Doom 64 | DOOM64.WAD
Midway Games
For a brief, shining moment in the 1990s, Midway Games seemed like an American success story. Starting off in the late 1950s as a manufacturer of amusement equipment (hence the name) including early mechanical arcade games, they would eventually branch out into the nascent medium of video games, working closely with Taito, ultimately making big bucks with the American distribution of Space Invaders. For a time, Midway was king of the arcades; under the auspices of its parent company WMS Industries, Midway either developed or distributed Mortal Kombat, NBA Jam, Killer Instinct, Area 51, and several other arcade classics. They were no slouches on the home console end either, with multiple console ports of their big hits.
Somewhere around the same time Mortal Kombat was giving Congress heart palpitations, a bunch of guys in Mesquite, Texas put out a game for the young "IBM-compatible" PC platform that would really turn up the heat on the video game violence debate: Doom. Now obviously I've talked at length about the history of this game, but today we're gonna go off in a different direction. Let's talk about the unfairly forgotten middle child of the franchise: Doom 64.It starts off in 1994 with the Jaguar port. Unlike many other console ports at the time, this one was developed directly by id Software themselves, with John Carmack personally doing the bulk of the programming. Even by 1994 standards, Jaguar Doom was inferior to the original -- though it ran pretty decently thanks to Carmack's heavy optimizations, it lacked music (due to the Jaguar running music and game logic off the same chip) and the game itself went through some pretty heavy stripping down to function on the more limited hardware. In spite of these issues, it was a big hit for the relatively small Jaguar audience.
Williams Entertainment, formerly Tradewest, had been picked up in 1994 by WMS Industries to serve as a sister studio to Midway. After serving as publisher for the Super Nintendo version of Doom, development of the PlayStation port had been handed to them. They built on the Jaguar version to create a port with its own distinctive identity, a loose mashup of Doom and Doom II with use of software-based colored lighting and an entirely new audio design by Aubrey Hodges to create a darker, scarier take on Doom.
Around the same time as the development of the PlayStation version began, so too did a far more ambitious project: The Absolution, a title targeting the Nintendo 64 with all new levels, new art, redone enemy designs, and of course the same audio design as the PlayStation version as Aubrey honed his craft for terrifying dark ambient soundscapes. Ultimately renamed Doom 64 in an attempt to avoid confusion (ironically leading people to assume that it was merely a port, as Quake 64 and Duke Nukem 64 were and as Quake II 64 was not) it was released under the Midway Games brand as Williams Entertainment was renamed in the interim. It's all mostly the same people, though, creating a thematic throughline between PlayStation Doom/Final Doom and Doom 64 to the point that some people -- myself included -- originally saw Doom 64 as a sequel, specifically, to the PlayStation games. (For the record, I used to have a similar headcanon about Duke Nukem 64 -> Duke Nukem Zero Hour, and the PlayStation Duke 3D port Total Meltdown with Time To Kill and Land of the Babes. It's a silly idea, I know.)
Doom 64 is a truly remarkable product. There are modern-day fan-made megawads that I wish had the same amount of thematic and design consistency. Between the three names on the mapper roster -- Randy Estrella, Tim Heydelaar, and the infamous Danny Lewis, yes the guy behind that atrocious "Club Doom" song -- Doom 64 is a solidly designed journey through a forgotten military base and Hell itself.
Pretty
much from the moment you turn the game on -- whether that be your old
Nintendo 64 cartridge, or the more recent remaster, or one of the
various unofficial ports in between -- you'll see that Doom 64
is a very different experience from the original. Graphically it's much
crisper than what Doomers were used to at the time, with (at the time)
high-resolution graphics making solid use of colored lighting to create
an atmosphere. Some impressive fakery allows for the illusion of 3D
floors. Scripted events, similar to Hexen's ACS, allow for
a variety of neat tricks, from watching a camera view to dramatically
rearranging levels (as seen to impressive effect in "Breakdown") to
spawning new enemies in without the need to sequester them in their own
chambers separate from the map.
What passes for a plot in Doom 64 is pretty simple. You're Doomguy, and after having gone through so much Hell, you're kinda not doing too hot, mentally, with lots of bad dreams. One day, years after the initial invasion, a forgotten relay satellite sends images from a long-abandoned and irradiated installation. Something is still alive down there, and it's resurrecting all the mouldering corpses. You wanted a mission? For your sins, you're given one -- someone's gotta go in there and put down the demons once and for all.
