The cool thing is that there is an in game explanation that the demons are so different. The mother demon used the radiation and altered the demons because they failed before. She wanted to win and took the extra mile. But still lost.
I just want to know why the Doom64 demons are so CHONK. Did they give them bigger height/width (and thus hitboxes) to make it easier on console players?😊
I like how the loss of every other enemy cut due cartridge limitations is treated as a tragedy (even the Arch-vile), *except for the Spider Mastermind*
Probably because the Spider Mastermind only appears twice in DooM as Boss demons foe ep. 3 and 4, and every encounter in DooM II can be skipped. (Don't know about TNT or Plutonia)
If they had one of the larger cartridge sizes, imagine how much bigger the game would've been and how the other enemies would've looked! We would've had brand new enemies, too!
I saw one appear in the ceiling and float down facing the other way. It was weird it didnt even look like a monster just a shrunken head w/ gross rat hair
Due to the fact that the rockets fire from the cyberdemon’s launcher, they move downward a bit, meaning the splash damage is even more deadly since it can hit the floor even if you dodge the rocket.
Doom64 barrel is like in Doom 2 and feels no pain. Both of them have huge guts! I think that makes them infinitely tougher than the cyberdemon, too, if my math is right about their pain chances.
But the cyberdemon is huge which means it HAS HUGE GUTS RIP AND TEAR YOUR GUTS Idk if anyone has read the comics but some of those lines were great lol
It used the exact same sounds as the PS1 ports of the original dooms. The music is also creepier because it was the same composer as the PS1 ports also.
I will never forget the first time I tried to chainsaw a Doom 64 Pain Elemental and having it blow up in my face like a rocket. Combine that with double the Lost Soul spam and just thank whatever God you believe in that these are not in Plutonia.
This version of doom has to be my favorite. It has a much different atmosphere then the other dooms and the ambient music is very creepy too, especially those crying babies… God I love doom.
The random screams just get me laughing heavily. You certainly don’t overuse it and when it’s very faint, I have to replay to make sure I heard it correctly. “She will let out a blood curtling scream” **AAAaAaAaaAaaAAA!!**
Not sure if this is nostalgia speaking, but there is something with these old skool 3D models. Nice to look at, not overly detailed but just right, yet capturing the essence of the creature. Pleasing to the eye
Agreed. I forgot how clean these designs were. Granted that's probably because I only played it once, rented it for my Thanksgiving weekend after it came out and sadly the main day I played it... wasn't a good day lol. My ma bought a huge ass turkey but got like the cheapest dollar store tray to cook it in. There I was, off from school just living it up playing the shit out of Doom 64. Never owned a PC (wouldn't be till almost 2010 I got my first computer heh) so this was my first experience with Doom and it was awesome. She called me out to take the turkey from the oven since it was too heavy for her. I paused my game and went to do so, mind you I was wearing shorts at the time... this will be important in a second... . Now the tray it was cooking in was one of those large foil metal trays you normally see used... it was just paper think for it's size.... and when I grabbed the pan out of the oven (with oven mitts of course)... once the bottom of tray was not longer supported by the oven grate.... the bottom bulged under the weight and the side walls folded.... and boiling hot turkey gravy sprayed all over my bare legs.... Doom 64 was kinda the last thing on my mind from that moment on lol.
@@SimonBuchanNz Bwahahahahaha! Who new that cheap turkey trays were explosive barrels spiritual brothers. Needless to say my pain chance was 100% and my pain time was a whole lot longer then a few milliseconds lol
@@HermaphroGynandro Expansion Pak doesn't help with limitations of ROM size inside the cartridge. The Expansion Pak is a RAM upgrade for the N64 from 4mb to 8mb. This helps large, ambitious titles like Donkey Kong 64 and Perfect Dark to actually function well on the system. If the cartridge had been of larger size the game would've also probably been more expensive.
My guess on why Spectres have wider hit boxes than Pinkies is to give the player more leeway when fighting them. They’re invisible so you don’t have to be quite as accurate.
It's fantastic that you went to the trouble to sum all this up finally. Hopefully we can integrate this info into the Doom Wiki in a reasonable amount of time.
When decino does not upload for a long period of time he is most certainly working on another analysis video. And here we are! Can't wait to watch this. :)
I love these enemy and gun breakdown videos. I'd very much like to see a Doom 2016 breakdown in this manner, though I imagine that would be really difficult to capture footage for.
