Comparison of PC/Console/Handheld Doom and Doom II games - Guide for Doom

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                        DOOM, ULTIMATE DOOM AND DOOM II

                              GAME MULTIMEDIA FOR
                    PC, GAME-CONSOLE AND HANDHELD PLATFORMS

                          COMPARISON OF GAME VERSIONS

                              REVISION 02/27/2010

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TOPICS IN ORDER OF APPEARANCE          | TOPICS IN ALPHABETICAL ORDER
=============================          | ============================
 0. Introduction                       | 3DO (Panasonic And Others) Doom (7)
 1. Doom/Doom II Games: General        | Apple iPhone/iPod touch Doom (15)
 2. Computer-Based Doom/Doom II Games  | Atari Jaguar Doom (6)
 3. Sony PlayStation Doom              | Computer-Based Doom/Doom II Games (2)
 4. Sega Saturn Doom                   | Doom/Doom II Games: General (1)
 5. Nintendo 64 Doom 64                | Game Version Comparison Tables (16)
 6. Atari Jaguar Doom                  | Glossary (17)
 7. 3DO (Panasonic And Others) Doom    | Introduction (0)
 8. Super Nintendo Doom                | Microsoft Xbox 360 Doom (14)
 9. Sega Genesis 32X Doom              | Microsoft Xbox Classic Doom Games (13)
10. Nintendo Game Boy Advance Doom     | Nintendo 64 Doom 64 (5)
11. Nintendo Game Boy Advance Doom II  | Nintendo Game Boy Advance Doom (10)
12. Tapwave Zodiac Doom II             | Nintendo Game Boy Advance Doom II (11)
13. Microsoft Xbox Classic Doom Games  | Sega Genesis 32X Doom (9)
14. Microsoft Xbox 360 Doom            | Sega Saturn Doom (4)
15. Apple iPhone/iPod touch Doom       | Sony PlayStation Doom (3)
16. Game Version Comparison Tables     | Super Nintendo Doom (8)
17. Glossary                           | Tapwave Zodiac Doom II (12)

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0. INTRODUCTION
===============
o This document provides information on various Doom, Ultimate Doom and Doom II
  games, and compares the game-console and handheld versions to the original PC
  editions, and to each other.

o Apple Macintosh ("Mac") and other computer-based editions of the PC Doom
  games exist, however they are identical in most aspects to the PC games, and
  so are generally not addressed in this document.  Other editions of Doom or
  Doom II not addressed here may be included in future updates.

o This document does not address the "Final Doom" games for the PC and the Sony
  PlayStation, or the "Master Levels" games/maps for the PC, PlayStation and
  Microsoft Xbox.  A similar document comparing these games can be accessed at:
  http://classicdoom.com/fdoomcmp.htm

o In the game descriptions included in this document, "Pros" are notable
  features of the indicated game version, some of which may set it above other
  versions covered here; "Cons" are generally features that existed in the
  original PC game(s) but are missing from the indicated version, or may
  otherwise cause a version to be rated below other versions covered here;
  "Miscellaneous" notes cover those features which do not necessarily fall
  under the other categories.

o This document is 79 characters wide, and is best viewed in a monospaced font.
  The master HTML version is located here: http://classicdoom.com/doomcomp.htm
  The master text version is located here: http://classicdoom.com/doomcomp.txt

1. DOOM/DOOM II GAMES: GENERAL
==============================
o All Doom/Doom II games in this document feature these basic game elements:

  Monsters     |Weapons        |Ammo                    |Items and Artifacts
  -------------|---------------|------------------------|----------------------
  Baron Of Hell|BFG 9000       |Box of bullets          |Backpack
  Cacodemon    |Chaingun       |Box of rockets          |Berserk Pack
  Demon        |Chain saw      |Box of shotgun shells   |Combat/Mega Armor
  Imp          |Fist           |Clip (of bullets)       |Computer Area Map
  Lost Soul    |Pistol         |Energy Cell             |Health Potion bonus
  Shotgun Guy  |Plasma rifle   |Energy Cell Pack        |Invulnerability Sphere
  Zombieman    |Rocket launcher|Rocket                  |Keycard
               |Shotgun        |Shotgun shells (cluster)|Medikit
               |               |                        |Radiation suit/shield
               |               |                        |Security Armor
               |               |                        |Skull Key
               |               |                        |Soul Sphere
               |               |                        |Spiritual Armor bonus
               |               |                        |Stimpack
  -----------------------------------------------------------------------------
  Notes: These elements exist in all Doom games including Nintendo 64 Doom 64
  (which, unlike other console versions, is not a copy of an original PC game).
  "Monsters" include enemy types found in all Doom, Ultimate Doom, and Doom II
  games.  Doom 64, and every Doom II game (or Episode) will also include these
  monster/enemy types: Arachnotron, Hell Knight, Mancubus, and Pain Elemental.
  In Doom 64, the pink "Demon" monster is referred to as a "Bull Demon".
  Note that not all monsters, items, etc. appear in all games at all difficulty
  levels.  Also, some elements found on a given map during a single-player game
  may be absent from the same map during a multiplayer game, and vice versa.
  In Sega 32X Doom, a BFG 9000 weapon is only available when using cheat codes.
  For cheat code information, access: http://classicdoom.com/doomcode.htm

o In all Doom/Doom II games, a player character may walk, turn, run, "jump"
  (run across small gaps), and side-step/strafe.  In almost all Doom games,
  these maneuvers can be done both in first-person mode and while the Automap
  is displayed.

o All Doom/Doom II games can experience speed fluctuations during gameplay.
  In general, overall game speed will drop/rise with an increase/decrease in
  sprites and textures displayed on the screen.

o The following are limitations in all console and handheld Doom/Doom II games:
  Deathmatch games cannot include monsters; No built-in option to record and
  replay demos; No built-in ability to import external map levels, customized
  graphics, or sounds/music; No way to adjust graphics resolution for a given
  screen size; Cannot place numerical markings on the Automap.

o Almost all non-computer Doom/Doom II games exclude some of the maps that
  exist in the original PC games, and/or include maps not found in the PC
  games.  (Some game-console versions also have new hidden exits added to some
  map levels.)  Because of this, the exact playing order of map levels can
  differ from that of the comparable PC game.

o In all Doom games, monsters can turn and/or move in any one of at least 8
  lateral directions.  In the Super Nintendo and Sega 32X games, monsters
  often appear to be walking backwards, or "crab-walking" sideways, because
  artwork is supplied only for their forward surfaces.  (No artwork is included
  to give monsters the appearance of turning or facing away from the player.)

o Most console Doom games allow cheats to be invoked with an ordinary game
  controller.  Various cheats may also be loaded into many console/handheld
  Doom games with separately sold devices (such as a Game Genie or Game Shark)
  that plug into the game system.

2. COMPUTER-BASED DOOM/DOOM II GAMES
====================================
o Various IBM-PC 486 computers, and PC-compatible 486 and Pentium computers,
  were used as the test systems for the PC games described in this document
  (version 1.9 of PC Ultimate Doom and version 1.9 of PC Doom II: Hell on Earth
  were tested, as well as various earlier versions of all PC Doom and Doom II
  games).  For testing multiplayer games, these computers were connected to
  similar systems via various network and/or modem connections.

o Pros: In general, more features and options, and greater versatility than all
  game-console or handheld versions of Doom or Doom II.  2 players may play
  simultaneously via modem connection; Up to 4 may play via network connection.
  On a modern PC, gameplay is somewhat faster/smoother than in most console/
  handheld versions.  Ability to use and configure a variety of input devices
  (keyboard, mouse, joystick, gamepad, etc.) for game play.  Doom II-based PC
  games include more monster types than are available in many console/handheld
  Doom or Doom II games.  A game in progress may be saved at any point (to any
  of several save-game slots) and restored later to the same point.  Saved
  games retain copious information (player location, health, weapon, ammo and
  armor status, live/dead status of all monsters on the map level, etc.).
  Supports 9 screen sizes, which also allows the first-person view to be
  expanded to fill the entire screen.  Deathmatch games may include monsters.
  PC Doom 1's entire first Episode is still available as shareware.  Thousands
  of external map levels are available for use with these games.  Built-in
  ability to record or watch single-player/multiplayer gameplay sessions.
  Later PC Doom/Doom II game releases include extensive documentation and
  reference material with the software.  Separate utilities exist which allow
  players to create or edit new map levels, new artwork and/or new sounds for
  existing Doom/Doom II games.  A variety of free third-party Doom engines have
  been released, which add improved graphics, better multiplayer support and
  other features to the commercial PC games.  Wide variety of built-in cheat
  codes.

o Cons: Some infrequently-encountered flaws exist in the original commercial PC
  Doom/Doom II games, including areas on some levels where players may become
  inadvertently trapped, a program bug that creates nearly-intangible monsters,
  a bug that can allow a player character to become stuck partially inside
  solid objects when reloading saved games, and a bug in Doom II where the game
  can crash if a map-30 save-game file is reloaded.

o Miscellaneous: Games by id Software.  Disk or CD format; Also available via
  direct download through www.idsoftware.com.  Decent graphics resolution and
  quality; Very good in some hardware/software configurations.  The commercial
  edition of Doom ("Doom 1") for the PC includes 27 map levels, divided into
  three 9-map Episodes.  A later reissue of the game, titled "The Ultimate
  Doom: Thy Flesh Consumed", includes the original three Episodes and a newer
  fourth Episode which includes 9 more map levels.  Doom II ("Doom 2: Hell on
  Earth") for the PC has 32 map levels built in, and adds new monsters and a
  double-barrelled shotgun not found in Doom 1 or Ultimate Doom.  Occasionally
  when a Pain Elemental monster (in Doom II) dies, the Lost Souls generated by
  its explosion may be flung through nearby walls, where they may become
  trapped (this has little effect on the game, since Lost Souls do not count
  towards a Kills score).  Unlike some console/handheld versions, a player can
  only cycle between fist and chain saw while a Berserk power-up is in effect.

3. SONY PLAYSTATION DOOM
========================
o A Sony PlayStation, model SCPH-1001, equipped with one standard PlayStation
  controller (model SCPH-1080), was used as the test system for the Custom
  PlayStation Edition of Doom described in this document.  For testing
  multiplayer games, the system was connected to an identical system via the
  PlayStation Link cable (model SCPH-1040).

o Pros: Features most of the map levels (or equivalents) from the PC games "The
  Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth).  Large variety of
  monster types (17) compared to most other game-console and handheld versions.
  Link ability (for compatible systems) allows 2-player Deathmatch and Co-Op
  games.  The first-person view and status bar combination fills the entire
  display space on the TV/monitor screen (some other console versions of the
  same era do not support this).  Map level, skill level, health, armor, weapon
  and ammo information is translated to a password code which is given after
  successful completion of each map level (some other console Doom games cannot
  save such information externally).  The last password entered or generated on
  the password screen may be re-entered with a single button press (useful
  when, for example, a player is killed and wishes to restart on the map with a
  non-default status).  Extensive controller customizing is allowed the (Fire
  button can swap functions with Speed button or Activate button, etc.).

o Cons: The 24 maps from Jaguar Doom are incorporated into the 33-map "Ultimate
  Doom" Episode (most of the maps in Atari Jaguar Doom are edited/simplified
  versions of the original PC Doom maps).  Minor errors appear in a few map
  levels (secret room impossible to access, difficulty in picking up an item,
  etc.).  No crushing ceilings in the "Ultimate Doom" maps.  From powering up
  the PlayStation, there is a relatively long wait (over a minute) before the
  player can actually start playing.  Game cannot make use of a memory card
  (sold separately).  Game does not save controller or sound configuration
  settings.  Some monster/enemy types from PC Doom II are missing from this
  version, including the Arch-Vile, "SS Officer", and the "Baphomet"/Boss
  entity.  Occasionally, objects in the foreground are partially overlaid by
  background wall or floor textures.  Weapons are cyclic-access only (although
  weapon choices may be cycled while the game is paused).  The status bar can
  only display the ammo level of the currently selected weapon (in PC and some
  other games, all ammo levels for all weapons can be displayed at all times).
  All of the built-in cheat codes are rather long and complex (for example, an
  invincibility cheat code is 3 button-presses on the Jaguar, 5 on the PC, 10
  on the PlayStation).  No "Gamma Correction" feature or equivalent.

o Miscellaneous: Port by id Software and Williams Entertainment, Inc.  CD
  format.  59 map levels, 8 of which are not found in PC Doom/Doom II games.
  Good graphics resolution and quality.  Gameplay speed is adequate, but can be
  somewhat slower than a PC Doom/Doom II game played on a modern computer.
  Game information stored in a password code may be inaccurate (health, armor
  and ammo level numbers tend to be rounded).  Features music tracks (and other
  background audio effects) not found in PC Doom games.  Features new colored
  lighting effects.  Health potions and Spiritual Armor bonuses add 2% to a
  player's health or armor (versus 1% in the PC games).  In PC Doom II, the two
  shotgun types are both represented as weapon 3 in the status bar; In PSX
  Doom, the shotgun types are separated into weapons 3 and 4.  No "Nightmare"
  skill level.  Some Doom II monsters (Heavy Weapon Dude, Revenant, etc.)
  appear in the "Ultimate Doom" maps when playing at the highest skill level
  ("Ultra Violence").  Monster and weapon sounds tend to differ from the sounds
  used in the PC games.  In this game, "blurred" objects are translucent and
  faded, but otherwise maintain their normal colors and surface features (in
  the PC games, "blurred" objects, when visible, are a translucent gray, with a
  flat, flowing/scrambled surface).  Another version of the Spectre appears in
  this game: the "Nightmare Spectre", which appears visibly darker, and is
  harder to kill than the normal Spectre.  The Nightmare Spectre is a not a
  1-to-1 replacement for the missing Arch-Vile monster.  Very tall rooms/areas
  from equivalent maps in the PC game(s) are lower in this version.  An "X-ray
  vision" cheat code not found in the PC games is included.  An animated "wall
  of fire" exterior background is used in some map levels.  Some monsters and
  monster projectiles tend to move slower than their PC-game counterparts.
  Graphics "noise" may sometimes be seen along the top or bottom edges of
  walls.  On occasion, the "marine face" in the status bar explodes when the
  player character dies.  On occasion, when a Pain Elemental monster dies, the
  Lost Souls generated by its explosion may be flung through nearby walls,
  where they may become trapped.  Lost Souls that are trapped in walls may
  still be visible, but may be impossible to kill (this has little effect on
  the game, since Lost Souls do not count towards a Kills score).  The voice
  effect that accompanies "victory text" is not heard if Music Volume is turned
  down.  Some monsters on the original PC maps are replaced with different
  monsters on the equivalent maps in this version.  In 2-player games, both
  player characters wear a green uniform.  In Cooperative games, Frags are not
  indicated in the tally screens.  The "WOLFENSTEIN" and "GROSSE" secret map
  levels from PC Doom II do not appear in this game.  The "Commander Keen"
  character from PC Doom II is not included.  The "Lots of Goodies" cheat code
  will not add keys if they are not necessary.

o PC Ultimate Doom and PlayStation Doom map level comparison:

  PC ULTIMATE DOOM MAPS        | PSX DOOM "ULTIMATE DOOM" MAPS
  -----------------------------|------------------------------
  MAP  : MAP NAME(S)           | MAP : MAP NAME
  -----:-----------------------|-----:------------------------
  E1M1.:.HANGAR................|..1..:.HANGAR.................
  E1M2.:.NUCLEAR PLANT.........|..2..:.PLANT..................
  E1M3.:.TOXIN REFINERY........|..3..:.TOXIN REFINERY.........
  E1M4.:.COMMAND CONTROL.......|..4..:.COMMAND CONTROL........
  E1M5.:.PHOBOS LAB............|..5..:.PHOBOS LAB.............
  E1M6.:.CENTRAL PROCESSING....|..6..:.CENTRAL PROCESSING.....
  E1M7.:.COMPUTER STATION......|..7..:.COMPUTER STATION.......
  E1M8.:.PHOBOS ANOMALY........|..8..:.PHOBOS ANOMALY.........
  E1M9.:.MILITARY BASE.........|.56..:.THE MILITARY BASE......
  -----:-----------------------|-----:------------------------
  E2M1.:.DEIMOS ANOMALY........|..9..:.DEIMOS ANOMALY.........
  E2M2.:.CONTAINMENT AREA......|.10..:.CONTAINMENT AREA.......
  E2M3.:.REFINERY..............|.11..:.REFINERY...............
  E2M4.:.DEIMOS LAB............|.12..:.DEIMOS LAB.............
  E2M5.:.COMMAND CENTER........|.13..:.COMMAND CENTER.........
  E2M6.:.HALLS OF THE DAMNED...|.14..:.HALLS OF THE DAMNED....
  E2M7.:.SPAWNING VATS.........|.15..:.SPAWNING VATS..........
  E2M8.:.TOWER OF BABEL........|.23..:.TOWER OF BABEL.........
  E2M9.:.FORTRESS OF MYSTERY...|.55..:.FORTRESS OF MYSTERY....
  -----:-----------------------|-----:------------------------
  E3M1.:.HELL KEEP.............|.....:........................
  E3M2.:.SLOUGH OF DESPAIR.....|.....:........................
  E3M3.:.PANDEMONIUM...........|.18..:.PANDEMONIUM............
  E3M4.:.HOUSE OF PAIN.........|.19..:.HOUSE OF PAIN..........
  E3M5.:.UNHOLY CATHEDRAL......|.20..:.UNHOLY CATHEDRAL.......
  E3M6.:.MT. EREBUS............|.21..:.MT. EREBUS.............
  E3M7.:.GATE TO LIMBO/LIMBO...|.22..:.LIMBO..................
  E3M8.:.DIS...................|.....:........................
  E3M9.:.WARRENS...............|.....:........................
  -----:-----------------------|-----:------------------------
  E4M1.:.HELL BENEATH..........|.24..:.HELL BENEATH...........
  E4M2.:.PERFECT HATRED........|.25..:.PERFECT HATRED.........
  E4M3.:.SEVER THE WICKED......|.26..:.SEVER THE WICKED.......
  E4M4.:.UNRULY EVIL...........|.27..:.UNRULY EVIL............
  E4M5.:.THEY WILL REPENT......|.....:........................
  E4M6.:.AGAINST THEE WICKEDLY.|.....:........................
  E4M7.:.AND HELL FOLLOWED.....|.....:........................
  E4M8.:.UNTO THE CRUEL........|.28..:.UNTO THE CRUEL.........
  E4M9.:.FEAR..................|.....:........................
  -----:-----------------------|-----:------------------------
  .....:.......................|.16..:.HELL GATE..............
  .....:.......................|.17..:.HELL KEEP..............
  .....:.......................|.29..:.TWILIGHT DESCENDS......
  .....:.......................|.30..:.THRESHOLD OF PAIN......
  .....:.......................|.57..:.THE MARSHES............
  -----------------------------------------------------------------------------
  Notes: Map equivalency is based on general map layouts, not map names.
  The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
  "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
  The PSX "HELL KEEP" map does not match the PC "HELL KEEP" map.  (It does,
  however, match an equivalent map in the Saturn, Jaguar, 3DO and GBA Doom 1
  games.)

o PC Doom II (Doom 2: Hell on Earth) and PlayStation Doom map level comparison:

  PC DOOM II MAPS           | PSX DOOM "DOOM II" MAPS
  --------------------------|--------------------------
  MAP : MAP NAME(S)         | MAP : MAP NAME
  ----:---------------------|-----:--------------------
  ..1.:.ENTRYWAY............|.31..:.ENTRYWAY...........
  ..2.:.UNDERHALLS..........|.32..:.UNDERHALLS.........
  ..3.:.THE GANTLET.........|.33..:.THE GANTLET........
  ..4.:.THE FOCUS...........|.34..:.THE FOCUS..........
  ..5.:.THE WASTE TUNNELS...|.35..:.THE WASTE TUNNELS..
  ..6.:.THE CRUSHER.........|.36..:.THE CRUSHER........
  ..7.:.DEAD SIMPLE.........|.37..:.DEAD SIMPLE........
  ..8.:.TRICKS AND TRAPS....|.38..:.TRICKS AND TRAPS...
  ..9.:.THE PIT.............|.39..:.THE PIT............
  .10.:.REFUELING BASE......|.40..:.REFUELING BASE.....
  .11.:.CIRCLE OF DEATH.....|.41..:.O OF DESTRUCTION!..
  .12.:.THE FACTORY.........|.42..:.THE FACTORY........
  .13.:.DOWNTOWN............|.....:....................
  .14.:.THE INMOST DENS.....|.43..:.THE INMOST DENS....
  .15.:.INDUSTRIAL ZONE.....|.....:....................
  .16.:.SUBURBS.............|.44..:.SUBURBS............
  .17.:.TENEMENTS...........|.45..:.TENEMENTS..........
  .18.:.THE COURTYARD.......|.46..:.THE COURTYARD......
  .19.:.THE CITADEL.........|.47..:.THE CITADEL........
  .20.:.GOTCHA!.............|.....:....................
  .21.:.NIRVANA.............|.48..:.NIRVANA............
  .22.:.THE CATACOMBS.......|.49..:.THE CATACOMBS......
  .23.:.BARRELS O' FUN......|.50..:.BARRELS OF FUN.....
  .24.:.THE CHASM...........|.....:....................
  .25.:.BLOODFALLS..........|.51..:.BLOODFALLS.........
  .26.:.THE ABANDONED MINES.|.52..:.THE ABANDONED MINES
  .27.:.MONSTER CONDO.......|.53..:.MONSTER CONDO......
  .28.:.THE SPIRIT WORLD....|.....:....................
  .29.:.THE LIVING END......|.....:....................
  .30.:.ICON OF SIN.........|.....:....................
  .31.:.WOLFENSTEIN.........|.....:....................
  .32.:.GROSSE..............|.....:....................
  ----:---------------------|-----:--------------------
  ....:.....................|.54..:.REDEMPTION DENIED..
  ....:.....................|.58..:.THE MANSION........
  ....:.....................|.59..:.CLUB DOOM..........
  -----------------------------------------------------------------------------
  Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
  screens, and "'O' OF DESTRUCTION!" in the Automap.

