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** Map 24, "No Escape", requires defeating every Cyberdemon in the level. There are 1-2 Cyberdemons in a gated area. What makes this exploitable is that there's enough of a crack to shoot bullets, shotgun shells, and Unmaker lasers. If you have enough ammo from the previous level, you can literally dodge every event trigger in this level that would have generated enemies in that level had you progress through the level.

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** Map 24, "No Escape", requires defeating every Cyberdemon in the level. There are 1-2 Cyberdemons in a gated area. What makes this exploitable is that there's enough of a crack to shoot bullets, shotgun shells, and Unmaker lasers. If you have enough ammo from the previous level, you can literally dodge every event trigger in this level that would have generated enemies in that level had you progress through the level.and simply shoot those Cyberdemons to death.
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* ArtShiftedSequel: ''Doom 64'' uses brand-new textures and different sprites for weapons, enemies, and power-ups. They use more muted colors to enhance the BleakLevel atmosphere of the entire game. The enhanced sound effects from the ''UsefulNotes/PlayStation'' / ''UsefulNotes/SegaSaturn'' ports are imported to further enhance the atmosphere.

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* ArtShiftedSequel: ''Doom 64'' uses brand-new textures and different sprites for weapons, enemies, and power-ups. They use more muted colors to enhance the BleakLevel atmosphere of the entire game. The enhanced sound effects from the ''UsefulNotes/PlayStation'' ''Platform/PlayStation'' / ''UsefulNotes/SegaSaturn'' ''Platform/SegaSaturn'' ports are imported to further enhance the atmosphere.



** The method for unlocking the secret exit in "Holding Area" (Level 4) is also not obvious. There is a balcony where you can exit the level normally, but also a combination lock with four switches, one at each overlook and a teleport pad to take you to the secured door after inputting the correct code. If you are refraining from consulting a walkthrough, then the combination appears to be a guessing game. Brute force isn't practical because the level only allows one combination attempt per session and there's no SaveScumming allowed on the UsefulNotes/Nintendo64.

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** The method for unlocking the secret exit in "Holding Area" (Level 4) is also not obvious. There is a balcony where you can exit the level normally, but also a combination lock with four switches, one at each overlook and a teleport pad to take you to the secured door after inputting the correct code. If you are refraining from consulting a walkthrough, then the combination appears to be a guessing game. Brute force isn't practical because the level only allows one combination attempt per session and there's no SaveScumming allowed on the UsefulNotes/Nintendo64.Platform/Nintendo64.



* MissionPackSequel: At the game's heart is ''VideoGame/DoomII'' as the base. It has been upgraded with scripting, environmental traps like dart and homing missile launchers, completely new textures and sprites, completely new levels and story text, as well as support for hardware acceleration (''UsefulNotes/Nintendo64'' originally). The upgraded engine also allows a greater illusion of 3D such as the appearance of over-and-under bridges that can use solid floor textures.

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* MissionPackSequel: At the game's heart is ''VideoGame/DoomII'' as the base. It has been upgraded with scripting, environmental traps like dart and homing missile launchers, completely new textures and sprites, completely new levels and story text, as well as support for hardware acceleration (''UsefulNotes/Nintendo64'' (''Platform/Nintendo64'' originally). The upgraded engine also allows a greater illusion of 3D such as the appearance of over-and-under bridges that can use solid floor textures.

