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PSX-final-doom-box-cover

Box cover for the PlayStation version of Final Doom.

Final Doom for the Playstation was an enhanced port of Master Levels for Doom II, TNT: Evilution, and The Plutonia Experiment based on the Doom (PlayStation) engine. The PlayStation version of Final Doom was released by the Midway team on October 1, 1996.

It is based on the Jaguar Doom levels with additional features such as colored lithing, alpha blended transparencies, and new Nightmare Spectre enemies.

It contained three shortened episodes listed as "The Master Levels", "TNT", and "Plutonia".

Background[]

Final Doom on the PlayStation used the same engine and team who brought Doom onto the PlayStation. It included a mixture of 30 levels from Master Levels for Doom II (13 of 21 levels available), TNT: Evilution (11 of 32 levels available), and The Plutonia Experiment (6 of 32 levels available). 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. Final Doom also has support for the PlayStation Mouse which the original Doom did not.

Evilution: Far from earth, the UAC recommenced their experiments on one of the moons of Jupiter. A spaceship, mistaken for a supply vessel on radar, hovered above the base. Hideous demons poured out,blanketing the base with Death. All your comrades were quickly slaughtered or zombified. This time, it’s not about survival. It's about revenge.

The Plutonia Experiment: Every effort has been made by the nation's top scientists to close the seven interdimensional Gates of Hell, but one portal remains open. Alone, you must infiltrate the ravaged complex, defeat the demon defeat and send the last Hel1-hole before the undead are prepared to, once again, take over the world.

PlayStation Final Doom has no secret levels.

The Sony PlayStation was the only console to receive a port of Final Doom (other than Doom Classic Complete on the PS3). Again, many levels were missing, and many of the Master Levels were included in PlayStation Final Doom, despite the Master Levels not being part of either TNT: Evilution or The Plutonia Experiment on the PC.

Episodes[]

  • Episode I: The Master Levels
Master Levels is the first episode of the PlayStation version of Final Doom. It comprises thirteen maps taken from original Master Levels for Doom II and adapted by Williams Entertainment's mapping team to the limitations and features of the engine developed for the PlayStation version of Doom and Doom II. It was reworked into its own campaign with an ending screen. The episode has no particular story; upon defeating it, the player is simply congratulated for proving him or herself a master of the game.
  • Episode II: TNT
TNT is the second episode of Final Doom for the Sony PlayStation. It is based on the PC Final Doom version of TNT: Evilution, including 11 out of the 32 original levels. The maps were adapted by Williams Entertainment level designers to work within the limitations of the engine originally created for the PlayStation version of Doom and Doom II.
  • Episode III: Plutonia
Plutonia is the third and final episode of Final Doom for the Sony PlayStation. It is based on the PC Final Doom version of The Plutonia Experiment, including only 6 out of the 32 original levels. The maps were adapted by Williams Entertainment level designers to work within the limitations of the engine originally created for the PlayStation version of Doom and Doom II. Due to the expansiveness of Plutonia's level designs, few of the maps could be adapted, and those that were suffer some of the lowest frame rates.

Levels Order[]

Master Levels Order (PSX Release)[]

Masterlevelsending

Master Levels Ending on Final Doom PSX

  • Level 1: Attack
  • Level 2: Virgil's Lead
  • Level 3: Canyon
  • Level 4: The Combine
  • Level 5: The Catwalk
  • Level 6: The Fistula
  • Level 7: Geryon
  • Level 10: Paradox
  • Level 12: Subterra
  • Level 13: Vesperas

TNT Levels Order[]

  • Level 14: System Control
  • Level 15: Human Barbeque
  • 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

Plutonia Levels Order[]

  • Level 25: Congo
  • Level 26: Aztec
  • Level 27: Ghost Town
  • Level 28: Baron's Lair
  • Level 29: The Death Domain
  • Level 30: Onslaught

Gameplay[]

There is noticeable slowdown in some of the Final Doom levels, particularly when using the highest difficulty setting.

Differences between the PlayStation and PC versions[]

  • 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. The Spider Mastermind does not appear at all, due to levels selected for the PlayStation port and the above-mentioned RAM limits.
  • 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. This hook does not appear in the PC version.
  • There are significantly fewer maps from The Plutonia Experiment included in PlayStation Final Doom than there are Master Levels and TNT: Evilution maps. The Plutonia Experiment was described by its creators as much more difficult than TNT: Evilution or Doom II as 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.
  • Occasionally, issues in Final Doom are corrected in the PlayStation ports.
  • The Super Shotgun has a different appearance in the North American and European versions of Final Doom.

Bugs[]

  • A rocket launcher blast originating from a player's rocket launcher shot does not damage them whenever they are 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 the 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 players 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 the player cannot physically enter the area it resides in, the game never reports the player 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.

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