There's not much else to go on. Where the military base even is, let alone who actually owns it, is up in the air -- there's little to no UAC branding in the game save for on bullet and rocket cases. An argument can be made that, as Doom 1 had you fighting on Phobos and Deimos, the moons of Mars, the military base is situated on Mars itself, and certainly some of the skies visible in parts of the game would support that. But it doesn't really matter, does it?
What does matter is that, for a lot of reasons that are only partly technical in nature, Doom 64 feels like a throwback to the original. Levels are smaller, tighter and scarier; encounters tend to be in groups of 3 or 4 and rely more heavily on the Doom 1 roster (and hell knights, who make for a less beefy meat wall than barons.) Some of them have had behavior changes to go with fairly radical redesigns; the most obvious one is probably the pain elemental, no longer a goofy-looking cyclopean doughball but now a twin-mouthed horror that spawns two lost souls at a time; lost souls, for their part, are weaker, but significantly more aggressive, and explode upon death, which makes PEs dangerous up close. If you're playing on -fast and turn off the lost soul spawn limit for pain elementals, they and lost souls become the game's most dangerous enemies. For technical reasons, a few of the monsters -- mostly from Doom II -- don't make an appearance: commandos, arch-viles, Spiderdemons, and revenants are all absent, though the latter's rockets are an occasional feature. In their place are the nightmare imp, a half-invisible, purple imp who behave closer to the way regular imps do in Doom's Nightmare skill level -- they move faster and throw their fireballs faster. There's also the Mother Demon, a monstrous cybernetic creature resembling a bigger, uglier, meaner arch-vile. She'll throw a bunch of crap at you, but depending on how well you've explored, she's potentially trivial...
About that. There are four secret levels in the game. The first available one, "Hectic," is accessible in the first map, but it's more of a special challenge than anything else, one that at this point is hardly necessary to surmount for the reward you receive, that is, access to a cheat menu. The other three, reached at various points throughout the game, all possess a Demon Key, an artifact that goes with a new weapon you find about halfway through the game. This weapon, variously titled the demon laser, alien laser, and the Unmaker (based on something mentioned in Tom Hall's old Doom Bible,) is a creepy device made of skin and bone lashed to a large laser emitter. If you can find all three artifacts -- each of which enhances the Unmaker in some way -- you'll be able to not only take down cyberdemons and the Mother Demon with relative impunity, but you'll also be able to seal the portals from which monsters emerge in the final battle, making for a much shorter fight.
Doom 64 remained something of an obscurity for many years. It never saw an official PC port for a long time; N64 emulation was in its infancy at the time and even now isn't perfect. Samuel "Kaiser" Villarreal has been instrumental in shepherding this thing to the widespread, official multiplatform existence it enjoys now, going all the way back to 2003 with The Absolution TC, an attempt at painstakingly hand-porting the game to the at-the-time ascendant Doomsday source port (which to be fair was the best possible option for recreating the atmosphere.) A few years later he would bring a more faithful implementation in Doom64 EX, a now-deprecated source port that required a ROM copy of the game to build an IWAD from. D64EX, with the promise of a new arena to build maps in, launched a small cottage industry of user maps, but by now the port with its essentially relying on piracy to function is deprecated. A few unofficial attempts at porting Doom 64 and the PlayStation versions to GZDoom have been made over the years, but it was the 2020 remaster alongside Doom Eternal that finally brought the game to a new generation. Using Villarreal's KEX engine, the remaster is the first real, legal way to play the game since 1997, but the truth is, the engine itself is kind of... well, it's shit, with hideously uneven performance and a lack of mouselook which might not be a dealbreaker for you but it sure is for me. You will take my mouselook from my cold gay hands.
But that's okay, because we've got some other options. Doom64EX+ is the next stage of evolution for Kaiser's original port. Utilizing the DOOM64.WAD included with the 2020 release, it has all the features of D64EX and the remaster and then some, with built-in support via the launcher for Doom 64 Reloaded -- an attempt at "remastering" the game as it might have looked like on a 50meg N64 cart (or, possibly, the ill-fated 64DD) -- as well as an old, old alpha version of the game. And if that's not enough, there's Doom64 Super EX+, intended to be a more modding-friendly source port with new features. And if none of these are to your liking, there's always the many recreations in GZDoom. Or maybe you want something a little more oldschool? Then why not try Doom 64 for Doom II, which reinterprets the game as a vanilla Doom II mod? For an added bonus, combine it with one of the many Doom 64-izer gameplay mods and maybe a lighting mod to create a truly bizarre, alternate-universe experience.