4. SEGA SATURN DOOM
===================
o A Sega Saturn unit, model MK-80000A, equipped with one standard Sega Saturn
  Control Pad (model MK-80116), was used as the test system for the NTSC Sega
  Saturn Doom game described in this document.

o Pros: Features most of the map levels (or equivalents) from the PC games "The
  Ultimate Doom" and "Doom II" (Doom 2: Hell on Earth).  Large variety of
  monster types (17) compared to most other game-console and handheld versions.
  The first-person view and status bar combination fills the entire display
  space on the TV/monitor screen (some other console versions of the same era
  do not support this).  Map level, skill level, health, armor, weapon and ammo
  information is translated to a password code which is given after successful
  completion of each map level (some other console Doom games cannot save such
  information externally).  The last password entered or generated on the
  password screen may be re-entered with a single button press (useful when,
  for example, a player is killed and wishes to restart on the map with a
  non-default status).  Extensive controller customizing is allowed (the Fire
  button can swap functions with Speed button or Activate button, etc.).

o Cons: No multiplayer ability (NTSC edition).  Overall game speed is slower/
  choppier in this version than in the PC games and some other game-console
  versions.  The 24 maps from Jaguar Doom are incorporated into the 33-map
  "Ultimate Doom" Episode (most of the maps in Atari Jaguar Doom are edited/
  simplified versions of the original PC Doom maps).  Minor errors appear in a
  few map levels (secret room impossible to access, difficulty in picking up an
  item, etc.).  No crushing ceilings in the "Ultimate Doom" maps.  Game cannot
  make use of a memory cartridge (sold separately).  Game does not save
  controller or sound/music configuration settings.  "Strafing"/side-stepping
  tends to be somewhat slower here than in many other versions.  Weapons are
  cyclic-access only, and can only be cycled in one direction.  Some monster/
  enemy types from PC Doom II are missing from this version, including the
  Arch-Vile, "SS Officer", and the "Baphomet"/Boss entity.  The status bar can
  only display the ammo level of the currently selected weapon (in PC and some
  other game versions, all ammo levels for all weapons can be displayed at all
  times).  Background objects or surfaces may occasionally overlap foreground
  objects or surfaces.  No "Gamma Correction" feature or equivalent.

o Miscellaneous: Port by Rage Software (NTSC edition).  CD format.  59 map
  levels, 8 of which are not found in PC Doom/Doom II games.  Decent graphics
  resolution and quality.  Sega Saturn Doom is very similar to the earlier
  PlayStation (PSX) Doom game (map levels, monsters, sound effects, music, and
  passwords used are all virtually identical).  Saturn Doom graphics are
  similar to the PSX Doom graphics, but lack some of the enhanced lighting and
  color effects used in PSX Doom.  Game information stored in a password code
  may be inaccurate (health, armor and ammo level numbers tend to be rounded).
  Health potions and Spiritual Armor bonuses add 2% to a player's health or
  armor (versus 1% in the PC games).  In PC Doom II, the two shotgun types are
  both represented as weapon 3 in the status bar; In Saturn Doom, the shotgun
  types are separated into weapons 3 and 4.  No "Nightmare" skill level.  Some
  Doom II monsters (Heavy Weapon Dude, Revenant, etc.) appear in the "Ultimate
  Doom" maps when playing at the highest skill level ("Ultra Violence").
  Monster and weapon sounds tend to differ from the sounds used in the PC
  games.  In this game, "blurred" objects are translucent and faded, but
  otherwise maintain their normal colors and surface features (in the PC games,
  "blurred" objects, when visible, are a translucent gray, with a flat,
  flowing/scrambled surface).  A second version of the Spectre appears in this
  game: the "Nightmare Spectre", which looks like the normal Spectre, but is
  harder to kill.  The Nightmare Spectre is a not a 1-to-1 replacement for the
  missing Arch-Vile monster.  Very tall rooms/areas from equivalent maps in the
  PC game(s) are lower in this version.  Some monsters and monster projectiles
  tend to move slower than their PC-game counterparts.  The player character's
  basic running speed (compared to other moving objects in the environment) is
  somewhat faster here than in other versions.  In general, each weapon's
  "rapid-fire" rate is higher here than in other Doom games.  Graphics "noise"
  may sometimes be seen along the top or bottom edges of walls.  On occasion,
  when a Pain Elemental monster dies, the Lost Souls generated by its explosion
  may be flung through nearby walls, where they may become trapped.  Lost Souls
  that are trapped in walls may still be visible, but may be impossible to kill
  (this has little effect on the game, since Lost Souls do not count towards a
  Kills score).  The voice effect that accompanies "victory text" is not heard
  if Music Volume is turned down.  Some monsters on the original PC maps are
  replaced with different monsters on the equivalent maps in this version.
  Player may select stereo (default) or monophonic audio.  Stereo sounds may
  occasionally phase-shift, giving false impressions of sound sources (for
  example, during continuous firing of the player's chaingun, some of the
  reports may seem to originate from a point to the player's left or right).
  Pausing the game does not interrupt music.  "DEMO" will flash on the screen
  while demo games are shown.  3 demo games are shown during Attract mode
  (including demos from 2 "secret" map levels), then the third demo is repeated
  once before cycling back to the first.  In most Doom/Doom II games that end
  victoriously with a "parade" (or "Cast of Characters"), the parade repeats
  until the player resets or restarts the game; In Saturn Doom, the parade runs
  through one time, and then the game returns to the Main Menu screen.  The
  "WOLFENSTEIN" and "GROSSE" secret map levels from PC Doom II do not appear in
  this game.  The "Commander Keen" character from PC Doom II is not included.
  The "Lots of Goodies" cheat code will not add keys if they are not necessary.

o PC Ultimate Doom and Saturn Doom map level comparison:

  PC ULTIMATE DOOM MAPS        | SATURN DOOM "ULTIMATE DOOM" MAPS
  -----------------------------|---------------------------------
  MAP  : MAP NAME(S)           | MAP : MAP NAME
  -----:-----------------------|-----:---------------------------
  E1M1.:.HANGAR................|..1..:.HANGAR....................
  E1M2.:.NUCLEAR PLANT.........|..2..:.PLANT.....................
  E1M3.:.TOXIN REFINERY........|..3..:.TOXIN REFINERY............
  E1M4.:.COMMAND CONTROL.......|..4..:.COMMAND CONTROL...........
  E1M5.:.PHOBOS LAB............|..5..:.PHOBOS LAB................
  E1M6.:.CENTRAL PROCESSING....|..6..:.CENTRAL PROCESSING........
  E1M7.:.COMPUTER STATION......|..7..:.COMPUTER STATION..........
  E1M8.:.PHOBOS ANOMALY........|..8..:.PHOBOS ANOMALY............
  E1M9.:.MILITARY BASE.........|.56..:.THE MILITARY BASE.........
  -----:-----------------------|-----:---------------------------
  E2M1.:.DEIMOS ANOMALY........|..9..:.DEIMOS ANOMALY............
  E2M2.:.CONTAINMENT AREA......|.10..:.CONTAINMENT AREA..........
  E2M3.:.REFINERY..............|.11..:.REFINERY..................
  E2M4.:.DEIMOS LAB............|.12..:.DEIMOS LAB................
  E2M5.:.COMMAND CENTER........|.13..:.COMMAND CENTER............
  E2M6.:.HALLS OF THE DAMNED...|.14..:.HALLS OF THE DAMNED.......
  E2M7.:.SPAWNING VATS.........|.15..:.SPAWNING VATS.............
  E2M8.:.TOWER OF BABEL........|.23..:.TOWER OF BABEL............
  E2M9.:.FORTRESS OF MYSTERY...|.55..:.FORTRESS OF MYSTERY.......
  -----:-----------------------|-----:---------------------------
  E3M1.:.HELL KEEP.............|.....:...........................
  E3M2.:.SLOUGH OF DESPAIR.....|.....:...........................
  E3M3.:.PANDEMONIUM...........|.18..:.PANDEMONIUM...............
  E3M4.:.HOUSE OF PAIN.........|.19..:.HOUSE OF PAIN.............
  E3M5.:.UNHOLY CATHEDRAL......|.20..:.UNHOLY CATHEDRAL..........
  E3M6.:.MT. EREBUS............|.21..:.MT. EREBUS................
  E3M7.:.GATE TO LIMBO/LIMBO...|.22..:.LIMBO.....................
  E3M8.:.DIS...................|.....:...........................
  E3M9.:.WARRENS...............|.....:...........................
  -----:-----------------------|-----:---------------------------
  E4M1.:.HELL BENEATH..........|.24..:.HELL BENEATH..............
  E4M2.:.PERFECT HATRED........|.25..:.PERFECT HATRED............
  E4M3.:.SEVER THE WICKED......|.26..:.SEVER THE WICKED..........
  E4M4.:.UNRULY EVIL...........|.27..:.UNRULY EVIL...............
  E4M5.:.THEY WILL REPENT......|.....:...........................
  E4M6.:.AGAINST THEE WICKEDLY.|.....:...........................
  E4M7.:.AND HELL FOLLOWED.....|.....:...........................
  E4M8.:.UNTO THE CRUEL........|.28..:.UNTO THE CRUEL............
  E4M9.:.FEAR..................|.....:...........................
  -----:-----------------------|-----:---------------------------
  .....:.......................|.16..:.HELL GATE.................
  .....:.......................|.17..:.HELL KEEP.................
  .....:.......................|.29..:.TWILIGHT DESCENDS.........
  .....:.......................|.30..:.THRESHOLD OF PAIN.........
  .....:.......................|.57..:.THE MARSHES...............
  -----------------------------------------------------------------------------
  Notes: Map equivalency is based on general map layouts, not map names.
  The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
  "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
  The Saturn "HELL KEEP" map does not match the PC "HELL KEEP" map.  (It does,
  however, match an equivalent map in the PSX, Jaguar, 3DO and GBA Doom 1
  games.)

o PC Doom II (Doom 2: Hell on Earth) and Saturn Doom map level comparison:

  PC DOOM II MAPS           | SATURN DOOM "DOOM II" MAPS
  --------------------------|---------------------------
  MAP : MAP NAME(S)         | MAP : MAP NAME
  ----:---------------------|-----:---------------------
  ..1.:.ENTRYWAY............|.31..:.ENTRYWAY............
  ..2.:.UNDERHALLS..........|.32..:.UNDERHALLS..........
  ..3.:.THE GANTLET.........|.33..:.THE GANTLET.........
  ..4.:.THE FOCUS...........|.34..:.THE FOCUS...........
  ..5.:.THE WASTE TUNNELS...|.35..:.THE WASTE TUNNELS...
  ..6.:.THE CRUSHER.........|.36..:.THE CRUSHER.........
  ..7.:.DEAD SIMPLE.........|.37..:.DEAD SIMPLE.........
  ..8.:.TRICKS AND TRAPS....|.38..:.TRICKS AND TRAPS....
  ..9.:.THE PIT.............|.39..:.THE PIT.............
  .10.:.REFUELING BASE......|.40..:.REFUELING BASE......
  .11.:.CIRCLE OF DEATH.....|.41..:.O OF DESTRUCTION!...
  .12.:.THE FACTORY.........|.42..:.THE FACTORY.........
  .13.:.DOWNTOWN............|.....:.....................
  .14.:.THE INMOST DENS.....|.43..:.THE INMOST DENS.....
  .15.:.INDUSTRIAL ZONE.....|.....:.....................
  .16.:.SUBURBS.............|.44..:.SUBURBS.............
  .17.:.TENEMENTS...........|.45..:.TENEMENTS...........
  .18.:.THE COURTYARD.......|.46..:.THE COURTYARD.......
  .19.:.THE CITADEL.........|.47..:.THE CITADEL.........
  .20.:.GOTCHA!.............|.....:.....................
  .21.:.NIRVANA.............|.48..:.NIRVANA.............
  .22.:.THE CATACOMBS.......|.49..:.THE CATACOMBS.......
  .23.:.BARRELS O' FUN......|.50..:.BARRELS OF FUN......
  .24.:.THE CHASM...........|.....:.....................
  .25.:.BLOODFALLS..........|.51..:.BLOODFALLS..........
  .26.:.THE ABANDONED MINES.|.52..:.THE ABANDONED MINES.
  .27.:.MONSTER CONDO.......|.53..:.MONSTER CONDO.......
  .28.:.THE SPIRIT WORLD....|.....:.....................
  .29.:.THE LIVING END......|.....:.....................
  .30.:.ICON OF SIN.........|.....:.....................
  .31.:.WOLFENSTEIN.........|.....:.....................
  .32.:.GROSSE..............|.....:.....................
  ----:---------------------|-----:---------------------
  ....:.....................|.54..:.REDEMPTION DENIED...
  ....:.....................|.58..:.THE MANSION.........
  ....:.....................|.59..:.CLUB DOOM...........
  -----------------------------------------------------------------------------
  Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
  screens, and "'O' OF DESTRUCTION!" in the Automap.

5. NINTENDO 64 DOOM 64
======================
o Note that Doom 64, unlike other console/handheld Doom games, is not a direct
  port or conversion of an existing PC Doom game.  It does, however, share many
  of the same features and functions found in all other Doom and Doom II games.

o A Nintendo 64 Control Deck, model NUS-001, equipped with one standard
  Nintendo 64 Controller (model NUS-005), was used as the test system for the
  Doom 64 game described in this document.

o Pros: Comparatively smooth, high-resolution graphics produced through dynamic
  antialiasing.  The "pixelation" effect (a drop in graphics resolution seen in
  other Doom games as the player character approaches a surface or object) is
  notably reduced here.  Features some new graphics effects (fog/mist, fading
  objects, animated skies, etc.).  First-person view fills the entire space on
  the TV/monitor screen (with or without the "status bar" displayed).  The
  "bar" of the "status bar" is invisible: only the numerals used for health,
  ammo and armor (and the icons used for keys) will actually obstruct any part
  of the first-person view.  The status bar may be switched off, allowing only
  the first-person view to fill the screen.  Map level, skill level, health,
  armor, weapon and ammo information is translated to a password code which is
  given after successful completion of each map level (some other console Doom
  games cannot save such information externally).  On the password screen, the
  last password entered or generated may be re-entered with a single button
  press (useful when, for example, a player is killed and wishes to restart on
  the map with a non-default status).  The game supports a "Controller Pak" (a
  separately-sold memory cartridge device) which allows storage and retrieval
  of up to 16 game passwords.  Built-in screen brightness adjustment option,
  somewhat similar to the "Gamma Correction" feature in the PC Doom games.
  Automap is dual-mode, allowing a player to view the map with a detailed
  textured floor (using an Area's actual floor textures), or view the map as a
  plain (PC-Doom style), untextured Automap.  Extensive controller customizing
  is allowed (the Fire button can swap functions with Speed button or Activate
  button, etc.), including an ability to choose and/or modify any one of 5
  preset configurations.  Player may walk and move in the game with the
  controller's directional-pad buttons, and/or with the controller's built-in
  joystick.  The player character can rotate at varying speeds: turning slowly
  using controller buttons, marginally faster using the joystick, or very fast
  with the joystick if "Controller Stick Sensitivity" is increased through a
  setting under the game's Options Menu.  The game provides a control for
  "centering" the position of the game screen on the display device, allowing
  horizontal and vertical adjustments.  Game messages (such as "PICKED UP A BOX
  OF SHELLS") may be toggled on or off, as can be done in the PC Doom games.

o Cons: No multiplayer ability.  On some display devices the first-person view
  may seem too dark, and/or the status bar data may be difficult to read, even
  when the game's brightness level is set to maximum.  Occasionally objects in
  the foreground are partially overlaid by background wall or floor textures.
  Weapons are cyclic-access only (but may be cycled in both directions).  Game
  does not save controller, display, or sound configuration settings.  Although
  joystick-based turning speed can be greatly increased through a setting under
  the game's Options Menu, D-pad (or button-based) turning speed cannot.  The
  status bar can only display the ammo level of the currently selected weapon
  (in PC and some other game versions, all ammo levels for all weapons can be
  displayed at all times).  Once in Automap mode, a player must cycle through
  both Automap styles to return to the first-person view (this can be done
  almost instantaneously if desired, but must be done every time the Automap is
  accessed).  At 16 characters long, the passwords are somewhat cumbersome to
  enter, unless they are stored in a separately-sold Controller Pak memory
  cartridge.  The Zombieman and Shotgun Guy enemy types are very similar in
  appearance, and may be indistinguishable during combat.  The delay between a
  player character's death and subsequent resurrection is longer here than in
  other Doom games.

o Miscellaneous: Game by Midway Home Entertainment, Inc. and id Software.
  Cartridge format.  32 map levels, none of which are found in PC Doom/Doom II
  games.  Gameplay speed is adequate, but some aspects of a player character's
  motion (such as running speed) may be marginally slower here than in a PC
  Doom/Doom II game played on a modern computer.  More monster/enemy variety in
  this game than in most Doom 1-based games (several of the Doom 64 monster
  types are copied from PC Doom II).  With some new features and completely
  re-worked graphics, the "look and feel" of this game bears only a distant
  resemblance to all other Doom games.  All enemies have a modified appearance,
  and in some cases are only vaguely similar to their counterparts in other
  Doom or Doom II games.  Virtually all objects and surface textures have been
  changed from their original designs, including weapons, power-ups, walls,
  floors, ceilings, switches and teleporters.  Map levels may have structures
  that provide crossing paths at different elevations (such as a solid "bridge"
  that a player can walk over or under), and similar map features which are not
  found in other Doom games.  Graphics, overall, tend to be darker here than in
  most other versions.  Features new music tracks (and other background audio
  effects), not used in the PC games.  Some features appear in this game that
  appear in no other Doom or Doom II game, including horizontally-sliding
  surfaces, wall-mounted monitors that can be used to view distant parts of the
  map, automated traps that launch projectiles, etc.  Doom 64 features a new
  "Boss" monster (referred to in the game as the "Mother of all Demons") which
  is not found in any other Doom game.  The Spider Mastermind monster found in
  most other Doom games is not included.  Another version of the Imp appears in
  this game: the "Nightmare Imp", which is semi-translucent, darker, and faster
  than the normal Imp, and launches high-velocity fireballs.  Arachnotrons fire
  twin, side-by-side plasma bursts (versus single-stream bursts in all other
  games).  Pain Elemental monsters can release 2 Lost Souls at a time (versus a
  maximum of 1 at a time in all other games).  Lost Souls are semi-translucent
  in this game, and tend to attack more quickly than their counterparts in
  other games.  In Doom 64, Baron-Of-Hell projectiles can injure Hell Knights,
  and vice-versa (in other Doom/Doom II games, both projectiles are harmless to
  both monsters).  The "Demon" monster (a pink, muscular, hunched-over, biting
  monster), is referred to as a "Bull Demon" in the manual included with the
  game.  A Spectre Demon is opaque until it discovers a player character,
  whereupon it becomes translucent.  If a translucent Spectre Demon is killed,
  its body becomes opaque.  A new laser-type weapon appears in this game, and
  uses the same "cell" ammunition as a plasma rifle or BFG 9000.  Doom 64
  includes a unique type of power-up (referred to in this document as a "Demon
  Artifact") which acts both as an enhancement for the new laser weapon, and as
  a special key/activator for use within the game's final map level.  Demon
  Artifacts have an appearance somewhat similar to the demon/pentagram graphic
  which is used both in the game's tally screens and on the cover of the game's
  manual.  When a Demon Artifact is picked up, an icon representing that
  particular Artifact appears at the lower-right corner of the Automap screen.
  A double-barrelled "Super Shotgun" (similar to the weapon found in Doom II
  games) appears in this game.  The double-barrelled shotgun and the rocket
  launcher both have a "kick" when firing, giving a slight backwards push
  against the player character.  In this game, the plasma rifle tends to make a
  continuous buzzing noise whenever it is selected as the current weapon.  In
  this game, the chain saw has a pair of blades, side by side (versus a single
  blade in all other Doom games).  In all other Doom games, only players and
  monsters may be teleported from place to place; In Doom 64, other objects
  (power-ups, weapons, and structures) may also be moved from place to place,
  or fade in and out of existence.  Occasionally monsters will spontaneously
  "fade in" to a location on the current map (an effect which is similar to
  teleportation).  Game information stored in a password code may be inaccurate
  (health, armor and ammo level numbers tend to be rounded).  Monster and
  weapon sounds tend to differ from the sounds used in the PC games (in fact
  most sound effects are identical to those used in the PlayStation (PSX) Doom
  games, released prior to Doom 64).  The sound effect used in PSX Doom for an
  item re-spawning during a Deathmatch game is used in this game to indicate
  that a monster or item/object is "fading into" (or "spawning into") a nearby
  location.  In this game, "blurred" objects are translucent and faded, but
  otherwise maintain their normal colors and surface features (in the PC games,
  "blurred" objects, when visible, are a translucent gray, with a flat,
  flowing/scrambled surface).  Explosive barrels are not mentioned in the game
  manual, but do appear in this game, as they do in all other Doom games.  The
  "marine face", seen in the status bar of all other Doom/Doom II games, is not
  in the status bar in this game.  "Secret areas" are usually announced (via
  on-screen messages) as a player character enters them.  While walking/running
  in Automap mode, the player icon does not turn to change direction; instead,
  the Automap rotates around the icon, which is always facing north.  In this
  game, the "radiation shield" power-up appears as a green "biohazard" symbol,
  instead of as the white full-body "radiation suit" seen in all other Doom
  games.  The physical location of an item on a given map can vary with the
  skill level that the map is played on (for example, the blue keycard in the
  STAGING AREA map is in an open area when the game is played on skill 1, but
  is located in a small, closed room on skill 4).  Doom 64 uses skill level
  names unique among console Doom games: "BE GENTLE!", "BRING IT ON!", "I OWN
  DOOM!", and "WATCH ME DIE!".  Some surfaces with 1-way transparency are used
  in this game (a feature missing from most other non-computer versions).  In
  Doom 64, entering a valid map 1 password, or using a special locked exit on
  map 32, will reveal a hidden "Features Menu", which allows access to various
  cheat functions.  On occasion, the first-person display will shake as an
  indication of a major change in the current map level (changes in the map's
  topography, structures, etc.).  When firing a weapon, the first-person view
  can jump or vibrate with the weapon's recoil.  Every 30 seconds of idle time
  after a player character dies, the game will display one of 12 "taunts" (such
  as "HAHAHAHA!" or "HAVE YOU HAD ENOUGH?").  Both shotgun types are reloaded
  without the relatively elaborate reloading animation seen in all other Doom/
  Doom II games (however the weapon reloading times remain comparable to those
  of the other games).  In most Doom and Doom II games the plasma rifle is
  swung up and to the side for a moment at the end of a firing sequence; in
  this game the weapon always faces forward.

