Doom 64

Unlike all of the other console Doom games, which are just ports of the PC versions, Doom 64 has all-new content and was developed specifically for the Nintendo 64. While it loses a couple of the monsters from Doom II due to limited cart space, it features higher resolution resources, some nifty colored lighting effects, and a form of scripting which allows level designers to create far more interesting setups than the original engine ever did.

Breakdown Secret


In an interview with the website Doom Depot, level designer Tim Heydelaar claimed that there was an undiscovered secret in Level 20: Breakdown. While this secret has seemingly been removed from the final game, remnants of it still exist – in particular, several one-sided linedefs with no action and method of activation are flagged as secret. The secret flag is used for obscuring sector height differences and interactive lines in the game's automap, making them appear as normal one-sided lines, and its use is pointless in the case of these lines.

While these flagged lines may simply be a mistake, several are in the room with the red key and one is in the secret room with the BFG9000, locations Tim mentions in the interview. In addition to the flagged lines, macro 17 is intended to activate on level start, but lacks the flag required to do so. Macro 23 lowers the floor of a sector with tag 27, but no sector with this tag exists. There are also references to macros 24 and 25, which do not exist.

Regional Differences
The default brightness setting has been increased in the European and Japanese releases.

The blood spatter sprites have been recolored green in the Japanese version. The blood on the monster death sprites and various gore decorations is still red, however.

Leftover Debug Strings
Stored in the ROM in the list of strings used for the various menus are strings DEBUG TEXTURE TEST WALL BLOCKING LOCK MONSTERS SCREENSHOT MACRO PEEK MUSIC TEST (They are separated by various used strings.)

According to Kaiser/Samuel Villarreal (via IRC with devin), these strings are all that is left of debug functionality that was to be part of the Features menu. Apparently there is a way to have the strings drawn in the Cheats submenu, but they will do nothing.