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** ''Doom 64 Retribution'', another Doom II TC made specifically for the [=GZDoom=] source port. It follows the original level sequence with altered maps and enemy placement, though it includes the extra levels from ''Absolution'' as a bonus episode. ''Retribution'' would ultimately form the basis for ''Doom 64 Consolation Prize'', which replaces the Doom 64 monsters, weapons, and powerups with their Doom/Doom II counterparts, allowing it to be used with gameplay mods like ''VideoGame/BrutalDoom'' and ''VideoGame/{{Demonsteele}}''. ''Retribution'' would be succeeded by ''Doom 64 CE'', a [=GZDoom=] port that utilizes the IWAD file from the official 2020 PC port to provide a faithful experience within [=GZDoom=], but with a bevy of customizable options to modify the gameplay and aesthetics, and compatibility with popular [=GZDoom=] mods. It also inherently includes popular mods such as Nashgore and Smooth Doom among the toggable options, customized specifically for Doom 64. On top of all that, it optionally includes all the cut Doom 2 enemies (aside from the Icon Of Sin) who are all redesigned to fit the game's art style (for example, the Arch-Viles now look like {{Mook}} version of the Mother Demon, retroactively making her a [[KingMook Queen Mook]] to them) and the custom enemies from ''Absolution'', which can individually be enabled, as well as the The Lost Levels maps from the 2020 rerelease, the new maps from ''Absolution'', and several other episodes of custom Doom 64 maps that were originally made for ''Absolution''.

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** ''Doom 64 Retribution'', another Doom II TC made specifically for the [=GZDoom=] source port. It follows the original level sequence with altered maps and enemy placement, though it includes the extra levels from ''Absolution'' as a bonus episode. ''Retribution'' would ultimately form the basis for ''Doom 64 Consolation Prize'', which replaces the Doom 64 monsters, weapons, and powerups with their Doom/Doom II counterparts, allowing it to be used with gameplay mods like ''VideoGame/BrutalDoom'' and ''VideoGame/{{Demonsteele}}''. ''VideoGame/{{Demonsteele}}''.
***
''Retribution'' would be succeeded by ''Doom 64 CE'', a [=GZDoom=] port that utilizes the IWAD file from the official 2020 PC port to provide a faithful experience within [=GZDoom=], but with a bevy of customizable options to modify the gameplay and aesthetics, and compatibility with popular [=GZDoom=] mods. It also inherently includes popular mods such as Nashgore and Smooth Doom among the toggable options, customized specifically for Doom 64. On top of all that, it optionally includes all the cut Doom 2 enemies (aside from the Icon Of Sin) who are all redesigned to fit the game's art style (for example, the Arch-Viles now look like {{Mook}} version of the Mother Demon, retroactively making her a [[KingMook Queen Mook]] to them) and the custom enemies from ''Absolution'', which can individually be enabled, as well as the The Lost Levels maps from the 2020 rerelease, the new maps from ''Absolution'', and several other episodes of custom Doom 64 maps that were originally made for ''Absolution''.
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* VideoGameDemake: [[https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2 Doom 64 for Doom II]], a recreation of Doom 64 under the limits and feel of the original ''Doom'', with liberties taken where necessary. There is no Unmaker, but the Chaingunners, Revenants, and Arch-Viles are there, and the Mother Demon was recreated using DeHackEd and has the attacks of the Mancubus, Arch-Vile, Cacodemon, Revenant, and Pain Elemental.

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* VideoGameDemake: [[https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2 Doom 64 for Doom II]], a recreation of Doom 64 under the limits and feel of the original ''Doom'', with liberties taken where necessary. There is no Unmaker, but the Chaingunners, Revenants, and Arch-Viles are there, and the Mother Demon was recreated using DeHackEd Dehacked and has the attacks of the Mancubus, Arch-Vile, Cacodemon, Revenant, and Pain Elemental.
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* MagikarpPower: The Unmaker goes through this. When you first pick it up, it only fires a single laser at a slow rate. Finding the first Artifact makes it shoot faster, the second gives it a SpreadShot effect, and the third further ups the effect, effectively reaching {{beam spam}}ming levels.