o N64 Doom 64 map levels:

  Map | Map name
  ----|-----------------
  ..1.|.STAGING AREA....
  ..2.|.THE TERRAFORMER.
  ..3.|.MAIN ENGINEERING
  ..4.|.HOLDING AREA....
  ..5.|.TECH CENTER.....
  ..6.|.ALPHA QUADRANT..
  ..7.|.RESEARCH LAB....
  ..8.|.FINAL OUTPOST...
  ..9.|.EVEN SIMPLER....
  .10.|.THE BLEEDING....
  .11.|.TERROR CORE.....
  .12.|.ALTAR OF PAIN...
  .13.|.DARK CITADEL....
  .14.|.EYE OF THE STORM
  .15.|.DARK ENTRIES....
  .16.|.BLOOD KEEP......
  .17.|.WATCH YOUR STEP.
  .18.|.SPAWNED FEAR....
  .19.|.THE SPIRAL......
  .20.|.BREAKDOWN.......
  .21.|.PITFALLS........
  .22.|.BURNT OFFERINGS.
  .23.|.UNHOLY TEMPLE...
  .24.|.NO ESCAPE.......
  .25.|.CAT AND MOUSE...
  .26.|.HARDCORE........
  .27.|.PLAYGROUND......
  .28.|.THE ABSOLUTION..
  .29.|.OUTPOST OMEGA...
  .30.|.THE LAIR........
  .31.|.IN THE VOID.....
  .32.|.HECTIC..........
  -----------------------------------------------------------------------------
  Notes: The map levels in Doom 64 match none of those found in any other Doom
  or Doom II game.

6. ATARI JAGUAR DOOM
====================
o An Atari Jaguar 64-Bit Interactive Multimedia System, equipped with one
  standard Jaguar controller, was used as the test system for the Atari Jaguar
  Doom game described in this document.  For testing multiplayer games, the
  system was hooked to an identical system via the Jaglink Interface cable.
  Multiplayer games were then tested with identical systems hooked together
  via Catbox interface devices (sold separately by ICD, Inc.).

o Pros: 2-player ability (although multiplayer function may be unstable).  The
  first-person view and status bar combination fills the entire display space
  on the TV/monitor screen (some other console versions of the same era do not
  support this).  Some controller customizing allowed (the Fire button can swap
  functions with Speed button or Activate button, etc.).  Memory built into the
  game cartridge will automatically store controller configuration settings,
  the sound volume setting, the current skill level setting, and also stores
  the map level numbers of all Areas that were successfully conquered (except
  Area 24).  When first starting up the game, a player may choose to start play
  on any of 23 map levels previously conquered (this is a quick process, as
  there are no passwords to keep or re-enter), and may choose a different skill
  level to play it at.  During a game in progress, weapons are direct-access.
  The built-in cheat codes may be entered quickly and easily (for example, an
  invincibility cheat code is 3 button-presses on the Jaguar, 5 on the PC, 10
  on the PlayStation).  The Jaguar Doom game comes with a plastic overlay which
  fits into the top of the game controller, providing labels and weapon icons
  for the buttons on the controller's keypad.

o Cons: Most of the maps in this game are edited/simplified versions of the
  equivalent PC Doom 1 maps.  Games in progress cannot be saved (but a player
  may start a new game on any of 23 map levels previously conquered).  As
  stated in the game manual, occasional "Network Errors" can occur during
  Deathmatch and Cooperative games, causing a game in progress to suddenly
  start over again on the current map.  Only 7 monster types in the game (tying
  with the Sega 32X and GBA Doom 1 games for least variety).  No Spectre Demon.
  No Cyberdemon or Spider Mastermind monsters.  No Blur Artifacts.  No
  light-amplification visors.  No crushing ceilings.  No music during gameplay.
  Somewhat lower graphics resolution or quality than some other large-screen
  console Doom versions.  The status bar can only display the ammo level of the
  currently selected weapon (in PC and other game versions, all ammo levels for
  all weapons can be displayed at all times).

o Miscellaneous: Port by id Software.  Cartridge format.  24 map levels, 2 of
  which are not found in PC Doom games.  Adequate graphics resolution and
  quality.  Gameplay speed is adequate, but can be somewhat slower than a PC
  Doom game played on a modern computer.  This game's mapset, in whole or in
  part, also appears in the PlayStation, Saturn, 3DO, Sega 32X and GBA Doom 1
  games or Episodes.  Rocket and barrel explosions can penetrate solid walls
  and doors (allowing a player to kill some enemies without ever directly
  encountering them).  Health potions and Spiritual Armor bonuses add 2% to a
  player's health or armor (versus 1% in the PC games).  Picking up an
  Invulnerability Artifact tints the screen bluish-pink, as opposed to the
  white-out effect seen in many other versions.  In 2-player games, both player
  characters wear a green uniform.  In Deathmatch games, the Frag counts for
  both players are displayed in each player's status bar.  Corrosive floors
  (slime, etc.) will decrease a player's health quickly (faster in this version
  of Doom than in most other versions running at a comparable skill level).
  When the "Happy Ammo" cheat code is used, the player attains an ammo level of
  500 rounds for every weapon (versus a specific individual ammo level for each
  weapon in the PC games).  Game manual is written in English, French, German.
  Game manual states that cartridge memory will not accept more than 100,000
  changes to stored information (however this would still allow, for example,
  50 changes a day for more than 5 years).

o PC Doom and Atari Jaguar Doom map level comparison:

  PC DOOM MAPS               | JAGUAR DOOM MAPS
  ---------------------------|--------------------------
  MAP  : MAP NAME(S)         | MAP : MAP NAME
  -----:---------------------|-----:--------------------
  E1M1.:.HANGAR..............|..1..:.HANGAR.............
  E1M2.:.NUCLEAR PLANT.......|..2..:.PLANT..............
  E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
  E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
  E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
  E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
  E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
  E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
  E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
  -----:---------------------|-----:--------------------
  E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
  E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
  E2M3.:.REFINERY............|.11..:.REFINERY...........
  E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
  E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
  E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
  E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
  E2M8.:.TOWER OF BABEL......|.....:....................
  E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
  -----:---------------------|-----:--------------------
  E3M1.:.HELL KEEP...........|.....:....................
  E3M2.:.SLOUGH OF DESPAIR...|.....:....................
  E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
  E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
  E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
  E3M6.:.MT. EREBUS..........|.21..:.MT EREBUS..........
  E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
  E3M8.:.DIS.................|.....:....................
  E3M9.:.WARRENS.............|.....:....................
  -----:---------------------|-----:--------------------
  .....:.....................|.16..:.TOWER OF BABEL.....
  .....:.....................|.17..:.HELL KEEP..........
  -----------------------------------------------------------------------------
  Notes: Map equivalency is based on general map layouts, not map names.
  The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
  "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
  The Jaguar "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No
  Jaguar equivalent exists for the PC "DIS" map.
  The Jaguar "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map.
  (It does, however, match the "TOWER OF BABEL" map in the 3DO and GBA Doom 1
  games, and the "HELL GATE" map in the PSX and Saturn games.)
  The Jaguar "HELL KEEP" map does not match the PC "HELL KEEP" map.  (It does,
  however, match an equivalent map in the PSX, Saturn, 3DO and GBA Doom 1
  games.)

7. 3DO (PANASONIC AND OTHERS) DOOM
==================================
o A Panasonic REAL 3DO Interactive Multiplayer, model FZ-1, equipped with one
  standard Panasonic 3DO controller (model FZ-JP1X), was used as the test
  system for the 3DO Doom game described in this document.

o Pros: Some controller customizing allowed (the Fire button can swap functions
  with Speed button or Activate button, etc.).  Ability to choose between 4
  window sizes (or 6, when using a cheat code) for the first-person view.  3DO
  system memory automatically stores controller configuration settings, the
  sound volume setting, the current skill level setting, the selected window
  size for the first-person view, and also stores the map level numbers of all
  Areas that were successfully conquered (except Area 24).  When first starting
  up the game, a player may choose to start play on any of 23 map levels
  previously conquered (this is a quick process, as there are no passwords to
  keep or re-enter), and may choose a different skill level to play it at.

o Cons: Games in progress cannot be saved (but a player may start a new game on
  any of 23 map levels previously conquered).  No multiplayer ability.  Overall
  game animation speed can be choppy, with frequent micro-pauses to access the
  CD, and animation noticeably slows down and speeds up with variances in the
  number of on-screen textures and sprites.  This game uses the Jaguar Doom
  mapset (most of the maps in Atari Jaguar Doom are edited/simplified versions
  of the original PC Doom maps), and includes no other maps.  No Cyberdemon or
  Spider Mastermind monsters.  No light-amplification visors.  No crushing
  ceilings.  Weapons are cyclic-access only.  First-person view does not fill
  the entire space above the status bar.  Game does not utilize all available
  display space on the TV/monitor screen.  The status bar can only display the
  ammo level of the currently selected weapon (in PC and some other versions,
  all ammo levels for all weapons can be displayed at all times).

o Miscellaneous: Port by Logicware and Art Data Interactive, Inc.  CD format.
  24 map levels, 2 of which are not found in PC Doom games.  Decent graphics
  resolution and quality.  Gameplay speed, overall, is below the average speed
  of most other Doom games.  Features many of the music tracks from PC Doom,
  re-mastered with new and more distinctive instrumentation.  A built-in cheat
  code allows the first-person view window to be expanded two more times beyond
  the default maximum size (however, larger windows further slow down the
  game).  The game box for 3DO Doom advertises "full screen display", and the
  first-person view is indeed maximized within a window; but the window itself
  (when expanded to any size) is always bordered by static artwork.  Rocket and
  barrel explosions can penetrate solid walls and doors (allowing a player to
  kill some monsters without ever directly encountering them).  Health potions
  and Spiritual Armor bonuses add 2% to a player's health or armor (versus 1%
  in the PC games).  In this game, "blurred" objects are a translucent gray,
  with a plain, flat surface (in the PC games, "blurred" objects, when visible,
  are a translucent gray, with a flat, flowing/scrambled surface).  If the "Map
  All Things" cheat code is used, monster orientations are not indicated, as
  they are in all other game versions that support this cheat code; All object
  indicators point in the same direction.  The "marine face" in the status bar
  always explodes when the player character dies.  Music from the first map
  level accompanies the tally screens.  No "Attract mode"; no demo games.  When
  the "Happy Ammo" cheat code is used, the player attains an ammo level of 500
  rounds for every weapon (versus a specific individual ammo level for each
  weapon in the PC games).

o PC Doom and 3DO Doom map level comparison:

  PC DOOM MAPS               | 3DO DOOM MAPS
  ---------------------------|--------------------------
  MAP  : MAP NAME(S)         | MAP : MAP NAME
  -----:---------------------|-----:--------------------
  E1M1.:.HANGAR..............|..1..:.HANGAR.............
  E1M2.:.NUCLEAR PLANT.......|..2..:.NUCLEAR PLANT......
  E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
  E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
  E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
  E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
  E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
  E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
  E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
  -----:---------------------|-----:--------------------
  E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
  E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
  E2M3.:.REFINERY............|.11..:.REFINERY...........
  E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
  E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
  E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
  E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
  E2M8.:.TOWER OF BABEL......|.....:....................
  E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
  -----:---------------------|-----:--------------------
  E3M1.:.HELL KEEP...........|.....:....................
  E3M2.:.SLOUGH OF DESPAIR...|.....:....................
  E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
  E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
  E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
  E3M6.:.MT. EREBUS..........|.21..:.MT. EREBUS.........
  E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
  E3M8.:.DIS.................|.....:....................
  E3M9.:.WARRENS.............|.....:....................
  -----:---------------------|-----:--------------------
  .....:.....................|.16..:.TOWER OF BABEL.....
  .....:.....................|.17..:.HELL KEEP..........
  -----------------------------------------------------------------------------
  Notes: Map equivalency is based on general map layouts, not map names.
  The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
  "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
  The 3DO "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No 3DO
  equivalent exists for the PC "DIS" map.
  The 3DO "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map.  (It
  does, however, match the "TOWER OF BABEL" map in the Jaguar and GBA Doom 1
  games, and the "HELL GATE" map in the PSX and Saturn games.)
  The 3DO "HELL KEEP" map does not match the PC "HELL KEEP" map.  (It does,
  however, match an equivalent map in the PSX, Saturn, Jaguar and GBA Doom 1
  games.)

8. SUPER NINTENDO DOOM
======================
o A Super NES Control Deck, model SNS-001, equipped with one standard Super NES
  controller (model SNS-005), was used as the test system for the SNES Doom
  game described in this document.  For testing multiplayer games, the system
  was connected to various similar systems via the X Band network, using a
  Catapult X Band modem device (model 00100).

o Pros: The basic map layouts tend to match the equivalent PC-Doom 1 maps with
  above-average accuracy (higher accuracy, overall, than is found in many other
  console versions).  Simplified 2-player Deathmatch ability via X Band Network
  connection.  SNES Doom includes both the Spider Mastermind and Cyberdemon
  monsters from the original PC games (one or both of these are missing from
  GBA Doom 1 and some large-format console versions).  The Automap is actively
  updated at all times, whether displayed or not (in most other Doom/Doom II
  games, the Automap will not update while displayed).  A player character with
  200% health will not automatically pick up a Soul Sphere on contact (in most
  other Doom and Doom II games, a Soul Sphere is always picked up on contact).
  Weapon choices can be cycled while the game is paused.

o Cons: Games in progress cannot be saved.  Comparatively low-resolution
  graphics (most noticeable with distant objects); lowest overall resolution of
  all large-screen Doom games.  Cannot play Episodes 2 or 3 using low skill
  levels.  For multiplayer games, a separately-sold "X Band" modem device, and
  a subscription to the X Band Network, is/was required for each player's game
  system.  Cooperative games are not supported.  Deathmatch games are scaled
  down in this version (no sound effects, items do not re-spawn, an enemy
  player character simply disappears from the Area when killed, exiting a map
  level displays the main menu, where both players must select which map to
  restart the game on, and weapons, ammo, etc., cannot be carried between map
  levels).  Most vertical surfaces tend to be somewhat "sticky", occasionally
  slowing or halting the player character on contact.  Shotguns or ammo clips
  dropped by killed enemies do not appear on the floor/ground.  A player may
  still pick up weapons after ammo levels are at maximum (for example, a player
  may pick up multiple shotguns, even after reaching the maximum carry limit of
  100 shells).  Newly acquired weapons or ammo items contain a standard amount
  of ammunition at all skill levels (in the PC games, the standard amount of
  ammo for each item is doubled when playing at the lowest or highest skill
  levels).  No controller customizing allowed.  Weapons are cyclic-access only
  (although weapons may be cycled while the game is paused), and weapon choices
  can only cycle in one direction.  No real textures for ceilings or floors
  (including corrosives and teleporters).  Monsters can only display a front
  side.  No Spectre Demon.  Cannot save game configuration settings.  Game does
  not utilize all available display space on the TV/monitor screen.  Sounds
  from events at medium or long ranges may be truncated, or may not be heard.
  Although monsters can hurt each other, they cannot deliberately fight each
  other.  No screen-flash warning as an Invulnerability Artifact or radiation
  suit begins to wear out.  When the player character is attacked, the "marine
  face" in the status bar does not indicate direction of attack (as it does in
  other Doom games).  Unlike other versions, pivoting and strafing functions
  are mutually exclusive.  The status bar can only display the ammo level of
  the currently selected weapon (in PC and some other game versions, all ammo
  levels for all weapons can be displayed at all times).

o Miscellaneous: Port by Sculptured Software, Inc.  Cartridge format.  22 map
  levels, all of which are found in PC Doom 1.  Gameplay speed is adequate, but
  can be slower than a PC Doom game played on a modern computer.  No "Attract
  mode"; no demo games.  A bug in the game can allow the player to instantly
  acquire additional weapons once a chain saw has been picked up.  In most Doom
  versions, a killed player restarts a map level with 100% health, 0% armor, a
  pistol and 50 bullets; In SNES Doom, a killed player restarts with 100%
  health, and whatever armor, weapons and ammo that the player originally
  brought into the level.  While walking/running in Automap mode, the player
  icon does not turn to change direction; instead, the Automap rotates around
  the icon, which is always facing north (this is also how Automap "scrolling"
  is handled).  Some monsters are easier to kill than their counterparts in
  other versions of the game.  When cycling through weapons, the chain saw
  weapon slot is located between the shotgun and chaingun (in PC Doom the fist
  and chain saw share slot 1).  Unlike other Doom games, Blur Artifacts in SNES
  Doom can render the player undetectable to "waiting" monsters at medium or
  long range; A monster that detects a player at short range can even return to
  "wait" mode if the player moves away.  In this game, "blurred" objects are
  translucent and faded, but otherwise maintain their normal colors and surface
  features (in the PC games, "blurred" objects, when visible, are a translucent
  gray, with a flat, flowing/scrambled surface).  Hitting the Activate/Use
  button can still trigger the "grunt" sound effect, even when the player
  character is nowhere near a wall, switch, or door.  Compared to other Doom
  games, many sound effects in SNES Doom are mismatched with their events, or
  are used for multiple events (for example, a monster's "alert sound" can also
  be used for it's "growl" sound while patrolling).  Some action sequences
  (such as monster deaths, explosions, etc.) use fewer frames of animation than
  the equivalent sequences in other Doom games.  No exploding-monster effect
  (usually seen in PC Doom games when, for example, an Imp or Former Human is
  hit by a rocket).  Teleportation is instantaneous, without the motion-damping
  effect seen in other versions.  No "green spark" effect when a player or
  monster goes through a teleporter.  Impacts of bullets or shotgun pellets on
  walls are not visible.  No panels or switches are activated by projectile
  impacts, as they are in other versions.  An Artifact or power-up can be
  picked up when the player walks over it, but can also be picked up if the
  player is jumping (running) through the airspace above it.  A weapon icon
  appears in the player's status bar to show which weapon is currently held.
  Monster projectiles may affect monsters in ways contrary to what is seen in
  other Doom or Doom II games (a Cacodemon's projectiles can injure other
  Cacodemons, a Cyberdemon can be damaged by its own rockets, etc.).  Unlike
  other Doom games, a Cyberdemon in SNES Doom will use a "scratch" attack at
  close range (although the normal rocket-firing animation is displayed).  The
  Cyberdemon tends to fire 2 rockets in a row, versus 3 in a row in all other
  versions.  Cyberdemon rockets appear to fly backwards.  A player's chaingun
  fires fewer bullets than what is indicated by the firing sound.  In SNES
  Doom a minimal burst of chaingun fire is typically 1 bullet (with 2 reports)
  versus 2 bullets in most other Doom games.  The plasma rifle fires its
  projectiles at a lower rate than in most other Doom games.  A BFG 9000 will
  use up to 40 energy cells per shot, but can be fired when less than 40 cells
  remain (most Doom/Doom II games always require a minimum of 40 cells).  Some
  projectiles move at faster speeds than in other Doom games.  In most other
  Doom games an elevator/lift will automatically reverse if a player/monster
  prevents it from rising to its highest position; In the SNES game, a blocked
  elevator will simply halt in place, and only move again when the obstacle is
  removed.  Crushing ceilings may not cycle upwards while a player/monster is
  being crushed (unlike certain crushing ceiling types in PC Doom/Doom II).
  Some secret doors/panels are better camouflaged in this game than in PC Doom.
  Players and monsters do not move laterally as a result of impacts or nearby
  explosions, as they do in other Doom games.  Phobos/Deimos/Hell landscapes
  are used as the background for the tally screens between map levels, showing
  the player's progress through the various stages of each Episode (this art is
  omitted from some other non-computer Doom versions).  After a player finishes
  Episode 2, an Episode-3 game begins automatically.  Maps in Episode 3 use the
  same sky/background used in Episode 2 (PC Doom uses a "Hell" sky/background
  for Episode-3 maps).  No scrolling/sliding textures, as are found in other
  Doom games.  No built-in volume controls (but music and sound effects can be
  switched on/off separately).  Most of the original PC Doom story text appears
  in this game.  Both armor-vest types are referred to as "MEGAARMOR" (in other
  games this term is used only for the blue 200%-armor vest).  No built-in
  cheat codes.