Doom 64 has always stood out to me as far as commercial Doom games go. My copy was a hand-me-down from my cousin, who said it was too dark to play in the downstairs family room where his N64 was, and he said "don't let your mom see it." (I'd never.) I mentioned it to my aunt and she also said "don't let your mom see it," so, you know, I took that warning to heart. I'd played Doom before, mostly the first episode and the sequel, and Doom 64 seemed to best capture that feeling of playing "Knee Deep In The Dead," in a way that more closely resembled what it felt like to play Doom 1 than replaying it has in the decades since. Its vision of hell is honestly scary, frightening even, full of dark fortresses and ruined temples that feel far more real than the abstract weirdness of Sandy Petersen or the carefully constructed arenas and racetracks of modern megawads (or, indeed, the reboots.) Critics at the time dismissed it as an inferior version of Quake, and indeed, it certainly seems to share a lot aesthetically with Quake, but it still maintains an identity all its own.
You should play Doom 64, in any way you can. While its haunted bases and dimly-lit caverns haven't really led to a great aesthetic awakening among the Doom community -- beyond a brief love affair with Quake in the late 1990s, the community generally tends to rely on the vanilla texture set for its hellish environs -- it's still one of the best commercial Doom games out there, a title that for all its obscurity understood a lot of what made the original game so compelling.
MAP01: Staging Area
Randy Estrella
Every mapset needs a good starter map and Doom 64 is no different. Randy Estrella's "Staging Area" is a dark, spooky little techbase, with a layout very faintly reminiscent of "Entryway." It's a striking level from the first frame, with the floating pods above the room that you jump down into, and cages to either side containing zombies on higher levels. There's a couple of different encounters here, from the zombies lurking in the conveyor belt room to the horde of pinkies in the switch trap, but I think the most memorable one is dealing with the pinkies in the strope light room by the exit. If you know the secret of the nukage barrels, you can find...
MAP32: Hectic
Randy Estrella, Tim Heydelaar, Danny Lewis
MAP03: Main Engineering
Danny Lewis
Danny's first "real" level (not counting "Hectic") is as simple as can be, a small series of rooms, two of which have the neat effect of changing architecture right in front of your eyes. You'll also face your first nightmare imps here, but they're not terribly threatening. I like the cacodemon and pain elemental fight in the northeast.
MAP04: Holding Area
Randy Estrella
Another relatively simple map from Randy, the core of the map is a maze that continually repopulates. Grabbing the supercharge triggers an alarm, sending the dark corridors into a lurid flashing red, which is a neat effect (it does eventually go back to normal.) The toughest part of the map has to be the western chamber, which throws a bunch of lost souls at you (and they are a pain to deal with on -fast.) The puzzle here is simple, but if you mess it up, you're S.O.L. for finding...MAP29: Outpost Omega
Danny Lewis
There's a really creepy vibe to this level, even by Doom 64 standards, in a way I can't quite explain. The main encounter here will be not one but two instances of mancubi -- your first if playing continuous -- trapped in cages but nonetheless extremely deadly. Compared to that, sorting out the storage room puzzle that nets you your first demonic artifact is easy.
MAP05: Tech Center
Tim Heydelaar
Tim's first regular level is an absolutely sprawling techbase (by Doom 64 standards) that superficially reminds one of "Tricks n' Traps" from Doom II, given that you start in a central room with eight paths to follow. There are some fun encounters here, like the outdoor storage corridor or the maze of boxy rooms to the south. Cool visuals too, like the computer station in the north east.
MAP06: Alpha Quadrant
Danny Lewis
MAP07: Research Lab
Tim Heydelaar
Very similar in style to "Tech Center," with a large maze of computer stations and labs to the west. Monsters in cages are frequent features and you'll also have to deal with the nukage sewer to the northeast. Grabbing pretty much anything in the cages in the central room triggers a fight, but I appreciate Tim's willingness to commit to the bit.
