"I feel like this is a natural midpoint between grinning lunatic doomguy avenging his pet rabbit and rampaging anger golem doomguy in doom 2016." How right you are, and the game devs have made it canon.
@@williamhollaway1960 Nope, I was aware of the problem back in 64 EX well before this video. The cause of the problem was that C/C++ treat the character "%" specially if you send it to a "printf" style function, so you have to write "%%" in your code instead of just "%" and Kaiser forgot to do that initially.
Aaaand another fun fact which author of this video didn't say about is that you cannot close those 3 gates at the final level without those 3 hellish pickups from the secret levels (which also powers up your unmaker weapon), so without them, to fight the final boss, first you have to kill all the demons that comes out of those gates. ALSO if you play on N64 and you die anywhere in the game - you loose those hellish tokens that are required to close spawn gates on the final map... Yes... If you die you loose 'em... Which means if you die you can just reset your console, type a password and try again since there are no saves on the real_deal 👍 good luck
The Unmaker in the Doom Bible doesn't really have any relation to the DOOM 64 Unmaker though, besides the demonic origin. The Bible Unmaker was described as some vague gun that did varying damage depending on whether the enemy was a demon, cyborg or zombie, while the D64 Unmaker is the laser gun we all know. Hell, the D64 Unmaker wasn't even named as that anywhere in official sources until very recently. Guide books, the developers and magazine articles never had a consistent name for it, and it's unclear how the fanbase latched onto calling it the Unmaker specifically (besides it sounding cool). Not that this matters anymore, with DOOM Eternal devs calling it the Unmaker and thereby canonizing the fanname, but hey.
@@zdemolowanyrabin Well, you don't have to reset the console. You just have to pause, go to Options -> Passwords and enter your password or select your Controller Pak save. No mid-level saving though. Which sucks. Especially with that last room in Blood Keep. Dick move, Midway.
28:15 Funny enough, if you read the data entries from 2016, you'll find that Argent Energy is something the UAC arrogantly renamed. They basically "Discovered" VEGA by accident, and thanks to him being more Jarvis than Ultron, he took over the facility, managing everything himself, and discovered better ways of being able to harness the energy to their purpose. During this time, Doomguy was in hell, on break from his crusade after Hell Priests smack him over the head with a building, and locking him up in a sarcophagus with a "Do Not Open" sign for Hell only knows how long... centuries? A millennium? Not sure. Quake Champions alludes to the idea that he is not only a Hellwalker, but a Cross-Dimensional Time-Walker too, so chances are that "When" will never be a real issue. That said, it makes sense that this could have all happened after he locked himself away in Hell... effectively allowing him to hit up the time-weathered trope: "I'm not locked in here with you... you're locked in here with me!" Edit: Looks like it's official, Bois! Doom64 is included in the Eternal package for a tie in.
Hey as a person who went secret hunting and doing all that shit you are surprisingly on the mark also this conspiracy theory of Samuel Hayden being the seraphim has gotten into my head help samur maykr Hayden = heathen And also Vega is supposedly a god to the maykr s as well so that’s a thing Heathen god That type of thing so there are still questions
@@sammarino7357 You have been rewarded thanks to The Ancient Gods Part 1: Hayden is The Seraphim, and Vega is The Father. Sadly, I feel that the writers didn't pull that off very well
things civvie forgot to tell about DooM 64: >mancubi now shoot properly, with the 2 projectiles coming from each cannon arm. the same with the cyberdemon, it now shoots rockets from the rocket arm instead of the classics shooting from the mid of the cyberdemon d**k. >the shotgunner and the zombieman has a diference in their sprites, its just too small to be noticed while playing with all the action and the very, very dark maps. its a difference in the color of their pants. >aside the aracnotron projectiles doing less damage individually, the damage output of a aracnotron is now way higher thanks to the genius that decided to make it shot 2 at the same time. >the pain elemental of evilness from hell with steroids that even the demon itself wouldn't want to make it with 2 months (yes, he is that dickish) now cant be killed with the old tactics of hugging it to prevent him spaw lost souls, cause when they explode in this game, the explosion does the same damage as a barrel explosion. as being a total dick that floats spawning lost souls isn't bad enough >the unmaker is pretty terrible without the demon keys. each key does one improvement to it to make it op, but without it you will prob want to use the plasma rifle instead. >the final fight in the absolution can be very hard if you didn't get the keys. the mother demon is very hard without the unmaker upgraded and the portals spawns too many demons from it. the mother demon is still less powerful than a cyberdemon tho, cyberdemon wins everything in doom in a 1v1. >there was also new monsters that were planned to appear in this game, but the time to develop it was too short so midway cut it of the final game. a sequel was planned but canceled too. >this is the very first doom engine game ( or at least doom game) that had hardware acceleration, because of the architecture of the N64. this is how all the cool lighting effects were made :) >explosions are also a little more deadly because of increase in radius. >this game is a real challenge to complete in the N64, specially the last 2 levels (if you don't have the unmaker upgraded I feel sorry for your soul). hey civvie, give us a pro-doom 3. don't worry about tnt, its terrible anyway :P
Also interesting: This was the first Doom with colored lighting. To save cart space most of the environment textures were done in grayscale (B&W) with the game relying on it's lighting engine to colorize them.
@@doomdoomerson6524 I've been trying without success to cite the source (it's been removed from the Doom64 wiki article since they revamped it a few years ago). I first read it on the blog (also long gone) of one of the original designers and he had a few of the original textures and some other unused stuff up. I may still have it all saved in the depths of one of my old HDDs, I'll have to look. But yeah, everything missing was due to cart space issues; I can 100% confirm weapon reload animations and multiplayer were cut for that as well. It's a real shame what could have been with their original plans vs. what we got due to Nintendo's clinging to ancient tech.
Also I learned something interesting about why the game looked darker on the N64. According to a developer at Midway, Tim Heydelaar, he and the other level designers all worked in an office with no windows and all the lights turned off. They only added a gamma slider last minute when QA testers in another office full of fluorescent lights complained about not being able to see anything!
To me, 64 Doomguy's edge makes sense. I mean, with Doom and Doom 2 the text walls had *some* humor, but that was just Doomguy trying to keep his morale up. In 64, however, quite some time has passed. Doomguy has had nightmares and very likely was traumatized by the Hell invasions. Now he's different. More serious. Because he's not only fighting the demons of Hell, he's fighting the same monsters who've been haunting him ever since the fall of the Icon of Sin. God knows how many times his sanity has been questioned, or how detached from society he's become (yes, everyone knows he's a hero, but how many men have to think to themselves: "Holy shit, I hope my friends don't all get murdered by demons again"). Then again, that's my two cents. ¯\_(ツ)_/¯
@@alyssasalmon4883 It's an in-joke. There's a texture hidden in the game, internally called just "?", which appears on surfaces when the fake 3D effect breaks somehow.
@@bappojujubes981 It's just a green background with red text. It isn't supposed to be seen by the player - its garish colors are probably meant to stand out, so playtesters and map designers would notice it and realize they needed to fix the map. Check it out here: tcrf.net/Doom_64#Placeholder_Graphics
I agree, and I really prefer it to Doom 3's style, which moved away to a completely different look. Some of that of course is unavoidable given the engine change and move to true 3D with polys instead of sprites and realtime lighting, but still. D64 will always be the real D3 to me.
29:45 "It just makes me so mad that console gamers got a good experience with a Doom port" Ah yes, Doom on console, when you could choose between: A) All levels and all monsters (SNES) B) Good music (3DO) C) Good gameplay (Jaguar) D) None of the above (Sega Saturn)
@tan j maz its actually the only one that has an excuse to have things cut out yet I think it's the port with the least cut out. Its decent for what it is but theres no reason to play it if you have the opportunity to play the original version
best part were the advertisements, they just sen dave oshry to peoples houses dressed as big john to which he'd just scream "CMON BUY ME! DO IT! PLAY ME! CMON!"
Chaingunner is technically in the game still. It's the Red Marine you see in the intro sequence. He fires bursts like the Arachnotron does. He's immediately hostile to the player if forcibly spawned and is almost as nasty as the original. Presumably he doesn't show up in the game because he uses a palette-swapped player model and it would be confusing to say the least.
This is true. I recall reading it on the personal blog of one of the devs many years ago. They didn't have the space for more enemy sprites so it was either use palette-swapped Player Marine (originally made for multiplayer) as the Chaingunner, or nothing, and they decided on nothing. Same reason we didn't get multiplayer, or Revenants, or even reload anims for the shotguns -- which were created, but had to be cut for space too. Most people don't realize just how tiny* cartridges were... It's not easy to cram a game the size of Doom into 12mb. They even had to create the majority of level textures in grayscale and rely on the in-engine lighting to colorize them, just to save a few more kb's (sourced that bit of trivia from the same dev's blog). When you're reduced to needing tricks like that, you know space is _tight._ *N64 carts were 4 to 12mb from launch til 1998 when they increased to 32mb, then finally to 64mb in 1999. Compare to CDs at the time that held 650mb. It's amazing we got Doom 64 at all.
The "3D" floor effect was done with moving an invisible platform up or down, using a linedef trigger to move the platform sector into position before Doomguy went "under" the floor above. Basically Doom could handle overhangs and bridges just fine, it just couldn't handle sectors being on top of each other. Sourceports fixed this, although those are rendered often in true 3D, not sector rendering like the classic. Slopes couldn't even be rendered in the classic either.
I'll expand on this and add my understanding is they also exploited bugs/flaws in the game engine to create many of the visuals. Normally they were avoided because it would sink the multiplayer; they knew Doom64 would never have multiplayer, sooo.....
@@0neDoomedSpaceMarine It doesn't. Doom 64 still uses fake 3D floors, but there are differences when it comes to how the engine renders them. The original engine had a similar effect, where it would draw nothing but sky under certain conditions (this was used quite a bit for some of the structures in Mt. Erebus in the first game). If you do the same thing in the Doom 64 engine, however, it instead renders anything behind the affected structure (instead of drawing just the sky, like in the original). Any bridges you may see are a combination of that and a bunch of instant raising/lowering sectors.
It's odd how the DOOM game that was exclusive to a Nintendo console was the one that tried to be more grim and serious. You'd think that they would have gone the other direction.
Uh..you do know Nintendo didn't make this game, right? Midway did. Why would a game made and released on a specific console dictate how "edgy" and "serious" or "cartoony" and "kid friendly" a game would be? You know all Mortal Kombat games have been released on all of Nintendo's consoles too? What dumb logic people like you have...
@@gamephreak5 Yes, but Mortal Kombat and DOOM were censored on Nintendo consoles back then. Most violent games on Nintendo consoles (mostly NES, SNES and the original Gameboy) that came out in the West were censored in some form, and horror games / horror themed games (Megami Tensei series, Sweet Home, Clock Tower, Laplace no Ma / Laplace's Demon) stayed in Japan because they mostly tried to retain a family friendly image in the West. It wasn't until the N64 that this started to change, but they would still censor lewd jokes and fanservice in games up until the Switch's release (could be wrong here)
@@ReginLeif You're mostly right Remember when Nintendo used to make such a big deal about being "adult" and "edgy" when marketing games such as Conker's Bad Fur Day?
I mean, lots of Nintendo games feature strongly disturbing themes such as swarms of tiny creatures eating their foes alive, a delinquent plumber and royalist thug who mind-rapes other beings with his possessed hat, an elf boy who never speaks and is always running around people's houses stealing things from their boxes and breaking their pottery... and of course that popular franchise where a broad range of animals, insects, nature elementals and frequently sentient beings are enslaved and forced to fight, endlessly, at the whims of humans. And the ever-present theme of death, and death, and death... that permeates most of their games. There isn't even a need for hyperbole - you just explain a Nintendo game using descriptive language and the horror unfolds by itself. Also Shigeru Miyamoto was a total bastard to Argonaut, screw that guy.
It's interesting how Civvie totally glossed over Terror Core, which was a map-making achievement at the time; it brought us "True 3D" , room-over-room stuff that wouldn't be seen again until years later in zDoom. Those bridges are awesome!
doom 64's room over room shit was amazing, when i first walked down the spiral staircase in that second level i legit did a double take, then checked the map, and had another double take because it appears to be totally legitimate room over room even if it's probably some clever shit with a teleporter
@@cherno8119 actually silently moving floors. as you go up or down it, the stairs out of sight rapidly rise/lower to the correct level with no sound effects.