o PC Doom and SNES Doom map level comparison:

  PC DOOM MAPS               | SNES DOOM MAPS
  ---------------------------|---------------------------
  MAP  : MAP NAME(S)         | MAP  : MAP NAME
  -----:---------------------|------:--------------------
  E1M1.:.HANGAR..............|.E1M1.:.HANGAR.............
  E1M2.:.NUCLEAR PLANT.......|.E1M2.:.NUCLEAR PLANT......
  E1M3.:.TOXIN REFINERY......|.E1M3.:.TOXIN REFINERY.....
  E1M4.:.COMMAND CONTROL.....|.E1M4.:.COMMAND CONTROL....
  E1M5.:.PHOBOS LAB..........|.E1M5.:.PHOBOS LAB.........
  E1M6.:.CENTRAL PROCESSING..|......:....................
  E1M7.:.COMPUTER STATION....|.E1M6.:.COMPUTER STATION...
  E1M8.:.PHOBOS ANOMALY......|.E1M7.:.PHOBOS ANOMALY.....
  E1M9.:.MILITARY BASE.......|.E1M8.:.MILITARY BASE......
  -----:---------------------|------:--------------------
  E2M1.:.DEIMOS ANOMALY......|.E2M1.:.DEIMOS ANOMALY.....
  E2M2.:.CONTAINMENT AREA....|......:....................
  E2M3.:.REFINERY............|.E2M2.:.REFINERY...........
  E2M4.:.DEIMOS LAB..........|.E2M3.:.DEIMOS LAB.........
  E2M5.:.COMMAND CENTER......|......:....................
  E2M6.:.HALLS OF THE DAMNED.|.E2M4.:.HALLS OF THE DAMNED
  E2M7.:.SPAWNING VATS.......|......:....................
  E2M8.:.TOWER OF BABEL......|.E2M5.:.TOWER OF BABEL.....
  E2M9.:.FORTRESS OF MYSTERY.|.E2M6.:.FORTRESS OF MYSTERY
  -----:---------------------|------:--------------------
  E3M1.:.HELL KEEP...........|.E3M1.:.HELL KEEP..........
  E3M2.:.SLOUGH OF DESPAIR...|.E3M2.:.SLOUGH OF DESPAIR..
  E3M3.:.PANDEMONIUM.........|.E3M3.:.PANDEMONIUM........
  E3M4.:.HOUSE OF PAIN.......|.E3M4.:.HOUSE OF PAIN......
  E3M5.:.UNHOLY CATHEDRAL....|......:....................
  E3M6.:.MT. EREBUS..........|.E3M5.:.MT. EREBUS.........
  E3M7.:.GATE TO LIMBO/LIMBO.|.E3M6.:.LIMBO..............
  E3M8.:.DIS.................|.E3M7.:.DIS................
  E3M9.:.WARRENS.............|.E3M8.:.WARRENS............
  -----------------------------------------------------------------------------
  Notes: The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to
  as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
  The "E#M#" designators used here for SNES Doom maps are for reference only,
  and are not displayed in the actual game.

9. SEGA GENESIS 32X DOOM
========================
o A Sega Genesis System Console, model 1601, equipped with one standard Sega
  Genesis "6-button" controller (model MK-1653), and one Sega Genesis 32X
  module (model MK-84000A), was used as the test system for the Sega 32X Doom
  game described in this document.

o Pros: Player can always start a game on any of 15 map levels.  The Automap is
  actively updated at all times, whether displayed or not (in most other Doom/
  Doom II games, the Automap will not update while displayed).  Some controller
  customizing allowed (the Fire button can swap functions with Speed button or
  Activate button, etc.).  With a "6-button" controller attached, weapons can
  be accessed directly, or weapon choices can be cycled in both directions.

o Cons: Requires both a Sega Genesis system and the "32X" expansion module.
  This version has the least map levels of all Doom games, and most of the maps
  are edited/simplified versions of the original PC Doom 1 maps.  Games in
  progress cannot be saved (but a player may always start a new game on any of
  15 maps).  No multiplayer ability.  No BFG 9000 weapon available without
  using a cheat code.  Monsters can only display a front side (despite the fact
  that screen shots on the game box and the 32X module box show side views of
  monsters).  Only 7 monster types in the game (tying with the Jaguar and GBA
  Doom 1 games for least variety).  No Spectre Demon.  No Cyberdemon or Spider
  Mastermind monsters.  No Blur Artifacts.  No light-amplification visors.  No
  crushing ceilings.  With a standard Sega "3-button" controller, weapons are
  cyclic-access only, and weapon choices can be cycled in only one direction.
  Cannot save game configuration settings.  First-person view does not fill the
  entire space above the status bar, and game does not utilize all available
  display space on the TV/monitor screen.  Although monsters can hurt each
  other, they cannot deliberately fight each other.  Some rooms on some maps
  are inaccessible.  The few built-in cheat codes can be difficult to implement
  (the code button combinations may have to be pressed several times before a
  code will take effect).  The use of cheat codes can prevent access to some
  maps, and also prevents the game's full ending sequence from being shown.
  The status bar can only display the ammo level of the currently selected
  weapon (in PC and some other game versions, all ammo levels for all weapons
  can be displayed at all times).  Infrequent, brief flashes of graphics
  "noise" may sometimes appear across the first-person view or Automap screen.

o Miscellaneous: Port by id Software.  Cartridge format.  17 map levels, all of
  which are found in PC Doom games.  Decent graphics resolution and quality.
  Gameplay speed is adequate, but can be somewhat slower than a PC Doom game
  played on a modern computer.  Maps 16 and 17 can only be accessed if the game
  was started on map 1, and if cheat codes were not used during the game.  In
  order to see the game's entire ending sequence, a player must start on map
  level 1 and play the game all the way through without using cheat codes (a
  game won any other way will result in the credits being shown, and then the
  game simply halts with a plain textured screen and a "DOS prompt").  Contrary
  to what is stated in the game manual, a player cannot enter map 1 from map
  15; map-level sequence does not "wrap around".  Rocket and barrel explosions
  can penetrate solid walls and doors (allowing a player to kill some monsters
  without ever directly encountering them).  Health potions and Spiritual Armor
  bonuses add 2% to a player's health or armor (versus 1% in the PC games).
  Picking up an Invulnerability Artifact causes a drop in graphics chroma, as
  opposed to the white-out effect seen in many other versions.  Picking up a
  Berserk Pack causes a relatively bright, sustained flash of red, which may be
  mistaken for the effect seen when the player character takes sudden, heavy
  damage.  The shotgun-loading sound is played (sometimes at very low volume)
  for a teleportation event, instead of the teleport sound heard in most other
  versions.  Map level names are not used, only map numbers.  Map numbers are
  only indicated in the tally screens, not while playing a map level.  In the
  Automap, the player icon (an arrow) looks like the one used in the PC games,
  as opposed to the green triangle used in most other versions.  There is an
  option in Automap mode to turn on a grid which overlays the map, and can be
  used as a reference for scale (a feature otherwise found only in the PC
  games).  Rockets fired by the player appear to fly backwards (the nose of the
  rocket faces the player as the rocket moves away).  All monsters, items and
  Artifacts located in very dark areas remain well lit at all times.  Not all
  teleporters function (but all important ones do).  Because graphics are only
  provided to show the front side of objects, some monsters in "wait" mode may
  seem blind when a player approaches them from behind (a monster will always
  appear to look at a player even when it is not actually facing toward the
  player).  When the "Happy Ammo" cheat code is used, the player attains an
  ammo level of 500 rounds for every weapon (versus a specific individual ammo
  level for each weapon in the PC games).

o PC Doom and Sega Genesis 32X Doom map level comparison:

  PC DOOM MAPS               | SEGA 32X DOOM MAPS
  ---------------------------|--------------------------
  MAP  : MAP NAME(S)         | MAP : MAP NAME REFERENCE
  -----:---------------------|-----:--------------------
  E1M1.:.HANGAR..............|..1..:.Hangar.............
  E1M2.:.NUCLEAR PLANT.......|..2..:.Nuclear Plant......
  E1M3.:.TOXIN REFINERY......|..3..:.Toxin Refinery.....
  E1M4.:.COMMAND CONTROL.....|..4..:.Command Control....
  E1M5.:.PHOBOS LAB..........|..5..:.Phobos Lab.........
  E1M6.:.CENTRAL PROCESSING..|..6..:.Central Processing.
  E1M7.:.COMPUTER STATION....|..7..:.Computer Station...
  E1M8.:.PHOBOS ANOMALY......|..8..:.Phobos Anomaly.....
  E1M9.:.MILITARY BASE.......|.17..:.Military Base......
  -----:---------------------|-----:--------------------
  E2M1.:.DEIMOS ANOMALY......|..9..:.Deimos Anomaly.....
  E2M2.:.CONTAINMENT AREA....|.10..:.Containment Area...
  E2M3.:.REFINERY............|.11..:.Refinery...........
  E2M4.:.DEIMOS LAB..........|.12..:.Deimos Lab.........
  E2M5.:.COMMAND CENTER......|.13..:.Command Center.....
  E2M6.:.HALLS OF THE DAMNED.|.14..:.Halls of the Damned
  E2M7.:.SPAWNING VATS.......|.15..:.Spawning Vats......
  E2M8.:.TOWER OF BABEL......|.....:....................
  E2M9.:.FORTRESS OF MYSTERY.|.16..:.Fortress of Mystery
  -----:---------------------|-----:--------------------
  E3M1.:.HELL KEEP...........|.....:....................
  E3M2.:.SLOUGH OF DESPAIR...|.....:....................
  E3M3.:.PANDEMONIUM.........|.....:....................
  E3M4.:.HOUSE OF PAIN.......|.....:....................
  E3M5.:.UNHOLY CATHEDRAL....|.....:....................
  E3M6.:.MT. EREBUS..........|.....:....................
  E3M7.:.GATE TO LIMBO/LIMBO.|.....:....................
  E3M8.:.DIS.................|.....:....................
  E3M9.:.WARRENS.............|.....:....................
  -----------------------------------------------------------------------------
  Notes: The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to
  as "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
  Map level names are not used in Sega 32X Doom.

10. NINTENDO GAME BOY ADVANCE DOOM
==================================
o A Nintendo Game Boy Advance, model AGB-001, and a Nintendo Game Boy Advance
  SP, model AGS-001, were used as test systems for the GBA Doom game described
  in this document.  For testing multiplayer games, these system were connected
  to identical systems via one or more Nintendo Game Boy Advance Game Link
  cables (model AGB-005).

o Pros: Multiplayer link ability, allowing 2 players in Cooperative games, and
  2 to 4 players in Deathmatch games.  Includes 8 Deathmatch-only bonus maps
  not found in other commercial Doom games.  Some flaws have been corrected in
  some maps which were copied from earlier console Doom games.  A game in
  progress may be saved to any of 4 save-game slots in the Doom Game Pak, and
  save-game data includes controller, lighting and audio settings.  Supports 2
  lighting-style choices, "Dynamic" (normal), and "Static" (low light levels
  are increased, and lights that normally flash are always on).  Has 6-level
  "Brightness" adjustment option (somewhat similar to the "Gamma Correction"
  feature in the PC Doom games), which controls the maximum brightness of both
  Dynamic and Static lighting modes.  Includes an "Autorun" option (player
  always runs).  In the status bar, current ammo levels and ammo limits are
  always displayed for all weapons (in most other console Doom games, only the
  currently selected weapon can have an ammo level displayed).  Some controller
  customizing allowed (any of 6 preset button configurations may be selected).

o Cons: The original Game Boy Advance does not have any built-in lighting for
  its screen, which means that GBA Doom can be difficult to view unless the
  right amount of external light is hitting the screen at the right angle at
  all times (a later model of the GBA, the GBA SP, does have built-in screen
  lighting).  Saved games may occasionally become corrupted, and fail to reload
  correctly.  Cooperative games have a 2-player limit, even when 3 or more GBAs
  are linked.  This game uses a slightly modified version of the Jaguar Doom
  mapset (most of the maps in Atari Jaguar Doom are edited/simplified versions
  of the original PC Doom maps), and includes no other single-player maps.  The
  player character can potentially become trapped behind a wall or barrier on
  certain maps.  Only 7 monster types in the game (tying with the Jaguar and
  Sega 32X games for least variety).  No Spectre Demon.  No Cyberdemon or
  Spider Mastermind monsters.  No Blur Artifacts.  No light-amplification
  visors.  No crushing ceilings.  Weapons are cyclic-access only.  In some of
  the preset button configurations weapon-swapping can be awkward, and weapon
  changes can occur unintentionally when performing certain maneuvers.  Some
  rooms in some map levels are inaccessible.  The sound effect used to indicate
  a player taking damage is also mistakenly used whenever a player lands unhurt
  after falling a short distance.  Frag counts for players in Deathmatch games
  are only displayed in the Automap view.  No tally screen is displayed, and no
  opportunity to save the game is given, when a player goes through the exit to
  the "MILITARY BASE" map level.

o Miscellaneous: Port by David A. Palmer Productions.  Cartridge format.  32
  map levels, 10 of which are not found in PC Doom games.  Decent graphics
  resolution and quality for the GBA screen.  Gameplay speed is adequate, but
  can be somewhat slower than a PC Doom game played on a modern computer.  The
  game's overall speed can be affected by the built-in lighting options, where
  Dynamic Lighting may lower the framerate, and Static Lighting may raise it.
  No "Attract mode"; no demo games.  No "Ultra-Violence" skill setting; the
  highest skill is "Nightmare".  Player can select the fist weapon at any time,
  whether or not a chain saw or Berserk Pack has been acquired.  When monsters
  or players are killed, their corpses disappear after a brief delay.  Monster
  and player blood is green instead of red.  All monsters, items and Artifacts
  located in very dark areas remain well lit at all times.  Sounds produced by
  distant events may be played at an undiminished volume, and/or may penetrate
  walls or areas that are "soundproof" in other Doom games.  When a pink Demon
  is killed, it makes the same sound as a dying Imp (in most other Doom games,
  Imps and Demons will make separate sounds).  No exploding-monster effect
  (usually seen in PC Doom games when, for example, an Imp or Former Human is
  hit by a rocket).  Rocket and barrel explosions can penetrate solid walls and
  doors (allowing a player to kill some enemies without directly encountering
  them).  Teleportation is almost instantaneous, without the motion-damping
  effect seen in most other versions.  In a reversal of the Automap colors used
  in most other Doom games, GBA Doom's Automap displays "viewed" surfaces as
  gray lines, while "unseen" surfaces (added to the Automap when a Computer
  Area Map item is acquired) are displayed in red.  The Automap screen allows 5
  preset zoom levels.  Health potions and Spiritual Armor bonuses add 2% to a
  player's health or armor (versus 1% in the PC games).  Picking up an
  Invulnerability Artifact tints the screen blue, as opposed to the white-out
  effect seen in many other Doom versions.  In this game, muzzle flashes from
  player weapons do not brighten nearby surfaces, as they do in other Doom
  games.  Unlike most other Doom games, Lost Souls are calculated in the Kills
  score displayed in the tally screens.  The tally screen shows both the time
  spent on the map, and the map's Par Time.  Phobos/Deimos/Hell landscapes are
  used as the background for the tally screens between map levels, showing the
  player's progress through the various stages of each Episode (this art is
  omitted from some other non-computer Doom versions).  The "YOU ARE HERE"
  indicators in the tally/landscape screens do not always point to the correct
  locations.  When the "Happy Ammo" cheat code is used, the player attains an
  ammo level of 500 rounds for every weapon (versus a specific individual ammo
  level for each weapon in the PC games).  In this game the player's fist makes
  an impact noise when striking a wall or other inanimate object (in most other
  versions, fist impacts against inanimate objects are silent).

o PC Doom and GBA Doom map level comparison:

  PC DOOM MAPS               | GBA DOOM MAPS
  ---------------------------|--------------------------
  MAP  : MAP NAME(S)         | MAP : MAP NAME
  -----:---------------------|-----:--------------------
  E1M1.:.HANGAR..............|..1..:.HANGAR.............
  E1M2.:.NUCLEAR PLANT.......|..2..:.NUCLEAR PLANT......
  E1M3.:.TOXIN REFINERY......|..3..:.TOXIN REFINERY.....
  E1M4.:.COMMAND CONTROL.....|..4..:.COMMAND CONTROL....
  E1M5.:.PHOBOS LAB..........|..5..:.PHOBOS LAB.........
  E1M6.:.CENTRAL PROCESSING..|..6..:.CENTRAL PROCESSING.
  E1M7.:.COMPUTER STATION....|..7..:.COMPUTER STATION...
  E1M8.:.PHOBOS ANOMALY......|..8..:.PHOBOS ANOMALY.....
  E1M9.:.MILITARY BASE.......|.24..:.MILITARY BASE......
  -----:---------------------|-----:--------------------
  E2M1.:.DEIMOS ANOMALY......|..9..:.DEIMOS ANOMALY.....
  E2M2.:.CONTAINMENT AREA....|.10..:.CONTAINMENT AREA...
  E2M3.:.REFINERY............|.11..:.REFINERY...........
  E2M4.:.DEIMOS LAB..........|.12..:.DEIMOS LAB.........
  E2M5.:.COMMAND CENTER......|.13..:.COMMAND CENTER.....
  E2M6.:.HALLS OF THE DAMNED.|.14..:.HALLS OF THE DAMNED
  E2M7.:.SPAWNING VATS.......|.15..:.SPAWNING VATS......
  E2M8.:.TOWER OF BABEL......|.....:....................
  E2M9.:.FORTRESS OF MYSTERY.|.23..:.DIS................
  -----:---------------------|-----:--------------------
  E3M1.:.HELL KEEP...........|.....:....................
  E3M2.:.SLOUGH OF DESPAIR...|.....:....................
  E3M3.:.PANDEMONIUM.........|.18..:.PANDEMONIUM........
  E3M4.:.HOUSE OF PAIN.......|.19..:.HOUSE OF PAIN......
  E3M5.:.UNHOLY CATHEDRAL....|.20..:.UNHOLY CATHEDRAL...
  E3M6.:.MT. EREBUS..........|.21..:.MOUNT EREBUS.......
  E3M7.:.GATE TO LIMBO/LIMBO.|.22..:.LIMBO..............
  E3M8.:.DIS.................|.....:....................
  E3M9.:.WARRENS.............|.....:....................
  -----:---------------------|-----:--------------------
  .....:.....................|.16..:.TOWER OF BABEL.....
  .....:.....................|.17..:.HELL'S KEEP........
  .....:.....................|.25..:.DM1................
  .....:.....................|.26..:.DM2................
  .....:.....................|.27..:.DM3................
  .....:.....................|.28..:.DM4................
  .....:.....................|.29..:.DM5................
  .....:.....................|.30..:.DM6................
  .....:.....................|.31..:.DM7................
  .....:.....................|.32..:.DM8................
  -----------------------------------------------------------------------------
  Notes: Map equivalency is based on general map layouts, not map names.
  The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
  "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.
  The GBA "DIS" map is equivalent to the PC "FORTRESS OF MYSTERY" map; No GBA
  equivalent exists for the PC "DIS" map.
  The GBA "TOWER OF BABEL" map does not match the PC "TOWER OF BABEL" map.  (It
  does, however, match the "TOWER OF BABEL" map in the Jaguar and 3DO games,
  and the "HELL GATE" map in the PSX and Saturn games.)
  The GBA "HELL'S KEEP" map does not match the PC "HELL KEEP" map.  (It does,
  however, match an equivalent map in the PSX, Saturn, Jaguar and 3DO games.)
  GBA Doom maps 25 through 32 are only accessible in Deathmatch games.