Not gonna happen. New Id Software doesn't publish source code anymore, and no one has attempted to reverse engineer it either. The times of John Carmack are definitely gone.
@@elimgarak3597 Doom 3 DID have its source code published, so maybe we could have an analysis video on that one, although Decino rarely seems interested in doing videos about 3.
@@SergeantLuke op said "Doom 2016" , not "Doom 3" (which was from a time when Carmack was still in charge), hence my comment. Both Carmack and Romero where heavily influenced by the hacker's ethic concept Steven Levy talked about in his book, "Heroes of the computer revolution", and sharing the source is part of that ethic. Seems like those values are lost in modern Id. A Doom 3 comparison would indeed make an interesting video anyways.
Doom64 is definitely a gem, I remember playing map 20 for first time and the music alongside more devilishly looking demons actually made me feel something akin to anxiety. Definitely leaving a like and a comment to boost stats, because I love this game and hope for more content with 64 as a subject.
I don't know who remembers Space Hulk: Vengeance of the Blood Angels on PS1/Saturn, but the demons in 64 always reminded me of the gene stealers in that game. Something about their claws, eyes and teeth make them look similar, which for me helped the 64's demons seem more terrifying. Thanks again truly for uploading more Doom 64 content btw, always good to see this game get love.
God I love the Arachnotron redesign, it looks so damn cool with its legs looking like knifes as well as its face being threatening instead of it looking like a ugly sponge.Awesome video dude, excited to see whats next for doom 64.
I always liked how the Doom 64 demons look, they look more menacing than their classic versions, too bad we didn't get the complete roster due to the memory limitation
People will bring up the cut D2 enemies but let's not forget the cut new ones: 2 headed dog, double Cybie and HR Giger lady. Also, have you ever thought of a video comparing classic D1/2 enemies to their 2016/Eternal counterpats?
The games are too different to make any logical comparisons unless you mean the looks of the enemies which is not really an interesting topic in my opinion.
hell knights and barons infighting was so handy - my biggest gripe with 64 is that they really do just swarm you with an absurd amount of the bull bois. after a while you get sick of seeing them.
Just wanted to say thank you for your content Decino. I find your videos to be incredibly cathartic. I've only been subscribed for a short time but you have become one of my top five favorite creators.
I remember this one model pack for gzdoom which "fixed" the problem from the other direction by making the firing animations line up with the (lack of) offsets. The Cyberdemon in particular looked ridiculous because they sort of crouched a little and held their rocket launcher at their crotch to fire.
I think a lot of the changes to monster stats and logic are inherited from the PSX version. Also, if I remember correctly, the code for the Nightmare Specter from the PSX is still in Doom 64, but there's no way to put them in levels because the map format doesn't support it.
If there was a way to make doom 64 maps with the marine enemies, there would probably be a lot of mods with plots about them and it would be cool in general to fight other ai marines especially as they have different firing modes. Although i imagine someone may have figured out a way, if so then i would love to see gameplay by them.
I've admittedly never played N64 DOOM (I had a Saturn...) and was curious if they fixed the Revenant height considering they've edited the values for all the other monsters... I guess they reduced it to zero.
Yes! I'm am so glad you made this video. I was literally going to ask if you could do more Doom 64 analysis videos. Like how the different weapons work, or where they got the textures and sounds. Similar to your Doom 1 and 2 analysis videos.
lets go a 20 minute analysis video great video as usual, the doom64 enemy sprites are awesome, kinda surprised how close their stats are to their DOOM II counterparts
@@SoundlessMound Ever since that rat bag got moved up, it's been quiet down here in the lower levels. All because he's "good for revenue" and "hasn't set anyone on fire recently" 90 deserved it.
Finding out about this version and the fact that it is a totally different game was like x-mas and thanksgiving at the same time! Fully in love with this game.
Nice! It's always good to see a notification from the Flying Dutchman of Doom. This series is by far the most comprehensive, yet accessible source of literally everything about the doom games.
