Difference between revisions of "Final Doom (PlayStation)"

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Maps are stored in a different {{c|ROM}} file format instead of in [[WAD]] files, and use a different custom compression algorithm.
 
Maps are stored in a different {{c|ROM}} file format instead of in [[WAD]] files, and use a different custom compression algorithm.
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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:
 
The Final Doom [[PLAYPAL]] is even larger than Doom's, with 26 palettes:

Revision as of 09:24, 2 July 2014

PAL region box art

Final Doom for the Sony PlayStation was created by the same team at Williams Entertainment that produced the PlayStation 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 PlayStation Mouse, offering a potentially more PC-like control experience than was possible with its predecessor.

Maps are stored in a different ROM 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.

Levels

Master Levels
Level 01: Attack
Level 02: Virgil
Level 03: Canyon
Level 04: Combine
Level 05: Catwalk
Level 06: Fistula
Level 07: Geryon
Level 08: Minos
Level 09: Nessus
Level 10: Paradox
Level 11: Subspace
Level 12: Subterra
Level 13: Vesperas
TNT: Evilution
Level 14: System Control
Level 15: Human Barbecue
Level 16: Wormhole
Level 17: Crater
Level 18: Nukage Processing
Level 19: Deepest Reaches
Level 20: Processing Area
Level 21: Lunar Mining Project          
Level 22: Quarry
Level 23: Ballistyx
Level 24: Heck
The Plutonia Experiment
Level 25: Congo
Level 26: Aztec
Level 27: Ghost Town
Level 28: Baron's Lair
Level 29: The Death Domain
Level 30: Onslaught

Music

Bugs

Inaccessible secrets

  • 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.

All other secrets are fully accessible.

See also

External links


Source code genealogy
Based on Name Base for
Doom for Sony PlayStation Final Doom for Sony PlayStation Closed source