Difference between revisions of "Sony PlayStation"

From DoomWiki.org

[unchecked revision][unchecked revision]
(Differences between PlayStation and PC version)
Line 5: Line 5:
 
[[Multiplayer]] 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 sacrifice of accessibility. Presumably two players (or more) running on one console would reduce the speed of the game dramatically.
 
[[Multiplayer]] 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 sacrifice of accessibility. Presumably two players (or more) running on one console would reduce the speed of the game dramatically.
  
The Final Doom conversion onto PlayStation used the same engine and team who brought Doom and Doom II onto PlayStation. It was released in October of 1996. It included a mixture of 30 levels from [[Master Levels for Doom II]], [[TNT: Evilution]], and [[The Plutonia Experiment]]. Though the back of the box erroneously states that it includes all 64 levels from the PC version of Final Doom and makes no mention of the Master Levels. It also has support for the [[Wikipedia:PlayStation Mouse|PlayStation Mouse]] which the former did not.
+
The Final Doom conversion onto PlayStation used the same engine and team who brought Doom and Doom II onto PlayStation. It was released in October of 1996. It included a mixture of 30 levels from [[Master Levels for Doom II]], [[TNT: Evilution]], and [[The Plutonia Experiment]]. The instruction booklet, however, erroneously states within that the game contains 30+ levels.  Although the box does not mention the [[Master Levels for Doom II]], the back cover of the instructions indeed acknowledges their inclusion. It also has support for the [[Wikipedia:PlayStation Mouse|PlayStation Mouse]] which the former did not.
  
 
==Gameplay==
 
==Gameplay==

Revision as of 20:43, 5 December 2009

The PlayStation port used different box cover art to other versions.
File:Doompsx.jpg
A screenshot from the PlayStation version of Doom
Box cover for the PlayStation version of Final Doom.

The Sony PlayStation version of Doom was a conversion of Doom and Doom II by Williams Entertainment. 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.

Multiplayer 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 sacrifice of accessibility. Presumably two players (or more) running on one console would reduce the speed of the game dramatically.

The Final Doom conversion onto PlayStation used the same engine and team who brought Doom and Doom II onto PlayStation. It was released in October of 1996. It included a mixture of 30 levels from Master Levels for Doom II, TNT: Evilution, and The Plutonia Experiment. The instruction booklet, however, erroneously states within that the game contains 30+ levels. Although the box does not mention the Master Levels for Doom II, the back cover of the instructions indeed acknowledges their inclusion. It also has support for the PlayStation Mouse which the former did not.

Gameplay

The game has enhancements, updates to the graphics engine, including higher color depth, alpha blending and colorized sectors.

It contains extensive changes to the map geometry, mainly for performance reasons. Most notable is that a room is kept with a small usage of textures. Maps with large vertical distances also suffer modification. There is a noticeable slowdown in some Final Doom levels, particularly when using the highest difficulty settings.

The game uses a significantly less amount of enemies, especially the Cyberdemon and the Spiderdemon, which appear less frequently in order to achieve a much more imponent look (a counter-part to the PC versions where they are used in map tricks). There is no Arch-vile and the Icon of Sin is not in the game (instead, the final level "Redemption Denied" contains one or two Spider Masterminds depending on the skill level).

However, the game includes all enemies, weapons and items of Doom II in early Ultimate Doom levels, including the first episode. Added was a type of Spectre, the Nightmare Spectre. The regular Spectre looks like a partially invisible Demon, whereas the Nightmare Spectre is dark green and tougher.

Exclusive levels

Removed Doom levels include Hell Keep, Slough of Despair, Dis, Warrens, They Will Repent, Against Thee Wickedly, And Hell Followed, and Fear. Removed Doom II levels include Downtown, Industrial Zone, Gotcha!, The Chasm, The Spirit World, The Living End, Icon of Sin, Wolfenstein, and Grosse.

Differences between PlayStation and PC version

  • Largely pre-recorded ambient background music for all levels using a simplistic form of wave sequencing, rather than wavetable/MIDI generated audio. Aubrey Hodges created the music.
  • The sound effects are different to the PC version, which were reused in Doom 64.
  • An added status bar face gib animation.
  • The Super Shotgun in PC versions and Playstation Doom/Doom II differs from the one in PSX Final Doom in that the latter has a "sleeker" appearance.
  • The I'm too young to die skill level is renamed I am a wimp.
  • There is no Nightmare! skill level.
  • There are fewer computer screens.

Bugs

  • A rocket launcher blast originating from a player's rocket launcher shot does not do any damage to him/herself whenever he/she is facing a corner where the walls are aligned in an angle of 90 degrees. The player must also be facing slightly off the corner's edge and be as close to it as possible. A series of images demonstrating the phenomenon in the Final Doom level Crater can be viewed here: [1] [2] [3] [4]

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.