@@BigHailFan Old comment sorry for the reply but I'm pretty sure it's actual 3D and not moving floors, as everything in this engine was hardware accelerated rendering. At 16:43, Civvie himself questions how it's done, but you can see it in full 3D here and not in a spiral enclosed case, this was the power of the 3D capabilities of this new engine on the n64 (which was shared with DOOM on the PSX, also true 3D). There is quite a bit of this in the game actually, sloped surfaces, bridges over rooms, shaped 3D objects such as the pillars that hold the Unmaker and Demon Keys. None of this was BSP, raycast or used teleporters like the original Doom or Duke engine, except of course the actual teleporters in the game :P
@@kupokinzyt oh i know! the doom 64 engine was a totally different beast from doom 1 and 2. i was saying in the case of the stairs it was. however youd be surprised as walkways you can go under are a rendering trick. try this in terror core with jumping on (youll have to do it in doom 64 ex) and when you get to the part where the two mancubi spawn while crossing the cat walk, jump off. youll see that because you didnt hit specific triggers, the catwalks are actually raised platforms that went up while you were in another room and hit a trigger. :)
@@jobelthirty1294 The creators of Dom did tons of D&D before doing Doom, and even get the idea for Doom from their campaigns where hell takes over Earth in the end. And you couldn't be more right about the aesthetics even though I'm too much of a zoomer to know what you even meant, the writing of Doom 64 just is way more *Doom* than the originals.
Carts were not cheaper to produce; Nintendo was just addicted to the sweet, sweet high you get from forcing a proprietary format onto 3rd party developers. When Square went to Nintendo with a demo for FFVII and asked when they could get the specs for the inevitable CD format the (still in development) Ultra 64 would use, Nintendo laughed them out of the office ... and right into the arms of Sony for a decade.
Cartridges did have some actual advantages. That increased cost, proprietary hardware, and difficulty of manufacture created roadblocks to piracy that simply didn't exist with CD based games (though that's only really an advantage if you're as obsessed with piracy as Nintendo is). Technologically speaking the biggest and most obvious advantage are load times; N64 games loaded tremendously faster than disc-based games did at the time. The carts themselves were physically much more durable, could be fitted with memory for save files, and had the potential for additional hardware like the SNES did with their coprocessors (most famous of which is the Super FX chip, which coincidentally allowed the original Doom to run on the system). Games released later in the N64's life cycle tended to be physically heavier, as they had different hardware in them to support larger games. That all said, those advantages were never enough to make up for the massive downsides. Oddly enough, with SD cards and SSDs becoming standard these days, you could argue that the cartridge had the last laugh.
@@thelordofthelostbraincells Nintendo has been the poster child of greedy game companies for decades. They've just got legions of adoring fans who will defend them to the death...and they actually put out quality games that are *comparatively* well polished and bug-free unlike companies like EA that shit out half finished products and then charge you for the other half.
@@concordat So, long story short, cartridges have almost no meaningful technical advantages over CD ROMs, Nintendo were just _that_ concerned about piracy and unlicensed games.
@@DStecks No. Carts have tons of technical advantages over CD ROMs. CD ROMS are just dirt cheap. Carts are better because companies could add to the console thru carts. More memory, more processing power, etc. CDs added nothing, they were just cheap storage.
Yes, cartridges are more expensive than CDs. I still remember looking at game stores back then. You could get many PS1 games cheap, but N64 games brand new at launch? Special Edition prices of today. Switch titles being more money is baloney though.
@Dragonfury3000, Their actually was meant to be a CD add on for N64. I don't think it ever left Japan though. Metal Gear Solid was never conceived to be on N64. I think it was originally a Saturn or 3DO title. Now Final Fantasy VII...Nintendo blew it big time with that one. One of the best selling exclusives for PS1. Pretty cool how Capcom was able to get Resident Evil 2 on N64. Two discs on PS1 no less.
@@Gruntvc The Nintendo 64 Disc Drive. The idea was a disc format, for cost and storage volume reasons, but a proprietary kind that Nintendo would have control over. The base concept wasn't bad, but the issue was that you would then have to buy an entire new peripheral, which would sit poorly with people who already bought an N64, and be an increased cost for those looking at buying one. *"You mean I need to buy an expensive accessory to play new games from now on?!"* and similar reactions. Nintendo realized they were likely heading down the path of the Sega 32X with the 64DD, and the 32X was a very bitter and costly mistake for Sega. If the N64 was gonna take discs, it should have been developed for that from the beginning (and likely it would have greatly benefited from that), but the 64DD was Too Little, Too Late, and Nintendo realized that, deciding to just accept the loss of wasting money developing it, and to just quietly sweep the thing under the rug. Some of the 64DD development would eventually lead into the Gamecube though I think, so it wasn't entirely wasted.
Me: I can’t wait to see what Civvie has to say about the Mother Demon fight. It took me hours to beat. Civvie: It took my under a minute to beat Me: oh :(
Yea he cheesed the last level. Not having the keys to close those monster spawners makes that area 1000 times harder. Plus you cant put down mother demon nearly as quick without the fully upgraded Unmaker
@@razorfett147 I did the final level roughly half that way in my second run where I didn't use the Unmaker at all. Locked all 3 spawners but fought Mother Demon wuth the BFG. It was a way fun encounter, shes is a great boss.
It took me 20 minutes to beat the final boss on the hardest difficulty, without the secret level upgrades. This is the first and final time I'm playing this fucking game. Seriously the end boss is trash.
I was 9 years old when this game launched and for some reason my N64 came with it instead of Mario 64. At first I felt cheated. Now you put 3 months of only having this game to play everyday. I felt like I had a hidden rare gem. My friends would come over and wish they had Doom 64 instead of Mario... Also this was my intro into FPS and I got really good really fast. After that I managed to get Turok and Perfect Dark... Good memories!
I remember everyone giving me sh!t when I used to play and like this game back when N64 was new and we only rented games at the local video store, they were like "ohh this game is so boring, it looks crappy, the music sucks, it's very different from the original, it gives me a headache, I can barely see anything" 🙄 and now those folks are like "wow this game is so underrated lol" 🤦
I've noticed this happen with some games because of changing tastes over time. When Doom 64 launched it was seen as outdated due to coming out when full 3D was taking over the genre with Turok, Goldeneye, and Quake 1 and 2, so people dismissed it based more on the looks than anything. Nowadays people look back at this type of visual style more fondly due to it being pretty unique to the modern eye, plus those aforementioned 3D games from back then aren't "cutting edge" visually anymore (though their retro 3D look also has a charm as games like Dusk and Amid Evil have shown). Fighting Thunder also brought up Wind Waker which is pretty apt, back when that game came out in 2003 we were still in the cusp of an era when people were clamoring were dark and edgy realistic visuals, I mean shit look at the reaction Twilight Princess got when it was revealed a year after WW came out. Nowadays people generally agree that at least visually speaking the cel shading of WW has aged better than the semi realistic visuals of Twilight Princess (BotW was the devs settling on a nice happy medium, cel shaded graphics but with Twilight Princess type character designs), to the point where when both got HD updates the only significant update to WW was an updated lighting engine while Twilight Princess also needed a noticeable update to the textures and shadows in order to look better in HD (the HD version of TP is what I like to call "what people remember the Gamecube/Wii original looking like in their minds" because if you do an actual side-by-side you'll see TP HD does blow the 2006 original out of the water with less muddy textures and shadows aren't as blocky).
I "played" Doom 64 back when it came out, meaning one of my friends had it, and I messed with it some. I'm actually REALLY playing the game RIGHT NOW (I'm on level 16 now), and honestly, this game is amazing. The level design is really something special; something between Quake and the original Doom games, and they tried a lot of stuff to make the levels more dynamic than the usual Doom experience. You have things like an empty room, and the center of the ceiling will lower, and when it raises back up, the terrain inside has changed. Really, really good level design.
I have the Retribution "port" (more like a total conversion) for GZDoom and it is _magical._ Sadly most of Doom 64's shenanigans are not compatible with Boom ports.
@@kungfuskull: OgreBattle 64 was another where they were originally going to call it something else before Nintendo made them make room for the 64 iirc.
Even better now that you can see it much more clearly... On Switch, PS4, and PC. Loooks great; shades of those revolutionary days of Donkey Kong Country on the SNES... :-)
There’s actually a way to get both the mega sphere and mega armor on Hectic. You have to blast yourself out of the pit with the rocket launcher on the same frame you pick up the mega sphere, then you can pick up the mega armor without triggering that trap and leave the level with 100% items.
I’m sorry, but the idea that after Doom 64 Doomguy spent almost an eternity traveling through thousands of different forms of hell to kill demons thereby confirming all wads to be cannon is too awesome for me not to believe
Imagine thinking there's more to the "Doom canon" than "You have a BFG9000 and there's a cyberdemon over there. Put two and two together." At least in the context of Doom, John Carmack put it best when he compared stories in video games to stories in pornos; they're expected to be there, but they're not that important.
It should also be noted that Hodges composed the soundtracks for the following id shooter console ports: Doom on Playstation/Sega Saturn Quake on N64 Quake II on N64 Quake III on Sega Dreamcast
@@boilerhousegarage That is not true. The soundtracks for Doom on PS1 and Saturn are _not_ the same as Doom 64. Doom 64's music is a lot darker and more foreboding than PS1 Doom (Which saying a lot), in addition to the usage of more effects, like babies crying.
4:35 Come on Civvie you should know this you boomer... Cartridges were _considerably_ more expensive to produce, and as a result N64 games cost more than CD games on Saturn/PSX. Fun fact: Most N64 games are only 4 to 32MB. Most are 16MB and under. Doom 64 is just 8MB. It's pretty amazing they managed to fit all this in there.
@@maxwellaran Didn't even need 16MB. 12MB carts were common, so even with that they could have given the shotgun a reload animation AND added a couple of extra demon types. The game never sold that well though so I guess they made the right decision from a business standpoint... Although at the time, a lot of people were like Civvie and thought it was simply a port of Doom to the N64 because of its shitty "Doom 64" name. I'm sure that affected sales.
It's great to see this game finally getting some love with it's re-release BUT I can't help feeling sad. The original developers probably didn't get what they should have, both in credit and finances, and having it come out now by different studios years after the original devs shut just doesn't seem right somehow.
I mean it makes perfect sense why it went the way it did. It was released on one console when the series is known to be multi platform. Also it came out when fully 3d games were taking over so it was seen as outdated. Still a stellar game though and made even better with mods
The pain elementals always scared the shit outa me in doom 64. I usually nuke them when I see them. Also, just a fine example of how edgy some of the map names are in games made by ID, one of the maps in quake 1 is called Satan's Dark Delight. Whenever I read that title, I keep imagining some dark chocolatey dessert. Like some dark chocolate lava cake with dark chocolate chips in the cake part and hot fudge in the middle. Perhaps with a scoop of vanilla ice cream on top? Great, now I'm hungry.
It's probably true. I get the feeling several of the level names were based on songs. Dark Entries, for example, is a weird name for a level, right? Well, it's also the name of a Bauhaus song.
I remember as a kid having my dad come up to my room to play this game for me, I was like 8 it scared the piss out of me cause of all the sound effects and demons.
@@bigbootyenjoyer The original is timeless, the 2nd is pure doom, 3 is a great horror game with some solid ideas for its time, 64 has a great blend of badass/scary and amazing audio, 2016 is the hardcore slaughterfest, and eternal is the culmination of YEARS of doom love and affection wrapped into a bloody burrito
I just want to say it's been a helluva privilege seeing you go from a couple hundred views a video up to hundreds of thousands. You did an amazing job, Civvie. You did it with hard work, consistent releases, and just being a cool dude. Doom 64 is honestly my favorite of the Doom games. I beat it on the original hardware back in the 90s as a young lad. One of those life changing games. The atmosphere, the sounds, the gun play. Doom 64's overall art direction is what has helped it to endure over two decades while other games from that generation have aged HARSHLY. I loved it so much back in the dya I made a doom 64 doomguy figure out of tape and cardboard. . I would draw pictures of Doom 64 in school during lunch break.Loved this game. Since you seem to like to mix it up between mainstream and obscure game stuff I though ti'd throiw down a few ideas for interesting and strange stuff you might cover: Apocalypse on the PS1. A video game that was originally about you having Bruce Willis as your side-kick that was Frankenstined into a 3D Contra-clone (Doing Contra better than the actual Contra games on Ps1_ Where you play as Bruce Willis, saying some of the silliest over the top one liners in a video game. It's a pretty enjoyable blast fest, and i'd love to hear your thoughts on that one. Another one I've always wanted to see someone take a deep dive into - KISS; Psycho Circus. I remember, back in the day, when there was a demo disc for Dreamcast, having a demo of the game and being blown away by it. In reality it's almost as broken and jank as Blood, and might make for some good torture.
