cyclic-access only, and weapon choices can be cycled in only one direction. Cannot save game configuration settings. First-person view does not fill the entire space above the status bar, and game does not utilize all available display space on the TV/monitor screen. Although monsters can hurt each other, they cannot deliberately fight each other. Some rooms on some maps are inaccessible. The few built-in cheat codes can be difficult to implement (the code button combinations may have to be pressed several times before a code will take effect). The use of cheat codes can prevent access to some maps, and also prevents the game's full ending sequence from being shown. The status bar can only display the ammo level of the currently selected weapon (in the PC, GBA and Xbox Doom games, all ammo levels for all weapons can be displayed at all times). Infrequent, brief flashes of graphics "noise" may sometimes appear across the first-person view or Automap screen. o Miscellaneous: Port by id Software. Cartridge format. 17 map levels, all of which are found in PC Doom games. Decent graphics resolution and quality. Gameplay speed is adequate, but can be somewhat slower than a PC Doom game played on a modern computer. Maps 16 and 17 can only be accessed if the game was started on map 1, and if cheat codes were not used during the game. In order to see the game's entire ending sequence, a player must start on map level 1 and play the game all the way through without using cheat codes (a game won any other way will result in the credits being shown, and then the game simply halts with a plain textured screen and a "DOS prompt"). Contrary to what is stated in the game manual, a player cannot enter map 1 from map 15; map-level sequence does not "wrap around". Rocket and barrel explosions can penetrate solid walls and doors (allowing a player to kill some monsters without ever directly encountering them). Health potions and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1% in the PC games). Picking up an Invulnerability Artifact causes a drop in graphics chroma, as opposed to the white-out effect seen in many other versions. Picking up a Berserk Pack causes a relatively bright, sustained flash of red, which may be mistaken for the effect seen when the player character takes sudden, heavy damage. The shotgun-loading sound is played (sometimes at very low volume) for a teleportation event, instead of the teleport sound heard in most other versions. Map level names are not used, only map numbers. Map numbers are only indicated in the tally screens, not while playing a map level. In the Automap, the player icon (an arrow) looks like the one used in the PC games, as opposed to the green triangle used in most other 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 by the player appear to fly backwards (the nose of the rocket faces the player as the rocket moves away). All monsters, items and Artifacts located in very dark areas remain well lit at all times. Not all teleporters function (but all important ones do). Because graphics are only provided to show the front side of objects, some monsters in "wait" mode may seem blind when a player approaches them from behind (a monster will always appear to look at a player even when it is not actually facing toward the player). When the "Happy Ammo" cheat code is used, the player attains an ammo level of 500 rounds for every weapon (versus a specific individual ammo level for each weapon in the PC games). o PC Doom/Ultimate Doom and Sega Genesis 32X Doom map level comparison: PC DOOM/ULTIMATE DOOM MAPS | SEGA 32X DOOM MAPS ---------------------------|-------------------------- MAP : MAP NAME(S) | MAP : MAP NAME REFERENCE -----:---------------------|-----:-------------------- E1M1.:.HANGAR..............|..1..:.Hangar............. E1M2.:.NUCLEAR PLANT.......|..2..:.Nuclear Plant...... E1M3.:.TOXIN REFINERY......|..3..:.Toxin Refinery..... E1M4.:.COMMAND CONTROL.....|..4..:.Command Control.... E1M5.:.PHOBOS LAB..........|..5..:.Phobos Lab......... E1M6.:.CENTRAL PROCESSING..|..6..:.Central Processing. E1M7.:.COMPUTER STATION....|..7..:.Computer Station... E1M8.:.PHOBOS ANOMALY......|..8..:.Phobos Anomaly..... E1M9.:.MILITARY BASE.......|.17..:.Military Base...... -----:---------------------|-----:-------------------- E2M1.:.DEIMOS ANOMALY......|..9..:.Deimos Anomaly..... E2M2.:.CONTAINMENT AREA....|.10..:.Containment Area... E2M3.:.REFINERY............|.11..:.Refinery........... E2M4.:.DEIMOS LAB..........|.12..:.Deimos Lab......... E2M5.:.COMMAND CENTER......|.13..:.Command Center..... E2M6.:.HALLS OF THE DAMNED.|.14..:.Halls of the Damned E2M7.:.SPAWNING VATS.......|.15..:.Spawning Vats...... E2M8.:.TOWER OF BABEL......|.....:.................... E2M9.:.FORTRESS OF MYSTERY.|.16..:.Fortress of Mystery -----:---------------------|-----:-------------------- E3M1.:.HELL KEEP...........|.....:.................... E3M2.:.SLOUGH OF DESPAIR...|.....:.................... E3M3.:.PANDEMONIUM.........|.....:.................... E3M4.:.HOUSE OF PAIN.......|.....:.................... E3M5.:.UNHOLY CATHEDRAL....|.....:.................... E3M6.:.MT. EREBUS..........|.....:.................... E3M7.:.GATE TO LIMBO/LIMBO.|.....:.................... E3M8.:.DIS.................|.....:.................... E3M9.:.WARRENS.............|.....:.................... ----------------------------------------------------------------------------- Notes: The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. Map level names are not used in Sega 32X Doom. 10. NINTENDO GAME BOY ADVANCE DOOM ================================== o A Nintendo Game Boy Advance, model AGB-001, and a Nintendo Game Boy Advance SP, model AGS-001, were used as test systems for the GBA Doom game described in this document. For testing multiplayer games, these system were connected to identical systems via one or more Nintendo Game Boy Advance Game Link cables (model AGB-005). o Pros: The Game Boy Advance has a built-in screen, battery pack and link port, making GBA Doom more portable than any desktop-PC or console Doom 1 game. Multiplayer link ability, allowing 2 players in Cooperative games, and 2 to 4 players in Deathmatch games. Includes 8 Deathmatch-only bonus maps not found in other commercial Doom games. Some flaws have been corrected in some maps which were copied from earlier console Doom games. Games in progress may be saved to any of 4 save-game slots in the Doom Game Pak, and save-game data includes controller, lighting and audio settings. 2 lighting-style choices, "Dynamic" (normal), and "Static" (low light levels are increased, and lights that normally flash are always on). 6-level "Brightness" adjustment option (somewhat similar to the "Gamma Correction" feature in the PC Doom games), which controls the maximum brightness of both Dynamic and Static lighting modes. Includes an "Autorun" option (player always runs). In the status bar, current ammo levels and ammo limits are always displayed for all weapons (in most other console Doom games, only the currently selected weapon can have an ammo level displayed). Some controller customizing allowed (any of 6 preset button configurations may be selected). o Cons: The original Game Boy Advance does not have any built-in lighting for its screen, which means that GBA Doom can be difficult to view unless the right amount of external light is hitting the screen at the right angle at all times (a later model of the GBA, the GBA SP, does have built-in screen lighting). Saved games may occasionally become corrupted, and fail to reload correctly. Cooperative games have a 2-player limit, even when 3 or more GBAs are linked. This game uses a slightly modified version of the Jaguar Doom mapset (most of the maps in Atari Jaguar Doom are edited/simplified versions of the original PC Doom maps), and includes no other single-player maps. The player character can potentially become trapped behind a wall or barrier on certain maps. Only 7 monster types in the game (tying with the Jaguar and Sega 32X games for least variety). No Spectre Demon. No Cyberdemon or Spider Mastermind monsters. No Blur Artifacts. No light-amplification visors. No crushing ceilings. Weapons are cyclic-access only. In some of the preset button configurations weapon-swapping can be awkward, and weapon changes can occur unintentionally when performing certain maneuvers. Some rooms in some map levels are inaccessible. The sound effect used to indicate a player taking damage is also mistakenly used whenever a player lands unhurt after falling a short distance. Frag counts for players in Deathmatch games are only displayed in the Automap view. No tally screen is displayed, and no opportunity to save the game is given, when a player goes through the exit to the "MILITARY BASE" map level. o Miscellaneous: Port by David A. Palmer Productions. Cartridge format. 