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Video Game / Doom 64

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Doom 64 is a 1997 First-Person Shooter in the Doom franchise, originally released for the Nintendo 64. Despite its name, it is not a direct-port of the original game, but instead a sequel with completely new levels, graphics, and sound design.

Taking place after the events of Doom II, the governments of Earth have decided to quarantine the demonic threat by bombarding all UAC facilities on Mars with a lethal amount of radiation. Years later, a stray satellite detects a powerful entity that has survived the fallout and is resurrecting legions of slaughtered demons to launch another invasion. To stop the invading hordes, the Doom Marine is called out of retirement to put an end to this new entity and rip his way through the forces of Hell one more time.

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 Final Doom as they share a similarly dark atmosphere and composer, along with reusing many of the sound effects 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 skies among technical innovations for its time.


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, Nightdive Studios 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 PlayStation 4, Xbox One, Nintendo Switch, and PC through Steam and to coincide with the release of Doom Eternal.


This video game provides examples of:

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  • Always Night: The levels set in the UAC facilities take place under a night sky.
  • Anti-Frustration Features:
    • In the 2020 rerelease, after you clear Hectic, you'll permanently have the Features option unlocked, with it being carried over even if you start a new game, unlike in the original where after you turned the game off, you would need to beat Hectic again or input a password to regain access to it.
    • The gamma slider option was added at the last minute due to testers complaining they couldn't see anything with the game's default darkness level.
  • Artifact Title: When the game was rereleased in 2020 for 8th gen consoles and PC, it retained its original title despite not being on Nintendo 64, obviously.
  • Artifact of Doom: The Unmaker is apparently carved from demons' souls.
  • Art Shift: Doom 64 uses brand-new textures and different sprites for weapons, enemies, and power-ups. They use more muted colors to enhance the Bleak Level atmosphere of the entire game. The enhanced sound effects from the PlayStation / Sega Saturn ports are imported to further enhance the atmosphere.
  • Ascended Glitch: In the vanilla Doom engine, it was possible to create invisible platforms by creating a sector within another sector, but giving no "owner" to either side of it, causing the engine to render the platform as transparent. Doom 64 continues to support this behavior, but now supports sectors that may raise and lower silently to provide passage across suspended floor/ceiling textures, creating the effect of full 3d bridges. This effect is shown off heavily on "Level 23: Unholy Temple" with the usable bridges visible from the temple's moat where you start.
  • Attract Mode: Done with a twist, the game presents the "DooM" logo by flying the camera around a rendered battle scene with space marines battling a variety of heavy weight monsters around a giant replica of said logo. Finally, the camera aims downward to ascend into the sky and show said logo made out of level geometry as the different sectors level out with each other and the floor around the logo vanishes to reveal the Unmaker symbol behind it. If you wait even longer before playing, gameplay demos of a few select levels will play. The previous fan-made Doom 64: Absolution total conversion and Doom EX port by Kaiser couldn't implement this feature due to the difficulty of getting demos working properly, however, it was restored in the official 2020 re-release of the game.
  • Balance Buff:
    • The Chainsaw was fortunately buffed with it gaining a second blade to double its hit-rate and damage output, as well as had its hit detection issues fixed. It's quite a bit more viable and can safely stunlock everything to death besides Hell Knights, Barons, and Cyberdemons (whose pain chances are still too low to be kept stunlocked by it), while it's not outclassed by the Berserk Fist for ammo saving as it's safer against the enemies it can keep stunlocked.
    • Doomguy reloads his Super Shotgun faster than before, taking only slightly longer than the pump-action shotgun's time. It also allows you to view the screen better since in Doom II, you had view blocked due to the reload. As a result, you'll drop mid-level enemies and beyond that much quicker. With enough practice dodging, it's a usable weapon against even the final boss.
    • The regular Imp (a low-threat enemy) now has a separate and improved counterpart called the Nightmare Imp. They're harder to see due to being partially invisible and their fireballs travel much faster so they're a much more credible threat to the player.
  • Bittersweet Ending: Doomguy kills the Mother Demon, but decides to remain in Hell indefinitely in case the demons ever come back. Bad for him, good for the rest of humanity. But given that Doomguy is implied to be a massive Blood Knight, it doesn't really seem so bad for him. Then Doom Eternal reveals that willingly staying in Hell actually took a huge toll on his sanity, and left him a broken shell of a man... though it also led to him being in the right place to stop The Legions of Hell when they invade Earth again. It really is a mixed bag.