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* MagikarpPower: The Unmaker goes through this.this until it becomes the game's InfinityPlusOneSword. When you first pick it up, it only fires a single laser at a slow rate. Finding the first Artifact makes it shoot faster, the second gives it a SpreadShot effect, and the third further ups the effect, effectively reaching {{beam spam}}ming levels. The main factor holding it back is the very scarce Cell ammo.
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Contrast to the previous mainline installments of ''Doom'', ''Doom 64'' featured a darker atmosphere, forgoes the rockin' metal-inspired tunes in favor of haunting and unsettling ambiance, and adds an increased emphasis on puzzle-solving and exploration. The darker tone and style of music could be seen as a follow-up to the [=PlayStation=] ports of ''Doom'' and ''VideoGame/FinalDoom'' as they share a similarly dark atmosphere and its soundtrack was scored by the same composer, along with reusing many of the sound effects and sharing a similar codebase from those ports. On a technical standpoint, ''Doom 64'' was the first 3D-accelerated id Tech 1 engine game that featured effects such as fog rendering, an advanced lighting system, and [[MotionParallax animated parallax]] skies among other technical innovations for its time.

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Contrast to the previous mainline installments of ''Doom'', ''Doom 64'' featured a darker atmosphere, forgoes forgoing the rockin' metal-inspired tunes in favor of haunting and unsettling ambiance, and adds adding an increased emphasis on puzzle-solving and exploration. The darker tone and style of music could be seen as a follow-up to the [=PlayStation=] ports of ''Doom'' and ''VideoGame/FinalDoom'' as they share a similarly dark atmosphere and its soundtrack was scored by the same composer, along with reusing many of the sound effects and sharing a similar codebase from those ports. On a technical standpoint, ''Doom 64'' was the first 3D-accelerated id Tech 1 engine game that featured effects such as fog rendering, an advanced lighting system, and [[MotionParallax animated parallax]] skies among other technical innovations for its time.



* MultiMookMelee: The final standard level, The Absolution, begins as a very large horde of enemies (of all species minus Zombieman and Cyberdemon) come from three large gates to attack Doomguy. Defeating them all is necessary to begin the FinalBoss battle against the Mother Demon. If certain keys were collected from the secret levels, these gates can be closed before too many enemies come into scene, allowing the player to save a lot of ammunition for the final battle.

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* MultiMookMelee: The final standard level, The Absolution, begins as a very large horde of enemies (of all species minus Zombieman and Cyberdemon) come from three large gates to attack Doomguy. Defeating them all is necessary to begin the FinalBoss battle against the Mother Demon. If certain keys were collected from the secret levels, these gates can be closed before too many enemies come into scene, the arena, allowing the player to save a lot of ammunition for the final battle.
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* InfinityMinusOneSword: In the base campaign at least, the Rocket Launcher is very easy to find, ammo pickups surprisingly plentiful and it offers better range and SplashDamage when the Super Shotgun isn't optimal. The Rockets also travel faster than in earlier games, so it's easier to use at longer ranges. Like in previous games, you may pool up to 100 rockets for a rainy day if you so desire. Just be careful of the new recoil effect that pushes you back slightly (and obviously don't fire it point blank at someone).

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* InfinityMinusOneSword: In the base campaign at least, the Rocket Launcher is very easy to find, ammo pickups are surprisingly plentiful and it offers better range and SplashDamage when the Super Shotgun isn't optimal. The Rockets also travel faster than in earlier games, so it's easier to use at longer ranges. Like in previous games, you may pool up to 100 rockets for a rainy day if you so desire. Just be careful of the new recoil effect that pushes you back slightly (and obviously don't fire it point blank at someone).
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** ''Brutal Doom 64'' from the creator of ''VideoGame/BrutalDoom'', which combines Doom 64's levels-with certain graphical enhancements-and sprites with the enhanced enemy AI and over-the-top gore of ''Brutal Doom'' , though it lacks the latter's taunt and execution mechanics in order to maintain Doom 64's horror-based atmosphere. It also brings back monsters omitted from the original game and introduces a new monster called the hellhound. The maps and the gameplay mod come in two separate files, meaning you can either play the enhanced levels with the gameplay mod of your choice, or play any WAD with ''Brutal Doom 64'' monsters and weapons.