32 map levels, 10 of which are not found in PC Doom games. Decent graphics resolution and quality for the GBA screen. Gameplay speed is adequate, but can be somewhat slower than a PC Doom game played on a modern computer. The game's overall speed can be affected by the built-in lighting options, where Dynamic Lighting may lower the framerate, and Static Lighting may raise it. No "Attract mode"; no demo games. No "Ultra-Violence" skill setting; the highest skill is "Nightmare". Player can select the fist weapon at any time, whether or not a chain saw or Berserk Pack has been acquired. When monsters or players are killed, their corpses disappear after a brief delay. Monster and player blood is green instead of red. All monsters, items and Artifacts located in very dark areas remain well lit at all times. Sounds produced by distant events may be played at an undiminished volume, and/or may penetrate walls or areas that are "soundproof" in other Doom games. When a pink Demon is killed, it makes the same sound as a dying Imp (in most other Doom games, Imps and Demons will make separate sounds). No exploding-monster effect (usually seen in PC Doom games when, for example, an Imp or Former Human is hit by a rocket). Rocket and barrel explosions can penetrate solid walls and doors (allowing a player to kill some enemies without directly encountering them). Teleportation is almost instantaneous, without the motion-damping effect seen in most other versions. In a reversal of the Automap colors used in most other Doom games, GBA Doom's Automap displays "viewed" surfaces as gray lines, while "unseen" surfaces (added to the Automap when a Computer Area Map item is acquired) are displayed in red. The Automap screen allows 5 preset zoom levels. Health potions and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1% in the PC games). Picking up an Invulnerability Artifact tints the screen blue, as opposed to the white-out effect seen in many other Doom versions. In this game, muzzle flashes from player weapons do not brighten nearby surfaces, as they do in other Doom games. Unlike most other Doom games, Lost Souls are calculated in the Kills score displayed in the tally screens. The tally screen shows both the time spent on the map, and the map's Par Time. Phobos/Deimos/Hell landscapes are used as the background for the tally screens between map levels, showing the player's progress through the various stages of each Episode (this art is omitted from some other non-computer Doom versions). The "YOU ARE HERE" indicators in the tally/landscape screens do not always point to the correct locations. When the "Happy Ammo" cheat code is used, the player attains an ammo level of 500 rounds for every weapon (versus a specific individual ammo level for each weapon in the PC games). In this game the player's fist makes an impact noise when striking a wall or other inanimate object (in most other versions, fist impacts against inanimate objects are silent). o PC Doom/Ultimate Doom and GBA Doom map level comparison: PC DOOM/ULTIMATE DOOM MAPS | GBA DOOM MAPS ---------------------------|-------------------------- MAP : MAP NAME(S) | MAP : MAP NAME -----:---------------------|-----:-------------------- E1M1.:.HANGAR..............|..1..:.HANGAR............. E1M2.:.NUCLEAR PLANT.......|..2..:.NUCLEAR PLANT...... E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY..... E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL.... E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB......... E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING. E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION... E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY..... E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE...... -----:---------------------|-----:-------------------- E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY..... E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA... E2M3.:.REFINERY............|.11..:.REFINERY........... E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB......... E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER..... E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS...... E2M8.:.TOWER OF BABEL......|.....:.................... E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................ -----:---------------------|-----:-------------------- E3M1.:.HELL KEEP...........|.....:.................... E3M2.:.SLOUGH OF DESPAIR...|.....:.................... E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........ E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN...... E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL... E3M6.:.MT. EREBUS..........|.21..:.MOUNT EREBUS....... E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO.............. E3M8.:.DIS.................|.....:.................... E3M9.:.WARRENS.............|.....:.................... -----:---------------------|-----:-------------------- .....:.....................|.16..:.TOWER OF BABEL..... .....:.....................|.17..:.HELL'S KEEP........ .....:.....................|.25..:.DM1................ .....:.....................|.26..:.DM2................ .....:.....................|.27..:.DM3................ .....:.....................|.28..:.DM4................ .....:.....................|.29..:.DM5................ .....:.....................|.30..:.DM6................ .....:.....................|.31..:.DM7................ .....:.....................|.32..:.DM8................ ----------------------------------------------------------------------------- Notes: Map equivalency is based on general map layouts, not map names. The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. The GBA "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No GBA equivalent exists for the PC "DIS" map. The GBA "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map. (It does, however, match the "TOWER OF BABEL" map in the Jaguar and 3DO games, and the "HELL GATE" map in the PSX and Saturn games.) The GBA "HELL'S KEEP" map does not match the PC "HELL KEEP" map. (It does, however, match an equivalent map in the PSX, Saturn, Jaguar and 3DO games.) GBA Doom maps 25 through 32 are only accessible in Deathmatch games. 11. NINTENDO GAME BOY ADVANCE DOOM II ===================================== o A Nintendo Game Boy Advance, model AGB-001, and a Nintendo Game Boy Advance SP, model AGS-001, were used as the test systems for the GBA Doom II game described in this document. For testing multiplayer games, these system were connected to identical systems via one or more Nintendo Game Boy Advance Game Link cables (model AGB-005). o Pros: The Game Boy Advance has a built-in screen, battery pack and link port, making GBA Doom II more portable than any desktop-PC or console Doom II game. GBA Doom II features more maps and monster types than the "DOOM II" Episodes of PlayStation Doom or Saturn Doom. Multiplayer link ability, allowing 2 players in Cooperative games, and 2 to 4 players in Deathmatch games. Games in progress may be saved to any of 4 save-game slots in the Doom II Game Pak, and game data includes controller, lighting and audio settings. Includes a 6-level "Gamma" adjustment option to control the overall brightness of the game screen. Controller customizing includes 4 preset button configurations, a 5-level "Sensitivity" adjustment option to control the player character's pivoting speed, and an "Always Run" option (player always runs). In the status bar, current ammo levels and ammo limits are always displayed for all weapons (in most console Doom games, only the currently selected weapon can have an ammo level displayed). The "Happy Ammo" cheat code provides a backpack (in most other Doom games, a backpack is not provided, or a player's existing backpack is removed). o Cons: The original Game Boy Advance does not have any built-in lighting for its screen, which means that GBA Doom II can be difficult to view unless the right amount of external light is hitting the screen at the right angle at all times (a later model of the GBA, the GBA SP, does have built-in screen lighting). On rare occasions the game may freeze, and the Game Boy Advance must be powered down and restarted. Cooperative games have a 2-player limit, even when 3 or more GBAs are linked. Occasionally a player weapon fired at a close target will auto-aim towards the ceiling/sky or floor/ground. In some of the preset button configurations, weapon-swapping can be awkward, and weapon changes may occur unintentionally when performing certain maneuvers. Weapons are cyclic-access only. The auto-aim ability of monsters can remain unaffected when the player picks up a Blur Artifact. Damage to a player's armor may not always be accurately represented in the status bar display. The scoring system for "Kills" is inaccurate under certain conditions (for example, unlike the PC games GBA Doom II counts Lost Souls as score-affecting enemies, yet does not actually give credit to the player for killing them). Frag counts for players in Deathmatch games are only displayed in the Automap view. When the player character is attacked, the "marine face" in the status bar does not indicate direction of attack (as it does in other Doom games). Unlike the PC games, a player's running speed is slower in reverse than when moving forward. o Miscellaneous: Port by Torus Games. Cartridge format. 