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Doom 64
| Doom 64 |
|---|
|
Developer:
Midway Games
|
| To do: There's a debug mode here; I'm not sure how it's accessed and IDK enough to find all the code IDA won't disassemble |
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.
Contents
Features Menu
Enter the password ?TJL BDFW BFGV JVVB then pause during gameplay to access a features menu, which contains a level select, invulnerability, health, and weapon toggles, and an option to view the whole map.
| Version | GameShark code |
|---|---|
| US 1.0 | 8005A7D3 0001 |
| US 1.1 | 8005A883 0001 |
| Japan | 8005B5A3 0001 |
| Europe | 8005AA23 0001 |
Placeholder Graphics
An odd texture that, unsurprisingly, doesn't appear during regular play. It automatically appears on walls that lack textures. Very rarely seen, it can be found when the player "breaks" the room-over-room effect, stumbling into a room inescapable without cheating. It's titled with a question mark in the game's internal WAD.
Unused Sounds
SNDZSIT3
SNDZDIE3
Two sounds related to the Zombieman and Shotgun Guy enemies that go unused, because the game has a limit of at most 2 sets of sounds for enemies sighting the player and their death animation.
SNDRVACT
SNDRVHIT
Two sounds related to the Revenant enemy from Doom 2 that were most likely carried over from the PlayStation version of Doom, which Doom 64 is based on. One being the "action" sound Revenants chasing the player make, and the "punching" sound they make when their melee attack connects.
According to Tim Heydelaar, the monsters from Doom 2 that didn't make it into the game were cut due to storage constraints. Apparently, there were intentions to include at least the Revenant, since Randy Estrella has expressed his favoritism towards the enemy. Other sounds related to the Revenant are found within the ROM, but are given different names and uses. The swinging fist sound (originally DSSKESWG, renamed SNDDART in Doom 64) is reused as part of the dart traps found in some of the maps, and the Revenant fireball sound (DSSKEATK, named SNDTRACR in Doom 64) is used by the homing fireball traps, as well as Mother Demon's homing fireball attack.
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 hidden. The hidden 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.
Leftover Debug Strings
Stored in the ROM in the list of strings used for the various menus are strings:
DEBUG TEXTURE TEST WALL BLOCKING
MACRO PEEK MUSIC TEST WARP TO FUN
LOCK MONSTERS SCREENSHOT
(They are separated by various used strings.)
These strings are all that is left of debug functionality that was to be part of the Features menu. You can re-activate these in the Features menu with the below GameShark code, however they do not have any functionality left.
Unused Features Menu Options Set 1
| Version | GameShark Code |
|---|---|
| USA | 8005AB67 001A 8005AB73 001D 8005AB7F 001F 8005AB8B 0023 8005AB97 0024 |
Unused Features Menu Options Set 2
| Version | GameShark Code |
|---|---|
| USA | 8005AB67 0026 8005AB73 0027 8005AB7F 0028 |
Unused Medikit Message
This message apparently even appears in this game, and the way it works is the also the same: if the player picks up a medikit with less than 25 health, this should be displayed:
Picked up a medikit that you REALLY need!
As health is added before the check is made, so the player's health is always greater than 26 when it checks which message to use. This message is eventually restored in the 2020 remaster of the game, as stated by Quasar.
Debug Crash Text
If the game ever crashed in a certain way, these messages would appear on-screen and lock the game.
Regional Differences
| US | Europe/Japan |
|---|---|
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The default brightness setting has been increased in the European and Japanese releases.
| US/Europe | Japan |
|---|---|
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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.
Revisional Differences
Two versions (1.0 and 1.1) of the US ROM exist. While the actual functional difference between them is unknown, 1.1 contains an unused copy of the European version's copyright screen (under the lump name "PLLEGAL"), but does not carry over the increased default brightness from the actual European ROM.
| The Doom series | |
|---|---|
| DOS | Doom (1993) (Prototypes) • Doom II: Hell on Earth (Prototypes) • Final Doom |
| Windows | Doom (1993) (Prototypes) • Doom 3 (Prototypes) • Doom (2016) • Doom Eternal |
| Mac OS Classic | Doom (1993) • Doom II: Hell on Earth • Final Doom |
| Mac OS X | Doom 3 (Prototypes) |
| Linux | Doom (1993) (Prototypes) |
| Jaguar | Doom |
| 32X | Doom (Prototypes) |
| 3DO | Doom |
| SNES | Doom |
| PlayStation | Doom (Prototypes) • Final Doom |
| Nintendo 64 | Doom 64 |
| Game Boy Advance | Doom • Doom II: Hell on Earth |
| J2ME | Doom RPG • Doom II RPG |
| Xbox 360 | Doom II: Hell on Earth |
| PlayStation 3 | Doom Classic Complete (Doom II: Hell on Earth, Final Doom) |
- Games developed by Midway Games
- Games published by Midway Games
- Games published by Game Bank
- Nintendo 64 games
- Games released in 1997
- Games with unused code
- Games with unused sounds
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- Games with revisional differences
- To do
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