Oh and a bit of trivia regarding the sprites for Doom 64; They're both. Physical models were built, scanned, and then modeled in 3D. Creating a strange hybrid of design. You can see some of these online, including some cut monsters, a female Hellraiser demon, a hell hound, others. They were made by the son of the guy who made the stuff for OG Doom. Gregor Punchantz is his name I believe.
probably because at the time tnt was supposed to be a free megawad pack then they decided to charge for it. now people don't like it because it's extremely mediocre.
@@jacob3178259 And also, TNT have one those maps that make you Free roam the whole map, even with the exit/key in plain sight (Like E2M2) Yep, i'm talking about Map 04 - Wormhole and Map 15 - Deadzone
Please civvie do tnt! With an easy-to-finish secret level like Pharoh *cough* how can you possibly say no? Seriously though I really hope you'll do TNT, it's my absolute favorite! :)
4:37 Not really. CDs back in the day had really bad load times on them, so much so that Nintendo worried that by switching immediately over to CDs would frustrate impatient kids. Not to mention the amount of piracy and the Bleem emulator fiasco CDs were experiencing on Playstation, so the decision to stick with cartridges was influenced by that. There's also the case that Nintendo had a near monopoly on making cartridges for the N64 like they had through the 80's and early 90's with the NES/SNES. Switching over to CDs would lose Nintendo that monopoly on production and being able to artificially control production prices for whatever reason they needed. Basically, any reason you could think of why cartridges could be better than CDs has probably been said by Nintendo since the N64 released (probably with the exception of that last one).
Well, bad load times could affect all elements of gameplay, not just the initial load. Like that infamous Mortal Kombat port on Saturn that actually had to pause mid-battle to load in graphics or sounds, on occasion. Or how Final Fantasy 7 is full of those gigantic empty rooms because they couldn't let the player switch screens too quickly. Given how gameplay-focused Nintendo is, I could see them not wanting to deal with that.
Funny how Nintendo has gone back to “cartridges” (although they’re pretty much just custom SD cards) with the Switch. It’s a necessity this time though, what with it being a hybrid console.
@@dyingstar24 Their competition in the handheld gaming market, the PSP, _did_ use discs… and still sold around 70 million less units than the DS family.
The thing about the final fight is that if you don't have the Unmaker fully upgraded, the Mother Demon fires massive salvos of Revenant rockets and takes reduced damage from all your weapons, and prior to that she fires a shockwave attack that launches you into the air, so if you get hit by THAT, you'll be in the air when she fires her Revenant rockets, and you won't have time to dodge. The final fight is EXTREMELY brutal if you don't have all the keys, because not only do you have to slaughter your way through the monster closets, you then have to fight the Mother Demon with all your ammo depleted while she's at her full power. That's why you want those keys. There are actually quite a few alterations in Doom64 EX but they're hard to spot for someone who doesn't play the original a lot.
I know the new Pinkie was actually based on an unused latex and steel model Punchatz made. There was also plans for a feminine looking Arch-Vile kind of thing for Doom 64, there's a latex and steel model and all, but it never went anywhere as the Arch-Vile was fundamentally unsuitable for how the old console ports work (they REALLY don't tolerate resurrecting monsters during gameplay, hence why they usually don't have the real Nightmare difficulty).
@@Zontar82 I'm glad you said that, I'm pretending it doesn't exist too. I started playing ROTT Dark War on DOSBOX (haven't played it since '96) only recently, and to my surprise heard the Civvie ending music is the end of level stats music in ROTT.
@@Zontar82 Yes it does and it's way better. Only major gripe is that there's not enough levels remade. A less annoying to explore Rocky Plateau and improved Canyon Chase would have been cool. Two Key Return is neat as well.
I love how the double barreled shotgun was obviously intended to have a "reload" animation at one point. The sound it makes when you shoot is clearly reminiscent of someone loading shells.
Nah it really isnt it sounds a lot more like a lever action reload (with doesnt make sense but thats doom for ya) Not only it both shotguns sound like lever action guns with explains their lack of reloading animations
I don't think cart space was the primary reason for any of those cuts, it may have been a consideration but I think the big one was RAM. The N64 only has 4mb, and Doom requires the sprites and code for each type of monster that shows up in a level to be loaded when the level begins. So if they wanted, say, Arch-Viles to show up in a level they may have had to cut say Cacodemons in that level, or Barons and Hell Knights in that level. Once you start having to do that it becomes much harder to make good levels so it was probably much easier to keep a basic core of monsters you could always have access to and only add in a couple of special ones here and there while cutting the rest. Barons and Hell Knights are color swaps so they can use one sprite sheet and just shift the color table, and Pain Elementals effectively do not have a projectile since the projectiles is just a Lost Soul allowing them to use less sprites. This gives those two some extra wiggle room to use so they ended up being gimmes as choices.
My dude is back at it again, I just wanna say keep doing what youre doing. I love the fact that you're making content on the games that I grew up with. Thank you for the nostalgia hit,
@??, Don't forget: Turok 1-3, Return to Castle Wolfenstein, Half Life, Soldier of Fortune, Project IGI, FEAR, Red Faction, etc. So many great FPS games. All free of greed and wokeness.
"you decide to remain in hell and ensure no demon ever rises again" And that's how doomguy met the sentinel, fight for them a bit, got trapped under a booby trapped rubble and put into the coffin and awaken in doom 2016
Stix N' Stones the difference being - buyable cosmetics don’t actually improve the gameplay. I’m against things that give a leg up in games but if it’s just for player looks then it’s fine.
Doomguy literally ripped a piece of himself off, because it was holding him back. Later on, that piece of RIPPED FLESH would become Master Chief and follow in his Daddy's footsteps.
I have deduced what would give CV-11 Doom flavored nightmares as an adult. The level goes thusly: It starts with the Archvile maze, then a room of Doom 64's Pain Elementals, when they're all dead you send him straight to go 2 it with the 64 pain elementals.
@@xmm-cf5eg It was never specified but the .44 Magnum is the middle point in between the lower recoil .357 Magnum and the .50 AE. But it is a MK VII model.
Not uncommon, lots of people thought it was just another port. Tacking 64 onto every title I think was a marketing blunder by Nintendo, this game should at least have been titled *Doom 64 : The Absolution*
The N64 had incredible hardware. Its GPU was better than the highest end GPU of its time The only real limiting factor was the lack of dedicated memory bandwidth
Some of the sound effects Aubrey Hodges made use of in DOOM 64 legitimately remind me of the electronic feedback loop used in Forbidden Planet, over 40 years before DOOM 64. In that case you could argue it was pretty faithful to the science-fiction classics.
Alot of those sound effects back then came from royalty free sound libraries. I can't tell you how many times I've heard the Doom Door sound effect in other stuff
Fun fact: Nintendo wanted to stick with game carts because they were way faster at transferring data than early 90s CD technology. That's why N64 games had really fast loading times compared to the PS1 or even the Xbox and GameCube.
Fun fact, I was playing an auto music playlist while playing Doom 64 when Slowdive's "When Sun Hits" came up. I had the most euphoric experience killing demons on that music (and made me fan of that band).
With the quest to get the Unmaker being a huge trial in DOOM Eternal, I can only imagine how god damn overpowered it’ll be in its second iteration ever.
I have come from the future to spoil you if you so choose. If so, read on. no but really It's basically a sidegrade bfg now. Still pretty fun. Also lore is way different. Also called the "Unmaykr" now.
The level names are awesome, especially since, "The Bleeding," is the title of Cannibal Corpse's (IMO) best album with their original lineup. Dark Entries is a kickass Joy Division track, and Burnt Offerings is a 1970s era Horror film of the "Haunted House," sub-genre. Basically, somebody at Midway had good tastes.
That, Control was build for Vortigaunts, since you need 3 hands to use it properly an' as much as I know most of us don't have that many. (Yes this is a joke, stop pound'ering.)
@Manek Iridius An' you're saying that there was no game on the console that didn't require you to use all 3 either at the same time or in quick succession to just play them Effectively?
Funny story about that; the level designers had all been mapping in their offices, with the lights off, and the maps didn't look that dark to them, but when it came time to test them on a devkit console and a TV, they got told by at least one playtester something along the lines of *"YOU ASSHOLES, WE CAN'T SEE THE LEVELS UNLESS WE TURN OUT THE LIGHTS!"*
@@0neDoomedSpaceMarine Basically the same situation as Doom 3. Although it got it even worse, since if you tried playing it on an LCD, even in a dark room it looked horrendous.
@@n_n_n_n_n_n It was bearable. Flashlight mods were common and the later rereleases incorporate a hands free flashlight. Of course, if you use the chainsaw you barely need that.
It's brutal when you have to turn brightness all the way up to just barely see anything, only to get repeatedly blinded by full brightness captions and inserts. 😅
@@0neDoomedSpaceMarine I always liked how dark the game was, I owned a decent CRT, a light switch, and curtains, so even without the flashlight it was just fine. That said, I recall an endless barrage of forum threads at the time about the game being too dark.
I know that we're dealing with a reasonably simple game engine and sprite enemies, but this is easily one of the better-looking games on the N64, Rareware stuff and Turok 2 notwithstanding.
I was a poor kid. my first DOOM experience was when I was a very young kid in the 90s and went over to a friends house and he showed me. I feel terrible about this but ever since; id go to his house 90% of the time only to jump right on his computer and play doom while he went off and did something else. My family could never afford a computer. I got so excited when I seen DOOM could be played on the sega but we also couldnt afford a 32x. FINALLY a year later doom came out for super nintendo and it had a SUPER COOL red cartridge. that was one of the happiest days of my childhood! we were moving to florida in like a week from virginia so I decided to steal doom from this local rental store (I forget the name of it but it wasn't Blockbuster, was some small business) since we were moving I decided to lie and pretend I lost it when we were gonna turn it in before we left hehe. so we move and I somehow lost it during the move. we had to get rid of a lot of stuff. so again I was doomless. but only for a few more years because this game! DOOM 64 finally came out and I was so happy! so I am a bit biased but this is easily one of if not my absolute favoritest in the franchise just because it was finally my own doom that I could play endlessly. so many fond memories ^ ^ sorry for the wall of text I just felt like recollecting and sharing. looking back, doom made me do some pretty bad things x , x but hey, I loved it. P.S the cyberdemon in doom 64 is DEFINITELY the best looking cyberdemon in ANY doom game IMHO
@@LucasCunhaRocha I guess I shouldnt say my family 'never could'. we got an n64 Christmas of 96. I'm pretty sure we got a PC in 98. also n64 was MY first console. the other ones were my brothers or my sisters, it was always a group thing. my bro and sis would plead for super nintendo and stuff. if a 5-6 year old kid begs for a several thousand dollar pc so that he could play a single game called doom and none of the other older siblings show any interest in having a PC then yeah its not happening. I have no reason to lie about this shit lol
I hate that I'm so late to your Doom videos (which are the absolute best on the internet) but it feels so good to see you give Doom 64 the praise it deserves. I was incredibly dumbfounded when this came out in '97. The game is so atmospheric and I'm still in love with this port. I haven't played it in 20 years until recently. I broke out the PS port and the 64 game and I'm back in love again and enjoying this ride. Fantastic work 👏 Civvie
I like how Gaben has been showing up or been namedropped at least once in your videos since the dawn of time. You can't outrun the Gaben much further, Civvie.
Great video, Civvie. Doom 64 has haunted me ever since I played it over twenty years ago. There's something special about Doom 64. It's the perfect blend of action and horror. The soundtrack masterfully cultivates an uneasiness that quickly deepens into dread. Aubrey Hodges creates the impression that the player is thoroughly surrounded by an evil that lurks in the shadows, and it is ready to devour the player at a moment's notice. I've played a ton of first person shooters since my encounter with Doom 64 as a kid, and this game emanates an otherworldly charm that hasn't been surpassed since.
Here's a tip I learned for how to completely break Hectic (and is doable even on the original N64 version). If you jiggle around just right near the Soulsphere, you can pick it up without being caught in the pit with it. The reason this is significant is that Doom 64 can only run one script at a time. So now with the crushers moving, you can freely collect the other keys and exit the level.