34 map levels, all of which (in whole or in part) are found in PC Doom II: Hell on Earth. Decent graphics resolution and quality for the GBA screen. Overall gameplay speed is adequate, but is somewhat slower than a PC Doom II game played on a modern computer. No "Attract mode"; no demo games. No "Ultra-Violence" skill setting; the highest skill is "Nightmare!". GBA Doom II maps reflect some features found in maps from older versions of PC Doom II (currently the latest version of PC Doom II is v1.9). In this game some maps have minor alterations, such as elevators replacing stairs, and strategically placed walls/barriers or deleted windows, in order to reduce the maximum number of objects that need to be drawn at any given time. Some maps in this game have major alterations, such as deleted buildings; however in general there are fewer large omissions than in many other console/handheld Doom games. The PC Doom II maps INDUSTRIAL ZONE and THE CHASM are each split into 2 "half" maps in this game. When computing collision detection in this game, most of the non-structural objects have a comparatively narrow diameter, which can allow some objects (such as players and/or monsters) to move very close together, or to push past one another, where they could not in PC Doom II. Unlike most other Doom games, the monsters in this game cannot open doors. Monsters and players may occasionally cross above/below one another (a player can even stand on top of a monster, which is something that does not occur in other commercial Doom games). Some monsters on some map levels are "blind" or "deaf" where equivalent PC Doom II monsters are not. A monster's "sensory range" is foreshortened in this game (monsters cannot see or hear as far as they can in PC Doom II or most other Doom games). An active monster may halt in place if enough distance accrues between the player and monster. Monsters can remain inactive even while being attacked by a player at long distances. When monsters are killed, their corpses will flicker and disappear after a brief delay. Arch-Viles may resurrect killed monsters even after the monster corpses have disappeared. Mancubus monsters are not able to aim vertically, and will always launch their fireballs in a wide, predetermined pattern. Revenants will only fire homing missiles, which are smokeless (in PC Doom II, Revenants can fire 2 missile types: a smoking homing missile, and a smokeless non-homing missile). Unlike most other Doom games, monsters such as Imps or Demons cannot scratch or bite a player from very high/low adjacent areas. Floating/flying monsters may not always change altitude to attack a target, or may fail to rise again after dropping in pursuit of a target. Monsters may continue to try to attack killed players. Some monster sound effects are missing, including the standard walking sound effects for Arachnotrons and Cyberdemons. Common bullet-firing sounds are used when the Chaingunner enemy fires (in PC Doom II, a shotgun sound is used). The sounds used during an Arch-Vile attack are reversed from sounds used in PC Doom II (in this game, the "boom" sound of a completed attack precedes the "burning" sound of an attack in progress). Some player/monster weapons have slightly modified firing strengths or rates. Weapons tend to have less horizontal auto-aiming ability, and some projectiles are "narrower", than their counterparts in PC Doom II. In GBA Doom II, a minimal burst of chaingun fire is typically 1 bullet, versus 2 bullets in most other Doom games. The function of the BFG 9000 is somewhat different here than in most other Doom games (the weapon's secondary-attack pattern and range has been altered). Bullet and shotgun pellet impact patterns differ somewhat from those in other versions. Monster blood is green instead of red. Player characters do not bleed when injured; their blood-spatter sprites are replaced here by "bullet puffs" (small gray sprites used for bullet or shotgun pellet impacts on solid surfaces). No exploding-monster effect (usually seen in PC Doom games when, for example, an Imp or Former Human is hit by a rocket). Rocket explosions and plasma bursts can trigger impact-activated switches (in most other Doom/Doom II games these projectiles will not affect switches). Unlike other Doom games, close-range explosions caused by player rockets will not push against the player. In this game muzzle flashes from player weapons do not brighten nearby surfaces, as they do in other Doom/Doom II games. Unlike the PC Doom games, players can change lateral direction and speed while falling/moving through the air. Hitting the Activate/Use button can still trigger the "grunt" sound effect, even when the player character is nowhere near a wall, switch, or door. Certain messages in this game, such as "Find the switch to open this door", do not appear in other Doom games. Some surfaces with 1-way transparency are used in this game (a feature missing from most other non-computer versions). "Secret areas" are usually announced (via on-screen messages) as a player character enters them. Monsters which are killed by other monsters are not included when calculating the Kills score (in all other Doom games, monster deaths are attributed to players regardless of how the kill occurred). Newly acquired weapons or ammo items contain a doubled amount of ammunition at all skill levels (in the PC games, the standard amount of ammo for each item is doubled when playing at the lowest or highest skill levels). In GBA Doom II, almost all retrievable items on a given map level are tallied in the Items score (in most other Doom/Doom II games many retrievable item types are not tallied). Unlike PC Doom games, a player may pick up more than one Computer Map item. The tally screen shows both the time spent on the map, and the map's Par Time. All major items and power-ups will re-spawn in Deathmatch, including Invulnerability Spheres, Blur Artifacts and Megaspheres (in PC Doom games, not all item types will re-spawn). Some symbols and images from the secret maps in PC Doom II are altered in the equivalent GBA Doom II maps. Objects suspended from ceilings (bodies or body parts on chains, etc.) do not appear, as they do in the equivalent PC Doom II maps. In most Doom/Doom II games the plasma rifle is swung up and to the side for a moment at the end of a firing sequence; in this game the weapon always faces forward. Some item names are misspelled (MEDIKIT spelled MEDKIT), or are spelled differently in different places (ARMOR/ARMOUR). o PC Doom II (Doom 2: Hell on Earth) and GBA Doom II map level comparison: PC DOOM II MAPS | GBA DOOM II MAPS --------------------------|-------------------------- MAP : MAP NAME(S) | MAP : MAP NAME ----:---------------------|-----:-------------------- ..1.:.ENTRYWAY............|..1..:.ENTRYWAY........... ..2.:.UNDERHALLS..........|..2..:.UNDERHALLS......... ..3.:.THE GANTLET.........|..3..:.THE GANTLET........ ..4.:.THE FOCUS...........|..4..:.THE FOCUS.......... ..5.:.THE WASTE TUNNELS...|..5..:.THE WASTE TUNNELS.. ..6.:.THE CRUSHER.........|..6..:.THE CRUSHER........ ..7.:.DEAD SIMPLE.........|..7..:.DEAD SIMPLE........ ..8.:.TRICKS AND TRAPS....|..8..:.TRICKS AND TRAPS... ..9.:.THE PIT.............|..9..:.THE PIT............ .10.:.REFUELING BASE......|.10..:.REFUELING BASE..... .11.:.CIRCLE OF DEATH.....|.11..:.'O' OF DESTRUCTION. .12.:.THE FACTORY.........|.12..:.THE FACTORY........ .13.:.DOWNTOWN............|.13..:.DOWNTOWN........... .14.:.THE INMOST DENS.....|.14..:.THE INMOST DENS.... .15.:.INDUSTRIAL ZONE.....|.15..:.INDUSTRIAL ZONE: A. .15.:.INDUSTRIAL ZONE.....|.16..:.INDUSTRIAL ZONE: B. .16.:.SUBURBS.............|.17..:.SUBURBS............ .17.:.TENEMENTS...........|.18..:.TENEMENTS.......... .18.:.THE COURTYARD.......|.19..:.THE COURTYARD...... .19.:.THE CITADEL.........|.20..:.THE CITADEL........ .20.:.GOTCHA!.............|.21..:.GOTCHA!............ .21.:.NIRVANA.............|.22..:.NIRVANA............ .22.:.THE CATACOMBS.......|.23..:.THE CATACOMBS...... .23.:.BARRELS O' FUN......|.24..:.BARRELS O' FUN..... .24.:.THE CHASM...........|.25..:.THE CHASM: A....... .24.:.THE CHASM...........|.26..:.THE CHASM: B....... .25.:.BLOODFALLS..........|.27..:.BLOODFALLS......... .26.:.THE ABANDONED MINES.|.28..:.THE ABANDONED MINES .27.:.MONSTER CONDO.......|.29..:.MONSTER CONDO...... .28.:.THE SPIRIT WORLD....|.30..:.THE SPIRIT WORLD... .29.:.THE LIVING END......|.31..:.THE LIVING END..... .30.:.ICON OF SIN.........|.32..:.ICON OF SIN........ .31.:.WOLFENSTEIN.........|.33..:.WOLFENSTEIN........ .32.:.GROSSE..............