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** ''Brutal Doom 64'' from the creator of ''VideoGame/BrutalDoom'', yet another TC for Doom II. which combines Doom 64's levels-with certain graphical enhancements-and weapon and monster sprites with the enhanced enemy AI and over-the-top gore of ''Brutal Doom'' , Doom'', though it lacks the latter's taunt and execution mechanics in order to maintain Doom 64's horror-based atmosphere. It also brings back monsters omitted from the original game and introduces a new monster called the hellhound. There's also a tactical mode that adds a stamina meter, the need to reload your weapons, and an assault rifle inspired by ''Brutal Doom's'' rifle. The maps and the gameplay mod come in two separate files, meaning you can either play the enhanced levels with the gameplay mod of your choice, or play any WAD with ''Brutal Doom 64'' monsters and weapons.



* StealthPrequel: When the Nightdive remaster of ''Doom 64'' has been released alongside ''Doom Eternal'', it's been revealed that it was not only a sequel to ''Doom II'', but also a prequel to ''DOOM (2016)'', the latter starting where the former ended.

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* StealthPrequel: When the Nightdive remaster of ''Doom 64'' has been was released alongside ''Doom Eternal'', it's been ''The Lost Levels'' revealed that it was not only a sequel to ''Doom II'', but also a prequel to ''DOOM (2016)'', the latter starting where the former ended.



* YouDontLookLikeYou: While the other monster redesigns at least look similar to the designs from the previous games, the Cacodemon and Pain Elemental have been radically altered. Cacodemons are now dark brown in color, have yellow eyes with cat-like pupils, and have arms with [[ChainedByFashion chains dangling from the wrists]] (their backs have stretched, torn open skin exposing red flesh similar to the original Cacodemon design, possibly implying the new look are flayed Pain Elemental skins ''stretched over'' the old Cacodemons). Pain Elementals are colored purple instead of brown, their eye is green instead of red, and they have two mouths on each side of their body. Also, the [[TheGoomba trooper]] and shotgun sergeant look identical (rather than the sergeant being [[BaldOfEvil bald]]) due to space limitation on the original cartridge, meaning they are indistinguishable until they shoot or you kill them and see what they drop (the shotgunners have grey pants instead of tan pants, but this isn't something you're going to notice in a hectic firefight).

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* YouDontLookLikeYou: While the other monster redesigns at least look similar to the designs from the previous games, the Cacodemon and Pain Elemental have been radically altered. Cacodemons are now dark brown in color, have yellow eyes with cat-like pupils, and have arms with [[ChainedByFashion chains dangling from the wrists]] (their backs have stretched, torn open skin exposing red flesh similar to the original Cacodemon design, possibly implying the new look are flayed Pain Elemental skins ''stretched over'' the old Cacodemons). Pain Elementals are colored purple instead of brown, their eye is green instead of red, and they have two mouths on each side of their body. Also, the [[TheGoomba trooper]] zombieman]] and shotgun sergeant look identical (rather than the sergeant being [[BaldOfEvil bald]]) due to space limitation on the original cartridge, meaning they are indistinguishable until they shoot or you kill them and see what they drop (the shotgunners have grey pants instead of tan pants, but this isn't something you're going to notice in a hectic firefight).

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''Doom 64'' is a 1997 FirstPersonShooter in the ''Franchise/{{Doom}}'' franchise, originally released for the UsefulNotes/Nintendo64. [[SuperTitle64Advance Despite its name]], it is not a direct-port of the [[VideoGame/{{Doom}} original game]], but instead a sequel with completely new levels, graphics, and sound design.

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''Doom 64'' is a 1997 FirstPersonShooter in the ''Franchise/{{Doom}}'' franchise, originally released for the UsefulNotes/Nintendo64.Platform/Nintendo64. [[SuperTitle64Advance Despite its name]], it is not a direct-port of the [[VideoGame/{{Doom}} original game]], but instead a sequel with completely new levels, graphics, and sound design.