I always loved how grim and evil D64 was visually, it really feels like Romero's action-horror vision of DOOM honed and perfected. And it suited the game, being a progression of DOOM II and Final DOOM, a beaten down and weary Doomguy versus what remains of Hell's armies - the Pain Elemental was a standout, looking cobbled together from whatever remains the Mother Demon could find, resulting in two grotesque mouths and a greasy mullet, which is deeply evil. I also liked the wobbly Mancubus, like they weren't designed to have the bandolier and backpack that they now need. As a kid I always imagined the Spider Mastermind leading almost a splinter faction of Hell that sought to use cybernetics over magic, and the events of the series have whittled it down so much that the Arachnotrons are all that's left, now folded in with the "pure" demons led by the Mother Demon and later the Resurrector. I did also imagine as a kid that the Unmaker was so evil that Doomguy preferred to stay in Hell as a gatekeeper than risk turning back home on Earth. A tragic ending for a guy who happened to be in the wrong place at the right time.
Loving all the Doom 64 analyses. I guess an arsenal comparison would be next somewhere down the line. On a side note, this got me wondering: would you consider allowing D64 maps for the next viewer submission(or any D64 WAD playthrough in the future)? I haven't had a chance to play any myself, but I'm curious what the community has managed to cook up for this game.
I am still forever convinced the Cacodemon and Pain Elemental were originally swapped sprites during development. Hence why the caco is brown with an orange eye with arms and the PE is a dark red with a green eye. As to why they were swapped? Who knows. Probably someone at Midway given a picture of both meatballs but confused which was which and only knew the PE was gonna spawn 2 lost souls. Dont know if its true, just what im convinced is true.
I doubt this one since both Romero oversaw Doom 64's development and the dev team being big fans of Doom who would constantly Deathmatch the id crew during Doom 2's development.
I don't think so, that's not how it works lol, it's not just a matter of changing the sprites, but that the animations stay with the behaviors of the enemy, besides that it doesn't make sense for the animations, the cacodemon when he looks dies in a similar way that in the original game and the elemental Pain keeps exploding.
Doom 64 does a decent job of substituting the enemies that don’t appear: No Chaingunners = Aracnotrons (i.e. “Wretched Vats”), Bloody Dart booby trap, Shotgunners No Revenants = Revenant Missile Booby Trap No Archvile = Pain Elemental’s explosive melee attack that hurts just as much
interesting to note, also, that it seems of the classic monsters, the arachnotron is the only one that kept a look similar to the doom 64 variant with the brain shape as well as it being built into the body rather than just on top of it.
I think it would be really cool to see modders try and create sprite sets to re-add demons that had to be cut for cartridge size, but, I dunno how feasible that is
When this game first came out, I remember it being about 30 dollars more expensive than the average game. Yet, still not enough memory to get some more frames of animation from the monsters they didn't cut. This would be my favorite Doom of all time if they had done just a bit more with it.
OH HECK YES!!! more Doom 64 analysis videos right about time for the halloween season with one of my favorite Childhood N64 games of all time. Great Video as always it was joy to learn new stuff with Doom 64.
1:14 - Homestly, I think for the shotgunner, a colour swap with the hair and elbow pads being grey and the shirt being green would have made it much easier to differentiate between the other zombieman
Doom 64 was my first N64 game and I played the ever loving crap out of it. Using passwords to start each level with 25 health and an empty pistol is a fun challenge. It's such a shame you can't enable fast monsters on consoles.
1:59 Good but i also maybe they didn't put him because of the hit scan attack who in higher difficulty is bs hit scan with high rate of fire is really cheap
Oh I got an idea for nightmare and fast monsters, if fast monsters are enabled, lost souls go turbo, just like pinkies, getting their doom 64 stats minus hp with a slower pain animation, luckily, you only have to deal with a pain elemental spawning one, also cyberdemon rockets also get their speed form doom 64 too.
The cool thing is that there is an in game explanation that the demons are so different. The mother demon used the radiation and altered the demons because they failed before. She wanted to win and took the extra mile. But still lost.
I love how the story puts it ... she "systematically altered the decaying, dead carnage". So metal.
I just want to know why the Doom64 demons are so CHONK. Did they give them bigger height/width (and thus hitboxes) to make it easier on console players?😊
@@AB0BA_69 Their graphics are also way bigger, everything just feels the same because the player is bigger too
I just came up with a similar theory while watching the video. Nice to see that they actually did give an explanation to it.
@@AB0BA_69 That radiation added a few tumor pounds.
No Revenants, no chaingunners, and no archviles?