11. NINTENDO GAME BOY ADVANCE DOOM II
=====================================
o A Nintendo Game Boy Advance, model AGB-001, and a Nintendo Game Boy Advance
  SP, model AGS-001, were used as the test systems for the GBA Doom II game
  described in this document.  For testing multiplayer games, these system were
  connected to identical systems via one or more Nintendo Game Boy Advance Game
  Link cables (model AGB-005).

o Pros: This game has more maps and monster types than the "DOOM II" Episodes
  of PlayStation Doom or Saturn Doom.  Multiplayer link ability, allowing 2
  players in Cooperative games, and 2 to 4 players in Deathmatch games.  Games
  in progress may be saved to any of 4 save-game slots in the Doom II Game Pak,
  and game data includes controller, lighting and audio settings.  Includes a
  6-level "Gamma" adjustment option to control the overall brightness of the
  game screen.  Controller customizing includes 4 preset button configurations,
  a 5-level "Sensitivity" adjustment option to control the player character's
  pivoting speed, and an "Always Run" option (player always runs).  In the
  status bar, current ammo levels and ammo limits are always displayed for all
  weapons (in most console Doom games, only the currently selected weapon can
  have an ammo level displayed).  The "Happy Ammo" cheat code provides a
  backpack (in most other Doom games, a backpack is not provided, or a player's
  existing backpack is removed).

o Cons: The original Game Boy Advance does not have any built-in lighting for
  its screen, which means that GBA Doom II can be difficult to view unless the
  right amount of external light is hitting the screen at the right angle at
  all times (a later model of the GBA, the GBA SP, does have built-in screen
  lighting).  On rare occasions the game may freeze, and the Game Boy Advance
  must be powered down and restarted.  Cooperative games have a 2-player limit,
  even when 3 or more GBAs are linked.  Occasionally a player weapon fired at a
  close target will auto-aim towards the ceiling/sky or floor/ground.  In some
  of the preset button configurations, weapon-swapping can be awkward, and
  weapon changes may occur unintentionally when performing certain maneuvers.
  Weapons are cyclic-access only.  The auto-aim ability of monsters can remain
  unaffected when the player picks up a Blur Artifact.  Damage to a player's
  armor may not always be accurately represented in the status bar display.
  The scoring system for "Kills" is inaccurate under certain conditions (for
  example, unlike the PC games GBA Doom II counts Lost Souls as score-affecting
  enemies, yet does not actually give credit to the player for killing them).
  Frag counts for players in Deathmatch games are only displayed in the Automap
  view.  When the player character is attacked, the "marine face" in the status
  bar does not indicate direction of attack (as it does in other Doom games).
  Unlike the PC games, a player's running speed is slower in reverse than when
  moving forward.

o Miscellaneous: Port by Torus Games.  Cartridge format.  34 map levels, all of
  which (in whole or in part) are found in PC Doom II: Hell on Earth.  Decent
  graphics resolution and quality for the GBA screen.  Overall gameplay speed
  is adequate, but is somewhat slower than a PC Doom II game played on a modern
  computer.  No "Attract mode"; no demo games.  No "Ultra-Violence" skill
  setting; the highest skill is "Nightmare!".  GBA Doom II maps reflect some
  features found in maps from older versions of PC Doom II (currently the
  latest version of PC Doom II is v1.9).  In this game some maps have minor
  alterations, such as elevators replacing stairs, and strategically placed
  walls/barriers or deleted windows, in order to reduce the maximum number of
  objects that need to be drawn at any given time.  Some maps in this game have
  major alterations, such as deleted buildings; however in general there are
  fewer large omissions than in many other console/handheld Doom games.  The PC
  Doom II maps INDUSTRIAL ZONE and THE CHASM are each split into 2 "half" maps
  in this game.  When computing collision detection in this game, most of the
  non-structural objects have a comparatively narrow diameter, which can allow
  some objects (such as players and/or monsters) to move very close together,
  or to push past one another, where they could not in PC Doom II.  Unlike most
  other Doom games, the monsters in this game cannot open doors.  Monsters and
  players may occasionally cross above/below one another (a player can even
  stand on top of a monster, which is something that does not occur in other
  commercial Doom games).  Some monsters on some map levels are "blind" or
  "deaf" where equivalent PC Doom II monsters are not.  A monster's "sensory
  range" is foreshortened in this game (monsters cannot see or hear as far as
  they can in PC Doom II or most other Doom games).  An active monster may halt
  in place if enough distance accrues between the player and monster.  Monsters
  can remain inactive even while being attacked by a player at long distances.
  When monsters are killed, their corpses will flicker and disappear after a
  brief delay.  Arch-Viles may resurrect killed monsters even after the monster
  corpses have disappeared.  Mancubus monsters are not able to aim vertically,
  and will always launch their fireballs in a wide, predetermined pattern.
  Revenants will only fire homing missiles, which are smokeless (in PC Doom II,
  Revenants can fire 2 missile types: a smoking homing missile, and a smokeless
  non-homing missile).  Unlike most other Doom games, monsters such as Imps or
  Demons cannot scratch or bite a player from very high/low adjacent areas.
  Floating/flying monsters may not always change altitude to attack a target,
  or may fail to rise again after dropping in pursuit of a target.  Monsters
  may continue to try to attack killed players.  Some monster sound effects are
  missing, including the standard walking sound effects for Arachnotrons and
  Cyberdemons.  Common bullet-firing sounds are used when the Chaingunner enemy
  fires (in PC Doom II, a shotgun sound is used).  The sounds used during an
  Arch-Vile attack are reversed from sounds used in PC Doom II (in this game,
  the "boom" sound of a completed attack precedes the "burning" sound of an
  attack in progress).  Some player/monster weapons have slightly modified
  firing strengths or rates.  Weapons tend to have less horizontal auto-aiming
  ability, and some projectiles are "narrower", than their counterparts in PC
  Doom II.  In GBA Doom II, a minimal burst of chaingun fire is typically 1
  bullet, versus 2 bullets in most other Doom games.  The function of the BFG
  9000 is somewhat different here than in most other Doom games (the weapon's
  secondary-attack pattern and range has been altered).  Bullet and shotgun
  pellet impact patterns differ somewhat from those in other versions.  Monster
  blood is green instead of red.  Player characters do not bleed when injured;
  their blood-spatter sprites are replaced here by "bullet puffs" (small gray
  sprites used for bullet or shotgun pellet impacts on solid surfaces).  No
  exploding-monster effect (usually seen in PC Doom games when, for example, an
  Imp or Former Human is hit by a rocket).  Rocket explosions and plasma bursts
  can trigger impact-activated switches (in most other Doom/Doom II games these
  projectiles will not affect switches).  Unlike other Doom games, close-range
  explosions caused by player rockets will not push against the player.  In
  this game muzzle flashes from player weapons do not brighten nearby surfaces,
  as they do in other Doom/Doom II games.  Unlike the PC Doom games, players
  can change lateral direction and speed while falling/moving through the air.
  Hitting the Activate/Use button can still trigger the "grunt" sound effect,
  even when the player character is nowhere near a wall, switch, or door.
  Certain messages in this game, such as "Find the switch to open this door",
  do not appear in other Doom games.  Some surfaces with 1-way transparency are
  used in this game (a feature missing from most other non-computer versions).
  "Secret areas" are usually announced (via on-screen messages) as a player
  character enters them.  Monsters which are killed by other monsters are not
  included when calculating the Kills score (in all other Doom games, monster
  deaths are attributed to players regardless of how the kill occurred).  Newly
  acquired weapons or ammo items contain a doubled amount of ammunition at all
  skill levels (in the PC games, the standard amount of ammo for each item is
  doubled when playing at the lowest or highest skill levels).  In GBA Doom II,
  almost all retrievable items on a given map level are tallied in the Items
  score (in most other Doom/Doom II games many retrievable item types are not
  tallied).  Unlike PC Doom games, a player may pick up more than one Computer
  Map item.  The tally screen shows both the time spent on the map, and the
  map's Par Time.  All major items and power-ups will re-spawn in Deathmatch,
  including Invulnerability Spheres, Blur Artifacts and Megaspheres (in PC Doom
  games, not all item types will re-spawn).  Some symbols and images from the
  secret maps in PC Doom II are altered in the equivalent GBA Doom II maps.
  Objects suspended from ceilings (bodies or body parts on chains, etc.) do not
  appear, as they do in the equivalent PC Doom II maps.  In most Doom/Doom II
  games the plasma rifle is swung up and to the side for a moment at the end of
  a firing sequence; in this game the weapon always faces forward.  Some item
  names are misspelled (MEDIKIT spelled MEDKIT), or are spelled differently in
  different places (ARMOR/ARMOUR).

o PC Doom II (Doom 2: Hell on Earth) and GBA Doom II map level comparison:

  PC DOOM II MAPS           | GBA DOOM II MAPS
  --------------------------|--------------------------
  MAP : MAP NAME(S)         | MAP : MAP NAME
  ----:---------------------|-----:--------------------
  ..1.:.ENTRYWAY............|..1..:.ENTRYWAY...........
  ..2.:.UNDERHALLS..........|..2..:.UNDERHALLS.........
  ..3.:.THE GANTLET.........|..3..:.THE GANTLET........
  ..4.:.THE FOCUS...........|..4..:.THE FOCUS..........
  ..5.:.THE WASTE TUNNELS...|..5..:.THE WASTE TUNNELS..
  ..6.:.THE CRUSHER.........|..6..:.THE CRUSHER........
  ..7.:.DEAD SIMPLE.........|..7..:.DEAD SIMPLE........
  ..8.:.TRICKS AND TRAPS....|..8..:.TRICKS AND TRAPS...
  ..9.:.THE PIT.............|..9..:.THE PIT............
  .10.:.REFUELING BASE......|.10..:.REFUELING BASE.....
  .11.:.CIRCLE OF DEATH.....|.11..:.'O' OF DESTRUCTION.
  .12.:.THE FACTORY.........|.12..:.THE FACTORY........
  .13.:.DOWNTOWN............|.13..:.DOWNTOWN...........
  .14.:.THE INMOST DENS.....|.14..:.THE INMOST DENS....
  .15.:.INDUSTRIAL ZONE.....|.15..:.INDUSTRIAL ZONE: A.
  .15.:.INDUSTRIAL ZONE.....|.16..:.INDUSTRIAL ZONE: B.
  .16.:.SUBURBS.............|.17..:.SUBURBS............
  .17.:.TENEMENTS...........|.18..:.TENEMENTS..........
  .18.:.THE COURTYARD.......|.19..:.THE COURTYARD......
  .19.:.THE CITADEL.........|.20..:.THE CITADEL........
  .20.:.GOTCHA!.............|.21..:.GOTCHA!............
  .21.:.NIRVANA.............|.22..:.NIRVANA............
  .22.:.THE CATACOMBS.......|.23..:.THE CATACOMBS......
  .23.:.BARRELS O' FUN......|.24..:.BARRELS O' FUN.....
  .24.:.THE CHASM...........|.25..:.THE CHASM: A.......
  .24.:.THE CHASM...........|.26..:.THE CHASM: B.......
  .25.:.BLOODFALLS..........|.27..:.BLOODFALLS.........
  .26.:.THE ABANDONED MINES.|.28..:.THE ABANDONED MINES
  .27.:.MONSTER CONDO.......|.29..:.MONSTER CONDO......
  .28.:.THE SPIRIT WORLD....|.30..:.THE SPIRIT WORLD...
  .29.:.THE LIVING END......|.31..:.THE LIVING END.....
  .30.:.ICON OF SIN.........|.32..:.ICON OF SIN........
  .31.:.WOLFENSTEIN.........|.33..:.WOLFENSTEIN........
  .32.:.GROSSE..............|.34..:.GROSSE.............
  -----------------------------------------------------------------------------
  Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
  screens, and "'O' OF DESTRUCTION!" in the Automap.
  In GBA Doom II, maps "INDUSTRIAL ZONE" and "THE CHASM" are each split into 2
  separate maps (parts "A" and "B").
  The map numbers used here for GBA Doom II maps are for reference only, and
  are not displayed in the game.

12. TAPWAVE ZODIAC DOOM II
==========================
o The term "Zodiac" in this document applies to either of 2 similar handheld
  Tapwave devices: Zodiac 1 and Zodiac 2.

o A Tapwave Zodiac 2, model T2907USA ("first edition"), was used as the test
  system for the Zodiac Doom II game described in this document.

o Pros: Zodiac Doom II is a nearly direct copy of the v1.9 PC Doom II game, and
  so includes all of the original PC maps and monsters, and almost all of the
  original art, textures, music, etc.  This Zodiac game has fewer changes or
  omissions than GBA Doom II and most other non-computer Doom/Doom II games.
  Decent gameplay and screen-refresh rate.  A game in progress may be saved at
  any point and restored later to the same point.  Saved games retain copious
  information (player location, health, weapon, ammo and armor status, live/
  dead status of all monsters on the map level, etc.).  Game supports 9 screen
  sizes, which also allows the first-person view to be expanded to fill the
  entire screen.  Some analog-control customization allowed ("Move sensitivity"
  and "Turn sensitivity" adjustment options).  Includes an "Autorun" option
  (player always runs).  Games played at "Nightmare" skill include re-spawning
  monsters (a feature otherwise found only in PC, Xbox and Xbox 360 games).

o Cons: No multiplayer ability.  Although analog-control sensitivity can be
  adjusted, precise movement of the player character can be difficult to
  maintain (for example, it can be overly easy to pivot while attempting to
  move in a straight line).  Some infrequently-encountered flaws exist in the
  original commercial PC Doom II game which were ported unchecked into this
  game, including a program bug that creates nearly-intangible monsters, and a
  bug that can allow a player character to become trapped partially inside
  solid objects when reloading saved games.  Save-game files are stored in RAM,
  and so are preserved only if the RAM remains powered (power is consumed even
  while the unit is "off"), or the files are manually copied to separate media.
  Weapons are cyclic-access only, and weapon choices can be cycled in only one
  direction.  Occasional errors occur when cycling through available weapons
  (weapon cycle may "wrap around" at the wrong point, etc.).  Map name/number
  is not displayed on the Automap screen.

o Miscellaneous: Port by MachineWorks NorthWest LLC.  Memory-card format (SD
  type); formerly also available as a direct download from www.tapwave.com.  32
  map levels, all of which are found in PC Doom II: Hell on Earth.  No "Attract
  mode"; no demo games.  Some sound effects in this game are "pitch shifted" at
  random, which adds some variety to game sounds (this is a feature found in
  the earliest PC Doom releases, but later abandoned).  Cheat codes are allowed
  in games played at "Nightmare" skill.  A "walk through walls" cheat code is
  included (a cheat otherwise found only in the original PC games, and in Apple
  iPhone/iPod Doom).

o PC Doom II (Doom 2: Hell on Earth) and Zodiac Doom II map level comparison:

  PC DOOM II MAPS           | ZODIAC DOOM II MAPS
  --------------------------|--------------------------
  MAP : MAP NAME(S)         | MAP : MAP NAME(S)
  ----:---------------------|-----:--------------------
  ..1.:.ENTRYWAY............|..1..:.ENTRYWAY...........
  ..2.:.UNDERHALLS..........|..2..:.UNDERHALLS.........
  ..3.:.THE GANTLET.........|..3..:.THE GANTLET........
  ..4.:.THE FOCUS...........|..4..:.THE FOCUS..........
  ..5.:.THE WASTE TUNNELS...|..5..:.THE WASTE TUNNELS..
  ..6.:.THE CRUSHER.........|..6..:.THE CRUSHER........
  ..7.:.DEAD SIMPLE.........|..7..:.DEAD SIMPLE........
  ..8.:.TRICKS AND TRAPS....|..8..:.TRICKS AND TRAPS...
  ..9.:.THE PIT.............|..9..:.THE PIT............
  .10.:.REFUELING BASE......|.10..:.REFUELING BASE.....
  .11.:.CIRCLE OF DEATH.....|.11..:.CIRCLE OF DEATH....
  .12.:.THE FACTORY.........|.12..:.THE FACTORY........
  .13.:.DOWNTOWN............|.13..:.DOWNTOWN...........
  .14.:.THE INMOST DENS.....|.14..:.THE INMOST DENS....
  .15.:.INDUSTRIAL ZONE.....|.15..:.INDUSTRIAL ZONE....
  .16.:.SUBURBS.............|.16..:.SUBURBS............
  .17.:.TENEMENTS...........|.17..:.TENEMENTS..........
  .18.:.THE COURTYARD.......|.18..:.THE COURTYARD......
  .19.:.THE CITADEL.........|.19..:.THE CITADEL........
  .20.:.GOTCHA!.............|.20..:.GOTCHA!............
  .21.:.NIRVANA.............|.21..:.NIRVANA............
  .22.:.THE CATACOMBS.......|.22..:.THE CATACOMBS......
  .23.:.BARRELS O' FUN......|.23..:.BARRELS O' FUN.....
  .24.:.THE CHASM...........|.24..:.THE CHASM..........
  .25.:.BLOODFALLS..........|.25..:.BLOODFALLS.........
  .26.:.THE ABANDONED MINES.|.26..:.THE ABANDONED MINES
  .27.:.MONSTER CONDO.......|.27..:.MONSTER CONDO......
  .28.:.THE SPIRIT WORLD....|.28..:.THE SPIRIT WORLD...
  .29.:.THE LIVING END......|.29..:.THE LIVING END.....
  .30.:.ICON OF SIN.........|.30..:.ICON OF SIN........
  .31.:.WOLFENSTEIN.........|.31..:.WOLFENSTEIN........
  .32.:.GROSSE..............|.32..:.GROSSE.............
  -----------------------------------------------------------------------------
  Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
  screens, and "'O' OF DESTRUCTION!" in the Automap.

13. MICROSOFT XBOX CLASSIC DOOM GAMES
=====================================
o The Xbox game "Doom 3: Limited Collector's Edition" includes the bonus games
  Ultimate Doom: Thy Flesh Consumed, and Doom II: Hell on Earth.  The Xbox game
  "Doom 3: Resurrection of Evil" includes those same two classic games, and an
  additional Master Levels game (essentially an extra mapset for Xbox Doom II).
  This document addresses the classic Ultimate Doom and Doom II games for Xbox;
  For more information about various Master Levels games/Episodes/maps, access:
  http://classicdoom.com/fdoomcmp.htm

o A Microsoft Xbox, model F23-00097, equipped with one standard Xbox controller
  (model K04-00001), was used as the test system for the Xbox Ultimate Doom and
  Xbox Doom II games described in this document.  For testing split-screen
  multiplayer games, additional controllers (K04-00001, K86-00001, third-party)
  were added to the system.

o Pros: The Xbox Ultimate Doom and Doom II games are nearly direct copies of
  the equivalent v1.9 PC games, and so include all of the original PC maps and
  monsters, and almost all of the original art, textures, music, etc.  In
  general, these games have fewer changes or omissions than most other console
  Doom/Doom II games.  Both games support split-screen Deathmatch/Cooperative
  gameplay for 2 to 4 players.  Very fast gameplay and screen-refresh rate in
  both single-player and multiplayer games.  Single-player games in progress
  may be saved at any point and restored later to the same point.  Saved games
  retain copious information (player location, health, weapon, ammo and armor
  status, live/dead status of all monsters on the map level, etc.).  Games
  support 9 screen sizes, which also allows the first-person view to be
  expanded to fill the entire screen.  Games played at "Nightmare" skill
  include re-spawning monsters (a feature otherwise found only in the PC games,
  Xbox 360 Doom and Zodiac Doom II).

o Cons: Some infrequently-encountered flaws exist in the original commercial PC
  Doom/Doom II games which were ported unchecked into these games, including
  areas on some levels where players may become inadvertently trapped, a
  program bug that creates nearly-intangible monsters, a bug that can allow a
  player character to become stuck partially inside solid objects when
  reloading saved games, and a bug in Doom II where the game can crash if a
  map-30 save-game file is reloaded.  In addition to the flaws ported from the
  PC games, the Xbox games may sometimes freeze or crash where the original PC
  games would not.  Cheat functions can be accidentally implemented during play
  (some common gameplay actions have button-use patterns that match certain
  cheat codes).  No controller customizing allowed.  No built-in ability to
  adjust sound effects volume or music volume.  No ability to independently
  scroll the Automap (the Automap display is always in "Follow mode").  No
  ability to select skill level for multiplayer games; Deathmatch and Co-Op
  games can only be played at skill 3 ("Hurt Me Plenty").  Items will not
  re-spawn in Deathmatch games.  Weapons are cyclic-access only (although
  weapon choices can be cycled in both directions).  Some enemy types are not
  in "fast" mode in games played at "Nightmare" skill.  A player cannot get a
  100% Kills or Secret score on Ultimate Doom map E4M1 ("HELL BENEATH"), due to
  a switch that was disabled when this map was ported from PC Ultimate Doom.
  No "Gamma Correction" feature or equivalent (however the first-person view
  tends to be brighter than in some other console versions).

o Miscellaneous: Ports by Vicarious Visions.  Xbox DVD format.  The Ultimate
  Doom game contains 37 map levels, 1 of which is not found in PC Ultimate
  Doom; The Doom II game contains 33 map levels, 1 of which is not found in PC
  Doom II: Hell on Earth.  Graphics resolution and quality are virtually
  identical to the original PC games.  In "split screen" mode, the individual
  player screens retain the aspect ratio of a full-sized screen; As such, the
  first-person views do not expand to fill all available space on the display
  device for 2- or 3-player games.  All Episodes of the Ultimate Doom game use
  only one sky/background texture for each map (versus a variety of backgrounds
  in the PC game).  Music tracks in both games play at a slightly different
  rate than the equivalent tracks in the original PC games.  When cycling
  through weapons in Doom II, the double-barrelled "Super Shotgun" weapon slot
  is located between the chain saw and fist (in PC Doom II games, both shotgun
  types share a weapon slot between the pistol and chaingun).  Player can
  select the fist weapon at any time, whether or not a chain saw or Berserk
  Pack has been acquired.  In the first 3 Episodes of the Ultimate Doom game,
  Phobos/Deimos/Hell landscapes are used as the background for the tally
  screens between map levels, showing the player's progress through the various
  stages of each Episode (this art is omitted from some other non-computer Doom
  versions).  Some sound effects in both games are "pitch shifted" at random,
  which adds some variety to game sounds (this is a feature found in the
  earliest PC Doom releases, but later abandoned).  Cheat codes are allowed in
  games played at "Nightmare" skill.  The bonus maps in these games originally
  appeared earlier as third-party WAD files for the PC games.