|.34..:.GROSSE............. ----------------------------------------------------------------------------- Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally screens, and "'O' OF DESTRUCTION!" in the Automap. In GBA Doom II, maps "INDUSTRIAL ZONE" and "THE CHASM" are each split into 2 separate maps (parts "A" and "B"). The map numbers used here for GBA Doom II maps are for reference only, and are not displayed in the game. 12. TAPWAVE ZODIAC DOOM II ========================== o The term "Zodiac" in this document applies to either of 2 similar handheld Tapwave devices: Zodiac 1 and Zodiac 2. o A Tapwave Zodiac 2, model T2907USA ("first edition"), was used as the test system for the Zodiac Doom II game described in this document. o Pros: Zodiac Doom II is a nearly direct copy of the v1.9 PC Doom II game, and so includes all of the original PC maps and monsters, and almost all of the original art, textures, music, etc. This Zodiac game has fewer changes or omissions than GBA Doom II and most other non-computer Doom/Doom II games. Decent gameplay and screen-refresh rate. 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.). Game supports 9 screen sizes, which also allows the first-person view to be expanded to fill the entire screen. Some analog-control customization allowed ("Move sensitivity" and "Turn sensitivity" adjustment options). Includes an "Autorun" option (player always runs). Games played at "Nightmare" skill include re-spawning monsters (a feature otherwise found only in PC, Xbox and Xbox 360 games). o Cons: No multiplayer ability. Although analog-control sensitivity can be adjusted, precise movement of the player character can be difficult to maintain (for example, it can be overly easy to pivot while attempting to move in a straight line). Some infrequently-encountered flaws exist in the original commercial PC Doom II game which were ported unchecked into this game, including a program bug that creates nearly-intangible monsters, and a bug that can allow a player character to become trapped partially inside solid objects when reloading saved games. Save-game files are stored in RAM, and so are preserved only if the RAM remains powered (power is consumed even while the unit is "off"), or the files are manually copied to separate media. Weapons are cyclic-access only, and weapon choices can be cycled in only one direction. Occasional errors occur when cycling through available weapons (weapon cycle may "wrap around" at the wrong point, etc.). Map name/number is not displayed on the Automap screen. o Miscellaneous: Port by MachineWorks NorthWest LLC. Memory-card format (SD type); formerly also available as a direct download from www.tapwave.com. 32 map levels, all of which are found in PC Doom II: Hell on Earth. No "Attract mode"; no demo games. Some sound effects in this game are "pitch shifted" at random, which adds some variety to game sounds (this is a feature found in the earliest PC Doom releases, but later abandoned). Cheat codes are allowed in games played at "Nightmare" skill. A "walk through walls" cheat code is included (a cheat otherwise found only in the original PC games). o PC Doom II (Doom 2: Hell on Earth) and Zodiac Doom II map level comparison: PC DOOM II MAPS | ZODIAC DOOM II MAPS --------------------------|-------------------------- MAP : MAP NAME(S) | MAP : MAP NAME(S) ----:---------------------|-----:-------------------- ..1.:.ENTRYWAY............|..1..:.ENTRYWAY........... ..2.:.UNDERHALLS..........|..2..:.UNDERHALLS......... ..3.:.THE GANTLET.........|..3..:.THE GANTLET........ ..4.:.THE FOCUS...........|..4..:.THE FOCUS.......... ..5.:.THE WASTE TUNNELS...|..5..:.THE WASTE TUNNELS.. ..6.:.THE CRUSHER.........|..6..:.THE CRUSHER........ ..7.:.DEAD SIMPLE.........|..7..:.DEAD SIMPLE........ ..8.:.TRICKS AND TRAPS....|..8..:.TRICKS AND TRAPS... ..9.:.THE PIT.............|..9..:.THE PIT............ .10.:.REFUELING BASE......|.10..:.REFUELING BASE..... .11.:.CIRCLE OF DEATH.....|.11..:.CIRCLE OF DEATH.... .12.:.THE FACTORY.........|.12..:.THE FACTORY........ .13.:.DOWNTOWN............|.13..:.DOWNTOWN........... .14.:.THE INMOST DENS.....|.14..:.THE INMOST DENS.... .15.:.INDUSTRIAL ZONE.....|.15..:.INDUSTRIAL ZONE.... .16.:.SUBURBS.............|.16..:.SUBURBS............ .17.:.TENEMENTS...........|.17..:.TENEMENTS.......... .18.:.THE COURTYARD.......|.18..:.THE COURTYARD...... .19.:.THE CITADEL.........|.19..:.THE CITADEL........ .20.:.GOTCHA!.............|.20..:.GOTCHA!............ .21.:.NIRVANA.............|.21..:.NIRVANA............ .22.:.THE CATACOMBS.......|.22..:.THE CATACOMBS...... .23.:.BARRELS O' FUN......|.23..:.BARRELS O' FUN..... .24.:.THE CHASM...........|.24..:.THE CHASM.......... .25.:.BLOODFALLS..........|.25..:.BLOODFALLS......... .26.:.THE ABANDONED MINES.|.26..:.THE ABANDONED MINES .27.:.MONSTER CONDO.......|.27..:.MONSTER CONDO...... .28.:.THE SPIRIT WORLD....|.28..:.THE SPIRIT WORLD... .29.:.THE LIVING END......|.29..:.THE LIVING END..... .30.:.ICON OF SIN.........|.30..:.ICON OF SIN........ .31.:.WOLFENSTEIN.........|.31..:.WOLFENSTEIN........ .32.:.GROSSE..............|.32..:.GROSSE............. ----------------------------------------------------------------------------- Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally screens, and "'O' OF DESTRUCTION!" in the Automap. 13. MICROSOFT XBOX CLASSIC DOOM GAMES ===================================== o The Xbox game "Doom 3: Limited Collector's Edition" includes the bonus games Ultimate Doom: Thy Flesh Consumed, and Doom II: Hell on Earth. The Xbox game "Doom 3: Resurrection of Evil" includes those same two classic games, and an additional Master Levels game (essentially an extra mapset for Xbox Doom II). For more information about various Master Levels games/Episodes/maps, access: http://ClassicDOOM.com/fdoomcmp.htm o A Microsoft Xbox, model F23-00097, equipped with one standard Xbox controller (model K04-00001), was used as the test system for the Xbox Ultimate Doom and Xbox Doom II games described in this document. For testing split-screen multiplayer games, additional controllers (K04-00001, K86-00001, third-party) were added to the system. o Pros: The Xbox Ultimate Doom and Doom II games are nearly direct copies of the equivalent v1.9 PC games, and so include all of the original PC maps and monsters, and almost all of the original art, textures, music, etc. In general, these games have fewer changes or omissions than most other console Doom/Doom II games. Both games support split-screen Deathmatch/Cooperative gameplay for 2 to 4 players. Very fast gameplay and screen-refresh rate in both single-player and multiplayer games. Single-player games 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.). Games support 9 screen sizes, which also allows the first-person view to be expanded to fill the entire screen. Games played at "Nightmare" skill include re-spawning monsters (a feature otherwise found only in the PC games, Xbox 360 Doom and Zodiac Doom II). o Cons: Some infrequently-encountered flaws exist in the original commercial PC Doom/Doom II games which were ported unchecked into these games, including a program bug that creates nearly-intangible monsters, a bug that can allow a player character to become trapped partially inside solid objects when reloading saved games, and a bug in Doom II where the game can crash if a map-30 save-game file is reloaded. In addition to the flaws ported from the PC games, the Xbox games may sometimes freeze or crash where the original PC games would not. Cheat functions can be accidentally implemented during play (some common gameplay actions have button-use patterns that match certain cheat codes). No controller customizing allowed. No built-in ability to adjust sound effects volume or music volume. No ability to independently scroll the Automap (the Automap display is always in "Follow mode"). No ability to select skill level for multiplayer games; Deathmatch and Co-Op games can only be played at skill 3 ("Hurt Me Plenty"). Items will not re-spawn in Deathmatch games. Weapons are cyclic-access only (although weapon choices can be cycled in both directions). Some enemy types are not in "fast" mode in games played at "Nightmare" skill. A player cannot get a 100% Kills or Secret score on Ultimate Doom map E4M1 ("HELL BENEATH"), due to a switch that was disabled when this map was ported from PC Ultimate Doom. No "Gamma Correction" feature or equivalent (however the first-person view tends to be brighter than in some other console versions). o Miscellaneous: Ports by Vicarious Visions. Xbox DVD format. The Ultimate Doom game contains 37 map levels, 1 of which is not found in PC Ultimate Doom; The Doom II game contains 33 map levels, 1 of which is not found in PC Doom II: Hell on Earth. Graphics resolution and quality are virtually identical to the original PC games. In "split screen" mode, the individual player screens retain the aspect ratio of a full-sized screen; As such, the first-person views do not expand to fill all available space on the display device for 2- or 3-player games. All Episodes of the Ultimate Doom game use only one sky/background texture for each map (versus a variety of backgrounds in the PC game). Music tracks in both games play at a slightly different rate than the equivalent tracks in the original PC games. When cycling through weapons in Doom II, the double-barrelled "Super Shotgun" weapon slot is located between the chain saw and fist (in PC Doom II games, both shotgun types share a weapon slot between the pistol and chaingun). Player can select the fist weapon at any time, whether or not a chain saw or Berserk Pack has been acquired. In the first 3 Episodes of the Ultimate Doom game, 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 art is omitted from some other non-computer Doom versions). Some sound effects in both games are "pitch shifted" at random, which adds some variety to game sounds (this is a feature found in the earliest PC Doom releases, but later abandoned). Cheat codes are allowed in games played at "Nightmare" skill. The bonus maps in these games originally appeared earlier as third-party WAD files for the PC games. o PC Ultimate Doom and Xbox Ultimate Doom map level comparison: PC ULTIMATE DOOM MAPS | XBOX ULTIMATE DOOM MAPS -----------------------------|------------------------------ MAP : MAP NAME(S) | MAP : MAP NAME(S) -----:-----------------------|-------:---------------------- 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....