Difference between revisions of "Sony PlayStation"

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The '''Sony PlayStation''' version of [[Doom]] was a conversion of Doom and [[Doom II]] by [[Midway]], and ran with a modified version of the Doom engine used in the Atari [[Jaguar]] port.  [[Final Doom]]'s PlayStation version was also released by the same team.
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The '''Sony PlayStation''' version of [[Doom]] was a conversion of Doom and [[Doom II]] by [[Midway]]. It was released on November 16, 1995 and ran with a modified version of the Doom engine used in the Atari [[Jaguar]] port.  [[Final Doom]]'s PlayStation version was also released by the same team in late 1996.
  
 
This version had several exclusive levels, and added some Doom II monsters to some of the Doom levels, presumably to keep the gameplay fresh. [[Multiplayer]], however, was unusual in that splitscreen was unavailable; two consoles had to be linked together instead. This made the multiplayer truer to the original, but it was done at the expense of accessibility, and because two players (or more) running on one console would reduce the speed of the game dramatically {{fact}}.
 
This version had several exclusive levels, and added some Doom II monsters to some of the Doom levels, presumably to keep the gameplay fresh. [[Multiplayer]], however, was unusual in that splitscreen was unavailable; two consoles had to be linked together instead. This made the multiplayer truer to the original, but it was done at the expense of accessibility, and because two players (or more) running on one console would reduce the speed of the game dramatically {{fact}}.

Revision as of 02:45, 3 August 2006

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The Sony PlayStation version of Doom was a conversion of Doom and Doom II by Midway. It was released on November 16, 1995 and ran with a modified version of the Doom engine used in the Atari Jaguar port. Final Doom's PlayStation version was also released by the same team in late 1996.

This version had several exclusive levels, and added some Doom II monsters to some of the Doom levels, presumably to keep the gameplay fresh. Multiplayer, however, was unusual in that splitscreen was unavailable; two consoles had to be linked together instead. This made the multiplayer truer to the original, but it was done at the expense of accessibility, and because two players (or more) running on one console would reduce the speed of the game dramatically [citation needed].

Differences Between PlayStation And PC Version

  • CD-quality ambient background music for all levels, rather than wavetable/MIDI generated audio.
  • The sound effects are different to the PC version, which were reused in Doom 64
  • Noticable slowdown in some Final Doom levels, particularly when using the highest difficulty settings.
  • An added status bar face gib animation.

Final Doom

The Final Doom conversion onto PlayStation used the same engine and team who brought Doom and Doom II onto PlayStation.

Inaccessible Secrets In Final Doom For PlayStation

  • 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.