Doom 64 is like an anti-Plutonia
Technically the Revenant got merged into a very annoying projectile wall
And it is mostly better for it, in my opinion.
Modders and sprite artists: now this looks like a job for me
Well the marines can technically act as a stand in for chaingunners so those aren't gone completely :P
@@Aikisbest
Revenants would have improved the gameplay a good deal.
I like how the loss of every other enemy cut due cartridge limitations is treated as a tragedy (even the Arch-vile), *except for the Spider Mastermind*
Probably because the Spider Mastermind only appears twice in DooM as Boss demons foe ep. 3 and 4, and every encounter in DooM II can be skipped. (Don't know about TNT or Plutonia)
Arch vile can have a bfg round, as a treat.
The Arch Vile is a fun bad guy, the Spider Mastermind isn’t.
You gotta admit its suprising they have sprites for the demons to face sideways and away from you
That is usually the first thing to get chopped
If they had one of the larger cartridge sizes, imagine how much bigger the game would've been and how the other enemies would've looked! We would've had brand new enemies, too!
And if you noticed about the Pain Elementals from Doom 64, they have a mullet. Some Doom players see it as a homage to John Romero.
Me was the same while watching decino's video. "Is that Romero's hair??" :D
I saw one appear in the ceiling and float down facing the other way. It was weird it didnt even look
like a monster just a shrunken head w/ gross rat hair
The AGONIZING PAIN family is growing at an amazing rate!
AGONIZING GENITAL PAIN and AGONIZING ORAL PAIN, oh, my!
I think these people found the perfect way to troll a youtuber. It's just so delightfully evil.
oh god I just realized there +1 now lmao
AGONIZING mental PAIN
Soon we shall have agonizing elemental pain
Ahhh the monthly dose of Decino narrated doom nerdiness
I want to like, but I want it to stay on the holy number of 69.
@@melgalsue8792 too late... 1:37PM 10/2
Literally the only youtuber I watch.
You have custom emojis so you get my like
💀
Due to the fact that the rockets fire from the cyberdemon’s launcher, they move downward a bit, meaning the splash damage is even more deadly since it can hit the floor even if you dodge the rocket.
I am surprised that wasn’t mentioned as it is a huge difference.
@@mechbfp3219 same
bro what's ur secret how did u do it
@@gun_violence_gaming Hello FBI agent
@@BaeYeou how did he do it
Doom64 barrel is like in Doom 2 and feels no pain. Both of them have huge guts! I think that makes them infinitely tougher than the cyberdemon, too, if my math is right about their pain chances.
That's facts bro
I've certainly been killed by barrels more often than cyberdemons, that's for sure.
The math checks out
But the cyberdemon is huge which means it HAS HUGE GUTS RIP AND TEAR YOUR GUTS
Idk if anyone has read the comics but some of those lines were great lol
@@nomecognome5911 when I read it, a vouce from Marvin's facts sounded in my head.
What i love about D64 is how satisfyingly BEEFY the weapons sound when you fire them, with the chaingun being my personal favorite
D64 chaingun is glorious agreed. Not just the sound but the muzzle flash and small screen shake is so visceral and satisfying
Agree, my personal favourite is the Plasma Rifle, because of its eargasmic sound, too.
Thing is, the sounds are all reused from Playstation Doom.
It used the exact same sounds as the PS1 ports of the original dooms.
The music is also creepier because it was the same composer as the PS1 ports also.
Aubrey "distorted baby cries are an instrument" Hodges
If we dropped the pain elemental we could've had the chaingunner in DOOM 64, never forget
But knowing how they made the pain elemental so much more evil, what would the chaingunner be like?
We could've dropped both to have the arch-vile :(
And if we had no cinematic exclusive enemies we maybe could have arch-viles
The cinematic exclusives recycle already existing sprites and states and barely use up any extra memory.
Revenants not being included is really sad
The Pain Elemental was creepy at first, but now I can’t stop wondering if it can speak in Stereo
I will never forget the first time I tried to chainsaw a Doom 64 Pain Elemental and having it blow up in my face like a rocket. Combine that with double the Lost Soul spam and just thank whatever God you believe in that these are not in Plutonia.
sounds like an interesting mod to do that 🤣
This version of doom has to be my favorite. It has a much different atmosphere then the other dooms and the ambient music is very creepy too, especially those crying babies… God I love doom.