  • Boss in Mook's Clothing: While the Cyberdemon isn't a full unique boss like in the original Doom, it appears more sparingly than in Doom 2. You'll only fight one in Level 17 and Level 25 (pairs if on higher difficulty), not counting the bonus levels which aren't part of the main campaign.
  • Breaking the Fourth Wall: Finding the super secret level "Hectic", the game breaks the typical third person narrative and speaks directly to the the player about how "Only the best will reap its rewards." Sure enough, clearing this secret gauntlet level directly affects the option menu, allowing access to cheats, and a level selection menu with even more secret difficult levels inaccessible by regular means.
  • Brutal Bonus Level:
    • "Hectic" is a very tiny level with a small handful of enemies, but is packed to the brim with dirty tricks and One-Hit Kill traps (the first room of the level is full of power-ups that will kill you if you try to get them, except for two you can only get in a very specific way). The worst part is the blue key section where you have to kill four Hell Knights, two on either side of you, while balancing on a ridiculously narrow platform above an inescapable pit of lava, armed only with a rocket launcher that has a good chance of knocking you back into the pit with its kickback, which is also almost guaranteed if you get hit (you can find slightly more firm footing in the doorway you came into the room through, but that leaves you a sitting duck for the Hell Knights' fireballs). If the level is too much for the player there is an open exit right in the beginning room for the player to take whenever, but if they go through all the level's trials and get all the keys to get through the exit behind the key gates, they'll unlock the Features menu that will grant them the ability to activate cheats and access to a level skip feature, which is the only way to legitimately access 64's secret "fun levels".
    • The secret "fun levels", that can only be accessed through the level skip from the aforementioned Features menu, are quite brutal too from Pistol start (which you have to do since level skip removes everything you have) despite their "fun" moniker.
      • Cat And Mouse has you up against a Cyberdemon in a cramped maze while you run around scrounging up barely enough rockets to kill him, with no other resources in the level but a Berserk Pack on a pillar in an acid pool that trying to get leaves you a sitting duck for the Cyberdemon, and the cramped layout of the level makes avoiding the splash damage from his rockets difficult, while he teleports around to make evading and predicting him all the more troublesome. There are also Nightmare Imps scattered around in cages to harass and distract you as you're trying to evade the Cyberdemon's rockets that will kill you in one direct hit. Killing the Cyberdemon will end the level.
      • Then Hardcore is another cramped maze-like level where you're surrounded by an army of Mancubi and then an army of Arachnotrons after you pick up a Megasphere, armed with nothing but a Rocket Launcher and 64's nerfed Plasma Rifle with barely enough ammo to kill them all and just the aformentioned Megasphere for health, while they'll teleport around to prevent you from ever being safe. Then upon killing them all you must then fight a Cyberdemon with what little ammo you have left plus a Super Shotgun, while he teleports around and the crampness + elevation issues means splash damage when dodging his rockets is near-unavoidable.
      • Playground comparatively is quite a breather after the prior two levels as it's an open area and there's no teleporting monsters, but the beginning onslaught from the surrounding Arachnotrons on some high up pillars can get you quickly killed if you don't kill enough of them to get a safe spot fast. However after that it's smooth sailing as after killing them all the map opens up even more with a Cyberdemon rocket duel where you can easily circle-strafe him, and then a Mancubi onslaught where the beginning with them surrounding you is rough but once you get outside them you can then easily circle-strafe them too.
      • The March 2020 re-release adds another "fun" level, aptly named Panic. Here you fight a horde of Arachnotrons in a small square arena with many pillars, while like in Hardcore they'll teleport around upon crossing hidden linedefs. Then once they're dead, two Cyberdemons appear who will also teleport around, and killing them ends the level. While all this is going on, there are homing missile launchers on the outside edges of the outer pillars, meaning that nowhere in the map is safe at any time. This map is at least gracious enough to give you a BFG9000 unlike the other "fun" maps, but you only have enough ammo for six shots with it, and if you use it up on the Arachnotrons, you'll be forced to rocket duel the two Cyberdemons, which with the two of them teleporting around in such a cramped level is practically suicidal.
  • Call-Forward: The ending screen of The Lost Levels in the 2020 rerelease has one to the Slayer's Testaments from DOOM (2016).
    A grim vision takes hold of your mind as the demon carcasses steam in your wake. Stretched before you is a path of perpetual torment... A path through DOOM...
  • Chainsaw Good: Taken Up to Eleven, as the chainsaw has two blades to show that the weapon is twice as powerful as in the previous games.