o PC Ultimate Doom and Xbox Ultimate Doom map level comparison:

  PC ULTIMATE DOOM MAPS        | XBOX ULTIMATE DOOM MAPS
  -----------------------------|------------------------------
  MAP  : MAP NAME(S)           | MAP   : MAP NAME(S)
  -----:-----------------------|-------:----------------------
  E1M1.:.HANGAR................|.E1M1..:.HANGAR...............
  E1M2.:.NUCLEAR PLANT.........|.E1M2..:.NUCLEAR PLANT........
  E1M3.:.TOXIN REFINERY........|.E1M3..:.TOXIN REFINERY.......
  E1M4.:.COMMAND CONTROL.......|.E1M4..:.COMMAND CONTROL......
  E1M5.:.PHOBOS LAB............|.E1M5..:.PHOBOS LAB...........
  E1M6.:.CENTRAL PROCESSING....|.E1M6..:.CENTRAL PROCESSING...
  E1M7.:.COMPUTER STATION......|.E1M7..:.COMPUTER STATION.....
  E1M8.:.PHOBOS ANOMALY........|.E1M8..:.PHOBOS ANOMALY.......
  E1M9.:.MILITARY BASE.........|.E1M9..:.MILITARY BASE........
  -----:-----------------------|-------:----------------------
  E2M1.:.DEIMOS ANOMALY........|.E2M1..:.DEIMOS ANOMALY.......
  E2M2.:.CONTAINMENT AREA......|.E2M2..:.CONTAINMENT AREA.....
  E2M3.:.REFINERY..............|.E2M3..:.REFINERY.............
  E2M4.:.DEIMOS LAB............|.E2M4..:.DEIMOS LAB...........
  E2M5.:.COMMAND CENTER........|.E2M5..:.COMMAND CENTER.......
  E2M6.:.HALLS OF THE DAMNED...|.E2M6..:.HALLS OF THE DAMNED..
  E2M7.:.SPAWNING VATS.........|.E2M7..:.SPAWNING VATS........
  E2M8.:.TOWER OF BABEL........|.E2M8..:.TOWER OF BABEL.......
  E2M9.:.FORTRESS OF MYSTERY...|.E2M9..:.FORTRESS OF MYSTERY..
  -----:-----------------------|-------:----------------------
  E3M1.:.HELL KEEP.............|.E3M1..:.HELL KEEP............
  E3M2.:.SLOUGH OF DESPAIR.....|.E3M2..:.SLOUGH OF DESPAIR....
  E3M3.:.PANDEMONIUM...........|.E3M3..:.PANDEMONIUM..........
  E3M4.:.HOUSE OF PAIN.........|.E3M4..:.HOUSE OF PAIN........
  E3M5.:.UNHOLY CATHEDRAL......|.E3M5..:.UNHOLY CATHEDRAL.....
  E3M6.:.MT. EREBUS............|.E3M6..:.MT. EREBUS...........
  E3M7.:.GATE TO LIMBO/LIMBO...|.E3M7..:.GATE TO LIMBO/LIMBO..
  E3M8.:.DIS...................|.E3M8..:.DIS..................
  E3M9.:.WARRENS...............|.E3M9..:.WARRENS..............
  -----:-----------------------|-------:----------------------
  E4M1.:.HELL BENEATH..........|.E4M1..:.HELL BENEATH.........
  E4M2.:.PERFECT HATRED........|.E4M2..:.PERFECT HATRED.......
  E4M3.:.SEVER THE WICKED......|.E4M3..:.SEVER THE WICKED.....
  E4M4.:.UNRULY EVIL...........|.E4M4..:.UNRULY EVIL..........
  E4M5.:.THEY WILL REPENT......|.E4M5..:.THEY WILL REPENT.....
  E4M6.:.AGAINST THEE WICKEDLY.|.E4M6..:.AGAINST THEE WICKEDLY
  E4M7.:.AND HELL FOLLOWED.....|.E4M7..:.AND HELL FOLLOWED....
  E4M8.:.UNTO THE CRUEL........|.E4M8..:.UNTO THE CRUEL.......
  E4M9.:.FEAR..................|.E4M9..:.FEAR.................
  -----:-----------------------|-------:----------------------
  .....:.......................|.E1M10.:.SEWERS...............
  -----------------------------------------------------------------------------
  Notes: In both games, the Episode 3 Mission 7 map is referred to as "GATE TO
  LIMBO" in the tally screens, and "LIMBO" in the Automap.

o PC Doom II (Doom 2: Hell on Earth) and Xbox Doom II map level comparison:

  PC DOOM II MAPS           | XBOX DOOM II MAPS
  --------------------------|--------------------------
  MAP : MAP NAME(S)         | MAP : MAP NAME(S)
  ----:---------------------|-----:--------------------
  ..1.:.ENTRYWAY............|..1..:.ENTRYWAY...........
  ..2.:.UNDERHALLS..........|..2..:.UNDERHALLS.........
  ..3.:.THE GANTLET.........|..3..:.THE GANTLET........
  ..4.:.THE FOCUS...........|..4..:.THE FOCUS..........
  ..5.:.THE WASTE TUNNELS...|..5..:.THE WASTE TUNNELS..
  ..6.:.THE CRUSHER.........|..6..:.THE CRUSHER........
  ..7.:.DEAD SIMPLE.........|..7..:.DEAD SIMPLE........
  ..8.:.TRICKS AND TRAPS....|..8..:.TRICKS AND TRAPS...
  ..9.:.THE PIT.............|..9..:.THE PIT............
  .10.:.REFUELING BASE......|.10..:.REFUELING BASE.....
  .11.:.CIRCLE OF DEATH.....|.11..:.CIRCLE OF DEATH....
  .12.:.THE FACTORY.........|.12..:.THE FACTORY........
  .13.:.DOWNTOWN............|.13..:.DOWNTOWN...........
  .14.:.THE INMOST DENS.....|.14..:.THE INMOST DENS....
  .15.:.INDUSTRIAL ZONE.....|.15..:.INDUSTRIAL ZONE....
  .16.:.SUBURBS.............|.16..:.SUBURBS............
  .17.:.TENEMENTS...........|.17..:.TENEMENTS..........
  .18.:.THE COURTYARD.......|.18..:.THE COURTYARD......
  .19.:.THE CITADEL.........|.19..:.THE CITADEL........
  .20.:.GOTCHA!.............|.20..:.GOTCHA!............
  .21.:.NIRVANA.............|.21..:.NIRVANA............
  .22.:.THE CATACOMBS.......|.22..:.THE CATACOMBS......
  .23.:.BARRELS O' FUN......|.23..:.BARRELS O' FUN.....
  .24.:.THE CHASM...........|.24..:.THE CHASM..........
  .25.:.BLOODFALLS..........|.25..:.BLOODFALLS.........
  .26.:.THE ABANDONED MINES.|.26..:.THE ABANDONED MINES
  .27.:.MONSTER CONDO.......|.27..:.MONSTER CONDO......
  .28.:.THE SPIRIT WORLD....|.28..:.THE SPIRIT WORLD...
  .29.:.THE LIVING END......|.29..:.THE LIVING END.....
  .30.:.ICON OF SIN.........|.30..:.ICON OF SIN........
  .31.:.WOLFENSTEIN.........|.31..:.WOLFENSTEIN........
  .32.:.GROSSE..............|.32..:.GROSSE.............
  ----:---------------------|-----:--------------------
  ....:.....................|.33..:.BETRAY.............
  -----------------------------------------------------------------------------
  Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
  screens, and "'O' OF DESTRUCTION!" in the Automap.

14. MICROSOFT XBOX 360 DOOM
===========================
o "Doom" for the Xbox 360 is available as a download through Xbox Live Arcade
  (a subcomponent of Xbox Live, an online service for Xbox and Xbox 360 game
  consoles).  The game is offered in 2 forms: "Free Trial", where players can
  try the game's first map for free, and "Full Game" (which currently costs a
  one-time payment of 400 Microsoft Points, about 5 US dollars).

o Although this Xbox 360 game is titled "Doom", the actual product is the
  4-Episode update/reissue of Doom, called "The Ultimate Doom".

o A "Premium" Microsoft Xbox 360, model MSK-XBOX360CONSOLE(B), equipped with
  one standard Xbox 360 wireless controller (model X809478-001), was used as
  the test system for the Xbox 360 Doom game described in this document.  For
  testing split-screen multiplayer games, additional identical controllers were
  added to the system.  For testing online multiplayer games, the console was
  connected through the Xbox Live service to an identical console.

o Pros: This Xbox 360 game is a nearly direct copy of PC Ultimate Doom v1.9,
  and so includes all of the original PC maps and monsters, and virtually all
  of the original art, textures, music, etc.  In general, this Xbox 360 game
  has fewer changes or omissions than all other console Doom/Doom II games,
  including the earlier Ultimate Doom port for Xbox (bundled with Xbox Doom 3
  games).  Graphics resolution for this game is higher than that of any other
  commercial Ultimate Doom game (including the original PC version), improving
  the sharpness and detail of sprites and textures at longer ranges.  Supports
  split-screen Deathmatch and Cooperative gameplay for 2 to 4 players, and
  full-screen Deathmatch/Cooperative games over Xbox Live.  Very fast gameplay
  and screen-refresh rate in both single-player and same-console multiplayer
  games.  Single-player games in progress may be saved at any point and
  restored later to the same point.  Saved games retain copious information
  (player location, health, weapon, ammo and armor status, live/dead status of
  all monsters on the map level, etc.).  Game supports 11 screen sizes (but
  does not allow the first-person view to be expanded to fill the entire
  screen).  Games played at "Nightmare" skill include re-spawning monsters (a
  feature otherwise found only in the PC and Xbox games, and Zodiac Doom II).
  As an Xbox Live product, online patches or upgrades may become available for
  this game at any time.  Game supports 10 save-game slots per storage device,
  and the storage device can be specified or changed when saving/loading games.

o Cons: Some infrequently-encountered flaws exist in the original commercial PC
  game which were ported unchecked into this game, including areas on some
  levels where players may become inadvertently trapped, and a program bug that
  can allow a player character to become stuck partially inside solid objects
  when reloading saved games.  In addition to the flaws ported from the PC
  game, this Xbox 360 game may sometimes freeze where the original PC game
  would not.  No controller customizing allowed.  No ability to independently
  scroll the Automap (the Automap display is always in "Follow mode").  Online
  multiplayer games are currently only available to paying members of Xbox Live
  Gold; the free/Silver membership does not support online play.  Deathmatch
  games are confined to single maps (exit switches/portals are deactivated).
  Weapons are cyclic-access only (although weapon choices can be cycled in both
  directions).  Some enemy types are not in "fast" mode in games played at
  "Nightmare" skill.  No "Gamma Correction" feature or equivalent (however the
  first-person view tends to be brighter than in some other console versions).

o Miscellaneous: Port by Nerve Software and Vicarious Visions.  Available as a
  download (about 23 megabytes) through the Xbox Live online service.  36 map
  levels, all of which are found in PC Ultimate Doom.  As with other Xbox Live
  titles, this game supports the "Achievements" system, which allows players to
  track various accomplishments in the game, for both themselves and other
  players of the game on Xbox Live.  In "split screen" mode, the individual
  player screens retain the aspect ratio of a full-sized screen; As such, the
  first-person views do not expand to fill all available space on the display
  device for 2- or 3-player games.  In Cooperative-mode games, whenever one
  player acquires a key, the same key appears in the inventory of all other
  players.  A player can select the fist weapon at any time, whether or not a
  chain saw or Berserk Pack has been acquired.  In the first 3 Episodes of the
  game, Phobos/Deimos/Hell landscapes are used as the background for the tally
  screens between map levels, showing the player's progress through the various
  stages of each Episode (this art is omitted from some other non-computer Doom
  versions).  Music tracks are remastered in 5.1 Surround Sound, and so sound
  marginally different than the equivalent tracks in the original PC game.
  Some sound effects in this game are "pitch shifted" at random, which adds
  some variety to game sounds (this is a feature found in the earliest PC Doom
  releases, but later abandoned).  No built-in cheat codes.

o PC Ultimate Doom and Xbox 360 Doom map level comparison:

  PC ULTIMATE DOOM MAPS        | XBOX 360 DOOM MAPS
  -----------------------------|-----------------------------
  MAP  : MAP NAME(S)           | MAP  : MAP NAME(S)
  -----:-----------------------|------:----------------------
  E1M1.:.HANGAR................|.E1M1.:.HANGAR...............
  E1M2.:.NUCLEAR PLANT.........|.E1M2.:.NUCLEAR PLANT........
  E1M3.:.TOXIN REFINERY........|.E1M3.:.TOXIN REFINERY.......
  E1M4.:.COMMAND CONTROL.......|.E1M4.:.COMMAND CONTROL......
  E1M5.:.PHOBOS LAB............|.E1M5.:.PHOBOS LAB...........
  E1M6.:.CENTRAL PROCESSING....|.E1M6.:.CENTRAL PROCESSING...
  E1M7.:.COMPUTER STATION......|.E1M7.:.COMPUTER STATION.....
  E1M8.:.PHOBOS ANOMALY........|.E1M8.:.PHOBOS ANOMALY.......
  E1M9.:.MILITARY BASE.........|.E1M9.:.MILITARY BASE........
  -----:-----------------------|------:----------------------
  E2M1.:.DEIMOS ANOMALY........|.E2M1.:.DEIMOS ANOMALY.......
  E2M2.:.CONTAINMENT AREA......|.E2M2.:.CONTAINMENT AREA.....
  E2M3.:.REFINERY..............|.E2M3.:.REFINERY.............
  E2M4.:.DEIMOS LAB............|.E2M4.:.DEIMOS LAB...........
  E2M5.:.COMMAND CENTER........|.E2M5.:.COMMAND CENTER.......
  E2M6.:.HALLS OF THE DAMNED...|.E2M6.:.HALLS OF THE DAMNED..
  E2M7.:.SPAWNING VATS.........|.E2M7.:.SPAWNING VATS........
  E2M8.:.TOWER OF BABEL........|.E2M8.:.TOWER OF BABEL.......
  E2M9.:.FORTRESS OF MYSTERY...|.E2M9.:.FORTRESS OF MYSTERY..
  -----:-----------------------|------:----------------------
  E3M1.:.HELL KEEP.............|.E3M1.:.HELL KEEP............
  E3M2.:.SLOUGH OF DESPAIR.....|.E3M2.:.SLOUGH OF DESPAIR....
  E3M3.:.PANDEMONIUM...........|.E3M3.:.PANDEMONIUM..........
  E3M4.:.HOUSE OF PAIN.........|.E3M4.:.HOUSE OF PAIN........
  E3M5.:.UNHOLY CATHEDRAL......|.E3M5.:.UNHOLY CATHEDRAL.....
  E3M6.:.MT. EREBUS............|.E3M6.:.MT. EREBUS...........
  E3M7.:.GATE TO LIMBO/LIMBO...|.E3M7.:.GATE TO LIMBO/LIMBO..
  E3M8.:.DIS...................|.E3M8.:.DIS..................
  E3M9.:.WARRENS...............|.E3M9.:.WARRENS..............
  -----:-----------------------|------:----------------------
  E4M1.:.HELL BENEATH..........|.E4M1.:.HELL BENEATH.........
  E4M2.:.PERFECT HATRED........|.E4M2.:.PERFECT HATRED.......
  E4M3.:.SEVER THE WICKED......|.E4M3.:.SEVER THE WICKED.....
  E4M4.:.UNRULY EVIL...........|.E4M4.:.UNRULY EVIL..........
  E4M5.:.THEY WILL REPENT......|.E4M5.:.THEY WILL REPENT.....
  E4M6.:.AGAINST THEE WICKEDLY.|.E4M6.:.AGAINST THEE WICKEDLY
  E4M7.:.AND HELL FOLLOWED.....|.E4M7.:.AND HELL FOLLOWED....
  E4M8.:.UNTO THE CRUEL........|.E4M8.:.UNTO THE CRUEL.......
  E4M9.:.FEAR..................|.E4M9.:.FEAR.................
  -----------------------------------------------------------------------------
  Notes: In both games, the Episode 3 Mission 7 map is referred to as "GATE TO
  LIMBO" in the tally screens, and "LIMBO" in the Automap.

15. APPLE IPHONE/IPOD TOUCH DOOM
================================
o The terms "iPhone Doom", "iPod touch Doom", "iTouch Doom" and "iPod Doom" in
  this document all refer to the Doom (Classic) game for Apple iPhone and iPod
  touch devices.

o A third-generation 32GB Apple iPod touch ("iTouch"), model PC008LL, was used
  as the test device for the Apple iPhone/iTouch Doom game described in this
  document.  For testing multiplayer games this device was connected wirelessly
  to a second, identical iPod touch.

o Pros: This game is a close copy of PC Ultimate Doom v1.9, and so includes all
  of the original PC maps and monsters, and virtually all of the original art,
  textures, music, etc.  In general, this game has fewer changes or omissions
  than most other console/handheld Doom games.  Multiplayer ability, allowing
  2-4 player Deathmatch and Cooperative games via short-range wireless
  connection.  Extensive control customization allowed.  Comparatively smooth,
  high-resolution graphics produced through dynamic antialiasing.  The
  "pixelation" effect (a drop in graphics resolution seen in other Doom games
  as the player character approaches a surface or object) is notably reduced
  here.  Very good gameplay and screen-refresh rate.  A game in progress may be
  saved at any point (but only a single save-game slot is available) and then
  restored later to the same point.  Saved games retain copious information
  (player location, health, weapon, ammo and armor status, live/dead status of
  all monsters on the map level, etc.).  During a game in progress, weapons are
  direct-access (after a single tap on the touchscreen to bring up a weapons
  menu).  Built-in ability to listen to alternative audio on the device (music
  files, etc.) while playing the game.  In the status bar, current ammo levels
  and ammo limits are always displayed for all weapons (in some console Doom
  games, only the currently selected weapon has an ammo level displayed).  On
  the Automap screen, zooming and scrolling functions are very quick and
  responsive.  Widest number and variety of built-in cheat codes among all
  commercial classic Doom games.

o Cons: Some infrequently-encountered flaws exist in the original commercial PC
  Doom/Ultimate Doom game which were ported unchecked into this game, including
  areas on some levels where players may become inadvertently trapped.  No
  documentation, background story, or gameplay information is included with the
  download.  Because the touchscreen itself is used as a control interface,
  some part of the first-person view is always obscured during active gameplay.
  Only one save-game slot is available, and this slot is automatically used
  whenever a player moves between map levels, overwriting any manually-saved
  game.  No ability to play in Automap mode (gameplay is always paused while
  the Automap screen is displayed).  App file size is 77MB, which is much
  larger than the equivalent PC software.  When running, the game will override
  the device's optional "Auto-Lock" and "Passcode Lock" settings, which put the
  device in a sleep/password-protected mode if it is unattended for a specified
  amount of time.

o Miscellaneous: Port by John Carmack and the PrBoom project team.  Available
  as a 77MB downloadable application (or "App") via Apple Inc.'s iTunes/App
  Store.  36 map levels, all of which are found in PC Ultimate Doom.  Unlike
  most other commercial Doom games, a player may choose any map to start a new
  game on.  This game keeps a running tally of certain player achievements per
  map, including whether or not the player played that map, got a 100% Kills or
  Secrets score, and/or beat that map's Par Time.  No "Nightmare" skill level.
  Automap screen provides more color-coded information than the original PC
  games, including specific color designation for key-locked doors, secret
  areas, and differentiation for object types when using Automap cheat codes.
  In this game, "blurred" objects are translucent and faded, but otherwise
  maintain their normal colors and surface features (in the PC games, "blurred"
  objects, when visible, are a translucent gray, with a flat, flowing/scrambled
  surface).  A player can select the fist weapon at any time, whether or not a
  chain saw or Berserk Pack has been acquired.  In the first 3 Episodes of the
  game, Phobos/Deimos/Hell landscapes are used as the background for the tally
  screens between map levels, showing the player's progress through the various
  stages of each Episode (this art is omitted from some other non-computer Doom
  versions).  Some sound effects in this game are "pitch shifted" at random,
  which adds some variety to game sounds (this is a feature found in the
  earliest PC Doom releases, but later abandoned).  An option has been added to
  allow a player killed in single-player mode to restart on the map with some
  additional ordnance.  Unlike some other Doom games, a player cannot switch to
  any weapon in the inventory that has zero ammo.

o PC Ultimate Doom and Apple iPhone/iTouch Doom map level comparison:

  PC ULTIMATE DOOM MAPS        | APPLE IPHONE/IPOD TOUCH DOOM
  -----------------------------|-----------------------------
  MAP  : MAP NAME(S)           | MAP  : MAP NAME(S)
  -----:-----------------------|------:----------------------
  E1M1.:.HANGAR................|.E1M1.:.HANGAR...............
  E1M2.:.NUCLEAR PLANT.........|.E1M2.:.NUCLEAR PLANT........
  E1M3.:.TOXIN REFINERY........|.E1M3.:.TOXIN REFINERY.......
  E1M4.:.COMMAND CONTROL.......|.E1M4.:.COMMAND CONTROL......
  E1M5.:.PHOBOS LAB............|.E1M5.:.PHOBOS LAB...........
  E1M6.:.CENTRAL PROCESSING....|.E1M6.:.CENTRAL PROCESSING...
  E1M7.:.COMPUTER STATION......|.E1M7.:.COMPUTER STATION.....
  E1M8.:.PHOBOS ANOMALY........|.E1M8.:.PHOBOS ANOMALY.......
  E1M9.:.MILITARY BASE.........|.E1M9.:.MILITARY BASE........
  -----:-----------------------|------:----------------------
  E2M1.:.DEIMOS ANOMALY........|.E2M1.:.DEIMOS ANOMALY.......
  E2M2.:.CONTAINMENT AREA......|.E2M2.:.CONTAINMENT AREA.....
  E2M3.:.REFINERY..............|.E2M3.:.REFINERY.............
  E2M4.:.DEIMOS LAB............|.E2M4.:.DEIMOS LAB...........
  E2M5.:.COMMAND CENTER........|.E2M5.:.COMMAND CENTER.......
  E2M6.:.HALLS OF THE DAMNED...|.E2M6.:.HALLS OF THE DAMNED..
  E2M7.:.SPAWNING VATS.........|.E2M7.:.SPAWNING VATS........
  E2M8.:.TOWER OF BABEL........|.E2M8.:.TOWER OF BABEL.......
  E2M9.:.FORTRESS OF MYSTERY...|.E2M9.:.FORTRESS OF MYSTERY..
  -----:-----------------------|------:----------------------
  E3M1.:.HELL KEEP.............|.E3M1.:.HELL KEEP............
  E3M2.:.SLOUGH OF DESPAIR.....|.E3M2.:.SLOUGH OF DESPAIR....
  E3M3.:.PANDEMONIUM...........|.E3M3.:.PANDEMONIUM..........
  E3M4.:.HOUSE OF PAIN.........|.E3M4.:.HOUSE OF PAIN........
  E3M5.:.UNHOLY CATHEDRAL......|.E3M5.:.UNHOLY CATHEDRAL.....
  E3M6.:.MT. EREBUS............|.E3M6.:.MT. EREBUS...........
  E3M7.:.GATE TO LIMBO/LIMBO...|.E3M7.:.GATE TO LIMBO/LIMBO..
  E3M8.:.DIS...................|.E3M8.:.DIS..................
  E3M9.:.WARRENS...............|.E3M9.:.WARRENS..............
  -----:-----------------------|------:----------------------
  E4M1.:.HELL BENEATH..........|.E4M1.:.HELL BENEATH.........
  E4M2.:.PERFECT HATRED........|.E4M2.:.PERFECT HATRED.......
  E4M3.:.SEVER THE WICKED......|.E4M3.:.SEVER THE WICKED.....
  E4M4.:.UNRULY EVIL...........|.E4M4.:.UNRULY EVIL..........
  E4M5.:.THEY WILL REPENT......|.E4M5.:.THEY WILL REPENT.....
  E4M6.:.AGAINST THEE WICKEDLY.|.E4M6.:.AGAINST THEE WICKEDLY
  E4M7.:.AND HELL FOLLOWED.....|.E4M7.:.AND HELL FOLLOWED....
  E4M8.:.UNTO THE CRUEL........|.E4M8.:.UNTO THE CRUEL.......
  E4M9.:.FEAR..................|.E4M9.:.FEAR.................
  -----------------------------------------------------------------------------
  Notes: In both games, the Episode 3 Mission 7 map is referred to as "GATE TO
  LIMBO" in the tally screens, and "LIMBO" in the Automap.

16. GAME VERSION COMPARISON TABLES
==================================
o This section provides quick-reference tables comparing the basic elements of
  Doom 1, Ultimate Doom and Doom II games, basic map equivalency in Doom 1,
  Ultimate Doom and Doom II games, and a comparison of cheat codes available.

o Basic game elements of Doom 1 games, quick-reference table:

                     |      | Atari  |      |      | Sega |
                     | PC   | Jaguar | 3DO  | SNES | 32X  | GBA
  Elements/features  | Doom | Doom   | Doom | Doom | Doom | Doom
  -------------------|------|--------|------|------|------|-----
  Maps, grand total..|.27...|.24.....|.24...|.22...|.17...|.32..
  PC Doom maps.......|.27...|.22.....|.22...|.22...|.17...|.22..
  Accuracy of copies.|.N/A..|.Fair...|.Fair.|.High.|.Fair.|.Fair
  Jaguar mapset used.|.No...|.Yes....|.Yes..|.No...|.Part.|.Yes.
  "Secret" maps......|..3...|..1.....|..1...|..3...|..1...|..1..
  Other/bonus maps...|..0...|..0.....|..0...|..0...|..0...|..8..
  Non-PC game maps...|.Load.|..2.....|..2...|..0...|..0...|.10..
  Total Episodes.....|..3...|..1.....|..1...|..3...|..1...|..3..
  Total skill levels.|..5...|..5.....|..5...|..5...|..5...|..4..
  Maximum players....|..4...|..2.....|..1...|..2...|..1...|..4..
  Cooperative mode...|.Yes..|.Yes....|.No...|.No...|.No...|.Yes.
  Deathmatch/DM mode.|.Yes..|.Yes....|.No...|.Yes..|.No...|.Yes.
  DM Items re-spawn..|.Opt..|.Yes....|.N/A..|.No...|.N/A..|.Yes.
  PC monster types...|.10...|..7.....|..8...|..9...|..7...|..7..
  Non-PC types.......|.Load.|..0.....|..0...|..0...|..0...|..0..
  Spectre-Demon......|.Yes..|.No.....|.Yes..|.No...|.No...|.No..
  Cyberdemon.........|.Yes..|.No.....|.No...|.Yes..|.No...|.No..
  Spider Mastermind..|.Yes..|.No.....|.No...|.Yes..|.No...|.No..
  Monsters may fight.|.Yes..|.Yes....|.Yes..|.No...|.No...|.Yes.
  Monsters teleport..|.Yes..|.No.....|.No...|.Yes..|.No...|.No..
  Crushing ceilings..|.Yes..|.No.....|.No...|.Yes..|.No...|.No..
  Walls block blasts.|.Yes..|.No.....|.No...|.Yes..|.No...|.No..
  Overall game speed.|.High.|.Good...|.Poor.|.Fair.|.Good.|.Good
  Monster speeds.....|.Good.|.Good...|.Poor.|.Fair.|.Good.|.Good
  Screen refresh.....|.High.|.Good...|.Poor.|.Fair.|.Good.|.Good
  Graphics quality...|.Good.|.Good...|.Good.|.Fair.|.Good.|.Fair
  Live-monster sides.|..8...|..8.....|..8...|..1...|..1...|..8..
  Screen/view sizes..|..9...|..1.....|..6...|..1...|..1...|..1..
  Unused screen area.|.Opt..|.None...|.Some.|.Some.|.Some.|.None
  All arms in status.|.Yes..|.Yes....|.Yes..|.No...|.Yes..|.No..
  All ammo in status.|.Yes..|.No.....|.No...|.No...|.No...|.Yes.
  Weapons for player.|..8...|..8.....|..8...|..8...|..8...|..8..
  Direct-access arms.|.Yes..|.Yes....|.No...|.No...|.Opt..|.No..
  2-way weapon swap..|.N/A..|.N/A....|.Yes..|.No...|.Yes..|.Opt.
  Weapon cycle wraps.|.N/A..|.N/A....|.Yes..|.Yes..|.Yes..|.Yes.
  Can swap if Paused.|.No...|.No.....|.No...|.Yes..|.No...|.No..
  Customize controls.|.Yes..|.Yes....|.Yes..|.No...|.Yes..|.Yes.
  Music during game..|.Opt..|.No.....|.Opt..|.Opt..|.Opt..|.Opt.
  Music like PC game.|.N/A..|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  Sound FX like PC's.|.N/A..|.Most...|.Most.|.Some.|.Most.|.Most
  Blur Artifacts.....|.Yes..|.No.....|.Yes..|.Yes..|.No...|.No..
  Light amplifiers...|.Yes..|.No.....|.No...|.Yes..|.No...|.No..
  Potion/helmet adds.|..1%..|..2%....|..2%..|..1%..|..2%..|..2%.
  Got-Item messages..|.Opt..|.No.....|.No...|.Yes..|.No...|.Opt.
  Can save game data.|.Yes..|.Yes....|.Yes..|.No...|.No...|.Yes.
  Save during play...|.Opt..|.No.....|.No...|.N/A..|.N/A..|.No..
  Save upon map exit.|.No...|.Yes....|.Yes..|.N/A..|.N/A..|.Yes.
  Player data saved..|.Yes..|.No.....|.No...|.N/A..|.N/A..|.Yes.
  Data is saved in...|.File.|.Cart...|.3DO..|.N/A..|.N/A..|.Pak.
  Play time tallied..|.Yes..|.No.....|.No...|.Yes..|.No...|.Yes.
  PC-game story text.|.Yes..|.None...|.None.|.Most.|.None.|.Some
  Built-in cheats....|.Many.|.Few....|.Many.|.None.|.Few..|.Many
  -----------------------------------------------------------------------------
  Notes: "N/A" is "Not Applicable".  "PC Doom (all)" includes entries for Doom/
  Ultimate Doom.  PSX, Saturn, Xbox/360 and Apple games use Ultimate Doom maps.
  Unlike other console/handheld Doom games, Doom 64 is not a copy of a PC game.
  "Data" is any gameplay information that can be preserved outside of the game.
  Some features require special devices, controller adjustments or cheat codes.

o Basic game elements of Ultimate Doom games, quick-reference table:

                     | PC       | Sony | Sega   | Xbox     | Xbox | iPhone/
                     | Ultimate | PSX  | Saturn | Ultimate | 360  | iTouch
  Elements/features  | Doom     | Doom | Doom   | Doom     | Doom | Doom
  -------------------|----------|------|--------|----------|------|--------
  Maps, grand total..|.36.......|.59...|.59.....|.37.......|.36...|.36.....
  PC Ultimate maps...|.36.......|.28...|.28.....|.36.......|.36...|.36.....
  Accuracy of copies.|.N/A......|.Fair.|.Fair...|.High.....|.Best.|.Best...
  Jaguar mapset used.|.No.......|.Yes..|.Yes....|.No.......|.No...|.No.....
  PC Doom II maps....|..0.......|.23...|.23.....|..0.......|..0...|..0.....
  "Secret" maps......|..4.......|..5...|..5.....|..4.......|..4...|..4.....
  Other/bonus maps...|..0.......|..0...|..0.....|..1.......|..0...|..0.....
  Non-PC game maps...|.Load.....|..8...|..8.....|..1.......|..0...|..0.....
  Total Episodes.....|..4.......|..2...|..2.....|..4.......|..4...|..4.....
  Total skill levels.|..5.......|..4...|..4.....|..5.......|..5...|..4.....
  Maximum players....|..4.......|..2...|..1.....|..4.......|..4...|..4.....
  Cooperative mode...|.Yes......|.Yes..|.No.....|.Yes......|.Yes..|.Yes....
  Deathmatch/DM mode.|.Yes......|.Yes..|.No.....|.Yes......|.Yes..|.Yes....
  DM Items re-spawn..|.Opt......|.Yes..|.N/A....|.No.......|.Yes..|.Yes....
  Types of monsters..|.10.......|.17...|.17.....|.10.......|.10...|.10.....
  PC monster types...|.10.......|.10...|.10.....|.10.......|.10...|.10.....
  Doom II-only types.|..0.......|..6...|..6.....|..0.......|..0...|..0.....
  Non-PC types.......|.Load.....|..1...|..1.....|..0.......|..0...|..0.....
  Spectre-Demon......|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  Cyberdemon.........|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  Spider Mastermind..|.Yes......|.Rare.|.Rare...|.Yes......|.Yes..|.Yes....
  Monsters may fight.|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  Crushing ceilings..|.Yes......|.Rare.|.Rare...|.Yes......|.Yes..|.Yes....
  Walls block blasts.|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  Overall game speed.|.High.....|.Good.|.Fair...|.High.....|.High.|.High...
  Monster speeds.....|.Good.....|.Fair.|.Poor...|.Good.....|.Good.|.Good...
  Screen refresh.....|.High.....|.Good.|.Poor...|.High.....|.High.|.High...
  Graphics quality...|.Good.....|.Good.|.Good...|.Good.....|.High.|.High...
  Live-monster sides.|..8.......|..8...|..8.....|..8.......|..8...|..8.....
  Screen/view sizes..|..9.......|..1...|..1.....|..9.......|.11...|..1.....
  Unused screen area.|.Opt......|.None.|.None...|.Opt......|.Opt..|.None...
  All arms in status.|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  All ammo in status.|.Yes......|.No...|.No.....|.Yes......|.Yes..|.Yes....
  Weapons for player.|..8.......|..9...|..9.....|..8.......|..8...|..8.....
  Direct-access arms.|.Yes......|.No...|.No.....|.No.......|.No...|.Yes....
  2-way weapon swap..|.N/A......|.Yes..|.No.....|.Yes......|.Yes..|.N/A....
  Weapon cycle wraps.|.N/A......|.No...|.Yes....|.Yes......|.Yes..|.N/A....
  Can swap if Paused.|.No.......|.Yes..|.No.....|.No.......|.No...|.No.....
  Customize controls.|.Yes......|.Yes..|.Yes....|.No.......|.No...|.Yes....
  Music during game..|.Opt......|.Opt..|.Opt....|.Yes......|.Opt..|.Opt....
  Music like PC game.|.N/A......|.No...|.No.....|.Yes......|.Yes..|.Yes....
  Sound FX like PC's.|.N/A......|.Some.|.Some...|.Yes......|.Yes..|.Yes....
  Blur Artifacts.....|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  Light amplifiers...|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  Potion/helmet adds.|..1%......|..2%..|..2%....|..1%......|..1%..|..1%....
  Got-Item messages..|.Opt......|.Yes..|.Yes....|.Yes......|.Yes..|.Opt....
  Can save game data.|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  Save during play...|.Opt......|.No...|.No.....|.Opt......|.Opt..|.Opt....
  Save upon map exit.|.No.......|.Yes..|.Yes....|.No.......|.No...|.Yes....
  Player data saved..|.Yes......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  Data is saved in...|.File.....|.Code.|.Code...|.File.....|.File.|.File...
  Play time tallied..|.Yes......|.No...|.No.....|.Yes......|.Yes..|.Yes....
  PC-game story text.|.Yes......|.Some.|.Some...|.Yes......|.Yes..|.Yes....
  Built-in cheats....|.Many.....|.Many.|.Many...|.Many.....|.None.|.Many...
  -----------------------------------------------------------------------------
  Notes: "N/A" is "Not Applicable".  "PC Doom (all)" includes entries for Doom/
  Ultimate Doom.  PSX, Saturn, Xbox/360 and Apple games use Ultimate Doom maps.
  Unlike other console/handheld Doom games, Doom 64 is not a copy of a PC game.
  "Data" is any gameplay information that can be preserved outside of the game.
  Some features require special devices, controller adjustments or cheat codes.

o Basic game elements of Doom II games, quick-reference table:

                     | PC   | Sony | Sega   | N64  | GBA  | Tapwave | Xbox
                     | Doom | PSX  | Saturn | Doom | Doom | Zodiac  | Doom
  Elements/features  | II   | Doom | Doom   | 64   | II   | Doom II | II
  -------------------|------|------|--------|------|------|---------|-----
  Maps, grand total..|.32...|.59...|.59.....|.32...|.34...|.32......|.33..
  PC Doom II maps....|.32...|.23...|.23.....|..0...|.30+4.|.32......|.32..
  Accuracy of copies.|.N/A..|.Good.|.Good...|.N/A..|.Good.|.High....|.High
  PC Ultimate maps...|..0...|.28...|.28.....|..0...|..0...|..0......|..0..
  "Secret" maps......|..2...|..5...|..5.....|..4...|..2...|..2......|..2..
  Other/bonus maps...|..0...|..0...|..0.....|..3...|..0...|..0......|..1..
  Non-PC game maps...|.Load.|..8...|..8.....|.32...|..0...|..0......|..1..
  Total Episodes.....|..1...|..2...|..2.....|..1...|..1...|..1......|..1..
  Total skill levels.|..5...|..4...|..4.....|..4...|..4...|..5......|..5..
  Maximum players....|..4...|..2...|..1.....|..1...|..4...|..1......|..4..
  Cooperative mode...|.Yes..|.Yes..|.No.....|.No...|.Yes..|.No......|.Yes.
  Deathmatch/DM mode.|.Yes..|.Yes..|.No.....|.No...|.Yes..|.No......|.Yes.
  DM Items re-spawn..|.Opt..|.Yes..|.N/A....|.N/A..|.Yes..|.N/A.....|.No..
  Types of monsters..|.20...|.17...|.17.....|.15...|.20...|.20......|.20..
  PC Ultimate types..|.10...|.10...|.10.....|..9...|.10...|.10......|.10..
  Doom II-only types.|.10...|..6...|..6.....|..4...|.10...|.10......|.10..
  Non-PC types.......|.Load.|..1...|..1.....|..2...|..0...|..0......|..0..
  Arch-Vile..........|.Yes..|.No...|.No.....|.No...|.Yes..|.Yes.....|.Yes.
  "Baphomet" entity..|.Yes..|.No...|.No.....|.No...|.Yes..|.Yes.....|.Yes.
  Heavy Weapon Dude..|.Yes..|.Yes..|.Yes....|.No...|.Yes..|.Yes.....|.Yes.
  Revenant...........|.Yes..|.Yes..|.Yes....|.No...|.Yes..|.Yes.....|.Yes.
  Spider Mastermind..|.Yes..|.Rare.|.Rare...|.No...|.Yes..|.Yes.....|.Yes.
  "SS Officer" enemy.|.Yes..|.No...|.No.....|.No...|.Yes..|.Yes.....|.Yes.
  Crushing ceilings..|.Yes..|.Rare.|.Rare...|.Yes..|.Yes..|.Yes.....|.Yes.
  Overall game speed.|.High.|.Good.|.Fair...|.High.|.Good.|.High....|.High
  Monster speeds.....|.Good.|.Fair.|.Poor...|.Good.|.Good.|.Good....|.Good
  Screen refresh.....|.High.|.Good.|.Poor...|.High.|.Good.|.High....|.High
  Graphics quality...|.Good.|.Good.|.Good...|.High.|.Fair.|.Good....|.Good
  Screen/view sizes..|..9...|..1...|..1.....|..1...|..1...|..9......|..9..
  Unused screen area.|.Opt..|.None.|.None...|.None.|.None.|.Opt.....|.Opt.
  All arms in status.|.Yes..|.Yes..|.Yes....|.No...|.Yes..|.Yes.....|.Yes.
  All ammo in status.|.Yes..|.No...|.No.....|.No...|.Yes..|.No......|.Yes.
  Weapons for player.|..9...|..9...|..9.....|.10...|..9...|..9......|..9..
  Direct-access arms.|.Yes..|.No...|.No.....|.No...|.No...|.No......|.No..
  2-way weapon swap..|.N/A..|.Yes..|.No.....|.Yes..|.Opt..|.No......|.Yes.
  Weapon cycle wraps.|.N/A..|.No...|.Yes....|.No...|.Yes..|.Yes.....|.Yes.
  Can swap if Paused.|.No...|.Yes..|.No.....|.No...|.No...|.No......|.No..
  Customize controls.|.Yes..|.Yes..|.Yes....|.Yes..|.Yes..|.Yes.....|.No..
  Music during game..|.Opt..|.Opt..|.Opt....|.Opt..|.Opt..|.Opt.....|.Yes.
  Music like PC game.|.N/A..|.No...|.No.....|.No...|.Yes..|.Yes.....|.Yes.
  Sound FX like PC's.|.N/A..|.Some.|.Some...|.Some.|.Most.|.Yes.....|.Yes.
  Potion/helmet adds.|..1%..|..2%..|..2%....|..2%..|..1%..|..1%.....|..1%.
  Got-Item messages..|.Opt..|.Yes..|.Yes....|.Opt..|.Opt..|.Opt.....|.Yes.
  Can save game data.|.Yes..|.Yes..|.Yes....|.Yes..|.Yes..|.Yes.....|.Yes.
  Save during play...|.Opt..|.No...|.No.....|.No...|.No...|.Opt.....|.Opt.
  Save upon map exit.|.No...|.Yes..|.Yes....|.Yes..|.Yes..|.No......|.No..
  Player data saved..|.Yes..|.Yes..|.Yes....|.Yes..|.Yes..|.Yes.....|.Yes.
  Data is saved in...|.File.|.Code.|.Code...|.Code.|.Pak..|.Memory..|.File
  Play time tallied..|.Yes..|.No...|.No.....|.Yes..|.Yes..|.Yes.....|.Yes.
  PC-game story text.|.Yes..|.Some.|.Some...|.None.|.All..|.All.....|.All.
  Built-in cheats....|.Many.|.Many.|.Many...|.Some.|.Many.|.Many....|.Many
  -----------------------------------------------------------------------------
  Notes: "N/A" is "Not Applicable".  Unlike other console/handheld Doom games,
  Doom 64 is not a copy of a PC game.
  GBA Doom II uses 2 separate "half-maps" for each of 2 copied PC Doom II maps.
  "Data" is any gameplay information that can be preserved outside of the game.