I'm playing it rn. Decino's "Unmaker" analysis got me fired up!
It's supposed to be the spooky take on Doom, and it doesn't even have the spooky skeletons. 0/10 worse than Doom 3.
The PlayStation Doom 2 release had this ambience.
The aesthetics are good, but the lack of archviles and chaingunners means the game has trouble challenging you at times imo.
You should try doom for the PS1, its atmosphere is the same while having the original sprites and level design with dark coloured lighting.
I guess the chaingunners, revenants, and archviles all got used up in plutonia and none were left for this game.
The random screams just get me laughing heavily. You certainly don’t overuse it and when it’s very faint, I have to replay to make sure I heard it correctly.
“She will let out a blood curtling scream”
**AAAaAaAaaAaaAAA!!**
Or that little farting noise she made right after he mentioned that the missiles she fires off are capped at nine.
@@darkprinc979 I thought I was the only one that noticed that!
the 64 Megabytes joke was just as funny every single time
Not sure if this is nostalgia speaking, but there is something with these old skool 3D models. Nice to look at, not overly detailed but just right, yet capturing the essence of the creature.
Pleasing to the eye
I never played Doom 64 until 2020 and I agree with the 90s-core 3D renders. They're excellent.
Agreed. I forgot how clean these designs were.
Granted that's probably because I only played it once, rented it for my Thanksgiving weekend after it came out and sadly the main day I played it... wasn't a good day lol.
My ma bought a huge ass turkey but got like the cheapest dollar store tray to cook it in. There I was, off from school just living it up playing the shit out of Doom 64. Never owned a PC (wouldn't be till almost 2010 I got my first computer heh) so this was my first experience with Doom and it was awesome. She called me out to take the turkey from the oven since it was too heavy for her. I paused my game and went to do so, mind you I was wearing shorts at the time... this will be important in a second... . Now the tray it was cooking in was one of those large foil metal trays you normally see used... it was just paper think for it's size.... and when I grabbed the pan out of the oven (with oven mitts of course)... once the bottom of tray was not longer supported by the oven grate.... the bottom bulged under the weight and the side walls folded.... and boiling hot turkey gravy sprayed all over my bare legs.... Doom 64 was kinda the last thing on my mind from that moment on lol.
@@TheRyujinLP Now that's what I call splash damage! ... Too soon?
@@SimonBuchanNz Bwahahahahaha! Who new that cheap turkey trays were explosive barrels spiritual brothers.
Needless to say my pain chance was 100% and my pain time was a whole lot longer then a few milliseconds lol
I think animations are not up to par of original, too static and lifeless, but style itself I like
A shame some of the enemies were left out of 64, but well, it's understandable, technical limitations back then.
And besides, sometimes less is more.
If the cartridge had been a larger size or if the Expansion Pak was used, imagine how much more would've been in the game.
@@HermaphroGynandro Expansion Pak doesn't help with limitations of ROM size inside the cartridge. The Expansion Pak is a RAM upgrade for the N64 from 4mb to 8mb. This helps large, ambitious titles like Donkey Kong 64 and Perfect Dark to actually function well on the system. If the cartridge had been of larger size the game would've also probably been more expensive.
My guess on why Spectres have wider hit boxes than Pinkies is to give the player more leeway when fighting them. They’re invisible so you don’t have to be quite as accurate.
It's fantastic that you went to the trouble to sum all this up finally. Hopefully we can integrate this info into the Doom Wiki in a reasonable amount of time.
"He's just standing there. MENACINGLY!!"
When decino does not upload for a long period of time he is most certainly working on another analysis video. And here we are! Can't wait to watch this. :)
Love to see Doom 64 get some attention, especially its overall aesthetic. The look and feel of that game were awesome.
I love these enemy and gun breakdown videos. I'd very much like to see a Doom 2016 breakdown in this manner, though I imagine that would be really difficult to capture footage for.
Not gonna happen. New Id Software doesn't publish source code anymore, and no one has attempted to reverse engineer it either. The times of John Carmack are definitely gone.
@@elimgarak3597 Quite unfortunate.
@@elimgarak3597 You can find enemy stat values from the game's .decl files
@@elimgarak3597 Doom 3 DID have its source code published, so maybe we could have an analysis video on that one, although Decino rarely seems interested in doing videos about 3.
