Final Doom (PlayStation)

Final Doom for the Sony PlayStation was created by the same team at Williams Entertainment that produced the version of Doom, reusing the same engine. It was released on October 1, 1996, including a mixture of 30 levels from the Master Levels for Doom II and the Final Doom missions TNT: Evilution and The Plutonia Experiment. The instruction booklet erroneously states that the game contains 30+ levels rather than 30 exactly. Although the box does not mention the Master Levels, the back cover of the instruction manual acknowledges their inclusion.

Technical details


Support was added for the, offering a potentially more PC-like control experience than was possible with its predecessor.

Maps are stored in a different file format instead of in WAD files, and use a different custom compression algorithm.

The super shotgun, which had suffered severely from the down-scaling needed for the prior game, was redrawn for the American and European versions of this game, giving it a "sleeker" appearance. However, for some reason, the Japanese release continues to use the same graphics as PlayStation Doom.

The Final Doom PLAYPAL is even larger than Doom's, with 26 palettes:
 * Palette 16 is used for the DOOM and STATUS graphics.
 * Palette 17 is used for TITLE and BACK graphics.
 * Palette 18 is used for IDCRED1.
 * Palette 19 is used for WMSCRED1.
 * Palette 20 is used for CONNECT, NETERR, LOADING, BUTTONS, PAUSE, and TILE.
 * Palette 21 is used for the SKY02 texture.
 * Palette 22 is a perfect copy of palette 0.
 * Palette 23 is used for the SKY04 texture.
 * Palette 24 is used for the SKY05 texture.
 * Palette 25 is used for the SKY06 texture.

Though all of the resources for the Spiderdemon are included in the game's data files and it appears in the cast call at the end of the game, it is not found in the Final Doom levels. System memory restrictions completely prevent it from being used in any of the included maps, based on calculation of the amount of memory available for sprites in each level.

Music
Like its predecessor and its successor Doom 64, Final Doom for PlayStation features a soundtrack by Aubrey Hodges. In addition to reusing most of the songs from the first game, ten additional new tracks were composed by Hodges for this edition.

Inaccessible secrets
All other secrets are fully accessible.
 * In Level 9, Nessus, there is a walkthroughable (transparent thickness) wall, with a revenant behind it (on the harder difficult levels: may be a different enemy on lower levels). On this ledge -- which is above the corridor containing the four teleport pads -- there is a megasphere and, around the corner, the BFG9000.  Many cannot get onto this ledge, but, for those that do, the BFG9000 in the top right-hand corner can (with difficulty) be taken, but because you cannot physically enter the area it resides in, the game never reports you as having found that secret.
 * In Level 29, The Death Domain, there is a switch missing which prevents the player from being able to access an area on the west side of the map.

Level conversion errors

 * Red key in MAP19: Deepest Reaches, used to open an optional arsenal room in PC version, is useless in this version, as that room was removed entirely.

Reverse engineering
On June 14, Erick194 of Team GEC has reverse engineered the port and released the results on Doomworld, following the previous effort of reverse engineering the original PlayStation port.