@@DrewFr33m4nn it's up there (I'd say 3rd best after 64 and Plutonia Experiment), lots of great action but this had more of an impact. Got the spirit of old world Doom that 2016 didn't have completely.
@@demi-fiendoftime3825 Yep, and that's what also did Doom 3 in; too much horror, not enough action. It felt like it was trying to be something it wasnt.
Some are still in doubt because they're suffering from "the first game of a series I started with is the best, nothing else matters" syndrome despite the lore accommodating it in a almost perfect fashion, even the bit with the sentinels. 2016 already states that The Well is like a junction point that forks out to several other dimensions anyways.
I love doom64 a lot, the whole atmosphere is really uncomfortable, emerssive and nostalgic, and tbh its unique to the other games. imo this is the most disturbing doom game which is also helped by its soundtrack which Im surprised you didnt talk about
Hey, if they’re going to make a new chapter for Doom 64, could that mean they could bring the rest of the enemies back? Get ready for those nightmares Civvie...
The Absolution is laughably easy _if_ you get the demon keys. If you don't get the secret levels and the demon keys, it's friggin impossible, because not only are those monster closets staying open for the whole fight, but you're doing it with the underpowered first tier unmaker.
Shayne Hughes only reason I’m ok with it is because of the archaic language vibe specifically medieval times where the Hard A sound not being a combination of a and e but of y often
@@mjc0961 I'm okay with the standard Shotgun not being animated much, because I generally assume he's just cocking it just below the frame, however odd that may be. It's the Super Shotgun I'd call a downgrade, regardless of how useful it is.
Agree with the comment above. I've adored this game since my childhood and only recently has my opinion changed. Base shotty animation is passable even without a reload animation and the fact Doomguy's basically using the force to lift and fire it, and the relatively quick fire rate mends the static nature of it somewhat... I actually sorta prefer it over the original, if I'm being honest. That SFX is also seriously incredible, one of the best shotgun sounds ever conceived. It easily puts the OG to shame, even with an incomplete spriteset. The SSG however, 20 years later, is just pathetic. I could've taken a GoldenEye-style reload in lieu of not having enough cartridge space to depict an actual reload animation, but in D64 not only is it as slow to fire as it's always been, but also sounds terrible, one of the iconic clicking sounds upon reloading is missing, is 99% static on the screen, and has physical recoil despite Doomguy not even visibly holding it. It just lacks presence and impact all around. Easily the worst iteration of it in any Doom game.
yall are putting way too much focus on the reload animation (or lack thereof.) even without it the shotguns both feel good to fire and the sound effects make them feel powerful when they hit enemies (especially pinkies as civvie pointed out.) the lack of a reload does not, in any capacity, make this feel like the worst ssg at all. im sorry but that is just.... absurd to say just because of a lack of a reload animation.
"Blood Keep"
Oh hey, the Slayer Testaments actually mentioned that in Doom 2016
Glad I wasn’t the only one who caught that
Doom 64's new release has an extra campaign further tying together og doom and new doom. Pretty interesting shit
Apparently this doomguy and the Doom Slayer are the same person as well, if Doom Eternal is to be believed. Dimension hopping is crazy.
@@cryw1092 Yup... because Doom Hell is actually multiversal, it can make for weird shit happening in its continuity.
@@ab14967 They called it a "dimensional singularity" in the Icon of Sin entry, I believe.
"I feel like this is a natural midpoint between grinning lunatic doomguy avenging his pet rabbit and rampaging anger golem doomguy in doom 2016." How right you are, and the game devs have made it canon.
It's all canon. Even H-Doom
You might say it was the... Midway (Games) point. 😜
Are Doomguy and Doomslayer the same person?
@@MinscFromBaldursGate92 yes, with the newest port of doom 64 the devs added extra levels that basically connect doom 64 and 2016.
@@MinscFromBaldursGate92 yes
In the New official release they fixed the pickup message when you pick up the unmaker, and now shows 4 characters instead of 3
so
@@Spenced86 so
@@Spenced86 Now it's definitely a four letter expletive.
I noticed that....I wonder if this video influenced that fix
@@williamhollaway1960 Nope, I was aware of the problem back in 64 EX well before this video. The cause of the problem was that C/C++ treat the character "%" specially if you send it to a "printf" style function, so you have to write "%%" in your code instead of just "%" and Kaiser forgot to do that initially.
Was literally just lamenting the fact I've seen all of Civvie's videos.
Me too,bro
Same. Multiple times over at this point.
Once you start you cant stop watching him and his red dead 2 accent
I acknowledge this blessing every morning my dude.
I was literally just watching his Robocop video again when this came out.
Fun fact about the unmaker: it was originally conceived during dooms early development and was one of the weapon ideas in Tom Halls doom bible
Aaaand another fun fact which author of this video didn't say about is that you cannot close those 3 gates at the final level without those 3 hellish pickups from the secret levels (which also powers up your unmaker weapon), so without them, to fight the final boss, first you have to kill all the demons that comes out of those gates. ALSO if you play on N64 and you die anywhere in the game - you loose those hellish tokens that are required to close spawn gates on the final map... Yes... If you die you loose 'em... Which means if you die you can just reset your console, type a password and try again since there are no saves on the real_deal 👍 good luck
@@zdemolowanyrabin jesus
@@zdemolowanyrabin There are saves, but you needed the Controller Pak to do hard saves.
The Unmaker in the Doom Bible doesn't really have any relation to the DOOM 64 Unmaker though, besides the demonic origin. The Bible Unmaker was described as some vague gun that did varying damage depending on whether the enemy was a demon, cyborg or zombie, while the D64 Unmaker is the laser gun we all know.
Hell, the D64 Unmaker wasn't even named as that anywhere in official sources until very recently. Guide books, the developers and magazine articles never had a consistent name for it, and it's unclear how the fanbase latched onto calling it the Unmaker specifically (besides it sounding cool).
Not that this matters anymore, with DOOM Eternal devs calling it the Unmaker and thereby canonizing the fanname, but hey.
@@zdemolowanyrabin Well, you don't have to reset the console. You just have to pause, go to Options -> Passwords and enter your password or select your Controller Pak save. No mid-level saving though. Which sucks. Especially with that last room in Blood Keep. Dick move, Midway.
28:15 Funny enough, if you read the data entries from 2016, you'll find that Argent Energy is something the UAC arrogantly renamed.
They basically "Discovered" VEGA by accident, and thanks to him being more Jarvis than Ultron, he took over the facility, managing everything himself, and discovered better ways of being able to harness the energy to their purpose.
During this time, Doomguy was in hell, on break from his crusade after Hell Priests smack him over the head with a building, and locking him up in a sarcophagus with a "Do Not Open" sign for Hell only knows how long... centuries? A millennium? Not sure. Quake Champions alludes to the idea that he is not only a Hellwalker, but a Cross-Dimensional Time-Walker too, so chances are that "When" will never be a real issue.
That said, it makes sense that this could have all happened after he locked himself away in Hell... effectively allowing him to hit up the time-weathered trope: "I'm not locked in here with you... you're locked in here with me!"
Edit: Looks like it's official, Bois! Doom64 is included in the Eternal package for a tie in.
Hey as a person who went secret hunting and doing all that shit you are surprisingly on the mark also this conspiracy theory of Samuel Hayden being the seraphim has gotten into my head help samur maykr
Hayden = heathen
And also Vega is supposedly a god to the maykr s as well so that’s a thing
Heathen god
That type of thing so there are still questions
Reading? In a Doom game? Get the fuck outta here _nerd_
@@sammarino7357 You have been rewarded thanks to The Ancient Gods Part 1: Hayden is The Seraphim, and Vega is The Father. Sadly, I feel that the writers didn't pull that off very well
@@audiosurfarchive idk if it's sarcastic or not
@@hib7295 either way I'm being facetious
I like how the edgy doom came out on the Nintendo.
And then (much later,) they permitted DOOM 4 on the Switch.
@@expendableround6186 and the orignal 3 along with Sigil, TnT and Putonia that's right kiddies you can now take Plutonia on the go with you!
@Demi-Fiend of Time
Bad. Ass.
@@demi-fiendoftime3825 I can do it on android using Delta Touch so..
Expendable Round And now Doom Eternal as well. It's not out on Switch yet, but it's coming and I'm going to snap up a copy of that when it does.
things civvie forgot to tell about DooM 64:
>mancubi now shoot properly, with the 2 projectiles coming from each cannon arm. the same with the cyberdemon, it now shoots rockets from the rocket arm instead of the classics shooting from the mid of the cyberdemon d**k.
>the shotgunner and the zombieman has a diference in their sprites, its just too small to be noticed while playing with all the action and the very, very dark maps. its a difference in the color of their pants.
>aside the aracnotron projectiles doing less damage individually, the damage output of a aracnotron is now way higher thanks to the genius that decided to make it shot 2 at the same time.
>the pain elemental of evilness from hell with steroids that even the demon itself wouldn't want to make it with 2 months (yes, he is that dickish) now cant be killed with the old tactics of hugging it to prevent him spaw lost souls, cause when they explode in this game, the explosion does the same damage as a barrel explosion. as being a total dick that floats spawning lost souls isn't bad enough
>the unmaker is pretty terrible without the demon keys. each key does one improvement to it to make it op, but without it you will prob want to use the plasma rifle instead.
>the final fight in the absolution can be very hard if you didn't get the keys. the mother demon is very hard without the unmaker upgraded and the portals spawns too many demons from it. the mother demon is still less powerful than a cyberdemon tho, cyberdemon wins everything in doom in a 1v1.
>there was also new monsters that were planned to appear in this game, but the time to develop it was too short so midway cut it of the final game. a sequel was planned but canceled too.
>this is the very first doom engine game ( or at least doom game) that had hardware acceleration, because of the architecture of the N64. this is how all the cool lighting effects were made :)
>explosions are also a little more deadly because of increase in radius.
>this game is a real challenge to complete in the N64, specially the last 2 levels (if you don't have the unmaker upgraded I feel sorry for your soul).
hey civvie, give us a pro-doom 3. don't worry about tnt, its terrible anyway :P
Also interesting: This was the first Doom with colored lighting. To save cart space most of the environment textures were done in grayscale (B&W) with the game relying on it's lighting engine to colorize them.
@@J.DeLaPoer that makes a LOT OF SENSE now!!!
Glad to read such.appreciations for my absolute favorite DooM game and the true DooM 3
@@doomdoomerson6524 I've been trying without success to cite the source (it's been removed from the Doom64 wiki article since they revamped it a few years ago). I first read it on the blog (also long gone) of one of the original designers and he had a few of the original textures and some other unused stuff up. I may still have it all saved in the depths of one of my old HDDs, I'll have to look. But yeah, everything missing was due to cart space issues; I can 100% confirm weapon reload animations and multiplayer were cut for that as well. It's a real shame what could have been with their original plans vs. what we got due to Nintendo's clinging to ancient tech.
@Manek Iridius tnt is better than all of doom3 yes
Also I learned something interesting about why the game looked darker on the N64. According to a developer at Midway, Tim Heydelaar, he and the other level designers all worked in an office with no windows and all the lights turned off. They only added a gamma slider last minute when QA testers in another office full of fluorescent lights complained about not being able to see anything!
No wonder this entry in the Doom series was all edgy and grim. They made it in a literal dungeon!
Doom 64 with no lights is an experience I recommend to anyone. It's eerie af
I can't believe I have to wait untill march for the port of Big John's Love Shack 64
March is tomorrow right?
You don't have to wait just download Doom 64 EX lmao
I hear it's the best dating sim .
I know Love Shack -B52 hit song.
I heard it comes as a pre-order bonus to Big John’s Eternal Love Shack.
To me, 64 Doomguy's edge makes sense. I mean, with Doom and Doom 2 the text walls had *some* humor, but that was just Doomguy trying to keep his morale up. In 64, however, quite some time has passed. Doomguy has had nightmares and very likely was traumatized by the Hell invasions. Now he's different. More serious. Because he's not only fighting the demons of Hell, he's fighting the same monsters who've been haunting him ever since the fall of the Icon of Sin. God knows how many times his sanity has been questioned, or how detached from society he's become (yes, everyone knows he's a hero, but how many men have to think to themselves: "Holy shit, I hope my friends don't all get murdered by demons again").
Then again, that's my two cents. ¯\_(ツ)_/¯
This game is not canon with 1 and 2.