|.E1M6..:.CENTRAL PROCESSING... E1M7.:.COMPUTER STATION......|.E1M7..:.COMPUTER STATION..... E1M8.:.PHOBOS ANOMALY........|.E1M8..:.PHOBOS ANOMALY....... E1M9.:.MILITARY BASE.........|.E1M9..:.MILITARY BASE........ -----:-----------------------|-------:---------------------- E2M1.:.DEIMOS ANOMALY........|.E2M1..:.DEIMOS ANOMALY....... E2M2.:.CONTAINMENT AREA......|.E2M2..:.CONTAINMENT AREA..... E2M3.:.REFINERY..............|.E2M3..:.REFINERY............. E2M4.:.DEIMOS LAB............|.E2M4..:.DEIMOS LAB........... E2M5.:.COMMAND CENTER........|.E2M5..:.COMMAND CENTER....... E2M6.:.HALLS OF THE DAMNED...|.E2M6..:.HALLS OF THE DAMNED.. E2M7.:.SPAWNING VATS.........|.E2M7..:.SPAWNING VATS........ E2M8.:.TOWER OF BABEL........|.E2M8..:.TOWER OF BABEL....... E2M9.:.FORTRESS OF MYSTERY...|.E2M9..:.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......|.E3M5..:.UNHOLY CATHEDRAL..... E3M6.:.MT. EREBUS............|.E3M6..:.MT. EREBUS........... E3M7.:.GATE TO LIMBO/LIMBO...|.E3M7..:.GATE TO LIMBO/LIMBO.. E3M8.:.DIS...................|.E3M8..:.DIS.................. E3M9.:.WARRENS...............|.E3M9..:.WARRENS.............. -----:-----------------------|-------:---------------------- E4M1.:.HELL BENEATH..........|.E4M1..:.HELL BENEATH......... E4M2.:.PERFECT HATRED........|.E4M2..:.PERFECT HATRED....... E4M3.:.SEVER THE WICKED......|.E4M3..:.SEVER THE WICKED..... E4M4.:.UNRULY EVIL...........|.E4M4..:.UNRULY EVIL.......... E4M5.:.THEY WILL REPENT......|.E4M5..:.THEY WILL REPENT..... E4M6.:.AGAINST THEE WICKEDLY.|.E4M6..:.AGAINST THEE WICKEDLY E4M7.:.AND HELL FOLLOWED.....|.E4M7..:.AND HELL FOLLOWED.... E4M8.:.UNTO THE CRUEL........|.E4M8..:.UNTO THE CRUEL....... E4M9.:.FEAR..................|.E4M9..:.FEAR................. -----:-----------------------|-------:---------------------- .....:.......................|.E1M10.:.SEWERS............... ----------------------------------------------------------------------------- Notes: In both games, the Episode 3 Mission 7 map is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. o PC Doom II (Doom 2: Hell on Earth) and Xbox Doom II map level comparison: PC DOOM II MAPS | XBOX DOOM II MAPS --------------------------|-------------------------- MAP : MAP NAME(S) | MAP : MAP NAME(S) ----:---------------------|-----:-------------------- ..1.:.ENTRYWAY............|..1..:.ENTRYWAY........... ..2.:.UNDERHALLS..........|..2..:.UNDERHALLS......... ..3.:.THE GANTLET.........|..3..:.THE GANTLET........ ..4.:.THE FOCUS...........|..4..:.THE FOCUS.......... ..5.:.THE WASTE TUNNELS...|..5..:.THE WASTE TUNNELS.. ..6.:.THE CRUSHER.........|..6..:.THE CRUSHER........ ..7.:.DEAD SIMPLE.........|..7..:.DEAD SIMPLE........ ..8.:.TRICKS AND TRAPS....|..8..:.TRICKS AND TRAPS... ..9.:.THE PIT.............|..9..:.THE PIT............ .10.:.REFUELING BASE......|.10..:.REFUELING BASE..... .11.:.CIRCLE OF DEATH.....|.11..:.CIRCLE OF DEATH.... .12.:.THE FACTORY.........|.12..:.THE FACTORY........ .13.:.DOWNTOWN............|.13..:.DOWNTOWN........... .14.:.THE INMOST DENS.....|.14..:.THE INMOST DENS.... .15.:.INDUSTRIAL ZONE.....|.15..:.INDUSTRIAL ZONE.... .16.:.SUBURBS.............|.16..:.SUBURBS............ .17.:.TENEMENTS...........|.17..:.TENEMENTS.......... .18.:.THE COURTYARD.......|.18..:.THE COURTYARD...... .19.:.THE CITADEL.........|.19..:.THE CITADEL........ .20.:.GOTCHA!.............|.20..:.GOTCHA!............ .21.:.NIRVANA.............|.21..:.NIRVANA............ .22.:.THE CATACOMBS.......|.22..:.THE CATACOMBS...... .23.:.BARRELS O' FUN......|.23..:.BARRELS O' FUN..... .24.:.THE CHASM...........|.24..:.THE CHASM.......... .25.:.BLOODFALLS..........|.25..:.BLOODFALLS......... .26.:.THE ABANDONED MINES.|.26..:.THE ABANDONED MINES .27.:.MONSTER CONDO.......|.27..:.MONSTER CONDO...... .28.:.THE SPIRIT WORLD....|.28..:.THE SPIRIT WORLD... .29.:.THE LIVING END......|.29..:.THE LIVING END..... .30.:.ICON OF SIN.........|.30..:.ICON OF SIN........ .31.:.WOLFENSTEIN.........|.31..:.WOLFENSTEIN........ .32.:.GROSSE..............|.32..:.GROSSE............. ----:---------------------|-----:-------------------- ....:.....................|.33..:.BETRAY............. ----------------------------------------------------------------------------- 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. 14. MICROSOFT XBOX 360 DOOM =========================== o "Doom" for the Xbox 360 is available as a download through Xbox Live Arcade (a subcomponent of Xbox Live, an online service for Xbox and Xbox 360 game consoles). The game is offered in 2 forms: "Free Trial", where players can try the game's first map for free, and "Full Game" (which currently costs a one-time payment of 400 Microsoft Points, about 5 US dollars). o Although this Xbox 360 game is titled "Doom", the actual product is the 4-Episode update/reissue of Doom, called "The Ultimate Doom". o A "Premium" Microsoft Xbox 360, model MSK-XBOX360CONSOLE(B), equipped with one standard Xbox 360 wireless controller (model X809478-001), was used as the test system for the Xbox 360 Doom game described in this document. For testing split-screen multiplayer games, additional identical controllers were added to the system. For testing online multiplayer games, the console was connected through the Xbox Live service to an identical console. o Pros: This Xbox 360 game is a nearly direct copy of PC Ultimate Doom v1.9, and so includes all of the original PC maps and monsters, and virtually all of the original art, textures, music, etc. In general, this Xbox 360 game has fewer changes or omissions than all other console Doom/Doom II games, including the earlier Ultimate Doom port for Xbox (bundled with Xbox Doom 3 games). Graphics resolution for this game is higher than that of any other commercial Ultimate Doom game (including the original PC version), improving the sharpness and detail of sprites and textures at longer ranges. Supports split-screen Deathmatch and Cooperative gameplay for 2 to 4 players, and full-screen Deathmatch/Cooperative games over Xbox Live. Very fast gameplay and screen-refresh rate in both single-player and same-console multiplayer games. Single-player games 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.). Game supports 11 screen sizes (but does not allow the first-person view to be expanded to fill the entire screen). Games played at "Nightmare" skill include re-spawning monsters (a feature otherwise found only in the PC and Xbox games, and Zodiac Doom II). As an Xbox Live product, online patches or upgrades may become available for this game at any time. Game supports 10 save-game slots per storage device, and the storage device can be specified or changed when saving/loading games. o Cons: Some infrequently-encountered flaws exist in the original commercial PC game which were ported unchecked into this game, including a bug that can allow a player character to become trapped partially inside solid objects when reloading saved games. In addition to the flaws ported from the PC game, this Xbox 360 game may sometimes freeze where the original PC game would not. No controller customizing allowed. No ability to independently scroll the Automap (the Automap display is always in "Follow mode"). Online multiplayer games are currently only available to paying members of Xbox Live Gold; the free/Silver membership does not support online play. Deathmatch games are confined to single maps (exit switches/portals are deactivated). Weapons are cyclic-access only (although weapon choices can be cycled in both directions). Some enemy types are not in "fast" mode in games played at "Nightmare" skill. No "Gamma Correction" feature or equivalent (however the first-person view tends to be brighter than in some other console versions). o Miscellaneous: Port by Nerve Software and Vicarious Visions. Available as a download (about 23 megabytes) through the Xbox Live online service. 