MAP08: Final Outpost
Randy Estrella
The final techbase level is an appropriately unsettling maze from Randy, full of puzzles and traps. The maze in the west is spooky, but when the walls drop and a horde of enemies come your way it might catch you off-guard. There's also the hell noble room in the east; if you're quick and lucky you might be able to trigger some infighting, but it's a tough room to deal with either way. I about pissed myself when I grabbed the soulsphere and a single baron showed up behind me -- even though I should have known better.
MAP09: Even Simpler
Randy Estrella
Even Doom 64 has a "Dead Simple" clone -- mappers just never could get enough of these, huh? This one's a little different from the original, though. It starts out similarly enough with a mancubus ambush, though you have a little bit of cover via the columns in the center. Kill them and you can access the walkway, at which point hellknights and cacodemons show up. Kill them and you can get into the third layer of the box, with barons and pain elementals to ruin your day -- and dart traps for hapless Doomers who dare to grab the items on pedestals.
MAP10: The Bleeding
Danny Lewis
A pretty straightforward little fortress kind of deal. Most of the map is dominated by the fortress proper, but you'll also be visiting some outbuildings and making your way into a creepy little watery cave. Mostly what you'll be doing is throwing switches to reveal new areas and murdering their inhabitants, though you'll have to deal with not one but two waves of assholes flooding the outer yard of the fortress. The cave is really memorable looking, especially the animated gargoyle that you can push to access the BFG.
MAP11: Terror Core
Danny Lewis
The weather takes a turn for the worse in Danny's "Terror Core," a series of interconnected bridges and underpasses as a storm rumbles overhead. It reminds me a lot of Quake, actually, especially some of the stuff in the second episode like "The Crypt of Decay." I like the fight when you throw the switch in the yellow key area.
MAP12: Altar Of Pain
Tim Heydelaar
A
stunningly good-looking temple encircled by a stone wall cut into the
rock, "Altar of Pain" is a bit of a tough nut to crack as your job is to
find a way into the inner sanctum, which in turn requires successively
climbing and conquering the outer walkways. It can be a bit confusing at
first, but getting inside is worth it thanks to the presence of the
Unmaker, a nasty little laser lashed together out of flesh and bone and
tech. If you've already found the first artifact in "Outpost Omega" this
thing will show its worth right off the bat if you unload it on the
barons who show up to stop you. Great looking level, I really like the
candle-lit cave tunnel.MAP30: The Lair
Danny Lewis
MAP13: Dark Citadel
Tim Heydelaar
MAP14: Eye Of The Storm
Danny Lewis
MAP17: Watch Your Step
Danny Lewis
If you're coming at Doom 64 after having played Doom 2016 this area might look slightly familiar to you. Danny gives us a pair of boxy arenas, linked by a corridor (and later by the exit room.) The gimmick here is that in the western area, stepping on the tiles with a cross pattée summons monsters, and you can trigger quite the large heaping of trouble -- including lots of pain elementals -- if you run the entire circumference of the arena stepping on the tiles along the way -- which you'll have to do to reveal the blue key. The other big fight is back in the bigger arena to the east -- progressively tougher waves of enemies warp in culminating at least one cyberdemon. Pretty straightforward, you'll just be pretty busy.
MAP18: Spawned Fear
Randy Estrella
A creepy little library complex set in a cavernous region. Pain elementals are everywhere here, though you'll also have a heaping helping of zombies (who often seem drawn to libraries in this game...) The PEs and hell knights that spawn in when you open up the firepit in the darkened room might catch you off guard, but for me it was the messy series of fights in the rocky outdoor area to the southeast. Cool visuals.
MAP31: In The Void
Tim Heydelaar
With one of Doom 64's rare hot starts, Tim brings us one of the most striking levels in the entire game, a creepy complex of boxy stone paths and platforms suspended in a blue fog-choked void. Pain elementals float about filling the air with lost souls, but it's otherwise a pretty straightforward go-here-get-key kinda deal. Of course, once you grab the third and final demon artifact, all bets are off.
MAP19: The Spiral
Tim Heydelaar
MAP24: No Escape
Randy Estrella
-June <3
Part of a series on Classic Doom
Doom |
The Ultimate Doom |
Doom II: Hell on Earth | |
The Master Levels | No Rest for the Living |
Final Doom | |
TNT: Evilution | The Plutonia Experiment |
Doom 64 | The Lost Levels |
No comments:
Post a Comment