@@Bembel81 Yes... I know that. And?
Some random Templar guy lol what do you mean “and”?? You clearly talk about D64 as if it’s in continuity with the first 2.
@@tearoll9212 Yes. It is. It takes place after 1 and 2. It's just not canon.
James Bembel no no... he’s got a point
"What the ASS is this!?" Doom Guy has been watching too many AVGN videos.
aaaAAAASSSSSSS
The idea of Doom Guy religiously watching AVGN is very funny
Hello Claude
He's gonna take you back to the past, to put his boot up your demon ass
@@tFRAGCAT Doom Guy: "This man, alone, understands my suffering."
'I was never cool'
That's what a cool guy would say.
Damn straight.
Fuckin exposed mate
Cool guys don't look at explosions.
I will take Civvies word for it.
Just like GmanLives.
One of the funny things in Doom64, is that some maps got the texture "I suck at making maps".
The map design actually seem good?
@@alyssasalmon4883 It's an in-joke. There's a texture hidden in the game, internally called just "?", which appears on surfaces when the fake 3D effect breaks somehow.
What texture would that be?
@@bappojujubes981 It's just a green background with red text. It isn't supposed to be seen by the player - its garish colors are probably meant to stand out, so playtesters and map designers would notice it and realize they needed to fix the map.
Check it out here: tcrf.net/Doom_64#Placeholder_Graphics
I was so bewildered when I found that texture when I was like 14
I really like the art style in Doom 64. Its unique but still has the charm of Doom 1 & 2 like textures.
I agree, and I really prefer it to Doom 3's style, which moved away to a completely different look. Some of that of course is unavoidable given the engine change and move to true 3D with polys instead of sprites and realtime lighting, but still. D64 will always be the real D3 to me.
29:45 "It just makes me so mad that console gamers got a good experience with a Doom port"
Ah yes, Doom on console, when you could choose between:
A) All levels and all monsters (SNES)
B) Good music (3DO)
C) Good gameplay (Jaguar)
D) None of the above (Sega Saturn)
Psx had everything.
The SNES version had great music. That's like the only good thing people say about it
PC: all of everything plus mods
The 32X had some pretty good "farting-in-a-bathtub" type music
@tan j maz its actually the only one that has an excuse to have things cut out yet I think it's the port with the least cut out. Its decent for what it is but theres no reason to play it if you have the opportunity to play the original version
Ah yes, Big John's Love Shack 64.
That game was so underrated back in a day.
I was going to pronhub, but here I am :)
Better than all the Lula and Dead or Alive Beach Volleyball games combined.
"CMON! PLAY ME! PLAY ME NOW" - big john's love shack 64
best part were the advertisements, they just sen dave oshry to peoples houses dressed as big john to which he'd just scream "CMON BUY ME! DO IT! PLAY ME! CMON!"
@@pistool1 Yep. Buying shrimp can wait.
Chaingunner is technically in the game still. It's the Red Marine you see in the intro sequence. He fires bursts like the Arachnotron does. He's immediately hostile to the player if forcibly spawned and is almost as nasty as the original. Presumably he doesn't show up in the game because he uses a palette-swapped player model and it would be confusing to say the least.
I want to see this guy used in mods
The red bot is leftover from the aborted multiplayer. The relevant was aborted except for the missile launcher as a trap.
Either way, I’m glad this game doesn’t have chaingunners that you’d have to fight. They were a huge pain in Doom 2.
This is true. I recall reading it on the personal blog of one of the devs many years ago. They didn't have the space for more enemy sprites so it was either use palette-swapped Player Marine (originally made for multiplayer) as the Chaingunner, or nothing, and they decided on nothing. Same reason we didn't get multiplayer, or Revenants, or even reload anims for the shotguns -- which were created, but had to be cut for space too. Most people don't realize just how tiny* cartridges were... It's not easy to cram a game the size of Doom into 12mb. They even had to create the majority of level textures in grayscale and rely on the in-engine lighting to colorize them, just to save a few more kb's (sourced that bit of trivia from the same dev's blog). When you're reduced to needing tricks like that, you know space is _tight._
*N64 carts were 4 to 12mb from launch til 1998 when they increased to 32mb, then finally to 64mb in 1999. Compare to CDs at the time that held 650mb. It's amazing we got Doom 64 at all.
@@mollywantshugs5944 Brutal Doom 64 uses him and a mod I'm working on has him too
The "3D" floor effect was done with moving an invisible platform up or down, using a linedef trigger to move the platform sector into position before Doomguy went "under" the floor above. Basically Doom could handle overhangs and bridges just fine, it just couldn't handle sectors being on top of each other. Sourceports fixed this, although those are rendered often in true 3D, not sector rendering like the classic. Slopes couldn't even be rendered in the classic either.
That's a fake 3D floor, yes, but Doom 64 uses real 3D floors in one or two places.
*NEEEEERD*
Neat though!
I'll expand on this and add my understanding is they also exploited bugs/flaws in the game engine to create many of the visuals. Normally they were avoided because it would sink the multiplayer; they knew Doom64 would never have multiplayer, sooo.....
@@0neDoomedSpaceMarine It doesn't. Doom 64 still uses fake 3D floors, but there are differences when it comes to how the engine renders them.
The original engine had a similar effect, where it would draw nothing but sky under certain conditions (this was used quite a bit for some of the structures in Mt. Erebus in the first game). If you do the same thing in the Doom 64 engine, however, it instead renders anything behind the affected structure (instead of drawing just the sky, like in the original). Any bridges you may see are a combination of that and a bunch of instant raising/lowering sectors.
To anyone interested, there's a thread in Doomworld about this:
www.doomworld.com/forum/topic/92919-is-doom-64-true-3d-in-terms-of-3d-structures/
It's odd how the DOOM game that was exclusive to a Nintendo console was the one that tried to be more grim and serious. You'd think that they would have gone the other direction.
There's a universe where we got Chex Quest 64 instead.
Uh..you do know Nintendo didn't make this game, right? Midway did.
Why would a game made and released on a specific console dictate how "edgy" and "serious" or "cartoony" and "kid friendly" a game would be? You know all Mortal Kombat games have been released on all of Nintendo's consoles too?
What dumb logic people like you have...
@@gamephreak5 Yes, but Mortal Kombat and DOOM were censored on Nintendo consoles back then. Most violent games on Nintendo consoles (mostly NES, SNES and the original Gameboy) that came out in the West were censored in some form, and horror games / horror themed games (Megami Tensei series, Sweet Home, Clock Tower, Laplace no Ma / Laplace's Demon) stayed in Japan because they mostly tried to retain a family friendly image in the West. It wasn't until the N64 that this started to change, but they would still censor lewd jokes and fanservice in games up until the Switch's release (could be wrong here)
@@ReginLeif You're mostly right
Remember when Nintendo used to make such a big deal about being "adult" and "edgy" when marketing games such as Conker's Bad Fur Day?
I mean, lots of Nintendo games feature strongly disturbing themes such as swarms of tiny creatures eating their foes alive, a delinquent plumber and royalist thug who mind-rapes other beings with his possessed hat, an elf boy who never speaks and is always running around people's houses stealing things from their boxes and breaking their pottery... and of course that popular franchise where a broad range of animals, insects, nature elementals and frequently sentient beings are enslaved and forced to fight, endlessly, at the whims of humans. And the ever-present theme of death, and death, and death... that permeates most of their games.
There isn't even a need for hyperbole - you just explain a Nintendo game using descriptive language and the horror unfolds by itself. Also Shigeru Miyamoto was a total bastard to Argonaut, screw that guy.
Aubrey Hodges: *shows soundtrack* Think it'll scare the kids?
ID Software: The kids? This will give the parents nightmares.
"Yeah, put it in"
You mean Williams
@@Skiivin That's who made PlayStation doom right?
@@bakruptfern329AND Doom 64
"Well, I wanna raise pulses!"
"You'll raise hell; never mind pulses."
It's interesting how Civvie totally glossed over Terror Core, which was a map-making achievement at the time; it brought us "True 3D" , room-over-room stuff that wouldn't be seen again until years later in zDoom. Those bridges are awesome!
doom 64's room over room shit was amazing, when i first walked down the spiral staircase in that second level i legit did a double take, then checked the map, and had another double take because it appears to be totally legitimate room over room even if it's probably some clever shit with a teleporter
@@cherno8119 actually silently moving floors. as you go up or down it, the stairs out of sight rapidly rise/lower to the correct level with no sound effects.
@@BigHailFan Old comment sorry for the reply but I'm pretty sure it's actual 3D and not moving floors, as everything in this engine was hardware accelerated rendering. At 16:43, Civvie himself questions how it's done, but you can see it in full 3D here and not in a spiral enclosed case, this was the power of the 3D capabilities of this new engine on the n64 (which was shared with DOOM on the PSX, also true 3D). There is quite a bit of this in the game actually, sloped surfaces, bridges over rooms, shaped 3D objects such as the pillars that hold the Unmaker and Demon Keys. None of this was BSP, raycast or used teleporters like the original Doom or Duke engine, except of course the actual teleporters in the game :P
@@kupokinzyt oh i know! the doom 64 engine was a totally different beast from doom 1 and 2. i was saying in the case of the stairs it was. however youd be surprised as walkways you can go under are a rendering trick. try this in terror core with jumping on (youll have to do it in doom 64 ex) and when you get to the part where the two mancubi spawn while crossing the cat walk, jump off. youll see that because you didnt hit specific triggers, the catwalks are actually raised platforms that went up while you were in another room and hit a trigger. :)
Doom 64 celebrates your victory with the phrase:
*"The blood pours from your eyes as you stand in defiance."*
Yikes.
Not gonna lie, the edgy 90s comic feel of the text in this game is better than the nerdy DnD feel of the text in Doom 1.
@@jobelthirty1294 The creators of Dom did tons of D&D before doing Doom, and even get the idea for Doom from their campaigns where hell takes over Earth in the end.
And you couldn't be more right about the aesthetics even though I'm too much of a zoomer to know what you even meant, the writing of Doom 64 just is way more *Doom* than the originals.
@@Haispawner Plus, the cacodemon is just the head of the Beholder from D&D.
hello, brother.
@@53subscribersnovideos35 You mean the Astral Dreadnought's head?
Carts were not cheaper to produce; Nintendo was just addicted to the sweet, sweet high you get from forcing a proprietary format onto 3rd party developers. When Square went to Nintendo with a demo for FFVII and asked when they could get the specs for the inevitable CD format the (still in development) Ultra 64 would use, Nintendo laughed them out of the office ... and right into the arms of Sony for a decade.
Cartridges did have some actual advantages. That increased cost, proprietary hardware, and difficulty of manufacture created roadblocks to piracy that simply didn't exist with CD based games (though that's only really an advantage if you're as obsessed with piracy as Nintendo is).
Technologically speaking the biggest and most obvious advantage are load times; N64 games loaded tremendously faster than disc-based games did at the time. The carts themselves were physically much more durable, could be fitted with memory for save files, and had the potential for additional hardware like the SNES did with their coprocessors (most famous of which is the Super FX chip, which coincidentally allowed the original Doom to run on the system). Games released later in the N64's life cycle tended to be physically heavier, as they had different hardware in them to support larger games.
That all said, those advantages were never enough to make up for the massive downsides.
Oddly enough, with SD cards and SSDs becoming standard these days, you could argue that the cartridge had the last laugh.
so Nintendo started the trend of "GREEDY GAME COMPANIES"
@@thelordofthelostbraincells
Nintendo has been the poster child of greedy game companies for decades.
They've just got legions of adoring fans who will defend them to the death...and they actually put out quality games that are *comparatively* well polished and bug-free unlike companies like EA that shit out half finished products and then charge you for the other half.
@@concordat So, long story short, cartridges have almost no meaningful technical advantages over CD ROMs, Nintendo were just _that_ concerned about piracy and unlicensed games.
@@DStecks No. Carts have tons of technical advantages over CD ROMs. CD ROMS are just dirt cheap.
Carts are better because companies could add to the console thru carts. More memory, more processing power, etc. CDs added nothing, they were just cheap storage.
4:30 carts were acutally MUCH more costly to make than CDs. Cartridges were chosen to reduce load times and make games harder to pirate.
And it worked
But i keep wondering what if N64 had a CD player. FF7 and maybe even MGS1 could be featured and that could hurt playstation 1 big time.
Yes, cartridges are more expensive than CDs.