36 map levels, all of which are found in PC Ultimate Doom. As with other Xbox Live titles, this game supports the "Achievements" system, which allows players to track various accomplishments in the game, for both themselves and other players of the game on Xbox Live. In "split screen" mode, the individual player screens retain the aspect ratio of a full-sized screen; As such, the first-person views do not expand to fill all available space on the display device for 2- or 3-player games. In Cooperative-mode games, whenever one player acquires a key, the same key appears in the inventory of all other players. A player can select the fist weapon at any time, whether or not a chain saw or Berserk Pack has been acquired. In the first 3 Episodes of the game, 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 art is omitted from some other non-computer Doom versions). Music tracks are remastered in 5.1 Surround Sound, and so sound marginally different than the equivalent tracks in the original PC game. Some sound effects in this game are "pitch shifted" at random, which adds some variety to game sounds (this is a feature found in the earliest PC Doom releases, but later abandoned). No built-in cheat codes. o PC Ultimate Doom and Xbox 360 Doom map level comparison: PC ULTIMATE DOOM MAPS | XBOX 360 DOOM MAPS -----------------------------|----------------------------- MAP : MAP NAME(S) | MAP : MAP NAME(S) -----:-----------------------|------:---------------------- 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....|.E1M6.:.CENTRAL PROCESSING... E1M7.:.COMPUTER STATION......|.E1M7.:.COMPUTER STATION..... E1M8.:.PHOBOS ANOMALY........|.E1M8.:.PHOBOS ANOMALY....... E1M9.:.MILITARY BASE.........|.E1M9.:.MILITARY BASE........ -----:-----------------------|------:---------------------- E2M1.:.DEIMOS ANOMALY........|.E2M1.:.DEIMOS ANOMALY....... E2M2.:.CONTAINMENT AREA......|.E2M2.:.CONTAINMENT AREA..... E2M3.:.REFINERY..............|.E2M3.:.REFINERY............. E2M4.:.DEIMOS LAB............|.E2M4.:.DEIMOS LAB........... E2M5.:.COMMAND CENTER........|.E2M5.:.COMMAND CENTER....... E2M6.:.HALLS OF THE DAMNED...|.E2M6.:.HALLS OF THE DAMNED.. E2M7.:.SPAWNING VATS.........|.E2M7.:.SPAWNING VATS........ E2M8.:.TOWER OF BABEL........|.E2M8.:.TOWER OF BABEL....... E2M9.:.FORTRESS OF MYSTERY...|.E2M9.:.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......|.E3M5.:.UNHOLY CATHEDRAL..... E3M6.:.MT. EREBUS............|.E3M6.:.MT. EREBUS........... E3M7.:.GATE TO LIMBO/LIMBO...|.E3M7.:.GATE TO LIMBO/LIMBO.. E3M8.:.DIS...................|.E3M8.:.DIS.................. E3M9.:.WARRENS...............|.E3M9.:.WARRENS.............. -----:-----------------------|------:---------------------- E4M1.:.HELL BENEATH..........|.E4M1.:.HELL BENEATH......... E4M2.:.PERFECT HATRED........|.E4M2.:.PERFECT HATRED....... E4M3.:.SEVER THE WICKED......|.E4M3.:.SEVER THE WICKED..... E4M4.:.UNRULY EVIL...........|.E4M4.:.UNRULY EVIL.......... E4M5.:.THEY WILL REPENT......|.E4M5.:.THEY WILL REPENT..... E4M6.:.AGAINST THEE WICKEDLY.|.E4M6.:.AGAINST THEE WICKEDLY E4M7.:.AND HELL FOLLOWED.....|.E4M7.:.AND HELL FOLLOWED.... E4M8.:.UNTO THE CRUEL........|.E4M8.:.UNTO THE CRUEL....... E4M9.:.FEAR..................|.E4M9.:.FEAR................. ----------------------------------------------------------------------------- Notes: In both games, the Episode 3 Mission 7 map is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. 15. GAME VERSION COMPARISON TABLES ================================== o This section provides quick-reference tables comparing basic game elements of Doom and Doom II games, basic map equivalency in Doom and Doom II games, and a comparison of cheat functions available. o Basic game elements of Doom/Ultimate Doom games, quick-reference table: |PC |Sony|Sega |N64 | | | |Sega| | |Xbox |Doom |PSX |Saturn|Doom|Atari|3DO |SNES|32X |GBA |Xbox|360 Elements/features |(all)|Doom|Doom |64 |Doom |Doom|Doom|Doom|Doom|Doom|Doom ------------------|-----|----|------|----|-----|----|----|----|----|----|---- Maps, grand total.|27/36|59..|59....|32..|24...|24..|22..|17..|32..|37..|36.. PC Ultimate maps..|27/36|28..|28....|.0..|22...|22..|22..|17..|22..|36..|36.. Accuracy of copies|N/A..|Fair|Fair..|N/A.|Fair.|Fair|High|Fair|Fair|High|Best Jaguar mapset used|No...|Yes.|Yes...|No..|Yes..|Yes.|No..|Part|Yes.|No..|No.. PC Doom II maps...|.0...|23..|23....|.0..|.0...|.0..|.0..|.0..|.0..|.0..|.0.. "Secret" maps.....|3/4..|.5..|.5....|.4..|.1...|.1..|.3..|.1..|.1..|.4..|.4.. Other/bonus maps..|.0...|.0..|.0....|.3..|.0...|.0..|.0..|.0..|.8..|.1..|.0.. Non-PC game maps..|Load.|.8..|.8....|32..|.2...|.2..|.0..|.0..|10..|.1..|.0.. Total Episodes....|3/4..|.2..|.2....|.1..|.1...|.1..|.3..|.1..|.3..|.4..|.4.. Total skill levels|.5...|.4..|.4....|.4..|.5...|.5..|.5..|.5..|.4..|.5..|.5.. Maximum players...|.4...|.2..|.1....|.1..|.2...|.1..|.2..|.1..|.4..|.4..|.4.. Cooperative mode..|Yes..|Yes.|No....|No..|Yes..|No..|No..|No..|Yes.|Yes.|Yes. Deathmatch/DM mode|Yes..|Yes.|No....|No..|Yes..|No..|Yes.|No..|Yes.|Yes.|Yes. DM Items re-spawn.|Opt..|Yes.|N/A...|N/A.|Yes..|N/A.|No..|N/A.|Yes.|No..|Yes. Types of monsters.|10...|17..|17....|15..|.7...|.8..|.9..|.7..|.7..|10..|10.. PC Ultimate types.|10...|10..|10....|.9..|.7...|.8..|.9..|.7..|.7..|10..|10.. Doom II-only types|.0...|.6..|.6....|.4..|.0...|.0..|.0..|.0..|.0..|.0..|.0.. Non-PC types......|Load.|.1..|.1....|.2..|.0...|.0..|.0..|.0..|.0..|.0..|.0.. Spectre-Demon.....|Yes..|Yes.|Yes...|Yes.|No...|Yes.|No..|No..|No..|Yes.|Yes. Cyberdemon........|Yes..|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.|Yes. Spider Mastermind.|Yes..|Rare|Rare..|No..|No...|No..|Yes.|No..|No..|Yes.|Yes. Monsters may fight|Yes..|Yes.|Yes...|Yes.|Yes..|Yes.|No..|No..|Yes.|Yes.|Yes. Crushing ceilings.|Yes..|Rare|Rare..|Yes.|No...|No..|Yes.|No..|No..|Yes.|Yes. Walls block blasts|Yes..|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.|Yes. Overall game speed|High.|Good|Fair..|High|Good.|Poor|Fair|Good|Good|High|High Monster speeds....|Good.|Fair|Poor..|Good|Good.|Poor|Fair|Good|Good|Good|Good Screen refresh....|High.|Good|Poor..|High|Good.|Poor|Fair|Good|Good|High|High Graphics quality..|Good.|Good|Good..|High|Good.|Good|Fair|Good|Fair|Good|High Live-monster sides|.8...|.8..|.8....|.8..|.8...|.8..|.1..|.1..|.8..|.8..|.8.. Screen/view sizes.|.9...|.1..|.1....|.1..|.1...|.6..|.1..|.1..|.1..|.9..|11.. Unused screen area|Opt..|None|None..|None|None.|Some|Some|Some|None|Opt.|Opt. All arms in status|Yes..|Yes.|Yes...|No..|Yes..|Yes.|No..|Yes.|No..|Yes.|Yes. All ammo in status|Yes..|No..|No....|No..|No...|No..|No..|No..|Yes.|Yes.|Yes. Weapons for player|.8...|.9..|.9....|10..|.8...|.8..|.8..|.8..|.8..|.8..|.8.. Direct-access arms|Yes..|No..|No....|No..|Yes..|No..|No..|Opt.|No..|No..|No.. 2-way weapon swap.|N/A..|Yes.|No....|Yes.|N/A..|Yes.|No..|Yes.|Opt.|Yes.|Yes. Weapon cycle wraps|N/A..|No..|Yes...|No..|N/A..|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. Can swap if Paused|No...|Yes.|No....|No..|No...|No..|Yes.|No..|No..|No..|No.. Customize controls|Yes..|Yes.|Yes...|Yes.|Yes..|Yes.|No..|Yes.|Yes.|No..|No.. Music during game.|Opt..|Opt.|Opt...|Opt.|No...|Opt.|Opt.|Opt.|Opt.|Yes.|Opt. Music like PC game|N/A..|No..|No....|No..|Yes..|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. Sound FX like PC's|N/A..|Some|Some..|Some|Most.|Most|Some|Most|Most|Yes.|Yes. Blur Artifacts....|Yes..|Yes.|Yes...|Yes.|No...|Yes.|Yes.|No..|No..|Yes.|Yes. Light amplifiers..|Yes..|Yes.|Yes...|Yes.|No...|No..|Yes.|No..|No..|Yes.|Yes. Potion/helmet adds|.1%..|.2%.|.2%...|.2%.|.2%..|.2%.|.1%.|.2%.|.2%.|.1%.|.1%. Got-Item messages.|Opt..|Yes.|Yes...|Opt.|No...|No..|Yes.|No..|Opt.|Yes.|Yes. Can save game data|Yes..|Yes.|Yes...|Yes.|Yes..|Yes.|No..|No..|Yes.|Yes.|Yes. Save during play..|Opt..|No..|No....|No..|No...|No..|N/A.|N/A.|No..|Opt.|Opt. Save upon map exit|No...|Yes.|Yes...|Yes.|Yes..|Yes.|N/A.|N/A.|Yes.|No..|No.. Player data saved.|Yes..|Yes.|Yes...|Yes.|No...|No..|N/A.|N/A.|Yes.|Yes.|Yes. Data is saved in..|File.|Code|Code..|Code|Cart.|3DO.|N/A.|N/A.|Pak.|File|File Play time tallied.|Yes..|No..|No....|Yes.|No...|No..|Yes.|No..|Yes.|Yes.|Yes. PC-game story text|Yes..|Some|Some..|None|None.|None|Most|None|Some|Yes.|Yes. Built-in cheats...|Many.|Many|Many..|Some|Few..|Many|None|Few.|Many|Many|None ----------------------------------------------------------------------------- Notes: "N/A" is "Not Applicable". "PC Doom (all)" includes entries for Doom/ Ultimate Doom. PSX, Saturn, Xbox and Xbox 360 games are Ultimate Doom games. Unlike other console/handheld Doom games, Doom 64 is not a copy of a PC game. "Data" is any gameplay information that can be preserved outside of the game. Some features require special devices, controller adjustments or cheat codes. o Basic game elements of Doom II games, quick-reference table: | PC | Sony | Sega | N64 | GBA | Tapwave | Xbox | Doom | PSX | Saturn | Doom | Doom | Zodiac | Doom Elements/features | II | Doom | Doom | 64 | II | Doom II | II -------------------|------|------|--------|------|------|---------|----- Maps, grand total..|.32...|.59...|.59.....|.32...|.34...|.32......|.33.. PC Doom II maps....|.32...|.23...|.23.....|..0...|.30+4.|.32......|.32.. Accuracy of copies.|.N/A..|.Good.|.Good...|.N/A..|.Good.|.High....|.High PC Ultimate maps...|..0...|.28...|.28.....|..0...|..0...|..0......|..0.. "Secret" maps......