Sony PlayStation



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, the back cover of the instructions indeed acknowledges their inclusion. It also has support for the PlayStation Mouse which the former did not.

John Romero is quoted on the back cover, calling this the "best DOOM yet" and is credited as "Creator of DOOM".

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

Like the Jaguar version from which it was based, it contains extensive changes to the map geometry for many levels, 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. However, most of the geometry changes are only present in maps from Episode 1 - 3 of the original Doom, since these were taken directly from the already-simplified maps used in the Jaguar port; maps taken directly from the Ultimate Doom's Episode 4 and Doom II tend to feature very few geometry changes compared to the originals. There is noticeable slowdown in some Ultimate Doom and 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 imposing presence (a counter-part to the PC versions where they are used in map tricks). There is no Arch-vile (because he had twice as many animation frames as the other monsters, and the developers "just couldn't do him justice" on the PSX) and the Icon of Sin is not in the game (instead, the final level "Redemption Denied" contains multiple Baron of Hells and 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

 * MAP16: Hell Gate (from Jaguar Doom)
 * MAP17: Hell Keep (from Jaguar Doom, entirely different map from PC version)
 * MAP29: Twilight Descends
 * MAP30: Threshold of Pain (final level of Ultimate Doom)
 * MAP54: Redemption Denied (final level of Doom II)
 * MAP57: The Marshes (secret level, entrance from Twilight Descends)
 * MAP58: The Mansion (secret level, entrance from The Suburbs)
 * MAP59: Club Doom (super secret level, entrance from The Mansion)

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
Generally speaking, The Ultimate Doom and Doom II are different halves of the same game on the Sony Playstation. They are included on the same disc, playing through as a two-episode game, beginning in Ultimate Doom's "The Hangar". Monsters and weapons from Doom II appear throughout Ultimate Doom and Ultimate Doom's secret maps are ordered after the final map of Doom II.

Ultimate Doom itself is not split into further episodes, playing instead as 30 continuous maps. Intermission text only appears once the player completes the Ultimate Doom and, later, Doom 2 segments of the game. The intermission text is read out in a distorted and somewhat sarcastic voice.

Music and Sound Effects

Visual Features and Limitations
 * 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 and reused a slightly modified rendition of the symphonic rock/metal theme in Doom 64. In interviews, Hodges explains that he made "weird noises" into a soft drink carton to create some of the sound effects and he obtained samples for his instruments from a variety of bizarre sources, including a bee trapped in a coke can.
 * Hodges' music creates a darker, more threatening atmosphere than Bobby Prince's tracks for the PC. Playstation Doom's themes include melancholy music, howling wind, the cries of babies, distorted voices and hoarse breathing. Comparison between the sountracks of Hodges and Prince are difficult due to their widely different natures.
 * Playstation Doom is the only port with a music track featuring "lyrics" - or at least spoken, distorted words. A somewhat similar idea was later used in the game Duke Nukem 64.
 * Nearly all of the sound effects are different to the PC version and were reused in Doom 64. These sound effects do not appear in any other version of Doom.
 * Sound effects will echo in closed-off parts of the levels (any area with a ceiling).
 * "Club Doom", the port's exclusive super-secret level, is the only map in any version of Doom in which the music changes as you progress through the map. This effect can now be achieved on the PC using modern source ports.

Monster Use
 * Maps generally appear darker on the Playstation port than the PC and other ports.
 * To optimize the game for the Playstation, some map areas were simplified; most noticeably, staircases with large numbers of 8-heigh stair sectors were modified to have fewer stairs of height 16. Sectors with large numbers of vertices were either omitted or had the number of vertices reduced.
 * Tall sectors generally have their heights reduced to prevent texture tiling issues, due to a technical limitation of the Playstation's hardware. Zero-height sectors are sometimes used to prevent "glitches" in the display of taller sectors.
 * Maps are limited to no more than sixteen separate types of flat texture due to available memory.
 * Maps feature colourised sectors.
 * There are animated wall textures (malfunctioning computer screen) in the Playstation version of Doom. However, there is a smaller variety of computer screen textures.
 * The sky texture used on many maps is an animated fire texture.
 * Crushing ceilings are not as commonly used in the Playstation port as they are in the PC version.
 * Windows affording views of complicated or wide-open areas of the map are removed or shortened, for example in Ultimate Doom's "Sever the Wicked".
 * Some textures were reduced in size.
 * Some animations, such as firing the rocket launcher, had frames cut.
 * There are different decorative items, such as a tall yellow candelabra and a bloody hook (mentioned below).
 * There are no Nazi-themed textures since the secret levels "Wolfenstein" and "Grosse" are not present in the Playstation port; every map is Doom-related with no crossovers into other id Software games.