I still remember looking at game stores back then. You could get many PS1 games cheap, but N64 games brand new at launch? Special Edition prices of today.
Switch titles being more money is baloney though.
@Dragonfury3000, Their actually was meant to be a CD add on for N64. I don't think it ever left Japan though.
Metal Gear Solid was never conceived to be on N64. I think it was originally a Saturn or 3DO title.
Now Final Fantasy VII...Nintendo blew it big time with that one. One of the best selling exclusives for PS1.
Pretty cool how Capcom was able to get Resident Evil 2 on N64. Two discs on PS1 no less.
@@Gruntvc The Nintendo 64 Disc Drive.
The idea was a disc format, for cost and storage volume reasons, but a proprietary kind that Nintendo would have control over. The base concept wasn't bad, but the issue was that you would then have to buy an entire new peripheral, which would sit poorly with people who already bought an N64, and be an increased cost for those looking at buying one.
*"You mean I need to buy an expensive accessory to play new games from now on?!"* and similar reactions. Nintendo realized they were likely heading down the path of the Sega 32X with the 64DD, and the 32X was a very bitter and costly mistake for Sega.
If the N64 was gonna take discs, it should have been developed for that from the beginning (and likely it would have greatly benefited from that), but the 64DD was Too Little, Too Late, and Nintendo realized that, deciding to just accept the loss of wasting money developing it, and to just quietly sweep the thing under the rug.
Some of the 64DD development would eventually lead into the Gamecube though I think, so it wasn't entirely wasted.
"...and if you get overwhelmed, you just hit the Unmaker button."
Isn't EVERY button in DOOM an unmaker button?
Not 2. The pistol is the only weapon that legitimately sucks.
@@zeemaster99 2 is an unmaker button for the zombies.
@@ExaltedArchvile Fair enough.
@@zeemaster99 Unmaker lite edition
WASD can't unmake stuff. Not directly, at least.
just realized doomguy having "hell ptsd" actually made into doom eternal lmao
i think the game director Hugo Martin's favorite classic doom game is this one
And the Argent D'nur stuff is explained.
It fits really well. Makes up his origin story as ‚the Beast‘ as he‘s named a few times.
@@bearman9033 It IS. Why else is the Unmakyr in DOOM Eternal?
@@SRGIProductions Even tho it's a different one then the og Unmaker
Me: I can’t wait to see what Civvie has to say about the Mother Demon fight. It took me hours to beat.
Civvie: It took my under a minute to beat
Me: oh :(
He got the secret keys, that's how. XD Otherwise, it would've taken him a bit longer. ... A lot longer, probably.
Yea he cheesed the last level. Not having the keys to close those monster spawners makes that area 1000 times harder. Plus you cant put down mother demon nearly as quick without the fully upgraded Unmaker
Mother Demon is either more of a pushover than the Spider Mastermind, or the single hardest boss in the entire Doom franchise, with no in-between.
@@razorfett147
I did the final level roughly half that way in my second run where I didn't use the Unmaker at all. Locked all 3 spawners but fought Mother Demon wuth the BFG. It was a way fun encounter, shes is a great boss.
It took me 20 minutes to beat the final boss on the hardest difficulty, without the secret level upgrades. This is the first and final time I'm playing this fucking game. Seriously the end boss is trash.
I thought “this must be the penultimate level” for about 10 levels. That’s how great this game is.
I was 9 years old when this game launched and for some reason my N64 came with it instead of Mario 64.
At first I felt cheated.
Now you put 3 months of only having this game to play everyday.
I felt like I had a hidden rare gem.
My friends would come over and wish they had Doom 64 instead of Mario...
Also this was my intro into FPS and I got really good really fast.
After that I managed to get Turok and Perfect Dark... Good memories!
Did you end up playing Mario 64?
If I ever played Mario 64, yes I did and a lot.
Great game. Still prefered Doom 64. Also I am a mainly PC gamer since I was 12.
@@MrYuriTambor excellent, thank you for the MrYuriTambor lore
I remember everyone giving me sh!t when I used to play and like this game back when N64 was new and we only rented games at the local video store, they were like "ohh this game is so boring, it looks crappy, the music sucks, it's very different from the original, it gives me a headache, I can barely see anything" 🙄 and now those folks are like "wow this game is so underrated lol" 🤦
Truth
@@SeriousBeats I call this GTA syndrome/affect
@@1ztype343 Alternatively, Wind Waker syndrome.
@@astracrits4633 alternative name, doom 3 syndrome
I've noticed this happen with some games because of changing tastes over time. When Doom 64 launched it was seen as outdated due to coming out when full 3D was taking over the genre with Turok, Goldeneye, and Quake 1 and 2, so people dismissed it based more on the looks than anything. Nowadays people look back at this type of visual style more fondly due to it being pretty unique to the modern eye, plus those aforementioned 3D games from back then aren't "cutting edge" visually anymore (though their retro 3D look also has a charm as games like Dusk and Amid Evil have shown).
Fighting Thunder also brought up Wind Waker which is pretty apt, back when that game came out in 2003 we were still in the cusp of an era when people were clamoring were dark and edgy realistic visuals, I mean shit look at the reaction Twilight Princess got when it was revealed a year after WW came out. Nowadays people generally agree that at least visually speaking the cel shading of WW has aged better than the semi realistic visuals of Twilight Princess (BotW was the devs settling on a nice happy medium, cel shaded graphics but with Twilight Princess type character designs), to the point where when both got HD updates the only significant update to WW was an updated lighting engine while Twilight Princess also needed a noticeable update to the textures and shadows in order to look better in HD (the HD version of TP is what I like to call "what people remember the Gamecube/Wii original looking like in their minds" because if you do an actual side-by-side you'll see TP HD does blow the 2006 original out of the water with less muddy textures and shadows aren't as blocky).
It''s looks and sounds like a cross between Doom, Quake, and Hexen.
Dqakxen?
I call it doakexen
@Kyros Droztamyr It makes a lot more sense when you pull your head out of your ass and realize that Doom 64 is a completely different game from Doom.
@Zoomer Waffen I will fart on you.
@@notwearingpants1086 It really isn't though.
Watching civvie is like talking to your dad about video games he used to play
is it just me or do DOOM 64 cacodemons look like classic pain elementals and DOOM 64 pain elementals look like Civie's worst nightmare?
Yeah it feels like they swapped Pain Elemental and Cacodemon sprites.
Yes, my favorite instrument:
crying baby sample
Nice one :-)
Well it worked in _Max Payne,_ didn't it?
@@DistractedGlobeGuy :-)
24:20 best instrument: buttfucking a screech owl.
Mr aziz flips out
I "played" Doom 64 back when it came out, meaning one of my friends had it, and I messed with it some. I'm actually REALLY playing the game RIGHT NOW (I'm on level 16 now), and honestly, this game is amazing. The level design is really something special; something between Quake and the original Doom games, and they tried a lot of stuff to make the levels more dynamic than the usual Doom experience. You have things like an empty room, and the center of the ceiling will lower, and when it raises back up, the terrain inside has changed. Really, really good level design.
I have the Retribution "port" (more like a total conversion) for GZDoom and it is _magical._ Sadly most of Doom 64's shenanigans are not compatible with Boom ports.
The “game 64” trend made some games seem less great than they actually are
Stop abusing sydney
Pajamapants Jack i can’t think of another besides doom 64? Examples?
kungfuskull
Super Mario 64, Mario Kart 64, Kirby 64, Donkey Kong 64, Duke Nukem 64, the list goes on.
@@kungfuskull cock'n'ball torture 64
@@kungfuskull: OgreBattle 64 was another where they were originally going to call it something else before Nintendo made them make room for the 64 iirc.
The look of the monsters in this is actually my favorite of the whole series. I love that glossy, SGI-rendered look, especially these days.
They give me a really cheesy vibe but I feel like Doom has always been kind of cheesy so it works
Even better now that you can see it much more clearly... On Switch, PS4, and PC. Loooks great; shades of those revolutionary days of Donkey Kong Country on the SNES... :-)
There’s actually a way to get both the mega sphere and mega armor on Hectic. You have to blast yourself out of the pit with the rocket launcher on the same frame you pick up the mega sphere, then you can pick up the mega armor without triggering that trap and leave the level with 100% items.
It’s also a nice touch that you can only access the level “The Bleeding” for five consecutive days out of the month
This is a joke right? Becuase I'm retarded and dont get it.
@@astillia6073 PMS.
Only women and doomguys bleed
@@astillia6073 with that name and you dont get it?
Wh1t3 kn1ght period jokes.
Even Doom Eternal is implying that doomslayer's face is very similar to doomguy's, just watch the cinematics of the game.
I’m sorry, but the idea that after Doom 64 Doomguy spent almost an eternity traveling through thousands of different forms of hell to kill demons thereby confirming all wads to be cannon is too awesome for me not to believe
Imagine thinking there's more to the "Doom canon" than "You have a BFG9000 and there's a cyberdemon over there. Put two and two together." At least in the context of Doom, John Carmack put it best when he compared stories in video games to stories in pornos; they're expected to be there, but they're not that important.
Myconix buzzkill dude
I like lost souls dying with a single well placed shotgun blast.
That ain't no joke.
It should also be noted that Hodges composed the soundtracks for the following id shooter console ports:
Doom on Playstation/Sega Saturn
Quake on N64
Quake II on N64
Quake III on Sega Dreamcast
I think his Quake soundtrack is wholly inferior to Trent Reznor's.
It should be noted the soundtrack and effects for Doom PS1, Saturn and N64 are identical. Doom 64 just played the level "music" in a different order.
@@boilerhousegarage That is not true. The soundtracks for Doom on PS1 and Saturn are _not_ the same as Doom 64. Doom 64's music is a lot darker and more foreboding than PS1 Doom (Which saying a lot), in addition to the usage of more effects, like babies crying.
4:35 Come on Civvie you should know this you boomer... Cartridges were _considerably_ more expensive to produce, and as a result N64 games cost more than CD games on Saturn/PSX.
Fun fact: Most N64 games are only 4 to 32MB. Most are 16MB and under. Doom 64 is just 8MB. It's pretty amazing they managed to fit all this in there.
I'm pretty sure he was being sarcastic, but shame he didn't mention Doom 64 fit onto about 6-7 floppies
So what you're saying is that Midway could have gone with a 16MB cart and fit all the extra sprites and shotgun animations on there?
@@maxwellaran likely, but money
Cartridges were more expensive to produce but it was cheaper to equip a console with a cartridge port than a CD-Rom drive.
@@maxwellaran Didn't even need 16MB. 12MB carts were common, so even with that they could have given the shotgun a reload animation AND added a couple of extra demon types. The game never sold that well though so I guess they made the right decision from a business standpoint... Although at the time, a lot of people were like Civvie and thought it was simply a port of Doom to the N64 because of its shitty "Doom 64" name. I'm sure that affected sales.
It's great to see this game finally getting some love with it's re-release BUT I can't help feeling sad. The original developers probably didn't get what they should have, both in credit and finances, and having it come out now by different studios years after the original devs shut just doesn't seem right somehow.
I mean it makes perfect sense why it went the way it did. It was released on one console when the series is known to be multi platform. Also it came out when fully 3d games were taking over so it was seen as outdated. Still a stellar game though and made even better with mods
It wasn’t an easily accessible game
And let’s not forget, back in 1997 you literally couldn’t see the fuckin game
@@mikiryates6075 true. But it still sucks to see talented artists get screwed.
Want a real nightmare? Play this with a worn-out stick.
That sounds wrong and really painful! :/
Want a real nightmare? Port it too GBA and wear out the controls.
@@juanortiz9123 It is.
@@scattergrunt Now try and do the same with SM64.
...
The pain elementals always scared the shit outa me in doom 64. I usually nuke them when I see them. Also, just a fine example of how edgy some of the map names are in games made by ID, one of the maps in quake 1 is called Satan's Dark Delight. Whenever I read that title, I keep imagining some dark chocolatey dessert. Like some dark chocolate lava cake with dark chocolate chips in the cake part and hot fudge in the middle. Perhaps with a scoop of vanilla ice cream on top? Great, now I'm hungry.
When I read that your comment and heard satans dark delight
I thought of satan sitting on a beach of black sand watching the sunset for some reason
@@joemamajoastar8708 and then Doomguy walks up behind him and blows his brains out with a shotgun
@@michaelbasileos and that would be doom guys loud delight
doesn't he say that this game isn't even made by ID? so it wouldn't be ID's edgy map names
Jesse Rodriguez well at least he mentions it
I’m pleased that Civvie recognises this as being both part of the main story and as a good game.
