Difference between revisions of "Final Doom (PlayStation)"
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[[Image:PSX-final-doom-box-cover.jpg|thumb|right|225px|PAL region box art]] | [[Image:PSX-final-doom-box-cover.jpg|thumb|right|225px|PAL region box art]] | ||
− | '''Final Doom for the Sony PlayStation''' was created by the same team at {{wp|WMS Industries Inc.|Williams Entertainment}} that produced the {{wp|PlayStation}} version of [[Sony PlayStation|Doom]], reusing the same engine. It was released on [[Timeline#1996|October 1, 1996]], including a mixture of 30 levels from the [[Master Levels for Doom II]] and the | + | '''[[Final Doom]] for the Sony PlayStation''' was created by the same team at {{wp|WMS Industries Inc.|Williams Entertainment}} that produced the {{wp|PlayStation}} version of [[Sony PlayStation|Doom]], reusing the same engine. It was released on [[Timeline#1996|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== | ==Technical details== |
Revision as of 21:29, 19 January 2015
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.
Contents
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 |
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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
Like its predecessor and its successor Doom 64, Final Doom for PlayStation features a dark ambient 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.
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
- PlayStation Doom TC, a GZDoom-compatible reimplementation of the game
- Doom2 Map14 Homage, a rejected Master Levels map by Tom Mustaine which was included in a press release beta version of this game.
External links
Source code genealogy | ||
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Based on | Name | Base for |
Doom for Sony PlayStation | Final Doom for Sony PlayStation | Closed source |
Williams Entertainment • Midway Games | ||
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Employees | ||
Games
Doom for Sony PlayStation • Final Doom for Sony PlayStation • Doom 64 • Super NES (publisher)
Canceled: Doom Absolution |