While ''Doom''[='=]s first two entries saw ports to a plethora of consoles during the '90s and onward, ''Doom 64'' remained exclusive to the Nintendo 64 for many years, and since Midway Games' dissolution in the late 2000s, it made obtaining the rights to the game difficult. There were efforts by Samuel "Kaiser" Villarreal to bring the game to PC with a ''Doom II'' total conversion titled ''Doom 64: Absolution'', followed by an unofficial port using data from the Nintendo 64 cartridge with ''Doom 64 EX''. Around 2020, Creator/NightdiveStudios and Bethesda were able to obtain the rights to ''Doom 64'', and on March 20 of the same year, released an updated port of the game to UsefulNotes/PlayStation4, UsefulNotes/XboxOne, UsefulNotes/NintendoSwitch, and PC through Steam and Bethesda.net to coincide with the release of ''VideoGame/DoomEternal''; it was later released on GOG.com and Epic Games Store in 2022.

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While ''Doom''[='=]s first two entries saw ports to a plethora of consoles during the '90s and onward, ''Doom 64'' remained exclusive to the Nintendo 64 for many years, and since Midway Games' dissolution in the late 2000s, it made obtaining the rights to the game difficult. There were efforts by Samuel "Kaiser" Villarreal to bring the game to PC with a ''Doom II'' total conversion titled ''Doom 64: Absolution'', followed by an unofficial port using data from the Nintendo 64 cartridge with ''Doom 64 EX''. Around 2020, Creator/NightdiveStudios and Bethesda were able to obtain the rights to ''Doom 64'', and on March 20 of the same year, released an updated port of the game to UsefulNotes/PlayStation4, UsefulNotes/XboxOne, UsefulNotes/NintendoSwitch, Platform/PlayStation4, Platform/XboxOne, Platform/NintendoSwitch, and PC through Steam and Bethesda.net to coincide with the release of ''VideoGame/DoomEternal''; it was later released on GOG.com and Epic Games Store in 2022.


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* LimitedAnimation: First-person weapon sprites like those of the Shotguns have simpler animations than in previous ''Doom'' games due to limited cartridge space.
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now ymmv per thread


* NintendoHard: The set of secret levels referred to as the [[SarcasmMode "Fun"]] levels- [[MeaningfulName "Cat and Mouse", "Hardcore", "Playground" and (in the rerelease) "Panic"]]. As they're not part of the campaign, to play them you have to either know the password for them, or use the level select in the Features menu unlocked by beating "Hectic" properly, which is challenge enough already. The latter three levels are basically boxy battle arenas where you get dumped in, given a couple of weapons, and set up against an army of Arachnotrons, Mancubi and at least one Cyberdemon. "Cat and Mouse" is just you, a maze with a number of Nightmare Imps locked in cages to harass you as living turrets, a single rocket launch, and a Cyberdemon hunting you down, including ''randomly teleporting around'' to surprise you. And given that the rocket launcher is far from the most effective weapon against Cyberdemons (due to their immunity to splash damage) and you'll die in one direct hit from its rockets, you're up against it to win this one.
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** ''Doom 64: Complete Edition'' is a ROM hack for the original ''Doom 64'' that adds various quality-of-life improvements such as fixing the default in-game brightness, the ability to turn off the N64's unique 3-point filtering to make the game resemble its MS-DOS predecessors, controller improvements, adds a new Hardcore! difficulty level, restores the third zombieman's sighted and death sounds, and adding new messages when finding secrets or Artifacts similarly to its KEX Engine remaster while restoring the unused second medkit pickup message. This ROM hack also allows those with the KEX Engine remaster can import The Lost Levels and togglable medkit sprites back into the N64 version, allowing players to experience the new levels even on original hardware.