RE: "The Bleeding" maybe the devs were big Cannibal Corpse fans
I love that one so much.
It sounds like a verb, like Blood Letting. I mean they could have called it The Suffering.
Great song btw.
@@Skycrusher that's the vibe I got from it.
@@Skycrusher it does sound darker than Bloodletting or Exsanguination. It doesn't sound like it's trying so hard either.
It's probably true. I get the feeling several of the level names were based on songs. Dark Entries, for example, is a weird name for a level, right? Well, it's also the name of a Bauhaus song.
I remember as a kid having my dad come up to my room to play this game for me, I was like 8 it scared the piss out of me cause of all the sound effects and demons.
I'm gonna say something controversial here:
_Of all the classic Doom games, Doom 64 is my favorite._
That's not controversial at all. Most people are starting to realize it now that they get to play it.
I like them all equally even Doom 3 every one of the games have just something about them...
@@bigbootyenjoyer The original is timeless, the 2nd is pure doom, 3 is a great horror game with some solid ideas for its time, 64 has a great blend of badass/scary and amazing audio, 2016 is the hardcore slaughterfest, and eternal is the culmination of YEARS of doom love and affection wrapped into a bloody burrito
@@space_racc couldnt have said it better myself
In its vanilla form, straight out of the package with no mods? Absolutely, by a significant margin.
I just want to say it's been a helluva privilege seeing you go from a couple hundred views a video up to hundreds of thousands. You did an amazing job, Civvie. You did it with hard work, consistent releases, and just being a cool dude.
Doom 64 is honestly my favorite of the Doom games. I beat it on the original hardware back in the 90s as a young lad. One of those life changing games. The atmosphere, the sounds, the gun play.
Doom 64's overall art direction is what has helped it to endure over two decades while other games from that generation have aged HARSHLY. I loved it so much back in the dya I made a doom 64 doomguy figure out of tape and cardboard. . I would draw pictures of Doom 64 in school during lunch break.Loved this game.
Since you seem to like to mix it up between mainstream and obscure game stuff I though ti'd throiw down a few ideas for interesting and strange stuff you might cover:
Apocalypse on the PS1. A video game that was originally about you having Bruce Willis as your side-kick that was Frankenstined into a 3D Contra-clone (Doing Contra better than the actual Contra games on Ps1_ Where you play as Bruce Willis, saying some of the silliest over the top one liners in a video game. It's a pretty enjoyable blast fest, and i'd love to hear your thoughts on that one.
Another one I've always wanted to see someone take a deep dive into - KISS; Psycho Circus. I remember, back in the day, when there was a demo disc for Dreamcast, having a demo of the game and being blown away by it. In reality it's almost as broken and jank as Blood, and might make for some good torture.
Oh and a bit of trivia regarding the sprites for Doom 64; They're both. Physical models were built, scanned, and then modeled in 3D. Creating a strange hybrid of design. You can see some of these online, including some cut monsters, a female Hellraiser demon, a hell hound, others. They were made by the son of the guy who made the stuff for OG Doom. Gregor Punchantz is his name I believe.
@@OpenMawProductions Hellraiser, as in the Archvile?
@@ArcturusOTE It was called the Hellraiser, but yes it was essentially the Archvile.
"TNT or Doom 64?...Doom 64"
There is no love for TNT and TeamTNT
Feels bad, man.
probably because at the time tnt was supposed to be a free megawad pack then they decided to charge for it. now people don't like it because it's extremely mediocre.
@@jacob3178259 And also, TNT have one those maps that make you Free roam the whole map, even with the exit/key in plain sight (Like E2M2)
Yep, i'm talking about Map 04 - Wormhole and Map 15 - Deadzone
Please civvie do tnt! With an easy-to-finish secret level like Pharoh *cough* how can you possibly say no? Seriously though I really hope you'll do TNT, it's my absolute favorite! :)
Never forgive, never forget.
4:37 Not really. CDs back in the day had really bad load times on them, so much so that Nintendo worried that by switching immediately over to CDs would frustrate impatient kids. Not to mention the amount of piracy and the Bleem emulator fiasco CDs were experiencing on Playstation, so the decision to stick with cartridges was influenced by that. There's also the case that Nintendo had a near monopoly on making cartridges for the N64 like they had through the 80's and early 90's with the NES/SNES. Switching over to CDs would lose Nintendo that monopoly on production and being able to artificially control production prices for whatever reason they needed.
Basically, any reason you could think of why cartridges could be better than CDs has probably been said by Nintendo since the N64 released (probably with the exception of that last one).
Well, bad load times could affect all elements of gameplay, not just the initial load. Like that infamous Mortal Kombat port on Saturn that actually had to pause mid-battle to load in graphics or sounds, on occasion. Or how Final Fantasy 7 is full of those gigantic empty rooms because they couldn't let the player switch screens too quickly. Given how gameplay-focused Nintendo is, I could see them not wanting to deal with that.
Funny how Nintendo has gone back to “cartridges” (although they’re pretty much just custom SD cards) with the Switch. It’s a necessity this time though, what with it being a hybrid console.
@@NerfPlayeR135 Nintendo never stopped making cartridges, it's just that they had been allocated to solely handhelds for a decade and a half
@@dyingstar24 Their competition in the handheld gaming market, the PSP, _did_ use discs… and still sold around 70 million less units than the DS family.
@@NerfPlayeR135 it still amazes me that Doom Eternal runs on such a medium.
Really like the The SuperShotgun being in sync with the beat 20:39
The song kinda slaps but I can't find it anywhere.
Edit-- "Roots of Legend" by Density & Time
I really like how your firing syncs up with the music when you're showing off the levels
The thing about the final fight is that if you don't have the Unmaker fully upgraded, the Mother Demon fires massive salvos of Revenant rockets and takes reduced damage from all your weapons, and prior to that she fires a shockwave attack that launches you into the air, so if you get hit by THAT, you'll be in the air when she fires her Revenant rockets, and you won't have time to dodge. The final fight is EXTREMELY brutal if you don't have all the keys, because not only do you have to slaughter your way through the monster closets, you then have to fight the Mother Demon with all your ammo depleted while she's at her full power.
That's why you want those keys.
There are actually quite a few alterations in Doom64 EX but they're hard to spot for someone who doesn't play the original a lot.
I’ve always wondered if the enemies were made to look like claymation intentionally.
I know the new Pinkie was actually based on an unused latex and steel model Punchatz made.
There was also plans for a feminine looking Arch-Vile kind of thing for Doom 64, there's a latex and steel model and all, but it never went anywhere as the Arch-Vile was fundamentally unsuitable for how the old console ports work (they REALLY don't tolerate resurrecting monsters during gameplay, hence why they usually don't have the real Nightmare difficulty).
@@0neDoomedSpaceMarine Kind of ironic given the plot is all about resurrection.
PRO RISE OF THE TRIAD, CIVVIE.
I'M WAITING
Ok Satan.
All the jump boards and "auto-look" aim will make Civvie puke!
We're talking about the original right?
@@boilerhousegarage there are no other...and no that remake abomination does not count
@@Zontar82 I'm glad you said that, I'm pretending it doesn't exist too. I started playing ROTT Dark War on DOSBOX (haven't played it since '96) only recently, and to my surprise heard the Civvie ending music is the end of level stats music in ROTT.
@@Zontar82 Yes it does and it's way better. Only major gripe is that there's not enough levels remade. A less annoying to explore Rocky Plateau and improved Canyon Chase would have been cool. Two Key Return is neat as well.
And the conspiracy theory regarding doom 2016 being a direct sequel of doom 64 is true. It is the same doom guy who chose to stay in hell.
I was looking forward to Civvie's reaction to the redesign of Pain Elementals. I was not disappointed.
I love how the double barreled shotgun was obviously intended to have a "reload" animation at one point. The sound it makes when you shoot is clearly reminiscent of someone loading shells.
Well yeah it's the one from Doom 2, and it has the exact same sound. They just...sad.
Nah it really isnt it sounds a lot more like a lever action reload (with doesnt make sense but thats doom for ya)
Not only it both shotguns sound like lever action guns with explains their lack of reloading animations
I don't think cart space was the primary reason for any of those cuts, it may have been a consideration but I think the big one was RAM. The N64 only has 4mb, and Doom requires the sprites and code for each type of monster that shows up in a level to be loaded when the level begins. So if they wanted, say, Arch-Viles to show up in a level they may have had to cut say Cacodemons in that level, or Barons and Hell Knights in that level. Once you start having to do that it becomes much harder to make good levels so it was probably much easier to keep a basic core of monsters you could always have access to and only add in a couple of special ones here and there while cutting the rest.
Barons and Hell Knights are color swaps so they can use one sprite sheet and just shift the color table, and Pain Elementals effectively do not have a projectile since the projectiles is just a Lost Soul allowing them to use less sprites. This gives those two some extra wiggle room to use so they ended up being gimmes as choices.
"Dark Entries" is a great Bauhaus song from 1980. I haven't yet found any earlier uses of the title.
My dude is back at it again, I just wanna say keep doing what youre doing. I love the fact that you're making content on the games that I grew up with. Thank you for the nostalgia hit,
BTW I am currently 14 and I played Doom, Quake, Half Life and Wolfenstein when I was about 7.
@@sloppzyy4516 Play Perfect Dark and Timesplitters 1, 2, 3.
And No One Lives Forever 1 & 2.
@??, Don't forget: Turok 1-3, Return to Castle Wolfenstein, Half Life, Soldier of Fortune, Project IGI, FEAR, Red Faction, etc.
So many great FPS games. All free of greed and wokeness.
@@cyberpunkarcademachine OFC i did, OG stuff
@@Gruntvc Ive only never played Soldier of Fortune
"you decide to remain in hell and ensure no demon ever rises again"
And that's how doomguy met the sentinel, fight for them a bit, got trapped under a booby trapped rubble and put into the coffin and awaken in doom 2016
civvie talking about any secrets in a game: "you don't...NEED to"
Stix N' Stones the difference being - buyable cosmetics don’t actually improve the gameplay. I’m against things that give a leg up in games but if it’s just for player looks then it’s fine.
"Rampaging Anger Golem"
I love it.
"Football player with a shotgun in power armor."
@@xmm-cf5eg You're thinking of Master Chief.
Man too angry to die
@@metanumia You mean the guy who was ripped off of Doomguy?
Doomguy literally ripped a piece of himself off, because it was holding him back.
Later on, that piece of RIPPED FLESH would become Master Chief and follow in his Daddy's footsteps.
I have deduced what would give CV-11 Doom flavored nightmares as an adult.
The level goes thusly: It starts with the Archvile maze, then a room of Doom 64's Pain Elementals, when they're all dead you send him straight to go 2 it with the 64 pain elementals.
Pro DOOM 2K16 when? And also the DOOM 64 pistol is a .44 Magnum Desert Eagle. Which adds a few Badass points to the game.
Is it weird that anytime I see or hear the word Badass I think of Randy wearing the badass glasses?
I would pay a hearty amount of real money for Pro 2016 just to see him try to make it through the first 4 maps on UN.
@@NEEDbacon its funny because it is ironic
Did they ever confirm it was a .44 mag? there's three different calibers for the IWI meme gun last time I checked.
@@xmm-cf5eg It was never specified but the .44 Magnum is the middle point in between the lower recoil .357 Magnum and the .50 AE. But it is a MK VII model.
I always thought Doom 64 was just a port of the original Doom, but it looks amazing for N64 standards!!
Not uncommon, lots of people thought it was just another port. Tacking 64 onto every title I think was a marketing blunder by Nintendo, this game should at least have been titled *Doom 64 : The Absolution*
I was so excited to plug in my 64 and play this....and...game is broken. Fuck
The N64 had incredible hardware. Its GPU was better than the highest end GPU of its time
The only real limiting factor was the lack of dedicated memory bandwidth
Some of the sound effects Aubrey Hodges made use of in DOOM 64 legitimately remind me of the electronic feedback loop used in Forbidden Planet, over 40 years before DOOM 64.
In that case you could argue it was pretty faithful to the science-fiction classics.
Alot of those sound effects back then came from royalty free sound libraries. I can't tell you how many times I've heard the Doom Door sound effect in other stuff
Civvie 11: I was never cool.
The fans: That’s bullshit and we love you.
Me: I barely know the man!