@@SergeantLuke op said "Doom 2016" , not "Doom 3" (which was from a time when Carmack was still in charge), hence my comment. Both Carmack and Romero where heavily influenced by the hacker's ethic concept Steven Levy talked about in his book, "Heroes of the computer revolution", and sharing the source is part of that ethic. Seems like those values are lost in modern Id. A Doom 3 comparison would indeed make an interesting video anyways.
Lets be honest, no one's gonna miss the chaingunner in DooM64.
While PSX had him in E1M1 lol
Was quite shocking to see that the first time after playing tons of doom 1 and doom 2 PC.
DOOM 64 gets by ok with the monsters it has except I think the Cacodemon looks too cheesy
Doom64 is definitely a gem, I remember playing map 20 for first time and the music alongside more devilishly looking demons actually made me feel something akin to anxiety.
Definitely leaving a like and a comment to boost stats, because I love this game and hope for more content with 64 as a subject.
I don't know who remembers Space Hulk: Vengeance of the Blood Angels on PS1/Saturn, but the demons in 64 always reminded me of the gene stealers in that game. Something about their claws, eyes and teeth make them look similar, which for me helped the 64's demons seem more terrifying.
Thanks again truly for uploading more Doom 64 content btw, always good to see this game get love.
Omg I forgot that game existed!
God I love the Arachnotron redesign, it looks so damn cool with its legs looking like knifes as well as its face being threatening instead of it looking like a ugly sponge.Awesome video dude, excited to see whats next for doom 64.
Lmao. It’s like the evil sponge from that episode of goosebumps.
And it was so good it served as the design base for the Eternal Arachnotron.
I always liked how the Doom 64 demons look, they look more menacing than their classic versions, too bad we didn't get the complete roster due to the memory limitation
If only they had one of the larger cartridges at that time…
I really hope 64 has or gets custom wad support!
I love it's art style and gameplay, and would love to see custom levels.
@@Kr00zA NIce!
@@aydinmakesthings The recent patches we put out were mainly to fix modding issues in fact.
People will bring up the cut D2 enemies but let's not forget the cut new ones: 2 headed dog, double Cybie and HR Giger lady.
Also, have you ever thought of a video comparing classic D1/2 enemies to their 2016/Eternal counterpats?
The games are too different to make any logical comparisons unless you mean the looks of the enemies which is not really an interesting topic in my opinion.
Or Doom 3 even?
1:55 "Decino, the accident wasn't your fault, you have to let him go"
Was literally JUST thinking about how I wish you had more 64 videos, so epic
The DOOM 64 design of the Pain Elemental is nightmare fuel. And the Cyberdemon just standing there like a statue comes off as rather creepy to me.
you forgot to mention how DOOM 64 cacodemons look like classic pain elementals
I remember the first time I saw a plain elemental in from 64 and I was scared!
hell knights and barons infighting was so handy - my biggest gripe with 64 is that they really do just swarm you with an absurd amount of the bull bois. after a while you get sick of seeing them.
We now have AGONIZING GENITAL PAIN to add to the other types of AGONIZING PAIN… but they’re only a tier 2 Patreon sub, so their name wasn’t read!
"Why would you give the Pain Elemental two mouths, you absolute monsters!?" - Civvie 11
Just wanted to say thank you for your content Decino. I find your videos to be incredibly cathartic. I've only been subscribed for a short time but you have become one of my top five favorite creators.
The projectile offsetting was something I noticed immediately. It really looks very nice.
I am surprised more source ports of Doom don't fix that.
While it wouldnt be the toughest thing in the world to change, its really not that needed. (Besides, it could throw off some people)
I remember this one model pack for gzdoom which "fixed" the problem from the other direction by making the firing animations line up with the (lack of) offsets. The Cyberdemon in particular looked ridiculous because they sort of crouched a little and held their rocket launcher at their crotch to fire.
@@BeatCrazed they should add this to the console version
On the Cacodemon you can really see the 3d render they've screenshot for the frames
Same with the Mancubus
If one thing is definitely different it's that incredible juicy dumper they sculpted onto the imp
I think a lot of the changes to monster stats and logic are inherited from the PSX version. Also, if I remember correctly, the code for the Nightmare Specter from the PSX is still in Doom 64, but there's no way to put them in levels because the map format doesn't support it.
super glad to see you making doom 64 videos! its by far my favorite classic doom game personally
Doom 64'a Pain Elementals are the stuff nightmares are made of.