  • Contemptible Cover: Fortunately averted, but it was a narrow thing. The actual box cover for the game simply used the logo seen at the top of this article, while the original unused cover art looked like this. Yeah.
  • Curb-Stomp Battle: The game's opening cinematic, rendered using the in-game engine, sees a small force of marines taking on a host of high-level demons, including Cyberdemons, Mancubi and Arachnatrons. None of the marines are armed with anything heavier than a chaingun. The result is gruesomely predictable, perhaps best summarised when a marine charges recklessly down a corridor towards a Cyberdemon, who reduces him to Ludicrous Gibs with one well-aimed rocket. We don't even get to see a single demon go down, and the camera rises into the air to reveal the structure the battle takes place around is none other than the Doo M logo while the music becomes more somber and potentially disturbing.
  • Dancing Mook Credits: Just like in Doom II, the ending lets you watch the walking, attacking, and death animations of each of the enemies in the game (including Doomguy himself).
  • Darker and Edgier: Doom 64 continues the horror elements introduced in the PlayStation and Saturn ports of Doom, including more sinister music, and redesigning the demons to appear far more intimidating. The camera is also at chest level instead of eye level so everything is larger and more intimidating. Also literally darker when it comes to color palette, which was a point of contention for many years (although considerably improved in the 2020 rerelease).
  • Disc-One Nuke: The Unmaker and its Demon Keys upgrades. If you decided to go to the first secret level in the game (after Map 4), you will get the Unmaker and one of its Keys. The first Demon Key makes it shoot powerful lasers rapidly on top of each laser already dealing up to nearly-quadruple the damage of a plasma bolt, thus making the Plasma Gun that you get later in the game obsolete for the entire game.
  • Dolled-Up Installment: The original name for Doom 64 was "The Absolution" but id Software and Midway decided to brand it with the "Doom" name to drive sales, despite taking a considerably different tone and style to previous Doom installments. This isn't the strictest example as id had creative and supervisory input on the development of the game and the game itself runs on the Doom engine but remains the only Doom game not internally developed at id. The original name lives on via the game's final level ("The Absolution").
  • Drone of Dread: The game abandons the guitar-based soundtrack of the original in favor of dark ambience.
  • Dual Boss: On the highest difficulty, you fight a pair of Cyberdemons instead of just one during the game's two Cyberdemon encounters.
  • Duel Boss: The "Fun" level "Cat and Mouse" is basically you trapped in a maze with a single Cyberdemon. There are a number of Nightmare Imps locked in cages to harass you with fireballs, but they're little threat (since the Cyberdemon will kill you with one good hit anyway) and easily dealt with.
  • Easy Level Trick: Map 24 No Escape requires defeating every Cyberdemon in the leve. 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.
  • Equipment-Based Progression: The Unmaker has Artifacts that make it a much more powerful weapon as you progress through the game.
  • Even the Subtitler Is Stumped: When you pick up the Unmaker, the message just says "What the !@#%* is this!"
  • Evil Is Not Well-Lit: The game is much darker (literally) than the first two. Even the UAC base levels take place at night, and in Hell the sky is permanently dark and stormy. The darkest levels are (appropriately enough) "Dark Citadel" and "Dark Entries".
  • Evil Smells Bad: The opening text to "In The Void" describes the place as smelling like "death and demon carcass".
  • Evolving Weapon: The Unmaker. When you first get it, it fires only a single laser and isn't anything special. If you manage to collect all three Demon Artifacts hidden throughout the game, though, it shoots multiple lasers in a spread pattern and is even more powerful than the BFG 9000 (to the point that only about a half-dozen shots are needed to kill the Final Boss).
  • Fan Remake: Before it was given an official PC port in 2020, fans took to releasing their own mods to recreate Doom 64 in the PC Doom engine.
    • Doom 64 Absolution, a total conversion mod for Doom II created with data extracted from the Doom 64 ROM file. There are some differences in level order to go along with Doom II's level sequence and three new campaign maps, along with two bonus maps. It was succeeded by Doom 64EX, which aimed to restore some features that were left behind in Absolution.
    • Doom 64 Retribution, another Doom II TC made specifically for the GZDoom source port. It follows the original level sequence, 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 Brutal Doom and Demonsteele.
    • Doom 64 for Doom II, which recreates Doom 64's levels using Doom II's assets. Like Absolution, the level sequence has been changed.
    • Brutal Doom 64 from the creator of Brutal Doom, 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.