Fun fact: Nintendo wanted to stick with game carts because they were way faster at transferring data than early 90s CD technology. That's why N64 games had really fast loading times compared to the PS1 or even the Xbox and GameCube.
Fun fact, I was playing an auto music playlist while playing Doom 64 when Slowdive's "When Sun Hits" came up.
I had the most euphoric experience killing demons on that music (and made me fan of that band).
With the quest to get the Unmaker being a huge trial in DOOM Eternal, I can only imagine how god damn overpowered it’ll be in its second iteration ever.
I have come from the future to spoil you if you so choose. If so, read on.
no but really
It's basically a sidegrade bfg now. Still pretty fun. Also lore is way different. Also called the "Unmaykr" now.
It sure would be disappointing if the Unmaker turned out to be useless crap in Doom Eternal. 😬
The level names are awesome, especially since, "The Bleeding," is the title of Cannibal Corpse's (IMO) best album with their original lineup.
Dark Entries is a kickass Joy Division track, and Burnt Offerings is a 1970s era Horror film of the "Haunted House," sub-genre.
Basically, somebody at Midway had good tastes.
dark entries is also bauhaus
@@disparityband I feel so dumb for forgetting that!
@@kinggimpy haha thats okay since I didnt know the joy division song. I should probably look into that
That, Control was build for Vortigaunts, since you need 3 hands to use it properly an' as much as I know most of us don't have that many.
(Yes this is a joke, stop pound'ering.)
Haha! Nice one my friend
Good opportunity to ask for pro half life(?)
@Manek Iridius An' you're saying that there was no game on the console that didn't require you to use all 3 either at the same time or in quick succession to just play them Effectively?
I forgot how dark this game was. I had to turn up my phone brightness to even watch the video
Funny story about that; the level designers had all been mapping in their offices, with the lights off, and the maps didn't look that dark to them, but when it came time to test them on a devkit console and a TV, they got told by at least one playtester something along the lines of *"YOU ASSHOLES, WE CAN'T SEE THE LEVELS UNLESS WE TURN OUT THE LIGHTS!"*
@@0neDoomedSpaceMarine Basically the same situation as Doom 3. Although it got it even worse, since if you tried playing it on an LCD, even in a dark room it looked horrendous.
@@n_n_n_n_n_n It was bearable. Flashlight mods were common and the later rereleases incorporate a hands free flashlight.
Of course, if you use the chainsaw you barely need that.
It's brutal when you have to turn brightness all the way up to just barely see anything, only to get repeatedly blinded by full brightness captions and inserts. 😅
@@0neDoomedSpaceMarine I always liked how dark the game was, I owned a decent CRT, a light switch, and curtains, so even without the flashlight it was just fine. That said, I recall an endless barrage of forum threads at the time about the game being too dark.
I know that we're dealing with a reasonably simple game engine and sprite enemies, but this is easily one of the better-looking games on the N64, Rareware stuff and Turok 2 notwithstanding.
I was a poor kid. my first DOOM experience was when I was a very young kid in the 90s and went over to a friends house and he showed me. I feel terrible about this but ever since; id go to his house 90% of the time only to jump right on his computer and play doom while he went off and did something else. My family could never afford a computer. I got so excited when I seen DOOM could be played on the sega but we also couldnt afford a 32x. FINALLY a year later doom came out for super nintendo and it had a SUPER COOL red cartridge. that was one of the happiest days of my childhood! we were moving to florida in like a week from virginia so I decided to steal doom from this local rental store (I forget the name of it but it wasn't Blockbuster, was some small business) since we were moving I decided to lie and pretend I lost it when we were gonna turn it in before we left hehe. so we move and I somehow lost it during the move. we had to get rid of a lot of stuff. so again I was doomless. but only for a few more years because this game! DOOM 64 finally came out and I was so happy! so I am a bit biased but this is easily one of if not my absolute favoritest in the franchise just because it was finally my own doom that I could play endlessly. so many fond memories ^ ^ sorry for the wall of text I just felt like recollecting and sharing. looking back, doom made me do some pretty bad things x , x but hey, I loved it.
P.S the cyberdemon in doom 64 is DEFINITELY the best looking cyberdemon in ANY doom game IMHO
so, your family couldn't afford a computer but you had THREE consoles?! this is some nonsense, PCs were always cheaper than consoles.
@@LucasCunhaRocha I guess I shouldnt say my family 'never could'. we got an n64 Christmas of 96. I'm pretty sure we got a PC in 98. also n64 was MY first console. the other ones were my brothers or my sisters, it was always a group thing. my bro and sis would plead for super nintendo and stuff. if a 5-6 year old kid begs for a several thousand dollar pc so that he could play a single game called doom and none of the other older siblings show any interest in having a PC then yeah its not happening. I have no reason to lie about this shit lol
@@LucasCunhaRocha PCs were very, very expensive back then. If you got a PC for less than 800 USD before the year 2000, I'm impressed.
Doomless lmaao
The one thing i still remember about doom 64 is Breakdown and its creepy music.
I hate that I'm so late to your Doom videos (which are the absolute best on the internet) but it feels so good to see you give Doom 64 the praise it deserves. I was incredibly dumbfounded when this came out in '97. The game is so atmospheric and I'm still in love with this port. I haven't played it in 20 years until recently. I broke out the PS port and the 64 game and I'm back in love again and enjoying this ride. Fantastic work 👏 Civvie
Civvie: Praises the atmospheric music in the game.
Also Civvie: *METAL MONTAGE TIME*
Well when you have your mission statement be "Merciless Extermination", metal music just happens.
Probably works better for UA-cam.
I like how Gaben has been showing up or been namedropped at least once in your videos since the dawn of time.
You can't outrun the Gaben much further, Civvie.
@Stix N' Stones Ricochet Gang we out here.
That game at least was a fun novelty, which is way more than you can say about Artifact.
@@Wizuu0274 Wasn't Artifact a competent title plagued by its questionable monetization and the fact that no one if not very few asked for it?
@@ArcturusOTE artifact was doomed from the start as soon as people heard "dota card game"
That is one DOOMed card game.
Pro Portal 2
Great video, Civvie. Doom 64 has haunted me ever since I played it over twenty years ago. There's something special about Doom 64. It's the perfect blend of action and horror. The soundtrack masterfully cultivates an uneasiness that quickly deepens into dread. Aubrey Hodges creates the impression that the player is thoroughly surrounded by an evil that lurks in the shadows, and it is ready to devour the player at a moment's notice. I've played a ton of first person shooters since my encounter with Doom 64 as a kid, and this game emanates an otherworldly charm that hasn't been surpassed since.
Thank you Civvie. I was really hoping to see you visit Doom 64.
Eventually that was going to happen because of the remaster
me: sleep deprived and about to pass out.
UA-cam: hey a new civvie 11 video is out.
me: guess i can stay up a bit longer.
*my health is temporary . A civvie video is eternal*
@@dowom1452 always #freecivvie
Civvie never sleeps and neither should I!
Here's a tip I learned for how to completely break Hectic (and is doable even on the original N64 version).
If you jiggle around just right near the Soulsphere, you can pick it up without being caught in the pit with it.
The reason this is significant is that Doom 64 can only run one script at a time.
So now with the crushers moving, you can freely collect the other keys and exit the level.
Easily the best Doom game, and scariest game I'd ever played...
And props for the truth on GoldenEye being "fine"...
Oh yes, like the PSX and Saturn Doom series. The atmosphere is much better with console sound fx and ambient music tracks than PC version :)
What about Doom 2016
@@DrewFr33m4nn it's up there (I'd say 3rd best after 64 and Plutonia Experiment), lots of great action but this had more of an impact. Got the spirit of old world Doom that 2016 didn't have completely.
William Smith Yeah 2016 has a little too much metal and not enough horror meanwhile this was the last game to get that mix just right
@@demi-fiendoftime3825 Yep, and that's what also did Doom 3 in; too much horror, not enough action. It felt like it was trying to be something it wasnt.
The pinkies in this game scared me way more than any other monster.
Cute name. Scary monster.
this game isn't scary for me, just really tense and atmospheric.
Doom 64's Pain Elemental is the absolute bain of my existence.
(Alongside the first boss from Silent Hill and the unagi from SM64)
They a!ways seemed silly
@@MinscFromBaldursGate92 well, the original ones in Doom are cute.
I like how the Nintendo Power article about getting into Hectic (7:27) read almost 1-to-1 how Civvie would actually have said it.
The game that shows us Doomguy before becoming the Doomslayer. I can’t wait for Doom: Eternal to finally confirm it.
maybe making Doom 64 a preorder bonus is a subtle hint that it is. We can only hope
Quake champions actually already confirmed it given how one of the Doom Slayer's artifact cosmetic items is daisy's paw
Some are still in doubt because they're suffering from "the first game of a series I started with is the best, nothing else matters" syndrome despite the lore accommodating it in a almost perfect fashion, even the bit with the sentinels.
2016 already states that The Well is like a junction point that forks out to several other dimensions anyways.
People keep forgetting that this game is a storyline cannon sequel to DooM ll, and that the end bridges cannon to the lore of DOOM 2016.
Maybe Doom 64 is the final chapter of the classic Doom storyline.
I love doom64 a lot, the whole atmosphere is really uncomfortable, emerssive and nostalgic, and tbh its unique to the other games. imo this is the most disturbing doom game which is also helped by its soundtrack which Im surprised you didnt talk about
This
Hey, if they’re going to make a new chapter for Doom 64, could that mean they could bring the rest of the enemies back? Get ready for those nightmares Civvie...
they didn't but the ending does connect to the slayers testaments
@@Shuttergun1 half right’s better then wrong.
What the hell, I'm gonna say it : this is my favorite Doom game
@Moist Tony was about to say
@Moist Tony That's his favorite artwork of Doom Guy.
We're good friends.
@@guyshafor1320 well as long as you guys are tight.
@@superduty4556 can confirm. I'm the picture
Doom 64 is the best designed 2.5D Doom game. It does so well with the limited monster set and some of the levels are fantastic.
The Absolution is laughably easy _if_ you get the demon keys. If you don't get the secret levels and the demon keys, it's friggin impossible, because not only are those monster closets staying open for the whole fight, but you're doing it with the underpowered first tier unmaker.
28:13 And then Doom: Eternal goes and makes this all cannon. Even the Unmaker.
Unmaykr
@@sammarino7357 i know that's technically correct, but god the word itself just looks stupid
Shayne Hughes only reason I’m ok with it is because of the archaic language vibe specifically medieval times where the Hard A sound not being a combination of a and e but of y often
Mad cool considering the game was developed by a completely different studio. I can't think of many franchises that do that.
@@sammarino7357 I just thought it was referencing the maykrs, the "angels" in doom eternal
It must be said: The weapons in this game feel especially good to shoot. Great sound effects and feedback.
I disagree. They ruined the shotguns by not having animations. It feels awful to shoot them, and they're the weapons you shoot the most.
@@mjc0961 I'm okay with the standard Shotgun not being animated much, because I generally assume he's just cocking it just below the frame, however odd that may be. It's the Super Shotgun I'd call a downgrade, regardless of how useful it is.
Agree with the comment above. I've adored this game since my childhood and only recently has my opinion changed.
Base shotty animation is passable even without a reload animation and the fact Doomguy's basically using the force to lift and fire it, and the relatively quick fire rate mends the static nature of it somewhat... I actually sorta prefer it over the original, if I'm being honest. That SFX is also seriously incredible, one of the best shotgun sounds ever conceived. It easily puts the OG to shame, even with an incomplete spriteset.
The SSG however, 20 years later, is just pathetic. I could've taken a GoldenEye-style reload in lieu of not having enough cartridge space to depict an actual reload animation, but in D64 not only is it as slow to fire as it's always been, but also sounds terrible, one of the iconic clicking sounds upon reloading is missing, is 99% static on the screen, and has physical recoil despite Doomguy not even visibly holding it. It just lacks presence and impact all around. Easily the worst iteration of it in any Doom game.
yall are putting way too much focus on the reload animation (or lack thereof.) even without it the shotguns both feel good to fire and the sound effects make them feel powerful when they hit enemies (especially pinkies as civvie pointed out.) the lack of a reload does not, in any capacity, make this feel like the worst ssg at all. im sorry but that is just.... absurd to say just because of a lack of a reload animation.
@@papayerif you’re on pc you can easily fix that with no time
Love this Doom. I played the crap out of it in '97. Beat all levels with pistol starts. Best old school Doom game! imo