Technical Features and Limitations
 * The use of different monster types was limited by available RAM. This primarily affects the larger, more complicated enemies like the Mancubus and Spider Mastermind. These monsters were replaced on certain maps or removed altogether in order to avoid a game crash upon the level being loaded. For example, Mancubi are replaced by Hell Knights in Doom II's "The Abandoned Mines" and there is no Spider Mastermind on the Doom II map "The Factory" (one would appear in the PC version when played co-operatively on Ultra-Violence).
 * Playstation Final Doom has some very noticeable changes regarding the deployment of monsters in maps. For example, the Mancubus, Baron of Hell and Cyberdemon only appear in one map each and the Spider Mastermind does not appear at all, due to the above-mentioned RAM limits and the maps selected for the Playstation port.
 * The Arch-Vile enemy has a memory-intensive nature (due to a very large number of frames) and therefore does not appear at all in Playstation Doom or Final Doom, being replaced by the decorative item of a hanging, bloody hook.
 * There are also no Icon of Sin or Nazi soldier enemies.
 * A new monster, the "Nightmare Spectre", was created for this port. It is similar to the original Spectre but dark cyan in color with twice as much health. This monster uses the same sprite set as the Demon and Spectre and therefore does not impose any extra load on the Playstation's RAM. The Nightmare Spectre may be used as a Hell Knight and Arch-Vile replacement on some maps - for example, Doom II's "The Inmost Dens", in which there are no Arch-Viles.
 * As the player is unable to save their game within a map, the difficulty and tension of each map are significantly increased, as the player must complete the map in one sitting.
 * There are significantly fewer Plutonia Experiment maps included in Playstation Final Doom than there are Master Levels and Evilution maps. Plutonia was described by its creators as much more difficult than Evilution or Doom II and it features a significant number of resource-intensive monsters. However, there is no official reason why the Plutonia Experiment was all but excluded from the Playstation port.

Secret Levels
 * Occasionally, minor issues in Doom and Final Doom are corrected in the Playstation port.
 * The frame rate tends to lag somewhat compared to the PC version on larger or more populated maps, leading to a slightly slower pace of gameplay.
 * The appearance of the status bar is different. The one used in this game has a darker tone (more black rather than gray in the original) and only lists remaining ammunition for the weapon the player is currently using.
 * Weapons must be cycled through since there is no way to directly select a specific weapon. Weapons can be cycled forwards or backwards. The player can cycle through weapons while the game is paused but the weapon will not be drawn until the game is unpaused.
 * There is an added status bar face gib animation.
 * Corpses crushed by a door, lift or crushing ceiling make a "gibbing" sound effect.
 * The Super Shotgun has a different appearence in the North American and European versions of Final Doom.
 * The Super Shotgun occupies weapon slot 4 on this port, unlike the original in which it shares slot 3. This means that the chaingun, rocket launcher, plasma rifle and BFG occupy slots 5, 6, 7 and 8 respectively.
 * The I'm too young to die skill level is renamed I am a wimp.
 * There is no Nightmare! skill level.
 * There are no -fast or -respawn parameters for the monsters, nor is there any other way to modify gameplay except for choosing difficulty level.
 * From the start menu, players can start at the beginning of Ultimate Doom in the map "Hangar" or the beginning of Doom II in "Entryway".
 * There is only one type of Deathmatch; all weapons and most items respawn a short time after collection.
 * There are different cheat codes, including x-ray vision.
 * Passwords are used for loading; while they store numbers as map level, skill level, health, armor and ammo, the numbers for the latter three tend to be rounded. This game does not support the Playstation Memory Card.
 * Health and armor bonuses are worth 2% instead of 1%.


 * Playstation Doom has a number of secret levels, some exclusive to the console.
 * Playstation Final Doom has no secret levels at all.
 * "The Marshes", a secret level accessible through Playstation exclusive map "Twilight Descends", is very difficult to reach without two players working in conjunction. There is a significant distance between a switch and the platform it lowers; a single player has only seconds to cross this distance, requiring them to navigate a curved corridor to do so.

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]
 * A glitch where the screen becomes black and the text "TEXTURE CACHE OVERFLOW" is displayed may occur. This bug most commonly occurs on the Doom II map "The Suburbs".
 * Occasionally, monsters may enter into a wall, at which point they can still be heard, and may be seen firing their weapons, but otherwise they cannot interact with player nor be destroyed. If viewed for a while, the trapped monsters may start retreating into the distance. Most commonly experienced with zombie soldiers and Lost Souls. The glitch can occasionally be triggered by shooting directly at a monster with a weapon that doesn't kill them instantly but knocks them back (i.e. a shotgun fired at a Lost Soul, but from far enough away that it doesn't kill it instantly).
 * If a huge number of monsters are on screen at the same time (which is possible on numerous levels), the game has been known to crash. This is particularly a danger when playing the level Suburbs on high difficulty due to the fact it's possible for literally dozens of monsters to not only be on screen at the same time, but also infighting with each other, causing the first-generation PS console's memory to overload.

Inaccessible secrets in Final Doom for PlayStation
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.

PlayStation Doom TC
A total conversion was released by fenderc01.