|..2...|..5...|..5.....|..4...|..2...|..2......|..2.. Other/bonus maps...|..0...|..0...|..0.....|..3...|..0...|..0......|..1.. Non-PC game maps...|.Load.|..8...|..8.....|.32...|..0...|..0......|..1.. Total Episodes.....|..1...|..2...|..2.....|..1...|..1...|..1......|..1.. Total skill levels.|..5...|..4...|..4.....|..4...|..4...|..5......|..5.. Maximum players....|..4...|..2...|..1.....|..1...|..4...|..1......|..4.. Cooperative mode...|.Yes..|.Yes..|.No.....|.No...|.Yes..|.No......|.Yes. Deathmatch/DM mode.|.Yes..|.Yes..|.No.....|.No...|.Yes..|.No......|.Yes. DM Items re-spawn..|.Opt..|.Yes..|.N/A....|.N/A..|.Yes..|.N/A.....|.No.. Types of monsters..|.20...|.17...|.17.....|.15...|.20...|.20......|.20.. PC Ultimate types..|.10...|.10...|.10.....|..9...|.10...|.10......|.10.. Doom II-only types.|.10...|..6...|..6.....|..4...|.10...|.10......|.10.. Non-PC types.......|.Load.|..1...|..1.....|..2...|..0...|..0......|..0.. Arch-Vile..........|.Yes..|.No...|.No.....|.No...|.Yes..|.Yes.....|.Yes. "Baphomet" entity..|.Yes..|.No...|.No.....|.No...|.Yes..|.Yes.....|.Yes. Heavy Weapon Dude..|.Yes..|.Yes..|.Yes....|.No...|.Yes..|.Yes.....|.Yes. Revenant...........|.Yes..|.Yes..|.Yes....|.No...|.Yes..|.Yes.....|.Yes. Spider Mastermind..|.Yes..|.Rare.|.Rare...|.No...|.Yes..|.Yes.....|.Yes. "SS Officer" enemy.|.Yes..|.No...|.No.....|.No...|.Yes..|.Yes.....|.Yes. Crushing ceilings..|.Yes..|.Rare.|.Rare...|.Yes..|.Yes..|.Yes.....|.Yes. Overall game speed.|.High.|.Good.|.Fair...|.High.|.Good.|.High....|.High Monster speeds.....|.Good.|.Fair.|.Poor...|.Good.|.Good.|.Good....|.Good Screen refresh.....|.High.|.Good.|.Poor...|.High.|.Good.|.High....|.High Graphics quality...|.Good.|.Good.|.Good...|.High.|.Fair.|.Good....|.Good Screen/view sizes..|..9...|..1...|..1.....|..1...|..1...|..9......|..9.. Unused screen area.|.Opt..|.None.|.None...|.None.|.None.|.Opt.....|.Opt. All arms in status.|.Yes..|.Yes..|.Yes....|.No...|.Yes..|.Yes.....|.Yes. All ammo in status.|.Yes..|.No...|.No.....|.No...|.Yes..|.No......|.Yes. Weapons for player.|..9...|..9...|..9.....|.10...|..9...|..9......|..9.. Direct-access arms.|.Yes..|.No...|.No.....|.No...|.No...|.No......|.No.. 2-way weapon swap..|.N/A..|.Yes..|.No.....|.Yes..|.Opt..|.No......|.Yes. Weapon cycle wraps.|.N/A..|.No...|.Yes....|.No...|.Yes..|.Yes.....|.Yes. Can swap if Paused.|.No...|.Yes..|.No.....|.No...|.No...|.No......|.No.. Customize controls.|.Yes..|.Yes..|.Yes....|.Yes..|.Yes..|.Yes.....|.No.. Music during game..|.Opt..|.Opt..|.Opt....|.Opt..|.Opt..|.Opt.....|.Yes. Music like PC game.|.N/A..|.No...|.No.....|.No...|.Yes..|.Yes.....|.Yes. Sound FX like PC's.|.N/A..|.Some.|.Some...|.Some.|.Most.|.Yes.....|.Yes. Potion/helmet adds.|..1%..|..2%..|..2%....|..2%..|..1%..|..1%.....|..1%. Got-Item messages..|.Opt..|.Yes..|.Yes....|.Opt..|.Opt..|.Opt.....|.Yes. Can save game data.|.Yes..|.Yes..|.Yes....|.Yes..|.Yes..|.Yes.....|.Yes. Save during play...|.Opt..|.No...|.No.....|.No...|.No...|.Opt.....|.Opt. Save upon map exit.|.No...|.Yes..|.Yes....|.Yes..|.Yes..|.No......|.No.. Player data saved..|.Yes..|.Yes..|.Yes....|.Yes..|.Yes..|.Yes.....|.Yes. Data is saved in...|.File.|.Code.|.Code...|.Code.|.Pak..|.Memory..|.File Play time tallied..|.Yes..|.No...|.No.....|.Yes..|.Yes..|.Yes.....|.Yes. PC-game story text.|.Yes..|.Some.|.Some...|.None.|.All..|.All.....|.All. Built-in cheats....|.Many.|.Many.|.Many...|.Some.|.Many.|.Many....|.Many ----------------------------------------------------------------------------- Notes: "N/A" is "Not Applicable". Unlike other console/handheld Doom games, Doom 64 is not a copy of a PC game. GBA Doom II uses 2 separate "half-maps" for each of 2 copied PC Doom II maps. "Data" is any gameplay information that can be preserved outside of the game. o Map level equivalency for Doom/Ultimate Doom games, quick-reference table: PC ULTIMATE DOOM MAPS |SONY|SEGA |ATARI | | |SEGA| | |XBOX --------------------------|PSX |SATURN|JAGUAR|3DO |SNES|32X |GBA |XBOX|360 MAP :MAP NAME(S) |DOOM|DOOM |DOOM |DOOM|DOOM|DOOM|DOOM|DOOM|DOOM ----:---------------------|----|------|------|----|----|----|----|----|---- E1M1:HANGAR...............|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E1M2:NUCLEAR PLANT........|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E1M3:TOXIN REFINERY.......|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E1M4:COMMAND CONTROL......|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E1M5:PHOBOS LAB...........|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E1M6:CENTRAL PROCESSING...|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.|Yes.|Yes. E1M7:COMPUTER STATION.....|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E1M8:PHOBOS ANOMALY.......|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E1M9:MILITARY BASE........|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. ----:---------------------|----|------|------|----|----|----|----|----|---- E2M1:DEIMOS ANOMALY.......|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E2M2:CONTAINMENT AREA.....|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.|Yes.|Yes. E2M3:REFINERY.............|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E2M4:DEIMOS LAB...........|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E2M5:COMMAND CENTER.......|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.|Yes.|Yes. E2M6:HALLS OF THE DAMNED..|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. E2M7:SPAWNING VATS........|Yes.|Yes...|Yes...|Yes.|No..|Yes.|Yes.|Yes.|Yes. E2M8:TOWER OF BABEL.......|Yes.|Yes...|No....|No..|Yes.|No..|No..|Yes.|Yes. E2M9:FORTRESS OF MYSTERY..|Yes.|Yes...|Yes...|Yes.|Yes.|Yes.|Yes.|Yes.|Yes. ----:---------------------|----|------|------|----|----|----|----|----|---- E3M1:HELL KEEP............|No..|No....|No....|No..|Yes.|No..|No..|Yes.|Yes. E3M2:SLOUGH OF DESPAIR....|No..|No....|No....|No..|Yes.|No..|No..|Yes.|Yes. E3M3:PANDEMONIUM..........|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.|Yes.|Yes. E3M4:HOUSE OF PAIN........|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.|Yes.|Yes. E3M5:UNHOLY CATHEDRAL.....|Yes.|Yes...|Yes...|Yes.|No..|No..|Yes.|Yes.|Yes. E3M6:MT. EREBUS...........|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.|Yes.|Yes. E3M7:GATE TO LIMBO/LIMBO..|Yes.|Yes...|Yes...|Yes.|Yes.|No..|Yes.|Yes.|Yes. E3M8:DIS..................|No..|No....|No....|No..|Yes.|No..|No..|Yes.|Yes. E3M9:WARRENS..............|No..|No....|No....|No..|Yes.|No..|No..|Yes.|Yes. ----:---------------------|----|------|------|----|----|----|----|----|---- E4M1:HELL BENEATH.........|Yes.|Yes...|No....|No..|No..|No..|No..|Yes.|Yes. E4M2:PERFECT HATRED.......|Yes.|Yes...|No....|No..|No..|No..|No..|Yes.|Yes. E4M3:SEVER THE WICKED.....|Yes.|Yes...|No....|No..|No..|No..|No..|Yes.|Yes. E4M4:UNRULY EVIL..........|Yes.|Yes...|No....|No..|No..|No..|No..|Yes.|Yes. E4M5:THEY WILL REPENT.....|No..|No....|No....|No..|No..|No..|No..|Yes.|Yes. E4M6:AGAINST THEE WICKEDLY|No..|No....|No....|No..|No..|No..|No..|Yes.|Yes. E4M7:AND HELL FOLLOWED....|No..|No....|No....|No..|No..|No..|No..|Yes.|Yes. E4M8:UNTO THE CRUEL.......|Yes.|Yes...|No....|No..|No..|No..|No..|Yes.|Yes. E4M9:FEAR.................|No..|No....|No....|No..|No..|No..|No..|Yes.|Yes. ----------------------------------------------------------------------------- Notes: Map equivalency is based on general map layouts, not map names. (Examples: The PSX "HELL KEEP" map is not considered a match for the PC "HELL KEEP" map, as the two map layouts are completely different; And although the Jaguar game has no map named "FORTRESS OF MYSTERY", the Jaguar's "DIS" map layout does match that of the PC "FORTRESS OF MYSTERY" map.) The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap. o Map level equivalency for Doom II games/Episodes, quick-reference table: PC DOOM II MAPS | SONY | SEGA | GBA | TAPWAVE | XBOX --------------------------| PSX | SATURN | DOOM | ZODIAC | DOOM MAP : MAP NAME | DOOM | DOOM | II | DOOM II | II ----:---------------------|------|--------|-------|---------|----- ..1.:.ENTRYWAY............|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. ..2.:.UNDERHALLS..........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. ..3.:.THE GANTLET.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. ..4.:.THE FOCUS...........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. ..5.:.THE WASTE TUNNELS...|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. ..6.:.THE CRUSHER.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. ..7.:.DEAD SIMPLE.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. ..8.:.TRICKS AND TRAPS....|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. ..9.:.THE PIT.............|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .10.:.REFUELING BASE......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .11.:.CIRCLE OF DEATH.....|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .12.:.THE FACTORY.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .13.:.DOWNTOWN............|.No...|.No.....|.Yes...|.Yes.....|.Yes. .14.:.THE INMOST DENS.....|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .15.:.INDUSTRIAL ZONE.....