o Map level equivalency for Doom 1 games, quick-reference table:

  PC DOOM                    | ATARI  |      |      | SEGA |
  ---------------------------| JAGUAR | 3DO  | SNES | 32X  | GBA
  MAP  : MAP NAME(S)         | DOOM   | DOOM | DOOM | DOOM | DOOM
  -----:---------------------|--------|------|------|------|-----
  E1M1.:.HANGAR..............|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E1M2.:.NUCLEAR PLANT.......|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E1M3.:.TOXIN REFINERY......|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E1M4.:.COMMAND CONTROL.....|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E1M5.:.PHOBOS LAB..........|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E1M6.:.CENTRAL PROCESSING..|.Yes....|.Yes..|.No...|.Yes..|.Yes.
  E1M7.:.COMPUTER STATION....|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E1M8.:.PHOBOS ANOMALY......|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E1M9.:.MILITARY BASE.......|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  -----:---------------------|--------|------|------|------|-----
  E2M1.:.DEIMOS ANOMALY......|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E2M2.:.CONTAINMENT AREA....|.Yes....|.Yes..|.No...|.Yes..|.Yes.
  E2M3.:.REFINERY............|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E2M4.:.DEIMOS LAB..........|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E2M5.:.COMMAND CENTER......|.Yes....|.Yes..|.No...|.Yes..|.Yes.
  E2M6.:.HALLS OF THE DAMNED.|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  E2M7.:.SPAWNING VATS.......|.Yes....|.Yes..|.No...|.Yes..|.Yes.
  E2M8.:.TOWER OF BABEL......|.No.....|.No...|.Yes..|.No...|.No..
  E2M9.:.FORTRESS OF MYSTERY.|.Yes....|.Yes..|.Yes..|.Yes..|.Yes.
  -----:---------------------|--------|------|------|------|-----
  E3M1.:.HELL KEEP...........|.No.....|.No...|.Yes..|.No...|.No..
  E3M2.:.SLOUGH OF DESPAIR...|.No.....|.No...|.Yes..|.No...|.No..
  E3M3.:.PANDEMONIUM.........|.Yes....|.Yes..|.Yes..|.No...|.Yes.
  E3M4.:.HOUSE OF PAIN.......|.Yes....|.Yes..|.Yes..|.No...|.Yes.
  E3M5.:.UNHOLY CATHEDRAL....|.Yes....|.Yes..|.No...|.No...|.Yes.
  E3M6.:.MT. EREBUS..........|.Yes....|.Yes..|.Yes..|.No...|.Yes.
  E3M7.:.GATE TO LIMBO/LIMBO.|.Yes....|.Yes..|.Yes..|.No...|.Yes.
  E3M8.:.DIS.................|.No.....|.No...|.Yes..|.No...|.No..
  E3M9.:.WARRENS.............|.No.....|.No...|.Yes..|.No...|.No..
  -----------------------------------------------------------------------------
  Notes: Map equivalency is based on general map layouts, not map names.
  (Examples: The PSX "HELL KEEP" map is not considered a match for the PC "HELL
  KEEP" map, as the two map layouts are completely different; And although the
  Jaguar game has no map named "FORTRESS OF MYSTERY", the Jaguar's "DIS" map
  layout does match that of the PC "FORTRESS OF MYSTERY" map.)
  The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to as
  "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.

o Map level equivalency for Ultimate Doom games, quick-reference table:

  PC ULTIMATE DOOM MAPS        | SONY | SEGA   | XBOX     | XBOX | IPHONE/
  -----------------------------| PSX  | SATURN | ULTIMATE | 360  | ITOUCH
  MAP  : MAP NAME(S)           | DOOM | DOOM   | DOOM     | DOOM | DOOM
  -----:-----------------------|------|--------|----------|------|--------
  E1M1.:.HANGAR................|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E1M2.:.NUCLEAR PLANT.........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E1M3.:.TOXIN REFINERY........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E1M4.:.COMMAND CONTROL.......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E1M5.:.PHOBOS LAB............|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E1M6.:.CENTRAL PROCESSING....|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E1M7.:.COMPUTER STATION......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E1M8.:.PHOBOS ANOMALY........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E1M9.:.MILITARY BASE.........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  -----:-----------------------|------|--------|----------|------|--------
  E2M1.:.DEIMOS ANOMALY........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E2M2.:.CONTAINMENT AREA......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E2M3.:.REFINERY..............|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E2M4.:.DEIMOS LAB............|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E2M5.:.COMMAND CENTER........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E2M6.:.HALLS OF THE DAMNED...|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E2M7.:.SPAWNING VATS.........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E2M8.:.TOWER OF BABEL........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E2M9.:.FORTRESS OF MYSTERY...|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  -----:-----------------------|------|--------|----------|------|--------
  E3M1.:.HELL KEEP.............|.No...|.No.....|.Yes......|.Yes..|.Yes....
  E3M2.:.SLOUGH OF DESPAIR.....|.No...|.No.....|.Yes......|.Yes..|.Yes....
  E3M3.:.PANDEMONIUM...........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E3M4.:.HOUSE OF PAIN.........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E3M5.:.UNHOLY CATHEDRAL......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E3M6.:.MT. EREBUS............|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E3M7.:.GATE TO LIMBO/LIMBO...|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E3M8.:.DIS...................|.No...|.No.....|.Yes......|.Yes..|.Yes....
  E3M9.:.WARRENS...............|.No...|.No.....|.Yes......|.Yes..|.Yes....
  -----:-----------------------|------|--------|----------|------|--------
  E4M1.:.HELL BENEATH..........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E4M2.:.PERFECT HATRED........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E4M3.:.SEVER THE WICKED......|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E4M4.:.UNRULY EVIL...........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E4M5.:.THEY WILL REPENT......|.No...|.No.....|.Yes......|.Yes..|.Yes....
  E4M6.:.AGAINST THEE WICKEDLY.|.No...|.No.....|.Yes......|.Yes..|.Yes....
  E4M7.:.AND HELL FOLLOWED.....|.No...|.No.....|.Yes......|.Yes..|.Yes....
  E4M8.:.UNTO THE CRUEL........|.Yes..|.Yes....|.Yes......|.Yes..|.Yes....
  E4M9.:.FEAR..................|.No...|.No.....|.Yes......|.Yes..|.Yes....
  -----------------------------------------------------------------------------
  Notes: Map equivalency is based on general map layouts, not map names.
  (Examples: The PSX "HELL KEEP" map is not considered a match for the PC "HELL
  KEEP" map, as the two map layouts are completely different; And although the
  Jaguar game has no map named "FORTRESS OF MYSTERY", the Jaguar's "DIS" map
  layout does match that of the PC "FORTRESS OF MYSTERY" map.)
  The PC Doom/PC Ultimate Doom map in Episode 3 Mission 7 is referred to a
  "GATE TO LIMBO" in the tally screens, and "LIMBO" in the Automap.

o Map level equivalency for Doom II games/Episodes, quick-reference table:

  PC DOOM II MAPS           | SONY | SEGA   | GBA   | TAPWAVE | XBOX
  --------------------------| PSX  | SATURN | DOOM  | ZODIAC  | DOOM
  MAP : MAP NAME            | DOOM | DOOM   | II    | DOOM II | II
  ----:---------------------|------|--------|-------|---------|-----
  ..1.:.ENTRYWAY............|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  ..2.:.UNDERHALLS..........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  ..3.:.THE GANTLET.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  ..4.:.THE FOCUS...........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  ..5.:.THE WASTE TUNNELS...|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  ..6.:.THE CRUSHER.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  ..7.:.DEAD SIMPLE.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  ..8.:.TRICKS AND TRAPS....|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  ..9.:.THE PIT.............|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .10.:.REFUELING BASE......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .11.:.CIRCLE OF DEATH.....|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .12.:.THE FACTORY.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .13.:.DOWNTOWN............|.No...|.No.....|.Yes...|.Yes.....|.Yes.
  .14.:.THE INMOST DENS.....|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .15.:.INDUSTRIAL ZONE.....|.No...|.No.....|.Split.|.Yes.....|.Yes.
  .16.:.SUBURBS.............|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .17.:.TENEMENTS...........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .18.:.THE COURTYARD.......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .19.:.THE CITADEL.........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .20.:.GOTCHA!.............|.No...|.No.....|.Yes...|.Yes.....|.Yes.
  .21.:.NIRVANA.............|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .22.:.THE CATACOMBS.......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .23.:.BARRELS O' FUN......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .24.:.THE CHASM...........|.No...|.No.....|.Split.|.Yes.....|.Yes.
  .25.:.BLOODFALLS..........|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .26.:.THE ABANDONED MINES.|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .27.:.MONSTER CONDO.......|.Yes..|.Yes....|.Yes...|.Yes.....|.Yes.
  .28.:.THE SPIRIT WORLD....|.No...|.No.....|.Yes...|.Yes.....|.Yes.
  .29.:.THE LIVING END......|.No...|.No.....|.Yes...|.Yes.....|.Yes.
  .30.:.ICON OF SIN.........|.No...|.No.....|.Yes...|.Yes.....|.Yes.
  .31.:.WOLFENSTEIN.........|.No...|.No.....|.Yes...|.Yes.....|.Yes.
  .32.:.GROSSE..............|.No...|.No.....|.Yes...|.Yes.....|.Yes.
  -----------------------------------------------------------------------------
  Notes: Map equivalency is based on general map layouts, not map names.
  In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally
  screens, and "'O' OF DESTRUCTION!" in the Automap.
  In GBA Doom II, maps "INDUSTRIAL ZONE" and "THE CHASM" are each split into 2
  separate maps (parts "A" and "B").

o Cheat codes available, quick-reference table:

                                               | | |S| | | | | | | | |I
                                               | | |E| | | | | | | |X|P
                                               | | |G| | | | | | | |B|H
                                               |P|S|A| | | |S| | |Z|O|O
                                               |C|O| | | | |E| | |O|X|N
                                               | |N|S|N|J| |G| | |D| |E
                                               |D|Y|A|6|A| |A| |G|I|D|/
                                               |O| |T|4|G| | | |B|A|O|I
                                               |O|P|U| |U|3|3|G|A|C|O|P
                                               |M|S|R|D|A|D|2|B| | |M|O
                                               | |X|N|O|R|O|X|A|D|D| |D
                                               |G| | |O| | | | |O|O|G|
                                               |A|D|D|M|D|D|D|D|O|O|A|D
                                               |M|O|O| |O|O|O|O|M|M|M|O
                                               |E|O|O|6|O|O|O|O| | |E|O
  CHEAT CODE DESCRIPTION                       |S|M|M|4|M|M|M|M|2|2|S|M
  ---------------------------------------------|-|-|-|-|-|-|-|-|-|-|-|-
  Allow "high-res" mixing of sound effects.....|Y|.|.|.|.|.|.|.|.|.|.|.
  Destroy most/all monsters on the current map.|Y|.|.|.|.|.|.|.|.|.|.|Y
  Waiting monsters cannot detect quiet player..|Y|.|.|.|.|.|.|.|.|.|.|.
  Monster speed/activity is accelerated........|.|.|.|.|.|.|.|.|.|.|.|Y
  Player is "invincible" (no time limit).......|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y
  Get keys, weapons, backpack, ammo and armor..|.|.|.|.|.|.|.|.|Y|.|.|Y
  Get keys, weapons, ammo, armor; No backpack..|Y|Y|Y|.|Y|Y|Y|Y|.|Y|Y|Y
  Get weapons, ammo, armor; No keys or backpack|Y|.|.|.|.|.|.|.|.|Y|Y|Y
  Get weapons, ammo; No keys, backpack or armor|.|.|.|Y|.|.|.|.|.|.|.|.
  Get only keys (all keys).....................|.|.|.|.|.|.|.|.|.|.|.|Y
  Get only specified key.......................|.|.|.|.|.|.|.|.|.|.|.|Y
  Get only specified weapon....................|.|.|.|.|.|.|.|.|.|.|.|Y
  Get only specified ammo......................|.|.|.|.|.|.|.|.|.|.|.|Y
  Get only backpack............................|.|.|.|.|.|.|.|.|.|.|.|Y
  Warp to new map (during current game session)|Y|Y|Y|Y|Y|.|.|Y|.|Y|Y|Y
  Warp from current map to any map in the game.|Y|.|.|.|Y|.|.|.|.|Y|.|Y
  Player can walk through solid walls/objects..|Y|.|.|.|.|.|.|.|.|Y|.|Y
  X-ray vision (walls can become translucent)..|.|Y|.|.|.|.|.|.|.|.|.|.
  Set/reset health to 100% (no other effects)..|.|.|.|Y|.|.|.|.|.|.|.|.
  Set/reset health to 200%.....................|.|.|.|.|.|.|.|.|.|.|.|Y
  Get Berserk Pack.............................|Y|.|.|.|.|.|.|Y|Y|.|Y|Y
  Get Blur Artifact............................|Y|.|.|.|.|.|.|.|.|.|Y|Y
  Get chain saw (only).........................|Y|.|.|.|.|.|.|.|.|Y|Y|Y
  Get Invulnerability Artifact.................|Y|.|.|.|.|.|.|Y|Y|.|Y|Y
  Get light-amplification visors/goggles.......|Y|.|.|.|.|.|.|.|.|.|Y|Y
  Get radiation suit/shield....................|Y|.|.|.|.|.|.|Y|Y|.|Y|Y
  Get Computer Area Map/fill out Automap.......|Y|Y|Y|Y|.|Y|.|Y|Y|.|Y|Y
  Add object indicators to Automap.............|Y|Y|Y|Y|.|Y|.|.|.|.|.|Y
  Display current heading and coordinates......|Y|.|.|.|.|.|.|.|.|.|.|Y
  Change music being played on current map.....|Y|.|.|.|.|.|.|.|.|.|.|Y
  -----------------------------------------------------------------------------
  Notes: "PC DOOM GAMES" includes Doom 1, Ultimate Doom, Doom II, and Doom 95;
  "XBOX DOOM GAMES" includes Ultimate Doom, Doom II and Doom II Master Levels.
  SNES Doom has no built-in cheat codes, and so is not included here.
  The "sound mix" ("high-resolution mixing") code, the "mass kill" ("destroy
  all monsters") code, and the "quiet mode" ("monsters cannot detect quiet
  player") code in the PC-games category indicate PC games played with Doom 95.
  In PSX and Saturn Doom, the add-ammo code only adds keys if they can be used.
  In 3DO Doom, a player cannot warp to another map level during a game in
  progress; However, a cheat code is available that allows a player to start
  new games on any map except map 24.
  In PSX and Saturn Doom games, maps 55 through 59 cannot be warped to from any
  map.  In Doom 64 a player may only warp to maps 1 through 27, or warp to any
  current map to restart on it.  In GBA Doom a player can only warp to the next
  map from the current map, or warp 10 maps beyond the current map.  In the
  Xbox games secret/bonus maps are not accessible via the Warp/exit-level code.

17. GLOSSARY
============
o Quick-reference glossary for terms used in this document:

  ARCH-VILE: Fast, powerful monster, with ability to resurrect killed monsters.
  AREA: "Area" is sometimes used in this document as a synonym for "map level".
  ATTRACT MODE: Animation during any idle time before a player begins playing.
  BAPHOMET: Term for a special "Boss" entity found in many Doom II-based games.
  BLUR ARTIFACT: Object makes player temporarily "blurred" and/or translucent.
  CHEAT CODES: Commands allowing such things as permanent invulnerability, etc.
  CLASSIC DOOM: Generally, Doom, Doom II and related products preceding Doom 3.
  COMMANDER KEEN: Hero of Commander Keen games; A cameo in some Doom II games.
  COMPUTER AREA MAP ITEM: Adds any boundary data missing from player's Automap.
  CONSOLE: A large-format video-game system, typically used with a television.
  COOPERATIVE (also CO-OP): Like single-player mode, but with multiple players.
  CRUSHING CEILINGS: Ceiling areas which can drop, crushing players/monsters.
  CYBERDEMON: Giant, extremely tough minotaur-like monster; Rocket-firing arm.
  CYCLIC-ACCESS: Choosing a weapon by cycling through other available weapons.
  DEATHMATCH: Player-versus-player gameplay.  PC versions can include monsters.
  DEMO: Recorded gameplay.  Some Doom games replay demos during "Attract mode".
  DEMON: "Demon" (capital D) is a pink, muscular, hunched-over, biting monster.
  DIRECT-ACCESS: Choosing a weapon without cycling through any other weapons.
  DOOM (also DOOM 1/DOOM I): First Doom game; PC Doom has three 9-map Episodes.
  DOOM GAME/GAMES (used generally): Any/all "Doom" games (Doom, Doom II, etc.).
  DOOM II (DOOM 2: HELL ON EARTH): PC Doom 1 sequel with new monsters, 32 maps.
  DOOM II GAMES: Generally, Doom II and Doom II-based products like Final Doom.
  DOOM II MONSTERS: PC Doom II monsters that are not found in PC Ultimate Doom.
  DOOM 95: Windows 95-compatible loader and engine for older PC DOS Doom games.
  E#M#: Episode and Mission (Map) designator for map levels in some Doom games.
  EPISODE: A group of map levels.  Most games end after an Episode's last map.
  FRAG: The killing of one player by any player during any multiplayer game.
  GAMMA-CORRECTION: A brightness/contrast adjustment option in PC Doom games.
  GBA: Acronym used for Nintendo's portable "Game Boy Advance" gaming devices.
  HANDHELD: Small, self-contained game-oriented device, such as Nintendo's GBA.
  HEAVY WEAPON DUDE: Humanoid chaingunner in most Doom II-based games/Episodes.
  IPHONE: Smartphone by Apple, with form and functions similar to iPod touch.
  IPHONE/IPOD/ITOUCH DOOM: Alternate terms for Doom for iPhone and iPod touch.
  IPOD TOUCH (also ITOUCH): Handheld multimedia touch-screen device by Apple.
  JAGUAR MAPS/MAPSET: Jaguar Doom's 24 maps (22 edited PC maps, 2 non-PC maps).
  LIGHT-AMPLIFICATION VISORS: Temporarily boosts player's night-vision ability.
  MAC: Common abbreviation indicating Apple Macintosh computers or Doom games.
  MAP LEVEL/MAP: "Map level" is used to distinguish "level" from "skill level".
  MASTER LEVELS: PC: 21 Master Levels CD maps; Some used in PSX and Xbox games.
  MEGASPHERE: Beige sphere in some games which boosts health and armor to 200%.
  N64: "N64" is the common abbreviation used for the Nintendo 64 game console.
  NIGHTMARE SKILL LEVEL: Hardest skill level in many versions.  Specifics vary.
  OBJECT INDICATORS: On the Automap, triangular icons which represent "things".
  PAIN ELEMENTAL: A floating monster in some Doom games; Generates Lost Souls.
  PC: Usually refers to PC Doom games and the equivalent Macintosh Doom games.
  PORT: Translation of software used on one system to software used on another.
  POWER-UP: In general, any retrievable object that is beneficial to a player.
  PS: Prefix/acronym used generically for Sony PlayStation consoles or devices.
  PSX: An acronym commonly used for the original 1995 Sony PlayStation console.
  RE-SPAWN: Refers to regeneration of killed monsters, or replacement of items.
  REVENANT: Skeleton-like monster in some Doom games; Can fire homing missiles.
  SNES (also SUPER NES): Acronym for the "Super Nintendo Entertainment System".
  SOUL SPHERE: Blue sphere, adds up to 100% health.  Also called "Supercharge".
  SPECTRE: "Blurred" and/or translucent Demon (effect varies by game version).
  SPIDER MASTERMIND: Giant, very tough spider-monster, with built-in chaingun.
  SPIRIT ARMOR: "Spiritual Armor" (helmet-like item) can add 1% or 2% to armor.
  SS OFFICER: Enemy from "Wolfenstein 3D", and some maps in some Doom II games.
  STATUS BAR/STATUS: Refers to any information along the bottom of the screen.
  STORY TEXT: Story text displayed between separate Episodes and/or map levels.
  TALLY SCREEN: Shows kills, items and secrets attained in the last map level.
  (THE) ULTIMATE DOOM: Update/reissue of original Doom 1; includes extra maps.
  WARP/WARPING: Allows quick transfer to a new map level without using an Exit.
  XBOX 360 DOOM: Ultimate Doom for Xbox 360, downloadable via Xbox Live Arcade.
  XBOX DOOM: Shorthand term for Xbox Ultimate Doom (released with Xbox Doom 3).
  XBOX LIVE/XBOX LIVE ARCADE: Refers to online services for Xbox and Xbox 360.
  ZODIAC: Versatile, game-oriented Personal Digital Assistant, by Tapwave, Inc.
  ZOMBIEMAN: Rifle-toting zombie (also "Former Human"/"Former Human Soldier").

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