  • Foreshadowing: On "Level 12: Altar of Pain", you find the Unmaker for the first time outside of secret levels, presented ceremoniously on the titular pentagram altar. This is also a subtle hint to a major secret found on level: The secret exit to "The Lair" where you can power up the Unmaker with one of the Demon Keys. If one overlooked the first Secret Level, this is likely the first one they'll find due to an arrow-shaped platform north a short distance from the altar structure, visible on the Automap.
  • Fragile Speedster: Nightmare Imps move fast and have one of the fastest projectiles among the enemies, but it still only has the very low 60 HP a normal Imp has.
  • Gameplay and Story Segregation: The Mother Demon has the power to resurrect fallen demons, making them stronger than before. You fight it at the end of the game after wiping out a small army of demons, and it never tries to revive any of them.
  • Glass Cannon: Lost Souls; they only have a measly 50 HP, which is even less than an Imp's. However, they're very aggressive and will quickly get in your face to attack repeatedly until stunned or killed, causing them to easily rack up damage quickly on an unsuspecting player, especially in the groups they're usually encountered in.
  • Grand Finale: Doom 64 effectively served as this for the classic Doom games since Id had already moved on to the Quake series. A sequel was originally planned, but it was cancelled since Midway had turned its its attention to porting Quake to the Nintendo 64. However, it wouldn't be the end of Doomguy's story.
  • Guide Dang It!:
    • Finding the exit to the secret level "Hectic" in the first level is perhaps the biggest example of such in the series. In the first level, upon blowing up all the barrels in the level, a wall concealing a teleporter will open up in an already secret area, for a very brief few seconds before permanently closing for the rest of the level (which means a player will have no chance to get to the secret exit unless they save the very first barrel in the level near the secret exit for last, let alone knowing about it in the first place). There's absolutely no indication that blowing up the barrels will do something (nor are barrels ever used as a trigger for something in any other point in the franchise), and the only hint in-game that the secret exists is a seemingly inconsequential small blood stain on the floor in front of the wall concealing the secret exit. Hectic is this hidden for good reason however, as the level puts the player up against incredibly unfair situations with minimal resources and has a load of instant death traps, while rewarding a player who manages to clear the level with access to the "cheats" menu, which grants the player things such as god mode, unlimited ammo, and the ability to warp to any level (including three secret "for fun" levels that cannot be accessed by normal gameplay).
    • Accessing 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 inputing 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 Save Scumming allowed on the Nintendo 64.

  • Happy Ending Override: 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.
  • Hero-Tracking Failure: Still present just like in the original game, where enemies directly fire at your position unless you have the Partial Invisibility powerup (where then they fired haphazardly in random directions). There's a belief that the Cyberdemon leads its shots now in Doom 64 but this is a myth, as it still fires all its shots at your current position. However the Cyberdemon does now actually fire from its Rocket Launcher instead of shooting from its center like in the original, which with the Cyberdemon's height means its rockets are fired at a downward angle, and so far enough away the rockets can hit the ground near you and hit you with splash damage, making it more difficult to completely dodge his rockets than in the original.
  • Idiosyncratic Difficulty Levels: Just like in the original Doom, where difficulties aren't explicitly named, and correspond to the amount of enemies on each map, as well as the quality of the enemies around (e.g. on the lower two difficulties many larger demon spawns like Hell Knights or Mancubi will be Imps instead). Also, unlike regular Doom, there is no Nightmare difficulty equivalent.
    • Be Gentle!: Equivalent to the original's "I'm Too Young To Die", which has the least amount of enemies, and doubles the ammo you get from pickups as well as reduce the damage you sustain to half.
    • Bring It On!: Equivalent to the original's "Not Too Rough", has the same enemy placement as the easiest difficulty but without the double ammo and half damage.
    • I Own Doom!: Equivalent to the original's "Hurt Me Plenty", which has more enemies and replaces some enemies with more dangerous ones
    • Watch Me Die!: Equivalent to the original's "Ultra-Violence", which has even more enemies than the "I Own Doom!" difficulty.
  • Magikarp Power: 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 Spread Shot effect, and the third further ups the effect, effectively reaching beam spamming levels.