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** ''Doom 64: Complete Edition'' is a ROM hack for the original ''Doom 64'' that adds various quality-of-life improvements such as fixing the default in-game brightness, the ability to turn off the N64's unique 3-point filtering to make the game resemble its MS-DOS predecessors, controller improvements, adds a new Hardcore! difficulty level, restores the third zombieman's sighted and death sounds, and adding new messages when finding secrets or Artifacts similarly to its KEX Engine remaster while restoring the unused second medkit pickup message. This ROM hack also allows those with the KEX Engine remaster can to import The Lost Levels and togglable medkit sprites back into the N64 version, allowing players to experience the new levels even on original hardware.
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** ''Doom 64 for Doom II'', which recreates Doom 64's levels using Doom II's assets. Like ''Absolution'', the level sequence has been changed, maps have been altered, and the music replaced by tracks you would rather hear on PC versions of the previous game. It also keeps the Chaingunner, Revenant, and Archvile.
** ''Brutal Doom 64'' from the creator of ''VideoGame/BrutalDoom'', which combines Doom 64's levels-with certain graphical enhancements-and sprites with the enhanced enemy AI and over-the-top gore of ''Brutal Doom'' , though it lacks the latter's taunt and execution mechanics in order to maintain Doom 64's horror-based feel. It also brings back Chaingunners and Revenants and introduces a new monster called the hellhound. The maps and the gameplay mod come in two separate files, meaning you can either play the enhanced levels with the gameplay mod of your choice, or play any WAD with ''Brutal Doom 64'' monsters and weapons.

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** ''Doom 64 for Doom II'', which recreates Doom 64's levels using vanilla Doom II's II assets. Like ''Absolution'', the level sequence has been changed, maps have been altered, and the music replaced by tracks you would rather hear on closer in style to those from PC versions of the previous game. It also keeps the Chaingunner, Revenant, and Archvile.
** ''Brutal Doom 64'' from the creator of ''VideoGame/BrutalDoom'', which combines Doom 64's levels-with certain graphical enhancements-and sprites with the enhanced enemy AI and over-the-top gore of ''Brutal Doom'' , though it lacks the latter's taunt and execution mechanics in order to maintain Doom 64's horror-based feel. atmosphere. It also brings back Chaingunners and Revenants monsters omitted from the original game and introduces a new monster called the hellhound. The maps and the gameplay mod come in two separate files, meaning you can either play the enhanced levels with the gameplay mod of your choice, or play any WAD with ''Brutal Doom 64'' monsters and weapons.



* HappyEndingOverride: At the end of ''Doom II'', it seemed like Hell would never threaten humanity again due to Doomguy trashing the place. Then ''Doom 64'' reveals that a single demon survived and has managed to resurrect all of the monsters, and they're invading Mars again.

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* HappyEndingOverride: At the end of ''Doom II'', it seemed like Hell would never threaten humanity again due to Doomguy trashing the place. Then ''Doom 64'' reveals that a single demon demonic creature survived and has managed to resurrect all of the monsters, and monsters. Now they're invading Mars again.again, and it's up to you to stop them before they reach Earth.
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* MotionParallax: The skies are animated through parallaxes.
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Contrast to the previous mainline installments of ''Doom'', ''Doom 64'' featured a darker atmosphere, forgoes the rockin' metal-inspired tunes in favor of haunting and unsettling ambiance, and adds an increased emphasis on puzzle-solving and exploration. The darker tone and style of music could be seen as a follow-up to the [=PlayStation=] ports of ''Doom'' and ''VideoGame/FinalDoom'' as they share a similarly dark atmosphere and its soundtrack was scored by the same composer, along with reusing many of the sound effects and sharing a similar codebase from those ports. On a technical standpoint, ''Doom 64'' was the first 3D-accelerated id Tech 1 engine game that featured effects such as fog rendering, an advanced lighting system, and animated parallax skies among other technical innovations for its time.

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Contrast to the previous mainline installments of ''Doom'', ''Doom 64'' featured a darker atmosphere, forgoes the rockin' metal-inspired tunes in favor of haunting and unsettling ambiance, and adds an increased emphasis on puzzle-solving and exploration. The darker tone and style of music could be seen as a follow-up to the [=PlayStation=] ports of ''Doom'' and ''VideoGame/FinalDoom'' as they share a similarly dark atmosphere and its soundtrack was scored by the same composer, along with reusing many of the sound effects and sharing a similar codebase from those ports. On a technical standpoint, ''Doom 64'' was the first 3D-accelerated id Tech 1 engine game that featured effects such as fog rendering, an advanced lighting system, and [[MotionParallax animated parallax parallax]] skies among other technical innovations for its time.
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Even without any upgrades, the Unmaker's bolts are twice as strong as the Plasma Rifle's, so it's inaccurate to say cells are "more desctructive" with the latter.