The chaingunner missing from Doom 64 is a blessing. Look no further than Plutonia to see what I'm getting at lol.
Also Archie won't be missed
If there was a way to make doom 64 maps with the marine enemies, there would probably be a lot of mods with plots about them and it would be cool in general to fight other ai marines especially as they have different firing modes.
Although i imagine someone may have figured out a way, if so then i would love to see gameplay by them.
There is already quite a few mods (Or in this case, hacks) of Doom 64.
Agreed! It's a shame that they went through all that trouble of making AI Marines and then just never used them!
Doom 64 is underrated. I love to see more videos.
Doom 64 is my second fav in the series right behind the almighty Ultimate Doom. It’s just so damn good. Hope Beth puts out more maps for it
The mother demon flame kinda gets me thinking about the Arch-vile’s flame attack…
I've admittedly never played N64 DOOM (I had a Saturn...) and was curious if they fixed the Revenant height considering they've edited the values for all the other monsters... I guess they reduced it to zero.
Yes! I'm am so glad you made this video. I was literally going to ask if you could do more Doom 64 analysis videos. Like how the different weapons work, or where they got the textures and sounds. Similar to your Doom 1 and 2 analysis videos.
The sound effects have to be next.
The music and the demons go great with the environment in DOOM64 imo
lets go a 20 minute analysis video
great video as usual, the doom64 enemy sprites are awesome, kinda surprised how close their stats are to their DOOM II counterparts
9:55 the dean of doom reference is great! Awesome video
I like being able to actually see these demons.
Ya know, cause Doom 64 is so dark?
It's DARK!
I CAN'T SEE ANYTHING BECAUSE IT'S SO DAMN DARK!
Civvie, it that you?
@@SoundlessMound Ever since that rat bag got moved up, it's been quiet down here in the lower levels. All because he's "good for revenue" and "hasn't set anyone on fire recently" 90 deserved it.
Finding out about this version and the fact that it is a totally different game was like x-mas and thanksgiving at the same time! Fully in love with this game.
WAIT... I JUST NOTICED THE MANCUBUS NIPPLES. Thanks for the nightmares Decino
9:55 - Delinquent, a Dean of Doom refrence!
I just realised that they basically added the nightmare imp back in doom eternal in 2020. It's just that they changed his name into "prowler".
I love the thumbnails. The realistic demons in a simple yellow background. I think it's kinda nice :)
Nice! It's always good to see a notification from the Flying Dutchman of Doom. This series is by far the most comprehensive, yet accessible source of literally everything about the doom games.
I always loved how grim and evil D64 was visually, it really feels like Romero's action-horror vision of DOOM honed and perfected. And it suited the game, being a progression of DOOM II and Final DOOM, a beaten down and weary Doomguy versus what remains of Hell's armies - the Pain Elemental was a standout, looking cobbled together from whatever remains the Mother Demon could find, resulting in two grotesque mouths and a greasy mullet, which is deeply evil. I also liked the wobbly Mancubus, like they weren't designed to have the bandolier and backpack that they now need.
As a kid I always imagined the Spider Mastermind leading almost a splinter faction of Hell that sought to use cybernetics over magic, and the events of the series have whittled it down so much that the Arachnotrons are all that's left, now folded in with the "pure" demons led by the Mother Demon and later the Resurrector. I did also imagine as a kid that the Unmaker was so evil that Doomguy preferred to stay in Hell as a gatekeeper than risk turning back home on Earth. A tragic ending for a guy who happened to be in the wrong place at the right time.
A minute of silecne for Chaingunners, Revenant, the archvile and the mama. 😢
The mama got homewrecked
I've just noticed the Mother Demon's shape and animation has a resemblance to a huge heart when viewed at a certain angle,that is awesome.
I actually wanted to know this back in the day. Doom 64 is kinda odd as well as Quake 2 for 64
A blast to watch as always, thanks for the knowledge and laughs!
Loving all the Doom 64 analyses. I guess an arsenal comparison would be next somewhere down the line.
On a side note, this got me wondering: would you consider allowing D64 maps for the next viewer submission(or any D64 WAD playthrough in the future)? I haven't had a chance to play any myself, but I'm curious what the community has managed to cook up for this game.