  • Missing Secret: The 24th level "No Escape" is the penultimate level in the game, and the final level, "The Absolution", is the 25th. However, if the player looks at the automap on The Absolution, they'll noticed The Absolution is listed as "Map 28", seemingly implying the player missed out on a series of three secret levels between No Escape and The Absolution. However, there is no secret exit on No Escape, and the player will always advance to The Absolution upon clearing No Escape. Now Maps 25-27 do exist, but they're very small "fun levels" that just put the player up against a Cyberdemon and some Mancubi/Arachnotrons, that can only be accessed by codes or by finding the impossible-to-find-without-a-guide secret level Hectic and then clearing all its extremely difficult challenges to get access to the "cheats menu", then using the cheats menu to warp to the "fun levels" inexplicably slotted in maps 25-27.
  • Mission-Pack Sequel: At the game's heart is Doom II 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 (Nintendo 64 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.
  • Nerf: The Plasma Rifle has its firing speed reduced by about 1/3, which ended up making it completely obsolete thanks to the Unmaker. It doesn't help that you actually find the Unmaker earlier if you opt to visit the first secret level Outpost Omega, plus you receive the first Demon Key to boost the Unmaker's rate of fire. The Lost Levels corrected this by making the Unmaker only available late in its last level. This was a common nerf on Doom ports back in the 90's as the PC version's Plasma Rifle could overload slower processors from the sheer amount of sprites they had to process.
  • Nintendo Hard: The set of secret levels referred to as the "Fun" levels- "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.
  • Nostalgia Level: "Level 9: Even Simpler" plays a lot like "Dead Simple" and has a similar arena-style layout, but has the player face a wider variety of monsters rather than just Mancubi and Arachnotrons. The level now has a hell-themed motif instead of a tech base theme like its predecessor. The level's name also hints at it being a sequel of sorts to Doom II's iteration.
  • Nothing Is Scarier:
    • The intermission text you receive upon completing an act of the game or before entering a secret level has nothing but absolute silence to accompany it as each line fades onto the background with the Unmaker insignia.
    • Played With in the 17th level "Watch Your Step". It starts out with no monsters and a lot of ammo and power ups. It's still rather creepy due to the music as well as the weird red fog that pervades the level. As you progress, monsters start to spawn in, starting with weak ones but they get increasingly hard until you face your first cyberdemon.
    • "Wait For It" (the track for level 15: Dark Entries in the main game)is basically a musical version of this. Despite being minimalist and ambient (and nearly silent at times), it's still very creepy.
  • Paper Tiger: The seemingly-improved Pinky Demons look more dangerous, with their larger size, newly-added hand claws, and bigger teeth, but they're no deadlier than the classic Pinky Demon, with the same exact stats and method of attack as before. In fact, your new double-bladed Chainsaw makes even quicker work of them and your Super Shotgun will still one shot them with ease.
  • Password Save: Doom 64 uses this to save the player's progress, although it also supports a regular save function.
  • Power-Up Letdown: The Partial Invisibility powerup just like in the original, since it randomizes what direction enemies fire in, making it no longer possible to predict where they'll fire and making it all the more likely you'll strafe into enemy projectiles instead of dodging. It's still useful against hitscan enemies as you can't dodge their instantaneous fire anyway and thus the powerup can save you some unavoidable damage against them, but this in itself is of limited use, since the only hitscan enemies in the game are the lowly Zombiemen and Shotgun Guys - no Chaingunners or Spider Masterminds - and they're never placed in a way to really exploit that hitscan ability.
  • Random Number God: This is prevalent throughout all damage calculations, more or less, but the Unmaker's damage range is especially wide, ranging from 10-150 points of damage per shot. Its inconsistencies can lead to a Former Human surviving a single laser blast to Pinky downed in a single laser blast.
  • Red Sky, Take Warning: Not only is Hell's sky red, but in some levels it's on fire.
  • Reformulated Game: The redone levels and enemies, darker graphics and horror-inspired soundtrack gave the game a much different ambiance than the original game, even if the gameplay is for the most part still the same.
  • Rocket-Tag Gameplay: Subverted in "Cat and Mouse"; it's a Duel Boss fight between you and a Cyberdemon, where the two of you duel with rocket launchers. Unfortunately, the Cyberdemon can suck down rockets like rock candy, while you're little more than a One-Hit Point Wonder (you can survive the blast of one or two near-misses, but a direct hit, or even a close miss, will One-Hit Kill you).
  • Scenery Porn: A morbid example (since the game takes place in abandoned laboratories and Hell itself). One could say that the demons (as well as the UAC) have pretty nice taste in architecture. Then again, Doom 64's levels tend to be more detailed than the classic Doom games.
    • Some levels (like Map 14, "Eye of the Storm", or Map 23, "Unholy Temple") resemble medieval castles and Gothic cathedrals.