* PurposelyOverpowered: Only one new weapon was added to the game, namely a demonic laser called the Unmaker. When you first find it, it's actually extremely underwhelming, merely firing a pulsing laser beam that does fairly mediocre damage, just wasting energy cells that would be more destructive fired from the Plasma Gun. However, if you can find three of the game's secret levels (and [[GuideDangIt good luck with that!]]) and obtain the Demon Artifacts hidden within them, each one [[EvolvingWeapon powers up the Unmaker]] to increasingly powerful levels. Even with only two Artifacts it's easily the strongest weapon in the game, capable of chewing through tough enemies like Barons of Hell in seconds and even tearing a Cyberdemon apart with ease, once you collect all three then the only thing standing in your way is your stock of energy cells. Notably, a fully-powered Unmaker reduces the final boss from one of the toughest and most-dangerous boss monsters in ''Doom'' to an absolute walkover that gets stunlocked and dies in seconds (and possessing the Artifacts allows you to skip TheWarSequence you'd normally have to battle through before it spawns in).

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* PurposelyOverpowered: Only one new weapon was added to the game, namely a demonic laser called the Unmaker. When you first find it, it's actually extremely underwhelming, merely firing a pulsing laser beam that does fairly mediocre damage, damage at an average firing rate, just wasting energy cells that would be much more destructive fired from the Plasma Gun.BFG. However, if you can find three of the game's secret levels (and [[GuideDangIt good luck with that!]]) and obtain the Demon Artifacts hidden within them, each one [[EvolvingWeapon powers up the Unmaker]] to increasingly powerful levels. Even with only two Artifacts it's easily the strongest weapon in the game, capable of chewing through tough enemies like Barons of Hell in seconds and even tearing a Cyberdemon apart with ease, once you collect all three then the only thing standing in your way is your stock of energy cells. Notably, a fully-powered Unmaker reduces the final boss from one of the toughest and most-dangerous boss monsters in ''Doom'' to an absolute walkover that gets stunlocked and dies in seconds (and possessing the Artifacts allows you to skip TheWarSequence you'd normally have to battle through before it spawns in).
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* InfinityMinusOneSword: In the base campaign at least, the Rocket Launcher is very easy to find, ammo pickups surprisingly plentiful and it offers better range and SplashDamage when the Super Shotgun isn't optimal. The Rockets also travel faster than in earlier games, so it's easier to use at longer ranges. Like in previous games, you may pool up to 100 rockets for a rainy day if you so desire. Just be careful of the new recoil effect that pushes you back slightly.

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* InfinityMinusOneSword: In the base campaign at least, the Rocket Launcher is very easy to find, ammo pickups surprisingly plentiful and it offers better range and SplashDamage when the Super Shotgun isn't optimal. The Rockets also travel faster than in earlier games, so it's easier to use at longer ranges. Like in previous games, you may pool up to 100 rockets for a rainy day if you so desire. Just be careful of the new recoil effect that pushes you back slightly.slightly (and obviously don't fire it point blank at someone).
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* BossAlteringConsequence: The final level has Doomguy fight a massive horde of demons coming from three different gates, and then the Mother Demon who is the FinalBoss. However, by unlocking the secret levels from earlier levels and solving certain optional puzzles in them, he'll gather special artifacts which can be used in the final level to shut down the gates and interrupt the horde, which is helpful to save up the ammunition. In addition, the artifacts will also empower one of the weapons (the Unmaker) and give Doomguy the chance to defeat the Mother Demon much more quickly.

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