DOOM 3.5 |Brutal Doom 64 Walkthrough /Gameplay [BLIND] - Part 1
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Doom 64 is a first-person shooter video game developed and published by Midway Games. It was released for Nintendo 64 in 1997 as a sequel to Doom II, and will be re-released for Microsoft Windows, Nintendo Switch, PlayStation 4, and Xbox One in March 2020.
Doom 64 plays similarly to earlier games in the Doom series; the player must advance through 32 levels battling demons, collecting weapons and keys, and activating switches in order to reach the level's exit while surviving deadly ambushes and traps. Changes were made to the Doom engine for use in Doom 64, and gameplay elements were altered.
Doom 64 was developed by Midway Games at its San Diego studio. id Software, the primary developer of the Doom franchise, supervised the project.[4] Development began in late 1994.[5] Midway's original title of the game was The Absolution, however the name was changed to Doom 64 for brand recognition ("The Absolution" was reused as the name of the last level in the game). Midway wanted to include every demon from the original games, as well as a few extra levels, into the final product, but deadlines and memory constraints of the small capacity of the N64 cartridges made them scrap the levels and leave a few demons out of the game. Midway stated that a multiplayer mode was not included because Nintendo did not provide the necessary resources for multiplayer programming. The developer justified the decision based on alleged slowdown during split-screen multiplayer in other games on the console and the competitive nature of the mode. "Everyone knows that the best part of playing multiplayer is not knowing where your opponent is," stated a Midway representative, "and with a four-player split-screen, everyone can easily see where their opponents are."[6]
The environments were built from 3-dimensional polygon models, while the enemies were created by pre-rendering sprites with SGI workstations.[7] The Nightmare Imp was originally developed for the PlayStation version of Doom and appeared in a near-complete beta of the game,[8] but was removed just prior to release for unknown reasons. As such, it made its debut in Doom 64 instead.[2]
Doom 64 was slated to be a North American launch title, but near the deadline id Software expressed dissatisfaction with many of the level designs, so Midway postponed the game until April 1997 while they worked on redesigning the levels.[9] Nintendo's then-recent decision to remove the ability to run over animals from the Nintendo 64 version of Cruis'n USA raised concerns about the possibility of Doom 64 being censored, but Midway vice president of software Mike Abbot said Nintendo had not voiced any concerns about the game's violent content. He pointed out that Cruis'n USA was perceived by the public as a family game, while the Doom series was targeted towards mature gamers, making violent content less of a concern.[7]
The music and sound effects were composed by Aubrey Hodges, who also created the original sound effects and music for the PlayStation port of Doom two years earlier. The original Doom 64 team was working on a potential sequel titled Doom Absolution designed only for two-player deathmatches not long after the first game was released, but decided to scrap it.[citation needed] Because id Software were impressed with their work on Doom 64, they were assigned to the Nintendo 64 version of Quake at this time,[10] and this presumably kept them too busy to work on other projects.
Midway Home Entertainment shipped Doom 64 on March 29, 1997, for release on April 4.[11]