    • While some of the skies can be menacing, they can pretty cool to look at. Special mention goes to the green fire sky in the aforementioned Unholy Temple.
    • Interestingly, Level 13, "Dark Citadel", has a section that is an underground library complete with bookshelves full of literature.note 
    • "Terror Core", "Altar of Pain" and "Eye of the Storm" in the second act of the game have animated skies with distant thunder and lightning adding extra immersion to their castle settings. The effects really make the three levels stand out.
    • Behind its yellow key door, Level 10 "The Bleeding" has an underground cavern with green grass, a small stream of water, and a small waterfall. It looks like something you'd see in The Legend of Zelda. It's also quite strange considering this is a Hell level.
  • Secret Level: Like previous editions of Doom, there are multiple secret levels to be found. This time however, the three secret levels in the main campaign provide tangible rewards found nowhere else. Each gives one of three Demon Keys to power up your Unmaker weapon, provided you solve a puzzle in each level. You can also find significant perks, such as an Unmaker as early as the first act of the game. Each Demon Key also reduces the difficulty of the final level significantly by allowing you to close one demon portal per key.
  • Shell-Shocked Veteran: According to the manual, Doomguy was severely traumatized by his experiences in the first two games. Nonetheless, he voluntarily steps up to stop the forces of Hell from invading Earth again.
  • Shotguns Are Just Better: The Super Shotgun is even more useful here, as the cycling animation between shots is shorter, allowing you to dish out damage faster.
  • Simple, yet Awesome:
    • The Double-Bladed Chainsaw is twice as dangerous as the classic Doom model and now a very good choice for monsters you can reliably stun with it. Pinky Demons & Cacodemons don't stand a chance against it once you close the distance. Hearing it violently make contact with a monster can be so satisfying.
    • The Chaingun isn't any more powerful than its classic counterpart, but it now reverberates and shakes as you fire it to enhance the thrill of letting it rip on a hoard of monsters, feeling more like the light machine gun it's meant to be.
  • Super Title 64 Advance: Doom 64. It was originally supposed to be called The Absolution, but got its name changed to follow along with the naming convention of other Nintendo 64 titles. Unfortunately, this led to people mistaking it for yet another port of the original game (like Hexen 64 and Duke Nukem 64 were), thus hurting its sales due to the stigma surrounding most of the concurrent Doom ports at the time, when in fact it is a unique game.
  • Suspicious Video-Game Generosity: Level 17, "Watch Your Step", starts with you in a large open arena, empty of enemies, with an array of most of the game's weapons and copious amounts of ammo strewn around the perimeter, with a side passage leading into another section with even more weapons, including a BFG 9000. Enemies start spawning in here, in moderately threatening numbers, but it's when you return to the central area again that you get thrown into a massive pitched battle against a vast host of enemies, culminating in the game's first encounter with a Cyberdemon (or on "Watch Me Die", two Cyberdemons!).
    • The final levels of both the original Campaign ("The Absolution") and The Lost Levels ("Final Judgement") open with you being offered every single weapon in the gamenote , including the Unmaker, as well as a large amount of ammo, a Megasphere and even an Invulnerability Sphere before you descend into the final battle arena. Final Judgement goes even further by having a second chamber absolutely stuffed with even more additional ammo before you hit the switch the set the demon horde loose on you.
  • Symbol Swearing: Doomguy's reaction upon finding the Unmaker: "What the !@#%* is this!"
  • Tank Controls: The default settings. You can change the controls to better fit the player's preferred play-style.
  • Title Drop: Played with, as the final map is named after the original title for the game: The Absolution.
  • Unwinnable by Mistake: "Even Simpler" is a remake of "Dead Simple" from Doom II, only with Pain Elementals thrown in. You have to kill every enemy, including the Lost Souls they shoot out, to advance. If they're killed next to some walls, however, the Souls they are supposed to shoot out get sucked into the walls, making it impossible to kill them.
  • Updated Re-release: The 2020 re-release brought the game to PlayStation 4, Xbox One, Nintendo Switch, and PC with higher resolution visuals, runs at 60 FPS on consoles (and up to 1000 FPS on PC), controller rumble support, various graphics settings (such as a recreated N64-styled three-point filtering and anti-aliasing), and an entirely new episode added that bridges the gap between the classic and modern Doom games.
  • You Don't Look Like You: 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 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 trooper and shotgun sergeant look identical (rather than the sergeant being 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.


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