|.No...|.No.....|.Split.|.Yes.....|.Yes. .16.:.SUBURBS.............|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .17.:.TENEMENTS...........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .18.:.THE COURTYARD.......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .19.:.THE CITADEL.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .20.:.GOTCHA!.............|.No...|.No.....|.Yes...|.Yes.....|.Yes. .21.:.NIRVANA.............|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .22.:.THE CATACOMBS.......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .23.:.BARRELS O' FUN......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .24.:.THE CHASM...........|.No...|.No.....|.Split.|.Yes.....|.Yes. .25.:.BLOODFALLS..........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .26.:.THE ABANDONED MINES.|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .27.:.MONSTER CONDO.......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes. .28.:.THE SPIRIT WORLD....|.No...|.No.....|.Yes...|.Yes.....|.Yes. .29.:.THE LIVING END......|.No...|.No.....|.Yes...|.Yes.....|.Yes. .30.:.ICON OF SIN.........|.No...|.No.....|.Yes...|.Yes.....|.Yes. .31.:.WOLFENSTEIN.........|.No...|.No.....|.Yes...|.Yes.....|.Yes. .32.:.GROSSE..............|.No...|.No.....|.Yes...|.Yes.....|.Yes. ----------------------------------------------------------------------------- Notes: Map equivalency is based on general map layouts, not map names. In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally screens, and "'O' OF DESTRUCTION!" in the Automap. In GBA Doom II, maps "INDUSTRIAL ZONE" and "THE CHASM" are each split into 2 separate maps (parts "A" and "B"). o Cheat codes available, quick-reference table: | | | | | | | | | | |X | | | | | | | | | | |B |P|S| | | | |S| | |Z|O |C|O| | | | |E| | |O|X | |N|S|N| | |G| | |D| |D|Y|A|6|A| |A| |G|I|D |O| |T|4|T| | | |B|A|O |O|P|U| |A|3|3|G|A|C|O |M|S|R|D|R|D|2|B| | |M | |X|N|O|I|O|X|A|D|D| |G| | |O| | | | |O|O|G |A|D|D|M|D|D|D|D|O|O|A |M|O|O| |O|O|O|O|M|M|M |E|O|O|6|O|O|O|O| | |E CHEAT CODE DESCRIPTION |S|M|M|4|M|M|M|M|2|2|S ---------------------------------------------|-|-|-|-|-|-|-|-|-|-|- Allow "high-res" mixing of sound effects.....|X|.|.|.|.|.|.|.|.|.|. Destroy most/all monsters on the current map.|X|.|.|.|.|.|.|.|.|.|. Waiting monsters cannot detect quiet player..|X|.|.|.|.|.|.|.|.|.|. Player is "invincible" (no time limit).......|X|X|X|X|X|X|X|X|X|X|X Get keys, weapons, backpack, ammo and armor..|.|.|.|.|.|.|.|.|X|.|. Get keys, weapons, ammo, armor; No backpack..|X|X|X|.|X|X|X|X|.|X|X Get weapons, ammo, armor; No keys or backpack|X|.|.|.|.|.|.|.|.|X|X Get weapons, ammo; No keys, backpack or armor|.|.|.|X|.|.|.|.|.|.|. Warp to new map (during current game)........|X|X|X|X|X|.|.|X|.|X|X Warp from current map to any map in the game.|X|.|.|.|X|.|.|.|.|X|. Player can walk through solid walls/objects..|X|.|.|.|.|.|.|.|.|X|. X-ray vision (walls become translucent)......|.|X|.|.|.|.|.|.|.|.|. Reset health to 100% (no other effects)......|.|.|.|X|.|.|.|.|.|.|. Get Berserk Pack.............................|X|.|.|.|.|.|.|X|X|.|X Get Blur Artifact............................|X|.|.|.|.|.|.|.|.|.|X Get chain saw (only).........................|X|.|.|.|.|.|.|.|.|X|X Get Invulnerability Artifact (time limit)....|X|.|.|.|.|.|.|X|X|.|X Get light-amplification visors/goggles.......|X|.|.|.|.|.|.|.|.|.|X Get radiation suit/shield....................|X|.|.|.|.|.|.|X|X|.|X Get Computer Area Map/fill out Automap.......|X|X|X|X|.|X|.|X|X|.|X Add object indicators to Automap.............|X|X|X|X|.|X|.|.|.|.|. Display current heading and coordinates......|X|.|.|.|.|.|.|.|.|.|. Change music being played on current map.....|X|.|.|.|.|.|.|.|.|.|. ----------------------------------------------------------------------------- Notes: "PC DOOM GAMES" includes Doom 1, Ultimate Doom, Doom II, and Doom 95; "XBOX DOOM GAMES" here includes Ultimate Doom, Doom II, and Doom II Master Levels for Xbox. SNES Doom and Xbox 360 Doom have no built-in cheat codes, so are not included here. An "X" in this table indicates a function available in the indicated game(s). For more information, access: http://ClassicDOOM.com/doomcode.htm 16. GLOSSARY ============ o Quick-reference glossary for terms used in this document: ARCH-VILE: Fast, powerful monster, with ability to resurrect killed monsters. AREA: "Area" is sometimes used in this document as a synonym for "map level". ATARI DOOM (also JAGUAR DOOM): Alternate term for Doom for the Atari Jaguar. ATTRACT MODE: Animation during any idle time before a player begins playing. BAPHOMET: Term for a special "Boss" entity found in many Doom II-based games. BLUR ARTIFACT: Object makes player temporarily "blurred" and/or translucent. CHEAT CODES: Commands allowing such things as permanent invulnerability, etc. CLASSIC DOOM: Generally, Doom, Doom II and related products preceding Doom 3. COMMANDER KEEN: Hero of Commander Keen games; A cameo in some Doom II games. COMPUTER AREA MAP ITEM: Adds any boundary data missing from player's Automap. CONSOLE: A large-format video-game system, typically used with a television. COOPERATIVE: Game where 2 or more players fight monsters and/or each other. CRUSHING CEILINGS: Ceiling areas which can drop, crushing players/monsters. CYBERDEMON: Giant, extremely tough minotaur-like monster; Rocket-firing arm. CYCLIC-ACCESS: Choosing a weapon by cycling through other available weapons. DEATHMATCH: Player-versus-player gameplay. PC versions can include monsters. DEMO: Recorded gameplay. Some Doom games replay demos 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 GAME/GAMES (used generally): Any/all "Doom" games (Doom, Doom II, etc.). DOOM II (DOOM 2: HELL ON EARTH): PC Doom 1 sequel with new monsters, 32 maps. DOOM II GAMES: Generally, Doom II and Doom II-based products like Final Doom. DOOM II MONSTERS: PC Doom II monsters that are not found in PC Ultimate Doom. DOOM 95: A Windows program for configuring and running PC Classic Doom games. E#M#: Episode and Mission (Map) designator for map levels in some Doom games. EPISODE: A group of map levels. Most games end after an Episode's last map. FRAG: The killing of one player by any player during any multiplayer game. GAMMA-CORRECTION: A brightness/contrast adjustment option in PC Doom games. GBA: Acronym used for Nintendo's portable "Game Boy Advance" gaming devices. HANDHELD: Small, self-contained game-oriented device, such as Nintendo's GBA. HEAVY WEAPON DUDE: Humanoid chaingunner in most Doom II-based games/Episodes. JAGUAR MAPS/MAPSET: Jaguar Doom's 24 maps (22 edited PC maps, 2 non-PC maps). LIGHT-AMPLIFICATION VISORS: Temporarily boosts player's night-vision ability. MAC: Common abbreviation indicating Apple Macintosh computers or Doom games. MAP LEVEL/MAP: "Map level" is used to distinguish "level" from "skill level". MASTER LEVELS: PC: 21 Master Levels CD maps; Some used in PSX and Xbox games. MEGASPHERE: Beige sphere in some games which boosts health and armor to 200%. N64: "N64" is the common abbreviation used for the Nintendo 64 game console. NIGHTMARE SKILL LEVEL: Hardest skill level in many versions. Specifics vary. OBJECT INDICATORS: On the Automap, triangular icons which represent "things". PAIN ELEMENTAL: A floating monster in some Doom games; Generates Lost Souls. PC: Usually refers to PC Doom games and the equivalent Macintosh Doom games. PORT: Translation of software used on one system to software used on another. POWER-UP: In general, any retrievable object that is beneficial to a player. PS: Prefix/acronym used generically for Sony PlayStation consoles or devices. PSX: An acronym commonly used for the original 1995 Sony PlayStation console. RE-SPAWN: Refers to regeneration of killed monsters, or replacement of items. REVENANT: Skeleton-like monster in some Doom games; Can fire homing missiles. SNES (also SUPER NES): Acronym for the "Super Nintendo Entertainment System". SOUL SPHERE: Blue sphere, adds up to 100% health. Also called "Supercharge". SPECTRE: "Blurred" and/or translucent Demon (effect varies by game version). SPIDER MASTERMIND: Giant, very tough spider-monster, with built-in chaingun. SPIRIT ARMOR: "Spiritual Armor" (helmet-like item) can add 1% or 2% to armor. SS OFFICER: Enemy from "Wolfenstein 3D", and some maps in some Doom II games. 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: Update/reissue of original Doom 1; includes extra maps. WARP/WARPING: Allows quick transfer to a new map level without using an Exit. XBOX 360 DOOM: Ultimate Doom for Xbox 360, downloadable via Xbox Live Arcade. XBOX DOOM: Shorthand term for Xbox Ultimate Doom (released with Xbox Doom 3). XBOX LIVE/XBOX LIVE ARCADE: Refers to online services for Xbox and Xbox 360. ZODIAC: Versatile, game-oriented Personal Digital Assistant, by Tapwave, Inc. ZOMBIEMAN: Rifle-toting zombie (also "Former Human"/"Former Human Soldier"). ------------------------------------------------------------------------------- Copyright (C) 1996-2008 www.ClassicDOOM.com -------------------------------------------------------------------------------