I don't see why not!
Is d64 wads even a thing? Ive looked for years.
I would love to see decino do a comparison of the weapons
I'm building a Doom 64 project and will absolutely be using this and the weapons video as balancing guidelines.
I am still forever convinced the Cacodemon and Pain Elemental were originally swapped sprites during development. Hence why the caco is brown with an orange eye with arms and the PE is a dark red with a green eye.
As to why they were swapped? Who knows. Probably someone at Midway given a picture of both meatballs but confused which was which and only knew the PE was gonna spawn 2 lost souls. Dont know if its true, just what im convinced is true.
I doubt this one since both Romero oversaw Doom 64's development and the dev team being big fans of Doom who would constantly Deathmatch the id crew during Doom 2's development.
I don't think so, that's not how it works lol, it's not just a matter of changing the sprites, but that the animations stay with the behaviors of the enemy, besides that it doesn't make sense for the animations, the cacodemon when he looks dies in a similar way that in the original game and the elemental Pain keeps exploding.
Doom 64's enemies underwent a major glow up (Shoves Pain Elemental behind)
Thank you for another great analysis video Decino. Really great channel
Doom 64 does a decent job of substituting the enemies that don’t appear:
No Chaingunners = Aracnotrons (i.e. “Wretched Vats”), Bloody Dart booby trap, Shotgunners
No Revenants = Revenant Missile Booby Trap
No Archvile = Pain Elemental’s explosive melee attack that hurts just as much
You forgot to mention how great it is when lost souls infight and try to beat eachother to Urdak
interesting to note, also, that it seems of the classic monsters, the arachnotron is the only one that kept a look similar to the doom 64 variant with the brain shape as well as it being built into the body rather than just on top of it.
I think it would be really cool to see modders try and create sprite sets to re-add demons that had to be cut for cartridge size, but, I dunno how feasible that is
It's the doom community, it's very viable and will be done eventually
It's interesting to me how different a game it is. I really love how different the Unmaker is too
10/10 outro music
Welp, time to re-watch Decino's Doom 64 playthrough.
When this game first came out, I remember it being about 30 dollars more expensive than the average game. Yet, still not enough memory to get some more frames of animation from the monsters they didn't cut.
This would be my favorite Doom of all time if they had done just a bit more with it.
whoever designed that pain elemental sprite...well idk it's just cool how nightmareish it is. Pinky is scary as hell too
you are awesome man! Learning so much i never knew with your videos
Such a well put together video!
That little fart sound effect at 17:11 caught me off-guard lol. Great video as always, decino. :D
18:00 >AGONIZING GENITAL PAIN
Is AGONIZING (Insert awkward human body part) PAIN the OG Decino meme? I thinking yes.
The mancubus gag was so good
I'm on vacation in Bar Harbor Maine right now but I saw the notification, so I had to sit down and find Wi-Fi
OH HECK YES!!! more Doom 64 analysis videos right about time for the halloween season with one of my favorite Childhood N64 games of all time. Great Video as always it was joy to learn new stuff with Doom 64.
1:14 - Homestly, I think for the shotgunner, a colour swap with the hair and elbow pads being grey and the shirt being green would have made it much easier to differentiate between the other zombieman
I love Doom 64 arachnotrons so much
thus man is always asking the right questions. i always wanted to see someone check this out. thanks
That imp has a fucking CAKE
9:54 look at that helpless little delinquent. Aww!
Doom 64 was my first N64 game and I played the ever loving crap out of it. Using passwords to start each level with 25 health and an empty pistol is a fun challenge. It's such a shame you can't enable fast monsters on consoles.
Very informative video. I enjoyed watching and I learned a lot about DOOM 64, which I have not played yet.
1:59
Good but i also maybe they didn't put him because of the hit scan attack who in higher difficulty is bs hit scan with high rate of fire is really cheap
More grim, evil, proceeds to show the cutest mancubus
More Doom 64, great stuff.
Oh I got an idea for nightmare and fast monsters, if fast monsters are enabled, lost souls go turbo, just like pinkies, getting their doom 64 stats minus hp with a slower pain animation, luckily, you only have to deal with a pain elemental spawning one, also cyberdemon rockets also get their speed form doom 64 too.
God the first time I fought the mother demon I didn't have the frame rate capped, it was almost impossible...